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Other Projects => Other Games => Topic started by: Blizzlord on May 23, 2012, 02:55:42 pm

Title: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Blizzlord on May 23, 2012, 02:55:42 pm
Isdar wanted me to include a link to this. (https://docs.google.com/spreadsheet/ccc?key=0AmqRIjfuhTTJdFJPRFh3ZGNaZGFCTXNmQlY0YWw3LVE#gid=0)
Spoiler: Original post (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Girlinhat on May 23, 2012, 03:25:52 pm
I understood the original Planetside to have fallen on its face, with a dozen people per server on average and nothing significant happening.  That was also before I was in the P2P racket and I was all like "Why would I PAY to play a game?!" so I never got into it.

EDIT:
I don't own the OP.  But I do own the second post.  SP?  Well anyways...
http://steamcommunity.com/groups/DFPS2
DF-PS2 is the group
DF - Planetside 2

Steam group, get in it.

MOAR EDIT:
Apparently there's a spreadsheet of who's in what:
https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0
And there's a tool for making entries into it:
https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Yodamaster on May 23, 2012, 03:45:11 pm
If it lives up to the promise I will absolutely buy it.

I just want massive epic battles.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Johnfalcon99977 on May 23, 2012, 03:50:59 pm
I don't think so, from what I've heard it was great. Maybe your talking about when they added over-powered mechs to the game and people stopped playing? I didn't know a lot about the orginal Planetside, so don't quote me on that.

Although personally, I'm really excited about this game, dispite the fact that I normally don't like FPS. This is basically my Childhood fantasy of huge Multiplayer Battles in a videogame come true! Its a real shame I didn't know about Planetside back then. Hell, I'm not even sure if Planetside was even still alive when I got into Video Games.

I was all like "Why would I PAY to play a game?!"
Because thats how ALMOST EVERY SINGLE GAME EVER RELEASED* worked?
*At least in till F2P started to catch on in the Western World.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Lectorog on May 23, 2012, 04:44:25 pm
If it lives up to the promise I will absolutely buy it.

I just want massive epic battles.
It's going to be free to play.

I'm really excited for this. I'm a fan of Star Wars Battlefront, but that's not very impressive anymore, especially considering the servers are somewhat dead. Battlefield 3 isn't quite what I want either. This is exactly what I've been wanting. A friend told me about Planetside a while ago, but it seemed at the time that it and its planned successor were dead; I'm glad that's not true.

By the way, where'd you get the 2000 players/server statistic? I haven't found that anywhere.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Teneb on May 23, 2012, 04:48:42 pm
From what I've seen it's 2000 players per continent, not server. And there are going to be 3 continents, thus 6000 players/server.

Either I did play Planetside quite a long time ago for a little while and I am really looking forward to this game. The fact that it's going to be F2P without being P2W is even better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Levi on May 23, 2012, 04:53:22 pm
The fact that it's going to be F2P without being P2W is even better.

Somehow I doubt that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Xanatos Jr. on May 23, 2012, 05:20:15 pm
The fact that it's going to be F2P without being P2W is even better.

Somehow I doubt that.

As far as I know, it's heavily focused on metric tonnes of cosmetics, to go with the new vehicle customization.

That's what TB said in his Liberator gameplay video, anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Levi on May 23, 2012, 05:23:04 pm
The fact that it's going to be F2P without being P2W is even better.

Somehow I doubt that.

As far as I know, it's heavily focused on metric tonnes of cosmetics, to go with the new vehicle customization.

That's what TB said in his Liberator gameplay video, anyway.

I would be very impressed with a F2P game if they limited purchases to only cosmetics.  I still doubt it greatly though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: jocan2003 on May 23, 2012, 05:54:50 pm
This game soooo got me....
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Nilocy on May 23, 2012, 08:30:10 pm
It's a F2P model yeah, but with 'sidegrades', so things like gun attachments that change weapon firerate etc, while changing other stats like say accuracy.

That Liberator is looking amazing I just can't wait to fly one.

Also I'm still playing Planetside (1), is anyone else doing so? TR represent!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Girlinhat on May 23, 2012, 10:46:56 pm
Finally decided to watch that video :P

Want to play a sniper or a heavy vehicle specialist.  I can imagine certain large vehicles being very nice to have, but being very annoying to actually use.  And I can imagine stealth sniper being incredibly fun, especially if you have any skill with sniper and can peck people off at maximum range.  Or something absurd, like a stealth class fitting a mortar.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: SeaBee on May 23, 2012, 11:06:23 pm
This and Guild Wars 2 are the only upcoming MMOs that interest me in the least. I really, really just want to spend hours in this game fighting in huge battles with hundreds of other people. If the keep the Pay-to-Win stuff out of it, I'll even spend precious money on cosmetics just to support it.

I missed PlanetSide 1 when it was in its prime. I won't make that mistake again.

Please don't screw this up, SOE. Just this once.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Imofexios on May 24, 2012, 12:08:04 am
Yes PS1 was/is still awesome game out there, SOE just forgot players and did let the abusers run free.

On Planetside 2 we really should start platoon/squad/team to maximize the fun :)
Any news when its coming out?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Dariush on May 24, 2012, 03:25:20 am
As far as I know, it's heavily focused on metric tonnes of cosmetics, to go with the new vehicle customization.
The game seems to be about capturing territories from the opposing factions through utterly epic battles with hundreds of other people. I know there are many fans of the original planetside and I personally look forward to this upcoming F2P title.
F2P
My prayers were heaaaa...
SOE
Oh fucking shit. Not SOE. Anything but SOE. After what they did with "F2P" PoxNora I want to murder them with a rusty saw. :'(

Oh well, nothing to do but wait and see. Graphics look absolutely purrrrfect.

Edit: it looks like I have already signed up for the beta. o_0

But seriously, fuck Sony.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Metalax on May 24, 2012, 03:50:59 am
I've been keeping an eye on this as I used to play for about three years from about 18 months after it launched, until I lost my net connection when I left uni. Back in those days there were sufficient players that organised pop-locking of a continent to keep numbers stacked on your side was a viable and frequently used tactic.

That Liberator is looking amazing I just can't wait to fly one.
Agreed.

Also I'm still playing Planetside (1), is anyone else doing so? TR represent!

Who want's to be the walking practice targets? ;P VS slaughters them all!

The fact that it's going to be F2P without being P2W is even better.

Somehow I doubt that.

As far as I know, it's heavily focused on metric tonnes of cosmetics, to go with the new vehicle customization.

That's what TB said in his Liberator gameplay video, anyway.

I would be very impressed with a F2P game if they limited purchases to only cosmetics.  I still doubt it greatly though.

Super MNC (http://www.uberent.com/) have done this, and it seems to be working quite well.

On Planetside 2 we really should start platoon/squad/team to maximize the fun :)

Yes. From what I've heard you will be limited to joining one faction per server, so we should pick a server for each faction so we can all join up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Nilocy on May 24, 2012, 06:03:08 am
TR. TR. TR. TR. TR.

If you guys go anything else I'll mount your heads on poles outside my base.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Reudh on May 24, 2012, 06:33:55 am
Sounds like fun, perhaps when I move out and have a decent rig, I'll play this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Imofexios on May 24, 2012, 06:37:42 am
Like said above, VS pwn j00 in PS and will pwnz in PS2 :P enouogh for leet talk.
As reading Ps forums the player numbers are really down?
Would be fun to play it again :/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: timferius on May 24, 2012, 07:17:37 am
Incredibly looking forward to this. Played the first one a bit back in the day. Not sure why I stopped...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Teneb on May 24, 2012, 10:00:27 am
On Planetside 2 we really should start platoon/squad/team to maximize the fun :)

Yes. From what I've heard you will be limited to joining one faction per server, so we should pick a server for each faction so we can all join up.
Agreed. Even though TR is my favorite, I'd be willing to join another faction to stick with all other B12ers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Blizzlord on May 24, 2012, 10:24:26 am
What faction are we going to play anyway? My vote goes to TR.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: jocan2003 on May 24, 2012, 10:36:10 am
Funny how in the thread majority wants TR yet in the poll NC wins o.O

Also in PS1 i was NC i would like to stick with it but if need im open to join other faction. But you better bring me some mag rifle!!!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Brotato on May 24, 2012, 10:38:38 am
New Conglomerate! I like the idea of playing as a bunch of scrappy rebels/freedom fighters.  It fits in well with my core political beliefs.  Though the Vanu sound really awesome too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Levi on May 24, 2012, 10:44:44 am
I would be very impressed with a F2P game if they limited purchases to only cosmetics.  I still doubt it greatly though.

Super MNC (http://www.uberent.com/) have done this, and it seems to be working quite well.

Don't you buy whole classes in that one?  That is far from cosmetic.

From the wiki: 
Quote
Super Monday Night Combat also includes a microtransaction system, where players can buy new Pros, uniforms, taunts, weapon skins, and temporary Combat Credit boosts with real money. Players also can purchase new Pros, Endorsements (which buffs statistics while sometimes nerfing other statistics), and Products (special perks) with Combat Credits
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Felius on May 24, 2012, 10:54:37 am
I wait this with guarded optimism. SOE and F2P are quite the warning signs, but on the other hand, I really want another Planetside (or a game similar to it). My hopes for it are on Planetside 2 or Dark Millennium Online. Let's see how they'll fare.

Edit: Just saw this: http://www.eurogamer.net/articles/2012-03-29-thq-warhammer-40-000-dark-millenium-is-no-longer-an-mmo
Oh well, Help me, Planetside 2. You're my only hope.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Blizzlord on May 24, 2012, 11:07:46 am
...F2P are quite the warning signs...
In my opinion, F2P games are the best games (when they have a good marketing model). Tribes: Ascend and TF2 are great examples of F2P done right, and all purchasable things in PS2 will be cosmetic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Microcline on May 24, 2012, 11:25:29 am
...F2P are quite the warning signs...
In my opinion, F2P games are the best games (when they have a good marketing model). Tribes: Ascend and TF2 are great examples of F2P done right, and all purchasable things in PS2 will be cosmetic.
Isn't it that cosmetic upgrades are money-only and sidegrades are money-or-exp (like LoL or T:A)?  While I'll say that there are advantages to F2P (namely, that the game must retain player interest so success is more dependent on quality than marketing), there's still the fact that it provides a financial incentive against balance.

In the end, though, the gameplay looks like it might be fun and the lack of competition, due to developers equating "MMO" with "inferior, buggy WoW with a gimmick" instead of exploring the potential of the mechanic, will likely cause me to overlook a few warts.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Aklyon on May 24, 2012, 01:06:27 pm
I wouldn't say it provides a financial incentive against balance, if you make it obviously P2W then people will ignore your game entirely, either because it'll seem like a waste of time to deal with the people who can afford to spend money on epic tier virtual weaponry agaists your standard stuff, or the principle of it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Levi on May 24, 2012, 01:10:25 pm
I wouldn't say it provides a financial incentive against balance, if you make it obviously P2W then people will ignore your game entirely, either because it'll seem like a waste of time to deal with the people who can afford to spend money on epic tier virtual weaponry agaists your standard stuff, or the principle of it.

People (to my eternal rage) seem pretty accepting of slight "pay to win" advantages these days.  Most people don't even consider things pay to win as long as you can earn it in game by grinding for thousands of hours.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Aklyon on May 24, 2012, 01:13:37 pm
I'd been more talknig about it being more obvious than slight bonuses, but you have a point there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Dariush on May 24, 2012, 01:32:58 pm
Most people don't even consider things pay to win as long as you can earn it in game by grinding for thousands of hours.
I disagree with the 'most' part. I've been a regular player of Tribes:Ascend for several months and I can say with certainty that after the last several updates with obviously overpowered weapons were released, there was a decent-sized shitstorm about it (that still continues), and that's not counting the minor background constant outrage at the hilariously huge prices of new weapons, both in-game and real-money-wise.

Your statement may be true for games whose target demographic is substantially older or stupider (specifically Xvilles and their spawn and various browsershit), but definitely not for such as we are discussing. Depending on the degree of P2W, a certain part of the playerbase will simply quit regardless of how P2W is dressed up and developers will have to take it into account. I haven't played PS1, but if the tales of deserted servers are true, I doubt developers would like to see it repeat in PS2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Levi on May 24, 2012, 01:39:38 pm
I dunno.  So many people still play TF2...  I think relatively few people quit that when the store was introduced.  And the few conversions I've had about other F2P games (admittedly on the steam forums) always seems to have people using the "If you can get it in the game eventually then its not pay to win" line.

Edit:  I have too much rage about F2P games.  I apologize for derailing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Metalax on May 24, 2012, 03:14:38 pm
I would be very impressed with a F2P game if they limited purchases to only cosmetics.  I still doubt it greatly though.

Super MNC (http://www.uberent.com/) have done this, and it seems to be working quite well.

Don't you buy whole classes in that one?  That is far from cosmetic.

From the wiki: 
Quote
Super Monday Night Combat also includes a microtransaction system, where players can buy new Pros, uniforms, taunts, weapon skins, and temporary Combat Credit boosts with real money. Players also can purchase new Pros, Endorsements (which buffs statistics while sometimes nerfing other statistics), and Products (special perks) with Combat Credits

Ah yes, you can buy pros with money, though it is rather silly to do so as you gain enough in game credits to buy a pro in about a week of five, 15 minute games a day. Also as somewhat more than a third of the pros are freely available, changing each week there is no real need to buy them. The only items that provide actual changes to abilities, endorsements and products, can only be purchased with in game currency/found as drops.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Johnfalcon99977 on May 24, 2012, 05:20:31 pm
Its not Pay to win if the "bonus" you get is Balanced and is not more powerful then stuff people who don't pay can get. Buying a new weapon or Perk is fine as long as it is not obviously more powerful then you can get by not paying. The Free to Play model also works well as a Time Saver. Tribes Ascend seems to have handled this nicely, in the fact that you can buy Weapons, Perks, and other things with gold without needing to gain the EXP, but you can't buy Upgrades with Gold, only EXP.

Also: Siding with New Conglomerate. "Fauck da Powar" and so on and so forth.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Levi on May 24, 2012, 05:26:34 pm
Buying a new weapon or Perk is fine as long as it is not obviously more powerful then you can get by not paying.

*twitch*

See, I hate this viewpoint so much.  Nobody would ever accept this in any other competitive game. 

If the football leagues decided football teams could pay $10000 to have the football start 5 feet further down the field, people would scream bloody murder about how stupid it is, no matter how small an effect it actually has on the game.

Games should be 100% about skill, and 0% about how much you can pay.  99%/1% isn't good enough.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Aklyon on May 24, 2012, 05:47:26 pm
The problem with the no bonuses model is that you're thrown into either subscriptions (not very likely to work for more than a couple months unless your game is goddamn awesome), cosmetic-only (it could work, but are you really going to make that much on just (non-TF2) hats and skins and decals alone to make a profit?), or people buying the game up front with or without the cosmetics. It would be lovely if we could have 100% skill games all the time, but MMOs are expensive to make, have persistence (which means server, electricity, internet, and other bills of the expnsive kind), and you also need the company to not fall on its face into bankruptcy running said MMO; not every game will be as subscription-successful as WoW, nor as Hat-successful as TF2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Levi on May 24, 2012, 06:19:48 pm
I'd rather just see them not be made then if they can't be successful and keep gameplay fair.  And if they weren't hundreds of silly F2P games sucking away at the available player base, I'd bet subscription or purchased games would be a bit more successful.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Urist McScoopbeard on May 24, 2012, 06:25:38 pm
We might as well just wait and see what happens, its no use arguing about it until either its released or something important comes along.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Aklyon on May 24, 2012, 06:40:43 pm
Its not just F2P games, its the fact that if you have multiple subscription-based games (and are playing 2+), then you invariably have to eventually drop down to only one when you need the money for other things. And if you can only paly one, most people will stick to the game they have the most friends still playing.
Purchased games, I don't really know anything else to say about.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Johnfalcon99977 on May 24, 2012, 09:08:32 pm
Buying a new weapon or Perk is fine as long as it is not obviously more powerful then you can get by not paying.

*twitch*

See, I hate this viewpoint so much.  Nobody would ever accept this in any other competitive game. 

If the football leagues decided football teams could pay $10000 to have the football start 5 feet further down the field, people would scream bloody murder about how stupid it is, no matter how small an effect it actually has on the game.

Games should be 100% about skill, and 0% about how much you can pay.  99%/1% isn't good enough.

I don't think you understand what I'm trying to say here. What I'm saying is that paying for something is fine as long as its balanced and fair compared to all the other weapons you can get in game for free. Using your example Its more like moving the ball more Left or right, but not actually changing its posistion.

Besides, have you ever considered that maybe just a slight advantage doesn't completely change the game? What matters the MOST is the people BEHIND the guns, not the guns themselves. If you can't hit the broadside of a Barn, a Gun with slightly better Damage or Reload time isn't going to change the fact that they can't hit the Broadside of a Barn. Works with the opposite direction as well. If you can Headshot someone from across the map with half the guns in the game, how is Slightly less recoil going to really effect your playing style? And if you are THAT skilled, then whats stopping you from using your large amounts of experience to get the gun without dishing out a cent? I think you may be too concerned about differences that actually don't change that much in the game.


...cosmetic-only (it could work, but are you really going to make that much on just (non-TF2) hats and skins and decals alone to make a profit?)...
I think you underestimate the power of a single persons disire to look different from everyone else. Trust me, that disire is pretty strong. Why do you think Valve made so much money off the hatstore in the first place?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Frumple on May 24, 2012, 09:11:52 pm
Wouldn't... wouldn't faster reload actually help if you couldn't hit the broadside of a barn, though? You could fire more shots, better chance of accidentally hitting something. That's an advantage a non-payer with bad aim couldn't get.

Still, if things were actually balanced I could probably cope. Just depends on if they're actually balanced and not just mechanically equal (see reload thing).

But yeah, looking forward to this, despite by infinite hatred toward SOE for what they did to Infantry. I heard good things about planetside.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Reudh on May 24, 2012, 09:18:17 pm
The way I see it, they could monetise it by:


- Monetising cosmetic items that have no effect on gameplay. Realm of the Mad God does this, as does TF2.

- Making higher leveled/ stronger weaponry able to be bought with real money, while still keeping them available as a drop via. grinds. That way, one can still get them without having to pay, but if one buys them they may avoid the grind for drops.
 
- I can see not many other ways for monetisation without Freemium gameplay... though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Girlinhat on May 24, 2012, 09:21:06 pm
Reference: Mabinogi.  In the normal course of the market, you might find a particular item like a "Leather Long Bow" on sale for 100k.  That would be a "high end price" for a weapon that was already fully upgraded.  Then there were certain sources of special colors, a pink one that was only given during an event, or a red one that drops extremely rarely from certain mobs.  With the same upgrades, these would sell 2mil+ in some cases.  Same weapon - even a worse stat weapon - with a unique color would sell for boatloads.  Similarly, the game has a dye shop, where you can change the colors of your clothing, and those sell for fortunes.

Being unique is something people will spend money on, in real life and in games.  Mabinogi offers virtually no "pay to win" involved - people will argue that but the main buff cash shop items are things like "2x exp 1hr potion" and similar.  The main intake of money for Mabinogi is dyes (for unique characters), pets (for convenience), and monthly subscription (mainly for inventory, because it uses this inventory-tetris style that limits bag size).  You cannot really buy power.  You can buy exp buffs if you're willing to spend a lot, but at the core of it you're still going to be playing the game to utilize that power, nothing is handed to you.

That, I believe, is what it comes down to for proper microtransactions.  Mabinogi offers colors.  Others offer "quicker game" buffs.  If someone is earning 50% more exp than you, then they'll progress faster, but they won't reach a different end than you will.  Likewise, if someone headshots you with a black rifle, you're just as dead as if they'd been using a blue rifle.  I think a game like Planetside 2 will also feature some amount of teleporting for pay.  Sort of, "free players warp after 10 seconds, premium can warp immediately" deal.  This gets a little annoying, because that's an arbitrary restriction where the company sells you the disease along with the cure, but that can be allowed once you realize that the games need a way to make money somehow, and a 10 second wait is the least of your concerns.

On one microtransaction game, the cash shop features "cards" that you can buy.  These cards have a direct impact on gameplay, like "+30% stone gathering speed" or "Immediately add 800 wood to stockpiles".  This is how you directly buy power, and this is what I think Planetside 2 will avoid.

TL;DR - Planetside 2 may allow you to buy convenience or buy uniquely-styled gear, but I don't think you can buy victory.  Still, we'll have to see what the actual game features, I'm just speculating.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Felius on May 24, 2012, 09:25:14 pm
- Monetising cosmetic items that have no effect on gameplay. Realm of the Mad God does this, as does TF2.
Depending on how it is done, it risks getting far too silly. It's fine for TF2, but Planetside has a somewhat more serious tone.

Quote
- Making higher leveled/ stronger weaponry able to be bought with real money, while still keeping them available as a drop via. grinds. That way, one can still get them without having to pay, but if one buys them they may avoid the grind for drops.

If  it's actually feasible to get them without paying. There quite a few games that allegedly have this, but to get it for free you'd need to grind a dozen hundred hours for every minor item, which in the end is the same as paying to win.

I'd even be ok with something Planetside actually experimented with for a time, allowing restricted play until a certain point (the Reserve program in Planetside. You could only go up to level 5, but that didn't actually limited you all that much), as long as it does not actually make it impossible to compete with the paying players.

But yeah, now we wait and see what they'll deliver.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Reudh on May 24, 2012, 09:29:48 pm
I think Girlinhat has the best idea.
:P

And while I haven't even set eye on Mabinogi, I know it's been around for a while, so it must be working. :P



And buying power is the key to losing an otherwise happy playerbase very quickly, I think.

"I have $800USD to burn on this game. I cannot be defeated."
"I do not wish to spend money on online games. I'm easily defeated by virtue of my thrift."

I HATE games like that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Johnfalcon99977 on May 24, 2012, 09:58:23 pm
Depending on how it is done, it risks getting far too silly. It's fine for TF2, but Planetside has a somewhat more serious tone.
Comfirmed: Planetside will have the ability to make the cockpit of your Fighter craft covered in pink Hearts with Zebra Camo.

Its far too late for that, buddy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Aklyon on May 24, 2012, 09:59:34 pm
Heres (http://www.youtube.com/watch?v=hjsd5uouw9I) the proof of the above.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Sensei on May 24, 2012, 10:22:17 pm
I can sure see people paying to be silly, IMO that's ok. I'd be very surprised if they never had any items sold for real money that gave you advantages (improved XP and the like in F2P games actually really bugs me because they tend to make the free players' game very grindy). Even if they didn't at the start, they would be forever tempted to add them, and there will be people willing to pay for shortcuts. That's not horrible, in my opinion. It might just be reasonably balanced, and that will be all there is to it. It could be horrible, but there's simply no way to tell without playtesting the actual game (unless they're doing something egregiously wrong).

You know, a cool example of a high-level pay for cosmetics might be a cosmetic change that extends to guild armor/vehicles, rather than just the buyer, perhaps with a kickstarter-style donation system within the guilds.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Dariush on May 25, 2012, 03:11:43 am
Mabinogi offers virtually no "pay to win" involved - people will argue that but the main buff cash shop items are things like "2x exp 1hr potion" and similar.  The main intake of money for Mabinogi is dyes (for unique characters), pets (for convenience), and monthly subscription (mainly for inventory, because it uses this inventory-tetris style that limits bag size).
You know, this sounds like the very definition of P2W. Thinking like that, games with real-money weapons that deal 3 times more damage than normal-ones aren't P2W because you can achieve the same result (killing a monster), but three times slower.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Blizzlord on May 26, 2012, 02:37:48 pm
^+1 for wisdom.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: SHAD0Wdump on May 26, 2012, 03:15:57 pm
You know, the poll up there really gave me trouble for a while since all three empires have aspects I like...

-TR: Great color scheme, black with bits of red is something I've always appreciated, even if it slightly reeks of 'trying too hard to be bad-ass'. They also have a penchant for order and teamwork.(At least in the first game before they decided tank drivers man the guns too in this game)

-NC: Bigger is better philosophy with their weapons, absolutely my style. I can also have a bit of appreciation for the freedom fighter attitude, but not as much. It really is the guns that attract me here.

-VS: Awesome technology with style to match. Those curves and that color scheme(PURPLE) attracts me strongly. Can't say much for their philosophies but they just look and feel good.

Eventually I just decided, fuck it, I'm going VS.

EDIT: Thooough I'm likely to still go with whatever empire my friend would choose if she decides on playing this. Still leaning toward VS if I get a choice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Frumple on May 26, 2012, 03:40:00 pm
VS is my initial leaning, assuming I have a computer capable of running PS2 before its servers close. Purple and hover tanks and lasers, what the hell else do I need?

Well, artillery. I'd go with whatever side has the best artillery, too, if VS didn't work out. I can't even aim artillery worth a shit in FPSes (tribes taught me this) but I don't care. Get big enough blast radius, even misses kill people.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Gunner-Chan on May 26, 2012, 03:49:08 pm
I don't know if Ill even play this. But If somehow I do Ill likely go TR out of nostalgia for a friend. Besides, black and red and miniguns is cool.

On the Mabi play to win thing, yeah. It only looks like that if you haven't actually played the damn game. Pets don't do anything irreplaceable or even that valuable, and inventory space isn't really an issue considering what makes an item is upgrades. The x2 EXP is also very useless considering you can gain XP by just idling, or you know. Actually playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Aklyon on May 26, 2012, 03:52:59 pm
How do you gain xp by idling?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Gunner-Chan on May 26, 2012, 03:54:22 pm
You gain XP as you age. Up to age 25.

Edit: Wait, it was actually AP. Well that's better actually!

(Also don't derail this too much. I just don't like it when people claim pay to win when it's not)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Frumple on May 26, 2012, 04:17:40 pm
Yeah... being totally fair to Mabi, it's not pay to win so much as pay to enjoy -- not investing money simple massively inflates the amount of time and/or effort you have to spend to do certain things (primarily re: travel and inventory juggling), not provide any actual mechanic advantage (well, barring that pet cheese stuff :-\). It's an enjoyable game when you're not spending a quarter hour or more to walk your way to a particular town and spending a sixth of your game time wrangling your backpack, but violently poorly designed without the addition of mounts and expanded inventory.

It's nice enough with some friends, though, and from what I understand not really that bad as MMOs go. Still. When I think bearable f2p scheme's, Mabi's not what I think about, just not the worst of the lot. Not sure how its methods would be able to apply to a FPS, though. Disallowing some sort of fast transport (teleporter, orbital drop), maybe.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Dariush on May 27, 2012, 02:57:25 am
Yeah... being totally fair to Mabi, it's not pay to win so much as pay to enjoy -- not investing money simple massively inflates the amount of time and/or effort you have to spend to do certain things (primarily re: travel and inventory juggling), not provide any actual mechanic advantage (well, barring that pet cheese stuff :-\). It's an enjoyable game when you're not spending a quarter hour or more to walk your way to a particular town and spending a sixth of your game time wrangling your backpack, but violently poorly designed without the addition of mounts and expanded inventory.
My point about killing monsters faster still applies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Reudh on May 27, 2012, 03:09:09 am
Runescape at least until recently tried to completely segregate F2P and P2P servers: in that P2P players could access F2P worlds but they would have no advantage there. They presented F2P as a different game, which it pretty much was.

It seems to work quite well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server.
Post by: Blizzlord on May 27, 2012, 03:27:00 am
Runescape at least until recently tried to completely segregate F2P and P2P servers: in that P2P players could access F2P worlds but they would have no advantage there. They presented F2P as a different game, which it pretty much was.

It seems to work quite well.
I agree, as I have played that game F2P for some time. The "premium players" have no advantage over normal players in normal servers. That does not mean that they don't have better ways to do things when logged on to the premium servers. Still, I find it pretty balanced.

Edit: modified the title so discussing F2P can no longer be considered derailing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: zombat on May 27, 2012, 05:06:58 am
Has the beta started yet?

I was told previous subscribers would get beta invites when it started in march...of last year
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: sluissa on May 27, 2012, 07:28:52 am
I don't believe so. The game has had it's ups and down in development. Just give it time. They appear to be a decent way along with things.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Lectorog on May 27, 2012, 10:02:44 am
They presented F2P as a different game, which it pretty much was.
This is an idea I had as a solution to the issue. Upgrades and the like can be purchased, but there are separate servers for entirely free play and where you can use things you purchased. That wouldn't really work for this, though, because if you only paid to get that one really cool gun you wanted, you're going to die to the people who bought the most powerful guns, upgrades, etc.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: zombat on May 27, 2012, 11:31:06 am
I hope cloakers can still do all their old tricks and more.

Loved being an invisible bastard going around jacking camping magriders showing barnies how bad arsed they look in red and black... for about the 5 seconds it took for the vehicle to decon, whilst I surged away, taunting.
Stabbing snipers in the side with a melee boosted knife on silent
Planting trip mines next to enemy spitfires, watching the enemy walk past and BOOM! One smurf down.
Sticking boomers high traffic zip lines (ones which skimmed the ground were the most fun, it was like skeet shooting)

And most of all: Hunting MAXes. Find an AA/AV max camping a hilltop, sneak up behind him, plant a HE mine under his legs. Boom and then finish them off with the stinger. Vanu were easy because they would always fly straight up in the air (expecting another mine to be layed), TR were screwed if they bolted down. NC were a bit harder because of their shields, typically used burst fire or second mine planted in front of them (most would spin around and backpedal right into the second mine)


Didn't rack up XP the fastest but god damn it was good fun!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Reudh on May 27, 2012, 08:36:00 pm
They presented F2P as a different game, which it pretty much was.
This is an idea I had as a solution to the issue. Upgrades and the like can be purchased, but there are separate servers for entirely free play and where you can use things you purchased. That wouldn't really work for this, though, because if you only paid to get that one really cool gun you wanted, you're going to die to the people who bought the most powerful guns, upgrades, etc.

They solved that with "Total Level: X" servers. Though that really meant that higher leveled players could voluntarily segregate themselves from weaker paying members. They could still stay and ruin the newly P2P member's shit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on May 27, 2012, 10:59:26 pm
If you're doing a F2P server and a P2P server, then the game really changes because there's no more issue.  Everyone is either free, with the same free handicaps, or everyone is premium, with the same full game.  That removes microtransactions entirely and makes this whole argument pointless.

Since PS2 will be using a microtransaction system, then you must discuss the balance of what the transactions do, not F2P+P2P ideals.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on May 27, 2012, 11:11:33 pm
AFAIK they are used to buy reskins. Cockpits with hearts everywhere and zebra camos are just examples of this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on May 27, 2012, 11:20:55 pm
Yes, thank you, that's already been brought to attention.  But people are now going on about having separate servers for free and premium, and we know that's not going to happen so that discussion will lead us nowhere.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Reudh on May 27, 2012, 11:59:25 pm
Note the thread title.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Lectorog on May 28, 2012, 01:51:05 am
people are now going on about having separate servers for free and premium, and we know that's not going to happen so that discussion will lead us nowhere.
I noted the possibility and how it will not happen. Segregation of F2P and P2P players simply doesn't work when the payment is for microtransaction upgrades. Reudh noted how it could actually work out, but not with distinctly separated servers. We know that the only purchases will be skins, not upgrades. Discussion has led to new insights, and is pretty much over already.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Old-Man-Gator on May 28, 2012, 05:43:16 am
It's been a while since we finally gave up trying to hold ground for the VS on Emerald or whatever the server was called.

As for the new Planetside, I'll probably play Vanu again but it depends on which side is grossly outnumbered to be honest. I just liked learning how and where to move around in a small unit of hardcore infantry whom the TR and NC could rely on to back cap their bases and raise hell during off peak times. Didn't have to be a great FPS player, just had to be persistant and a team player.

This was all before the BFR age and that godawful (imo) expansion.

Perhaps there will be a resurgence of the Lightning Tank. Zippy, tiny.. practically useless against real tanks but sneaky and dangerous to ANTS.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Mattk50 on May 28, 2012, 07:07:54 am
Note the thread title.

The edited thread title.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Reudh on May 28, 2012, 07:10:47 am
Which was edited to say that F2P discussion is not derailing anymore...

Anyway, I'll definitely play Planetside 2 if I've got the rig for it. I looked up its predicted specs, and i should be able to play it on my current computer at minimum.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Siquo on May 28, 2012, 07:22:16 am
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on May 28, 2012, 10:43:32 am
Note the thread title.
The edited thread title.
Note: I edited it.
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
I agree. Now that there is no Skyrim or Diablo 3 to be hyped about we only have PS2. Also, because no serious gamer is seriously hyped about Black Ops 2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on May 28, 2012, 10:46:49 am
Note the thread title.
The edited thread title.
Note: I edited it.
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
I agree. Now that there is no Skyrim or Diablo 3 to be hyped about we only have PS2. Also, because no serious gamer is seriously hyped about Black Ops 2.

No serious gamer was hyped about Diablo 3. ;)

Also, is this going to be one faction per account? It kind makes sense that it would be, but then if it's F2P you can just make an account for every faction anyway I guess?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on May 28, 2012, 11:46:47 am
Note the thread title.
The edited thread title.
Note: I edited it.
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
I agree. Now that there is no Skyrim or Diablo 3 to be hyped about we only have PS2. Also, because no serious gamer is seriously hyped about Black Ops 2.

No serious gamer was hyped about Diablo 3. ;)

Also, is this going to be one faction per account? It kind makes sense that it would be, but then if it's F2P you can just make an account for every faction anyway I guess?
I hope it'll be at least 1 faction per server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Tilla on May 28, 2012, 01:31:48 pm
Note the thread title.
The edited thread title.
Note: I edited it.
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
I agree. Now that there is no Skyrim or Diablo 3 to be hyped about we only have PS2. Also, because no serious gamer is seriously hyped about Black Ops 2.

Glad you're the arbiter of what games ~serious gamers~ (what does that even MEAN?) can play. Black Ops 2 actually sounds like the first innovation in the franchise since at least CoD 3, at least from what they're saying presently. I probably won't buy it but dismissing it out of  hand is crazy, especially when you support Diablo 3 from the same sleazy company
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on May 28, 2012, 02:00:33 pm
Note the thread title.
The edited thread title.
Note: I edited it.
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
I agree. Now that there is no Skyrim or Diablo 3 to be hyped about we only have PS2. Also, because no serious gamer is seriously hyped about Black Ops 2.

Glad you're the arbiter of what games ~serious gamers~ (what does that even MEAN?) can play. Black Ops 2 actually sounds like the first innovation in the franchise since at least CoD 3, at least from what they're saying presently. I probably won't buy it but dismissing it out of  hand is crazy, especially when you support Diablo 3 from the same sleazy company
I said hype. I didn't think that Diablo 3 was great at all. I also like the innovations that they are trying to do in Black Ops 2; which might be amazing for all that we know, considering that the last good game in that series was either Modern Warfare 1 (which I haven't played) or CoD 2 (which I love to this very day). My friend will; however, buy Black Ops 2 simply for the zombie mode. He cares little for the fancy future warfare. Other games do that better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on May 28, 2012, 05:47:43 pm
Note the thread title.
The edited thread title.
Note: I edited it.
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
I agree. Now that there is no Skyrim or Diablo 3 to be hyped about we only have PS2. Also, because no serious gamer is seriously hyped about Black Ops 2.

Glad you're the arbiter of what games ~serious gamers~ (what does that even MEAN?) can play. Black Ops 2 actually sounds like the first innovation in the franchise since at least CoD 3, at least from what they're saying presently. I probably won't buy it but dismissing it out of  hand is crazy, especially when you support Diablo 3 from the same sleazy company
I said hype. I didn't think that Diablo 3 was great at all. I also like the innovations that they are trying to do in Black Ops 2; which might be amazing for all that we know, considering that the last good game in that series was either Modern Warfare 1 (which I haven't played) or CoD 2 (which I love to this very day). My friend will; however, buy Black Ops 2 simply for the zombie mode. He cares little for the fancy future warfare. Other games do that better.

All the COD games since MW1 are the same game. So if that's a good one then they all are. I say this as someone who owns all of them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Vherid on May 28, 2012, 05:49:27 pm
Note the thread title.
The edited thread title.
Note: I edited it.
Hmm, new ps2 thread. PTW for now. It's the only AAA title in production that can capture my attention, for now.
I agree. Now that there is no Skyrim or Diablo 3 to be hyped about we only have PS2. Also, because no serious gamer is seriously hyped about Black Ops 2.

Glad you're the arbiter of what games ~serious gamers~ (what does that even MEAN?) can play. Black Ops 2 actually sounds like the first innovation in the franchise since at least CoD 3, at least from what they're saying presently. I probably won't buy it but dismissing it out of  hand is crazy, especially when you support Diablo 3 from the same sleazy company
I said hype. I didn't think that Diablo 3 was great at all. I also like the innovations that they are trying to do in Black Ops 2; which might be amazing for all that we know, considering that the last good game in that series was either Modern Warfare 1 (which I haven't played) or CoD 2 (which I love to this very day). My friend will; however, buy Black Ops 2 simply for the zombie mode. He cares little for the fancy future warfare. Other games do that better.

All the COD games since MW1 are the same game. So if that's a good one then they all are. I say this as someone who owns all of them.

Eh I don't know about that, they all have their small little difference that make a big enough difference for me. Love MW1, Love MW2, despise BO, despise MW3, interested to see how BO2 goes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on May 28, 2012, 05:57:00 pm
MW2 was good, MW3 seems to have no multiplayer maps that are good for snipers.  Didn't try BO multiplayer.  But the trend seems to be "more run-n-gun; less thought" with the styles.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Lectorog on May 28, 2012, 06:04:54 pm
All the COD games since MW1 are the same game. So if that's a good one then they all are. I say this as someone who owns all of them.
MW1 had some originality to it. The others are completely unoriginal, building off of its success. They're not bad games themselves, they just aren't original.

Does anyone have anything new to say about Planetside 2? This has kind of derailed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Sensei on May 28, 2012, 07:57:08 pm
MW2 was good...
Aw dude, totally!
(http://media.gamespy.com/columns/image/article/795/795692/top-10-pc-games-wed-like-to-see-re-mastered-20070611040307668.jpg)
Speaking of Mechwarrior, are those stupid suits going to be back in PS2? I thought they were kind of cheap and annoying in the original Planetside.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Aklyon on May 28, 2012, 08:19:53 pm
Suits?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: SHAD0Wdump on May 28, 2012, 08:52:39 pm
BFRs, The big ass mechs.

Nothing has been revealed about those that I know of yet. I personally don't think they are though. All the backlash towards them should have been a lesson learned.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on May 28, 2012, 09:16:16 pm
What? No! I want mechs.

What's wrong with mechs anyway? Were they unbalanced in the first game or something?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Aklyon on May 28, 2012, 09:18:02 pm
According to what I've heard, yes. Theres a video about the MAXs on youtube though, which sorta look like minimechs to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: SHAD0Wdump on May 28, 2012, 09:24:26 pm
The BFRs were powerful, mobile vehicles that could be crewed by only 1 person at full effectiveness.(There may have been 2 person variants)

Compared to main battle tanks, they were more powerful and effective. So fully crewing a tank was less useful than getting two BFRs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Rakonas on May 28, 2012, 09:27:14 pm
According to what I've heard, yes. Theres a video about the MAXs on youtube though, which sorta look like minimechs to me.
MAXs and BFRs are completely different. The MAX's were always good, BFR's were relatively stupid.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on May 28, 2012, 09:30:07 pm
Ah, fair doos. Well I still want mechs, just make them less powerfull. I like the idea of a multi-pilot mech. They should do more of that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Sensei on May 28, 2012, 09:54:41 pm
I wasn't a huge fan of either, but yeah the BFR's were cheap.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: zombat on May 29, 2012, 10:48:32 am
It took about 3 tanks to kill a biffer, that's 6 people vs 1

Worse part was that their shields regened, so most of their hp would recover over time
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: sluissa on May 29, 2012, 01:09:40 pm
The BFRs were pretty stupid. By no means invincible. I saw them taken down all the time, and they tended to attract a lot of attention, so if you could just get people to focus on them for a bit, they'd go down, but without a concerted effort, a halfway decent BFR driver was somewhat invulnerable. I also believe the TR BFRs had an extra turret on top that could be crewed by a second person. Honestly, I never liked them as a concept, but that's just me. I'd much rather get more conventional vehicle choices.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: zombat on May 29, 2012, 04:43:09 pm
There was two types of BFRs, ground variants and air variants.

All factions had both

AVs had to be unlocked by getting a bunch of kills with the ground variant
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Johnfalcon99977 on May 31, 2012, 08:18:56 am
If anyone is wondering, BFR stood for something else as well.

It was Big Fucking Rapists.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: jocan2003 on May 31, 2012, 08:53:10 am
In fact i did like the BFR the requirement needed to get it was somewhat time consuming, sure there was some balance issues but all in all i did like it, it was like the *end* reawrd for vehiculke user, and since most of the time there was barely any vehicule out due to zergling, we needed them to push forward.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Johnfalcon99977 on May 31, 2012, 09:48:38 am
You spelt 3 words wrong and had horrible grammar, therefore your point is moot.

But in all seriousness, large requirements are a bad excuse for OP gear. It only serves 2 purposes, to make it harder for new players to get into the game, and make it easier and more boring for skilled players. Higher levels in Multiplayer games should allow more variation or specialization, not more powerful stuff.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on May 31, 2012, 03:37:14 pm
General rule for weapon balance: more powerful weapon = more weaknesses put on user.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: jocan2003 on May 31, 2012, 03:58:53 pm
You spelt 3 words wrong and had horrible grammar, therefore your point is moot.

But in all seriousness, large requirements are a bad excuse for OP gear. It only serves 2 purposes, to make it harder for new players to get into the game, and make it easier and more boring for skilled players. Higher levels in Multiplayer games should allow more variation or specialization, not more powerful stuff.

Ok my point is moot because im french?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Johnfalcon99977 on May 31, 2012, 04:16:51 pm
Ok my point is moot because im french?
It was a meme-joke. Why is everyone so serious?

General rule for weapon balance: more powerful weapon = more weaknesses put on user.
Not Completely sure about this, but that is a way to balance. I just perfer that the weapons you get at higher levels should just be stuff with different abilities and stats, while not being outright more powerful then what everyone else has.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Aklyon on May 31, 2012, 04:23:36 pm
Weapon balance also can work by making everything a sidegrade.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on May 31, 2012, 05:59:45 pm
Weapon balance also can should always work by making everything a sidegrade.

Fixed that for you. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Johnfalcon99977 on June 01, 2012, 07:01:19 am
Thrn again, you could just do only cosmetic stuff and avoid weapon balance altogether. Its just as successful, and the proof for it is clearly there. For example, Do I need even say hats?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Mongol13524 on June 01, 2012, 07:05:39 am
-DELETED-
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Johnfalcon99977 on June 01, 2012, 07:42:47 am
A MMORPG without magic will be even duller than WoW.

In other words acronyms just a single acronym, PTW.

Please tell me your joking. First, its MMOFPS, not MMORPG. Second, they clearly said that they are only selling cosmetic stuff, so it can't be P2W.

Edit: Damn open Beta is up (or if not, then it will soon be up) and I'm still buried in overdue homrwork.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on June 01, 2012, 07:56:11 am
Open beta today?! What is this?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: x2yzh9 on June 01, 2012, 09:22:57 am
Wait, what? I don't see open beta on the website or anything, where are the codes?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on June 01, 2012, 09:46:48 am
IDK about the beta status Beta is coming sometime soon, most likely after E3. Here is a video interview on the game with some information on the F2P model and many other things: http://youtu.be/onvySU5NkFo (http://youtu.be/onvySU5NkFo)

F2P and in-game economy info:
You gain points by owning the game and by playing the game. These are used to unlock upgrades. They cannot be purchased. Resources are gained by controlling territories and by fighting. They are used to buy vehicles and consumables like med kits and grenades. They CAN be purchased through micro transactions (as it stands now) and can be boosted. They are not used to switch class or change weapons around, once you've earned them you've earned them. Using a MAX unit may use resources. Vehicles and MAXes are behind a cooldown.

ReEdit: The guy said that the New Conglomerate will most likely be the most overpowered empire. Does that change any of your opinions?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on June 01, 2012, 09:50:02 am
Wait, what? I don't see open beta on the website or anything, where are the codes?

I'm assuming he just meant beta signups?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 01, 2012, 10:29:36 am
I signed up for the beta, will let you know :P

Looking forward to being a Galaxy whore and ship MAXs around like some sort of monstrous swallow balancing explosive coconuts.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 01, 2012, 11:06:54 am
Judging from TB's video, the beta hasn't started just yet.

I'm probably going for medic or driver of a land transport, running over infantrymen who get in the way.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 01, 2012, 11:08:26 am
I always played as an engineer or cloaker
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Mongol13524 on June 01, 2012, 11:09:09 am
A MMORPG without magic will be even duller than WoW.

In other words acronyms just a single acronym, PTW.

Please tell me your joking. First, its MMOFPS, not MMORPG. Second, they clearly said that they are only selling cosmetic stuff, so it can't be P2W.

Edit: Damn open Beta is up (or if not, then it will soon be up) and I'm still buried in overdue homrwork.
I meant Posting to watch, not pay to win.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on June 01, 2012, 11:27:37 am
If this game doesn't let me use my ancient joystick to fly those planes around I'll be sad.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Duuvian on June 01, 2012, 01:24:42 pm
If this game doesn't let me use my ancient joystick to fly those planes around I'll be sad.

Yeah. I have an aviator joystick so I'd really like for it's use to be supported for piloting aircraft and for my previous experience with combat flight sims to be of at least some use in that way. While I don't expect flight to be modeled as well as a dedicated flight sim,

Also it would better enable the devs to add conventional landing and takeoff airplanes at some point. You can fly them without a joystick using the number keys being 10% throttle adjustment each but it's very jerky as the arrow keys and right/left rudder are either all or nothing presses or press once to change to 1/4 on one direction until another button counters it. The first is better but both are much less elegant than using joysticks. Flying by mouse requires you to use the keyboard in addition to the mouse for either rudder function or ailerons function as you can only move the mouse in 4 directions (for rudder right/left and elevator up/down), while you can twist an aviator joystick for the complete 6 movements for an airplane (right/left rudder [twist joystick], right/left aileron [stick right/left], up/down elevator [stick forward/back]) as well as having a throttle slider for controlling forward propulsion. Most joysticks have additional buttons not intended for firing weapons that could be used to assign a potential strafe function for VTOL craft so they can fly sideways and keep their forwards guns on target while remaining moving. For example mine has switches at the bottom that function as buttons when not in the neutral position, so I can hold the switch up to strafe and release it to neutral to stop, and then hold it down to strafe the opposite way.

Spoiler: Wall of text (click to show/hide)

I never tried Planetside 1 so I don't know if I should expect things like Everquest zones and continents where high altitude bombers might be useful as everything could be 'produced' in a rear area before traversing to combat zones and thus a sort of supply line would be formed; or if it's more like a series of small first person shooter maps that you can zone into from your side's safe hub likely into a safe base and not have to travel far before reaching the action and with the equipment spawned in the safe base or otherwise locally. I'd much rather the first way as it would open up guerrilla warfare and bombers requiring escort fighters to disrupt the flow of for example armor to the fighting. Also that way VTOL craft, mobile anti aircraft vehicles, and artillery using coordinates or spotters could be used as well as player made bases and supply dumps or fortifications.

Air dropped armored vehicles with a large vulnerable conventional supply plane would be cool, as well as supply drops. Is there food in Planetside? It would be cool to drop food, reinforcements and ammo to a surrounded army. Speaking of ammo I hope it's not too easy to resupply and that players will be the ones doing it; such as driving a truck with sufficient ammunition for various types of weaponry from the production center to a forward base. If you only have to reach a resupply console or something near the fighting I'll be disappointed; unless that console is supplied through players making resupply runs for ammo or material or whatever.

Anyways those are my suggestions for the air and supply war in Planetside.

EDIT: I'm watching the 1hr+ video from the 31st and it looked at the map. Looks pretty sweet to me. Also I don't know enough about previous vehicles and such to be making suggestions it appears.

It appears grenades and some other expendables will cost resources; but I hope those resources have to be transported somehow to the base from the base or whatever they are from.

EDIT2: The video says the flight ceiling is 1000meters. I'd recommend at least 5x that and if possible maybe 10x or 20x. With those heights it would allow you to use radar to intercept and give a reason to have a really fast interceptor to reach extremely high altitude bombers bombarding the ground troops with various types of weaponry from those heights. Surface to air missiles would be cooler then, or semi-guided flak for high altitudes, as machine guns probably won't be effective at those heights.

Also it would help do what they said happened in the first game where a dropship would fly over the empty ocean to get to a rear area. Instead of going over ocean you could fly really high instead and hope no one is flying around as an interceptor looking at their radar or is controlling a surface to air missile setup that can spot, notify the user about and lock-on to high altitude planes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Aklyon on June 01, 2012, 02:01:30 pm
Judging from TB's video, the beta hasn't started just yet.
Which one of TB's videos? The Loverator, the MAXs one, the first one, or the one from last night that was on twitch.tv?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 01, 2012, 02:20:03 pm
Judging from TB's video, the beta hasn't started just yet.
Which one of TB's videos? The Loverator, the MAXs one, the first one, or the one from last night that was on twitch.tv?
The 1-hour-long that was posted not long ago in this thread.

http://youtu.be/onvySU5NkFo (http://youtu.be/onvySU5NkFo)
This one. I recall hearing in it that the beta would be "soon", but it's clearly not going on now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Aklyon on June 01, 2012, 02:37:10 pm
THat would be the one from yesterday.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 01, 2012, 02:49:58 pm
Just gonna say that I've now seen an ad for Planetside 2 over at http://www.egscomics.com/ and it claims "sign up for beta".

So go sign up for beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on June 02, 2012, 12:30:09 pm
Anyone who hasn't signed up for the beta is going to miss out on a great thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 12:32:52 pm
I've signed up, but I fear my PC may not run it.  I've only seen videos of the developer-rig people playing it, so I have no idea how it will run on a casual computer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: timferius on June 02, 2012, 12:40:12 pm
I have to say, I'm greatly looking forward to this. With kids, it's hard to justify a monthly cost for a game, when playtime can be so limitied, and I loved the first planetside, so I'm actually quite excited this is FtP.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Aptus on June 02, 2012, 01:14:19 pm
I am so hyped for this it is silly. I wish I had gotten into Planetside 1 when it was a thing.
I will love to play an infiltrator sneaky bastard with a few friends, going around causing havoc and slipping away unseen giggling like maniacs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 01:18:52 pm
You've been able to sign up for the beta for a while, but they're not taking many people yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 01:19:38 pm
I'm with you Aptus!  Dwarven Sudden Explosions task force shall be formed!  Infiltrators specializing in long-term cloaking and high explosives, doing nothing more than running into enemy bases, throwing ALL the bombs, and running out.  Griefing, with beards.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Aptus on June 02, 2012, 01:29:05 pm
Dwarven Sudden Explosions Task Force DSETF tactical handbook, 9th edition (The last 8 were blown up.)

1: Scenario: You need to capture a lightly defended enemy stronghold.
Course of action: Copious amounts of explosives!

2: Scenario: You need to capture a heavily defended enemy stronghold, they have air superiority and you have no support.
Course of action: Sneak in and apply copious amounts of explosives!

3: Scenario: Our home base is under attack and will soon be overrun.
Course of action: Apply copious amounts of explosives at the home base, then sneak into the staging area of the enemy and use copious amounts of explosives!

4: Scenario: You find yourself piloting a galaxy aircraft.
Course of action: Fill the aircraft with copious amounts of explosives, crash it into the nearest enemy and sneak away!

And remember the ground rule: If you think you have applied enough explosives to the target, apply some more!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 01:37:41 pm
Dwarven Explosives And Tactical Hazards (DEATH) squad?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 01:51:58 pm
Dwarf Ordinance Redistribution(or something else, can't think of a good one for R) Force?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Dariush on June 02, 2012, 01:56:37 pm
...Maybe just stick to B12?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 01:57:54 pm
Dwarven Ordinance Overcomes Resistance? DOOR
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 02:31:16 pm
If anything, I'd think a bureaucratic name would be best.  "Ordinance Delivery and Distribution" sounds like some sort of supply task force that delivers ammo to soldiers, but it's actually a large gun.  The "delivery" is "mach 5 out of the barrel" and "distribution" is "everyone everywhere."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 02:55:20 pm
By the looks of the poll we'll be fighting for the Vanu. Either way, I don't see any problems in B12 specializing in causing massive explosive death.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on June 02, 2012, 03:02:04 pm
So when beta arrives we will agree on a server, form a Vanu spec ops team caller B12 with tons of explosives and beards and run around causing mayhem Dwarf Fortress style? I agree on this idea down to the very core. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 03:02:42 pm
Why Vanu?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 03:04:35 pm
Why Vanu?
See poll at top of the page.
I voted for TR, but I'm ok with Vanu.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Xanatos Jr. on June 02, 2012, 03:05:30 pm
The poll is stupid.

*cough* NC all the way *cough*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: jocan2003 on June 02, 2012, 03:05:39 pm
Derp its now vanu NOOOO.

Realyl i see dwarf more like NC than Vanu, i mean these dwarfs are slow yet hard hitting bah anywhere we get ill join but i HATE vanu like PEST!

Worst we choose 3 server each server its own empire what you think? win-win.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Frumple on June 02, 2012, 03:09:53 pm
Why Vanu?
Because purple is best color.

I have no idea if other voters thoughts were more complicated than that. I just went purplelaserspurplehovertankspurplevote. More or less.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 03:13:16 pm
Purple dwarf = noble. Just saying.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 03:14:40 pm
Which has the best looking MAX?  We need our addy axelords.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 03:16:13 pm
I have yet to see a picture of a vanu max in Planetside 2, but I think the NC max looks better than the TR one.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 03:17:14 pm
Which has the best looking MAX?  We need our addy axelords.
http://www.cinemablend.com/games/PlanetSide-2-MAX-Suits-Let-You-Become-Iron-Man-42890.html
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Frumple on June 02, 2012, 03:25:22 pm
Ninjacrab and Terranblue ones looks best t'me. Red'un's kinda'... dunno. Those things on its back does it no favors. My preference for Vanu continues :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on June 02, 2012, 03:26:12 pm
The Vanu one looks the most like a dwarf in adamantine armour with assorted weapons IMO.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 03:27:55 pm
-1 Giant Enemy Crab.  If the Blue is TC then that one looks the most badass.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 03:28:57 pm
-1 Giant Enemy Crab.  If the Blue is TC then that one looks the most badass.
Blue is NC, red is TR, purple is VS
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 03:30:50 pm
NC it is!  Go big, or go home and get something bigger!

Plus Vanu weapons sound pansy.  Yeah they're fancy, but let's see a bit more high-caliber and explosions.  If you can mod weapons to tweak stats, then get a big gun and make it bigger!

Then again, Vanu probably have the best infiltrators...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Xanatos Jr. on June 02, 2012, 03:32:56 pm
NC has awesometanks.

Awesooometaaanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 03:32:56 pm
Vanu weaponry is all energy based iirc. NC had the biggest booms
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 03:33:50 pm
Vanu weaponry is all energy based iirc. NC had the biggest booms
I guess this says it all. Bright blue and yellow aren't very stealthy, but then again neither are dorfs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Xanatos Jr. on June 02, 2012, 03:35:36 pm
NC is dwarfy. Sneak around in bright shiny armor, blow stuff up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on June 02, 2012, 03:38:44 pm
So New Conglomerate explosives experts we are! Does anybody have a battle plan?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Xanatos Jr. on June 02, 2012, 03:40:06 pm
Galaxy drops? Those are fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 03:43:23 pm
Galaxy drops? Those are fun.
Drops? You mean jump out of the galaxy before it hits?

So that's what I've been doing wrong!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: zombat on June 02, 2012, 04:00:32 pm
I used to run a squad called Covert Undercover Nuisance Tactics Squad
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 04:01:34 pm
I used to run a squad called Covert Undercover Nuisance Tactics Squad
I won't be joining.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Xanatos Jr. on June 02, 2012, 04:03:08 pm
Dwarven Explosives And Tactical Hazards sounds much better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 04:06:26 pm
My vote is for ground rush forces, unless we can afford a galaxy or two.  I personally volunteer to specialize in Galaxy MAX loadouts or for decking out a cargo truck for MAX movement.  You guys can have all the fun blasting infantry and running through bases in mechs.  I'll just load on shields and get the vehicle in quick to deploy everyone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on June 02, 2012, 04:22:49 pm
Then I get to be the MAX keeping the skies clear, since mobile flak cannons would probably mince infantry as well as aircraft while you blast the tanks to smoldering ashes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 04:24:54 pm
I'll be the engineer repairing you all and laying mines/turrets/cloaking fields around the deployment truck.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 04:28:52 pm
I'm going to be the medic then, keeping everyone in shape to blast more people. The B12 outfit shall be feared, by allies and enemies both.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on June 02, 2012, 04:29:23 pm
I'll kill things to death.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 04:31:12 pm
Bay12.  First battalion to accidentally capture a friendly structure.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: fenrif on June 02, 2012, 04:31:41 pm
Bay12.  First battalion to accidentally capture a friendly structure.

... To death.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Blizzlord on June 02, 2012, 04:34:55 pm
Changed the poll to a "what is your group role" poll. Go ahead and vote while Europe descends beyond twilight.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: sluissa on June 02, 2012, 04:35:57 pm
Bay12.  First battalion to accidentally capture a friendly structure.

... To death.

Who says it has to be accidental?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 04:37:15 pm
Hopefuly the last option will be the most voted.

Bay12.  First battalion to accidentally capture a friendly structure.

... To death.

Who says it has to be accidental?

"There were no enemies nearby, so we accidentally the base"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: forsaken1111 on June 02, 2012, 05:02:13 pm
We accidentally the continent.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: jocan2003 on June 02, 2012, 05:28:25 pm
Somebody should send a mail to SoE with a link to this thread just for the lols. Nobody in beta yet, but im sure we already broke something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: hemmingjay on June 02, 2012, 05:42:40 pm
I have a contact at SOE, let me see what I can do!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Teneb on June 02, 2012, 05:44:22 pm
Blizzlord, you may want to change the thread tile, since the F2P discussion seems to have ended.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Sensei on June 02, 2012, 06:12:49 pm
Count me interested. I'd love to play PS2, especially with a Bay12 outfit. Free to Play means I've got nothing to lose in trying it out. I already have one or more SOE accounts I've made for their other MMOs (not that I've been dreadfully impressed with them, even the first Planetside, which was in its twilight days when I played a free trial).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Microcline on June 02, 2012, 06:18:08 pm
NC probably fits the least fluff-wise.  They're rugged individualists with a focus on personal rights and capitalism.  Dwarves (at least of the DF variety) always struck me as a kind of malevolent communist hive-mind.  They're probably the best fit crunch-wise though.

TR fits a bit better, but their goals seem too rational for the average dwarven community.

VS is a group using bizarre mechanisms they don't understand while commanded by an unseen, disembodied alien presence ordering them to wipe out all other civilization for unknown and incomprehensible reasons.  The only other group I've seen that's as analogous to DF dwarves is the Space Pirates (replace phazon with magma, phazite with adamantium, tubes with aqueducts, mother brain with the player, metroids with an appropriately deadly creature that you'd be better off not taming but try to tame anyway, and science with !!SCIENCE!! and compare the tenancies to build nigh-impregnable fortresses that are undone by cool but unnecessary architecture and always having a self-destruct lever somewhere).

As for class, I figure I'll have to play a bit before I find what I'm good at.  I've found that with class systems while I  develop a few favorites I tend to at least learn most of the essential roles and pick whatever the team's lacking.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Xanatos Jr. on June 02, 2012, 06:23:39 pm
I'd say TR fits the least, they just seem too "disciplined" and "sane", where as VS is a bunch of mad scientists and NC is manly men with large explosives.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 06:26:53 pm
I'd say your poll is a bit slanted though.  Engineer and Pilot/Driver are two different things.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: jocan2003 on June 02, 2012, 07:06:24 pm
Thats right, maybe separated driver/engineer thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Sensei on June 02, 2012, 08:02:37 pm
You know, once you start playing, do you really think we'll see any of the game's lore cropping up? I thought that in the first planetside it was nonexistent outside of the tutorial zone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: jocan2003 on June 02, 2012, 09:01:50 pm
I learned there was lore after about 3 week of playing when it was brought in the chat eh... ( in PS1 tho )
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Microcline on June 02, 2012, 09:18:51 pm
I'm assuming that the main purpose of the lore is to add a bit of flavor to the trash talk.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Girlinhat on June 02, 2012, 09:19:52 pm
Yeah, from everything I've seen there is no lore.  I mean, yeah there is, but no one cares.  The focus has been on gameplay, not on story.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Sordid on June 02, 2012, 09:28:30 pm
I'm assuming that the main purpose of the lore is to add a bit of flavor to the trash talk.

Exactly. It's the exact same thing as in Tribes: Ascend. Nobody gives a crap about the tribes, their only purpose is to enable the players to refer to the opposing team with derogatory nicknames like "sand rakers" and "butchers".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Digital Hellhound on June 02, 2012, 10:06:52 pm
So wait, are we going to be Vanu or NC? I'd prefer the latter. In any case, anti-air/anti-infantry heavy weapons man reporting in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Frumple on June 02, 2012, 10:14:19 pm
Vanu won the vote, NC apparently won the max-whatsit aesthetics contest, leading the threadmaker to unilaterally decide NC for the second poll thing. No love for the ninjacrab.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Felius on June 02, 2012, 10:15:13 pm
I'd prefer NC as well. Vanu always felt a bit elven to me. Maybe have them as an alternative outfit in case the NC start outnumbering the others too much.

For the role, I'd prefer to wait until the game comes out to decide.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Blizzlord on June 03, 2012, 02:53:56 am
Changed thread title, separated engineer and driver in poll and added infiltrator as a choice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 03, 2012, 03:13:38 am
As you will be limited to joining one faction per server, but with multiple servers, I'd suggest we pick one server for each faction.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Also, F2P discussion.
Post by: Dariush on June 03, 2012, 03:48:41 am
For the role, I'd prefer to wait until the game comes out to decide.
Same here. I'll probably pick either heavy weapons or infiltrator.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: SHAD0Wdump on June 03, 2012, 04:15:45 am
I'd be tempted to say I'll go with the infiltrator and deck myself out as a sniper. Since there is a headshot mechanic I might be able to do very well, if of course the hit detection is at least as good as TF2's.
(And many people think TF2's is bad, I do fine with it even if it frustrates me on occasion)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 03, 2012, 05:01:20 am
I'll play scout.
Always loved fast/ambush classes.
You can count on me.

EDIT:

I'm just hoping like hell that microtransactions wont be game-breaking/P2W, but more like those in tf2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Reudh on June 03, 2012, 05:10:41 am
Have we any reliable system requirements yet?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: fenrif on June 03, 2012, 07:28:30 am
Have we any reliable system requirements yet?

I'd say it definatly requires a reliable system.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Matz05 on June 03, 2012, 08:43:54 am
Eh. Sounds like my main system won't cut it, but the family computer might. I dunno what I'll play, I'd have to try things first. Maybe a pilot/driver, maybe a MAX, I dunno.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 03, 2012, 02:11:32 pm
Used to be a galaxy pilot, until I got a shell to the knee.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 03, 2012, 04:26:08 pm
If we have a Bay12 Outfit, then I would love to be the kind of Combat Infiltrator dude. Stabby stabby is kinda my thing :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 03, 2012, 04:46:10 pm
I like the way you say "if" as if it were up for debate.  It rather looks like we already have a group here :P

In fact, should we start making a list and perhaps designate our roles?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 03, 2012, 04:55:52 pm
PFC Forsaken reporting in as an Engineer Ma'am!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: fenrif on June 03, 2012, 04:55:57 pm
Are you locked into a specific role once you chose it? Or can you change it up as you do different things? I'd hate to make a heavy weapons guy then be stuck with it forever.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 03, 2012, 05:13:14 pm
Are you locked into a specific role once you chose it? Or can you change it up as you do different things? I'd hate to make a heavy weapons guy then be stuck with it forever.
You can change your equipment at will but if its anything like planetside 1 you select certain certifications which control what special equipment you can use, and you can unlock more and more certifications as you level up.

For example my level 5 guy might have unlocked hacking, repair, and light vehicle certs while yours has unlocked all three MAX certs or something. I can do advanced hacking, deploy turrets and drive light vehicles, you can pilot all 3 MAX suits.

Anyone can use the basic equipment and vehicles though, like buggies and assault rifles.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 03, 2012, 05:15:28 pm
I like the way you say "if" as if it were up for debate.  It rather looks like we already have a group here :P
I'm saying "If" in case something horrible happens and the Outfit isn't formed. I've learned to expect dissapointment. :P

Otherwise, yeah, I'm cool with a list.

Are you locked into a specific role once you chose it? Or can you change it up as you do different things? I'd hate to make a heavy weapons guy then be stuck with it forever.

From what I've seen, you will need to "Cert" (Basically spend EXP) for things, and you need to spec in something to be effective, but you can reset your Certs if you want. Of course, you won't be able to do it every other day, but your not locked to something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sirian on June 03, 2012, 05:35:02 pm
I'd rather play Vanu, even if it means not playing with B12 people.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 03, 2012, 05:35:49 pm
actually, last I checked, you can't reset your certs anymore. But apparently it's using a mix of exp style for getting certs as well as the old EVE method where you slowly get certs over a period of time as well whether you're playing or not. They haven't made official how many cert points it'll take any given thing to unlock, but if I gathered right, the basic unlock stuff will be relatively cheap, while it's the upgrades and add-ons which will be more expensive. But I don't think I heard that anywhere outright, and the cost structure is still very undecided.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sensei on June 03, 2012, 05:37:14 pm
Here's hoping they aren't disgustingly grindy like some free MMOs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 03, 2012, 05:41:28 pm
You can reset your Certs if you want.

That was the case in PS1. Not anymore (http://www.youtube.com/watch?v=onvySU5NkFo&t=3m0s).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 03, 2012, 06:05:02 pm
If I can't respec my certs I better be able to eventually get ALL the certs...

Edit: Watched video above. There is no max to your cert points so you CAN eventually get everything. Excellent!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Felius on June 03, 2012, 06:12:47 pm
Yeah. Although I'm willing to bet that they'll enable re-certification quite fast, probably for money.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 03, 2012, 06:16:23 pm
There is no limit on how many certs you can get now, cert is relate to either offline time (increase when you dont play so your not penalised but much more slowly than being active ) and well being active, playing, killing, doing anything that should reward XP healing others, hacking, pretty much anything even driving now give experience point much more activly than in PS1 where your gunner had to kill to receive XP, in PS 2 im not quite sure how it work but matt said it will give XP.

TLDR; So you get XP wich give out certs point. There is no respec but there is no limit on how many certs you get.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 03, 2012, 06:42:32 pm
You can reset your Certs if you want.
That was the case in PS1. Not anymore (http://www.youtube.com/watch?v=onvySU5NkFo&t=3m0s).

Strange. In the same video, he also said that Re-certing was indeed possible, I believe. I distinctly remember him saying that. You would not be able to do it very often (Expecting time between recerts to be about anywhere between a Week or a Month.), but it he did say it would be possible. I am also almost certain that they will charge you one or two dollars to recert, its just too much of an opprotunity to miss.


Watched video above. There is no max to your cert points so you CAN eventually get everything. Excellent!
Good fucking luck to you then. He said that one certification point will equate to about 10 minutes of playtime, and you need more then one cert pont to level up some things, your going to be playing for a LOOONNNG time. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 03, 2012, 06:50:40 pm
Hmmm the ability to pay for recert? im good with that!Its not like there is a limit anyway but its good to totaly change once in a while. Not recerting just mean taking a but longuer to get where you want, while recert is good to get what you want but loose what you had. There is no real balance issue here.

Sadly im sure some player will cry because PS1 had recert and PS2 has buy to recert even thos its not totaly the same system...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 03, 2012, 06:51:16 pm
In the same video, he also said that Re-certing was indeed possible, I believe. I distinctly remember him saying that.

TB said that just before the point in the video I linked to, but he was talking about how things worked in PS1. Then he asked if PS2 was any different.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 03, 2012, 07:03:20 pm
Nonono, the Creative Director said, I'm sure. I just wish Youtube wasn't broken for me right now so I could totally prove you wrong :P. (If your wondering, Youtube has the tendancy to display a Green Screen and then crash the tab I'm using it on till the I restart my computer. Its quite annoying)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Alkhemia on June 03, 2012, 07:09:23 pm
I'll be a medic but my computer might not run it but well see.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 03, 2012, 07:12:07 pm
I'm pretty sure we can only have *one* MAX per Galaxy Dropship, so I don't think we can afford anymore then one MAX driver at the moment. We could cycle the posistion around to the various people who want it, but all the wannabe MAX drivers and likely going to need to try something else for when they are not in MAXs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: fenrif on June 03, 2012, 07:14:52 pm
Alternatively: Everyone go MAX and we'll be the unstoppable horde of armoured dwarves.

If I can't respec my certs I better be able to eventually get ALL the certs...

Edit: Watched video above. There is no max to your cert points so you CAN eventually get everything. Excellent!

This is definatly awesome, and the system I much prefer. Lets you specialise but doesn't penalise you. And eventually you'll be able to switch between whatever you want.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 03, 2012, 07:21:14 pm
Alternatively: Everyone go MAX and we'll be the unstoppable horde of armoured dwarves.

Armoured Dwaves which all go less then 5 miles per hour. Then again, with that firepower WHO NEEDS speed. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 03, 2012, 07:44:19 pm
You've got enough driver/pilots on there to give each MAX their own Galaxy.  Imagine the look on the enemy's faces when a formation of galaxies fly overhead... and... half a dozen MAXes fall out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 03, 2012, 07:50:14 pm
You've got enough driver/pilots on there to give each MAX their own Galaxy.  Imagine the look on the enemy's faces when a formation of galaxies fly overhead... and... half a dozen MAXes fall out.
While blaring "Ride of the Valkyries"?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 03, 2012, 07:51:44 pm
Didn't they say that there will be a galaxy sidegrade that lets you carry more MAXes at the expens of not carrying many infantrymen?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: fenrif on June 03, 2012, 07:52:42 pm
Can you stand a MAX on top of a plane while it flys really slow? If so then one plane, one MAX inside, and the rest standing on top lobbing nades.

Didn't they say that there will be a galaxy sidegrade that lets you carry more MAXes at the expens of not carrying many infantrymen?

That makes a lot of sense.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 03, 2012, 08:00:47 pm
Also galaxy can be set up as a gunship instead of a transport.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 03, 2012, 08:02:28 pm
Making our Galaxies hold more MAXs sounds like a sane, reasonable, and overall good plan.

Ergo we go with the first plan of placing MAXs on top on Galaxy dropships. Who needs sanity when you have insanity.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 03, 2012, 08:03:35 pm
Dunno about the physics in 2 but in PS1 you'd just fall off when it moved and/or take massive damage from 'collision'
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 03, 2012, 09:54:09 pm
Ok, since no one seems to have any sort of comprehension skills...

Planetside 1: You gain certs as you play, gaining you experience.  You then use certs to unlock new items.  There's a limit to the number of certs you can have and how much you can unlock.  But every maybe 3/4 weeks you can recert, gaining all that back raw and be able to swap classes or whatever.

Planetside 2: You cannot recert.  But you gain a lot of cert instead.  You gain maybe 1 per 10 minutes, online or offline, giving you a gradual gain to your equipment for people who can't be online all the time.  At the same time, you'll also gain certs as you gain exp, so that active players will gain the gradual increase as well as bonuses for things like scoring kills and capturing positions.  You can spend certs anywhere, making it easy to specialize, but also possible to spread them out into everything and do a bit of each.

So, it IS possible to be a professional sniper, but also have enough side-experience to pilot a basic MAX.  Although a dedicated MAX pilot will have far more gear and upgrades and do the job better.  With that in mind, I think everyone should have a basic MAX suit unlocked, so we can do whole-outfit MAX rushes, while some specialize into MAX or some into medics or whatever.  Either way, having the whole group able to suit up and rush hard will be well worth the effort.

It's also not implemented but probably planned, that a Galaxy will be able to change loadout, enabling a Galaxy to decrease troop capacity and increase MAX capacity.  If that's added, I will most definitely be rigging my Galaxy to sport more MAX slots, and we'll likely need a few pilots to do the same if we're going to make proper rushes.  Specifically, I'd love to see as many MAXs in a Galaxy as possible, and any infantry slots occupied by infiltrators.  You get your shock and awe armor as well as your devious turret-grabbers and bomb-planters.  Good stealthed infiltrators could move in to soften a base, stealing turrets and planting explosives, so that the slower MAXs won't be as vulnerable to things like mortar turrets and whatnot.  Not to mention that some infantry will be needed to capture a base, and I think Infiltrators will do that better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Hugehead on June 03, 2012, 10:12:56 pm
They actually said you would get about 1 cert point every 10 minutes you were playing, they didn't say anything about how often you might be getting them while offline.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 03, 2012, 10:24:48 pm
As I remember, he just said, "So this like, one cert point, that'd be about 10 minutes" without specifying online or offline.  I'm under the assumption that on/off time is the same gain rate.  After all, if you're online then you get a boosted rate for playing.  The perpetual trickle is to make less-active players still able to progress, albeit less quickly.  So even if you can play for 2 hours on the weekends or something, you can still accrue points and not log in to the same lame noobly account, you can actually have some fun with weapons.  You may wait a week to get that rifle and someone else might get it in one afternoon, but the setup is designed to favor the active while including the less active.

So yeah, I imagine that offline gain speed will be the same, so that players with jobs and families and pending schedules can still play without a horrid grind.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 03, 2012, 10:43:57 pm
I understood it as one cert per 10 minutes of active playing, -on average-. I.E. that's what they're trying to balance it for if you're doing typical active playing. Medic, combat, vehicle, or otherwise. But they weren't entirely clear about that. Honestly one per 10 minutes sounds like a lot if you're doing it 24/7. But they did say it could be a lot of cert points for some unlocks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 03, 2012, 10:45:42 pm
Yeah, we don't know the cost of things.  May be that the first sniper scope costs 10,000 or something.  I figure it'll balance somehow though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 03, 2012, 11:03:15 pm
that was an example as without beta testing they cannot really figure out a good balance for online vs offline play.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 03, 2012, 11:10:38 pm
Either way, point still remains.  You'll slowly gain certs just by owning an account, but you'll quickly gain certs by popping caps and ganking bases.  Certs are unlimited, so you can eventually buy everything, and recerting is currently not possible, though I personally suspect it'll be a cash-shop option.

So mark it now.  Everyone unlocks a MAX suit as well as their specialty class.  There shall be no dwarf who cannot MAX in the Bay12 Outfit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Frumple on June 03, 2012, 11:21:27 pm
So, what I'm wondering is: What kind of scouting options? More precisely: Will tele operated rockets be a thing? How viable is a sort of echolocation, i.e. lob artillery at it and see what scurries out, strategy (explosolocation)? Stuff like that. Will there be methods to scout from a couple of hills over and maybe nab a pentakill in the process?

Because that's what I want to do. I want to scout so vehemently the bouncing MAXes look like a roborgy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 03, 2012, 11:38:27 pm
There was a sort of hard to obtain artillery vehicle in the first game. No idea if it'll be in this one. I honestly never dealt with it much though. If you want to scout though, best bets are probably, long range with a scope, short range with a cloak, or from high above with a flying vehicle. If you just want to make things go boom from far away, only option I know of for sure at the moment is the bomber. The Liberator, I believe it's called. Typical strategy used to be fly to max height, make slow passes over an enemy position and just drop a metric ass ton of explosives on them, hoping they don't have air support or anyone with decent aim on AA guns. No idea if that's still viable, or what new strategies might arise.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 03, 2012, 11:49:20 pm
Lame bombing is always a viable option.  But that's not very fun or productive.  Something more productive would be a MAX outfit with a mortar and an infiltrator calling range and target type.  Especially if you could do things like mortar the enemy AA turrets and then bring in a low-flying bomber blitz.

Though I agree with Sir Frump.  We'll need proper intel if we're going to sport a Galaxy packed with anti-infantry MAXs, or if we're all going to load tanks and bum-rush their bums.  Hopefully a few infiltrators with specialized cloaks/bombs would be able to look at things and notice what they're most armed to fight, so we can come in something that doesn't care about their turrets.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 04, 2012, 12:41:32 am
As for artillery they are still discussing the viability of that in  PS2 from what matt said. As for weapons, its not 10k cert points to unlocks, unlocking weapon an attachment doesnt seem to be that long, unlocking ALL attachement and weapon on the other hand....

From the video i saw ONE weapon had like 6 area it can be improved uppon, and each area had like 10 rank in each. So to fully unlock one weapon, lets do some easy math and hoping each rank is 1 cert point, it would take 60 cert to fully unlock ONE weapon, and since there is TONS of weapons compared to PS1... you better quit your job and stop caring of your GF if you want to unlock everything any time soon.

Also im not quite sure if i remember right, but i heard there would be experience booster. I dont know if im ok with that, as long its not a 300% bonus XP thing but more like a small amount. I dont want to feel im grinding my certs point if i dont buy that booster.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Lectorog on June 04, 2012, 12:44:12 am
I dont want to feel im grinding my certs point if i dont buy that booster.
But that's how they want you to feel. That's how they make money.
("They" being the typical F2P creators. Still have hope for this game.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 04, 2012, 12:59:00 am
Yeah but lets just hope they stick with their primary plan and sell only stuff that doesnt involve game mecanics, such as skin at limit recert token.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 04, 2012, 01:21:06 am
Each rank won't be 1 cert.  That was pre-beta filler data.  High-end gear may take hundreds, that was in the video for sure.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 04, 2012, 03:57:55 am
Yeah but lets just hope they stick with their primary plan and sell only stuff that doesnt involve game mecanics, such as skin at limit recert token.
The lead game designer was in that video and he said flat out that they will be selling boosters...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 04, 2012, 05:39:29 am
As long as it's all side-grade and no upgrade, I'm fine with selling boosters. If a few people get more stuff for paying, so that I can play for free, I'd even thank them for buying boosters.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 04, 2012, 07:55:36 am
Boosters are generally to skip the growth and go right for the pewpew.  I personally enjoy the leveling up.  In games with some type of non-limiting level system, I regularly go through them.  Like, Mabinogi has a proficiency system where using a weapon allows you to upgrade it, and I'd regularly get weapons maxed and then sell them to pick up another default-stat weapon and start over.  NavyField has crew that can level up and make your ship stronger, and I enjoy just getting them higher, though I've not yet maxed a crew and replaced them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 04, 2012, 07:59:07 am
Yeah, if you're just levelling up to level up and you're not actually enjoying the process. Don't play the game. That's how I deal with world of tanks. It used to be that I'd be focused on getting to the high tiers, but honestly, I've slowed down. I don't grind. I only play for as long as it is fun, and then I stop for a while, and I learned to enjoy the tanks I already have rather than just wishing I had the bigger and better ones. Even though I've got a Tier 6 and 7 opened up, I still spend a lot of time on 4 and 5 tier tanks just getting the crews leveled up. And honestly, I tend to have more fun on those than the "bigger and better" tanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 04, 2012, 08:04:59 am
I still have my LolTraktor.  I go back to it every once in a while, and recently learned they changed the main cannon so it gets 3x shots in like 5 bursts.  Last I'd played, it'd shoot 3x burst and reload  Now it'll send 15 shots downrange as fast as the cannon fires, then reload.  And I've been playing on-and-mostly-off since beta and I'm only in a Grille, but I love my grille and love being artillery.  I'd like higher tier, but right now I'm enjoying what I've got, and well, enjoying it.

PS2 might not be so fun to slow down though.  Having no matchmaker system, it rather depends on who's got the best gear and the best skill to combat the other guy's lesser gear and/or skills.  If two people are of equal skill, and ones got 5 dps and the other's got 10 dps, then it's a reason to rush for upgrades.  Totally open combat kinda makes casual upgrade difficult, but not impossible.  The main thing is to just not stress yourself because you're getting shot with a bigger gun.  You're a dwarf.  When you get headshot you laugh and respawn because Losing is Fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: adwarf on June 04, 2012, 08:52:11 am
I still have my LolTraktor.  I go back to it every once in a while, and recently learned they changed the main cannon so it gets 3x shots in like 5 bursts.  Last I'd played, it'd shoot 3x burst and reload  Now it'll send 15 shots downrange as fast as the cannon fires, then reload.  And I've been playing on-and-mostly-off since beta and I'm only in a Grille, but I love my grille and love being artillery.  I'd like higher tier, but right now I'm enjoying what I've got, and well, enjoying it.

PS2 might not be so fun to slow down though.  Having no matchmaker system, it rather depends on who's got the best gear and the best skill to combat the other guy's lesser gear and/or skills.  If two people are of equal skill, and ones got 5 dps and the other's got 10 dps, then it's a reason to rush for upgrades.  Totally open combat kinda makes casual upgrade difficult, but not impossible.  The main thing is to just not stress yourself because you're getting shot with a bigger gun.  You're a dwarf.  When you get headshot you laugh and respawn because Losing is Fun.

I thought the plan was laugh, respawn, and apply explosives. On another note, game looks amazing, and look forward to it quite a bit, plan to be a scout/sniper for the B12 Squad

EDIT: After watching all these videos, and reading up on the game its not clear to me, but is it actually possible to win? From what I've read it gives the impression that its just a never ending tug of war siege between two or three forces.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 04, 2012, 09:01:32 am
I don't know if it's possible to achieve final victory, and I don't really think it would be desirable either. During the endgame, when one faction dominates, players would probably not even bother playing the other two because they'd know they would get their asses kicked no matter what they did. But AFAIK there's no definitive info on this, and I'm actually quite curious how it's going to work.

Also, I'm having an absolutely obscene amount of fun playing sniper in Tribes now, so I'll definitely be going infiltrator/sniper. If I join the B12 squad (and if you guys want me). Which I'm not certain of.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 04, 2012, 09:15:44 am
I don't know if it's possible to achieve final victory, and I don't really think it would be desirable either. During the endgame, when one faction dominates, players would probably not even bother playing the other two because they'd know they would get their asses kicked no matter what they did. But AFAIK there's no definitive info on this, and I'm actually quite curious how it's going to work.

Also, I'm having an absolutely obscene amount of fun playing sniper in Tribes now, so I'll definitely be going infiltrator/sniper. If I join the B12 squad (and if you guys want me). Which I'm not certain of.
In PS1 it happened a few times where one faction was forced back to the sanctuary area but that area is not capturable. Also the 'losing' factions got bonuses in the form of HP/damage boosts and other incentives to help balance out the population. They always broke out after a while.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 04, 2012, 09:27:44 am
Yeah, there's one huge bubble area where the enemy can't even enter.  Worst case, you get pushed into the corner, but then all your players are in one place and spawning right there, so it's much easier to push out.  As well, there would likely be some buffs like HP/damage to help the losing side recover.  I'd personally like an "emergency supplies" mechanic that gave the losing side a temporary cost reduction to vehicles and/or free resources, so they can more easily deploy heavier weapons and push out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 04, 2012, 10:41:29 am
I'm fine as long as we dont get tortanic 2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 04, 2012, 03:03:20 pm
I thought I remembered the maps just being reset once one side "won".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 04, 2012, 03:28:23 pm
I thought I remembered the maps just being reset once one side "won".
I don't remember this ever happening, but no side can 'win' because there was always an uncapturable point for each side to stage at. The most you could do is lock them down there and keep killing them when they come out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 04, 2012, 03:51:44 pm
When you've got one side that's completely capture the map and locked both others down in their sanctuaries, they've basically won. But I could be misremembering. I just seem to remember the entire map being reset to neutral at least once.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 04, 2012, 03:54:40 pm
When you've got one side that's completely capture the map and locked both others down in their sanctuaries, they've basically won. But I could be misremembering. I just seem to remember the entire map being reset to neutral at least once.
When you have one side who has completely captured the map, that means the other two sides are getting massive bonuses to hitpoints, xp gain, etc which encourages people to switch.. It also means that the other two sides' spawn points are RIGHT THERE so quick turn-around time for slain soldiers. They will eventually break out.

Not saying it never happened, I just never remember it happening while I played.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Blizzlord on June 05, 2012, 11:45:24 am
That is a conceptual thing I like about the game; no loss, but no victory. It changes your mindset because you realize that it is an eternal war you are fighting. Your life is spent on getting a temporary advantage over the opponent with your corpse quickly forgotten when the fighting moves on. Just a pawn among millions...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Hugehead on June 05, 2012, 12:39:02 pm
I hope they have a stat counter with tons of different stats, deaths per faction, deaths overall, minerals gathered and used, I like silly counters like that.  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 05, 2012, 12:49:01 pm
Probably with badges even.

The fun of the game is not the winning, it's those stories you still remember years after. Like that one time, where I flew a galaxy, had just dropped my squad over a fort, and suddenly had a reaver on my tail. I made a suicidal dive into a forest, and managed to outmaneuver the reaver pilot by zigzagging through the trees at maximum speed + afterburner, and the reaver flew into a tree. And that was almost 10 years ago.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 05, 2012, 12:51:39 pm
Yeah, luridiculous numbers are awesome.
I just hope we can get our 'squad' to be elite-ish.
Like, people could say. 'how the hell did we win that base?'
'ah, the B12's helped.'
That would be awesome. (but its implausible)
I'm a good pyro/scout in tf2, so i hope i can use *some* of this knowledge in planetside 2.


Just spotted a problem.
What will the abbreviation of planetside 2 be?
P2? ps2?

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 12:53:25 pm
In most games I've seen like that, they still give the winning faction a boost when they reset.  Like, the game may start with all places neutral except the spawn points.  Then the game starts, people rush, things are captured, people level up, etc.  One side will eventually gain the upper hand (usually only two-sided, three-sided makes it more difficult to "win") and when they do finally drive the enemy back into a corner, the admins step in and reset the world, but the winning faction gets like +5% exp gain for the duration or for a length of time.  To maintain that +5% they either need to win again to restart the length of time, or keep the enemy from winning if it's for the duration.

PS2 already sounds like it has a little of this.  Owning tech stations may unlock items that you couldn't use otherwise, so there may be a legitimate concern that one faction will own all the special production structures and the other side can't recover them because they don't have the special production items.  I do love this concept though, if you have to own structures to use specific items, that makes them physically useful, instead of "just another map hex".

Either way, it'll be interesting to see how the balance of power is maintained.

miauw62 - The issue there is that B12 is notoriously fickle.  You'll get two dozen players, for a week, and then no one on ever again :P  Hopefully being a AAA title PS2 may hold our attention span for longer though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 05, 2012, 12:55:44 pm
True dat.
*coughwurmvillagecough*

But hell, if its a good game, like our minecraft settlement, minecraft is a pretty good game, we'll get into it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 12:58:17 pm
Planetside 2 should have significantly more bloodshed than Wurm, so I can imagine it holding Bay12 interest for longer.  Usual scheme then?  Guild named "The Twelfth Bay"?  Or perhaps something like "Twelfth Bay Rushers" or "Twelfth Bay MAXs" or I dunno, something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 05, 2012, 01:14:40 pm
Dwarven Organized Ordinance and Mayhem?

Also, remember that owning hexes will not only give your empire resources but reduce the time required to capture bases so nothing is 'just another hex' here.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 05, 2012, 01:16:38 pm
The Twelfth Bay Regiment/Outfit/Whatever maybe?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 01:18:28 pm
The Battleaxe Regime
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Urist McScoopbeard on June 05, 2012, 01:19:07 pm
12th regiment of bayshire!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 05, 2012, 01:37:33 pm
Is the guild support confirmed or will we be reduced to a puny clan tag?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 05, 2012, 01:38:42 pm
They are called outfits, but yes they are in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 02:02:23 pm
More specifically, what is an outfit?  Do we just get an "Outfit Chat" tab and a tag by our name, or do we get boosts of some sort?  I know a lot of games give you things like guild halls, bonus exp if you're fighting with guildmates in the same party, shared inventory, etc.  Maybe if your outfit captures a base then the whole outfit gets more of that resource gain than just spreading it amongst the nation or something?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 05, 2012, 02:05:28 pm
I think we have too many Pilots now :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 05, 2012, 02:10:12 pm
Well, then The Twelfth Bay seems sufficient to me. Otherwise people may misunderstand where we're from.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 05, 2012, 02:10:54 pm
Tip, if you had a subscription to PS1 go check your account status, over the years they've been giving out free game time, i have 45 days saved up and accidentally activated it on Sat night so i've been playing again ;p

PS, don't go NC(n00bhammers, 1 shot no skill kills), and TR just spray and pray! VS is where all the cool people are, plus they need many more players we struggle to get 25% population. VS HA weapon are just not as good/easy to use, so be cool and join the VS! :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 02:43:30 pm
Vehicles are fine.  We could roll in tank forces or something.  But I think the most of us will come to realize that tanks are big and fun and powerful, but there's a lot of versatility issues that discourage tank use.  For one the logistics of getting them somewhere, and the lowered mobility.  Can't hop up a tower in a tank, or go inside most places.

Aircraft suffer similar drawbacks, the biggest being visibility.  It's extremely easy for AA to peg planes.  If we're going to have any successful runs, it'll have to be with stages.  Infiltrators hack and/or destroy AA turrets.  Aircraft sweep through the anti-ground forces.  Tanks and MAXs roll against the enemy infantry.  Infantry moves in to secure.

I really think the Infiltrator class will get a massive boost to usefulness that most players don't bother with, or start calling QQ that infiltrators are so OP but they're not proactive enough to play one.  Imagine the widesprad chaos of a dozen infiltrators sneaking explosives and hacks into an enemy base, all set off at once as they steal turrets, destroy vehicle spawn points, and set explosives where reinforcements will be coming through.  Well-performed sneak attacks can deal wholly more damage than triple the force of high explosives.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Mongol13524 on June 05, 2012, 03:01:15 pm
Or we could just find a nice base with a magma moat and defend that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 05, 2012, 03:05:19 pm
PS, don't go NC(n00bhammers, 1 shot no skill kills), and TR just spray and pray! VS is where all the cool people are, plus they need many more players we struggle to get 25% population. VS HA weapon are just not as good/easy to use, so be cool and join the VS! :)

Word of note: People may actually have different opinions then yours. Just because you like the Vanu does not mean they are the best faction. (Stupid Barnies :P)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 05, 2012, 03:38:18 pm
PS, don't go NC(n00bhammers, 1 shot no skill kills), and TR just spray and pray! VS is where all the cool people are, plus they need many more players we struggle to get 25% population. VS HA weapon are just not as good/easy to use, so be cool and join the VS! :)

Word of note: People may actually have different opinions then yours. Just because you like the Vanu does not mean they are the best faction. (Stupid Barnies :P)

Heh i never said they were the best, infact their weapons are meh compared to other sides in many ways. Lashers just suck arse in what happens most the time, base fights, or even open play. you can litterally run away from them and dodge in between the projectiles...n00bhammers literally 1 shot people, and TR just spray and pray their billion rounds per second HA ;p There is a reason most VS have their stashes stacked with NC/TR HA and inf's use NC/TR pistols.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 05, 2012, 03:59:45 pm
Planetside 2 E3 Stream in about an hour, according to TB's twitter. This link (http://www.timeanddate.com/counters/customcounter.html?msg=Planetside+2+E3+Broadcast&month=06&day=5&year=2012&hour=15&min=00&sec=00&p0=137) in particular.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: palsch on June 05, 2012, 04:01:10 pm
I've been hoping for a new mass combat/PvP MMO for a while. Please let this be good. Or even just decent with a sizeable population.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 05, 2012, 04:10:59 pm
Planetside 2 E3 Stream in about an hour, according to TB's twitter. This link (http://www.timeanddate.com/counters/customcounter.html?msg=Planetside+2+E3+Broadcast&month=06&day=5&year=2012&hour=15&min=00&sec=00&p0=137) in particular.

Links please, I really want to see this for myself.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: etgfrog on June 05, 2012, 04:12:37 pm
http://www.twitch.tv/totalbiscuit
oh well, should be interesting, i'll see how the game is to determine how i specialise, i might just end up as the bus driver  :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 05, 2012, 04:13:18 pm
Most likely it'll be on his twitch.tv channel. Which is here, of course. (http://www.twitch.tv/totalbiscuit)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 05, 2012, 04:18:54 pm
Thanks, just making sure it wasn't on some other channel for some reason.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 05, 2012, 05:04:07 pm
Starting now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 05, 2012, 05:04:20 pm
Starting now.
I was about to say that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 05, 2012, 05:29:42 pm
http://www.pcgamer.com/2012/06/05/planetside-2-empires-at-war-trailer-reminds-you-theres-a-choice-to-be-made/ (http://www.pcgamer.com/2012/06/05/planetside-2-empires-at-war-trailer-reminds-you-theres-a-choice-to-be-made/)

If this trailer teaches us anything, it's that there is absolutley no way to say New Conglomerate dramatically.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 05:38:39 pm
Does anyone have an IRC or a Mumble or such?  Be nice to get a B12 private chat where we can talk about the steam?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 05, 2012, 05:47:32 pm
Watching now. Looks good...

Edit: A flame thrower in one hand and a different gun in the other? MAXes just got 300% cooler.

Edit2: Vehicles follow physics... you can just drive inside buildings. The major battles look... effing awesome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 06:02:59 pm
Yeah, just saw a guy drive a quad bike full-tilt into a tower, jump off, bike crashes, and he floats into the elevator.  Looks like epic options when I try to fly my Galaxy into a tower.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 05, 2012, 06:12:10 pm
Vanu interview, what a pussy :). I've been Vanu for a long while from the start, but then I toughened up. Switching sides, changing loyalty is hard though, you can see it in this thread even.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 06:14:05 pm
I haven't even played and I hate the Vanu :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 05, 2012, 06:17:26 pm
You know, it occurs to me that it could be a real problem that they're forcing you to stick with one faction on a server. In PS1 if one side was underpopulated they'd get some incentives for people to switch over and even it up a bit but now you can't switch over, you're stuck with whatever you chose.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: fenrif on June 05, 2012, 06:29:55 pm
You know, it occurs to me that it could be a real problem that they're forcing you to stick with one faction on a server. In PS1 if one side was underpopulated they'd get some incentives for people to switch over and even it up a bit but now you can't switch over, you're stuck with whatever you chose.

I imagine this will be somewhat solved by PS2 being free to play, meaning much higher number of players and the ability to just make one account for each faction if you want.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 05, 2012, 06:31:52 pm
I haven't even played and I hate the Vanu :P
BURN THE BARNIES.

But in all seriousness, I wish I could sympathise with all you people who have to switch factions, but since I have not played the first Planetside I so far have only been NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Drakale on June 05, 2012, 07:00:25 pm
Look like a full platoon of liberators will pretty much be like calling an exterminatus on the battlefield :p

This game is looking better and better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sensei on June 05, 2012, 07:00:56 pm
I'm pretty sold. I realized though, by the time it comes out, I'll be in college in a hick town in Montana with a laptop and college internet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 07:04:36 pm
Just saw a little Vanu UFO being shot at by a MAX.  The MAX didn't have AA weapons, but the Vanu couldn't quite hit it.  The Vanu was hovering in mid-air, solid, stationary as a brick, and when he started getting hit by the MAX's anti-infantry gun the Vanu turned and sped into the sky.

Fuckin' UFOs, jeeze!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Microcline on June 05, 2012, 07:06:24 pm
I like the fact that NC lost the poll but are trying to claim full control.  It's just like the smurfs to support "freedom" and "democracy" only when it suits their corporate overlords.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 05, 2012, 07:08:26 pm
NC was chosen mostly due to the MAX and potential for big explosions. At least that is what I think that happened.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 05, 2012, 07:11:05 pm
NC was chosen mostly due to the MAX and potential for big explosions. At least that is what I think that happened.
Meh. It looks like a metal box to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 05, 2012, 07:11:54 pm
Stream just ended. Thoughts?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Microcline on June 05, 2012, 07:14:18 pm
Stream just ended. Thoughts?
Holy shit that liberator team
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 05, 2012, 07:16:55 pm
I noticed that Vanu Scythe turn and go as well. That looked pretty effing smooth...  :o

Too much MAX-action so far, but that is to be expected with tryouts. They're also giving away beta keys on facebook, but just 10 at a time and they're always gone in seconds, don't get your hopes up.

The jump-jets look very useful.

A MAX got stuck behind a small rail. That looked ridiculous.

Liberator... wow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 05, 2012, 07:17:15 pm
This stream didn't do it justice.  It put them on a single hex spawning nearby, so it made much more like a Call of Duty type of game with quick respawn and all.  In the full game we should see a lot more reinforcements from other hexes and charging in from different angles, as well as organized waves.  Instead of everyone just spawning whenever they can and rushing in, should see a lot of people gearing up with vehicles and teammates and moving in force.

As for the gameplay itself, it looks extremely flashy, loud, and chaotic without getting dirty.  Can really feel the shells dropping and the smoke screens.  In the stream, one guy was in a Galaxy's bomber seat and a MAX started shooting flak at the Galaxy.  The bomber jumped out, because the Galaxy is tough but the flak is big, loud, and scary, and he called a bluff.  That is beautiful.

I also LOVE the drop pods.  Gonna have to organize some mass-drops, MAX preferably.

I'm also going to have to find my mic if we're doing a B12 outfit!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: lastverb on June 05, 2012, 07:20:15 pm
There gonna be a lot of liberator squads - easy pickings for ours slycers :P
Dont like the MAX speed boost tho.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: palsch on June 05, 2012, 07:26:13 pm
I also LOVE the drop pods.  Gonna have to organize some mass-drops, MAX preferably.
Drop pods can knock out aircraft.

Sold.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 05, 2012, 07:39:40 pm
It's looking very nice. Good to see that you are going to need to have mixed balanced squads to do well, max's for heavy firepower, engineers to repair them, light assaults to resupply ammo, infiltrators to snipe/counter snipe and capture and medics to heal the squishies.

Massed liberators look like they will be fun. Drop pods letting a single infiltrator make their way into a base and the whole outfit dropping in to meet him. Being able to drive (smaller) vehicles into the bases is good, and should enable some impressive feats.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Microcline on June 05, 2012, 09:59:34 pm
http://www.youtube.com/watch?v=3E2hJU6T4EM&feature=youtu.be
Beta soon, fellow stalker
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: BuriBuriZaemon on June 05, 2012, 11:18:58 pm
Signing up as heavy weapon support.

Planetside 2 handle: Elsior
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Rakonas on June 06, 2012, 07:27:16 am
Why does it say New Conglomerate squad though? Would rather be VS or TR.. anything but NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 06, 2012, 07:53:19 am
Why does it say New Conglomerate squad though? Would rather be VS or TR.. anything but NC.
Because each of us has a different taste, and the poll was a win for VS, but only by a small margin. It was decided that the NC has the most dwarven weaponry.

Case in point: most beard wins.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 06, 2012, 07:55:45 am
Also: Cleft Chin
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Hugehead on June 06, 2012, 08:00:06 am
But TB is in the TR, and he has the most facial hair in that shot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 06, 2012, 08:00:28 am
Also, TR fails trigger etiquette and VS is too busy with make-up to do war stuff.  ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 06, 2012, 08:00:57 am
Also: Adamantine is blue.

FAKEEDIT: Damnit, stop posting before I do.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 06, 2012, 08:08:18 am
TR fails trigger etiquette

Heh, I didn't even notice until you pointed it out.
"Oh, sorry, Mr Biscuit, I didn't mean to blow your head off...."  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 06, 2012, 08:37:09 am
What faction are we going to choose anyway?
We'll want to be all in the same faction, else we will have quite the problem.

And you can easily just join a random channel using the webchat on quakenet.
Something like

#B12P2

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 06, 2012, 09:13:30 am
Once it's up and running we'll pick one server for each faction. Probably start off with VS or NC as they seem to be the most popular, though I know I'm definately going to be playing all three factions.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: lastverb on June 06, 2012, 11:01:13 am
Case in point: most beard wins.
You just posted that to prove dwarven females do NOT have beards. And what when we flood entire surface with magma sprayers (read. flamethrowers)? You will need those ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 06, 2012, 11:25:19 am
Case in point: most beard wins.
You just posted that to prove dwarven females do NOT have beards. And what when we flood entire surface with magma sprayers (read. flamethrowers)? You will need those ;)
I thought most people modded their raws to add beards to females.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 06, 2012, 12:23:58 pm
2 hours of E3 PS2 footage /drool over nighttime.

http://www.twitch.tv/totalbiscuit/b/320486940
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 06, 2012, 01:04:31 pm
Yeah that was live last night. Stayed up till 2 am for that, even... I really want this game.  NOW!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Blizzlord on June 06, 2012, 01:19:33 pm
Damn, someone posted it before me...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 06, 2012, 01:32:06 pm
There is a second broadcast tonight in about 3 hours 20 mins.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 06, 2012, 01:43:11 pm
And there's a demo going on live, right now: http://www.twitch.tv/soe
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Frumple on June 06, 2012, 01:48:43 pm
Blue's vech designs... underwhelm me :-[
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 06, 2012, 01:50:33 pm
True... The rest isn't that much better though. Just the Reaver is fugly.

But a galaxy holds two squads.

Edit: Mobile app does voice chat with ingame friends. WHAT?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 06, 2012, 02:15:36 pm
I'm going to just Play NC I think. Why mess around with all the factions when you can just stick to one? :P

Edit: Also, sgined up for Beta as XLeonTheKillerX. I needed the X's because someone had already taken LeonTheKiller >.>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sensei on June 06, 2012, 03:32:18 pm
Man, do I want a beta key. I signed up in December and still haven't got one. Is anyone here in?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Nilocy on June 06, 2012, 03:41:44 pm
Oh no, NC scum.

I will end you with my quad cannon prowler.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 06, 2012, 03:53:05 pm
Man, do I want a beta key. I signed up in December and still haven't got one. Is anyone here in?

Last I checked, they JUST started giving them out and even if you got it, it's not available to play outside of their offices/special events. Be patient, young one.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 06, 2012, 04:21:46 pm
But TB is in the TR, and he has the most facial hair in that shot.
THe NC guy has more a fuzzy gray patch in the general area of the chin.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 06, 2012, 05:13:26 pm
Second stream has started.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 06, 2012, 05:20:44 pm
Link plz.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Xanatos Jr. on June 06, 2012, 05:21:57 pm
http://www.twitch.tv/totalbiscuit
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 06, 2012, 05:29:47 pm
Good lord! I was mildly looking forward to this, now I NEED this! Looking forward to playing with B12 in this!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 06, 2012, 05:33:32 pm
Just saw a 11-person galaxy drop.  Epic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 06, 2012, 05:40:17 pm
Oh, excellent, friendly fire! I really like the sound of that actually, I can imagine scrambling for cover as you hear over the radio about air-support inbound haha.

EDIT: Also, loving how dark night is, looks beautiful.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 06, 2012, 05:42:12 pm
There are going to be "grief points" if you continue killing friendlies due to the friendly fire, causing various bad things to happen to you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 06, 2012, 05:42:52 pm
TB's chair is either not TR-quality or was sabotaged by the others. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 06, 2012, 05:43:09 pm
Also, watching an airbattle overhead at night is epic. I love the ambiance! And Galaxy drops, as mentioned above, are epic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 06, 2012, 05:47:21 pm
Possible to 'mark' people so they show up to others of your faction.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Microcline on June 06, 2012, 06:12:18 pm
TR fails trigger etiquette

Heh, I didn't even notice until you pointed it out.
"Oh, sorry, Mr Biscuit, I didn't mean to blow your head off...."  :P
Knowing TR weapons it'd probably take half a magazine to break skin

Also, I made a handy guide for factions
(http://img.ie/79aac.png)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 06, 2012, 06:14:45 pm
That is hilariously true.  :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 06, 2012, 06:31:17 pm
Nice to see APCs as well, emphasis on Armour.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 06, 2012, 06:38:40 pm
Yeah, that was pretty great to see an APC drive INTO the base and drop troops directly inside.  None of this "getting run down while charging" but just deliver fresh troops into the base itself.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 06, 2012, 06:45:28 pm
Zerg-in-a-can. :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 06, 2012, 06:46:37 pm
Also, I made a handy guide for factions
Spoiler (click to show/hide)

Y'know, I'm perfectly okay with being a stormtrooper. Not so sure about the dancing, though...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 06, 2012, 06:49:43 pm
Don't know if this has really been announced before, but weather is confirmed, and is non-togglalbe (thank god).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 06, 2012, 06:51:12 pm
weather is confirmed, and is non-togglalbe (thank god).

Actually that's something I'd expect as a matter of course. I was very surprised to learn that they let you just turn it off in PS1. A nasty design fault, that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 06, 2012, 06:52:44 pm
Also, seeing a Galaxy loom overhead seems rather intimidating. Deffinitly not stealthy beasts.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 06, 2012, 06:54:09 pm
Also, seeing a Galaxy loom overhead seems rather intimidating. Deffinitly not stealthy beasts.
The Galaxies are Sky-Hippoes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 06, 2012, 06:56:23 pm
Saw a guy in a Scythe.  He jumped out, jumped back in, and zoomed directly up and avoided crashing.  Amazing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 06, 2012, 06:56:32 pm
Heh, scythe pilot ejects, falls for a bit then manages to reenter the cockpit and avoid the clif he was about to hit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 06, 2012, 06:57:59 pm
Infrared scope makes me drool.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 06, 2012, 06:58:11 pm
Ya, those scythes are insanely manuverable.

EDIT: And stream is over now. All that's left is to pray to the Beta Gods that I get in. Maybe a sacrifice or two.

DOUBLE EDIT: ALSO, they're giving out keys on twiter right now. They go insanely fast!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Whitefoxsniper on June 07, 2012, 12:01:59 am
I didn't know someone else used my username for things until I tried to sign up for the beta, and someone else uses my old username as well. I need to come up with a more unique one then... any ideas?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sensei on June 07, 2012, 12:10:31 am
Are you referring to your station account username? I think you'll get to chose a character name once you're actually in the game- which means, stuff isn't really taken yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 07, 2012, 02:45:59 am
Gal drops are awesome, did several last night. And back in the day were a lot more common when you'd have massive 300-400 player fights.

Here is a vid my Planetside Outfit did way back in 04 done by the awesome Miir from Malvision(he did buckets of awesome DAoC movies before he went to PS) which shows some Gal drops in action:

http://www.youtube.com/watch?v=97DZhNxIsfI

I was due to be in the vid but my alarm failed to wake me as i was on UK time and they're US.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Anvilfolk on June 07, 2012, 06:21:15 am
A couple of questions:

- How arcade is the flying?
- Is there a place for logistics?

I usually enjoy playing support roles, and used to love ferrying people around in helicopters in ArmA2. Would there be space for something similar here?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Johnfalcon99977 on June 07, 2012, 06:36:32 am
I love how everyone is talking about this game like they already played it, when they just watched the stream :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 07, 2012, 06:44:40 am
I love how everyone is talking about this game like they already played it, when they just watched the stream :P
Some people are playing in the beta...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Karakzon on June 07, 2012, 06:55:07 am
Just watched the video in OP.

If Bay12 makes a group, count me in. :P this game looks like it pushes all my buttons.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 07, 2012, 07:23:23 am
I love how everyone is talking about this game like they already played it, when they just watched the stream :P
Some people are playing in the beta...

Yes, if you have an active planetside account you get planetside 2 beta also.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 07, 2012, 07:27:18 am
Really? Automatically in?

I might go subscribe just for beta access. o.o
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 07, 2012, 08:26:32 am
A couple of questions:

- How arcade is the flying?
- Is there a place for logistics?

I usually enjoy playing support roles, and used to love ferrying people around in helicopters in ArmA2. Would there be space for something similar here?
There's going to be medics & engineers, and flying/driving sunderers and galaxies is going to be your thing then :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 08:33:46 am
Really? Automatically in?

I might go subscribe just for beta access. o.o

Please, let me know if this works! I was stalking twitter for several hours last night, but the beta keys went too fast.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 07, 2012, 09:04:15 am
Really? Automatically in?

I might go subscribe just for beta access. o.o

Please, let me know if this works! I was stalking twitter for several hours last night, but the beta keys went too fast.
If I decide to do it, it will be Friday evening
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 09:05:26 am
On that note... maybe I should just start playing planetside for a bit to satisfy my MMOFPS urges.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Karakzon on June 07, 2012, 09:16:48 am
Were going to have to try grab some folk as chroniclers to record and put up the storys of the Bay12 regiment.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 09:17:52 am
Were going to have to try grab some folk as chroniclers to record and put up the storys of the Bay12 regiment.

So a Bay12 War corrospondent?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Karakzon on June 07, 2012, 09:34:23 am
Were going to have to try grab some folk as chroniclers to record and put up the storys of the Bay12 regiment.

So a Bay12 War corrospondent?

I was thinking battle bards who like explosives but that works ^^
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 07, 2012, 09:34:34 am
Were going to have to try grab some folk as chroniclers to record and put up the storys of the Bay12 regiment.
...Please tell me I'm not the only one who immediatly thought of Black Company after reading that sentence.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 07, 2012, 09:44:04 am
I was thinking battle bards who like explosives but that works ^^
Hmm, bards are actually a lot like war correspondents.


A friend of mine is working at E3 right now, I begged him to go by the PS2 stand to pick up a betakey. I'm that pathetic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 09:59:55 am
That's not pathetic at all.  What's pathetic is that I'm in the same boat as Naxza.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: x2yzh9 on June 07, 2012, 10:18:22 am
I don't believe the beta has started yet, the closed alpha has however. Pretty sure the beta is gonna start next week or something like that. All I'm hearing is 'very soon', so I imagine the beta's going to start very soon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 07, 2012, 10:27:58 am
I was thinking battle bards who like explosives but that works ^^
Hmm, bards are actually a lot like war correspondents.


A friend of mine is working at E3 right now, I begged him to go by the PS2 stand to pick up a betakey. I'm that pathetic.
Yeah, ask him to grab some for Bay12!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 07, 2012, 10:35:08 am
Really? Automatically in?

I might go subscribe just for beta access. o.o

Yep that's what they were saying ingame last night and i quote(roughly) "You can have a PS1 sub get, a PS2 beta key and then cancel the sub but still have PS2 beta access" so if you have $15 to burn and really wanna try it then go for it, but maybe wait until less than a month before beta starts incase you don't wanna pay for more than a month. But really the game is still great fun at US primetime when there are plenty-ish of people playing esp if you wanna feel what PS2 will be like in some way. I don't like FPS's at all, but i totally fell in love with PS back in 03/04 and still enjoy it to this day when i play...it really is epic-ness on an awesome scale when you get ma-hoosive base battles with even sides.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 07, 2012, 10:35:22 am
I was thinking battle bards who like explosives but that works ^^
Hmm, bards are actually a lot like war correspondents.


A friend of mine is working at E3 right now, I begged him to go by the PS2 stand to pick up a betakey. I'm that pathetic.
Yeah, ask him to grab some for Bay12!
Or else.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 07, 2012, 10:50:22 am
I was thinking battle bards who like explosives but that works ^^
Hmm, bards are actually a lot like war correspondents.


A friend of mine is working at E3 right now, I begged him to go by the PS2 stand to pick up a betakey. I'm that pathetic.

Yeah, ask him to grab some for Bay12!

Oh maaan, I'd love to get one. Sadly, from where I am, I can't.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 07, 2012, 11:23:43 am
He's currently at work for a major competitor of SOE so I doubt he either has the time or the will to grab even one. I'm just keeping my fingers crossed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 11:27:08 am
Convince him that the lot of us are the scourge even /b/ won't touch and that we'll ruin the whole server.  It's not entirely untrue.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 11:52:43 am
If you are in the UK, PCGamer is giving out beta keys in this months mag. Picked mine up this morning.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 11:55:12 am
Go pick one up for me too D:<
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 07, 2012, 11:59:16 am
Idd, nothing ever happens in belgium, at least not for gamers D:
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 12:11:58 pm
Unfortunately, it seems that was the last copy of the mag in my area. Oh, and todays stream starts in about 45 minutes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 12:15:53 pm
He needs to get those keys, for the greater good! Tell him to wear a mask if he has to!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 12:38:27 pm
This game looks awesome!  I've always liked the idea of massive battles in games, and this seems right up my street.  So it seems i'll be joining the Bay12 regiment as well :P

Also:

Unfortunately, it seems that was the last copy of the mag in my area. Oh, and todays stream starts in about 45 minutes.

Planetside 2 stream?  If so, where is this stream?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 12:42:42 pm
http://www.twitch.tv/totalbiscuit (http://www.twitch.tv/totalbiscuit) in about 15 mins
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: lastverb on June 07, 2012, 12:44:46 pm
preferably vanu mask ;)
He needs to get those keys, for the greater good! Tell him to wear a mask if he has to!
preferably vanu mask
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 12:46:50 pm
http://www.twitch.tv/totalbiscuit (http://www.twitch.tv/totalbiscuit) in about 15 mins

Cheers!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 12:59:49 pm
stream starting now
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 07, 2012, 01:12:42 pm
Why would they combine a stealthy-backstabby infiltrator (my favorite class in T:A) with sniper (my least favorite class in T:A)? :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Draxis on June 07, 2012, 01:14:22 pm
I think you choose between the sniper rifle or some sort of smg, not both.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 07, 2012, 01:18:14 pm
Smg? No spinfusors?  :'(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 01:18:19 pm
Double flamethrowers. Toasty time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 01:21:58 pm
Curse work, I could be watching the stream now, STREAM!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 01:22:49 pm
The person playing is getting very lucky, most of his targets seem to have no idea whats going on   ???
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 07, 2012, 01:25:12 pm
Wait, is he actually playing? Judging by the speed of class changes and intonations it looks like they've got the playthrough recorded and are now simply commenting.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 01:27:22 pm
I gathered they're not playing now, but someone must have played it  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 01:28:34 pm
Last stream they were going through the showroom floor at E3.  So they would hop from one monitor to another as people were playing at E3.  More people at SOE were playing from the office, but they weren't getting stream POV.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 07, 2012, 01:29:28 pm
Oh god that global map. With every hex having separate influences by different factions.

*fap-fap-fap*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 07, 2012, 01:31:07 pm
Fuck it's DARK!

Awesome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 01:42:08 pm
Isn't night time awesome?
And yes, yesterday they were flipping the camera, observing different stations. They must've had a main computer hooked up that they could flip through the streams at will, because they switched fast.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 01:42:31 pm
Cacti beats mozzies. Also, joystick support for vehicles confirmed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 07, 2012, 01:44:11 pm
Cacti beats mozzies.
So do scythes. I'm going to play VS on some server just to fly scythe.

Edit: And I'm going to buy a new joystick.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 01:45:59 pm
Close combat mines for when you are out of ammo.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Blizzlord on June 07, 2012, 02:00:55 pm
Ammo for when you are out of close combat mines.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 02:05:32 pm
Close combat mines for when you are out of ammo.

Close combat mines? So it, what, punches you? I'm picturing one of those red boxing gloves on a spring popping up from the ground.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 07, 2012, 02:08:48 pm
Close combat mine: Throw down a claymore and when the enemy is close to you, YOU jump on it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 02:10:17 pm
That sounds counterproductive...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 07, 2012, 02:11:56 pm
Nah, he actually managed to kill the other guy as well. :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 07, 2012, 02:13:19 pm
The stream is live from E3, it's just they have 12 stations which they can flip to and stream the footage from.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 02:24:06 pm
Ah, fair enough, I only saw a small part of the stream, so thats probably why I only thought it was one person  ::)

From the parts i've seen though, it definately looks like a day 1 purchase from me.  One thing i'm not sure about is how the 'world' is split up, is it just one open world map you can move about at will, with objectives/bases/etc.  scattered around, or is the map split into seperate zones or such, with loading screens or something similar seperating them?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aklyon on June 07, 2012, 02:24:49 pm
Ah, fair enough, I only saw a small part of the stream, so thats probably why I only thought it was one person  ::)

From the parts i've seen though, it definately looks like a day 1 purchase from me.
How does one day 1 purchase an F2P game? ???
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Draxis on June 07, 2012, 02:25:12 pm
You move freely, but there are at least 3 different "continents", or different servers basically.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 02:26:00 pm
Wait, it's free to play!? I thought it was PTP  :o 

Edit: just re-read the OP, can't believe i missed that!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 02:28:45 pm
The first was subscription.  The second is microtransactions mainly for appearance things, like camo variants and different outfits (horns on your helmet, etc).

It's a free-range world, totally open, but you'll mainly find yourself on the road from one area to another, or fighting in one base.  I don't suspect there will be much conflict in the middle of nowhere.  There will be three continents, but each of these is totally open once you arrive there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 07, 2012, 02:31:24 pm
The first was subscription.  The second is microtransactions mainly for appearance things, like camo variants and different outfits (horns on your helmet, etc).

It's a free-range world, totally open, but you'll mainly find yourself on the road from one area to another, or fighting in one base.  I don't suspect there will be much conflict in the middle of nowhere.  There will be three continents, but each of these is totally open once you arrive there.

They suggested they're trying to make fighting happen more away from bases by putting capture points at things other than bases and towers. Each hex on the map is capturable, and not all of them have buildings.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 02:33:31 pm
That still promises little to no "open plains" warfare.  At least on Indar (or whatever it's called).  The Scottish Highlands continent may have more broad open combat.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 02:41:24 pm
Out of curiosity, is our group going to focus our efforts on a particular continent?  Or is it too early for that sort of thing?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 02:45:06 pm
I imagine we will travel to where the action is. A roving band, dedicated to the annihlation of
*insert empire you don't like here*.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 02:49:30 pm
Heh, drop pods are kinetic kill vehicles as well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 02:50:59 pm
Riiiiight because Dwarves are so specific.  It doesn't matter.  Human, elf, goblin, other dwarf...  When all you've got is a battleaxe MAX everything looks like an Elf Barney.

I suspect we'll just take up whatever side is losing, because they're the side that's going to be fighting the most in the future.  REALLY hope we get to change nations so we can go with the side that's the most interesting.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 02:55:22 pm
You get limited to a single character per server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 02:58:25 pm
That would be a good feature, being the under dog dwarf does sound like it would be the most fun
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 02:59:37 pm
You get limited to a single character per server.
but can that character swap sides?  Or is it one faction per character?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 03:02:19 pm
One character, one faction. But you can pick different factions on a different server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 03:06:49 pm
Damn  :( seems that hope has gone out of the window.  We'll just have to hope the factions remain relatively balanced then.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 07, 2012, 03:21:15 pm
If its like PS1 there was an empire change button but you could only use it once every i dont remember. Im pretty sure during beta and so on they will give that ability back, or maybe as a pay alternative? But still usable only once in a while so we dont have empire-jumper.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Karakzon on June 07, 2012, 03:41:10 pm
To be fair, its unlikely well change factions once weve settled anyway. unless something major is going down. Bay12'ers tend to be excessivly loyal.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 03:46:40 pm
Bay12'ers also tend to be excessively violent.  If we're on the winning side we'll sabotage ourselves to make sure we're losing and thus can be more violent towards the enemy.

Granted, with enough MAX and Galaxies, we could very well thwart ourselves.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Karakzon on June 07, 2012, 04:33:13 pm
Well ^^ nothing like a tantrum spiral or two to keep us on our toes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ScriptWolf on June 07, 2012, 04:35:17 pm
anyone else get this months PC gamer just for the VIP planetside 2 beta access ? :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 07, 2012, 04:46:20 pm
anyone else get this months PC gamer just for the VIP planetside 2 beta access ? :P
No, but I might go buy one now...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 04:53:08 pm
anyone else get this months PC gamer just for the VIP planetside 2 beta access ? :P
No, but I might go buy one now...

Same.  May have to wait until after my exams though  :-\
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 04:55:22 pm
I would say "They've all been bought" but around here, people don't computer fun.  Might find a copy yet!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ScriptWolf on June 07, 2012, 04:57:59 pm
get one ! get one while you can !, it gives first day access to the beta when its released, allready got mine loaded onto my account... now we play the waiting game....
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 05:03:42 pm
Are they just in the UK? Or in the North of the North Americas as well? I haven't browsed magazines in ages?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 07, 2012, 05:06:24 pm
Damn, why do I have to live in this backwater bumhole of the world? Anyone willing to get one for me? I'll reimburse you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ScriptWolf on June 07, 2012, 05:12:15 pm
im sure PC gamer is done everywhere in both America and Europe, people you can also buy a digital copy and still get the code  i think dont quote me on that
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 07, 2012, 05:23:59 pm
get one ! get one while you can !, it gives first day access to the beta when its released, allready got mine loaded onto my account... now we play the waiting game....
While I am tempted, they also said that former players will get into the beta so I'm not sure if I should.

Also when will the beta start?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 07, 2012, 05:32:02 pm
im sure PC gamer is done everywhere in both America and Europe, people you can also buy a digital copy and still get the code  i think dont quote me on that

Nope. Tried it, says it's not available in my region.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 07, 2012, 06:04:27 pm
http://www.pcgamer.com/2012/02/15/pc-gamer-planetside-2-cover/

WoHOO!

https://shop.futureus.com/catalogsearch/result/?q=pc+gamer

FUCK!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Metalax on June 07, 2012, 06:43:21 pm
Uk version has the code. US version had the code in their april edition.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 06:57:57 pm
FUCK! as well.  I went to get it and it was just a lame issue.

I demand humbly request mandate more PC Gamer July UK codes!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 07, 2012, 07:31:11 pm
Uk version has the code. US version had the code in their april edition.
And here I was thinking that getting things later than America here in the UK would never come in useful!  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Nilocy on June 07, 2012, 08:53:39 pm
Pff, Scottish highlands my ass. It'd just be an empty bunch of moors with nobody for miles.

In other news, I still hate you guys for going NC. And I'll fly my galaxy into yours every time I see you on the field.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 09:09:53 pm
That'll be a little awkward as I try to fly my galaxy into yours-

No, this is not awkward.  This is amazing.  Galaxy Jousting is definitely a thing now!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: fenrif on June 07, 2012, 09:10:34 pm
So the current UK PC gamer has the beta code in? I'll be buying that on the way home tommorow then!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 09:10:59 pm
But two!  I want a beta key dammit!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Lectorog on June 07, 2012, 09:17:19 pm
Buy enough for everyone who has posted in this thread. That's a reasonable request, right?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Frumple on June 07, 2012, 09:18:04 pm
That'll be a little awkward as I try to fly my galaxy into yours-

No, this is not awkward.  This is amazing.  Galaxy Jousting is definitely a thing now!
Jumping from them, or riding on them? Take whatever melee weapon exists. Punch enemy galaxy in face while skydiving.

Whole contingent of MAXes jumping out of galaxy, landing on enemy galaxy. Then breakdance.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Whitefoxsniper on June 07, 2012, 09:18:04 pm
Buy two fifty!  I want a beta key dammit!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: inteuniso on June 07, 2012, 09:21:52 pm
New Conglomerate is the dwarfiest faction. Anyways
Buy two fifty!  I want a beta key dammit!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 09:22:43 pm
My current vote is akin to "chicken".  Ram towards the enemy Galaxy, whoever flies back home is the winner.  I'm debating if this would be a good idea with gunners.  More explosions is better, let shells fly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Vattic on June 07, 2012, 10:05:14 pm
Just remember to stock up on troops before you do. Share the Fun!

Pretty stoked for this; Was always disappointed I missed the first in it's day.

Will be picking up a copy of PC Gamer tomorrow hopefully. Rarely buy it as I find it a bit meh in terms of content but a guaranteed beta key is worth the price.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 07, 2012, 10:16:12 pm
They're giving out keys on twitter for fan art, seems rather random who really gets picked. been harrasing them all night to no avail.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 10:21:04 pm
Guys on the stream were saying that keys were going to people who posted pictures of puppies.  Seems the least reliable way of getting a key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Microcline on June 07, 2012, 10:48:36 pm
FUCK! as well.  I went to get it and it was just a lame issue.

I demand humbly request mandate more PC Gamer July UK codes!
I'm pretty sure that subscribing to the original Planetside will guarantee the same level of beta access.  That said, I'm not that interested in the early closed beta.  The first few weeks are likely to be stress tests and major bugfixes where the server spends more time down than up.  By the time the game starts getting fun they'll probably be letting most of the people who signed up in.

edit: I do not have a beta key.  Feel free to accuse me of sour grapes.

Pff, Scottish highlands my ass. It'd just be an empty bunch of moors with nobody for miles.

In other news, I still hate you guys for going NC. And I'll fly my galaxy into yours every time I see you on the field.
I don't think the OP's personal decision to go NC is going to affect anyone else's choice.  I'm certainly not going with a faction that spent the majority of the E3 stream displaying it's air force's inexplicable paraphilia for humping rocks, cacti, and pieces of scenery at high velocity.

It's a testament to Planetside how well the factions can fracture even the most unified communities into pro and anti-skub sectarian conflict.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 07, 2012, 10:54:06 pm
So what, you got a beta key you're not using?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Lectorog on June 07, 2012, 11:09:25 pm
I find it funny that people are willing - more, wanting - to pay to gain access to the incomplete version of a free-to-play game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 04:11:36 am
I find it funny that people are willing - more, wanting - to pay to gain access to the incomplete version of a free-to-play game.
You do? Its quite common.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 04:22:02 am
We really should change the original vote to a faction vote, as people seem to be divided on that front (if it's even possible to change it)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 08, 2012, 04:28:07 am
Been there, done that, decision is that we at the very least choose one "main" server to play NC on, just because they're the most dwarven, and try to coordinate our other factions on other servers, so that we're all at least on the same team on any server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 04:30:12 am
Fair enough, didn't know it had been decided. 
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 04:31:41 am
Been there, done that, decision is that we at the very least choose one "main" server to play NC on, just because they're the most dwarven, and try to coordinate our other factions on other servers, so that we're all at least on the same team on any server.
Wait what? VS was winning by a fair margin.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Siquo on June 08, 2012, 04:38:30 am
Been there, done that, decision is that we at the very least choose one "main" server to play NC on, just because they're the most dwarven, and try to coordinate our other factions on other servers, so that we're all at least on the same team on any server.
Wait what? VS was winning by a fair margin.
Not that fair. It was pretty even last time I checked.
I'm personally okay with either, as long as it's not those TR fascists. Even though their mosquito afterburners look absolutely gorgeous.

To summarize: we'll all be able to play the faction we want to, and still play together, just not with as many as on the "main" NC server since that's where all the cool people will be.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 08, 2012, 05:46:58 am
Wait, what? It thought we were going TR! I'm not playing some traitorous rebel scum!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 05:48:21 am
Wait, what? It thought we were going TR! I'm not playing some traitorous rebel scum!
Kay.

Seriously, you don't have to play with us.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 05:49:12 am
How many servers are there going to be?

Also, I propose a new poll. A faction and a region, so we can already decide which server is going to have which faction. For example:
Europe, VS;
Europe, TR;
Europe, NC;
NA, VS;
NA, TR... and so on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 05:52:06 am
I agree with Dariush, there seems to be too much disagreement at the moment. 

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Frumple on June 08, 2012, 05:53:38 am
Not that fair. It was pretty even last time I checked.
It was 15/15/21 TR/NC/VS when the poll switched topic. Vanu didn't quite have a majority (though only just, 21/51) and TR and NC were actually dead even :P

Absolute number advantage was pretty small, but VS had a bit more than a third more than either of the other two. I'm not saying it was purple, but... it was purple.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 05:55:33 am
If that is the case, we could really do with finding out who is willing to go with any faction, and who will only go with a specific faction, as a compromise is going to be needed at this rate.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 06:03:26 am
I'd much prefer NC personally, their aesthetics appeal to me the most, but if it comes down to it, I'll play where the majority of B12 plays, just to avoid playing alone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ScriptWolf on June 08, 2012, 06:34:29 am
jsut been watching some vids, im a little disappointed with the tank combat and only needing one guy to run it.. what happened to driver, commander, secondary gunner slots. it seems a little more solo playing for tanking now instead of cooperating with 2 other guys to become a great tanker. 

Edit -

also for beta are we all grouping up into a unit ? and maybe we should have a pool for a faction again, to be honest i dont realyl care who i play as just so long as i can go stealthy and explody
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 06:54:42 am
We may as well group up for the beta, would help get a feel for the teamwork aspect as well.

Also for the poll, I say we group it into two sections, like this:

1. Any faction, pref. TR
2. Any faction, pref. NC
3. Any faction, pref. VS

4. Only TR
5. Only NC
6. Only VS

It may be a bit more complicated than necessary, but if there ends up being a majority faction for the definate section, that one would probably be the one to go for... I dunno, I'm just throwing ideas around.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: lastverb on June 08, 2012, 07:02:41 am
They just merged some roles. Lighting got 1 seat only, bigger tanks, like our steam rolling magrider, got +1 for secondary turret. Sunderer got driver (no gun) +2 gunners. Liberators got 3 seats, same as galaxy + cargo.

I tried grabbing some tweeter key yesterday, went prepared with bot written. But im in europe and due to how tweeter works it managed to try to redeem a code in average of 2.5 seconds (from posting to getting a confirmation on redeem site), with top of 0.93s - even that was not enough to get positive one. Did they really think they are tweeting these codes to people?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 07:29:44 am
thought lightning was always 1 seat?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 07:48:05 am
Edit: Never mind.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 07:55:22 am
I tried grabbing some tweeter key yesterday, went prepared with bot written. But im in europe and due to how tweeter works it managed to try to redeem a code in average of 2.5 seconds (from posting to getting a confirmation on redeem site), with top of 0.93s - even that was not enough to get positive one. Did they really think they are tweeting these codes to people?
Completely offtopic, but still: What did you use to write the bot? I've always been interested which language is used for such things.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 08:00:26 am
They just merged some roles. Lighting got 1 seat only, bigger tanks, like our steam rolling magrider, got +1 for secondary turret. Sunderer got driver (no gun) +2 gunners. Liberators got 3 seats, same as galaxy + cargo.

I tried grabbing some tweeter key yesterday, went prepared with bot written. But im in europe and due to how tweeter works it managed to try to redeem a code in average of 2.5 seconds (from posting to getting a confirmation on redeem site), with top of 0.93s - even that was not enough to get positive one. Did they really think they are tweeting these codes to people?

Wait, you could actually get bots to copy and activate the keys for you? So I was just wasting my time??? ARGH?!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Sordid on June 08, 2012, 08:27:54 am
Any chance you might share that bot with the rest of us?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 08:28:59 am
Probably pointless now, they said they were going to be DMing people cd keys after E3, instead of the rat-race method.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: lastverb on June 08, 2012, 09:13:53 am
Completely offtopic, but still: What did you use to write the bot? I've always been interested which language is used for such things.
Perl just because of easy http/s reading + form filling. You just read the page every x time looking for string that match key reg (xxxx-xxxx...) and fill the form on other page with it + remember to fill last key in after some time without new one just to keep session with ps2 redeem site. I don't know if twitter got api to get tweets (it surely do, but i was too lazy to look for it) and that would make it much easier for ppl that alredy know it.
You can basically use any language to do that, but to do fast&easy web parsing i always used perl (using lwp-simple and www-mechanise is insta-fast to write).

Wait, you could actually get bots to copy and activate the keys for you? So I was just wasting my time??? ARGH?!
My bot did NOT manage to get any of the codes in 1-5 secs from posting, so yes - manually copying and pasting was a waste of time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ScriptWolf on June 08, 2012, 09:21:59 am
really what the fuck ever happened to just buying the game ? instead of doing all this either free to play or subscription shit, why not Just make us buy the game once, you know how every other Fucking game does it ! why do MMO's have to go from one extreme to the other, i would be much happier paying £30 for planetside 2 to with no cash shop shit and then they bring out expansion which you would also pay to to help funding with the game ( like guild wars the only MMO to fucking get it right ( in my opinion ))
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 09:23:19 am
You know, I would gladly preorder the game to get into the beta. I'm not sure why they wouldn't offer this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 08, 2012, 09:23:58 am
Because they make a lot more money squeezing it out of you over time than just a lump sum purchase.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ScriptWolf on June 08, 2012, 09:27:18 am
Because they make a lot more money squeezing it out of you over time than just a lump sum purchase.

true, what ever happened to game dev's making game's for you know for the game and not the money :/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 08, 2012, 09:31:20 am
No one has done that since the 60's.

Also, All Glory to Vattic of the English Clans!
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 09:41:19 am
Because they make a lot more money squeezing it out of you over time than just a lump sum purchase.
You misunderstand. I'm asking why they wouldn't let me preorder my first month of gameplay or something just to get in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 08, 2012, 09:44:25 am
Because there is no such thing as paying for a month of gameplay. It's free!

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 09:45:40 am
Because there is no such thing as paying for a month of gameplay. It's free!
What? So its confirmed that this is entirely free2play? Then they could let me prepay my first currency amount or whatever.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: sluissa on June 08, 2012, 09:49:04 am
Because there is no such thing as paying for a month of gameplay. It's free!
What? So its confirmed that this is entirely free2play? Then they could let me prepay my first currency amount or whatever.

Yes, entirely free to play. You can pay for certain (not entirely determined, but said to be non-game balance impacting) things, but playing the game itself won't cost you a dime.

And that might be an option, if they had the cash shop up and running, but that doesn't seem to be the case at the moment. Things are still very much in development.

EDIT: Moot point at this time anyway, since even people with beta keys aren't even playing yet. They're just "Allowed in, once we open the doors."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 09:53:40 am
The point here was that I have money and I keep hitting the screen with my money but I'm still not playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 09:54:01 am
No one has done that since the 60's.

Also, All Glory to Vattic of the English Clans!
Spoiler (click to show/hide)

Curses! How'd you get in? I don't get the refrence...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Hugehead on June 08, 2012, 09:54:31 am
You can pre-buy the currency, since it's SOE all their games use the same paid currency "Station Cash".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 09:58:36 am
You can pre-buy the currency, since it's SOE all their games use the same paid currency "Station Cash".
But it doesn't get me access to betaaaa
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 10:00:41 am
Supposedly the cash shop in Planetside 2 only sells cosmetic upgrades, and early access to some skills/equipment i think, so it shouldn't affect game balance too much.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 08, 2012, 10:01:44 am
Ugh, its annoying me that the beta keys are flying everywhere except where i am.
I'm not even goddamn sure if i can even BUY pc gamer in belgium.
Its a very unpopular country for gaming, i guess :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ductape on June 08, 2012, 10:05:07 am
Because they make a lot more money squeezing it out of you over time than just a lump sum purchase.

true, what ever happened to game dev's making game's for you know for the game and not the money :/

Dont think this ever existed really. I live in San Francisco and I grew up in Cupertino and I am 40 years old. I know and have known many folks in game development, let me tell you they love money and always have. They have massive houses (an average home around here goes for around $650k to $1.2 million) and fancy cars, go on extravagant vacations and so forth. Its pretty much been this way since the humble beginnings.

Any illusion about anyone making games for the love of it should be forgotten. Coding is boring and tedious work (after the initial years pass), spending years, no decades, in a corporate setting with offices, meetings, cubicles, no sun, is not fun. They only reason anyone would do that is for money, or they are a serious introvert or masochist.

So yeah. Its about money.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 10:21:48 am
I can't help but feel that these guys would have to raid NASA an steal their supercomputers to have a 2000 player server.

why? How many people does Wow have per server? Or Eve?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Vattic on June 08, 2012, 10:22:20 am
Because they make a lot more money squeezing it out of you over time than just a lump sum purchase.

true, what ever happened to game dev's making game's for you know for the game and not the money :/

Dont think this ever existed really. I live in San Francisco and I grew up in Cupertino and I am 40 years old. I know and have known many folks in game development, let me tell you they love money and always have. They have massive houses (an average home around here goes for around $650k to $1.2 million) and fancy cars, go on extravagant vacations and so forth. Its pretty much been this way since the humble beginnings.

Any illusion about anyone making games for the love of it should be forgotten. Coding is boring and tedious work (after the initial years pass), spending years, no decades, in a corporate setting with offices, meetings, cubicles, no sun, is not fun. They only reason anyone would do that is for money, or they are a serious introvert or masochist.

So yeah. Its about money.
The old UK scene wasn't so much like that. Bedroom / garage hobbyists. Then again the money can't have been unwelcome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 10:27:00 am
Dont think this ever existed really. I live in San Francisco and I grew up in Cupertino and I am 40 years old. I know and have known many folks in game development, let me tell you they love money and always have. They have massive houses (an average home around here goes for around $650k to $1.2 million) and fancy cars, go on extravagant vacations and so forth. Its pretty much been this way since the humble beginnings.
Lying liar is lying. Are you sure you aren't confusing the majority of game developers and single people who made a name for themselves at the beginning of the whole era (i.e. Carmack and Sid Meier)? Sure, nobody works for free, but if game development paid that highly with almost no entry barrier (learn C++ and get yourself an IDE with a couple of libraries) there would be way more people there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Whitefoxsniper on June 08, 2012, 10:46:54 am
Coding is boring and tedious work (after the initial years pass), spending years, no decades, in a corporate setting with offices, meetings, cubicles, no sun, is not fun. They only reason anyone would do that is for money, or they are a serious introvert or masochist.

So yeah. Its about money.

*reading while working at a internship for programming*

You have given me a sad...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ScriptWolf on June 08, 2012, 10:56:12 am
Because they make a lot more money squeezing it out of you over time than just a lump sum purchase.

true, what ever happened to game dev's making game's for you know for the game and not the money :/

Dont think this ever existed really. I live in San Francisco and I grew up in Cupertino and I am 40 years old. I know and have known many folks in game development, let me tell you they love money and always have. They have massive houses (an average home around here goes for around $650k to $1.2 million) and fancy cars, go on extravagant vacations and so forth. Its pretty much been this way since the humble beginnings.

Any illusion about anyone making games for the love of it should be forgotten. Coding is boring and tedious work (after the initial years pass), spending years, no decades, in a corporate setting with offices, meetings, cubicles, no sun, is not fun. They only reason anyone would do that is for money, or they are a serious introvert or masochist.

So yeah. Its about money.

yeah, but toady he's not doing it for the money ( well i don't believe so and so are so many other indy developers ! )
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 10:58:13 am
They're dishing out keys on twitter again. It seems basically if you're following them, and you get noticed, you'll probably get a key. Getting noticed is hard!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 11:06:55 am
One thing i'm not sure about, are we going to form a single outfit and then join an alliance etc.  Or are we going to form multiple outfits and create an alliance.  I ask this because supposedly each outfit can specialise in a certain type of warfare with upgrades, so multiple outfits would be ideal, however you do need a minimum of 10 per outfit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 08, 2012, 11:09:31 am
Currently trying my luck on twitter. Don't expect much, but maybe I'll get something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: ductape on June 08, 2012, 11:11:06 am
Dont think this ever existed really. I live in San Francisco and I grew up in Cupertino and I am 40 years old. I know and have known many folks in game development, let me tell you they love money and always have. They have massive houses (an average home around here goes for around $650k to $1.2 million) and fancy cars, go on extravagant vacations and so forth. Its pretty much been this way since the humble beginnings.
Lying liar is lying. Are you sure you aren't confusing the majority of game developers and single people who made a name for themselves at the beginning of the whole era (i.e. Carmack and Sid Meier)? Sure, nobody works for free, but if game development paid that highly with almost no entry barrier (learn C++ and get yourself an IDE with a couple of libraries) there would be way more people there.

Not sure you quite get how it works, its pretty much the same as any corporation environment. You start out as a nobody and work your way up. By the time you are 40, or even 30 for that matter, and you are still in the scene, believe me you probably got yourself a good paycheck. 70k-90k isnt that far fetched around here. You can buy a house for that much money in a lot of states (not here). Thats just 1 years worth salary and you can own a home in some other place.

And there are WAY tons of people working in game development here. We got Sega, Zynga, heck theres more big houses but I am not going to drag out the research, and dozens of smaller houses that make some pretty popular games, including some of them that this forum has posted Kickstarters about. Dont know a single game developer that doesnt own their house and have a nice car.

Granted, I dont hang out with the Indy scene folks, those are usually younger people trying to build their careers and make a name for themselves. I dont want to make any judgements or project my reality on anyone, but I would be shocked if some coffeeshop wannabe indy developer thats eating Top Ramen would turn down the $60k/year salary if it was offered to them.

But, we digress.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 11:15:08 am
Good lord! What is wrong with me? Im obsessing! I havent obsessed in years! Doesnt mean ill stop...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 11:16:58 am
Same :P  I'm supposed to be revising for my A-levels at the moment as well, which doesn't help.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 08, 2012, 11:29:58 am
I think it's like PMs here on the forum. Frankly I think we'll need fanart to get their attention... or link to this thread. I'll try this last one.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 11:30:05 am
Gonna try waving my arms around on Twitter and hoping for the best.

By the way, what's the DM thing it's speaking about?
DM = Direct Messaging
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Intrinsic on June 08, 2012, 11:30:22 am
Because they make a lot more money squeezing it out of you over time than just a lump sum purchase.

true, what ever happened to game dev's making game's for you know for the game and not the money :/

Dont think this ever existed really.

Jeff Minter, but he was a hippy :) He made amazing games, attack of the mutant camels anyone?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 11:32:35 am
Blanket PM's for all in the outfit I hope!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 08, 2012, 11:33:23 am
Tried to send a tweet with a link to this. No idea if it's going to be seen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 08, 2012, 11:34:52 am
I got a key :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 11:35:08 am
Will be epic if we can get in. Imagine the glorious testing we could do as an organized and effective fighting force!

I would test this game so hard she wouldn't know who she was any more oh god why did I say that?

I got a key :P
How?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 08, 2012, 11:35:31 am
I got a key :P
Damn thee!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 08, 2012, 11:36:50 am
Well the good thing is i will be one of the first in so you will have an inside man to give you some tactics :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 11:39:04 am
Well the good thing is i will be one of the first in so you will have an inside man to give you some tactics :D

I've been trying for days! How'd you manage it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Karakzon on June 08, 2012, 11:44:20 am
Think well need to elect whos in charge?

I dont think it matters too much but its nice to have someone who has an overveiw of everything the force is doing so stuff can get co-ordinated.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 11:51:11 am
Woo!  Just got my beta key entered in  :D

Edit:  In my local shop, they have about their PC Gamer magazines open on the shelf.  I could copy a few of the codes down and put them here, but that would mean that whoever buys the mag doesn't get the codes.  (In case your wondering, I bought mine)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 08, 2012, 11:51:43 am
If I may ask, how did you get it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aptus on June 08, 2012, 11:52:41 am
Damn I might have to get a twitter account now...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 11:56:05 am
I'm giving up on twitter, going to scour town tonight and find an april copy of pc gamer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 08, 2012, 11:57:47 am
Well i made over 15 art... they all sucks.... http://s124.photobucket.com/albums/p29/jocan2003/Planetside%20pics/ I body painted myself, didnt sleep during the night, kept spamming them about it then gave up. Then! he said i would like to see more panda image. Then i went i found this
Spoiler (click to show/hide)
and i simply kept spamming with caplocks non stop untill they finaly got tired and gave me a key so i shut it...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 12:01:36 pm
Well i made over 15 art... they all sucks.... http://s124.photobucket.com/albums/p29/jocan2003/Planetside%20pics/ I body painted myself, didnt sleep during the night, kept spamming them about it then gave up. Then! he said i would like to see more panda image. Then i went i found this
Spoiler (click to show/hide)
and i simply kept spamming with caplocks non stop untill they finaly got tired and gave me a key so i shut it...

I just bought the magazine  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: miauw62 on June 08, 2012, 12:02:31 pm
Not sure if i can even buy PC gamer where i am D:
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Teneb on June 08, 2012, 12:03:33 pm
I wish PC gamer magazines were sold around here. I guess only a small portion of the world exists for some companies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 08, 2012, 12:05:36 pm
Me, jocan, and Vattic will be tearing up the skies.  See you losers on launch day :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 12:11:46 pm
Me, jocan, and Vattic will be tearing up the skies.  See you losers on launch day :D

me too!  ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 12:15:54 pm
Quote
Your comment has been rejected. It failed to pass our spam checking system
Uh... sure, I'm okay with that, it's not like I'm complaining or anything... But maybe you should have waited until I actually did anything except open the page?

Could someone with a dynamic IP or not averse to proxies grab some keys for the dorvendom? Pretty please? With a cherry on top?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 12:18:16 pm
It locked me out too  :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Girlinhat on June 08, 2012, 12:21:04 pm
I tried to grab a key (y'know, so I could play on two computers at once) but I got the same crazy rejection.

Seems like with ALL the technology available, we could figure out how to work a comment box.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 12:21:43 pm
As I stated earlier, I could copy a couple of keys from the Tescos nearby, but it would mean whoever bought the magazines would be left out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 12:23:15 pm
As I stated earlier, I could grab a couple of keys from the Tescos nearby, but it would mean whoever bought the magazines would be left out.
If anybody in your neighbourhood (or rather anywhere) was planning to buy magazines solely to get a beta key, he would already have done it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 12:24:50 pm
Anyone want one then?  I can probably get 2 max
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 12:25:18 pm
At the same time, if someone sent a picture of the key and reported it, they'd probably lock the key out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 12:28:20 pm
Good point, never mind then.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Drakale on June 08, 2012, 12:28:49 pm
If it's at the expense of some poor soul buying that magazine for that key, nay I'll pass.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 08, 2012, 12:29:03 pm
That would be bad for the guy, here where i live they only have PCJeux wich is nearly (not the same company ) the same thing, exept in french and they didnt had that beta thing. I LIVING IN FRENCH CITY SOMETIME!!!! Anyway i still got a key :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 12:29:17 pm
If it's at the expense of some poor soul buying that magazine for that key, nay I'll pass.

Uh, yeah, that too...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: jocan2003 on June 08, 2012, 12:29:51 pm
But but if that guy is a tere hugger? dont we have to make sure to piss him off? :D

Edit: Wait better get him in game and THEN piss him off non-stop!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aptus on June 08, 2012, 12:36:29 pm
Well grabbing a "public" key on the twitter seems fruitless, I consider myself to have top tier copy paste speed but it's not even close :p Hopefully someone there has as terrible a sense of humour as me and considers this good enough :p

https://twitter.com/Aptushana/status/211148224138977282/photo/1
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: draco1234 on June 08, 2012, 12:37:51 pm
If it's at the expense of some poor soul buying that magazine for that key, nay I'll pass.

that was my thought, and the reason why I haven't already done it.  I just thought i'd throw it out there the same.

Edit:  Does anyone know when the beta actually starts?  Or has it not been announced yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 12:39:19 pm
If it's at the expense of some poor soul buying that magazine for that key, nay I'll pass.

that was my thought, and the reason why I haven't already done it.  I just thought i'd throw it out there the same.

Edit:  Does anyone know when the beta actually starts?  Or has it not been announced yet.

Not announced yet
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 12:39:59 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: timferius on June 08, 2012, 12:42:58 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I'm at work too... *shifty eyes*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 12:47:54 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I'm at work too... *shifty eyes*
I WORK at work. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 12:50:29 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I'm at work too... *shifty eyes*
I WORK at work. :P
Is your job browsing B12 forums?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: timferius on June 08, 2012, 12:51:34 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I wasn't going to say it but.... (actually, it just dawned on me to be honets).

I'm at work too... *shifty eyes*
I WORK at work. :P
Is your job browsing B12 forums?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Aptus on June 08, 2012, 12:51:38 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I'm at work too... *shifty eyes*
I WORK at work. :P
Is your job browsing B12 forums?

Who said Big Brother couldn't be a dwarf?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: lastverb on June 08, 2012, 12:52:03 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I'm at work too... *shifty eyes*
I WORK at work. :P
Is your job browsing B12 forums?
There's job for that? I'm sending my CV yesterday!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: forsaken1111 on June 08, 2012, 12:54:13 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I'm at work too... *shifty eyes*
I WORK at work. :P
Is your job browsing B12 forums?
I do this on my breaks, or lunch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: Dariush on June 08, 2012, 12:56:26 pm
If anyone DOES get an extra key, please send it my way. I'm at work, can't even try...

I'm at work too... *shifty eyes*
I WORK at work. :P
Is your job browsing B12 forums?
I do this on my breaks, or lunch.
Suuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuure.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 08, 2012, 01:07:25 pm
Big Brother is a Dwarf.  He's pissed off at your constant "Attend Party".  But it's alright.  He's going to motivate you.  He's set up a fantastic new office for you with heated floor and power-lock doors and everything!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 01:23:40 pm
Okay, art didn't work, my butchered Lord Byron poem didn't work. This is looking more and more like my sex life.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: timferius on June 08, 2012, 01:27:02 pm
Ya, most limricks just fit, haikus work better, but it's all random because of the influx in tweets
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 08, 2012, 01:27:24 pm
Also, curse the very small character limit.

Worse case scenario, couldn't you take a picture of what you were trying to write, and upload that?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 08, 2012, 01:28:45 pm
Y'know, just thinking about this a little, seems there's a LOT more than 2,000 people want beta codes.  I can't imagine how many will be on during actual launch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 08, 2012, 01:31:44 pm
They are going to have to have a lot of servers at this rate  :o

I mean, lets be optimistic and say there will be 2 million players at launch.  That would require 1000 seperate servers  to host everyone  :-\

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Metalax on June 08, 2012, 01:40:45 pm
I believe that it is 2000 per continent not per server, with at least three continents confirmed so far. Of course that is going to still require some pretty hefty servers to handle the load.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 01:45:38 pm
Yeah im very curious on how they will manage the network loadout, either they got one fking hell of a server cluster, or the code is coming from the futur!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 01:50:41 pm
Yeah im very curious on how they will manage the network loadout, either they got one fking hell of a server cluster, or the code is coming from the futur!

Vanu technology had more than just rebirth.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Microcline on June 08, 2012, 01:55:53 pm
They might give you a key if you post a picture of yourself with a shoe on your head.

Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Blizzlord on June 08, 2012, 02:04:37 pm
They might give you a key if you post a picture of yourself with a shoe on your head.

Spoiler (click to show/hide)
That is why I haven't even attempted to win one. People seem to be going quite low for getting to play it before others.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: timferius on June 08, 2012, 02:06:01 pm
I don't care if I play it before others, I just want to play it SOON!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Whitefoxsniper on June 08, 2012, 02:07:02 pm
Spoiler (click to show/hide)

Would someone link/explain what this means?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 02:07:22 pm
They might give you a key if you post a picture of yourself with a shoe on your head.

Spoiler (click to show/hide)

Just crazy enough that it might work :p
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Dariush on June 08, 2012, 02:11:17 pm
Maybe just get everyone to send them a message along the lines of 'WE ARE THE DORVES. WE'RE UNSTOPPABLE.' with a link to this thread?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 02:11:27 pm
Ok shoe on head picture is sent (Don't judge me.). Now I will take a break from this and see how it plays out :p I think some Doom RL is in order.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Teneb on June 08, 2012, 02:46:09 pm
Maybe just get everyone to send them a message along the lines of 'WE ARE THE DORVES. WE'RE UNSTOPPABLE.' with a link to this thread?
I did this arleady. Well, not the spam, but I sent the link to this. No luck there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: etgfrog on June 08, 2012, 03:46:20 pm
what alot of people forget is over the years there has been ALOT of junk/not so great code copied from one company to another on the simple basis that it works(ever seen reverse engineer job positions, that is their job), to copy other people's work, there are TONS of ways of reducing the "cpu" cost of running such a large game that i've theorized but we shall see how well it will work...between that, cpu advancements and optimizations of secondary codes like java and python i wouldn't be surprised to see this sort of thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 03:59:54 pm
Lets all copy past that!

WE ARE DWARF WE ARE UNSTOPPABLE http://www.bay12forums.com/smf/index.php?topic=110138.0

and spam them like crazy :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 04:05:40 pm
Hmm, I think I might have managed to grab one of the "public" ones on twitter. I entered it and didn't get the "already been redeemed" thingie, I just got put back into the account managment screen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 04:09:33 pm
Go into your gamepass information scroll down and look planetside 2 it should say active. are you that guy on facebook too?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 04:12:48 pm
Aww no, it says inactive, guess it was just some kind of timeout or something then :/

What guy on facebook?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 04:13:55 pm
Somebody asked the same question at about the same time as you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 04:19:49 pm
Nah wasn't me, we must have crossed the beams when copying that code :p
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: timferius on June 08, 2012, 04:32:31 pm
Bah, i can only find the july issue of pc gamer, damn people and keeping up on thier stock...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Microcline on June 08, 2012, 04:32:42 pm
Spoiler (click to show/hide)

Would someone link/explain what this means?
Chip Zdarsky wrote a satire of the comics industry (http://www.warrenellis.com/?p=13655) that includes a reference to him giving a blowjob to an editor at Comic Con, after which he asks that question.

Lets all copy past that!

WE ARE DWARF WE ARE UNSTOPPABLE http://www.bay12forums.com/smf/index.php?topic=110138.0

and spam them like crazy :D
I recently learned that giving sarcastic bad advice in this forum is ill-advised.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: timferius on June 08, 2012, 04:36:16 pm
Ok, no more twitter, before i go insane(er).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 04:51:09 pm
Ok.
Operation Mork & Mindy: Failed.
Operation Lord Byron: Failed
Operation MST3k @ E3: Failed.
Operation Shoe-on-head: Failed
Operation cute dog: Failed.
Operation Lack-of-Magma: Failed.
Operation Cliffs-are-secret-fourth-faction: Failed.

I think Sun-Tzu would say it is time to retreat. Yep now I am going to sleep.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 04:55:11 pm
Spoiler (click to show/hide)

Would someone link/explain what this means?
Chip Zdarsky wrote a satire of the comics industry (http://www.warrenellis.com/?p=13655) that includes a reference to him giving a blowjob to an editor at Comic Con, after which he asks that question.

Lets all copy past that!

WE ARE DWARF WE ARE UNSTOPPABLE http://www.bay12forums.com/smf/index.php?topic=110138.0

and spam them like crazy :D
I recently learned that giving sarcastic bad advice in this forum is ill-advised.

what you talking about... that thing got me a key....there is a chance that i will be able to give it if my friend dont want in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Drakale on June 08, 2012, 04:57:49 pm
Haha I just got in with that theme song tweet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 05:15:49 pm
Well i had a spare key from the WE ARE DWORF spam, so i sent it to APTUS he better be up for it and be dedicated XD

I saw some deseperation in his post...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: forsaken1111 on June 08, 2012, 05:19:13 pm
Well i had a spare key from the WE ARE DWORF spam, so i sent it to APTUS he better be up for it and be dedicated XD

I saw some deseperation in his post...
:(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Microcline on June 08, 2012, 05:28:22 pm
Well i had a spare key from the WE ARE DWORF spam, so i sent it to APTUS he better be up for it and be dedicated XD

I saw some desperation in his post...
:(
I'm glad he got it.  At the very least it makes me feel a bit less guilty about falling out of my chair laughing when I saw he actually tried shoe on head.  It's probably best for the game overall, too, given that someone who's dedicated enough to stay up spamming twitter is more likely to be dedicated enough to perform the ignonymous drudgery of early beta bug hunting.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: timferius on June 08, 2012, 05:30:47 pm
I officially dislike everyone with a key, until i get ine.  >:(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 05:32:42 pm
Ill be watching public giveway and see if i can fetch some others, if yes, i will gladly share with this wonderfull commnity, Im a dworf and fking proud to be, DEATH TO TREEHUGGERS!!! TR?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 08, 2012, 05:33:53 pm
Well i had a spare key from the WE ARE DWORF spam, so i sent it to APTUS he better be up for it and be dedicated XD

I saw some deseperation in his post...

Hah good thing I decided to drop by the forums one more time before falling asleep. Thank you my short bearded friend! The beta will not know what hit it when the dwarves come trampling in.

Also, Microcline, don't mock shoe-on-head, the only bad thing about it is that it didn't work :p

https://twitter.com/Aptushana/status/211172833987006465/photo/1
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 08, 2012, 05:36:27 pm
If there's any more key giveaways I'll gladly spam out.  I have no shame, not when it means more dwarves in MAX tearing through the server.  We play to win, after all, and we'll help one another even if that means running the field naked and collecting goblin bits while trying to dodge flying minecarts.  Because the overseer ordered a cleanup and we'll do it if we gotta.

Also, can we try and get a list of people who have keys now?  I want to know who we'll be teaming up with on beta launch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 08, 2012, 05:48:12 pm
Well, from what I can tell:

Girlinhat
Aptus
jocan2003
draco1234
ScriptWolf
Drakale
Vattic
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 08, 2012, 06:16:50 pm
I don't understand how this twitter key giveaway even works. Do I wait for them to post a key and try to put it in before everyone else? Do I spam them asking for one? Or what? I don't get it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Drakale on June 08, 2012, 06:21:43 pm
Getting the posted key is not very likely I would think. I twitted something semi-funny and got in, not sure how lucky I was. I tried to get another key but no cookie.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Teneb on June 08, 2012, 07:22:10 pm
Anyone has any ideas on what I should spam on their twitter to try and get myself a key? I'm running out of ideas.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 08, 2012, 07:23:57 pm
Porn. Gay porn. Lots of it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Teneb on June 08, 2012, 07:24:28 pm
Wouldn't that risk me getting banned?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 08, 2012, 07:25:16 pm
Erno. Possibly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Teneb on June 08, 2012, 07:45:36 pm
I managed to get attention by saying the guy handing out the keys has beautiful thighs. Who'd have thought that'd work.

EDIT: no key though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 08, 2012, 07:57:53 pm
I've given up. It's fucking bullshit, I have better things to do than waste my time competing with fifteen thousand other people to see who can copy and paste the fastest. They're just jerking off at being able to make thousands of people dance to their tune. It's petty and disgusting and it's cost me far more of my life than it deserves. And you know what? I was really pumped for this game, too. After three hours of this crap, I'm so disgusted that I'm not even sure I want to play the game when it comes out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 08, 2012, 08:02:57 pm
Er just that? i did 8 hour non-stop and even bodypainted myself XD, you have to make somethign that stands out and SPAM if you want to be heard. I sent a pick of chuck norris stating he wants a beta key and to not fuck with him, i got one XD
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Teneb on June 08, 2012, 08:11:52 pm
I've given up. I spammed every meme I could remember and even did some poetry, plus a few other things (as evidenced above), and I'd rather not waste any more of my time with this crap. If I get an e-mail later on with a key (since I subscribed to the beta in the site), good, if not, I'm not going to die because of that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 08, 2012, 08:16:03 pm
Yeah, this whole twitter nonsense sounds more and more power-trippy the longer it goes on.  Gonna end up with no keys left to people who legitimately signed up on the website!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: fenrif on June 08, 2012, 08:16:59 pm
Bloody hell some people seriously get their knickers in a twist over not getting to play a free game a month or two early, huh?

"Hey guys, we're going to give out some free beta keys for our free game, do something fun and you might get one!"
"Fuck you asshole my life is wasted how dare you not ensure that I personally get a key!?"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Vattic on June 08, 2012, 08:24:03 pm
Well, from what I can tell:

Girlinhat
Aptus
jocan2003
draco1234
ScriptWolf
Drakale
Vattic(?)

You can remove that question mark :).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 08, 2012, 08:26:50 pm
7 is enough for an infiltrator, manned liberator, and some ground forces!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Microcline on June 08, 2012, 08:31:06 pm
Porn. Gay porn. Lots of it.
Wouldn't that risk me getting banned?
Sordid, what has this thread taught us about sarcastically giving bad advice (even obviously bad advice)?

I managed to get attention by saying the guy handing out the keys has beautiful thighs. Who'd have thought that'd work.

EDIT: no key though.
I have to say this spectacle has been entertaining, in an awful, lowers-my-faith-in-the-dignity-of-mankind kind of way.

Yeah, this whole twitter nonsense sounds more and more power-trippy the longer it goes on.  Gonna end up with no keys left to people who legitimately signed up on the website!
Theoretically, they can give out an infinite number of "keys" if they really want to.  I don't think any of them expected the response to become so bizarre so quickly.  They went from under-the-radar to having people degrade themselves for a chance to play an unfinished game a few weeks before anyone else got to play said unfinished game.  I think everyone should chill out and observe the following image (warning: huge, also warning: adorable).
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 08, 2012, 08:38:49 pm
Catnu Sovereignty is still Giant Enemy Crab.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Drakale on June 08, 2012, 08:50:37 pm
I have been bored, so here is a KSP mosquito.

Spoiler (click to show/hide)

It flies about as well as a leaf in a hurricane.

I wish I could swivel engines for VTOL goodness.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Microcline on June 08, 2012, 08:57:09 pm
It flies about as well as a leaf in a hurricane.
Well then it's pretty acc...

Sorry, that's too easy.  Not even I'm going that low.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 08, 2012, 09:05:09 pm
Bloody hell some people seriously get their knickers in a twist over not getting to play a free game a month or two early, huh?

"Hey guys, we're going to give out some free beta keys for our free game, do something fun and you might get one!"
"Fuck you asshole my life is wasted how dare you not ensure that I personally get a key!?"

Yes, how dare they? I for one am a big believer in fairness. I signed up for the damn thing on their website the moment it became available. I haven't received anything yet. But now they're having people debase and degrade themselves for their own amusement? And they're giving early access as a reward for this on a whim, at the cost of the people who signed up legitimately? (because early beta will presumably only accommodate a limited number of people, so every person who gets in via their twitter equals someone else who gets pushed down the queue) That is unfair and disgusting.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Frumple on June 08, 2012, 09:16:10 pm
Giant Enemy Crab.
Giant Enemy Crab nothin', Vanu's the bloody Space Pirates. (http://metroid.wikia.com/wiki/Space_Pirate)

Not sure what to think, now, other than I'm glad none of the other factions have a predominately orange/yellow color scheme.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Denzi on June 08, 2012, 11:40:35 pm
Been lurking in the thread mostly, but count me in on as another dwarf for the Bay 12 outfit whenever the game hits open beta, or if I somehow randomly pick up a beta key. Since there has been discussion on side I will say I don't have too much of an opinion, though I'm not the biggest fan of TR's 'spray-and-pray' philosophy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sensei on June 09, 2012, 12:08:09 am
That twitter nonsense DOES sound stupid and degrading. That's why I'm just waiting to receive my key normally. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: bucket on June 09, 2012, 12:29:08 am
It flies about as well as a leaf in a hurricane.
(http://img.photobucket.com/albums/v172/Numbermind/Firefly-Wash.jpg)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Xanatos Jr. on June 09, 2012, 02:39:53 am
Spoiler (click to show/hide)

Hello new desktop.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Dariush on June 09, 2012, 02:47:25 am
Anyway, where did people get the idea that you have to send in some insane product of a sick mind to get a key?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Lectorog on June 09, 2012, 03:11:52 am
Anyway, where did people get the idea that you have to send in some insane product of a sick mind to get a key?
I don't know, but the whoever's in charge of the keys has been doing everything they can to support it. I, personally, appreciate that. Making fun of overeager fans, while still (usually) giving them what they want.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Blizzlord on June 09, 2012, 03:36:05 am
Giant Enemy Crab.
Giant Enemy Crab nothin', Vanu's the bloody Space Pirates. (http://metroid.wikia.com/wiki/Space_Pirate)
The Vanu are not space pirates, they are Zebesians. (http://metroid.wikia.com/wiki/Zebesian)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 04:29:14 am
7 is enough for an infiltrator, manned liberator, and some ground forces!

Sounds good.  It would be useful if we could put the list in the OP, and update it as it goes along, as it would be much easier to see who else is playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: fenrif on June 09, 2012, 04:30:43 am
Yes, how dare they? I for one am a big believer in fairness. I signed up for the damn thing on their website the moment it became available. I haven't received anything yet. But now they're having people debase and degrade themselves for their own amusement? And they're giving early access as a reward for this on a whim, at the cost of the people who signed up legitimately? (because early beta will presumably only accommodate a limited number of people, so every person who gets in via their twitter equals someone else who gets pushed down the queue) That is unfair and disgusting.

You voluntarily entered into a competetion to win the chance to play a game slightly earlier than everyone else. If anyone debased and degraded you in the course of events, it's your own silly self.

You haven't lost anything, been deprived of anything, or missed out on anything other than a relatively small portion of your time which you gave up willingly because you thought you would definatly win the minor and inconsequential prize.

They're giving something away, it doesn't have to be fair. They can do what they want with their beta keys. And since neither you nor I work at SOE you don't know how their beta access works. Saying that these twitter keys will lose people who signed up (who arent guaranteed a key anyway, and lost nothing by signing up) is just wild speculation based solely on the fact that you personally haven't got a key yet.

But by all means keep debasing and degrading yourself then whining about how it's not fair that you did that to yourself.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: ScriptWolf on June 09, 2012, 06:09:37 am
if you really want a key so baldy if you want to send me £6 my way i would gladly pick you up a magazine.

also how come i was in a list ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 09, 2012, 06:24:08 am
You voluntarily entered into a competetion to win the chance to play a game slightly earlier than everyone else. If anyone debased and degraded you in the course of events, it's your own silly self.

You haven't lost anything, been deprived of anything, or missed out on anything other than a relatively small portion of your time which you gave up willingly because you thought you would definatly win the minor and inconsequential prize.

The exact same kind of reasoning could be used to justify any kind of con or fraud. "Oh you gave your money to that guy willingly, it's your own damn fault, stop whining." No, that's bullshit. How large or small the damage was doesn't really matter, it's the principle of the thing. They're doing much the same thing as that Russian asshole that was in the news here a few weeks back. He was throwing money out of a window and laughing as people were fighting each other for it. But I guess you don't see a problem with that either, do you.

Quote
They're giving something away, it doesn't have to be fair. They can do what they want with their beta keys. And since neither you nor I work at SOE you don't know how their beta access works. Saying that these twitter keys will lose people who signed up (who arent guaranteed a key anyway, and lost nothing by signing up) is just wild speculation based solely on the fact that you personally haven't got a key yet.

Wrong. It's based on how betas of other games typically work.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 06:26:46 am
if you really want a key so baldy if you want to send me £6 my way i would gladly pick you up a magazine.

also how come i was in a list ?

It's a list of people who have beta keys.  If I have made a mistake, I will take you off of the list.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: forsaken1111 on June 09, 2012, 06:33:35 am
If he'd gotten a key I bet he wouldn't be so grumpy about the giveaway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 07:39:57 am
Well, from what I can tell:

Girlinhat
Aptus
jocan2003
draco1234
ScriptWolf(?)
Drakale
Vattic

Anyone I've missed?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: hemmingjay on June 09, 2012, 07:42:30 am
My contact at SOE says that only 2 people there can give out access to the beta and everyone and their brother is trying to call in favors. He promises me a few keys but no time frame. Sorry chaps.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Mini on June 09, 2012, 07:45:34 am
You're saying sorry for saying you're going to give out keys (I assume, otherwise you wouldn't be posting in that wording) later?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 09, 2012, 08:06:52 am
Yeah, that's nothing to be sorry about.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Metalax on June 09, 2012, 08:18:20 am
I've got one as well. Of course if it follows other betas, not everyone who has a beta key will gain access at the same time, but they will stagger additional groups over the course of a few weeks to help them with stress testing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Frumple on June 09, 2012, 08:24:54 am
The Vanu are not space pirates, they are Zebesians. (http://metroid.wikia.com/wiki/Zebesian)
Zebesians are Space Pirates :P

But yeah, that's the particular... sub-species, I guess. Was giving the Vanu a little more wiggle room and hoping they make themselves a biological supermech called the K-Raid. (http://metroid.wikia.com/wiki/Kraid) They'd just have to color it purple, and maybe give it an extra set of pincer arms or something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 08:45:40 am
I've got one as well. Of course if it follows other betas, not everyone who has a beta key will gain access at the same time, but they will stagger additional groups over the course of a few weeks to help them with stress testing.
It still helps to have a general list of who to look out for.

Update:

Girlinhat
Aptus
jocan2003
draco1234
Drakale
Vattic
Metalax
Scriptwolf
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 09, 2012, 08:47:13 am
I can now only imagine the Vanu as some very short, stereotypical mexicans with purple spraypaint cans.

"An' here you see we develop newest mech!"
"Your... your tech crew is just a bunch of guys using spraypaint on this NC mech you stole."
"Nonono, come look at our biolab!"
"That's... a bunch of other guys spraypainting a space pirate Kraid."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Metalax on June 09, 2012, 09:13:37 am
A perfectly valid research path.  ;D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: sluissa on June 09, 2012, 10:47:38 am
Sounds more like Warhammer 40k Orks to me. :P

I never gave the Vanu much of a shake in the original, but I love their new look and I always was kind of envious of the Magrider. Maybe I'll play around with them this time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sordid on June 09, 2012, 11:25:15 am
Eh, I'm not into this high-tech stuff with levitating tanks and plasma rifles. I much prefer something that shoots ordinary bullets, which AFAIK means the TR. What about the NC? I can't really tell from the videos if their weapons are supposed to be conventional guns or not. Anyone know how their guns work?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: miauw62 on June 09, 2012, 11:27:25 am
No beta keys for me.
cant get PCgamer in belgium, it seems. I just visited one of the biggest gaming shops, no luck :(
Cya in the release, i guess.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 11:29:36 am
No beta keys for me.
cant get PCgamer in belgium, it seems. I just visited one of the biggest gaming shops, no luck :(
Cya in the release, i guess.

Don't worry, the keys are for the closed beta.  More than likely there will be an open beta afterwards, which will involve much less bug finding, more people, and generally will be more   !fun!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Draxis on June 09, 2012, 11:32:14 am
There is a open beta, it will be "a few weeks" after closed beta.  - I read this somewhere, it may not necessarily be right.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 11:38:32 am
There is a open beta, it will be "a few weeks" after closed beta.
I'm suprised, I thought the open beta would have been closer to the release than that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 09, 2012, 11:42:39 am
Eh, I'm not into this high-tech stuff with levitating tanks and plasma rifles. I much prefer something that shoots ordinary bullets, which AFAIK means the TR. What about the NC? I can't really tell from the videos if their weapons are supposed to be conventional guns or not. Anyone know how their guns work?
TC has machineguns.  NC has cannons.  They're both conventional firearms, it's just a difference in rate of fire, accuracy, and damage output.  TC will put a lot of shells down-range very fast, but NC would get better armor penetration, and perhaps better damage output depending on how accurate you are.

TC is always trying to mount more barrels, as reference by TotalBiscuit's whole "quad cannon omg" while NC is trying to increase caliber.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 11:58:00 am
I'm liking the sound of NC, as big guns are always nice  8)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: forsaken1111 on June 09, 2012, 12:00:33 pm
The NC's basic sidearm is a shotgun pistol.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: ScriptWolf on June 09, 2012, 12:06:36 pm
if you really want a key so baldy if you want to send me £6 my way i would gladly pick you up a magazine.

also how come i was in a list ?

It's a list of people who have beta keys.  If I have made a mistake, I will take you off of the list.

*note* the PC gamer key gives you 100% change to get into beta when the doors open so yeah I do I have a beta key, just waiting for them to open the doors now hehe :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 09, 2012, 12:16:54 pm
I think I'm gonna make a steam group for the beta players so we can organize a bit better.  Others would probably be allowed in the group to witness announcements and such, but only people with keys could like, do announcements and such.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: ScriptWolf on June 09, 2012, 12:29:26 pm
I think I'm gonna make a steam group for the beta players so we can organize a bit better.  Others would probably be allowed in the group to witness announcements and such, but only people with keys could like, do announcements and such.

Yeah I like this idea seeing as though the beta will be soon, how will you add people ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Anvilfolk on June 09, 2012, 12:32:22 pm
Nobody answered whether there is a space for logistics. I has a sad now. I wanted to ferry people around and provide support.

*sniffles*

I also wish PS2 would be ultrarealistic, and in WW2. Dangit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 12:37:22 pm
I think I'm gonna make a steam group for the beta players so we can organize a bit better.  Others would probably be allowed in the group to witness announcements and such, but only people with keys could like, do announcements and such.
Sounds like a good idea.  Give us a shout when it's set up  :)

And Driver/Pilot covers logistics, so i'm sure theres a spot for you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aptus on June 09, 2012, 12:37:40 pm

I also wish PS2 would be ultrarealistic, and in WW2. Dangit.

Armok no... I am so bloody tired of WW2 shooters.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Aklyon on June 09, 2012, 12:37:59 pm
Pretty sure someone did answer you on the logistics, Anvilfolk.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: miauw62 on June 09, 2012, 12:42:07 pm
I wanna be a scout. (http://www.youtube.com/watch?v=otCpCn0l4Wo)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 12:44:24 pm
Not sure what I want to play as yet, going to wait until i've tried the beta.  I'm leaning towards Anti-tank/Pilot though
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Anvilfolk on June 09, 2012, 12:44:53 pm
Pretty sure someone did answer you on the logistics, Anvilfolk.

So they did - my bad. There might be some room then, though I didn't play PS1 and so don't know what a lot of those things are :) I guess hopefully I'll see you all when this launches.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sensei on June 09, 2012, 12:47:13 pm
So what's the deal with the PC gamer key? You have to get a physical copy of the magazine? Is that just in the UK or what?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 09, 2012, 12:47:50 pm
Group created, "DF - Planetside 2 Chapter" under the abbreviation DF-PS2.

Open to all.  I'll be assigning announcement rights to people with keys, but things like chat and such will be open to all so that we can discuss as much as the non-disclosure agreement allows us to.

Once open beta and/or full release comes around, then I'll lift all restrictions and let everyone do announcements and organize events, because everyone will be playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Mini on June 09, 2012, 12:50:36 pm
There is a open beta, it will be "a few weeks" after closed beta.
I'm suprised, I thought the open beta would have been closer to the release than that.
They probably have most of the gameplay bugs ironed out, so the beta is more for testing how well the servers hold up with a lot of people than anything else, with the closed/open split just making sure all of the stuff they have set up for that actually works.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Girlinhat on June 09, 2012, 12:54:38 pm
The game looks finished.  They've got all the models and the physics and the maps.  All that's really left is to stress-test the servers and to balance things like damage, ROF, vehicle speed, and other gameplay details.  The game itself is done, it's just some polish left.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Sensei on June 09, 2012, 12:55:47 pm
Closed beta is testing, and some marketing. Open beta is marketing. They do learn SOME things, but a lot of developers who really do let players play an incomplete, buggy game during the beta have this the hard way.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 12:58:25 pm
Some of the animations still look a bit clunky, so that will probably be fixed as well
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: MorleyDev on June 09, 2012, 12:58:58 pm
Well it's marketing and real world stress testing. Take Tribes, which used the open beta to work on the game balance. Nothing finds problems like letting an army of gerbils run around in the maze for a few hours.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Blizzlord on June 09, 2012, 01:03:54 pm
Joined the steam group. All we need now is a fitting picture for it...

*starts GIMP and begins editing*
Edit: how will an NC MAX with a dwarf face do?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 09, 2012, 01:12:15 pm
Like it, add some vehicule on the side lets say a vanny poiting SW behind the max and a lighting pointing SE with a galaxy hovering all that? or just a max with dwarf face :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: draco1234 on June 09, 2012, 01:15:20 pm
What faction is the MAX?  Just to be picky  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: jocan2003 on June 09, 2012, 01:15:47 pm
o.O NC!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Blizzlord on June 09, 2012, 01:16:15 pm
Like it, add some vehicule on the side lets say a vanny poiting SW behind the max and a lighting pointing SE with a galaxy hovering all that?
Unless I drew it from scratch that would look awkward. 5 minutes with GIMP gave me this instead:
(http://tnypic.net/20191.jpg)
Simple, effective and dorfy. All in the B12 spirit when we are not making megaprojects/stupid dwarf tricks.
Edit: I'm adding it to my avatar rotation.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 09, 2012, 01:22:20 pm
awesome!
Edit: Blizzlord, I don't suppose you could mention the Steam group on the first post?  Just so that people newly viewing the thread don't have to sift through the entire thing to find it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 09, 2012, 01:35:21 pm
do want.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 09, 2012, 01:56:28 pm
http://gamingtrend.com/2012/06/07/massively-multiplayer-futuristic-global-warfare-makes-a-comeback-in-planetside-2-beta-key-giveaway
They fixed commenting for this, there are some more to get
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 09, 2012, 01:58:10 pm
http://gamingtrend.com/2012/06/07/massively-multiplayer-futuristic-global-warfare-makes-a-comeback-in-planetside-2-beta-key-giveaway
They fixed commenting for this, there are some more to get
I popped a comment in. Here's hoping
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 09, 2012, 01:58:57 pm
Thats my new profile image :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 09, 2012, 02:00:38 pm
Noticed that. Makes me want to modify a wallpaper B12 style.

Even then, I cannot find any good one to modify.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 02:37:42 pm
I added a comment, a little more than the usual "gib key nao" fair.  He's hoping I can donate to a worthy dwarf!

Steam group is gettin' jumpin, so let's all join in!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 02:46:27 pm
Decided to give that one a try. Who knows, maybe something will happen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Metalax on June 09, 2012, 02:57:46 pm
Group created, "DF - Planetside 2 Chapter" under the abbreviation DF-PS2.

Open to all.  I'll be assigning announcement rights to people with keys, but things like chat and such will be open to all so that we can discuss as much as the non-disclosure agreement allows us to.

Once open beta and/or full release comes around, then I'll lift all restrictions and let everyone do announcements and organize events, because everyone will be playing.

In. Also I think we aren't going to be stacking MAX hotel rooms.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 03:02:39 pm
We shall typo all the tilts and we shall consume all the hexes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 09, 2012, 03:03:02 pm
http://gamingtrend.com/2012/06/07/massively-multiplayer-futuristic-global-warfare-makes-a-comeback-in-planetside-2-beta-key-giveaway
They fixed commenting for this, there are some more to get

Tried my hand at this. If I get one it will be up for grabs later in this thread.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. The E3 footage is awesome.
Post by: Blizzlord on June 09, 2012, 03:11:00 pm
Group created, "DF - Planetside 2 Chapter" under the abbreviation DF-PS2.

Open to all.  I'll be assigning announcement rights to people with keys, but things like chat and such will be open to all so that we can discuss as much as the non-disclosure agreement allows us to.

Once open beta and/or full release comes around, then I'll lift all restrictions and let everyone do announcements and organize events, because everyone will be playing.

In. Also I think we aren't going to be stacking MAX hotel rooms.
A hotel room is a suite, not a suit. Subtle differences are all that matter. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 09, 2012, 03:21:50 pm
http://gamingtrend.com/2012/06/07/massively-multiplayer-futuristic-global-warfare-makes-a-comeback-in-planetside-2-beta-key-giveaway
They fixed commenting for this, there are some more to get

I put a comment in, so here's hoping  :) Also, if any of us get a key, how are we going to decide who to give it to? first come first served, or..?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 03:35:58 pm
Frankly, if it's the first 30 comments then I stand a chance of getting it, seeing as my comment is number 24/25 (counting only the comments with e-mails on them). If not, I may just have to end up bribing someone who gets an extra key here in the thread.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 03:37:32 pm
Log in to A New Zero.  Equip the "Attack" plane, the largest flying vehicle so far.  Commence Jousting.

Every vehicle has a "pilot box" which is a large awkward rectangle on the top.  If you can shoot or ram it, it's an instakill.  We had fun with cheap cargo planes jousting before, and I once managed to take my bomber in and kill two enemy fighters before dropping a bomb on their base.  The bomber has no guns, it was purely ramming.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 09, 2012, 03:39:40 pm
Log in to A New Zero.  Equip the "Attack" plane, the largest flying vehicle so far.  Commence Jousting.

Every vehicle has a "pilot box" which is a large awkward rectangle on the top.  If you can shoot or ram it, it's an instakill.  We had fun with cheap cargo planes jousting before, and I once managed to take my bomber in and kill two enemy fighters before dropping a bomb on their base.  The bomber has no guns, it was purely ramming.

hmm?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 03:40:19 pm
I'm guessing it was posted in the wrong  topic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 03:41:56 pm
Nope.  That's how we're going to decide who gets the spare beta keys.  PLANE JOUSTING!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 03:42:52 pm
So we download that game and ram airplanes into each other in fight for keys?

I don't see a problem with that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 09, 2012, 03:44:21 pm
Sounds like fun  :)  (wasn't sure what you were talking about for a minute)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 03:45:15 pm
Fun game too, only like 1MB file size to boot.  Once you get the hang of flying, it can be really fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 03:46:28 pm
I may be hoping too much here, but does this "a new zero" have joystick support?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 03:47:19 pm
Yes.  Check the thread, it's (currently) like 4th on the page!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 09, 2012, 04:37:12 pm
YES! FUCK YES!

I'm in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 04:40:21 pm
In beta-key, or in plane-jousting-competition?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 09, 2012, 04:41:35 pm
Bah, im out till sunday, and just got my phone chraged again, so i missed the 30 comments thing :( im just going to pray i get an email, this is turning in to too much work!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 09, 2012, 04:43:40 pm
In beta-key, or in plane-jousting-competition?

Beta key. I downloaded that plane jousting thing but lost interest in it almost immediately when I found out it thinks the right analog stick of my 360 pad is four buttons. So I made a fanart (http://i.imgur.com/79cg1.jpg) instead and spammed it until it was noticed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 04:45:25 pm
Then hop in the Steam group and announce yourself!

And make sure you actually sign in the SOE website and get email confirmation of beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 09, 2012, 04:49:10 pm
I wonder how viable playing a lone wolf sniper will be in PS2. The E3 demo took place in a base that seemed to be surrounded by cliffs on all sides, with some rocks and shrubs and such on top of them. I'm not sure if they were not accessible or too far away or what, but I was quite surprised nobody camped up there. Seemed like an ideal vantage point for picking off people down in the base.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 09, 2012, 04:53:24 pm
I suspect nobody was camping up there due to the limited playable area meaning that the air units would spot them too easily as they did multiple passes around the base. In the actual game I suspect that snipers firing from the cliffside would do much better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 04:54:20 pm
I think that's mainly because everyone was flying as well.  Airships would pick out snipers pretty easy.  But if no one is suspecting it, a sniper may do pretty well, especially with a good cloak.

Of course it's balanced too.  A rifle that does real damage can't be fired while cloaked.  A good cloak disables a good rifle.  So take that how you will.  And if there's no one hunting out enemy snipers, it means there's no battle so there's no one to shoot :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 09, 2012, 04:56:33 pm
I'm not so sure about the spotting thing. I'm currently playing Tribes, where everyone has a giant frickin' icon over their head telling you which team they're on. PS2 doesn't seem to have that. I'm not sure a light soldier with appropriate camo standing in some shrubs would be all that noticeable when you're zipping past at 300 kph in a fighter jet, even without a cloak.

Of course it's balanced too.  A rifle that does real damage can't be fired while cloaked.  A good cloak disables a good rifle.  So take that how you will.  And if there's no one hunting out enemy snipers, it means there's no battle so there's no one to shoot :P
De-cloak, fire, cloak, relocate. Seems simple enough.
And yeah, I guess sniping would only really work in battles. Too bad, I'd love to sneak behind enemy lines and take out a few guys who think they're safe. But I guess in PS2 there won't be anyone behind the lines.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Draxis on June 09, 2012, 04:58:23 pm
Planetside soldiers do not have appropriate camo; they are covered in red, yellow, and purple no matter what "camouflage" they put on
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 04:59:44 pm
Yep, this game offers a bit more stealth and camo options, so it may work very well.  Hell, we might be able to get whole squads standing invisible in a field in heavy armor with the right camo!

Draxis - there are some actually appropriate camo options, if you work for them.  Most people sport team colors though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 09, 2012, 05:00:48 pm
I recall seeing some camo in the E3 livestream. It doesn't cover the faction colors completely, but it helps. And yes, that's one of the reasons I wanted to play TR. Red isn't really a camo color, but it doesn't stand out quite as much as blue and purple.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 05:19:30 pm
I guess I'm not as strong as I tought I was. Going to try to whine in their twitter until something happens. Too bad I simply can't draw anything remotely good at all.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 09, 2012, 05:26:54 pm
Nope.  That's how we're going to decide who gets the spare beta keys.  PLANE JOUSTING!
This thread has yet to fail to entertain me.

Planetside soldiers do not have appropriate camo; they are covered in red, yellow, and purple no matter what "camouflage" they put on
Clearly you are unfamiliar with the hellish battlegrounds of Auraxis.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 09, 2012, 05:34:18 pm
Those drill swing things in the lower left actually look kinda' terrifying. I could see those weaponized or somethin'.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 05:41:24 pm
I suspect that camo power will be a beta issue.  If your "Arctic Camo" is bright red I think that will get rebalanced a little.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 05:42:52 pm
So, my current plan is to spam the image spoilered below until I get something. Thoughts?

Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 09, 2012, 05:47:02 pm
So, my current plan is to spam the image spoilered below until I get something. Thoughts?

Spoiler (click to show/hide)
You got a chance if you spam long enough. Dont forget if you want to show something SPAM because they ALL do!! If you dont you will never be noticed unless you are extremly lucky.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 05:48:39 pm
So, my current plan is to spam the image spoilered below until I get something. Thoughts?

Spoiler (click to show/hide)
You got a chance if you spam long enough. Dont forget if you want to show something SPAM because they ALL do!! If you dont you will never be noticed unless you are extremly lucky.

And lucky I am not, so spamming I am.

EDIT: Does anyone know when those keys from the comments linked back a few pages are supposed to be given?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 09, 2012, 06:07:36 pm
They'll be handed out by Tuesday.Now which Tuesday, I couldn't say.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 09, 2012, 06:27:02 pm
I so have to get this. Probably going to be a pilot now that I look at it. Maybe use chassis for more unconventional uses--keep people guessing.
Missiles on interceptors for anti-armour use? Extra turrets on troop-transports for decoys/escorts in a convoy?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 09, 2012, 06:32:54 pm
Annnd I'm back on twitter....... I have horrible self control.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 09, 2012, 06:47:30 pm
I so have to get this. Probably going to be a pilot now that I look at it. Maybe use chassis for more unconventional uses--keep people guessing.
Missiles on interceptors for anti-armour use? Extra turrets on troop-transports for decoys/escorts in a convoy?

I like your thinking there, I might have to borrow that tactic  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 09, 2012, 07:05:19 pm
I gave up after they denied a key to some other guy that was spamming "fan art", so I guess I'll just wait until tuesday to see if I get something or not.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 09, 2012, 07:14:44 pm
Oh, HEY, look at that, on the comment to get beta access thing, my comment from the other day somehow got through, even though it told me it was being spamfiltered, Awesome! I'm going to get a key Tuesday! Now I can log out of twitter and never, ever go back ever again!!!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 09, 2012, 07:27:02 pm
Transparent is totally my favorite color now. I mean, it was before, but now it is even more.

Guess that means I'll have to do something with cloaking. Anti-tank cloaking, maybe?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Drakale on June 09, 2012, 08:51:01 pm
I'm pretty sure one of the dev said that camo will never quite cover the team colors, so that faction players can't posture as another faction to gain an advantage. So camo will be more cosmetic than actually useful I would think.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 09, 2012, 09:45:40 pm
For those in the group ignoring announcements...  Please get onto the steam group chat and announce your forum name and if you have a beta key or not!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 09, 2012, 10:03:51 pm
I'm pretty sure one of the dev said that camo will never quite cover the team colors, so that faction players can't posture as another faction to gain an advantage. So camo will be more cosmetic than actually useful I would think.

Even if you are NC or VS im pretty sure a *at-glance* surrounding scan will help you stay *hidden* but a troughou <-- wtf spelling? will def catch you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 09, 2012, 10:06:42 pm
I'm pretty sure one of the dev said that camo will never quite cover the team colors, so that faction players can't posture as another faction to gain an advantage. So camo will be more cosmetic than actually useful I would think.

Even if you are NC or VS im pretty sure a *at-glance* surrounding scan will help you stay *hidden* but a troughou <-- wtf spelling? will def catch you.

Exactly, the most important thing camo does is break up your profile, so a casual glance won't pick you up. The common soldier doesn't need to be invisible, he just needs to confuse the enemy enough they don't know what to shoot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 09, 2012, 11:26:43 pm
A split second of confusion is a split second more you have to take that shot and god know a split second in FPS can worth a lot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 09, 2012, 11:35:54 pm
For those in the group ignoring announcements...  Please get onto the steam group chat and announce your forum name and if you have a beta key or not!

So...um whats the group name? I didn't find it with a search of "bay 12" or "bay12".

Edit: Found it... DF Planetside 2 chapter if anyone's interested.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 10, 2012, 12:12:22 am
DF - Planetside 2 Chapter (DF-PS2)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 03:50:52 am
I wonder if camo is one of those 'cosmetic upgrades' that you have to pay for  :-\
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mongol13524 on June 10, 2012, 03:57:34 am
I wonder if camo is one of those 'cosmetic upgrades' that you have to pay for  :-\
How do you expect them to make money, donations? There are definitely much worse things they could be selling.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 10, 2012, 04:12:25 am
I wonder if camo is one of those 'cosmetic upgrades' that you have to pay for  :-\
How do you expect them to make money, donations? There are definitely much worse things they could be selling.

From the way they were describing it during the stream, you should also be able to get at least some cosmetics from ingame currency.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 04:16:59 am
I wonder if camo is one of those 'cosmetic upgrades' that you have to pay for  :-\
How do you expect them to make money, donations? There are definitely much worse things they could be selling.

From the way they were describing it during the stream, you should also be able to get at least some cosmetics from ingame currency.

Thats good, and I suppose buying cosmetics is still better than having to buy weapons etc. just to stay competitive.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 10, 2012, 04:29:16 am
I will join the group later today.

And when you say beta key are talking about people who are playing it right now, or people who have been garentieed guaranteed ounces the beta is out ( I forget what stage we are at right now ) if so I'm one of the people guaranteed beta access as soon as beta is released
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 04:32:04 am
Nobody is playing it right now   :P  Everyone is just guaranteed a place once it starts, which should be soon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 10, 2012, 04:37:34 am
Yeah but the people on the list which you made they have guaranteed beta then ? And I will join the group later today because the other guy was wanting to put the guaranteed people into admin slots in the group ?

Also I would like to say I hope we as a community do go for the NC I think they are more dwarfy than the other teams like I would see NC being the dwarfs, TR being the humans and then the VS being the elfs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 04:42:40 am
Yeah, I'd like for us to go NC as well.  More than that though, I'd like for us to be whatever faction has most of us on, as having more people matters more to me than the faction.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 10, 2012, 04:46:53 am
Can we please use for coordination something sane (like IRC) instead of the godawfulshitfucking Steam?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 08:00:38 am
Steam is quite annoying, i'll admit.  But in this case it does suit our purpose.  Is IRC any good?  I have never used it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 10, 2012, 08:08:28 am
It's online chat technology that's 25 years old. That should really tell you all you need to know about it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 08:14:36 am
Fair enough  :P

Does anyone know if servers are going to be region based? e.g american servers and british servers..  because if so, that could make things difficult.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 10, 2012, 08:29:43 am
It's online chat technology that's 25 years old. That should really tell you all you need to know about it.
If it ain't broke, don't fix it.

And man, fuck Steam.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 10, 2012, 08:33:58 am
They will, having all servers in one region would kill any mmo-notrpg game, there is a single word explaining it - PING. And while PS is mmofps it would be a disaster. But from what i noticed that its ping-advantage game, where higher pings give you bonuses like killing enemies after they killed you (and not related to bullet travel). Well if they choose highly server based mechanic, they wouldnt be able to even get close to that 2000 per server.
I also prefer irc to steam not-fun things.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 08:34:46 am
Anyone else gone back to play PS1 just because?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 08:57:00 am
The Steam group is just a way to organize a list and post events in a medium that almost everyone uses frequently.  Steam could be used to let everyone know "We're planning a group raid along the west coast in 2 hours" but once you get in-game you can shut down Steam.  In-game chat and voice-over-IP will be much preferred, but for the most part Steam is an excellent thing for people to run in the background while they're not gaming, so that they can browse forums and still get the "even starts in 5 minute" updates.

And on that note
IF YOU HAVE A BETA KEY, JOIN THE STEAM GROUP, GET IN GROUP CHAT, AND POST YOUR FORUM NAME AND ACKNOWLEDGE YOU HAVE A KEY!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 10, 2012, 09:03:22 am
Steam is pretty damn annoying as far as the communication aspects of it go. I hate the groups on there BECAUSE of the group announcements. But that's not an argument for this thread.

I've heard confirmation that Planetside "veterans" will be getting access. I'm curious if that's only current subscribers, or if it's the people that've purchased it in the past.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 10, 2012, 09:04:47 am
Just got a beta code, so I'm definitely in now. On my phone for most of today. Can access IRC on here but obviously not Steam. On that note, any active IRC rooms or even just a preferred server to set one up on? May as well have it exist even if it's only as a backup option.

My local Tesco has at least two copies of PC Gamer left, and I can think of a few other shops that may have copies as well. I can't afford to buy them all and distribute the codes for free but could probably work something out for anyone still desperate to get in in a day or two.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 09:17:33 am
I can't afford to buy them all and distribute the codes for free
All things considered you might be able to make a 500% profit on keys for buying a magazine.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 10, 2012, 09:33:06 am
Steam is excellent for me since I as was mentioned earlier, just have it up in the background anyways. Excellent for posting times and dates for when shit is going down since everyone can check it at their leisure and not risk missing it because they didn't happen to be in a chatroom at the time.

The only issue I can see from all this is that we are pretty damn international, with a few europeans that I know about and probably some of you are 'mericans as well, that might be a problem if we are to play on the same servers since well, across-the-pond-connections can mean serious latency issues and that is something you don't want in an FPS of all games.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 10, 2012, 09:41:39 am
All things considered you might be able to make a 500% profit on keys for buying a magazine.
I could, but that would be dickish. I'm thinking that if people want to buy them at cost (£6) paid into my Paypal I'd use that money to buy the current Humble Bundle. Easier than getting such a small amount out of Paypal and something I was going to spend money on anyway.


As for latency issues, depends heavily on the mechanics. I used to play Air Rivals (AKA Space Cowboy Online AKA Flysis AKA Ace Online) where having a higher ping actually helped feather your boosters, letting you sustain higher speeds for longer. Using the same methods at lower ping would see you overheat more often. Not saying it's likely high ping is good, but I'm not assuming it's a huge disadvantage till I've played.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 09:52:03 am
Steam is excellent for me since I as was mentioned earlier, just have it up in the background anyways. Excellent for posting times and dates for when shit is going down since everyone can check it at their leisure and not risk missing it because they didn't happen to be in a chatroom at the time.

The only issue I can see from all this is that we are pretty damn international, with a few europeans that I know about and probably some of you are 'mericans as well, that might be a problem if we are to play on the same servers since well, across-the-pond-connections can mean serious latency issues and that is something you don't want in an FPS of all games.

Thats my worry, as I live in Wales (UK), and many of you are probably American.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 10, 2012, 09:57:46 am
The Steam group is just a way to organize a list and post events in a medium that almost everyone uses frequently.  Steam could be used to let everyone know "We're planning a group raid along the west coast in 2 hours" but once you get in-game you can shut down Steam.  In-game chat and voice-over-IP will be much preferred, but for the most part Steam is an excellent thing for people to run in the background while they're not gaming, so that they can browse forums and still get the "even starts in 5 minute" updates.
You don't need a medium for IRC (well, except browser) and it has a topics aka status updates for announcements.

Seriously, fuck Steam.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 10, 2012, 09:58:58 am
Steam is excellent for me since I as was mentioned earlier, just have it up in the background anyways. Excellent for posting times and dates for when shit is going down since everyone can check it at their leisure and not risk missing it because they didn't happen to be in a chatroom at the time.

The only issue I can see from all this is that we are pretty damn international, with a few europeans that I know about and probably some of you are 'mericans as well, that might be a problem if we are to play on the same servers since well, across-the-pond-connections can mean serious latency issues and that is something you don't want in an FPS of all games.

Thats my worry, as I live in Wales (UK), and many of you are probably American.
Crazy Brit over here

Also I don't see why so much hate on steam I rather like it and I find it's a good comms method
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 10:02:19 am
http://www.pcgamer.com/2012/02/23/soe-announce-deal-with-new-european-publisher-planetside-2-will-be-region-locked/

FFFFFFUUUUUUUU......!


Edit:   It seems that there was a twitter post a few days after the first article, saying that they are trying to find a way to allow all players to access any server.  So hopefully that means they have realised what a crap idea region locking is.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 10, 2012, 10:02:22 am
The Steam group is just a way to organize a list and post events in a medium that almost everyone uses frequently.  Steam could be used to let everyone know "We're planning a group raid along the west coast in 2 hours" but once you get in-game you can shut down Steam.  In-game chat and voice-over-IP will be much preferred, but for the most part Steam is an excellent thing for people to run in the background while they're not gaming, so that they can browse forums and still get the "even starts in 5 minute" updates.
You don't need a medium for IRC (well, except browser) and it has a topics aka status updates for announcements.

Seriously, fuck Steam.

I'd rather say fuck IRC since it means extra work for me to use it :p Steam is fine.


Quote
European players will no longer be able to play with friends in the US.

Well that pissed me off. Seriously region locking shouldn't be a fucking thing in 2012.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vattic on June 10, 2012, 10:13:20 am
Thats my worry, as I live in Wales (UK), and many of you are probably American.
Another Briton reporting for duty.

Edit to add: I really hope we can all play on the same servers. I play a lot of KAG and manage on US servers, Australian servers are largely unworkable, however.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 10, 2012, 10:14:24 am
Region locking? Really? What are those people thinking.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 10, 2012, 10:15:31 am
Who the hell cares about region locking if nobody is going to play anywhere except the nearest server anyway? If anything, that's a good thing because I'll be able to use my favourite nickname even if some american, with whom I'm not going to play ever because ping, already got it reserved.

And man, fuuuuck Steam.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 10:22:59 am
Who the hell cares about region locking if nobody is going to play anywhere except the nearest server anyway? If anything, that's a good thing because I'll be able to use my favourite nickname even if some american, with whom I'm not going to play ever because ping, already got it reserved.

And man, fuuuuck Steam.

Ummm, I care?  If we are going to have a Bay12 company, then it tends to help, being on the same server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 10:29:30 am
Yes Dariush, we know you enjoy living in an older time when IRC dominates and region locking is considered a valid business venture.  The rest of us will resume living in 2012 where we can use our house phone to send a message into space, bounce of 3 satellites and a massive tower and transmit realtime data signals so that our cell phone will ring and we can find where we left it in our other pants.  Technology man.  Get with the times.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: hemmingjay on June 10, 2012, 10:29:36 am
region locking is a way to fight the eastern european/russian cd-key industry that undercuts all other retailers by 30+%. It sucks, but SOE is one of the companies hellbent on fighting this trend.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 10:32:56 am
But it's a free-to-play game, so that makes no sense.  Unless they are planning of region-locking it on principle, which to be fair is stupid.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 10:39:50 am
I can sorta understand region-locking for action games.  World of Tanks, Vindictus, Tribes, and Planetside 2 would all have such ping requirements as to make out-of-country play impractical.  But... it seems like people with poor connections would naturally not play.  They don't need someone to tell them what country they live in, they can risk playing poorly on their own.  So I have no idea why you would actively restrict your target audience.  Seems like the best way to make less money is to appeal to less people.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 10, 2012, 10:48:19 am
The region locking was abandoned pretty quickly back in February. No mentions of that or the European group in more recent news. It's something you would do if there was high risk of failure (European producer takes the risk for that region while you charge them a license fee, using that to cover the risks in the US) so before the hype got going I could sort of understand it. A fair few weaker generic Korean MMO grind fests do the same. Wouldn't have made sense for PS2 though.

IRC geeks interested in my opening a room on Freenode, or do you have a server you prefer?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 10:51:31 am
If it's been scrapped, thats alright then.  And the ping difference playing on US servers for me isn't too bad, because there tends to be quite a large difference on ping on EU servers anyway. 
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 10, 2012, 10:54:30 am
Anyone have a source that region locking has been scrapped? I kind of want to stop sobbing now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 10, 2012, 10:55:48 am
Yes Dariush, we know you enjoy living in an older time when IRC dominates and region locking is considered a valid business venture.  The rest of us will resume living in 2012 where we can use our house phone to send a message into space, bounce of 3 satellites and a massive tower and transmit realtime data signals so that our cell phone will ring and we can find where we left it in our other pants.  Technology man.  Get with the times.
Wait what? What relation does your post have to anything?

Freenode would be best, yes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 10, 2012, 10:57:02 am
That does sound rather archaic... hope it is scrapped, I'd hate to see us all split!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 10, 2012, 11:02:58 am
Anyone have a source that region locking has been scrapped? I kind of want to stop sobbing now.
http://forums.station.sony.com/dcuopc/posts/list.m?topic_id=47694
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 10, 2012, 11:06:54 am
Anyone have a source that region locking has been scrapped? I kind of want to stop sobbing now.
http://forums.station.sony.com/dcuopc/posts/list.m?topic_id=47694

Aaahhh thank you Palsch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 10, 2012, 11:22:21 am
Well i saw that i dont know if i understand right o.O.

Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 10, 2012, 11:24:31 am
The one thing I'm concerned with is that ProSiebenSat.1 Games is a german company and many games get heavily censored for german release. I'm hoping this doesn't mean we European players are going to be getting a censored version of the game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 10, 2012, 11:26:26 am
Wow way to go Sony what a massive fuck up, well I don't really give a shit I refuse to make another account with some shitty company.

And I don't Like the sound of a subscription, sounds like we are going to have to pay for this service >:(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 10, 2012, 11:27:49 am
the All Access pass is just a super subscription to all their subscription based games, Planetside 2 should still be Free
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 10, 2012, 11:28:31 am
Funny how the game are taking a Free-to-play approach but the account service has to be paid by month, isnt it hidden cost thing? If you have to pay for your account and the game is free, i think they cannot advertise it as free without incurring legal stuff dont they?

Edit: So basicly there is a new company in the accoutning and publishing system, but the player can still join any freacking server they want. I dont mind then as long i can play with fellow b12er :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 10, 2012, 11:29:19 am
I really don't think the all access pass is related at all to Planetside 2
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 10, 2012, 11:29:22 am
What it's going on about for the all access pass is that you can buy a pass that lets you play all of their games rather than buying a pass for each one individually. As Planetside 2 is Free to play, there is no need for you to worry about the pass.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 11:30:04 am
Wow way to go Sony what a massive fuck up, well I don't really give a shit I refuse to make another account with some shitty company.

And I don't Like the sound of a subscription, sounds like we are going to have to pay for this service >:(

Before we get upset about this, we should wait and see for ourselves.  Also, the all access subscription sounds like an extra thing for all SOE games, not just planetstrike 2.

Edit: Ninja'd :S
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 11:31:19 am
Can we please use for coordination something sane (like IRC) instead of the godawfulshitfucking Steam?
And man, fuck Steam.
Seriously, fuck Steam.
And man, fuuuuck Steam.

I'm getting that you dislike steam.
Can you at least express yourself in a manner consistent with adult socially acceptable behavior though? This is getting vulgar and rather repetitive.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 10, 2012, 11:41:25 am
Even if us Europeans can play on a server across the pond, I'm not so sure that we want to. I just tested it in Tribes, on EU servers I usually have ping 20-40, on US servers it's 250+. That's pretty bad, and if it's the same in PS2 (don't see why it wouldn't be), I'd be in favor of regional B12 outfits.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 10, 2012, 11:45:18 am
Here's my understanding based on that, other statements and similar games I've seen.

The fundamentals;
- There are two sets of servers; US run by Sony and European run by PPS.1 Games.
- Neither set of servers are region locked and anyone can sign up and play on any server they like.

Based on my experience;
- International cash shops are ugly from a tax POV. The cash shops may be regionally locked (or rather the pay currencies) to avoid these problems
- Such licenses can be volatile. There is a chance PPS.1 Games will lose it after a few years, forcing a transfer of the European severs to another company. I'd put the chances low, but still prefer the US for long term (5 years or so) stability. One company who shall remain nameless deliberately messed up their servers (massive item/xp dumps) before handing over to a new company, forcing a total restart.
- European servers have far better localisation and regional support, helping ESL players. However, these are usually carried out after the initial patch/development work, so usually delay European releases compared to US.
- Strong localisation can also lead to strong segregation with exclusively non-English speaking guilds springing up. In games needing server-wide coordination this can hurt badly.

The advantages of a Germany based server and European based support is obvious, but I personally think the above will push me to the US servers for the most part, even if it means no cash shop access.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 11:49:32 am
I'm leaning toward US as well, but i'll have to wait until the beta to see if my connection can handle it..
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 10, 2012, 12:20:03 pm
I'll play EU if its possible, but US is fine for me too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sebcool on June 10, 2012, 12:26:22 pm
I'll play EU if its possible, but US is fine for me too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 10, 2012, 12:49:13 pm
I'm from the US, but I think we're actually the minority as far this thread goes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 10, 2012, 12:51:43 pm
I live in canada so US +1 but i do have a badass connection even on EU/Russian server i barely never go over 100 ping, when i do its THEIR fault not mine.

Just to give an idea i can download faster than my HDD handle the load eh...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: x2yzh9 on June 10, 2012, 01:08:23 pm
I live in the US too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 01:19:30 pm
At the moment, it seems to be 10 EU players, and 7 US.  Though I wasn't trying very hard to count  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 10, 2012, 01:24:06 pm
Don't really care what servers I just want to play in the bay12 outfit and with you guys
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 01:28:11 pm
Don't really care what servers I just want to play in the bay12 outfit and with you guys

Same, I'm just trying to work out which server will inconvenience the least amount of people. 

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 10, 2012, 01:46:59 pm
Another from the US.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 10, 2012, 01:56:26 pm
EU and most likely not gonna play US if bay12 decide to go only there - 150-200 ping is an overkill especially in fps.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 10, 2012, 01:57:44 pm
Going to play US since EU servers could cause me some problems, due to I being in South America and all.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 10, 2012, 02:03:46 pm
US servers, since I live in Canada.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 10, 2012, 02:06:29 pm
A poll for which server you plan to use would be helpful.
I'm in the US, so I'll be using the US servers, but I could probably do EU without much problem.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 02:07:21 pm
Request we change the poll (again) and have it list continents, perhaps with UK and EU separate, so that people can just put their nationality on the poll.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 02:10:09 pm
Request we change the poll (again) and have it list continents, perhaps with UK and EU separate, so that people can just put their nationality on the poll.
Agreed
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 02:27:05 pm
Herp!

Quote
Congratulations!   You've won on of our PlanetSide 2 keys!  Here's how you redeem it:
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 02:29:29 pm
Herp!

Quote
Congratulations!   You've won on of our PlanetSide 2 keys!  Here's how you redeem it:
Don't leave me hangin' bro!  How do you redeem?!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 10, 2012, 02:31:16 pm
Quote
Hello lastverb,

Thank you for signing up for the PlanetSide 2 Beta game testing and redeeming your priority Beta access code!

See you on the field! *Attend party*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 02:31:43 pm
I've won one as well!  If you posted a comment, check your E-mail!

That also means I have a spare key...  Anyone still missing one?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 02:33:08 pm
I've got a key.  I suggest all of us with spare keys now set up this "A New Zero" plane-jousting competition and we can hand out keys to the winners.

So I've got a spare, and draco does as well...  Who else?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 02:34:41 pm
I'd love to see this jousting. Someone fraps it!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 02:36:09 pm
http://www.bay12forums.com/smf/index.php?topic=110391.0

I'll be on-server awaiting ludicrous combat.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 10, 2012, 02:38:02 pm
I am EU but unless latency proves to be a problem I can play on either US or EU.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 02:38:20 pm
http://www.bay12forums.com/smf/index.php?topic=110391.0

I'll be on-server awaiting ludicrous combat.

I'm a bit busy, but if this actually happens, tell me who wins please :S
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dohon on June 10, 2012, 02:38:25 pm
Any idea when Open Beta is going to happen? I would love to do Closed, but I don't have the time right now to jump through hoops in order to get a chance at a key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 02:39:36 pm
Any idea when Open Beta is going to happen? I would love to do Closed, but I don't have the time right now to jump through hoops in order to get a chance at a key.
http://www.bay12forums.com/smf/index.php?topic=110391.0

I'll be on-server awaiting ludicrous combat.
If you've got some time now, this game is like 1MB size and pretty fun.  Someone's got a dedicated server and I'm thinning the bots a little right now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 10, 2012, 02:51:26 pm
For the server, I'd suggest polling where people are located. People are way too likely to over- or under-estimate where they can play otherwise. I do think that the US servers are a better idea for most non-location based reasons (saying this as a Brit), but having an idea of our user distribution could be useful regardless. Not least for working out timezones and stuff.

I've been trying to find out where the US servers are going to be and all I can find is a rumour they will be in San Francisco (where I believe the current PS servers are). That may be a stretch even for most well connected European players, but again I do think it's a wait and see.

My plan is to download both clients and try both sets of servers after launch. Probably just stick with one during beta though, and it looks like the beta key is for the SOE/US servers only. If there isn't much in the way of grinding in this game it would be trivial to simply hop on the server where stuff is currently going down even if it means playing with a high ping for a couple hours.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 10, 2012, 02:52:19 pm
I'll be on in a bit, I've been meaning to try out ANZ for a while now, but for the moment I'm busy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 10, 2012, 03:07:56 pm
I got one, going to reedeem it now.

EDIT: Done, I'll leave a comment in the steam group regarding this so I may be added to the list there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 03:11:44 pm
This thread AND the steam group say to report in chat!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 10, 2012, 03:16:17 pm
If anyone still has a spare can I have it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 10, 2012, 03:55:52 pm
I got my key! Thank god! Ill report it in chat too, since i have steam on my phone, but wanted to announce it here too!

Also, im canadian, eh? Since we're doing that.

EDIT: Lame, cant use the chat on my phone. Ill report in when i get home then.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 10, 2012, 04:06:06 pm
Well, I got a couple jousting kills before I lost connection to the server, but another guy got like four. How many keys were up for grabs?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 04:14:45 pm
warhammer651 has won the first key, but draco also has a spare so the jousting continues for another match!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 04:18:34 pm
Count update :  10 EU         
                        9 US

Seems to be very even at the moment...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Brotato on June 10, 2012, 04:33:17 pm
Make that ten for the Americans!  Because we're awesome and not Lost Colonies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 04:34:44 pm
What? we're doing a poll?

USA!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 10, 2012, 04:39:05 pm
:P went off for one day and 20 pages appear. this is going to take some back reading. Can all important info be displayed on OP please? -IF thread maker is up to it- just so folks dont miss out who cant get on for the time being.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 10, 2012, 04:44:37 pm
Can we say NA instead of US? Love you guys to the south, but we do have our own identity up here   :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 04:45:07 pm
Can we say NA instead of US? Love you guys to the south, but we do have our own identity up here   :P
Aren't they US servers?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 10, 2012, 04:48:30 pm
Can we say NA instead of US? Love you guys to the south, but we do have our own identity up here   :P

Never! We do not recognize that Canada is separate from the US on server list! Also Canada is a myth.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 10, 2012, 04:50:04 pm
Time zones my friends. EU people (or the sensible ones at least) are all asleep by now.
EU here.

I'd say just open a poll.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 10, 2012, 04:54:15 pm
I agree with the poll idea, I just decided to keep a tally, as the OP hasn't changed the poll for a while

EU/US - 11
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Draxis on June 10, 2012, 05:20:41 pm
US.

I don't really have a problem with Steam, but why not just use this perfectly good forum thread?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 05:38:52 pm
Because when you do a steam announcement or event, it gives a popup window for all members.  On the forum, you have to check the thread.  If I'm casually playing a game and someone posts on the forums, I may or may not see it in time.  If someone makes a steam event, then I'll get notified quickly and be able to react immediately.  Makes it MUCH easier to grab everyone online and do something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 05:49:38 pm
Those popups are exactly why I haven't joined the steam group, incidentally.  :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 10, 2012, 05:52:03 pm
I've done ONE popup to get people to announce their key status.  Further popups will occur probably 1-3 times a week, probably weekends, when we get all the B12 beta testers together and try to perform group actions, like "Let's MAX rush that tower" or "Who wants to practice flying their Galaxy upside down and shooting mosquitoes with the belly gunner?"

We're not going to have spam, the only announcements will be relevant ones to gameplay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 10, 2012, 05:53:39 pm
I didn't say you'd be spamming them, but the pop-up nature is highly annoying if I'm doing something else. The old bay12 group used to do them all the time, and some games don't handle popups well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 10, 2012, 05:54:49 pm
Aww hell yeah I won the second joust! :D

After like 23 attempts.

I have the KEY!!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 10, 2012, 06:03:20 pm
were you green skull or white cross?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 10, 2012, 06:05:02 pm
He was green skull.

New plan... JOIN ALL THE CONTEST!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 10, 2012, 07:04:50 pm
Fair warning, I have a rather hectic schedule, and limited game time, with kids and all. So I won't be the most reliable when it comes to instant responses.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: BuriBuriZaemon on June 10, 2012, 08:15:25 pm
I live in Aussie and only available when it's around midnight in the US.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Techhead on June 10, 2012, 10:26:36 pm
Like many, I'm crossing my fingers on a beta key right now.

PS. I'm a US player.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 01:55:50 am
Congratulations Siquo!

And 13 US
       13 EU
        1 Other
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ductape on June 11, 2012, 02:01:01 am
I didn't say you'd be spamming them, but the pop-up nature is highly annoying if I'm doing something else. The old bay12 group used to do them all the time, and some games don't handle popups well.

I am with you on that, when I am working or something I dont want popups (I work from home). I asked about it once in the thread for the B12 group and I got yelled at, I just didnt care to see TF2 announcements every day popping up. I quit the group.

I want to say this is more the fault of Steam for not giving us a way to turn off the popups. Lame on them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 11, 2012, 02:10:43 am
I didn't say you'd be spamming them, but the pop-up nature is highly annoying if I'm doing something else. The old bay12 group used to do them all the time, and some games don't handle popups well.

I am with you on that, when I am working or something I dont want popups (I work from home). I asked about it once in the thread for the B12 group and I got yelled at, I just didnt care to see TF2 announcements every day popping up. I quit the group.

I want to say this is more the fault of Steam for not giving us a way to turn off the popups. Lame on them.

Amen, and for god sake, each time i get that notification on planetside 2 thread i always trip thinking somebody know the date or yet better that beta has started...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 11, 2012, 02:11:09 am
Quote
Congratulations!   You've won on of our PlanetSide 2 keys!  Here's how you redeem it:

1.) Report to www.Planetside2.com and enter the Beta code below.  Click "Redeem".

Code: GMV5-FLKJ-RT3O-DFPR

2.) Be one of the first to engage in epic combat on a massive, never-seen-before scale.

Thanks for being a part of what we do here at GamingTrend - looking forward to seeing you online!

--
Ron Burke
Director of Gaming Trend
Editor in Chief
FUCK YEAH. IMMA IN.

Also, I'm European in case you didn't count me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 11, 2012, 03:11:59 am
Congratz!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 11, 2012, 04:24:01 am
Brit here.

Britain is ment to be getting an internet boost around 2013 according to the media. -Web connection overhaul underway apparently- :P think US servers should be fine. No guarantees.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 11, 2012, 04:45:43 am
Brit here.

Britain is ment to be getting an internet boost around 2013 according to the media. -Web connection overhaul underway apparently- :P think US servers should be fine. No guarantees.

HAHAHAHHAHAHAHAHAHAHAHAAHAHAHHAHAHAHAAHAHAHAH

BT will never update they are the Cheepest company ever and they own all the lines and won't update them except if you live 300m away from the exchange, I live in a village 1 mile from a town I get 50kbs download speed average -.-
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 11, 2012, 05:01:59 am
Brit here.

Britain is ment to be getting an internet boost around 2013 according to the media. -Web connection overhaul underway apparently- :P think US servers should be fine. No guarantees.
Unless this 'internet boost' involves moving the continents closer together, I see no way for it to influence ping to US.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Reudh on June 11, 2012, 05:59:23 am
Australian here. We supposedly have had a boost, what with the 'National Broadband Network', but I'm not seeing any increase in speed or availability.

I have heavily throttled wireless broadband, which is all that's available to my SUBURBAN suburb.

A friend of mine cannot even get that, apparently his copper wires aren't good enough or some such silly thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 11, 2012, 06:06:18 am
Brit here.

Britain is ment to be getting an internet boost around 2013 according to the media. -Web connection overhaul underway apparently- :P think US servers should be fine. No guarantees.

HAHAHAHHAHAHAHAHAHAHAHAAHAHAHHAHAHAHAAHAHAHAH

BT will never update they are the Cheepest company ever and they own all the lines and won't update them except if you live 300m away from the exchange, I live in a village 1 mile from a town I get 50kbs download speed average -.-

Think the keyword was fibre optics or something. Yeah, i know BT are skanks but. their can be hope. how ever missplaced it is.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mongol13524 on June 11, 2012, 06:12:14 am
I'd play (EU), but my crappy laptop wouldn't be able to run it on the very minimum graphics settings.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 06:27:33 am
US/EU - 13
AUS - 2
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: fenrif on June 11, 2012, 06:40:13 am
Think the keyword was fibre optics or something. Yeah, i know BT are skanks but. their can be hope. how ever missplaced it is.

You can allready get fibre optic broadband in the UK though? It's pretty common depending on your area. I have it, you get like 100-150 ping to US servers, which I guess is playable. But for anything like an FPS it's not ideal.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 11, 2012, 06:58:29 am
Hmm, speaking of ping, this may be motivation to get on moving a phone cable near my computer, so I can actually plug in to my router. Sick and tired of WiFi
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: MorleyDev on June 11, 2012, 07:00:17 am
Virgin Media's internet is pretty decent at this point, with their cheapest internet service still netting me about 10Mbps with decent (though not amazing) ping even on American servers. I don't think any of the other service providers have coined onto fibre optic technology yet...heck, wouldn't be surprised if hooking your PC directly into the phone still seems "new and hip" to them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 11, 2012, 07:10:58 am
I might look into this, the vids I have seen are promising...

Can someone send me an invite to the steam group???
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 11, 2012, 07:40:37 am
The Steam group is public, you don't need an invite. It's "DF - Planetside 2 Chapter (DF-PS2)".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 11, 2012, 07:59:47 am
Now that I'm done obsessing over beta keys (please excuse my previous behaviour, not sure what had come over me...), I can start obsessing over the actual game.

I'm really curious as to how the air vehicles will handle. It looks like each one will handle differently (that Vanu one really looked intersting). They look almost like how the air units in Tribes 2 handled.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 11, 2012, 08:21:01 am
Oh its public, cool...

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 11, 2012, 08:21:35 am
Keys might still be found at http://thekoalition.com/2012/06/planetside-2/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 11, 2012, 08:35:40 am
I put in for one. If I get it I'll give it away here
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 11, 2012, 09:03:42 am
Submitting as well. I want a key like everybody else.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mini on June 11, 2012, 09:40:24 am
Australian here. We supposedly have had a boost, what with the 'National Broadband Network', but I'm not seeing any increase in speed or availability.

I have heavily throttled wireless broadband, which is all that's available to my SUBURBAN suburb.

A friend of mine cannot even get that, apparently his copper wires aren't good enough or some such silly thing.
It quite likely just hasn't been put in where you are, there's only really a couple of suburbs in each state that have it right now. Here's a map. (http://www.nbnco.com.au/rollout/rollout-map.html)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 11, 2012, 10:05:12 am
Sure are a lot of 3's on that map!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 11, 2012, 11:22:32 am
Australian here. We supposedly have had a boost, what with the 'National Broadband Network', but I'm not seeing any increase in speed or availability.

I have heavily throttled wireless broadband, which is all that's available to my SUBURBAN suburb.

A friend of mine cannot even get that, apparently his copper wires aren't good enough or some such silly thing.
It quite likely just hasn't been put in where you are, there's only really a couple of suburbs in each state that have it right now. Here's a map. (http://www.nbnco.com.au/rollout/rollout-map.html)
Holy shit, my Hometown is at Stage 1. Didn't even know it was up to that yet. Let alone that there was work starting in the area...

Edit: Wait... Damn that something else, Brown C... T_T
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 11, 2012, 12:15:57 pm
Ugh, i cant get hold of any keys D:
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 11, 2012, 12:19:04 pm
So, who's for an IRC channel?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 11, 2012, 12:21:27 pm
we have a steam group
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 11, 2012, 12:30:40 pm
So, who's for an IRC channel?

*crickets chirp*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 11, 2012, 12:42:45 pm
So, who's for an IRC channel?
I just opened a #df-ps2 room on Freenode. Will leave it open alongside the usual hangouts and see if anyone turns up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 11, 2012, 12:46:36 pm
How do you Freenode?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 11, 2012, 12:52:25 pm
How do you Freenode?
Get back to your puny Steam, cave(wo?)man.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 11, 2012, 12:54:09 pm
Says the guy who insists that we use technology from the 1980s. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 12:55:49 pm
Found something interesting:
Spoiler (click to show/hide)
Alloys (yellow) = Flash(10), Sunderer(150), Grenades(10)
Polymers (green) = Lightning(80), Mosquito(125), Reaver(125), Scythe(125)
Catalysts (orange) = Prowler(100), Magrider(100), Vanguard(100), Liberator(150)

It shows the (current) layout for resources.  And the first thing that strikes me is that the NC have tons of catalyst, but hardly any polymers, which means light aircraft will be hard to come by, but they can field heavy vehicles by the dozen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 11, 2012, 12:57:37 pm
How do you Freenode?
You use any IRC client and join the irc.freenode server.

Easiest way is to use this interface (http://webchat.freenode.net/). Pick any nick and enter #df-ps2 in the channel. You can get more involved later.

On a related note, I managed to screw up a little on my phones touchscreen (scrolling past the deop button by putting my finger on it probably wasn't that smart..). The room's there and works for the basics.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Drakale on June 11, 2012, 01:04:05 pm
Is there a mechanic preventing a member of the faction from draining all of the resources suiciding vehicles on the enemy lines?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 11, 2012, 01:04:50 pm
Is there a mechanic preventing a member of the faction from draining all of the resources suiciding vehicles on the enemy lines?
The resources you have are yours alone, not a faction-wide pool.

So really you'd just lose your own resources to stupidity.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 01:06:51 pm
Also, the blue areas give Auraxium, which is used for weapons and can be traded for any other resource, making it the most valuable.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 11, 2012, 01:10:55 pm
Every player gets a stipend of resources based on income and actions.  If you helped conquer a base you get more resources.  If you sit at base and stare you'll still get some.  When you go suicide vehicles, you drain your personal amount, but don't affect other players.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 01:12:24 pm
Every player gets a stipend of resources based on income and actions.  If you helped conquer a base you get more resources.  If you sit at base and stare you'll still get some.  When you go suicide vehicles, you drain your personal amount, but don't affect other players.

I thought everyone just got an equal percentage of the resources your faction owns?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Draxis on June 11, 2012, 01:12:57 pm
Then all the people who don't play anymore would absorb all the resources.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 01:13:58 pm
Then all the people who don't play anymore would absorb all the resources.

If thats the case, whats the point capturing resources then?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Draxis on June 11, 2012, 01:14:51 pm
That is why it is not that way, I assume.  Also to make people play more.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 11, 2012, 01:17:30 pm
Well you have a personal bank limit, so presumably once you hit that amount you won't be taking any new resources from the faction.  Abandoned accounts would only be a downer for a week or two, barely.

Then there's a question though.  Are resources limited, or are they unlimited?  IE, if I capture a base that gives 5,000 alloys per day, does that mean that everyone in the faction gets 5 alloys per day?  Or, if I get a base that gives 20 alloys per day, then does everyone get 20 per day?  Basically, are resources split based on base output, or does everyone get an undiluted share?

If it's based on total empire population, then I could see resources becoming very scarce very fast.  Or it could be a flat "This base gives +20 to everyone".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 01:19:01 pm
To be honest, I think the resources system is going to be difficult to balance, as well as faction balancing and territory sharing...  The beta is going to be very important it seems.

I'd put my money on +20 for everyone, as it looks as if it will cause less problems
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 11, 2012, 01:20:20 pm
It could be a flat "This base gives +20 to everyone".

I'm guess that's going to be the case.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 11, 2012, 01:22:52 pm
It'd be more fair for you as a person, but this can be used as a faction-leveler (as in making the playing field level): If the most populous faction has to share the resources, they will have more people but less cool vehicles than the smaller but richer faction. Also, people would want to play the faction with the least # of people, to get the best income.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 11, 2012, 01:25:36 pm
But at the same time, would it be fun? What if the faction you picked at the begging became super popular, all the sudden you can't afford anything cool, and are relegated to infantry with basic weapons.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 11, 2012, 01:26:48 pm
Yeah, that's why they probably wouldn't do it, even if it made more sense from a simulation perspective.


Since when are games supposed to be fun?! (as opposed to Fun)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 11, 2012, 01:27:14 pm
Says the guy who insists that we use technology from the 1980s. :P
Doesn't mean its still really useful. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 11, 2012, 01:27:48 pm
US 15
EU 13
AUS 2
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 11, 2012, 06:38:55 pm
Found something interesting:
Spoiler (click to show/hide)
Alloys (yellow) = Flash(10), Sunderer(150), Grenades(10)
Polymers (green) = Lightning(80), Mosquito(125), Reaver(125), Scythe(125)
Catalysts (orange) = Prowler(100), Magrider(100), Vanguard(100), Liberator(150)

It shows the (current) layout for resources.  And the first thing that strikes me is that the NC have tons of catalyst, but hardly any polymers, which means light aircraft will be hard to come by, but they can field heavy vehicles by the dozen.
There also seems to be a very high concentration of polymers in the Vanu territory.  Also, here's another image of the same map (sans resources) that shows the large, Aurixium producing facilities better.
Spoiler (click to show/hide)

But at the same time, would it be fun? What if the faction you picked at the begging became super popular, all the sudden you can't afford anything cool, and are relegated to infantry with basic weapons.
I don't think this is necessarily true.  First, if a faction has a much higher population, they'll be able to capture and hold more of the map, greatly increasing their income.  There's also the fact that it would take a massive population spike to cause vehicles to become prohibitively expensive.  Having a flat rate would also create an incredibly unstable equilibrium on any given server (as increasing the number of players gives a resource advantage in addition to a fighting force advantage).

Also, add one for the NA server
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 11, 2012, 06:41:39 pm
Also dont forget we arent even in beta its easy to swap out ressource location on a map from their side, its just a line of code to swap out and also, thats only one map.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Johnfalcon99977 on June 11, 2012, 08:14:16 pm
I love how you say you have a steam group and even put it in the thread title, but don't tell anyone the name. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 11, 2012, 08:20:09 pm
I'm not in control of the OP or the thread title, though I am in control of the second post.  So I think I'll tweak that and get the OP to refer to second post for info!

Group name is "DF - Planetside 2 Chapter" with the abbreviation DF-PS2
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Johnfalcon99977 on June 11, 2012, 08:23:21 pm
Thanks. It wasn't much fun shifting through half the thread for the sole time the Group name was dropped.

I just joined. Don't have a Key, but currently crossing my fingers and hoping I will. (Note: Given my luck, I most likely won't.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 11, 2012, 09:25:50 pm
Thanks. It wasn't much fun shifting through half the thread for the sole time the Group name was dropped.

I just joined. Don't have a Key, but currently crossing my fingers and hoping I will. (Note: Given my luck, I most likely won't.)

Who knows, I have crappy luck and got one, so you still have a chance.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 11, 2012, 09:31:25 pm
I'll bet that I'll be one of the last people they'd consider for beta access since I played PS1 back before I donned the username I'm using now, and I don't have any purchased games tied to this name.

Still, I've signed up months ago, so hopefully it'll pan out. Otherwise I'll just wait for the release. (>_> or a generous offer...)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 11, 2012, 09:45:34 pm
Well, it would be far better to generously give me a beta key, because all the others who want one are terrible people. For the duration that I don't have a key. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 11, 2012, 10:22:24 pm
I'll bet that I'll be one of the last people they'd consider for beta access since I played PS1 back before I donned the username I'm using now, and I don't have any purchased games tied to this name.

Still, I've signed up months ago, so hopefully it'll pan out. Otherwise I'll just wait for the release. (>_> or a generous offer...)
If you still have your old SOE account (and the attached email) you should get an email when beta starts.  From what I hear it's
Anyone who ever had a PS1 subscription = People who got a code from GI > People who got a code at E3 > People who got a code on twitter/FB > People who signed up (and don't have a code)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 11, 2012, 11:18:10 pm
I'm not in control of the OP or the thread title, though I am in control of the second post.  So I think I'll tweak that and get the OP to refer to second post for info!

Group name is "DF - Planetside 2 Chapter" with the abbreviation DF-PS2
Sure thing. It is not easy to keep up with the thread when you live in Europe.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 11, 2012, 11:37:10 pm
Well, it would be far better to generously give me a beta key, because all the others who want one are terrible people. For the duration that I don't have a key. :P
You're... not a terrible person?  So what then, some sort of Elf?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 11, 2012, 11:54:33 pm
OHGODYES

This looks glorious, and it's FREE TO PLAY!?


I signed up as a pilot/driver, I'll be playing support and defense roles.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 12, 2012, 12:44:06 am
Well, it would be far better to generously give me a beta key, because all the others who want one are terrible people. For the duration that I don't have a key. :P
Lies. I am much better looking and who doesn't love my Australian Accent... Give me a Beta key...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ZebioLizard2 on June 12, 2012, 01:25:26 am
Played the original, was very fun at the time. Would love to play it again, though I doubt I'd be able to snag a key anytime.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 12, 2012, 01:41:53 am
Has anyone who applied for a key but didn't have a previous sub/twitter key/whatever actually got theirs yet?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 12, 2012, 03:07:29 am
I'll bet that I'll be one of the last people they'd consider for beta access since I played PS1 back before I donned the username I'm using now, and I don't have any purchased games tied to this name.

Still, I've signed up months ago, so hopefully it'll pan out. Otherwise I'll just wait for the release. (>_> or a generous offer...)
If you still have your old SOE account (and the attached email) you should get an email when beta starts.  From what I hear it's
Anyone who ever had a PS1 subscription = People who got a code from GI > People who got a code at E3 > People who got a code on twitter/FB > People who signed up (and don't have a code)
Yeah, that ain't happening, that was back before I even had my own email address, instead having my parents set me up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 12, 2012, 04:24:42 am
I'll bet that I'll be one of the last people they'd consider for beta access since I played PS1 back before I donned the username I'm using now, and I don't have any purchased games tied to this name.

Still, I've signed up months ago, so hopefully it'll pan out. Otherwise I'll just wait for the release. (>_> or a generous offer...)
If you still have your old SOE account (and the attached email) you should get an email when beta starts.  From what I hear it's
Anyone who ever had a PS1 subscription = People who got a code from GI > People who got a code at E3 > People who got a code on twitter/FB > People who signed up (and don't have a code)
Where do people who got a code after commenting in GamingTrend (like me) fit?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 04:25:09 am
Seems SOE have released a planetside 2 app on facebook, allowing you to pick a character, server, and earn station points etc before the game starts.

Edit:  I tried it out, and have created a character name... haven't picked a server yet.  NC seem very outnumbered at the moment, they seem to have just under two-thirds of the population of the other factions. 
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 04:36:16 am
I'll bet that I'll be one of the last people they'd consider for beta access since I played PS1 back before I donned the username I'm using now, and I don't have any purchased games tied to this name.

Still, I've signed up months ago, so hopefully it'll pan out. Otherwise I'll just wait for the release. (>_> or a generous offer...)
If you still have your old SOE account (and the attached email) you should get an email when beta starts.  From what I hear it's
Anyone who ever had a PS1 subscription = People who got a code from GI > People who got a code at E3 > People who got a code on twitter/FB > People who signed up (and don't have a code)
Where do people who got a code after commenting in GamingTrend (like me) fit?

It said priority access, but so did the twitter ones... I'd say somewhere near the PcGamer folks (I'd hope), but more likely near the twitter folks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 12, 2012, 04:45:25 am
I bet everyone who alredy get their code will have active account at the beginning. Then they will send codes to ppl who signed up to keep the population up.
And about the beta start - there is really no info about it at all? 0 community contacts (oh just write on our facebook page - lame) and no forums. Don't they realise that after such a great start at E3 they are loosing attention very quickly? Or im just far better at marketing than they are?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 12, 2012, 05:23:13 am
Spoiler: for posterity (click to show/hide)

Meaning one good forums post is better than a lot of facebook likes but less quantifiable. Maybe I don't know.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 12, 2012, 05:27:53 am
Reward? That they can spam a single chat box? No1 even reads that, and completly no1 sane will try to answer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 05:28:27 am
So what are we calling our outfit then? We can go ahead and create it on the facebook app and get rewards once we join.

Probably best if we wait anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 05:36:00 am
Yes, we need a name......   Bay12 Conglomerate? Too unoriginal..
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 12, 2012, 05:43:52 am
Someone mentioned that earlier:
Dwarven Explosives And Tactical Hazards (DEATH)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 05:44:38 am
Someone mentioned that earlier:
Dwarven Explosives And Tactical Hazards (DEATH)
That was me. :)

But really we should vote on it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 05:45:42 am
I'm not sure, I think having DEATH as the outfit name sounds a bit.. immature.  Maybe it's just me.

Edit: I agree about the poll.  There are a lot of things that could do with being voted on, and the poll really needs to change.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 12, 2012, 05:48:20 am
Yeah I'm not argueing, I didn't even look into it. I thought it was something similar to giving preference to the people using the like system in facebook or something. My apologies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 05:52:02 am
I'm not sure, I think having DEATH as the outfit name sounds a bit.. immature.  Maybe it's just me.

Edit: I agree about the poll.  There are a lot of things that could do with being voted on, and the poll really needs to change.

Well for that the OP needs to get off his lazy bum and edit it. We could really do with a more active OP. And yes, I agree that DEATH is a juvenile name. Why not just name it B12? It has meaning to us but it's nondescript enough that it could conceivably be an actual unit designation. I understand the desire to have a badass name, but every other outfit is going to have a badass name as well. It's our actions that will strike fear into the heart of the enemy, not our name.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 05:53:00 am
the whole death thing wasn't a serious suggestion guys, I was just throwing out acronyms.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 12, 2012, 06:00:38 am
B12 sounds good to me, plus it is it's own acronym.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 12, 2012, 06:02:22 am
You know that most likely "DEATH" wouldn't even be visible ingame? PS1 used full outfit names and seeing dwarven explosives and... isn't as much badass and immature.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 06:02:22 am
I'm all for a good pun personally. Bay Company maybe? (get it?)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 12, 2012, 06:08:16 am
B12 or BAY12 for acronym, The Twelfth Bay for the full name. Who needs more?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 06:10:38 am
I'm fine with B12 or Bay12.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 06:11:27 am
I think B12 works.  Short and sweet.
Edit: I agree with Bay12 regiment being the full name as well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 12, 2012, 06:14:20 am
The Bay 12 Regiment is what i vote for full name. Think i read too many imperial guard (warhammer 40k) books.

Bay12 or B12 for acronym im fine with.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 12, 2012, 06:20:19 am
Just do B12 before someone nominates something obscure or over complicated is my opinion.

EDIT: So you don't have to explain what Armok is and why you are a slave to them; as amusing as their realization that Armok is both you (the player controlling the game) and an imaginary deity of gameplay is.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 06:22:46 am
We could use the outfit name D.W.A.R.F. which stands for...

Just do B12 before someone nominates something obscure or over complicated is my opinion.

Aww...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mongol13524 on June 12, 2012, 06:25:43 am
XxThe 12 totally terrific toadslayersxX
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 06:26:35 am
Just do B12 before someone nominates something obscure or over complicated is my opinion.

EDIT: So you don't have to explain what Armok is and why you are a slave to them; as amusing as their realization that Armok is both you and an imaginary deity of gameplay.

Ooh, "Slaves of Armok" would be a pretty good outfit name, actually. And when they ask, tell them that Armok is the variable that keeps track of whether your arm is ok. That'll learn 'em! :D
I still favor "B12", though. Simple, functional, elegant.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 12, 2012, 06:26:57 am
Trust me it's funny the first two dozen times then you start a copy and paste thing to show people.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 06:28:17 am
"DLA" Dwarven Liberation Army would be in keeping with the NC's rebellious backstory. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 06:30:08 am
Oh god no! Anything named "_____ Liberation Army" is a bunch of revolutionaries who go around burning people and raping their houses. As fun as committing terrible atrocities is in DF, I don't want to be associated with that kind of thing outside of this forum.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 06:36:21 am
Oh god no! Anything named "_____ Liberation Army" is a bunch of revolutionaries who go around burning people and raping their houses.
Yeah... what do you think the NC is?

Wait, how do you rape a house? I guess you'd need a MAX suit with 'special equipment'? (Unlocked for 2800 sony bucks online btw)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 06:48:09 am
Oh god no! Anything named "_____ Liberation Army" is a bunch of revolutionaries who go around burning people and raping their houses.

Yeah... what do you think the NC is?

A group of noble freedom fighters opposing an oppressive government? Y'know, like Biggs and Wedge and all the other guys that got killed to death. That's how I choose to think about it. Well, sans the death part. I want none of that. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 06:51:46 am
Oh god no! Anything named "_____ Liberation Army" is a bunch of revolutionaries who go around burning people and raping their houses.

Yeah... what do you think the NC is?

A group of noble freedom fighters opposing an oppressive government? Y'know, like Biggs and Wedge and all the other guys that got killed to death. That's how I choose to think about it. Well, sans the death part. I want none of that. :P
Its cool, you just respawn at the Galaxy and hit the equipment terminal to get your stuff back.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sebcool on June 12, 2012, 07:05:00 am
I think there's a bit of a problem with the balance. We got enough pilots for 3 galaxy's, 4 liberators and a sizable escort. We could seriously ruin someones day with that  :P.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 07:07:40 am
I think there's a bit of a problem with the balance. We got enough pilots for 3 galaxy's, 4 liberators and a sizable escort. We could seriously ruin someones day with that  :P.
Or a few tanks, if the galaxy can still transport armor.

I think they said in the video that you had to equip the galaxy for either respawn duties or transport duties, right?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 07:08:12 am
Anyone know what the limitations with Drop Pods are? I remeber in PS1, you couldn't drop within a certain radius of bases, but they were landing on roofs in the demo. I tried to ask in twitter, but it was flooded with fan-art and begging, so I couldn't get noticed.
On the note of drop pods, my goal in life is to land on as many MAXs as possible, maybe knock a galaxy out of the air. I didn't see it on the stream, how much damage do they do?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 07:09:57 am
I think there's a bit of a problem with the balance. We got enough pilots for 3 galaxy's, 4 liberators and a sizable escort. We could seriously ruin someones day with that  :P.

The resource sytem helps to balance that, as we wouldn't be able to afford pulling a stunt like that consistently.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sebcool on June 12, 2012, 07:18:05 am
I think there's a bit of a problem with the balance. We got enough pilots for 3 galaxy's, 4 liberators and a sizable escort. We could seriously ruin someones day with that  :P.

The resource sytem helps to balance that, as we wouldn't be able to afford pulling a stunt like that consistently.

But it would be awesome!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 07:20:12 am
I was thinking, we may need more than one outfit, as outfits can specialise using certs to provide bonuses to certain types of play, such as land vehicles or aircraft.  So unless we all intend to specialise, we may need a bay12 armoured division, and a bay12 infantry company etc.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 07:29:35 am
I didn't know outfits could have specializations.

I'm not certain we have enough people to support more than one outfit really though. Especially a month or two after the game starts, when people start not showing up any more.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 07:31:59 am
Good point... what should we specialise in then?  Or shall we try and go jack of all trades, if possible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sebcool on June 12, 2012, 07:42:32 am
Could you split an outfit into sections? as in, is there a game mechanic for it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 07:50:37 am
Not sure, will probably have to wait for the beta for that sort of thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 12, 2012, 07:56:25 am
I'll just go ahead and volunteer for combat piloting/transport piloting duties.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 12, 2012, 07:59:14 am
Oh god no! Anything named "_____ Liberation Army" is a bunch of revolutionaries who go around burning people and raping their houses.

Yeah... what do you think the NC is?

A group of noble freedom fighters opposing an oppressive government? Y'know, like Biggs and Wedge and all the other guys that got killed to death. That's how I choose to think about it. Well, sans the death part. I want none of that. :P

Wedge didn't die when you think and is probably the most awesome you can be in that universe without being a jedi. Wedge > Han Solo. For all I know he even outlived him as I never got that far in Star Wars lore. I quit reading when the Empire and the New New Republic teamed up against the only sentient force immune (maybe force countering is a better way to put it) aliens ever (who are some kind of biotech religious empire of a small number of slave races as fodder and a leader race, juggernaut jihading out of no where)

Dammit I just admitted I'm a nerd

EDIT: Also I stopped being into Star Wars fiction when they started making new movies so if they retconned that damn them. I read a lot of the books set after the movies though when I was younger.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 12, 2012, 08:02:09 am
Oh god no! Anything named "_____ Liberation Army" is a bunch of revolutionaries who go around burning people and raping their houses.

Yeah... what do you think the NC is?

A group of noble freedom fighters opposing an oppressive government? Y'know, like Biggs and Wedge and all the other guys that got killed to death. That's how I choose to think about it. Well, sans the death part. I want none of that. :P

Wedge didn't die and is probably the most awesome you can be in that universe without being a jedi. Wedge > Han Solo

Dammit I just admitted I'm a nerd

I believe you mean Wedge> every non-jedi character

now when will lucas arts give us a game where we AREN'T a god damn force user again? I want a new Tie-Fighter game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 08:05:05 am
Is it just me, or do we have way too many scout/infiltrators? And very little cannon fodder?

EDIT: Grammar error, "to" does not equal "too"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 12, 2012, 08:07:05 am
Is it just me, or do we have way too many scout/infiltrators? And very little cannon fodder?

EDIT: Grammar error, "to" does not equal "too"

speaking as a pilot, I feel we have more than enough.

no modern army has won a battle without having air superiority
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 08:12:07 am
I would like to volunteer for piloting duties as well.  Though I'm also happy to be a light infantry/engineer when not in an aircraft.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 12, 2012, 08:24:17 am
Yeah, some more Engies and Soldiers would be good, but if everyone is taking basic MAX certs, I guess we have enough ground dakka already.

So, we are focusing on infiltrators/demolitions for our infantry, and vehicles and massed MAXes to back them up when they are outgunned?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 08:30:32 am
One thing to keep in mind is, this could all change once we get in game. Some people will find they love other jobs, and for all we know maxes could be insanely expensive to deploy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 12, 2012, 08:33:18 am
Right.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 08:40:16 am
And the best part is you don't have to remove your pilot certs to start gaining infantry or infiltrator certs!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 08:43:54 am
I keep forgetting that you can cert in everything given enought time/effort. Which is good considering the limited resources for tanks/air units etc.
If someone exits a tank, can you jack it from them? Or are they bound to player/faction. Any ideas? (We could really use more information on the game, too bad Beta is going to be NDA'd).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 08:49:21 am
I'm not sure you can cert in everything.  I could have sworn there was a cap to how much you could cert.

I thought you had a beta key timferius?  And you currently can't jack enemy vehicles.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 08:51:40 am
I do, I meant for others though :p I like the bay12 forums, would be nice to be able to discuss in-game stuff here. Though I guess it does make more sense to keep all the discussion centered on the official Beta Forums.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 12, 2012, 08:51:51 am
The question of jacking vehicles came up on one of the streams during e3, at the moment it has been stated that you can't jack any vehicles but that they were considering whether to put that in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Brotato on June 12, 2012, 08:54:57 am
Oh god no! Anything named "_____ Liberation Army" is a bunch of revolutionaries who go around burning people and raping their houses. As fun as committing terrible atrocities is in DF, I don't want to be associated with that kind of thing outside of this forum.

Don't talk about my great-great grandfather that way!  If it wasn't for him, I wouldn't be an American.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 12, 2012, 09:00:33 am
I do, I meant for others though :p I like the bay12 forums, would be nice to be able to discuss in-game stuff here. Though I guess it does make more sense to keep all the discussion centered on the official Beta Forums.

No matter how many beta keys are passed around you won't be able to discuss it here until the NDA is lifted because this is a public forum anyone can read.
I'm not sure you can cert in everything.  I could have sworn there was a cap to how much you could cert.

I thought you had a beta key timferius?  And you currently can't jack enemy vehicles.


Last I heard, nope. Nothing limiting how much you can cert except the time you put into it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 09:02:28 am
Certing in everything is likely going to take a ridonkulous amount of time, though.

As for official beta forums, are they even up? I tried searching for them on the official site but couldn't find anything of the sort.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 09:06:38 am
I'm guessing the forums will come up when the beta starts, or a few days before.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 09:33:54 am
You can cert everything, but it may be physically impossible.  As it is, it'd take you months of hard play.  When they release the first patch and include a new gun with a new set of attachments, that's another 3 months.  You'll never get everything.  But you can get everything you want.

My vote on name is Dwarven Gentlemens' Club.  Because we all know that all dwarves are really men, and that being a "woman" is just a formality.  And it's classy.

But a simple B12 is concise and simple, so I support this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 10:08:35 am
As much as I love elaborate and clever names, B12 is more identifiable, and apparently used to treat cyanide poisoning.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 12, 2012, 10:44:15 am
Since when did B12 help anybody?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 12, 2012, 10:46:27 am
Are you serious? Don't we always help the newbies to achieve new levels of sadism?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 12, 2012, 10:49:16 am
Since when did B12 help anybody?
This one does sometimes. (https://en.wikipedia.org/wiki/Vitamin_B12)

Real motivation for this post: Someone edit the images on that chemical diagram to make it look like a battle plan (CONH2 = Galaxy, H2NOC = Liberator, N = Max, R = Infiltrator, etc). That would make a great utterly confusing, overly complex and incredibly geeky logo.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 12, 2012, 10:54:43 am
Since when did B12 help anybody other than the bay watchers and lunatics?
Fixed it so it makes more sense in the context. Also, since when was making someone insane considered helping?
Since Bay 12 I tell you...
Also, dwarves have no need of vitamin B12. They are immune to cancer due to a lack of traditional DNA.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Felius on June 12, 2012, 11:44:40 am
For now, for now. Someday Toady will program it in, and our Dwarfs will have to have a balanced diet.

Also, anyone who don't know what do with your extra cdkeys, send them to me. Because.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 11:46:13 am
lol who uses CDs anymore?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 12, 2012, 12:07:11 pm
lol who uses CDs anymore?
I do.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 12, 2012, 12:12:52 pm
Yeah but you use IRC as well. You can be in charge of the ballista of the B12 team, k? :)

Does anyone have more info on the "classes"? In PS1 you could be a heavy armored engy, or a light armored heavy weaponguy, or a stealth medic, with some inventory restrictions. This because I really want that jetpack, and still be able to heal MAX units or do something useful.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 12:16:16 pm
I haven't seen anything saying that equipment is restricted by class. There's no reason I can think of to disallow you using a repair tool as a light assault class.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 12:18:54 pm
I believe a lot of equipment is restricted.  A MAX can't use an engineer's ACE tool.  An engineer can't use an infiltrator's sniper rifle.  An infiltrator can't use a heavy assault's rocket launcher.  If there were no item restrictions, there would be no classes!

But, I think a lot of the utility items can be unlocked for other classes.  Infiltrators can go for jetpacks or cloaking.  Engineers can get the ACE or bombs.  Or stuff like that.  You'll be able to play non-traditional roles, like a heavy assault with a jetpack, or a medic with grenades, but you won't be able to do absurd things like a MAX with cloak.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 12:21:24 pm
Hm, I was under the impression that the class would have a slot, like your rifle slot, and you'd choose from the rifles you've unlocked. Is every weapon class-specific?

Maybe I'm spoiled by PS1, where you can put any rifle in a rifle slot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 12:24:43 pm
I think it'll work in fields.  Snipers on Infiltrators.  Assault rifles on Infiltrators, Light Assault, Medic.  Machineguns on Light Assault and Heavy Assault.  Rocket launchers on Engineers and Heavy Assault.  Just your general common sense class distinctions.  I know games like Call of Duty let you get "any weapon" and "any secondary weapon" but PS2 looks to have broad class definitions.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 12:37:47 pm
It looks like most of us are going to be drivers and air force :P

Let's call ourselves the Dwarven Mechanized Attack Force, or DMAF for short.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 12:38:53 pm
It looks like most of us are going to be drivers and air force :P

Let's call ourselves the Dwarven Mechanized Attack Force, or DMAF for short.
No no no.

The Bearded Assault/Mechanized Force. BAMF
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 12:40:40 pm
Mechanical Beards the Gory Aircraft of Raping.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 12:41:32 pm
I'd rather rape not be part of our name.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 12, 2012, 12:41:49 pm
Mechanical Beards the Gory Aircraft of Raping.

This may result in problems in-game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 12:42:22 pm
Change to Rapping. problem solved?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 12:42:44 pm
It's a joke related to how forts would end up with the word "rape" in some form or another in their name quite often >_>


Alrighty then, scrap that name.

Mechanical Beards the Aircraft of Tanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 12, 2012, 12:47:17 pm
one question, has any more info been released on how units are going to work ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Felius on June 12, 2012, 12:48:28 pm
Dastardly Operatives the Razor Flame or DORF for short.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 12, 2012, 12:50:29 pm
Do Our Flamethrowers Frighten?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 12:50:35 pm
Dastardly Operatives the Razor Flame or DORF for short.

ooh I like this one.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 12:56:32 pm
Not sure if this has been posted, btw, but it's a rather robust reddit thingy (still don't get reddit) I found linked in the wikipedia article. It's an active Q/A session with Matt Higby
http://www.reddit.com/r/IAmA/comments/r8ofp/im_matt_higby_10_year_online_games_industry/ (http://www.reddit.com/r/IAmA/comments/r8ofp/im_matt_higby_10_year_online_games_industry/)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 12, 2012, 01:00:22 pm
Do Our Flamethrowers Frighten?
Its not flamethrower, its magma sprayer!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 12, 2012, 01:14:21 pm
Do Our Flamethrowers Frighten?
Its not flamethrower, its magma sprayer!
You mean a magmawerfer.

it werfs magma
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 01:17:04 pm
Oh, and also? We need an avatar for that Steam group. The gigantic question mark is an eyesore.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 01:20:46 pm
(http://www.rockpapershotgun.com/images/oct07/df.jpg)


There's your avatar
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 01:25:37 pm
A dwarf face in radioactive green? Lovely. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 12, 2012, 01:35:48 pm
you mean a jeweler right?

I think a mechanic or marksdwarf would be a better pic
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 01:37:12 pm
Axelords.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 12, 2012, 01:44:14 pm
Axelords.
I'm okay with this name too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 01:46:18 pm
MAX Lords?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 01:49:52 pm
you mean a jeweler right?

I think a mechanic or marksdwarf would be a better pic

Man, I don't even know. It's been... wow, more than two years since I last played DF. But yes, a jeweler isn't exactly what I'd expect the symbol of a company of dwarf soldiers to be.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 12, 2012, 01:52:31 pm
you mean a jeweler right?

I think a mechanic or marksdwarf would be a better pic

Man, I don't even know. It's been... wow, more than two years since I last played DF. But yes, a jeweler isn't exactly what I'd expect the symbol of a company of dwarf soldiers to be.
Brace for incoming flaming!!!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 01:55:09 pm
Pffft, I have bauxite pants, you can flame my ass all you want and I won't even feel it. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 01:55:28 pm
MAXLords, MAXlords, MAX-LORDS, MAXLORDS, MAX-Lords, or MAX-lords.
These are my propositions.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 02:16:22 pm
Is 150 ping awful for an FPS?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 02:30:53 pm
Depends on what kind of FPS. Tribes, where you zip around at 200 kph, yeah, that's awful. I'm guessing PS2 is going to be slightly slower paced, though. It's still not great, but it might be borderline playable.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 12, 2012, 02:58:34 pm
Like he said, but without actually playing hard to say but 150ping should be *managable* under 50 is always my optimal goal, heck i even played on BF3 server where i had 100-125 ping and i was doing fine.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 03:01:32 pm
Thats alright then, I was just seeing how much ping I got on American servers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 03:24:44 pm
Regarding the earlier discussion about camo:

Spoiler (click to show/hide)

Looks like pretty reasonable combat suit for a desert environment.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 03:27:28 pm
Not bad.  I was half expecting them to be bright blue :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Isdar on June 12, 2012, 03:32:37 pm
Oh, I remember this game, I signed up for the beta months ago but then i forgot about it. And i still haven't got a beta key after all those months either.  :'(

I can still join the group tough. An I guess i have to read up a lot about the game too. Getting to know the factions, classes and stuff. By the way, which faction are we going with?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 12, 2012, 03:35:56 pm
New Conglomerate, I think. IIRC the rationale behind it was along the lines of "because their weapons make the biggest boom".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Isdar on June 12, 2012, 03:39:45 pm
The rebels, huh? Well not my favorite choice of faction, but that's fine.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: darkrider2 on June 12, 2012, 03:41:38 pm
Is the game out already or are you guys playing the beta, cause I haven't heard about this game in a while, even though I applied for the beta a while back.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 03:58:49 pm
The game isn't out yet, though the Beta will be starting in the next couple of weeks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 12, 2012, 03:59:16 pm
The game isn't out yet, though the Beta will be starting in the next couple of weeks.
sauce?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Draxis on June 12, 2012, 04:07:08 pm
They mentioned it during the E3 streams.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 12, 2012, 04:11:32 pm
The game isn't out yet, though the Beta will be starting in the next couple of weeks.
sauce?

http://www.planetside-universe.com/showthread.php?t=42217
Top of the page, there's a quote saying they would be letting some people enter in a few weeks.  That was a week ago, so...

Edit: Too slow :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: darkrider2 on June 12, 2012, 04:18:31 pm
Oh cool, thanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: fenrif on June 12, 2012, 04:40:20 pm
Could anyone in the UK tell me which supermarkets or shops carry PC Gamer? I've been to coop and ASDA and neither of them do. I want that damn beta key! :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 12, 2012, 04:52:02 pm
Could anyone in the UK tell me which supermarkets or shops carry PC Gamer? I've been to coop and ASDA and neither of them do. I want that damn beta key! :P
Found mine at Tesco.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 12, 2012, 05:36:43 pm
Are the PC Gamer codes UK only or what?

Anyhoo, NAMES.

I like the idea of the Beard series of names, in that it's very Bay12 but is also ambiguous enough not to confuse people, like Armok or Slaves to Armok would. I think anyone who knows about Bay12 should be able to recognize us without scaring off anyone who doesn't. If we get a short tag as well as a name, I highly recommend Bay12 or BAY12, if it fits. B12 is a little too generic, and it sounds like an aircraft designation. Something in the full name referring to our affinity for vehicles would be good too, so something like Mechanized Infantry, Armored Column or Dragoons (soldiers who ride into battle on horseback but dismount to fight) would be good.

So in short, something like Bearded Dragoons or Bearded Mechanized Assault or whatever would be cool. Just Bay Twelve or The Twelfth Bay works too though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 05:47:19 pm
US PcGamer gave out codes in the april edition
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 12, 2012, 06:45:48 pm
How about the -=Dwarf Onslaught=- [BAY12]
or B12 if tag is too big.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: palsch on June 12, 2012, 06:58:36 pm
Just Bay 12 or B12.

We want an understated name. Minimalistic even.

We want as much contrast between that and our tactics as possible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 06:59:51 pm
Ah, something to note, just watching the recorded live feeds, and I figured out drop pods. It's not like the first game where you loaded up at your sanctuary to drop, it's actually the squad leader spawn system. Which is awesome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 07:08:34 pm
How about the -=Dwarf Onslaught=- [BAY12]
or B12 if tag is too big.
The only Only ONLY ONLY characters that should "wrap" your name are alt+19 - ‼  There is absolutely no excuse to drop to elementary school level "oh look at me" by putting these little annoying brackets around your name.  The only exception is if you are currently on fire.

Twelfth Bay
[BAY12] or [B12]
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Drakale on June 12, 2012, 07:11:18 pm
I vote [B12].
Beards are implied.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 12, 2012, 07:11:35 pm
I'm still going to kill you all dwarves. NC are scum that deserve to be wiped of the face of Auraxis. You just wait till I fly my galaxy into your face, you wait *shakes fist angrily*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 12, 2012, 07:14:30 pm
I'm partial to MAXdwarves (or ‼MAXdwarves‼) with a [Bay 12] tag if there's enough space.  Either way, if you're going NC you're on your own.

Also, as of now I have a beta key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 07:25:29 pm
The Bay12 Mechanized Infantry.

And I propose we use [‼BAY12‼] for our tag
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 12, 2012, 07:38:26 pm
Since I'm the only one that really likes MAXlords, I'll just throw my vote in for the 12th bay [B12]
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 12, 2012, 07:46:19 pm
B12 or Bay12 or Bay 12. There is no alternative. Except, of course, "The Twelfth Bay". No silly bracketing symbols and we are not constantly on fire.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: darkrider2 on June 12, 2012, 07:50:15 pm
‼BAY12‼
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 07:56:47 pm
B12 or Bay12 or Bay 12. There is no alternative. Except, of course, "The Twelfth Bay". No silly bracketing symbols and we are not constantly on fire.

What kind of a dwarf are you, not expecting to be constantly aflame? Begone with you, I no longer have use of you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Felius on June 12, 2012, 07:58:04 pm
I would really like for our name to form DORF as an acronym. Dragoons of something something?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 08:25:29 pm
I prefer the Bay12 Mechanized Infantry.

It fits with the fact that most of us are going to be pilots and drivers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 12, 2012, 08:35:12 pm
Let's keep it simple. Bay12 or B12 (or twelfth bay, if preferred). We don't need fancy names to kill everyone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 09:24:40 pm
I think I'm gonna make a push to become the founder of the outfit, given my beta-key-ness and my forum clout to rally people behind me once I've formed the outfit.  The name will be "lol dwarf" and there will be no complaining about it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 12, 2012, 09:51:02 pm
The name will be "lol dwarf" and there will be no complaining about it.

Welp, I know what I'm going to do the first time I get on.

(http://25.media.tumblr.com/avatar_6feb8634e3d0_128.png)

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Drakale on June 12, 2012, 10:03:18 pm
If this happen I'm teaming up with Nilocy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 12, 2012, 10:11:13 pm
Intercene conflict before the beta even beings? This bodes... well.

All tantrum spiral, all the time. Act one of b12 outfit formation: Mass gib the other members, preferably while taking out some innocent bystanders.

Sounds good to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 12, 2012, 10:32:06 pm
I think I'm gonna make a push to become the founder of the outfit, given my beta-key-ness and my forum clout to rally people behind me once I've formed the outfit.  The name will be "lol dwarf" and there will be no complaining about it.
Wait what? No thank you, at least get a name that is not silly... Let's find something that is mean!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 12, 2012, 10:35:18 pm
Explosions are mean.  If you named your bomb a pufferwank and it kills the enemy, then the enemy is still just as dead.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 12, 2012, 10:39:57 pm
Entirely Harmless Children [EASY]
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 12, 2012, 11:12:32 pm
I'm still going to kill you all dwarves. NC are scum that deserve to be wiped of the face of Auraxis. You just wait till I fly my galaxy into your face, you wait *shakes fist angrily*
If I was going to play on EU servers I'd be right on your side.

Seriously, NC have hard hitting guns, and nothing else I appreciate.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 02:55:25 am
B12 or Bay12 or Bay 12. There is no alternative. Except, of course, "The Twelfth Bay". No silly bracketing symbols and we are not constantly on fire.
Indeed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 13, 2012, 03:40:04 am
So who start the outfit on day 1?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 13, 2012, 04:02:38 am
It depends, is there going to be a US and an EU outfit? or just a US.

If there is going to be an EU outfit, I'd be willing to start it.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Anvilfolk on June 13, 2012, 04:29:34 am
B12 or Bay12 or Bay 12. There is no alternative. Except, of course, "The Twelfth Bay". No silly bracketing symbols and we are not constantly on fire.
Indeed.

+1, except I don't have a key, so perhaps +0 or +0.5. Brackets such as [B12] are acceptable.

!!Bay12!! just sounds histerical (as in OHMAHGAHD histerical, not as in histerically fun).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 13, 2012, 07:10:46 am
B12 or Bay12 or Bay 12. There is no alternative. Except, of course, "The Twelfth Bay". No silly bracketing symbols and we are not constantly on fire.
Indeed.

+1, except I don't have a key, so perhaps +0 or +0.5. Brackets such as [B12] are acceptable.

!!Bay12!! just sounds histerical (as in OHMAHGAHD histerical, not as in histerically fun).
And another vote for the boring-but-mature option.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 07:14:17 am
Yeah just B12 or [B12] is fine.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 13, 2012, 07:20:10 am
Yeah just B12 or [B12] is fine.
Another +1 to the boring but mature option.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 13, 2012, 08:30:54 am
Yeah, for our clantag/whatever that people have to see a lot, I vote one of the [B12] or Bay12 varients. For a long-form name, something more fanciful will do. Probably one of the acronyms.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 08:36:20 am
I'm starting to think we need to form a Nameing Committee. This committee with have to form a think tank. Then, the think tank will get together a research team, to develop a study, to be issued by a study group, and reviewed by a review panel, which will be selected by the think tank, and approved by the committee.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Drakale on June 13, 2012, 08:38:42 am
I'm starting to think we need to form a Nameing Committee. This committee with have to form a think tank. Then, the think tank will get together a research team, to develop a study, to be issued by a study group, and reviewed by a review panel, which will be selected by the think tank, and approved by the committee.

I'm pretty sure you work at my company.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 13, 2012, 08:43:02 am
OR:

call it Bay12 (as the tag) - because b12 could have other connotations, and anyone familiar with these fourms or DF will know Bay12.

Then we make up a name. Folks generally enjoy dwarves being mentioned and beards. Since a dwarf implies a beard anyways i suggest we go for a Dwarf name varient or stick to a simple The Twelfth Bay / Dwarf Armored Regiment / Toadwarriors / anything up to three words long. After that it gets a bit ridiculous.

-it annoys me theirs an f and th next to each other in thwelfth for some reason-
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 08:47:59 am
Dwarven Engineering Response Platoon [DERP]
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 13, 2012, 08:54:41 am
DERP of the Twelfth Bay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 09:01:27 am
Bearded Assault Dwarves [BAD]
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 09:01:54 am
Either Slaves of/to Armok or The Twelfth Bay. Anything else is immature.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 09:04:40 am
Either Slaves of/to Armok or The Twelfth Bay. Anything else is immature.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 13, 2012, 09:05:08 am
Either Slaves of/to Armok or The Twelfth Bay. Anything else is immature.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 13, 2012, 09:06:20 am
Either Slaves of/to Armok or The Twelfth Bay. Anything else is immature.
+1
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 09:07:13 am
Anything else is immature.
Silly statement is silly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 13, 2012, 09:11:01 am
Curse the fact that multiple polls are an impossibility here. I'd like to make an additional poll over the possibility of a suffix like -Mechanized Infantry Division and its like.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 09:49:34 am
Let's focus on what we'll actually do here.  No one is going to be in the middle of a fight, look up, and say, "Fall back to the bunkers, the Mechanized Dwarven Infantry has arrived!"  No.  You're going to have some guy try to get in his brand new Galaxy, only to have it blown up instantly, and say "Fuck Bay12."

Your name shouldn't be long.  If it's too long to type, people won't type it.  They're not going to respect what no one talks about.  Keep it short and let the bullets do the talking.

Not to mention that we may not end up as a "mechanized infantry" or whatever.  Cool names and all, but w may start and outfit and then find out that we do infiltrator rushes amazingly well and our tank-themed name is terribly out of place.  Don't tie down the company to one profession by name and then make it awkward when we don't do that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 13, 2012, 09:54:30 am
Your name shouldn't be long.  If it's too long to type, people won't type it.  They're not going to respect what no one talks about.  Keep it short and let the bullets do the talking.
As always, you make a valid point. Maybe the outfits name becomes The Twelfth Bay, but everybody is just going to say Bay 12 because it is simpler and faster to type.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 09:56:16 am
Your name shouldn't be long.  If it's too long to type, people won't type it.  They're not going to respect what no one talks about.  Keep it short and let the bullets do the talking.
As always, you make a valid point. Maybe the outfits name becomes The Twelfth Bay, but everybody is just going to say Bay 12 because it is simpler and faster to type.
Or the outfit could just be named B12
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 10:00:25 am
I agree with everything said above! So, on to Strategy!

I was thinking, and for when we're moving en-mass somewhere, in coloumn etc., I imagine having 5 or 6 outriders (Infiltrators on the Quads, cloaked if they add that back in), moving a good distance ahead/to the side of the coloumn could be massivley benificial, as it'd give a heads up for falling on enemies, so we could get into a more combative formation, as well as give early warning if enemy Liberators are in-bound, so we could scatter.

As for combat strategy, I like the one mentioned in the stream at one point. 1 Infiltrator per squad sneaks in to the base, then the other 9 people of said squad drop-pod onto his location. If you can get several squads in there, imagine the sight, raining fire from the heavens!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 13, 2012, 10:00:44 am
Your name shouldn't be long.  If it's too long to type, people won't type it.  They're not going to respect what no one talks about.  Keep it short and let the bullets do the talking.
As always, you make a valid point. Maybe the outfits name becomes The Twelfth Bay, but everybody is just going to say Bay 12 because it is simpler and faster to type.
Or the outfit could just be named B12
Or Bay12
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 10:24:00 am
The map is pretty large, but I'm not sure it'll be quite large enough for long convoys.  More than likely, we'll all grab a vehicle at a base, get in and get ready, and then fly over in combat formation.  There's land in between the bases, but not enough to really worry about, at least from all that I can see.

I also want a Stealth Galaxy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 10:26:35 am
The map is pretty large, but I'm not sure it'll be quite large enough for long convoys.  More than likely, we'll all grab a vehicle at a base, get in and get ready, and then fly over in combat formation.  There's land in between the bases, but not enough to really worry about, at least from all that I can see.

I also want a Stealth Galaxy.

Shoot, I like convoys....
Stealth Galaxy only works until an enemy mosquito accidently flies in to you...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 13, 2012, 10:28:53 am
I just want to set up in ambush on the sides of a cliff.
That would be awesome.
(and then just drive your truck off the cliff and crash into the head of the convoy. for the lulz)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 10:35:50 am
Maps should be as big as the maps in planetside1 and we had convoys in that. We'd do armor columns to protect the AMS to set up spawn points or just protecting a transport with some MAX units inside
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 13, 2012, 10:37:32 am
The problem with drop-podding our troops onto their base is that they will all get shot down by AA.  What we need is for the infiltrators to go in first and take out their AA.  Then we send in air superiority fighters to clear the airspace.  Once its clear, we send in the heavy bombers to rain fire while our ground forces assault the base, backed up by galaxies dropping men where needed.  Though I do like the infiltrators on quads idea, though A few light infantry on quads might be useful as well.

(if you couldn't guess by my plan, I'm an aircraft fanatic)

Edit: Just found this: http://www.planetside-universe.com/showthread.php?t=42845
seems some clans are already playing the beta! damn them!

Edit edit: http://forums.station.sony.com/ps2/forums/list.m this seems to be the official beta forum.  Lots of registered users on there :( 
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 13, 2012, 10:54:54 am
Maps should be as big as the maps in planetside1 and we had convoys in that. We'd do armor columns to protect the AMS to set up spawn points or just protecting a transport with some MAX units inside
Those were actually surprisingly fun to do as well, a coordinated convoy looks pretty awesome. I mostly did reaver airsupport for them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 10:56:35 am
The problem with drop-podding our troops onto their base is that they will all get shot down by AA.  What we need is for the infiltrators to go in first and take out their AA.  Then we send in air superiority fighters to clear the airspace.  Once its clear, we send in the heavy bombers to rain fire while our ground forces assault the base, backed up by galaxies dropping men where needed.  Though I do like the infiltrators on quads idea, though A few light infantry on quads might be useful as well.

(if you couldn't guess by my plan, I'm an aircraft fanatic)

Edit: Just found this: http://www.planetside-universe.com/showthread.php?t=42845
seems some clans are already playing the beta! damn them!

Edit edit: http://forums.station.sony.com/ps2/forums/list.m this seems to be the official beta forum.  Lots of registered users on there :( 

Well, a couple hundred does not a Beta make! just gives me hope that we may be in by this or next weekend!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 11:00:30 am
I can smell a clusterfuck coming along.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 11:02:11 am
I can smell a clusterfuck coming along.

?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 11:05:47 am
73 pages of registered users at 30 per page (also a guy who registered in 2010 o_0) (http://forums.station.sony.com/ps2/user/list.m).
'Couple hundred'?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 11:08:39 am
It seems to register anyone viewing even the empty page? I may have read wrong but it said there were several hundred registered users, or was that online?

EDIT: oh, ya, thats my mistake..... Crap
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 13, 2012, 11:09:52 am
Hey guys I just logged on and saw this
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 13, 2012, 11:11:22 am
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 11:12:34 am
Hey guys I just logged on and saw this
Spoiler (click to show/hide)

I dislike you...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 11:14:12 am
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 13, 2012, 11:14:25 am
This is probably the best estimate of how many are on at the moment

Most users ever online was 2,240 on 6/5/12 2:14 PM

Anyway, back to strategies.  Are we going to be an all-rounder force?  Or are we going to try to specialise?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 13, 2012, 11:17:26 am
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?

bECAUSE I LOVE YOU! Going along with what was said it's easier to type The 12th Bay than The Twelfth Bay. Are you happy now? aRE YOU?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 13, 2012, 11:18:02 am
Well likely have an all rounder force that then proceeds to specialize in certain mission types.
Dont count your chickens before they hatch. well most likely be following the lead of folks who played PS1
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 11:18:29 am
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?

bECAUSE I LOVE YOU! Going along with what was said it's easier to type The 12th Bay than The Twelfth Bay. Are you happy now? aRE YOU?
Typing '123' is also easier than typing 'The Twelfth Bay'. If you have a point, please get to it.

Edit:
BLIZZLORD! You forgot 'Bay12' option (without space).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 11:34:22 am
Hey guys I just logged on and saw this
Spoiler (click to show/hide)
When I visit the page it doesn't show the "beta client is released" thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 13, 2012, 11:35:29 am
CTRL+F   "incredibly convincing photoshop"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: darkrider2 on June 13, 2012, 11:50:46 am
CTRL+F   "incredibly convincing photoshop"
YOU SCUM.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 13, 2012, 11:52:48 am
He's a bastard, isn't he. I think he should get spanked for that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Johnfalcon99977 on June 13, 2012, 11:56:10 am
CTRL+F   "incredibly convincing photoshop"
YOU SCUM.
His name is Microcline. :P
Now watch as this reference goes straight over everyone's head.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 11:56:54 am
Another note I just remebered, each base is going to have different capture mechanics, so not every base is teh 3 point capture/ticket method seen at E3
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 11:59:11 am
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 13, 2012, 12:02:37 pm
The problem with B12 is that it's a vitamin, and who wants to be named after that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 12:04:05 pm
E621 is a chemical as well, but it works as the name for a furry porn site rather well.  Just sayin'
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 12:08:29 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?

E621 is a chemical as well, but it works as the name for a furry porn site rather well.  Just sayin'
...I don't want to ask how you came by that knowledge, do I?...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 13, 2012, 12:10:56 pm
He's a bastard, isn't he. I think he should get spanked for that.

Sorry.
Doesnt that just trigger a search?
Also, i misspelled convincing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: inteuniso on June 13, 2012, 12:11:41 pm
B12 works well. Fits the utilitarian theme of the NC. Bay 12 would also work, but sounds like the name of an engineering bay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 12:12:11 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.

Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?

E621 is a chemical as well, but it works as the name for a furry porn site rather well.  Just sayin'
...I don't want to ask how you came by that knowledge, do I?...

As a member of the Grammar Police, I'm going to have to cite you on reckless and wanton use of ellipses.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 12:12:28 pm
R34 is an airship, a road, a subway car, a risk phase and it's also an internet rule about porn. Lots of things are also other things.
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?
Why should we consider the opinion of someone who calls a period a full stop?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 13, 2012, 12:15:51 pm
B12 is also the name of a psychiatric hospital.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 12:16:14 pm
B12 is also the name of a psychiatric hospital.
So it fits!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 13, 2012, 12:22:12 pm
E621 is a chemical as well, but it works as the name for a furry porn site rather well.  Just sayin'
I'm not going to ask how you know.
I'm not going to ask why you know.
Most importantly, I'm not going to google it to see if you're right.

To bridge the subject back from sexual deviancy to the topic at hand, here's the esteemed Matt Higby and T-Ray dealing with the inevitable consequences of PS2's recent spike in popularity.
(http://tnypic.net/c22b1.jpg)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 13, 2012, 12:24:41 pm
E621 is a chemical as well, but it works as the name for a furry porn site rather well.  Just sayin'
I'm not going to ask how you know.
I'm not going to ask why you know.
Most importantly, I'm not going to google it to see if you're right.

To bridge the subject back from sexual deviancy to the topic at hand, here's the esteemed Matt Higby and T-Ray dealing with the inevitable consequences of PS2's recent spike in popularity.
(http://tnypic.net/c22b1.jpg)

._.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 12:26:53 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?
Why should we consider the opinion of someone who calls a period a full stop?
Because not everybody had a misfortune to be born in USA.

I'm not going to ask how you know.
I'm not going to ask why you know.
Most importantly, I'm not going to google it to see if you're right.
Damn, those three sentences should be printed out, framed and hung... somewhere. Or at least copypasted... somewhere.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 12:32:47 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?
Why should we consider the opinion of someone who calls a period a full stop?
Because not everybody had a misfortune to be born in USA.
Shouldn't that be "The (mis)fortune to be born..."?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 13, 2012, 12:33:03 pm
You messed up your quotes, i didnt say that, microline did.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 12:34:06 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?
Why should we consider the opinion of someone who calls a period a full stop?
Because not everybody had a misfortune to be born in USA.
Shouldn't that be "The (mis)fortune to be born..."?
Why are you feeding the quote pyramid without actually contributing anything useful to the thread?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 12:38:02 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?
Why should we consider the opinion of someone who calls a period a full stop?
Because not everybody had a misfortune to be born in USA.
Shouldn't that be "The (mis)fortune to be born..."?
Why are you feeding the quote pyramid without actually contributing anything useful to the thread?
I could ask you the same question.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 12:39:16 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?
Why should we consider the opinion of someone who calls a period a full stop?
Because not everybody had a misfortune to be born in USA.
Shouldn't that be "The (mis)fortune to be born..."?
Why are you feeding the quote pyramid without actually contributing anything useful to the thread?
I could ask you the same question.
Then come on and ask it, so I can repeat the same accusation.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 13, 2012, 12:40:12 pm
petition to change the twelfth bay to the 12th bay. twelfth looks silly.
Why should we consider the opinion of someone who doesn't bother to capitalize the first letters of his sentences?
I happen to agree with him that "The Twelfth Bay" looks silly. I'd far prefer B12 or Bay12
Why should we consider the opinion of someone who doesn't bother to put full stops at the end of his sentences?
Why should we consider the opinion of someone who calls a period a full stop?
Because not everybody had a misfortune to be born in USA.
Shouldn't that be "The (mis)fortune to be born..."?
Why are you feeding the quote pyramid without actually contributing anything useful to the thread?
I could ask you the same question.
Then come on and ask it, so I can repeat the same accusation.
All the cool kids are doing it, apparently.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 12:41:08 pm
Sorry, I forgot I shouldn't perpetuate arguments with the immature.

I'll stop now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 13, 2012, 12:44:11 pm
Admit it, you just ran out of arguments.

Also, before calling someone immature consider that your nickname lacks a capital letter and has numbers. Weakling.

Edit: On a more serious note, it appears that it is possible to join Steam groups without actually installing the godforsaken abhorrent monstrosity that is Steam. Well, maybe I'll be able to tolerate it for a while.

Edit 2: Oh hey, moving to a different page logged me out, together with a 'Access from a new computer' confirmation e-mail. And it is stuck on logging in with the new code. Looks like the 'while' lasted for a grand total of two minutes. Yay, I guess.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 13, 2012, 01:00:24 pm
Good lord, you're like one of those old people who refuse to use cell phones. "Oh I don't need any of that newfangled stuff, the phone in my house was good enough for my father and it's good enough for me." :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 13, 2012, 01:02:31 pm
I actually lost my cell and never replaced it. Does that make me old?

Anyhow, on the game: I'd like to give commanding a shot, but don't know if I'll be any good at it. If there's too many people who want to command, we'd best set up a roster on who gets to go when or something. That way we all have a shot at proving our excellence :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 13, 2012, 01:09:11 pm
Just split it into squad leaders, instead of having one boss directing everything.  Then you solve the command debate, and don't cripple yourself when the boss isn't online :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 13, 2012, 01:13:12 pm
Multiple commanders are the solution. Take the best strategists and the most famoust B12ers and give them a high status. People listen to what Girlinhat and Loud Whispers say, and most people would follow even a madman as long as he lead them to victory.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 13, 2012, 01:15:12 pm
Admit it, you just ran out of arguments.

Also, before calling someone immature consider that your nickname lacks a capital letter and has numbers. Weakling.
I ran out of motivation for arguing with you. It wasn't even an argument really, you were just pointing out minor typos and declaring that they were grounds for deciding someone's opinion was invalid. I thought you were trying to be funny, so I replied in kind. Then I realized you were serious, and I decided not to continue because the whole thing was stupid.

You can continue feeling smugly superior though, I'm okay with that.

Multiple commanders are the solution. Take the best strategists and the most famoust B12ers and give them a high status. People listen to what Girlinhat and Loud Whispers say, and most people would follow even a madman as long as he lead them to victory.
How many people do we actually have here though? Do we have enough to fill multiple squads? Has anyone taken a comprehensive head count?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 13, 2012, 01:15:30 pm
Well, probably a few good ones will emerge, but that might result in only those with "command ranks" actually getting command, where a new, good commander wouldn't get any airtime (This situation arose in one of my previous outfits). Having a command structure (someone commanding the commanders) is probably what they'll be going for, given the size of this thing, so that'd be even better. Being a good commander also means being able to follow orders :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 01:16:51 pm
Remeber that the Unit is essentially a Clan. Whereas Squads/Platoons are the actually active grouping mechanizms. Squads are up to 10 players, and I'm assuming Platoons are a group of squads. So if we wanted to be super structured, we could make a chain of command Unit-wide, with the highest ranking members online at any time leading squads. Or, just whoever starts the squad leads it that day.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 01:22:02 pm
I think a platoon is 3x squads.  In PS1 these would be formed automatically if you didn't have a clan and just wanted to get into a fight, a sort of matchmaking system.

We'll naturally form leaders I think.  Certain of us will show that we can command a situation - rank irregardless we be dwarves.  The truth applies above all else, and if the proof shows a total nubstick can command a squad to victory, then we'll ignore who has "commander rank" and we'll listen to the one who takes us to blood and glory.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 13, 2012, 01:22:21 pm
Multiple commanders are the solution. Take the best strategists and the most famoust B12ers and give them a high status. People listen to what Girlinhat and Loud Whispers say, and most people would follow even a madman as long as he lead them to victory.

wEll we have enough madmen, it's the victory part that's the problem. aLso I've decided that correct punctuation is to capitalize the second letter of every sentence. iT causes sPellcheck to cry.

wHen the open beta starts i'D like to be a pilot but it looks like we've got that covered, it looks like were going to have to figure out how to deal with AA guns.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 01:23:58 pm
I figure AA guns are for infiltrators and "scouts" to deal with. I wonder who can get C4 type packs? If light assault, that would be the best unit type for surgical strikes to remove AA.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 13, 2012, 01:25:18 pm
Remeber that the Unit is essentially a Clan. Whereas Squads/Platoons are the actually active grouping mechanizms. Squads are up to 10 players, and I'm assuming Platoons are a group of squads. So if we wanted to be super structured, we could make a chain of command Unit-wide, with the highest ranking members online at any time leading squads. Or, just whoever starts the squad leads it that day.
  I agree, highest rank players leading seems like the best idea.  Also, anyone up for the idea of keeping dedicated aircraft and tank units seperate?  They could then be split off to escort targets or provide support.  It just gives a dedicated group of pilots/drivers that can train and communicate with each other easily, and led by expert pilots who can help newer members on the field.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 13, 2012, 01:28:43 pm
Still no Beta key for me... T_T
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 13, 2012, 01:34:40 pm
We really should wait until the closed beta starts before making this kind of decisions.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 13, 2012, 01:41:26 pm
Not to mention that we probably don't have enough people for that kind of organization to have a point anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Draxis on June 13, 2012, 01:48:32 pm
Well we had about 80 people vote in the last poll.  If less than half of them play, we could get a full platoon.

Are there fixed weapon emplacements?  Everyone is talking about sneaking in and destroying AA and stuff, but it seems like AA will consist of a bunch of Heavies and flak MAXs standing on the roof.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 13, 2012, 01:50:13 pm
AFAIK there are turrets. Not sure how big a role they play, though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 01:57:47 pm
I believe there are options for most vehicles to equip some sort of AA as a secondary weapon. So, specializing in emplacements/vehicles/max/heavy destruction would be key. (I'd guess some sort of satchel charge for emplacements/vehicle, then some sort of Anti-Heavy weapon (armour pierceing rounds etc.) for the rest.
In fact, that's sort of a role I may try to Cert in earlier rather than later.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 13, 2012, 02:08:58 pm
We really should wait until the closed beta starts before making this kind of decisions.
I know, but we don't have that much to do in the meantime :P
Anyway whatever happens, so long as I can still fly my liberator, i'll be happy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 13, 2012, 02:11:17 pm
I voted Bay 12, but I'd prefer Bay12.
Bay 12 would also work, but sounds like the name of an engineering bay.
I see no problem with this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 13, 2012, 03:55:23 pm
EDIT: Disregard this post, not sure what happened >_>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 04:23:56 pm
Built in Voice Chat makes me feel warm and fuzzy inside, no idea why.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 13, 2012, 05:14:46 pm
I'll take a swing at commanding a base or an attack group. I'm usually pretty good at that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Anvilfolk on June 13, 2012, 07:36:30 pm
By the way, my IL2 squad is VT-13, or CVW-13 or just "13th". Either way, the point is it works in IL2. There's plenty of names like that, 78th, 92nd, 337th, 303, JG1/III and the like. And they all extend to something bigger. So, you'd have 78th Fighter Group, 92nd Bomber Group, etc. 12th or B12 works just fine, with a longer, more descriptive name used elsewhere (forums, etc).

Also, is there any concrete information on map size? That determines whether we need a logistics battalion. I see others also like this idea (convoys, etc) :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 08:40:23 pm
By the way, my IL2 squad is VT-13, or CVW-13 or just "13th". Either way, the point is it works in IL2. There's plenty of names like that, 78th, 92nd, 337th, 303, JG1/III and the like. And they all extend to something bigger. So, you'd have 78th Fighter Group, 92nd Bomber Group, etc. 12th or B12 works just fine, with a longer, more descriptive name used elsewhere (forums, etc).

Also, is there any concrete information on map size? That determines whether we need a logistics battalion. I see others also like this idea (convoys, etc) :)

I believe the official word on map size is "Enormous".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 13, 2012, 08:53:41 pm
I believe the official word on map size is "Enormous".
Spoiler (click to show/hide)
Indeed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 13, 2012, 09:05:15 pm
In Planetside 1, there was a bit of logistics, but because Galaxies were very available and we'll have things like hot drops and stuff, I don't think you'll be spending a ton of time going overland, unless maybe to flank. We'll want leaders and coordination but I don't think we need a battalion dedicated to delivering soldiers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 13, 2012, 09:28:59 pm
Holy shit this isn't a photoshop this is actually real
(http://tnypic.net/20818.jpg)
A bunch of goons figured out that you could switch the ID on any SOE game launcher to get into PS2.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 13, 2012, 09:41:08 pm
In Planetside 1, there was a bit of logistics, but because Galaxies were very available and we'll have things like hot drops and stuff, I don't think you'll be spending a ton of time going overland, unless maybe to flank. We'll want leaders and coordination but I don't think we need a battalion dedicated to delivering soldiers.

Well, tanks need to go over land particularly, and if we're moving into a heavy air-superiority fight, we don't want too many guys up in the air with them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 09:44:51 pm
Securing a route will be important, but things like "get ammo to the front lines" won't be.  I can imagine having a few prowlers or liberators standing guard over a convoy's route to ensure they can make it through consistnetly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 13, 2012, 09:45:10 pm
Holy shit this isn't a photoshop this is actually real
(http://tnypic.net/20818.jpg)
A bunch of goons figured out that you could switch the ID on any SOE game launcher to get into PS2.
Spoiler (click to show/hide)
SOoo simple thats funny... Oh btw Linky?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Hugehead on June 13, 2012, 09:59:26 pm
Spoiler (click to show/hide)
The Photoshop is strong in this one, he should design our outfit image, assuming there will be one.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 13, 2012, 10:09:14 pm
Spoiler (click to show/hide)
The Photoshop is strong in this one, he should design our outfit image, assuming there will be one.
This one isn't a photoshop (http://forums.somethingawful.com/showthread.php?threadid=3423815&userid=0&perpage=40&pagenumber=168), and I didn't make the first one.  I'd rate my current image manipulation skills as rather amateur.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Hugehead on June 13, 2012, 10:16:49 pm
Spoiler (click to show/hide)
The Photoshop is strong in this one, he should design our outfit image, assuming there will be one.
This one isn't a photoshop (http://forums.somethingawful.com/showthread.php?threadid=3423815&userid=0&perpage=40&pagenumber=168), and I didn't make the first one.  I'd rate my current image manipulation skills as rather amateur.
Wait, so that one is real?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 13, 2012, 10:17:36 pm
But, as stated, that one's fixed now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 14, 2012, 12:04:05 am
Maybe when the beta is actually released they will make a title screen of good quality. The current one has this immersion breaking font that more looks at home on a financial report.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 01:50:01 am
Maybe when the beta is actually released they will make a title screen of good quality. The current one has this immersion breaking font that more looks at home on a financial report.
To be fair, they are more focused on trying to finish the game at the moment, than making the login screen look good :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 14, 2012, 03:07:27 am
Maybe when the beta is actually released they will make a title screen of good quality. The current one has this immersion breaking font that more looks at home on a financial report.
How does a font break immersion? I mean unless they're using Comic Sans or Papyrus...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 14, 2012, 04:06:23 am
Speaking of logistics, have they totally scrapped the ANTs? Those made a fun extra mechanic, once in a while. It allowed you to actually besiege a base, and just wait for the energy to run out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 14, 2012, 04:10:06 am
Generators are dead so does the ANT and *fuel*

I heard Matt said they had generator in PS2 but where not the same as in PS1, what they do? i have no clue.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 14, 2012, 04:27:21 am
Maybe when the beta is actually released they will make a title screen of good quality. The current one has this immersion breaking font that more looks at home on a financial report.
How does a font break immersion? I mean unless they're using Comic Sans or Papyrus...
(http://bancomicsans.com/main/wp-content/uploads/2011/07/comicsans2.png)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 14, 2012, 04:37:23 am
Generators are dead so does the ANT and *fuel*

I heard Matt said they had generator in PS2 but where not the same as in PS1, what they do? i have no clue.
That is too bad. If "pressing 'F' near a console to hack" is the only way to cap something, that could become pretty boring.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 14, 2012, 05:09:47 am
Generators were annoying an unrealistic. We're in a constant global war which has been ongoing for god knows how long and we still haven't learned to use decentralized power systems? What kind of tactical genius though a poorly defended giant glowing cylinder was the best power solution for a base? In reality we have backup power generators if primary power fails, and then battery backups for those!

Blowing the gen and having the entire base be useless was just obnoxious.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 14, 2012, 05:58:54 am
Generators were annoying an unrealistic. We're in a constant global war which has been ongoing for god knows how long and we still haven't learned to use decentralized power systems? What kind of tactical genius though a poorly defended giant glowing cylinder was the best power solution for a base? In reality we have backup power generators if primary power fails, and then battery backups for those!

Blowing the gen and having the entire base be useless was just obnoxious.
Yeah because a centralised power grid makes sense with a base continually switching sides :)
Anyway, they were nanites, not power. Physical stuff. I think after the 200th time the NC blew up the nanite pipe system, they reverted to refilling with ANTs.

From a gameplay perspective because realism discussions are useless in SF:
Attacking the gen was a great distraction to get people away from camping the main console. Just having multiple ways to cap something made more creative approaches possible. (put remote detonated mines on the gen, then wait outside the console room, detonate, watch them run towards the gen (nobody there! Ha!), and in you go).
Damaging the consoles and other stuff from the outside and waiting for them to run out of power, while blocking all ANT transports coming in was a viable tactic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 14, 2012, 06:23:13 am
I thought this video was pretty good.

http://www.youtube.com/watch?v=MZ49o7GA0O8
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 10:03:28 am
Seems Bay 12 is the favourite at the moment, though if we are going to go with Bay 12, I think writing it like Bay12 might looks better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 14, 2012, 10:09:10 am
Yeah. Bay12 > Bay 12.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 14, 2012, 10:15:43 am
I vote for XxDethSlayerSephirothzxX!

No but seriously, I think Bay12 will be the right choice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 14, 2012, 01:22:21 pm
I also agree. I voted Bay 12, but Bay12 works better in my opinion. I've also just been informed that I'm always right, so I guess that's decided then.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 02:57:59 pm
Just wondering, do we have any people here willing to be gunners?  I ask because many of the vehicles (liberator, etc.) aren't nearly as powerful without them, and I imagine many people find sitting in a gunner seat all day quite boring :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 14, 2012, 03:01:45 pm
Just wondering, do we have any people here willing to be gunners?  I ask because many of the vehicles (liberator, etc.) aren't nearly as powerful without them, and I imagine many people find sitting in a gunner seat all day quite boring :P
I'll gun for anyone who asks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 03:02:28 pm
Gunners are the ones who rack up the kills, and it's a non-spec position.  The driver needs to spec into the guns, but the gunner can be some noob who's just using the chair.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SeaBee on June 14, 2012, 03:05:27 pm
I'd be a gunner. Not 100% of my time or anything, but I'd certainly enjoy doing it now and then. It would be a good change of pace, I think.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 03:08:27 pm
I figured the gunner position would be the more exciting position.  After all, the name makes the whole argument.  Gunner.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 03:09:31 pm
Just wondering, do we have any people here willing to be gunners?  I ask because many of the vehicles (liberator, etc.) aren't nearly as powerful without them, and I imagine many people find sitting in a gunner seat all day quite boring :P
I'll gun for anyone who asks.
Awesome.  And there was me thinking I would have to crash into things to actually contribute :P

And I find the pilot is the most exciting postition, but maybe that's just me.

Edit:  I wonder if you can name your vehicles, and have the name appear on the side.  That would be a cool feature, and one I would be willing to pay for.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 14, 2012, 03:21:21 pm
I'll be a gunner for anyone who asks whenever I'm not needed at the ground.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Digital Hellhound on June 14, 2012, 03:34:45 pm
Also volunteering for gunner duty. Too much responsibility piloting. I'd be bound to crash into something anyhow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: The Scout on June 14, 2012, 03:38:15 pm
I'll be an engineer/medic. Cause that sorta appeals to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 14, 2012, 04:19:17 pm
The gunner is kind of secondary, now that the pilot also controls the main gun (Vanguard). Even though, I like being a gunner, even if I get a measly anti-infantry peashooter.

Come to think of it, I'm probably going to go for reaver pilot/engy, so I can still be of support once I've been downed. Everybody wants an engy as a gunner :) Also, all the MAXes will love me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 14, 2012, 04:21:04 pm
The gunner is kind of secondary, now that the pilot also controls the main gun (Vanguard). Even though, I like being a gunner, even if I get a measly anti-infantry peashooter.

Come to think of it, I'm probably going to go for reaver pilot/engy, so I can still be of support once I've been downed. Everybody wants an engy as a gunner :) Also, all the MAXes will love me.
That was exactly my plan XD
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 04:39:04 pm
Due to the large amount of gunners, we could use Galaxy gunships as well.  They have four gunner mounts, that can be upgraded further by limiting troop capacity, turning it from a transport to a gunship.  This would make a good backup, as they are the only combat functional vehicle that uses transport resources.  And it would also be funny seeing the enemy getting butchered by simple transports :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 04:49:23 pm
Nothing is "simple" about a Galaxy.  I think the Galaxy Gunship will likely become our main operational vehicle.  Go in, lay down massive fire, and bail out before it exploded.  Then continue on foot.  You can combine your air superiority with your ground invasion!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 04:58:22 pm
Sounds good to me.  So long as a Liberator fits into the plan somehow :P

Also I was watching one of the trailers, when I spotted a VS MAX suit standing on a scythe as it was dive bombing a base :)  Looks like vehicle surfing is IN (for now)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: PenguinOverlord on June 14, 2012, 04:58:37 pm
New Conglomerate is the Best Conglomerate.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 14, 2012, 05:01:41 pm
Well it's the only Conglomerate, so it's technically both the best and the very, very worst.
Also, am I the only one who thinks that name is silly? Republic, fair enough. Sovereignty, I'm getting slightly totalitarian vibes from that. But Conglomerate? AFAIK that's either some kind of business venture or a kind of rock.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 05:04:06 pm
If vehicle surfing is in, then forget all that.  We'll just load all the MAXs onto a Liberator and fly carefully fill tilt into the enemy base.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 05:10:53 pm
If vehicle surfing is in, then forget all that.  We'll just load all the MAXs onto a Liberator and fly carefully fill tilt into the enemy base.

Even better, if we can get a couple of Lightning tanks on top, and then put some MAX suits on top of that.. It would be glorious  8)  (and heavy, but whats a few wrecked Liberators or the road to glory, eh?)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: The Scout on June 14, 2012, 05:12:27 pm
Are we all going to come together to take and defend territories? Like everyone piles into the area and swarms them?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 05:17:35 pm
I'm not sure we are a bit enough outfit to really contribute in the big scrums.  I think our best bet is to try and flank them, and attack/defend less populated areas while the main force is distracted.  But then again, when has tactics ever come into to it?   CHARGE THE BREACH!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 14, 2012, 05:18:36 pm
If vehicle surfing is in, then forget all that.  We'll just load all the MAXs onto a Liberator and fly carefully fill tilt into the enemy base.
Maxes cant jump. We will need to drop some from the cliff.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 14, 2012, 05:27:33 pm
What matters is bringing power to a point.

The best way well end up working is probably resource hit and run's, flank attacks, bunker takeings and if theirs a Fortress base near the front line we can punch our way through and nick it so folks an spawn behind and pincer move our opponents.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 05:37:28 pm
I figure we're dwarves.  If we're going to be taking part in mainline warfare - that is, participating with the bulk of the server as they contest an important hex - we'll probably be doing modified MAX rushes.  As everyone is fighting, and people flank and air forces wax and wane, we'll just load up the whole outfit and smash through a single point of the base.  Don't take the base.  Just put as much pressure as you can on one specific point, and lay down as much fire and pain as you can.  Don't break the wall, just pierce one bit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 05:45:55 pm
I figure we're dwarves.  If we're going to be taking part in mainline warfare - that is, participating with the bulk of the server as they contest an important hex - we'll probably be doing modified MAX rushes.  As everyone is fighting, and people flank and air forces wax and wane, we'll just load up the whole outfit and smash through a single point of the base.  Don't take the base.  Just put as much pressure as you can on one specific point, and lay down as much fire and pain as you can.  Don't break the wall, just pierce one bit.
Replace MAX with Liberator and Vanguard, and you've got yourself a plan :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Ivefan on June 14, 2012, 05:51:33 pm
I figure we're dwarves.  If we're going to be taking part in mainline warfare - that is, participating with the bulk of the server as they contest an important hex - we'll probably be doing modified MAX rushes.  As everyone is fighting, and people flank and air forces wax and wane, we'll just load up the whole outfit and smash through a single point of the base.  Don't take the base.  Just put as much pressure as you can on one specific point, and lay down as much fire and pain as you can.  Don't break the wall, just pierce one bit.
Replace MAX with Liberator and Vanguard, and you've got yourself a plan :)
Sounds like a goblin siege. Hopefully without the heavy casualties
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 14, 2012, 06:03:24 pm
Well figure out what works when we get their.

Eather way well need to be able to set up into "squads" who work together to complete seperate objectives/back each other up/do different functions and coordinate.

-ide say this would be acheived by a mobile spawn point driven by squad leader or someone who is AFK and parked behind a really big rock most likely-
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 06:07:29 pm
If a Galaxy gets the stealth cert, that's ideal.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 06:10:22 pm
Well figure out what works when we get their.

Eather way well need to be able to set up into "squads" who work together to complete seperate objectives/back each other up/do different functions and coordinate.

-ide say this would be acheived by a mobile spawn point driven by squad leader or someone who is AFK and parked behind a really big rock most likely-
Galaxies function as the mobile spawn points in PS2, and they also serve as equipment and ammo resupply, I think.  Hiding a galaxy behind a rock may be difficult, especially if you have to fly it there first as you would have to fly low to avoid detection.  And from what I've seen in the beta footage, the ground is absolutely deadly to any and all vehicles :P  Of course that only applies to stealth missions.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 06:32:45 pm
I could probably manage that with some practice.  I'm always a pretty good pilot, some crazy-low-altitude bombing isn't out of the question at all.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 06:42:56 pm
It does sound like fun.  It would be good to do competitions as well when things are quiet, to practice our skills and because it's fun.  Like air races etc. 
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 06:53:24 pm
Stand an infiltrator atop a tower.  Whoever can fly a vehicle and ram them, wins!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 14, 2012, 06:54:52 pm
Stand an infiltrator atop a tower.  Whoever can fly a vehicle and ram them, wins!
So long as the vehicle has to be upside-down at the moment of impact :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 14, 2012, 06:55:46 pm
Speaking of infiltrators and vehicles, I wonder if it's going to be possible to snipe the pilot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 14, 2012, 06:56:11 pm
Stand an infiltrator atop a tower.  Whoever can fly a vehicle and ram them, wins!
So long as the vehicle has to be upside-down at the moment of impact :)
The pilot must also eject shortly before hitting the target.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 07:04:58 pm
Ejecting while flying upside down is-
Um...
Extra effective!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 14, 2012, 07:31:23 pm
Stand an infiltrator atop a tower.  Whoever can fly a vehicle and ram them, wins!
So long as the vehicle has to be upside-down at the moment of impact :)
The pilot must also eject shortly before hitting the target.
The pilot must then land on a designated spot on the ground at the precise moment that the aircraft hits the infiltrator.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 14, 2012, 07:43:46 pm
Max bombing. Wherein a galaxy pilot must overfly an infiltrator and eject a MAX at a moment so that the MAX lands upon the infiltrator
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: inteuniso on June 14, 2012, 08:12:45 pm
I say we put everyone in a Galaxy and as soon as there's any AA we all jump out and go for a full out frontal assault.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 14, 2012, 08:18:30 pm
We'll need the ejection up/side-grade. Otherwise we'll just fall to our deaths.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 14, 2012, 09:20:07 pm
In the E3 streams, people were ejecting from a Galaxy and landing fine.  Presumably, you get some sort of parachute while you're in the Galaxy, so when you eject you get a gentle landing.

Additionally, Galaxies are flying APC.  They can absorb AA fire just long enough to make a successful drop.  So dropping troops IN a base becomes easier.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 15, 2012, 02:35:06 am
In the E3 streams, people were ejecting from a Galaxy and landing fine.

IIRC they injured themselves in the fall, and the commentators said several times that only a light class with its jetpack is able to bail out safely.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 15, 2012, 03:02:41 am
I say load vanguards on top of the galaxies. Now that's a gunship.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 15, 2012, 03:10:34 am
In the E3 streams, people were ejecting from a Galaxy and landing fine.

IIRC they injured themselves in the fall, and the commentators said several times that only a light class with its jetpack is able to bail out safely.

From what I recall, they could drop from a galaxy taking no damage. You took damage landing from ejecting from any other aircraft unless you had taken certs for ejection or were light assault and used jetpack to slow your fall.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 15, 2012, 03:46:13 am
In the E3 streams, people were ejecting from a Galaxy and landing fine.

IIRC they injured themselves in the fall, and the commentators said several times that only a light class with its jetpack is able to bail out safely.

From what I recall, they could drop from a galaxy taking no damage. You took damage landing from ejecting from any other aircraft unless you had taken certs for ejection or were light assault and used jetpack to slow your fall.
Are you talking about PS1? You never took damage when ejecting from anything ever. You got a smokey particle effect around you and landed safely.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 15, 2012, 04:35:28 am
In the E3 streams, people were ejecting from a Galaxy and landing fine.

IIRC they injured themselves in the fall, and the commentators said several times that only a light class with its jetpack is able to bail out safely.

From what I recall, they could drop from a galaxy taking no damage. You took damage landing from ejecting from any other aircraft unless you had taken certs for ejection or were light assault and used jetpack to slow your fall.
Are you talking about PS1? You never took damage when ejecting from anything ever. You got a smokey particle effect around you and landed safely.

Nope, this is from the e3 streams of ps2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 15, 2012, 04:59:28 am
Interesting. Ejecting from normal planes causes damage?

Seems a bit strange.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 15, 2012, 05:14:35 am
Interesting. Ejecting from normal planes causes damage?

Seems a bit strange.

More accurately the ground/cliff/cacti causes damage based on your speed of impact. That is why light assault can survive ejecting at hight/high speed, as they can slow themselves.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 05:14:50 am
Galaxies come with drop pods as standard, while you have to upgrade other aircraft to have them, replacing something else like flares.  So I'm guessing light assault will end up being a popular pilot class, along with engineer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 15, 2012, 05:17:08 am
Galaxies come with drop pods as standard, while you have to upgrade other aircraft to have them, replacing something else like flares.  So I'm guessing light assault will end up being a popular pilot class, along with engineer.

Be interesting to know if the pilot also gets the automatic drop pod in a galaxy, as I can see it being perfectly reasonable that they don't. Also whether the pilot can swap the auto droppods for something else, resulting in a galaxy that you need to land/drop from very low height/speed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 05:18:07 am
I'm guessing they do, as it would still be relatively easy to switch seats to one of the passenger compartments, and then exit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 15, 2012, 05:20:25 am
I'm guessing they do, as it would still be relatively easy to switch seats to one of the passenger compartments, and then exit.

Can air unit pilots swap position? While I know ground vehicles the driver can swap to any open spot, I was under the impression that they could not in multi seat air vehicles while in flight.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 05:21:51 am
I think you can, although it is supposedly quite slow unless you cert in it, which seems quite pointless really :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 15, 2012, 05:25:14 am
I think you can, although it is supposedly quite slow unless you cert in it, which seems quite pointless really :P
Switching seats quickly lets you man the guns yourself, I used to do it all the time in PS1.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 05:27:45 am
In an aircraft though it is a bit risky, unless you're doing some high altitiude bombing etc.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 10:36:31 am
We could really do with updating the steam page.  There are lots of new beta key holders, and we still haven't got a group avatar  :-\
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 15, 2012, 10:48:58 am
We could really do with updating the steam page.  There are lots of new beta key holders, and we still haven't got a group avatar  :-\
Some of us aren't joining the group..
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 10:51:01 am
I know, but on the steam page there are many people who have left a comment saying they have a key, but havent been added to the list.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 15, 2012, 12:34:07 pm
Is there an aircraft that can be described as a light bomber/strike aircraft?

If so, I'll gladly fly that. In the YSFlight simulation (Really good simulator, very realistic physics), I can fly a Kfir upside down just 20 meters above the ground. You can leave flying in under the radar to me.

I'm also okay at high-altitude bombing, if that's possible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 12:46:29 pm
Seems we got quite a few pilots around here :)  And the Reaver is the NC light aircraft, and is a very good strike craft with the right upgrades.  The only real 'bomber' is the Liberator, but it's a 3 man aircraft, so I don't think it can be considered light.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 15, 2012, 12:56:52 pm
I just stumbled upon the NC (http://youtu.be/FbAZp0hAfyY) and TR (http://youtu.be/V53SA09lj_s) Soundtracks.

I like the TR one more. /loyalty
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 15, 2012, 12:59:17 pm
Is there an aircraft that can be described as a light bomber/strike aircraft?

If so, I'll gladly fly that. In the YSFlight simulation (Really good simulator, very realistic physics), I can fly a Kfir upside down just 20 meters above the ground. You can leave flying in under the radar to me.

I'm also okay at high-altitude bombing, if that's possible.


I'm thinking some of the weapon/equpment for each faction-exclusive aircraft will have enough variety so they can play either Fighter or Fighter/bomber (I'm guessing that's what you mean by light bomber?) or pure Anti-Ground (Anti-infantry or Anti-Armour most likely). We'll have to see once they roll beta out what the equipment will be. As for the Liberator, it doesn't even see like a classic bomber anymore, but more like an AC130 style gunship (essentially large aircraft with tank cannon attached).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 01:06:09 pm
I just stumbled upon the NC (http://youtu.be/FbAZp0hAfyY) and TR (http://youtu.be/V53SA09lj_s) Soundtracks.

I like the TR one more. /loyalty
To be fair, they've said that the NC one was an early version, and the finished soundtrack sounds much better.  The VS (http://www.youtube.com/watch?v=Cdv13cHWl4U&feature=plcp) soundtrack is also very good (for alien-lovers).

Also, the Liberator, while it is a gunship, can be turned into a sort-of bomber with some of the weapon choices.  I'll see if I can find the link to them.

Edit: I couldn't find the screengrabs, but it goes through some at the start of this vid: http://www.youtube.com/watch?v=hjsd5uouw9I   (Also, that camo makes my eyes bleed)

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 15, 2012, 01:18:13 pm
Hope that they give the NC themes a buff considering that it is the faction that we will play, and because the TR and Vanu ones are simply glorious.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Johnfalcon99977 on June 15, 2012, 01:31:16 pm
I like the NC theme so far, mostly because I'm kinda a sucker for Guitar-heavy songs. :P

Also, I find it funny that there are like a billion Terran loyalists now because one youtube personality (Total Biscuit) said that it was his faction. Damn tyrants are indoctrinating people by making well known people like them!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 15, 2012, 01:34:01 pm
I don't see a problem with the NC theme, really. They all fit the factions quite well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 15, 2012, 01:38:47 pm
Eh, I'm just going to turn the in-game music off anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 15, 2012, 01:43:41 pm
Is there an aircraft that can be described as a light bomber/strike aircraft?

If so, I'll gladly fly that. In the YSFlight simulation (Really good simulator, very realistic physics), I can fly a Kfir upside down just 20 meters above the ground. You can leave flying in under the radar to me.

I'm also okay at high-altitude bombing, if that's possible.


I'm thinking some of the weapon/equpment for each faction-exclusive aircraft will have enough variety so they can play either Fighter or Fighter/bomber (I'm guessing that's what you mean by light bomber?) or pure Anti-Ground (Anti-infantry or Anti-Armour most likely). We'll have to see once they roll beta out what the equipment will be. As for the Liberator, it doesn't even see like a classic bomber anymore, but more like an AC130 style gunship (essentially large aircraft with tank cannon attached).


Yeah, fighter-bomber is what I meant >_>

I'm just a bit of a derp sometimes :P

Anyways, I need something that is just fast. Maneuverability isn't too important for me, simply because of how I fly. Preferably, lots of missiles instead of bombs. I don't want the explosions from the bombs hitting me. High-drag bombs would work too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 15, 2012, 01:49:06 pm
Well in that case, I'm sure the weapon customization will allow you to equip a multi-role aircraft easily enough. I know the mosquito in the live feed from E3 seemed to by flying with non-guided air to surface missles, as well as it's standard cannons, and I'm sure we'll have tons of other options, so worry not. I'll be interested to see if we get more traditional bombs as well though, only time will tell!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 15, 2012, 02:26:00 pm
Eh, I'm just going to turn the in-game music off anyway.
The only game that I do that with is minecraft due to the music inconsistency.

Feels like the only reason I'm going to play NC at all is because of this outfit...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 15, 2012, 03:08:45 pm
Anyways, I need something that is just fast. Maneuverability isn't too important for me, simply because of how I fly. Preferably, lots of missiles instead of bombs. I don't want the explosions from the bombs hitting me. High-drag bombs would work too.
Reaver (NC) is probably the heaviest armed/armored and the least maneuverable (although it can still do a lot) of the three faction specific aircraft. In PS1 it was available to all factions, and it was my favourite vehicle (next to the galaxy).

Feels like the only reason I'm going to play NC at all is because of this outfit...
There's so many other reasons :) But the Nickelback music isn't one of them, I have to agree... Both the TR and VS soundtracks sound way better. I hope the final version is a lot better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 15, 2012, 03:40:52 pm
Damnit... The VS music is the sort of thing I'd want to listen to when fighting, the other two have combat music that do nothing for me...

I WANT a mosquito... Played TR the most in PS1... But it's like VS keeps calling me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: PenguinOverlord on June 15, 2012, 04:09:24 pm
How did you all get beta keys, anyway?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 15, 2012, 04:14:54 pm
More importantly, when does this beta start?! /wants play/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 15, 2012, 04:22:55 pm
I got a key by being one of the first 30 to post a comment on a news article somewhere, and beta starts "soon".
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 15, 2012, 04:45:41 pm
More importantly, when does this beta start?! /wants play/

Supposedly one of the devs mentioned a big announcement next week, so fingers crossed :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 15, 2012, 05:18:33 pm
Feels like the only reason I'm going to play NC at all is because of this outfit...
You could always join Nilocy in the TR or myself in the VS instead of spending your time wearing flannel, listening to Nickelback, and crashing aircraft into rocks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 15, 2012, 07:59:37 pm
I'll be lubing up by aircraft now.  Where it's going to crash, it's going to need lube, and you'll probably want dinner and a movie first you TR scum.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 15, 2012, 08:38:23 pm
[empty threats]
(http://i48.tinypic.com/11javd0.gif)
If I were a tree, cactus, or other piece of inanimate scenery I might be worried.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 15, 2012, 08:46:08 pm
That looks more like a VS ship's perspective than a TR one to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 15, 2012, 09:00:23 pm
That does it.

VS, you guys have hit all the right marks with me.

Color scheme, toys, music (http://www.youtube.com/watch?v=Cdv13cHWl4U), and after I read up on some game lore, philosophy.

Screw the TR, I'm going with the hover tanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 15, 2012, 09:05:38 pm
That does it.

VS, you guys have hit all the right marks with me.

Color scheme, toys, music (http://www.youtube.com/watch?v=Cdv13cHWl4U), and after I read up on some game lore, philosophy.

Screw the TR, I'm going with the hover tanks.
Good luck surviving the great dwarf NC attack, elf vanu.


Also, that plane was clearly sabotaged.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 15, 2012, 09:26:59 pm
Bit hard to not avoid the NC attack if you just use dwarven tankery. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 15, 2012, 10:12:29 pm
rewatching old stream. Info I've missed:
1. They're thinking of getting a cloaking field for parked Galaxies
2. Galaxy gunships, add more turrets for trade offs (less seats?)
3. Possible light vehicle transport by galasies.
4. Engineers can place cover as well as turrets
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 15, 2012, 10:34:42 pm
1 and 2 were already very well covered previously in the thread.

I actually might not mind Vanu though.  Those gunships are outragious, get such ferocious hover and insane maneuverability.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 15, 2012, 10:35:31 pm
Ahh, must've missed that, just thought I'd share.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 15, 2012, 10:38:43 pm
From what I've gathered, Galaxies are gigantic flying dropships.

Now the real question is...

Can you load aircraft on them?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 15, 2012, 10:42:29 pm
Every other aircraft is faster, so I highly doubt it...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 15, 2012, 10:43:59 pm
From what I've gathered, Galaxies are gigantic flying dropships.

Now the real question is...

Can you load aircraft on them?
I know what you're thinking, and even if their QA department is terrible they aren't going to let you load a galaxy into another galaxy
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 15, 2012, 10:45:11 pm
From what I've gathered, Galaxies are gigantic flying dropships.

Now the real question is...

Can you load aircraft on them?
I know what you're thinking, and even if their QA department is terrible they aren't going to let you load a galaxy into another galaxy

What about 2 galaxies onto a galaxy?

And can you put galaxies in those galaxies?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 15, 2012, 11:06:06 pm
Galaxyception.  Or "Yo dog, I heard you liked airships..."

Although it may be possible to spawn vehicles from galaxies (with certs no doubt) so you might be able to spawn those little ATVs with a very long timer or something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 15, 2012, 11:12:05 pm
A galaxy inside a galaxy would make you a giant, just barely fast enough to stay airborne rock. Or and explosion, not sure which way the physics are leaning.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 15, 2012, 11:35:12 pm
Nah, vertical take off and landing.  You'll be moving much too slow to be airborne, but it's alright because your thrusters are facing down.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 16, 2012, 01:07:50 am
It would probably be good to start another faction poll in a day or two, considering the current one has died and we're still divided on it.

I'm one of the few (it seems) that will play for any faction equally. They're all pretty cool. Maybe a slight preference for the NC because their MAX is the dwarfiest.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 03:48:34 am
Yeah, a new faction poll would be good.   I think it should be:

Any faction, pref. NC
Any faction, pref. VS
Any faction, pref. TR
Only TR
Only NC
Only VS

its a bit over-complicated, but it covers all the bases.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 16, 2012, 03:57:18 am
If they have a significant preference, they should vote for that faction. If their preference is insignificant, those votes should be ignored, or at least discounted. Thus, I think it should be:

POLL: Preferred faction:
- NC
- VS
- TR
- No preference
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 04:53:24 am
I put the minor preferences in to fine tune the result.  For example, if the preferred factions are all relatively equal, then the minor preferences can be added on to try and find a majority.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vattic on June 16, 2012, 05:59:23 am
Could we not get multiple votes for those that don't mind working in any faction / any two factions?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Cheese on June 16, 2012, 06:31:37 am
How are they going to deal with player count differences between factions? I can see a lot of people not choosing NC because they don't look as cool as the others(no fancy reds or purples).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 16, 2012, 06:45:57 am
I think NC looks awesome :P

Anyway, we havent discussed defense, we wont only be dishing out !!fun!!, but we'll also be getting quite some.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 07:11:32 am
We could go with a strategy of 'aggressive defence', launcher counter-attacks out of the base, taking out vehicle spawn points, and cutting off reinforcements.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 16, 2012, 07:26:27 am
I'd rather defend our turrets from infiltrators, because it seems taking out the turrets will probs allow you to land troops near/on the base.
Mayby combine the two?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 08:11:22 am
I'd rather defend our turrets from infiltrators, because it seems taking out the turrets will probs allow you to land troops near/on the base.
Mayby combine the two?
A combination would probably work best, depends on our numbers really.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 16, 2012, 11:09:24 am
Since I'm noticing some discussion regarding which faction we will actually play I'm going to put up the faction poll again.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Drakale on June 16, 2012, 11:19:15 am
I went with VS, mostly because of their awesome aircrafts. Also, beam weapons.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: fenrif on June 16, 2012, 11:34:07 am
TR for life! Red ones go faster after all.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 16, 2012, 11:50:09 am
NC. Big guns, lots of armour.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 16, 2012, 12:09:39 pm
Vanu will win again and then OP will decide we have choosen NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 16, 2012, 12:12:04 pm
Vanu was already winning from the start. It was 2-1-5 a while ago.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 12:12:10 pm
Vanu will win again and then OP will decide we have choosen NC.
It wasn't OP, it was me.
I am the overseer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 16, 2012, 12:13:28 pm
Well pay attention to the voting this time then.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: x2yzh9 on June 16, 2012, 12:16:06 pm
Vanu for life!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 16, 2012, 12:18:22 pm
I'm not playing stupid Vanu. :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 16, 2012, 12:20:27 pm
Didn't we already decide earlier that this was just the group Girlinhat was making, or something?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 12:22:18 pm
No, that's what I decided.
I told you, I am the Overseer.  You all find yourself thinking what I say because I move my little cursor along the screen and you're like "Oh!  Something tells me I should mine this wall!"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 16, 2012, 12:26:11 pm
I am no ones pawn!
But, NC for life! (I've changed my attitude, was ambivalent to begin, but the NC have grown on my, like a awesome, rebellious tumour!)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 12:31:52 pm
I am no ones pawn!
But, NC for life! (I've changed my attitude, was ambivalent to begin, but the NC have grown on my, like a awesome, rebellious tumour!)
Woo! Go NC  ;D  But seriously, the poll is too close to call this way.. The poll is too simple for this kind of decision.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 16, 2012, 12:50:40 pm
I voted NC but really I would play any faction if everyone else here agreed on it. Being part of the dwarven army is more important that the attributes of the factions.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 16, 2012, 12:57:32 pm
I am no ones pawn!
But, NC for life! (I've changed my attitude, was ambivalent to begin, but the NC have grown on my, like a awesome, rebellious tumour!)
I have already declared my fealty, and am afraid that I'll be GIH's pawn for eternity (since Auraxians know no death). So I'll just be following her.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 16, 2012, 01:04:44 pm
One of you actually caught up to VS in the poll. Took you long enough :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 01:18:20 pm
I would like to agree with Sensei here.  Your loyalty is not to TR, NC, or VS, but rather to B12.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 01:39:34 pm
I would like to agree with Sensei here.  Your loyalty is not to TR, NC, or VS, but rather to B12.

Oh don't worry, my loyalty is to Bay12, but i'm mostly pushing NC so I don't have to play as godawful Vanu  :-\
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 16, 2012, 01:41:27 pm
I would like to agree with Sensei here.  Your loyalty is not to TR, NC, or VS, but rather to B12.

Oh don't worry, my loyalty is to Bay12, but i'm mostly pushing NC so I don't have to play as godawful Vanu  :-\
Echo!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 01:44:45 pm
I know I've said this a lot, but we could really do with a more complicated poll.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: cerapa on June 16, 2012, 01:44:56 pm
I would like to agree with Sensei here.  Your loyalty is not to TR, NC, or VS, but rather to B12.

Oh don't worry, my loyalty is to Bay12, but i'm mostly pushing NC so I don't have to play as godawful Vanu  :-\
Echo!
You know, I would be more persuaded if you gave reasons for why you consider Vanu to be awful.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 16, 2012, 01:45:15 pm
I would like to agree with Sensei here.  Your loyalty is not to TR, NC, or VS, but rather to B12.

Oh don't worry, my loyalty is to Bay12, but i'm mostly pushing NC so I don't have to play as godawful Vanu  :-\
Echo!
You know, I would be more persuaded if you gave reasons for why you consider Vanu to be awful.
They look really really stupid? Always have.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 16, 2012, 01:46:27 pm
I would like to agree with Sensei here.  Your loyalty is not to TR, NC, or VS, but rather to B12.

Oh don't worry, my loyalty is to Bay12, but i'm mostly pushing NC so I don't have to play as godawful Vanu  :-\
Echo!
You know, I would be more persuaded if you gave reasons for why you consider Vanu to be awful.
They look really really stupid? Always have.
Echo!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 16, 2012, 01:49:43 pm
They're purple, the colour of Nobles! And they act like it too, stuck up jerks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 16, 2012, 01:56:09 pm
Vanu and NC are taking the lead. Looks like there are no republicans here...

My loyalty lies with Bay 12, the Terran Republic and Necro910 Girlinhat.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Digital Hellhound on June 16, 2012, 01:56:43 pm
Vanu are too shiny and un-blocky for me. We can't be shiny, that's high treason!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 16, 2012, 02:00:11 pm
NC seems the most dorfy to me. Worn-down armor made of bits and pieces of scavenged material, and lots of explosions.

Also big guns.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 02:13:45 pm
NC seems the most dorfy to me. Worn-down armor made of bits and pieces of scavenged material, and lots of explosions.

Also big guns.
I build my armor from the melted-down remains of goblin armor.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 16, 2012, 02:28:50 pm
NC seems the most dorfy to me. Worn-down armor made of bits and pieces of scavenged material, and lots of explosions.

Also big guns.
I build my armor from the melted-down remains of goblin armor.

Hence "Scavenged".

:D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 16, 2012, 02:43:24 pm
In Planetside 1, Vanu were always the noob faction. Some of the weapons they had were cheap (or if you played Vanu, "better"), but this meant they always attracted all of the twelve year olds.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 16, 2012, 03:25:36 pm
I'd honestly hate to see that happen again.

Probably will, but I'll be too busy flying around to care.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 16, 2012, 03:39:30 pm
You know, one idea does occur to me. Friendly fire is always on. The potential exists for a combined faction force.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 16, 2012, 03:41:11 pm
Anti-grief is also always on, potential exists for great complications.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on June 16, 2012, 03:51:33 pm
Anti-grief is also always on, potential exists for great complications.

Hmmm.. true. However there is nothing stopping say the NC and VS teaming up to plie on the TR.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 03:56:07 pm
No, and that's a lot of the fun in 3-way conflicts.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 16, 2012, 03:57:14 pm
Depends, can we communicate with the other sides?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 16, 2012, 03:58:42 pm
There's always Teamspeak.

But I really think we should all be with the same faction. There's more tools for coordinating that way.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 16, 2012, 04:07:18 pm
There are three servers, right? Have the most popular faction on the most popular server, second most on second most, last on last?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 16, 2012, 04:25:32 pm
Nice to see NC pull into the lead. also, looks like we have over 40 players!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 16, 2012, 04:28:48 pm
I don't know much lore, but anything's fine with me, seeing as I think it boils down to "Dakka(semi-facist government)", "Boomsticks(rebels)" or "Fancy energy weapons and antigravity(ticked-off intelectuals)"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 16, 2012, 04:30:20 pm
I don't know much lore, but anything's fine with me, seeing as I think it boils down to "Dakka(semi-facist government)", "Boomsticks(rebels)" or "Fancy energy weapons and antigravity(ticked-off intelectuals)"

Thats.... amazingly accurate
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 16, 2012, 04:30:45 pm
Any problem can be solved with bigger bullets. thicker armor, and stronger engines.

I'll go with the NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 16, 2012, 04:34:08 pm
Personaly, I'd like Vanu or NC, but yeah, anyone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 16, 2012, 04:43:56 pm
At this rate, I'd say this is a mess. Make three bay12 outfits and sort it out from there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 16, 2012, 04:45:06 pm
Vote NC! Screw curfew.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: warhammer651 on June 16, 2012, 05:03:52 pm
I picked one at random, since I don't particularly care
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 05:04:56 pm
At this rate, I'd say this is a mess. Make three bay12 outfits and sort it out from there.
If we do that though, we will be too spread out to make an effective fighting force.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 16, 2012, 05:05:18 pm
I do urge that we not split into separate outfits. It would echo the usual fate of our in-game groups, which tends to be a cycle of there not being enough players online, and people only wanting to play in the group if other players are already online. If we can get all 40 or so of us in one place it will mitigate that effect considerably.

Fakedit: Ninja'd.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 16, 2012, 05:08:50 pm
Its a good idea to not split up yes, but we've had a giant mess of who to pick and many polls, and we haven't gotten anywhere except for turning Girlinhat into an Overseer of Steam Group #1.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: etgfrog on June 16, 2012, 05:14:34 pm
i honestly care only a little bit about which faction to play as...mainly because  all 3 of them could work for me...or at the very least i'll find a way i'll enjoy the faction.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 16, 2012, 05:15:15 pm
Its a good idea to not split up yes, but we've had a giant mess of who to pick and many polls, and we haven't gotten anywhere except for turning Girlinhat into an Overseer of Steam Group #1.
What mess? People wanted a second poll so we have a poll and NC are ahead.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 16, 2012, 05:17:00 pm
I also think that I'm not the only one willing to play for a faction other than the one I voted for, if the others go.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 16, 2012, 05:18:42 pm
Nice to see NC pull into the lead. also, looks like we have over 40 players!

But I bet only a few of those are in the closed beta. According to the steam group, there are 16 players with a key (including myself). Dariush also has a key but hates steam, so we have 17.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 16, 2012, 05:22:16 pm
Worse case scenario, if this poll dosn't give us a good answer, then we wait until after the beta and put it back up.  Hopefully people will have a better idea of which faction to choose after trying them out in person.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SeaBee on June 16, 2012, 05:32:40 pm
Worse case scenario, if this poll dosn't give us a good answer, then we wait until after the beta and put it back up.  Hopefully people will have a better idea of which faction to choose after trying them out in person.
I think this is a great idea.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 16, 2012, 06:04:50 pm
Pff, voting NC. All you rebel sympathisers deserve your home planet to be blown up... wait uh...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 16, 2012, 06:13:59 pm
Draco has a good plan.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 16, 2012, 06:31:08 pm
Pff, voting NC. All you rebel sympathisers deserve your home planet to be blown up... wait uh...

NC are the rebels...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 16, 2012, 07:22:58 pm
Pff, voting NC. All you rebel sympathisers deserve your home planet to be blown up... wait uh...

NC are the rebels...

That is the joke.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 16, 2012, 07:40:38 pm
How awesome would a space expansion be?! Space combat, massive cruiser barrages, using drop ships moving from space platform to space platform!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vattic on June 16, 2012, 07:50:43 pm
I don't mind which faction but will be joining the one with the most dwarves.

It's been said before but we should eventually have one faction per server so we can all team up as either side. I'll likely focus on one but having an occasional blast with different guns and vehicles would be nice and doing it alongside fellow dwarves even nicer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 07:52:44 pm
That's why I'm hoping you can swap nations.  It'd be nice to get some variety of play, not to mention that if your side is winning too easily you may want to support the other side.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vattic on June 16, 2012, 09:39:21 pm
It might be an odd thing to say but I hope they have problems with faction sizes so that they allow faction swapping and maybe even have perks for doing so like in PS1.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 09:44:13 pm
Yeah, eventually it's gonna reach a point where one nation has more control than the others, or one has been backed into a corner.  Without being able to swap nations, these situations won't be resolved very easily.  Even if it's only possible once a month to prevent spamming, that'll still solve a world of issues.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 16, 2012, 10:43:00 pm
Yeah, eventually it's gonna reach a point where one nation has more control than the others, or one has been backed into a corner.  Without being able to swap nations, these situations won't be resolved very easily.  Even if it's only possible once a month to prevent spamming, that'll still solve a world of issues.
I'd still think that there'd be gameplay balances for population imbalances.  The new maps seem to give permanent footholds for each empire, and I'd think that being closer to the sanctuary would give logistical benefits (i.e. the sanctuary might be able to spawn all vehicles, reducing the dependence on supply lines).  This also means that any empire that overextends itself opens itself up to attacks from both opponents.  Forth Empire should probably be the last resort if it proves a major problem in beta.

Given that we've got nothing better to do while waiting for beta, anyone want to make some baseless speculation on what this tweet is referring to?
(http://tnypic.net/36168.png)
The smiley makes me think that it's not "screw you, we're immediately shutting down PS1" (though you can never be sure with SOE, and it's inevitable that they're going to shut it down sometime after PS2 starts).  Most of what I've seen seems to think PS1 is going to go free to play for a week.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 16, 2012, 10:45:51 pm
Free to Play PS1 would be neat, but they have no infrastructure for a cash shop.  It'd go under pretty quickly, if they do that then it'll be a "last hurrah" as they try to lure people to PS2 by giving them a "demo" of PS1.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 16, 2012, 10:55:44 pm
That's one of the reason's I think it'll be a temporary measure (a "free week" as opposed to "adopting the F2P model").  There's also the fact that if they kept it up it'd be cutting into PS2's profits.  However, there'd be nothing wrong with giving it one more shot at recapturing the old scale, especially given how the current hype has caused a wave of re-subs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 17, 2012, 12:08:45 am
That's not really fair.  "Cutting into PS2" profits doesn't happen.  PS1 is owned by the same people as PS2.  If you're spending money on PS1 you're paying SOE either way.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 17, 2012, 12:13:48 am
That's not really fair.  "Cutting into PS2" profits doesn't happen.  PS1 is owned by the same people as PS2.  If you're spending money on PS1 you're paying SOE either way.
Except they still have to pay server costs.

If they have two titles with similar enough gameplay in their mind they are quite likely to send the old one to the chopping block in efforts to maximize overall profit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 17, 2012, 12:25:14 am
Is SOE, though. They'll nix PS1 eventually out of strict spite. *grumblegrumbleinfantrygrumble*

Be interested if there's a PS1 free week. Never actually played the game :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mini on June 17, 2012, 03:48:28 am
Spoiler (click to show/hide)
Vanu look like they know what's going on, lets play as them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 17, 2012, 04:56:28 am
Spoiler (click to show/hide)
Vanu look like they know what's going on, lets play as them.
That just made my entire summer vacation. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 17, 2012, 05:06:36 am
Spoiler (click to show/hide)
Vanu look like they know what's going on, lets play as them.
I laughed, out loud.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 17, 2012, 05:32:42 am
I am unsure about all three factions.

I like the look and feel of the NC weapons and MAX'es and stuff. I always preferred slow powerful autocannons to chainguns and plasma... Buuut I like the actual factions of the vanu and terrans more. Especially the Vanu, transhumanist scientists compared to the almost religious ignorance of NC and TR. Also purple is pretty.

I don't know I could go for any of the factions I guess.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 17, 2012, 06:26:40 am
Spoiler (click to show/hide)
The NC are not the ones in possession of plasma weapons. You should look at the Vanu for that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 17, 2012, 06:46:30 am
Is SOE, though. They'll nix PS1 eventually out of strict spite. *grumblegrumbleinfantrygrumble*

Be interested if there's a PS1 free week. Never actually played the game :P
Indeed, if it goes F2P for a bit I will be able to see what this is all about... ^_^
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 17, 2012, 07:11:07 am
Spoiler (click to show/hide)
The NC are not the ones in possession of plasma weapons. You should look at the Vanu for that.

Read what I wrote again :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SeaBee on June 17, 2012, 07:42:11 am
Very interested in seeing what they're going to announce with PS1. My first thought was that they'd make it free-to-play for a bit, like an extended trial, but let you unlock some novelty/cosmetic stuff for PS2.

Not sure how those games will actually co-exist once PS2 is out, though. It's a different situation than EQ vs EQ2, isn't it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 17, 2012, 10:48:42 am
I am unsure about all three factions.

I like the look and feel of the NC weapons and MAX'es and stuff. I always preferred slow powerful autocannons to chainguns and plasma... Buuut I like the actual factions of the vanu and terrans more. Especially the Vanu, transhumanist scientists compared to the almost religious ignorance of NC and TR. Also purple is pretty.

I don't know I could go for any of the factions I guess.

The Vanu, supposed intellects who worship aliens as a way beyond humanity.
I'm unsure if this reminds me more of Scientoligists or Rednecks...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 17, 2012, 11:15:19 am
New conglomerate all the way.

Future is easily predicted.
They eventually win the war, happy times, everybody happeh, the governement grows more grumpy and dictator-esque and then it all starts over again.
Happens every single time, without fail.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 17, 2012, 11:16:24 am
Yay let's perpetuate the cycle!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 17, 2012, 11:39:20 am
Yay let's perpetuate the cycle!
All this has happened before, and all this will happen again.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 17, 2012, 01:10:03 pm
Yay let's perpetuate the cycle!
All this has happened before, and all this will happen again.
Frack! what reference? i heard it before and i forgot where
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 17, 2012, 01:13:00 pm
Aside from their behavior in-game, this is all I have to go on for faction lore, from the Planetside 2 website's Game Overview (http://tinyurl.com/8ytfzv2) and FAQ (http://tinyurl.com/79odszb) respectively:

Terran Republic – With a militaristic government, the Terran Republic uses its Imperial authoritarian might to impel humanity to peaceful coexistence through any means necessary (Overview). An authoritarian government that leverages military might to maintain strict control over the colonial citizens. The Terran Republic is obsessed with the preservation of law and order and are thus seen by some to be an oppressive and dictatorial force, but many view the TR as the only hope for lasting security on Auraxis (FAQ). Basically, they ARE a pretty power hungry dictatorship, but they really do keep order. We also know that these guys like to use moar dakka.

New Conglomerate – A loosely connected group of rebel factions and idealistic freedom fighters, the New Conglomerate fights against the hegemony of the Terran (Overview). Rebels, freedom fighters or terrorists? The New Conglomerate operates as a loosely organized band of dissidents, vehemently opposed to the stranglehold that the Terran Republic has on Auraxis. Led by an unusual quorum of outcasts, industry titans, pirates and former military leaders, the New Conglomerate is unwavering and prepared to achieve their goals by any means necessary (FAQ). I wonder if the NC's alleged rag-tagginess affects the game in any way? Sure, I can buy that they have major industries and a sufficient amount of military leaders working for them, but then they aren't really loosely connected freedom fighters are they? Maybe they are really just tea-partiers. This faction's weapons seems to be focused bigger explosions and high caliber, slow rate of fire guns (a disadvantage for  people with poor connection?)

Vanu Sovereignty – A technocratic faction that believes humanity can only evolve by rediscovering and tapping the lost technology of the Vanu (Overview). Vanu has taught that only through technology can humanity evolve it's next state of existence. The Vanu Sovereignty is extremely advanced, employing powerful alien technology on the battlefield. Their singular purpose is to uncover the secrets hidden away in ancient artifacts scattered over the surface of Auraxis and they will annihilate anyone who interferes (FAQ). These guys seems pretty cool, they're the only ones who know they're in a science fiction universe. I guess maybe it proves that the TR are evil if they want to stop the VN from being peaceful R&D archaelogists, but then why do the NC hate them? Also the "Vanu has taught..." bit makes me wonder if maybe they are crazy about following some cult leader. Either way, if they're just intellectuals, how did they get the industry and labor to field a military? Maybe the nature of the VN is another discussion. Anyway, they get lasers and hovertanks, and their faction color is the most distinct. However, their armor looks like something and eight year old would say is super cool, guys.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 17, 2012, 01:14:50 pm
Big explosions can never be a disatvantage.

[/discussion]
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 17, 2012, 01:15:55 pm
Yay let's perpetuate the cycle!
All this has happened before, and all this will happen again.
Frack! what reference? i heard it before and i forgot where
Matrix?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Johnfalcon99977 on June 17, 2012, 01:30:54 pm
I just searching NC on Google, and this was on the first page:

Spoiler (click to show/hide)

Welp, I guess I HAVE to join the NC now :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 17, 2012, 01:43:43 pm
I just searching NC on Google, and this was on the first page:

Spoiler (click to show/hide)

Welp, I guess I HAVE to join the NC now :P
You do know Google modifies it's search results based on past searches by the user, right?...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 17, 2012, 01:44:43 pm
I just searching NC on Google, and this was on the first page:

Spoiler (click to show/hide)

Welp, I guess I HAVE to join the NC now :P
You do know Google modifies it's search results based on past searches by the user, right?...

herpaderp
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 17, 2012, 02:02:00 pm
So it is NC once again, even though I rather prefer the aspect of moar dakka...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 17, 2012, 02:14:15 pm
Ah, NC just sneaks in with the majority! Woo!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 17, 2012, 02:18:54 pm
Yay let's perpetuate the cycle!
All this has happened before, and all this will happen again.
Frack! what reference? i heard it before and i forgot where
Not Matrix, Battlestar Galactica actually. However this sentence (in loose translation from german) was originally written by Nietzsche. Well, Matrix use another translation :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 17, 2012, 02:25:01 pm
Terran Republic – With a militaristic government, the Terran Republic uses its Imperial authoritarian might to impel humanity to peaceful coexistence through any means necessary (Overview). An authoritarian government that leverages military might to maintain strict control over the colonial citizens. The Terran Republic is obsessed with the preservation of law and order and are thus seen by some to be an oppressive and dictatorial force, but many view the TR as the only hope for lasting security on Auraxis (FAQ). Basically, they ARE a pretty power hungry dictatorship, but they really do keep order. We also know that these guys like to use moar dakka.
Pretty much.  There's also the fact that they see themselves as an extension of the strict-but-benevolent democratic TR government acting in a situation of emergency while the others see them as a power-mad splinter group.

New Conglomerate – A loosely connected group of rebel factions and idealistic freedom fighters, the New Conglomerate fights against the hegemony of the Terran (Overview). Rebels, freedom fighters or terrorists? The New Conglomerate operates as a loosely organized band of dissidents, vehemently opposed to the stranglehold that the Terran Republic has on Auraxis. Led by an unusual quorum of outcasts, industry titans, pirates and former military leaders, the New Conglomerate is unwavering and prepared to achieve their goals by any means necessary (FAQ). I wonder if the NC's alleged rag-tagginess affects the game in any way? Sure, I can buy that they have major industries and a sufficient amount of military leaders working for them, but then they aren't really loosely connected freedom fighters are they? Maybe they are really just tea-partiers. This faction's weapons seems to be focused bigger explosions and high caliber, slow rate of fire guns (a disadvantage for  people with poor connection?)
In PS2 the NC was formed by a group of wealthy businessmen upset with the TR for not giving them a share in ruling Earth (and leaving them out of the wormhole mission).  They sneaked a bunch of mercs on the fleet with them.  They only became a "freedom fighter" faction when the TR military started increasing restrictions on civilians.  Their equipment is supposed to be experimental designs and re-purposed mining equipment.  They probably stand on an equal footing with the TR because the TR has been at peace for 200 years of technological innovation, so the military likely lags behind, especially for large scale conflicts.

Vanu Sovereignty – A technocratic faction that believes humanity can only evolve by rediscovering and tapping the lost technology of the Vanu (Overview). Vanu has taught that only through technology can humanity evolve it's next state of existence. The Vanu Sovereignty is extremely advanced, employing powerful alien technology on the battlefield. Their singular purpose is to uncover the secrets hidden away in ancient artifacts scattered over the surface of Auraxis and they will annihilate anyone who interferes (FAQ). These guys seems pretty cool, they're the only ones who know they're in a science fiction universe. I guess maybe it proves that the TR are evil if they want to stop the VS from being peaceful R&D archaelogists, but then why do the NC hate them? Also the "Vanu has taught..." bit makes me wonder if maybe they are crazy about following some cult leader.
They're in contact with an alien entity who gives the top-level orders.

There's also the fact that their ethos could be summed up as
Spoiler (click to show/hide)
or the dwarf fortress versions
Spoiler (click to show/hide)

Either way, if they're just intellectuals, how did they get the industry and labor to field a military?
NANOMACHINES (Metal Gear?!)
Each of the factions has it's share of soldiers, workers, and scientists, even if the distribution is uneven.

However, their armor looks like something and eight year old would say is super cool, guys.
Eight year olds tend to be a good metric of what is "super cool".  There's no need for gritty realism.  VS has the most fabulous outfits and their crab MAXes are much cooler than the NC's trashcan transformers and the TR's ladybug costumes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 17, 2012, 02:29:33 pm
Well, the VS certainly are some kind of fabulous anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 17, 2012, 02:30:11 pm
There's also the fact that their ethos could be summed up as
Spoiler (click to show/hide)
or the dwarf fortress versions
Spoiler (click to show/hide)
Basically the metroid series in a minute?
...

Seems legit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 17, 2012, 02:36:08 pm
Come to think of it... Vanu's ideals fit with our "FOR ‼SCIENCE‼" ethic of Space Pirate-style blind application and abuse of any new-found element in our lives.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 17, 2012, 02:41:16 pm
Come to think of it... Vanu's ideals fit with our "FOR ‼SCIENCE‼" ethic of Space Pirate-style blind application and abuse of any new-found element in our lives.
Yeah, except we don't giggle like 5-yr old girls while doing it.

If they could've made the Vanu use pink, they would have.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 17, 2012, 02:42:51 pm
Bond villain, 5-year-old girl, what's the difference but lung capacity and some pitch shifting? It's all "Wahaahaaaaa!" anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: cerapa on June 17, 2012, 02:50:16 pm
Come to think of it... Vanu's ideals fit with our "FOR ‼SCIENCE‼" ethic of Space Pirate-style blind application and abuse of any new-found element in our lives.
Yeah, except we don't giggle like 5-yr old girls while doing it.

If they could've made the Vanu use pink, they would have.
If the Vanu used pink, I would only play Vanu. Pink is manly, pink is power.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 17, 2012, 02:56:00 pm
*shrugs* When all you've got is a Liberator, everything looks like a Barney.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 17, 2012, 03:23:04 pm
*shrugs* When all you've got is a Liberator, everything looks like a Barney.
That certainly explains a lot of what I've seen.
(http://tnypic.net/50bbc.jpg)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 17, 2012, 03:47:20 pm
*shrugs* When all you've got is a Liberator, everything looks like a Barney.
That certainly explains a lot of what I've seen.
(http://tnypic.net/50bbc.jpg)
Only one response to destroying your own team:
http://www.youtube.com/watch?v=uDIgS-Soo9Q
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 17, 2012, 06:03:22 pm
Purple is the color of fancy things, like lasers. Pink is just that awkward relative or red.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 17, 2012, 10:05:56 pm
Flying at high speeds less than 10 meters above the ground through the heart of enemy territory probably isn't very safe, is it?

It is dorfy though, and worst case scenario I crash into an enemy structure or something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 17, 2012, 10:30:33 pm
Me, I'm currently wondering if they'll be something like a "magnetic boot" cert that makes it easier to stand on top of vehicles. I have visions of a small group of snipers camping out on top of a scythe or something, raining death from literally over the horizon. Mobile high ground that can take potshots at things, too.

Group of anti-tank guys surfing around on something highflying and dropping rockets or whatev' would also be awesome.

And I want some sort of weapon that bounces/ricochets. I want my fooking Infantry-style plasma cannon, but will settle for bouncy grenade launchers or somethin'.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 18, 2012, 04:01:41 am
Hey everyone (I haven't been here in a while, heh). Figured I'd look and see if there was a thread here about Planetside 2 yet, and I was pleasantly surprised to find this insanely long one here. So I've joined the steam group (as Trafalgar), and posted a comment on it saying my forum name here, and that I already have a beta key registered to my account.

I'm planning to play either Vanu or NC, and voted Vanu because they appeal to me more than the NC. For Science and all that, and the advanced tech, energy weapons, and super-maneuverable vehicles are all really appealing.

That said, apparently in the day 2 E3 stream, someone pulled awesome maneuvers to make a missile lose lock, ending up in a dive with the missile overshooting upward, and... the missile just came back around and whacked him in the ass anyways.

So the NC is starting to sound more appealing with the extra armor and firepower, if the Vanu maneuverability is useless for evading missiles.

(I kind of doubt there will be any way to magnetically lock onto vehicles, or you could stack a dozen MAXes on top of a galaxy and bypass the 2 MAX (IIRC) carry limit per galaxy, unless, of course, they weigh it down so much it can't take off)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Squanto on June 18, 2012, 11:32:53 am
(I kind of doubt there will be any way to magnetically lock onto vehicles, or you could stack a dozen MAXes on top of a galaxy and bypass the 2 MAX (IIRC) carry limit per galaxy, unless, of course, they weigh it down so much it can't take off)

bf1942 paratrooper drops, anyone?  Chances are they'll try to limit that
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 18, 2012, 11:33:58 am
But what if the MAX's had thrusters that let them fly?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 18, 2012, 11:39:52 am
I can imagine vehicles killing any "riders" like that if you move too fast.  Thus, there will be a very delicate skill of "low speed flight" in which it's possible to carry units atop a vehicle by flying slowly enough and not triggering collision.  Makes you a sitting duck, but lets you transport 40 soldiers at a time!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 18, 2012, 11:41:27 am
But what if the MAX's had thrusters that let them fly?
Then we wouldn't need aircraft :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 18, 2012, 11:42:37 am
I can imagine vehicles killing any "riders" like that if you move too fast.  Thus, there will be a very delicate skill of "low speed flight" in which it's possible to carry units atop a vehicle by flying slowly enough and not triggering collision.  Makes you a sitting duck, but lets you transport 40 soldiers at a time!
If it were possible to carry 40 soldiers, why not fit them INTO the aircraft? o_0
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 18, 2012, 11:46:13 am
Because the game has "balance" and only carries 12 inside.  But we're going to be exploiting them and carrying them atop!  You know, where they can get shot at more easily.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 18, 2012, 12:17:00 pm
Because the game has "balance" and only carries 12 inside.  But we're going to be exploiting them and carrying them atop!  You know, where they can get shot at more easily.
Thats the point!  Our allies get 'transport', and we get free meatshields for our aircraft  ;) It's a win-win.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 18, 2012, 12:23:20 pm
Mh.
Not so win-win when the plane you are flying is going to crash head-first into a enemy base. On purpose, obviously.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 18, 2012, 12:31:39 pm
Mh.
Not so win-win when the plane you are flying is going to crash head-first into a enemy base. On purpose, obviously.
Damn, you're right. It's not win-win. It's win-win-WIN.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 18, 2012, 02:05:51 pm
So the Terran Republic is MOAR DAKKA, the Vanu Sovereignty is PEW PEW LAZERS, and the New Conglomerate is "MAKE IT BIGGER"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 18, 2012, 02:10:44 pm
The NC builds their stuff in a cave. With a box of scraps.

They are not only dwarfy, but also downright orky. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 18, 2012, 02:12:56 pm
I believe it's been mentioned, but a bunch of NC stuff is repurposed mining equipment. Sound familiar?  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 18, 2012, 02:14:16 pm
I believe it's been mentioned, but a bunch of NC stuff is repurposed mining equipment. Sound familiar?  :P

'You strike the TR soldier in the arm with the humongous mining lazer!'
'the severed part sails off in an arc!'
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 18, 2012, 03:09:03 pm
In PS1, a favourite troll/grief pastime (not me!) was to load up a Galaxy with strangers, then head towards the ocean/volcano, and kick everyone out. I wonder how and if they will stop people from doing that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 18, 2012, 03:16:02 pm
In PS1, a favourite troll/grief pastime (not me!) was to load up a Galaxy with strangers, then head towards the ocean/volcano, and kick everyone out. I wonder how and if they will stop people from doing that.
I don't think you can kick people out in PS2.  You could just crash into the volcano, but then your Galaxy might get scratched :P
(Mind you, not being able to kick people out could have it's own problems, with people camping in your transport and refusing to get out to make room for your outfit, etc.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 18, 2012, 03:24:23 pm
It'll still be possible, but grant you massive grief points and get the GM's on your tail.  So, it's possible exactly once.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 18, 2012, 04:16:47 pm
In PS1, a favourite troll/grief pastime (not me!) was to load up a Galaxy with strangers, then head towards the ocean/volcano, and kick everyone out. I wonder how and if they will stop people from doing that.
The most entertaining variation I saw was "Navy SEAL Training", where you land a galaxy and announce that you're doing "Navy SEAL Training", then dumping everyone into the ocean, the best griefs being the ones that (i.) only work once and (ii.) punish (and only succeed due to) some perceived flaw, such as naiveté (not knowing the "Navy SEAL Training" joke) or pretentiousness (signing up for "Navy SEAL Training" in a game).  The big problem in PS1 was that in the end mossies were a much faster and more reliable means of transportation (both due to not being a giant, slow-moving target, not sticking all of your eggs in one basket, and not having to rely on a random pubbie), so the only people who boarded (pubbie) galaxies were those without AirCav.  It looks like they're trying to fix this in PS2 with vehicle resource costs and penalties for non galaxy ejection.

As it's difficult to automatically detect, I suspect they'll try to combat dropship griefing by having a report button.  Twelve people simultaneously giving a player a vote of no-confidence would probably attract much more mod ire than accidentally shooting a couple of allies.

edit: "penalties" was likely bad word choice, as the "you threw away ~100 resources crashing a plane" is mentioned in the first part of the sentence
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 18, 2012, 04:19:47 pm
You can eject from any of the craft, you just need an ejection seat instead of something like flares (or like at least one person in the E3 stuff did, epic timing)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 18, 2012, 04:43:21 pm
So, think there's much chance of getting all 79 (so far) Bay12'ers interested in Planetside into an outfit?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 18, 2012, 04:46:27 pm
So, think there's much chance of getting all 79 (so far) Bay12'ers interested in Planetside into an outfit?

I doubt it, there are some who simply refuse to join with the New Conglomerate. Fools.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 18, 2012, 04:48:17 pm
So, think there's much chance of getting all 79 (so far) Bay12'ers interested in Planetside into an outfit?

I doubt it, there are some who simply refuse to join with the New Conglomerate. Fools.
Or with the Vanu Sovereignty.



Or the Terran Republic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 18, 2012, 08:53:36 pm
So, think there's much chance of getting all 79 (so far) Bay12'ers interested in Planetside into an outfit?

I doubt it, there are some who simply refuse to join with the New Conglomerate. Fools.
Fools? Excuse me, you're the one siding with the smurfers who just want to rebel because 'its cool'.

Join the TR today and get your free MCG!* Paint your enemies lovely red and black when you open their guts up and burn them to a crisp with our new dual weilded !!flamethrowers!! Not to mention, you don't even have to aim that hard, its so easy! Fill the room with bullets and those dirty smurfers and smelly fishheads won't be able to move from cowering behind their pathetic little boxes.

*not actually free, you'll probably have to pay by signing your life away etc. etc.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 18, 2012, 10:14:01 pm
Uh... join the purple guys... cause... lasers? hovertanks? zipzoom plane thingys? Eh, whatever, do what you want.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 18, 2012, 10:21:04 pm
Uh... join the purple guys... cause... lasers? hovertanks? zipzoom plane thingys? Eh, whatever, do what you want.
Because we have better raves.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Currently, squad discussion.
Post by: monk12 on June 18, 2012, 10:35:14 pm
Were going to have to try grab some folk as chroniclers to record and put up the storys of the Bay12 regiment.
...Please tell me I'm not the only one who immediatly thought of Black Company after reading that sentence.

You are not.


Anywho, signed up for the Beta- no idea whether my craptop will be able to handle it, but hey, doesn't cost me anything to try, right?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 18, 2012, 11:30:43 pm
I wouldn't say its the best picture for the Vanu, but I found this in TB's twitter, and it is silly.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 19, 2012, 05:45:26 am
The reason it looks silly is because TB's loyalty lies with the Terran Republic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 19, 2012, 06:04:50 am
Gah, B12 is torn between vanu and new conglomerate.

new conglomeraete = built over mining equipment, huge bombs etc
vanu = !!science!!-y stuff.

Hard choice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 19, 2012, 06:10:00 am
Still, the majority (and Girlinhat) votes for the conglomerate. Guess I have to put my red tie away and put on a blue hoodie, cause it is time to build weapons in a cave full of scraps!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on June 19, 2012, 06:32:31 am
I'll never go NC because they're too "freedom". How did you guys already get beta keys though? I signed up months ago, this is an outrage!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 19, 2012, 06:37:38 am
I'll never go NC because they're too "freedom". How did you guys already get beta keys though? I signed up months ago, this is an outrage!

They've been doling them out on twitter by the dozens, plus several other contests from some magazines and websites. If you can find an old edition of PCGamer with the key in it you can get one (april for the US, and June for the UK I believe?)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 19, 2012, 06:38:26 am
I'll never go NC because they're too "freedom". How did you guys already get beta keys though? I signed up months ago, this is an outrage!
Give me 30 bucks and I'll give you one.*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 19, 2012, 07:18:15 am
I'll never go NC because they're too "freedom". How did you guys already get beta keys though? I signed up months ago, this is an outrage!

First point, NC being too "freedom." I'm a browncoat. The only problems with the NC are that we'd be working for corps (although not that much of a problem), and that we are wearing bright yellow and blue instead of badass longcoats. :V
Oh, and that the NC seems to be the most hated faction on PSU for some reason (There was recently a poll), but I think it's due to attitudes inherited from PS1.

Second point:
I got mine from twitter, other people get them either from twitter, or by buying a PC Gamer magazine (PCG UK recently published one and it was possible to digitally subscribe for  a month) that contains one (only certain issues do), or by having a planetside 1 account which was subscribed previously.

I was leaning VS until I heard that it was impossible to dodge missiles in airplanes. (It's supposedly in the day2 stream, which TB pulled and doesn't want to re-upload - I only have part of it, apparently, myself, as I don't see that in mine, and what I have only goes an hour and change)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 19, 2012, 02:24:05 pm
Quote from: Planetside Twitter Account
If you're a @planetside2 fan, you should definitely check out @PlanetsideTV's event on July 1st: http://youtu.be/xtGIqXb1m6U (http://youtu.be/xtGIqXb1m6U)

Just saw this on their twitter. Speculate away! (haven't checked the link yet, can't right now, what is it?).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: hemmingjay on June 19, 2012, 02:31:53 pm
i had a PS1 account, where is my beta key?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 19, 2012, 03:22:58 pm
As long as you sign up for beta with the sony station account which had PS1 subscribed, they plan to authorize their PS1 base prior to the start of beta (which means you may not have a key until just before it starts).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 19, 2012, 04:43:59 pm
Well, I finally have a computer that can run this, so I joined the steam group.  Unfortunately, I also procrastinated on signing up until now, so you may not see me until the full game is released.  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 19, 2012, 07:31:33 pm
New trailer.  It's glorious.
http://www.youtube.com/watch?v=1HNlModij9A
Now excuse me while I go watch it again
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 19, 2012, 08:10:01 pm
The game motto says "Size always matters", and NC is all about big guns... more reason for me to support NC, I guess.

I wonder how those energy shields that appeared at the base entrance will work.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 19, 2012, 08:12:44 pm
New trailer.  It's glorious.
http://www.youtube.com/watch?v=1HNlModij9A
Now excuse me while I go watch it again
Very shiny  :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 19, 2012, 08:33:23 pm
I wonder how those energy shields that appeared at the base entrance will work.
I suspect it's their implementation of the shield module (http://wiki.planetsidesyndicate.com/index.php?title=Shield_Module).  Judging by how the NC is defending it the general purpose (blocking weapon fire) is probably relatively unchanged from PS1.

edit: seeing as a number of people are going NC, I made a guide to the equipment that their corporate taskmasters sponsors have so generously outfitted them with.
(http://tnypic.net/784b1.png)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 19, 2012, 11:02:10 pm
Nickelback? Oh no you didn't.

Play Lahannya instead:
http://www.myspace.com/music/player?aid=18114222&ac=now
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 19, 2012, 11:04:09 pm
I wonder how those energy shields that appeared at the base entrance will work.
I suspect it's their implementation of the shield module (http://wiki.planetsidesyndicate.com/index.php?title=Shield_Module).  Judging by how the NC is defending it the general purpose (blocking weapon fire) is probably relatively unchanged from PS1.

edit: seeing as a number of people are going NC, I made a guide to the equipment that their corporate taskmasters sponsors have so generously outfitted them with.
(http://tnypic.net/784b1.png)

Hey, if rocks are good enough in Amnesia, rocks are good enough for the NC.

>:(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 20, 2012, 12:20:35 am
I'm firing up GIMP, you made me do something I might regret...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 20, 2012, 12:30:19 am
There is no regret.  Only retroactive pride.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 20, 2012, 01:39:31 am
Here you go. Now, take these image templates, and make me regret this thing I did!

Here are some image templates I made for you to copy straight into MS-Paint or whatever and get started:
Spoiler (click to show/hide)

Here's the components of the images if you want to do something extra wacky and still have it look nice:
Spoiler (click to show/hide)

Consider this a competition with sheer unadulterated infamy as the prize.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on June 20, 2012, 01:56:54 am
New trailer.  It's glorious.
http://www.youtube.com/watch?v=1HNlModij9A
Now excuse me while I go watch it again

*collects jaw from floor*
So about that nearest TR recruitment center..?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 20, 2012, 02:49:00 am
New trailer.  It's glorious.
http://www.youtube.com/watch?v=1HNlModij9A
Now excuse me while I go watch it again
So I posted this on facebook, and after the usual jabs from my *MAJORPUBLISHER* friends about how a PC is a console with too many buttons (pfff, all those buttons, sounds like work), a (non-gamer!)friend comments: "Can't they be a bit more careful, don't they know what ammo costs?! This is pure waste!". He aptly identified the TR for what they are :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 20, 2012, 03:12:28 am
I wonder how those energy shields that appeared at the base entrance will work.
I suspect it's their implementation of the shield module (http://wiki.planetsidesyndicate.com/index.php?title=Shield_Module).  Judging by how the NC is defending it the general purpose (blocking weapon fire) is probably relatively unchanged from PS1.

edit: seeing as a number of people are going NC, I made a guide to the equipment that their corporate taskmasters sponsors have so generously outfitted them with.
Spoiler (click to show/hide)

More proof that the NC is absolutely dwarven.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 20, 2012, 06:08:46 am
Quote from: Planetside Twitter Account
If you're a @planetside2 fan, you should definitely check out @PlanetsideTV's event on July 1st: http://youtu.be/xtGIqXb1m6U (http://youtu.be/xtGIqXb1m6U)

Just saw this on their twitter. Speculate away! (haven't checked the link yet, can't right now, what is it?).
Oh, upon further investigation, it's a fan-organized last hurrah for PS1. Damn, was all excited for a minute.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vherid on June 20, 2012, 06:21:09 am
TR.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 20, 2012, 06:22:06 am
TR.
Yes, the TR surely will fall brother. Thank you for your support in our cause! NC forevah!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 20, 2012, 06:28:17 am
TR.
Yes, the TR surely will fall brother. Thank you for your support in our cause! NC forevah!
+1
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 20, 2012, 06:32:19 am
I still have to admire the Vanu, because their motivation is For Science!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 20, 2012, 06:39:47 am
I still have to admire the Vanu, because their motivation is For Science!
No, their motivation is 'Kiss the ass of the alien overlords!' and they do what they're told. NC is for free humanity.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Anvilfolk on June 20, 2012, 06:41:14 am
So this probably won't run on my laptop :P Looks pretty good though :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on June 20, 2012, 06:48:46 am
I still have to admire the Vanu, because their motivation is For Science!
No, their motivation is 'Kiss the ass of the alien overlords!' and they do what they're told. NC is for free humanity.

That whole freedom thing is the whole problem, if my dwarves didn't cling to their precious freedom and just did what I told them my forts would run so much more smoothly. :p
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 20, 2012, 06:49:21 am
I still have to admire the Vanu, because their motivation is For Science!
No, their motivation is 'Kiss the ass of the alien overlords!' and they do what they're told. NC is for corperate profit disguised as free humanity.
FTFY.

If I'm going to be kissing something anyway, I'd rather go for alien overlord ass than government jackboot or megacorp schlong.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 20, 2012, 06:50:01 am
I still have to admire the Vanu, because their motivation is For Science!
No, their motivation is 'Kiss the ass of the alien overlords!' and they do what they're told. NC is for free humanity.

That whole freedom thing is the whole problem, if my dwarves didn't cling to their precious freedom and just did what I told them my forts would run so much more smoothly. :p
Well at least they die happy, holding their precious +Pig Tail Sock+ and thinking about that mule bone amulet artifact they once made.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 20, 2012, 07:11:20 am
Your dwarves are fairly communist, if you notice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 21, 2012, 01:16:07 am
Your dwarves are fairly communist, if you notice.
Communists have a leader. The dwarven king has no real power, because dwarves are controlled by their collective hive mind.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Techhead on June 21, 2012, 02:04:00 am
I guess the three factions' political ideologies boil down to (approximately) Authoritarianism, Libertarianism, and Theocracy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 21, 2012, 02:35:28 am
I guess the three factions' political ideologies boil down to (approximately) Authoritarianism, Libertarianism, and Theocracy.
I'd have said Fascism, Capitalism and Technocracy, but yours works, too. Anyway, backstory schmackstory I just want to shoot the different-colored ones. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Techhead on June 21, 2012, 02:56:12 am
I guess the three factions' political ideologies boil down to (approximately) Authoritarianism, Libertarianism, and Theocracy.
I'd have said Fascism, Capitalism and Technocracy, but yours works, too. Anyway, backstory schmackstory I just want to shoot the different-colored ones. :P
More or less, yeah.
I was tempted to say Fascism, but the term Fascism is over-used.  I didn't want to slap that label on the TR unless they're radically nationalistic.
On the VS, I they came across to me more like religious transhumanists who worship the tech of a bygone civilization as holding the key to their salvation. Not exactly the embodiment of meritocratic ideals of the Technocracy movement.
And technically, Capitalism is more of an economic system than a political ideology.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 21, 2012, 04:11:31 am
On the VS, I they came across to me more like religious transhumanists who worship the tech of a bygone civilization as holding the key to their salvation. Not exactly the embodiment of meritocratic ideals of the Technocracy movement.
And technically, Capitalism is more of an economic system than a political ideology.
Agreed. Maybe the NC are more Anarchist than Libertarian. Fascism is still a valid (if outdated) form of running a country. It has been used after WWII, and some parties in some countries still adhere to a subform of it.

Anyway, all three of them are evil, in a way, and more or less equally so. I love how the players (even a subset of them, like us, see the poll) actually have dispersed ourselves evenly across all three ideologies. It's kind of amazing that there's not one side of which almost ALL players think that they suck terribly and should die painfully.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 21, 2012, 08:23:11 am
You'd be surprised at the amount of racism and faction loyalty that spawns after playing the same side for 7 years.

Also as a comparison, I'd say that the TR are more like a giant global china government, except they get shit done properly. NC are like a pure freemarket Americas where everyone has a gun and knows how to use it, VS don't really fit into this , they're like religious nut jobs... so WBC? : P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 21, 2012, 08:38:06 am
You'd be surprised at the amount of racism and faction loyalty that spawns after playing the same side for 7 years.
No, I'm not surprised, I've seen plenty of that :)  I'm more surprised that it's spread out so evenly, and that the whole "sense of belonging to a group" and group loyalty are more important than whether the groups' ideology actually matches your personal ideas. This goes for racism as well, the group of "people like me", or just wearing the same color, is very important.

The psychological implications are immense!

So, all of you PS1 players, why did you initially choose your faction? I went for VS at first because of the jumping MAX's, and secondary to that the ideology of intellect uber alles. Years later I played a bit of NC, because of the big guns. I never liked the TR, neither their stuff nor their ideology.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 21, 2012, 09:20:20 am
I went with TR because a) I'm horrendously racist when it comes to videogames, TR are the rightful heirs to auraxis etc. etc. all others are pretenders and b) their colour colour scheme, ever seen a TR magrider? : D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 21, 2012, 09:23:48 am
I used to play mostly NC, just because that's what my friends played back then. I gave TR a try when I was on my own a few times. Don't remember much about it except everyone wanted the pistol. I actually traded that stupid pistol for my life more than once. VS I have absolutely no recollection of, even though I did have a very seldom used character. I think I just occasionally hopped on there when the bonuses were high.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 21, 2012, 09:30:05 am
So, all of you PS1 players, why did you initially choose your faction?
The NC standard sidearm is a shotgun pistol. A shotgun pistol.

I think that says all that needs saying about them, really.

Granted, the weapon isn't very good... but that's not the point.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 21, 2012, 09:31:12 am
shotgun pistol.
i'm not sure how that would even work.
Would that be like 10 pistols taped on eachother or something?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 21, 2012, 09:32:12 am
shotgun pistol.
i'm not sure how that would even work.
Would that be like 10 pistols taped on eachother or something?
No... it's a pistol which fires shotgun shells. Like if you modified a pistol to fire a 12 gauge shotgun shell.

The recoil would break your wrist and the barrel is too short to get any kind of distance, but they have powered armor and who needs distance?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 21, 2012, 10:04:46 am
We... have shotgun pistols in real life. I do understand they've got a kick to 'em, but not bad enough to break your wrist if you're braced properly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 21, 2012, 10:09:37 am
We... have shotgun pistols in real life. I do understand they've got a kick to 'em, but not bad enough to break your wrist if you're braced properly.
neat, I didn't know that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 21, 2012, 01:25:28 pm
Ah, some clarification from twitter about PS1 players.
"PS1 vets don't need a beta key, you'll get in the beta when it begins. ^Valkyrie"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 21, 2012, 01:59:08 pm
We... have shotgun pistols in real life. I do understand they've got a kick to 'em, but not bad enough to break your wrist if you're braced properly.

It's called a sawn-off :P

a really, really short sawn-off.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 21, 2012, 02:05:29 pm
Only that most shotguns usually don't have a magazine. Pistols do.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Paul on June 21, 2012, 02:07:25 pm
I played NC in PS1. I loved the shotgun pistol.

I played an infiltrator, and taking down MAXs with AP ammo in the shotgun pistol was hilarious. I remember once me and another guy got together in the field and I hopped in his vehicle, and we started riding around taking towers with me in an infiltrator suit, and we go in one and there is a TR anti-infantry MAX right by the terminal where you hack it and my buddy gets shot up and just runs out and hops in the vehicle gun and is telling me over voice chat to get out before he kills me (we didn't have a respawn nearby and my buddy was almost dead from the MAX getting him for a couple seconds). Meanwhile I've switched my pistol to my box of AP rounds and am strafing around the MAX peppering his back with the shotgun pistol while he tries in vain to face me long enough for his shots to connect. Killed the MAX, hacked the tower, got more ammo, and my buddy was still outside - shocked that I killed the MAX with a pistol.

The shotgun pistol with regular rounds was pretty effective against regular armor too. I remember sneaking up on snipers and standing right beside them before starting to shoot them, and usually they would wind up dead before they even realized what was hitting them. Reason I stood beside them was sometimes they would expect it to be an infiltrator and spin around and shoot behind them, and that sniper gun would take out an infil suit in one shot.

Looking forward to PS2. Oh, and my vote is for the NC too :p
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 21, 2012, 02:08:02 pm
Only that most shotguns usually don't have a magazine. Pistols do.

Most shotguns actually do have a magazine. Most that aren't the break open type have a magazine that's inline with the barrel and you load it one shell at a time.

Now, most do not have a removable magazine, if that's what you mean, but a few do.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: fenrif on June 21, 2012, 02:35:56 pm
Only that most shotguns usually don't have a magazine. Pistols do.

Modern pistols do but flintlocks and other early types of pistol don't, like derringers for example

I went with TR because a) I'm horrendously racist when it comes to videogames, TR are the rightful heirs to auraxis etc. etc. all others are pretenders and b) their colour colour scheme, ever seen a TR magrider? : D

I went with TR because they're red. I do love how people are reading deep into the lore of each faction to make their decision but I like to base most of my decisions on colour alone if I can manage it. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 21, 2012, 02:37:42 pm
So B12 will not be concentrated in a single faction.
I suggest we share super-secret info here.
Just for the lulz.

"HOW DID THEY KNOW ABOUT THIS SUPER-SECRET BARELY-DEFENDED MAX SUPPORT?"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 21, 2012, 02:39:55 pm
So B12 will not be concentrated in a single faction.
I suggest we share super-secret info here.
Just for the lulz.

"HOW DID THEY KNOW ABOUT THIS SUPER-SECRET BARELY-DEFENDED MAX SUPPORT?"

A lot of the people who picked a faction are happy to play any faction.  So as long as we pick a main faction, most people should be on it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sting_Auer on June 21, 2012, 03:14:27 pm
IF you guys see a medium sized aircraft zooming just a few meters above the ground, it's probably me.

I do bombing runs like that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 21, 2012, 03:23:23 pm
If you guys see a Liberator flying upside down, then you probably want to get your vehicles out of the sky.  I'll be doing retroactive bombing runs with the belly turret faced at the enemy aircraft.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 21, 2012, 03:37:44 pm
...retroactive bombing runs?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 21, 2012, 03:39:34 pm
You heard me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 21, 2012, 03:43:35 pm
Sounds insane.

In other words, dwarven.


Woudnt bombs just fall back in?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on June 21, 2012, 03:45:51 pm
Retroactive implies that you hit them so hard they become leveled THROUGH TIME and suddenly have been ruins for years.

Did you mean "Inverted"?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 21, 2012, 03:47:30 pm
Retroactive implies that you hit them so hard they become leveled THROUGH TIME and suddenly have been ruins for years.

Did you mean "Inverted"?
No, now i'm certain that she means retroactive.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 21, 2012, 04:28:37 pm
Retroactive implies that you hit them so hard they become leveled THROUGH TIME and suddenly have been ruins for years.

Did you mean "Inverted"?
No, now i'm certain that she means retroactive.
Maybe 'Retrograde'?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 21, 2012, 04:57:55 pm
The poll is:
TR 20
VS 30
NC 40
Those are good numbers to end on.
Looks like we'll primarily be Bay12, New Conglomerate.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 21, 2012, 05:55:16 pm
If you guys see a Liberator flying upside down, then you probably want to get your vehicles out of the sky.  I'll be doing retroactive bombing runs with the belly turret faced at the enemy aircraft.
Definately sounds dwarfy to me, finding over-the-top solutions to simple problems..  I might have to give it a go  :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 21, 2012, 07:04:23 pm
Girlinhat's School of Ground-Based Flight;
Teaching soldiers how to fly their tanks for 20 years.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 21, 2012, 07:09:28 pm
Hey guys, you need to firearms education real quick. The notorious "shotgun pistol" of real life is called The Judge, and it's a revolver, so there is no magazine involved. It also uses .410 shotgun shells, which are considerably smaller than twelve gauge shells.
Spoiler (click to show/hide)
As you can see in this comparison of different shotgun shell sizes, the .410 shell (leftmost) is the smallest popular shotgun shell, though it is very popular. Most commonly used is the 12 gauge (middle). The .410 shell uses a caliber measurement, meaning it is 0.41 inches in diameter. The "gauge" shells use an archaic measurement based on how many lead balls could be cast from one pound of lead for a gun with a barrel of that diameter- a ball made for a 12 gauge gun would be 1/12 of a pound, a ball for a 4 gauge gun would be 1/4 pound, the the higher the gauge, the less the diameter of the actual shell. (Sorry for image hugeness.)
Spoiler (click to show/hide)
Lastly, in terms of shotguns as sidearms, you might also be thinking of a super-short tactical shotgun like this, which is actually designed to be fired from the hip with loose arms (note that it has no sights of any kind).
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: fenrif on June 21, 2012, 09:01:08 pm
Hey guys, you need to firearms education real quick. The notorious "shotgun pistol" of real life is called The Judge, and it's a revolver, so there is no magazine involved. It also uses .410 shotgun shells, which are considerably smaller than twelve gauge shells.

I'm going to go ahead and say, without any knowledge and before I google it, that there are more shotgun pistols than just that one.

Edit: Yeah, aside from stuff like really short barreled sawn-offs (which are pistols I guess, since they don't have revolver chambering?) There's also  The LeMat Revolver (http://en.wikipedia.org/wiki/LeMat_Revolver) from the US civil war. And something called a Super Comanche (http://www.youtube.com/watch?v=997md-aqo-0) which has a cool name.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 21, 2012, 09:03:07 pm
In fact, a quick google search shows that any shotgun pistol over .410 has been banned in the states, which means they must exist.

Edit:
Victory!
http://www.thefirearmblog.com/blog/2009/05/21/semi-auto-shotgun-pistol-maul-awesome/ (http://www.thefirearmblog.com/blog/2009/05/21/semi-auto-shotgun-pistol-maul-awesome/)
12 Gauge shotgun pistol (can also be underslung on an M4). Holds 5 rounds. Fired completly electornically, no moving parts. (I guess the shell carries it's own charge? I have no idea how these things work).

Edit:Edit: Also, forgot to mention, note the lack of any real kickback in the video.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 21, 2012, 10:55:51 pm
Lemat 'Grapeshot Revolver' (http://en.wikipedia.org/wiki/LeMat_Revolver)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: fenrif on June 21, 2012, 11:09:26 pm
Lemat 'Grapeshot Revolver' (http://en.wikipedia.org/wiki/LeMat_Revolver)

There's also  The LeMat Revolver (http://en.wikipedia.org/wiki/LeMat_Revolver) from the US civil war.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 22, 2012, 04:21:01 am
The point was that it's a standard sidearm. A shotgun pistol with a removable clip which is used as a standard-issue weapon, not a curiosity with little practical value like the ones we have.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 22, 2012, 05:16:17 am
Lemat 'Grapeshot Revolver' (http://en.wikipedia.org/wiki/LeMat_Revolver)

There's also  The LeMat Revolver (http://en.wikipedia.org/wiki/LeMat_Revolver) from the US civil war.

Ahh you ninja from roughly an hour before I posted that.

Do I get points for knowing about that gun since roughly Sierra's Civil War Generals II was released? Probably not but that's how I knew about it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 22, 2012, 06:52:42 am
http://venturebeat.com/2012/06/18/sonys-free-to-play-online-shooter-planetside-2-will-pack-2000-players-in-an-arena-interview/1/

Quote
and what we’re going to be doing is allow players to fly a drone on their phone. And then if they have a high enough level in the game, they’ll be able to launch a drone strike. So gameplay out of your phone or your iPad, and it works on both iPhone or Android.

What.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 22, 2012, 06:55:21 am
You'll probably need to have certed into command rank to do that. Also, what I want to know is if you can do that from a web browser too. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 22, 2012, 07:01:03 am
You'll probably need to have certed into command rank to do that. Also, what I want to know is if you can do that from a web browser too. :P
What I want to know is what keeps the asshole on the train using his ipad from turning the drone around and team killing everyone because he's having a bad day.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 22, 2012, 07:04:32 am
You'll probably need to have certed into command rank to do that. Also, what I want to know is if you can do that from a web browser too. :P
What I want to know is what keeps the asshole on the train using his ipad from turning the drone around and team killing everyone because he's having a bad day.
Loss of battle/command rank perhaps? I'm curious to what the penalties on teamkilling and their anti-griefing policies will be. Perhaps they'll just try stuff out in the beta to see what works best.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 22, 2012, 07:16:16 am
Still, you could lose a base to that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 22, 2012, 07:22:05 am
True. F2P will mean a shitload of assclowns, and I wonder how they'll mitigate that annoyance.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 22, 2012, 12:59:50 pm
For all we know the phone user doesn't have direct control of the drone. They might just direct it around the field and maybe call eligible targets. Not that it would be impossible for them to pilot it manually, but it seems less likely (and it would be very difficult to do on an iphone).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: inteuniso on June 22, 2012, 03:47:48 pm
True. F2P will mean a shitload of assclowns, and I wonder how they'll mitigate that annoyance.

I plan on using those assclowns for a human wave tactic, thank you very much.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 22, 2012, 03:50:41 pm
For some reason I have visions of clowns with assfaces doing the wave... weird.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 22, 2012, 04:42:39 pm
You shall always get assclowns in games. Luckly they tend to quit when their uber l33t asses get handed to them because they ran out into the middle of a battlefield and got ganked cause they dont need no one and are mr srs lone wolf.

After they learn to stay out of your way, you tend to be fine. :P the none faction pooled resources thing -ie everyone from a main pool instead of the individual stuff that they have put it (it seems)- will help with mitigating their influence.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Graven on June 22, 2012, 05:35:25 pm
Awww yeah son, got me a beta key! After so many haikus tweeted, sweet, sweet beta.

So have we decided on all the details of a bay12 outfit? I really hope we go for a really goofy name, so people are even angrier when we kill them.

edit : Actually how can I confirm I have entered my key? I got sent an email verifying that, but I don't see anything in my account page to signify that...? Or am I just being dense again.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vattic on June 22, 2012, 06:13:19 pm
So have we decided on all the details of a bay12 outfit? I really hope we go for a really goofy name, so people are even angrier when we kill them.

edit : Actually how can I confirm I have entered my key? I got sent an email verifying that, but I don't see anything in my account page to signify that...? Or am I just being dense again.
Bay12 / Bay 12 got the most votes for outfit name.

You should get an email if you've entered it correctly. I did anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 22, 2012, 06:18:24 pm
True. F2P will mean a shitload of assclowns, and I wonder how they'll mitigate that annoyance.
If you can't follow others, orders, or the missions system, you can always use them as cannon fodder to protect the people who can actually hit the broadside of a Galaxy most of the time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Graven on June 22, 2012, 06:20:43 pm
Bay 12? Not "Cancels eat:On Fire"? I am mildly disappointed.

Also just the email, nothing on the SOE website? Because I got the email, kind of before verifying it apparently. Hope that isn't a problem, but if I got the email, I should be ok.

And if all else fails, the game is gonna be free anyway come release, heh.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 22, 2012, 07:05:11 pm
You should get an email and somewhere near the bottom... hmm, actually...
(http://i1022.photobucket.com/albums/af342/girlinhat/ujelly.png)
That's the email I got when I entered a valid code.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 22, 2012, 08:31:37 pm
I just had a chance to snag one on twitter...and SOE apparently decided I needed to reset my account password...

FUUUUUUUUUUU!!!!!!!!!!!!!!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 22, 2012, 08:46:36 pm
Nah, the bots would have snatched it up in under a second.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 22, 2012, 09:01:11 pm
Nah, the bots would have snatched it up in under a second.
Even with all the random symbols and extra numbers thrown in there now?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on June 22, 2012, 09:09:49 pm
Why would that matter? Bot probably just reads the page code and nabs whatever it is they're after. Obfuscation like that just slows down humans, not machines :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 22, 2012, 09:19:18 pm
Why would that matter? Bot probably just reads the page code and nabs whatever it is they're after. Obfuscation like that just slows down humans, not machines :P
It's not like they enter the code, and then twitter adds the nonsense symbols (which also include valid symbols, but bracketed in a way so that it is not clearly part of the code).
A bot could filter out nonsense, but not the valid+nonsense combinations that would obviously not be part of the code to a human.

Well, I've had enough for tonight.  I think I'll try my hand at photoshopping something with puppies tomorrow, seeing as I have two cute dogs (one of whom is sitting on my arm...), and moderate photoshop skills.  If only I could find sheet music for some of the music from planetside 1.  I'm a pretty damn good bass clarinet player.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 23, 2012, 04:20:08 am
*sigh* Still no beta key, without resorting to shenanigans. So... anybody play PS1?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on June 23, 2012, 05:08:17 am
*sigh* Still no beta key, without resorting to shenanigans. So... anybody play PS1?
PS1 accounts automaticly will be granted early access to beta. You dont need a key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 23, 2012, 01:29:34 pm
Also, if you aren't following @NaniteSystems (https://twitter.com/#!/NaniteSystems) on twitter (or your twitter is spammed all to hell), you may be interested in this. A few days ago I asked this (and received a response):
Quote from: Trafalgard (https://twitter.com/Trafalgard/status/214661071313698816)
@NaniteSystems (https://twitter.com/#!/NaniteSystems) Can ECM be installed in your aircraft (besides chaff) to jam the guidance systems of missiles or prevent lock-on?
The response:
Quote from: NaniteSystems (https://twitter.com/NaniteSystems/status/215831940325064709)
@Trafalgard (https://twitter.com/#!/Trafalgard) aircraft can be equipped with a wide range of anti-lockon or jamming sys. Most are post factory add-ons

Knowing that, and having a feeling that NC is going to get more zergy players less willing to cooperate and coordinate, and that they are more hated than any other faction (on Planetside Universe's forums, anyways), I'm fairly sure I'm going Vanu.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 23, 2012, 01:42:32 pm
*sigh* Still no beta key, without resorting to shenanigans. So... anybody play PS1?
PS1 accounts automaticly will be granted early access to beta. You dont need a key.
Exactly... I was considering subscribing. :P But, not if nobody is playing it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on June 23, 2012, 02:33:23 pm
That's the email I got when I entered a valid code.

That's the same email I got when I entered the key. In addition under memberships I believe it lists Planetside 2 as Active.

Also, For The Vanu! Bringing Humanity forward, by force is necessary!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dohon on June 24, 2012, 04:18:23 am
Any idea when Open Beta is going to happen? I would love to do Closed, but I don't have the time right now to jump through hoops in order to get a chance at a key.
http://www.bay12forums.com/smf/index.php?topic=110391.0

I'll be on-server awaiting ludicrous combat.
If you've got some time now, this game is like 1MB size and pretty fun.  Someone's got a dedicated server and I'm thinning the bots a little right now.

Cheers for the invitation, but sadly, I had already logged off the forum. Busy busy times and it is only now starting to clear. So, I might pop up in that game in a few weeks. Mayhaps PS2 might be open beta by then! ... A NC recruit can dream.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: etgfrog on June 24, 2012, 04:33:30 am
so i found out i have the april pc gamer issue...so i'm in the beta...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 24, 2012, 07:04:18 am
Supposedly there is going to be an announcement next week regarding the beta.  Hopefully that means they will give us an actual date, instead of 'a few weeks'.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 24, 2012, 08:21:07 am
It's funny that they have to announce that there will be an announcement.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Isdar on June 24, 2012, 10:53:35 am
There is one thing im wondering about, and that is if we are going to recruit from the game too?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 24, 2012, 11:00:09 am
I dont think we'll do that.
Except if we screen them so we dont get dicks in our group.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 24, 2012, 11:13:07 am
> Implying Bay12 isn't composed of dicks.

We'll have to recruit from the game.  The dwarves won't stay on.  We'll gt a few regulars and a lot drifting in and out, probably not enough to keep an outfit cohesive.  B12's biggest downfall is that many people leave a game after a week or two, and then the rest quit because they have no one to play with.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Isdar on June 24, 2012, 11:21:27 am
And we will also get more DF players too. Hopefully.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 24, 2012, 11:29:20 am
Thats actually not what i want (more DF players).
Expirience tells me that a big community is certainly not always a good community.
But i dont really care too much.
As long as i can play with a few dorfs and some other fun guys, i'm fine.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 24, 2012, 11:33:17 am
As long as we screen them to keep the idiots out, it shouldn't be much of a problem.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 24, 2012, 11:35:05 am
> Implying Bay12 isn't composed of dicks.

We'll have to recruit from the game.  The dwarves won't stay on.  We'll gt a few regulars and a lot drifting in and out, probably not enough to keep an outfit cohesive.  B12's biggest downfall is that many people leave a game after a week or two, and then the rest quit because they have no one to play with.

Yeah, I've noticed that too. People on here tend to... get bored easily? The Bay12 empire Starborn Dominion on Shores of Hazeron lasted a month or two before largely falling apart, for instance. Later attempts to found new empires gained no traction. (Tymas survived and prospered for the most part by recruiting from the game's population itself, when it was felt necessary, until most of the longest-playing players mostly quit all at once - the ones who hadn't quit earlier, anyways)

That said, it's possible to make a faction which lasts, but I wouldn't make it bay 12 exclusive or name it after bay 12 if you want it to last, and it needs a dedicated leader and a method for leadership to transfer in case the leader leaves (and in case other leader designates leave or prove incapable of leading effectively). (Starborn Dominion's worst problem was that Paul left, along with the second in command, leaving nobody able to do much of anything in the empire at all except in their own individual solar systems)

E.G. It needs a system of leadership transfer like the USA or the Twelve Colonies in Battlestar Galactica.

There's also the tendency for bay12 groups to be more disorganized, IMHO. Of course, that can work well in some games, where people see something needs doing and they do it. But in something like Planetside 2 having people volunteer for particular branches of a military, or participate in more than one if necessary, could be useful, as well as having both tacticians and strategists pondering how best to improve how the outfit performs - and obviously keeping the game fun for the players.

One problem I tend to foresee is nobody guarding bases because it's boring and unglamorous. However, it may be possible to use air supremacy (e.g. lots of planes in the air, scouting, ready to report hostiles and engage) to find and eliminate incoming enemy aircraft (galaxies and fighters) and tanks. The main issue then might be infiltrators sneaking into a base undefended by infantry, but a rapid reaction force using gal drops could respond to them if it's too late to respawn at the base.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 24, 2012, 11:46:46 am
Yeah, defending and flanking by the enemy is going to be a major problem. (if we are the winning faction)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 24, 2012, 11:51:29 am
Defending is just boring, the attackers have a bit of advantage there.

Flanking?  If I can get people in my squad who will actually be in my squad and remain cohesive, I'll flank circles around the enemy, literally.  Well, I suppose that's the only way to flank...  Just need players with a mote of patience who will suit up and wait until the whole squad is suited up.  Rushers will always just die.  It's the ones who wait long enough to roll en masse that end up winning.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Anvilfolk on June 24, 2012, 11:55:13 am
So the thing about groups going inactive is that groups aren't big enough to always have some people on. So nobody knows when someone else is gonna be online, and nobody bothers showing up until others show up. It's a deadlock.

What we should do is "squad nights", where everybody tries to be online at the same time every week. Even if half of the people can't make one particular event, there's always critical mass for doing something. At the very least, have some laughs with a few others.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 24, 2012, 12:02:06 pm
There's actually a Vanu Alliance between various already-existing vanu outfits, for coordinating overall strategy and such. Not sure what server they're going to be on (probably the american server?), but obviously that's the kind of thing which would be useful so different outfits don't end up working at cross-purposes. There are also defensibility considerations dictating the worst and best places to take territory, and whether it might be wise to cede territory that was unwisely taken (e.g. a thin strip of territory running between the two other empires, so bases in the area are constantly under attack from both), rather than try to defend it, as trying to hold them just wastes manpower that could be better spent elsewhere (unless there's some extremely compelling reason to hold them).

Edit: Squad nights might be useful, but another thing to consider is having something like that at different times on different days, since not everyone can be on at a particular time, or on particular days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vattic on June 24, 2012, 12:29:44 pm
Once we settle in some we could each post what days and times you're likely to see us in game then have them collected in a graph or table of sorts. Then we can plan around that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 24, 2012, 12:39:39 pm
Steam will also help in that you can set up events and announcements.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 24, 2012, 01:19:50 pm
Yeah, steam announcements really helped with the TF2 server as well: Nobody ever on, unless there's an announcement and Bam, server full. I think we'll be fine, at least at first.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 24, 2012, 03:55:36 pm
I just realzed how eerily similar SupCom and Planetside are. 

Largest scale games in their genre?  Yep. 
Earth based fascist overly controlling faction?  Yep: UEF and TR. 
Alien worshiping faction? Yes: Aeon and Vanu?  Revolutionary faction?  Sort of, both Cybran and NC are fighting for freedom, but their strategy and philosophies differ (Cybran focus on stealth, NC on MOAR !!BOOM!!). 
Incredibly awesome?  Hell yes!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 24, 2012, 04:57:11 pm
Knowing that, and having a feeling that NC is going to get more zergy players less willing to cooperate and coordinate, and that they are more hated than any other faction (on Planetside Universe's forums, anyways), I'm fairly sure I'm going Vanu.
This only makes me want to play NC more.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 24, 2012, 05:01:35 pm
It's easy to avoid getting shot when there's so many other, easier targets.  Who's going to go kill that sniper on the ridge when there's a perfectly good noob liberator flying circles around the AA turrets?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on June 24, 2012, 05:17:32 pm
Well, someone who hates snipers.

But anyway, if we can get even half the people who voted in the poll into the outfit, I think we'll easily have critical mass to avoid the whole thing being abandoned, provided there's a few good leaders.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Karakzon on June 24, 2012, 05:19:36 pm
Spoiler (click to show/hide)

Can we use this guy as our mascot?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 24, 2012, 05:21:00 pm
It's easy to avoid getting shot when there's so many other, easier targets.  Who's going to go kill that sniper on the ridge when there's a perfectly good noob liberator flying circles around the AA turrets?

That's a good idea for all our in-game recruits.  We put them all in an 'awesome squad', telling them its only for the most elite players, and send them in first before each attack as a distraction.  All the enemy will be too busy picking off our 'allies' trying to teabag a tank, to shoot our main force  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 24, 2012, 05:21:48 pm
It's easy to avoid getting shot when there's so many other, easier targets.  Who's going to go kill that sniper on the ridge when there's a perfectly good noob liberator flying circles around the AA turrets?

That's a good idea for all our in-game recruits.  We put them all in an 'awesome squad', telling them its only for the most elite players, and send them in first before each attack as a distraction.  All the enemy will be too busy picking off our 'allies' trying to teabag a tank, to shoot our main force  :P

If they somehow survive, then they are truly in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 24, 2012, 05:30:12 pm
It's easy to avoid getting shot when there's so many other, easier targets.  Who's going to go kill that sniper on the ridge when there's a perfectly good noob liberator flying circles around the AA turrets?

That's a good idea for all our in-game recruits.  We put them all in an 'awesome squad', telling them its only for the most elite players, and send them in first before each attack as a distraction.  All the enemy will be too busy picking off our 'allies' trying to teabag a tank, to shoot our main force  :P

If they somehow survive, then they are truly in.

'Trial by fire', I like the sound of that.  It's definately dwarfy!  (it would be better if there was actual fire involved, but...)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 24, 2012, 05:30:40 pm
Sounds like we need to load a Galaxy to perform some "SWAT Training" at that heavily guarded enemy base.

You know what I'm talking about.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 24, 2012, 05:41:35 pm
It seems the person on twitter is assigning challenges (ie, find a picture and manip a certain empire's crest into it) to get keys, at least to the people that get his attention.

[EDIT] And I've been noticed.  Challenge accepted! (It doesn't even need any image manipulation!)

[EDIT2] Hell yes!  Got a beta key! I'm not sure whether it was from the completion of the challenge (as the guy who gave me the challenge stopped posting right before I finished it) or a modification of an image looking down the barrel of a UEF Mavor artillery gun, with the NC logo, subtitled "Bigger is always better."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 25, 2012, 03:34:54 am
I think in PS2 I'm probably going to join Ostekake and his infamous Battle Marines of Chaos.

Ostekake is probably the most revered TR CR5 commander ever, he's nuts and everyone knows it. But he's damned good at what he does.

On the topic of defending, in PS1 it was _very_ entertaining, like a lot more so than attacking. Mainly because you had a protected spawn, were litterally fighting (most of the time) a downhill battle, you had the higherground of the walls, a vehicle spawn point inside the base and ease access to reinforcements.

I'll probably be playing on good ol' Werner when the beta is out.

Also I don't think subscribing now will give you beta access, i think stopped happening a while back
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 25, 2012, 09:56:14 am
Sounds like we need to load a Galaxy to perform some "SWAT Training" at that heavily guarded enemy base.

You know what I'm talking about.

We are going to be the most loved outfit in all of PS2 :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on June 25, 2012, 09:58:50 am
Is today the day we get word on the beta? Here's to hopeing!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 25, 2012, 09:59:35 am
Sounds like we need to load a Galaxy to perform some "SWAT Training" at that heavily guarded enemy base.

You know what I'm talking about.

We are going to be the most loved outfit in all of PS2 :P
"Why the hell does this 'B12' outfit keep crashing galaxies full of nubs into their own base?!"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 25, 2012, 10:14:28 am
Sounds like we need to load a Galaxy to perform some "SWAT Training" at that heavily guarded enemy base.

You know what I'm talking about.

We are going to be the most loved outfit in all of PS2 :P
"Why the hell does this 'B12' outfit keep crashing galaxies full of nubs into their own base?!"
For FUN™!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 25, 2012, 10:22:13 am
You're missing the point.  You crash the numbs into the enemy base.  And then you cap it during the confusion.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nelia Hawk on June 25, 2012, 10:26:55 am
isnt throwing kittens into the enemy base more effective then throwing our noobs in there?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 25, 2012, 10:28:12 am
Noobs can take more bullets before dying. They are also bigger.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on June 25, 2012, 10:28:36 am
One thing about nubs.
They reproduce much faster then kittens.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 25, 2012, 10:29:52 am
Hmmm, I just noticed this in my Sony Account (which I keep checking, because checking it every day makes the beta open up faster, as everyone knows):

PlanetSide™ : PENDING
CURRENT GAME PASS PLAN:
45 Day Non-Recurring

.... Does that mean I've had 45 days of playing PS 1 sitting in my account since 2006? Or that I had it once but spent them already? Hmm. Strange.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 25, 2012, 10:59:22 am
That means you have 45 days, and when you run out the will not bill you to renew it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on June 25, 2012, 11:38:42 am
SOE like most company's with MMO's will occasionally give subscribers and former subscribers free game time. That 45 days is all the free time you've racked up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 25, 2012, 12:24:13 pm
... FUCK YEAH  :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 25, 2012, 03:51:16 pm
It may be from when they got hacked and gave out free game time to all current members.

P.S. Perhaps we should consider whether to make one outfit on one faction, or two with the two highest-voted choices, or all three, and whether they should be on the same or different servers. If we had two on the same server they could theoretically not fight each other, instead only fighting the third faction, and potentially work together on joint ops or coordinate two-pronged attacks, etc. :V
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on June 25, 2012, 03:58:30 pm
If we had two on the same server they could theoretically not fight each other, instead only fighting the third faction, and potentially work together on joint ops or coordinate two-pronged attacks, etc. :V
It's already been agreed that we won't be doing this. I can't remember why, though, or what pages the discussion was on. Kind of kills the fun of the game. And we can't possibly be occupying the entire teams, so teammates would probably be angry.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 25, 2012, 04:03:01 pm
Please, Bay12 will fight its own members on the same team.  Not even kidding here.  B12NC has the chance to fight B12VS?  Let the bloodbath begin!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 25, 2012, 04:07:01 pm
Please, Bay12 will fight its own members on the same team.  Not even kidding here.  B12NC has the chance to fight B12VS?  Let the bloodbath begin!
It is the Bay12 way.

Also, not fighting fellow B12ers on the enemy side would probably attract a very unhappy mod.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 25, 2012, 04:27:17 pm
Yep, 45 days of time, just wasting away in my account. Ping of 200 on a US server, though :(. I also need to brush up on my mad PS skillz.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 25, 2012, 06:38:26 pm
http://www.youtube.com/watch?v=goNh81Duz90&feature=player_embedded

Welp, my jaw was on the floor then entire way through this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 25, 2012, 06:46:04 pm
"Huge Ass Vehicle Combat"

Official videos have never been so cool.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 25, 2012, 07:05:06 pm
You want Zebra Outfit? Sure, no problem.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 25, 2012, 07:06:46 pm
Zebra MAX is awesome.

Anyway, they still haven't announced when the closed beta starts.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 25, 2012, 07:22:39 pm
It never starts.  The entire thing has been a MASSIVE hoax - everything you've seen so far has been pre-recorded CGI and scripted scenarios.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on June 25, 2012, 07:38:33 pm
You mean you guys didn't know? I thought you were all in on the joke!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 25, 2012, 07:51:54 pm
Am I a loser for kind of likeing the mobil app? I'd probably never use the VoIP fuction, but for some reason I find it incredibly cool. Maybe it's because I don't have a ton of gaming time each evening, so it's nice to be able to check in during the day, and not spend my time catching up when I finally sit at my computer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: monk12 on June 25, 2012, 08:27:28 pm
It never starts.  The entire thing has been a MASSIVE hoax - everything you've seen so far has been pre-recorded CGI and scripted scenarios.

That's funny, I didn't think 3D Realms had anything to do with this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 25, 2012, 08:30:50 pm
Hmm.  Coordinated skins?  I wonder whether there is a ‼MAGMA‼ skin...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 25, 2012, 08:34:13 pm
It never starts.  The entire thing has been a MASSIVE hoax - everything you've seen so far has been pre-recorded CGI and scripted scenarios.

That's funny, I didn't think 3D Realms had anything to do with this.

They Didn't. I mean'we haven't even been given a close up zoom in shot of a TR crotch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 25, 2012, 09:44:42 pm
So I just stumbled on proof that @planetside2 isn't too picky about what they give beta keys for.
Spoiler (click to show/hide)
At the very least this doesn't reflect well on SOE's assertions about how much they'll be relying on GMs.

Also, I T-Ray just confirmed what they'll be announcing this week. (https://twitter.com/PS_TRay/status/216555187404419074)
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on June 25, 2012, 09:46:21 pm
But are they better?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: SHAD0Wdump on June 25, 2012, 09:47:49 pm
Also, I T-Ray just confirmed what they'll be announcing this week. (https://twitter.com/PS_TRay/status/216555187404419074)
Spoiler (click to show/hide)
Damnit.

Well, as long as they aren't ridiculous superweapons anymore I guess that's fine.

Edit: Yay for my slowness, next time I should check it more closely. Could just be Beta. At least that's holding my hopes for no mech nonsense here.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 25, 2012, 09:50:15 pm
If the twitter personnel are the GM's in game I worry.  When your official people can't spell "accept" right...

Alright, so who's up for BFR Rape Trains then?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 25, 2012, 10:52:32 pm
So I just stumbled on proof that @planetside2 isn't too picky about what they give beta keys for.
Spoiler (click to show/hide)
At the very least this doesn't reflect well on SOE's assertions about how much they'll be relying on GMs.

Also, I T-Ray just confirmed what they'll be announcing this week. (https://twitter.com/PS_TRay/status/216555187404419074)
Spoiler (click to show/hide)

(http://t1.gstatic.com/images?q=tbn:ANd9GcTIgs6BLHta30pSyixesrI4ojpw5qLq8pDUXTh11Aq2Oo_p05lS1w)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Smitehappy on June 25, 2012, 11:12:59 pm
I'm not so sure about how the new cert system works. I want a gun to be the same gun no matter who's fire, a tank no stronger than any other tank of the same kind. Spending certs to increase how much damage a gun has or how fast something moves/shoots bodes ill for me. In Planetside 1 if I was in a Mosquito and an enemy pilot was in a mosquito then the one who came out alive was the better pilot, not the person who put more certs into his vehicle.

The rest of the E3 presentation was amazing. Love the customization armor. Zebra squad represent.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nelia Hawk on June 25, 2012, 11:42:54 pm
it was some months ago so i dont realy remember exactly what they said but, i saw a stream once over at twitch where 2 PS2 devs were interviewed and in the end they kind of said something like " join us on e3, join us on gamescom, get keys for beta."
for me it kind of hinted that they want to advert the game on all the events first and then start the beta.

so i doubt the beta starts anytime "soon"... as in not before gamescom, more likely after gamescom. (so maybe in 2-3 months, maybe even near the end of the year actually. if earlyer=awesome, if that "late" = well i didnt expect it earlyer anyways.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 25, 2012, 11:53:18 pm
If they're already hyping it up and it's not until the end of the year, they're gonna do a fine job of burning out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on June 26, 2012, 12:12:36 am
I know not if it means anything, but http://www.planetside2.com/download (http://www.planetside2.com/download) seems to have appeared. Mind you clicking it dose nothing at the moment.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on June 26, 2012, 12:15:42 am
I think something similar happened.  If you used the link to any other game, but replaced the url with "planetside2" it had a link.  They fixed it... but, apparently un-fixed it...

Click harder!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 26, 2012, 01:44:49 am
interesting piece of information here.
Code: [Select]
<head>
<title>PlanetSide 2 PC Game - Download</title>
<link href="/favicon.ico" rel="SHORTCUT ICON"/>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<link rel="stylesheet" href="http://www-cdn.planetside2.com/css.html?locale=en_US&files=global&v=141.4" type="text/css" />
<script language="JavaScript" type="text/javascript" src="http://www-cdn.planetside2.com/js.html?locale=en_US&files=util/jquery/v1/jquery-1.6.1.min^ui/spinjs/spin.min^util/modernizr/dev/modernizr-2.0.6^plugins^pages^ui/jquery.nivoslider.soe^ui/jquery.prettyPhoto&v=141.4"></script>


<meta name="Description" content="Planet Side 2 - Beta Download" />
<link rel="stylesheet" href="http://www-cdn.planetside2.com/css.html?locale=en_US&files=download&v=141.4" type="text/css" />

</head>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 26, 2012, 11:08:09 am
http://www.planetside-universe.com/news-beta-producers-letter-2812.htm

30 days free for all subscribers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 26, 2012, 11:09:58 am
http://www.planetside-universe.com/news-beta-producers-letter-2812.htm

30 days free for all subscribers.
Ugh, I hope that wasn't the big announcement for this week.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Felius on June 26, 2012, 11:22:09 am
I guess I'll be downloading Planetside 1 again then.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 26, 2012, 12:00:51 pm
Remarkably vague hardware survey is remarkably vague.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on June 26, 2012, 12:03:09 pm
I kinda want to follow jocan's link. Not sure if want.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on June 26, 2012, 12:24:14 pm
Squad Broken
Why did I read this... My brain... It hurts... You fucking Schmuck Baiter.

/me goes off to whimper and die in a corner.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 26, 2012, 12:56:13 pm
Hmm, schedueld beta testing. That means I won't be able to play much for the first phase or two of Beta unless they happen to fall in my free time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Neyvn on June 26, 2012, 02:20:06 pm
Has anyone noticed the Facebook "game" thats there???
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 26, 2012, 02:32:36 pm
"External Beta will include primary rounds of entry for existing PlanetSide 1 players and additional External Beta registrants, including those who obtained Beta codes from the PC Gamer magazine cover feature. "

woop its so close i can taste it!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Felius on June 26, 2012, 03:42:49 pm
Playing my free time of Planetside 1 and I remembered one of the problems I have with it. I kinda suck at infantry combat. :P I'm going to need to practice a good deal to actually be able to do well on it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 26, 2012, 03:45:03 pm
I was just asked to do a hardware survey for the beta... I did it and they said thank you. No beta yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on June 26, 2012, 04:32:21 pm
I was just asked to do a hardware survey for the beta... I did it and they said thank you. No beta yet.

its not out today, it will be out in the coming weeks they are setting it up now

"That time is fast approaching and I wanted to take a moment to break down the phases of the upcoming PlanetSide 2 Beta and how your help is integral to the launch of the game.

We’re currently in Internal Closed Beta which includes daily team playtests, tons of optimizations, lots of bug fixing, polishing game mechanics... you get the idea. Our next step is a Technical Test Phase that will include testing our servers, concurrent players and further optimizations of both our client and our server. This critical step is necessary to ensure a solid foundation for the first phase of our External Beta. I want to be clear that this testing phase is not part of the actual Beta. I don’t want anyone feeling like this is some exclusive thing they didn’t get invited to. This is purely for making sure what video cards work, what drivers work, what machine speeds work and how they interact prior to External Beta."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 26, 2012, 04:57:01 pm
ok either im totally blind, but i dont remember giving my computer specs, also im trying to find where to upload it and i dont. Unless i must wait an email?
Quote
And, if you haven’t done so yet, sign up for Beta access at www.PlanetSide2.com and ensure your contact information and computer specs are up to date

Err what? im clicking computer specs link and i dont see anything at all relate to that!!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on June 26, 2012, 05:00:19 pm
ok either im totally blind, but i dont remember giving my computer specs, also im trying to find where to upload it and i dont. Unless i must wait an email?
Quote
And, if you haven’t done so yet, sign up for Beta access at www.PlanetSide2.com and ensure your contact information and computer specs are up to date

Err what? im clicking computer specs link and i dont see anything at all relate to that!!!
I've just completed the survey, took me a while to figure out how though.  Try opening it in google chrome, that worked for me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 26, 2012, 05:06:38 pm
The site design is kind of bad counter-intuitive. You literally have to hit the button to sign up for the beta again for the hardware survey to appear.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 26, 2012, 05:49:12 pm
Yeah when i do that it said im already registered for beta but i cannot update my information. I have 2 account with them and on is way out of date and i cannot update my information.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on June 26, 2012, 06:26:16 pm
Yeah when i do that it said im already registered for beta but i cannot update my information. I have 2 account with them and on is way out of date and i cannot update my information.

You should have gotten an email, I had one when I just checked. Just click the link!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Graven on June 26, 2012, 06:31:20 pm
I don't have anything of the sort, so I guess not everyone got it yet? I hope I haven't accidentally screwed something up, their website is really neither good nor intuitive :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 26, 2012, 06:35:56 pm
I... I didn't get an email... uhoh.... and it won't let me do the hardware specs from the website.............
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Graven on June 26, 2012, 06:37:11 pm
I guess it just didn't update for everyone at the same time, and we'll get that later? Or maybe some browser versions just bug out the button, or something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on June 26, 2012, 06:37:31 pm
Here is the email I got.
Spoiler (click to show/hide)

Check your spam folder?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on June 26, 2012, 06:40:54 pm
I didn't get it either, nor is it on the spam folder.

Zona, how did you get your key? Maybe it has something to do with the key's source.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Graven on June 26, 2012, 06:41:24 pm
Here is the email I got.
Spoiler (click to show/hide)

Check your spam folder?

Nope, nothing of the sort. Either I managed to screw something on the website up, or they just haven't sent everyone the email yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on June 26, 2012, 06:46:16 pm
I didn't get it either, nor is it on the spam folder.

Zona, how did you get your key? Maybe it has something to do with the key's source.

I got mine off twitter. I was lucky, it only took four days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Graven on June 26, 2012, 06:47:15 pm
Well just gonna copy-paste this from the SA forums :
"For those poor limeys or euros who cant access the survey, change your language to US English in firefox (may work in other browsers). You will see the change survey button when you login on the beta button you have tried before.
I dont know if they were intentionally filtering non US guys or not but it worked for me."

 "Also if you don't want to fiddle with browser settings, the URL on the login page will have en_GB or whatever country - change it to en_US and you're good to go!"

Gonna try it later.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: BuriBuriZaemon on June 26, 2012, 07:18:15 pm
Yeah when i do that it said im already registered for beta but i cannot update my information. I have 2 account with them and on is way out of date and i cannot update my information.

You should have gotten an email, I had one when I just checked. Just click the link!

Okayyyyy I never received confirmation I had been accepted into beta BUT I got the email Zona posted above to update my specs. Does that mean I have been accepted into beta??
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Bordellimies on June 26, 2012, 07:26:25 pm
Yeah when i do that it said im already registered for beta but i cannot update my information. I have 2 account with them and on is way out of date and i cannot update my information.

You should have gotten an email, I had one when I just checked. Just click the link!

Okayyyyy I never received confirmation I had been accepted into beta BUT I got the email Zona posted above to update my specs. Does that mean I have been accepted into beta??

Probably not. I think they're picking some poeple with high-end computers, some with mid-end comptuers, some with low-end computers and so on. To test if it all works for everyone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Mistercheif on June 26, 2012, 07:53:29 pm
Remarkably vague hardware survey is remarkably vague.
Yep...
Especially since their survey puts my laptop in the top tier of options, because I have an i7-3610QM and a 7750m graphics card and 16GB RAM, despite the fact that there are going to be plenty of AMD 6000 series cards that are more powerful than mine...

And I found the survey by clicking the link "computer specs" in the press release.  :P
It then just asked me to login and I was at the survey.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 26, 2012, 10:47:01 pm
Well just gonna copy-paste this from the SA forums :
"For those poor limeys or euros who cant access the survey, change your language to US English in firefox (may work in other browsers). You will see the change survey button when you login on the beta button you have tried before.
I dont know if they were intentionally filtering non US guys or not but it worked for me."

 "Also if you don't want to fiddle with browser settings, the URL on the login page will have en_GB or whatever country - change it to en_US and you're good to go!"

Gonna try it later.
That made the trick for me
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 27, 2012, 10:13:16 am
Ah, there, got my email today. Guess some were just a day behind? Anyways, sounds like the technical tests are starting soon (I believe those are internal?), so actual Beta I would say will ramp up mid to late July. Not that I have any real industry insight, but sounds reasonable to me, right?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on June 27, 2012, 10:17:04 am
I think they've already been doing internal technical tests, even before E3.

I [wonder if | suspect], with so many people with keys, they might end up inviting different people for each test session.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on June 27, 2012, 10:41:42 am
My guess is they'll ramp up. So, with fictitious numbers and all, they'd invite 100 this week, then another 200 next week, etc. etc. until they've got at least a servers worth playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 27, 2012, 10:43:05 am
By the way, anyone who was/is a PS1 subscriber (not entirely sure about people who had free accounts) should now/soon have an extra 30 days of play time on their account. I got mine this morning and played a bit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 27, 2012, 12:01:54 pm
I've been playing, but the enormous ping time doesn't help my twitch-fire skills. Did manage to knock down a damaged loadstar with my galaxy though :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on June 28, 2012, 07:58:58 pm
So, its 2am, PS devs increased the pop limit. http://www.mmorpg.com/streams.cfm Higby is streaaaming. My outfit is planning on gal raiding them... constantly
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on June 28, 2012, 08:06:36 pm
I got that email to tell them my specs.. and when I click the link there's nowhere to update my specs, just tells me I've already signed up for the beta... Dammit SOE I was subscribed to PS1 for years just give me the beta key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 28, 2012, 10:20:58 pm
You won't get a "key" Rakonas. You'll just get your account activated when it comes time. Stop worrying.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Paul on June 28, 2012, 10:56:26 pm
Weird, my old PS1 account didn't get the free game time that you guys are mentioning. Maybe it's because I had them remove me from the mailing list a few years ago so they just deleted all my data (although I still had my old username, so ???).

I wonder if that means it lost the fact that I was a paid subscriber years ago (I even had the overpowered BFRs and everything) and I won't be getting in the beta? :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 29, 2012, 12:31:48 am
Weird thing is, there's two sony station account screens (one black, one white). I only noticed the free time on the white one, it's not visible on the black one.

If that makes sense at all.

See you guys in PS1 this weekend.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on June 29, 2012, 12:38:42 am
See you guys in PS1 this weekend.
We gonna organize a PS1 party?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on June 29, 2012, 02:03:35 am
http://www.planetside2.com/news/planetside-day-2012
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on June 29, 2012, 05:07:01 pm
What are everyone's names in PS1? I'm.. Rakonas. On TR side. The only person whose name I recognized was Nilocy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 29, 2012, 09:20:29 pm
GameSpy just released an article on PS2 (http://pc.gamespy.com/pc/planetside-2/1225275p1.html#.T-5F9Xn7w20.twitter).  However, I'll just skip to the important part.

Quote from: Mike Sharkey
Spy Guy says: Is there such a thing as a game with too many players? I mean, as long as the map is big enough to fit them all comfortably -- I wouldn't want to cram 2,000 players onto de_dust. PS: PlanetSide 2 beta should be starting up sometime in the next couple of months, so keep an eye out!
Quote from: Mike Sharkey
PS: PlanetSide 2 beta should be starting up sometime in the next couple of months
Quote from: Mike Sharkey
couple of months
And that's before we take idiomatic word usage into account!
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 29, 2012, 10:30:54 pm
Or PS2 Manager realised that they were no where close enough to be ready for closed beta o.O i dont know, but damn, thats a nerd-boner-killer news...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on June 29, 2012, 11:13:48 pm
Or PS2 Manager realised that they were no where close enough to be ready for closed beta o.O i dont know, but damn, thats a nerd-boner-killer news...
Keep in mind that this is GameSpy, who tend to be liberal in mixing speculation with cite-able fact.  Game articles without any new information tend to be published days to weeks after the interview takes place to avoid having a glut of articles in different publications which all state the same thing.  This article was published only three days after the big beta summary where SOE announced that they were already in internal closed beta and outlined the next few stages of testing and began gathering system specs.  I'd think that SOE would have made a much more conservative announcement if it seemed that there was an order of magnitude in the uncertainty.

Why would this be announced in the postscript of an article from GameSpy?  They haven't been given exclusive access to PS2 before and the article contains no other exclusive information.  I'd also expect that if they got a direct quote of "a couple months" they'd have plastered it all over the article.

I'm sure a counter-argument could be made that it's an elaborate ploy by SOE to fly this under the radar, but I can't see them gaining much benefit from doing that.  I'd say it's much more likely that GameSpy pulled an estimate out of their ass than SOE did a 180 in the past three days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on June 30, 2012, 04:31:08 am
Oh sorry i tought it was a new interview, not a repost of an old one, if thats not that well im utterly confused and going back to sleep XD
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on June 30, 2012, 07:43:54 am
So we are still waiting for a vague estimation? Why can't the devs even give us a tentative date? :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on June 30, 2012, 08:34:38 am
because they'll get yelled at if they miss it. Just be patient.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on June 30, 2012, 04:29:51 pm
Get in here, freeplayers!
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 01, 2012, 05:50:16 am
It is only free to previous subscribers of the game. So no matter how much I want to get in, I can't. :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on July 01, 2012, 07:26:44 am
I'll be kicking TR ass tonight (which is in about 4 hours form now).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on July 01, 2012, 10:33:31 am
If you're playing PS tonight, on TR, and you see me globaling or w/e, ./t me and I'll give shoutouts to the b12 community : D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 01, 2012, 10:41:27 am
It is only free to previous subscribers of the game. So no matter how much I want to get in, I can't. :(

Same. (Planetside 1 doesn't even show up in my list of possible subscriptions for SoE, although perhaps they have multiple lists since I seem to recall seeing it somewhere else? There's no way I'd subscribe to a game that's about to be obsoleted by a f2p game, however. Or, well, subscribe to a game ever, because I just don't do that.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 01, 2012, 01:05:50 pm
I have to make the assumption that the beta for veterans will start sometime after this free month of PS1. Otherwise, what would be the point of having it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 01, 2012, 02:14:36 pm
The external beta's going to be (initially) a linear sequence of scares playtests, with progressively more people invited each time, from the sounds of it, rather than a constantly running beta, if that was your impression.

See http://www.planetside2.com/news/june-2012-producers-letter-beta
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 01, 2012, 03:50:33 pm
I have to make the assumption that the beta for veterans will start sometime after this free month of PS1. Otherwise, what would be the point of having it?
I'm betting they'll have moved most or all of the vets into beta before the 30 days are up.  The free time is likely a holding pattern intended to keep the core hype from withering in the interim between E3 (where their profile exploded) and the start of beta.  It will also likely ease the tension over the beta not accepting everyone at once and having large periods of downtime.

I'd say that so far PS2 has been an excellent case study in marketing and consumer relations in video games.  Apart from the god-awful Facebook app likely mandated by some suit at SOE that will only be used to scam upgrades and station cash, they've managed to skyrocket to popularity while managing their few gaffes and not making many enemies.  They also seem able to understand that their core fanbase is not a landed gentry or intelligentsia to be executed to make way for the "CoD audience" but rather the single strongest element of their PR arm.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on July 01, 2012, 05:07:00 pm
Yeah, I'm really surprised by how packed the servers have been since the free play started, considering that it's only former subscribers. Everyone playing PS1 again should be SOE's #1 target market and I think they realize that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Xanatos Jr. on July 01, 2012, 05:24:27 pm
It says my Planetside pass is ''Pending'' and has 45 days on it, but clicking on Planetside just takes me to the buy time page.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on July 01, 2012, 05:30:21 pm
It says my Planetside pass is ''Pending'' and has 45 days on it, but clicking on Planetside just takes me to the buy time page.
Really? I went to http://planetside.station.sony.com/, and then just downloaded the game via the button (topleft).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Xanatos Jr. on July 01, 2012, 05:43:58 pm
That page won't display for me. Although, I found a reinstall button in tiny text in the shop page, so it's all good.

Oh, it's a video page. Yeah, my firefox is buggered and won't play any sort of video media.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 01, 2012, 06:11:36 pm
They just did a bit of a parade thing. Marched, all three sides together, from 4 different warp gates to the closest base to them. Then everyone orbital striked the courtyard of the base. People said some words and then it was over. Relatively civil, actually.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on July 01, 2012, 06:21:57 pm
Logged on and was getting disconnect message every 30 seconds because of how the server was so overtaxed, sad I missed it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 01, 2012, 07:58:35 pm
That page won't display for me. Although, I found a reinstall button in tiny text in the shop page, so it's all good.

Oh, it's a video page. Yeah, my firefox is buggered and won't play any sort of video media.
What version is it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Felius on July 01, 2012, 08:47:55 pm
Random suggestion: I propose that we adopt the philosophy that infantry kills retail, artillery wholesale, assuming the game has some decent long ranged artillery platforms. Nothing like heavy bombardment to say hello to our foes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 01, 2012, 08:51:17 pm
infantry kills retail, artillery wholesale

So the artillery are... cheaper and can be bought in bulk? I don't get it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 01, 2012, 09:35:39 pm
I'm honestly not sure how PS2 will handle it in the end, but since buildings seem more or less to be invincible. Artillery is a lot less effective if the enemy can just hide inside the walls until the attackers give up and storm in after them. It could be somewhat effective at keeping out resupply efforts, if there's the same sort of ANT system as in PS1 but still not perfect nor as effective as other means. Planetside really has been about getting up in the enemy's face. Anything long range usually has severe limitations, easy counters, or special purpose use.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Techhead on July 01, 2012, 09:36:42 pm
infantry kills retail, artillery wholesale

So the artillery are... cheaper and can be bought in bulk? I don't get it.
Artillery kills people in bulk.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: monk12 on July 01, 2012, 09:47:36 pm
So which one killed the Radio Star? Armor?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 01, 2012, 09:48:13 pm
So which one killed the Radio Star? Armor?
Air Units?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 01, 2012, 09:55:20 pm
So which one killed the Radio Star? Armor?

That would be a well timed AGM-88 missile.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on July 02, 2012, 01:28:01 am
That page won't display for me. Although, I found a reinstall button in tiny text in the shop page, so it's all good.

Oh, it's a video page. Yeah, my firefox is buggered and won't play any sort of video media.
What version is it?
It's a conflict with a new version of Flash. I had this, you can fix it by uninstalling flash and then installing a previous version (you need to actually run an uninstaller). Also, make sure you have automatic updates turned off. Naturally it buggered for me the first update after I finally caved and allowed Flash to update automatically, thinking "they couldn't fuck it up, right?"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on July 02, 2012, 03:10:01 am
They just did a bit of a parade thing. Marched, all three sides together, from 4 different warp gates to the closest base to them. Then everyone orbital striked the courtyard of the base. People said some words and then it was over. Relatively civil, actually.
Ah, didn't miss much then. Am was poplocked in seconds, apparently, and we were busy with a very intense three-way in Hossin. Kudos to the TR who, in spite of losing the entire continent, did manage to stand their ground eventually.
Non-kudos to the VS, who managed a simultaneous 3 galaxy-backstabbing-drop, and their entire dropteam was wiped out in seconds.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 02, 2012, 05:02:20 am
Non-kudos to the VS, who managed a simultaneous 3 galaxy-backstabbing-drop, and their entire dropteam was wiped out in seconds.
I say that sounds just about right. I haven't heard of a single large gaming channel voting VS, so obviously the percentage of skilled players in that faction is smaller than that of the TR and NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on July 02, 2012, 07:15:17 pm
I was playing when the parade happened and they poplocked the sanctuary setting it up. Which sucks when you are far from the nearest broadcast gate and your only option for transport is an ant. Still there were at least five simultaneous poplocked continents last night and if all of those players transfer over to ps2 when it releases there should be some spectacular battles.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on July 02, 2012, 09:38:17 pm
Sounds promising to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 03, 2012, 03:24:25 pm
Just for fun, does anyone want to guess how many "a few" is? (https://twitter.com/j_smedley/status/220213796185186305)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Isdar on July 03, 2012, 03:29:16 pm
Just for fun, does anyone want to guess how many "a few" is? (https://twitter.com/j_smedley/status/220213796185186305)
4 to 5 days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on July 03, 2012, 04:48:22 pm
I was playing when the parade happened and they poplocked the sanctuary setting it up. Which sucks when you are far from the nearest broadcast gate and your only option for transport is an ant. Still there were at least five simultaneous poplocked continents last night and if all of those players transfer over to ps2 when it releases there should be some spectacular battles.

What side are you playing as?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Metalax on July 03, 2012, 07:22:57 pm
I was playing when the parade happened and they poplocked the sanctuary setting it up. Which sucks when you are far from the nearest broadcast gate and your only option for transport is an ant. Still there were at least five simultaneous poplocked continents last night and if all of those players transfer over to ps2 when it releases there should be some spectacular battles.

What side are you playing as?

One of my old NC chars. Seems to have been the only one of my chars to have survived server merges that have happened since I was last a subscriber.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 03, 2012, 07:34:31 pm
That seems odd. A couple of mine survived server merges, although they had an ugly "-W" tacked onto the end of them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on July 04, 2012, 03:24:05 am
One of my old NC chars. Seems to have been the only one of my chars to have survived server merges that have happened since I was last a subscriber.
Only my highest-ranking (which means nothing) char survived as well, also on the NC side. (Siquo in-game)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on July 05, 2012, 04:53:44 am
Just for fun, does anyone want to guess how many "a few" is? (https://twitter.com/j_smedley/status/220213796185186305)
4 to 5 days.

Hmm, so the technical test will probably be over the weekend then. 
Also, I imagine the beta will come out around the time the free planetside time expires, as I can't see it coming out at the same time due to many of the beta testers being planetisde 1 players.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 05, 2012, 06:18:25 am
Guys you didnt get it... There is an hidden catch behind that promotion think about it.

All veteran player will have priority access, fine but how will they know if the veteran is active? Give them free time and see who log in, this way it give them a better precision on the *beta invite* strike.

I.E.: Alright guy we need 1k ish vet next wave. Send a wave of key but sadly 15% of these key went awol since the player died/dont care/dont have internet.

Now if they want a 100% hit on that 1k, well simply find out who came to planeside 1 and there will be no key *lost*

Alright that was my paranoiak mind plying tricks, but eh... not because you are paranoiak doesnt mean they arent trying to find you!!

Edit: This post was brought to you by your crazy buddy's mind and his ass has been kicked back to bed from his girlfriend. Good day!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on July 05, 2012, 06:26:28 am
Good thinking Jocan. That's probably how it is. I don't mind one bit though since it'll be F2P once I get the opportunity.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 05, 2012, 09:32:17 pm
Just for fun, does anyone want to guess how many "a few" is? (https://twitter.com/j_smedley/status/220213796185186305)
4 to 5 days.

Hmm, so the technical test will probably be over the weekend then. 
Also, I imagine the beta will come out around the time the free planetside time expires, as I can't see it coming out at the same time due to many of the beta testers being planetisde 1 players.
I'd say that's precisely why they'll overlap the start of beta with free time.  By handing out the 30 days, they've ensured that their hype isn't fading and their audience isn't moving onto other games.  It'll also create a nice buffer against vets complaining about asymmetric admission (i.e. some people will get in earlier than others) and the frequent downtimes due to scheduling.  I doubt they think PS1 will pull a critical number of players away from the PS2 beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Isdar on July 07, 2012, 04:27:31 am
I somehow managed to impress them enough with this, to get a beta key.

Spoiler (click to show/hide)

Hmm, maybe I should make the rest of the faction symbols too? Just for fun. The NC one will be a pain tough.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on July 07, 2012, 11:15:09 am
Win Isdar

That's how you dwarf fort.

Or is it minecraft or something similar, all of which I haven't played? Those trees...

I have to guess Minecraft now, after my initial excitement at seeing what I thought was a DF megaproject. Still pretty cool, though I don't know what it pertained. My guess is that it took enough effort to say you've earned it though, congratz.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 07, 2012, 11:51:39 am
Yeah, its minecraft.
I find it weird that you dont know how minecraft looks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on July 07, 2012, 12:02:21 pm
I've never played it unfortunately. I just know a small amount of things about it from hearsay. It's probably great. You could tell me the sharks are awesome and I'd be like, they probably are since I hear a lot of good things about the game and lots of cool people like it.

Did I lie to you or someone about playing Minecraft? I can't remember why I'd do that but it must have been important to me at the time if I did. I probably didn't though as far as I can remember. If I did though then I hope your losses were not catastrophic as my gains were not substantial.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 07, 2012, 12:03:49 pm
Its a great game, but dont believe its the best game that ever existed.
If you want to check it out more and ask around, we have a MC thread.
Lets not derail this thread :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on July 07, 2012, 12:08:07 pm
Nah, I'm already lazier then I probably should be if I wanted to be the perfect human. Dwarf fort is enough for me. But yeah, how bout that Planetside?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 08, 2012, 10:56:08 pm
I don't quite know why I made this, but here it is.
(http://tnypic.net/7c160.jpg)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on July 08, 2012, 11:32:21 pm
Surprisingly accurate.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on July 08, 2012, 11:33:14 pm
I do not know Watchmen well but I love you for that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on July 09, 2012, 04:22:07 am
That is awesome. Spam their twitter with it and you're sure to get a key when they notice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on July 09, 2012, 05:31:18 am
Hehe Microline. Still not being a twit for this though. Not that I dislike people who use twitter. I just don't want to use twitter. Is twit the proper word for a user of twitter?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 09, 2012, 05:34:15 am
I don't think so, but as I don't use it either I can't be sure.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 09, 2012, 05:46:48 am
microblogging isn't really my thing either, and the twitter scene takes way too much effort to keep up with
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 09, 2012, 05:50:57 am
microblogging isn't really my thing either, and the twitter scene takes way too much effort to keep up with
Couldn't posting here be considered a form of microblogging?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 09, 2012, 05:52:34 am
microblogging isn't really my thing either, and the twitter scene takes way too much effort to keep up with
Couldn't posting here be considered a form of microblogging?
I suppose, though I often use much more than 140 characters on here, and the community is much tighter than that of twitter. Generally people here don't do as much stupid stuff either...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 09, 2012, 06:09:04 am
microblogging isn't really my thing either, and the twitter scene takes way too much effort to keep up with
Couldn't posting here be considered a form of microblogging?
I suppose, though I often use much more than 140 characters on here, and the community is much tighter than that of twitter. Generally people here don't do as much stupid stuff either...
Considering what is actually going on within this forum, I'm surprised that no newcomer have drawn the conclusion that we are more insane here than anywhere else on the internet. Maybe intelligent people have a knack for being deviant?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on July 09, 2012, 06:10:49 am
microblogging isn't really my thing either, and the twitter scene takes way too much effort to keep up with
Couldn't posting here be considered a form of microblogging?
I suppose, though I often use much more than 140 characters on here, and the community is much tighter than that of twitter. Generally people here don't do as much stupid stuff either...
Considering what is actually going on within this forum, I'm surprised that no newcomer have drawn the conclusion that we are more insane here than anywhere else on the internet. Maybe intelligent people have a knack for being deviant?
I don't have a slightest idea what you're talking about. Let's go butcher some mermaids.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 09, 2012, 06:15:05 am
That thread really has become the thing people say about:
"this is B12 in a nutshell"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 09, 2012, 06:22:45 am
Well, what else are we going to do while waiting for beta? ;D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on July 09, 2012, 07:52:26 am
People think mermaids are nice and a treasured race.
Bad people like to kill mermaids for laugh.
Smart people like to kill them because they're a treasure.

As bad an act as you may think it is, it's profitable.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: LeoLeonardoIII on July 09, 2012, 12:07:43 pm
microblogging isn't really my thing either, and the twitter scene takes way too much effort to keep up with
Couldn't posting here be considered a form of microblogging?

I think it's more like some kind of electronic corkboard spanning the oceans. The clipboard hanging from a series of tubes, if you will.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on July 09, 2012, 05:05:07 pm
Higby just put up a 30min stream of Planetside 2.  I have to say it is looking amazing, and the beta can't come quick enough!  The only thing I could complain about was the facility captured/defended messages taking up half of the damn screen, though they have supposedly been shrunk in the latest build.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 09, 2012, 07:18:53 pm
Here's the youtube link for those who missed it (http://www.youtube.com/watch?v=017I9ghLsYA&feature=youtu.be).

Most of the lag seems to be from the stream (the image will freeze up but Higby doesn't seem to lose control of his character), although Higby gets a client crash and there's a TR MAX that starts warping about due to server lag.  It looks pretty good for an early beta though.

Highlights of the video:
-Higby not doing anything (first ten minutes)
-Higby getting his ass kicked
-A prowler dodging Higby's Vanguard by wedging under him battlebots-style
-Higby actually doing well
-Elmo oppressing Higby's spawn point
-Higby ricing out his assault rifle with a tacticool scope, which he uses to aim at people two meters away from him indoors, running out of ammo when he actually gets a clean shot at a guy standing still outside
-Higby dealing with an illegally parked Mosquito
-A barney crashing his Scythe into a crowd of smurfs for the glory of Vanu
-Higby being ingloriously shot down by an ATV-riding space-nazi

Also, the first hard number to come out of SOE (http://twitter.com/j_smedley/status/222447066876616704).  The exact nature of "a few" may soon be cleared.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Techhead on July 09, 2012, 08:13:15 pm
Also, the first hard number to come out of SOE (http://twitter.com/j_smedley/status/222447066876616704).  The exact nature of "a few" may soon be cleared.
Anywhere from 2 to 5 (http://xkcd.com/1070/)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on July 09, 2012, 08:36:59 pm
I would say that "a few" excludes 2 in most uses, but sometimes means "threeish", which could still end up being 2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 09, 2012, 08:43:17 pm
I would say that "a few" excludes 2 in most uses, but sometimes means "threeish", which could still end up being 2.
Threeish is still between 2 and 5.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on July 09, 2012, 08:46:01 pm
That's what I meant. Use of "a few" means that 2 is a less likely outcome than the others, but still possible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 09, 2012, 08:59:49 pm
Just saw this (http://forums.station.sony.com/station/posts/list.m?start=0&topic_id=11500046116) and this (https://twitter.com/mhigby/statuses/222466328378880000).  Looks like Smedley isn't screwing around about the technical test, and if things go right they might have a beta date announcement by the end of the week.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on July 10, 2012, 04:29:22 am
Someone posted this on the planetside forums:

Quote
Notice a few Reaver tooltips:

Reaver Composite Armor - Adds composite armor on the Reaver Light Aircraft that will add resistance from small arms fire.

Decoy flares - Launches several decoy flares, disrupting lock-ons and any missiles currently tracking the vehicle.

Hellfire Rockets - The Hellfire Rockets are dumb-fire rockets that can do massive damage on direct hits. These rockets are ideal for engaging ground targets from the air.

Coyote A5M - The Coyote Air to Ground Missiles are capable of locking-on to enemy vehicles. Once a lock has been acquired, simply fire the weapon and it will begin tracking your target.

Cluster Bombs - Cluster Bombs trade propulsion for a larger payload. They inherit the vehicles speed when launched and will fall to the ground. Cluster bombs do area damage on detonation.

-

And a few for the Gauss Rifle:

IRNV Scope - A standardized infrared scope that allows high visibility in low light situations.

Reflex Sight - A standardized reflex sight with 2x magnification zoom designed to promote faster precision aiming.

4x Scope - A 4x zoom laser scope useful when engaging targets at greater distances.

4x Scope - A 4x zoom scope useful when engaging targets at greater distances. (No laser!)

Suppressor - Decreases muzzle flash and audio range.

Forward Grip - Reduces horizontal sway during recoil.

Smoke Launcher - Under barrel smoke grenade launcher that, when fired, will produce a large smoke plume capable of providing cover for a short period of time.

Genade Launcher - An under barrel grenade launcher weapon attachment.

I'm liking the sound of those cluster bombs myself.  Seems we will be able to do reaver bombing runs, which sounds like fun :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 10, 2012, 04:31:41 am
We'll use stupid bombs.


Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 10, 2012, 08:10:27 am
Draco: I'd be careful about reposting stuff like that. That looks dangerously like something the NDA might cover.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 10, 2012, 08:14:51 am
Draco: I'd be careful about reposting stuff like that. That looks dangerously like something the NDA might cover.
That would only matter if he saw this in a bete/protected area of the forum. If it was in the open, he is fully within his rights to repost it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 10, 2012, 08:30:09 am
within his rights, yeah. But on the possibility that the info comes from someone in the beta who wasn't supposed to make it public, reposting it could, if not cause any real trouble, possibly hurt his chances at getting into the beta.

I like hearing more info about the game, I just also know that some companies, especially big ones like Sony, take NDAs hella seriously.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on July 10, 2012, 08:50:33 am
It's fine, the info was gotten from the 30min stream that was posted, so it's perfectly legal  ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 10, 2012, 10:56:16 am
You think Higby wasn't supposed to post his 30 minute stream or reveal any content in it because NDA? Haha.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 10, 2012, 11:14:42 am
within his rights, yeah. But on the possibility that the info comes from someone in the beta who wasn't supposed to make it public, reposting it could, if not cause any real trouble, possibly hurt his chances at getting into the beta.

I like hearing more info about the game, I just also know that some companies, especially big ones like Sony, take NDAs hella seriously.
Yes, because being denied a beta is the worst thing ever. The fact is that companies can't do anything about a third party reposting information they found in an public forum or website, NDA or no. They can go after the originator of the information and ASK that people take it down, but they can't do anything if you refuse.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on July 10, 2012, 11:29:04 am
We already have cluster bombs. It is called passengers carrying C4, just drop out, throw and detonate before you land, say each dwarf can carry three charges, the galaxy can hold what, 12? That's 36 explosives! :D

I'll even illustrate using my amazing paint skills.

(http://img694.imageshack.us/img694/4272/dwarventacticalairstrik.png)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 10, 2012, 11:31:45 am
Picture of the day.
You'd probably get a beta key with that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 10, 2012, 11:32:21 am
Cluster Noob Weapon System!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: monk12 on July 10, 2012, 11:46:20 am
I lol'd pretty hard at that. They're just so damn happy!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 10, 2012, 12:09:09 pm
But yeah, its CERTAINLY a great idea to pick up innocent and unsuspecting newbies, load them into a galaxy and drop all of them on it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nelia Hawk on July 10, 2012, 12:33:50 pm
looks like totalbiscuit will go to san diego over the next 6 days and visits the planetside2 people again... so in 6 days we probably get a bunch of new info/videos from him.
http://www.youtube.com/watch?v=1-MwUIlTuAM (http://www.youtube.com/watch?v=1-MwUIlTuAM) (30 to 60 sec in the vid)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 10, 2012, 02:11:48 pm
I imagine that all the other players will flee from the Bay 12 troopers when they notice how we are gorging on ☼cat tallow roasts☼. It will be truly glorious.

Edit:
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on July 10, 2012, 02:52:09 pm
Edit:
Spoiler (click to show/hide)
New image for the Steam group? I say yes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on July 10, 2012, 03:04:04 pm
I imagine that all the other players will flee from the Bay 12 troopers when they notice how we are gorging on ☼cat tallow roasts☼. It will be truly glorious.

Edit:
Spoiler (click to show/hide)


Haaah, that's great :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on July 10, 2012, 03:56:50 pm
Spoiler (click to show/hide)

This is perfect.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 10, 2012, 05:18:31 pm
I imagine that all the other players will flee from the Bay 12 troopers when they notice how we are gorging on ☼cat tallow roasts☼. It will be truly glorious.

Edit:
Spoiler (click to show/hide)

Love it!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on July 10, 2012, 05:31:18 pm
Beautiful. Are those... magma grenades?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 10, 2012, 06:02:28 pm
Re: the earlier stuff about NDA.

No, I didn't realize it was all from Higby, else I wouldn't have said anything in the first place.

No, not getting into the beta isn't the worst thing ever, but if you're posting here, obviously you have at least a little bit of excitement for this and it wouldn't be fun to be left out.

Anyway, sorry about that. Obviously I came across a lot more "srs bizness" than I intended to. My mistake.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Whitefoxsniper on July 10, 2012, 09:50:10 pm
Planetside 2 beta starting "within the next month". (http://www.pcgamer.com/2012/07/11/planetside-2-beta-launching-within-the-next-month/) Leaving me confused if it will start in July or August, not that I have a key or anything.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 10, 2012, 10:23:54 pm
Planetside 2 beta starting "within the next month". (http://www.pcgamer.com/2012/07/11/planetside-2-beta-launching-within-the-next-month/) Leaving me confused if it will start in July or August, not that I have a key or anything.
Judging by what Smedley's said, I'd guess they mean "sometime in the next 30 days".  They're operating on Valvetime, though, so it'd be entirely prudent to err on the later side of that estimate.  The only new information in the video is that T-Ray has discovered a method of wearing a baseball cap backwards without looking like a tool.

Also, terrible fanart, with the exception of the piece depicting a Vanu heavy punching a utahraptor (and even that gets points off for not having feathers).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Frumple on July 10, 2012, 10:45:07 pm
I just... I just want to say, if they actually had a skin for ASCII dwarfhead, I would drop like a buck on that. I would give them a dollar to be able to use that. This coming from someone that basically hates SOE with a passion. You could get a dollar from me by having a fully functional in-game model with ASCII dwarfhead. Bonus points (an added dime) if they made it like a cube or something.

It is the best thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 11, 2012, 12:55:41 am
Planetside 2 beta starting "within the next month". (http://www.pcgamer.com/2012/07/11/planetside-2-beta-launching-within-the-next-month/) Leaving me confused if it will start in July or August, not that I have a key or anything.
Wait during E3 he said beta would start it in the next 2-3 week, now next month o_O isnt it supposed to be shrinking down instead of going upward?...

Anyway i know it will come for sure im just kinda disapointed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 11, 2012, 03:10:41 am
I imagine that all the other players will flee from the Bay 12 troopers when they notice how we are gorging on ☼cat tallow roasts☼. It will be truly glorious.

Edit:
Spoiler (click to show/hide)

Pure win, it doesnt even look wrong.

I'm going to save it, because tinypic will eventually delete it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 11, 2012, 03:30:47 am
Beautiful. Are those... magma grenades?
Nope. It is animal fat. Didn't I talk about ☼cat tallow roasts☼? :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 11, 2012, 03:46:04 am
That just looks perfect.
You'd expect 2D sprites drawn over 3d models to look wrong, but they dont.
This is the new logo for our steam group.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on July 11, 2012, 06:57:34 am
Planetside 2 beta starting "within the next month". (http://www.pcgamer.com/2012/07/11/planetside-2-beta-launching-within-the-next-month/) Leaving me confused if it will start in July or August, not that I have a key or anything.
Wait during E3 he said beta would start it in the next 2-3 week, now next month o_O isnt it supposed to be shrinking down instead of going upward?...

Anyway i know it will come for sure im just kinda disapointed.

The technical test has been confirmed to start tomorrow, which means the beta should be coming out around monday if the technical test goes well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on July 11, 2012, 07:07:20 am
Lets start polishing them boots gents, we want to look dashing for this :D

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Matz05 on July 11, 2012, 05:22:46 pm
Sweet. I'll be fighting for the family computer more -- no way this is going to run on my salvaged freeputer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: etgfrog on July 11, 2012, 11:23:18 pm
polishing boots? such an outdated military tradition that only was in place for busywork to keep soldiers out of trouble(cant get into fights or receive a dui when you have to make sure your boots are cleaned from dirt and polished that get accumulated)

on a more serious note...I'm assuming for those that actually get to play once the beta starts we will probably use the steam communication stuff for getting together then using the in game chat/voice for serious discussion on things going on...right?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 12, 2012, 12:42:38 am
You'll probably be under an NDA, so may not be able to coordinate outside of the official forums (which you would probably get access to when you got into the beta).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: etgfrog on July 12, 2012, 01:27:25 am
bleh, nda means we cant give blogs on opinions or talk about the mechanics of the game, doesn't mean we cant say "lets meet up at firebase alpha and attack gamma research lab" in something like steam chat...especialy if for some reason the in game communications breaks
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 12, 2012, 04:55:12 am
Depends on what the NDA says. I've read ones which say not to discuss the game they're for in any other forums, websites, etc, anything except the official forum.
(Not going to get into whether they could miraculously (SPAH) know what you said on a private steam chat)

P.S.
License agreements / TOS agreements today: "DO NOT USE UNDOCUMENTED FEATURES TO GAIN AN ADVANTAGE." Really? Really really? When you have no manual or way of knowing what is considered a feature, what's considered a bug, and what "features" are "undocumented?"

Of course I haven't seen PS2's to see if that's in there (and I would hope not for beta). I bet someone was writing "DO NOT USE EXPLOITS OR BUGS TO GAIN AN ADVANTAGE OVER OTHER PLAYERS" and then decided to throw in "UNDOCUMENTED FEATURES" too, JUST TO BE SURE. Despite that finding official documentation for f2p MMOs is impossible; It's all wiki-based - possibly creating a wiki page for a feature you've noticed makes it no longer undocumented :P.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 12, 2012, 05:08:51 am
Because they will somehow know what we said on a private steam chat...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 12, 2012, 05:12:29 am
Depends on what the NDA says. I've read ones which say not to discuss the game they're for in any other forums, websites, etc, anything except the official forum.
(Not going to get into whether they could miraculously (SPAH) know what you said on a private steam chat)

P.S.
License agreements / TOS agreements today: "DO NOT USE UNDOCUMENTED FEATURES TO GAIN AN ADVANTAGE." Really? Really really? When you have no manual or way of knowing what is considered a feature, what's considered a bug, and what "features" are "undocumented?"

Of course I haven't seen PS2's to see if that's in there (and I would hope not for beta). I bet someone was writing "DO NOT USE EXPLOITS OR BUGS TO GAIN AN ADVANTAGE OVER OTHER PLAYERS" and then decided to throw in "UNDOCUMENTED FEATURES" too, JUST TO BE SURE. Despite that finding official documentation for f2p MMOs is impossible; It's all wiki-based - possibly creating a wiki page for a feature you've noticed makes it no longer undocumented :P.



I guess that its to still be able to ban players for bug abusing if they choose to make the bug into a feature.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 12, 2012, 05:26:32 am
Except that they always have a "We can terminate your license and/or ban you for any reason, with or without cause, and you have no remedy." clause. Along with a clause stating that everything in the game is valueless, including all game currency and items, and anything you bought in the game with real money, and by the way, everything associated with your account/characters is still all owned by them anyways, so even if it had a value it wouldn't help YOU any.

Basically they (virtually all MMOs) already have made sure they can get rid of anyone at any time and there's no way to do anything about it or recover any lost investment in the game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 12, 2012, 06:02:23 am
Still, they usually dont have a reason to do that unless you give a link to the cancel subscription button that magically dissapeared
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: etgfrog on July 12, 2012, 10:26:39 am
i thought that was ea and not soe...i'm probably wrong as i dont pay much attention to the mmo market
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on July 12, 2012, 10:33:12 am
i thought that was ea and not soe...i'm probably wrong as i dont pay much attention to the mmo market

No that was in fact EA/Bioware with TOR, unless SOE has done something similar.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 12, 2012, 11:22:16 am
It wasnt SOE, i'm just giving examples.

Tough PS2 wont crash and burn like TORtanic
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 12, 2012, 02:51:05 pm
Yeah. TOR should really have been SWKOTOR 3 instead of a stupid MMO.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: etgfrog on July 12, 2012, 06:05:42 pm
planetside 2 stream going on...but all it is...is all the soe employees that is helping making the game is getting haircuts and their favored faction colors/brand dyed into their hair...

if you want a link... http://www.twitch.tv/planetside2 its suppose to kick off beta
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Drakale on July 17, 2012, 11:23:57 am
Some new cgi trailer and gameplay was released:
http://www.planetside-universe.com/showthread.php?t=45265 (http://www.planetside-universe.com/showthread.php?t=45265)


The trailer is very nice imo.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 17, 2012, 11:45:07 am
so is anyone playing this yet or are we still waiting ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 17, 2012, 11:57:10 am
No one isyet, and as far as I know the beta is not a "beta", it is a testing thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Zona on July 17, 2012, 12:05:22 pm
No one isyet, and as far as I know the beta is not a "beta", it is a testing thing.
People outside of SOE are playing it, just not all the time and very few. They have already sent out invites for and held one tech test. Your right that it's not a beta quite yet though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 17, 2012, 06:31:04 pm
first wave of beta has been sent and its mostly technical testing more that actual beta testing. Give it 2-3 week and im pretty sure we will get a nice bunch of us inside the game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: zombat on July 18, 2012, 06:40:58 am
Thats what a Beta Test is... or is meant to be (I know most Devs spoil people with the whole early access to a demo, we'll call it a beta to spice it up)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 18, 2012, 08:06:31 am
Well, like they said in the youtube PS Command Center thingie, this isn't going to be a demo beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 18, 2012, 08:08:49 am
Where's my beta?!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 18, 2012, 08:16:49 am
Where's my beta?!
Over there, with the rest of the betas.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 18, 2012, 08:18:17 am
Where's my beta?!
Over there, with the rest of the betas.
But I can't get in!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 18, 2012, 09:45:08 am
Well, have some (only partially) bad footage from TB: http://www.youtube.com/watch?v=MjdloVQZ56M
Video is fine, mostly just audio problems as described at the beginning of the video.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 18, 2012, 09:52:13 am
Actually, there is no audio problem. FRAPS just failed to record the game and instead recorded the microphones. Therefore you actually get an accurate representation over how it is to play the game in a LAN party.

Also, it is way more fun that way. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 19, 2012, 12:21:37 am
There's a new countdown at the top of www.planetside2.com

A little less than a week until the world premiere of the full length trailer. No idea if that will coincide with anything else as well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 19, 2012, 04:33:35 am
A countdown to a trailer? really?

Who gives a fuck about a trailer?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Isdar on July 19, 2012, 04:44:35 am
A countdown to a trailer? really?

Who gives a fuck about a trailer?

Therefore it has too be something else.
Because seriously it's a TRAILER!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 19, 2012, 05:12:16 am
A countdown to a trailer? really?

Who gives a fuck about a trailer?

Therefore it has too be something else.
Because seriously it's a TRAILER!

Nope I really think its a trailer.... This is some massive bull shit really why the fuck do they think people give a shit about a trailer >,>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aptus on July 19, 2012, 05:16:15 am
Less trailer, more beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 19, 2012, 05:18:33 am
Spend less money on trailer, more on hardware!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 19, 2012, 07:40:22 am
A countdown to a trailer? really?

Who gives a fuck about a trailer?

Therefore it has too be something else.
Because seriously it's a TRAILER!

Nope I really think its a trailer.... This is some massive bull shit really why the fuck do they think people give a shit about a trailer >,>
Higby got over 3000 people to watch him get a haircut.  They could put out just about anything at this point and people would watch it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 19, 2012, 09:24:56 am
the teaser they put out of the trailer already actually looked good. I won't mind watching it. Granted, I want to play it more, but I'll definitely watch the trailer. I guess I'm the only person half way interested in the story though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 19, 2012, 09:30:48 am
Mh, i like the way they did the story tough.
Every faction has its bad and good sides.

NC fights for freedom, but actually works for corporations
TR fights for keeping power, they dont actually work for anybody.
VS fights for power i guess, commanded by ALIENZ
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 19, 2012, 01:22:18 pm
The VS fight for technological supremacy. They are just mad because the NC and TR wants the ground were their relics lie.

Just a bunch of butt hurt priests if you ask me. Got some fancy gear on the other hand...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 19, 2012, 01:30:45 pm
Maybe Butthurt priests, but priests with aircraft that can out outmaneuver your VTOL crafts.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on July 19, 2012, 02:13:08 pm
Maybe Butthurt priests, but priests with aircraft that can out outmaneuver your VTOL crafts.

On the downside, purple jumpsuits. I think I'll go with a less maneuverable craft and not looking like a complete berk, thank you very much. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 19, 2012, 02:28:36 pm
Purple is a fancy color, though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 19, 2012, 02:50:47 pm
Purple is a fancy color, though.
No need to be fancy when you have big guns.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on July 19, 2012, 02:51:59 pm
NC fights for freedom, but actually works for corporations
TR fights for keeping power, they dont actually work for anybody.
VS fights for power i guess, commanded by ALIENZ
TR works for the current dictators/oligarchy afaik. Total control policestate mofos.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 19, 2012, 03:50:31 pm
Maybe Butthurt priests, but priests with aircraft that can out outmaneuver your VTOL crafts.

On the downside, purple jumpsuits. I think I'll go with a less maneuverable craft and not looking like a complete berk, thank you very much. :D
A group of CoD kiddies join the NC, hoping to score some 360NOSCOPE headshots with their bolt drivers.  They act like they're in a military, calling each other "sir" and yelling "tango down" every time they get a kill.  They're defending a base when a purple bus barrels through the gate.  Purple Rain plays over voice chat as dozens of Vanu soldiers drop from galaxies, turning their gritty military shooter into a disco laser rave.  As the final smurf is cut down by a force blade, his last sight is the purple spandex-clad man-ass of a Vanu infiltrator strutting away.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 19, 2012, 04:11:06 pm
And then the old school RTS players (Dune and C&C) Stomp through with miniguns mowing everyone down, turning everything and everyone red.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 19, 2012, 04:17:47 pm
Maybe Butthurt priests, but priests with aircraft that can out outmaneuver your VTOL crafts.

On the downside, purple jumpsuits. I think I'll go with a less maneuverable craft and not looking like a complete berk, thank you very much. :D
A group of CoD kiddies join the NC, hoping to score some 360NOSCOPE headshots with their bolt drivers.  They act like they're in a military, calling each other "sir" and yelling "tango down" every time they get a kill.  They're defending a base when a purple bus barrels through the gate.  Purple Rain plays over voice chat as dozens of Vanu soldiers drop from galaxies, turning their gritty military shooter into a disco laser rave.  As the final smurf is cut down by a force blade, his last sight is the purple spandex-clad man-ass of a Vanu infiltrator strutting away.
Vanu: Ruiners of the CoD kiddies Seriousity. I'd call that a good thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: EmperorNuthulu on July 19, 2012, 04:26:20 pm
A group of CoD kiddies join the NC, hoping to score some 360NOSCOPE headshots with their bolt drivers.  They act like they're in a military, calling each other "sir" and yelling "tango down" every time they get a kill.  They're defending a base when a purple bus barrels through the gate.  Purple Rain plays over voice chat as dozens of Vanu soldiers drop from galaxies, turning their gritty military shooter into a disco laser rave.  As the final smurf is cut down by a force blade, his last sight is the purple spandex-clad man-ass of a Vanu infiltrator strutting away.

Nope, CoD kiddies only play on consoles, since PCs are too complicated and none of the other CoD kiddies play on them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on July 19, 2012, 04:59:39 pm
A group of CoD kiddies join the NC, hoping to score some 360NOSCOPE headshots with their bolt drivers.  They act like they're in a military, calling each other "sir" and yelling "tango down" every time they get a kill.  They're defending a base when a purple bus barrels through the gate.  Purple Rain plays over voice chat as dozens of Vanu soldiers drop from galaxies, turning their gritty military shooter into a disco laser rave.  As the final smurf is cut down by a force blade, his last sight is the purple spandex-clad man-ass of a Vanu infiltrator strutting away.

As much as I dislike the Vanu aesthetic and visual design, that does sound kinda glorious.

Speaking of playing music over voice chat, isn't there in-vehicle voice chat? We need to figure out how to play Ride of the Valkyries in a Liberator and Long Tall Sally in a Galaxy. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on July 19, 2012, 06:28:31 pm
A group of CoD kiddies join the NC, hoping to score some 360NOSCOPE headshots with their bolt drivers.  They act like they're in a military, calling each other "sir" and yelling "tango down" every time they get a kill.  They're defending a base when a purple bus barrels through the gate.  Purple Rain plays over voice chat as dozens of Vanu soldiers drop from galaxies, turning their gritty military shooter into a disco laser rave.  As the final smurf is cut down by a force blade, his last sight is the purple spandex-clad man-ass of a Vanu infiltrator strutting away.

As much as I dislike the Vanu aesthetic and visual design, that does sound kinda glorious.

Speaking of playing music over voice chat, isn't there in-vehicle voice chat? We need to figure out how to play Ride of the Valkyries in a Liberator and Long Tall Sally in a Galaxy. :D
Since the galaxy/liberator is going to be manned by our outfit, it can just be played in the outfit chat. Shouldn't be too hard.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on July 19, 2012, 07:03:20 pm
Since the galaxy/liberator is going to be manned by our outfit, it can just be played in the outfit chat. Shouldn't be too hard.
Yeah, but not everyone's going to be in it at the same time. It'd be kinda stupid to have Long Tall Sally start blasting all of a sudden when you're sneaking around as an infiltrator.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vherid on July 19, 2012, 07:22:19 pm
Nope, CoD kiddies only play on consoles, since PCs are too complicated and none of the other CoD kiddies play on them.

CoD does not exist on the PC at all. Nope.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 19, 2012, 07:29:27 pm
Nope, CoD kiddies only play on consoles, since PCs are too complicated and none of the other CoD kiddies play on them.

CoD does not exist on the PC at all. Nope.
No, theres plenty of CODS (http://www.youtube.com/watch?v=LyEw5avWSEc) on the PC. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 19, 2012, 08:28:22 pm
Okay, so:

I'm curious how long till we see this seriously weaponized by players.

Infiltrator runs around, finds a big tank dug in somewhere, tells a squad member to drop on them and aim for the tank. One at a time for vehicles. Dozen or so at a time for larger groups of infantry.

If possible, play the Starcraft "Nuclear Launch Detected" clip for the opposing team.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 19, 2012, 08:30:52 pm
There are two problems with that clip:
Drop pods don't make sneaky red dots appear, and they aren't filled with nukes (yet).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 19, 2012, 09:22:10 pm
I can't think of a better clip for a cloaked figure calling in an airstrike... And it can't be too long or else the enemy would catch on and dodge.

Suggest away if you like though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on July 19, 2012, 10:41:33 pm
NC fights for freedom, but actually works for corporations
TR fights for keeping power, they dont actually work for anybody.
VS fights for power i guess, commanded by ALIENZ
TR works for the current dictators/oligarchy afaik. Total control policestate mofos.
IIRC, The TR are the bastion of the earth based dictatorship which founded the colonies in the planet/star system. The conflict is kicked off by a loss of communications with the rest of the TR (dead warp gates or some shit I think), and the rebellions happen as a result.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nelia Hawk on July 19, 2012, 10:46:51 pm
Okay, so:
  • Drop pods can kill things when they hit.
  • Drop pods are slightly aimable.
  • People can choose to spawn, via drop pod, onto their squad.

I'm curious how long till we see this seriously weaponized by players.

the negative is that you will suicide, resulting in that you cant spawn on your squad for some time and have to spawn further away...
on the positive, if you see a tank right next to your squad you might save their asses podding that tank. (podding also works against flying aircraft by the looks of it :3)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vherid on July 19, 2012, 10:48:47 pm
Man trying to get that art key, some people are getting keys for some ridiculously low grade/quality shit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 19, 2012, 10:49:10 pm
hitting something with a pod kills you as well? Hmm... Okay, I guess that works as a downside.

I had been feeling that it might be a bit too powerful, but I suppose if you risk dying by trying to use it as a weapon, well, that'll keep people from using it too casually.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on July 19, 2012, 10:58:09 pm
I'm still holding out that I might get a key without doing any weird bullshit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Vherid on July 20, 2012, 12:03:52 am
Just secured it with
(http://localhostr.com/file/5k1oJWfbAV0b/ps2tr.png)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on July 20, 2012, 12:13:21 am
There is in-vehicle chat.  As soon as you enter a vehicle you'll be connected to the voice chat for that vehicle, so that the pilot can organize drop commands and arrange the gunners accordingly.

Dropping your pod doesn't kill what you hit, nor does it kill you.  It damages what you hit, and it leaves you in an awkward pose where you're liable to take falling or explosion damage.  It's just that the damage it does is enough to kill infantry, and aircraft are relatively fragile as well.  I suspect if you dropped onto a tank or a MAX then you'd only give it a hefty dent.

I'm still holding out for counter-counter-intelligence though.  Enemy brings in a Galaxy, lands it cloaked.  Friendly sends out an infiltrator.  Drop pods provide orbital bombardment to the enemy galaxy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 20, 2012, 02:31:32 am
I'm still holding out for counter-counter-intelligence though.  Enemy brings in a Galaxy, lands it cloaked.  Friendly sends out an infiltrator.  Drop pods provide orbital bombardment to the enemy galaxy.
As long as the impact does not kill the person in the drop pod, this may be a viable strategy.

Just remember to bring a few Heavy Support classes if the galaxy still holds.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on July 20, 2012, 02:40:06 am

I'm still holding out for counter-counter-intelligence though.  Enemy brings in a Galaxy, lands it cloaked.  Friendly sends out an infiltrator.  Drop pods provide orbital bombardment to the enemy galaxy.
Cloaked Galaxies?.. How does this work?
So long as I'll be able to hack an occupied galaxy and fly away with it I'll be happy with PS2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 20, 2012, 03:35:18 am
Okay, so:
  • Drop pods can kill things when they hit.
  • Drop pods are slightly aimable.
Sounds like cortex command.
(or what i heard about it, since i dont have it)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 20, 2012, 04:23:23 am
Maybe Butthurt priests, but priests with aircraft that can out outmaneuver your VTOL crafts.

On the downside, purple jumpsuits. I think I'll go with a less maneuverable craft and not looking like a complete berk, thank you very much. :D
A group of CoD kiddies join the NC, hoping to score some 360NOSCOPE headshots with their bolt drivers.  They act like they're in a military, calling each other "sir" and yelling "tango down" every time they get a kill.  They're defending a base when a purple bus barrels through the gate.  Purple Rain plays over voice chat as dozens of Vanu soldiers drop from galaxies, turning their gritty military shooter into a disco laser rave.  As the final smurf is cut down by a force blade, his last sight is the purple spandex-clad man-ass of a Vanu infiltrator strutting away.
Cool fiction bro.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on July 20, 2012, 07:53:04 am
He likes microcline, what did you expect? ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on July 20, 2012, 09:12:46 am
Vanu are probably the most dishonourable of the 3, from my experiences in PS1 all they ever did was gen drop and ghost hack.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: cerapa on July 20, 2012, 09:22:39 am
Okay, so:
  • Drop pods can kill things when they hit.
  • Drop pods are slightly aimable.
Sounds like cortex command.
(or what i heard about it, since i dont have it)
It would be like Cortex Command if those drop pods were filled with hundreds of crabs, creating a lag-inducing amount of crab shrapnel that destroys everything in the immediate area. But I suppose the crabless approach works too.

Im personally gonna go Vanu if I can do 2 accounts with the other being in NC(for you guys).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 20, 2012, 09:23:43 am
Im personally gonna go Vanu if I can do 2 accounts with the other being in NC(for you guys).
Should be able to do Vanu on one server and NC with us on another server, no?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on July 20, 2012, 09:27:07 am
Vanu are probably the most dishonourable of the 3, from my experiences in PS1 all they ever did was gen drop and ghost hack.
How are either of those things dishonourable, though?
The only thing I can say on the matter is that fuck Lashers, the doom of infiltrators. Also VS seemed to always jump in on battles to make them 3-ways at least during the return month.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on July 20, 2012, 09:53:35 am
Eh, its like a gentlemans agreement that if you don't have to, don't drop the gen so everyone gets to fight. The VS, specifically a few outfits, always dropped gens the second the fight started, denying everyone exp.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 20, 2012, 09:58:47 am
Eh, its like a gentlemans agreement that if you don't have to, don't drop the gen so everyone gets to fight. The VS, specifically a few outfits, always dropped gens the second the fight started, denying everyone exp.
That is more a flaw in the game mechanics than a bad tactic. Game shouldn't punish you for doing something legit which hampers the enemy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nilocy on July 20, 2012, 10:02:52 am
Its not a flaw, its entirely valid. Its just boring.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 20, 2012, 10:32:37 am
What is "gen dropping"?
Didnt play PS1, never even HEARD of it before all the hype around PS2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Glowcat on July 20, 2012, 10:44:06 am
What is "gen dropping"?
Didnt play PS1, never even HEARD of it before all the hype around PS2.

It's where you destroy the generator to disable the base's equipment terminals and respawn tubes completely.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: zombat on July 20, 2012, 10:57:53 am
Every base had a power generator, blow the gen and the base looses power.
Which means no one can use equipment or vehicle terminals, and the base holder can't spawn directly at the base.

Sometimes dropping the gen was a valid tactic which would give the attacker just the edge they needed to push into the base, the defender could get the gen back online provided they had a glue gun in their lockers (they were self powered) and could retake the gen room.
Which was really possible if it was just a ghost bomb.

I was an infiltrator who specialised in ghost bombing. That is wearing a cloak suit, surging past the defenders guarding the stairwell, getting into the basement (for most bases, biolabs had the gen on the roof, in a isolated room, which the defenders could only get to by crossing a very exposed roof(GG game design)), hacking into the gen room, planting four boomers (high explosive, remote triggered bombs), hacking into locker room (which was located under the spawn room for the most part), grabbing an extra two aces (boomer makers) emp grenades and a side arm, sneaking back into the gen, planting the extra two boomers then tossing the emp nade at a wall which would set off all 6 boomers at once and make the gen go crit.
Then you'd run the fuck away before the angry enemy came to see who turned out the lights.


A harder tactic was ghost bombing the spawn tubes...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 20, 2012, 12:31:19 pm
ops just read the small print but i got selected for something.

(http://4.bp.blogspot.com/-9b5KNfEcZ-U/TlLb245_17I/AAAAAAAAAEA/Dvgh1G5CaJ4/s1600/Aww-Yeah-meme.png)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 20, 2012, 12:59:56 pm
can someone else help keep trying to update getting this

Unable to download Bad stream in http:-link snip-
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 20, 2012, 01:22:44 pm
yeah, screw gentlemen's agreements. Gen killing is ALWAYS a viable tactic. If you don't kill the gens or at least the tubes then you have a long, hard, bloody trail down to the capture room. And the defending team has a definite advantage there if they just keep respawning.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 20, 2012, 01:24:34 pm
can someone else help keep trying to update getting this

Unable to download Bad stream in http:-link snip-

For posterity if anybody get that error, please try to run it as admin, double check firewall, and if it still dont work, disable your Anti-virus for the patch, you can always enable it later.

If you keep getting the same error even after all that... well get to the SOE support section im sure youll find much more information that what i can provide :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 20, 2012, 01:29:34 pm
can someone else help keep trying to update getting this

Unable to download Bad stream in http:-link snip-

For posterity if anybody get that error, please try to run it as admin, double check firewall, and if it still dont work, disable your Anti-virus for the patch, you can always enable it later.

If you keep getting the same error even after all that... well get to the SOE support section im sure youll find much more information that what i can provide :)

fixed it so found out it was kesperskys banner blocker doing it -.- anyway time do downlaod the beta of my shit slow connection wait till 2-4 am in the morning then play the game PROFIT
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sordid on July 20, 2012, 05:21:11 pm
fixed it so found out it was kesperskys banner blocker doing it -.- anyway time do downlaod the beta of my shit slow connection wait till 2-4 am in the morning then play the game PROFIT

Wait, what? You can download it already? No fair!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 20, 2012, 06:23:50 pm
fixed it so found out it was kesperskys banner blocker doing it -.- anyway time do downlaod the beta of my shit slow connection wait till 2-4 am in the morning then play the game PROFIT

Wait, what? You can download it already? No fair!

You mean play :P I will be playing it tomorrow :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 20, 2012, 08:38:07 pm
Thats a good news to everyone, we just got our first asset in place, now in a few day we know who to contact to have information!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: hemmingjay on July 20, 2012, 08:41:21 pm
I have a char on NC named Hemmingjay if anyone sees me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Girlinhat on July 20, 2012, 09:26:44 pm
I didn't get in yet D:

/wrist
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on July 20, 2012, 09:56:48 pm
 :'(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: hemmingjay on July 20, 2012, 10:01:02 pm
it's early in dev, so you aren't missing anything that you haven't experienced in PS1. Except performance in PS1 is clearly better. I submitted 4 bug reports in 30 mins.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 20, 2012, 10:39:15 pm
I got enough games in the steam summer sales that I don't mind. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 21, 2012, 03:13:59 am
it's early in dev, so you aren't missing anything that you haven't experienced in PS1. Except performance in PS1 is clearly better. I submitted 4 bug reports in 30 mins.
Well look like hemmingjay pulled a few string to get in, havent you said you had a contact inside? :P

All joke aside yeah i believe with the current game state that lots of bug report must be flowing in, and seeing you activly sent 4 in 30 minute, i say they got at least one good tester from us so far :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 21, 2012, 04:43:49 am
I have a char on NC named Hemmingjay if anyone sees me.

hemming i will be joining you on the NC!, do we have any sort of social features online yet so i can join up with you later today ?

Edit: i will also be on the steam group chat after i have finished the download
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Briggsy16 on July 21, 2012, 04:50:59 am
Anyone know anyone willing to sell their beta key? :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dariush on July 21, 2012, 04:52:21 am
If they can be unbound from the account, then you have one right here. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Briggsy16 on July 21, 2012, 06:32:44 am
Don't think they can unfortunately, needs to be EU too :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Rakonas on July 21, 2012, 08:17:37 am
yeah, screw gentlemen's agreements. Gen killing is ALWAYS a viable tactic. If you don't kill the gens or at least the tubes then you have a long, hard, bloody trail down to the capture room. And the defending team has a definite advantage there if they just keep respawning.
Ghost hacking is always a great tactic, too. Distracts the enemy the first few times, but as time goes on more and more people will just assume someone else is dealing with it. I've very nearly had ghost hacks result in actual captures a few times. Personally I don't see the game as being centered around gaining xp, but actually, well, fighting a war.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: inteuniso on July 21, 2012, 09:54:31 am
I wish more people saw it that way. If people could have discipline, follow orders, and not care about their own lives so damn much, we might be able to actually fight a war.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Aklyon on July 21, 2012, 10:12:04 am
But the numbeeeerrrrrs! :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 21, 2012, 12:26:43 pm
I wish more people saw it that way. If people could have discipline, follow orders, and not care about their own lives so damn much, we might be able to actually fight a war.
Isn't basically what happens when you reward people for contesting the objective?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 21, 2012, 12:37:25 pm
guys if your in the tech test my name is Scriptwolf im in the EU server and we should try and make a outfit also a tech test is on now!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 21, 2012, 02:10:08 pm
Ghost hacking is always a great tactic, too. Distracts the enemy the first few times, but as time goes on more and more people will just assume someone else is dealing with it. I've very nearly had ghost hacks result in actual captures a few times. Personally I don't see the game as being centered around gaining xp, but actually, well, fighting a war.

You lost me at the part where you rewrite another player's memories in an MMOFPS.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 21, 2012, 04:26:33 pm
Higby's streaming beta footage

http://www.twitch.tv/las0m

edit: it's over
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 21, 2012, 05:51:24 pm
Double post mistake look down I'm enjoying PS2 thought but still rather raw
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 21, 2012, 06:13:29 pm
 So the first tech test has ended. I have enjoyed my time with it do far but alot needs work, I feel it is slowly getting there though I can't wait till future updates.

Here is the end of test info on what's making a change from the big man him self:

Hey guys! 

It's been a really exciting first week of external testing for us on the dev team.  While this phase of pre-beta is primarily focused on solving technical issues (since it is called a “tech test”, afterall) we've also been having a lot of fun playing the game with you guys, and yes, we notice and are frustrated by a lot of the same issues you are experiencing.

I’ve seen a lot of great feedback and suggestions from you guys here, thank you for taking the time to help us make this game great.  I wanted to talk a bit about some large changes that you'll see coming over the next couple weeks that address some of the non-technical issues that people have brought up quite a few times.  To be clear: this isn't meant to be comprehensively addressing EVERY ISSUE in the game, just some of the big ones that we have confirmed solutions to & which we're working towards.

 

Base Capture

Currently on beta servers bases have no "secondary objectives", only capture terminals.  We're layering in secondary objectives throughout the facilities that add a bit more flow to the bases.  For instance, with Zurvan we'll be adding friendly passable shields to the vehicle bay doors, with generators which can be disabled in the courtyard, once within the vehicle bay, attackers can destroy the generator powering the main spawn room, forcing defenders to capture an external outpost or repair their generators.  Other secondary objectives like turret generators, vehicle terminal generators, etc will be added to give variation to the various bases.  

Along with this, we're varying the availability to vehicles in the outposts, currently a full array of vehicles is available in most of the secondary outposts in facilities, which discourages people bringing vehicles across the map for battles.  We're going to be limiting the types of vehicles available at these outposts to the lighter vehicles (Quads, Lightnings) in some cases.  We'll also be varying things like availibility of spawners or defensive turrets, and secondary objectives (i.e. a facility shield generator may be at point C, which becomes an important objective for defenders to hold) to give each outpost distinct tactical advantages and disadvantages.

We're currently working on a system which will lock down access to base capture nodes for a certain amount of time after capture also, which should make bases have a more definitive win/loss feel.

There are several flow issues with various outposts that we’ll be addressing as well.

Somewhat related, but deserving of it’s own sub-heading is: BIOLAB.

Man, attacking the Biolab sure isn’t very fun.  Currently the teleports are just camped nonstop.  Our plan has been to add shields to the buildings housing the teleporters that are associated with the owner of the capture point that’s connected to the TP.  I’m not convinced that really solves the problem, so what I think we’re going to do is make multiple spawn rooms up in the biolab dome that are associated with capture points down below, so the infantry fight is a bit more intense up there.  We’ll be trying out a variety of other solutions like using jumppads to get up from the groun to the air vehicle decks. We’ll find something fun that makes these fights less of a camp fest.

Coordination & Communication tools

Much of our coordination tools are fledgling or non-existent in the current build.  We’ll be spending a lot of time in the next couple months making this way better.  Some high level additions that will be coming soon:

1 – better ability for squad leaders to designate targets
2 – ability to distinguish squad members on the minimap
3 – ability to distinguish squad leader on minimap / hud
4 – Platoons
5 – Functional squad browsing
6 – Significantly enhanced availability of slash commands for doing common tasks
7 – Lots of improvements to chat interface, addition of custom channels (with coorisponding voice channels), ability to create multiple windows on the hud, customize fading time, amount, etc.


Map & Minimap enhancements

We’re implementing several features for the map and minimap right now such as:

1 – Minimap will be zoomed out from where it is at, you’ll be able to have some control over zooming
2 -Allowing you to see capture status for bases under contention on the map
3 – Areas with active battles (i.e. hotspots)  will be highlighted
4 – Empire priority target regions will be called out based on things like maintaining resources, denying resources, areas being attacked, etc.
5 – Clamping indicators for squad members, waypoints and capture points to the edge of the minimap


Combat Feel

There are a huge number of changes coming with basic combat feeling.  A lot of it is bug fixing, a lot of it is features that just aren’t ready yet.  Some major changes include:

1 – Aiming “lag” reduction.  If you’ve tried to shoot at a target moving laterally on your screen it’s sometimes difficult to hit them consistently, this has to do with bullets tracking a frame or two behind your aim location.  This is a bug we’re actively addressing.
2 – Being killed feels bad, man.  Not just in a normal way, but in a “the death sequence sucks” way.  Part of this is a timing issue, part of it is animations.  We agree it’s not good, and we’re going to make it better.
3 – Weapon balance is all over the place, TR and VS sniper rifles are great hipfire death cannons is one example, but there are more.  This will be an ongoing effort, but we’ve definitely noticed some egregious issues that will be solved sooner.
4 – Sidegrade weapons. Heck yeah! They exist. These will be sort of an equalizer once we have them in the game, you’ll be able to get weapons that start to feel more like the other empires defaults, and take your empire specific attributes even further.  Looking forward to getting all of these in for you guys to start to play with.

 

Vehicles

There are a lot of bugs and goofiness with vehicles right now.  Collision damage on friendly players is insane, TTK is really goofy, vehicle pads are death traps 9 times out of 10, and timers on vehicles are a bit too long without any corresponding certifications available.  No secondary weapon options mean that certain roles (notably air cav, vehicle based anti-air) are sorely lacking. These are all things that will be addressed in one way or another in the next 2-3 weeks on beta. 

 

 

As I mentioned above, this is by no means a comprehensive list, but more of addressing of major issues that we’ve seen reported and been annoyed with ourselves.  Please keep the feedback coming and keep the discussion constructive. You guys all have a very influential and important role in this phase of development, your feedback and the feedback from your fellow testers is absolutely invaluable to us right now.  We simply cannot build this game into the amazing experience we all know it can and will be without your help, so keep it up.  Thank you!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: hemmingjay on July 21, 2012, 06:28:29 pm
yeah, these are a few of the current issues. There are a bunch more, but it's pretty good for alpha
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: m0nster on July 23, 2012, 06:03:17 am
I have an unused Planetside 2 beta key left.
So if somebody still needs one pm me.


done
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Briggsy16 on July 23, 2012, 06:25:30 am
Gah gutted :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: mostlikely on July 23, 2012, 06:42:23 am
Thanks m0nster ^_^... sorry Briggsy16.. if get a spare key somehow you'l be the first I'l contact.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Briggsy16 on July 23, 2012, 06:47:44 am
Cheers mate, have fun playing :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 23, 2012, 05:53:01 pm
Just been thinking as being the first euro to get into the tech beta from bay12 ( atleast I think so no one else has posted ) I will make the outfit and then invite you lot when you get invited, I will do the euro outfit. Can someone refresh me on what name was chose in the end for the outfit?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on July 23, 2012, 05:57:39 pm
Can someone refresh me on what name was chose in the end for the outfit?
Bay12. Or Bay 12, if you really want.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 25, 2012, 09:06:29 pm
My god... (http://www.youtube.com/watch?feature=player_embedded&v=41QFL4QB3NE)
Normally I'm against cinematic trailers, but given how forthright they've been about the gameplay I think they've earned an indulgence.

Also, Monday or Tuesday (http://twitter.com/j_smedley/status/228237905305403392), although keep Valvetime in mind.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 25, 2012, 09:26:48 pm
That was an epic trailer, even if its cinematic, now i just wish we had some crazy guys starting to make webisode on some *squad* attacking base and other kind of operation. Somebody can dream :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Teneb on July 25, 2012, 09:44:15 pm
I truly hope it's next week. This can't start soon enough.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: timferius on July 25, 2012, 09:47:32 pm
Saddly, if that trailer was indicitive of actual gameplay, as cool as it was, everyone would just pepper bases with galaxies until the world is a pile of rubble...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Chiefwaffles on July 25, 2012, 09:52:04 pm
The trailer was awesome, but the comments are horrible. I now accept the fact that NC is going to have horrible players.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 25, 2012, 10:04:33 pm
That's the main thing that tipped the scale in my decision to go Vanu instead of NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 26, 2012, 05:10:42 am
So let's count the things in the trailer that you will never be able to do.

1. Fly from plane to plane while those planes are in the air.
2. Fire on people inside the plane from outside.
3. Ride on top of a plane.
4. Crash a plane into a base causing structural damage.
5. Throw a grenade inside a tank.

Any more?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 26, 2012, 05:24:01 am
Mh, if people want they can find out alot about the gameplay, or they could simply try it themselves, its F2P after all.

And i always look further then the trailers, i always look at some actual gameplay vids.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 26, 2012, 06:22:23 am
4. Crash a plane into a base causing structural damage.

I've been playing Red Faction: Guerilla, and driving vehicles through buildings. This is now a must-have feature. :V
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 26, 2012, 06:30:59 am
4. Crash a plane into a base causing structural damage.

I've been playing Red Faction: Guerilla, and driving vehicles through buildings. This is now a must-have feature. :V
Don't I wish... It will never happen though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 26, 2012, 06:37:26 am
Yeah, thats kinda hard to do for game engines.
The RF engine(s) are the only engines that i know about that have that kind of stuff.

Mayby one day...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Siquo on July 26, 2012, 07:05:37 am
4. Crash a plane into a base causing structural damage.

I've been playing Red Faction: Guerilla, and driving vehicles through buildings. This is now a must-have feature. :V
Only if they promise not to make buildings out of cardboard. That mechanic is the only quality of RF:G and they milk it until it's dry and then some.
But yeah, heavy tanks going at full speed being instantly stopped by flimsy small aluminum handrails is quite the immersion-breaker.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 26, 2012, 07:12:48 am
4. Crash a plane into a base causing structural damage.

I've been playing Red Faction: Guerilla, and driving vehicles through buildings. This is now a must-have feature. :V
Only if they promise not to make buildings out of cardboard. That mechanic is the only quality of RF:G and they milk it until it's dry and then some.
But yeah, heavy tanks going at full speed being instantly stopped by flimsy small aluminum handrails is quite the immersion-breaker.
On the other hand, setting remote charges on a truck and then driving said truck off a cliff into a heavily fortified building and then detonating it after it crashes through the ceiling is amazing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: zombat on July 26, 2012, 07:30:59 am
NC always had horrible players, simple colour scheme, best HA weapon for where most of the combat happened, best tank for door camping, best max ability, and most cowardly and annoying anti vehicle weapon...
And the colour scheme was simple, looked like lego and attracted all the kiddies
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: forsaken1111 on July 26, 2012, 07:36:17 am
I started playing NC because my friends played NC so I played NC. When they stopped playing, my highest BR character was NC so I kept on, though I did play all 3 factions at different times. I mostly went with whichever one had the biggest bonus, aka whichever one was most outnumbered.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 27, 2012, 02:33:35 am
The beta starts next Monday/Tuesday so gear up guys!

Also are we still going for the NC as our faction ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 27, 2012, 02:41:30 am
I, for one, welcome our new Vanu overlords.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 27, 2012, 02:48:07 am
Im still NC and if you like working instead of playing to be effective with military coordination and tactics, hell follow me once im in! I dont just play, i play to be effective, analyse the terrain and come up with operations.

Let's fight for freedom and give all we have!! ( NC facion )
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on July 27, 2012, 02:51:41 am
I thought VS was the traditional kiddie faction? Hell, if avoiding kiddies is going to be a main goal then I'd even say go TR because they seem to be the least "interesting" so far, especially in terms of the trailers.

But then, what's my opinion? I don't have a beta key.   :-\
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Briggsy16 on July 27, 2012, 03:31:38 am
I was kindly given a priority beta key by m0nster (L)

Is this split into regions like EU and North America or is it all as one? I'll go whatever faction you guys go
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 27, 2012, 03:34:14 am
well i am already in the NC and have a outfit set up in EU1 ( Bay 12 ) so feel free to join me there !
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Briggsy16 on July 27, 2012, 03:36:56 am
Sounds good to me, I'll go NC when I get in the beta then :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 27, 2012, 03:41:04 am
Sure.
Be carefull who you allow into our outfit tough.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 27, 2012, 04:13:07 am
Don't worry it's a bay 12 only outfit for us lot :) do if people send me their ingame names through the forum I will add them
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: miauw62 on July 27, 2012, 04:15:02 am
My SOE account name is miauw63. IDK if that corresponds to the IGN tpugh.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: zombat on July 27, 2012, 07:05:03 am
How do you know if you have a beta key?
Do they email you it or do you need to log into your SOE account?

I certainly haven't had an email yet and I played the original PS for years...
Or do you need an active sub to get a priority key?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: sluissa on July 27, 2012, 08:06:46 am
How do you know if you have a beta key?
Do they email you it or do you need to log into your SOE account?

I certainly haven't had an email yet and I played the original PS for years...
Or do you need an active sub to get a priority key?

Previous subscribers are supposed to just get their account activated at/near the beginning of beta, no key needed. Just make sure you're using the same account you were when you subscribed to the original PS. I don't believe you actually need an active subscription, just to have actually paid money for the game at some point on your account. (I don't' believe free/trial time counts, but I could be wrong.) And according to tweets put out, previous subscribers will have top, or near top priority for beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ranter on July 27, 2012, 10:10:08 am
Just got a pcgamer beta key, so I suppose I'm joining you guys in a few days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: zombat on July 27, 2012, 01:11:23 pm
How do you know if you have a beta key?
Do they email you it or do you need to log into your SOE account?

I certainly haven't had an email yet and I played the original PS for years...
Or do you need an active sub to get a priority key?

Previous subscribers are supposed to just get their account activated at/near the beginning of beta, no key needed. Just make sure you're using the same account you were when you subscribed to the original PS. I don't believe you actually need an active subscription, just to have actually paid money for the game at some point on your account. (I don't' believe free/trial time counts, but I could be wrong.) And according to tweets put out, previous subscribers will have top, or near top priority for beta.

Just read off from a comment on RockPaperShotgun the hierarchy is apparently:
-Current PS1 subs
-Inactive PS1 subs (IOW used to play but stopped)
-Priority keys (PCGAMER/TWITTER/ETC)
-Regulary beta sign ups


Also just watched the trailer, I thought it was fitting.
Smurfs were all hardcore l33t 360noscope footzerging MARINES HOOHAR!! (though where all the maxes hill camping?), Santa was on the defensive (and loosing), and Barney was finishing off wounded prey and butting in where they weren't wanted (I think I saw my old outfit there)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on July 27, 2012, 01:36:43 pm
Just got a pcgamer beta key, so I suppose I'm joining you guys in a few days.
Eh, you can still get those? I went looking for the appropriate edition of PC Gamer around here and I couldn't find one. :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 27, 2012, 02:03:09 pm

Just read off from a comment on RockPaperShotgun the hierarchy is apparently:
-Tech Testers
-Current PS1 subs
-Inactive PS1 subs (IOW used to play but stopped)
-Priority keys (PCGAMER/TWITTER/ETC)
-Regulary beta sign ups


Also just watched the trailer, I thought it was fitting.
Smurfs were all hardcore l33t 360noscope footzerging MARINES HOOHAR!! (though were all the maxes hill camping?), Santa was on the defensive (and loosing), and Barney was finishing off wounded prey and butting in where they weren't wanted (I think I saw my old outfit there)

fixed
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: m0nster on July 27, 2012, 04:25:50 pm
I have another two keys to giveaway :)
Simply send me a pm with 'Planetside 2' as subject.
Since the last key was gone within a few minutes I'll choose the winners via random.org at Sunday 02:00 pm GMT+2 (http://www.tmdwn.com/1sru).
This should give everybody a fair chance.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: monk12 on July 27, 2012, 04:29:14 pm
Hooray for m0nster, and thank you!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Briggsy16 on July 27, 2012, 04:32:51 pm
You're a legend m0nster, where you getting them all from?! Thanks for mine.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: m0nster on July 27, 2012, 04:51:38 pm
You're a legend m0nster, where you getting them all from?! Thanks for mine.

I got them via Twitter (@planetside2, @PurrfectStorm, @PS_TRay and @mhigby).
Using TeetDeck it was pretty easy to be one of the first answering trailer questions or retweeting stuff.
Actually I wanted to give them to a few friends but most of them weren't interested.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ranter on July 27, 2012, 05:00:03 pm
Just got a pcgamer beta key, so I suppose I'm joining you guys in a few days.
Eh, you can still get those? I went looking for the appropriate edition of PC Gamer around here and I couldn't find one. :(
Bought it via iPad and then sent a nice e--mail to the redaction as says in the magazine
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 28, 2012, 04:33:39 am
Beta character wipe on Monday nooooooooooooooooooooooooooooooooo i had 200 certs :(.

anyway i still have the Bay12 outfit up for the NC guys ( which i take it is still our home faction ) when you get into the beta if you email me your character(s) name i will invite you.

also there is no lock only different servers i will be on the Euro 1 server
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on July 28, 2012, 04:36:21 am
the Bay12 outfit up for the NC guys
Is it Bay 12 or Bay12? This is an important decision; we must know what choice you made.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 28, 2012, 04:38:25 am
Bay 12 ( with the space )
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: lastverb on July 28, 2012, 06:31:01 am
So the beta is alredy up? I didnt get any notice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 28, 2012, 07:12:22 am
Still tech test, wiping out character monday to start out the real beta test i believe.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Duuvian on July 29, 2012, 03:27:02 am
Drat, it figures the ol' projector craps out just prior to the beta I've been looking forward to. Had to take out the vid card due to plug issues which may have to be remedied if the open beta is indeed opening Monday.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 29, 2012, 04:18:52 am
If the game went open beta their servers would probably overload. There is a reason for tech test and closed beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: m0nster on July 29, 2012, 08:40:34 am
Sensei and yarr won the keys!
I just sent the pms :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Dohon on July 29, 2012, 01:00:20 pm
Sensei and yarr won the keys!
I just sent the pms :)

Aw, chucks. Congrats to the winners though. :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 29, 2012, 01:14:25 pm
Tomorrow guys !
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: yarr on July 29, 2012, 01:15:04 pm
I'm happy now :D Thank you :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Shadowlord on July 29, 2012, 04:49:30 pm
Did someone say Monday or are you all assuming? I heard "MONDAY OR TUESDAY" and mentally extrapolated late Tuesday from that. :V
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: draco1234 on July 29, 2012, 05:22:40 pm
Assuming I think.  But hey, it doesn't hurt to be optimistic  ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Sensei on July 29, 2012, 05:35:15 pm
Well, looks like I got a key now. Generous and kind Monster is generous and kind. :) Can't wait to get on, NC right? I'll also be on a US server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 29, 2012, 05:39:37 pm
Did someone say Monday or are you all assuming? I heard "MONDAY OR TUESDAY" and mentally extrapolated late Tuesday from that. :V
Im not expecting anything before wednesday just to be on the safe line.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Microcline on July 29, 2012, 06:07:08 pm
Did someone say Monday or are you all assuming? I heard "MONDAY OR TUESDAY" and mentally extrapolated late Tuesday from that. :V
Im not expecting anything before wednesday just to be on the safe line.
They're just getting back from China, Smedley's been rather reticent, from what I hear the last major tech test build had some pretty nasty crashes and I haven't seen a spike in invites, so you're probably right to be cautious.  Even once the beta starts it'll probably be a while until everyone gets in given the number of keys they've sent out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 29, 2012, 08:11:03 pm
yeah im pretty sure the number of key sent is about 1/2 of what open beta would be if they did open instead... but since i have 2 inactive vet account at least ill be a bit faster in than the average and get my second account to a friend so he can join faster.

Personaly for my first account invite inside the game, i think i should get in in about 2 week, if before good, but no expectation before 2 week.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Lectorog on July 29, 2012, 08:27:54 pm
yeah im pretty sure the number of key sent is about 1/2 of what open beta would be if they did open instead...
Closer to 1/8, I'd think. A lot of people are very excited for this game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: jocan2003 on July 29, 2012, 09:28:31 pm
Hmm im not sure about the 1/8 they havent started the mass key events for other place where they have key giveaway 1000key and so on. Eh who knows :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Blizzlord on July 30, 2012, 03:54:39 am
All I know is that bets are on tuesday/wednesday, since I am located in Europe. It is usually the day after over here when something big happens in the US.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: Nelia Hawk on July 30, 2012, 12:08:25 pm
i wonder how much GB planetside2 will eat of the hd... 20gb? 30gb?
i doubt it will be less than 15 as alot mmos are around 10-15gb area (ddo, sto, eq2), but on the other hand planetside is "just" 1 continent atm, so it might not be that much yet as its just textures for 1 continent and not 4-5.

also... i guess website beta registrations probably get a key after eeeeeverthing else, all the twiters and even given keys etc.
and no clue if ps2 will even work on win xp (well xp was a choice in the tech text survey... so might be "supported", but kind of think it might gets memory problems...)
so why do i even worry about harddrivespace... chances are it might not even work anyways... or i get bored after a week...

i played ps1 back when they had their "reserves event" going years ago and it was pretty fun back then. 30 people squads, galaxy taxi drops over and over from nearest base where people spawn to next enemy one (had quite alot players back then to mostly have a full galaxy each run).
ps2 kind of looks a bit too deathmatchy/hastey and not much "coordinated"... but that might just be from the videos.
well somehow i am not realy that "hyped" with ps2 atm..... but who knows... might actually be ok/fine/playable/fun in the end.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. We have a steam group!
Post by: ScriptWolf on July 30, 2012, 12:27:16 pm
Currently the game with only 1 continent takes up 10gb
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Dariush on July 31, 2012, 02:39:46 am
Quote
SOE’s John Smedley took to Twitter to explain the rather conspicuous blank spot left behind by his company’s planet-sized MMOFPS:

    “Beta likely going to start Friday or Monday. Had planned for today or tomorrow, but we have some stuff we need to make sure is awesome. The team is working like crazy, but we need to polish some stuff and test it before we let in a massive [number] of people.”
Why am I not surprised?..
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on July 31, 2012, 02:40:54 am
*phew*, that means I can actually still get some stuff done this week.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on July 31, 2012, 02:58:17 am
Bah really annoying, why can't they just close beta it >,< I don't mind doing the bug reports and testing it but you know I like to have some fun at the same time >,>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Sensei on July 31, 2012, 03:00:49 am
Sort of seems to me like they were planning to do a serious beta for finding bugs, but then decided that wouldn't be a good idea and even the closed beta should be more demo-like given the number of people going into it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on July 31, 2012, 04:46:21 am
Well they say monday or next day, just to make sure i dont expect anything untill wednesday yet they managed to blow it up... ahh well what can we say? :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: hemmingjay on July 31, 2012, 05:38:05 pm
be happy that they are delaying the beta. I assume they are fixing the issues that they may or may not be having with lag
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 01, 2012, 03:57:18 am
As long as they have a good reason to delay the beta; like fixing bugs, then I'm fine with it. The first impression of a game usually stays with you, so they want to make sure it is good.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 01, 2012, 03:59:21 am
I'm pretty sure that IS the closed beta. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Microcline on August 02, 2012, 10:51:22 am
I'm pretty sure that IS the closed beta. :P
Beta is for balancing and fixing the ha-ha Bethesda bugs.  Right now they're trying to stop the game from CTDing due to hardware issues.  Even then there's a couple more showstoppers (UI not displaying on certain video cards, problems loading players at a distance, lag...).  Once it goes beta everyone's going to want in and having to pay bandwidth and server costs to get hundreds of thousands of people a game that isn't going to be ready to market for weeks isn't in anyone's best interest.

The fact that we must watch hundreds of people have fun without us is a side effect.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: m0nster on August 02, 2012, 06:58:19 pm
This will probably be the last time I clutter this thread with a giveaway ;)

Same as last time (but only one key!):
Send me a pm with 'Planetside 2' as subject, I'll choose the winner via random.org at Sunday 02:00 pm GMT+2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Microcline on August 02, 2012, 09:40:28 pm
Monday, 2:00 PM (https://twitter.com/j_smedley/status/231193695897133056) (I'm assuming PST), with 2-3 weeks for everyone who has a key to get in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 03, 2012, 06:51:22 am
Did someone say 2-3 weeks or are you just ASSuming?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Briggsy16 on August 03, 2012, 06:55:04 am
http://www.reddit.com/r/IAmA/comments/xlir0/iama_john_smedley_22_year_game_industry_veteran/

[–]soapyluggage 94 points 10 hours ago
How long do you think it will take (if everything goes as planned) for everyone who has twitter/PC gamer keys to get in the beta?
permalink
[–]j_smedley 117 points 10 hours ago
maybe as long as 2-3 weeks but it depends on how smoothly things go
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 03, 2012, 06:55:40 am
Monday, 2:00 PM (https://twitter.com/j_smedley/status/231193695897133056) (I'm assuming PST), with 2-3 weeks for everyone who has a key to get in.
I find it a funny coincidence that the person under the main tweet is Genna Bain, wife of the person distributing most of the gameplay footage available: TotalBiscut.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Nelia Hawk on August 03, 2012, 07:30:03 am
so i guess simple website beta registered people get in after 3 weeks then
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 03, 2012, 08:19:59 am
After going into high-burn anticipation mode during/after E3 for about a few weeks, I've been rather burnt out in the anticipation department. But now, with Beta looming, it's starting to build again. Can't wait!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Rex_Nex on August 03, 2012, 11:46:46 am
I guess I have to be that asshole who comes in and says this really doesn't look all that good.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: miauw62 on August 03, 2012, 12:01:14 pm
I think most people are in it for the huge-scale battles, wich is pretty epic.
Its F2P anyway, so people can just try and if they dont like it, deinstall.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Lectorog on August 03, 2012, 12:55:36 pm
I guess I have to be that asshole who comes in and says this really doesn't look all that good.
It looks like the best MMOFPS game that is or will be active, and that's good enough for me.
You wouldn't be an asshole if you detailed what about it doesn't look good to you. Sharing that helps. The assholes are the people who simply say they don't like it, which contributes nothing to the conversation/thread. But, hey, at least you were polite about it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Rex_Nex on August 03, 2012, 01:14:26 pm
It just looks... bland. I've read up on a bit and saw the E3 gameplay (unfortunately barely any actual fps action was shown) and wasn't impressed.

So... it's a huge mmofps. Other then having a lot of players, what does this game bring to the table that isn't systematically done by other FPS games? I cant help but look at the feature list that includes things like "regenerating shields" a la Halo, fast-paced combat, skill progression that mimics that in Eve, and a Cash Shop and feel let down. 38 pages for this game? Maybe there's something I'm missing.

I've to admit to being intrigued by the whole territorial control ordeal, but that's not enough to get me interested. The gameplay just doesn't seem to back it up.

The visuals are alarming, too. I'll give them the benefit of the doubt and hope they've improved since E3.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 03, 2012, 01:20:04 pm
It just looks... bland. I've read up on a bit and saw the E3 gameplay (unfortunately barely any actual fps action was shown) and wasn't impressed.

So... it's a huge mmofps. Other then having a lot of players, what does this game bring to the table that isn't systematically done by other FPS games? I cant help but look at the feature list that includes things like "regenerating shields" a la Halo, fast-paced combat, skill progression that mimics that in Eve, and a Cash Shop and feel let down. 38 pages for this game? Maybe there's something I'm missing.

I've to admit to being intrigued by the whole territorial control ordeal, but that's not enough to get me interested. The gameplay just doesn't seem to back it up.

For me, a large part of the draw is the territorial control, varied battleground, huge open continents, and thousands of players per server (per continent? not sure that was ever clarified).
It has huge potential for incredible amounts of team-based fun. As well as having three unique factions, tons of roles, awesome looking vehicles, and things exploding.

I would recommend if you wish to see more of it in action, to search the internet a bit more. I can't provide any links at the moment, but there are tons of videos out there from large events with much gameplay (such as TotalBiscuits E3 feed, which I can't link atm).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: miauw62 on August 03, 2012, 01:27:55 pm
and things exploding.
Read this 100 times and you will be convinced.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 03, 2012, 01:30:46 pm
It just looks... bland. I've read up on a bit and saw the E3 gameplay (unfortunately barely any actual fps action was shown) and wasn't impressed.

So... it's a huge mmofps. Other then having a lot of players, what does this game bring to the table that isn't systematically done by other FPS games? I cant help but look at the feature list that includes things like "regenerating shields" a la Halo, fast-paced combat, skill progression that mimics that in Eve, and a Cash Shop and feel let down. 38 pages for this game? Maybe there's something I'm missing.

I've to admit to being intrigued by the whole territorial control ordeal, but that's not enough to get me interested. The gameplay just doesn't seem to back it up.

The visuals are alarming, too. I'll give them the benefit of the doubt and hope they've improved since E3.
You are being being overly critical. There is not a single MMOFPS game out there with an active community, excluding Planetside 1 with the free month. That in its own right is enough to make it interesting. You mention things that are in other games, as if they haven't copied concepts themselves. Even complaining that there is a cosmetic cash shop in a free means that you do not understand the F2P model.

Also, calling the visuals "alarming" is going over the line. Just because it does not look as good as Crysis doesn't automatically mean it is horrible, bad and unacceptable. Even then, it is an MMO for crying out loud. There is a limit to how good something can look when there might be 500 of them loaded at the same time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Sensei on August 03, 2012, 01:35:26 pm
I have to say, I'm pretty hyped from ages of playing Battlefield 2 alone, not to mention the livestream footage and detail list (even if I don't like every feature). I really dig the MMOFPS idea, wherein MMO means it includes an explorable, consistent environment. Unless someone who's played it has got complaints in particular, I wouldn't be swayed by worries that it's going to be too generic or the like.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Lectorog on August 03, 2012, 01:36:40 pm
Other then having a lot of players, what does this game bring to the table that isn't systematically done by other FPS games?
It's not that they have anything new, it's what they're combining. Not much has been new in FPS games recently; the originality, creating a new and better feeling of a game, is in the combination and balancing of elements. I personally like best its combination of Star Wars Battlefront -like gameplay with massive games. I think it will feel like an actual war (albeit still a video game). The visuals are pretty dull, but they work.
My main point comes down to that I've played all of the recent FPS games, and they're all just wrong; PlanetSide 2 might be more right. Battlefield 3 is probably the best, but its small teams, unbalanced and clunky gameplay, and hideous visuals are all rather disappointing. I was wanting a new, better Battlefront, which PlanetSide 2 might be.

Blizzlord, Rex_Nex might view games differently than you. Just because you value or don't value something doesn't mean he does the same. People appreciate games for different reasons, and this game just doesn't look like it has anything he appreciates in it, enough to say it's a good game without playing it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on August 03, 2012, 02:05:21 pm
It just looks... bland.
Well, I kind of agree and see what you mean, for a normal FPS that would be the case, but you probably didn't play PS1. None of the movies we've seen show the size of a continent. These things are HUGE. I've played a shitload of FPS'es, but the scale of this totally changes the way FPS'es work.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Rex_Nex on August 03, 2012, 02:11:09 pm
Very possible. I'll have to see it in action first!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: palsch on August 03, 2012, 02:12:44 pm
I'm just looking forwards to there being a MMOFPS with a large enough and active enough community to be worth playing. That it's F2P is the cherry on top.

I used to play the SCO/Flysis/Air Rivals family of games. The game itself was pretty poor, with very limited customisation (four classes with very limited build variation within those classes), clunky graphics and an engine that was massively outdated even before beta was finished. Yet during the periods when we had solid numbers it was incredibly fun. The game and supporting infrastructures were that bad that we could crash the server with chat spam, but at the same time we had such enjoyable battles that chat spam seemed a natural thing to do.

The ability to treat a 100 vs 100 meat-grinder battle as a strategic distraction while your high level fighters ninjed behind enemy lines to destroy an objective meant that even a mediocre Korean grindfest pay-to-win Starfox ripoff was worth playing. Give me a game that allows for similar scale, strategic and tactical manoeuvres while having a halfway decent engine, character customisation and diversity and I'll be happy.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Microcline on August 03, 2012, 02:58:11 pm
It just looks... bland. I've read up on a bit and saw the E3 gameplay (unfortunately barely any actual fps action was shown) and wasn't impressed.

So... it's a huge mmofps. Other then having a lot of players, what does this game bring to the table that isn't systematically done by other FPS games? I cant help but look at the feature list that includes things like "regenerating shields" a la Halo, fast-paced combat, skill progression that mimics that in Eve, and a Cash Shop and feel let down. 38 pages for this game? Maybe there's something I'm missing.

I've to admit to being intrigued by the whole territorial control ordeal, but that's not enough to get me interested. The gameplay just doesn't seem to back it up.

The visuals are alarming, too. I'll give them the benefit of the doubt and hope they've improved since E3.
You are being being overly critical.
Nonsense.  There's no such thing as excessive criticism.

The visuals are alarming, too. I'll give them the benefit of the doubt and hope they've improved since E3.
Also, calling the visuals "alarming" is going over the line. Just because it does not look as good as Crysis doesn't automatically mean it is horrible, bad and unacceptable. Even then, it is an MMO for crying out loud. There is a limit to how good something can look when there might be 500 of them loaded at the same time.
I don't really see the point of this criticism, though.  From what I've seen, PS2 looks like one of the best games I've ever seen, although likely below things like Crysis and The Witcher 2.  It certainly doesn't look like anything that could be produced with the current console hardware.  I also haven't seen any of the bloom or desaturation filters that plague modern games.  Is it the artistic design that you find alarming?  I may not be the the best judge of the graphics, as it could look like PS1 for all I care.

The appeal of any game can be hard to pin down.  I'd say it's in the way the change in scale affects the original genre.  Think about what makes EVE different from a single-player space sim.  In the same way that EVE's economy is driven by player interaction, PS2's war is a real thing of which your experience is a small tangible component.  It's also nice to have an MMO where you affect the outcome by flying and shooting people instead of watching numbers go up and down.  The fact that it looks like a solid vehicle and class based FPS in it's own right is also good.  If you have no interest there's no reason to play, but it's free to play so there's nothing to lose by trying it.

edit: Steam! (http://es.twitter.com/j_smedley/status/231590853695660032)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: SHAD0Wdump on August 04, 2012, 05:43:19 pm
edit: Steam! (http://es.twitter.com/j_smedley/status/231590853695660032)
Bringing attention to this since I just read up on it.

Chances are it doesn't mean VAC, but it at least should mean the overlay and a whopping influx of additional players to beef up the ranks even further.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 05, 2012, 08:05:41 am
Don't expect the beta on Monday.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: SeaBee on August 05, 2012, 08:13:15 am
I'm expecting access to the beta around the last week of August (I won't have any kind of priority access). Hopefully a bunch of you guys will get in within the next few days. Smedley said in the Reddit AMA that he was "99.9999%" sure that they would start letting people play on Monday, but that was a few days ago and things might have changed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 05, 2012, 08:16:24 am
I know that me and Dom3k are in the tech test right now, and from what I have read they might let more people in on Monday but the tech test will continue on till next Monday so no beta yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: miauw62 on August 05, 2012, 08:45:08 am
edit: Steam! (http://es.twitter.com/j_smedley/status/231590853695660032)
Bringing attention to this since I just read up on it.

Chances are it doesn't mean VAC, but it at least should mean the overlay and a whopping influx of additional players to beef up the ranks even further.
Isnt VAC source-only?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: m0nster on August 05, 2012, 11:45:08 am
The giveaway is over and Chiefwaffles won the key!

VAC isn't source only (for example the recent Call of Duty games use it).
But I can't really see Planetside 2 using it. Sony Online will probably use their own anti-cheat measures.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: miauw62 on August 05, 2012, 11:46:33 am
Whats wrong with VAC anyway?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 05, 2012, 11:58:08 am
But I can't really see Planetside 2 using it. Sony Online will probably use their own anti-cheat measures.

That and have a team online 24/7 to kick/ban offender ( cheater ) right away.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 05, 2012, 03:12:46 pm
Also more keys are being handed out Monday.

Angry rambling
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 05, 2012, 03:16:44 pm
What are they doing now? I've mostly stopped reading threads on PSU since I haven't been seeing much worth replying to, and most of the threads have been either bitching, speculative bitching, or a description of something speculative with a plea not to bitch about it. ¯\(°_o)/¯
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 05, 2012, 03:27:42 pm
I was putting my point across about how there has been no progression/patches in the game even though they rolled back a 6gb patch last week! For a 600mb patch instead,

and I'm whining ( yes I'm sort of whiny when I put my point across so sue me )  because they are not improving on the game or fixing problems. For fuck sake the vanu archives outpost in EU has been fucked for a week now with the spawn point floating away from the main base -.-

one guy replies " I suggest you quit applying for beta testing, as you obviously don't get it. Coding takes time. It's been ~3 weeks. Impatience and beta testing a game (or anything else) does not go well together."

I know it's testing but they should be doing visible work on the ge where there are major faults !

Once again just my opinion.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on August 05, 2012, 03:33:26 pm
and I'm whining ( yes I'm sort of whiny when I put my point across so sue me )
I'm sorry, I'm with "one guy" there. It's a tech-beta. You're doing actual work for them, for free, and in turn you may or may not get some enjoyment out of it, that's how those things work.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 05, 2012, 03:39:58 pm
and I'm whining ( yes I'm sort of whiny when I put my point across so sue me )
I'm sorry, I'm with "one guy" there. It's a tech-beta. You're doing actual work for them, for free, and in turn you may or may not get some enjoyment out of it, that's how those things work.

Yeah it's not that I mind it's a tech test but nothing is being fixed, and the beta is meant to happen supposedly tomorrow. Maybe I'm confusing my point :P my main put i am trying to put is that none of the crippling things in the game are being fixed
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: hemmingjay on August 05, 2012, 04:15:13 pm
I must also add that I am nervous that they have not addressed ANY of the bug showstopper issues yet. I am confident that before release many of them will be fixed, but that means to me release is getting further and further away.

Most of these things make it clear that they are not ready for large scale beta unless they are hiding a secret improved version of the game for that test.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Briggsy16 on August 05, 2012, 04:36:14 pm
I feel that the term 'beta' has been ruined by games like Minecraft, beta is beta. There will be crippling bugs, there will be downtime. Part and parcel really.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 05, 2012, 04:40:15 pm
I feel that the term 'beta' has been ruined by games like Minecraft, beta is beta. There will be crippling bugs, there will be downtime. Part and parcel really.

I agree with this statement, I personally like to see a bit more order and features during a beta due to that
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 05, 2012, 05:24:02 pm
I feel like beta has been ruined by the big companies that turn them into pre-order demos.

There should be SOME bugs in beta, but for the most part, it should be a finished product with only polishing left to do.

In the state it's in now, it's probably closer to an alpha. You have a working basis for a game, but significant portions are still being worked on.

Still, in the end, they're just words, and mean only what the user intends and the listener interprets. Words change, and in the present era they change faster than they ever have. I get pissed off at some of the directions this takes, but in the end, it's silly to fight it. Words will be used however they're used, and sometimes it'll catch on, sometimes it'll die out.

I do want to play this, probably to the point where I've gotten myself too hyped up about it, but I'm patient. I have other things to do in the meantime, and when it's ready, it's ready.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Sensei on August 05, 2012, 05:25:48 pm
So, beta/next round of test recruits opens up on Monday for certain! Rumors abound regarding whether SOE will delay Monday for further game updates, in favor of a protracted Sunday until they are ready to accept more players.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: hemmingjay on August 05, 2012, 05:36:13 pm
I think people are confused on Alpha and Beta, so from software development on wikipedia

Alpha

The alpha phase of the release life cycle is the first phase to begin software testing (alpha is the first letter of the Greek alphabet, used as the number 1). In this phase, developers generally test the software using white box techniques. Additional validation is then performed using black box or gray box techniques, by another testing team. Moving to black box testing inside the organization is known as alpha release.[2]

Alpha software can be unstable and could cause crashes or data loss. The exception to this is when the alpha is available publicly (such as a pre-order bonus), in which developers normally push for stability so that their testers can test properly. External availability of alpha software is uncommon in proprietary software. However, open source software, in particular, often have publicly available alpha versions, often distributed as the raw source code of the software. The alpha phase usually ends with a feature freeze, indicating that no more features will be added to the software. At this time, the software is said to be feature complete.
Beta

Beta (named after the second letter of the Greek alphabet) is the software development phase following alpha. It generally begins when the software is feature complete. Software in the beta phase will generally have many more bugs in it than completed software, as well as speed/performance issues. The focus of beta testing is reducing impacts to users, often incorporating usability testing. The process of delivering a beta version to the users is called beta release and this is typically the first time that the software is available outside of the organization that developed it.

The users of a beta version are called beta testers. They are usually customers or prospective customers of the organization that develops the software, willing to test the software without charge, often receiving the final software free of charge or for a reduced price. Beta version software is often useful for demonstrations and previews within an organization and to prospective customers. Some developers refer to this stage as a preview, prototype, technical preview (TP), or early access. Some software is kept in perpetual beta—where new features and functionality are continually added to the software without establishing a firm "final" release.


PS2 is not ready for beta unless the version we have seen is different than the version for CBT.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 05, 2012, 05:57:49 pm
Are we not just arguing semantics? It's a release of the game, to participants who have signed up, to test the game and aid in bug hunting and feature development. They've constantly stated that it will be a buggy release, they've not tried to lie, hide it, or even charge you for it. They can call it an epislon for all they want, they've stated their deffinition of beta openly.

I guess my point is, why are we arguing this?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 06, 2012, 05:36:34 am
I guess my point is, why are we arguing this?
Because the beta hasn't started yet, so we're all bored.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Tobel on August 06, 2012, 10:13:53 am
I'm curious to see how many people resubbed to P1 in the hopes of getting beta faster.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 06, 2012, 10:46:37 am
I guess my point is, why are we arguing this?
Because the beta hasn't started yet, so we're all bored.

Valid point
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: warhammer651 on August 06, 2012, 11:14:32 am
Did we decide which faction we're going with?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 06, 2012, 11:31:18 am
Did we decide which faction we're going with?
Terran Republic
 49 (34%)
New Conglomerate
 56 (38.9%)
Vanu Sovereignty
 39 (27.1%)
Total Members Voted: 144

Poll at the top says NC
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 06, 2012, 11:58:28 am
Hilarious. Right after I say we're waiting for closed beta I get in to the closed beta get tasty cookies.

I'm going to go download the beta eat mah cookies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Tobel on August 06, 2012, 12:15:46 pm
I just checked my SoE account and it says "ACTIVE" next to Planetside 2. Does this pretty much mean I'm in, or just on the list? I haven't been following too many "How the beta works" articles so I'm not sure what to expect.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 06, 2012, 12:54:38 pm
Active simply mean yu WILL get in beta, just dont know when.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 06, 2012, 01:04:06 pm
So, my "Inactive" means I have no chance at all despite signing up and being a prior subscriber?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Briggsy16 on August 06, 2012, 01:06:56 pm
It just means you aren't in yet, not 'no chance at all'. The beta hasn't even begun yet, calm down.

I imagine the active people (such as myself) are people who have redeemed priority access keys.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 06, 2012, 01:07:24 pm
So, my "Inactive" means I have no chance at all despite signing up and being a prior subscriber?
Inactive simply means they haven't flipped the switch on your account. Active means you're already in or they are preparing to let you in soon, from what I understand. If you're a prior subscriber you will get in soon.

They are staggering the people they let in over time to keep from overloading the download servers I bet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 06, 2012, 01:20:03 pm
Checked mine. Says Inactive. Guess that means that the people without priority access keys have to wait even more. :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Zona on August 06, 2012, 01:51:46 pm
People who entered priority beta keys will have it say active regardless of whether they can play yet or not. Everyone else will not until the switch is flipped on their account. An easy way to check if your in is to go here www.planetside2.com/download (http://www.planetside2.com/download) . Click the download button and sign into your account. If it lets you download it then congratulations, your in the beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 06, 2012, 02:29:20 pm
Mine has said 'active' for weeks (because I got a twitter key on something like the second or third day they started giving out twitter keys). It doesn't mean I'm getting in this week or even next week.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Teneb on August 06, 2012, 02:33:21 pm
Mine says active, yet I can't download. I guess I'll have to wait.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Nelia Hawk on August 06, 2012, 04:39:08 pm
i have the feeling people who registered on the ps2 web for beta months ago actually get in last, because of all the "priority keys" they have thrown out over twitter and magazines etc...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 06, 2012, 05:58:43 pm
i have the feeling people who registered on the ps2 web for beta months ago actually get in last, because of all the "priority keys" they have thrown out over twitter and magazines etc...
What priority key? to me its more normal key, and back-up key eh....
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: etgfrog on August 06, 2012, 07:11:09 pm
i suspect they are doing the beta key giveaway to also try to count up just how many people will want to play at launch to prepare the servers and bandwidth so it doesn't 404 when trying to play the game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: yarr on August 07, 2012, 01:16:02 am
first to play beta: planetside1 players with active subscription
2nd planetside1 players with inactive subscription
3rd 'priority' beta keys (twitter etc)

looks like we have to wait a little longer :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 07, 2012, 01:19:52 am
There was also an announcement about how the servers would only be up during part of the day each day for a while.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 07, 2012, 02:16:41 am
There was also an announcement about how the servers would only be up during part of the day each day for a while.

Yup you only get 6 hours a day and most of the time from Tuesday to Saturday, luckly they have euro times in now it was redicilus before beta the test times started at 10pm for GMT :P


Also who else is in the beta for eu ? Getting boring playing by my self

Also certs are out ! Wooooooo !! And few other things here is what the game is currently looking like :

REDACTED
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on August 07, 2012, 03:22:03 am
Happy with that info, but are you allowed to tell us that?

My Sony account is located in the US somehow, and I can't change it. Talking to their support they want to know everything about me before they "can switch it". No effing way, Sony. Beefing up your SOE security by storing more personal information is not how it works. I hope they won't force me to play on US servers because of this :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 07, 2012, 03:29:35 am
Welllll I don't think I am breaking NDA ? it's just a list of what's in the game so far ..... I like to think I can, I did it before :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on August 07, 2012, 03:38:28 am
Welllll I don't think I am breaking NDA ? it's just a list of what's in the game so far ..... I like to think I can, I did it before :P
I didn't read it, so I don't know what you're allowed and not allowed to tell us :)
But if you are allowed to tell us something, How Is It? Is it any fun/good and if not how far is it from being fun?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 07, 2012, 03:42:10 am
Welllll I don't think I am breaking NDA ? it's just a list of what's in the game so far ..... I like to think I can, I did it before :P
I didn't read it, so I don't know what you're allowed and not allowed to tell us :)
But if you are allowed to tell us something, How Is It? Is it any fun/good and if not how far is it from being fun?

We'll now that stuff is owing patched and fixed ( that was why I was whining several pages back ) I'm finding the game more enjoyable, and if you read the change log Certs are in now as well as secondary objectives for bases and you can buy new weapons ! With these new changes as well as more to come the game will be very enjoyable.

I did find it rather enjoyable even while in tech test there were some problems and gripes I did have but I do plan on spending real money on this Im really enjoying it ! but when more of bay12 get in and we get out outfit going it Will be even better
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Zona on August 07, 2012, 10:39:10 am
Welllll I don't think I am breaking NDA ? it's just a list of what's in the game so far ..... I like to think I can, I did it before :P

You are indeed breaking the NDA. You are allowed to say that the Planetside 2 beta dose in fact exists, and that you are in it, no more.

On that note, the Planetside 2 beta is going on, and I've been in since the tech test. ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 10:45:09 am
Welllll I don't think I am breaking NDA ? it's just a list of what's in the game so far ..... I like to think I can, I did it before :P

You are indeed breaking the NDA. You are allowed to say that the Planetside 2 beta dose in fact exists, and that you are in it, no more.

On that note, the Planetside 2 beta is going on, and I've been in since the tech test. ;)
Can I tell everyone that I am having lots of fun eating my delicious cookies, which come in blue, purple and red varieties? These cookies are very tasty, and are a lot of fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 07, 2012, 11:24:14 am
Quote
2.1 Confidential Information Defined. "Confidential Information" shall mean: (a) any and all information relating to or contained in the Beta Software, Beta Program and/or the Game, including, without limitation, information relating to: (i) the performance, capabilities, bugs and contents of the Beta Software, (ii) Recipients feedback and comments, (iii) any other Beta Program participants feedback and comments, and (iv) any SOE employees feedback and comments, (b) the terms of this Agreement, and (c) any and all information relating to the future or proposed games, services or business operations of SOE. Confidential Information includes, without limitation, all such information disclosed to Recipient prior to Recipient accepting this Agreement. Recipient acknowledges and agrees that the Confidential Information constitutes valuable trade secrets of SOE.

2.2 Confidentiality Obligation. Recipient shall keep the Confidential Information in confidence and shall not publish, disclose, or otherwise make available, directly or indirectly, any Confidential Information to any third party. However, Recipient may disclose the Confidential Information in accordance with a judicial or governmental order; provided, however, that Recipient shall give SOE reasonable written notice prior to disclosure and shall comply with any applicable protective order or equivalent. ONCE THE COMMERCIAL VERSION OF THE GAME HAS BEEN RELEASED BY SOE TO THE PUBLIC, RECIPIENTS CONFIDENTIALITY OBLIGATION SHALL CONTINUE ONLY WITH RESPECT TO INFORMATION CONCERNING THIS BETA PROGRAM AND ALL FEEDBACK AND COMMENTS (WHETHER FROM RECIPIENT, ANY OTHER PARTICIPANT, OR FROM SOE EMPLOYEES).

Yeah... you cant even say you are in the tech test... Even when its over you cant say anything about that. The question is, will they really enforce it?

And and i just saw that...
Quote
Without limiting the foregoing, we do not ensure continuous, error-free, secure or virus-free operation of the Beta Program, the Beta Software, the Game, your account or continued operation or availability of any given server
SO they could infect you with malware and you cant do anything about it... thats disturbing....
Quote
Recipient has no expectation of privacy in any such communication or in any communication referenced in Section 1.5 herein. Recipient acknowledges and agrees that SOE may transfer such information (including Personal Information) to the United States or other countries and/or may share such information with our licensees and agents in connection with the Beta Program, Beta Software and the Game.
And they can sell your information to anybody.... Crap its me or i dont feel like going in beta anymore o.O

http://webcache.googleusercontent.com/search?q=cache:nA2S9rSfXqAJ:https://account.station.sony.com/reg/publicEula.vm%3Ftheme%3Dps2%26locale%3Den_US+&cd=12&hl=fr&ct=clnk&gl=ca
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Matz05 on August 07, 2012, 11:27:32 am
I'm pretty sure that kind of thing is in all Sony EULAs. And EA. And Activision...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 11:29:30 am
Did you guys know you can buy different type of sprinkles for your cookies to make them look different? You have to purchase a license for cookie sprinkles, but then you can buy different sprinkles and throw those cookies at other people to make them /happy/. It works well when you throw them at people of a different color, because they also enjoy cookies. The best is when you take over a cookie factory with all of your buddies and share cookies with everyone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aptus on August 07, 2012, 11:33:37 am
And now I'm hungry... damn it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 07, 2012, 11:34:07 am
I highly recommend rewriting your post in Orz-speak. It'll be even better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 07, 2012, 11:34:59 am
I'm now thinking of these delicious cookies my grandmother used to make, with a white frosting on top and sprinkles. Mmmmmm.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 11:42:43 am
I highly recommend rewriting your post in Orz-speak. It'll be even better.
Hello, we are the Orz! Orz are happy *people energy* from the outside. Orz have special *parties* inside which help Orz *germinate*. Inside is so much good! Can you come together with Orz for *parties*?

Orz so much tired for keeping together, but Orz find *cookies* which are so much good! Orz enjoy cookies. Not cookies is **Frumple**! Orz need more cookies to be here now, not yet! Soon Orz are really here! You are help Orz with cookies. Orz is looking for more cookies and find cookies. So much joy! Please bring more cookies to Orz *house* to help.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aptus on August 07, 2012, 11:44:21 am
I highly recommend rewriting your post in Orz-speak. It'll be even better.

That sounds *squishy* for both *fingers* and *happy campers*.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 07, 2012, 11:46:34 am
I highly recommend rewriting your post in Orz-speak. It'll be even better.
Hello, we are the Orz! Orz are happy *people energy* from the outside. Orz have special *parties* inside which help Orz *germinate*. Inside is so much good! Can you come together with Orz for *parties*?

Orz so much tired for keeping together, but Orz find *cookies* which are so much good! Orz enjoy cookies. Not cookies is **Frumple**! Orz need more cookies to be here now, not yet! Soon Orz are really here! You are help Orz with cookies. Orz is looking for more cookies and find cookies. So much joy! Please bring more cookies to Orz *house* to help.

Ok, I'll bite...

What?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Matz05 on August 07, 2012, 11:48:03 am
You heard it here first! Playing Planetside helps expand the extradimensional foothold in our universe!
...either that or the respawning *many bubbles* which are not *happy campers* gives the Orz lots to... erm... eat?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aptus on August 07, 2012, 11:48:12 am
I highly recommend rewriting your post in Orz-speak. It'll be even better.
Hello, we are the Orz! Orz are happy *people energy* from the outside. Orz have special *parties* inside which help Orz *germinate*. Inside is so much good! Can you come together with Orz for *parties*?

Orz so much tired for keeping together, but Orz find *cookies* which are so much good! Orz enjoy cookies. Not cookies is **Frumple**! Orz need more cookies to be here now, not yet! Soon Orz are really here! You are help Orz with cookies. Orz is looking for more cookies and find cookies. So much joy! Please bring more cookies to Orz *house* to help.

I am *nice colours* after reading this. You are not *silly cow* so we will not *dance*.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 11:49:46 am
I highly recommend rewriting your post in Orz-speak. It'll be even better.

That sounds *squishy* for both *fingers* and *happy campers*.
This is not for *Silly Cows*! Only *Happy Campers* are *spitting* happy words! I *smell* you so much. *Campers* are pleasant. *Camper friends* have come to the *playground*!

I highly recommend rewriting your post in Orz-speak. It'll be even better.
Hello, we are the Orz! Orz are happy *people energy* from the outside. Orz have special *parties* inside which help Orz *germinate*. Inside is so much good! Can you come together with Orz for *parties*?

Orz so much tired for keeping together, but Orz find *cookies* which are so much good! Orz enjoy cookies. Not cookies is **Frumple**! Orz need more cookies to be here now, not yet! Soon Orz are really here! You are help Orz with cookies. Orz is looking for more cookies and find cookies. So much joy! Please bring more cookies to Orz *house* to help.

I am *nice colours* after reading this. You are not *silly cow* so we will not *dance*.
We are not trusting. We like to be *together*.
Do you want to be *together* with us?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Zona on August 07, 2012, 11:50:23 am
I highly recommend rewriting your post in Orz-speak. It'll be even better.
Hello, we are the Orz! Orz are happy *people energy* from the outside. Orz have special *parties* inside which help Orz *germinate*. Inside is so much good! Can you come together with Orz for *parties*?

Orz so much tired for keeping together, but Orz find *cookies* which are so much good! Orz enjoy cookies. Not cookies is **Frumple**! Orz need more cookies to be here now, not yet! Soon Orz are really here! You are help Orz with cookies. Orz is looking for more cookies and find cookies. So much joy! Please bring more cookies to Orz *house* to help.

Ok, I'll bite...

What?
http://youtu.be/gIbVYXHnaBU
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aptus on August 07, 2012, 11:51:23 am
You heard it here first! Playing Planetside helps expand the extradimensional foothold in our universe!
...either that or the respawning *many bubbles* which are not *happy campers* gives the Orz lots to... erm... eat?

There is plenty of room *in between* for *parties* and *picnics*. There are *many bubbles* here to be *connected* with.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 11:53:40 am
You are so many *lonely* *juicy* *bubbles*. It is so sad.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 07, 2012, 12:00:57 pm
Is it okay if I ask what is going on here? Coming back from watching Gmod and SFM videos to see my thread derailed beyond recognition is downright confusing. ???
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 12:02:05 pm
Is it okay if I ask what is going on here? Coming back from watching Gmod and SFM videos to see my thread derailed beyond recognition is downright confusing. ???
We geeked out over star control. Sorry.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 07, 2012, 12:14:37 pm
Well in that case, go on. It is not like we have anything else to do while waiting for the beta to open up a bit more.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Matz05 on August 07, 2012, 12:15:08 pm
Somebody suggested to write spoilers in Orz-speak. The Orz are a race from Star Control 2. Apparently manifestations of a single extradimensional entity, (they?) are very hard to understand due to strange grammar and peppering their dialogue with concepts that have no analogue in our reality. The ship's translation computer marks words that it doesn't think it translated right with *asterisks*.

They seem very enthusiastic and friendly about colonizing our reality and (allying with? enslaving? possessing? keeping as pets? experimenting on? *playing with*) the locals. However, backstory and other races indicate that they might be very dangerous to the development of inteligent life.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 12:51:40 pm
Suffice it to say that in the Star Control lore, a race began experimenting with other dimensions and were promptly destroyed by the Orz without cause or explanation. When pressed on the issue, the Orz attack the questioner, so people have learned not to ask questions. They're possibly the most terrifyingly awesome race in that game because they're the only ones who seem genuinely alien. Well aside from the Mycon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 07, 2012, 12:53:26 pm
The real question is, how have I not ever heard of this before?

And for a not de-rail question, anyone know when they're sending out emails to the next wave?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 07, 2012, 01:48:00 pm
Already been sent, so if you didnt get anything when you woke up, chance are you are on the next batche(s).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 07, 2012, 02:04:03 pm
Curses! After all that work for a Beta key, I'm still left waiting... one of these days....
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on August 07, 2012, 03:00:50 pm
Go play star control while you wait.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 07, 2012, 03:01:26 pm
has anyone made the outfits for Bay12 yet ? for EU and America? looking to join both i will be on the American one soon usual name 9i.e. Scriptwolf so please add me)

and i took out the REDACTED information no lawsuit yayyyyyyyyyy
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 07, 2012, 03:03:03 pm
Well as soon im in, im making one in NC on US server tho. Should be in by the end of the week if everything goes according to what they say.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Sensei on August 07, 2012, 03:07:53 pm
I'm still just waiting for the email to get in...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Tobel on August 07, 2012, 03:32:40 pm
Hey, anyone still need a beta key?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Chiefwaffles on August 07, 2012, 03:40:46 pm
Hey, anyone still need a beta key?

I don't "need" one for myself, (thanks to m0nster!) but a friend that I would love playing with doesn't have a key for himself. So if there aren't any other people who want one for themselves, I'd love a key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Paul on August 07, 2012, 03:45:45 pm
I could still use one. I had an old account, but it doesn't show any record of ever having been used for PS1 for some reason, so I'm thinking I probably need a key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Tobel on August 07, 2012, 03:51:53 pm
I could still use one. I had an old account, but it doesn't show any record of ever having been used for PS1 for some reason, so I'm thinking I probably need a key.

Hey Paul, check your PM. I had a spare I got from the twitter feed. If anyone still needs one just make a witty comment, they are handing them out like candy.

From what I understand the beta invites are going out to active PS1 subs right now and vets soon (if not already). They will be staggering the people allowed in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Paul on August 07, 2012, 03:57:21 pm
Thanks.

I played PS1 for years. Logged into the account, and it was still there, but there wasn't any record showing inactive PS1 or anything like that so I'm thinking it somehow lost the fact that I used to play. Got the key in though, so I should get into the beta eventually :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: adwarf on August 07, 2012, 05:46:16 pm
If anyone has a spare beta key shoot it my way if you would, didn't get one sadly :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 07, 2012, 06:00:15 pm
im on EU 1 i have made bay12 outfit there, add me im Scriptwolf and i will add you to the outfit and lets organize this thing
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 06:13:27 pm
im on EU 1 i have made bay12 outfit there, add me im Scriptwolf and i will add you to the outfit and lets organize this thing
coming on now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 07, 2012, 07:01:54 pm
Welp I came on but you never replied and I didn't see anyone else.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Briggsy16 on August 08, 2012, 02:36:48 am
Is it bad that I hope the B in Bay12 is capitalised in the EU outfit? I hope it is.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Dohon on August 08, 2012, 02:38:56 am
I have given up on getting a key via Twitter. I spent an entire evening trying to be witty and even writing a few 140 poems / haiku's, but no dice. I then realised I was wasting my time big time and went to play some Starfarer instead. Have fun you all who are in the beta already, I'll see you when I get there. Which means at the very latest once Planetside 2 is released. ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 08, 2012, 04:08:13 am
Don't be too sad about missing the beta. It's certainly not a buttery smooth game demo, it does have some issues yet to be resolved.

Not that I am in it. I'm just eating cookies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 08, 2012, 04:52:08 am
Welp I came on but you never replied and I didn't see anyone else.

sorry i was only on for a short while :P my girlfriend is round, soo i will be on later today and your friend request will be there for me when i get online :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 08, 2012, 05:01:22 am
my girlfriend is round
Welp, that is going in the out-of-context quote thread
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 08, 2012, 06:10:18 am
my girlfriend is round
Welp, that is going in the out-of-context quote thread

i was giving a reason for why i was away :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 08, 2012, 06:11:27 am
Yes, but you hilariously left the a off of around, so your reason for being away was that your girlfriend is 'round'. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Briggsy16 on August 08, 2012, 06:26:46 am
Damn it, us Brits and out of context quotes! :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 08, 2012, 07:05:25 am
If you were British you would not have found it funny :P untill you said I did not put on the a I was wondering what was funny :P round is slang in British for being in a place I made sure in a dictonary :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 08, 2012, 07:12:48 am
If you were British you would not have found it funny :P untill you said I did not put on the a I was wondering what was funny :P round is slang in British for being in a place I made sure in a dictonary :P
Oh I know. To be 'correct' we would have written it 'round to indicate the missing but understood letter a. Still, its funny out of context.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 08, 2012, 09:18:20 am
Oh, misunderstood slang, you are surely one of the pleasures of language.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 08, 2012, 09:20:38 am
My two favourite aspects of the English language, missunderstood slang and comical grammar errors.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Microcline on August 08, 2012, 11:40:00 pm
Someone found this (http://www.youtube.com/watch?v=vM3DxaxfErs&feature=youtu.be) on youtube.  It seems to do a better job of showing off the game than any of the official videos we've seen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Lectorog on August 09, 2012, 12:00:37 am
Someone found this (http://www.youtube.com/watch?v=vM3DxaxfErs&feature=youtu.be) on youtube.  It seems to do a better job of showing off the game than any of the official videos we've seen.
Game looks nice so far. Better than Battlefield 3 already. The video will probably be taken down soon, but I'm glad I got to see it, if not only to get me even more excited for the game's release.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 09, 2012, 12:37:42 am
Someone found this (http://www.youtube.com/watch?v=vM3DxaxfErs&feature=youtu.be) on youtube.  It seems to do a better job of showing off the game than any of the official videos we've seen.
Game looks nice so far. Better than Battlefield 3 already. The video will probably be taken down soon, but I'm glad I got to see it, if not only to get me even more excited for the game's release.
I wouldnt be surprised if it stays, the more hype the merrier maybe? who knows.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Anvilfolk on August 09, 2012, 03:37:09 am
Man, that video sounds surprisingly cool....

Don't quite like the arcadyness from the flight model. I mean, if it simply becomes a turnfight, whichever ship turns the faster wins. Doesn't look like there's anything resembling a realistic stall, or speed loss for yanking on the stick.

But we will see :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 09, 2012, 04:24:00 am
I don't think that making it a turnfight would be fair, considering how the Vanu scythe can turn on a penny, fly backwards and shoot down the pursuer at the same time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Anvilfolk on August 09, 2012, 04:50:26 am
If that's how it works, then they must have some downsides to it... like it losing speed the more you turn, and then stalling. How did it work in the original?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 09, 2012, 05:14:58 am
If that's how it works, then they must have some downsides to it... like it losing speed the more you turn, and then stalling. How did it work in the original?
Are you asking how the scythe worked in the original? There wasn't one.

If you're asking how aircraft worked, it was more or less the same.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 09, 2012, 10:05:32 am
In the original, aircraft had a fairly slow turn rate. You also could not control the roll or pitch above or below a certain amount. Also, there were no unique aircraft. Everyone had the same aircraft to fly and fight each other with.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 09, 2012, 10:06:29 am
Also the aiming was much better... good god how do you hit anything?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: draco1234 on August 09, 2012, 10:08:32 am
Also the aiming was much better... good god how do you hit anything?

I suppose they have to make it challenging :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 09, 2012, 10:43:19 am
Also the aiming was much better... good god how do you hit anything?

I suppose they have to make it challenging :P
Challenge shouldn't come from a shitty control scheme, it should come from actual gameplay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 09, 2012, 11:28:37 am
I haven't tried the new flying controls yet, as I'm not in the game yet, but at some point, the more maneuverable your aircraft, the harder it will be to control it precisely. From what I've seen, they're all pretty darn maneuverable and I haven't even seen the vanu plane from the cockpit yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Sensei on August 10, 2012, 03:21:01 am
I haven't tried the new flying controls yet, as I'm not in the game yet, but at some point, the more maneuverable your aircraft, the harder it will be to control it precisely. From what I've seen, they're all pretty darn maneuverable and I haven't even seen the vanu plane from the cockpit yet.
Well, squirreliness from an aircraft with an extremely fast turn rate can easily be avoided by, say, using a joystick if that's an option.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 14, 2012, 02:32:23 pm
So, did they finally crack down on all you NDA breakers? Or just no news as far as Planetside 2 goes?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 14, 2012, 02:47:46 pm
So, did they finally crack down on all you NDA breakers? Or just no news as far as Planetside 2 goes?

I have not been playing it right now I currently find the beta boring and tedious with many crashes and just not balanced and no Certs and Certs seemed messed up.

I mean the infiltrator has a claymore type explosive but nothing to sabotage with no C4 or shit and the medic gets C4 I mean like that the fuck when does a medic need C4?!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Teneb on August 14, 2012, 02:59:44 pm
the medic gets C4 I mean like that the fuck when does a medic need C4?!
It's for... special medicinal procedures. Yeah.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Matz05 on August 14, 2012, 03:04:29 pm
It's for when you really need to heal that guy on the other side of a wall.

And I actually think its a great idea. Who else travels with a squad of infantry and carries less heavy weapons? The medic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Sirian on August 14, 2012, 03:16:32 pm
It's for when you really need to heal that guy on the other side of a wall.

And I actually think its a great idea. Who else travels with a squad of infantry and carries less heavy weapons? The medic.

What about the hippocratic oath ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Matz05 on August 14, 2012, 03:20:01 pm
Not that kind of medic, I think PS2 ones are the revolver-packing kind.

Anyway, C4 is for walls and doors. Maybe vehicles in a pinch. Nobody stands still long enough for you to stick a bomb to them safely, and plastic explosives usually produce very little shrapnel.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 14, 2012, 03:20:22 pm
I have not been playing it right now I currently find the beta boring and tedious with many crashes and --

I think they're primarily working on those right now.

Not that kind of medic, I think PS2 ones are the revolver-packing kind.

More like long-range rifle packing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Matz05 on August 14, 2012, 03:22:56 pm
So, yeah; "support soldier" rather than "dedicated doctor".
So the medic is the marksman (semi-sniper guy for an infantry squad) as well as carrying the explosives? Makes some sense, but is kinda putting a lot of eggs in one basket...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 14, 2012, 03:51:09 pm
I think a lot of guys can carry explosives right now. It'll probably change.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 14, 2012, 03:52:19 pm
I'm just pissed off because the infiltrator is shit at the moment can't even sabotage or anything :/ they should have C4 for doing their job
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 14, 2012, 04:23:35 pm
What? I don't agree. Of course, I was using it as a sniper, certs will probably bring new cloak types, and I haven't tried the explosives.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 14, 2012, 04:43:42 pm
What? I don't agree. Of course, I was using it as a sniper, certs will probably bring new cloak types, and I haven't tried the explosives.

There are no explosives for the infiltrator that's my problem :/ only stupid bouncing bettey >,>

And eh I don't mind as sniper but I want to be sabotaging stuff and a CQB killer
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Tobel on August 18, 2012, 12:24:15 pm
Does anyone know if the PS 2 beta launcher requires authentication BEFORE downloading all PS2 files?

I was hoping to find an alternate PS2 client download somewhere so I could get a bit of downloading out of the way before Monday. Has anyone found a link?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aptus on August 18, 2012, 01:23:36 pm
Bloody hell it is starting to look like I will not get into the beta until uni starts again and I will have trouble finding the time to actually play. Damnit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Tobel on August 18, 2012, 05:57:52 pm
Same issue here. School starts Wednesday. And I imagine Monday will involve a lot of downloading and patching >.>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Matz05 on August 18, 2012, 06:08:30 pm
Wait, what happens Monday?
It comes out?
Cool.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 18, 2012, 06:09:08 pm
Bah, not even an email yet. When do us non-vets start getting in with our keys?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: SeaBee on August 18, 2012, 09:39:19 pm
I have a "priority" (haha) beta key from Twitter, yay!

Smedley's tweet (https://twitter.com/j_smedley/status/236580591930327042): I do not have a specific date yet for the priority keys. best GUESS would be 1-2 weeks before we start letting priority keys in. (2:49 PM - 17 Aug 12 via web)

Looks like I'll get to play in two weeks. Or so.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 19, 2012, 08:52:27 am
They haven't even let all the vets in yet, apparently. I've yet to hear anything from them.  And I'm still confused as well about that monday comment.

Same issue here. School starts Wednesday. And I imagine Monday will involve a lot of downloading and patching >.>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 19, 2012, 10:10:17 am
Looks like we are in for a long wait then. With no "priority access" key of my own I can simply hope that I get in in time for anything ever.  :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Rakonas on August 20, 2012, 05:51:54 pm
They haven't even let all the vets in yet, apparently. I've yet to hear anything from them.  And I'm still confused as well about that monday comment.

Same issue here. School starts Wednesday. And I imagine Monday will involve a lot of downloading and patching >.>
Just got mine finally as of 5 hours ago, as a vet. Installing right now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: sluissa on August 20, 2012, 06:40:35 pm
My situation has now changed from the earlier, "I am not in the beta." to "I can no longer confirm nor deny whether I am in the beta."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on August 20, 2012, 06:41:21 pm
Congrats! :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 20, 2012, 08:56:12 pm
My situation has now changed from the earlier, "I am not in the beta." to "I can no longer confirm nor deny whether I am in the beta."
Ditto, man i hate the fact i cant say if i am or not in beta....
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Metalax on August 20, 2012, 10:03:12 pm
I too can no longer confirm or deny that I am downloading a certain beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 20, 2012, 11:57:44 pm
My name IF i were to be in beta, would be jocanB12, and i would take US east first available server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Zona on August 21, 2012, 12:41:59 am
Umm... Gentlemen, the NDA allows you to say two one things, that the Planetside 2 beta exists, and that you are in it. So from someone who would be Zona on US West1 let me say Welcome to the beta. ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 21, 2012, 01:35:48 am
Hmmm i remember seeing Zona but dont remember wich side your on. Bah thanks for the welcome. Now to wait untill server comes up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Rakonas on August 21, 2012, 06:49:59 am
My name IF i were to be in beta, would be jocanB12, and i would take US east first available server.
If I was in beta, which I am, I would also be in that server, and my name would be Rakonas on the Vanu Sovereignty.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 21, 2012, 07:33:25 am
Shush. You don't want to break the NDA...
And explicitly stating that you are in the beta is technically breaking it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 21, 2012, 03:33:53 pm
I dont think we will be whipped out by saying we are in or not, we just cannot talk about the state of the game, bugs relate to it, or anything relate to the launcher and client. Wich mean no comment about anything that happen once you double click that planetside2 beta shortcut.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: forsaken1111 on August 22, 2012, 05:38:01 am
But we can talk about what we would say if we WERE in the beta, right?

Like, if I was in the beta I probably would have just had an awesome tank duel with that silly looking vanu mag-lev tank which ended rather abruptly when some TR aircraft destroyed us both with AV rockets.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: ScriptWolf on August 22, 2012, 06:14:47 am
when did this thread become so NDA loving ? i think all the common goes of this thread know i was in the tech test and i even posted a few things up :P

anyway im sure you can let people know your in the beta.

also Anymore guys on Euro 1 ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Ivefan on August 22, 2012, 08:04:37 am
also Anymore guys on Euro 1 ?
Me, But i'm waiting for my new computer to play. I'm getting like 5 fps
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Zona on August 22, 2012, 09:59:10 am
also Anymore guys on Euro 1 ?
Me, But i'm waiting for my new computer to play. I'm getting like 5 fps


Hypothetically and with no basis in reality I’d say to turn down the render slider to .75 and turn fog shadows off. I might also (If I knew anything about this) go to the user options (right click the beta icon, go to open file location) and adjust the render distance. Default would be -1.000000, which is infinity- change it to whatever you want in meters.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Ivefan on August 22, 2012, 10:21:14 am
Hypothetically and with no basis in reality I’d say to turn down the render slider to .75 and turn fog shadows off. I might also (If I knew anything about this) go to the user options (right click the beta icon, go to open file location) and adjust the render distance. Default would be -1.000000, which is infinity- change it to whatever you want in meters.
Hypothetically, the options is already at the lowest and the crappy fps is a problem they're fixing, it was even worse before =P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 22, 2012, 11:30:33 am
But we can talk about what we would say if we WERE in the beta, right?

Like, if I was in the beta I probably would have just had an awesome tank duel with that silly looking vanu mag-lev tank which ended rather abruptly when some TR aircraft destroyed us both with AV rockets.

My epic fight would be me flying around in jetpack, rushing to the ennemy cap base as light assault, falling down a big rock arc thing and throwing a C4 while flying over a damaged mag rider and 2 other literaly bumping on him. Blow up C4 one mag kill, 1 softy kill ( repair guy ), 2 mag damaged and run out of juice... fall to the ground but manage to avoid too much damage with a nice jetpack burst just before hitting ground , killed 3 softy, 1 sniper, finished a max, reloading... 3 HA goes out the door i was looking to get in for cover...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Dohon on August 23, 2012, 05:20:42 am
Jealousy ... rising ...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 23, 2012, 06:49:41 am
Hypothetically, if I weren't in the beta, I would hate you all.

Oh, wait, look at that, I'm not in the beta!

 :'(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Karakzon on August 23, 2012, 07:59:50 am
so long as they post when its released, im happy to just keep checking the thread every once in a while.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Microcline on August 24, 2012, 01:17:27 pm
PULL THE LEVER

OPEN THE FLOODGATES

LET IT FLOW

THIS WEEKEND THE SERVERS WILL BURN (https://twitter.com/j_smedley/status/239042355825631233)

(Smedley announces that they're letting everyone with a key in in the next batch)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 24, 2012, 01:21:05 pm
MWAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHAHAHAHHAHAHAHAHAHAHAHAHA

And they shall descend from the heavnas,
Those who watched, those who waited,
Clients will crash and servers shall burn,
For this is the coming of the Storm.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Siquo on August 24, 2012, 01:46:23 pm
FINALLY.
  :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: draco1234 on August 24, 2012, 01:47:31 pm
PULL THE LEVER

OPEN THE FLOODGATES

LET IT FLOW

THIS WEEKEND THE SERVERS WILL BURN (https://twitter.com/j_smedley/status/239042355825631233)

(Smedley announces that they're letting everyone with a key in in the next batch)
FINALLY!   I've been itching to bomb people in my Liberator for months!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: palsch on August 24, 2012, 01:48:50 pm
Looks like I'd better order that new mouse today then.

EDIT: Balls, forgot about the bank holiday. Looks like I'm playing with a crappy mouse for a few days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 24, 2012, 01:49:38 pm
I have to pick up a new Mic!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: SeaBee on August 24, 2012, 02:04:07 pm
GW2 and Planetside 2 beta this weekend?

... well, so much for sleep.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 24, 2012, 02:38:28 pm
Current estimate on server uptime, after which the invites will be sent out, is 2 pm PST, which is 1 hour and 20 minutes from now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: warhammer651 on August 24, 2012, 05:25:18 pm
Right as I move into university dorms and their shitty ass net connections
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: SeaBee on August 24, 2012, 05:28:07 pm
Looks like it's been delayed to 5:00 PM PST ... or thereabouts. Smedley is being a bit vague, which is understandable.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: etgfrog on August 24, 2012, 05:30:33 pm
hm...opening beta when another popular game is releasing...sounds like a good way to slow the rush onto the game
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Teneb on August 24, 2012, 05:31:23 pm
Nice. Finally I'll be able to play this thing. So much for a "priority" key.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: timferius on August 24, 2012, 05:38:11 pm
Nice. Finally I'll be able to play this thing. So much for a "priority" key.

It IS before anyone who just signed up on the website at least.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Briggsy16 on August 24, 2012, 07:38:16 pm
So just checked my emails in the taxi home and I'm in the beta. On the eve of guild wars
2 release. BASTARDS!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Teneb on August 24, 2012, 07:53:07 pm
Also got an e-mail changing my status from "not in beta" to "unable to say anything about the beta".

Good thing I am not intrested in guild wars 2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aklyon on August 24, 2012, 07:57:38 pm
So just checked my emails in the taxi home and I'm in the beta. On the eve of guild wars
2 release. BASTARDS!
No one said you had to only choose between the Red, the Blue, and the Purple. You also have to choose between MMORPG and MMOFPS.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Teneb on August 24, 2012, 08:03:30 pm
Is there, hypothetically, a B12 outfit? And, if so, on which faction would it be?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aklyon on August 24, 2012, 08:06:48 pm
Realistically, we're going to need at least two outfits. We've had two polls and neither one was decisive. last one was Vanu> NC> TR and the current one is TR> NC> Vanu
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 24, 2012, 08:36:13 pm
When you actually start playing, if you try all three factions, you may find that you prefer a different one than you expected to. I mainly play / test with Vanu and TR, personally.

West 3 is a new server, I believe. If it's stable, it would make more sense to set up there than anywhere else for reasons I cannot currently state due to NDA. (I would definitely be willing to start over there as TR)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aklyon on August 24, 2012, 08:37:59 pm
Do said mysterious reasons include the fact that it is a new server? :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 24, 2012, 08:48:23 pm
Stuff.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: jocan2003 on August 24, 2012, 10:25:08 pm
i dont know if its a good or bad sign the fact the server isnt up yet... Thats bad if it already breacking up before the tsunami hits it... lets see the damage once they open the door
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Chiefwaffles on August 24, 2012, 10:58:02 pm
The priority keys were let in about 3+ hours ago.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 24, 2012, 11:21:47 pm
You have an interesting definition of "let in."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aptus on August 25, 2012, 12:35:54 am
Wooo, and with still 9 days until uni starts back up even. Uhh... I mean... I can neither confirm nor deny that anything has happened anywhere at anytime.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: draco1234 on August 25, 2012, 01:48:47 am
Realistically, we're going to need at least two outfits. We've had two polls and neither one was decisive. last one was Vanu> NC> TR and the current one is TR> NC> Vanu

I'm not sure if your looking at the same poll as me, as NC is in the lead at the moment.  And I could have sworn NC was in the lead in the last one as well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Shadowlord on August 25, 2012, 02:44:53 am
Realistically, we're going to need at least two outfits. We've had two polls and neither one was decisive. last one was Vanu> NC> TR and the current one is TR> NC> Vanu

I'm not sure if your looking at the same poll as me, as NC is in the lead at the moment.  And I could have sworn NC was in the lead in the last one as well.

NC has 4 more votes than TR out of a total of 156 votes right now - not a lot. Consider also that many or most of those people who have voted may not actually even have been invited (if they didn't have a PC Gamer / Twitter / E3 key and didn't get in earlier), and that until you've actually tried all three factions you really won't know which ones you will actually enjoy the most (and that it may change as the beta continues and the experience is refined or improved for the different factions).

If you want to have three outfits, for three factions, that would probably work just fine if enough people from here are in. It might even make arranging testing/experiments easier (if they were on the same server). If there aren't that many in, then the poll is mostly irrelevant anyways.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Blizzlord on August 25, 2012, 02:49:39 am
Changed the poll to cover the question at hand.

Groupings were decided by the local faction popularity. Consider how this could be organized before you hit the vote button.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Waiting for closed beta!
Post by: Aptus on August 25, 2012, 02:52:41 am
Bloody hell, if I hypothetically was in the beta the servers might or might not theoretically be up at this moment making me supposedly unable to play.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: lastverb on August 25, 2012, 04:55:56 am
If i were in beta, the download now button would not work.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aptus on August 25, 2012, 05:06:18 am
If I were in the beta I would have experienced the same thing and would tell you to open the planetside2 website and log in to your account and THEN copy-paste the download link in your browser. That may or may not have worked for me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: lastverb on August 25, 2012, 05:19:25 am
If it worked, i would thank you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aptus on August 25, 2012, 05:25:14 am
If that were the case you would be welcome. Purely for the sake of argument ofcourse.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Briggsy16 on August 25, 2012, 06:02:40 am
If I were in beta, I wouldn't be able to play because all the servers are 'locked'
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: forsaken1111 on August 25, 2012, 06:06:56 am
Good thing I am not intrested in guild wars 2.
If I were in beta, I wouldn't be able to play because all the servers are 'locked'

Both of these statements are true for me as well
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aptus on August 25, 2012, 06:39:40 am
Found some twitter message that says it should (hopefully) be up by 10:00 PST, so 19:00 for Swedes, meaning in five hours and twenty minutes. :( Ah well vad är väl en bal på slottet?

https://twitter.com/j_smedley#

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Mistercheif on August 25, 2012, 07:34:57 am
Well, if I were hypothetically in the beta, I would have received the access last night, and would be attempting to play under the hypothetical name Mistercheif042.  The hypothetical server is pending.

Hypothetically, I may not be on too much because, you know, college, and all the lack of time that that entails.

EDIT: Never mind.  Locks.  Locks everywhere.

Anyway, are more people hypothetically on US East 1 or 2?

And on the topic of network connections - My college is awesome, at least with wired connections, and has 95Mb/s download, 75 upload.  :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aptus on August 25, 2012, 09:00:23 am
Which EU server is the Bay 12 regiment supposedly on?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Ivefan on August 25, 2012, 09:19:14 am
Which EU server is the Bay 12 regiment supposedly on?
Which? unless they threw up another one in the last few days theres only one.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Metalax on August 25, 2012, 09:33:49 am
Which EU server is the Bay 12 regiment supposedly on?
Which? unless they threw up another one in the last few days theres only one.
2nd beginning of this week

For those seeing locked or unavailable, check the anouncements area of the beta forums.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Mistercheif on August 25, 2012, 10:07:22 am
Which EU server is the Bay 12 regiment supposedly on?
Which? unless they threw up another one in the last few days theres only one.
2nd beginning of this week

For those seeing locked or unavailable, check the anouncements area of the beta forums.

Thanks for that!  Of course, when the servers open up is when I have stuff planned today, and they are closed tomorrow when I have nothing but 1 calculus problem and learning vocabulary I already know for german.  Oh well, I waited this long for the beta, I can wait a little longer for free time that coincides with the servers being up.  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Sordid on August 25, 2012, 12:33:23 pm
Which EU server is the Bay 12 regiment supposedly on?
Which? unless they threw up another one in the last few days theres only one.
2nd beginning of this week
Now there's a 3rd.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Briggsy16 on August 25, 2012, 12:53:14 pm
Got on briefly earlier, captured a few places and killed one guy. Got DC'd.

My launcher only runs the first time after I've reset my PC too which is very weird. If I try to run it again by pressing play in the launcher, nothing happens :( Reinstalling it..

Great game from what I've seen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Graven on August 25, 2012, 01:00:01 pm
If I were in the beta I would have experienced the same thing and would tell you to open the planetside2 website and log in to your account and THEN copy-paste the download link in your browser. That may or may not have worked for me.

Ah yes, this sounds like information some people could potentially find useful and be grateful for! It would be really awkward if someone were to spend 20 minutes wondering what is going on, haha.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Shadowlord on August 25, 2012, 01:07:49 pm
I made a NC character on West 3. Oh gods it's like easymode.

Not sure how this 'friends' feature works - if it's by character name, or what. This character is named 'oOo' because I was pretty well out of ideas by now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Sensei on August 25, 2012, 03:27:33 pm
If I were in the beta, I'd be installing it right now. Though I also would have heard tell that the servers are down, would there be anything in the way of character setup for me to do?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Briggsy16 on August 25, 2012, 03:32:51 pm
If I were to have just played for 3 hours straight I'd probably be 48th on points in EU2. :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: timferius on August 25, 2012, 06:31:50 pm
So, uhh, where IS everyone on the US servers? Hypothetically, since that seems to be how we're doing this.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Sensei on August 25, 2012, 07:08:30 pm
I'll just the drop the hypothetical; I made an NC character on US-WEST 2. However I haven't played at all so I'm totally open to changing. In fact, just the NC music that you hear when you select your NC character is enough to have me seriously considering other factions. So, I'm pretty much open to whatever.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: sluissa on August 25, 2012, 08:30:06 pm
During some un-specified activity, my computer just shut down completely and wouldn't turn back on. Upon further inspection, it appears the power supply had broken off at least one and up to 3 fan blades at some point in the past. It appears as if one may have lodged itself, shutting off the power supply fan. This mixed with a serious build up of dust in all parts of the computer caused a probable overheat situation, shutting things down until the power supply cooled down. It's now running again, but the Power supply is currently minus a fan, I have it removed, sitting atop the case and with a room fan pointed at the grated bottom of it.*

Not sure if I should continue doing un-specified activities tonight until I get this rectified. Temp seems to be remaining okay, just going by feel of the case, but not sure how it'll hold up to high stress situations... yes, my computer is old.

*Kids, don't try this at home. Power supplies have high voltages inside them that might even be there after being unplugged. I'm a self-appointed expert.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aklyon on August 25, 2012, 09:01:56 pm
Add more fans!

Also, you did blow out all that dust, yes? its a bit silly if you didn't.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: sluissa on August 25, 2012, 09:14:49 pm
Yes I did. Mostly clean now, at least as best I could do with canned air and not taking the thing apart completely. The only fan I have that's the right size for the PSU is already installed in my case and after an hour of fiddling around with it I just didn't feel like yanking it out and clamping it on the outside of the power supply. Even after I did that it still wouldn't fit back into the case again, it'd still have to sit on top. Maybe tomorrow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: warhammer651 on August 25, 2012, 09:21:03 pm
well, managed to plug into the university's wired connection, which can actually do shit and played for about half and hour or so. flew around a bit, got shot down twice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Shadowlord on August 25, 2012, 10:38:42 pm
I would just replace the power supply, personally. I'm assuming it's not under warranty? They're not that expensive ( < $100). http://www.newegg.com/Store/Category.aspx?Category=32&name=Power-Supplies

I've got a Corsair TX750W in my computer, personally. It's great except that the cables aren't detachable from the power supply. That would make it even better. (It's super easy to unplug the old-style connectors which are used with PATA drives, some fans, etc, but the cables occupy a lot of space because there are a lot and they are long, which could be bad for your airflow and heat unless you have a really big case with a lot of fans and openings like I do)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: sluissa on August 25, 2012, 10:52:13 pm
Money is a bit tight right now, even for a power supply replacement unless this one dies completely. I'd probably use the one I"ve got laying around, but it's only a 350 watt and this is a 500. Still, it'd probably get me back up and running, even if it wouldn't be at full power. I honestly probably just need a new computer, but that'll be something I'll have to spend a bit saving up for.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Shadowlord on August 25, 2012, 11:03:51 pm
350 sounds iffy to me if you have a decent GPU.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aklyon on August 25, 2012, 11:24:51 pm
Point out what you have and at least one person here knows enough (or has enough bookmarks) to determine to usefulness or unusefulness of your 350 watt.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: sluissa on August 25, 2012, 11:52:49 pm
Operating System
   MS Windows 7 Ultimate 64-bit
CPU
   Intel Core 2 Duo E6550  @ 2.33GHz   40 °C
   Conroe 65nm Technology
RAM
   4.0GB Dual-Channel DDR2 @ 400MHz (5-5-5-18)
Motherboard
   MICRO-STAR INTERNATIONAL CO.,LTD MS-7345 (CPU 1)
Graphics
   X193W @ 1440x900
   V173 @ 1280x1024
   ATI Radeon HD 5570
Hard Drives
   977GB Western Digital WDC WD10EADS-00L5B1 ATA Device (Unknown)   40 °C
   313GB Western Digital WDC WD3200AAJS-00VWA0 ATA Device (Unknown)   40 °C
Optical Drives
Audio
   Realtek High Definition Audio

There you go, a speccy copy/paste. I also have an external USB dvd drive I hook up when needed.  I know I could look it up myself and I already know normal usage is about 50 watts and I've never seen it jump much over 100 just based on wall plug measurements. So 350 might be okay. Still if anyone is bored enough, have at it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Mistercheif on August 25, 2012, 11:57:18 pm
Operating System
   MS Windows 7 Ultimate 64-bit
CPU
   Intel Core 2 Duo E6550  @ 2.33GHz   40 °C
   Conroe 65nm Technology
RAM
   4.0GB Dual-Channel DDR2 @ 400MHz (5-5-5-18)
Motherboard
   MICRO-STAR INTERNATIONAL CO.,LTD MS-7345 (CPU 1)
Graphics
   X193W @ 1440x900
   V173 @ 1280x1024
   ATI Radeon HD 5570
Hard Drives
   977GB Western Digital WDC WD10EADS-00L5B1 ATA Device (Unknown)   40 °C
   313GB Western Digital WDC WD3200AAJS-00VWA0 ATA Device (Unknown)   40 °C
Optical Drives
Audio
   Realtek High Definition Audio

There you go, a speccy copy/paste. I also have an external USB dvd drive I hook up when needed.  I know I could look it up myself and I already know normal usage is about 50 watts and I've never seen it jump much over 100 just based on wall plug measurements. So 350 might be okay. Still if anyone is bored enough, have at it.

I'm not sure about the difference in power consumption between a Radeon 5570 and 6670, but my desktop at home is running a 6670, core 2 duo 2.2GHz, 2Gb RAM, and 2 hard drives in RAID 1 fine with a stock Dell 300W power supply.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Shadowlord on August 26, 2012, 12:10:20 am
Perhaps someone should start a Bay12 thread on the beta forums where we can actually discuss stuff. I would nominate Girlinhat, but I have no idea if she is in the beta. :V
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Graven on August 26, 2012, 10:01:51 am
Oh wow I always knew my laptop was bad, but ... 3 fps in small encounters, everything low, render@50%. Welp, back to the first KotOR, I guess.

edit : It's got a Intel T4300@2,1 GHz; 3 GB ram and a Radeon HD4570, so anyone who lives in civilization and not the untouched virgin woods and fertile unexplored valleys of Bulgaria should be fine. Sadly, here, this thing costs 500 euro or 2 average monthly salaries.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aklyon on August 26, 2012, 10:11:13 am
That does not bode well for me, Grendor, when I eventually get in eventually eventually. Though my laptop has surprised me before.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Isdar on August 26, 2012, 10:23:24 am
What EU server is Bay 12 on?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aptus on August 26, 2012, 10:51:19 am
I am or am not on EU1, but it seems or seems not that the search function for guilds/whatever is not active so I have had no luck locating the Bay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Dariush on August 26, 2012, 10:52:03 am
Spoiler: FUCK YEAH (click to show/hide)
So, what do I do to join you European guys, assuming I don't want to dig through the last twenty pages of the thread?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Siquo on August 26, 2012, 12:09:17 pm
I created a Bay 12 Outfit for NC on EU2, but the "Find outfit" option is borked somehow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aklyon on August 26, 2012, 12:13:18 pm
Spoiler: FUCK YEAH (click to show/hide)
So, what do I do to join you European guys, assuming I don't want to dig through the last twenty pages of the thread?
Not to poke your bubble, but you're hardly 'one of the first people' :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Siquo on August 26, 2012, 01:28:12 pm
Light assault is very much the win. Jump Jump BAM Jump Jump BAM.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Girlinhat on August 26, 2012, 03:21:18 pm
Got my beta invite.  My internet it shit.  Sad panda :c
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Teneb on August 26, 2012, 03:22:25 pm
I unfortunately can't beta due to lag. I hope it'll improve in a week or two.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Sensei on August 26, 2012, 03:22:40 pm
I personally suck with light assault, so far. I've had better luck with Heavy Assault, MAX or engineer turrets. Possibly because being able to withstand damage is suitable for poor FPS/lag, or possibly because I need a big gun to compensate for something. Working on piloting though; what does it take to unlock galaxies?

Anyway, my main character is B12Sensei on US-WEST 2. Is anyone else there, or on another US server? Failing that, as an american, what are my chances of surviving the EU servers?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aklyon on August 26, 2012, 03:52:30 pm
If you're in the US, and you have bad lag, you won't do any better trying european servers. I might not be in the beta, but general multiplayer game knowlege should more than likely apply here.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Girlinhat on August 26, 2012, 04:46:27 pm
If you're getting lag in a local server, it'll probably be lethal in overseas.  But that's beta, seems the big issue they're tackling is stress-testing.  After all, the game was pretty much complete a month or two ago, all that's left is making it open.  So I'd assume it'll get less laggy as they do bugfixes and stuff.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Siquo on August 26, 2012, 05:04:42 pm
Well, I'm just taking advantage of people not looking up when they're shot at, and appearing behind them at every turn. I've noticed flanking/surrounding is very important, and that jump jet helps a lot with that. Haven't really had a decent squad yet, though, I miss that :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: draco1234 on August 26, 2012, 05:26:00 pm
I'm on EU1, but as some people are on EU2, I'm not sure which server we should focus on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: PrimusRibbus on August 26, 2012, 05:52:02 pm
I suck horribly at the game... and I'm enjoying every minute of it! :)

Really helped to find a squad that actually talked.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Anvilfolk on August 26, 2012, 06:09:16 pm
Really helped to find a squad that actually talked.

Always does, and B12 communities need to do this more often - on all games we play together.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Rakonas on August 26, 2012, 09:07:20 pm
If you're getting lag in a local server, it'll probably be lethal in overseas.  But that's beta, seems the big issue they're tackling is stress-testing.  After all, the game was pretty much complete a month or two ago, all that's left is making it open.  So I'd assume it'll get less laggy as they do bugfixes and stuff.
I personally get minimal lag, generally only some the first time I'm in an area and that's it. It's really just that the game is poorly optimized for certain builds processor-wise, connection distance should have no impact, or at most go from no lag to very slight lag in terms of connection.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Shadowlord on August 26, 2012, 09:12:04 pm
If you only tried the servers "near" you, I would encourage you to try the others, especially the newer US West (or Euro?) servers (West 3 at least I think has a lower population, although I can't be certain, and works well for me - I haven't noticed any lag). I especially encourage this if you only tried East 1 (although I have not tried it in one to two weeks).

Also, yeah, if you're getting bad framerates, and you have a good system - assuming you aren't running everything way above what it should be (which I doubt) - it's being worked on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: jocan2003 on August 27, 2012, 01:14:50 am
Only time i lag is when i get in these big 3some fight or high player amount. Seem to be more of a network issue than computer specs. If im in a place with not many player im fine, other way... slideshow.

What make me rage is when im flying low to avoid a mossie on my back, dodging rocks, building, only to have that big ammo tower literaly appear 10 meter in front of me due to lag while im flying 300kph.... Needless to say what happens....

But all in all, very very very stable for me, didnt get any drops, crash, disconnection, major bug, no more flickering. Only issues is framerate drop in big battle, but hell... its very impressive what they managed to do!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: etgfrog on August 27, 2012, 09:59:20 am
sorry...but the music for selecting charecters point me to vanu
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Dariush on August 27, 2012, 10:02:48 am
Damn, everything is completely black. Only markers and HUD is visible. What do? :(

Enabling v-sync helped. How do I yell in-game?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: lastverb on August 27, 2012, 10:25:47 am
If i were in beta i would vote for title renaming:
Planetside 2: Upcoming MMOFPS. 2 frames/second. Max?
Its even better that same machine handles most of new games at max settings.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Aklyon on August 27, 2012, 10:37:15 am
It handles most games at max settings, because those games have been optimized to work with most stuff. PS2 has not finished that stage of testing stuffs it seems, so even ye mighty of the high-end pcs seem to have a problem.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Dariush on August 27, 2012, 11:13:23 am
And after running at like 15 FPS on medium settings the game crashed. Damn, why didn't anyone warn me that 'beta' meant actual beta in this case? :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Shadowlord on August 27, 2012, 11:57:26 am
Because everyone has been saying it for so long everywhere that I thought everyone understood it by now. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Number of outfits?
Post by: Sensei on August 27, 2012, 12:06:09 pm
I've got about 30 certs into my NC HA, but, as you noted with the music, I'd still swap factions if other bay 12'ers are doing it.

What I'd like to know is, how exactly does one join an outfit right now? I can you can create them but the find outfit button is broken. Can outfit members still send invites?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Blizzlord on August 27, 2012, 02:08:09 pm
Adjusted the title so newcomers will realize that this is an actual beta with all the assorted bugs to follow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: PrimusRibbus on August 27, 2012, 02:11:20 pm
A reminder: Please file bug reports if you find a bug.

The devs have been incredibly responsive to the community, and have a near-constant Twitter presence. So far they've demonstrated that they actually want to hear feedback/bug reports and actually fix things.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aklyon on August 27, 2012, 02:11:29 pm
is there room for the word serious in there? Because that would be more to the point of what kind of beta it is.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on August 27, 2012, 02:53:37 pm
Crashes all the time, but I still get to play. Gameplay-wise it's not that buggy, actually. I do need to buy a joystick for this thing, flying on mouse+keyboard is no fun...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Isdar on August 28, 2012, 11:24:45 am
I have made a spreadsheet on Google documents so that we can organize better and get a hold of how many players we currently have. So can the OP(or Girlinhat) be so kind too place the link on the first page?

https://docs.google.com/spreadsheet/ccc?key=0AmqRIjfuhTTJdFJPRFh3ZGNaZGFCTXNmQlY0YWw3LVE#gid=0

Oh, and everyone is free too improve the spreadsheet in anyway they can.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 28, 2012, 11:38:39 am
I have made a spreadsheet on Google documents so that we can organize better and get a hold of how many players we currently have. So can the OP(or Girlinhat) be so kind too place the link on the first page?

https://docs.google.com/spreadsheet/ccc?key=0AmqRIjfuhTTJdFJPRFh3ZGNaZGFCTXNmQlY0YWw3LVE#gid=0

Oh, and everyone is free too improve the spreadsheet in anyway they can.

That's a brilliant idea really, it's been rather hard to get info from people about where they're playing. Any know if this violates the NDA in any way?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Isdar on August 28, 2012, 11:44:29 am
I have made a spreadsheet on Google documents so that we can organize better and get a hold of how many players we currently have. So can the OP(or Girlinhat) be so kind too place the link on the first page?

https://docs.google.com/spreadsheet/ccc?key=0AmqRIjfuhTTJdFJPRFh3ZGNaZGFCTXNmQlY0YWw3LVE#gid=0

Oh, and everyone is free too improve the spreadsheet in anyway they can.

That's a brilliant idea really, it's been rather hard to get info from people about where they're playing. Any know if this violates the NDA in any way?

Unless the NDA says you cannot say that you are in the beta, then no.
Edit:
Here is the part of the NDA about information from the game.

2.1 Confidential Information Defined. "Confidential Information" shall mean: (a) any and all information relating to or contained in the Beta Software, Beta Program and/or the Game, including, without limitation, information relating to: (i) the performance, capabilities, bugs and contents of the Beta Software, (ii) Recipients feedback and comments, (iii) any other Beta Program participants feedback and comments, and (iv) any SOE employees feedback and comments, (b) the terms of this Agreement, and (c) any and all information relating to the future or proposed games, services or business operations of SOE. Confidential Information includes, without limitation, all such information disclosed to Recipient prior to Recipient accepting this Agreement. Recipient acknowledges and agrees that the Confidential Information constitutes valuable trade secrets of SOE.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 28, 2012, 11:55:34 am
Ah, perfect. I couldn't even find the NDA...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on August 28, 2012, 12:31:33 pm
My interpretation of that is: "confidential informatoon is what we say it is annd even if we don't mention iy specifically we can say it is later
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Matz05 on August 28, 2012, 12:34:45 pm
I think that just said that the NDA is covered by the NDA...

So yeah. Basically.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on August 28, 2012, 02:31:12 pm
Cool, when that spreadsheet fills out maybe I'll just follow the herd- or at least, I will for sure when characters wipe.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on August 28, 2012, 03:17:29 pm
Yeah, the NDA says you cannot reveal the terms of the NDA. Of course, it's at a publicly accessible URL... which you can find by searching for 'planetside 2 nda'

Nobody in spreadsheet is on West 3, which is where I am playing NC currently. Oh well!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on August 28, 2012, 03:43:21 pm
Quote from: NDA
"Confidential Information" shall mean: (ii) Recipients feedback and comments

"Comments"? That couldn't possibly be more vague. So basically you can't say anything about the game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 28, 2012, 04:10:29 pm
Whoops, looks like I'm on east2 not east1 (dur). With absolutley no one so far...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aklyon on August 28, 2012, 04:11:57 pm
Yeah, the NDA says you cannot reveal the terms of the NDA. Of course, it's at a publicly accessible URL... which you can find by searching for 'planetside 2 nda'
So it contradicts itself just by existing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 28, 2012, 04:13:48 pm
Anyway, we need to Organize. Should we go USWest, USEast, Europe? Or Just NA and Europe? If the second, do we go with and east or west server for NA?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on August 28, 2012, 04:39:20 pm
If we wanted to try and consolidate our Europeans, EAST US would probably make most sense. I'm closer to west US and I can try east, but probably not EU. I know even east US is not a savory option for euro players but its better than USWEST right?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on August 28, 2012, 05:13:43 pm
Aren't all the US servers supposed to be in the same place?

I think I'll stay where I am. Nobody has A2A missiles yet (although I haven't logged on yet today, and they'll probably show up within a few days).

Also, I found a small outfit here, although in-game outfit support does not seem to work properly yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on August 28, 2012, 07:07:29 pm
Just FYI, I won't be going NC after all. The TR are much more fun. If we get a TR group I'll join that, otherwise I'm afraid I'm out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rakonas on August 28, 2012, 10:50:15 pm
I'm sticking with VS, too, as the NC is the faction I like the least. I would be willing to make a TR character, though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Microcline on August 28, 2012, 11:28:27 pm
I'm sticking with VS, too, as the NC is the faction I like the least. I would be willing to make a TR character, though.
That's my opinion too, but we've got quite a few wipes between now and release so there's no loss in making multiple characters to dick around with friends.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on August 29, 2012, 12:20:28 am
Correction: Tonight I got missile locked a couple times while zooming around in a reaver (landing, capping things, taking off, interspersed with tipping over and such). I broke one lock by circling a dome, and later another guy blew up my fighter after I had landed - though I escaped and was able to take the outpost where I had landed. !!FUN!! times ahead!

I have a few TR characters on different servers but none of them have any substantial amount of auraxium, which is really the reason I'm loath to just switch (until there's a wipe). You know how that works.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aptus on August 29, 2012, 02:36:29 am
Damn I had to ragequit yesterday. I was sucking so badly. I just couldn't hit shit when I was sniping, and just the day before I was tearing it up. Hopefully today my little crosshair will cooperate. I had to delete my NC character though since I realised I had made it male, and that shit just won't fly.
I think I will try out TR and Vanu some more today and see how their infiltrators handle in comparison.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Scoops Novel on August 29, 2012, 04:51:55 am
Tell me this is single server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on August 29, 2012, 04:58:33 am
Tell me this is single server.
For the last 3 pages we've been talking about various servers, why would you even ask?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Scoops Novel on August 29, 2012, 05:29:08 am
I was hoping it was merely for the purposes of beta, but alas, no. I'll check in more detail next time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on August 29, 2012, 05:42:41 am
I was hoping it was merely for the purposes of beta, but alas, no. I'll check in more detail next time.
The grim reality is that:

1. The number of players they're expecting at launch cannot be handled by a single server.
2. A server located closer geographically to you will usually give you better performance.

Due to these two facts, they can't just have a single server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on August 29, 2012, 06:47:43 am
ptw
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on August 29, 2012, 09:15:31 am
There's at least, what, seven or eight servers?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 29, 2012, 09:51:32 am
Man I'm excited to try out <insert new featuer here>. It should make <current point of gameplay> much more exciting! As well as <adverb> <verb> at <nouns>.

Damn I hate <documents> that prevent me from discussing <interactive media>.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on August 29, 2012, 10:11:29 am
The grim reality is that:

1. The number of players they're expecting at launch cannot be handled by a single server.
2. A server located closer geographically to you will usually give you better performance.

Due to these two facts, they can't just have a single server.

They were talking about what, 2000 players per server? No f2p game can survive with only 2000 players. Would tens of thousands be enough? Even that would mean dozens of servers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 29, 2012, 10:13:19 am
The grim reality is that:

1. The number of players they're expecting at launch cannot be handled by a single server.
2. A server located closer geographically to you will usually give you better performance.

Due to these two facts, they can't just have a single server.

They were talking about what, 2000 players per server? No f2p game can survive with only 2000 players. Would tens of thousands be enough? Even that would mean dozens of servers.

Actually, i think that was 2000 per continent. So 4000 to 6000 (rumours of possibly only 2 continents at release now) per server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on August 29, 2012, 05:57:31 pm
Also, simultaneous players. You can have a large number more actual players, because not everyone will be playing 24/7.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on August 29, 2012, 09:48:45 pm
Man I'm excited to try out <insert new featuer here>. It should make <current point of gameplay> much more exciting! As well as <adverb> <verb> at <nouns>.

Damn I hate <documents> that prevent me from discussing <interactive media>.


Indeed, although <new feature> is kind of pointless due to the way <current feature> works - someone can just hold a <current feature> on you without actually firing their <related feature> at you, and you'll end up wasting all your <new feature>s trying to avoid the <related feature>s that haven't actually been fired yet.

So I expect they'll have to enable something else besides <new feature>.

... Or was that not what you were talking about?  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: monk12 on August 29, 2012, 09:56:33 pm
This game is fun!

...not the Beta, I'm probably not gonna get allowed in 'till it's almost over. I mean the guessing game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aklyon on August 29, 2012, 09:57:10 pm
Its more of a vagueness contest than a guessing game though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 29, 2012, 10:06:27 pm
Man I'm excited to try out <insert new featuer here>. It should make <current point of gameplay> much more exciting! As well as <adverb> <verb> at <nouns>.

Damn I hate <documents> that prevent me from discussing <interactive media>.


Indeed, although <new feature> is kind of pointless due to the way <current feature> works - someone can just hold a <current feature> on you without actually firing their <related feature> at you, and you'll end up wasting all your <new feature>s trying to avoid the <related feature>s that haven't actually been fired yet.

So I expect they'll have to enable something else besides <new feature>.

... Or was that not what you were talking about?  :P

Umm, nope. I'm pretty sure I know what <current feature> and <related feature> are, but not sure what <new feature> is, as it relates to the preivous features.
I was refering to the 2 differing <New Features> added to two similar <current features> to test out new <noun> <verb> mechanics.

Well, really, it's more two different <modified current features> being tested, more than a <new featuer> on its own.

Edit:
Rejoice! https://twitter.com/j_smedley/status/240902172999561217 (https://twitter.com/j_smedley/status/240902172999561217)
According to the latest Smedly tweet, not only are they updating the Adjacency mechanics finally (Wow, I can say that, since it's in the tweet, but probably makes no sense to non betaites, does it?). But with the youtube uploader being put in (!) they're going to be lifting the NDA soon! Soon, soon we can discuss <feature> <other feature> and also <bug> and <mechanic>!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on August 30, 2012, 02:56:11 am
I just put all my shit on "High". Wow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on August 30, 2012, 06:01:45 am
Well, really, it's more two different <modified current features> being tested, more than a <new featuer> on its own.

Ahh, of course. Zurvan and Peris, right?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 30, 2012, 06:58:11 am
Well, really, it's more two different <modified current features> being tested, more than a <new featuer> on its own.

Ahh, of course. Zurvan and Peris, right?

Yes, quite, I guess I could've used names and still remained vague enough. Kinda hard to test Peris as NC though. But Zurvan was fun, it'll work better once more people realize the changes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on August 30, 2012, 07:16:08 am
The walls and the towers, man. Finally they're important. There's still issues, but I really like doing Zurvan now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 30, 2012, 11:49:11 am
The walls and the towers, man. Finally they're important. There's still issues, but I really like doing Zurvan now.
apparently, with today's <censored> they've added more <censored> to Zurvan, making it a massive <censored> and extremly <censored> and <censored> to <censored> now!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on August 30, 2012, 12:21:11 pm
The walls and the towers, man. Finally they're important. There's still issues, but I really like doing Zurvan now.
apparently, with today's <censored> they've added more <censored> to Zurvan, making it a massive <censored> and extremly <censored> and <censored> to <censored> now!

Okay... I should know what you're talking about, and I still don't... that's just being too vague.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 30, 2012, 12:30:09 pm
The walls and the towers, man. Finally they're important. There's still issues, but I really like doing Zurvan now.
apparently, with today's <censored> they've added more <censored> to Zurvan, making it a massive <censored> and extremly <censored> and <censored> to <censored> now!

Okay... I should know what you're talking about, and I still don't... that's just being too vague.

Well, I haven't had a chance to play yet today, but more walls. Apparently makes a big change.
Ya, that still feels vague, I'm comfortable with that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on August 30, 2012, 12:41:50 pm
I did notice there were some things occurring in places they didn't occur before. And you had to do one thing in order to do another thing at some places. There are still some similar things that appear to need to be done, but that I can't really figure out what they do once you do them. They appear to be a slightly different color than the things that I know need to be done.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on August 30, 2012, 01:15:47 pm
They're experimenting with ways to cap, and I was worried it'd just all be the same. It is glorious.

Waiting for another <censored> amount of Mb's as an update is less glorious, though.


Edit: watch some beta stream here: http://www.fpsgeneral.com/streams/planetside2/57-planetside-2 while you wait.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on August 30, 2012, 04:01:59 pm
Did an update just release? it's downloading really sluggishly at the moment.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 30, 2012, 05:36:49 pm
Good lord that thing's huge! Guess I'm not playing for a while.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on August 30, 2012, 07:53:37 pm
Did an update just release? it's downloading really sluggishly at the moment.
It's been a few hours, but yes, an update released today.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on August 31, 2012, 10:48:47 am
https://twitter.com/j_smedley/status/241555497986191360

The NDA has been lifted.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on August 31, 2012, 10:50:40 am
Guys I have a confession to make...

...I am in the beta. I know! I wanted to tell you so badly, but I was under this NDA and it was really restrictive. I hope this won't damage our relationship. Can you forgive me?  :-*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on August 31, 2012, 10:56:55 am
Now I have to go do something awesome so I can talk about it, because I forgot all the awesome things that have happened over the last week or so.

I will say, game is fun as hell and things are still somewhat imbalanced, but it is a beta. Still having fun even though those NC reavers are dicks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 31, 2012, 11:35:24 am
Perfect! In that case...
Man I'm excited to try out <insert new featuer here>. It should make <current point of gameplay> much more exciting! As well as <adverb> <verb> at <nouns>.

Damn I hate <documents> that prevent me from discussing <interactive media>.


Indeed, although <new feature> is kind of pointless due to the way <current feature> works - someone can just hold a <current feature> on you without actually firing their <related feature> at you, and you'll end up wasting all your <new feature>s trying to avoid the <related feature>s that haven't actually been fired yet.

So I expect they'll have to enable something else besides <new feature>.

... Or was that not what you were talking about?  :P

Ok, what were you talking about here? I'm guessing something to do with the Locking AA missles... I'm not sure what "new feature" is though? were you talking about the then lack of flares?

AND

Now that we're talking about it, I LOVE the new layout for the Zurvan Amp Station. It works much better with the single shielded Capture point, and the new walls really give it an epic assault feel. The best thing they did was seperate those outposts. Really makes it feel like setting up a front and launcing an assault on a military base.
Also makes being Light Assault great for scaling the walls.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on August 31, 2012, 11:51:41 am
I also chose somewhat poorly for my main character. West Coast 02 as a TR... I had to pick a server which has almost constant 50% NC population. From what I hear it's different on different servers. Euro servers are complaining about similar overpopping with TR being the top. VS gets the shaft, as usual.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 31, 2012, 11:56:00 am
Last night, for ths first time (because of the recent Vanu fixes) we were finally 33.33.33 for a while.

All of us in NA need to consolidate on a server. I'm not too worried about starting over, that is what beta is for.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on August 31, 2012, 12:24:09 pm
Phew. Can actually talk now.

So my laptop is nowhere near recommended specs (i3, Geforce 310M, 6GB RAM) but has been working reasonably the last couple of days. The first few I was lucky to get more than 10 FPS in quiet areas on minimum settings. Yesterday I could maintain 30 during fights and am considering bumping the graphics back up.

As for in game, I'm playing NC on EU1, mostly playing Heavy Assault. Palsch for now. Thinking of using Kosoth for my main later.

The Gauss SAW is awesome. I've got the forward grip and x4 scope. The grip means it's got superb and maintainable accuracy while the scope helps a lot in providing accurate medium to long range suppressing fire. I've won sniper duels with actual snipers. I'm getting decent with the rockets but hope they get a little bit of a damage buff. I've pumped five directly into an AA turret that wasn't being repaired before it blew up. Given they usually have nearby engineers during sieges and it often takes a shot or two to get the right ranging - except for a few common fixed positions I've already got locked in - you really need some friends, some coordination and an engineer for extra ammo to do any real damage.

C4 is a lot of fun. That is all.

Infiltrator is pretty fun as well. The Bolt Driver is a great rifle and gives the NC an edge there. Especially good fun to find a battle between the other two nations, find a quiet location out of their lines of sight and start KSing charging MAX units. I was set up overlooking a TR rush on a Vanu spawn for a good five minutes before I got disconnected one time. They all knew I was there but couldn't afford to ignore the other side long enough to do anything as the only points with LOS on me were the killing field between their forces.

Turns out I can't fly for love nor money. I got a bug where some random Galaxy thought I was it's pilot when it's real pilot logged out. Left me to ferry a dozen troops to the next base. I spent about thirty seconds bumbling around trying to land before the last of the soldiers fled in terror and I could dump it and pretend this had never happened. Probably need to work on that. Ground vehicles are OK but for now I mostly just use the Flash to get from point to point.

Zurvan is really fun. Last night there was a lengthy three-way scrap with the TR defending. The Vanu were approaching from distant Galaxies while we had a few close in Galaxies (tended to get blown up by periodic armour rushes from the other two sides) and two of the nearby outposts. Took it in turns wiping out Vanu pushes and storming the base to destroy generators and turrets. At one point I was bouncing around between the towers executing snipers, then dropping rockets onto Vanu/TR MAX duels.

As for balance, on EU1 Vanu are underpopulated and certainly seem to be easier to fight against than TR. TR tend to explode in population at night making it impossible to hold out against them. They are getting enough resources that every single pilot has both the A2A missiles and A2G rockets available. It's making open battles hard if any air forces are in the area at all. TR's MAX units also are far more annoying than the Vanu ones (I mainly fear Vanu LA and Infiltrators), given their anti-infantry weapons are far superior to any other anti-infantry gun in game. The NC AI MAX is frustrating to use. Most NC seem to have relegated MAXes to anti-air or anti-armour support roles. Still, that should change once more guns and certs are opened up.

The latency didn't seem too bad when I tried out US East, but that was when I still had really bad lag and was disconnecting periodically even from EU. I might try it again soon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on August 31, 2012, 12:32:11 pm
Damnit, i really wish i was in the beta :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on August 31, 2012, 12:46:33 pm
Perfect! In that case...
Indeed, although <new feature> is kind of pointless due to the way <current feature> works - someone can just hold a <current feature> on you without actually firing their <related feature> at you, and you'll end up wasting all your <new feature>s trying to avoid the <related feature>s that haven't actually been fired yet.

So I expect they'll have to enable something else besides <new feature>.

... Or was that not what you were talking about?  :P

Ok, what were you talking about here? I'm guessing something to do with the Locking AA missles... I'm not sure what "new feature" is though? were you talking about the then lack of flares?

AND

Now that we're talking about it, I LOVE the new layout for the Zurvan Amp Station. It works much better with the single shielded Capture point, and the new walls really give it an epic assault feel. The best thing they did was seperate those outposts. Really makes it feel like setting up a front and launcing an assault on a military base.
Also makes being Light Assault great for scaling the walls.

Yep, the flares. I haven't tried them firsthand, or the A2A missiles, since I don't have either yet and flares were just unlocked (for 100 cert points?). I just got the A2G rocket pods yesterday and tried those out (mostly on galaxies, heh). I bought the rocket pods rather than A2A missiles mainly because it doesn't feel fair to use lock-on missiles when the Vanu lock-on missiles don't actually track at all.

Basically, my understanding of how the lock-on works from other peoples' forum posts, is that someone can just hold the lock-on on you without firing. A translation of what I said earlier:
Quote
Indeed, although flares is are kind of pointless due to the way lockon works - someone can just hold a lockon on you without actually firing their missiles at you, and you'll end up wasting all your flares trying to avoid the missiles that haven't actually been fired yet.

So I expect they'll have to enable something else besides flares.
However it looks like flares have a 30 second cooldown right now, and a2a missiles have a shorter cooldown. So it's not so much that you would waste them all as that you would use one and then...?


I haven't had an opportunity to get in a good battle over Zurvan or the other one they've changed yet, but I like that they're trying different things, and it might be interesting to keep different bases with different methods of capturing (although I expect this is just for testing what works best and is most fun).

I'll have to check out the forward grip - I haven't bought that for any of my weapons yet.

The reaver is a hell of a lot faster to get from point to point than any of the ground vehicles, but it's prone to exploding on landing or takeoff if you aren't really careful right now, especially if you try to land right on or next to the cap point in the middle of an outpost (with buildings and stuff all around, since fighters don't have a reverse and you can get caught on a building or tower, flip over, and explode).

The Vanu and TR on West 3 both present a challenge, having more pop than NC at different times of the day. Based on the past two days, Vanu seem to peak in the morning (e.g. when the servers open and for the next several hours), TR in the middle of the day, and NC late in the day, with NC getting more and more as it approaches shutdown time. I'm not sure if Vanu pops will sustain, since they've only been high yesterday and the day before (I haven't been on yet today) and were consistantly low until the devs said they were underpowered and would be improved and be able to shoot farther more effectively. Also, it SOUNDS like the Vanu didn't actually get a buff? People are saying that they did while other people are saying that they didn't, and I believe one of the devs outright stated that the range rebalance that would have balanced them hadn't gone in yet, and so Vanu were likely winning here because they had shot up to 50% pop and had high morale. :P

I mainly play NC medic and engineer, or LA when I want to get somewhere up high. I should get a grip and zoomed sight on the gun I use as an LA so I can snipe people more accurately with that from the top of bases.

When I was playing Vanu, I played a MAX most of the time since that was their most effective class, even at long range. Quasars and comets both beat all their other weapons (I haven't tried them again lately).

The TR HA seems remarkably effective (both from playing it, and fighting it).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on August 31, 2012, 02:00:39 pm
NC do seem to have a distinct advantage at indoor fighting. You run up on a blue guy inside, and all else being equal, you're dead. At range they do seem to have less luck but even with their attempts to make capture points more outdoorsy, they're still surrounded by buildings and cover, making most encounters at ground level pretty close to face to face.

Unfortunately for the moment, my FPS is low enough that I can't really be all that accurate with bullets. I've mostly been flying and avoiding indoor combat if possible. The HA rocket launchers can be a lot of fun though. I managed to take out a low flying scythe as the TR with the dumb fire missile, did some damage to tanks before I died, and a couple of times used it to some effect against unsuspecting enemies on a lower plane than me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on August 31, 2012, 04:05:52 pm
The streaming and gameplay videos I've seen look pretty haphazard and unorganized.  I don't know if it's happening already, but organized ops seem like they would be super-effective.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on August 31, 2012, 05:20:19 pm
The streaming and gameplay videos I've seen look pretty haphazard and unorganized.  I don't know if it's happening already, but organized ops seem like they would be super-effective.
I've seen some attempts at organisation. The outfit I'm lurking in has a leader who fancies himself a general. Although it's mostly calling for air support and trying to deal with back hacking. Air patrols and back hacking dominate the resources/territory game, to the level that not giving them priority makes the large scale battles utterly pointless. You can desperately push back a larger force to finally seize that last control point only to lose the base to an adjacent hex being taken by one man in a fighter.

Even just forming ad-hoc groups tends to lead to some level of organisation. We had an extended siege at West Highlands Checkpoint earlier, a repeat of several similar battles in the past. It's one spawning point next to one capture point, set in the side of a huge valley. Because of the bases it's near you end up with the besiegers bringing dozens of tanks, usually in semi-organised waves of five or six, while infantry push down the cliff sides. Defenders end up in a couple locations safe from air (who simply dominate it with rocket attacks) or artillery fire, with engineers and medics healing, repairing and resupplying. Then slow push forwards, knock out a couple of tanks, fall back and absorb another infantry rush. We kept that up till they ran out of tanks for the siege, mopped up their infantry and then counter-rushed to meet their next tank wave in the open. A Galaxy came in and we were able to push on to their next base.

It was more the sort of organisation you get from a team in TF2 who have played a few rounds together than a well oiled military machine, but it worked. The sort of organisation that is desperately needed is fire discipline and movement within fire teams to focus fire on enemies and avoid shooting friendlies. And because you are always fighting alongside randomers I don't see that happening.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on August 31, 2012, 05:53:14 pm
The streaming and gameplay videos I've seen look pretty haphazard and unorganized.  I don't know if it's happening already, but organized ops seem like they would be super-effective.
I've seen some attempts at organisation. The outfit I'm lurking in has a leader who fancies himself a general. Although it's mostly calling for air support and trying to deal with back hacking. Air patrols and back hacking dominate the resources/territory game, to the level that not giving them priority makes the large scale battles utterly pointless. You can desperately push back a larger force to finally seize that last control point only to lose the base to an adjacent hex being taken by one man in a fighter.

Even just forming ad-hoc groups tends to lead to some level of organisation. We had an extended siege at West Highlands Checkpoint earlier, a repeat of several similar battles in the past. It's one spawning point next to one capture point, set in the side of a huge valley. Because of the bases it's near you end up with the besiegers bringing dozens of tanks, usually in semi-organised waves of five or six, while infantry push down the cliff sides. Defenders end up in a couple locations safe from air (who simply dominate it with rocket attacks) or artillery fire, with engineers and medics healing, repairing and resupplying. Then slow push forwards, knock out a couple of tanks, fall back and absorb another infantry rush. We kept that up till they ran out of tanks for the siege, mopped up their infantry and then counter-rushed to meet their next tank wave in the open. A Galaxy came in and we were able to push on to their next base.

It was more the sort of organisation you get from a team in TF2 who have played a few rounds together than a well oiled military machine, but it worked. The sort of organisation that is desperately needed is fire discipline and movement within fire teams to focus fire on enemies and avoid shooting friendlies. And because you are always fighting alongside randomers I don't see that happening.

Adding to this, I'm hoping there's a few changes that'll come through to help with these problems.

Well, firstly, backhacking has been completly stopped with the new adjacency rules, basically to cap a hex you need at least 1 adjacent hex.
What we need is, I think, 2 things.
1. Factionwide global chat, so people can request reinforcments/AA/air support at certain locations. Right now, the winner of the air war tends to reign supreme, because the only people who know air support is requried have to wait 10ish minutes to get their planes back.
2. Some way to tell the current population of each faction in a hex, so we can quickly tell where reinforcements are required.

Actually, on global chat, a cool suggestion I think I'll make is giving squad leaders access to a "command chat" of sorts. So they can communicate amongest each other and orginize. Call it War Council or something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on August 31, 2012, 06:34:01 pm
... Seriously need map positions of stuff like rearm points, vehicle points, reloading stations... all of that jazz.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on August 31, 2012, 07:19:38 pm
Regular server is full. Quick, anyone online? Which server and faction?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on August 31, 2012, 07:20:31 pm
How to be a Dick in Planetside 2: A Comprehensive Guide

1. Be Light Assault, have C4.
2. Find yourself one of those small bases that have a single cap point at the bottom of a radio mast. The radio mast has two circular ledges, you can cap the point while standing/crouching on the lower one. Do so.
3. Place C4 next to the cap point, then work your way up the mast to the second ledge (where the truss section begins). Wait there crouched until a lone enemy arrives on his quad or in a fighter, thinking to get himself some easy XP for a quick unopposed cap. 99% of the time he won't notice you on the mast.
4. When you see the cap point indicator flashing, detonate the C4.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Blizzlord on September 01, 2012, 03:42:38 am
TotalBiscuit just posted a video (http://www.youtube.com/watch?v=m85LgVPwchE&feature=g-all-u) of organized play done the old Enclave outfit at PAX.

They just curb-stomp a base with no vehicle support.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 01, 2012, 04:25:13 am
I'm on West 3, as NC. Vanu are fielding massive scythe (fighter) wings now that their Air-to-air missiles are working. !!Fun!! :P

Also, I landed a reaver on top of one of the warpgate spires, and got it to stay:

(PS2 normally has FXAA on, but I have it disabled on the NVidia control panel, which means if you notice any pixelation, that's why.)

https://dl.dropbox.com/u/26452959/landedOnWarpgateSpire.jpg
https://dl.dropbox.com/u/26452959/landedOnWarpgateSpire2WooAutorepair.jpg
https://dl.dropbox.com/u/26452959/onTopOfWarpgateSpire.jpg
https://dl.dropbox.com/u/26452959/PreDawnSky.jpg

The white orb is actually the sun. It hadn't quite gotten high enough to get above most of the atmosphere and start appear very glowy yet (as it started looking sun-like a few minutes later).

Daytime, same place, 20 minutes or so later:
https://dl.dropbox.com/u/26452959/DaytimeSky.jpg
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mechanoid on September 02, 2012, 03:17:39 am
Havn't played this much and damn i don't remember the certs coming in so slowly... Or dying so goddamn much. Probably because US West 02 was nothing for Vanu population at the time i played yesterday and couldn't get a group, and those damn crappy VTOL aircraft (aka all of them) being so insane and "wonky wazzle woo- BAM! INTO THE FUCKING CLIFF FACE!" to handle in a dogfight.
At least the trooper and tank fights are good when you're the right class against the right class, or get lucky and fight someone who's half dead anyways. Still saddened that the developers decided to "streamline" the inventory system into a class system. Read: By streamline i mean remove, because damn do i miss looting corpses.
And that i have to cert the same customisations like 'laser sight' on every gun, as if it weren't interchangeable. ::)

... But at least it ain't a shooter that makes you miss shots that have clearly hit the target, and actually gives you the ability to do headshots. *COUGH* FACE OF MANKIND *COUGH*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 02, 2012, 04:33:58 am
... But at least it ain't a shooter that makes you miss shots that have clearly hit the target, and actually gives you the ability to do headshots. *COUGH* FACE OF MANKIND *COUGH*

I don't like headshots. The game encourages you to aim for the head, whereas every single armed force on the planet will teach its recruits to aim at the center of mass. Yes, it's just a game, but it does encourage using real tactics. You have to work in a group, lone wolfing won't get you far, combined arms operations are more effective, you have to use cover, covering fire, etc. Yet it rewards you for aiming in completely the wrong way. I find that oddly inconsistent.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Blizzlord on September 02, 2012, 06:00:19 am
... But at least it ain't a shooter that makes you miss shots that have clearly hit the target, and actually gives you the ability to do headshots. *COUGH* FACE OF MANKIND *COUGH*

I don't like headshots. The game encourages you to aim for the head, whereas every single armed force on the planet will teach its recruits to aim at the center of mass. Yes, it's just a game, but it does encourage using real tactics. You have to work in a group, lone wolfing won't get you far, combined arms operations are more effective, you have to use cover, covering fire, etc. Yet it rewards you for aiming in completely the wrong way. I find that oddly inconsistent.
Higher gun spread and greater kick would solve these problems. If hitting the head is going to do bonus damage then at least they can make it hard to hit even if you would use aimbots or the like.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 02, 2012, 07:16:06 am
Gun spread is bad enough as is. It's also sci-fi... none of the armed forces on the planet have to deal with soldiers who have personal recharging shields or can aim as they're currently being pelted by bullets.

Personally wouldn't mind seeing you lose aiming capability for a split second if you're in the process of being shot. Otherwise, probably fine as is.

The head is decently hard to hit unless you're using a sniper rifle and decently close and they're standing still though. Maneuver is still almost always the best option. Get into a position to surprise them rather than try to duke it out face to face unless you know that won't work for you. (You're in a MAX or they're Light Assault and you're not.)

I happened to be in a relatively epic fight last night before bed. I was TR on West 02 and we were as far up as Dahaka(sp?) before we got held back by concentrated NC defense(and a bit of VS just being dicks because they didn't have any territory anywhere nearby.) We took Coramed labs, got it spawning people, I was flying a gal and move a bit north, took another surrounding base and finally moved down west of Dahaka and took one of the gateway bases. The gal didn't survive too long, but it was long enough to spawn about a dozen troops there and give us a strong push. Unfortunately a couple of tanks and some max suits stopped the push. Air cover was terrible and they had a lot of turrets nearby so we couldn't get any ourselves. We held that base for nearly an hour, defending from galaxy drops to the north and west, having to retake coramed labs numerous times. Vehicles crossing the bridge and climbing up the valley wall all attacked us including a convoy of sunderers. We finally lost both that base and Coramed when a serious push of at least half a dozen maxes and a dozen other ground troops swarmed over us. We didn't win, but it was a good fight and definitely the largest scale fight I've done so far. The AA streaming overhead. The occasional fighter swooping over at rooftop level.

My computer stuttered a bit, but not as bad as expected and except for getting a few nice rocket shots on the tanks and maxes, and one really silly lucky rocket against a light assault that landed right in front of me just as I fired, I wasn't able to do much other than run around, spraying bullets in a general direction and capping bases. Tried medic for a short time but found I was a constant target of snipers and since we were fighting in and around spawn points, nobody really needed reviving.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 02, 2012, 07:18:58 am
Headshots are harder to pull off, so they should be rewarded, I guess... I do not like higher gunspread, as it makes shooting even more luck-based.

Awesome shit: I saw a pro in a scythe. Man, he made that thing dance. The front grip is worth the certs, C4 is less impressive.
Less awesome: killstreak (6) cut short because I ran out of ammo  ::), at least in PS1 you could get ammo from dead opponents. Right now the light assault is a better infiltrator than an infiltrator, staying alive behind enemy lines by flying around is awesome.

I've also finally got 12500 Aur, but do I get the A2A or A2G rocket pods? Or drop flying altogether and buy something else? Choices...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: lastverb on September 02, 2012, 07:36:13 am
Im still having terrible (to 1fps not 20 like whiners on ps2 forum) in bigger fights, while easily having 40+ in small ones. Its making most fun part of the game unplayable for me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 02, 2012, 07:38:43 am
C4 is less impressive.
I beg to differ, C4 is fantastic for taking out max units. Shoot a max to get its attention, back off behind a corner, plant C4 on the corner, back off a bit more, blow the max up as it comes around the corner.
Also fantastic for setting booby traps on cap points. Plant C4 on cap point, push the button when you see the icon flashing.

Quote
Right now the light assault is a better infiltrator than an infiltrator, staying alive behind enemy lines by flying around is awesome.
Indeed. I initially thought I'd play inf but I've quickly zeroed in on LA as my favorite class instead. The ability to get onto higher ground to unusual vantage points that the enemy isn't expecting gives you a massive advantage. The only thing bothering me is the wimpy carbine. Even medics get better guns.
You can't really infiltrate as an inf yet. The class is currently set up as a long range sniper, the certs and equpiment to make it an actual infiltrator aren't available yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 02, 2012, 09:27:44 am
Medics get, arguably, the best guns... The carbines are great for indoor and short range work but have relatively accurate single shot capability, the heavy assault LMGs are really only spray and pray. Pretty inaccurate at anything but point blank distances and cant switch to single shot. Medics, however, get a traditional assault rifle.(Only class that does.) Which is both accurate and somewhat powerful. I do think the class system needs to be worked on... or at least give other classes the options to switch their weapons out for others, perhaps at the expense of slots... I wouldn't mind carrying a LMG as a engineer if I couldn't put down a turret... or an assault rifle as a medic if I had to give up grenades or something. Sniper rifles limited to infiltrators still seems really odd to me as well... I know some Light assaults that would love to get their hands on those.

Pistols also seem really underused... part of me feels like there should be a benefit to using them at close range... faster turn speed or run speed or something... apparently you can strafe just a tiny bit faster if you're holding a smaller weapon like a pistol, but if it's there, I can only just barely tell it and if it's not, it might just be my imagination.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 02, 2012, 10:05:08 am
Yeah, the pistol really bothers me too. It's completely useless, there's no reason to ever use it apart from running out of ammo for your primary gun. In which case it's better to fall back and resupply anyway, because fighting with a pistol will only get you killed. And you can't even kill yourself with it. I suppose that could be a potential use for it. If you run out of ammo for your main gun and can't fall back to resupply, you blow your brains out with the pistol. There's no point continuing to fight, if you're cut off and having to resort to using the pistol it's pretty much game over by that point anyway.
Instead of one wimpy carbine and one totally useless sidearm, I'd be very very happy to have just the assault rifle on my LA as my only weapon. Alas...

Also, you're right about the weirdness of sniper rifles, though IMO it's not so much a case of LA wanting to use a sniper rifle. More like the inf wanting to have a jetpack. I'm really baffled by the fact that infs don't have them, what's the point of being a long range sniper if you can't get to those elevated positions that are best suited for sniping? You have to climb up ledges and such. Relocating to a new spot is so laborious and awkward that by the time you get there the fight has moved on again. Or a LA sees you climbing, jets up there in three seconds, and pumps you full of lead.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Johnfalcon99977 on September 02, 2012, 10:08:45 am
Im still having terrible (to 1fps not 20 like whiners on ps2 forum) in bigger fights, while easily having 40+ in small ones. Its making most fun part of the game unplayable for me.

Did you try and set all of your graphics options on low?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: lastverb on September 02, 2012, 10:57:05 am
Did you try and set all of your graphics options on low?
I tried even 0.1 rendering quality and 100m distance, performance is nearly the same as max (and at max it doesnt even get to 60% gpu load).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 02, 2012, 11:09:28 am
Did you try reinstalling?

(i dont have the beta, but thats a thing that can be applied to nearly every game)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 02, 2012, 11:55:48 am
Y'know, all I recall about gun combat in FoM was that it was pretty much entirely won by the best dancer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 02, 2012, 01:02:10 pm
I don't have a problem with the Infiltrator not having a jetpack. I wouldn't mind it being optional but that's eating into LA territory if you do that, but the cloak is really useful if you know how to play it. Most bases have relatively easily accessible high places, places outside of bases can usually be reached on foot with some difficulty, or you can play as a team and have someone drop you from a gal or lib.

If maneuverability is important to the LA, it's vital to the Inf... the Inf just can not get into fights that it isn't absolutely sure it has the upper hand in, so that involves a lot of stalking and sneaking and yes... just plain sitting there while enemies run past you with you being able to do little more than spot them for team mates. (Which can be very powerful with the right team mates.) Personally, if I were a lib crew, other than having some nice AA around to protect me, the thing I would like most is just some infiltrator looking through the scope or well hidden somewhere and spotting targets for me. This, unfortunately doesn't seem to get the Inf any benefit at the moment, other than the general benefit for a team doing well. I wouldn't mind seeing a Tribes-esque targeting laser that would give indirect fire units(maxes with mortars being the most obvious) a direction/angle to fire at.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 02, 2012, 02:03:12 pm
... But at least it ain't a shooter that makes you miss shots that have clearly hit the target, and actually gives you the ability to do headshots. *COUGH* FACE OF MANKIND *COUGH*

I don't like headshots. The game encourages you to aim for the head, whereas every single armed force on the planet will teach its recruits to aim at the center of mass. Yes, it's just a game, but it does encourage using real tactics. You have to work in a group, lone wolfing won't get you far, combined arms operations are more effective, you have to use cover, covering fire, etc. Yet it rewards you for aiming in completely the wrong way. I find that oddly inconsistent.

I'd rather have headshots than have what was(/is?) happening for the Vanu - you aim at someone's head at close range, and 80% of your shots magically fly out around their head, missing them by some miracle of science, and you die. Raaaaaage.

Responding to the other posts:

I've got the A2G rocket pods on the reaver, and I'm less than impressed. Although they instakill most infantry, you have to get really frakking close to the ground to see them. I've blown up a couple aircraft in the air with them and usually didn't get a kill credit for it. Most of the time they escape or I have to leave due to taking too much damage or running out of rockets (it's very difficult to aim them at something when both of you are moving in the air and there's no visual reference to show how fast you are both going or how fast the rockets are going to come out). Blowing up something on the ground only seems to be possible if it's an AA turret or there's no engineers repairing it, or you get lucky and hit the engineers (and it isn't a deployed galaxy, because if so they just respawn at it). There are also people on the beta forums calling for the rocket pods to be nerfed because they perceive them as killing their stuff too fast. ???

Of course when you have two fighter-bombers with rocket-pods they become quite a bit more effective.

The main use for reavers at the moment is simply flying from outpost to outpost capping them all as fast as possible. Dogfights slow you down, but sometimes the enemy has 6 scythes flying around in one place for no apparent reason and you can't really attack somewhere without getting your ass kicked, especially when it turns out their A2A missiles work now. :P

I have 4 kills and 322 shots fired with the NC mag-shot (and 27.640% accuracy). I think it takes around 8-9 shots to the body to kill an unwounded TR, based on personal experience (so a lot of those shots were people I started shooting and then died before I could kill, even though I was clicking quite rapidly). (I have more kills with the mag-shot than the bolt driver, but I've only fired 18 shots with the bolt driver. I just don't like the bolt driver at all.)

In any case, it's not completely terrible, it's just nowhere near as good as the pistols in the Halo games where you could knock down a person's shields and then take them down with a single headshot.

I think the TR pistol is better, but I have not used it extensively. They don't really need it, though, their HA gun seems like it cuts through shields and health like a chainsaw through melted butter.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 02, 2012, 05:52:46 pm
TR had a fantastic push into nc territory, up to within sight of the nc main.  Spent most of it laying down pain on the reavers and liberators from one of the static aa cannons, which apparently suck abusrdly.  Hitting every shot from cool to heat shutdown doesn't even kill a reaver.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 02, 2012, 06:00:14 pm
TR had a fantastic push into nc territory, up to within sight of the nc main.  Spent most of it laying down pain on the reavers and liberators from one of the static aa cannons, which apparently suck abusrdly.  Hitting every shot from cool to heat shutdown doesn't even kill a reaver.
Yeah. And even then, that is the best AA weapon available. Skyguard is supposedly equal to that but is rather bugged atm.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 02, 2012, 06:03:34 pm
To be honest, I'll probably buy the MAX AA before the skyguard, since I can spawn or switch to max in a ton of plays that I can't get a tank from.

Does that make the flak cannons worse than the 20mm cannon then?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 02, 2012, 06:37:46 pm
TR had a fantastic push into nc territory, up to within sight of the nc main.  Spent most of it laying down pain on the reavers and liberators from one of the static aa cannons, which apparently suck abusrdly.  Hitting every shot from cool to heat shutdown doesn't even kill a reaver.

Everyone complains that everyone else is OP because they can't kill them by firing everything they can fire at once.

P.S. You know if you stop before it gets too hot, you can have much less of a delay before you resume firing since you don't have to wait for it to cool completely down?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 02, 2012, 06:42:55 pm
I really like the aa upgrade for the top and rear galaxy turrets
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ScriptWolf on September 02, 2012, 06:47:44 pm
All euros on EU1 add me Scriptwolf or send me a PM through the forums with your name so I can add you into the NC bay12 outfit
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 02, 2012, 07:03:18 pm
It's a static AA flak cannon firing on the lightest aircraft in the NC arsenal.  If that can't take a reaver, mosquito, or scythe down, then they either need less hp or the flak cannon needs more damage.

AA blows, as is clearly evidenced by the fact that light aircraft can swarm the skies over hostile held territory.


Edit: And it's probably that flak cannons just need to do more damage, since liberators and galaxys can do the same thing, except with 2 or 3 flak cannons shooting at them.  Take it easy, the NC reavers armor isn't where people want to nerf it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 02, 2012, 07:45:33 pm
Oooo 21 Meg patch, what do you bring me?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: etgfrog on September 02, 2012, 08:00:23 pm
so i tried using a joystick with a vehicle...it sucks because there is no deadzone option, as soon as the joystick is in the center, it automaticly goes to one of the directions
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 02, 2012, 08:51:10 pm
After a bit of fiddling I managed to get my 360 gamepad to work using joy2key. It's not perfect, but flying mosquitoes is definitely a lot easier. I wasn't having all that much trouble with galaxies, but it's not any harder with the gamepad either. Only thing that bothers me is I can' use the triggers as analogue turn axes. If I just lightly touch them, it's a full key press so while most of my other flight sims recognize light touches, I have to remember to do quick taps if I want fine adjustments.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 02, 2012, 10:43:37 pm
Had some fun on EU1 today. Not enough people on at this time so I stopped.

I wish there was some way to know what areas are under attack. Spent quite a while bombing around on a quad-bike capturing empty vanu bases before I found some team mates.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 03, 2012, 01:03:48 am
it'd be better if I could choose to spawn outside my death hex after I die.  Getting tired of fighting at zuvran west and needing vehicle support, but being unable to make the trek to the crown or crossroads watchtower.

Edit:  As a sidenote, I'd like to play as a vanu just so I can have their ridiculously good MAX AT arms.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 03, 2012, 02:22:32 am
I usually respawn at the warpgate if I can't respawn right there or at a nearby galaxy. It takes less time to fly back than to walk from the nearest base... (Of course, it costs resources to fly back)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 03, 2012, 02:45:02 am
it'd be better if I could choose to spawn outside my death hex after I die.  Getting tired of fighting at zuvran west and needing vehicle support, but being unable to make the trek to the crown or crossroads watchtower.
Zuvran West Sucks Balls.
Spent quite a while defending Allatum from wave after wave of TR as a medic. Fun times. I really like the faux-jungle infantry warfare.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 03, 2012, 04:02:01 am
Meh, it's an auraxium spawn, so vanu has more motivation to defend it than nc or tr have to attack it on east1.  Apparently the vehicle spawns are broken at west, so when they fix that, it'll be feasible to take those turrets down.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 03, 2012, 04:28:11 am
Due to being in the middle of everything, between the Crown and Zuvran, it's often a "hot" area, and I tend to end up there every time, just to find that yes, the vehicle spawn is still broken, get marching, soldier.

Still hardly any coordinated attacks on the NC EU2 side, sadly. Lots of zerging helps, too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 03, 2012, 04:34:33 am
The way spawning works still really bugs me. Why on earth is it that we can only spawn at like, two places plus galaxies at any given time? And one of the two places in the warp gate?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 03, 2012, 06:26:06 am
The spawning makes sense to me. It's the closest fixed base on your side to your death, or home base, or mobile field bases set up in the vicinity(galaxies)

If you wanna go somewhere else... put yourself there... or... perhaps... oh.... I don't know... work as a team?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 03, 2012, 06:40:39 am
It's the closest spawnable location and galaxies and spawn beacons in that area.

It's not the closest base, which would be allatum or zuvran or whatever.  It's the closest place where you can spawn, which can be an outpost with no vehicle spawn.


It's that you either spawn at the main, or you spawn where you are.  Playing with a team doesn't fix that, you're still stuck getting a galaxy and flying back out, rather than just spawning at the tower you're holding 1 hex over and building an armor column to drive in and support.  That's the problem with it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: lastverb on September 03, 2012, 09:54:13 am
We had epic fight yesterday at EU2, TR and Vanu were only fighting NC for some time, pushing every1 to gate + nearest small bases. 30-40 tanks + air support at one place? Thats fun. Shame in fights like that i got 10sec long dropdowns to 1 fps every minute or two.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 03, 2012, 10:21:39 am
Does anyone know what all the attachments do?  Like, does the fore grip reduce recoil/reset time?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 03, 2012, 10:25:42 am
You can mouseover stuff after you buy things, and it says.

The foregrip is "less side-to-side movement when burst-firing", I believe.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 03, 2012, 10:50:24 am
The foregrip is also either totally worth it, or it's one hell of a placebo.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 03, 2012, 11:07:24 am
NC has almost equal numbers to TR on east 2, but we're getting pounded here. Haven't gotten out of the dry sea area thingy place in days...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 03, 2012, 11:27:53 am
I'll try to remember to copy some of the details down and do a little more testing on some of the things. Off the top of my head;

Rail attachments;
Forwards grip - reduces horizontal recoil. May have some effect on vertical recoil, not sure.
Laser pointer - reduces cone of fire/bullet spread. Mostly has an effect on hip fire, maybe some effect when aimed.
Flashlight - purely cosmetic right now I believe.

Barrel attachment;
Suppressor - reduces sound greatly and muzzle flash somewhat. No declared drawbacks, but may have some undocumented impacts.

Scopes;
... most of these are what they say on the tin. Not sure if the different types have any different effects or are supposed to in the future. Just go with the magnification and aesthetics you want. Oh, plus the IRNV night vision.


Those categories are the three with avaliable accessories that can be equipped at the same time. Pick one of each. Right now both rail and barrel share a selection slot but still work at the same time. That is, the suppressor works alongside any rail attachment despite being in the same (utility) selection screen. You just have to select the two you want so they are both highlighted. They will show up on the model despite the slot only showing one of them.

Similarly a couple of items seem to replace other things but actually don't. The grenade bandoleer goes in the same armour slot as your shield but doesn't appear to actually change anything (not tested, but didn't notice any difference during fighting). Similarly the engineer keeps explosives in the same slot as his ammo pack, but the ammo can still be accessed by selecting the turret and choosing alternative fire mode (b).

The foregrip is also either totally worth it, or it's one hell of a placebo.
I'm starting to think the latter. For my Gauss SAW I switched back to the laser pointer and noticed my hipfire working a lot better without losing any ability to keep sustained fire on targets. I want to reinstall FRAPS and do some real comparison tests, but I'm fairly certain the cone of fire is wider than any horizontal recoil and the vertical recoil is controllable without it (if it even makes a difference). Shrinking the CoF is more important anyway in my books.

I know I bought into it immediately after a patch that seemed to improve SAW accuracy anyway and my FPS was improving at the same time, so any actual impacts might have come from those instead.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 03, 2012, 12:24:26 pm
I'd say it seems like the foregrip has been useful, but yeah I may indeed go back to trying out laser dot.

Also I doubt the suppressor has any disadvantages. After all, it locks out the option to use the red dot and foregrip, both of which have no apparent disadvantages on their own. However, it never gets dark enough to justify using a flashlight.

Y'know, tangentially, I always wonder why when we have technology like lighting, mirrors etc, so few games use them as actual gameplay elements.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 03, 2012, 12:59:11 pm
The laser makes you more visible, and I tend to aim when firing anyways. For the SAW the laser might be appropriate, but my light assault Mercenary keeps the foregrip, if only for good luck.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 03, 2012, 01:08:53 pm
The laser doesn't appear to be visible on anything other than the pistol to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 03, 2012, 01:11:55 pm
Ah... ok. That makes it more interesting.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 03, 2012, 01:22:03 pm
There's an odd glitch with the laser dot at the moment. It actually shows up as a faint black line if you notice in the character screen. I was having the same problem with my reflex sight as well untill last patch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 03, 2012, 01:25:28 pm
I wish the weapon testing would start already.
Except for performance optimization(which is in dire need for a lot of people) the game seems quite stable.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 03, 2012, 01:30:10 pm
The reason, especially in a game like PS2, is that reflections and whatnot take processing power and memory and lots of it.  As do dynamic shadows.  I'm quite impressed with how well dynamic shadows (they're all dynamic as far as I can tell) look in game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 03, 2012, 01:56:34 pm
Also I doubt the suppressor has any disadvantages. After all, it locks out the option to use the red dot and foregrip, both of which have no apparent disadvantages on their own.
No, it doesn't. I mentioned this in my last post, but you can have both the suppressor and a rail attachment equipped in the same selection slot. I run around with a suppressor, laser dot and 4x laser sight on my SAW.

And regarding optimization, I lost a lot of performance in the latest patch. I'm hoping it was just temporary.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 03, 2012, 02:49:11 pm
http://www.youtube.com/watch?v=SBJ9hTjMVps
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 03, 2012, 03:08:37 pm
So, I pretty much just found out about this game. I am blown away with how darn cool it looks. It sound like a wet dream of mine really.

They need to send out more beta keys. :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 03, 2012, 03:35:11 pm
http://www.youtube.com/watch?v=SBJ9hTjMVps
BWahahahahaaa Oh I so know what he feels. I'm done playing for tonight. Too many opponents who know what they're doing. I need to get this mike working.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 03, 2012, 03:50:04 pm
I think I've decided I"m okay as long as I"m not actually fighting in a base and there are less than 40 people around... if it meets either of those requirements, then my FPS drops too low for me to be effective in a fight. (I can still usually drive a galaxy though.) Inside a base my FPS drops like a rock... playing as a HA, I had maybe 10 frames from seeing a LA right in front of me, to having him jetting over my head and shooting me in the back. I tried, but it wasn't enough to aim properly and I died. I've never been great at FPSes, but I just can't compete at all in these conditions.

Open terrain, with only a dozen or so people around, I'm great... but combat rarely takes place there unless it's A2A or A2G. Still, fighting across a valley near the North/south dividing line between two smaller outposts has been one of the more fun battles I"ve been in. It was night time, I had a IRNV scope on my carbine, found some rocks to hide behind and flipped to single shot and just took shots at targets that were too stupid to take cover. The TR carbine is surprisingly accurate on single shot mode. It's no sniper rifle, but can still do a decent job.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 03, 2012, 04:11:34 pm
Have you tried playing the TR infil?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 03, 2012, 04:39:53 pm
Fighting across a valley near the North/south dividing line between two smaller outposts has been one of the more fun battles I"ve been in.

Oh I know what you mean! It's Seabed Listening Post and West Highlands Checkpoint, innit? I love that place. Especially because the NC like to put a whole bunch of snipers and engie turrets up on the ridge on their side of the valley. So I just jet up there, make my way along the ridge, and murder them to death one by one. The rest of the TR like to hide in the rocks around Checkpoint, so the idea of a lone LA doing that is so inconceivable to the NC that I can usually take out five or more before they realize what's going on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 03, 2012, 04:50:58 pm
Have you tried playing the TR infil?

I have, and I actually had some success sneaking around inside a base and taking out generators. Wasn't able to do much against people though. I'm apparently a terrible sniper. I probably should give it a try more often because I can usually at least survive as an Inf, even if I can't actually do much damage. (Last time, I emptied most of my rifle ammo shooting at people spawning on a galaxy... no direct kills, but a couple of assists. Once I was down to five shots, I snuck inside, took out a generator by emptying my entire pistol plus one rifle round into it. After that, I hid near the generator, waited till an engineer came up to repair the gen, tried to throw a grenade at him, missed, and ended up getting filled full of bullets for it.

The inf really does need C4 though... there were so many situations I could have used it to effect during that run.

Fighting across a valley near the North/south dividing line between two smaller outposts has been one of the more fun battles I"ve been in.

Oh I know what you mean! It's Seabed Listening Post and West Highlands Checkpoint, innit? I love that place. Especially because the NC like to put a whole bunch of snipers and engie turrets up on the ridge on their side of the valley. So I just jet up there, make my way along the ridge, and murder them to death one by one. The rest of the TR like to hide in the rocks around Checkpoint, so the idea of a lone LA doing that is so inconceivable to the NC that I can usually take out five or more before they realize what's going on.

I know West Highlands is one of them... I can't remember if Seabed is the other, but I know it's in that general area. Yeah, TR does like to camp a bit and NC was a bit more proactive about flanking us, and of course the Reavers just loved strafing us with rockets. I believe it ended badly for us, but still was fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 03, 2012, 06:21:43 pm
Oh I know what you mean! It's Seabed Listening Post and West Highlands Checkpoint, innit?
That canyon base demands high causalities to take. Snipers paradise and all the tanks gets funneled into a small area easily bombed.
Anyone unlocked the skyguard or the prowler AA(walker?) and care to share their thoughts? Currently considering which one to get.
I'm ivefan on EU1 playing TR.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 03, 2012, 08:12:06 pm
If you're talking about the canyon leading down from the Biolab toward the Quartz what have you, it's an incredible place to fight as TR.  Only place we can entice the NC on USE1 to engage us with substantial ground forces.

I'm pretty sure the walker is a commanders turret, ie replaces 20mm gun.  and you really wouldn't want to replace your main gun in that fight, since constant shelling using the prowler deploy mode works wonders.  It generally seems that the skyguard is the goto solution, with the double burster max being an equal only in numbers.  Sometime reavers will  stop having unlimited afterburner and more armor than anyone else. Sometime...

Another weapon I've recently discovered is the SKEP launcher.  Basically just the standard HA rocket launcher, but with a lock-on mode, which basically means that the HA is actually useful.

Did they widen the spread on the CARV?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 03, 2012, 09:15:57 pm
I don't know about you, but my reaver sure doesn't act like it has unlimited afterburner. The mosquito seems to perform much better with its afterburner, with both fighters having 0 afterburner fuel certs (because they are really bloody expensive, and anywhere I need to go I get there so fast anyways that afterburners almost seem like a waste). (Side note: reavers are supposed to have more armor than anyone else's fighters - the other two fighters are supposed to have different advantages :V. They still blow up easily when shot by sufficient (more than one) AA turret if they don't flee)

I tried using the reaver's A2A missiles on a galaxy yesterday. Fired every A2A missile I carried while it was in the air, all of them hit. Then I switched to guns and kept firing. It landed, smoking, I kept firing, and then landed on top of it because it had started shooting back, and then I continued shooting it while landed on top of it.

Someone hopped out and blew me up at that point, and it was still just smoking - and then naturally they just repaired it back to full health.

Now THOSE are flying tanks... It only takes 2 A2A missiles to take down a reaver and they're impossible to evade with fancy maneuvers other than flying around obstacles to cause it to lose lock, or jumping past 250 m/s (I believe) and maintaining until you get out of the missile's range, which is only possible with afterburners and only if you can fly far enough with them on (even tapping the afterburners key I couldn't maintain 250 m/s and quickly ran out of fuel, but this is with no afterburner fuel certs). Someone posted a thread on the forum claiming that the reaver could fly forever above 300 m/s with afterburners (by tapping them) but he had fully certed them, so I have no way to confirm it since that is bloody expensive and it doesn't work at all with 0 afterburner certs.

The Galaxy, on the other hand, just laughed at the 4 or 5 A2A missiles I hit it with (not sure if I started with 4 or 5, there was a 4 shown but it might've been the ammo left after the 1 that was loaded initially).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 03, 2012, 10:34:29 pm
If you ever try flying a galaxy, it's really not all that easy to keep alive either. Now, on the ground, it does gain some extra shields if you can find a flat place to deploy them... short of tank main cannons or sustained rocket fire or a turret, they're tough to deal with on the ground...(I watched an AA turret pound on one for a long time the other day as it was landed. Didn't even cause it to smoke. I eventually got into a mosquito and hovered nearby laying into it along with the turret and we finally got through the shields enough that by the time I was taken out, the turret finished it off, but it took both of us together to destroy it.) but in the air they're not much more sturdy than a liberator. The downside is that they're pretty slow, and unless you have manned turrets, and preferably the top/tail upgraded to AA, then you're defenseless... the normal turrets really aren't all that accurate although each hit does hurt a bit. 2-3 hits will kill a full health soldier. 15 seconds of sustained fire will kill a vanguard. But I've had 90% of my shots miss soldiers that are walking right next to the galaxy. More than 1 or 2 hits on a reaver is rare before it moves. Now the upgraded AA turrets... those are somewhat mean... very rapid fire, and while the damage isn't that great, it's so much easier to aim since you have a tracer stream to aim with rather than just trying to shoot in an area ahead of the target and look for the hit marker.

Oh I know what you mean! It's Seabed Listening Post and West Highlands Checkpoint, innit?
That canyon base demands high causalities to take. Snipers paradise and all the tanks gets funneled into a small area easily bombed.
Anyone unlocked the skyguard or the prowler AA(walker?) and care to share their thoughts? Currently considering which one to get.
I'm ivefan on EU1 playing TR.

Speaking of the walker aa gun, I have it on the top turret of my gal, like I said, it's amazing... Go for it if you can get it as long as it doesn't replace the main gun on the tank. I don't think it should though.



Tonights play was fun. I snuck around as a infiltrator for a while. Didn't do much except get a couple of nice hits on a ATV rider and eventually a kill assist for it. At one point an enemy soldier ambushed me and a medic inside a building. Killed the medic, but I pulled out the pistol and killed him with one life bar left. Ended up doing the foot travel thing for a while, cloaking and dodging between cover to avoid detection by the constant enemy air overhead. Made it to a biolab outskirt point, and found an AFK guy, before I could decide if I wanted to risk killing him, another guy dropped in, luckily I was cloaked. I think he saw me, but I lost him somewhat quickly. Made a second attempt to throw a grenade at the two guys... but screwed that up as well, ended in a short chase where I evaded yet again... Decided to leave that area and head to the biolab proper. Snuck through the framework and crates at the base, saw a couple of enemies but no good opportunities for a kill so I just made it up to a hill top where I harassed a bit, didn't get anything good. Waited till the team capped the biolab and walked up to a galaxy, caught a ride, capped a couple of lightly/not at all defended outposts before ending up at the crown. By this point I'd switched to HA. The gal did a pass over the crown, but apparently I was the only one who dropped out... or the only one to survive anyway... VS had it held pretty tightly. I snuck around, as a HA, tried capping a point but got chased out, losing a bit of life in the process. Hid for a bit longer. Made my way over to the spawn control, snuck in, destroyed it, got out quick. Waited till I saw it was being repaired and moved back in for the easy kill, destroyed the control again and went back outside to wait again. At some point a medic came by and healed me and the team made a concentrated assault on the crown, taking it. I'd like to think I'd made a difference by keeping their spawners down. After that I quit for the time being... 'twas a good session. Biolab got stuttery for a bit near cap time, but there wasn't much action then, so it didn't matter too much. Rest was pretty smooth except one or two hitches at the crown.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 04, 2012, 03:18:26 am
VS showed me how to take the Crown: have two teams of 5 take points B and C simultaneously, so everyone will leave the tower trying to recap those, then land two friggin galaxies on the tower (coming from the north, from below, where the aa turrets can't get them), and unload a shitload of MAXes and infantry. Bonus points for having two magriders coming in by road. We were wiped out in 5 minutes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 04, 2012, 05:38:09 am
Like in DF, when in doubt more magma err spinning *sock* hitting the head, fratcuring the skull, cruising the brain. Surgical strike FTW!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 04, 2012, 06:16:06 am
Like in DF, when in doubt more magma err spinning *sock* hitting the head, fratcuring the skull, cruising the brain. Surgical strike FTW!

Ya, what he... wait...... what?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 04, 2012, 11:29:52 am
By the way, for those of you not in Beta. Any questions? Any SCIENCE you want me to test/perform? I'm usually on for an hour or two a night, so I'd have no problem doing some tests.

For example. I've tested Galaxy Surfing. It doesn't work very well. It's easy to stand on a motionless vehicle (which is great, not a feature all games have, no invisible walls keeping you off of them, it's just like walking on normal terrain). However, as soon as a vehicle starts moving, you don't. Plus you start taking collision damage from the vehicle.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 04, 2012, 11:41:31 am
Not to mention that collision damage is pretty much instant death even at low speeds. A real problem when trying to move forwards with tanks, especially when that collision damage counts towards grief lock for the driver.

You can do high altitude Galaxy drops though. A little complex and risky, but we had a great tower assault a few days back.

You (somehow - not convinced this is WAI) get the Galaxy to deploy at or near max altitude. Because it's deployed people can respawn at it. Because the only nearby surface is the Galaxy itself, they respawn on it. The soldiers can then drop onto the target beneath the Galaxy.

Smart soldiers will enter the Galaxy first.

Dropping from inside a Galaxy you don't take any falling damage. You do still maintain your momentum though, so hitting an uneven surface can result in a second fall that you do take damage from. Try aiming for a large open area.

We had a couple of dozen people randomly dropping from the sky onto an utterly confused TR force. It was entertaining. For the few minutes it took to recapture the base, although I died from the fall as many times as I safely landed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 04, 2012, 12:21:39 pm
Not to mention that collision damage is pretty much instant death even at low speeds. A real problem when trying to move forwards with tanks, especially when that collision damage counts towards grief lock for the driver.

You can do high altitude Galaxy drops though. A little complex and risky, but we had a great tower assault a few days back.

You (somehow - not convinced this is WAI) get the Galaxy to deploy at or near max altitude. Because it's deployed people can respawn at it. Because the only nearby surface is the Galaxy itself, they respawn on it. The soldiers can then drop onto the target beneath the Galaxy.

Smart soldiers will enter the Galaxy first.

Dropping from inside a Galaxy you don't take any falling damage. You do still maintain your momentum though, so hitting an uneven surface can result in a second fall that you do take damage from. Try aiming for a large open area.

We had a couple of dozen people randomly dropping from the sky onto an utterly confused TR force. It was entertaining. For the few minutes it took to recapture the base, although I died from the fall as many times as I safely landed.

Ya, you may want to send that as a bug, pretty sure galaxies aren't supposed to deploy mid-air.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 04, 2012, 05:45:39 pm
Keys, Keys KEEEEYS http://www.ign.com/prime/promo/planetside2
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 04, 2012, 05:49:05 pm
Damnint, non-prime members have to wait until the 7th. Curse you IGN!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 04, 2012, 06:19:59 pm
So this happened. (https://www.youtube.com/watch?v=k1_khLYufMk&feature=player_embedded)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 04, 2012, 07:51:38 pm
SO, do we have a Bay12 thread on the planetside forums or what?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 04, 2012, 08:12:53 pm
You can fly the entire map with 280+ speed on the reaver by pulsing the ab.  Unupgraded.  Just tested it myself and it did not dissapoint.  Well, it did, because I want the aircraft to be balanced.

Using this method, a reaver can out-run aa missiles fired from a fully upgraded mossie. 
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 04, 2012, 09:00:02 pm
Bro tip: For even more speed, hold space and tilt forward.

Oh, so I started played a TR LA (normally NC HA). I'm finding I like the TR LA far more than the NC LA, but NC seems better in the HA department. I had a number of kill streaks and some epic caps, including winning a protracted game of cat and mouse against an NC MAX alone. I also had the fortune to be in a communicative squad for a while which was cool.

I might have to keep playing TR or try Vanu, because the server I made my TR character on is always full. Would be cool if there was a waitlist.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 04, 2012, 09:03:24 pm
LA is fine, it just doesn't have the punch HA do and there's no real reason to play anything but medic, ha, engineer, or max right now.  Infiltrators are barely glorified snipers and a medic can't follow you over walls and whatnot when you jumpjet over them.

Surprised you won that as a LA.  NC AI max is insanely mean at close range.  I've been shot down in my mozzy by them a couple times.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 04, 2012, 09:09:34 pm
I also got some kill streaks by AA turret trolling. I can't scratch AA turrets in a character that can reach them, so I shoot them to make noise and jump in from of their view until they can't stand it and jump out. I've never been killed by someone who got out of the turret though; I always hit them before they can move their cursor over me I think. My advice is if you're in the turret, just stay in the turret. ;)

And I think it's easy to underestimate what a good LA can do to discombobulate people. Getting really close and jumping means you'll have an easier time tracking your opponent than they will you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 04, 2012, 09:27:12 pm
For a second I thought you meant using them ;)

Does it shed as much damage as having the HA suit and shield ability?  Don't really see the point of using them if they don't.  I don't think they even sprint faster than HA.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Leonon on September 04, 2012, 09:56:17 pm
So this happened. (https://www.youtube.com/watch?v=k1_khLYufMk&feature=player_embedded)
I need this game.
Keys, Keys KEEEEYS http://www.ign.com/prime/promo/planetside2
Damnint, non-prime members have to wait until the 7th. Curse you IGN!
Soon
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mcclay on September 04, 2012, 10:14:26 pm
My god I want this game so badly. Also I have a question, how feasible/effective would be a mass MAX attack supported by veichles?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 04, 2012, 11:35:41 pm
My god I want this game so badly. Also I have a question, how feasible/effective would be a mass MAX attack supported by veichles?
As long your empire dont trample's you with their vehicule you should be fine. In fact it could be a good tactic to storm a point and hold it for a while, giving the zerg a breather and the possibility to move the frontline closer to the capture point while the ennemy are busy trying to move you out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 05, 2012, 12:03:23 am
More viable is just engi-medic-max hotdrops onto outposts.  Quickly capped, then the maxes can switch to burstermax or HA w/ skep gun to deal with air and armor.

Glorious footzerg into dahaka by tr on east1 just now, apparently reaver cd's were active since we didn't have to deal with 20 or 30 of them in the air at once until after we took dahaka.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 05, 2012, 12:08:09 am
I got a key! Going to be rolling US East 3, look for IncendiaryPig.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 05, 2012, 03:33:43 am
More viable is just engi-medic-max hotdrops onto outposts.  Quickly capped, then the maxes can switch to burstermax or HA w/ skep gun to deal with air and armor.
Medic-Engi-Max is the best infantry combination right now. Light assault works great as solo or small harrassment, and I'm not sure why the infiltrator class still exists except for annoying the hell out of both ally and enemy. Heavy Assault... Well, it can blow stuff up. It's a MAX-light, I guess.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 05, 2012, 06:20:56 am
So now we have someone on East1, East2, and East3. I'm thinkg I should move.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 05, 2012, 12:30:58 pm
I'm also on west...

Anyhoo rumor has it there's a wipe in about a week. I think it would be awesome if we could pick ONE SERVER AND ONE BACKUP SERVER and form a BAY12 OUTFIT in ONE FACTION. I've done some squad play and I can only imagine how awesome it would be to be part of an organized outfit. Heck, I'd be interested in squad-leading.

I'm interested in playing just about any server and faction if we can make it happen.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 05, 2012, 12:45:50 pm
yeah tbh I'm with Sensei, if we can settle on a single server and faction I dont care which one it is... I will play.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 05, 2012, 12:53:28 pm
If the main outfit is on any of the US East servers I'd be happy to spend at least some time there. I already have a throwaway on East1 that hasn't really been played with yet. West coast tends to get towards the unplayable ping and a lot more disconnects in most games, although I haven't tested that much for PS2.

I'll probably keep an account on EU1 NC as well, although I've been having a hard time getting into any organised groups. Last one I rolled with was German and my Deutsch is horrible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 05, 2012, 01:04:29 pm
I'd be up for that.

I've been goofing around a bit on East 1 as NC, but I could go East or West no problem.

I have issues with the game, though. It will run perfectly smooth for a while, even with like 50 people all around me, then randomly freeze for 5-10 seconds (which often results in me standing there while someone shoots me to death, has happened several times that I sneak up on someone and as soon as I start firing it freezes and I'm dead before I can move). I can't figure out what triggers the freezes, since they seem to happen even when i'm off on my own with nobody near me. Then occasionally the screen will just go black and I have to restart it to see anything. And sometimes instead of just freezing for 5-10 seconds it freezes completely and I have to alt tab out and force it closed. Sometimes when I freeze while falling I just fall through the world and 'suicide' too, which is a bit odd.

Sometimes I can get in a few hours of smooth game-play though, and I enjoy the game when it works. Been playing light assault with C4, capturing points and sneaking up on people with the jump jets. I got with a group of 5 other guys at one point and we were moving around doing pretty good, two of em were playing medics, one engineer, one heavy assault, and one other light assault. Every time one of us died the medics brought us back. At one point I managed to blow up four TR with a well placed C4 charge when a bunch of TR guys rushed a point we were capturing (and the engineer in my squad mowed down their buddy with his turret, haha). I eventually crashed and didn't end up getting back with them, though.

Another time when I was solo I grenaded 2 TR engineers in their turrets guarding another point when I was able to sneak up behind them by flying over a building while a random NC max was keeping them occupied. The maneuverability of the light assault makes it fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 05, 2012, 01:21:26 pm
Still collecting information about weapon attachments, found some Word Of God on the suppressor.
Quote from: joshua
The suppressor lowers muzzle velocity and the range at which damage degrades.

The benefits are you don't show on the mini-map, you have less muzzle flash, and lower audio.

I'm soon going to bump up the negatives slightly. Not too much, it's just that right now the benefits greatly outweigh the negatives and they need to be brought more in line.
I had been noting some damage falloff when providing long range cover with the suppressor, so this makes sense. A bit of a pain because it's when you are sniping from range you want the added stealth. I'd say it's worth it right now but might not be in the near future.

There is also a thread with images of all the scopes in this post (http://forums.station.sony.com/ps2/index.php?threads/choosing-weapon-sights-images-of-sights.13514/page-2#post-192092). If you can't follow that link (need to be logged into the forums) then this image (http://i.imgur.com/6AaoH.jpg) contains all the NC regular scopes and I can link any other factions or the sniper scopes (pretty boring) people are interested in.

In that image, 4X Scope 1 is the regular 4X zoom. 4X Scope 2 is the 4X laser sight. It's not entirely clear if the only difference is meant to be aesthetics or if there is meant to be some extra feature from the laser, and I don't know anyone who has tested. From those it looks like the regular 4X gives you better overall vision, despite being 5 cert points cheaper to buy. There may also be some differences between the carbine, SAW and AR scopes, but at least the 4X laser looks the same on both to me.

I have issues with the game, though. It will run perfectly smooth for a while, even with like 50 people all around me, then randomly freeze for 5-10 seconds (which often results in me standing there while someone shoots me to death, has happened several times that I sneak up on someone and as soon as I start firing it freezes and I'm dead before I can move). I can't figure out what triggers the freezes, since they seem to happen even when i'm off on my own with nobody near me. Then occasionally the screen will just go black and I have to restart it to see anything. And sometimes instead of just freezing for 5-10 seconds it freezes completely and I have to alt tab out and force it closed. Sometimes when I freeze while falling I just fall through the world and 'suicide' too, which is a bit odd.
These are all pretty standard bugs.

My favourite current bug is where someone will get stuck in a firing animation on my screen, so they run around appearing to constantly spray bullets that do no damage. No big deal, but then a liberator gets stuck constantly bombarding or something else that causing continuous large explosions on my screen while we simply move to the next target as a group.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 05, 2012, 01:28:20 pm
I have issues with the game, though. It will run perfectly smooth for a while, even with like 50 people all around me, then randomly freeze for 5-10 seconds (which often results in me standing there while someone shoots me to death, has happened several times that I sneak up on someone and as soon as I start firing it freezes and I'm dead before I can move). I can't figure out what triggers the freezes, since they seem to happen even when i'm off on my own with nobody near me.

This happens to me when Windows 8 decides to change my desktop from one picture to another, smoothly blending between them, while PS2 is running. :V
I think I'll set Windows to only switch background picture daily, instead of every 30 minutes, which is what it has been doing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 05, 2012, 01:35:31 pm
The problem is you have to buy quite a bit before you're really effective in any role.  It'll still be about 10 hours of gameplay before I can buy skyguard and probably 20 before I could afford burster max.  There's a pretty strong incentive to main a character and faction.



That said, the preferred bay12 faction looks to be NC right now, though it's scattered between eu1, eu2, and east1.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 05, 2012, 01:38:27 pm
I have a pretty good ping to the US, if everybody is there.
(i live in Europe).

Not like i have a key.
I hope i wont be one of the late guys that cant get a key because they are all gone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 05, 2012, 01:47:22 pm
Of any group (EU or East), choose at least #2 or #3, #1 will probably be full most of the time... I'd say we go for East2 or East3.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 05, 2012, 01:51:31 pm
Don't know about East3, but West3 doesn't have a lot of people playing it compared to the numbers I was seeing on West1.

Edit: Oh, my post didn't post. Pasting:

I think the TR reflex and reflex 2x sights are nicer than the NC reflex and reflex 2x sights, personally. Of course the vanu sights are even better, but I didn't particularly like the feel of them.

I've currently got characters on...
West 1: Vanu, TR, NC
West 2: TR
West 3: NC, TR
EU 1: NC, Vanu
East 1: NC, but it was unplayable when I tried it ages ago and I've never gone back.

I've mainly stuck to West because I seemed to get better framerates there, and East 1 had people teleporting and running in the air and stuff.

If there is a wipe I could obviously just make a new character anywhere, as I have had no major problems with lag aside from East 1, which may have just been server problems at the time (I am on the east coast).
If not, my NC on West 3 has A2A missiles and A2G rocket pods already, but the population there seems low.
I may try the TR for a while. I want to see how the Prowler does against the vanguard when it's deployed. (I was destroying prowlers in an unmodified vanguard, but I do not think they had deployed)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 05, 2012, 02:02:24 pm
The problem is you have to buy quite a bit before you're really effective in any role.  It'll still be about 10 hours of gameplay before I can buy skyguard and probably 20 before I could afford burster max.  There's a pretty strong incentive to main a character and faction.
It's only AA or A2G that you really need to spend auraxium on right now. Burster MAX is only really effective in large groups or as a deterrent anyway, so grabbing one for 8k Au early is enough to help defend stationary positions. My twin bursters can push enemy air off a target, but rarely get any actual kills unless someone parks in front of me. Skyguard is apparently broken due to high recoil and only occasionally going to be present either way.

If they made a basic AA weapon free at the start (I like the idea of giving the MAX one of each of the three main weapons then letting them unlock a second at cost) and maybe a weaker missile for the fighters then I don't think there would be any required purchases unless you are a dedicated pilot or driver. Absolutely everything else is reasonable from day one and improves with only certs. And certs accumulate even when you aren't online.
Of any group (EU or East), choose at least #2 or #3, #1 will probably be full most of the time... I'd say we go for East2 or East3.
I've only had a full server on EU1 once since the initial rush, and I just spam clicked on the login for ten seconds and got in anyway.

I don't really have a problem with taking a different one, but I can't imagine only the first day-one server having a population problem in this game. I doubt you are going to avoid full servers just by moving to two or three once the game opens fully.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 05, 2012, 02:11:09 pm
Apparently some of the unlockable tank guns may or may not be useful, and the unlockable aa guns for the galaxy are useful from what I've heard for shooting down pesky fighters.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 05, 2012, 02:23:04 pm
TBH, I can't begin to suggest that anyone makes an nc character on east 1.  They've generally got a 5+% pop advantage over tr and up to 13+% on vanu.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 05, 2012, 02:27:58 pm
Apparently some of the unlockable tank guns may or may not be useful, and the unlockable aa guns for the galaxy are useful from what I've heard for shooting down pesky fighters.
I've heard some huge praise for the Gal AA cannon, including as a (poorly placed) AI weapon. I wouldn't say it's a required buy though. Nice if you pull a lot of Galaxies for your squad.

And I'd hope that most of the buyable guns are useful, but realistically everything in the shop is supposed to be a sidegrade of the starting kit. Some might be vital to a certain playstyle, or offer a significant advantage against particular popular tactics, but nothing should be critical to contributing to the fight in any given role.

Right now I'd say getting some sort of AA (which means at least one MAX burster or maybe the HA AA rocket if it works; not heard much good about it) is a high priority to cover most of the basic roles in game. That's why I'd propose changing the starting MAX weapons as I described. Similarly offering a weaker A2G missile on the fighters at start would let anyone provide close air support without needing to find a Liberator gunner.

And arguably make the NC AI MAX weapon actually viable. The scattergun is so limited it's hardly worth equipping even if you expect the situations it was designed for. I now have more kills with my bursters, and far more with the AV Falcon.
TBH, I can't begin to suggest that anyone makes an nc character on east 1.  They've generally got a 5+% pop advantage over tr and up to 13+% on vanu.
Fair point. I'd rather be outnumbered TBH, even if it means slower resource income. Which east server has most Vanu? I rather enjoy fighting them but it's hard to find enough to make it worthwhile.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mephansteras on September 05, 2012, 02:38:40 pm
So, I got sent a Beta invite last week. Installed it and fooled around for a bit, but I never played the original so I'm a bit at a loss for what to do.

Anyone know of a good primer for how to play this game?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 05, 2012, 02:51:13 pm
footzerg everywhere. vs and nc hate it ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 05, 2012, 02:57:16 pm
So, I got sent a Beta invite last week. Installed it and fooled around for a bit, but I never played the original so I'm a bit at a loss for what to do.

Anyone know of a good primer for how to play this game?
There are a few (mostly incomplete or outfit specific) guides that turn up if you search the forums.

I'd say just ask any specific questions here. It's hard to do a general guide for the whole game simply because there is a lot to cover. Are you interested in effective tactics? General strategy? Game mechanics? Any small subset of one of those could take a long time to summarise.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mephansteras on September 05, 2012, 03:17:29 pm
Mostly just looking for some info on what to do in general. Or how to get to where the action is if you get spawned far away from it (without running forever on foot)

All I managed to do last time was crash a plane and fire my rifle ineffectually at an enemy aircraft that was flying overhead. And run around a lot in a base without really learning much.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Isdar on September 05, 2012, 03:20:46 pm
I have made a spreadsheet so we can get a hold of how many players we have that are from B12. And I guess we can use it for other things too.

https://docs.google.com/spreadsheet/ccc?key=0AmqRIjfuhTTJdFJPRFh3ZGNaZGFCTXNmQlY0YWw3LVE#gid=0

Can the OP or Girlinhat stick the link on the front page?

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Cheese on September 05, 2012, 03:36:39 pm
Recently got into the beta through that Curse key giveaway but unfortunately the game runs at 1-3 fps anywhere near a battle no matter how much I tweak. Runs at 30-45 outside of battles though. Has anyone else had better performance with something similar to or crappier than a pentium D 820 (2.80GhZ dual core)?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 05, 2012, 03:40:13 pm
This image primer isn't bad. (http://i.imgur.com/t3xEi.png) It covers a lot of the basics.
Or how to get to where the action is if you get spawned far away from it (without running forever on foot)
I'd say there are three main ways.

The first is the Instant Action option on the map screen (just hit M to bring up the map). Find one of the big flashing stars that indicates a current hotspot. You can drop directly onto one of these every 30 minutes. Note that a site being a hotspot doesn't mean there is much actual fighting or that your side is even present there. It's also pretty buggy and I've more often dropped into the wrong fight than not in the last week. I'd say this is a last resort.

The second is hitching a lift with a Galaxy or other transport. I'd always recommend a Galaxy. This puts you quickly on the front lines with at least a few allies along for the ride. I'd recommend this most of the time, especially if you can find a squad/platoon/outfit that communicates

The third is flying or driving yourself. Even just grabbing a cheap Flash can shrink distances considerably, and the fighters are even better. For me this is most likely if I find myself stranded at an allied base behind the front lines with no other options, if there are absolutely no allied Galaxies loading up, or if I have been isolated from my current squad and just want to get back to them fast. Just head straight for the border between factions and you should find either fighting or an unguarded base to try to cap yourself. Pretty soon you will learn where the major combat hotspots are and where to head for guaranteed fighting based on the current front line.

Once you are in combat you should always be able to respawn at the closest current spawn point held by your side. If you are in a sector you can choose any spawn you currently control. If there are nearby deployed Galaxies you can choose any of them. If you don't have any spawns in your sector you will only have the closest allied spawn (although this sometimes bugs for me and sends me to the extreme north west). At any time you can respawn back at your warpgate.

There is also the option to deploy to a squad beacon, but that's of limited use unless you have a well organised squad in the first place.
I have made a spreadsheet so we can get a hold of how many players we have that are from B12. And I guess we can use it for other things too.

https://docs.google.com/spreadsheet/ccc?key=0AmqRIjfuhTTJdFJPRFh3ZGNaZGFCTXNmQlY0YWw3LVE#gid=0
I'd remove station name from that. Maybe allow your PS2 forum name, but station name is your account logon and should really be something different from your characters and forum name to help secure your account. Less vital for a F2P like PS2, but still good practice.
Recently got into the beta through that Curse key giveaway but unfortunately the game runs at 1-3 fps anywhere near a battle no matter how much I tweak. Runs at 30-45 outside of battles though. Has anyone else had better performance with something similar to or crappier than a pentium D 820 (2.80GhZ dual core)?
Dual cores have been getting really poor performance I'm afraid, and no-one I've seen on the forums have been reporting good performance with a Pentium. Things might get better with optimisation and more tweaks being available.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 05, 2012, 03:41:29 pm
I always play US-WEST, but I'm going to try US-EAST and even EU tonight, just to see how it feels.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 05, 2012, 03:44:12 pm
I like the 100mm AP turret on the lightning. It feels a little weak, and ammo is sorely lacking, but it is possible to bullseye fighters and harass stuff like Galaxies from afar much better than you can with the 75mm cannon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mephansteras on September 05, 2012, 03:45:37 pm
Thanks, palsch, I'll have to give that a try this weekend.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 05, 2012, 03:48:48 pm
I like the 100mm AP turret on the lightning. It feels a little weak, and ammo is sorely lacking, but it is possible to bullseye fighters and harass stuff like Galaxies from afar much better than you can with the 75mm cannon.
I heard that the HEAT was doing more damage than the AP right now?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 05, 2012, 03:52:49 pm
If you're not playing in a squad or outfit, e.g. if you're soloing:

For goals, if you're not playing with a group, you can take the little one to three capture point outposts and such, claiming them for your faction. They are rarely defended. If they are, it's usually easier to just take off and fly to another one than to bother fighting the guy there since most are undefended because there's no benefit to sitting at a base twiddling your thumbs. Taking outposts weakens nearby bases, making them easier for your faction to capture them, as well as taking away resource production from whoever owned the outpost previously, and giving it to your faction instead. You can also participate in larger battles for auraxium bases and the like, but if you lose all the surrounding outposts you will likely lose the battle as well, and conversely if you capture them all you can win more easily since surrounding bases/outposts affect the outcome of the 'ticket race'.

I would suggest getting in a fighter and practicing flying it around a bit near the warpgate (without trying to land, and not near the places where planes spawn), then once you have some practice with controlling it in the air, see if you can land on a flat surface. It may take some practice, as you may explode a few times (I definitely did). Waiting until you have 750 of the green resources helps, and a large income of them, and the fighter 5-minute implant to let you try again more quickly. At some point they need to add a simulation / VR mode, I think.

You'll find that they like to tip over and explode on landing and takeoff if you land on the edges of buildings, on non-flat terrain, or too close to structures, especially if you are unable to prevent them from doing so (but there are positions that it's just impossible to take off from, like when you land directly facing a tower with one wing caught on it), but planes are basically the quickest way to get anywhere on the map. I've also seen the landing gear cause a reaver to tip over when it extends, which was facepalmworthy and almost made me wish I was flying a scythe instead (they don't have landing gear and are rather flat). The in-game store has implants which will reduce the re-purchase time on particular vehicles to 5 minutes for 25 auraxium for a 24 hour duration, which is quite cheap as you can get that much for being online for 5 minutes if your faction has 3 or more auraxium bases (each one is 10 aurax per 5 minutes). So you can for instance get the one for the reaver (fighter), or the one for the vanguard (tank), or the one for the galaxy (aerial transport), etc. There are 50 aurax ones that operate on two vehicles instead of one. The main issue with the vehicles then becomes having enough resources to repeatedly buy them.

There are two ways to use airplanes to get places: Either buy a vehicle and drive/fly it somewhere, land it, take the place, get back in, and go somewhere else, or just ditch it in the air and hop out. In practice hopping out in the air is unsafe unless you're in a galaxy or you're moving slow and over land (or an LA as they have jetpacks, although I've still died from horizontal movement speed as an LA despite using my jetpack). It's better if you can land it, and if it starts to tip over when you land you may just have to jump out, as when they explode from flipping over they generally won't harm anyone standing nearby for whatever reason.

As an alternative, you can drive ground vehicles to places instead. The flash is a small quad bike, and extremely cheap, but it has traction issues and seems like it doesn't have 4WD right now. Basically it can't go up hills effectively. There are also tanks. They're slower than aircraft, and not safe if there are enough aircraft around. You also have to be RIDICULOUSLY CAREFUL if you're driving a tank, not to be moving, at all, anytime any friendly infantry are anywhere near you, which includes ones that you can't see. Meaning you have to constantly watch the minimap. If someone so much as walks next to your tank while you're driving they WILL die right now, and you'll get blamed for it. Or if they run in front of you and you are unable to stop in time. Or if they drive a jeep into your tank and die. And so on. If this happens enough you'll get weapons-locked for a while. I've managed not to be weapons locked yet by (a) being spectacularly careful about driving around when in tanks, and (b) mainly playing on a rather underpopulated server.

Edit: Is it just my first few landings with the mossie going horribly wrong, or is the mosquito even more prone to tipping over (this time forward, over the nose) than the reaver? The hilarious thing is that each time it was stationary (with the nose pointed at the ground... what) before I got out, then flipped onto its back and exploded as soon as I got out.

I'd remove station name from that. Maybe allow your PS2 forum name, but station name is your account logon and should really be something different from your characters and forum name to help secure your account. Less vital for a F2P like PS2, but still good practice.

That is exactly why I didn't enter mine in there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Isdar on September 05, 2012, 04:01:12 pm
Changed it into the PS2 official forum name.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 05, 2012, 04:04:26 pm
I heard that the HEAT was doing more damage than the AP right now?

I have no idea. Most people I've seen are buying rocket pods and anti-air bits with their auraxium.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 05, 2012, 04:12:09 pm
I don't have trouble landing anything except on the occasional piece of "appears flat but is actually slanted" ground. It was actually pretty easy to learn to fly, even with the mouse. I've gotten pretty damn good at squeezing the galaxy into tiny places and quick landing mossies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 05, 2012, 04:19:48 pm
I'm also on west...

Anyhoo rumor has it there's a wipe in about a week. I think it would be awesome if we could pick ONE SERVER AND ONE BACKUP SERVER and form a BAY12 OUTFIT in ONE FACTION. I've done some squad play and I can only imagine how awesome it would be to be part of an organized outfit. Heck, I'd be interested in squad-leading.

I'm interested in playing just about any server and faction if we can make it happen.

Wipe in about a week? That sounds like a larger beta test to me. (Which will be awesome, since I am patiently awaiting my chance to get in on the action.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 05, 2012, 04:22:35 pm
There were also rumors at some point of a wipe followed by handing out a good chunk of auraxium once the extra weapons and stuff are in to give people a chance at unlocking a few of them and really testing them out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mcclay on September 05, 2012, 04:40:54 pm
How do you get a key for this anyways?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 05, 2012, 05:40:43 pm
Someone on the google docs spreadsheet says they have a spare... otherwise you can go through IGN to get one, which unless you're an IGN Prime member means waiting 'til the 7th. Note that having a key DOES NOT mean you will be in right away.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mcclay on September 05, 2012, 05:49:34 pm
If anyone who a spare I hope you think of me.  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 05, 2012, 05:50:41 pm
Bro tip: Figure out who it is and PM him. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 05, 2012, 05:53:22 pm
There are two ways to use airplanes to get places: Either buy a vehicle and drive/fly it somewhere, land it, take the place, get back in, and go somewhere else, or just ditch it in the air and hop out. In practice hopping out in the air is unsafe unless you're in a galaxy or you're moving slow and over land (or an LA as they have jetpacks, although I've still died from horizontal movement speed as an LA despite using my jetpack). It's better if you can land it, and if it starts to tip over when you land you may just have to jump out, as when they explode from flipping over they generally won't harm anyone standing nearby for whatever reason.

There's a third way. Since vehicles can cap points, real pros hover their fighter near the cap point without even getting out of it.

Quote
Is it just my first few landings with the mossie going horribly wrong, or is the mosquito even more prone to tipping over (this time forward, over the nose) than the reaver? The hilarious thing is that each time it was stationary (with the nose pointed at the ground... what) before I got out, then flipped onto its back and exploded as soon as I got out.

Eh? Tipping over forwards in a mossie? That's odd, I've never had any tipping problems of any kind with it. The worst that ever happened was that the aircraft came to rest at a slight sideways angle instead of perfectly level.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 05, 2012, 05:59:57 pm
Bro tip: Figure out who it is and PM him. :P

Poor guy is going to have a dozen PM's when he next gets online.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 05, 2012, 06:25:40 pm
A bit late, but ya, I'm all for mergin on one server. I can do any US server probably, haven't tested west but I have a pretty good connection, so I'm not too worried.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 05, 2012, 06:47:38 pm
I am in a US-WEST zone (western Montana) and I just played for about 40 minutes as a Vanu on EU1. It's worth noting that I have a pretty good connection, but the result was little if any lag compared to my normal servers.

As far as I can tell, I can play on any server just fine. While there may be a slight impact, I can play on whichever server you guys are on. This goes for EU guys too- go ahead and create a character on US west and just try it for an hour, see how it goes!

Granted, I have a small but growing suspicion that all of the servers are actually in the same place somewhere in the US. :P

So, I think we can have our outfit:

‼- on ANY SERVER, we may choose a server arbitrarily. Please test other servers to see if this is true though. I also recommend a backup server incase one is full- perhaps we can avoid this by not choosing server 1 of any region?

‼- We still need to agree on  FACTION. I think I'm starting to like TR? But the Vanu are cool too and I love the NC HA weapon. I can go any way.

‼- We need an OUTFIT LEADER. Maybe they can choose an arbitrary faction and server. I think I may be up to the task myself, but other nominees are welcome! Girlinhat, perhaps. The outfit leader IIRC mainly just has administrative tasks; anyone can still be a squad leader and in charge of other people in combat.

‼- We agreed much earlier in the thread to just call the outfit Bay12.

IF NOBODY OBJECTS, I'll assume we're okay with choosing a leader and have them just pick a faction/server?


Note: If I am the leader, I will choose the faction based on a short story contest. That is all.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 05, 2012, 07:04:46 pm
I would also avoid servers where it the population numbers are always stacked in favor of one faction, for example, West 2 (if it is still stacked NC).

Ones where different factions have a higher population at different times may be ideal (such as west 3). Of course, if by some chance there is a server which is always 33-33-33, then by all means, choose that one. :V

It's more fun, I think, with more people, although not so much for vehicle drivers currently (until they change the grief mechanics so that people running near or into a tank doesn't instakill and count as friendly fire for the driver).

Didn't Girlinhat have a problem that was preventing her from playing?

Right now in order to take down galaxies with fighters you really need multiple fighters, whether you're using a2g rockets or a2a missiles. Tanks were more effective but that may have changed. HAs seem to need more than one as well. The only times I've taken out a galaxy solo, I think, were (1) as a Vanu AV MAX, and (2) a tank firing at it immediately after it had landed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 05, 2012, 07:13:29 pm
I am in a US-WEST zone (western Montana) and I just played for about 40 minutes as a Vanu on EU1. It's worth noting that I have a pretty good connection, but the result was little if any lag compared to my normal servers.

As far as I can tell, I can play on any server just fine. While there may be a slight impact, I can play on whichever server you guys are on. This goes for EU guys too- go ahead and create a character on US west and just try it for an hour, see how it goes!

Granted, I have a small but growing suspicion that all of the servers are actually in the same place somewhere in the US. :P

So, I think we can have our outfit:

‼- on ANY SERVER, we may choose a server arbitrarily. Please test other servers to see if this is true though. I also recommend a backup server incase one is full- perhaps we can avoid this by not choosing server 1 of any region?

‼- We still need to agree on  FACTION. I think I'm starting to like TR? But the Vanu are cool too and I love the NC HA weapon. I can go any way.

‼- We need an OUTFIT LEADER. Maybe they can choose an arbitrary faction and server. I think I may be up to the task myself, but other nominees are welcome! Girlinhat, perhaps. The outfit leader IIRC mainly just has administrative tasks; anyone can still be a squad leader and in charge of other people in combat.

‼- We agreed much earlier in the thread to just call the outfit Bay12.

IF NOBODY OBJECTS, I'll assume we're okay with choosing a leader and have them just pick a faction/server?


Note: If I am the leader, I will choose the faction based on a short story contest. That is all.

Generally when working with the standard three server choies (EastUS, WestUS, EU), East US is chosen, as it provides the best average for all players. Australians always get the short end of the stick, but everyone knows they are all actually Kangaroos down there so we need not worry.  :P

As far as faction goes I would vote VS just so that we have a target rich environment to stomp all over.  8)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 05, 2012, 07:32:39 pm
Yes, perhaps the elected leader can pick the faction to prevent squabbling. I suggest we nominate a few, put up a poll, and give it till a specifice date/time to run. Then the winer picks faction and is our esteemed leader.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 05, 2012, 07:53:27 pm
From the looks of the Google Doc it seems that the majority of Bay12 players favor NC. I personally love the TR but I'd be willing to whip out the purple or blue paint buckets.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 05, 2012, 08:18:48 pm
Weird, my post didn't go through...
Anyway, I added a column for preffered server to the google Doc. And added boarders. And Bolded the headers. And added filters. And sorted by Name for now. and added a background to the header. Hope no one minds...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 05, 2012, 08:40:59 pm
Weird, my post didn't go through...
Anyway, I added a column for preffered server to the google Doc. And added boarders. And Bolded the headers. And added filters. And sorted by Name for now. and added a background to the header. Hope no one minds...

You did good.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 05, 2012, 08:43:08 pm
Weird, my post didn't go through...
Anyway, I added a column for preffered server to the google Doc. And added boarders. And Bolded the headers. And added filters. And sorted by Name for now. and added a background to the header. Hope no one minds...

You did good.

Haha thanks. I work with Excel at work a bit, just lists and stuff. Not the most adept, but I figured I could improve it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 05, 2012, 08:49:55 pm
The Vanu are cool.

They wear skin-tight purple latex jumpsuits.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 05, 2012, 08:50:13 pm
I refuse to play NC... I'd be willing to play VS as a secondary role (and in fact I'm growing more and more to like the somewhat closer, more organized community they have... when I occasionally play purple) but I prefer the story background of the TR along with their look and weapons.

I don't intend to join a bay12 outfit though, but I'd be more than willing to help out if i happen to be on the same side and the same server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 05, 2012, 09:02:31 pm
Had a pretty good play session since the outfits are back. Somehow population reached 33/33/33, even with TR lower than Vanu for a couple of minutes. NC actually dominated through good play given the equal numbers.

Then TR started getting a numerical advantage again even as NC and VS were having huge scale battles over the usual suspects. We were making a sustained push with a pair of Galaxies, full support squadron and growing tank column. And then some isolated bases got backcapped by TR (bug I think) and a TR soldier got into our warpgate and started wiping out a load of people as they respawned for vehicles. That was enough to guarantee they could use their numbers to push past the front lines and take most of the map. We lost one of our Galaxies (flown by our outfit leader) and the other went blindly into a heavy TR force without any air support. I ended up stranded behind TR lines with two other guys and a Galaxy cowering in a valley.

So my outfit decided to see if we could do the same thing to the Vanu warpgate. Turns out not. I think one or two guys got in, but it's a really inconsistent bug and hard to work out the conditions. So we just camped outside their warpgate with a load of HA and AA MAXes supported by engineers and a pair of Galaxies. We could hit their aircraft as they spawned or ping down their health as they tried to reach the front lines and had enough forces that it was hard for isolated fighters to do damage to us.

They finally got a MAX and tank to kill one Galaxy, so we pulled back, eventually to a bridge near the Crown. We distracted every single fighter and AA gun on the Crown, taking down a fair few, before they finally took out the last Gal. We still had a pair of AA MAX (including me), two engineers, two medics and two assault (I think both heavy, but at least one). So we decided to cap some points while Vanu and NC were fighting over it.

Leaving the bridge we got blocked by a Sunderer and tank. I think it was a Lightning. I sprayed the Sunderer with AA fire till it pulled back (it's constant enough they couldn't repair without getting out of LoS) and the Lightning wasn't supported. Our HA dropped a couple of rockets into it and it pulled back, just far enough to expose it to a Vanu Liberator that took both it and the Sunderer out. Me and the other AA MAX focused down the Lib (got the assist) and we moved out completely uncontested to the Crown.

Sadly we lost adjacency so couldn't cap anything. We just holed up inside the point C building and sprayed the TR with flak and rockets till they made a massed assault. Managed to last quite a while. I was one of the last standing, empting my AA flak cannons into ground forces for a couple of last kills then closing to melee with about five TR mixed HA and MAXes. I think there was at least one red-on-red kill I got as an assist before they took me down.


To be honest it was nice just to fight for a couple hours without getting DC MAX spammed whenever there fight over a fixed position.


Oh, I tried to dogfight once earlier today. Still not fully used to the controls. I keep thinking that A and D will sideslip (artefact of my Air Rivals days) so end up trying to slip through gaps I'm not aligned properly with. On the other hand, the afterburner and roll/pitch controls make it easy to do quick strafing runs and you do feel pretty invulnerable when you aren't running into things. I might practice some more in the next few days, maybe even pick up the A2A missiles. Doubt I'll be a frequent pilot, but I'd like to not feel useless when the outfit needs an extra plane up there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 05, 2012, 09:48:40 pm
Also, if anyone is looking to the official forums for updates... apparently the devs just aren't doing crap with them anymore, choosing reddit and other unofficial sources over the official forums... I admit they are a mess to have to deal with, but would it really be all that hard to drop a change log in the announcement forum for each patch? That's all I really was hoping for from them and apparently I won't even get that... now I have to deal with checking reddit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 05, 2012, 09:55:38 pm
IIRC, the beta announcement forums do have update logs. I'm not sure why the public ones don't if they're posting this stuff to reddit but, eh.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 05, 2012, 10:52:26 pm
for connectivity, I haven't been shut out of east1 at all yet.  As for population, the vanu always need more manpower.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 05, 2012, 11:15:49 pm
Also, if anyone is looking to the official forums for updates... apparently the devs just aren't doing crap with them anymore, choosing reddit and other unofficial sources over the official forums... I admit they are a mess to have to deal with, but would it really be all that hard to drop a change log in the announcement forum for each patch? That's all I really was hoping for from them and apparently I won't even get that... now I have to deal with checking reddit.

Really? They've been posting updates since the 31st, just not on the beta forums? Arrgh.
(I don't reddit at all, and I quit reading PSU after I joined the beta, as PSU was just a horrible trolltastic speculatory mess)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 06, 2012, 12:15:52 am
Thanks to the awesome Rez, I am now able to join in on the fun. I cannot wait until I can get online tomorrow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 12:18:45 am
Thanks to the awesome Rez, I am now able to join in on the fun. I cannot wait until I can get online tomorrow.
Remember... just submitting the key doesn't get you in. It actually gets you on a waitlist to get in (probably soon though if the rumors about a character wipe are true).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 06, 2012, 07:33:24 am
Thanks to the awesome Rez, I am now able to join in on the fun. I cannot wait until I can get online tomorrow.
Remember... just submitting the key doesn't get you in. It actually gets you on a waitlist to get in (probably soon though if the rumors about a character wipe are true).

Took a matter of minutes to get the email.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 06, 2012, 08:10:41 am
So, any nominees for Esteemed Leader of the Members of the Bay12 Forums Who Play Planetside? (MBFWPP)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 06, 2012, 09:16:15 am
IIRC, the beta announcement forums do have update logs. I'm not sure why the public ones don't if they're posting this stuff to reddit but, eh.

They've stopped updating them... and even the last update is simply. "Hey, we're restarting the servers for an update." Without any explanation to what the update consists of.  They even stopped posting server availability on the forums and last night, just glancing at reddit, I noticed they said they were extending the normal hours by 2 (for overseas people). Apparently there are one or two specific devs still looking at the forums, but they're only focused on specific parts of the game. RadarX, the person who's been in charge of "community relations" and posted most of the announcement updates so far hasn't said a single thing in regards to the game since the 1st. Everything since then has just been him locking threads.

The rest of the forum is a mess, and there might have been most posts buried in there somewhere, but the announcement forum has just been neglected completely in favor of reddit, twitter, PSU and who knows what else.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 06, 2012, 09:21:54 am
On the bright side, Smedley said (on twitter, I know, I know) that they're pushing to get more devs on the forums. Plus, it's new forum software, so even the forum is currently in a beta state. Also, also, last annoucement post in the forums was saturday, all of 5 days ago? I think you need to go a bit longer before crying neglect, particularly since it was a long weekend.

Edit: oh, ya, the tweet "but we will always make sure to have people in our own forums. Soon that will increase greatly. "
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 06, 2012, 09:28:05 am
My only problem is they've had two or three significant updates since the last time they told us what was being updated. Reddit and PSU got info though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 10:51:39 am
Come to think of it, I've just recently heard that B button does secondary fire modes for most weapons and the Galaxy/Prowler, AND that the Flash machinegun cert is now available. All through players mentioning it on the forums.

WARBARGLARGH
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Whitefoxsniper on September 06, 2012, 11:09:24 am
I'm in the beta! I've installed the game and made sure everything is working, but I won't get to seriously play until tonight.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 12:23:22 pm
So, is anyone else interested in Outfit Leader position? There will be room for secondary leaders of course, especially when rank permissions become a thing. I think I may, tentatively, declare myself Glorious Leader tonight. If you guys want we could maybe start doing some informal outfit stuff before the wipe just to test the waters.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 06, 2012, 12:26:37 pm
If you're up to it. It'll mostly mean doing the administration and invites, and I'm not online enough for that responsibility...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 06, 2012, 12:41:16 pm
That's my main problem too. With a full time job and kids, I don't have a ton of game time each night.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 01:23:54 pm
I think I can be on often enough to invite people and set MOTD and such.

So assuming Y'all are willing to follow me, I'd say make US EAST 2 and 3 our primary/secondary servers respectively.

All that is left is to pick a faction! I'm personally leaning TR but I kinda like all of them. So I say, let's have a contest!

Write a short story about why your chosen faction is the best! (Or why the other two are godawful). Whichever faction gets the best story wins, we'll play as that. If you like maybe we can be one faction on the main server and another on the secondary. I reckon we can decide on Monday, so you have the weekend if you want. Of course if nobody bothers at all we'll just go TR I think. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 06, 2012, 01:44:53 pm
I think I can be on often enough to invite people and set MOTD and such.

So assuming Y'all are willing to follow me, I'd say make US EAST 2 and 3 our primary/secondary servers respectively.

All that is left is to pick a faction! I'm personally leaning TR but I kinda like all of them. So I say, let's have a contest!

Write a short story about why your chosen faction is the best! (Or why the other two are godawful). Whichever faction gets the best story wins, we'll play as that. If you like maybe we can be one faction on the main server and another on the secondary. I reckon we can decide on Monday, so you have the weekend if you want. Of course if nobody bothers at all we'll just go TR I think. :P

AHA! Great idea. I'll hunker down tonight to tell an epic tale. A tale of intrigue, revolt, and repurposed mining equipment!

Edit: Unless, of course, there are any challengers to the throne?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 06, 2012, 01:47:47 pm
Sounds fine by me Sensei. Honestly, I wouldn't mind if you just picked TR and started it now (even though I play NC).

I just had a really fun run. I couldn't find a good squad to play with, so I decided to try solo capturing a minor facility that the VS had JUST captured after they moved on to the next one, and I managed to take out a group of 6 people all by myself. I had already halfway capped the point when I saw them coming, and they split up in two groups of 3 heading for different entrances (I guess to flank me). Tagged one group of three with a grenade as they came in, killing two (threw three grenades, only one actually hit them, they seem to have a fairly small blast radius and are highly visible so most folks avoid them), got the third of that group with my gun (killing one guy a second time as the medic who had survived revived him), then all three in the second group with a well placed C4 (they were moving in a clump with a medic healing the two in front, I dropped the C4 against the inside of a doorway and ran away as soon as I saw them, and they ran right toward me, to the c4, and boom - I barely survived their gunfire when they spotted me, but I survived long enough to bait them to the door and trigger it). Then I finished taking the point and managed to get the capture before anyone else showed up. Then I walked outside, intent on going to an equipment station to get healed up and grab more grenades and C4, and got one shotted by a tank, ending my spree.

At that point the VS swarmed the place again, with me still all by myself, so all I managed to do was drop C4 on a MAX and get killed by another tank before they recaptured the place. Had a lot of fun though.

C4 is great. I've had so much fun with it. I've managed to take out MAXs several times by running up and slapping C4 down, flying up in the air, and triggering it. Caught myself in the blast once when I hit it too soon, but it was worth it. Also blew up a VS tank by running up and slapping two C4 on it when it was just sitting on a hillside pelting the NC that tried to get close to their base, I imagine that was a surprise to the guy driving it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Tylui on September 06, 2012, 01:57:13 pm
Are there any beta keys floating around still? :O I'd like one. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 06, 2012, 02:08:09 pm
So, one of the big SOE announcments just made was for a complete ripoff of the Valve - TF2 "player made items" system. Essentially, they're going to let players make models for items in game, submit them with suggestions for stats, they'll take care of final balancing decisions and pay the creators royalties.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 06, 2012, 02:13:51 pm
So, one of the big SOE announcments just made was for a complete ripoff of the Valve - TF2 "player made items" system. Essentially, they're going to let players make models for items in game, submit them with suggestions for stats, they'll take care of final balancing decisions and pay the creators royalties.

How is this a problem?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 06, 2012, 02:29:53 pm
Also, they've admited that they're not the first, but the first for the MMO industry.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 06, 2012, 02:53:31 pm
Never said it was a problem... just that they were building up a big announcement and that was it.


EDIT: of course, any time you give players creative ability, I"m going to be worried about dick guns... but... hopefully they'll pick through them better than that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 06, 2012, 02:58:30 pm
Or they might allow a dick gun and set a high price on it just because they know a lot of their player base would buy them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 06, 2012, 05:01:51 pm
So, after playing the game for two hours, I am glad I have joined the crew. This game is really really cool.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 05:12:14 pm
I made a temporary outfit (Bay12 Temporary) on the NC faction on USWEST1. So if you have an NC character on that server tell me your name and we can try out being an outfit, even though most features are disabled.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 06, 2012, 05:30:45 pm
Didn't have a char on that server, but I just made one named Conall there.

Didn't get a reply from B12Sensei, did you pick the same name there? On USWest1
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 06, 2012, 05:46:17 pm
I believe I have a character in all three factions on West 1. (Vanu: Trafalgar, NC: Traf01, TR: MacEarther)

I don't think I've actually done much of anything with the NC one, instead mainly playing NC on West 3. West 1 is currently the only server which is showing up as 'high' (load? population?) in the server list.

Edit: Available certification points: 459.

*buys sunderer certs*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 06, 2012, 06:03:14 pm
Now I remember how awful the iron sights are on the guns again. Gah. Need cert points.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 06, 2012, 06:07:54 pm
Sensei went to dinner with an ETA to return of about 30 minutes from this post. Poke him on Steam if you want in, not sure what he is ingame.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 06, 2012, 06:31:12 pm
B12Sensei is correct.

/tell B12Sensei message

You can also send a friend invite, but I think they expire eventually, and it does not seem to make talking any easier. :V

When in the outfit:
/outfit sends text. Voice chat also works of course.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 06:42:51 pm
I'm back on in just a moment here. For the record, keypad 9 is the outfit voice chat button.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 06, 2012, 08:19:08 pm
Think that's it for me tonight, keep lagging out and crashing.

Guess I'm gonna need to upgrade my hardware. Maybe more memory and a newer vid card and getting windows 7 instead of xp will help me out.

Currently running with 4gb memory, e8600 processor @ 4ghz, and a gtx 260 core 216 video card. The less crowded servers are OK, but when I get in areas with a lot of people I get frequent freezes that last ~5-15 seconds. It's strange because it will run perfectly smooth for a while, then freeze completely for a bit, then run perfectly smooth. No stuttering or jittery movement or anything, just alternating between smooth and frozen for seconds at a time (usually at the worst times).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 08:28:12 pm
I've heard people with dual core processors have a lot of problems running this, although 4ghz is quite formidable. GTX 260 will probably be a source of problems as well.

In fact given that you seem to mostly have problems with soldiers on screen I'll bet it's just your video card. I have a GeForce 660M and I had problems with that big time until I cranked the graphics down to the minimum. IMO the game still looks decent and I get a pretty consistent 40FPS (I think an update to the game client might be part of that though).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 06, 2012, 08:34:35 pm
The odd thing is I had graphics on default, and it did it. So I turned them to low, restarted, and it still did it. Does it about the same as it did with them on medium.

The other games I play run smooth as can be. Tribes Ascend runs perfectly at the highest settings.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Nilik on September 06, 2012, 08:41:19 pm
I played this thing for like a year and they still haven't sent me a beta key :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 06, 2012, 08:57:41 pm
I played this thing for like a year and they still haven't sent me a beta key :(

Smedley has been telling people who should have access to email here: happytohelp@soe.sony.com
If you were a previous subscriber to Planetside, you should have access now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 06, 2012, 09:07:45 pm
Geez does this game get intense sometimes.

I was driving a tank, shooting random stuff, and a plane came by and rocketed me to death.

Alright. That happens. No big deal.

There happens to be three Galaxies parked about 400m away. Might as well respawn there.

This dropped me into the most intense fight I have fought in the game yet. (Which isn't saying much I guess since I only started playing today.) NC (my team) had set up about two full platoons on a hill overlooking an outpost. West Highlands Checkpoint to be specific. TR held the outpost with a similar amount of men. Snipers, Maxes, turrets and rockets galore. FOR TWENTY MINUTES. I went sniper and just picked off as many people as I could. Both sides attempted charges across the open ground between the lines. Both sides failed repeatedly. There were just too many bullets flying.

Eventually a series of lucky NC Liberator strikes were able to drive them back, and we took the outpost.

Hundreads of dead bodies marked that minor victory. All over a single tiny outpost.

This game is awesome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 06, 2012, 09:14:06 pm
Did you associate the SoE account which you played PS1 on with PS2 by using it to sign up for the beta (before the invite wave for vets)? Because if you never did that would be why you never got invited. They didn't invite all vets, they only invited ones who actually signed up for the beta.

I've seen at least one report by a person that they never got an invite but happened to have been accepted to the beta (as they found out when they checked their SoE game pass status, IIRC). Perhaps it is the same with you?

This is the link to log in and download the launchpad for PS2: https://auth.station.sony.com/login?service=https%3A%2F%2Faccount.station.sony.com%2Fj_spring_cas_security_check&theme=ps2&locale=en_US

It won't let you download it if you haven't been accepted into the beta already.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 06, 2012, 09:20:03 pm
West 1: "Server is currently full. Please try again in a different server."

Yeah, we might want a different server. :V
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Whitefoxsniper on September 06, 2012, 09:21:52 pm
Ended up playing in a platoon for three hours. The game is tons of fun, even though our group tactics mainly were standing around getting shot at while waiting to regroup before attacking again and getting spread all over the place.

I am a terrible pilot, does anyone have any tips?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 06, 2012, 09:22:23 pm
Try not to die?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 06, 2012, 09:23:30 pm
Yeah, we are talking about changing the temp outfit over to East 2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 09:26:28 pm
Temp server is now EAST 2. Final will also be East 2, consider this a test of your server connectivity there. :P

Because yeah, West 1 is full all the time. I was hoping it had improved but LOLNOPE.

The temporary outfit will still be New Conglomerate. Don't worry though, we may change factions on monday depending on how the short-story contest goes.

Edit: and my name there is GloriousLeader.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 06, 2012, 09:30:26 pm
I have nobody on East 2. Will have to make a new character, with no certs. :'(

Oh well!

Edit: Made one named B12Shadowlord. (Shadowlord is taken, I think, and not by me.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 06, 2012, 10:04:09 pm
uh. 

Use your hover thrusters to increase your max top speed.
Abuse the AB if you're NC
Bug out the instant you see your hp going down
Get used to flying really fast, really close to the ground
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 06, 2012, 10:05:11 pm
My character on East 2 is Timferno
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 06, 2012, 10:32:57 pm
If you're on the west side of the map, trees are your friends. Dodge between them, land under them. East side, valleys can help. Make the enemy focus more on maneuvering than aiming at you. North side... well... not much you can do there except run south or try and find a base. The big crater can help, it's got a few nice places to dodge through, but really, it's just a desert without much cover for the most part.

I've gotten decent at flying the gal through the trees and it's saved me at least once. Possibly more, but I can't guarantee some of those weren't due to help I was getting from teammates. Trees don't necessarily provide perfect cover, but it's damn hard to aim through them and the lower you stay to the ground the harder it is for the enemy to get into a position where you can't fire back upon them (if you have gunners.) The gal bank rate does seem to be a bit more sluggish since the last update though, but it's yaw rate seems either the same or boosted, so it's not too hard to adjust.

I had a really nice run in a Gal earlier with one other person. I'd fly him around to small outposts to capture them. Good practice for hot drops and evacs. Did my best to fly as close to the points as possible to let him jump out and then land and get deployed as fast as possible on the pickup. Ran into reavers at some point near Dahaka and while I dodged most of the dumbfire rockets, the guns were pretty accurate and one of them had A2A. I landed and tried to repair, got the health back up but then started getting hit hard so I tried to run again, but it was the desert so I had no luck and eventually died. My passenger managed to escape though. Good on him.

Flying the gal really is the most fun thing for me. I'm definitely pumping everything I've got into it after the wipe. Dislike the new crazy long timer, but I guess they give certs to get rid of most of it, even if they're expensive.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 06, 2012, 10:59:33 pm

Flying the gal really is the most fun thing for me. I'm definitely pumping everything I've got into it after the wipe. Dislike the new crazy long timer, but I guess they give certs to get rid of most of it, even if they're expensive.

I love flying Gals as well. If you're having issues with the timer make sure to pick up the Gal implant from the store. It drops five minutes off the timer for 24 hours and only costs 25 space doubloons(I forgot the name of the blue resource). Also when you're getting harassed by a lone fighter, especially Vanu because they love to hover near gals, just ram them out of the sky. A Gal can take the impact but a fighter can't.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 06, 2012, 11:09:17 pm
I believe Reavers can also stand the impact from ramming other fighters (or vice versa) if they're not too badly damaged. There was this one time that I pulled up and braked while a scythe was on my tail, and he slammed right into my reaver and exploded - and I only went down to 50% durability.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 06, 2012, 11:15:50 pm
Does anyone own the skyguard?  I'm wondering if they've patched the recoil yet.  I'm wondering whether I should save for the skyguard or just get my second burster.

As for the burster, very worth it if you're playing within a squad with engies who will take care of you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 06, 2012, 11:19:12 pm
Speaking of Anti-Air, does anyone have any experience with the dorsal and tail AA guns available to the Galaxy?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 06, 2012, 11:20:58 pm
I've heard that getting the top-mount conrad blinds the pilot, but the rear gun seems alright.  The ROF is quite high, which is nice, but I'm not sure about the damage on it.

If you want your gunners to love you, you might spec a few certs into the turret zoom.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 06, 2012, 11:21:28 pm
Oh, I love ramming things with the gal. Even a liberator is only about 2/3 damage on a full galaxy, although you do have to be a bit careful because occasionally the wreckage can get you and make it worse, or, as happened to me once, you get stuck to it and can't fly correctly eventually causing explosions. Most enemies are a bit more smart than that though, people don't usually get too close unless I've got gunners firing at them. Most of my ramming kills are either accidents or against landed vehicles though.


Gal AA: Yeah, I've got the top turret upgraded to the Walker... It is great. Much better than the default turret in almost every way. (It might have slightly less armor penetration, but I've still killed tanks and turrets with it so I don't know if there's anything it can't get through.) Next purchase will be the tail turret.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 06, 2012, 11:24:29 pm
space doubloons
The real name is Auraxium. The correct name is now Space Doubloons.

Also, I'm mostly done playing for the night, but I'll pop on to throw Timferno an invite.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 06, 2012, 11:32:21 pm
NOOOOOOOOOOO!  I accidentally deleted the character I had unlocks on.  Stupid laggy character select screen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 03:03:07 am
Hmmm, so I've got these AA missiles on my Reaver, but they won't lock or fire. Fucking missiles, how do they work?!

I'll be on East2 tonight, probably, with a new char.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 07, 2012, 03:17:05 am
Swap weapon with mousewheel or number keys?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 07, 2012, 03:29:26 am
Am i the only one who is worried about all these wildswing nerfbat hits? I mean the more it goes the more worried i am about all these ULTRA-NERF... I wont go in all details but well... im scared good thing we arent even close to release, i keep hoping, but still im worried...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 07, 2012, 03:35:57 am
Am i the only one who is worried about all these wildswing nerfbat hits? I mean the more it goes the more worried i am about all these ULTRA-NERF... I wont go in all details but well... im scared good thing we arent even close to release, i keep hoping, but still im worried...
I can't say i know what you're talking about but in any case it might be because they do not put much/any effort in the change because right now they're supposed to do other things?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 07, 2012, 03:45:07 am
The NDA is down, you don't have to be intentionally vague about stuff.  We won't be offended if you think cyclomaxs are too stronk or something like that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 07, 2012, 04:05:16 am
I think they're being really hamfisted with the balancing (at least in terms of weapon damage and such) because they don't really care yet. As Ivefan said, they have other things to worry about first. They just adjust thing to shut people up and keep them playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Tylui on September 07, 2012, 04:26:52 am
I played this thing for like a year and they still haven't sent me a beta key :(

Smedley has been telling people who should have access to email here: happytohelp@soe.sony.com
If you were a previous subscriber to Planetside, you should have access now.

Does this work? Has anyone tried it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 04:31:04 am
The NDA is down, you don't have to be intentionally vague about stuff.  We won't be offended if you think cyclomaxs are too stronk or something like that.
FUCK THEM. I tried every fucking combo of weapons on NC maxes and they get me in a one-on-one Every Single Fucking Time. The only thing that helps against them is LA or infil being sneaky, or just plain outnumbering them.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 07, 2012, 04:36:18 am
lol.  Reload times suck ;).  Both your max weapons have tiny capacity and can't match the sustain of a cyclomax, which is as it should be.   

NC burst is so much better though.  Scattermax can kill a HA with 1 shot from both arms.  It'll take the cyclomax that can beat your max 1v1 about 10 seconds or so to beat that HA, if the HA doesn't outmaneuver him and kill him with his rockets.


If you had a planetside 1 account, you should be able to get in beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 04:46:07 am
Yeah, but the NC MAX is often way too slow to find cover for reloading... It's frustrating.
I threw out the scatterguns though, it only helps at point-blank range, and tried dual-mortar. They work surprisingly well point-blank, have awesome range, and, when aimed well, can hit infantry hiding just around a corner. Reloading is a bitch, though, you'll need to time that really well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 07, 2012, 05:00:09 am
I liked the mortars.  Their range is so much better than the TR MAX AT, though again capacity and, therefore, sustain was lacking.  Basically, NC MAX are better at engaging small groups of infantry and they can actually use their AT kit for AT.  Which is troublesome, since it doesn't leave the NC with a really good MAX killer.  That shouldn't be so much of a problem when MAX suits are on a CD, but for the time being it means you have to lure cyclomaxs and the vanu ATmaxs into ambushes to effectively counter them.

I think the vanu MAX is the strongest max unit, as it's AT weapon is usable at >100m, has no drop, and is supereffective against infantry.  Which is fair, since so much of the vanus stuff sucks right now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 07, 2012, 05:11:22 am
The NDA is down, you don't have to be intentionally vague about stuff.  We won't be offended if you think cyclomaxs are too stronk or something like that.
FUCK THEM. I tried every fucking combo of weapons on NC maxes and they get me in a one-on-one Every Single Fucking Time. The only thing that helps against them is LA or infil being sneaky, or just plain outnumbering them.

What? Really? If you're not playing NC, you can kill the NC MAX easily with a MAX of whatever faction you ARE playing. The NC dual pounder MAX spends 100% of its time reloading (it takes the same amount of time to fire the three shots in an arm as it does to reload the other arm, so you have to alternate to have continual fire, but this means you're reloading all the time and have much less firepower than a Vanu AV MAX who can just spam projectiles from both arms simultaneously for several seconds).

Of course the alternate strategy for the NC MAX is to get dual scatterguns, fire them both simultaneously at an enemy MAX, and then die while reloading. I'm not joking, either. Here's a video wherein some people tested the NC max against the TR max, with both the AI and AV weapons: http://www.youtube.com/watch?v=qBw_I_GCmho (Spoiler: The TR max won every time)

It's not very effective. I tried using dual pounders on an AA turret earlier. After adjusting for the drop (which took some time as I was firing from long range and the drop is huge compared to the last time I tried the Vanu AV MAX, and compared to the NC HA rocket launcher), I hit it with 30 or more rounds (which took several minutes to fire). It survived. It even looked like it was being repaired despite my continual barrage of shells striking it. I eventually ran out of ammo and charged forward, to get killed by one of those pesky cannon turrets.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 05:16:30 am
What? Really? If you're not playing NC, you can kill the NC MAX easily with a MAX of whatever faction you ARE playing.
Yeah, that's what I was saying :)

Having dual pounder-MAX and an engy at my back, managed to get quite a few kills spamming on lightnings from cover, and killing or damaging incoming infantry. It's not very useful for anything else. For real anti-tower or anti-tank damage you'll need a HA, the only thing the MAX is good for is absorbing damage.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 07, 2012, 05:49:37 am
Ahh, I thought you were saying you were trying to kill an NC MAX as some other faction. Which is far too easy. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 06:57:23 am
Might still be keys for North Americans here: http://www.curse.com/betas/planetside-2-beta-key Edit: NO KEYZ 4 U, sry.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 07, 2012, 07:08:49 am
Might still be keys for North Americans here: http://www.curse.com/betas/planetside-2-beta-key

Nope. All gone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 07, 2012, 08:12:45 am
1206 MB update? YES PELASE!

and no patch notes.

typical.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 07, 2012, 08:22:23 am
Looks like they have finally started putting announcements in the news section of the launcher. Still nothing about any changes from this patch though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 07, 2012, 08:30:39 am
Why give patch notes or tell people there will be a 1.2GB patch?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mcclay on September 07, 2012, 08:42:57 am
Isn't IGN giving out beta keys today?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 07, 2012, 08:45:34 am
I think so.  There's some speculation that the large size of the patch is due to additional continents.  We don't know much yet, since our patch notes will be delivered by players who are just getting in-game.

EDIT: esta aqui: http://www.ign.com/prime/promo/planetside2
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: inteuniso on September 07, 2012, 08:58:17 am
Nothing yet from IGN. Also, I had a dream where they suddenly withdrew from giving keys out for free, saying they were afraid that "people would sign up for free, get the keys, then dump them on the net."

It was a sad dream.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mcclay on September 07, 2012, 09:09:33 am
Just went to IGN, redirected me to paypal so not yet I guess?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 07, 2012, 09:10:26 am
https://www.twitter.com/j_smedley/status/243899946644946944
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Leonon on September 07, 2012, 09:19:48 am
Relevent to the current state of affairs. (http://tekstovi-pesama.com/g_img2/0/f/571607/f5-8.jpg)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: inteuniso on September 07, 2012, 10:23:17 am
Ha. I get it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 10:32:12 am
I don't...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 07, 2012, 10:42:45 am
What looks like the founders package. (http://i.imgur.com/ny6Fr.jpg)

$39.99 buys;
Immediate;
- 4000 station cash ($40 worth, but sometimes 50% discounted so call it $20), converted to the European equivalent at launch.
- beta access
At launch;
- exclusive matching camo set for armour, vehicle and weapon.
- unique decal
- "founder" title
- six month 10% XP and resource boost implant
- 12 weapon unlocks ("each class and Empire combination")

Also, the 'at launch' is qualified as being, "on or before December 31st 2012."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 10:45:07 am
.... Tempting, actually.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 07, 2012, 10:47:28 am
Cool... except for:

Quote
Exclusive permanent camo set...
Are camos going to be temporary normally? Are guns going to be on that godawful rental system that made me stop playing APB? This worries me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: inteuniso on September 07, 2012, 10:56:00 am
Perhaps you can buy really shitty permanent camos or better ones for money.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 07, 2012, 11:05:18 am
I would personally make temporary camo and other purely aesthetic things available as temporary versions (one hour maybe) for Auraxium (I'm thinking two hours worth on average) and then the permanent versions for real money only. It means you can test any visual aspect for free, but only briefly, while guaranteeing them a cash income from people who really care about looks.

It would also be nice if there were events that gave out temporary appearance items as rewards. Your outfit contributes the most to a particular goal, your outfit get a special camo pattern or icon for the week before the event repeats.

So long as the camo doesn't actually work as camo it makes sense to me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 07, 2012, 11:32:13 am
Anyone around in the outfit on East 2 that could invite me?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 11:47:32 am
What's your in-game name? :)
Also, there's NOBODY in the EU2-outfit yet, can I get some more names (Especially if my East2 ping is too big, I'll stick with EU).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 11:50:49 am
Also, just a heads up. Higby twitted that patch notes would be up shortly
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 07, 2012, 11:57:40 am
name on E2 is Conall
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 07, 2012, 11:59:12 am
Anyone around in the outfit on East 2 that could invite me?
I may have already invited you? I'll try again though.

What's your in-game name? :)
Also, there's NOBODY in the EU2-outfit yet, can I get some more names (Especially if my East2 ping is too big, I'll stick with EU).
You really should try playing on East 2. I normally use a US west server but I have played EU just fine. I encourage everybody to try out east 2 so that we can all be in the same place.

To clarify: we are running a temporary NC outfit on US-EAST-2. Later we will run a permanent outfit on that same server.

The final faction will go to whoever writes the best short story about why their faction is the best by monday, as I announced earlier.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 07, 2012, 12:04:02 pm
I've just created KosothO on East2 (already made Kosoth on 3 and can't save the name now). Probably won't play it much yet as I want to test the new patch on my main (EU1) first, maybe let a few cert points pile up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 12:04:13 pm
Odd, I didn't get my invite either. I'm logged on now if you want to resend it. That was Timferno.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: SP2 on September 07, 2012, 12:19:34 pm
For those who do not know, you can now get beta keys from here (http://www.ign.com/prime/promo/planetside2).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 07, 2012, 12:49:25 pm
Timferno is in as well as a couple strangers- we had the luck to squad up with some random people who jumped in our Galaxy. One of them just asked if we were in an outfit and one of them already played Dwarf Fortress.

I've just created KosothO on East2 (already made Kosoth on 3 and can't save the name now). Probably won't play it much yet as I want to test the new patch on my main (EU1) first, maybe let a few cert points pile up.
I'll invite you later today. It also seems like invites don't work if you aren't online, so I'll try to catch you at the same time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 07, 2012, 12:52:26 pm
Post on here when you get on. I get email alerts for this thread to my phone, so should notice and server hop if nothing too major is going on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 07, 2012, 12:57:46 pm
Just had a very interesting experience with a random squad. I got together with them at first as a base was being capped. Didn't contribute much there, but then we all got Lightnings and with a mosquito as air cover went on a flanking maneuver deep into VS territory, managing to get all the way to their warp gate before being pushed back. At some point we all said screw it and someone went and got a galaxy. That went well for a while until a minor landing mishap crashed the gal. Another one was spawned by another newly joined squad member and we rode around in that for a while. I, as usual just took a gunner seat and enjoyed the ride. Took a couple more bases before something, not sure what, took that gal down. I managed a quick bailout, redeployed to the warpgate and got a gal of my own. Had a bit more success, with people cursing my landing on rooftops... (Oh whine whine... there's no flat spot on the ground, you can climb a few stairs.) Ended up at allatum, doing well in taking that facility, I'd had to bug out a few times due to tanks or reavers, but never actually died. One lib caused me trouble, but luckily it was just one guy trying to fly and gun at the same time, so I scared him off with sustained AA fire from my deployed gal. Had he had any backup though, I'd have been dead. Came back, did a bit more transporting around the allatum base to retake A and B before we realized that we'd been surrounded by the NC. Formed a quick assault squad to retake a couple of connecting outposts, made it to snake river before realizing even that'd been surrounded, so went to the Vanu archives. Took it, more whining about stairs. Tried to move back up to take the Allatum surroundings, landed at a small outpost and let the troops take it. At some point a prowler rolled up behind me... just as we were loading up and taking off, he decided he couldn't wait anymore and rammed me, killing me and most of my squad... good session that ended very badly...  He apologized... but still...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 07, 2012, 01:10:54 pm
Y'know, one time, my squad was in a liberator and two other guys got in, waiting for us to take off. We actually got in tanks, so eventually the other guys in our liberator got impatient and took off- immediately smashing into a column and killing themselves.

Oh, and I'm going online.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 01:24:14 pm
Wow, running with a squad is 100 times better than running alone. I'll be back on later. Also, going to buy a mic this weekend
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 07, 2012, 01:26:28 pm
Just coming on. EU1 keeps being reset, so despite it being great fights it's hard to stay on there.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: SP2 on September 07, 2012, 01:27:22 pm
Okay, I've no idea what I'm doing but I've created B12SP2 on US East 2. I managed to walk around for like 2 seconds before getting shot by what I think was a friendly sniper. :S
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 01:31:55 pm
Oh, just a heads up. They changed Zurvan a bit. Most notably, you still need to bring down both Gens to take down the shields to teh cap point, BUT you need to repair BOTH to bring the shields back online.
Also, they moved the spawn farther from the cap point.
And phalnax turrets need to be 100% repaird to bring back online.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 07, 2012, 01:45:13 pm
Something isn't quite right with this map... (http://i.imgur.com/HOeFK.jpg)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 07, 2012, 01:48:19 pm
I was having some odd mic trouble (hopefully that doesn't persist). I sent an invite to KosothO although I don't think he was on and I'll invite B12SP2 as well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 07, 2012, 01:50:24 pm
You know what... I think I will be giving this game a shot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 07, 2012, 01:54:13 pm
Didn't receive anything.

Also, is it just me or is East2 dead? Seen fewer people total than we had in one EU1 tank column earlier.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: SP2 on September 07, 2012, 02:00:09 pm
I don't think I received the invite.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 07, 2012, 02:45:58 pm
Something isn't quite right with this map... (http://i.imgur.com/HOeFK.jpg)

Looks like that was taken just after the warpgates rotated a couple of weeks ago.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 07, 2012, 03:08:02 pm
Patch notes: http://forums.station.sony.com/ps2/index.php?threads/patch-notes-09-07-2012.15350/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 07, 2012, 03:41:56 pm
Patch notes: http://forums.station.sony.com/ps2/index.php?threads/patch-notes-09-07-2012.15350/

Quote from: http://forums.station.sony.com/ps2/index.php?threads/patch-notes-09-07-2012.15350/
PlanetSide 2 Forums - Error
You do not have permission to view this page or perform this action.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 07, 2012, 03:42:53 pm
Yeah it won't me in either... what the hell? I guess this pretty much proves they're trying to keep the patch notes from us for some reason.

Edit: And there's a "redirect" marker alongside the usual pin/lock for announcements. So it's not a bug.

Doubledit: Became accessible again. Any changes?

Quote
The Beta servers have been updated with a number of changes to enhance gameplay. Players may not the following:

Known Issues:

There are a few issues with base shielding which may prevent them from coming up or down as expected. These issues will be resolved as soon as possible.


General:

    A few crash bugs and stability tweaks have been made to provide a more stable gameplay environment.
    Iron Sights on all weapons have been tuned.
    Link Dead members will now pass squad leadership to the next available member.
    New certifications have been added for aircraft.
    Zurvan and Dahaka capture mechanics have been adjusted head to the World Design here to learn more.

Notable Bug Fixes:

    Switching to a weapon with a scope while aimed down sights will no longer cause players to see their weapon through their weapon's scope.
    Proximity mines will now explode when an enemy is near or they are shot.
    Voice Chat HUD should now be correctly labeled for Squad, Platoon and Outfit.
    The gunner seat in a vehicle is no longer inverted when inverted flight controls are selected. “Invert Vertical Look” is now the authority for vehicle turret controls.

Vehicles:

The following Certifications have been added to the Galaxy, Liberator, Scythe, Mosquito, and Reaver:

    Speed
    Turn Rate
    Vertical Thrust
    Braking Force

    The Quad has been tweaked to provide better handling.
    The fire rate of the Scythe and Reaver has been adjusted to be closer to the Mosquito.
    The cone of fire on the Scythe, Reaver, and Mosquito has been increased.

Aircraft have had the following changes made:

    Rocket Pods will now do reduced damage to infantry.
    Rocket Pods will now need to hit a tank directly to inflict damage.
    Direct hits on tanks will now inflict more damage.
    Scythe Rocket Pods now have an increased fire rate.
    Reaver rocket explosion radius has been reduced.

The following changes have been made to Air to Air Missles:

    Damage has been reduced on all missles.
    AoE Damage has been reduced on all missles.
    Lock on range for missles has been reduced.
    The lock on timer has been increased by a half second.
    The lose lock on timer has been decreased by one second.
    The lock on angle has been decreased.

Interface:

    Tank Mines, Spawn Beacons, C4, and mines can now be spotted and seen on the mini-map.
    Player whispers should now be functioning correctly.
    The Vehicle Managment Window now allows players to set vehicle permissions and remove people from their vehicle.

World:

    Seabed Listening Post now has an additional spawn room and terminals.
    Indar Communications Array now has an additional spawn room and terminals.
    Ti Alloys now has a Spawn Control Unit, turrets, and an additional spawn room.
    The Palisade now has an additional spawn room, terminals, and a Spawn Control Unit.
    The Blackshard Iridum Mine now has an additional spawn room, terminals, and a Spawn Control Unit.
    Lost end Outlook now has an additional spawn room, terminals, and a Spawn Control Unit.
    NS Research Labs now has an additional spawn room, terminals, and a Spawn Control Unit.
    Snake Ravine Look out now has an additional spawn room, terminals, and Spawn Control Unit.
    Phalanx turret flak damage has been increased.
    Skyguard turret flak damage has been increasd.
    Burster MAX damage has been increased.

Infantry:

    The Nanoweave Armor, Advanced Shield Capacitro and Flak Armor certifications are now available.

Weapons:

    Rocket Launcher speed and acceleration has been increased.
    Heavy Assault Anti-air rocket lock on has been increased by a half second.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 07, 2012, 04:57:00 pm
That AA  missile is another great example of the stupid wild nerfbat swing, sure it was OP but they could have just increase lock on and decrease the lock-on angle so you have to be straight on. That would be great but now EVERYTHING about the AA missile got hit by that nerfbat.... Same for the Air to Ground rockets... Really? Even PS1 reaver rocket wasnt THAT nerfed...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mcclay on September 07, 2012, 05:31:10 pm
The IGN thing is all out of beta keys...FFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 07, 2012, 05:39:50 pm
ahh nevermind I had to preorder to get into beta.

Can't afford squat right now. I can BARELY afford to get a soda at school.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 07, 2012, 06:10:28 pm
Been having it quite a bit better on East 2, less soldiers and less freezing. I still get random crashes though. And the game always crashes at the worst times. Just now at Dahaka I moved in, shot an infantry, blew up a prowler with 3 rockets (it was already damaged), then ran in where they were at the spawn and caught a squad of folks off guard since they were being rushed simultaneously from the other side. I mowed down a clump of 4 of them from behind, chucked a grenade that caught another 2 of them around a corner, and was about to get at least one or two more as I ran in (was 4 of them all facing away from me exchanging fire with a pair of NC guys) and BAM - game crashes. Moments like that are exceedingly rare, yet it seems like every time I get in position like that the game decides its time to crash.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 07, 2012, 06:14:09 pm
That AA  missile is another great example of the stupid wild nerfbat swing, sure it was OP but they could have just increase lock on and decrease the lock-on angle so you have to be straight on. That would be great but now EVERYTHING about the AA missile got hit by that nerfbat.... Same for the Air to Ground rockets... Really? Even PS1 reaver rocket wasnt THAT nerfed...
I'm not a fighter pilot but the few times i've tried and gotten locked on, never managed to dodge it and it was always a one hit kill so it kinda discouraged me from trying again(I went skyguard instead)
A2G? Sounds like good changes, shooting tanks sounds like more skill and less spray and as long as there isn't any flak around you can take your time lining up your shots.
Today was the first day that i saw heavy use of tanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 07, 2012, 06:21:19 pm
That AA  missile is another great example of the stupid wild nerfbat swing, sure it was OP but they could have just increase lock on and decrease the lock-on angle so you have to be straight on. That would be great but now EVERYTHING about the AA missile got hit by that nerfbat.... Same for the Air to Ground rockets... Really? Even PS1 reaver rocket wasnt THAT nerfed...

This is just what happens when you actually take feedback from a game's community and do what they say. A2A is OP! Nerf it! Reavers are OP! AA is useless! Etc. A2A had magical tracking powers, but was utterly useless on galaxies and IMHO the problem was more that there was no* way to avoid them through aerial maneuvers (which a player with skill but no certs could do, assuming planes came with radar, and it makes no sense that they don't), and that there wasn't anything resembling an even playing field between players who had it and players who didn't.

* Someone was able to avoid them by flying almost directly at them at full speed, but angling the fighter slightly below them. This required knowing where they were coming from, and it might have only worked in one fighter. I'm not sure.

They apparently just added certs to boost infantry shields, shield regen, armor, etc, which means newbies and anyone switching server are going to be at a disadvantage against anyone who has bought them. (I maxed them out on a Vanu HA on West 1 which I had ~450 cert points on, and then cut through 10 or so NC in close quarters like a lightsaber through butter, before someone finally managed to kill me. I wasn't bothering to get healed either.)

Of course if you just don't play a character for a couple weeks, you too will have ~450 cert points.

What gets me is that these militaries are issuing their stock fighters without any kind of radar, missiles, ECM, or stealth, and that if any of these planes - Reaver, Scythe, Mosquito, Liberator, or Galaxy - came up against a modern fighter, the fighter would shoot it down with missiles long before the other plane could see the fighter. Even if it was a Reaver with A2A missiles. The engagement range is just too low and the flares too useless to be of any use against a real fighter, I expect.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 07, 2012, 06:46:34 pm
There seems to have been some optimisation this patch as I'm no longer getting drops down to 1-2 fps in large fights, although I've suffered 3 random CTD's instead over a 4 hour period.

I've been running the new improved armour on a light assault and it does seem to make a fairly big difference in surviving during close quarter fights. I'll have to wait until I get some more certs to try out the improved shield regen and see if that is better for skirmishing where you should only be taking occasional hits.

Anyone tried out the flack armour yet?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 07, 2012, 06:51:13 pm
Live stream right now: http://www.twitch.tv/planetside2

Also, some guy said "hey radarx (he's a SOE guy) i want to do a key giveaway on youtube, can I get 5 keys for that?" and he was answered with "send me a PM on the forums". If you have a website of any kind that looks at least believable, it should be possible to do your own promotional giveaway (free press promotion for them, free keys for you and your friends the winners).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 07:31:36 pm
Why is no one online? What, do people have things to do on a friday night? Pah.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 07, 2012, 09:42:22 pm
Why is no one online? What, do people have things to do on a friday night? Pah.

I was playing laser tag (and taking first place every single game because I am awesome at laser tag)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 07, 2012, 09:54:27 pm
God damn Galaxies... and this is from an almost dedicated Gal driver. Give it two or 3 engies and it's invincible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 09:56:27 pm
God damn Galaxies... and this is from an almost dedicated Gal driver. Give it two or 3 engies and it's invincible.
Kill the engies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 07, 2012, 09:59:24 pm
A little tough, they'd wedged themselves INTO the Peris base roof structure and had a good number of respawning Max units defending them. Concentrated effort by about 15 people finally managed but it was tough... also 45 seconds later they returned and did the same exact thing.


Also... most rage worthy quote tonight: "What do the different symbols on the screen mean?" Between getting my Gal shot out from under me and hearing that, I just gave up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 07, 2012, 10:04:23 pm
A little tough, they'd wedged themselves INTO the Peris base roof structure and had a good number of respawning Max units defending them. Concentrated effort by about 15 people finally managed but it was tough... also 45 seconds later they returned and did the same exact thing.

Dang it... Well now I have to kidnap one of you and take on your identities to get into the Beta

No hard feelings?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 07, 2012, 10:32:07 pm
Anyone who does not have a key go here and get one quick: http://www.alienwarearena.com/giveaway/planetside-2-beta-key-giveaway/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 07, 2012, 10:52:33 pm
Anyone who does not have a key go here and get one quick: http://www.alienwarearena.com/giveaway/planetside-2-beta-key-giveaway/

UGH! *Sign up for our website for a Beta key* deal...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 07, 2012, 10:55:00 pm
Why not? Only takes like 30 seconds.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 07, 2012, 10:55:36 pm
Why not? Only takes like 30 seconds.

Indeed... but my Hotmail has been acting up lately.

I'll definately make sure to block Alienware though :D

Done... and another site that will be sure to send me plenty of spam.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 07, 2012, 11:10:00 pm
Thank you so much for the link Volatar! :D I iz happy dwarf
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 07, 2012, 11:10:21 pm
I announce again, I've been running a temporary NC outfit on East 2, y'all are welcome to join. When we get a decent sized squad together it's pretty fun.

Still waiting on submissions for that faction contest :P at this rate might just go NC since people have characters there anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 07, 2012, 11:13:43 pm
I'll definately make sure to block Alienware though :D

Done... and another site that will be sure to send me plenty of spam.

Pro tip: The "send me promotional crap" checkbox has a red asterisk next to it, but it's not actually required. ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 07, 2012, 11:14:26 pm
I'll definately make sure to block Alienware though :D

Done... and another site that will be sure to send me plenty of spam.

Pro tip: The "send me promotional crap" checkbox has a red asterisk next to it, but it's not actually required. ;)

I hate you. I could have used that earlier... whatever blocking.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Orb on September 07, 2012, 11:29:32 pm
Anyone who does not have a key go here and get one quick: http://www.alienwarearena.com/giveaway/planetside-2-beta-key-giveaway/

Thank you so much! I may now join my fellow B12'ers in infinite war.   :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 07, 2012, 11:49:30 pm
Speaking of infinite wars, the spawn tube mechanic reminds me of a Doctor Who episode...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 12:55:55 am
Sensei give me an invite to the outfit, character name is Adwarf
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 08, 2012, 01:23:47 am
Invites have been sent. Again though, I'm not totally sure if they work when the invitee isn't online.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 08, 2012, 01:57:56 am
I feel like bashing my head in which how terribly I am doing.

Five hours and I only got 1 level... while I am sure everyone here got like 5
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 02:03:18 am
Nope, I got none ... I spent twenty minutes trying to take down aircraft with the engineer's turret, I managed to ward off a NC Liberator but still only managed to get two assists in my hour or two of playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 08, 2012, 02:10:04 am
From what little I saw the Light Infantry seems totally useless before you unlock stuff for it... I never saw a point of using it over the heavy infantry.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 02:13:07 am
From what little I saw the Light Infantry seems totally useless before you unlock stuff for it... I never saw a point of using it over the heavy infantry.
They have a much higher maneuverability then the other classes with the jet pack things, so you could in theory just dance around a MAX and take one out by yourself with ease, of course it never turns out that way >.>

On another note how long till servers come back on? (Timezone shenanigans have screwed my view of time up :\)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 08, 2012, 02:33:39 am
I didn't even notice they had jump jets... I noticed they had SOMETHING but the key that uses that stuff doesn't function.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 08, 2012, 05:24:20 am
I spent twenty minutes trying to take down aircraft with the engineer's turret
Dude, you barely scratch the paint with that turret. go AA max or find a flak turret.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 08, 2012, 05:50:37 am
OK, so last night was good fun.

The patch changed a lot. A couple of new bugs (the weirdness when you first spawn for one) and old ones getting worse (falling through the world a lot more). You can only have one brick of C4 deployed at any time, which is a shame. A fair few new certs that I'm not sure about yet (although I burned over a hundred points to test them). Will say more about them when I've played around more. I will say that at least the NC HA basic armour cert seems bugged. I was dying with a third or so of my life left from time to time.

Big change is AA has been buffed beyond belief. Assuming it isn't nerfed again instantly this pushes the AA MAX burster to a must-buy. In one life I got three liberator kills, one liberator critical assist, four scythe assists (one critical) and a galaxy assist. Got hit by a magrider. Respawned and took down two more libs and another scythe solo before running out of willing victims and blindly charging tank positions.

AA MAXes are also my new primary target because they are total area denial for air forces. Fortunately they are easy to deal with because they will be facing in one direction and looking up so long as there are planes in the sky. I caught two standing on a roof with an engineer supporting them. Only the engineer saw me, and that was moments before the first C4 brick blew up beneath his and the first MAX's feet. The second MAX didn't even turn around before his brick detonated. Then I caught a third just outside the same building with a close-range AV rocket followed by a couple SAW headshots. Instantly removed the enemy AA long enough for our air to devastate their other ground forces, and our side pushed and destroyed their spawn generator. Took and cleaned the base within a minute of that after a solid half hour of back-and-forth.

EU1 Vanu are on the move. They had a (slight) population advantage for a few hours and dominated the map. NC were frankly embarrassed by them. All the above action took place within three hexs of the NC warpgate, in a desperate counter attack against them.

And I'm afraid I will be staying on EU1 for a while at least. Right now I'm looking for the large scale combat. Maybe I need to try later at night, but East3 was incredibly quiet in comparison. My first action of the day on EU1 was a 50+ tank armoured column. Much accidental tank stacking and the entire formation almost drove straight off a cliff within the first two minutes. We drove across a quarter of the map, diverting around a valley, then ran directly into a fortified position and got blown all to hell. Then I did some solo and small squad play on East, met with  Siquo (I think?) for a few minutes, finally found a full squad plus galaxy and ran with them for a while, but rarely had a fight that involved more than twenty troops. Then I got disconnected.

Back on EU our outfit filled a four squad platoon. Loaded two full galaxies and provided a complete squadron of air support. We rolled over a half dozen small bases before meeting up with two other gals to hit a well defended tower, blowing up a parked Vanu galaxy on the way in. We had one of ours on each of the four pads of the tower at the start of the fight. Fifteen minutes later we were down to one of the unaffiliated ones and were holding off constant air and armour attacks while drop pods continued to rain in.

Then the server crashed and reset. But you can't have everything.

There was also one of the classic TR MAX crashes in West Highland Checkpoint which was utterly brutal. We held for about ten minutes, which is pathetic compared to some of the fights we've managed there in the past. Still, a fun and successful counter-attack down the cliffs that only ran out of steam when we reached the outposts of the nearby biolab. Got pinned down in the safe room on the other side of the teleporter from point B, farming kills from people foolish enough to walk in front of the barrier. One engineer even set up a turret directly in front of me and just stood and watched as I lined up the rocket. Then, when the base was lost and the barriers flipped to the other team, I planted C4 and took out the first few through the barriers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 08, 2012, 07:40:19 am
Actually, you don't scratch the paint of a lib or galaxy at all with anything less than the Basilisk.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 08, 2012, 07:47:46 am
I didn't even notice they had jump jets... I noticed they had SOMETHING but the key that uses that stuff doesn't function.

The light assaults jump jets run off of your jump key, hold it down to keep them running. It's usually a good idea to keep a bar or so of charge before disengaging them and using it to stop your fall just before landing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 08, 2012, 09:04:56 am
I feel like bashing my head in which how terribly I am doing.

Five hours and I only got 1 level... while I am sure everyone here got like 5

It has taken me twenty hours to hit level 5. Levels don't matter in this game. Auraxium and cert points do.

Speaking of infinite wars, the spawn tube mechanic reminds me of a Doctor Who episode...

Jenny! :D
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 08, 2012, 10:12:57 am
I feel like bashing my head in which how terribly I am doing.

Five hours and I only got 1 level... while I am sure everyone here got like 5

It has taken me twenty hours to hit level 5. Levels don't matter in this game. Auraxium and cert points do.

Speaking of infinite wars, the spawn tube mechanic reminds me of a Doctor Who episode...

Jenny! :D

Ya, as far as I know, the only thing that levels do are open up the implant slots, which I don't really use anyway.

And, yay Jenny! My wife has some convoluted theories regarding her immenent return... though she may just be looney.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 08, 2012, 01:09:55 pm
Y'know, I'm starting to like the liberator. I put the first cert into turning speed and I think I'm noticing the improvement.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 08, 2012, 01:17:15 pm
Okay so where are we playing? I want to get me some Planetside on
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 08, 2012, 01:18:47 pm
I'm about to enter East2 on the NC side. Bay12Siquo is the name.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 08, 2012, 01:22:11 pm
I'm about to enter East2 on the NC side. Bay12Siquo is the name.
I am Nehiro

Add meh, I'm on East2 now
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 08, 2012, 01:28:59 pm
Update is slow...  :( be there in a minute.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 08, 2012, 01:40:10 pm
Wow, I realized this morning how long it has been since I built my computer. 45 months. Guess it's about time to upgrade. I'd been saving a bit of money every month for an eventual computer upgrade, so by now I have a nice chunk of change to upgrade with. Never one to do anything half-assed, I settled on replacing just about everything. Went ahead and ordered a new mobo, one of the newer i7 3770 cpus, a gtx 480 gpu, and 16gb of memory. Also grabbed windows 7 and an ssd. Only things that will remain in my case is my dvd burner, PSU, and hard drives for extra storage.

Compared to my old system (dual core e8600 @ 4ghz, GTX 260 video card, and 4gb of memory) this one should be significantly better. The GPU is at least twice as powerful as the old one. The cpu is probably pretty similar core-for-core, but the extra two should be nice. And four times the memory, although 16gb is probably overkill at this point - but who knows how memory hungry programs will get over the next 3-4 years before I get around to upgrading again.

Should be able to run PS2 well once I get everything put together. So some time in the next week I'll be playing with you guys without random freezes screwing me over ;)

Anyway, logging in now to play a bit. Spent all morning shopping for computer parts, so it's about time for me to shoot something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 08, 2012, 01:47:35 pm
You probably won't be able to run it on high at 60 FPS with that. I'm using a 460 and I'm able to run it on mostly medium settings with a few things on high and a few things on low, with render quality 100% at 1920x1080 (with a second monitor on at the same time). I don't consistently get 60 FPS, but I'm consistently at 30+.

Then again, that is a better CPU than I have (i5-750), and more memory (I have 4 GB), so it should be interesting.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 08, 2012, 01:57:01 pm
The 480 is quite a bit better than the 460 too. Not sure how accurate the site is, but a quick google found this: http://www.hwcompare.com/8739/geforce-gtx-460-1gb-vs-geforce-gtx-480/ showing around 50% better performance on most stuff (it also eats that much more power, so theres that). The PassMark scores are about 50% better too.

Will be interesting to see how well it runs. I'd be happy enough to get good fps without freezes on medium. My current rig can't even run it on low ;)

The 460 is actually only about 35% better than my old GTX 260 if the benchmarks are right.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 02:11:30 pm
I'm getting on east 2 right now, hopefully this goes better then last nights attempts
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: PrimusRibbus on September 08, 2012, 02:46:33 pm
Hmm
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 02:59:45 pm
How do you unlock the anti-air weapon and the flamethrower for the NC MAX unit?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 08, 2012, 03:01:39 pm
Either have a character who existed before they were moved to the store, or buy them in the in-game store (shopping cart icon) for auraxium.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 03:11:51 pm
Either have a character who existed before they were moved to the store, or buy them in the in-game store (shopping cart icon) for auraxium.
O_O So expensive ...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 03:28:34 pm
If somebody wants to some air support would help in Dhaka
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 08, 2012, 03:41:56 pm
Gah, I keep crashing every few mins. Think that's it for me, crashed 7 times so far in the last couple hours.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 08, 2012, 04:55:17 pm
I get those crashes, too. Usually after 5 or 6 or so I usually quit for the night :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Squanto on September 08, 2012, 04:57:56 pm
.... silly hit detection.  Friendlies running into my tank while it's stationary isn't that painful.  I haven't covered it in menacing spikes yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 08, 2012, 05:11:13 pm
yet.
We need to make this happen. Someone inform the devs their armament options are severely lacking.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 08, 2012, 05:13:12 pm
.... silly hit detection.  Friendlies running into my tank while it's stationary isn't that painful.  I haven't covered it in menacing spikes yet.
Deploy a prowler and you get some spikes atleast.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 08, 2012, 06:53:54 pm
Give the way the extra armour is just strapped to the tanks I wouldn't be surprised if they could include rams and similar.

And if not they are crowdsourcing new items.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 08, 2012, 08:03:40 pm
I've just discovered the most effective way to kill large numbers of infantry. Get a bunch of people on flashes, get them up max speed and jump off they'll run right through them and kill them, I know this because I got chased down a corridor and hit by one that had no driver.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Matz05 on September 08, 2012, 08:26:37 pm
Thats actually pretty funny. I can picture some officer teaching that technique to the new recruits.

"OK runts, listen up! Today we will be learning the techniques for the machine-assisted infantry rush!
First step: everybody gets a cheap quad.
Second step: use your quad to form up out of range of your target.
Third step: When the word is given, charge your target at full throttle. Feel free to dodge attacks coming your way and fire upon targets of opportunity as they pass by.
Fourth step: BEFORE HITTING ANYTHING, bail out (using the secret soft-landing techniques discussed in last week's lesson).
You have now been deployed right among the enemy force just as the unmanned vehicular missiles sow havoc amongst them."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: DrPoo on September 08, 2012, 08:35:10 pm
I really wanna try this. But i always miss the key giveaways.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 08, 2012, 09:02:57 pm
Earlier today, me and 2 other DF guys were driving around in a TR Bus, failing to actually convince anyone to use us as a transport, and we found a ridge with noting but snipers. We wound up repeatedly trying to ram them while unloading both turrets. Unfortunatly we fell off the ridge when a lone Heavy Assault hit us with a rocket, and my proximity shout warning the people below caused them to evade INFRONT of the speeding wall of death. I think I'm going to avoid driving vehicles for a bit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 08, 2012, 09:03:17 pm
Double post, ignore
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 08, 2012, 09:36:28 pm
I've just discovered the most effective way to kill large numbers of infantry. Get a bunch of people on flashes, get them up max speed and jump off they'll run right through them and kill them, I know this because I got chased down a corridor and hit by one that had no driver.
It's pretty hard to aim and hit people even if you are still on and trying. Even if the enemy is cooperative and standing still.

Team mates, on the other hand, tend to be pretty hard to miss. Fortunately collision detection is dodgy and I've managed to pass straight through medics and MAXes without team killing.

I'm strongly considering buying a gun for the Flash, simply because I was driving behind a TR on his own Flash for nearly two minutes trying to work out how I could kill them. I stop, they keep going and I lose them in the ground clutter without getting a shot on them. I wait for them to stop, they get to open fire first and choose the terrain. In the end they hadn't even noticed me when they parked to enter a base and I got the jump on them when they headed to a capture point. But still... having something I can fire from a moving Flash would be fun.


I now officially have more MAX punch kills than scattergun kills. Was playing AA again and kept having to charge and melee with TR infantry. The flak looks like it does OK damage but a single HA can out-tank a double AA MAX while exchanging close range fire. I pulled that off earlier as well. Admittedly I had the flak armour accessory equipped which seems to help a lot.


Speaking of the armour certifications, here's what I've gathered so far. A mix of forum reports, personal experience and a little extrapolation, so don't take this as gospel, but it's the best I can do so far;

Nanoweave armour;
Reduces damage done to health (not shield) by 5% per level, up to 25% at level 5. Numbers approximate given the very limited testing done.
Currently has a bug associated where you may die before losing all your health or where your health doesn't show as lost at least, as well as some other health bar weirdness.

Flak armour;
No real tests on this so can't give numbers.
Reduces explosive damage by a notable amount. Seems to apply to shields and armour/health. Appears to apply to non-obvious sources that are flagged as AOE damage. I even seemed to take less falling damage. This all could just be random bugs and confusion.
I'd be up to testing this if anyone else has an NC character on EU1 and some explosive weapons they can shoot me with (and accept the eventual weaponlock on).

Advanced shield capacitor; [Note, haven't personally tested this.]
Reduces the time before shields start recharging.
Reportedly a 1 second reduction per level, up to 5 seconds at level 5. This is subtracted from the default 10 second wait.
Some reports that it's actually a 0.5 second reduction per level. Different classes? This is differently priced (much more expensive) for HA than the lighter classes.

Grenade bandoleer;
First level for the second grenade is cheap enough and well worth it in a lot of situations. Being able to frag two rooms instead of one can be invaluable, or lay down a more smoke as a LA. The second level is stupidly costly for the third grenade and balancing it against the armour upgrades makes it hard to justify. I'll probably look to unlock it on the medic if I ever play one long enough to want the res grenades.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: PrimusRibbus on September 08, 2012, 10:57:52 pm
Grenade bandoleer;
First level for the second grenade is cheap enough and well worth it in a lot of situations. Being able to frag two rooms instead of one can be invaluable, or lay down a more smoke as a LA. The second level is stupidly costly for the third grenade and balancing it against the armour upgrades makes it hard to justify. I'll probably look to unlock it on the medic if I ever play one long enough to want the res grenades.

I'm using maxed Grenade Bandoleer + Nanite Revive Grenades on my medic and it is great. Carrying 1 Revive Grenade pretty much just delays the inevitable, but having 3 really allows you to change the course of battle.

Still doesn't fix how most random players would rather run back for 30 seconds than wait 5 seconds for a revive, though :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 01:48:10 am
So, was anyone going to actually do that short story contest deal? If not, I figure I ought to just reform the outfit with a non-temporary name pretty soon here.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 09, 2012, 01:49:22 am
So, was anyone going to actually do that short story contest deal? If not, I figure I ought to just reform the outfit with a non-temporary name pretty soon here.
What contest?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: DrPoo on September 09, 2012, 03:47:36 am
Does buying equipment in this game cost real money?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 09, 2012, 03:48:36 am
Still doesn't fix how most random players would rather run back for 30 seconds than wait 5 seconds for a revive, though :P
Because a lot of the random medics tends to not revive you so it takes longer time to wait for it than respawning.

Does buying equipment in this game cost real money?
You can buy it for real money or you can gather enough of the ingame currency by playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: DrPoo on September 09, 2012, 03:52:46 am
Still doesn't fix how most random players would rather run back for 30 seconds than wait 5 seconds for a revive, though :P
Because a lot of the random medics tends to not revive you so it takes longer time to wait for it than respawning.

Does buying equipment in this game cost real money?
You can buy it for real money or you can gather enough of the ingame currency by playing.

Does that mean that some random asshole can buy the thing instatnly for 2 dollars, and i have to work my ass off for 200 hours+ gameplay to get the same?

Anyways.. cant wait untill theres a beta key for me :/ I WANNA PLAY THIS MAN
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 09, 2012, 03:56:14 am
Does that mean that some random asshole can buy the thing instatnly for 2 dollars, and i have to work my ass off for 200 hours+ gameplay to get the same?
Not that long, but but you gain the currency by simply being in the game so you'll always have a minimum income and then you get some from doing stuff, but i don't really know from what you gain how much =P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mini on September 09, 2012, 04:07:18 am
Yeah, it's looking to me like it will take 20-30 hours of playing to unlock a new weapon. The standard weapons are also fine for most things, the only thing you really lack as a new account is AA.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 09, 2012, 04:08:42 am
The galaxy turrets and tank weapon sidegrades may be the most useful things right now.

P.S. I was playing Vanu on West 1 with some other people today. No disrespect. :V
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 09, 2012, 06:33:05 am
My summary of the unlock system;
Spoiler: Got a big long (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neyvn on September 09, 2012, 06:51:22 am
T_T I wish I could get in...

Welp, its not like Tyria is going to save itself...
\\pulls up his pants before trudging away back to Guild Wars 2\\
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 09, 2012, 07:00:11 am
T_T I wish I could get in...
If you really want to play there is an offer right now where you get a beta key and some extras at release for 40 USD(you also get 40 USD worth of ingame money)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 09, 2012, 08:19:36 am
As I tried to point out to some people on the PS2 forums, going from no secondary weapon on an FSA to rocket pods can't be a sidegrade and can only be an upgrade.

Same as the bursters for the MAX: it's an upgrade from no effective AA counter, not a sidegrade from effective anti-personnel or anti-armor and ineffective anti-air.

Right now, there are a few sidegrade options, but since there are obvious upgrades, the sidegrades don't get much attention.

I don't really feel like a numerical 20% is a good way to analyze certs, since there are a ton of 50 cert options open right now that allow for a completely different style of play.  It's a similar argument:  is a new player 80% as effective at dropping c4 on a MAX as a player with c4 certed into?  There are things you just cannot do without the auraxium and certifications right now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 09, 2012, 08:35:28 am
As I tried to point out to some people on the PS2 forums, going from no secondary weapon on an FSA to rocket pods can't be a sidegrade and can only be an upgrade.

Same as the bursters for the MAX: it's an upgrade from no effective AA counter, not a sidegrade from effective anti-personnel or anti-armor and ineffective anti-air.
Agreed on both of these. Again, my own solutions (and I've seen similar on the forums);

Create a basic, weak all-round missile (lock on AA/AV, weak AI potential) and grant that at start.
Grant MAXes one each of the AA, AI and AV guns, with the second one unlockable at current AA prices.

My whole post was as much about the goals and design principles of the game as it's current state. There are going to be some huge changes soon (see these notes (http://forums.station.sony.com/ps2/index.php?threads/9-8-2012-agn-community-night-notes.16207/)) and a character wipe soon, so lots of this will be redundant anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 09, 2012, 09:25:07 am
Erherm, my short story:

There were some NC, they shot your face. NC rock.

The End.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 09, 2012, 10:10:52 am
Erherm, my short story:

There were some NC, they shot your face. NC rock.

The End.
:P Agreed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 10:43:07 am
Erherm, my short story:

There were some NC, they shot your face. NC rock.

The End.
:P Agreed.
...and that's currently the best story!

Anyhoo, since I've been leading the outfit and there's a lot of debate about factions, I was saying that there will be a short story contest, about why your favorite faction is the best to choose the faction more or less arbitrarily. I was planning to choose by Monday, but I think at this rate we might as well keep the temp outfit until the next wipe.

For the record the temp outfit is an NC outfit on US East 2. The final outfit will be on the same server and I encourage you all to join. My name there right now is GloriousLeader and there's others that should be able to invite you, such as Volatar, B12Siquo, Timferno (Timferius) etc.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 09, 2012, 11:56:58 am
Pssst... I am cooler than Sensei. I have Tanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 09, 2012, 12:16:54 pm
Agh, i wish i could get in. I always miss out on the key giveaways.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 09, 2012, 12:35:20 pm
Finally decided to check on that Beta invite for being a PS1 subscriber. The atmosphere of war seems to be more, how to describe it, intense? Even without highly populated servers. This is mostly due to changes in combat and far more graphical destruction of vehicles. I'm still terrible at playing too!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: _forgotten on September 09, 2012, 12:48:48 pm
hey guys if i buy new Alpha Squad instant access on http://www.planetside2.com/ will i be able to play on European server/s ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 12:52:31 pm
As far as I am aware you can play on any server no matter where you are. This is still subject to change later though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: _forgotten on September 09, 2012, 12:56:30 pm
Can anyone confirm that please , i don't want to buy Alpha Squad twice because for example http://www.dcuniverseonline.com have EU server and there is http://www.dcuniverseonline.eu with eu server and its confusing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 09, 2012, 01:03:07 pm
Can anyone confirm that please , i don't want to buy Alpha Squad twice because for example http://www.dcuniverseonline.com have EU server and there is http://www.dcuniverseonline.eu with eu server and its confusing.
As it is now you can create a character on any server of any location. I have both on the EU and US servers though I haven't played more than a few minutes on the US ones.
If there would be any problems at a later stage you could probably just take it with customer services
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 01:04:48 pm
It says that another company (Prosiebensat.1) is publishing the game in Europe and on release your Station cash will be converted to their "Seven cash". I don't know if this will apply only to the cash store or if there will be some further dichotomy between European accounts and everyone else later.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: _forgotten on September 09, 2012, 01:05:49 pm
Okay thank you very much! If there will be any problems i hope customer service can handle it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 09, 2012, 01:14:27 pm
If you were playing Vanu, their AV MAXes were better AA than bursters for a long time. Not sure about now.

Personally I don't think offline auraxium gain (at a lower rate than online auraxium gain) will actually stop idling (because they'd still be getting less, which is the reason idling for aurax happens in the first place), and if it's at the same rate as online gain, people will be gaining aurax at what is a stupid fast rate for anything other than weapons testing. It's not a solution that will hold up on release.

My suggestion for treating the cause would be a daily auraxium gain cap for each player, based on average auraxium gain per hour times number of hours a casual player plays per day (say, 2?), and +10 aurax for warpgages in case you lose everything else. If the number of hours to reach the cap is too long, above what players are willing or able to play, then some players will still idle to reach that cap and the problem won't be solved. There will likely be complaints from people who were used to getting 12500 aurax in 2 days by idling.

If 960 aurax is the daily cap (40 aurax/5m over 2 hours), that's just past 13 days to get 12500 auraxium. If SoE wanted that to be higher, they could apply a modifier to aurax gain and the cap. x10 would give a 9600 daily cap and 100 per aurax site (and WG) until you hit the cap, preserving the ridiculously high aurax gain (higher, really) that idlers are used to for weapons testing without inconveniencing non-idlers, and it could easily be toned back down later by dropping the modifier.

I might also suggest having aurax bases give another resource that is used for spawning as MAXes, or for certain equipment or vehicles, to keep them from being neglected by players who have hit their aurax cap.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 09, 2012, 01:55:48 pm
I just think the solution for ideling would be either an AFK kick for staying in the warp gate for an inordinate amount of time, or to make being in the warp gate block Aux gain.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 09, 2012, 02:10:36 pm
That doesn't deal with the cause, only the effect.

You can design anti-idling-detection measures and there are plenty of places to hide in the world, inside bases, etc, where nobody will ever find you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 09, 2012, 02:18:58 pm
The vanu AT MAX appears to be better at pretty much everything.

Small arms fire can be effective against the ESA's (and can't be effective against libs or gals), but there's an ESA cert that allows you to mitigate or eliminate the damage from small arms.

The best way to idle is in a place where no one can find you on one of your empires contested aur bases, since you'll get bonuses when your team defends or recaptures it. TMYK.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 02:20:36 pm
I think a basic idle kick would remove a lot of the convenience of idling for auraxium. Even if though a macro could get around it, you still have to set that up. Hell, I made a thread (http://forums.station.sony.com/ps2/index.php?threads/kick-afkers.14973/) about it a while ago. The way Auraxium gain works is an issue in its own right of course, I imagine it will be changed somehow at some point.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 09, 2012, 03:19:52 pm
I somehow get the feeling something isn't actually right with the amount of Aux they're handing out. One of the clues is that you can turn in 1000 Aux for 250 of a particular resource. But I can't imagine EVER being in a position where I'd consider resources, which will likely last for all of 10-20min before something happens to my vehicle, to be worth 4 times their weight in Aux. Hell at this point I'd probably be trading resources for Aux at a 1 to 10 ratio given the choice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 09, 2012, 03:28:10 pm
If we must do this short story thing...

Here's my WIP. Needs a lot more work and just a shaggy dog story, but can't really be bothered. So enjoy.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 09, 2012, 03:35:50 pm
IMO they should just make it so that all bases give a specific resource, and have the Auraxim based on total bases on the map owned instead of specific bases. Then bonus Auraxim could be awarded everywhere instead of specific places.

And to discourage people AFKing for it, just make it so that you need to do damage to some enemy (not kill, just damage), repair/heal a friendly (but only if they're actually damaged), or convert a contested point at least once every hour to continue getting points and resources. An active player shouldn't ever be going an hour without doing one of those, and if they do they hardly deserve points for it anyway.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 09, 2012, 03:42:32 pm
Right now you're not encouraged to defend bases much by the current points system, and that would discourage it more if you aren't manning a turret or AA or going out of the base to look for enemies. If you sit in a generator or flag room waiting for an enemy to show up to ambush them, you'll get no points and no resources while you wait. Also, it'll continue to be boring. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 03:48:46 pm
If we must do this short story thing...

I never said you guys have to. :P I just thought it would be a mildly entertaining way to choose a faction. If nobody wants to there's no need but I just figured that arguments on the actual merits of the factions would go nowhere.

Edit: And at this rate, Palsch might just have his way about choosing a faction- not that your short story necessarily has to be 3700+ words to compete though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 09, 2012, 04:01:14 pm
Oh for crying out loud, we've been choosing a faction for the last 200 pages! JUST PICK ONE ALREADY AND BE DONE WITH IT!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 04:15:44 pm
Oh for crying out loud, we've been choosing a faction for the last 200 pages! JUST PICK ONE ALREADY AND BE DONE WITH IT!
Well the temporary outfit is NC and the final one, starting after the next character wipe, will probably be as well.

On a tangential note I highly recommend you change your posts-per-page count in your forum settings so threads like these are less pages and a bit easier to navigate.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Leonon on September 09, 2012, 04:24:26 pm
I suggest we pick 3 servers and have different factions on each server. That way we can all have the faction we want without fighting each other.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 09, 2012, 04:38:01 pm
I suggest we pick 3 servers and have different factions on each server. That way we can all have the faction we want without fighting each other.

We don't have enough people in the beta for that. Half a dozen people is good turnout right now. Usually it's just me, Sensei, and one other person (often Cornall). We tend to fly Liberators a lot. :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Johnfalcon99977 on September 09, 2012, 04:48:46 pm
I suggest we pick 3 servers and have different factions on each server. That way we can all have the faction we want without fighting each other.

The problem is that the more times to separate a group, the weaker each one gets. It would make more sense to just have one outfit, that way we can stay at max strength.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: DrPoo on September 09, 2012, 05:44:04 pm
I DID IT! I FUCKING DID IT!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 05:54:26 pm
I suggest we pick 3 servers and have different factions on each server. That way we can all have the faction we want without fighting each other.
This won't work, yeah. We pretty gotta team up. And again, US-EAST-2 NC is the place to be right now!

I DID IT! I FUCKING DID IT!
Got in the beta? What's your name? Form an NC char on East 2 if you want to be part of the outfit.

Edit: Derp, East 2
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 09, 2012, 05:55:39 pm
I suggest we pick 3 servers and have different factions on each server. That way we can all have the faction we want without fighting each other.
This won't work, yeah. We pretty gotta team up. And again, US-EAST-1 NC is the place to be right now!

I DID IT! I FUCKING DID IT!
Got in the beta? What's your name? Form an NC char on East 1 if you want to be part of the outfit.

And by East 1 he actually means East 2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 09, 2012, 06:01:27 pm
Yea, we're on east 2, bonehead :)

I suggest we pick 3 servers and have different factions on each server. That way we can all have the faction we want without fighting each other.

We don't have enough people in the beta for that. Half a dozen people is good turnout right now. Usually it's just me, Sensei, and one other person (often Cornall). We tend to fly Liberators a lot. :)

Cornall? Never met him.

I play often as Conall, though.  :P

I've been using it on and off in numerous games for years, and everywhere I go people mispronounce and misspell it. It's not that strange a name, it's a real world Irish/Scottish name. It's not like I named myself Xiaolian or something.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on September 09, 2012, 06:38:52 pm
Or Anvilfolk. It's two words put together, but you'd be surprised that just about everyone reads it wrong.

STILL not in the Beta.

STILL hating you all.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 09, 2012, 07:18:55 pm

Cornall? Never met him.

I play often as Conall, though.  :P

I've been using it on and off in numerous games for years, and everywhere I go people mispronounce and misspell it. It's not that strange a name, it's a real world Irish/Scottish name. It's not like I named myself Xiaolian or something.
:-[

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 08:03:33 pm
Has anyone been getting much worse lag just lately than they did before? I've been rubberbanding, having possibly-lag-related control issues, and most of all seen people and vehicles jerking around all over the place.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 09, 2012, 08:07:19 pm
Has anyone been getting much worse lag just lately than they did before? I've been rubberbanding, having possibly-lag-related control issues, and most of all seen people and vehicles jerking around all over the place.

Uhh were you on West before and switched to East? I've noticed the East servers tend to have quite a bit of lag, despite regularly having lower playercounts. My main character is on West for that reason, despite being in NY.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 09, 2012, 08:13:01 pm
I've been getting terrible lag today on East 2 as well. Something is up with the server I suspect, I never had problems like this before.

I just spent about 5 minutes running around watching people warp all over but being unable to actually shoot anyone, watching tanks roll by and pegging them dead on visually with rockets but never having it show that I hit, even running up to tanks and them firing right at me and me not being hurt and firing back and them not being hurt (it showed them shoot, didnt hurt me). Then suddenly I died to a MAX that I never saw while my health and shield bars were still showing full.

After that I gave up playing for now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: adwarf on September 09, 2012, 08:25:47 pm
I've been getting terrible lag today on East 2 as well. Something is up with the server I suspect, I never had problems like this before.

I just spent about 5 minutes running around watching people warp all over but being unable to actually shoot anyone, watching tanks roll by and pegging them dead on visually with rockets but never having it show that I hit, even running up to tanks and them firing right at me and me not being hurt and firing back and them not being hurt (it showed them shoot, didnt hurt me). Then suddenly I died to a MAX that I never saw while my health and shield bars were still showing full.

After that I gave up playing for now.

Same happened to me except I assaulted the Crown solo, and ended up in a fight with ten of fifteen vanu, none of them could even damage me and we were just unloading into each other. I ended up standing still for fie minutes shooting into them hoping it'd go away before just quitting as well. :\ Lot of work before it runs smoothly but hopefully it gets there soon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 09, 2012, 08:48:13 pm
Is it just an East thing? I haven't been playing on west recently, but East was fine for me before. Hopefully this improves soon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 09, 2012, 09:11:09 pm
Is it just an East thing? I haven't been playing on west recently, but East was fine for me before. Hopefully this improves soon.

I just assumed it was because I'm West Coast but the US West 2(?) had perfect latency while East was unplayable with the amount of rubberbanding going on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 09, 2012, 09:21:11 pm
East was running pretty well until last patch, so i dont think its distance (plus Im in the east). I've noticed lots of people rubberbanding and laghopping ( I think I just made that one up) lately though. Makes them hard to hit...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 09, 2012, 09:23:04 pm
I haven't experienced any of that on West 1 or 3, even when West 1 is at pop cap. Of course perhaps it has much better hardware or internet connection.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 09, 2012, 09:31:48 pm
No offence to other parts of the world but part of me feels that the East servers might be suffering from non-US players joining and lagging everything up.

I fully realize a lot of areas have no better choice and some people even with better servers would choose a more central server to play with friends in different areas... I've got no problem with that, I just feel that might be an explanation.

Personally I'll stick to West 02 because my experience with East has tended to the poor connection quality side.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 09, 2012, 09:51:15 pm
East 1 is screwed up with rubberbanding wich didnt suffer before latest patch. Not a problem about my computer or network wise as they didnt change since well... a good time now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 09, 2012, 09:55:58 pm
East 1 is screwed up with rubberbanding wich didnt suffer before latest patch.

But did a few weeks ago when a bunch of new people joined (myself included).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Squanto on September 09, 2012, 10:16:53 pm
I originally tried to go east 3, but it was comically laggy (people jumping 10 yards at a time laggy).  I tried west 3 and that seemed much better, even though my latency should theoretically be worse.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 09, 2012, 11:01:17 pm
Are they still giving out beta keys? If so, what's the average wait time? I'm dieing to play this game. And I'm one of those guys who like to give feedback :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: _forgotten on September 10, 2012, 03:06:56 am
Does http://help.station.sony.com work for you guys? I have been trying to contact customer support but it says that access is denied .
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: SeaBee on September 10, 2012, 04:35:24 am
Does http://help.station.sony.com work for you guys? I have been trying to contact customer support but it says that access is denied .
Access Denied
Reason: Client address is not authorized.

Does this even when I'm logged in (and I'm in the beta).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: _forgotten on September 10, 2012, 05:28:52 am
It seems their whole support service is down , could be they are getting hacked again? There is no official response from Sony .
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 10, 2012, 06:03:19 am
Are they still giving out beta keys? If so, what's the average wait time? I'm dieing to play this game. And I'm one of those guys who like to give feedback :(

They are giving them away here and there, but you have to keep your ear to the ground. Right now it seems they're handing them out to websites to give away. IGN just did a giveaway I believe, not sure if there's one going on now though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 10, 2012, 07:13:26 am
O, so what does signing up for the beta do? News and updates?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 10, 2012, 07:17:17 am
O, so what does signing up for the beta do? News and updates?
Without a key? Lets you know when open beta starts.

They are supposed to be doing a character wipe and mass release of some goodies soon. Then roll out the second continent not long after that. I wouldn't expect OB to start until after the third continent has been released and tested. They are probably going to need that, along with a lot more optimisation, to accommodate the population levels.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: DrPoo on September 10, 2012, 09:00:56 am
I suggest we pick 3 servers and have different factions on each server. That way we can all have the faction we want without fighting each other.
This won't work, yeah. We pretty gotta team up. And again, US-EAST-2 NC is the place to be right now!

I DID IT! I FUCKING DID IT!
Got in the beta? What's your name? Form an NC char on East 2 if you want to be part of the outfit.

Edit: Derp, East 2

Im from Denmark, in Europe :(
Might get horrible lag.

But yeah NEW CONGLOMERATE FOREVER!

Also my name ingame is SpaceGoat.. or SpaceGoitur.. cant remember. I have a character named SpaceGoat.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 10, 2012, 09:02:42 am
So, the poll states if we want to play in 1,2,or all 3 faction groups, but specifies them. What is the majority of players don't want to play NG?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 10, 2012, 09:08:27 am
So, the poll states if we want to play in 1,2,or all 3 faction groups, but specifies them. What is the majority of players don't want to play NG?

That would be a bit persumptious though. I want to play NC, but I voted for all three, just because I felt that it was fair enough for whomever didn't want to play NC to still be able to play in a Bay12 Outfit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 10, 2012, 09:39:27 am
Damn it... dick guns...


Slightly NSFW just from the players, not any actual nudity. http://www.youtube.com/watch?v=REyQEgejnDY (http://www.youtube.com/watch?v=REyQEgejnDY)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 10, 2012, 09:40:36 am
That happened to Sensei the other day, but only I could see it. Graphical glitch I guess.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 10, 2012, 10:12:47 am
Funny enough I did happen to see it on someone else.

Anyway, for those of you who weren't here, we decided (I proposed and nobody complained) that we were going to choose an outfit leader (so far, myself, though I can still be open to elections) who would then arbitrarily choose a server and a faction, just for the purposes of getting people into an outfit above all else. So the server is East 2 and the faction is temporarily NC. However, since I still feel weird just going dictator on the faction choice, I have decreed Sensei McMayor has issued a new mandate: There will be a short story contest to choose which faction we play as after the next character wipe. The next wipe is expected to be in a couple weeks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 10, 2012, 10:30:52 am
Slightly NSFW just from the players, not any actual nudity. http://www.youtube.com/watch?v=REyQEgejnDY (http://www.youtube.com/watch?v=REyQEgejnDY)

There's also this: http://www.youtube.com/watch?v=Mwt7S5swU1w
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: nenjin on September 10, 2012, 10:34:15 am
I had to pick this moment in time to investigate the thread. :|
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: lastverb on September 10, 2012, 11:09:56 am
Any other outfit on eu servers? Im not going to play fps with latency i got with useast.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Simmura McCrea on September 10, 2012, 11:11:44 am
Any other outfit on eu servers? Im not going to play fps with latency i got with useast.
Rock Paper Shotgun has NC and VS outfits on EU1. I believe the VS outfit's pretty disorganised, though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 10, 2012, 01:07:36 pm
Is the lag any better today? Thinking about getting on a bit.

Having some issues actually getting my new computer parts ordered. I'll be glad when I get my new video card in. Then I should be a much better bomber/gunner for planes (I'm sure Sensei will be happier with me gunning for him when I don't freeze up for 5 seconds right as we get into prime bombing territory). I might even be able to fly planes without freezing up as I'm doing a turn and end up barrel rolling into the dirt. Hopefully it'll help a bit with the crashing too, since other folks don't seem to have it near as bad.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aklyon on September 10, 2012, 01:55:11 pm
I'd suggest getting a better and/or different altogether card with that kind of problems, Paul.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: _forgotten on September 10, 2012, 03:57:35 pm
Because of effin issues with CC payments that are happening with Alpha Pack i literally spent whole day emailing and talking between SOE and my Bank,then created NETELLER for Prepaid CC and it still didn't work so i had to swing back and forth with SOE and now NETELLER . My issues are still not resolved . I was never frustrated like this in my life. Rubbish customer support on all three sides ....
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 10, 2012, 04:00:34 pm
Funny enough I did happen to see it on someone else.

Anyway, for those of you who weren't here, we decided (I proposed and nobody complained) that we were going to choose an outfit leader (so far, myself, though I can still be open to elections) who would then arbitrarily choose a server and a faction, just for the purposes of getting people into an outfit above all else. So the server is East 2 and the faction is temporarily NC. However, since I still feel weird just going dictator on the faction choice, I have decreed Sensei McMayor has issued a new mandate: There will be a short story contest to choose which faction we play as after the next character wipe. The next wipe is expected to be in a couple weeks.

I was going to stay out of it, but hell, why not? More people away from those nasty blues is always a good thing if I can do it. I'm hardly a fiction writer, but here it is, my little piece of TR propoganda.

Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 10, 2012, 04:14:13 pm
Any other outfit on eu servers? Im not going to play fps with latency i got with useast.
Can I ask a favor of you? Just try US-West briefly and tell us how it goes. I am in the western United States, and I've connected to EU servers just fine and East fine for a while but just now East is having problems (and apparently for everybody, including East Coasters). However, I've still not heard from an EU guy whether their situation is the same as mine.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 10, 2012, 04:16:46 pm
If we do go TR we will have to change servers. TR is overpopulated on East 2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 10, 2012, 04:28:37 pm
After a wipe the server pops might change completely. Also, I'm personally still hoping for cross server characters... I still don't see any good reason to make people have different characters for each server.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 10, 2012, 04:57:13 pm
After a wipe the server pops might change completely. Also, I'm personally still hoping for cross server characters... I still don't see any good reason to make people have different characters for each server.
I made a thread (http://forums.station.sony.com/ps2/index.php?threads/will-characters-be-available-cross-server.17003/) on the subject earlier on the PS2 forums. Apparently, later you will only be allowed to have one faction per server, and that's the reason you won't be able to have one character on all of the servers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 10, 2012, 05:18:16 pm
The reply wasn't from a dev, so I have a hard time trusting them. But yeah, like you said, for a F2P game, that's a crap way to "prevent spying" Just make a second or third account... Not all that hard. Even is PS1 they just stuck a several hour cooldown on joining a server as a faction if you'd already logged on as a different faction in the last 3 hours or so, I believe.

I have a feeling they just want people to have to buy their cash camo over and over for different characters.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 10, 2012, 05:40:41 pm
Been playing East today and the problem seems to have been fixed.

EDIT: Nevermind... played a few more hours and it swiftly became rubberband madness again.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 10, 2012, 07:29:31 pm
The reply wasn't from a dev, so I have a hard time trusting them. But yeah, like you said, for a F2P game, that's a crap way to "prevent spying" Just make a second or third account... Not all that hard. Even is PS1 they just stuck a several hour cooldown on joining a server as a faction if you'd already logged on as a different faction in the last 3 hours or so, I believe.

I have a feeling they just want people to have to buy their cash camo over and over for different characters.
While I haven't really sought verification I'm guessing he got that from one of the many, many interviews/releases/etc that SOE gives to everybody but their forum-goers. Of course, I'm still kind of hoping to find some particular indication otherwise...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Lap on September 10, 2012, 09:17:13 pm
So far I've gone without spending anything on any F2P game. I was thinking that this would be the game where I would just spend 40 bucks on some pack. I don't know if I can bring myself to do it though. I feel like for $40-60 I get less than I got with the original Planetside.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 10, 2012, 09:56:27 pm
So far I've gone without spending anything on any F2P game. I was thinking that this would be the game where I would just spend 40 bucks on some pack. I don't know if I can bring myself to do it though. I feel like for $40-60 I get less than I got with the original Planetside.

Of course you get less, it's a F2P game, its whole business model is based entirely on selling you microscopically small pieces of unnecessary content for ridiculous prices in order to offset the fact that the game itself is free (the fact that this actually works is just evidence that human beings are utterly illogical and completely unfathomable, btw). But didn't PS1 have subscription fees of like $15 a month? Now that I would never consider worthwhile. Four months of that and you're up to the full price of a triple-A title. And PS1's been going for what, almost ten years? Fifteen bucks times twelve months times ten years is a shitload of money. I think even if you bought every single piece of cosmetic content they're ever going to have, PS2 is still going to be better value than that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 11, 2012, 12:01:13 am
So, I spent 6000 Auraxium on the M30 (or whatever the faceless designation was) mortar for the Liberator. Only to find that it replaces the AA gun and not the gun pointed at the ground. And your view while using it is upside-down. I tried it out with a random guy and we got shot down before he could get any kills with it, because, no AA. So far it seems like an "oops" purchase, since the reaver support you'd need for any real operation offsets the value of squeezing more anti-ground stuff into one vehicle instead of just getting another Liberator that can defend itself. However, I'll be on tomorrow if anyone wants to try it out and see if we can make some infantry who forgot to bring AA really suffer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mikefictiti0us on September 11, 2012, 07:23:45 am
Anyone know how to unlock the secondary weapon slots on aircraft? I looked in the certs but I can't see the option for it. I've got two different weapons for the Scythe but it'll only let me use one at a time, and I need both.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 11, 2012, 07:45:26 am
Those are for rocket pods and a2a missiles, which you buy in the store with auraxium.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 11, 2012, 07:59:42 am
Those are for rocket pods and a2a missiles, which you buy in the store with auraxium.

For a bajillion auraxium.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mikefictiti0us on September 11, 2012, 08:29:55 am
Those are for rocket pods and a2a missiles, which you buy in the store with auraxium.

Oh snap. I bought the Light PPA for 5000 thinking that I could use it as a secondary. Now I'm stuck with a weapon that is pointless without the 10000+ Au rocket pods, since the PPA is air to ground only.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 11, 2012, 08:35:12 am
I left my character idling all weekend just do that I could get enough Auraxium for the Skyguard turret on the Lightning.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 11, 2012, 08:38:44 am
Yeah, there really needs to be a display as to where the weapon goes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 11, 2012, 09:27:10 am
Hmmmmmmm, alpha squad. I'm tempted, but it's really 40 dollars for cosmetics, isn't it.....

When did they say open beta will begin?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Blizzlord on September 11, 2012, 09:41:55 am
"You will be charged immediately for the Alpha Squad package, and upon purchase, you will have instant Beta access and 4000 Station Cash credited to your Station Account. You will receive the rest of the items in the Alpha Squad package upon launch of PlanetSide 2, on or before December 31, 2012." -Alpha Squad page.

I think that basically sums it up.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 11, 2012, 10:00:57 am
Ah, thanks :P

The only thing making me consider this is that I would like to support the game.


What can you do with station cash besides cosmetics?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Isdar on September 11, 2012, 10:06:59 am
Ah, thanks :P

The only thing making me consider this is that I would like to support the game.


What can you do with station cash besides cosmetics?

I think you can buy weapons for it. Not any special weapons OP weapons, just the ones that everyone can buy with auruxiam.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mini on September 11, 2012, 10:19:03 am
Pretty much anything (everything other than resources, I think) that you can buy with auraxium you can also buy with station cash.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 11, 2012, 12:48:45 pm
Yeah, consider it $40 worth of early unlocks.

Depending on the state of the beta once we get closer to release I might consider it. If I'm playing with a month or two's worth of weapon unlocks then getting some cash in-game so I can jump straight back to that point come release might well be worthwhile. Losing the certifications is going to be painful enough (it's already mildly frustrating when I play on a server I don't have a decent scope for my SAW), and even there the 10% experience gain implant should be a nice boost. And if I don't need to farm Auraxium as much I can probably buy some of the 50% exp gain implants to stack with it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: DrPoo on September 11, 2012, 01:27:21 pm
So i got the F12 bug, a really awesome dude on EU1 added me while i was eating dinner. I tried relogging but then the button was greyed out.
Not even a new character wants to go on EU1(The next button is greyed out).

By greyed out i mean its there but theres no light in the button, you cant click it, it dosent flash when moused over, etc.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 11, 2012, 01:41:27 pm
Had that problem. I tend to just wait (or spam click on my laptops touchpad) and it starts working at random.

It's a pain but hasn't locked me out for more than a couple of minutes so far.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 11, 2012, 01:45:07 pm
Anyone else not able to equip C4 even when certed into it? I had it on my HA but I ran out and when I went to resupply my only option was squad beacons.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 11, 2012, 02:06:26 pm
I've definitely found I can only resupply while playing a class with access to that item, be it C4 or smoke grenades or whatever, but some people have been reporting what you say, so not sure if there is a further problem.

Time to do more SCIENCE with C4.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 11, 2012, 02:34:15 pm
Anyone else not able to equip C4 even when certed into it? I had it on my HA but I ran out and when I went to resupply my only option was squad beacons.

Ya, it dissapeared as an option for my LA as well...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 11, 2012, 03:39:00 pm
You can only ressuply when alive, with the correct class that can use it, from a ressuply terminal. All three pre-requisite must be fullfilled for now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 11, 2012, 04:34:33 pm
So i got the F12 bug, a really awesome dude on EU1 added me while i was eating dinner. I tried relogging but then the button was greyed out.
Not even a new character wants to go on EU1(The next button is greyed out).

By greyed out i mean its there but theres no light in the button, you cant click it, it dosent flash when moused over, etc.
Wait for a while enables it. i think that is their server full thing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 11, 2012, 05:04:00 pm
Either buying C4 and bouncing betties is broken, or buying squad beacons magically prevents you from buying explosives.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 11, 2012, 05:13:23 pm
You can only ressuply when alive, with the correct class that can use it, from a ressuply terminal. All three pre-requisite must be fullfilled for now.
Yeah, this has been my experience as well.

Was wondering if anyone knows the codec information for recorded videos in game? I've been videoing blowing myself up with C4 wearing different armour and want to be able to watch back and then edit them before uploading (if they are worth uploading) rather than blindly and slowly uploading them while sitting in game. But they won't open with VLC, which usually opens absolutely anything.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 11, 2012, 06:56:10 pm
So i got the F12 bug, a really awesome dude on EU1 added me while i was eating dinner. I tried relogging but then the button was greyed out.
Not even a new character wants to go on EU1(The next button is greyed out).

By greyed out i mean its there but theres no light in the button, you cant click it, it dosent flash when moused over, etc.
Wait for a while enables it. i think that is their server full thing.
I am actually confident that this is a bug, unless it says "server locked" in red text below your character in the selection window. Normally when you try to join a full server it gives you a message about how the server is full. I usually restart the game if the play button isn't working.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 11, 2012, 07:32:29 pm
Planetside really knows how to make me feel incompetent.

I havn't hit my stride yet but I always feel like my team's weakest link.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 11, 2012, 07:48:06 pm
I hit mine pretty quick. I have a lot to learn but my background in military tactics study is helping a ton. I love being a squad leader. It's so much fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 11, 2012, 07:52:28 pm
Whenever you start to feel that way just remember the 200 AFK people standing around soaking up points, the twenty guys perpetually standing around at the warp gate shooting random teammates, the random guys that always seem to shoot more teammates in the back than enemies in battle, the guy who rides in with a lightning and winds up running over a group of 5 teammates before being killed by the two enemies that the 5 teammates were in the process of killing, and the guy who crashes a liberator into a friendly galaxy while it's under fire, destroying it, when it's the only spawn point left in the area.

All of those happened, and that's just the tip of the iceberg. Sometimes I think my fellow NC are more dangerous than any TR or VS. The other day I played a bit and died 12 times. Seven of them were from friendly fire.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 11, 2012, 08:27:11 pm
Well, decided to buy the alpha, it might be hype, but I haven't felt this way about a game since what spore was suppose to be.

But if it turned out the same way as spore...


Also, WHY THE HELL DO ALL THE NEW GAMES HAVE SOMEONE USING MY USERNAME!!!!

I can't use my username for anything anymore  :'(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Squanto on September 11, 2012, 08:54:06 pm
I didn't lknow whether to laugh or cry when I spawned a galaxy at the warp gate, and immediately after taking off someone slams into me in a gunship, spiralling me into the base and exploding.  I had full control for about 1/2 a second of total flight time.  Also, about 1/2 my tanks end up getting stuck in between 2 ditches and unable to move.

      _<=]_
hill\`------'/hill
      \   ^  /
           | tank
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 11, 2012, 09:03:16 pm
You can actually get tanks out of spots like that. You just gotta wiggle them around for a minute.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 11, 2012, 10:16:58 pm
Or get someone to ram you. I have, however, gotten them completely stuck trying to go up stairs inside bases before... granted, probably not meant to go there, but hey, it's fun trying and completely pissed off that infiltrator trying to attack the generator.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 11, 2012, 10:34:12 pm
Huh, can I not spend my points until open beta begins or something? If I can, how do I link my station account to my planetside character?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Girlinhat on September 11, 2012, 11:22:36 pm
Downloading now, since finally internet.  Fiber internet like a boss.  Still a MASSIVE download though.  Any advice on a NC recruit going for piloting, MAX, and stealth sniper?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 11, 2012, 11:25:23 pm
Downloading now, since finally internet.  Fiber internet like a boss.  Still a MASSIVE download though.  Any advice on a NC recruit going for piloting, MAX, and stealth sniper?

I'd wait and see on the MAX's before committing any CERTs to them. Next update is supposed to include both a cooldown and resource cost to balance out the massive spam of MAXs lately.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Girlinhat on September 11, 2012, 11:26:44 pm
I'll still go into MAX.  Even if they're once an hour, that'll be worth it to me.

Also seems a shame, 4,582 MB of game, and I'm probably going to use 1/2 of that once I bottom out the graphics and lower the texture detail.  I'm installing more textures than I'll ever use :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 11, 2012, 11:27:39 pm
Well...

Maxes are getting a nerf next patch. They will have a cool down and resource cost, as well as only being able to be gotten through reapply terminals not spawned in.

Stealth is not useful in this game. Snipers are to an extent, but are not that great.

Pilots are always in high demand though. Get good at that and you will always have a role.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 11, 2012, 11:28:01 pm
Downloading now, since finally internet.  Fiber internet like a boss.  Still a MASSIVE download though.  Any advice on a NC recruit going for piloting, MAX, and stealth sniper?

I didn't memorise which Max has what... but you have to STRONGLY consider which weapons you are bringing in with your max.

As well the Max coupled with a engineer (or medic I think) is a powerful team. The Max is OUTRIGHT better then other classes and its downside is that it cannot ride in many vehicles.

Which is intentional.

While you may not see why a max is anything special... when you are blitzed by 5 maxes and notice that there isn't anything you really can do to take them down. You sort of realise their importance in short range combat.

Also unlike most classes the Max is VERY different depending on the team. I have the anti-vehicle max on my team... which I consider the worst max in the game since the toughest bases to take in the game don't even have vehicles.

Unless you unlock new weapons, which I still don't know if you do, you may have trouble with your Max.

---

As for Pilots. Honestly if you are good at flying you have nothing to fear from anti-aircraft weapons. As a tip... I find planes take less damage close to the ground then high in the air.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 11, 2012, 11:29:15 pm
The NC MAX is definitely not better than the other NC classes (or other classes in general). I stand in front of them and shoot them to death while they're reloading when I'm playing anything other than NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 11, 2012, 11:29:55 pm
I'll still go into MAX.  Even if they're once an hour, that'll be worth it to me.

Also seems a shame, 4,582 MB of game, and I'm probably going to use 1/2 of that once I bottom out the graphics and lower the texture detail.  I'm installing more textures than I'll ever use :P

The one thing I'll say then is, any alts you think you might want, make them before you start playing. You gain CERTS even when offline, so by the time you play as a TR or Vanu alt, you'll have a nice pile of upgrades to play with.

For instance, I have my NC guy on East 2 for the outfit, and my other two factions on West 1 (probably will move them to East after the character wipe in a few weeks, but for now I've been having alot of stupid lag on East for no reason, so I went West 1)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Girlinhat on September 11, 2012, 11:32:17 pm
Stealth isn't useful?  I figured an actual invisible recon would be nice, not like "camo painted" but actual stealth suit vanishing.  Either way, I'm definitely going with vehicles and MAX - sorta the same thing, the MAX is already a vehicle pretty much, amirite?  I'll probably go anti-infantry on the MAX.  The MAX's weakness is its low speed and ability to be bombed.  Getting inside and fighting the foot soldiers is the correct way to use a MAX.  Enemy tank's gonna have more guns and more armor, but enemy assault class is gonna be outmatched.  Know your target!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 11, 2012, 11:34:50 pm
unfortunately they are probably over nerfing the Max apperantly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 11, 2012, 11:36:18 pm
If you were vanu or TR, being an anti-infantry MAX would be viable. It isn't for NC right now. You get three shots per arm (with an extremely short range shotgun) and then you have to spend several seconds reloading.

Their AV weapons don't seem up to par either (compared to Vanu).

Medic or HA is a better way to go right now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 11, 2012, 11:37:29 pm
If you were vanu or TR, being an anti-infantry MAX would be viable. It isn't for NC right now. You get three shots per arm (with an extremely short range shotgun) and then you have to spend several seconds reloading.

The only thing NC can be decent for I guess... is taking out Galaxies
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 11, 2012, 11:47:52 pm
The MAX's weakness is its low speed and ability to be bombed.  Getting inside and fighting the foot soldiers is the correct way to use a MAX. Enemy tank's gonna have more guns and more armor, but enemy assault class is gonna be outmatched.

I wouldn't be so sure about that. I've been having an absolute blast blowing up MAXes with C4 the last few days. Drop C4 on the floor, shoot MAX to get his attention, back off a bit, blow him up as he walks onto the C4. Works like a charm, every single time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Girlinhat on September 11, 2012, 11:48:50 pm
That's because no one knows how to pay attention and look where they're going.  I mean look at that guy up there who can't even avoid a trench and gets his tanks stuck!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 12, 2012, 12:03:57 am
If you were vanu or TR, being an anti-infantry MAX would be viable. It isn't for NC right now. You get three shots per arm (with an extremely short range shotgun) and then you have to spend several seconds reloading.

Sure, although it certainly packs a punch. If I get anywhere close to a NC Max I tend to end up full of holes and bleeding on the floor.

As for classes... I'm really liking Light Infantry with their jetpacks. It's even better now that I have C4 to take out those enemy MAX units and I can swoop in, drop my bombs, and fly out with an explosion behind me. Before I could only take out a full MAX by nibbling away at their health, running, and coming in from an entirely different angle to frustrate the crap out of them. Now if only I could afford that second C4 usage...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 12, 2012, 12:07:31 am
That's because no one knows how to pay attention and look where they're going.  I mean look at that guy up there who can't even avoid a trench and gets his tanks stuck!

I don't think noticing a well-placed C4 is as easy as you're making it out to be. Especially if you place it around a corner so that the MAX can't even see it at all until it's too late.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 12, 2012, 12:08:22 am
That's because no one knows how to pay attention and look where they're going.  I mean look at that guy up there who can't even avoid a trench and gets his tanks stuck!

I don't think noticing a well-placed C4 is as easy as you're making it out to be. Especially if you place it around a corner so that the MAX can't even see it at all until it's too late.

Not to mention that a Max in order to be effective actually doesn't have full range of sight.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Girlinhat on September 12, 2012, 12:33:59 am
Got in, massive graphical lag, at least around the massive shield bubble.  Meh, anyways, where's people at?  East 2 is it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 12, 2012, 01:17:13 am
Yep, NC on East 2! My username there is GloriousLeader, Volatar will happily recruit you as well I think (speaking of which Volatar, we need to run another squad, haven't played with you since you were idling). There's more lag on the East servers right now though, than anywhere else... so if that really puts you off, play somewhere else for a while but I still recommend you make a character for the Bay 12 outfit. At the very least, you earn certs (skill points) while offline.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Techhead on September 12, 2012, 01:52:19 am
I could use an invite to the outfit. Character name is TechRebel. NC on East 2, of course.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Nilik on September 12, 2012, 02:10:52 am
Stealth isn't useful?  I figured an actual invisible recon would be nice, not like "camo painted" but actual stealth suit vanishing.

1. Go infiltrator
2. Press F
3. Become invisible
4. ???
5. PROFIT!

The cloak is extremely short-lived unfortunately, unlike in the original where you could stay "invisible" forever with the downside being you could only use pistols.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 12, 2012, 02:15:01 am
Plus a lot of the possible uses for the Cloak... are not possible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 12, 2012, 02:36:24 am
I'm just not sure what you're all seeing wrong with the infiltrator. I've had plenty of success and I'd hardly call myself an expert... No, you're not going to be mowing down lines of enemies like a max, or carpet bombing like a pilot, or generally blowing up tanks like a HA, but if you're patient and take your time you can sneak into an enemy base and disable the generators just fine.  Go find a vehicle station or something similar and wait till people walk up to use it then you sneak up and give them a couple of stabbity stabs with your knife (or empty a pistol clip into them if you're TR).  Unless you're NC, the sniper rifle is slightly useless except to just harass people, especially if it's a big battle and they're too busy to figure out where any specific shot is coming from. It's good to look ahead though. Having a scope is always good for scouting. And I will say, even if you don't get any experience for it itself, a VERY useful, if underappreciated use of a infiltrator is as a recon, painting targets with the Q key and ideally being in a squad or platoon with various support assets. An infiltrator in a good, moderately hidden position with plenty of visibility can LEAD a fight if they just keep scanning the area and call out what they see.

Never move without your cloak if you can avoid it. If you're still, you're almost as good as invisible in most cases. Find cover and things that will break up your silhouette. Don't just pause in the middle of a bunch of white sand... get to a rock or tree or something and wait next to it. Hide in bushes. Try to plan your route so that you're cloaked most or all of the way between cover points. I went deep behind enemy lines one night and spent a good half hour just harassing people who were landing at a tower with air pads and repairing their planes. Only one guy actually found out where I was, but I spotted him a good half km out and just moved position. Could have killed him if the terrain had been right and I'd gotten slightly lucky. (Also, making him run out to search for me, and then have to run back was a bigger waste of his time than me killing him would have been just to send him back to the tower spawn in 5 seconds, but I wasn't thinking that hard about it at the time... just something to keep in mind.) I was only actually killed when I got greedy and decided to try to take the 3 points of that base by myself... Got to the second one and was cornered by an HA.

You're not going to be making xp hand over fist like other classes... but if you play it right, you'll die a lot less as well and be somewhat useful too.

Patience is the key... if you don't have that, then don't play infiltrator...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 12, 2012, 02:41:29 am
The Infiltrator is fine

It is just that if you are using him for stealth you are sorta using it wrong. The cloak isn't for stealth.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 12, 2012, 02:44:33 am
I'm just not sure what you're all seeing wrong with the infiltrator. I've had plenty of success and I'd hardly call myself an expert... No, you're not going to be mowing down lines of enemies like a max, or carpet bombing like a pilot, or generally blowing up tanks like a HA, but if you're patient and take your time you can sneak into an enemy base and disable the generators just fine.

Or you could roll an engineer, run into the enemy base, run into the generator room, plant your turret in front of the generator, blow it to smithereens, and run back out of there before anyone can get there to stop you (and without having used any ammo), as long as nobody was actively guarding the place (which is rarely the case, although on the more full servers bases tend to be crawling with people, and this is often impossible at Zurvan on West 1 due to everyone manning the AA and cannon turrets on the fortress walls).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 12, 2012, 02:55:01 am
The Infiltrator is fine

It is just that if you are using him for stealth you are sorta using it wrong. The cloak isn't for stealth.

Then what, pray tell, is it for then?

I'm just not sure what you're all seeing wrong with the infiltrator. I've had plenty of success and I'd hardly call myself an expert... No, you're not going to be mowing down lines of enemies like a max, or carpet bombing like a pilot, or generally blowing up tanks like a HA, but if you're patient and take your time you can sneak into an enemy base and disable the generators just fine.

Or you could roll an engineer, run into the enemy base, run into the generator room, plant your turret in front of the generator, blow it to smithereens, and run back out of there before anyone can get there to stop you (and without having used any ammo), as long as nobody was actively guarding the place (which is rarely the case, although on the more full servers bases tend to be crawling with people, and this is often impossible at Zurvan on West 1 due to everyone manning the AA and cannon turrets on the fortress walls).

Engineer will probably get killed soon afterwards and a good infiltrator is just what the situation described calls for. You've got tons of people running around, so you need a bit of an edge to sneak through.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 12, 2012, 02:55:58 am
Quote
Then what, pray tell, is it for then?

Sniping... or do you mean the cloak?

The cloak is made for standing perfectly still. That weakness makes it rather impossible to sneak into bases using it (along with its batterlife of nil)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 12, 2012, 03:06:36 am
No, the cloak is definitely made for movement... Yeah, a sharp eyed soldier can pick out a moving cloak, but with the right background and a corner or two, they'll lose it just as quickly.

When you're still, against a broken background, in some bushes, or hidden in some cover, you're as close to invisible as you need to be.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 12, 2012, 03:14:36 am
Quite a few times I've turned a corner to find myself fairly close to a foe, cloaked, and jumped towards them only to have them completely lose me.

Still not sure what class / classes to focus on. I enjoy heavy and infiltrator best so far. I want to fly stuff but haven't got around to fixing the default controls; So different from what I'm used to using.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 12, 2012, 03:19:37 am
There's really no way to "fix" the flying controls... You just have to relearn how to fly. To be fair, it is slightly similar to helicopter controls, so if you think of it that way rather than Old PS1 flying, or normal airplane flying, then you'll be a step ahead.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 12, 2012, 08:44:35 am
Yep, NC on East 2! My username there is GloriousLeader, Volatar will happily recruit you as well I think (speaking of which Volatar, we need to run another squad, haven't played with you since you were idling). There's more lag on the East servers right now though, than anywhere else... so if that really puts you off, play somewhere else for a while but I still recommend you make a character for the Bay 12 outfit. At the very least, you earn certs (skill points) while offline.

I haven't really been on to play since this past weekend. I was on for about a hour yesterday on a different character and that's about it.

Everyone: The US East servers have been confirmed to have a hardware issue that is causing the warping. It will be fixed in the next couple days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 12, 2012, 09:11:02 am
Two big updates being worked on:
1) Spawn Logistics (revamping the Galaxy and the Sunderer)
http://forums.station.sony.com/ps2/index.php?threads/solidifying-spawning-logistics.17169/ (http://forums.station.sony.com/ps2/index.php?threads/solidifying-spawning-logistics.17169/)

2) Weapon rebalancing (to promote longer engagements)
http://forums.station.sony.com/ps2/index.php?threads/upcoming-weapon-changes.17770/#post-236569 (http://forums.station.sony.com/ps2/index.php?threads/upcoming-weapon-changes.17770/#post-236569)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 12, 2012, 09:19:42 am
Is there a cost associated to dieing? Personally, I think there should be. Right now the fighting is *play until tons of resources collected, use all resources to capture one base*

Having a death penalty would make it smarter to actually siege bases, and things like using an infiltrator to get inside and destroy generators would be useful in the long run.

Also, still looking for an answer for this:
Quote
Huh, can I not spend my points until open beta begins or something? If I can, how do I link my station account to my planetside character?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 12, 2012, 09:42:06 am
Is there a cost associated to dieing? Personally, I think there should be. Right now the fighting is *play until tons of resources collected, use all resources to capture one base*

Having a death penalty would make it smarter to actually siege bases, and things like using an infiltrator to get inside and destroy generators would be useful in the long run.

Also, still looking for an answer for this:
Quote
Huh, can I not spend my points until open beta begins or something? If I can, how do I link my station account to my planetside character?

You can't use station credits in Planetside until after beta. The reasonoing being that there will be frequent character wipes, adding and removing weapons, and general rebalancing. It'd be a nightmare.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 12, 2012, 09:45:41 am
Quote
To give hot drops and blockade running more tactical relevance, cause they're awesome.

This is why I have such high hopes for this game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 12, 2012, 10:06:00 am
2) Weapon rebalancing (to promote longer engagements)
http://forums.station.sony.com/ps2/index.php?threads/upcoming-weapon-changes.17770/#post-236569 (http://forums.station.sony.com/ps2/index.php?threads/upcoming-weapon-changes.17770/#post-236569)
I wouldn't say this is to promote longer engagements and more to make weapons effective at the distances people are currently engaging at. Right now people are being pinned at ranges of >60 meters when their weapon's effective range is <40m. You end up with most of your force trying desperately to do any damage while the few people with effective weapons for that range actually score kills and control the flow of battle.

New recoil patterns could be interesting, especially given how literal horizontal recoil NC weapons had before. Something tells me forward grip is going to get more valuable again. Especially with slower CoF expansion meaning the laser dot is slightly less required for effective hip fire.

As to the spawning system, all the PS1 vets I've run with are desperate for this change, and it should encourage longer lasting tank battles for sure. I've been in a West Highlands Checkpoint push that involved three Sunderers and over a dozen mixed tanks, combined with the usual dozens of zerg infantry. Making that a minimal armoured force (one for repair, one for rearm, one for respawn) would encourage that scale of cooperation and combat. Me want.

And I do like the idea of Galaxies letting squad members spawn inside, as a sort of modified spawn beacon. Not as useful as the current Galaxy respawn but still encourage squad play.

The MAX change sounds good. MAX AA is extremely effective, and this won't stop it being useful but will make it breakable. And with any luck this will completely stop the current TR MAX spam. Yesterday I was able to blow up three MAXes and an engineer with one block of C4. That should pretty much never happen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 12, 2012, 10:35:33 am
As a nearly dedicated Gal pilot and PS1 vet, I don't have a huge problem with the way  Gals are at the moment, but I might be biased. I do think the gal spawn is a bit overpowered and can lead to some situations where it's nearly impossible to kill a gal that's got a dedicated stream of players coming out and I would prefer doing hot drops rather than just a quick landing, shields up and turn into a stationary turret while other people spawn from me. I think what they're doing could work well though. Sunderer turns into an AMS, works more like that. Galaxy SOMETIMES can work as a spawner, but I honestly feel that should have a decent cooldown on it for each soldier. I.E. spawn at a galaxy, can't spawn at that same galaxy for a few minutes. Give us bus drivers a chance to do more actual driving between the spawn points and the enemy.  I forsee, hopefully, a group of 3+ sunderers with AA guns being a mobile field base, just behind a line of tanks protecting them. They form a circle where galaxies can land and get the full repair/(rearm?) effect from all three, load up the spawns from them, and take off again, all within 15 seconds or so if done right. In reality, it'll probably just be as big a cluster-*@(# as it's always been, but I would be happy if the rare organized group could pull something like that off.

Except for the HA LMG, most weapons are pretty darn good at ranges well beyond 60 meters... you just have to turn it off of full auto fire. I can be almost as accurate with a carbine and a scope on single shot as I can be with a TR sniper rifle. The medic's assault rifle is even better, but I rarely use it, so I don't have much experience to go by there. The LMG really is just supression fire. spray and pray you hit. You do get plenty of ammo to do that with though, and short bursts of fire can be decently accurate if you're careful and aim.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Girlinhat on September 12, 2012, 10:55:57 am
Well, I tried a small attack run last night, but my graphical drag was so great that I'd have more luck passing commands through IRC and letting some bot control my player.  System requirements are simply too great for my computer.  At best I could be a Galaxy pilot for hot drops, wherein I fly myself directly into the enemy tower and let the soldiers jump out without me saying so.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 12, 2012, 11:04:46 am

Except for the HA LMG, most weapons are pretty darn good at ranges well beyond 60 meters... you just have to turn it off of full auto fire

How do you switch fire modes in this game?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 12, 2012, 11:13:24 am
I Belive it's B (see what I did there?).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 12, 2012, 11:58:33 am
You misspelled Believe? :V

But yeah definitely B. Also, even though TR are evil and you should feel bad for playing them instead of being on NC EAST 2 with us, if you find yourself in a Prowler tank you should totally press B. It locks you down into turret mode where you fire like three times as fast, it's pretty badass.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 12, 2012, 12:06:33 pm
No, the cloak is definitely made for movement... Yeah, a sharp eyed soldier can pick out a moving cloak, but with the right background and a corner or two, they'll lose it just as quickly.

When you're still, against a broken background, in some bushes, or hidden in some cover, you're as close to invisible as you need to be.

Yeah but you see... I once did that against competent players and those strategies became completely useless.

The effectiveness of cloak decreases as the competence of players increase... and that competency rate is only going to increase.

It was a lot like the Spy in the original Team Fortress in that eventually... unless you had the speed hack... people eventually learned to spot spies simply by running speed. making that technique a lot less effective.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 12, 2012, 12:11:03 pm
Y'know, I thought being a spy as a slower class actually slowed you down to their speed? The only class where that didn't work is the Scout. You weren't disguising as a scout were you? Also I highly recommend you change weapons. Most people don't know spies can do that and it fools them every time.

Oh yeah, and infiltrator stealth is WAY weaker than PS1. It's the one class I really just don't bother playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 12, 2012, 12:12:41 pm
Y'know, I thought being a spy as a slower class actually slowed you down to their speed? The only class where that didn't work is the Scout. You weren't disguising as a scout were you? Also I highly recommend you change weapons. Most people don't know spies can do that and it fools them every time.

Oh yeah, and infiltrator stealth is WAY weaker than PS1. It's the one class I really just don't bother playing.

In the second game the Spy slowed it down for you. First however, unless they did a update much much later, didn't.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 12, 2012, 12:21:01 pm
Oh yeah, and infiltrator stealth is WAY weaker than PS1. It's the one class I really just don't bother playing.

If you take a look in the cert screen it looks like you'll get a lot of options to buff the stealth of the Infiltrator.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 12, 2012, 12:24:31 pm
Would buying into beta be worth it?
If so, what server is the most B12-populated?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 12, 2012, 12:32:34 pm
Would buying into beta be worth it?
If so, what server is the most B12-populated?

Well, if you planned on buying station cash, it's essentially buying 4000 points of station cash at normal value, get beta free. It's very Beta still, so hard to make that judgment call.
If you do, however, we're largely focused on East 2, NC.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 12, 2012, 12:50:03 pm
Yeah, I've been running an NC outfit on East 2. All of the East servers have been having problems for the last week ago, but apparently it was confirmed to be a hardware issue so imagine they'll fix it shortly. Aside from that I should say, I haven't had much in the way of lag problems at all even on, say, the EU servers and I'm in western Montana.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 12, 2012, 01:23:15 pm
Ah, more (oldish) news. Per Higby's tweet yesterday, another warpgate rotation is coming with the patch this week. TR are heading to the seabed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Squanto on September 12, 2012, 02:15:54 pm
Postin' this here key I got if anyone wants it.

MRTR-DN9F-237E-47AJ-22ZG

Came in the email - "Thank You for Joining Alpha Squad - A Bonus for Signing Up"

So it seems that you get more for buying Alpha Squad than was stated...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 12, 2012, 02:45:49 pm
Postin' this here key I got if anyone wants it.

MRTR-DN9F-237E-47AJ-22ZG

Came in the email - "Thank You for Joining Alpha Squad - A Bonus for Signing Up"

So it seems that you get more for buying Alpha Squad than was stated...

Thanks for that, used it as a gift for my brother, thanks for making his birthday a bit more special ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 12, 2012, 02:50:33 pm
Postin' this here key I got if anyone wants it.

MRTR-DN9F-237E-47AJ-22ZG

Came in the email - "Thank You for Joining Alpha Squad - A Bonus for Signing Up"

So it seems that you get more for buying Alpha Squad than was stated...

Ya, Higby posted earlier today saying everyone who bought Alpha Squad would get a bonus guest key
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 12, 2012, 03:09:52 pm
*dances while he waits for mail*

So, any point in having 2 accounts? Or is that against the EULA?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 12, 2012, 03:12:42 pm
NC TO THE CANYONS!  TR DOMINANCE!  Should be fun seeing the populations swing, since the common consensus is that the Northern empire has the advantage.


With 2 accounts... you could idle on two accounts at once maybe.  If you're into that.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 12, 2012, 04:04:30 pm
Well, you can spy and such, but I wouldn't end up doing that. I was thinking more along the lines of getting experience on one account while playing another. Spec in multiple ways.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Leonon on September 12, 2012, 04:17:29 pm
If you have 2 accounts and 2 computers you could

 Be pilot and bomber in a Liberator simultaneously
 Grind rank points by having 2 characters of different factions keep taking the same base from each other
 Have one be a spotter while the other arcs artillery from too far away to normally properly aim

If you're really good with operating 2 characters at once
 One goes Max the other goes Engineer
 2 snipers facing the same area from different spots
 2 characters on Flashes driving around taking bases
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 12, 2012, 04:39:57 pm
Idle 200% of the time!

I have two accounts, have made 0 characters on one, and am currently idling 0% of the time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Girlinhat on September 12, 2012, 04:41:28 pm
I think your only bit would be for snipering from two locations.  Allegedly, SOE will be watching for foul play, ESPECIALLY if bases swap hands back and forth constantly, they'll know something's up.  Apparently it's not like your regular MMO.  The admins didn't just plant the server and leave.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 12, 2012, 06:36:24 pm
I love the way in which TR and VS go at each other on my server, while NC obliterates their northern auraxium bases.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Squanto on September 12, 2012, 07:15:42 pm
You know what's really funny about people who idle?  I've still been getting cert points (and maybe other resourches, but I still need to test that) while logged off.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 12, 2012, 07:17:08 pm
The funnier part is that they idle at spawn, rather than in a safe spot on an auraxium base.  At least be lazy efficiently.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 12, 2012, 07:26:21 pm
You know what's really funny about people who idle?  I've still been getting cert points (and maybe other resourches, but I still need to test that) while logged off.
You get cert points while logged off- frankly I think you get FASTER while logged off. However, you need to be logged on the get auraxium. You get 20-70 every five minutes. You need 8000 per arm for burster max, 12500 for A2G rockets, 10000 (I think) for Lighting Skyguard turrets... you get the idea.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 12, 2012, 07:45:32 pm
Just logged in, can anyone say Character Wipe?

Edit: Cancel that, they've just locked the East servers while they fix them I guess.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Tylui on September 12, 2012, 11:51:52 pm
Invite McGirl33 please? :O
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 13, 2012, 12:55:01 am
Invite McGirl33 please? :O
I'll be sure to get you in sometime tomorrow, if someone else hasn't done so already.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 13, 2012, 01:15:08 am
Invite Micro102NC plz
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: buckets on September 13, 2012, 06:17:19 am
How often do the devs add people to the beta? I signed up for it a while ago and am curious about my chances.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mini on September 13, 2012, 06:41:09 am
They hand out keys like candy on twitter, but I don't think they're letting the people who just used the site in until they need stress testing (ie, after they've finished basically everything and just need to make sure the servers can handle 2000 players in the sameish area).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 13, 2012, 09:30:18 am
How often do the devs add people to the beta? I signed up for it a while ago and am curious about my chances.
Right now it seems you gotta grab one when some site puts them out for grabs
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 13, 2012, 10:21:40 am
Pretty big update!

Quote
    General:

        We continue to address crash bugs and stability tweaks to create a more stable gameplay experience.
        Commander Certifications are now available.
        Players may no longer spawn/respawn into a MAX units.
        Equipment Terminals will no longer heal players when used.
        Warpgate Locations have been moved.
        Resource Rewards have been slightly adjusted.
        A number of map enhancements have been made.

    Known Issues:

        Waypoints are currently being worked on to allow different types. Currently waypoints are not working correctly at this time but are being worked on.

    Notable Bug Fixes:

        Vehicles that are locked to Squad/Platoon only will now allow Platoon members to enter.

    Classes:

        The MAX will no longer be available for respawn. Players will now access an equipment terminal to use the MAX.

    Vehicles:

        The Magrider's tune speed and strafe has been adjusted.

    Items:

        Spawn Beacon cost has been adjusted to 100 Alloys.
        Med Kit cost has been adjusted to 150 Catalysts.
        Restoration Kit cost has been adjusted to 75 Catalysts.
        Claymore/Siphon Bomb/Bouncing Betty cost has been adjusted to 75 Polymers.
        C4 cost has been adjusted to 100 Catalysts.
        Sticky Grenade cost has been adjusted to 100 Alloys.
        Frag Grenade cost has been adjusted to 45 Alloys.
        Players can now deploy as many explosives as they can equip.

    Certifications:

        Infrared Night Vision Certifications are now available on vehicle weapons.
        Commander certifications allow the use Command channels.
        Certifications for the Heal and Repair tools have been added.

    World:

        The New Conglomerate Warpgate is now located in the eastern portion of the map.
        The Terran Republic Warpgate is now located in the northern portion of the map.
        The Vanu Sovereignty Warpgate is now located in the southern portion of the map.
        Peris capture mechanics have been updated.
        Players should now see enemy units more clearly on the mini-map.

    Interface:

        A toggle for the continent map is now available that will show a coordinate based grid which can be used to coordinate movement.
        A “center on me” toggle has been added to the upper left corner of the map. Arrows around this toggle will allow the map to pan.
        Facility names now appear on the continent map if the Facility toggle is on.
        The continent map will now save your position and zoom level when you close the interface.
        An activity indicator has been added to the region information panel. As you mouse over the regions with the Territory control toggle on you can see value listed for how busy that region is.
        Hotspot indicators should more accurately drop players in the location they are requesting.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 13, 2012, 10:32:35 am
Sounds good. It's really nice to see that the player feedback is being used, and that they're really working on balance.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 13, 2012, 10:47:02 am
There are stealth changes in there as well.  Apparently the Lib pilot turret no longer will follow free-look. The skyguard no longer bucks like a bronco.  Who knows what all they've declined to list in that release.

Servers are down, might be for quite some time.  They also failed to list the 'terrible stability' update they included.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 13, 2012, 10:56:07 am
Quote
C4 cost has been adjusted to 100 Catalysts.
Quote
Players can now deploy as many explosives as they can equip.
I might actually run out of C4 at some point now.
Quote
Equipment Terminals will no longer heal players when used.
Making engineers and medics even more valuable in defences. Engineers especially with the MAX changes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 13, 2012, 11:08:34 am
There are stealth changes in there as well.  Apparently the Lib pilot turret no longer will follow free-look. The skyguard no longer bucks like a bronco.  Who knows what all they've declined to list in that release.

Servers are down, might be for quite some time.  They also failed to list the 'terrible stability' update they included.

Wait... you could control the front lib turret from the cockpit by using free look? I never knew this... would have changed my view on flying that thing so much...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 13, 2012, 11:09:55 am
IRNV vehicle certs?

Finally, I can see in the dark!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 13, 2012, 11:16:45 am
There are stealth changes in there as well.  Apparently the Lib pilot turret no longer will follow free-look. The skyguard no longer bucks like a bronco.  Who knows what all they've declined to list in that release.

Servers are down, might be for quite some time.  They also failed to list the 'terrible stability' update they included.

Wait... you could control the front lib turret from the cockpit by using free look? I never knew this... would have changed my view on flying that thing so much...

Yeah it really surprised scythe pilots who thought they can just hover off the side of a liberator. I'm sad it's gone. I wonder what the reasoning behind it was. It's not very unbalanced, you had to give up any sort of maneuvering in order to do it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 13, 2012, 11:18:02 am
I'm glad to see costs going up for all the infantry purchasbles (grenades etc.). Actually make resources mean something to a foot-slogger
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 13, 2012, 11:27:01 am
I'm glad to see costs going up for all the infantry purchasbles (grenades etc.). Actually make resources mean something to a foot-slogger

It just needs to feel real now rather then a silly edge bonus... which is what it feels like right now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 13, 2012, 11:29:51 am
It figures that as soon as I get my new rig set up (last night) the planetside servers go down. Haven't had a chance to try out playing the game without freezing and stuttering. I might even be a competent pilot now. But nooo, the servers are down.

 :P

Guess I'll go play SOTS2, been owning that game for months as part of a bundle without a system that could run DX10.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mini on September 13, 2012, 11:49:46 am
There are stealth changes in there as well.  Apparently the Lib pilot turret no longer will follow free-look. The skyguard no longer bucks like a bronco.  Who knows what all they've declined to list in that release.

Servers are down, might be for quite some time.  They also failed to list the 'terrible stability' update they included.
Wait... you could control the front lib turret from the cockpit by using free look? I never knew this... would have changed my view on flying that thing so much...
Yeah it really surprised scythe pilots who thought they can just hover off the side of a liberator. I'm sad it's gone. I wonder what the reasoning behind it was. It's not very unbalanced, you had to give up any sort of maneuvering in order to do it.
Probably because it's meant to be a fixed gun, and it doesn't make sense for a fixed gun to be able to shoot sideways.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 13, 2012, 12:07:21 pm
The mount is, well, turrety looking  And it makes even less sense for a bomber style gunship to have a fixed gun.  What exactly is a lib going to do with a fixed nose-cannon that it shouldn't have been doing with it's bomb launcher?

The pilot gun was bad, it didn't have a gun camera and it restricted your fire terribly, but it really has no purpose as a weapon now.

The more I think about the game, the more I get the impression that the devs are making design decisions at random.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 13, 2012, 12:19:04 pm

The more I think about the game, the more I get the impression that the devs are making design decisions at random.

Welcome to a real Beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 13, 2012, 01:04:39 pm
Quote
Players can now deploy as many explosives as they can equip.

Yesssss! C:<

Quote
C4 cost has been adjusted to 100 Catalysts.

Nooooooo! D:>
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 13, 2012, 01:09:02 pm
Suicide bombing?
If only for the pure hilarity that can be achieved while doing that in most games.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 13, 2012, 01:19:32 pm
No, wait. It's 100 catalysts now. Whereas previously it was 40 alloys, wasn't it? So that's actually good, now my C4 and my Mossie come from different resource pools. Cool.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 13, 2012, 01:25:03 pm
esa are polymer.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 13, 2012, 01:34:13 pm
I'm too stupid to make credit card payments work :(

EDIT:
Looks like i made it work. But now it says that i'm paying 35 euros instead of the promised 30...?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 13, 2012, 02:21:18 pm
What the hell... the laser dot now has a bright red line extending out of it, glowing brightly like a mini beacon all the way along it. It's completely impossible to miss, and lets you see people coming around a corner several seconds in advance and get ready to shoot them.

Apparently in Planetside laser sight = lightsabre.

Maybe it's time to swap to the grip...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 13, 2012, 02:29:58 pm
What the hell... the laser dot now has a bright red line extending out of it, glowing brightly like a mini beacon all the way along it. It's completely impossible to miss, and lets you see people coming around a corner several seconds in advance and get ready to shoot them.

Apparently in Planetside laser sight = lightsabre.

Maybe it's time to swap to the grip...

Technically it alwasy did, at least when I first got in, however it got broke a few weeks ago. I'm thinking it's a placeholder graphic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Geen on September 13, 2012, 02:30:59 pm
What the hell... the laser dot now has a bright red line extending out of it, glowing brightly like a mini beacon all the way along it. It's completely impossible to miss, and lets you see people coming around a corner several seconds in advance and get ready to shoot them.

Apparently in Planetside laser sight = lightsabre.

Maybe it's time to swap to the grip...
You don't put an underbarrel lightsaber on your guns? :P
Anyways, this looks cool, I just want them TO SEND ME MAH DAMN BETA KEY ALREADY.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 13, 2012, 03:39:43 pm
You don't put an underbarrel lightsaber on your guns? :P
Why not? now you can shoot dude AND slice em apart
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 13, 2012, 08:58:47 pm
Wtf, it's downloading another 1.3 GB?!

I only have so much room.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mechanoid on September 13, 2012, 09:12:38 pm
Did they take out offline cert gain without telling anyone? I haven't played for 24 Hours, and when i logged into my character i had 0 certs, just as i left it; where as a week ago i could log in and find +10 certs more than what i had left it as.

Someone here who has an account on the official PS2 forums please go make a post saying how disappointed i am you are about this, because "waking up to play another session of PS2 was new and exciting because there was something new you could cert and use every few days despite not being able to play as much as you might like to, and now that it's gone there's not much point in playing at all if you can't play for long enough to get a cert you want or need."

Also, who the FUCK thought it'd be a good idea to make command certs cost THAT FUCKING MUCH?! WHEN YOU GET NO BONUS, NOTHING ADDITIONAL FOR USING THE SQUADS/PLATOON SYSTEM AT ALL!
Fucking SoE can go fuck itself if this is the way it's going to stay, because if it is than PS2 just religated itself to "Dwarf Fortress updates more often then i willingly play this game"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 13, 2012, 10:08:40 pm
Everyone who is in the beta should have a forum account over there. You just log in with your SOE account... You can do your own complaining.

Personally, I don't care. 500 is a lot, but I feel like people with command authority should be the ones who have been around for a LONG time. Offline cert gain was nice, but it has its own problems as well. One option to consider is that it's also a bug introduced accidentally.

Remember... BETA... things change week to week and getting all huffy puffy upity about it isn't the proper attitude.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 13, 2012, 10:24:00 pm
You know how annoying the command channel would be if it only cost 40 certs to use it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 13, 2012, 10:44:54 pm
Don't complain about things that happen because a game is in beta. Not cool.

Also, still waiting for an invite. Username in-game is Micro102NC
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 13, 2012, 11:07:47 pm
Don't complain about things that happen because a game is in beta. Not cool.

Also, still waiting for an invite. Username in-game is Micro102NC

Odd, I just tried to invite you and it said character not found. Don't know if that's because you're offline, or there's a typo in the name? You're on East 2?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mechanoid on September 13, 2012, 11:48:09 pm
Quote
Remeber it's a beta! No right to complain!
Don't care if it is or isn't. Something's wrong? I can and will damnwell point it out. Also PS2 is despite the lable not a beta, it's an alpha version and is as incomplete and lacking for basic gameplay features as Dwarf Fortress is. If it was a genuine beta there would be no locked-up certs and you could buy any weapon, etc. The certs are locked because i doubt they're even coded in at the moment, just like the weapons are locked because they arn't modeled.

You know how annoying the command channel would be if it only cost 40 certs to use it?
If they were smart they'd let the player determine for themselves what command channels they could listen to. (i doubt they're that smart; they're aiming for CoDs and BFs "console gamerz" audience) If some tardo is spamming server-wide slurs everyone could just disable command channel chat coming from that commander. The certs that offer genuine fight altering ability like an orbital strike should definitely cost 500 though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 13, 2012, 11:50:16 pm
Quote
Remeber it's a beta! No right to complain!

I remember a long time ago I was playing Final Fantasy Online (the second one) and I defended the game on the basis that it was a Beta. (it was fixed WAAAAAY later... by practically making it an entirely different game... soo uhh mixed message)

I learned my lesson. Yes you can complain about elements in the Beta and about the Beta itself... but you cannot do so on the basis that it is a beta or anything that is like that because it is a beta.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 14, 2012, 12:02:07 am
We do have a right, a responsibility even, to complain BECAUSE it is a beta(or alpha, or whatever you want to call it.) There are problems with the game, and as they add more stuff, there will be even more problems. The only way for them to find out what those are is to test it out and report back your data including both factual information and your own opinion.

When you do complain though, do it in a constructive manner. Be polite, be clear, and most of all, do it where the developers can actually hear you.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 14, 2012, 12:02:53 am
By all means bug reporting is complaining.

As well yes... many of the gameplay elements they are trying to get right in the Beta they are trying to get right in the beta so Sluissa is right that now is the best and most worthwhile time to complain... before the game is more set in stone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 14, 2012, 12:34:51 am
There's a big difference between "500 certs seems a bit high for command channel access" and swearing and ranting about it and how it and the squad/platoon system doesn't give you free stuff.

Also, I don't think it's high, I think it might be low, because I was around when people were spamming music and annoying voice chat on the empire-wide voice chat (and I disabled it in my config file before they removed it - at least I heard they removed it), and 500 certs is only a couple weeks of playing a different character.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 14, 2012, 01:14:11 am
There's a big difference between "500 certs seems a bit high for command channel access" and swearing and ranting about it and how it and the squad/platoon system doesn't give you free stuff.

According to what I know about speaking to others... The second part, which you put as the weaker arguement, is in fact that stronger arguement.

"seems a bit high"? What are you trying to say?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 14, 2012, 01:49:35 am
Sorry I bugged out on your guys, but I just kept crashing :(

Did manage to take out a magrider with my Flash, though (from behind, he never knew what hit him). The fury is a bt useless against infantry, though, and flash vs tanks its usually the tank that wins, so I might buyt the AI weapon for it instead.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 14, 2012, 03:15:27 am
There's a big difference between "500 certs seems a bit high for command channel access" and swearing and ranting about it and how it and the squad/platoon system doesn't give you free stuff.

According to what I know about speaking to others... The second part, which you put as the weaker arguement, is in fact that stronger arguement.

"seems a bit high"? What are you trying to say?

You didn't read the rest of my post, did you?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 14, 2012, 10:21:38 am
So they've further incentivized idling?  Makes sense.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 14, 2012, 10:27:17 am
So they've further incentivized idling?  Makes sense.
Because more idlers == more players online. Right? "our servers can handle up to 6000 players per continent!!! (but only if 5900 of em are idling)"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 14, 2012, 11:00:52 am
Idlers = people not spending money
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 14, 2012, 11:35:58 am
There's a big difference between "500 certs seems a bit high for command channel access" and swearing and ranting about it and how it and the squad/platoon system doesn't give you free stuff.

According to what I know about speaking to others... The second part, which you put as the weaker arguement, is in fact that stronger arguement.

"seems a bit high"? What are you trying to say?

You didn't read the rest of my post, did you?

None of the other part of what you said was important to what I was trying to say.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 14, 2012, 11:43:04 am
None of the other part of what you said was important to what I was trying to say.
I think you need to read the last page and Mechanoids comments to which Shadowlord was relpying (albeit without quote) to get the context.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Tylui on September 14, 2012, 12:35:30 pm
EDIT: Nevermind :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 14, 2012, 12:36:07 pm
Whats our outfit name, and do we have an emblem already? (i mean the "main" NC outfit, i'll get in, eventually.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 14, 2012, 02:25:51 pm
Whats our outfit name, and do we have an emblem already? (i mean the "main" NC outfit, i'll get in, eventually.)
It's just called "Bay 12 Temporary" because the name Bay 12 was already taken. There's no emblem, but it might be cool to have one. We'll be the main Bay 12 outfit when the next character wipe rolls around- I have always been of the opinion that things won't go very smoothly if we split into different outfits. Like I was saying earlier I think it would be best to just set our faction opinions aside to play together. Right now the temp outfit is NC. I'll add, the short story contest is ongoing for which faction we play though NC is currently winning that too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 14, 2012, 03:28:29 pm
Does someone just go around taking up popular names or something? I don't see how Bay12 could be related to anything but dwarf fortress.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 14, 2012, 03:32:19 pm
No, it's the result of some former attempt to make a Bay 12 outfit. There were at least a couple upstarts before that didn't get a lot of members.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 14, 2012, 11:00:34 pm
(http://i.imgur.com/FJMr8.jpg)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 14, 2012, 11:07:43 pm
Just another day fighting for the congolmerate.

Spoiler: LARGE IMAGES (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 15, 2012, 01:34:12 am
Whats our outfit name, and do we have an emblem already? (i mean the "main" NC outfit, i'll get in, eventually.)
It's just called "Bay 12 Temporary" because the name Bay 12 was already taken. There's no emblem, but it might be cool to have one. We'll be the main Bay 12 outfit when the next character wipe rolls around- I have always been of the opinion that things won't go very smoothly if we split into different outfits. Like I was saying earlier I think it would be best to just set our faction opinions aside to play together. Right now the temp outfit is NC. I'll add, the short story contest is ongoing for which faction we play though NC is currently winning that too.

Even Reddit only runs one outfit. (East 2, VS) Splitting things up just doesn't work right now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 15, 2012, 08:26:03 am
Well, I did what I could with my story... If you all are just so insistent on being NC property, then I guess I'll just have to do my best to take you all down myself... Thought you were better than that, Bay12... thought you were better than that. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 15, 2012, 09:40:37 am
Its not as if it matters. Picking a faction is almost as meaningless as picking a football team or picking horde/alliance in WoW. It all comes down to personal preference.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Lectorog on September 15, 2012, 09:59:40 am
The factions are different. It is about personal preference. Bay 12 wants to be unified, so whichever group has the most preference will be selected. Faction matters. Not everyone wants to play as an alien in a purple suit, but still might want to play with as many Bay 12ers as possible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 15, 2012, 11:35:41 am
NC have the easymode Reaver, a OHK sniper rifle, and the toughest main battle tank which definitely mops the floor with the Prowler.

I went back to VS, personally. Also, there's something fun about destroying Vanguards with a Magrider like a boss. :V
(Being blown up in a quarter second in a scythe without being able to tell what is shooting you or from where is less fun - in that case it turns out it was a reaver's main cannon. I prefer the magrider so much more than the scythe. I shot a reaver out of the sky yesterday with the main cannon while it was flying horizontally towards a base tower.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 15, 2012, 11:43:42 am
Is PS2 going to be F2P? I heard it was going to be,  but the FAQ says that they are still considering their buisness model.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 15, 2012, 11:47:30 am
It's going to be F2P.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 15, 2012, 11:48:45 am
Alright.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Urist McScoopbeard on September 15, 2012, 01:23:18 pm
But you can buy "Alpha squad" for some in-game shit
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 15, 2012, 01:27:01 pm
Free to play doesn't mean they are giving away the game out of the goodness of their heart. It always means cosmetics for $.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 15, 2012, 01:28:07 pm
Free to play doesn't mean they are giving away the game out of the goodness of their heart. It always means cosmetics for $.

Heck... Free to Play doesn't always mean Free To play as you think it.

Wizardry 101 being the worst case.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 15, 2012, 01:35:51 pm
F2P can be good, as long as it is not P2W. I dont think this will be P2W. (funny how all these terms have a P and a 2. PS2, P2W, F2P.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 15, 2012, 03:55:17 pm
So, patch is out which was foreshadowed earlier, apparently they are attempting to give a different feel to every weapon... so maybe the foregrip will be worthwhile now :V

And guys seriously, the faction debate? We bloody well had it already. Like I've said before, we're choosing a faction arbitrarily just to be in the same place. Right now that's NC. However:

I am leading the outfit, and will choose the faction by way of SHORT STORY CONTEST! Write a story depicting why your chosen faction is the best, best story by the char wipe wins.

I and others are willign to play on any of the three factions so long as it's with one unified Bay 12 outfit. I propose we all do the same!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 15, 2012, 04:32:25 pm
done.

They cannot seem to get it through their heads that air shouldn't be the counter to everything.

They're looking significantly worse than hi-rez in p2w and their dev process is so half-assed that it's just frustrating to try to follow their updates.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 15, 2012, 04:54:25 pm
Invite McGirl33 please? :O
Invite Micro102NC plz
Sorry for the delay. I tried inviting you but I got a "player not found" message. Are you guys on US-East 2?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Techhead on September 15, 2012, 05:17:19 pm
I also need an invite. The name is Techrebel
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 15, 2012, 05:29:52 pm
Tried inviting you. Player not found.

Does it say that when you're offline?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 15, 2012, 05:30:28 pm
Yes the name is Micro102NC (the NC are capitalized) and I am NC on US East 02
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 15, 2012, 05:42:40 pm
Did a little more flying today and managed not to crash. Not sure exactly what kind of altitude to fly liberators at or how to best serve the gunners.

My main issue with flying so far is the mouse. I'm used to using just the keyboard or on occasion a joystick. Will have to see if I can customise them some.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 15, 2012, 06:03:57 pm
They cannot seem to get it through their heads that air shouldn't be the counter to everything.

Air is strong vs ground right now since ground is given few if any ways to harm air.

However, once you unlock anti-air it is stupidly strong against said air. A single Skyguard Lightning can take on and destroy several fighters. A pair of them can hold a kilometer radius against anything but an organized air assault.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 15, 2012, 06:22:25 pm
Can you unlock anything as the heavy infantry in terms of locking on rockets? I'd really like to lock on to ships.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 15, 2012, 06:42:28 pm
There is 2 lock-on rocket launcher, one for air and one for ground. Man its fun to lock on a flying lighning and finish him off when he is 450 meter as the rocket ( missile at this point? ) hits him.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 15, 2012, 07:04:42 pm
They cannot seem to get it through their heads that air shouldn't be the counter to everything.

Air is strong vs ground right now since ground is given few if any ways to harm air.

However, once you unlock anti-air it is stupidly strong against said air. A single Skyguard Lightning can take on and destroy several fighters. A pair of them can hold a kilometer radius against anything but an organized air assault.

And here I thought ground was strong vs air right now since I die if I even look at a AA turret in a scythe. Also, there are a ton of AA turrets in all the major bases and even a few in a few of the outposts. Also, burster maxes seem fairly effective at shooting scythes down. Reavers are, however, significantly tougher, to the point where if a scythe and a reaver collide, the scythe explodes and the reaver comes out if it with half its HP left.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 15, 2012, 07:09:28 pm
They cannot seem to get it through their heads that air shouldn't be the counter to everything.

Air is strong vs ground right now since ground is given few if any ways to harm air.

However, once you unlock anti-air it is stupidly strong against said air. A single Skyguard Lightning can take on and destroy several fighters. A pair of them can hold a kilometer radius against anything but an organized air assault.

And here I thought ground was strong vs air right now since I die if I even look at a AA turret in a scythe. Also, there are a ton of AA turrets in all the major bases and even a few in a few of the outposts. Also, burster maxes seem fairly effective at shooting scythes down. Reavers are, however, significantly tougher, to the point where if a scythe and a reaver collide, the scythe explodes and the reaver comes out if it with half its HP left.


I had intended to type "few if any ways to hard air by default". All the anti-air save the emplaced turrets are unlocks. The emplace turrets also depend on where you are. Down south there is a lot more turrets than up north for example.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 15, 2012, 09:27:21 pm
Yeah, but more and more people have those unlocks every day, so playing air becomes harder and harder.
This whole thing of course goes completely against the idea of unlocks being sidegrades rather than upgrades.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 15, 2012, 10:03:28 pm
Yeah, but more and more people have those unlocks every day, so playing air becomes harder and harder.
This whole thing of course goes completely against the idea of unlocks being sidegrades rather than upgrades.

You're not thinking out the tactics involved. :)

If the enemy pulls a bunch of Anti-Air Lightnings and starts controlling the air, do you respond with more air?

No, you bring in heavy tanks.

Anti-Air is a sidegrade, and a costly one at that, as it leaves you completely vulnerable to ground.

It escalates from there. :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 15, 2012, 10:03:58 pm
Heh, the laser sight is such a giveaway now. I've gotten numerous kills by seeing a laser sight and knowing exactly where an enemy was and which way they're facing. Jump in on their side/back and blow em away.

It even goes through walls. Was fighting at Tawrich earlier and I saw the F point flashing with an enemy taking it. He was hiding behind one of the little corner nooks right by the capture point. His laser sight was sticking through the wall, letting me see exactly where he was - so I just activated nanite mesh and stepped out firing and blew him away before he even did any damage through the nanite mesh.

Another time I saw the beam cutting through a wall by a window near a capture point, so I chucked a grenade up there and blew up two people. I had no idea people would be there defending it, if not for the laser dot I would have just walked up and probably gotten gunned down by them.

I'm saving up points to buy the forward grip on all the classes that I've been using laser dot on, it's just not worth it to walk around with that kind of "SHOOT ME" sign for a small accuracy bonus.

-edit- I really miss the offline cert point gain. It's hard to save up 40 pts to get the forward grip now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 16, 2012, 05:35:07 pm
The removal of the offline cert gain makes me want to idle 24/7.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 16, 2012, 05:45:37 pm
The removal of the offline cert gain makes me want to idle 24/7.

That won't work either, it's based on actions. 1000 xp for a cert point. You actually gain them really fast if you're ingame and in a organized outfit or part of one of the zergs that happen.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 16, 2012, 05:51:48 pm
As I watch the changes in this beta, I want to play the game less and less. Hoping the final release version ends up being better.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 16, 2012, 05:54:14 pm
The removal of the offline cert gain makes me want to idle 24/7.

That won't work either, it's based on actions. 1000 xp for a cert point. You actually gain them really fast if you're ingame and in a organized outfit or part of one of the zergs that happen.

Idle in a hidden corner of a contested Auraxium base. Bam. Idling certs AND more than passive Auraxium gain.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 16, 2012, 06:46:26 pm
I did that once when I went out for about half an hour. I'm glad nobody decided to look on top of the biodome in that period. Though I've heard mention that they're making plans to kick AFKers so that might not remain an option.

But the whole move to ditch offline certs is boneheaded and will only lead to a focus on farming tactics. Personally, I've been moving towards defending multi-point facilities or going on stealth captures for this reason. It also hurts those who perform helpful actions which don't gain xp such as hanging back to defend bases (from people like me) or performing support roles such as transport. Even those support roles which do receive xp currently give very little in comparison to the in-your-face approach. And even within that approach there's a huge difference in time cost to benefit ratios as a several hour siege gives just as much capture xp as a minute-long outpost capture.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on September 16, 2012, 07:22:36 pm
I've been moving towards not playing at all. And by "moving towards" I mean "have only played one hour since this change occurred, which was long enough to submit a bug report on it (there was no mention of it in the changelog, so I concluded it was probably a bug)."

Today I found a thread by a developer in the Classes and Certifications forum, saying that it was intentional, which makes me even less likely to play. As much as the rest of the gameplay is great or moving towards being great, the auraxium gain mechanics and now the cert gain mechanics detract significantly from the fun of the game.

Edit:
From https://twitter.com/j_smedley/status/247489561914122241

Quote from: John Smedley
The idea is simple - offline cert gain will be something you pay for. Likely in a subscription and maybe outside of one.

@Adalore1 Absolutely positively not. Actually the whole cert point system is directly made with free casual players in mind.

@Adalore1 we are making most of the core certs level in a smart fashion where you don't even need to Level them all up.

@Fantomblu yes. Normal $14.99 price. But we are offering other options too that aren't about sub.

Oh well. I had hopes, but I was prepared to see it swerve off into standard "Must install skinner boxes, and get people to pay us to bypass some of them" MMO territory. I have no intention of continuing with beta or playing PS2 on release if this is their game plan, simply because I can be playing stuff that isn't unbalanced, unfair, and unfun, or doing anything other than playing 24/7 or sending them money.

("Actually the whole cert point system is directly made with free casual players in mind." is hilarious, as from my own experience I earn almost no certs playing - maybe 5-10 for each day, which is not casual-friendly at all when there is shit that costs hundreds and hundreds of cert points, and the gun attachments that you have to buy per gun, some of which aren't cheap, etc.)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 16, 2012, 09:39:18 pm
It's still not super fast, but you can get certs pretty quick if you get with a good galaxy crew. Hopping from base to base capturing small bases, and when you hit a big base you can usually get into some pretty good fights where you can rake in thousands pretty quick from all the kills.

I've been enjoying playing Medic lately. Their rifle is really nice, I get lots of kills with it. And healing/resing people is rewarded with points. 75 for resing, 10 for healing a certain amount. Running around with a big group reviving and healing people in between skirmishes where you pull off a few kills each time can add up pretty quick. You get bonus points if you're in a squad with the people you're healing too, so if you can get in a good 12 man squad it's even better.

I was with a nice group the other day with 3 engineers, 6 heavies, and 3 medics (including me). At one point a lib and 5 tanks (2 lightnings and 3 magriders) came in blew our galaxy and nearly wiped us out, killing both the other medics and most everyone else and losing one lightning and one magrider in the process. I raised both the medics and we started picking up all the heavies, and soon they were blasting the tanks to bits while us medics kept them revived and healed up. Two of the engineers dropped ammo packs for them to have more rockets too. It was crazy - basically open ground, with me and the other two medics racing around reviving and healing people while the heavies danced around popping off rockets at the tanks. I died once but got raised by one of the other medics almost instantly, popped my heal on, and kept reviving others. Meanwhile one of the engineers respawned at the gate and arrived with our new galaxy just as we captured the facility, and we immediately flew right off to the next objective. We killed all the tanks and dozens of infantry by the time we were done (not sure what happened to the lib, it just bombed the gal and flew off).

Wish I could get in full coordinated groups like that every time I play the game. That's why we need to get organized into one outfit, so we can set that kind of stuff up on a regular basis :P

I still kind of want to unlock the resurrection grenades. I've seen medics turn a fight around by dropping one of those on top of a group of dead guys.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 16, 2012, 10:30:22 pm
I'm personally still hoping that the horribleness of gaining things right now is just because progression is the last area of the game they want squared away; there's still a lot of weapon, map, and command balancing to go.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 17, 2012, 03:04:26 am
I still kind of want to unlock the resurrection grenades. I've seen medics turn a fight around by dropping one of those on top of a group of dead guys.
I have them, but I haven't had the chance to use one, yet. I do keep throwing them at enemies by accident/habit, though, and at 300 greenstuff (because I can't get used to the real names) per grenade that is quite the expensive error.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 17, 2012, 03:24:49 am
I still kind of want to unlock the resurrection grenades. I've seen medics turn a fight around by dropping one of those on top of a group of dead guys.
I have them, but I haven't had the chance to use one, yet. I do keep throwing them at enemies by accident/habit, though, and at 300 greenstuff (because I can't get used to the real names) per grenade that is quite the expensive error.
Thats the worst thing i ever saw, really 300 frigging that for ONE revive grenade? FRAK they spam max faster than a rabbit breeding pit and it cost nothing... Ok they want to balance the revive grenade, but think about all the mistake we do when throwing at the ennemy, also you need to wait for 2-3 player to die to *worth* it then again, you are giving them 100 green thing each if they are only 3, also if there is more than 3 there is a good chance you will never get close enough to pop that damn grenande, instead of giving that high price, why not just decrease the range or i dont know something else?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 17, 2012, 03:57:26 am
-snip-
I know what you mean. I've ended up joining an outfit on EU1 where we've managed to field three full squads a few times now. Nothing quite like when a group is working well together.

Still died twice as many times as I've killed. It's the damn scythes and magriders that are killing me the most.

Just out of curiosity is anyone else finding that firing from the hip with the HA rifle works best unless at long range?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 17, 2012, 04:16:07 am
Just out of curiosity is anyone else finding that firing from the hip with the HA rifle works best unless at long range?
Definitely. If you're close enough to hit from the hip with HA, always do it since mag size is a non-issue. If you got to sights/scope, you spent a split second and also lose your dancing ability.

...yes, I'm talking about dancing like it's 1999.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 17, 2012, 09:07:01 am
Bah, this move thing is cramping my PS2 time! Can't wait to get back in, I'm liking the little tweaks I've noticed while dropping in (the new UI upgrades are subtle, yet look a lot better). Haven't noticed much difference on the guns, but again, haven't been playing too much. Also, love the NC spawn area now, I'm hoping once we get more continents online we'll see more of each continent as each faction.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 17, 2012, 09:14:23 am
-snip-
I know what you mean. I've ended up joining an outfit on EU1 where we've managed to field three full squads a few times now. Nothing quite like when a group is working well together.

Still died twice as many times as I've killed. It's the damn scythes and magriders that are killing me the most.

Just out of curiosity is anyone else finding that firing from the hip with the HA rifle works best unless at long range?

Just checked my K/D, didn't realize it was any good. Surprisingly, I've got 1.2 - despite having numerous deaths from "suicide" (falling through the ground, mostly) and team killing. Have a "gold medal" for the heavy weapon SAW, haha. I'm completely suicidal when I play as infantry too - dashing into tank fire to pop off a rocket at it, running through the open being pelted with rifle fire to resurrect a guy across the way behind some boxes, rushing at a MAX solo to kill it instead of keeping my distance (which tends to work about 50/50, the cycler maxes especially are really brutal), etc.

I'm pretty lucky about staying alive as infantry, though - I often get streaks of 3-4+ before dying when I'm just fighting vs other infantry, even when I'm being completely crazy and just rushing in guns blazing. I tend to get pretty lucky in 1vMultiple situations too. Like just happening to run up behind 4 guys crouched and firing on some NC guys trying to come the opposite direction. Or seeing a group move in to take a capture point and being able to step aside and grenade most of them as they bunch up on the point and shoot the rest dead in the ensuing smoke as they fire in the wrong directions. Or sitting beside an enemy galaxy popping one enemy after another as they spawn and rush in the opposite direction and seem to completely ignore me, even when I'm killing all the engineers and preventing them from repairing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 17, 2012, 11:01:04 am
By the way, anyone here some of the awesome new features to come to the Sunderer? My favourite two are it being a spawn point (and the Galaxy spawn getting nerfed majorly) and the Shield breach cert, letting it Ram through enemey gate sheilds (I think I heard they could do this in PS1). I'm probably going to Cert up in the Sunderrer now, 'cause it sounds awesome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 17, 2012, 11:06:58 am
I'm pretty lucky about staying alive as infantry, though - I often get streaks of 3-4+ before dying when I'm just fighting vs other infantry, even when I'm being completely crazy and just rushing in guns blazing. I tend to get pretty lucky in 1vMultiple situations too. Like just happening to run up behind 4 guys crouched and firing on some NC guys trying to come the opposite direction. Or seeing a group move in to take a capture point and being able to step aside and grenade most of them as they bunch up on the point and shoot the rest dead in the ensuing smoke as they fire in the wrong directions. Or sitting beside an enemy galaxy popping one enemy after another as they spawn and rush in the opposite direction and seem to completely ignore me, even when I'm killing all the engineers and preventing them from repairing.
I have the same experience, especially in larger engagements. People on both sides tend to hunker down behind cover and exchange fire at a fairly long range, so I think they don't expect anyone to rush in like that and it takes them a while to realize someone's mowing them down from close by. Especially if you play light assault and jet up to a roof or other such elevated vantage point.

By the way, anyone here some of the awesome new features to come to the Sunderer? My favourite two are it being a spawn point (and the Galaxy spawn getting nerfed majorly) and the Shield breach cert, letting it Ram through enemey gate sheilds (I think I heard they could do this in PS1). I'm probably going to Cert up in the Sunderrer now, 'cause it sounds awesome.
Oh that does sound awesome. Unfortunately today's patch broke the game for me, it won't even start. Crashes every time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 17, 2012, 11:33:35 am
I'm pretty lucky about staying alive as infantry, though - I often get streaks of 3-4+ before dying when I'm just fighting vs other infantry, even when I'm being completely crazy and just rushing in guns blazing. I tend to get pretty lucky in 1vMultiple situations too. Like just happening to run up behind 4 guys crouched and firing on some NC guys trying to come the opposite direction. Or seeing a group move in to take a capture point and being able to step aside and grenade most of them as they bunch up on the point and shoot the rest dead in the ensuing smoke as they fire in the wrong directions. Or sitting beside an enemy galaxy popping one enemy after another as they spawn and rush in the opposite direction and seem to completely ignore me, even when I'm killing all the engineers and preventing them from repairing.
I have the same experience, especially in larger engagements. People on both sides tend to hunker down behind cover and exchange fire at a fairly long range, so I think they don't expect anyone to rush in like that and it takes them a while to realize someone's mowing them down from close by. Especially if you play light assault and jet up to a roof or other such elevated vantage point.

By the way, anyone here some of the awesome new features to come to the Sunderer? My favourite two are it being a spawn point (and the Galaxy spawn getting nerfed majorly) and the Shield breach cert, letting it Ram through enemey gate sheilds (I think I heard they could do this in PS1). I'm probably going to Cert up in the Sunderrer now, 'cause it sounds awesome.
Oh that does sound awesome. Unfortunately today's patch broke the game for me, it won't even start. Crashes every time.

If it's doing the thing where it goes through the motions and just fails to launch, add both the launcher and the main exe to your AVs exception list. Whatever they did is tripping up AV software this patch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 17, 2012, 01:28:06 pm
If it's doing the thing where it goes through the motions and just fails to launch, add both the launcher and the main exe to your AVs exception list. Whatever they did is tripping up AV software this patch.

No, it crashes. The thing is that it has this weird cycle. I click the play button and it crashes, but the launcher stays open. I click it again and the same thing happens. I click it the third time, the launcher closes, and after a few seconds it crashes. It's the same every time.
Messing with my AV software does nothing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 17, 2012, 01:53:37 pm
Damn then. Also even with fiddling with the AV settings, it won't work when launched through Steam, which is a shame because I still haven't gotten around to having a 2nd monitor, and like to use the ingame overlay for quickly looking things up without having to alt-tab. Not to mention the Steam Messenger.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 17, 2012, 02:22:26 pm
By the by, on the topic of Cert gain. I have to say, not broken about offline cert gain leaving (and maybe being a pay-for service). Why you ask? Because I haven't found anything that I couldn't survive without as a noob. There's cool stuff, but the basic grunt stuff is free. Hell, you can get jet-packs, super sheilds, deployable turrets, ammo packs, heal/res guns. Sure, stuff buffs you a bit, but if I'm good, I can take out someone with all the Certs.
don't think what Cert you really like, but think what Cert you really, absolutly need, that you can't get without actually playing the game (btw, they've said they're still tweaking cert gain time in game too, so there's that).
I don't need constant new toys, I played hours and hours of Medal of Honour: AA as a kid, with it's all of 6 weapon choices.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 17, 2012, 02:28:01 pm
Just out of curiosity is anyone else finding that firing from the hip with the HA rifle works best unless at long range?
Definitely. If you're close enough to hit from the hip with HA, always do it since mag size is a non-issue. If you got to sights/scope, you spent a split second and also lose your dancing ability.

...yes, I'm talking about dancing like it's 1999.
Well my K:D has improved since I started and I've seen the gap between someone seeing me enter a room and them opening fire which I assume is them using the sights.

Just checked my K/D, didn't realize it was any good. Surprisingly, I've got 1.2 - despite having numerous deaths from "suicide" (falling through the ground, mostly) and team killing. Have a "gold medal" for the heavy weapon SAW, haha. I'm completely suicidal when I play as infantry too - dashing into tank fire to pop off a rocket at it, running through the open being pelted with rifle fire to resurrect a guy across the way behind some boxes, rushing at a MAX solo to kill it instead of keeping my distance (which tends to work about 50/50, the cycler maxes especially are really brutal), etc.
I guess this is a result of me playing almost nothing but KAG for a long time now. Luckily the FPS rust is coming off nicely.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Urist McScoopbeard on September 17, 2012, 03:33:25 pm
I've been playing the beta for a couple of days now, and I have to say, for the amount of complaining, this is more balanced than ALOT of games already, atleast thats been my experience playing as infantry and occasional liberator/mosquito pilot. (fuck vanu) On the topic if offline cert it seems like a good thing that cert points are coming in slower now, I really think that it forces you to think about your upgrades. However I DO think that flying should atleast get a tutorial, I wasted probally 1000+ green point things getting the hang of it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 17, 2012, 04:46:19 pm
Quote from: Smed
After reading the thread about offline cert gain we're going to leave it in for free players and up the amount to 50% more for members.

*bouts of celebratory gunfire*

Well my K:D has improved since I started and I've seen the gap between someone seeing me enter a room and them opening fire which I assume is them using the sights.

Possibly. It could also be due to the fact that characters are pretty damn hard to see in this game, at least for me, and even harder to identify. It often takes me a second to process whether I'm looking at a friendly or not. That's nothing to say of the damn Vanu. They have purple jumpsuits and nights in this game tint the ambient light purple as well, so even seeing the bastards at night is hard as fuck. I died several times because a Vanu guy crouched in the corner of a room blended in so perfectly that I never saw him even though he was right in front of me.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 17, 2012, 05:02:09 pm
Bah, came here to report the Cert thing and was beaten to it. Oh well. I'm enjoying how receptive they are to criticism and feedback actually.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 17, 2012, 05:05:21 pm
If it's doing the thing where it goes through the motions and just fails to launch, add both the launcher and the main exe to your AVs exception list. Whatever they did is tripping up AV software this patch.

No, it crashes. The thing is that it has this weird cycle. I click the play button and it crashes, but the launcher stays open. I click it again and the same thing happens. I click it the third time, the launcher closes, and after a few seconds it crashes. It's the same every time.
Messing with my AV software does nothing.
Same here :( Hope they fix that soon, or I'd actually be forced to do something meaningful with my life.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Gara-nis on September 17, 2012, 06:06:19 pm
Downloading... would like to be invited to an outfit if I can... Garanis will be my ingame name.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 17, 2012, 06:15:23 pm
It's looking like you have to be online to recieve invites to the outfit. Make sure to post when you'll be online so someone can swing by.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 17, 2012, 06:24:57 pm
I am online right now, idling. Shoot me a /tell and I should be able to get anyone added that wants in within 10-15 minutes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Gara-nis on September 17, 2012, 08:25:07 pm
Ingame now...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 17, 2012, 08:30:57 pm
Looks like you picked the wrong server or faction. You need to be on East 2, New Conglomerate.

EDIT: And you have fixed it. Welcome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 17, 2012, 08:57:03 pm
Ok, I'm logging on now for a while, try adding me again. Micro102NC
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 17, 2012, 09:38:21 pm
Cant add ppl when they areoffline, they have to be online or adding doesnt work.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 17, 2012, 11:56:22 pm
I'm on right now if anyone is able to invite. Name is GlowcatNC
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 12:35:12 am
I think everyone logged off for the night right before you got on Glowcat.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mikefictiti0us on September 18, 2012, 01:08:27 am
I've been playing near constantly as a Scythe pilot, and I've noticed an annoying phenomenon. If you're winning an air to air dogfight, a growing number of players will nose dive, jump out of their craft and suicide rather than allowing you to get the kill. As an added bonus, whatever they were flying tends to crash into the terrain, so you're robbed of the complete vehicle destruction points as well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 18, 2012, 02:52:14 am
Indeed. At the very least you should get a critical-assist on the vehicle.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on September 18, 2012, 03:49:52 am
I do jump out, but not to screw over the enemy. I play LA, so I can jet down to the ground safely and continue fighting on foot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 18, 2012, 06:36:26 am
"We've decided to keep passive cert point gain in for everyone and just make it 50% higher for members." (https://twitter.com/j_smedley/status/247801823107366912)

Straight from the Smed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: palsch on September 18, 2012, 06:47:54 am
Quote
In order to progress Beta testing, during our update later this week all character data including names will be wiped. Please keep in mind this will not be the final wipe in the testing process.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 09:24:06 am
I do jump out, but not to screw over the enemy. I play LA, so I can jet down to the ground safely and continue fighting on foot.

Yeah, I have done this too. I use fighters to travel when I am far from the front, alone. I have been shot down often in the process.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 18, 2012, 10:28:24 am
So, they're giving the servers new names, instead of 1 2 3. I guess it's largely to prevent the build up of people in the 1 servers, and the relative barrennesse of the 2 and 3 servers...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 10:46:52 am
That'll be nice. While I like being able to consistently join a server, I like larger battles better than smaller ones.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 18, 2012, 10:50:17 am
Okay, sensei picks a new server for us all?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 18, 2012, 10:52:45 am
Okay, sensei picks a new server for us all?

I guess so, since he has to start the new Outfit anyways.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 10:55:29 am
Just make sure it's still an East Coast one, for the same reasons as before.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 11:05:06 am
Anyone happen to have an extra key from the Alpha Squad stuff? My best friend is expressing interest in joining in on the fun.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Frajic on September 18, 2012, 01:42:06 pm
Alriiiiight, am downloading it at the moment. EU, if it matters. Anything I should be aware of?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 01:48:31 pm
There is a character wipe coming in this week, so don't worry about what you spend your certs and Araxium on. Just try things out.

The current temporary B12 outfit it on US East 2, New Conglomerate if you want to play with us. Characters are server and side locked.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 18, 2012, 01:50:23 pm
I'm finally about to get the Revaer rocket upgrade and here comes a wipe.

DAAAAMN YOOOOU SOE!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 01:52:09 pm
This isn't going to be the last wipe before release by the way.

That's beta folks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 18, 2012, 02:01:46 pm
Huzzah, now nobody else has those damn upgrade weapons.

*watches field of AFK'ers building up*

Hang on a sec, I'm going to get in and set up an outfit right away.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 02:04:03 pm
The wipe hasn't happened yet, has it?

EDIT: It has not.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 18, 2012, 02:12:04 pm
Yes, I was just running back in here to say, derp!

The NC is currently winning the short story contest, so we shall keep playing as them in the next wipe. The contest will remain ongoing, however, until release.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 18, 2012, 03:31:08 pm
So ehm, this may be blasphemous thinking here, but since we can't even get a full squad with our outfit, is it perhaps an idea to "merge" with some other outfit? I'd like some coordinated platoon action myself once in a while. Doing "The Alamo" with 5 other peeps is fun but there's more to this game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 03:35:28 pm
Once the wipe happens the servers will no longer have number names, and thusly will have more evenly balanced population counts. This will make the battles larger.

I feel no need to merge with another outfit, especially before release. At release we should have a lot more B12ers to play with. If you want larger play, start with a B12 squad, then talk with people in your vicinity, invite to your squad, and make plays for locations. I managed to get a two squad platoon full of talkative, cooperative pubs this way. It was glorious.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 18, 2012, 03:59:28 pm
Yeah that's the way the best sessions seem to go for me.

As a bonus, if I run a long, successful public squad/platoon, I usually get two or three people in the outfit. We actually have a pretty good supply of non-bay-12'ers even now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Frajic on September 18, 2012, 04:31:53 pm
Speaking of which, my ingame name is Frajic. Keep an eye out.

Nevermind, found the player list linked in the OP.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 18, 2012, 05:50:14 pm
I'll probably be playing Deus Ex and Humble Bundle games until the wipe hits. Don't want to burn out on PS2 early. :P I'll be back in as soon as it happens though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 06:09:56 pm
I'll probably play on one of the big servers myself until the wipe. I've been in the mood for bigger battles anyways.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 18, 2012, 09:14:56 pm
Excellent, they released the server names ahead of time:

US East:

Themisto
Leda
Himalia

US West:

Metis
Adrastea
Amalthea

EU:

Thyone
Herse
Chaldene

So, which one is it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Gara-nis on September 18, 2012, 09:20:04 pm
Excellent, they released the server names ahead of time:

US East:

Themisto
Leda
Himalia

US West:

Metis
Adrastea
Amalthea

EU:

Thyone
Herse
Chaldene

So, which one is it?

Themisto... the other names sound elf-ey
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 18, 2012, 09:24:25 pm
Darn, it looks like I was beaten to the punch. Instead, I'll be informative and post links to the people each East Coast server refer to!

Themisto (http://en.wikipedia.org/wiki/Themisto)

Leda (http://en.wikipedia.org/wiki/Leda_%28mythology%29)

Himalia (http://www.theoi.com/Nymphe/NympheHimalia.html)

I've also got a suspicion that, judging from the announcement of East Coast servers going down on the 19th all evening, that they'll bring the new servers up on the 20th. This is just a speculative hunch though.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 18, 2012, 09:35:01 pm
Also, for the poor souls who can't get it running:

"he team is working on a bug preventing some people from logging in. We have a repro case. Hope to have it killed tonight."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Techhead on September 18, 2012, 10:01:03 pm
I figure they are going to synchronize the wipe with the next major Certification rebalancing. That way they minimize the butt-hurt from people complaining that they spent 1k points in a category that got cut to half-price.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 10:25:35 pm
My vote goes to Leda. I like the sound of the name.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 18, 2012, 11:04:53 pm
My vote goes to Leda. I like the sound of the name.

The one seduced by SwanZeus?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 18, 2012, 11:33:23 pm
My vote goes to Leda. I like the sound of the name.

The one seduced by SwanZeus?

As I said, I just like the name. Screw mythology.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 19, 2012, 12:17:40 pm
No Hephaestus server? I am disappoint.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Techhead on September 19, 2012, 12:31:26 pm
Sensei, they're all named after women from Greek mythology. Half of them are women Zeus slept with. (Leda, Thyone (aka Seleme), Metis, Himalia, nad Chaldene) Two of the others were Zeus's foster parents, which brings about Oedipan imagery in this context. (Amalthea and Adrastea) Finally, Themisto and Herse were never involved with Zeus, unless you count the other Herse, who was Zeus's daughter.

So, for a Hephaestus server, he would have to be female, and would probably also have slept with Zeus.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 19, 2012, 12:34:39 pm
Sensei, they're all named after women from Greek mythology. Half of them are women Zeus slept with.
That's exactly the thing! Maybe Zeus is symbolic of SOE. In the story of Leda and the Swan, SOE disguises upgrades for cash as sidegrades.

And then, just like in the story, you get fucked. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 19, 2012, 12:36:33 pm
Sensei, they're all named after women from Greek mythology. Half of them are women Zeus slept with.

Yeah, but Zeus slept with just about allwomen in ancient greece.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 19, 2012, 01:06:51 pm
Great server just chose to go down for no known reason cutting everyone who was in game without notice...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 19, 2012, 01:17:37 pm
Great server just chose to go down for no known reason cutting everyone who was in game without notice...
dammit now I can't idle all day for free cert points /loljoking
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 19, 2012, 02:53:40 pm
Pretty sure this is the wipe. Won't be up until tomorrow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 19, 2012, 03:18:10 pm
Pretty sure this is the wipe. Won't be up until tomorrow.
Nope, just a temporary outage. I'd give it at least a couple days yet.

Also, Leda, why not? That's where we'll meet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 19, 2012, 03:19:44 pm
Also, Leda, why not? That's where we'll meet.

Yes!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 19, 2012, 03:46:52 pm
Quote from: Smedly
Actually these for SURE will change to Planetside themed names. We just decided to switch stuff up a bit for the newer players to get away from everyone thinking 01 is the place to be

Or not Leda...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 19, 2012, 03:51:18 pm
Certainly Leda for now- I doubt they'll change them to proper Planetside names before we get a chance to play with the currently scheduled ones. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 20, 2012, 01:28:22 pm
Alright, i got in the beta.
The servers are currently down?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 20, 2012, 02:57:14 pm
I was playing just 5 mins ago?

Edit: and congrats on getting in! :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 20, 2012, 04:34:19 pm
I think I saw a tweet that the wipe is possible tonight. or some update.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 20, 2012, 05:23:05 pm
I think I saw a tweet that the wipe is possible tonight. or some update.

Quote
@j_smedley any news on when is the wipe gonna happen?
@damudamn probably tonight.
by John Smedley about an hour ago

So yeah, tonight, which is also supposed to come with an update. Judging from the other tweets 'Leda' is still in up until at least Launch, so I suppose that's where I'll go after wipe.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 21, 2012, 06:16:42 am
Patch Notes are up, well writtien, first time I've ever chuckled at a patch notes entry at least.

http://forums.station.sony.com/ps2/index.php?threads/patch-notes-09-19-2012.21765/#post-291462 (http://forums.station.sony.com/ps2/index.php?threads/patch-notes-09-19-2012.21765/#post-291462)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Charmander on September 21, 2012, 07:09:52 am
That made my fucking day.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 21, 2012, 07:37:46 am
Nice. I like where all of this is going.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 21, 2012, 07:43:08 am
I for one think I might be washing my hands after using Liberators from now on... Resin... perhaps I really do NOT want to know.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 21, 2012, 08:35:19 am
Looks like they have extended the downtime until the servers go back up, currently no eta.

One thing I've found that may help those suffering from low frame rates.

In UserOptions.ini within the directory that PS2 is installed in, under [Rendering] you will find RenderDistance=9999.000000

If you reduce this you can get significant improvements in frame rate. I tend to drop it to around RenderDistance=1200.000000 which seems to be sufficient distance for infantry and tank fighting, but may not be enough for fighting in the air.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Smitehappy on September 21, 2012, 09:02:54 am
I was 100 Auraxium away from getting rocket pods for my mossie and the wipe hits. Oh well, back to grinding Auraxium.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 09:30:20 am
I was playing just 5 mins ago?

Edit: and congrats on getting in! :)

I ment that i just bought in because i get quite a bit of allowance every month and i dont really do anything with it. (i survived for nearly a year on 10 euros worth of call credit...)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 21, 2012, 09:34:30 am
3 euros, beat that. To be honest I have a family, hence no extensive social life.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 09:47:34 am
I just noticed something...
Metis server has 50% vanu and 50% NC, despite being locked.
Cheating devs :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 21, 2012, 10:05:24 am
I just noticed something...
Metis server has 50% vanu and 50% NC, despite being locked.
Cheating devs :P

That's called testing.

(Note: Remenber, B12 is playing on Leda.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 11:26:06 am
Will do. I hope the servers will be up in an hour.
Well, if they dont insta-fill and lock me out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 21, 2012, 11:48:39 am
The name change is supposed to distribute the players better so that lockouts don't happen like they used to.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 12:03:45 pm
Yeah, but i'm talking about the sudden influx of players after a downtime.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 21, 2012, 12:06:08 pm
A little (36 Mb) patch just appeared, so the servers may be coming up shortly.

edit: The extended downtime (http://forums.station.sony.com/ps2/index.php?threads/updated-extended-downtime-09-21-2012.21879/#post-293209) notice just updated to say that they indeed expect the servers up shortly.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 21, 2012, 12:06:38 pm
Still hoping that the servers will go up so I can be sure to snatch the name "Sensei" before anyone else does...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 12:33:49 pm
Gotta get the name Miauw.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 21, 2012, 12:34:47 pm
No one ever takes my name so I am good. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 21, 2012, 12:37:36 pm
ca 300 Mb to go...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 12:51:33 pm
I found a way that will probably make this twenty times more awesome:
Play medal of honor: vangaurd music (http://www.listenonrepeat.com/watch/?v=5BIsMH0Xmec) in background if you are jumping out of planes.

*toooottteeeeeeeeetooteetooo...*
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 21, 2012, 01:00:03 pm
Higby just posted that it will be several hours before the servers come up.
https://twitter.com/mhigby/status/249203083140296705 (https://twitter.com/mhigby/status/249203083140296705)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 01:03:31 pm
Yay, see you guys tomorrow under the name of Miauw56546987654.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 21, 2012, 01:28:28 pm
Yay, see you guys tomorrow under the name of Miauw56546987654.

Is Miauw really that common of a name?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 21, 2012, 01:28:57 pm
Not really, but it means "meow" in dutch.
It existed 61 times on the runescape server where i got the number :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 21, 2012, 01:33:38 pm
Not really, but it means "meow" in dutch.
It existed 61 times on the runescape server where i got the number :P

Ahh, ya, I used to use inferno back in the day, but it was too comon, so after several iterations I finally came up with Timferius, which I've never found used anywhere
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 21, 2012, 01:36:55 pm
Good looking patch notes right now.  General increase on TTK for vehicles is nice.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 21, 2012, 01:52:58 pm
Odd, they added the spawn to the Sunderer, but didn't mention removing it from the galaxy...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 21, 2012, 01:59:26 pm
It was apparently confirmed by one of the dev's elsewhere on the forum that the intended way that they are going is for both the sunderer and galaxy to be able to be certed to enable spawning. It appears for the sunderer at least, you will have to choose between having a spawn when deployed or having a vehicle repair/resupply aura or having smoke grenades.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 21, 2012, 01:59:55 pm
Quote
Server maintenance is being extended this morning to address a few gameplay bugs. We are resolving these issues as quickly as possible but do not have an ETA available at this time. Thanks for your patience and we'll update as further information becomes available.
5:31 AM
Quote
Significant progress has been made into addressing a few outstanding technical issues. We anticipate the servers available shortly.
8:52 AM
Quote
We are still working through a few final issues and hope to have things available and online as soon as possible. We apologize for any inconvenience.
32 minutes ago.

Looks like they're having quite the delays, but we should be going again soon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 21, 2012, 02:08:24 pm
MAXes are getting disabled from spawning today, due to taking damage when they bump into stuff. They will hotfix them back in ASAP.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 21, 2012, 02:12:40 pm
Odd, they added the spawn to the Sunderer, but didn't mention removing it from the galaxy...

Yeah, I was talking on Reddit with the Dev that wrote the patch notes. The Gal change should also be in, any mistakes in the patch notes are his.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 21, 2012, 02:28:44 pm
Odd, they added the spawn to the Sunderer, but didn't mention removing it from the galaxy...

Yeah, I was talking on Reddit with the Dev that wrote the patch notes. The Gal change should also be in, any mistakes in the patch notes are his.

Ah, perfect, really looking forward to this. Landed Gals are really, really, really, really hard to explode.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 21, 2012, 02:32:47 pm

Ah, perfect, really looking forward to this. Landed Gals are really, really, really, really hard to explode.

You are going to see some of the problems with a landed Gal not dying with Sunderers now, most notably the several engies making it invincible thing, but I expect we will see a LOT less of a problem, since there will be many more ways to deal with it. It is hard to kill a Gal on your roof. There are a TON of ways to kill a Sundy sitting outside your walls.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 21, 2012, 03:09:20 pm
Yea the main problem with the Gal was the truely rediculous places people were parking them, making them nigh impervious to counterattacks, IE the Biodome roofs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 21, 2012, 03:20:03 pm
One thing that should be interesting is that Sunderers are generally a lot easier to get, most bases have a spawn for them and many of the sub-bases of the main bases have a spawn for them. That means replacing destroyed sunderers will be easier.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 21, 2012, 04:07:16 pm
IMO biolabs need a change so it's not choke-pointed so badly.  Unless you land a gal on them, you're stuck running into the tp tubes, which you can camp incredibly easily.

IE, if you see a or b flipping, you can get a bunch of engineers to run into the room while the shield is still yours or neutral and drop like 5 turrets facing the tube.  I've done it occasionally with only one and it's still absurdly good.  If the defenders actually know what they're doing, it'd be more or less impossible to take a bio-lab.

Edit: To expand.  3 squads can probably hold the main dome without stretching too badly.  4 AA MAX make pretty quick work of galaxies that are trying to land, 2 engineers to repair them and supply ammo, 2 medic to repair the non-MAX, some HA to deal with hostile infantry and any galaxies that make it through, and an infiltrator for countersniping and the upcoming utility it can provide.  That's 1 squad on each pad.  Inside the dome you've got something like 5 engineers, 5 AI/AA MAX, and 2 medics on standby to camp the tubes or reinforce a pad that's getting hit by a ton of infantry.

Obviously if the enemy is bringing something like 2+ platoons worth of zerg, it has to scale up, but the whole 'slowly fly the GAL into land and form a spawn point' that people do now is crazy easy to counter if you have bursters.

They also increased the sunderers cost to 450.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Techhead on September 21, 2012, 04:27:30 pm
I think biolabs might also have a couple of jump pads, if you know where they are. The problem lies in finding the darn things.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 21, 2012, 04:50:44 pm
Looks like the servers may be going up in about an hour if the current build they are internally testing checks out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 21, 2012, 04:51:54 pm
the jump pads go directly to the landing pads so yea.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Gara-nis on September 21, 2012, 06:43:11 pm
UNLOCKED. GO GO GO!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 21, 2012, 06:44:04 pm
was about to post and ask.

Think I'm going to main vanu until release.  They seem like cool and froody guys for alien worshipping barnies.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 21, 2012, 06:50:53 pm
I'm on as Timferius now, I'm just poking around if someone could send me an outfit invite (Leda, right?).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 21, 2012, 06:59:12 pm
I'm in as Conall.

Damn, they majorly increased cert costs for stuff. C4 is 480/720 now on medics. C4 is 1200/2400 on heavies. The grenades for medic are 1200 each. The list goes on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Gara-nis on September 21, 2012, 07:28:37 pm
in as Garanis -- need invite.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 21, 2012, 07:42:28 pm
NC are minority on Leda?  I'm up for it. Rexaz

Could be that they don't want people buying them
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 21, 2012, 10:22:03 pm
Yeah I suspect those high prices are just to put them out of reach for this patch.

Sorry that I didn't hop on tonight. I got on with the Reddit outfit on a different server and dropped four hours on the game without noticing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 22, 2012, 12:06:04 am
lol, VS are 50% on the server now. And the NC/TR are battling it out while the VS conquer the entire server.

It'd be even if the TR and NC both focused on the VS, but that doesn't appear to be happening at all.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 22, 2012, 12:54:58 am
Quick, we need a cliche grudging alliance against a greater enemy scene brought together by the protagonist! What? This is a MMO? ... We're doomed.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 22, 2012, 01:36:45 am
I've made the outfit, and it's just "Bay 12" this time. I'm BiomekSensei on Leda. Currently nobody is in yet, I'll be sure to do invitations tomorrow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 22, 2012, 03:58:27 am
Who claims NC is underpowered.
(http://i.imgur.com/xKeLx.jpg)
They can capture warpgates.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 22, 2012, 06:20:09 am
Argh, why the fuck did i install PS2 to program files again...


I am slightly amused by the fact that the 4th head seems to be Obama.


AAW YIS!
I got in as Miauw, invite me.


E:
Alright...
I'm trying to make a quad spawn, but it wont.
I just push the big green 'spawn now!" button, i have enough resources but nothing happens. Meanwhile loads of other people zoom along me.

E2:
Not having fun...
Every time i go outside i get instakilled by an invisible beam of death coming from a tank. Yay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 22, 2012, 08:59:18 am
61% VS, 21% TR, 15% NC atm.

This server looks like it'll be !FUN!
So many juicy tank lines for a liberator and not enough catalysts...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 22, 2012, 09:28:02 am
One guy put it well:

"it takes like 200 rockets to kill a tank!"

Wich is probably why we lost the stronghold that easily. Vehicles EVERYWHERE.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 22, 2012, 10:13:17 am
Just had a nice time with an hour and a half defence of lost end outlook against the Vanu's massive numerical supremacy. Started off with us taking out the disorganised 1-2 at a time infantry running down from the training camp. About 20 minutes in we started getting lightnings and the occasional magrider coming in along the road to the left with an occasional scythe and liberator doing flybys and getting shot down. Over the next hour we had increasing numbers of infantry attacking along with MAXes and snipers. We were finally driven back when night fell and they brought up 4-5 liberators that kept up sustained bombing of the spawn exits.

From an initial group of 4 to around 15 when we fell, we held against around three times out number for far longer than I thought we could have done.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: warhammer651 on September 22, 2012, 10:23:48 am
If someone could send me an invite to the outfit when it's set up, that would be great. I'm warhammer65 on there.

Also, scored 4 air to air kills today before dying. I would have gotten a fifth but he afterburnere'd into the ground when I tried to bounce him.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 22, 2012, 10:50:24 am
I found my favorite class:
Medic.
I can heal and revive people while staying in the spawn and earning XP, without actually dieing.


EDIT:

"You lost connection to the server"
"Oh, okay, i'll just re-l-"
*PS2 instantly shuts down*
-.-"
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 22, 2012, 11:00:46 am
What name are we going with officially? If bay12 was already taken, Might I suggest the 12th Bay Regiment, just to give it that sorta military feel?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 22, 2012, 11:23:54 am
What name are we going with officially? If bay12 was already taken, Might I suggest the 12th Bay Regiment, just to give it that sorta military feel?
Nope, just Bay 12. I already made it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 22, 2012, 11:45:36 am
Throw an invite to me when you get a chance. Metalax in game.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 22, 2012, 12:10:11 pm
I'll be on again a bit later. Metalax and Warhammer65 are able to invite people too.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 22, 2012, 12:17:43 pm
I'm off for the moment but I'll be back on later. What is the command for outfit invites?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 22, 2012, 12:30:29 pm
Did somebody already send me an invite?
Oh, and NC captured the south canyon base!
That really was a bitch to take.
I was in a squad of people that were talking just as if they were actual soldiers (aka, A was alpha, B was bravo, C was charlie, "negatve!" "postive!") . Sudden modern warfare flashback.


E:
(Re-)invite me, please. Name is Miauw
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: warhammer651 on September 22, 2012, 01:07:48 pm
Huh, dont see any indication that I was invited to the outfit
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 22, 2012, 01:45:03 pm
you need to be online at the same time as someone invites you. I'm jumping on now so I'll go back and send invites to those I spot in the thread.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ScriptWolf on September 22, 2012, 01:46:38 pm
what server is everyone playing on ? and can i get a invite to the outfit please.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 22, 2012, 01:54:27 pm
We are on Leda. post here with your name or send me a tell in game.

edit: Timferius, Conall, Garanis were not on when I sent the invites, send a tell when you get on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ScriptWolf on September 22, 2012, 02:01:20 pm
right o, my name is Scriptwolf and i will be on in several hours, updating right now.

also has it been updated alot ? and do infiltrators have C4?

ohh i just read the updates infiltrators can finally hack.

and what faction are we ? NC ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 22, 2012, 02:06:38 pm
Yup, NC.
The magic school bus is awesome. Too bad that we cant get special paint for it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 22, 2012, 04:21:10 pm
Bay12Siquo again.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: warhammer651 on September 22, 2012, 04:23:19 pm
Bay12 ops in a nutshell

http://www.youtube.com/watch?v=OG3ieifrqyQ (http://www.youtube.com/watch?v=OG3ieifrqyQ)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Techhead on September 22, 2012, 04:25:39 pm
Techrebel again. Although maybe this time I'll get in, instead of having time mis-matches.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 22, 2012, 04:28:18 pm
Yup, NC.
The magic school bus is awesome. Too bad that we cant get special paint for it.

I am unfortunatly the Designated Driver now it seems :P. Apparently my combination of Crazy Taxi Driving and NYC Parking abilities means I've done quite well. Through our entire session, the only times we lost the Sunderer were by glitches.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ScriptWolf on September 22, 2012, 05:11:20 pm
do we have a chat channel ?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 22, 2012, 05:13:26 pm
Game had a built in oufit VOIP. Not sure about 3rd party apps as of now.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 22, 2012, 05:24:21 pm
There isn't really a need for external VOIP. The ingame VOIP is really quite good.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ScriptWolf on September 22, 2012, 05:31:48 pm
There isn't really a need for external VOIP. The ingame VOIP is really quite good.

ohh nice
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 22, 2012, 05:53:20 pm
I'll probably be on for a quick bit in about 5-10 minutes (downloading patch).

EDIT: And, somethings mucked up my game, verifying files now (blegh)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 22, 2012, 06:01:02 pm
we're just being awesome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ScriptWolf on September 22, 2012, 06:24:57 pm
alright im coming online now, My user is Scriptwolf
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 22, 2012, 06:28:37 pm
I'm off for the night. The server population seems to have balanced out now from the 68% Vanu it was earlier today.

Timferius, Garanis, Scriptwolf are those who have posted in the thread but haven't been on to get invites.
edit: I'll jump back on to invite you scriptwolf edit2:done
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 22, 2012, 06:34:47 pm
i'm officer right now as well, so let me know if you need an invite to the outfit.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ScriptWolf on September 22, 2012, 07:16:46 pm
alrighty how do i change the ingame voice so it comes out my headset instead of my speakers ?

and where the fuck is the toggle crouch button!

i will also be back on tomorrow
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 22, 2012, 07:29:42 pm
Alright put some of my Certs into the Sunderer, since driving the AMS around is such a blast. Added the cooldown timer for the nanite AutoRepair, although not sure how useful it is. Also am working my war up the Basilisk ammo pool for it, since running out of ammo on the mounted MGs became an issue during our Magic School Bus adventure.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 22, 2012, 09:20:48 pm
I'm popping on for 5 minutes right now if anyone can add me.

EDIT: nevermind, forum says the servers are down for emerg maintenance. oh well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 23, 2012, 08:33:37 am
Back on at the moment. send a /tell to Metalax for an outfit invite while I'm on.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 23, 2012, 09:23:02 am
Went back on for a while, killed a grand total of two (2) MAX's by pointing my rocket launcher at them at point blank range.
Also found out that rocket explosions are teeny tiny, so you have to directly hit something to actually do damage.

While taking the crown, suddenly, CTD. :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 23, 2012, 10:13:44 am
Is there a cost to dieing? Maybe a resource loss?

I think it would make sieges a little more effective if you could eventually weaken the enemy through artillery.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 23, 2012, 10:17:28 am
Respawning as a MAX costs money, but other then that nothing.
Ofc, its good to keep the sunderers at bay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 23, 2012, 04:16:22 pm
I hear that they haven't got the warp gates working yet and so Esamir will have it's own servers at first.

The server the outfit I'm part of chose has NC at 50% right now with the others at 25% each. Similar thing happened last night too. Being NC this means auraxium gains are large but this is really boring. Esamir having it's own servers is the only reason we haven't changed servers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Dohon on September 24, 2012, 02:33:13 am
Just got a certain message in my inbox, saying I got lucky. Problem is, I also got lucky with two other games (Mechgames) AND I got no time to play any of them. Suckage to the max.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: jocan2003 on September 24, 2012, 02:55:57 am
WHY!!! Why is my frigging ATV handling like an overweight truck now... I can understand on tanks, but an atv that can barely turn around.... WHY!!! Beside that, i welcome 98% of the changes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Light forger on September 24, 2012, 12:31:48 pm
"You have been selected to hit the front lines and participate in the PlanetSide 2 Beta!"

woooo and the great thing is my home internet is down so time to download from wifi......
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 24, 2012, 12:43:57 pm
"You have been selected to hit the front lines and participate in the PlanetSide 2 Beta!"

woooo and the great thing is my home internet is down so time to download from wifi......

Wait, are you telling me you're downloading multiple Gigabytes from what I'm assuming is a neighbours unsecure wifi?
Devious.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 24, 2012, 12:49:50 pm
"You have been selected to hit the front lines and participate in the PlanetSide 2 Beta!"

woooo and the great thing is my home internet is down so time to download from wifi......

Wait, are you telling me you're downloading multiple Gigabytes from what I'm assuming is a neighbours unsecure wifi?
Devious.
I've done this before at Starbucks... I think it was a multi-gigabyte patch for World of Warcraft
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 24, 2012, 12:52:03 pm
The server the outfit I'm part of chose
I think you messed up your grammar here.
That, or i cant understand advanced English sentences.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: forsaken1111 on September 24, 2012, 01:02:09 pm
The server the outfit I'm part of chose
I think you messed up your grammar here.
That, or i cant understand advanced English sentences.
What he wrote is correct, technically, but is somewhat confusing. He meant something like:

"This server, which was chosen by my outfit, has NC at 50% right now with..."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 24, 2012, 01:09:59 pm
The server the outfit I'm part of chose
I think you messed up your grammar here.
That, or i cant understand advanced English sentences.
What he wrote is correct, technically, but is somewhat confusing. He meant something like:

"This server, which was chosen by my outfit, has NC at 50% right now with..."

Yup, no missing punctuation, it's a valid sentence. Not a great sentence, but valid all the same. It'd work better in conversation, just say it out loud to yourself a few times.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Techhead on September 24, 2012, 01:28:42 pm
Yeah, from what I understand, the story went like this:
Leda had a large VS population because the 2 largest VS outfits (and possibly others) choose to play on Leda to avoid the Enclave, a very large (and successful) TR outfit. Sometime between then and now, two things happened: the Enclave swapped to Leda, and the VS outfits left. I'm guessing that the Enclave decided to follow the the VS outfits, and that VS outfits bailed when the Enclave showed up.

On a side note, I'm getting tired of all the canyons and mountains. They interfere with aircraft, create bottlenecks, and getting to the bases on the tops of the hills is a major pain.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 24, 2012, 01:34:30 pm
Yeah, from what I understand, the story went like this:
Leda had a large VS population because the 2 largest VS outfits (and possibly others) choose to play on Leda to avoid the Enclave, a very large (and successful) TR outfit. Sometime between then and now, two things happened: the Enclave swapped to Leda, and the VS outfits left. I'm guessing that the Enclave decided to follow the the VS outfits, and that VS outfits bailed when the Enclave showed up.

On a side note, I'm getting tired of all the canyons and mountains. They interfere with aircraft, create bottlenecks, and getting to the bases on the tops of the hills is a major pain.

It's funny, I'm enjoying them. Anyway, I think we'll see sides pushing deeper once we can spread out to several continents. A lot of people losing will just swap over to a stronger continent to re-supply, creating a stronger push.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Glowcat on September 24, 2012, 02:42:20 pm
Hmm, can't say I don't have reservations about the power shift. From what I remember of the Enclave on Bleeding Hollow (WoW server) they were kinda douchey.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 24, 2012, 02:47:00 pm
Hmm, can't say I don't have reservations about the power shift. From what I remember of the Enclave on Bleeding Hollow (WoW server) they were kinda douchey.

ya, I've heard questionable things about them too, however, that makes shooting them all the more satisfying!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neonivek on September 24, 2012, 03:57:53 pm
Hmm why does this conversation have me interested in them creating a MUCH larger continent that is 5 times larger then the current one?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 24, 2012, 05:19:24 pm
Because the world is not enough.

Sorry I've been busy, I'll be on more this week! Really!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 24, 2012, 05:36:44 pm
Wow, today it's over 50% TR. At one point I saw 10 vanguards riding around with at least 4 or 5 lightnings escorting. The radar was just a blob of tank icons. And I saw it on several occasions, so there is definitely some organized TR action going on.

Me and some other guys pushed North and took Mao, but only held it a bit before most of the random NC guys evaporated and TR showed up with a bit more force (not that much, but enough to take the ~6 or so guys still hanging around, a lot of the NC guys seemed to have left to fight at the Crown and such). Managed to get the defend on it several times before they pushed us hard though.

The hilarious part is right as they capped it I respawned in only to be trapped in the spawn room at Mao, so I just went upstairs and started shooting the TR guys as they respawned. Due to being medic I was healing up between the fights, since they were just trickling in and most seemed unaware of my presence until I shot them. I got so many kills it started giving me like 150 points a kill (Kill Streak + "Domination" bonuses?).  I picked up 3 cert points in that room. I eventually started getting rushed by people and was still holding out, but when I ran out of rifle ammo things turned bad. I got rushed by at least three guys at once, shot one of them with my pistol and was killed by the other one with a minor assist by the third (I think he only hit me with 2 bullets, the percentages were showing 25% for the guy who killed me, 40% for the guy I got with the pistol, and only 15% for the other guy). I must have gotten 20 kills before it was over though. Ended my session with 43 kills 21 deaths thanks to that, haha.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 24, 2012, 05:47:53 pm
Ah yeah that was a fun push north. We did an earlier push over to peris when I took what seems to have been the only sunderer in the region. So many xp and certs from spawning everyone.

IT seems the server has shifted from having >50% VS most of the time to >50% TR. NC tends to hold steady at around 25% and seems to have so far managed to avoid getting completely pushed back to our warpgate, but it's probably only a matter of time if we keep seeing the massive waves of organised TR tanks and mozzies spamming in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 24, 2012, 05:50:32 pm
conventional wisdom is that north is best.

Kind of hard to keep prestige if you run away from the biggest opposition outfit  ::)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 24, 2012, 09:38:40 pm
I'm online for a little bit right now. Taking invites! Unfortunately I still cannot invite you unless you are online.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 25, 2012, 01:40:04 am
Hopefully faction populations balance out soon. I didn't play much last weekend because it was simply dull.

The server the outfit I'm part of chose
I think you messed up your grammar here.
That, or i cant understand advanced English sentences.
What he wrote is correct, technically, but is somewhat confusing. He meant something like:

"This server, which was chosen by my outfit, has NC at 50% right now with..."

Yup, no missing punctuation, it's a valid sentence. Not a great sentence, but valid all the same. It'd work better in conversation, just say it out loud to yourself a few times.

I really struggled to learn written English and it shows sometimes. Oh and English grammar is very flexible.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Micro102 on September 25, 2012, 09:55:27 am
So, who else thinks this is pay to win? Things that boost your abilities and improves your guns cost a ton of certs. These certs take hours to gain. Anyone who buys things will have access to a bunch of boosts. That 40 dollar alpha pack? Yeah, expect to be killed by those guys a lot.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 25, 2012, 10:00:57 am
So, who else thinks this is pay to win? Things that boost your abilities and improves your guns cost a ton of certs. These certs take hours to gain. Anyone who buys things will have access to a bunch of boosts. That 40 dollar alpha pack? Yeah, expect to be killed by those guys a lot.

Hard to say really, until they balance the cert gain. They keep tweaking it, so it's impossible to say for sure until release at least.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 10:48:13 am
So, who else thinks this is pay to win? Things that boost your abilities and improves your guns cost a ton of certs. These certs take hours to gain. Anyone who buys things will have access to a bunch of boosts. That 40 dollar alpha pack? Yeah, expect to be killed by those guys a lot.

Certs are not gainable by RL money. Only Auraxium purchases will be. Auraxium purchases are all side grades.

Beta is beta, so don't start the whining just yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 25, 2012, 11:22:25 am
So, who else thinks this is pay to win? Things that boost your abilities and improves your guns cost a ton of certs. These certs take hours to gain. Anyone who buys things will have access to a bunch of boosts. That 40 dollar alpha pack? Yeah, expect to be killed by those guys a lot.

*shrug*.
Yes, i'm alpha squad.
Havent spent a single bit of station cash yet tough.
Nor have i done anything with my cert points. I'm kinda confused.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 25, 2012, 12:27:12 pm
You can't spend SC in the beta. Or I wouldn't anyway, since everything will be wiped.

Anyway, i'm still not in the outfit, anyone online right now?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 25, 2012, 12:41:01 pm
Yeah, i'm not going to do it in the beta.
Scriptwolf was online, he disconnected.
Also, we lost rashnu.
This is bad.
We recaptured zurvan tough.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 12:46:59 pm
Yeah... we picked Leda. Leda is consistently mentioned as the single most imbalanced server of them all.

There is a reason I have been playing on Metis. :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 25, 2012, 12:48:28 pm
Its been quite boring the last few days. No big territory shifts.

Remember kids: dont fuck swans, it makes you imbalanced!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 25, 2012, 12:56:14 pm
Ahwell, I thought it was nice to have some resistance, after our last NC dominated server.

So... we switching servers, or what?
Oh and watch out when waiting for a gunner at spawn, you get kicked for being inactive...  ::)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 01:03:53 pm
I play VS with the Reddit outfit on Metis (a west coast server). Which has been pretty balanced, though TR fell behind the other two a bit yesterday.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 25, 2012, 01:13:42 pm
Apparantly i am officer. What is your ingame name siquo?
Do /tell Miauw in chat

Nothing as sastifying as running into a cp room and seeing a tr or vanu infiltrator right in your rocket sights.


EDIT:

One of my friends got in the beta!
No names yet tough.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Bizanchindoragon on September 25, 2012, 01:54:23 pm
Hello i am Miauw's friend who got in Beta  :o Could i join you guys?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 25, 2012, 02:07:59 pm
Hello i am Miauw's friend who got in Beta  :o Could i join you guys?

No

Hahahahah just kidding.
I'm hilarious really... the more the merrier!
(I have no authorization to speak for the forums, but I will anyway).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 25, 2012, 02:11:52 pm
So, who else thinks this is pay to win? Things that boost your abilities and improves your guns cost a ton of certs. These certs take hours to gain. Anyone who buys things will have access to a bunch of boosts. That 40 dollar alpha pack? Yeah, expect to be killed by those guys a lot.

Certs are not gainable by RL money. Only Auraxium purchases will be. Auraxium purchases are all side grades.

Beta is beta, so don't start the whining just yet.
Auraxium does buy you small advantages. Faster reload, changing weapons, XP gain, and similar. So in a sense you can pay to make gaining certs easier.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 02:59:58 pm
So, who else thinks this is pay to win? Things that boost your abilities and improves your guns cost a ton of certs. These certs take hours to gain. Anyone who buys things will have access to a bunch of boosts. That 40 dollar alpha pack? Yeah, expect to be killed by those guys a lot.

Certs are not gainable by RL money. Only Auraxium purchases will be. Auraxium purchases are all side grades.

Beta is beta, so don't start the whining just yet.
Auraxium does buy you small advantages. Faster reload, changing weapons, XP gain, and similar. So in a sense you can pay to make gaining certs easier.

This is not different from the established big name F2P games which are not known as Pay to Win.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 25, 2012, 03:07:06 pm
HIT DETECTIONDSJFKL:JAL:KJAL:FJKSL:JDFASKL:AJSFL:AJKL:SJAFKL:JASKL:SDAJ

Also: does the vanguards main gun actually have spread?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 25, 2012, 03:15:22 pm
As long as any mechanical benefits can be gotten by the f2p players in a reasonable time frame, I don't consider games pay to win. The implants so far can be gotten pretty cheaply just with Auraxim, which you can gather at a reasonable rate just by playing. So can the guns, although they cost significantly more. The trick to a good free to play game is they have to make the paid stuff attractive enough to be profitable, without being so good that people who don't pay feel completely outclassed by those who do. Will have to see how they balance it at release, but so far things don't seem like they'll be too bad for the free players.

Also: does the vanguards main gun actually have spread?

I'm pretty sure it does. Makes hitting targets a ways off difficult, since you can't necessarily use your previous shot to gauge what adjustments are needed. I've tried hitting base turrets from a ways off and having half my shells go a bit to the left, a bit to the right, a bit below, and a bit above my target all fired from the same spot (lining up with a tree in front of me, so I know I was firing at the same spot).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 03:38:00 pm
Last patch (the wipe one) added a significant amount of spread to tank weapons. My first reaction was that it was a horrible change, but, after playing for a bit, I love it.

Not only does it promote better coordination when in larger tank battles, it helps balance the Lighting's role as compared to the Main Battle Tanks. Before, a Lightning that tried to race around the flank of an MBT would usually get shot down easily. Now, the Lightning usually can get behind the MBT often without taking any shots at all. A skilled Lightning can beat a one-maned MBT now, and it's great. I have been playing the Lightning as my sole ground vehicle since the wipe and loving it. Way more fun to play than the MBT's.

Still can't beat a two-maned MBT, but that is as it should be.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 25, 2012, 07:05:58 pm
Didn't manage to get a chance to get on today, but have a useful thread I found over on the planetside forums.
http://forums.station.sony.com/ps2/index.php?threads/the-i-didnt-know-that-thread-summary-25-09-12.23988/ (http://forums.station.sony.com/ps2/index.php?threads/the-i-didnt-know-that-thread-summary-25-09-12.23988/)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 25, 2012, 07:17:11 pm
Just a quick hint to anyone stuck in a 1v1 vs the VS Magrider. It's lack of a turret means the best tactic is instead to rush your tank at then, and then circle around their side as they turn. If you do it right you won't ever wind up in their crosshairs once you close the distance.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: SHAD0Wdump on September 25, 2012, 08:17:34 pm
Seems I'm now able to go and play PS2. I'll have to start downloading things over night.

Hey Volatar, what faction are you in?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 25, 2012, 09:31:48 pm
So, I'm online for a bit if someone want's to fire me an invite.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 09:53:32 pm
Seems I'm now able to go and play PS2. I'll have to start downloading things over night.

Hey Volatar, what faction are you in?

I am VolatarVS, a VS on Metis (West), and Officer of Test Outfit Please Ignore (http://www.reddit.com/r/testoutfit/). Teamspeak server ip is testoutfit.info. No password or port required. I play in the afternoons and evenings EST most weekdays, though probably not tomorrow.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: SHAD0Wdump on September 25, 2012, 10:10:38 pm
Seems I'm now able to go and play PS2. I'll have to start downloading things over night.

Hey Volatar, what faction are you in?

I am VolatarVS, a VS on Metis (West), and Officer of Test Outfit Please Ignore (http://www.reddit.com/r/testoutfit/). Teamspeak server ip is testoutfit.info. No password or port required. I play in the afternoons and evenings EST most weekdays, though probably not tomorrow.
VS. Perfect! Hopefully I'll get a good connection on that server then.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 25, 2012, 10:52:42 pm
Seems I'm now able to go and play PS2. I'll have to start downloading things over night.

Hey Volatar, what faction are you in?

I am VolatarVS, a VS on Metis (West), and Officer of Test Outfit Please Ignore (http://www.reddit.com/r/testoutfit/). Teamspeak server ip is testoutfit.info. No password or port required. I play in the afternoons and evenings EST most weekdays, though probably not tomorrow.
Aw, you ditched the old outfit? I was wondering why you weren't in :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 11:12:10 pm
Seems I'm now able to go and play PS2. I'll have to start downloading things over night.

Hey Volatar, what faction are you in?

I am VolatarVS, a VS on Metis (West), and Officer of Test Outfit Please Ignore (http://www.reddit.com/r/testoutfit/). Teamspeak server ip is testoutfit.info. No password or port required. I play in the afternoons and evenings EST most weekdays, though probably not tomorrow.
Aw, you ditched the old outfit? I was wondering why you weren't in :P

Yeah. Sorry about that. On Metis, the factions are really well balanced, and my outfit always has at least a full squad in the field, often more. Much less downtime.

In other news: http://forums.station.sony.com/ps2/index.php?threads/beta-status-and-upcoming-changes-9-25-12.24261/
These changes are excellent.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: SHAD0Wdump on September 25, 2012, 11:37:11 pm
In other news: http://forums.station.sony.com/ps2/index.php?threads/beta-status-and-upcoming-changes-9-25-12.24261/
These changes are excellent.
Oh no... Not the pain fields again!

I was hoping they'd be able to avoid that this time around... Oh well. It wasn't that big a deal in the first game, but it made hacking more annoying.
 Oh wait, hacking is barely in now isn't it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 25, 2012, 11:40:03 pm
In other news: http://forums.station.sony.com/ps2/index.php?threads/beta-status-and-upcoming-changes-9-25-12.24261/
These changes are excellent.
Oh no... Not the pain fields again!

I was hoping they'd be able to avoid that this time around... Oh well. It wasn't that big a deal in the first game, but it made hacking more annoying.
 Oh wait, hacking is barely in now isn't it?

They aren't using pain fields in the way they were used before. No, they are going to put them in so that a defensive force cannot continue to camp a spawn room even after losing the location.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 26, 2012, 02:46:36 am
Auraxium does buy you small advantages. Faster reload, changing weapons, XP gain, and similar. So in a sense you can pay to make gaining certs easier.

This is not different from the established big name F2P games which are not known as Pay to Win.

That's fair enough and I'm not complaining about how it works. I was just commenting on where you said:

Quote
Certs are not gainable by RL money. Only Auraxium purchases will be. Auraxium purchases are all side grades.

When Auraxium purchases do get you certs, if slightly indirectly, and do buy you advantages.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 26, 2012, 06:00:06 am
In other news: http://forums.station.sony.com/ps2/index.php?threads/beta-status-and-upcoming-changes-9-25-12.24261/
These changes are excellent.

Nice to see these issues being dealt with.

Also, further down the page Higby has commented that they are going to be adding new secondary objective mechanics in next weeks patch.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 26, 2012, 09:37:33 am
Nice.
I hope they spread gun damage a bit more. I usually dont feel in advantage as heavvy assault. But that could also be a effect of me generally sucking at shooting.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Ivefan on September 26, 2012, 11:24:23 am
I usually dont feel in advantage as heavvy assault.
Having 3-4 times as much in the magazine, being able to destroy tanks and a slightly better shield is not good enough for you?
the classes have their thing and the current weapons is average for the class.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 26, 2012, 01:02:52 pm
OP, could you please put up a poll wether to move to another server or not?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 26, 2012, 01:14:43 pm
Bah, I say we stay. So what if we're outnumbered? Is that not what it means to be a dwarf?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 26, 2012, 01:16:51 pm
Out of all the forum reading I do in several places, I only hear about two of the nine servers. Just two. Metis, and Leda. Metis because so much cool stuff happens on it, and Leda, because it is the single worst balanced server ever.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 26, 2012, 01:20:38 pm
I'm not moving, I'm happy where we are. Sure, we're outnumbered, but we still kick ass.

NC leaving for other servers because we're undermanned is part of the problem in the first place. How do you expect us to get the numbers to get even with the other factions if everyone goes "Oh noes, we're outnumbered, run away!"

Even on the days we have less than 20% of the population we usually still control a solid 1/4 to 1/3 of the map.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 26, 2012, 01:21:16 pm
That's what you think. We've got an unstoppable armor column going right now. Too bad everything behind us is instantly recapped, but it's still good fun :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 26, 2012, 01:22:05 pm
Ya, ran with a good column last night for a bit. Also, they're increasing the xp boost for being undermanned this patch I believe, so even more incentive to tough it out!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 26, 2012, 01:24:44 pm
Ya, ran with a good column last night for a bit. Also, they're increasing the xp boost for being undermanned this patch I believe, so even more incentive to tough it out!

Yeah, they are, so it probably won't be that bad after a few days.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 26, 2012, 03:06:44 pm
Okay, so we got to zurvan too late and were kicked out by the TR. Then we regrouped, all got into liberators about 10 of em fully crewed, and right before we hit zurvan, and unleash uber epicness, my client crashes for the xth time. Well, fuck you, PS2, I'm done with you for a while.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Geen on September 26, 2012, 03:34:39 pm
Yay! I got a key! What faction is our outfit?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 26, 2012, 03:39:21 pm
NC on Leda.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Geen on September 26, 2012, 03:46:34 pm
I'll join as soon as install finishes.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 26, 2012, 04:45:21 pm
Oh man, that was hilarious.

I decided to goof around a bit at Zurvan, so I swapped to Infiltrator and snuck in their base. Took me three attempts, as the side I was sneaking in was a serious battleground. On the third attempt I got in, hacked a turret that was actively being used (kicking the guy in it out), got in the turret before him and another guy who finally spotted me could kill me, then proceeded to take out two prowlers, a lightning, 5 infantry guys, and the other turret in the same location (which also had a guy in it) before being taken out by rockets by the same guy I had booted out of the turret in the first place and another guy. It only lasted probably 60 seconds or so (the guy I booted out immediately ran back to a sunderer and went HA to start rocketing me, and another guy was pegging me before he even got back) but that short time in the turret let me do quite a bit of damage since it was directly behind the TR lines.

I must have walked past 10 guys just getting up to the turret, then stood there hacking it with two TR guys right by me that were focusing on NC outside the base. I was tempted to try and kill them from behind, but decided to go for the turret instead. Everyone was so distracted they didn't notice the infiltrator standing in plain sight (can't hack while stealthed) hacking their turret.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Mechanoid on September 26, 2012, 08:37:16 pm
lets hope they put back in constant cert gain for tonights' update, because 240 certs for even the most simple suit upgrade or new purchaseable weapon to ungimp your character *cough* C4 *cough* is just plain fucking the shit right out of an eldergod's colon. what the hell were they thinking FOR A BETA TEST no one can give feedback on how useful these things are if they can't afford to buy them ::)

[edit - also, the lack of spawn protection measures only illustrates how incompetent the developers are, or at least how over-worked they are that they can't fucking think their shit through well enough to consider "Gee, i wonder if someone will camp the spawn tubes in preparation for the base flip" and then we're left to languish for 1-2 WEEKS while they add more broken features.]
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 26, 2012, 08:53:16 pm
lets hope they put back in constant cert gain for tonights' update, because 240 certs for even the most simple suit upgrade or new purchaseable weapon to ungimp your character *cough* C4 *cough* is just plain fucking the shit right out of an eldergod's colon. what the hell were they thinking FOR A BETA TEST no one can give feedback on how useful these things are if they can't afford to buy them ::)

[edit - also, the lack of spawn protection measures only illustrates how incompetent the developers are, or at least how over-worked they are that they can't fucking think their shit through well enough to consider "Gee, i wonder if someone will camp the spawn tubes in preparation for the base flip" and then we're left to languish for 1-2 WEEKS while they add more broken features.]

Well, It took the community a good couple of months to think of it, so I don't think it's a stretch to think taht the devs just didn't think of it, or that people would Douche it up to that extreme. I saw someone defending it as a perfectly valid tactic on the official forums...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Geen on September 26, 2012, 08:57:00 pm
Ok, fuck pilots. I just saw a guy take an empty galaxy, immediately fly off without anyone onboard, and kamikaze an empty tank.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 26, 2012, 09:00:01 pm
Well, It took the community a good couple of months to think of it, so I don't think it's a stretch to think taht the devs just didn't think of it, or that people would Douche it up to that extreme. I saw someone defending it as a perfectly valid tactic on the official forums...

Even without the pain fields these camps are breakable easily.

Three times today my squad took a tower.

Three times, as we reached near the end of capping it, we observed the enemy setting up a spawn camp.

Three times, we capped the point, then all redeployed.

Three times our squad leader counted down, and we all spawned at the same moment, throwing grenades in every direction.

Three times we succesfully destroyed a spawn camp in mere seconds.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 26, 2012, 09:20:25 pm
Making you waste a bunch of grenades to break a spawn camp is still a good tactic, though. More grenades used = less resources for sunderers and spawn beacons :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 26, 2012, 09:32:48 pm
Still, that's rather epic. Can't wait till I have enough time to run with squads again.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 26, 2012, 09:52:12 pm
Making you waste a bunch of grenades to break a spawn camp is still a good tactic, though. More grenades used = less resources for sunderers and spawn beacons :P

I have something like 60 grenades stored away. Every time you hit max Yellows buy beacons and grenades. You will never run out.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 27, 2012, 11:21:53 am
Anybody on ATM?
Watching crash course, and i wonder if its worth starting up PS2 or if i should just go TF2.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 27, 2012, 07:50:33 pm
Wow, big news from the Higsmeister (bad joke/name?)

Spoiler (click to show/hide)

TL:DR = Rebalancing certs next week (hence high costs). Cranking passiver cert gain with tonights patch to test high level certs over the next week. Next patch equas character wipe, Esamir (new continent) and most of the other certs (and again, cert rebealance)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on September 27, 2012, 08:02:35 pm
Well, looks like we'll be reassembling the outfit yet again soon.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 27, 2012, 08:32:38 pm
Yes, I was honestly surprised that there had been so few wipes so far. Are we going to stick to Leda or go for another server?

There was some information that Easimir would be on seperate servers initially, but that was when it was going to be in this weeks patch, so they may have worked out the warpgate issues that were stopping them being on the same server.

Have to see what the passive cert gain is like following the wipe, it has taken almost all week with an average of 5-6 hours a day in order to have rail/barrel/sight for one weapon, a couple of suit modifiers for one class and a couple of really cheap certs on the sunderer with the current rate of cert gain.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 27, 2012, 08:34:50 pm
Awww, right when I finally got Skyguard again.  :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 27, 2012, 09:06:52 pm
Well with the passive cert announcement, I can now guarantee that I will be dumping TONS of certs into the Sunderer. Dunno why, I just find driving that little doomtruck around fun.

EDIT: Also with the pop balance shenenigans, I'm suggesting we wait and see a day or two before reforming the outfit for this run, see which east server has a nice balance.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 27, 2012, 09:28:47 pm
Remember, xp boost, XXxxxxpppppp
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on September 28, 2012, 12:46:26 am
Assuming faction numbers stay the same after the wipe, I personally feel we should move to Themisto. It seems as if it has one of the more balanced spreads on the three factions, however I still STRONGLY feel we need to wait a day or two to decide on a server after the wipe because of the population imbalance. Anyone who doesn't know what the problem is, THIS was our server earlier today.

Spoiler (click to show/hide)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 28, 2012, 06:05:58 am
Assuming faction numbers stay the same after the wipe, I personally feel we should move to Themisto. It seems as if it has one of the more balanced spreads on the three factions, however I still STRONGLY feel we need to wait a day or two to decide on a server after the wipe because of the population imbalance. Anyone who doesn't know what the problem is, THIS was our server earlier today.

Spoiler (click to show/hide)
And I thought it was bad on Chaldene.

What with the cert change it should be a pretty crazy weekend.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 28, 2012, 06:47:24 am
Patch notes (http://forums.station.sony.com/ps2/index.php?threads/game-update-notes-09-28-2012.25112/) are up.

NC guns are more accurate and HA rockets accelerate faster, and firing immediately after reloading doing no damage has been fixed, so should hopefully improve things for the HA's.
Flashbangs and concussion grenades are now in, so LA's can now be really annoying.
MAX's now get one burster for free, so we get some AA without having to store up auraxium for a week.

edit: ok servers are up and just logged in and... 4096 certs??? I know they were increasing the rate and everything but they hadn't said anything about this.

edit2: it seems cert gain is 1 cert every 20 seconds...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 28, 2012, 08:42:20 am
Are you a founder or whatever?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on September 28, 2012, 08:43:57 am
No the cert gain is for everyone.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on September 28, 2012, 08:44:59 am
..okay...

Just maybe I'll log in this weekend for a bit. At least until it crashes again.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on September 28, 2012, 08:50:09 am
Cert gain is for everyone, but word was that people who paid would get a higher rate.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 28, 2012, 09:33:40 am
That wll be for release. Those who buy the subscription membership will get 50% increased cert gain, XP and resource income.

edit: the map seems to be a lot laggier now that it has the animated border around territory controled by each faction.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 28, 2012, 11:38:18 am
Servers dropped.
Or not? Marc and me got randomly disconnected.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Vattic on September 28, 2012, 11:41:34 am
Servers dropped.
Over and over. Apparently this has happened before and ended up with the servers being taken for a couple of hours.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 28, 2012, 11:49:16 am
Servers are back up apparantly. Join if you can.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: timferius on September 28, 2012, 12:00:02 pm
bah, stupid move this weekend, and I won't have net at the new place till thrusday. No super certs for me :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on September 28, 2012, 02:16:57 pm
I got on for a few mins messing around with stuff. Maxed the medic tool, and wow that sucker resurrects people fast when maxed out. It's like 2 seconds and done. I managed to run in and res 4 guys while under heavy fire before I died, then those four popped up and took out the three guys who got me and one of em resed me back.

The pitcher thing that lets you throw grenades faster is nice too. Got jumped by three guys and was able to whip around and chuck a grenade right onto them. They killed me before it went off, but I got two of them in the blast and critically wounded the third (got crit assist bonus when the guy behind me shot him).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on September 30, 2012, 07:30:25 am
Hehe, looks like they gave us another 10000 certs.
Or is that just because its a day ago that i played it and that you earn certs while not online?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on September 30, 2012, 07:33:09 am
They turned up cert gain like crazy to let people test them all out this week. Yeah, I had 10k of them after a couple of days of not playing one character.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on September 30, 2012, 02:57:04 pm
Currently you are gaining 1 cert per 15-20 seconds including when you are offline. Assuming that the higher level certs remain at similar costs to their current value once they do the rebalance next week and that the certs not yet added in are similarly costed, it will cost somewhat more than 100,000 certs to fully cert everything. Assuming that passive cert gain is reduced to 1 point per hour it will take something in excess of 11 years to fully cert a character off of passive certs, ignoring any future certs that may be added.

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Duuvian on September 30, 2012, 11:33:25 pm
Someone toss an invite to duuvian or let me know through a PM how to contact someone to invite me to whatever organization  we have going if you would please. Thanks.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on October 01, 2012, 02:24:51 am
You will have to jump on at the same time as one of us who can invite you, currently the game doen't allow for invites to be sent while you are offline.

There is another character wipe scheduled for the end of this week. Are we going to wait a day or two before reforming the outfit to see which server isn't horribly unbalanced?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: warhammer651 on October 01, 2012, 08:07:39 am
that sounds like a good idea yeah
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on October 01, 2012, 10:58:53 am
Agreed with warhammer.
What if they increased active cert gain to 2 per capture?

Also, does 100,000 points include nanoweave armor?
Because that is easily 10,000 you can spend on it for medic.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on October 03, 2012, 03:36:05 pm
Moar keys: http://www.reddit.com/r/Planetside/comments/10w1x9/some_keys/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on October 03, 2012, 05:02:32 pm
Too late I guess. Not going to try all of those...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on October 04, 2012, 03:47:43 am
https://twitter.com/j_smedley/status/253619898809454592

2 servers with 2 continents each, instead of 9. Expect lag, and a LOT more players.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on October 04, 2012, 10:17:07 am
I expect the one US server will be on the West coast btw, since that is where SOE is.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Tylui on October 04, 2012, 11:11:44 am
Outfit invite to Xsiff please? :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on October 04, 2012, 11:40:08 am
Only two servers? Thats not much.
I guess it would be one in Europe and one at the West/East coast?
That would be bad, as i dont think my ping is too good to the west coast.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on October 04, 2012, 09:01:52 pm
Breaking news on server locations:

US-WEST 1: Seattle
US-WEST 2: Redmond
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on October 04, 2012, 09:15:57 pm
Breaking news on server locations:

US-WEST 1: Seattle
US-WEST 2: Redmond

Your source must be wrong. SOE would not leave out the EU playerbase.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on October 04, 2012, 09:45:11 pm
Breaking news on server locations:

US-WEST 1: Seattle
US-WEST 2: Redmond

Your source must be wrong. SOE would not leave out the EU playerbase.

I don't think it is wrong so much as it is incomplete. I'd be very surprised if there was no EU server for this stress test, as the EU servers are going to be operated by the company soe has licenced the european operating rights to, and they will want the stress test data of their servers.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sensei on October 04, 2012, 09:49:35 pm
Breaking news on server locations:

US-WEST 1: Seattle
US-WEST 2: Redmond

Your source must be wrong. SOE would not leave out the EU playerbase.
I was joking dude.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Siquo on October 05, 2012, 03:10:56 am
Breaking news on server locations:

US-WEST 1: Seattle
US-WEST 2: Redmond

Your source must be wrong. SOE would not leave out the EU playerbase.
I was joking dude.
Sensitive topic, I guess ;)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Intrinsic on October 05, 2012, 07:38:52 am
The big Esamir patch is prolly delayed until tomorrow FYI.

https://twitter.com/mhigby
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on October 05, 2012, 08:35:14 am
"Tomorrow" but it was said 6 hours ago which would have put it around midnight their time. So it could actually be tonight.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Intrinsic on October 05, 2012, 09:50:49 am
The patch was due to be put up at midnight on Thursday US(PDT i think) time(08:00 BST) so it'd be ready to test into Friday evening, the tweet went out at the time they were intending to put the patch out. So i'm guessing it'll now be put out at Midnight PDT on Friday instead and ready for testing on Saturday, so yeah delayed until tomorrow as they said.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on October 05, 2012, 10:19:58 am
So Higby said on Steam they are actually putting up three servers:

EU
US West
Australia
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on October 05, 2012, 01:15:30 pm
Even tough they gave an hour... I'm still suspecting Valve-time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on October 06, 2012, 05:35:13 am
Last tweets from John Smedley, ~4 hours ago:
"Servers coming down and wiped now. Patch being out out. One optimization didn't quite make it but still good performance increase."
"Esamir incoming"

Servers appear to be up at this time, however I am seeing 9 servers in the launcher, not 3.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on October 06, 2012, 08:00:04 am
are they all unlocked? I feel it's likely that they'd keep them all "up" just have the ones they don't want to use yet locked.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: warhammer651 on October 06, 2012, 11:09:43 am
only two servers are up at the moment, both are full
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on October 06, 2012, 12:05:34 pm
Yeahhhhh. Obviously the two server idea isn't going to fly.

I would love to play, but I can't. :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on October 06, 2012, 12:11:32 pm
Weapon lock is enraging me.  I'm rolling with a platoon, so we're organized and we set up engie turrets facing the outlets of the enemies spawn while we're capping.  morons run in front of our turrets.

Absolutely nothing you can do about it.  We've got 8 turrets facing two doors and random medics and HA's run in front of the turret lines.  And nothing you can do but yell at them or light them up.

And if you light them up, you'll get weaponlocked, because you'll have already run someone over while you can't control a vehicle or maybe you had some splash damage on a teammate from a rocket, etc, etc.

Weaponlock is a punishment for playing right now too; as opposed to a punishment for tking.  It locks everything you can do asides from abilities and deployables.  So no healing and no repairing.  Repairing isn't griefable at all, reviving is only griefable in very, very few instances.

/ragedump
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on October 06, 2012, 12:32:13 pm
Funny thing is, you can TK just as effectively even after you're weaponlocked. It doesn't stop you from getting vehicles and running over people or getting planes and crashing into friendly vehicles.

I got weaponlocked once when my tank spawned in (was in a waiting list with them spawning one after another) right as 4 idiots decided to run across the vehicle pad. Got four team kills as soon as the tank spawned and instantly weaponlocked.

I remember another guy I was in a squad with saying he got weaponlocked when a friendly galaxy full of people tried to land on his galaxy and caused a collision, his galaxy survived since the other one was a bit damaged, but he got 12 teamkills and weapon locked for it.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on October 06, 2012, 12:42:04 pm
Yeah. It also appears that standard NC rocket blast radius on enemy vehicles and units is pherhaps one meter. And the damage falloff is rapid. Fire right under a sunderer? No damage.

But for allies? Well, for allies the blast radius is twenty times bigger.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on October 06, 2012, 01:09:54 pm
Basically, a plethora of complaints about this patch.  Empires don't seem to have any cap limit and cert gain/costs have swung just as wildly in the other direction. 

TR are warpgated on indar and esamir, NC and VS on esamir and indar can essentially afk-farm a whole continents worth of auraxium with minimal effort.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on October 06, 2012, 01:35:29 pm
They did at least make it so you don't gain while idle anymore. It seems that way at least... I sat for a good 15 minutes and got nothing, but as soon as I started moving around again, it started rolling in.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on October 06, 2012, 02:21:49 pm
Servers are going down while they fix the bug that is stopping people from creating a character, and a seperate bug that is causng the servers to display as full even when there are not sufficient players for it to do so. Each continent was hilariously unbalanced in terms of population as well.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Raul on October 06, 2012, 02:27:01 pm
Servers are going down while they fix the bug that is stopping people from creating a character, and a seperate bug that is causng the servers to display as full even when there are not sufficient players for it to do so.

Oh, I see. I was starting to get pretty frustrated, I guess I chose a bad time to create my first character.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on October 06, 2012, 02:35:58 pm
They did at least make it so you don't gain while idle anymore. It seems that way at least... I sat for a good 15 minutes and got nothing, but as soon as I started moving around again, it started rolling in.

If moving is all it takes, I can just see people creating macros to make their characters run in a circle. IMO it should be based on kills, capping points, repairing things, healing people, etc. Actually playing the objective.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on October 06, 2012, 02:40:11 pm
Also, about 20 minutes ago: Broadcast from SYSTEM: All servers are coming down until further notice due to population imbalance.
They're down now.

Yep. Also, if they just reset territories, it'll likely just happen again. They'll have to change some things to prevent it (one thing that would help would be server-wide resources rather than continent-wide).

Server-wide resources wouldn't help at the end condition where one faction is warpgated on both continents, but would help in when one faction has been warpgated on each continent and a third faction is fighting on both continents (in which situation the third faction loses due to having both its players and resource income split in half fighting two factions).

The real problem is that without resources you're largely ineffective against someone who has them and can afford to waste them willy-nilly (and only the individual vehicle spawn timers slow them down), and that people log off or switch servers* when losing badly because there is no real reason to keep playing if you are getting nothing and can't break out.

* Of course it was apparently impossible to switch servers; I tried, as I wanted to see how it was on the euro server, but I couldn't make a character on it, yet could log onto any of my other three just fine despite both saying Full.

If moving is all it takes, I can just see people creating macros to make their characters run in a circle. IMO it should be based on kills, capping points, repairing things, healing people, etc. Actually playing the objective.

Of course, I got no certs while I was on, because I could find nobody to kill, nothing to cap, and nothing to repair or heal which gave xp (just people harmed by friendly fire).

Unless, of course, I camped an enemy warpgate, or switched to Esamir, where everything looked like it was under some sort of overbrightness or oversaturation effect, or was faded white, and it was hard to see anywhere distant because LOL WHITE FOG... Unless I turned graphics and lighting from high to low, in which case I could suddenly see things clearly, but then Indar looked like crap (and I couldn't see inside the Indar WG after warping back).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on October 06, 2012, 03:25:24 pm
And the PS2 forum threads about how absurd the population imbalance is are getting shut down by butthurt mods.  Probably not going to touch this game again until wipes, percentage based pop limits per server, and some major revision to resources is made.

Esamir showed just how terrible the resource/auraxium mechanic is.

By the end of the day, whichever faction gets locked out on a server is going to be down thousands and thousands of auraxium.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on October 06, 2012, 03:38:59 pm
I may get a ton of auraxium idling at the warpgate in the next couple hours, but I definitely won't get any certs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Rez on October 06, 2012, 03:44:46 pm
Don't really see the problem.  You can just idle until you can buy HE rounds for a tank, zephyr cannon for the lib, or rocket pods and then farm infantry for xp and certs.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on October 06, 2012, 04:26:28 pm
Laggy as all hell, cert costs are crazy (apparently reflex sights are 96 points now? what?), and resing others as a medic is broken. Yay.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on October 06, 2012, 04:35:23 pm
On the plus side, I just had probably the first really epic moment in PS2. It was on Esamir. Playing the TR, we took The Pit, a small but deep crater in the ice, and then defended it against the inevitable NC counter-attack. In the end we were cut off and overwhelmed, but goddammit was it awesome!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on October 06, 2012, 04:40:36 pm
Holy crap, just got into beta. Downloading!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on October 06, 2012, 04:41:02 pm
Heh, c4 is 2 certs for a medic. It costs more for other classes, even engineers. Since when is the medic the most likely person to be carrying c4?

I managed to blow up a bunch of people with my first use of it. The TR were pushing us back with a huge wave of them moving in, so I just slapped C4 to a spot a little ways outside our spawn room by some cover and ran back inside. Within a minute or so a bunch of TR were standing on the spot shooting NC as they came out, apparently oblivious to the block of c4 under them. Killed 7 guys with the one blast. Most people I've ever killed with one block of c4.

Also, apparently all current beta players got a buddy beta key? If anyone needs mine, let me know. They must reeeally want to flood these two servers for their test. Hopefully they can sort out the horrible lag associated with so many people.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Icee77 on October 06, 2012, 04:43:10 pm
That feel when you sign up for beta and wait for months then post on twitter and get into the beta.
My god I feel dumb.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Volatar on October 06, 2012, 04:46:54 pm
Also, apparently all current beta players got a buddy beta key? If anyone needs mine, let me know. They must reeeally want to flood these two servers for their test. Hopefully they can sort out the horrible lag associated with so many people.

I have two friends that would like to join. My best friend gets priority but if I could have that key then I could get both of them. :D

EDIT: nevermind. I got two already. One from my account and one from my sisters.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: mikefictiti0us on October 06, 2012, 05:13:52 pm
Teething problems aside, I'm having a lot of fun with this update. I've been in the beta for about two months now and I've never seen larger battles than those taking place on Esamir at the moment. Bringing my PC to its knees though.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Sordid on October 06, 2012, 05:43:02 pm
Heh, c4 is 2 certs for a medic. It costs more for other classes, even engineers. Since when is the medic the most likely person to be carrying c4?
Yeah, cert costs are idiotic at the moment. An ordinary reflex sight is 90+ certs, twice the price of a 4x laser scope? Wat?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: etgfrog on October 06, 2012, 05:51:27 pm
sounds like they tried to use an automated system to determine prices through average k/d ratio with each weapon
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on October 06, 2012, 06:06:00 pm
sounds like they tried to use an automated system to determine prices through average k/d ratio with each weapon

Oh god not the Dynamic Pricing from CSS. I remember it got so bad there some guns cost $1 XD
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on October 06, 2012, 06:07:35 pm
I haven't even finished downloading the game, and I've been sent the update with a beta key to hand out to someone because I've been a "good beta tester". Heh.

Who wants it?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Johnfalcon99977 on October 06, 2012, 06:29:42 pm
(http://www.sotrelando.com.br/wp-content/uploads/2011/04/aw-yea.jpg)

I just got a beta key! About to start installing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on October 06, 2012, 06:37:20 pm
So, huh, what server are we on and stuff?

Add "Anvilfolk" please :)
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on October 06, 2012, 06:38:50 pm
As of now I'd assume the US one :P. But I don't think the outfit's been made yet.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on October 06, 2012, 06:48:00 pm
200+ pages and nothing's happening still?

I joined the EU one. Also, it doesn't look like my PC can run this above 20fps at minimum settings :P
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: ukulele on October 06, 2012, 06:52:47 pm
Would like one of the beta keys if posible, been wanting to try this for a time.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aklyon on October 06, 2012, 07:03:07 pm
So according to my email, I'm in the beta now.
But I have a question for ye that have played it for awhile already: Does it work at all if your graphics capability is on the low side but your cpu/ram is decent?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on October 06, 2012, 07:25:46 pm
So according to my email, I'm in the beta now.
But I have a question for ye that have played it for awhile already: Does it work at all if your graphics capability is on the low side but your cpu/ram is decent?

Hard to tell, could you post your specs?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Metalax on October 06, 2012, 07:27:33 pm
So according to my email, I'm in the beta now.
But I have a question for ye that have played it for awhile already: Does it work at all if your graphics capability is on the low side but your cpu/ram is decent?

Should do, the game seems to be principally bottlenecked by the cpu for most people who have problems.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aklyon on October 06, 2012, 07:32:59 pm
4GB RAM, Windows 7 64-bit.
Intel Core i3 M350 @2.27GHz (4 CPUs)
Intel HD Graphics

Dxdiag says I have directx 11 but I know quite well from trying to run SOTS II that anything above DX9 works spottily at best on here.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Icee77 on October 06, 2012, 07:37:19 pm
Is it me, or are certs hard to get? Or is just because I've been healing and reviving people?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on October 06, 2012, 08:24:36 pm
Don't really see the problem.  You can just idle until you can buy HE rounds for a tank, zephyr cannon for the lib, or rocket pods and then farm infantry for xp and certs.

"You have been disconnected for inactivity."
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on October 06, 2012, 09:06:53 pm
Damn, got weapons locked apparently. It never actually gave me the message, and the actual lock occured after another TANK hit my TANK and neither of us seemed to get any damage (I was just suddenly unable to fire, no message about being locked).

All probably goes back to me spawning in my tank in a crowded tower base and having the tank mow down like 6 or 7 people as it rolled out and before I had control of it. Other than that I only hit around 3 or 4 idiots who ran into my tank while maneuvering around to get ammo from a nearby base before returning to the front, so it shouldn't have been enough for a lock. Never did get any "This is your final warning!" message either, just the standard you have been firing on allied forces be careful etc etc.

I had a good run, 50 kills and only 10 deaths. If not for the weapons lock I could have kept on going, kept that Vanguard alive for several hours.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Duuvian on October 06, 2012, 10:52:08 pm
Yeah, I've been warned a lot despite never having done it on purpose, which is fine as otherwise it might not be effective. However, and I'll explain why this might be an issue, I've even received the final warning once when people kept running in front of me when I was shooting a rocket launcher at certain things a certain class can build. I haven't been locked yet though, thank goodness. My suggestion would be to make the reset timer on that go a bit faster because I'm warned all the time (which is not an issue) despite not doing it on purpose and it seems to take a while to reset and thus the warnings escalate fairly quickly. For example: I saw some dead NC infantry outside a thing that was being taken over. It turns out it was an NC guy taking it over but I didn't know that; he was at low health so when I popped around the corner and shot the first guy I saw I team-killed him, and received the warning despite apologizing to the poor fellow who was actually on my team. That was the start of the warnings; over an hour (it seemed to me, definitely not a scientific measurement) and I think one auto-logout due to a desperate and sudden need to go poo later I then inadvertently shot a few people with a rocket who were popping out of cover in front of me to shoot with their rifles as I mentioned above. After maybe two of those and being warned with increasingly threatening messages I received a message that said it was the final warning so with a bit of irritation I began to play much more conservatively out of fear of weapons lock. I had never received the original message again so I think it must have built up over time and never declined so to speak.

Also occasionally I get warned even though I only hit the guy with a few bullets and don't kill them; and these things happen fairly often when a lot of people are around and you are in a firefight in this game.

Makes me think I sure hope the government never hands me a rifle and tells me to go fight; I'd feel terrible if I did that to a real person on my team who can't respawn. Or any person really. So don't start any wars you silly government or you'll make me feel bad for killing a fellow sentient irreversibly.

Also, yes the uncontrollable vehicle rollout is terrible. I would recommend to the devs to do the following: make two, or better three vehicle spawn points and alternate them as people spawn vehicles. Let's say 1 2 and 3 spawn points. Spawn 1 first at the far left, then 3 at the far right, then the middle one. Heck if that doesnt work go to 4 points. Also consider removing the uncontrolled bit though if necessary keep the forward momentum. I've had vehicles become caught within each other where one has to go forward and one backwards; I've had the tiny vehicle almost blow up from flipping from uncontrollably ramming into the rear of a big vehicle, I've had all kinds of traffic accidents from being catapulted forward, and of course I've run over lots of infantry from the same. To hear that someone was gun locked because of it horrifies me.

EDIT2: Also the tiny vehicle probably shouldn't blow up when it flips upside down. It's pretty silly and while it's hilarious now it's also kind of a pain in the ass. If you want maybe the driver could take some damage because he's exposed, maybe like all your shields or something then if it happens again it kills you since you are after all exposed on that one. The upside down explosion sort of makes sense on the big vehicles since otherwise they would be useless and eating system resources and possibly exploitable as a roadblock, but perhaps a delay like in the Grand Theft Auto games to give time to bail out would be in order instead of the instant kaboom. Granted it's really, really hard to flip a vehicle other than the little guy but when it does it's instant crew or in one case team death.

Finally I've been using the little vehicle with a gun on it, and I've been driving up stairs in bases with it. It's cool and I hope you still allow it. That said with the ease of flipping on stairs with that vehicle and the current explodability issues of it, it means a respawn unless I'm very, very careful.
Spoiler (click to show/hide)

Also I don't do it unless there are  no teammates around because running over your team is not a fruitful endeavor. That said, running over a few vanu while they capture something upstairs would be extremely satisfying. I had squadmates congratulating me on for almost running them over while driving the little vehicle to a captureable place and the appropriate spot where squaddies had just cleared Vanu enemies off seconds previous to my arrival with a "You crazy bastard." At that I hopped off ashamed but then they said "No, no, don't get off. That's a good weapon. Good idea."

Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Shadowlord on October 06, 2012, 11:41:12 pm
It's funny that it'll lock your guns, your tools, everything except... you're still allowed to drive. I'm amazed they haven't separated friendly fire and hit-and-run and locked driving for people who hit-and-run (and done something about the vehicle spawning other than rearranging the spawns at the WG (because it's only rarely actually intentional on the part of the driver as far as I know)).
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Paul on October 07, 2012, 08:32:09 am
I saw a guy intentionally running people over in tanks (lightning, then vanguard when other NC killed his lightning, then another lightning when they killed the vanguard). He kept doing it and nothing ever happened past the weapon lock. Not sure if it extended or anything, but he must have mowed down 100 people or more and it never stopped him from driving. At one point he was parked behind a Sunderer where people were spawning, and driving forward to smush them repeatedly every time someone came to reequip from it. Not sure how long he kept it up since I went elsewhere.

It would be nice if they separated it. Make a irresponsible driver warning that locks you out of vehicles for running teammates over and is completely separate from weapon lock, that way you really have to be griefing (or an absolutely terrible player, lol) to get locked on both and unable to play at all. Weapon lock should only lock harmful things too, if someone does get weapon locked they should still be able to help out by healing, reviving, and repairing if they want to.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neyvn on October 07, 2012, 08:44:23 am
Currently downloading right now...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on October 07, 2012, 09:01:32 am
I have noticed that despite the AMS being stripped away from it, with the much higher pops because of server consolidation, the Galaxy is still being used very often as a shuttle to the frontlines and for hotdrops. Which is great because, as we all know, Hotdrops are awesome.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Aklyon on October 07, 2012, 09:16:45 am
Well, I wasn't dissapointed at least, I hadn't expected it to work at all. it did manage to work for a few seconds  ingame though, so hurray.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on October 07, 2012, 09:40:13 am
I have noticed that despite the AMS being stripped away from it, with the much higher pops because of server consolidation, the Galaxy is still being used very often as a shuttle to the frontlines and for hotdrops. Which is great because, as we all know, Hotdrops are awesome.

It's not used nearly as much though and it's still hard to get people to get on a galaxy. Only time you'll ever be able to manage a full one is with an organized group. Used to be I could land and at LEAST get enough for the turrets within a couple of minutes of waiting at the warpgate. Even if I could get that now it's almost useless, since a few light machine gun turrets aren't going to do much, and a hot drop of 4 people isn't all that impressive.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neyvn on October 07, 2012, 09:40:27 am
NC right???
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on October 07, 2012, 09:44:28 am
Hmm, looks like X plays PS2 too. Still my favorite youtuber. If you ever see Davidr64, offer him a magic school bus ride.
Server?
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on October 07, 2012, 09:52:28 am

I have noticed that despite the AMS being stripped away from it, with the much higher pops because of server consolidation, the Galaxy is still being used very often as a shuttle to the frontlines and for hotdrops. Which is great because, as we all know, Hotdrops are awesome.

It's not used nearly as much though and it's still hard to get people to get on a galaxy. Only time you'll ever be able to manage a full one is with an organized group. Used to be I could land and at LEAST get enough for the turrets within a couple of minutes of waiting at the warpgate. Even if I could get that now it's almost useless, since a few light machine gun turrets aren't going to do much, and a hot drop of 4 people isn't all that impressive.
Have you played since last patch, I mean at the Indar warpgate there are gal's constantly landing and filling up rather quickly full of randoms. Of course actually getting them to sit still and not bail at the first sign of AA is another matter entirely :/
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: sluissa on October 07, 2012, 09:54:43 am
I'm not sure when "last patch" is since they're releasing hotfixes it seems almost constantly. But I haven't played since VS and NC had the US server locked down yesterday. Even before that though, it was rare to see a galaxy that wasn't outfit controlled.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neyvn on October 07, 2012, 09:56:18 am
Enters name for the first time...
Starts to load.
"Sorry game full"
Ok. Change Server then...
Enters name again...
"Sorry names taken"
BY ME YOU DAMN GAME YOU MADE ME REMAKE!!!
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on October 07, 2012, 09:57:28 am
Still, if you have a rather lagre squad of people you rather play with them then simply play with a bunch of silent pubs that have no idea what they are doing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on October 07, 2012, 10:05:37 am
So there's still no B12 outfit, despite all the talking? I stopped reading at some point, figuring I'd only get in after the game went public. If anyone is organising anything, please let us know/update first post/create new thread...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: miauw62 on October 07, 2012, 10:20:53 am
Its just because of the giant imbalance atm. Nobody really feels like playing.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neyvn on October 07, 2012, 11:07:42 am
There was a slight stand off, I was in a tank while our two teams fired at each other over a ridge...
I was having trouble hitting them due to terrain...
I was then... "You know what, Fuck it, I'm in a tank..."
So I turned away and came back, on their side, running them down...
I blew up but there was so many Roadkills...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Anvilfolk on October 07, 2012, 11:59:02 am
Why is the game imbalanced exactly? What are people so annoyed about that they don't play a free game of epic proportions? :o

Also, this game is giving me a pretty huge Klendathu Drop vibe at the moment, from Starship Troopers... I'm loving it! The battles are absolutely epic... tons of infantry running around, big armour pushes, dropships booming and zooming above. Marvellous!

I'm starting to get tired of not being able to play with anyone as a team though, which is what really makes me enjoy games :(
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Neyvn on October 07, 2012, 12:32:37 pm
I'm up for running around as a group, what server and such...
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Silent_Thunder on October 07, 2012, 12:33:16 pm
It's not as bad now since they limited it to 2 servers, but before there were massive pop balance issues. It wasn't uncommon to see things like a 20 20 60 spread on some of the worst servers.

EDIT: Also Sensei said he's going to get the outfit back in as soon as he get's off his ass :P. US New Conglomerate as always.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Blizzlord on October 07, 2012, 12:49:06 pm
Just letting you guys know that the thread OP is now in beta.

Also, which server are we playing on currently?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 07, 2012, 12:57:56 pm
I can switch to the US server if we are definitely gonna be there, and use voice comms.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 07, 2012, 01:00:13 pm
I can switch to the US server if we are definitely gonna be there, and use voice comms.
I'll join ya on Euro then???
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Blizzlord on October 07, 2012, 01:03:15 pm
I'll take that as a "until Sensei gets the outfit up I shall stay over on EU" if that isn't too hard to cope with.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 07, 2012, 01:06:31 pm
I'll be making an outfit, on the US server, some time today. I'm currently downloading the patch and I've also got to finish up a trebuchet though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 07, 2012, 01:08:21 pm
Does anyone else get Errors when they try and log off? And if trying to log back in it either stalls at 98% loading or just takes even longer then normal???
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Tylui on October 07, 2012, 01:10:42 pm
US New Conglomerate as always.

Also, which server are we playing on currently?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ghostetler888 on October 07, 2012, 01:49:47 pm
If anyone has a spare beta key to throw out, I would be most appreciative. :D

Thanks Techhead!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 07, 2012, 01:54:23 pm
I'm still playing on the US server. The horrible lag has turned me off a bit, but hopefully it will improve.

Last time I tried playing there was a several second delay in stuff - I'd run around a corner and start shooting into people and have them suddenly up and die while I was reloading, then walk back around somewhere else and suddenly drop dead from bullets that had hit me while I was shooting at the people around the corner. And resing by medic didn't work due to the lag, nor was spawning at deployed sunderers (I'd click respawn over and over and have nothing happen until I switched the spawn to a base instead).

Then later I couldn't get on due to servers being full. Going to be logging in again today if it lets me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 07, 2012, 03:57:03 pm
Yeah, US server is too full. I'll be on the EU one - feel free to add me. Look for Anvilfolk.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Geen on October 07, 2012, 05:18:19 pm
Ok, seriously, fuck tank drivers. Nobody gives a shit if they run down a teammate.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Volatar on October 07, 2012, 06:07:58 pm
It is the job of Infantry to avoid getting run over. You can see the tank. They generally can't see you.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Aklyon on October 07, 2012, 06:45:21 pm
Its rather hard to not see a giant tank moving.
Now if they're driving at you on purpose, thats a different thing entierly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on October 07, 2012, 06:59:19 pm
Yeah you have to be VERY careful near tanks. Keep in mind their view is on whatever their turret is aimed at, not directly infront/behind them (since you can't aim worth shit in 2rd person) And in all honesty, as a tank driver, I'd rather back over someone who can quickly respawn, than lose my tank to incoming fire and be out 300 resources.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: SHAD0Wdump on October 07, 2012, 07:02:25 pm
The issue with getting run over by tanks as a mere engineer that only wants to help keep everything topped off is sad. This is ESPECIALLY true as Vanu what with their strafing magriders, no where is safe near those things.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Techhead on October 07, 2012, 07:20:03 pm
I'm very careful as a tank driver as well. If I notice someone is repairing me, I'll often pop out into 3rd person for a second to check where he is. I'll also yield to pedestrian traffic when I can, but there's only so much you can do.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on October 07, 2012, 07:32:23 pm
I'm very careful as a tank driver as well. If I notice someone is repairing me, I'll often pop out into 3rd person for a second to check where he is. I'll also yield to pedestrian traffic when I can, but there's only so much you can do.

Yea, more often than not though, its the idiot running across the road from your blindspot, or the guy hiding BEHIND your tank for cover from the enemy tank shells.

EDIT: Or god forbid one of those guys who thinks you can ride the tanks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Volatar on October 07, 2012, 08:41:11 pm
EDIT: Or god forbid one of those guys who thinks you can ride the tanks.

I was in voice chat leading a platoon from a Lightning. I was rolling along with several other tanks and this Max from my squad approaches from 11 o' clock right towards my tank. I slow down but he aims RIGHT at me, and ends up getting run over.

I then, exasperated, ask him why the heck he walked into my tank treads.

His explanation? "I wanted to jump over you".

I had no response. Not one that should be spoken at least.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 07, 2012, 09:06:22 pm
I've got a beta key, if someone wants in. Apparently every existing beta player got a "buddy key".
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 07, 2012, 09:14:33 pm
I got instakilled by my own Magrider, which was hover-sliding down a hill. It happened when I walked towards it verrry slowly from behind (higher up the hill) in order to get back in after repairing it. I just dropped dead as I got within enter-tank range. Physics does not work that way! (This happened this morning)

It's been a long time since it first came up that they were instantly fatal to friendlies and not to enemies - I was expecting them to have taken notice by now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 07, 2012, 10:09:28 pm
Well it looks like the US server is completely full. Despite my american-ness I'm seriously considering moving to the EU server for the outfit this session if it keeps up. Thoughts?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on October 07, 2012, 10:13:25 pm
Well it looks like the US server is completely full. Despite my american-ness I'm seriously considering moving to the EU server for the outfit this session if it keeps up. Thoughts?

Eh I've only been stuck on clicking play 2 min max before it finanlly lets me in.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: etgfrog on October 07, 2012, 10:33:08 pm
there is a problem though...for some reason after roughly an hour of play when the servers have been full, I get disconnected and then the servers show unavailable for a while. I'm finding this annoying since it originaly kicked me off while I was in a main battle tank then later kicked me off when I was flying a fighter around...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Pnx on October 07, 2012, 10:37:46 pm
I've got a beta key, if someone wants in. Apparently every existing beta player got a "buddy key".
I'll take it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 07, 2012, 10:45:49 pm
...kicked me off when I was flying a fighter around...
So THAT'S what happens in the Bermuda Triangle!

I've got a beta key, if someone wants in. Apparently every existing beta player got a "buddy key".
I'll take it.
Sending.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 07, 2012, 11:16:10 pm
I get tons of stupid infantry running directly into me while driving a tank. One time in a heavy firefight I was in a vanguard being rocketed by several guys and maneuvering around firing back on them, and here comes a light assault running straight for me. I stopped as he got to me to prevent running him over as he went by since I was already getting warnings for hitting teammates (mostly from idiots like him), but instead of running by he hops up on top of my tank and starts firing at one of the guys shooting rockets at me (completely ineffectually, fired a whole clip and didn't kill the guy). Rather than get killed by incoming rockets I just backed up into cover, which killed him. Then he has the audacity to complain about me running him over. His and others' idiocy was the reason I got weapon locked that day.

On the plus side, my vanguard survived to continue killing for several more hours before the weapon lock, and I never did actually lose it - just gave it to another guy since I could no longer fire its' guns.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 08, 2012, 12:15:09 am
Tell me there is a way to turn off mouse control when flying...
I hate flying with the mouse...
I don't have a Joystick I just want to use a STABLE control system for it, I keep having to move my mouse off the desk just to pull up some times...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 08, 2012, 12:47:23 am
but instead of running by he hops up on top of my tank and starts firing at one of the guys shooting rockets at me (completely ineffectually, fired a whole clip and didn't kill the guy). Rather than get killed by incoming rockets I just backed up into cover, which killed him. Then he has the audacity to complain about me running him over.

They just started a new invite wave (at the same time they reduced it to two servers, because they want to know how it goes when the servers are maxed out all the time, apparently). Ask yourself if jumping up on a tank sounds sensible. It sounds sensible to me! Hell, I'd expect to be able to jump on top of one and run across it and jump off, or jump on top of one that's driving towards me, and then jump off again.

So I ask is it really that people are really "being stupid," or is it that people are doing something entirely sensible and the game is penalizing them and especially you for it (until they either become paranoid about going anywhere near friendly vehicles, or until you quit driving vehicles or quit the game out of frustration)?

To top it off, in addition to new players having to learn counterintuitive things like "You mean I can't walk behind or near a tank while it rolls forward without being anywhere close to touching me, and I can't stand on it or walk on it or crouch on it either? What. I won't magically go splat because I'm sitting on a tank in real life." they also have NO PENALTY for it themselves.

It may even be argued that at this point it is your duty* to deliberately throw yourself onto tanks in order to demonstrate the flaws in the system before it gets out of beta.

* in the hope that it will actually get fixed. But so far the only result when someone whines on Twitter has been Smedley tweeting that he is "sending help."
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 08, 2012, 12:54:07 am
Invite the new guys to Navy Seal Training.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Blizzlord on October 08, 2012, 01:09:24 am
Do you guys have any tips on how to deal with curb-stomp battles? What little time I got to try the game out ended up with me getting on the wrong end of 3 Vanu tank platoons.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 08, 2012, 01:10:23 am
Rashkhan in US server.
Rashkonn in EU Server.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 08, 2012, 03:33:23 am
Do you guys have any tips on how to deal with curb-stomp battles? What little time I got to try the game out ended up with me getting on the wrong end of 3 Vanu tank platoons.
Yeah, leg it. Preferably on a quad bike. Some battles you just can't win and respawning over and over will do nothing other than increase your death count.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Metalax on October 08, 2012, 06:01:52 am
Yes, particularly if it is a magrider swarm (since the update I've never seen them moving in less than packs of five).

There really needs to be an ability to target a group of tanks and send a voice message and a tracking marker point to nearby liberators to call in a bombing run.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Rez on October 08, 2012, 06:13:09 am
The zephyr isn't standard on libs now, so I don't know how much good that would do.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 08, 2012, 07:08:52 am
Anyone on US server wanting to group up???
NVM, Servers still down...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 08, 2012, 07:52:06 am
Anyone still need a key? I've got one to spare.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Zona on October 08, 2012, 10:53:43 am
I have one as well.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 08, 2012, 03:48:46 pm
I can get into the US server. Playing as Anvilfolk.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 08, 2012, 05:58:44 pm
Tonight, we took Esamir.

Ended up playing in EU server. 12 people in the squad, actually using voice comms and teamplaying. It was epic! A good commander, almost everybody as heavy assault, setting up ambushes and tearing all the enemy tanks to shreds. We even had a guy who was always magically appeared whenever needed with the Sunderer to take us to the next position.

Now if only I could get than 15fps...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 08, 2012, 07:47:00 pm
In EU server right now...
Rashkonn...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 08, 2012, 08:46:18 pm
I was there towards the end of NC having Esamir; as someone noted it was like the battle for Hoth except the Rebels were winning. A TR would poke his head above the ridge and three snipers would hit him at once followed by a tank round around a half second too late.

Since on my first day the TR had the entire continent turned red I had to return the favor; though usually I'm a gentlemen even in FPS games as Community in online games is what you make it.

"/y Hey TR; looks like the war is over, huh?" Since they kept yelling 'war's over' my first day.

"/y <eats Auraxium> Mmm, yum yum. You TR sure you don't want any?" Since after all, we were getting our butts stomped on Indar because our priority was the frozen wasteland for obvious reasons.

About riding on tanks: yeah, that would be very cool. The Russian army is/was especially noteworthy for having infantry ride tanks towards battle for mobility purposes, then dismount once they were under fire/in position/ wanted to do infantry stuff. It would be cool if you could 'hook on' to a tank when you are on top of it; where it could be as simple as your character grabbing graspable part of the tank. Or maybe using the mysterious powers of magnets built into a part of their suit or the tank. That would be an interesting sidegrade for tanks now that I think about it. Infantry Transport Railing/magnetic 'velcro' in exchange for whatever ability the tank might have. If it's magnetic it would be possible to explain why you can't have both in the fluff since they'd both consume power. Your infantry would be vulnerable to fire so it wouldn't replace the armored personal carrier but you'd have the big tank gun. However all it might take to kill all the poor bastards hitching a ride is a high explosive round(s) applied directly to the tank's forehead. Which would be epic for the guy who applies directly to the forehead. Simply apply directly to the tank's forehead and all your infantry problems are no more!

EDIT: Also:

(http://i693.photobucket.com/albums/vv298/Duuvian/applytotankforehead.jpg)

Also another recommendation for the devs: please for the love of goodness make entering a vehicle and changing your loadout (talking about a certain APC specifically here) different keys if at all possible. That way you can enter from the same side the loadout changer thingy is on. I've been run over by friendlies or exploded by hostiles I don't know how many times because the game thinks I want to change classes/loadouts when I'm trying to climb inside the vehicle. It even does it when you approach from something other than 90+ degrees far, far away from the loadout thingy. A simple change to fix it would be to change the 'change loadout' keypress when facing the loadout thingy to something other than the same key as 'climb into vehicle'. If that sounds vague it's for fear of NDA but I'm sure you can figure out what I mean.

EDIT: Now to see if there is room in that non-Euro server now that I've had fun making some art in the ol' GIMP.

EDIT2: It was the Sunderer of course, that has the loadout change thing. It's on the rear and trying to enter that vehicle anywhere from the rear hemisphere is extremely difficult with the loadout terminal attached. I'll see if the key can be remapped but it would be nice for newer players if it was different by default. Maybe x or c depending on whether they are used or not.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 08, 2012, 09:25:16 pm
The NDA was lifted a while ago.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 08, 2012, 10:00:45 pm
Oh, heh. Well that's good news. Now I can tell people precisely why I think certain things are great about this game. Thanks for the info Shadowlord, you the man/other gender(s).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 09, 2012, 04:22:31 am
Yeah, I'm pretty sure I'm never joining a random squad ever again. I'll either be joining with people I've VOIPed with previously or creating a squad whose name is something like "VOIP only".

It's too bad that if one side starts winning, everybody else form the other sides leaves. I mean, it's nice winning and all, but it's sad to see 60% NC and 17-18% VS and TR. I get the feeling the other sides are maybe not as organised? I mean, two or three 12 people squads using VOIP properly are probably worth 100 random players.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Alkhemia on October 09, 2012, 04:48:12 am
hmm this or Dust 514
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 09, 2012, 05:25:51 am
Seems like ingame voice comm is a no go half the time for me. Sometimes its coming through clear while others its not even workimg half the time. Its just like TF2. What I wouldnt giv for a group that uses something like TS3 or Mumble or anything...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 09, 2012, 08:24:38 am
Yeah, I'm pretty sure I'm never joining a random squad ever again. I'll either be joining with people I've VOIPed with previously or creating a squad whose name is something like "VOIP only".

It's too bad that if one side starts winning, everybody else form the other sides leaves. I mean, it's nice winning and all, but it's sad to see 60% NC and 17-18% VS and TR. I get the feeling the other sides are maybe not as organised? I mean, two or three 12 people squads using VOIP properly are probably worth 100 random players.

It's more like NC has an almost constant 40-50% pop anyway and often times there's just no way to fight against that. So the others leave and it goes even higher.

You're right, it's NOT fun... for either side, except those people who like just camping around someone's warp gate and sniping at them. Yes, I did it for a short while when the VS had Indar locked down... and yeah, it got boring real fast. I've also been on the other side of that too, locked down in my warp gate, occasionally sneaking out to cap a nearby point quickly before the enemy rushed over and stomped us into the ground. No amount of organization is going to help when you're surrounded by dozens of tanks and aircraft and they're all focused on you and you can't do anything about it because they know where you're coming from and know your only options of advancement are right through them. You just wait till they get bored.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 09, 2012, 09:08:32 am
Well, what I've personally seen (in one or two days of playing, mind), is that the continent's population is 33/33/33 until one side starts winning (possibly because they just got more organised). Then the people from the other factions leave, and people from the winning faction join for resources. And then you're 60/17/17 for whoever is winning, like last night.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Volatar on October 09, 2012, 10:10:04 am
Seems like ingame voice comm is a no go half the time for me. Sometimes its coming through clear while others its not even workimg half the time. Its just like TF2. What I wouldnt giv for a group that uses something like TS3 or Mumble or anything...

TS3: join the server testoutfit.info. No port or password required.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 09, 2012, 10:43:45 am
Seems like ingame voice comm is a no go half the time for me. Sometimes its coming through clear while others its not even workimg half the time. Its just like TF2. What I wouldnt giv for a group that uses something like TS3 or Mumble or anything...

TS3: join the server testoutfit.info. No port or password required.

Whoa, that's pretty awesome. I have to say though, if the in-game comms work, they give people's voices this really immersive tone, as if we're all talking on military mikes or something. TS is nice for understanding people better... but I might still use PS2 in-game VOIP for immersion, as long as I understand what people are saying at least half the time :)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 09, 2012, 10:50:04 am
I really hate when people push for external comm systems in a game that already has them implemented to a decent degree. It just breaks up the community, you have to remember an extra set up buttons to push if you want to talk to your external squad... all in all, just a pain in the ass.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Volatar on October 09, 2012, 11:01:20 am
External voice coms are pretty much required when you are working with a large, open outfit like TestOutfit. Anyone can join and many do every day. Using Teamspeak makes getting these people into the group worlds easier.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 09, 2012, 11:17:52 am
Been playing for a day or two and im loving it so far. I know they are trying to stress the servers on this stage but i would really love a auto-kick for afk or something like that, its just sad to see half of the population idle on the warpgates and the half full galaxis waiting for troops.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Metalax on October 09, 2012, 11:33:31 am
There is an autokick for AFK. It's actually a bit too enthusiastic to kick someone, as I've been kicked after well under 10 minutes before.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 09, 2012, 01:19:04 pm
I've been kicked while waiting for a gunner in a Lib  >:(

Still crashing at ca 30 mins. of play, every single time. Sucks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 09, 2012, 01:27:36 pm
Well, I'm starting a Bay 12 Outfit on Thebe, since I presume that's where all your characters are already? I still stand that we should have one unified Bay 12 outfit, but if someone else thinks they'd be a better leader I'd be up for it; as you've noticed I haven't had a lot of PS2 time lately.

I also say we should just stick to PS2 voice. Seriously.

Anyway: Bay 12 Outfit on Thebe. My name is Sensei, I'm on now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 09, 2012, 01:53:34 pm
I think i'll come on. Not having too much luck in SPAZ.

Whoops, NVM, i gotta go.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Pnx on October 09, 2012, 03:58:45 pm
Which empire is this for?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Volatar on October 09, 2012, 04:09:13 pm
NC
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 09, 2012, 08:12:29 pm
I used to like NC. Then my friends convinced me to try TR. I will admit that I moved to a different server, but... the NC suddenly didn't look so great.

Mainly because they outnumbered us and the Vanu combined.

And we could still kick their asses... well, the TR could. The Vanu were probably even worse than the NC. At least the Neo-Commies could actually kill me on a regular basis.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vactor on October 09, 2012, 09:16:52 pm
If anyone has a beta invite i'd be happy to take it.  Please PM it to me
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 09, 2012, 09:24:52 pm
It just depends on how organized people get. Take for example an attack on a bio lab the other day. The NC had about the same numbers as the TR, but were just spawning and rushing a point that the TR had dug into heavily. Me and a squad of around 5 or 6 others set up another sunderer right beside one of the teleporters on one of the outer bases and were able to keep grouping up and getting in and kept getting behind their lines taking out a bunch of em and almost took down their spawn gen before we got rushed by ~20 TR, but the majority of the NC were spawning at the "closer" sunderer that was right under the bio lab, and it took them several minutes to run down and then up the lift pads and then in through the air vehicle pad, which had a few dozen TR set up with engineer guns and maxs mowing everyone down as they trickled in two or three at a time.

Even after we kept saying over the region chat nobody would spawn at the farther away sunderer and come with us. After a bit the other sunderer got destroyed and suddenly everyone began spawning at our sunderer. About half of them apparently had no idea that the teleporter was right there beside the sunderer and ran in on foot (despite us yelling "Take the teleporter, it's right here!"), but the other half rushed in with us at the teleporter. During that few minutes that people were going in that way we managed to get in and take all three points and were about to get the spawn control down with steady reinforcements teleporting in constantly, when suddenly we started getting pushed back and I stopped getting spawn bonuses for my sunderer and it seemed like the NC presence up top just dried up almost instantly. When I finally died I found out what happened: someone deployed another sunderer "closer" under the dome again and everyone began spawning there instead, making us lose our foothold inside. They quickly pushed us back out and capped the three points back and the assault on the landing pad from the other route began again, with the TR quickly entrenching with engineer guns and mowing people down in 2s and 3s as they trickled in.

If we had been a bit more organized (there were a bunch of squads around, but ours seemed to be the only one even remotely organized, all the rest were just bum rushing in 2s and 3s and half of the squads in the area were split between that continent and Esamir with no organization at all) we could have easily taken that base.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 09, 2012, 09:51:24 pm
Nobody's ever organized. It's better to flank the enemy with the elements that know what they're doing and open a path for the dumbass cannon fodder to push through. I've done that a couple of times, took a HA around back of the defenses and just poured bullets into the backs of the unaware defenders.

You'd think the NC would have the advantage, though, what with having the best close-quarters weapons in the game and best armor. Guess that doesn't matter much when you're charging face-first into crossed turret arcs and pre-sighted infiltrator scopes.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Markus on October 09, 2012, 10:11:30 pm
Just a quick question. The Black Ops, are they still in?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Logical2u on October 09, 2012, 10:37:22 pm
So, I managed to somehow get a beta invite for this. I guess the semi-official B12 outfit is on US-WEST:Thebe?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 10, 2012, 12:30:00 am
So, I managed to somehow get a beta invite for this. I guess the semi-official B12 outfit is on US-WEST:Thebe?
Yeah. Nobody's really in yet, though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 10, 2012, 12:39:19 am
How do I join it???
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 10, 2012, 02:08:42 am
I don't suppose we have an EU branch? I've been agonizing over my decision to go TR over the last two weeks or so and today I finally gave up and played NC again. And I like it. I do feel slightly dirty because of it, but I think I'll be sticking to the big boomsticks rather than the rapid fire peashooters.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 10, 2012, 02:14:10 am
I hate to split up, but loads of people seem to be having problems with the US server. I haven't played there just yet. How laggy is it for us europeans?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 10, 2012, 03:05:58 am
I hate to split up, but loads of people seem to be having problems with the US server. I haven't played there just yet. How laggy is it for us europeans?
I haven't had any problems yet.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 10, 2012, 07:46:12 am
Hehe, totally agreed with the bio lab thing. Its really weird. 9/10th of the people that play online shooters will never use any chat functions. Its as if its not there for them. Its really, REALLY weird. I personally talk alot (and probably too much).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 10, 2012, 10:05:23 am
How do I join it???
I've got to get online at the same time as some other people. Then I can pass invitation privileges on to them as well.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 10, 2012, 10:23:56 am
I'm on, name is Miauw.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 10, 2012, 11:52:05 am
Still on? I got 'player not found'. NC on Thebe, right?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 10, 2012, 11:53:48 am
Sorry, went off. I'll come back on. Ended the task in task manager because it wouldnt let me take a B12 break without horrible lag.
E: on.

E: Are you on ATM? Whats your name, i could send you a whisper.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 10, 2012, 12:38:29 pm
Miauw and Ukelele are in and able to recruit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 10, 2012, 03:01:39 pm
I need to get back in this time around too. Messaged Miauw, but he must be afk or not watching chat. Ukelele wasn't online.

Any other folks who can invite around? :)

Charname is Conall
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 10, 2012, 03:07:58 pm
Ukelele is on right now. I'm trying to get on but I disconnected and now it crashes when I try to log in. I'll invite you if I get on though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: darkrider2 on October 10, 2012, 03:35:50 pm
How long has the beta been out? I just got a message saying I was selected?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on October 10, 2012, 04:11:00 pm
I just got a message saying I was selected?
Same here. Looks like they've started letting the peasants through the gates.

On that note, am I the only one who read the full Agreement? I don't know why I bothered, but I did.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 10, 2012, 05:01:48 pm
Been having some fun playing with Conall and Ukelele. I'd say the outfit's in business.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 10, 2012, 05:54:50 pm
I hate to split up, but loads of people seem to be having problems with the US server. I haven't played there just yet. How laggy is it for us europeans?
It varies for me. Sometimes it's almost as good as the EU server, but other times it's even several seconds. You get shot at, run around a corner to hide, and then drop dead. Which is just unplayable. On average it's worse than the EU server, which isn't really surprising.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Volatar on October 10, 2012, 09:02:45 pm
I just got a message saying I was selected?
Same here. Looks like they've started letting the peasants through the gates.

On that note, am I the only one who read the full Agreement? I don't know why I bothered, but I did.

That agreement probably still contains the NDA I assume? The NDA is no longer in effect.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 10, 2012, 09:30:06 pm
Oh god, just spent 5k on a reaver weapon that plain sucks, 3 ammo per magazine, its like a huge spreading shotgun (yes on an aircraft) and its hard as hell to hit something with it. TL;DR: Dont get it i just wasted almost all my money on that crap.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Geen on October 11, 2012, 12:17:13 am
WHY IS THERE EVEN A SHOTGUN FOR AIRCRAFT
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Techhead on October 11, 2012, 12:44:36 am
Well, canister shot (http://en.wikipedia.org/wiki/Canister_shot) is used in anti-infantry roles. But it's usually found on tanks, not aircraft.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 11, 2012, 01:53:57 am
Because NC think shotguns are good for everything.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 11, 2012, 02:04:17 am
They could be good for everything with the right numbers behind them. It seems to me it would have to be a heck of a shotgun for only three rounds on what's basically a fighter plane though. Either that or have a ton of ammo in it's magazine before reloading.

EDIT: Hehe I think the forums server just had it's resources overpowered because the PS2 beta servers just went down and enough people went to here. I could be wrong though. My post did time out when I made it though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 11, 2012, 02:07:49 am
Ugh... Can't Kill anything because they seem to kill me faster...
I was ONE HIT by countless things today, Through Shield AND Heavy Armour Skill...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 11, 2012, 02:21:10 am
Was it a sniper? All the 3 races/realms have access to a one shot kill headshot sniper rifle. However currently only NC has it unlocked as default. The other realms have to pay 8k Auraxium or thereabouts to unlock theirs but then they have a bit of a surprise for the NC.

It's also a bolt action rifle that requires you to drop from your scope to pull the bolt back. Meanwhile TR and VS receive a rifle by default that takes two headshots or three body shots, but it's semi-auto.

The question of whether it's fair is a valid one; and I've heard from in-game chat that NC will be receiving the same type of semi-auto rifle as their default as a means of balance.

Also as to hearing things from in-game chat; I've heard that Auraxium gain will be tied to experience point gain instead of being passive and tied to how many facilities you control on that continent. I'm not sure if I'll like that as much, and not just because my side is kicking ass on one continent and I can just go there and accumulate enough Betauraxium to test out new guns and the following is why.

I think that if they simply allowed all resource types to be 'cross continent' and divide facilities' resource payouts by the number of continents you would not see for example TR and VS be trapped inside their warpgate on a continent all day long because they don't have any resource (of any type) income to buy tanks and aircraft with to break out. (sorry for bold, it's just the meat of the idea)

Though, for that not to be an issue except VERY rarely you'd have to have more continents. With two I suppose there is a small chance that a really organized realm/race could, through exceptional division of forces, take both continents and lock their opponents inside their warpgates, which quickly become warphates due to all the /yelling going on because they can't even buy vehicles to break out.

I have yet to see that though as whenever NC owns Esamir all the NC goes there for Auraxium so they can unlock new guns and takes up 50-70% of the continent's population while the people who want to earn certs and such go to Indar to do something other than stand on a ridgeline just outside the non-enterable area and make the other realm feel bad with massive amounts of firepower.

That leaves Indar about 80% screwed for the NC because everyone is on Esamir raking in the tasty Betauraxium. I haven't seen NC be warpgated on Indar since my very first day (on Leda server) but I wouldn't doubt it may have happened when I was accumulating delicious Auraxium on the other continent. (can you view the other continent's status when away from the warpgate? That would be nice if not.)

Also, I was floating the idea in /yells around the VS warpgate and it seemed like people on both sides thought it was better on paper than Auraxium from kills. Was a lot of consensus that the current system isn't working but could be fixed in this way.

One advantage to consider of Auraxium on kills though is that when I go afk to the bathroom I'm not still earning Auraxium with my rifle pointed staring at the sky or the dirt for a few minutes. Though I've tested that and you don't seem to earn Auraxium except on the front lines already; as I sat at both the warpgate for a while and also at a base a few territories back from the front line and neither gave Auraxium income while I was there putting clothes into the laundry or some other such chore.

EDIT: I'm reading Higby's post on the changes to Auraxium gain. If they do it correctly I think their new system will be better, but we'll see I suppose. As he mentions those minor things that don't currently give XP would be a hitch in the system if they continue to not have a reward; for example spotting and transport. Those would be somewhat easy to abuse maybe though; so we'll have to see the implementation before judging I suppose. From what I've seen so far though I have some faith in these devs however.

Maybe for transport XP could be based on the number of people transported (with a bonus for squadmates?) multiplied somehow by the distance they've been moved?

For spotting maybe 1xp per enemy spotted or one larger lump sum a minute. Maybe 10xp or something. It's not as much as killing an empty Flash at 25xp, but then again that Flash might have a radar on it.

Speaking of the Flash radar; that thing takes WAY too many certs. I'd have to save up for a really long time for that one with the way I've been playing. Which admittedly is mostly helping to make (some) VS and TR cry at their warpgates (for good reason) so I'm not exactly trying for certs at the moment.

Then again it maybe the most useful part of the Flash so I guess I could be wrong about it being expensive certwise. It may just be a tad too much to be viable though. Once I determine how cert gain is away from the campfires around Esamier TR and VS warpgates I'll be in a better position to know I suppose.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 11, 2012, 03:03:12 am
Can't remember, but also remember not even being able to do anything damage wise...
I remember hitting people dead on with the Vanguards Cannon and they still run, I get hit by a Magrider's and I die in one hit...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 11, 2012, 04:08:01 am
Yeah, the magrider's ability is to put on a very large burst of speed, up to around 100 kph when I used it with no certs into it, which also lifts them off the ground a bit more so they can clear ridges easier. Also tank armor is thickest in front, remember. If you are shot in the rear you blow up way way faster.

The Vanguard's ability is to shield itself. It's great for driving to put cover between yourself and the enemy, or for when you need to turn when a magrider zooms past you. Remember Magriders don't have a turret; the whole tank is basically the turret as it's floating. That means if it's shooting you they have their best armor forward.

Magriders can also side-strafe with their best armor forward. When you drive one it takes a second to get used to it but it's a fairly nice design. The keys a and d strafe you sideways instead of operate a left or right track. It's a bit clunky to turn as it's limited to mouse movement but with a bit of practice it seems alright.

Also all the main battle tanks can unlock AP (Armor piercing) rounds which might explain your tank's combustibility. The downside is that it loses the High Explosive aspect of the default HEAT round' which means you are a bit less versatile. Once we are a few months in past release though and you've unlocked the anti-infantry secondary gun it probably won't be as much an issue though. That said I don't know if that anti-infantry secondary gun is any good as I haven't tried it yet so don't take my word for it as of now.

Also for blowing up infantry you'd want the HE cannon. That would most likely give you the one shot you desire if you land it square, though all the infantry classes seemingly can unlock FLAK armor which would less the accuracy of that statement a bit. HEAT is more for versatility which is good if you have some support.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 11, 2012, 05:40:05 am
Looks like I'll definitely have to try the US server and get on Bay12 outfit. Is it OK to use the TS server someone posted earlier for our usage?


So everything is going to be reset once the game starts? I've been hoarding certs and resources for no particular reason. I usually get very confused with the unlocking interfaces on F2P games, but there's no reason for me not to buy stuff randomly then, right?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Metalax on October 11, 2012, 06:06:29 am
Yes, there is no point to hoarding at this point in time, there will be several more character wipes before the release.

Cert costs for everything are really bugged right now, 2 certs for C4 as a medic but 30-40 as an engineer. I would be surprised if the scout radar on flashes and ESF's was particularly cheap as the week we all had it kind of made it impossible for infantry to launch sneak attacks as there were flashes parked everywhere.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 11, 2012, 10:08:49 am
I only play medic. I cant kill shit so i'm at least usefull in a different way. And i wish cert costs would go down. Or cert gains would go up.
A bit like this:

1 cert/hour while offline
2 or 3 certs/hour while online

1 cert for every 10 enemies killed
-1 cert for every 5 enemies killed
1 cert per facility capped/defended.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Micro102 on October 11, 2012, 11:38:36 am
You'be got to realize that this is an mmo. They need goals for everyone to achieve for years. Otherwsie they are going to lose players. It's better to keep playing this game while trying to get that new upgrade then getting everything in a few months and leaving because you realize there is nothing more to accomplish.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 11, 2012, 02:00:03 pm
God, that was awesome. I was camping on a hill today at the TR warpgate at esamir. Pure gold. We were just fucking around and landing a plane on another flying plane. It actually worked, and then somebody else pushed it off.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 11, 2012, 02:29:34 pm
I'm going on for a bit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Tylui on October 11, 2012, 02:41:52 pm
I wish there'd be some form of meta game to it. Like if the bases you held not only gave each player resources, but if some of them went to an empire's coffers. They could be spent on daily boosts, or spent on accepting orbital strike requests. All of this would be handled by those with the highest of command ranks.

Also I kinda think command experience should be separate. As the leader of squads or platoons that get things done, I get command experience... I'm better at Risk than Counter Strike, and it would be neat to have PlanetSide take advantage of players like us.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 11, 2012, 03:51:04 pm
That would be cool, but it would probably take a small fortune of re-coding.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 12, 2012, 12:19:30 am
Tried the Dalton gun for the Liberator- it's the exact same gun that's on the Vanguard. So it hits good, but unfortunately it also has the same bullet drop. I'll be flying it around Indar some time if people want to try it though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 12, 2012, 08:59:50 am
I wish there'd be some form of meta game to it. Like if the bases you held not only gave each player resources, but if some of them went to an empire's coffers. They could be spent on daily boosts, or spent on accepting orbital strike requests. All of this would be handled by those with the highest of command ranks.

I wish facilities gave specific abilities to the empire. Say for example that you capture a kill sat control station (nevermind that it doesn't exist in the game). That gives you control over the kill sat, allowing you to execute orbital strikes. Extra points if you actually have to go there an order the strike by operating a computer console. But if you don't have control of that facility, then you can't do that regardless of how much cash you have. Currently it's all about resource flow, the facilities are completely interchangeable. Lost one? No biggie, just capture something else. Losing an amp station or a tech plant should have a more interesting effect than just decreasing a number. Who gives a shit, it's just a number.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 12, 2012, 09:04:26 am
So, I need to pick up a mic still for this game (and get my net working at home, but that's another story). I already own a good pair of headphones (Boss) so I don't want a full headset, but at the same time my desk is already cluttered, so I don't really want a mic that sits on my desk. Is there any other options out there, or am I going to have to suck it up and get a stand mic for my desk?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 12, 2012, 09:20:30 am
I can't play Medic or Engi...
When I try to heal it never activates and repair is much the same...
I can only equate to that of Lag, as in, the target has Moved from when I started attempting the heal/repair...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 12, 2012, 09:43:27 am
Yeah, medic healing is buggy.

I agree with the meta part. That would be nice. Tech stations should slightly increase cert gain. Cant think of anything for biolabs or amp stations tough. Except for a reduced vehicle cooldown for amp stations?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 12, 2012, 10:17:56 am
Yeah, medic healing is buggy.

I agree with the meta part. That would be nice. Tech stations should slightly increase cert gain. Cant think of anything for biolabs or amp stations tough. Except for a reduced vehicle cooldown for amp stations?

Reduced spawn time for biolabs would make sense.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 12, 2012, 10:48:37 am
Considering that you usually dont break out far, you could have them reduce it by one second and have one second be the limit. Even tough there are 3 biolabs. (i think?)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Leesin on October 12, 2012, 11:06:38 am
Lately I am struggling to play for long periods of time, because of one thing that will never be 'fixed', fixed as in enjoyable for me, not for the actual game or everyone else.

It's Snipers, now personally I just hate snipers in every game where there is no limit on snipers ( I don't hate Snipers as a whole, just hate it when there is a stupid amount of them ). Seeing as it's impossible to limit snipers in PS2 I am finding that a majority of the large battles I am involved in are starting to become full of snipers. I myself enjoy playing Infantry classes, except Sniper ( obviously lol ).

 It wasn't like this before, but lately half of the infantry I see are snipers. Sure, the perfect counter would be to play sniper myself, but that's boring as hell for me. I just find it's killing the exciting and tense firefights because alot of the time you, your teammates or the enemies you're having a firefight with will just get sniped, considering alot of a battle takes place at sniper friendly range the only time you get a decent firefight is A) if your team manages to push into the enemy base or B) the enemy team manage to push into your base.

It's leading me to break away from any major battle and pretty much forces me to find tiny battles just so I can have some fun without 100 snipers killing every Infantry that isn't a sniper. In turn I am getting bored because these small battles just aren't intense or that fun. Atleast this has been my own experience on the EU server Eurydome as of late, I'm just really struggling to have fun without having to play in a veichle and I don't find being a sniper fun.

Venting complete, thanks for reading, lul.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 12, 2012, 11:13:33 am
Well, zurvan is not a long-range base once you get in. A sundie would probs do the trick.
And i am annoyed by sniperstorm too. I just hate it when you are with 500 behind a rock and whenever somebody peeks their head out it gets torn into sub-atomic particles.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 12, 2012, 11:15:03 am
I love snipers. They die so easily...

OTOH, if you manage to kick me out of a turret by hacking it and then kill me with a pistol, you deserved that kill :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 12, 2012, 11:15:46 am
Yeah, but you dont if you are watcihng every possible spot a head could appear from behind a rock.
I never play sniper because i suck ass tough :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 12, 2012, 11:45:44 am
OTOH, if you manage to kick me out of a turret by hacking it and then kill me with a pistol, you deserved that kill :P
I used to do this as LA, before hacking was even in. I got them to get out of the turret by jumping around in front of them until they got pissed off enough and came out.

I wish there'd be some form of meta game to it. Like if the bases you held not only gave each player resources, but if some of them went to an empire's coffers. They could be spent on daily boosts, or spent on accepting orbital strike requests. All of this would be handled by those with the highest of command ranks.

I wish facilities gave specific abilities to the empire. Say for example that you capture a kill sat control station (nevermind that it doesn't exist in the game). That gives you control over the kill sat, allowing you to execute orbital strikes. Extra points if you actually have to go there an order the strike by operating a computer console. But if you don't have control of that facility, then you can't do that regardless of how much cash you have. Currently it's all about resource flow, the facilities are completely interchangeable. Lost one? No biggie, just capture something else. Losing an amp station or a tech plant should have a more interesting effect than just decreasing a number. Who gives a shit, it's just a number.
Yeah, medic healing is buggy.

I agree with the meta part. That would be nice. Tech stations should slightly increase cert gain. Cant think of anything for biolabs or amp stations tough. Except for a reduced vehicle cooldown for amp stations?
I like the idea of reduced cooldowns/respawn times. Of course, the downside to that is that it means that whichever faction is already winning just has advantages piled on them. If it's going to be like that, I think the bonuses should only apply to the other continents. That makes poplocks actually valuable and gives you a reason to break them as well. Alternatively there's always cert/auraxium boosts, which don't affect combat as directly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Geen on October 12, 2012, 04:56:50 pm
There's a very special joy in getting behind enemy lines as heavy assault, and taking out a whole squad with one well placed rocket, then everyone going paranoid. I also enjoy basically doing this as a sniper http://www.blastwave-comic.com/index.php?p=comic&nro=2 never actually killing them, but simply harassing them and occasionally putting a bullet in their foot before cloaking, laughing, and moving to the next position.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on October 12, 2012, 05:44:10 pm
So, I need to pick up a mic still for this game (and get my net working at home, but that's another story). I already own a good pair of headphones (Boss) so I don't want a full headset, but at the same time my desk is already cluttered, so I don't really want a mic that sits on my desk. Is there any other options out there, or am I going to have to suck it up and get a stand mic for my desk?
You could get a clip mic of some sort. One that clips onto your shirt or headphones; or a small one that attaches to your ear without getting in the way of your headphones.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 12, 2012, 06:03:47 pm
So, I need to pick up a mic still for this game (and get my net working at home, but that's another story). I already own a good pair of headphones (Boss) so I don't want a full headset, but at the same time my desk is already cluttered, so I don't really want a mic that sits on my desk. Is there any other options out there, or am I going to have to suck it up and get a stand mic for my desk?
You could get a clip mic of some sort. One that clips onto your shirt or headphones; or a small one that attaches to your ear without getting in the way of your headphones.
I don't know of any ear mics that don't also try to include a speaker, so you're best off with a mic that clips on your shirt collar, or the bridge of your headphones if it's got a long enough bendy bit. They're a little more expensive than I would have expected (good search shows a relatively cheap one at $23 and some up to $50).

Alternatively I'd bet you can find a mic that attaches to the top of a flatscreen monitor. Hell, if you do electronics at all you can probably rig one yourself.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on October 12, 2012, 11:41:20 pm
I started playing. I'm kind of confused; it's a lot to jump into. It's not running smoothly, and I'm having trouble hitting enemies. But overall it's good. Infiltrator is the best for general situations, from what I've seen.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 13, 2012, 03:35:59 am
Being medic is a pain in the ass sometimes. I'm used to TF2's medic and the way the medi-gun in PS2 actually requires you to aim at the target is a pain. I don't mind having to aim it, don't get me wrong. I just wish it would 'pulse' for long enough to get the +10xp for a heal when it's applied. As it is with the way how people feel the need to run around while I heal them, it takes away the XP reward quite often as I don't have the heal beam applied long enough. I find the area heal to be very good though.

Then there is the way that you sometimes see that dead ally laying 50 feet away, and YOU JUST KNOW that they will respawn back at base while you are one second away from reviving them. If having a heal beam on them could just keep them from redeploying or something; or better still have the revive option appear even after they redeploy at a base with a spawn tube or sunderer that would be great. It happens so often that I maybe manage to revive 25% or so of the people I could otherwise revive. It's a huge time waster as combat medic.

Today I was having some fun with the cheap C4 cert unlock medics can have currently though. While it doesn't make much sense for medics to be the ones with a cheap C4 cert-unlock, it's kind of nice. I blew up a lot of infantry by throwing it through one of the doors leading to stairs at The Crown, and had a critical kill assist on a sunderer crucial to the Vanu's spawn camping us. I just know thought that one day I'll blow everyone up on accident with it; like at a generator or something. Today though people seemed to listen fairly well when I warned them about the C4. Today it was a grenade I blew everyone up with at a generator on accident.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 13, 2012, 05:19:26 am
I just know thought that one day I'll blow everyone up on accident with it; like at a generator or something.
Perfect class for accidental team kills.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 13, 2012, 05:31:00 am
I just know thought that one day I'll blow everyone up on accident with it; like at a generator or something.
Perfect class for accidental team kills.

Yeah, I do medic when I drive my Flash with the 20 millimeter on it. That way when I run you over I can jump off right away and fix you up and most people won't shoot my vehicle to death unless there is nothing bigger to shoot and they've killed me already. With tanks that's an awful big and safe place to jump out of.

Maybe that's why C4 is cheap for the medic as of now. It's a funny reason but a reason nonetheless. That way only medics are likely to have the accidental team kills with the largest explosive. Though I sure do it enough with the frag grenades all classes can pack too. Those things either soar through the air roughly where I aimed or hit some invisible terrain and go right back at me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 13, 2012, 05:36:45 am
I'm still getting used to the C4; Currently getting more C4 kills against fixed turrets than vehicles. Used to play heavy but found light to be far more enjoyable.

Last night Friday Night Ops was on my faction's server. Them being VS and us NC we decided to roll over there with three squads to cause some trouble. Just watched the first two battles and I'm happy to see I killed Luperza with a grenade :P.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 13, 2012, 06:18:05 am
I am a surprisingly ninja-esque medic. Killed a few infiltrators and heavy assaults as medic while camping the TR warpgate. And by that i mean, those that drove in on a flash and that i took out without help.

One of them killed me and then dissapeared from where he was. He still was there tough. He was hiding behind a rock near north weigh station and shooting at me from far, not really having succes. Every time he broke trough my shield i simply activated my healing shield and went gone for a few secs to let my shield recharge. Then he dissapeared from the rock. Obviously, something was wrong. He was probs  trying to sneak up to me. So i took the route he would most probably take to me. Saw him. He must have been pretty surprised, he didn't activate his mesh, but i activated my shield.

For good measure, i T-bagged him. He was being kinda annoying and noisy when he killed me the first time.


E:

Guys, esamir is breaking out. If you want to farm some last auraxium, now is the moment.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 13, 2012, 11:38:03 am
New Patch is OUT! : http://forums.station.sony.com/ps2/index.php?threads/update-notes-10-12-2012.30897/ (http://forums.station.sony.com/ps2/index.php?threads/update-notes-10-12-2012.30897/)

Some stuff:
-Some crazy cert costs reduced.
-You have to be active to gain auraxium (dont know how its implemented yey but it will hopefully stop the camping)
-New weapons+weapons balance
-Max cert tree
-Vehicles now have a critical state (they burn and perform worse under this state)

EDIT to Sensei: Seems the liberator got a big armor buff.

Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 13, 2012, 12:07:25 pm
Hehe, esamir is under control again. I'm going to check indar.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Logical2u on October 13, 2012, 07:38:29 pm
I don't think I can actually play this game - it seems whenever I get into critical areas it's too laggy for me to do anything but shoot blindly and get killed nearly instantly by someone (typically someone from the Vanu Sovereignty).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 13, 2012, 08:51:25 pm
Well i can barely play it with a:
amd athlon ii x4 640
4 gb ram @ 1600
HD 6850

I get arround 20 fps when hell breaks lose on Low.
Kind of sad i have to say.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 13, 2012, 10:17:06 pm
Would like to remind everyone again, NC outfit on Thebe is active! It's the place to be!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Logical2u on October 14, 2012, 01:35:57 am
Well i can barely play it with a:
amd athlon ii x4 640
4 gb ram @ 1600
HD 6850

I get arround 20 fps when hell breaks lose on Low.
Kind of sad i have to say.

Here I was thinking my bad ping was to blame for this one, but it looks like I've got relatively comparable hardware to you (more ram, but a laptop pseudo-quad core and one generation earlier video card. Don't think an SSD is gonna help with lag.) I should try dropping my settings I guess.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 14, 2012, 02:02:11 am
Nice! New patch looks cool. I hope they add some new pistols soon. I'd like to try that shotgun pistol for the NC.

EDIT: Drat, servers are down.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 14, 2012, 04:30:20 am
I just realized that when this comes out, it's going to be a giant fuckstorm of elitist bullshit.
I dont care about the other team. Got a problem and say it on /yell? You can count on my help, TR, NC or vanu alike.
But some people...
Godddamnit, i wish i could just mute /yell.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 14, 2012, 05:18:13 am
So, suppose I get at or under 15fps. What can I do to make it better? I'm running 1280x720, everything set on minimum, and I've gone in materials_3.xml and removed the EdgeAA effects by setting Effect="" there. I'd also like to remove shadows and dynamic lighting possibly. Does anyone have any info on that?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 14, 2012, 05:43:23 am
Well, you could always try upping priority in task manager.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: jocan2003 on October 14, 2012, 05:59:46 am
I just realized that when this comes out, it's going to be a giant fuckstorm of elitist bullshit.
I dont care about the other team. Got a problem and say it on /yell? You can count on my help, TR, NC or vanu alike.
But some people...
Godddamnit, i wish i could just mute /yell.
/ignore *name* dont work?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 14, 2012, 08:05:27 am
I didnt know that. Thanks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Isdar on October 14, 2012, 10:05:04 am
Ingame name on Thebe is Isdar.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Alkhemia on October 14, 2012, 10:32:11 am
So the Female TR Soldier VA is Cristina Valenzuela I knew I heard Noel voice....
Anyways this looks pretty good watching Tobi Wan stream of it right now to bad my computer ass.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 14, 2012, 10:38:43 am
Ingame name on Thebe is Isdar.
Anybody on to invite this sir?

I'm on, do /tell Miauw

E: Sorry, PS2 crashed... And i dont have invite rights anymore.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 14, 2012, 11:30:28 am
I'm getting on. I'll also make sure everyone has invite rights, because they should.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 14, 2012, 11:39:17 am
Joining now then, as AnvilfolkUS. I've sent friend requests to those I remembered.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 14, 2012, 11:41:59 am
I'll try to invite you but it seems something is really buggy with rank permissions at the moment.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 14, 2012, 12:32:09 pm
I'm in game now; if someone can invite Duuvian thanks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TwilightWalker on October 14, 2012, 01:24:02 pm
There's also a TwilightWalker on Thebe as well.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 14, 2012, 02:21:29 pm
Allright... So I'm in Sensei's sunderer, want to press R for reload, press e instead, repressing e gets me my inventory screen, and then I get run over by a vanguard, and then the client crashes. That e button SUCKS ASS.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 14, 2012, 03:22:14 pm
Allright... So I'm in Sensei's sunderer, want to press R for reload, press e instead, repressing e gets me my inventory screen, and then I get run over by a vanguard, and then the client crashes. That e button SUCKS ASS.
Yeah, there's a lot of people on the forums asking for a different button for equip/enter vehicle. It was occasionally a problem with the galaxies but it's a huge problem with the sunderer, since there's a very wide area in which you can equip.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Intrinsic on October 14, 2012, 04:23:56 pm
Superb vid, hope it hasn't been posted already :)

PlanetSide 2: Welcome to Indar - A Visual Tour ( HD )
http://www.youtube.com/watch?v=fOKiSf7BA8E
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Geen on October 14, 2012, 06:25:42 pm
GODDAMMIT. WHY DO ALL THE TANK DRIVERS RUN OVER ME?!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 14, 2012, 06:51:59 pm
Since the last update my jump pack keeps malfunctioning. I'll die, respawn and it doesn't work. Relogging is the only thing that fixes it. Hope this is sorted soon.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 14, 2012, 06:55:31 pm
My medic heal gun thingy had the same problem. Died while using it, respawned, wouldn't work again, even if I died and respawned again.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: etgfrog on October 14, 2012, 07:44:25 pm
Main reason why I don't like the idea of going NC now is they have a huge population(average of 43% of the NA population) compared to the other two factions...so to me joining the outfit would essentially be bandwagoning, I generally prefer to play the underdog.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 14, 2012, 08:09:59 pm
Underdogs would probably be Vanu, both TR and NC seem to walk over them pretty well even when the TR are outnumbered, but that might be a case of the ones I've played against being really bad players more than a statement of ability.

I've personally been playing TR. They've historically been the worst team numbers-wise from what I've seen.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 14, 2012, 09:09:41 pm
I decided a while ago we should arbitrarily choose a faction based on a short story contest just to all be in the same place, since we can maybe keep one outfit populous but definitely not two or three. Incidentally I suppose that's still going on, until after the last character wipe.

Speaking of weird bugs, who's encountered the Spontaneous Suicide bug? You're just walking around shortly after you spawn, or more commonly within one second after you spawn, and BAM! Suicide, with no conceivable source. Seems to come in streaks, so for a while every time you spawn you immediately suicide.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 14, 2012, 09:15:41 pm
GODDAMMIT. WHY DO ALL THE TANK DRIVERS RUN OVER ME?!

The tank drivers are probably yelling "DAMNIT! WHY DOES THAT GEEN GUY KEEP RUNNING UNDER MY TANK?"
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Logical2u on October 14, 2012, 10:04:46 pm
The worst feeling is walking off to the side of the road and getting run over by a tank anyways. Or getting run over by a tank in the middle of a wide open plain.

The whole "sometimes you won't be able to heal/repair" bug is really annoying. It comes and goes in spurts, it seems, but it's awfully crippling because it's hard to tell if you're just laggy or if there's an actual problem.

Also I found out today you could suicide yourself with your own turret. Good times.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 15, 2012, 12:32:01 am
So any squads running atm??? Rashkhan looking for fun...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 15, 2012, 12:39:32 am
Rashkhan looking for fun...

Hookups at the crown

Join Badger Squad for a good time

Young engineer looking for big, strong tank pilot
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 15, 2012, 02:40:57 am
GODDAMMIT. WHY DO ALL THE TANK DRIVERS RUN OVER ME?!
The current consensus is that tanks can hardly see where they're going and aim at the same time, and you don't cross a street blindly in real life, either.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: SHAD0Wdump on October 15, 2012, 06:50:32 am
I just realized something concerning.

Now that there are Aerospace/Vehicle/Infantry resources instead of Polymers/Catalysts/Alloys... If you get a person who doesn't have any reason or want to use aircraft that are going to go solo, they could feasibly buy a galaxy, fly it to wherever there is fighting, and crash it into the nearest tank.
 Since this person has no interest in using those resources, there really no incentive NOT to.

Now imagine if everyone who didn't take up flying did this. D0
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 15, 2012, 06:51:50 am
Now imagine if everyone who didn't take up flying did this. D0
GLORIOUS!  8)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Ivefan on October 15, 2012, 07:10:04 am
Now imagine if everyone who didn't take up flying did this. D0
GLORIOUS!  8)
Cue flight of the Valkyries music and a simultaneous charge of 20+ galaxies
Though just a few fully manned galaxies with some new weapons would be quite awesome to see too.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 15, 2012, 11:21:05 am
Esamir in a nutshell (http://www.youtube.com/watch?v=oYai-iNLHwI&feature=g-u-u)


(E: We need to do that. Galaxy-storm a random base)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 15, 2012, 02:07:59 pm
((Esamir on the EU server is a lot more interesting...))
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 15, 2012, 02:22:44 pm
By the way, I am OK with playing any faction. If they are going to do a wipe at some point we could be the underdog. After all, not everyone worships Armok.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 15, 2012, 02:26:10 pm
((Esamir on the EU server is a lot more interesting...))
Still haven't managed to get much to-and-fro on Esamir EU. Joined to find us gate locked and after taking a few areas getting stomped on. The rest of the time has been spent gate locking the other two factions.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 15, 2012, 02:29:43 pm
srsly? Every time I come on its a nice almost 33% each. We pushed some Vanu back, was fun.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 15, 2012, 04:08:23 pm
Seems we lost our advantage on easmir forever, we dont even control 1/3rd of the map. New patch today with some skills related bugfixes, they also cured me of insta-death and they increased the auraxium gain to something that kind of makes sense while still depending on exp gain.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Denisius on October 15, 2012, 05:51:17 pm
Just joined the beta, would appreciate an invite.  :)

In-game name: Nyro
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 15, 2012, 06:17:30 pm
Seems we lost our advantage on easmir forever, we dont even control 1/3rd of the map. New patch today with some skills related bugfixes, they also cured me of insta-death and they increased the auraxium gain to something that kind of makes sense while still depending on exp gain.

I logged on as Vanu right after the servers came up this morning on the US West server, and we took 3/4 of Esamir and warpgated the NC before anyone reacted (There were a couple NC, but not enough to matter). Alas, TR got warpgated on Indar while we were making our push, and relocated to Esamir and began pushing us back as we still had territory and forces on both continents.

When I logged off we had half of Esamir, and TR had the other half. I hadn't checked Indar, but we had around 45% pop on both continents.

It looks like this has broken the one-faction dominance for the time being; Both continents are split three ways now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: etgfrog on October 15, 2012, 10:20:51 pm
Currently the south west warpgate has the terrain advantage on easmir because you have ALOT of mech materials(but less aerospace) a short ways away, although defending a tower from the TR zerg was pretty fun, throw grenade, die to enemy gunfire, get 5 kills, respawn, repeat. but it is interesting...you currently get 5 araxium and 1 resource of the area your fighting in for every 25 exp.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 15, 2012, 11:13:26 pm
They're apparently phasing auraxium out to make weapons cost certs, though, which is slightly baffling since I've gotten a whopping 11 certs in the $weeks that I didn't play since the reset, and got only 3 more while playing today. It doesn't help that to get full cert gain rates when there's no defense, I had to stand around waiting for capture, instead of doing the strategically wise thing and continuing blitzing while the capture progressed on its own (I assume it continues progressing still when nobody is babysitting it if all points remain ours, as I have in the past seen it flip when I was out of range to get the +500, but it was pre-reset when cert gain was faster and I actually had sights and shit).

I haven't bought *any* certs - I can't even buy a reflex sight or anything for the tanks or scythe.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 16, 2012, 01:26:19 am
srsly? Every time I come on its a nice almost 33% each. We pushed some Vanu back, was fun.
Maybe I've just been unlucky in the times I can get on.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 16, 2012, 02:13:05 am
They're apparently phasing auraxium out to make weapons cost certs, though, which is slightly baffling since I've gotten a whopping 11 certs in the $weeks that I didn't play since the reset, and got only 3 more while playing today

Yes, this is very disappointing unless they increase cert gains a small to moderate bit. It's already difficult to unlock the highest magnification, or reflex scope even, because it's a cert 'tree' rather than pick and choose. If they don't up cert gain a bit and you have to unlock weapons as well, you'll see a whole bunch of default classes and vehicles running around for a long, long time.

EDIT: Also it should be noted that without an increase in certs or decrease in price, the rate of character diversification will more than be halved in a new cert only system since certs currently gain more slowly compared to today's auraxium system, so if they make the auraxium system into a cert based one and don't change either cost or cert increase rate it means fewer different guns AND attachments on both vehicles and infantry weapons.

I suppose it depends on how long the devs think unlocking things should take. Other than the cheapest certs like flashlight, level 1 flak armor (1 cert), first C4 (4 certs), and class necessary things like medic healing (1 cert) I think I've unlocked the first level of zoom for the Flash 20mil, and the first scope for the infil's sniper rifle. I'll have to check when PS2 servers return how many certs I had overall (unless they do a char wipe), but I think it was around 50 or 60ish.

Also today some Vanu were exploiting the Phalanx turret's graphic bug; they'd turn the turret around and wait for an infiltrator to come try to hack it to pull them out. The bug was it looked like it was facing outwards. I yelled out to warn the NC in the area and a vanu actually had the testicles to send me a /tell whining that I was crying about dieing (to their exploits) when I was warning other NC away from doing the same. They left shortly after a bit of mocking in /yell and being warned another bug report was sent in with their name in it. Sometimes bragging about getting 17 kills through exploiting can make you change your ways apparently.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: JimiD on October 16, 2012, 02:38:50 am
Surely cert gain should be painfully slow, so that people cough up $$$ to speed things along a bit?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 16, 2012, 02:45:45 am
Yeah, that makes sense and all, except for the fact you'll want to encourage free players to stay in the game. This they won't do if they constantly are steamrolled as fodder by people who had the cash to spend on the game. Believe me, they will form squads and just wreck the unorganized, poorly equipped masses.

Basically it's a laffer curve in free games considering free players. You want a whole bunch of free players, because they will very rarely spend money. If you don't have enough of them, you rely on well moneyed players who buy everything (or who can afford what they want if things are extremely pricey) and in the current economy there aren't enough around for that.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Mini on October 16, 2012, 06:02:44 am
Except that the default weapons are (should be, by SoE's own statements) not a direct upgrade over the default weapons. Yes, they will sometimes be strictly better for certain situations (eg, shotguns if you're fighting strictly in close-quarters) but even then you're extremely likely to come into a situation that isn't that exact situation (even biolabs, the big indoor fighting arenas, have a decently sized area in the centre and on the landing pads after a foothold has been established that shotguns wouldn't be so effective in (note that I haven't played with a shotgun, or indeed at all since the massive cert thing). Even if some guns do end up being strictly better than other guns a person with the worse gun will still be able to kill the people with the better gun depending on their positioning and support.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 16, 2012, 08:47:47 am
Infiltrators with shotguns seem to be the popular OP thing at the moment... and I'll admit... it's pretty hard to defend against them
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Volatar on October 16, 2012, 09:28:28 am
They said they will be increasing cert gain soon. Don't worry.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 16, 2012, 10:27:19 am
Does anyone have a beta key they can throw my way?

It'd be muchly appreciated, thanks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 16, 2012, 10:45:47 am
Sent.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Tnx on October 16, 2012, 11:39:05 am
Does anyone else have a spare beta key that I can have?  I've tried posting on their official forums but no luck there.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 16, 2012, 11:48:20 am
Also sent, but that's my last one.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 16, 2012, 11:52:56 am
I believe I have an extra key in my email if someone wants to shoot me a pm so I remember to send it to you, I should be able to fire it off this evening.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Tnx on October 16, 2012, 12:13:43 pm
So is everyone playing on US EAST then? From the looks of the recent posts (I didn't go through all of them), it looks like no one is really on US WEST.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 16, 2012, 12:28:39 pm
Well, i'm playing on thebe atm. And i would like to stay there :(

Either way, shotties ARE kinda OP.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 16, 2012, 01:38:54 pm
Thebe. Go on thebe. We have an outfit on thebe, we can actually get a squad together now and again. So do it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 16, 2012, 01:44:04 pm
We had a nice push north on thebe. Had some nice discussion with some TR's about how OP shotties are in general and especially so on infiltrators. Had some nice fights, we took east canyon checkpoint and the thing directly north of that, but then we lost it and had to pull back and ended up defending it again. Oh, and we made fun of vanu. Because everybody loves making fun of vanu. TR and NC are like bros. And vanu is the annoying kid in school that annoys them all the time.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 16, 2012, 06:43:15 pm
Sent.

Received.  Thank you.
Will register shortly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 16, 2012, 07:41:06 pm
http://www.pcgamer.com/2012/10/16/incoming-major-planetside-2-changes/ (http://www.pcgamer.com/2012/10/16/incoming-major-planetside-2-changes/)

Not much new, but Auraxium is confirmed out next patch, cert gain is increased approx. 4x, there WILL be 3 continents at launch, and they're working on benifits for controlling bases and locking continents.

Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 16, 2012, 07:48:34 pm
Heading online if someone is on to invite me, finally have interwebs again!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 16, 2012, 07:55:24 pm
Heading online if someone is on to invite me, finally have interwebs again!
Same nick?

EDIT: Just got the reavers A2A misiles i havent tested them yet, but for 12500 auraxium i hope they carry nuclear warheads or something.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 16, 2012, 08:05:21 pm
Heading online if someone is on to invite me, finally have interwebs again!
Same nick?


Thanks for the invite!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TwilightWalker on October 16, 2012, 09:37:19 pm
Anyone about to give me an invite as well? Same nick.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 16, 2012, 09:39:18 pm
Heading online if someone is on to invite me, finally have interwebs again!
Same nick?

EDIT: Just got the reavers A2A misiles i havent tested them yet, but for 12500 auraxium i hope they carry nuclear warheads or something.
They used to. They got mega nerfed and they needed it too. I think they're still useable but consensus says not quite worth the 12500.

Speaking of things never being worth it... Auraxium axed? Just axed? Or is it gone 'as a resource'? Regardless this is a degree of listening to things that just doesn't fucking happen normally. I'm impressed that they're deciding to change up the system.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: SHAD0Wdump on October 16, 2012, 09:48:21 pm
Speaking of things never being worth it... Auraxium axed? Just axed? Or is it gone 'as a resource'? Regardless this is a degree of listening to things that just doesn't fucking happen normally. I'm impressed that they're deciding to change up the system.
Axed, and fused into certifications.

One thing I'd like to see though is instead of removing auraxium, nuke the other three resources and replace them universally with auraxium, all vehicles, max suits, and single use items would be bought with auraxium. While certifications take the current functionality of auraxium as they are planning to do now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 16, 2012, 10:24:29 pm
Speaking of things never being worth it... Auraxium axed? Just axed? Or is it gone 'as a resource'? Regardless this is a degree of listening to things that just doesn't fucking happen normally. I'm impressed that they're deciding to change up the system.
Axed, and fused into certifications.

One thing I'd like to see though is instead of removing auraxium, nuke the other three resources and replace them universally with auraxium, all vehicles, max suits, and single use items would be bought with auraxium. While certifications take the current functionality of auraxium as they are planning to do now.

I have to agree with this. While in theory I see why they've divided them into three resources, in practice it just doesn't seem to add much to the game.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 16, 2012, 10:44:25 pm
Huh, awesome.
Trying to download and nothing's happening, then suddenly, after twenty minutes of white window, MacAfee tosses up a big red box asking, "Do you really want to go to this site?  It's been reported as dangerous"

Looks like they might have heard about Sony On-line, eh?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 17, 2012, 12:47:47 am
My experience just now:
Spot an NC at medium-close range. Shoot them with a default TR gun for around half a second before hearing a weak thput sound. Fall over dead from full shields and health. Observe that enemy NC had a "Jackhammer," which is described as "Legendary" in the description on the death screen. Ragequit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 17, 2012, 12:59:53 am
I was wrong in my last post. I actually have 123 cert points.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 17, 2012, 01:43:03 am
they're working on benifits for controlling bases and locking continents.
In the article it says "Also, keep in mind this will involve stuff like base benefits and what happens when people ‘lock down’ continents". I wonder if it will be completely positive.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 17, 2012, 02:54:35 am
If they're giving serious thought to pop locks and stuff, I think it represents a real objective to work towards. Besides, there will be 3 continents. Not that they're beyond fucking it up and I doubt it will be without problems at first.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 17, 2012, 06:30:12 am
they're working on benifits for controlling bases and locking continents.
In the article it says "Also, keep in mind this will involve stuff like base benefits and what happens when people ‘lock down’ continents". I wonder if it will be completely positive.

Yeah, guess I worded that poorly, was just excited. I wonder what WILL happen when they lock a continent. You can't just punish them for essentially winning a continent...

EDIT!:
and BAM
http://forums.station.sony.com/ps2/index.php?threads/upcoming-enhancements-to-the-planetside-2-metagame.32909/ (http://forums.station.sony.com/ps2/index.php?threads/upcoming-enhancements-to-the-planetside-2-metagame.32909/)

Edit 2:
Just read teh base benifits. Decresed spawn timers for facilities/outposts connected to biolabs (called it!)
Overcharged base turrets, longer overload times on facility generators for Amp Stations and
Access to MBTs for Tech planst! Now there's a game changer!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 17, 2012, 10:09:58 am
they're working on benifits for controlling bases and locking continents.
In the article it says "Also, keep in mind this will involve stuff like base benefits and what happens when people ‘lock down’ continents". I wonder if it will be completely positive.

Yeah, guess I worded that poorly, was just excited. I wonder what WILL happen when they lock a continent. You can't just punish them for essentially winning a continent...

EDIT!:
and BAM
http://forums.station.sony.com/ps2/index.php?threads/upcoming-enhancements-to-the-planetside-2-metagame.32909/ (http://forums.station.sony.com/ps2/index.php?threads/upcoming-enhancements-to-the-planetside-2-metagame.32909/)

Edit 2:
Just read teh base benifits. Decresed spawn timers for facilities/outposts connected to biolabs (called it!)
Overcharged base turrets, longer overload times on facility generators for Amp Stations and
Access to MBTs for Tech planst! Now there's a game changer!

They read my mind on the biolabs. They read my fucking minds. Thank you SOE!

What's an MBT, btw?

And yeah, shotties are really, really OP atm. So i'm just playing with them until they nerf them :P
I didn't farm save up 6k aurax for nothing.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 17, 2012, 10:21:41 am
What's an MBT, btw?


Main Battle tank. Though apparently you'll always be able to buy them from the warpgate, but still a huge advantage
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on October 17, 2012, 11:38:25 am
What's an MBT, btw?


Main Battle tank. Though apparently you'll always be able to buy them from the warpgate, but still a huge advantage

I actually would prefer my Faction to NOT own a tech plant then :P It's much easier to arrange impromptu tank convoys from the Warps.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 17, 2012, 12:34:42 pm
I thought you could already spawn main tanks at tech plants?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on October 17, 2012, 12:38:13 pm
I thought you could already spawn main tanks at tech plants?

No I think it means if you don't own a tech plant, you can't spawn tanks at any of the alternate tank spawns in the area, and have to form your convoys at the Warp.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 17, 2012, 12:48:14 pm
If your on US server. Head to the far North Red Zone. NC are holding the Bio Lab up there...
About to get heavy...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 17, 2012, 12:49:04 pm
Are you in the outfit? Because nobody in the outfit is online at Thebe atm.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TwilightWalker on October 18, 2012, 02:09:44 am
Is the outfit on Thebe? Or Leda? I get confused with all these wipes and renames and...other stuff.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 18, 2012, 06:09:09 am
Thebe as of last patch. I'm patching now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 18, 2012, 10:23:11 am
Yup, thebe. Most people have invite rights.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 18, 2012, 10:35:25 am
Normally people hate mikespam, but when you're in a huge tank column and someone starts playing the A-team tune over local, this game'll make you go FUCK YEAH :D
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 18, 2012, 10:59:44 am
New Patch

   
Spoiler (click to show/hide)

Auraxium is gone, now every unlock its cert based, cert gain got a x4 buff.
A little shotgun nerf (who could forsee that)
Some MBT tweeks
Some perfomance improvements.

Now downloadint the 2gb patch.

Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 18, 2012, 11:02:05 am
Can someone in the Thebe outfit invite me: HJay
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 18, 2012, 11:02:57 am
This probably means that station cash = certs now.
*evil grin*
Awesome.

/me  is alpha squad

And i'll come right on hemming.

E:
After the patch finishes...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 18, 2012, 11:27:09 am
Hey, I finally got around to getting into the beta. What do, once this thing finishes downloading? I'm part of the steam group for the outfit. Photomajig is my station account name.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 18, 2012, 11:37:01 am
Station account doesn't matter. Once it finished downloading installing and patching, you just hit the play button. Then you have to make a character.
Choose the thebe server and choose the New Conglomerate faction. I'll be there to invite you if you tell me your IGN.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 18, 2012, 12:00:52 pm
I will be on later today. I really like the idea of certs being for everything and being gained faster, that's basically been exactly what I've been thinking they should do but also assuming they wouldn't.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 18, 2012, 12:27:10 pm
Alright, i crashed.
I'll be coming on soon again guys. Sorry for the auto-disband. But hey, this means somebody actually worthy of squad leader can become squad leader :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 18, 2012, 12:47:31 pm
I made around 40 certs in 1 hour, i must admit im liking this more than i tought. I liked the auraxium system.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 18, 2012, 01:16:03 pm
Mayby they'll tone down cert gain again when it's released, but i guess its good for testing if they crank it up a bit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 18, 2012, 01:39:51 pm
Alright, had no time to play yet, but had a quick look around (Thebe, NC). Runs smoothly, atleast out of combat. I'm still Photomajig, couldn't be arsed to think up anything else. How many people have we got playing at the same time, usually?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 18, 2012, 01:42:30 pm
Also, I believe I mentioned a few days ago, but I have an extra Beta-Key still floating around in my email. Let me know if you're interetested either here or by PM and I can fire it off to you.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 18, 2012, 03:30:49 pm
I'm online! Send a tell to Sensei if you want in the outfit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Mini on October 19, 2012, 01:55:26 am
One month to release. (https://twitter.com/j_smedley/status/259135107879813121)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 19, 2012, 02:19:41 am
Discovered a whole lot of new ways to die today.

Next on the shopping list, though, is a half-decent graphics card.  14 FPS FTW.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 19, 2012, 04:24:58 am
Are the servers down or something? Can't play - it says 'Server Locked' and I can only see population on Thebe. What does it all meeeeeeeeeean?

EDIT: Okay, I see, only starts up later. My god the beta server availability announcement on their forums is hard to understand. CEST? PT? Use normal timezones, you gits.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 19, 2012, 04:37:32 am
It would be useful if the launchpad would show whether servers were up, instead of just showing 'Low'.

Tiny patches also seem to download remarkably slowly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 19, 2012, 08:44:53 am
Ran about getting killed a bit, including one aircraft suicide after pressing 'E' in mid-air. I definitely think I could use someone to teach me the ropes. Anyone coming on Thebe anytime soon?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TwilightWalker on October 19, 2012, 09:41:42 am
Anyone with invite privileges in on Thebe?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 19, 2012, 09:50:27 am
Logging in to get ppl in. "/tell" me same nickname.
EDIT: After i dl the patch.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 19, 2012, 12:04:50 pm
New word filters are hilarious.
"Shit" becomes "tactics" and "fuck" becomes "nanites".
Quickly, find more bad words! I want to know what "bitches" is translated into.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 19, 2012, 12:37:16 pm
The funny thing is, it's all on the sending side - not for receiving. If YOU turn off the profanity filter, it stops filtering YOUR text.

So if you leave it on and everyone else turns it off, the only one unable to swear is you. Everyone else's text comes to you unfiltered.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 19, 2012, 12:38:24 pm
New word filters are hilarious.
"Shit" becomes "tactics" and "fuck" becomes "nanites".
Well THAT explains a lot.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 19, 2012, 12:48:49 pm
Bull tactics: the act of two factions attacking eachother in a neutral space multiple times until one comes out as the winner.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: SHAD0Wdump on October 19, 2012, 01:21:40 pm
Tactics tactics. What is that?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 19, 2012, 01:58:41 pm
Tactics tactics. What is that?

A call for tactical retreat?
"TACTICS TACTICS TACTICS TOO MANY OF THEM"
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 19, 2012, 03:51:08 pm
Ugh. We're getting wiped off the map right now on Thebes
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sirian on October 19, 2012, 04:45:16 pm
I just received my beta invite, downloading in progress (25%)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Rez on October 19, 2012, 04:56:53 pm
we're doing well on indar.

Got myself a skyguard and sat farming vs aerial zerg for about 2 hours.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 19, 2012, 06:46:28 pm
what is the process to get in the outfit. I can never find anyone
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 19, 2012, 06:54:01 pm
Sorry I can't play with you guys. Different factions and all that.

The name's MoltenSlag if you ever care to not send a bullet my way, though. I'm a Terran.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 19, 2012, 07:26:36 pm
what is the process to get in the outfit. I can never find anyone
Just tell us if you are loging in here and ill try to log and invite you, you can also send /tell to us ingame to see if you can get a lucky guess.
I think you cant send invites to offline people so...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 19, 2012, 07:39:22 pm
I am on now trying to get someone

will try again later
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sirian on October 19, 2012, 08:29:31 pm
Well, i joined the Vanu on Thebe under the name "Aeliel", but i keep dying as soon as an enemy appears. I also have trouble identifying friend from foe, is there any option to make it clearer ? Because this second or so where i'm unsure seem to be all that is needed for me to die. (Also, i'm colorblind)

Maybe there's some sort of tutorial or something ? I don't feel like i know what i'm doing, even though i'm not new to FPS games. I've played "Quake live" for several months for instance, and i like to think that i was a decent player. I also played Tribes : Ascend, and while i wasn't doing great, i still had an almost positive K/D ratio.

For some reason, movement feels clunky and slow. I noticed that shift allows me to sprint, but it still doesn't feel fluid. I dunno. Maybe i just need to give it time.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on October 19, 2012, 08:45:56 pm
For some reason, movement feels clunky and slow. I noticed that shift allows me to sprint, but it still doesn't feel fluid. I dunno. Maybe i just need to give it time.
I felt the same. Nothing quite works together.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 19, 2012, 09:15:51 pm
Well if as you say the only FPSs you played are quake and tribes its only natural that you feel the movement as slow, becouse it is a LOT slower than in those games.
Regarding target identification... well i dont know what is like to be color blind but its good your are a vanu becouse you have the most "special" outfit, while TR and NC armors look quite alike (one red one blue) the vanu are marvelous with their purple lycra tight fashion dress. Even being colorblind i think you can get used to it easily.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Pnx on October 19, 2012, 09:24:40 pm
You might try pressing Q when pointing at someone, if they're an enemy it'll make a bar show above their head for a while, it's very useful.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Rez on October 19, 2012, 09:45:03 pm
Meh, IFF is basically broken.  Friendlies don't show up with triangles 60% of the time.  My advice in regards to this is to learn to identify silhouettes and to test fire.  If you've got a light-ish gun, firing a burst at an unidentified vehicle can clear matters up without hurting them too much.

Reavers have very noticeable wings.  Mosquitos look similar, but are more streamlined and more bulbous around the center of the aircraft.  Scythes are goofy-looking.

Vanguards have a centerline cannon, while the prowlers cannons are on the right side of the vehicle.  Pretty sure vanguards are a little taller and prowlers are a little wider.  Mag-rider is a lawnmower.

And uh.  Yea, color blind makes life hard.  As ukulele says, it's better because you're vanu.  You'll just shoot anyone who doesn't look like they're in latex.  For common pool vehicles, just pop some shots into them if you've got a smaller cannon (probably avoid shooting the magriders main cannon into an unidentifed lightning).  Hopefully they'll fix IFF so that you can depend on it to mark targets.

edit: And I think ukulele meant that Vanu are fabulous in their purple lycra uniforms  :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 19, 2012, 09:51:23 pm
Hopefully they'll also be fixing base turrets soon.  I got this persistent problem of the mouse not synching with the turret, and when exitting, I was standing on top of the turret - very disorienting and sometimes, a long drop.

Also can't figure out why a 38 Mb patch takes several minutes to DL.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Rez on October 19, 2012, 09:52:58 pm
Seriously consider getting the skyguard if you're active right now.  it only costs 48 certs.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 19, 2012, 10:13:11 pm
Oh, lord, the skyguard.

I don't know what demon possesses me to go there, but I occasionally visit the official forums. AA whining is currently in vogue, along with whining about the shotguns being nerfed (which, naturally, came about after people whined about the shotguns being too powerful).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 19, 2012, 10:41:21 pm
I will say, air units have a really hard time now. Between greater accessibility to AA and higher populations being on the ground in general, there are very few battles where I can take, say, a liberator into effective range without being shredded. This even after the 10% liberator health buff and 5% flak nerf. Infiltrators hacking AA turrets can be a huge issue too, but I presume they're meant to be.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Rez on October 19, 2012, 10:45:20 pm
TBH, the effective reduction (at this time, 48 certs is a ton less than 10000 aux) in price has made skyguards ridiculously common.  I foresee a price increase soon.  The second burster arm costs 120 iirc.

Not that it stops liberators and ESA from zerging into blobs of 40 or 50 people, ie 4 or 5 skyguards and 4 or 5 MAXes with a burster arm.

If an ESA reacts immediately upon me finding the right trajectory, they live.  If they hover thinking that that first burst of flak was random, they'll almost always get into red or outright blow up before I lose my firing solution.  I've noticed that most pilots aren't accounting for fire damage when they're thinking about evasive maneuvers.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 19, 2012, 10:56:50 pm
There is an issue with draw distances. Aircraft can be seen out for nearly a kilometer, and shot at as well. The guys in the air couldn't look straight down and see an MBT at that distance. So a skyguard or burster MAX could shoot at an aircraft and the aircraft wouldn't even know it until they started taking damage, and usually there's not much of a way to escape once the enemy has you zeroed.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Toaster on October 19, 2012, 10:58:35 pm
I got in long enough to join the outfit (thanks Ukulele), lag a lot, and crash to desktop.  That's why it's a beta, I guess.

Is there an optimization guide and/or recommended spec listing?  Going to go update video card drivers now- they're probably way out of date.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 19, 2012, 11:12:23 pm
I got in long enough to join the outfit (thanks Ukulele), lag a lot, and crash to desktop.  That's why it's a beta, I guess.

Is there an optimization guide and/or recommended spec listing?  Going to go update video card drivers now- they're probably way out of date.
Yeah, do that and turn your graphics to minimum. If that still doesn't cut it, I think there are some tricks you can use by looking through INI files to reduce to quality of textures even further below what they would normally be. If the problem is your CPU though there's little you can do (the game doesn't like dual core CPUs very much, last I checked, though they intend to improve that).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Toaster on October 19, 2012, 11:19:03 pm
the game doesn't like dual core CPUs very much

This is 2012, right?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on October 19, 2012, 11:20:22 pm
the game doesn't like dual core CPUs very much
This is 2012, right?
One core only. (http://www.bay12games.com/dwarves/)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 19, 2012, 11:21:44 pm
ARgh, I give up, people flickering and warping everywhere, driving me mad!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Toaster on October 19, 2012, 11:23:06 pm
For the record:

Intel Core2 Duo 6600 (2.4GHz)
2 gig ram
GeForce 8800 GTS (probably the problem)



DF doesn't count  :P   Also, didn't the 40d upgrades add some dual-core support?  Or am I just misremembering the graphical upgrades?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 19, 2012, 11:34:24 pm
The game requires ridiculous specs to run well. I have a quad-core 3.8 gig processor, 16 MBs of RAM, and a GTX 550 Ti video card, and I still have issues. The game is optimized worse than Minecraft ever was.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Toaster on October 19, 2012, 11:47:03 pm
A quick trip to Newegg confirms that I am way, way, way out of date when it comes to building PCs.  I built this one myself with handpicked parts- now I browse the front page of Newegg and think "CPU and GPU in one chip?  Zomg!"
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Ozyton on October 19, 2012, 11:48:49 pm
The onboard GPUs in CPUs aren't particularly good, getting an actual card is recommended if you plan to do much of anything. I hear it's helpful for things like video processing though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on October 19, 2012, 11:53:29 pm
Either PlanetSide 2 has some amazing background mechanics that no-one knows about yet or the staff needs to take lessons on optimization.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 20, 2012, 12:03:58 am
I still have some faith tough, i gained around 5 fps with the last optimization, its still only 20 or so when hell breaks lose but something is something, i read somewere that they expected this to be playable on 5 yo PCs, while i think that its madness i do hope they improve it.
BTW: I can rise the game quality without experiencing any significant fps drop so i bet the big issue is with the proccesor or the memory dunno.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: 612DwarfAvenue on October 20, 2012, 12:22:01 am
The game requires ridiculous specs to run well. I have a quad-core 3.8 gig processor, 16 MBs of RAM, and a GTX 550 Ti video card, and I still have issues. The game is optimized worse than Minecraft ever was.

I have a quad-core 3.8 gig processor, 16 MBs of RAM, and a GTX 550 Ti video card, and I still have issues.

16 MBs of RAM

Well, there's your problem.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 20, 2012, 12:24:26 am
I think it's mostly the server's fault, to be honest. The server doesn't seem to have enough processing speed to handle everything. Either that or the server itself has a bad internet connection.
The game requires ridiculous specs to run well. I have a quad-core 3.8 gig processor, 16 MBs of RAM, and a GTX 550 Ti video card, and I still have issues. The game is optimized worse than Minecraft ever was.

I have a quad-core 3.8 gig processor, 16 MBs of RAM, and a GTX 550 Ti video card, and I still have issues.

16 MBs of RAM

Well, there's your problem.

GBs, sorry, despite having been using computers since I knew how to press buttons and move a mouse, I can't remember the difference sometimes because my brain is evil like that.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 20, 2012, 01:35:52 am
Hitch-hiking seems to be working for me.
Just jump on board the first tank with an empty turret, resist the urge to be a tool, shoot a few scythes and mosquitoes out of the air and the driver generally doesn't ask you to piss off.

It was a good day for skeet shooting.

And, yeah, my FPS has gone up from 14 to 18/19, so some small improvement.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 20, 2012, 01:45:20 am
I had a sort of nice experience earlier. Grabbed a flash with HA loadout and headed for the nearest combat area on Esamir. Long before I got to the base I ran into an enemy sunderer and two lightnings. Dodged between the hills and saw a friendly sunderer down in a valley. Just drove past it and over a hill. Enemy sunderer either didn't notice or couldn't turn around because of the terrain. Friendly sunderer compliment deploys and lays into the enemy vehicles as they file at us one by one. I manage to last hit a lightning with a lucky rocket, but the others took out the rest. I grabbed a ride from the sunderer as it passed by me and we head on to the base and end up staying there till it was captured. Sunderer ended up taking a few MBT blasts and died so it was back to the flash again for me. But even if it was only for 15 minutes or so, that small group was pretty darn good together... not even sure if they were a squad.

Then PS2 decided to piss me off with repeated CTDs. It's never been this bad before.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 20, 2012, 02:05:49 am
So......What would be a good video card to get?

The GTX 650 with 2 GB?

Any other suggestions?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 20, 2012, 02:16:37 am
Any of the GTX series in or past the 500s should do you well enough. There's a lot of people saying that Moore's Law is coming to an end as computer hardware reaches the limits of macro-scale physics. Until they start inventing atom-scale or quantum computers (or just making larger or higher clocked computers with better heat support the norm), anything made within the last few years should be staying near the peak of performance.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Tnx on October 20, 2012, 02:18:08 am
So I've been running this game relatively fine on low for the past few days.  Have a 9800gtx 1 gig, an AMD x2 240 2.8 processor.  All of a sudden, my performance has been crap lately, been searching online and seems like a lot of people have this problem.  Is the game saving storing a bunch of files somewhere and its taking more and more resources as it piles up?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 20, 2012, 02:18:39 am
How much money do you have, what are your specs, and what do you expect from your card are some good starting points.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 20, 2012, 02:27:34 am
Any of the GTX series in or past the 500s should do you well enough.
I guess anything is better than the current 9500 Geforce I've got in there now.
So the next question is, is there any advantage to SLA bridging two or even three together?  Apart from the expense, of course, but does it help from a processing point of view?

There's a lot of people saying that Moore's Law is coming to an end as computer hardware reaches the limits of macro-scale physics. Until they start inventing atom-scale or quantum computers (or just making larger or higher clocked computers with better heat support the norm), anything made within the last few years should be staying near the peak of performance.
Yeah, "the reign of copper/silicon is coming to an end" is what I've been hearing for a while now.

Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 20, 2012, 02:50:23 am
I have no idea, having never tried it myself. I hear a lot of people rant and rave about it, though, so I presume it's worth it if you're willing to shell out for it. I don't have but a single card, though, and I do perfectly fine, so it's certainly not necessary. It's pretty cool to be able to say that your GPUs alternate pixels to draw, though. If you're trying to be frugal but still be able to do what you want, though, it's mostly just a matter of whether you think you'll be playing 'Shinython Ultrares Super Lighting 3' on ultra-max graphics settings and spawning 1,000,000 props into the 100 square kilometer world or not.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 20, 2012, 03:40:36 am
I just wish it had a consistent FPS. Some sessions it really dips others it's fine. Then again tanks are a sure fire way of hurting FPS it seems.

Any of the GTX series in or past the 500s should do you well enough. There's a lot of people saying that Moore's Law is coming to an end as computer hardware reaches the limits of macro-scale physics. Until they start inventing atom-scale or quantum computers (or just making larger or higher clocked computers with better heat support the norm), anything made within the last few years should be staying near the peak of performance.
Memristors (http://en.wikipedia.org/wiki/Memristor) could help too with them being combinable into much smaller transistors.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 20, 2012, 03:58:11 am
Sorry I can't play with you guys. Different factions and all that.

The name's MoltenSlag if you ever care to not send a bullet my way, though. I'm a Terran.
The TR are nice guys.
I bet the wordfilter replaces "bitches" with "vanu".
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 20, 2012, 04:28:27 am
Sorry I can't play with you guys. Different factions and all that.

The name's MoltenSlag if you ever care to not send a bullet my way, though. I'm a Terran.
The TR are nice guys.
I bet the wordfilter replaces "bitches" with "vanu".
I think bitch is bullets. Incidentally, "Vagina" becomes "Vanu Sovereignty", "Pussy" becomes "Terran Republic", and "Cunt" becomes "New Conglomerate". VS gets the medical term, NC gets the most offensive one and TR is in between. Kinda makes sense if you think about it.

...I was holding a base. I was bored.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 20, 2012, 12:35:12 pm
I am in game and hoping for an invite. name: HJay
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 20, 2012, 12:46:44 pm
Alright, i'll come on.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 20, 2012, 01:04:53 pm
The good news is that I am in. The bad is that the game ctd 2x right after. Annoying bugs aside I have been having a lot of fun. If they ever manage to get rid of warping and enemies that just disappear I will never play any other FPS shooter.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 20, 2012, 01:24:42 pm
The good news is that I am in. The bad is that the game ctd 2x right after. Annoying bugs aside I have been having a lot of fun. If they ever manage to get rid of warping and enemies that just disappear I will never play any other FPS shooter.
This so much.
Optimize + fix CTD's = wininfinity
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 20, 2012, 01:31:18 pm
So I've been playing Planetside since launch on and off, and I'm a pretty good pilot. Just got the PS2 beta.  Logged in, and over to an air terminal, picked up a mosquito thinking "OMG this looks so awesome... time to be a badass!"  Start flying, and immediately start yelling "Oh shit!  OH SHIT!!! AWWW PISS!" After a crashed into a tree 15 seconds after takeoff.  It would seem the flight controls are a lot more complicated in PS2 =p
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 20, 2012, 01:32:49 pm
Yeah, there are keys to ascend/descend.
We could use a good guy for air support tough.
As you may know, we are playing on thebe as NC, if you want in the outfit, tell us your IGN.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 20, 2012, 02:55:34 pm
I'll be in after this 36mb patch. As far as I can tell it's all for this?

Quote
We'll be pushing a hotfix tonight, when the servers are down, with the following fixes:

    Fix to the passive Cert gain rate
    Miscellaneous cleanup to the Cert pricing and weapon availability
    Fix to vehicle weapon purchasing
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 20, 2012, 04:08:57 pm
I am a good Galaxy pilot and am getting decent at tactical insertions. I am working the certs for it as well to add survivability but the big thing always needed are scouts to let us know if we need to land away from the bases or if the guns are down. I see most Galaxy(that don't explode right away) deaths occur because the pilot tried to land at a base that had guns manned.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 20, 2012, 04:46:22 pm
Seems like the Galaxy Gunship isn't the king of the battlefield anymore.  Sad =(

In PS1 they had more armor than a Vanguard and were three times as mean. 
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on October 20, 2012, 05:04:11 pm
The galaxy is pretty good when upgraded significantly. There are tons of upgrades available but it is going to take a lot of time or cash to fully kit it out.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 20, 2012, 05:32:43 pm
In last night's session, before server shut down, I was with a convoy of about twenty NC tanks and assorted others.  Tactics consisted of hit-and-run, always on the move, never defend.

Is that what you are seeing on your worlds/servers?

Those who choose planes are obviously asking to be killed - air superiority does not exist here.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on October 20, 2012, 05:53:43 pm
Constant offense is generally more profitable than defense. It's easier to coordinate a successful attack than successful defense, unless you're in a large squad with a lot of communication.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 20, 2012, 08:52:29 pm
Those who choose planes are obviously asking to be killed - air superiority does not exist here.

This has gone back and forth over time. Also, planes are the quickest way to take undefended points (but they tend to explode while landing or taking off if you land inside an outpost in among the buildings, or try to land on a roof, instead of outside it, as there is no convenient top-down view for fighters).

I have one character in each faction on Thebe, but have mostly only been playing Vanu (and only rarely) since I liked them the most, and offline cert gain seemed to not be working at all, so I'd effectively be starting over even though I made all three at the same time (not that I have amassed very many certs - I haven't been able to get any sights, vehicle upgrades, or weapons).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 20, 2012, 09:03:59 pm
Thebes keeps dumping me out every now and then, and now I have to wait for nearly an hour 'cause of the 300-odd people in the queue waiting to get in.

CTD's are often, idk if their system can handle 2,000 users at once.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 20, 2012, 09:10:14 pm
I have never had a CDT and iv played quite a bit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 20, 2012, 09:13:05 pm
I've had two today, plus three server disconnections.

Granted, one disconnection was the pilot trying to go off the map, but still.....

Best moment so far has been watching a galaxy pilot learning how to fly, he obviiously hit the wrong key and ejected, only to have the Galaxy land on him, squish, then the Galaxy fills up with troops, yelling for the pilot to hurry up and lift-off......fun times.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 20, 2012, 09:34:36 pm
I'd love to join up with you guys, but I play TR.  I'd roll an NC character, but..

Spoiler (click to show/hide)

As for planes getting killed often, as far as I can tell there was a character wipe fairly recently, so I doubt anyone has them fully upgraded.  The base models are only decent at air to air or anti-infantry if you're good, but rocket pods dominate vehicles.  Plus there are upgrades to protect you from small-arms and flak, make you invisible on radar, as well as faster and more agile.  Got my first two air-to-air kills with my Mossie today against two Reavers, so I'm liking it.  Just gotta cert up the lockout timer when I lose it in a big fight, 15 minute wait is horrible.  3x increase from PS1, AND you can't run Reaver/Wasp in the meantime >.<
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 20, 2012, 09:45:22 pm
I miss the 5 minute implants that you could buy with 25 or 50 auraxium, personally.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Logical2u on October 20, 2012, 10:28:20 pm
Hrm, ever since the latest patch it seems a lot more unstable. I had some major graphical glitches and a CTD in less than an hour of play. Upside: Got to use my medic's c4 versus a stupid enemy tank and got a ton of cert points for it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 20, 2012, 11:54:43 pm
So I got the EM1 for Heavy Assault. It's really good (less though at extremely long range). The first time I used it, I killed two maxes. From what I see about being killed, it seems like the TR HA upgrade gun is really good as well. Does it look like guns for the other classes are a huge upgrade as well?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 21, 2012, 01:52:17 am
The TR Sniper upgrade's excellent.  Fires a lot slower, but can kill in one shot.  Kind of like the HSR/Bolt Driver duality from PS1.

Just made my most amazing shot ever today.  Was shooting at some wall turrets in a Prowler and I start getting strafed by a Scythe.  I turn my turret towards it and fire off a shot on reflex, then call myself an idiot and jump into the secondary turret.  When I bring the secondary around, the Scythe explodes before I can get a shot off and I get kill credit.  I hit it with the main cannon round I snapped off and blew it apart!  XD

Shooting down fighter planes with tank cannons, that's Planetside baby!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on October 21, 2012, 02:53:15 am
The EM9 or whatever for NC Light Asault and Engineer is really good. I think that one comes down to preference though; as you only have 20 rounds instead of 30 in exchange for more damage per shot. It also can't mount a reflex sight for some strange reason. I'm staying with the iron sights until I feel like saving certs up for the IRNV scope. I do much better at night with that, though I haven't used it since the character wipe. That was before I knew how to check fps so I don't know if it increases my framerate.

The NC 10x scope for the snipers has a weird crosshairs, but it seems to work okay. It would be nice to have some vertical hashmarks though so once you find the required elevation you don't have to guess where it was. That's one of the major downsides of the bolt action rifle in the hands of an infiltrator, though otherwise it's very good.

The NC shotgun is still pretty good. It's best when used on the infiltrator and except in places there is no cover and your cloak will wear off before you reach the next hiding spot. I usually take it instead of the sniper except in places like The Crown, attacking or defending. On Light assault it's a bit harder to get up close and since you'll often be on a building shooting farther than a shotgun's range I usually take the carbine. Heavy's LMG is what I'll be using instead of shotgun as it's useful to have some range other than the rocket launcher and the pistol, which only seems useful to me for the heavy when he is caught reloading or if it's suppressed I suppose. Medic I'm not really sure about; I like the rifle but back when there was an Auraxium I tried to obtain an accurate, two round burst rifle and instead I received one with better handling (smaller crosshairs when moving or otherwise not looking down the sights). The shotgun could be useful if you are fighting inside, but the rifle with a scope on it is pretty nice too. I'd much rather have the more accurate, two round burst rifle (which may have been removed for the NC and replaced with the Torrent that I have) as using it with a scope was my plan all along. For the engineer, I take the EM9 (I think 9 is the number) carbine. I usually only go engineer if we have a lot of vehicles or turrets need repairs or if I'm driving.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 21, 2012, 03:06:30 am
Sitting in the Indar WG, {Thebes}, and I had so much work to do as an engineer its not funny.
Pilots think they're top gun, but they're bowling gutterballs, (mixed metaphors FTW), the number of times one Galaxy tried to land on top of another, bloody hell, where do these pilots get their licences?
I was standing in between the tank spawners repairing a Vangurd and another tank just drives over both us, at enough speed that he just flies over me without touching the ground.
And those pillocks that try to ride on top of a Galaxy, that's worth a chuckle.
Unfortunately, there's a heap of tools as well.  In a galaxy and firing at three scythes and the guy sitting in another turret decides to see if he can shoot the tail off, just as I had bagged two of the scythes, (only scored assists though).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 21, 2012, 03:45:01 am
I sometimes try to land on top of a galaxy but its only on the warpgate, and you know its for SCIENCE. Aactually i have never died to stupid manuvers like that so i will keep doing them till i die.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 21, 2012, 03:51:12 am
I also learned that the filter changes dick to decimated for NC.

As in, "That decimated head is shooting his own troops!"
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 21, 2012, 04:16:58 am
I also learned that the filter changes dick to decimated for NC.

As in, "That decimated head is shooting his own troops!"
See also: Thumper, Rocket Rifle.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 21, 2012, 04:20:23 am
Are you still on Leda?
Next time I can log on, I might have to wander over there and putz around for a while.
Thebes was bull-tactics today, seven CTD's and five-ish disconnects in four hours, with a thirty or forty minute shutdown as well.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 21, 2012, 04:47:36 am
Are you still on Leda?
Next time I can log on, I might have to wander over there and putz around for a while.
Thebes was bull-tactics today, seven CTD's and five-ish disconnects in four hours, with a thirty or forty minute shutdown as well.
Leda still exists?

Anyway, a good galaxy pilot would be really nice.
Or a good lib pilot or reaver pilot. We have had many moments where air support would have been very nice.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 21, 2012, 04:53:18 am
Sorry Miauw62, I'm a shit pilot, but getting scarily accurate in a turret.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 21, 2012, 04:54:55 am
Hehe, no problems. The TR and NC are bros imo.
Had some good complaining sessions about shotties with them :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 21, 2012, 05:27:37 am
Are you still on Leda?
Next time I can log on, I might have to wander over there and putz around for a while.
Thebes was bull-tactics today, seven CTD's and five-ish disconnects in four hours, with a thirty or forty minute shutdown as well.
Leda still exists?

Anyway, a good galaxy pilot would be really nice.
Or a good lib pilot or reaver pilot. We have had many moments where air support would have been very nice.
I'm a good Lib/Gal pilot, although I'm still adapting to all this AA. I can't really do much except run if there's even one skyguard focused on me, so I need ground support.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Mini on October 21, 2012, 05:31:54 am
Or a ... reaver pilot.
I should really play this game more. (I make no assertions about my ability in the air.)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 21, 2012, 09:01:47 am
So.... the new outfit is on Thebe right? Who should I message about joining?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 21, 2012, 09:11:40 am
Are you online? If so, give me your IGN and i'll come online right now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: muchenik on October 21, 2012, 09:12:21 am
I am interested also, So is it Thebe or Leda?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 21, 2012, 09:16:13 am
Are you online? If so, give me your IGN and i'll come online right now.
I'm still updating, just wanted to know which server.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 21, 2012, 09:17:05 am
Its Thebe, NC. I'll wait at the warpgate.
do /tell Miauw to ask for an invite
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 21, 2012, 09:26:44 am
Been playing Engineer almost exclusively now.  The standard assault rifle's damned good at short to medium range, and the repair and ammo gets me a ton of XP.  Get more XP from ammo than kills if it's a big fight and I toss it down in a well-travelled hallway.  Also, the MANA turrets are awesome if you place them right.  Invulnerable to small-arms from the front except for your head, and since most snipers aren't good enough to hit your head all you really have to worry about is getting flanked or hit by vehicles/rockets. 
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 21, 2012, 10:01:53 am
Two and a half full platoons all MAX. We did other things too like all dropping from galaxies and similar. A good few hours.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 21, 2012, 01:59:56 pm
I had such an amazing time today when NC managed to get together an insanely huge armoured attack going. I'd like to call it a column but it was more of an armoured total fuck-up. It's a miracle we got forward at all. It was the most beautiful thing I've ever seen.

Anyway, I was just chilling in a Sundy turret at the back of the group, chatting with the driver and shooting down enemy aircraft. There was this amazing moment when an enemy Liberator decided to come over the hill at the upwards slope to the Crown... and saw the massive amounts of tanks and Sundies there, waiting. The sky just filled with fire and it went down in just a couple of seconds. It was magnificent.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 21, 2012, 03:06:47 pm
Was helping to hold Eisa Munitions from a Vanu advance. Vanu don't seem to be very bright. They had an entire platoon of tanks... which they proceeded to ride one-by-one into the facility, where me and about 5 or 6 other HAs awaited. They didn't have a platoon of tanks for much longer.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 21, 2012, 03:08:55 pm
I've noted Vanu magriders all concentrated around the base where you can buy them before, instead of driving somewhere useful - or attacking the crown from the south, which never seems to work, so I'm wondering, is the NC any smarter?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 21, 2012, 03:19:20 pm
The TR, at least, seem to have a very active warpgate. Gals are constantly flying in, loading up and taking off, and there's rarely a ground vehicle that isn't either there to meet up with someone else or leaving.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 21, 2012, 03:54:15 pm
Oh gods, I can't stand the Vanguard. I just had a Lightning drive around me in circles where I was in a vanguard, and I got killed because I could only hit him with half my shots while I just sat still.

Going back to Vanu, where that can't happen because Magriders can strafe...

Edit: And got shot down in a scythe in about 1.5 seconds by a dual burster max who I couldn't even see. This game.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 21, 2012, 04:46:15 pm
I've never had a problem killing lightnings in a vanguard. Never been killed by just a lightning in one either. I've even taken on 2 lightnings at once and won handily. You just can't let them get behind you, the worst thing you can do is just sit still and let them circle around you.

I had a fun play session today, but sadly never noticed anyone else in the outfit online.

Been fighting on Esamir. A bit after we had taken the biolab on the W side of the map (I forget the name, one on the edge) I went back there to get more ammo in my vanguard. Got my tank killed when I went around the side after an infantry and wound up driving up on a sunderer and a bunch of heavy assault people. Got about 8 kills before they wore my tank down with rockets and I had to bail out, then 2 more before they shot me. I then went back with heavy assault and managed to successfully spawn camp them at their sunderer. I got like 15 cert points in a couple minutes of killing the same 4 people over and over until another NC guy came and finished off their sunderer (I had used all my rockets to damage it, got the sunderer kill assist though). I had just been mowing them down over and over as they appeared. Was down to a mere 20 rounds in my heavy's machine gun, so if the other guy hadn't showed up I would have had to swap to pistol and probably died. Was getting extermination bonuses for a while there, heheh.

A bit later I was out in a lightning with skyguard shooting down liberators and scythes as they flew by. Got 5 libs and at least 10 scythes before a magrider snuck up on me and took me out. I came right back with a vanguard and killed the magrider that had got me (vengeance bonus woo) and then proceeded to shoot down two more liberators and 4 scythes with the main tank gun. The libs took two shots each. I can't take all the credit though, the pilots were nice enough to fly in straight lines for me. I eventually got killed by a combination of a lib and a scythe with rockets, but I did surprisingly well in an anti-air role using the main tank gun.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 21, 2012, 04:51:52 pm
That's Planetside, baby! =p  Don't rush your shots fighting a lightning, and always keep moving in tank combat.  A Vanguard can kill a lightning in one hit from behind.

Magrider strafe is great, but they've got the lightest armor of all the tanks.  I've noticed that Mag drivers are pretty aware of this, so that's why they mostly stick to hit and run.  Vanguard is heaviest with the strongest main gun, prowler's in the middle for both.  Was in an AT-gunned prowler with the rocket launcher secondary today... we killed 4 Magriders and 2 Lightnings between me and the driver.  It was like Dwarven Battle Focus.

Anyone else think the basic VS infantry weapons are a little unbalanced?  Seems to me like they have way too little recoil for the damage they put out and their RoF.  From a TR perspective, all our basic weapons have so much muzzle climb that if you fire any longer than 2-3 shot bursts your accuracy disappears, whereas I've seen VS guys going rock-and-roll on full auto at 100m and having every shot hit.  I mean, in PS the Cycler for example couldn't hold a candle to the Gauss at long range, but won out in close-quarters while the Vanu rifle was decent at both but better at neither, but right now it seems VS infantry weapons are better across the board than their TR or NC counterparts.  Meh, see how it is at release.  On the flip side, seems like Magriders and Scythes could use a boost if anything.  They're practically made of paper.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 21, 2012, 05:03:10 pm
I'm kinda envious of the Prowler's fire rate against infantry. The lower damage shells probably aren't as great against other tanks, but man can they kill infantry.

Of all the tanks, the Vanguard is probably the least scary to infantry. A good magrider pilot can run in and strafe over a bunch of infantry and roadkill them all (I've seen it done and tried it once myself to some success). The prowler gets two separate shots that can both one shot an infantryman, so it's pretty unlikely that they'll miss you with both. The vanguard only gets the one shot and isn't all that maneuverable, so if they miss with that shot you have a pretty good chance of killing them if you're packing rockets. When I was messing around on Vanu to try out the magrider I spawned as a HA and managed to kill two vanguards one after another just by running up to them, having them miss their shot, then putting two rockets in their back.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 21, 2012, 06:10:22 pm
That's Planetside, baby! =p  Don't rush your shots fighting a lightning, and always keep moving in tank combat.  A Vanguard can kill a lightning in one hit from behind.

Magrider strafe is great, but they've got the lightest armor of all the tanks.  I've noticed that Mag drivers are pretty aware of this, so that's why they mostly stick to hit and run.  Vanguard is heaviest with the strongest main gun, prowler's in the middle for both.  Was in an AT-gunned prowler with the rocket launcher secondary today... we killed 4 Magriders and 2 Lightnings between me and the driver.  It was like Dwarven Battle Focus.

Anyone else think the basic VS infantry weapons are a little unbalanced?  Seems to me like they have way too little recoil for the damage they put out and their RoF.  From a TR perspective, all our basic weapons have so much muzzle climb that if you fire any longer than 2-3 shot bursts your accuracy disappears, whereas I've seen VS guys going rock-and-roll on full auto at 100m and having every shot hit.  I mean, in PS the Cycler for example couldn't hold a candle to the Gauss at long range, but won out in close-quarters while the Vanu rifle was decent at both but better at neither, but right now it seems VS infantry weapons are better across the board than their TR or NC counterparts.  Meh, see how it is at release.  On the flip side, seems like Magriders and Scythes could use a boost if anything.  They're practically made of paper.

Have you tried the VS weapons? Yeah, they're pretty accurate, but given almost any face to face encounter the VS is going to end up on the losing side. Their damage is terrible compared to both the NC and the TR. The accuracy is still not that great either. The recoil is still enough that full auto is hard to do at all beyond 100 meters. (Although today I was using it somewhat effectively since there was a group of 30-50 NC all on foot and all bunched up in one small area... In that situation though, it'd be hard to not hit SOMETHING with any of the guns.)

Still, VS are pretty good open field, but once you get inside somewhere, the advantage goes away completely. Only thing that might be slightly unbalanced is the VS sniper rifle. Absolutely no bullet drop compensation makes for really easy shots. The semi-auto, with proper timing will let you get 2-3 shots on target most of the time before they bother to move. Have not tried the bolt action yet. If it's a one shot kill, then I'd say that it's really unbalanced but somehow I doubt it is or at least I doubt it is for anything heavier than infiltrator armor. Still, we do get the crappiest pistol in the game, so :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 21, 2012, 06:29:50 pm
Bolt-actions are 1-shot kill if you hit in the head, but a torso shot usually does enough damage that you could let them recharge their shields and still kill them with the second shot. The Vanu also do have bullet drop, but it's significantly less than equivalent TR and NC weapons.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 21, 2012, 06:42:59 pm
...snip...
On the flip side, seems like Magriders and Scythes could use a boost if anything.  They're practically made of paper.
I wiped out a Magrider with the HMG on top of a Vanguard - not only do the Magrider's look like big, purple croissants, they also have the armour of a croissant, (mmmmm, flakey pastry, yum).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 21, 2012, 06:47:31 pm
I've tried both now, and the Vanu weapons do in fact do less damage than the TR ones for equivalent classes.  I was using my engie's crappy "assault rifle" as reference which is why it seemed higher.  I was getting owned in close-combat against Vanu most of the time, but I figured out that was mostly due to my aim-down-the-sights addiction.  Wasn't as much of a problem with NC because their guns have the rate of fire of a muzzle-loader.  Stopped using ADS and just "hip-firing" and I've noticed I do much, much better.  So, complaint withdrawn.  Except for the lack of bullet drop on sniper rifles.  That ain't f'ar!  I was wondering why VS snipers always seemed to get way more 1-shot kills than anyone else...  now I know.  And knowing, according to GI Joe, is half the battle.

Currently weapons locked because 2 guys were standing on the vehicle pad when my Prowler spawned and it listed me as having killed them even though I had no control of the vehicle.  Sitting in the WG right now letting my grief dissipate because immediately after that a friendly ATV rammed me and exploded, which also credited me as the killer...

...that's Planetside, baby!  =D

P.S.  Yes, the Predator is very nice and I love it oh so much.  It is worse at Anti-Tank than a Vanguard in a stand-up fight, though.  Even with upgraded frontal armor, I only tied an un-upgraded Vanguard shot-for shot... we both assploded at the same time.  On the move it's great though, since if you miss with the first shot you can still hit with the second and at least do 1/2 the damage instead of none.  It's probably my favorite vehicle so far.  Has anyone tried the main gun upgrades?  Wondering how much of a difference the AP/HE makes and if it's worth the certs. 

*EDIT*  Weapon lock ended, played for half an hour, then a cloaked friendly ran out from behind a building as I was driving by in my Skyguard Lightning at 60kph... I'm just gonna call it a night. 
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 21, 2012, 08:00:03 pm
I like aiming down the sights, I take the millisecond to aim down the sights and more of my bullets hit and my enemy dies.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 21, 2012, 09:55:21 pm
There's way too many tanktards on tonight, and one especially, dangerous for anyone to be on the ground with him ramming everything in sight.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 21, 2012, 10:13:27 pm
Any other light assault players on here? I was wondering what advice you had concerning spending your certs. Either of the other guns worthwhile?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 21, 2012, 10:22:22 pm
Prowler still has its wonderful siege mode (press B) where you lock in one place and start firing rounds at a ridiculous rate. Or did they take that out? I've never really seen people use it recently.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Smitehappy on October 21, 2012, 10:28:51 pm
Prowler still has its wonderful siege mode (press B) where you lock in one place and start firing rounds at a ridiculous rate. Or did they take that out? I've never really seen people use it recently.

People always hate on the Prowler but I still love it. Trying to assault a location with a few well positioned Prowlers can be downright impossible if they have infantry support to repair and stop flanking Heavy Assaults. Back when they bumped up cert rate to insane level you could cert the siege mode to increase rate of fire by 500%. It was bananas but running out of ammo was a constant issue.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 21, 2012, 11:12:48 pm
The siege mode costs a metric ton and when your tank's advantage is being able to speed around faster than everyone else and still shoot reasonably accurately using both barrels, the siege mode kinda doesn't fit in very well. It doesn't make your tank any less easy to kill, that's for sure. Most people are content to just shoot normally and be able to back up to safety if they're getting low on health.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 21, 2012, 11:30:03 pm
I've seen a few people put the siege mode to good use. Saw one prowler zip around behind two magriders while they were busy shooting at a base, deploy siege mode, and proceed to completely wreck both of them in seconds before they even turned around by hitting them in the back. Had one get me when I was in a vanguard using it once too, I was focused on killing a lightning and the next thing I knew I was getting hit rapid-fire in the back. Seen them wreck sunderers really fast on more than one occasion too, even with multiple people repairing they drop before anyone can kill the prowler. Most people don't seem to use it though. I think it's mostly the high cost - you don't see many people using the vanguard shield either.

Stealth + siege mode would probably be useful. Zip around using the Prowler's speed to get behind an enemy position, engage siege mode, and go to town. Or sneak up on a Sunderer and wipe it out before the infantry have time to organize and defend it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 22, 2012, 01:13:23 am
What's the magrider even supposed to get to compare with that? (It's not the magburner, I hope, which is ludicrously high-priced now for being a simple temporary speed boost...)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 22, 2012, 02:27:23 am
The ammo upgrades for the turrets are amazing, and I'm sure they'd help with siege mode immensely.  Haven't used it yet or seen it used in PS2 since it costs 192 CP for level 1, but if it's anything like PS1 it could be devastating if used properly.  I take it from the description that the +100-500% "rate of fire" bonus actually affects reload? 

Has anyone used the AP/HE upgrades though?  If so, do we have any !!Science!! on how much more the AP does to tanks and how much less it does do infantry, or vice-versa for the HE? 

Also, is anyone getting a weird graphical glitch in the lightning/prowler where the shell appears to explode at the same time you shoot?  Basically looks like the muzzle flash got 10 times bigger?  I have to relog when I get it because it's impossible to see when firing the lightning and shooting accurately is impossible because you can't see where your shots land. 
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 22, 2012, 02:29:49 am
I've been getting it all the time with the magrider this week (and reported it the first time I saw it), it's been making it next to impossible to use tanks at long range, or any time I wasn't moving while firing, as the explosion is pretty blinding.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 22, 2012, 04:54:46 am
Glad I'm not the only one.  Aside from that and the weird bug with the Phalanx turrets though, I'd say the game's pretty polished.  Haven't noticed any real game-breakers and only a few "minor annoyance" bugs.  I've heard some complaints that the morning/evening sun can be blinding on Esamir with all the snow, even at minimum brightness settings, but I actually like that aside from the migraines as it opens up a lot of tactical possibilities.  If you attack with the sun behind you you've got a major advantage... though this cuts both ways.  Add in the fact that the Beta servers are already playing at a significant fraction of their capacity, and I'm expecting a pretty smooth launch.

I forgot to mention in my previous post that while the special ability on Magriders is a little lackluster, VS players are going to absolutely love them when we start getting continents with a lot of water.  They can cross it without a bridge, and from the looks of it will be the only vehicle that can do so until they release more.  I forsee much TR/NC QQ if they ever roll out an updated Cyssor/Amerish/Hossin...  which I hope happens.  This Planetside needs more Cyssor =D
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 22, 2012, 05:02:45 am
I've gotten stuck in the trenches in Esamir in a Magrider before. Not sure if a hover force upgrade would make that less likely or not.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 22, 2012, 05:12:53 am
That's a problem with all tanks.  Does the Magrider have a "climbing force" upgrade like the prowler/lightning/vanguard?  If it does that might help... but the other upgrades in that slot are a lot better, imo.  I feel you, though.  Several times now has my prowler/lightning gone from being a tank to being a turret because I went over a trench head-on.  A way to avoid this is to not try to cross perpendicular to the trench, come in at about a 45-degree angle.  Also, the trenches can be useful if you pull into them, then line your tank up with the trench in a "hull down" position.  You can still fire unimpeded, but only your turret is above the trench, making you a lot harder to hit. To get out, just do the same thing:  Don't try to drive straight up the wall, go about 45-degrees off and goose it a little.  Went from having 25 prowler kills to a silver medal with one tank doing this yesterday.  Can't wait to try it in deploy mode =D
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Charmander on October 22, 2012, 07:11:17 am
I've always preferred the lightning to the vanguard. Not tried prowlers or magriders, but then again I'm not a xenophile or a militaristic nutjob. Also I love gauss.

With an AP turret that thing packs a decent enough punch if you can maneuver well enough. It works as a nice, mobile tank hunter, and there's nothing like popping up behind a skyguard and its escort just to ruin their day with a couple of shells. And using it as the aforementioned skyguard? Any aircraft shows itself, boom. I suppose a libby going high enough would work for a counter, since the things tend not to move, and clear shots are easy enough against stationary targets. I got about 15 kills and that and a half again in assists over two hours without dying once. But then again, if I hadn't, we'd have been chewed up by mozzies and libs aplenty.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 22, 2012, 08:52:54 am
The ammo upgrades for the turrets are amazing, and I'm sure they'd help with siege mode immensely.  Haven't used it yet or seen it used in PS2 since it costs 192 CP for level 1, but if it's anything like PS1 it could be devastating if used properly.  I take it from the description that the +100-500% "rate of fire" bonus actually affects reload? 

Has anyone used the AP/HE upgrades though?  If so, do we have any !!Science!! on how much more the AP does to tanks and how much less it does do infantry, or vice-versa for the HE? 

Also, is anyone getting a weird graphical glitch in the lightning/prowler where the shell appears to explode at the same time you shoot?  Basically looks like the muzzle flash got 10 times bigger?  I have to relog when I get it because it's impossible to see when firing the lightning and shooting accurately is impossible because you can't see where your shots land. 

No idea about actual damage stats. Just remember, the AP cannon fires kinetic energy penetrators. You have to hit the target to do damage, although from what I've seen the damage is enough to take out an enemy tank with maybe 1 or 2 rear shots. I've seen it used against soldiers to decent effect, though. Even MAXes get turned into red mist if you hit them. But still, when you can only shoot one soldier at a time it's better to just retreat and find a vehicle to murder.

Do not buy HE. The base HEAT cannon does perfectly fine against soldiers, and HE sacrifices your ability to survive in an armored conflict. If you're expecting soldiers to be a problem, find something that is more effective against them (namely, other soldiers).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 22, 2012, 09:23:56 am
I was just thinking that maybe the HE had a larger AoE for troop suppression.  The HEAT kills in one hit 90% of the time if it lands within a few feet, but it can be tricky if they're crouched behind a barricade or standing on the back-side of a hill from you.  Either have to get them with splash damage around the obstruction or shoot them in the face. The AP being a penetrator with no AoE makes sense, and 1-2 rear hits sounds awesome.  Takes 2-4 rear hits with regular ammo in my experience.  Might be worth picking up if there was a lot of tank action going on.  Then again, the anti-tank rocket secondary's awesome and doesn't compromise your anti-infantry capability...  though I suppose that depends on your gunner, and I'm leaning towards saving up for the anti-air cannon.  Is that effective against ground troops as well?  If so, AP + 30mm could be a good all-around combination.  Though I suppose if you had a decent outfit the whole problem could be solved with moar prowlers =p 1 HE+30mm for aircraft and troops and 2 AP+Rocket for tanks?  I'd be scared. 

Question, is there any way to change the loadout of your vehicle without waiting for the countdown to expire and spawning another one? 
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 22, 2012, 11:21:00 am
Alright, i got two more friends for the outfit. I'm assuming you guys can come on? We could go kick some vanu/TR ass.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 22, 2012, 11:23:01 am
NC are being pushed into the corner as we speak. The Crown is a sole island inside a sea of purple and red, I have no idea how we're doing it. We defended it for hours, holy hell, that was amazing.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 22, 2012, 02:38:28 pm
It's funny, TR had NC and VS pushed back to their gates 2 hours ago... now we're back at OUR gate getting tag-teamed =p

*EDIT*  Aaaand... weapons-locked again >.<
This time a friendly heavy decided that out of all the places he could stand, right in front of my firing MANA turret was the best.  Then I was in my Prowler fighting a Vanguard, had him down to 1/4 health and was about to finish him off... except that he was driving past and abandoned friendly ATV, which got hit with my first shot and locked me before I shot off the second and finished him off.  Had to just sit there and take it while he finished me off from 75% health =/  Odd thing was, those were my only two friendly-fire incidents all day, and I never even got a warning message, just straight to weapons-lock. 

Anyone else think they should add the "forgive" feature from PS1?  There have been several times when I sprinted around a corner and got a face full of friendly tank accidentally, and other times when I've been doing 50kph and someone else has done the same thing...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 22, 2012, 02:58:13 pm
I'm not sure that will fix anything. "He totally just ran me over! Screw him!" Or in the case where you hit a friendly unmanned vehicle, the owner won't know why you shot it and may not forgive that either because he can't see you and thinks "That guy just blew up my ride! What a jackass!"

It MIGHT be useful in a case where two galaxies collide, but either nobody should be punished there, or whoever deliberately flew into the other should be (if one could establish that somehow, which is unlikely because you can't see where you're going if you're going up or down).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 22, 2012, 03:03:31 pm
There are times where friendly fire is totally my fault, like when I run across the street without looking etc, so I would use a Forgive function. Even if it did nothing I imagine it could be gratifying to see.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 22, 2012, 03:20:09 pm
Most of the time when I get killed by friendly fire, I don't consider it my fault. Like, I'm walking into a tank spawning room by the only usable entrances, which are the ones that tanks roll out of. No tanks are visible. I'm at the forcefield, just outside the building. Suddenly, a tank appears and rolls towards me at high speed! I try to dodge to the side (I'm near it already), but can't move fast enough to get out of the way in time since I only have a fraction of a second before it reaches me. It's obviously not my fault since there was no tank there, and when it appeared I was unable to get out of the way in time, and therefore it must be the fault of the guy who spawned the tank instead.

Of course, it's not just a choice to apply blame between either the person who got run over and the person who did it, since (particularly in that case) we can instead apply blame to the map designer who made the only viable entrance to that building be through those forcefield doors, and to whoever coded the tank spawning routines to spawn the tanks in there and immediately have them roll out at high speed, uncontrollably, instakilling anyone they spawn on top of or touch on the way. If I were doing it, I wouldn't let people run through those forcefield doors, and I'd add additional doors to provide access to the terminals without going through the area where the tanks spawn, at the very least. I can understand why they are uncontrollably accelerated on start (so that you can't just sit there and block future vehicle spawning or cause friendly fire for spawngibbing your vehicle, if that is even possible), but it's still getting people killed and causing friendly fire warnings unnecessarily.

I think one of these two is probably the best solution to the tanks rolling over people uncontrollably, by reducing the likelihood of people being in front of the tank exits (after also adding new entrances for people, and making the current entrances impassable and closing them with doors except when vehicles are exiting): (a) Trenches around the building, with bridges leading to the entrances/exits, or (b) an elevated building with ramps leading to the entrances/exits and enough room for infantry to walk under the ramps.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 22, 2012, 04:23:24 pm
I have a simpler solution: Make tanks push you out of the way instead of killing you instantly for, say, ten seconds after spawning.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 22, 2012, 04:25:12 pm
I've never seen a tank exit where soldiers could not safely be to the side of the path the tanks go. If you're going to walk through a door you know that tanks come out of, walk on the sides. If it's a place where there's not enough room, you can probably at least see the vehicle terminal, and if there's someone there, wait for them to finish before walking in. They can't see you from the console, so blaming them is unfair.

The person who designed that stuff really could have done better, obviously, but we're stuck with no OSHA compliance as it is, so better to take 5 seconds making sure you don't die than taking 10 to respawn and yet more to get back to where you were.

Ninja edit: If you're going to go that route, have the tanks just no-clip through soldiers. It would be irritating as hell to be through the door and then have the tank push you back out, especially if as soon as it ended its auto-run it suddenly became damaging/lethal again.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: etgfrog on October 22, 2012, 04:42:33 pm
So...been playing vanu for a while, the anti air missile launcher is great now, it got a hidden buff to it since its damage no longer gets reduced by composite armor, so you can 2 shot any of the fighters with it, get a friend and start shooting down the "skilled" players who know one missile wont kill them, they also make great anti-infantry since direct shots will 1 shot normal infantry and it travels about 3 times faster then a normal rocket, so I've moved to the side of a battle and started sniping people with it, its hilarious when you hit one of those sniping infiltrators(unlike other vanu missile launchers, no drop in dumb fire mode). I did have some fun with the magridder seeing an outfit running south of the crown to attack the crossroads, ended up running over all 15 or so people because most of the heavies had the lockon anti tank missile launcher and I had IV smoke(which breaks lockons and obscures vision of the tank)...and I guess that is why its called the magmower.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 22, 2012, 05:11:53 pm
Lol, I spent all day saving up for Deployed mode on the Prowler (192 CP).  Bought it, installed it, ordered a predator, ran over a guy who ran in front of the tank while I had no control of it, and got weapons locked... again.  Immediately ragequit.

The way it worked in PS1 was that if you were standing on or in front of the vehicle pad, you got "derezzed" when the vehicle spawned, and the person who ordered it didn't count as having run you over.  Now, if I see someone running over the pad, I wait, but I still manage to kill half a dozen people a day this way at least when they run in the path after I order the vehicle and have no control over it. 
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 22, 2012, 05:15:48 pm
Yeah, those kills really should count as an enemy kill. You're doing your faction a favor by removing these numpties from your faction, albeit accidentally.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 22, 2012, 05:26:44 pm
Isn't the lockout in in-game time, so you can't just log out and wait for it to expire? (Also on your entire account)

That's how it was when I started playing, or was described on the beta forums at the time by people who were weapons-locked repeatedly, but I've never actually been weapons-locked myself and have no intention of intentionally weapons-locking myself since it almost sounds like it punishes repeat offenders harder by making it very easy to re-trigger weapons lock if you've ever triggered it before. (I've "run over" (without being able to see) half a dozen people without triggering it, and just said "Fuck tanks, I'm going to fly a scythe instead" at that point, but this was weeks and weeks ago, before Borderlands 2 came out)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 22, 2012, 05:29:28 pm
As a test I deployed a turret in the warp gate spawn area and blew away three guys. Quite obviously troll/teamkill behavior. No weapons lock.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 22, 2012, 05:32:24 pm
You don't get weapon lock for killing, but rather for repeatedly hitting. There's a cooldown after each hit, too, so that you don't get weapon locked for accidentally spraying a friendly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Logical2u on October 22, 2012, 06:42:17 pm
... yeah, I think I'm done with PS2 for a while. Crashed right after starting to play today, making it the 3rd time in three times trying to play. Have fun everyone.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 22, 2012, 07:56:24 pm
You don't get weapon lock for killing, but rather for repeatedly hitting. There's a cooldown after each hit, too, so that you don't get weapon locked for accidentally spraying a friendly.
Weapons lock is unimportant to those trolls who buy a vehicle with the singular intention of deliberately ramming other vehicles and running people over.  The only cost to them is having to buy another vehicle when they finally do enough damage to themselves to blow up.  There is no in-game punishment for these twerps, other than the 'yells' of "Tank-tard", which, of course, is where they get their gratification from.

Anyways, I'm about to log on, where are you guys ATM?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 22, 2012, 08:04:04 pm
Well, it would appear that the latency between the server and my computer has gotten so amazingly high I cannot even play. I'm so disconnected from the server my character doesn't even exist. People don't even shoot me or anything.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 22, 2012, 09:12:01 pm
Had a blast today just driving around on a quad repairing tanks in a large push on Freya Amp Station. It worked remarkably well, but it's annoying when tanks run away as you try to repair them when they're not under fire.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 22, 2012, 10:32:32 pm
If you could repair tanks (or get in) without the risk of being randomly "run over" and causing a friendly fire warning for the tank driver, that would be more worthwhile, I think. As it is, I, for one, tried that previously and am too paranoid/terrified of tanks to try it again. (Hell, I've been "run over" by my own tank, while it was sliding slowly downhill and I was uphill behind it where it should have been perfectly safe, walking towards the back of it because I was somehow unable to get back into it unless I walked right up to it (which killed me despite that it couldn't possibly have "run over" me)).

For anyone who gets the bright idea that I could have gotten my foot stuck under a tread and gotten dragged under, it was a Magrider, so, nope. There's no sensible explanation at all. They're just surrounded by a LOLDIE field for no explicable reason.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 23, 2012, 04:01:26 am
Reparing Phalanx turrets is a lot easier, yield the same xp, and they don't randomly back up and run you over.  :)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: AussieGuy on October 23, 2012, 04:46:54 am
For all those Aussies who play Plaentside 2, there is a sever coming out for us.

John Smedley’s Twitter post  (https://twitter.com/j_smedley/status/233555935354818560)

I'm excited, it's good to see a company that releases servers down under.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 23, 2012, 05:24:14 am
At last.

It's a bummer when the server shuts down at 1730 and boots up at 2330, (local, that is).

Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 23, 2012, 05:49:26 am
Yeah, getting run over by a tank you're repairing is the most annoying thing ever.  I always stand to the side to minimize the chances, but some tank pilots seem to have a will to destroy anyone who repairs them.  Ran up to a burning tank and repaired it to full, standing 3 feet to the side of it.  He doesn't move when I'm repairing, but the second I finish, he backs up, turns, and squarely runs me over >.<

I think there should be a minimum speed to kill people.  I've had people run out from behind buildings in front of me, I slam on the brakes and seem to stop just short of them, and then all of a sudden they just drop dead for apparently no reason.  I've even died by touching a stationary, driverless tank while taking cover behind it >.<
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 23, 2012, 07:38:06 am
It's frustrating when you run up to a Sundy or tank to hop in from the side, they move one inch forward, run over your toe, and kill you. No wonder the Clones are free...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 23, 2012, 07:52:14 am
Annoyed with NC for now, I made a VS character. I was on a roll. We were defending The Crown last night from TR and later NC and I blew up two prowlers, three lightnings and a vanguard with a heavy assault. I also managed to land the killing blow on a full galaxy while in a lightning, which is a very satisfying shot.

I kind of wish that the weapon unlocks from Alpha Squad were available in the beta. I can't really unlock or use anything except the default stuff right now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 23, 2012, 08:08:48 am
I love the Skyguard lightning.  Took a little while to figure out where to aim for long-range high-deflection shots, but once you get that down it is SOOO good.  Was swatting Reavers out of the sky like flies last night.  I even killed a normal lightning and finished off two vanguards in it XD.  If you hit them from behind, a full clip will take a lightning down to half health and do maye 1/4 damage to a "real" tank.  They need to be either terribly bad or not paying attention to get all 40 rounds off though...

I just wish it was more effective versus infantry.  Takes about 6-8 shots to kill even a cloaker, and it's got a lot of recoil and spread and you have to hit them dead-on... further exacerbated by the fact that you have to back up a hill just to get a soldier on the same elevation as you inside your firing arc. I mostly just don't bother and try to roadkill them.  You'd think a 20mm cannon would do at least as much damage as the regular sniper rifle shot-per shot...  oh, well.  I love it for what it is, an absolute hammer of god against anything that flies.  Can't wait to get it topside armor, upgraded sights, and top speed.  It can already almost keep up with a Galaxy on flat ground =D
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 23, 2012, 09:04:00 am
Ok, so. AA is lethel, BUT, at long range it scatters quite a bit. There's a high ceiling limit to flight. So, why would you come in low altitude with a Gal or a Lib? I ran a test in a Reaver, and no one even noticed me flying over enemy territory. It was actually usueful, using mouselook and tilting my aircraft, I could scan for enemy fighter down below, then swoop down on them like a bird of prey.

Anyone up for a High Altitud Gal Drop test tonight?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 23, 2012, 10:24:01 am
Well, unless you have the upgraded liberator main gun, then you're going to be pretty low if you want to hit anything. Even the big cannon has a somewhat slow travelling shot so you need to be either really good at leading a target, shooting at stationary targets, or low to be able to hit anything.

You're also much more vulnerable to fighters when you're high up.

Gals probably should fly higher sometimes, but it's not all hot drops. You do have to go in and pick people up sometimes.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 23, 2012, 10:28:07 am
I signed in just now and the game won't recognize the Outfit. Pressing Outfit just shows the 'create outfit' screen. Anyone know why? Just another bug?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 23, 2012, 11:07:10 am
If anyone has a key I can use,  I would appreciate it. I think it will take me a long time to download though...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: alexpoysky on October 23, 2012, 11:41:36 am
Guys, hit me up with how to form a squad with you all! I'm keen on playing with a bay12 group!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 23, 2012, 11:59:01 am
Huh, our outfit must have disbanded.

Been seeing nobody online for a while, was that actually nobody online or was it bugged? Now it just shows that im not in an outfit anymore.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 23, 2012, 12:03:07 pm
Go on NC on Thebe and then post your IGN name here when you're on.
We'll throw you an invite to the outfit.
AFTER that, depending on wether we have a squad rolling or not, we'll throw you a squad invite.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 23, 2012, 01:07:05 pm
I'm Conall.

Was in the outfit, did someone boot me out?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 23, 2012, 01:15:35 pm
Apparantly the outfit got disbanded. Starting up PS2 now.
(well, i'm starting up steam, then i'm starting it trough steam, then i'm downloading it eventual patches and THEN i'm starting it up)

E:
Looks like i'm not in a faction anymore either. All tell me your IGN and we'll hop in a squad until the outfit leader (i think it's sensei) sorts this out.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 23, 2012, 01:31:16 pm
I'm still Photomajig, invite me into the outfit when it's back up.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 23, 2012, 01:34:27 pm
I'm still Photomajig, invite me into the outfit when it's back up.
I'm waiting for sensei to confirm things. If you're online, i can throw you a squad invite.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 23, 2012, 01:37:16 pm
Eh, I crashed again. Fifth time today. I'll play a bit later.

Seems like I'm crashing more since the last big patch.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 23, 2012, 01:56:11 pm
I have been really getting into the mosquito lately (no upgrades yet) and I wanted to know whether I should be saving for the big-daddy rockets, or upgrading the craft with cert.

In other news, I've been playing on Thebe and hot-damn the crown has ben under some viscious assaults the past couple of days, and that whole episode last night where Vanu decided it would be good fun to roflstomp most of TR.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 23, 2012, 01:58:45 pm
Is there some trick to flying these planes?

Because I end up upside down and in a tree every time.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 23, 2012, 01:59:58 pm
Is there some trick to flying these planes?

Because I end up upside down and in a tree every time.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 23, 2012, 02:00:51 pm
yea, either A.) get a joystick. or B.) if you have no desire (like me) use WASD to turn instead of just the mouse. (PROTIP)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 23, 2012, 02:03:45 pm
Ya, it really takes all the buttons at once when you're using mouse and keyboard. A good tip is use spacebar lots, so you can tilt forward like a helicopter to fir on the ground, etc without loosing much/any altitude. Also, big sweeping turns with tilt/nose up, and smaller more accurate adjustment with WASD

EDIT: oh, right, and avoid obstacles like the plague, and try not to land under/near ANYTHING.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 23, 2012, 02:09:09 pm
I would love to see, for a change, the NC roflstomping someone. Being the underdog is fun for a while but I wanna see us, say, push north and wipe that smirk off the TR's face (yes there is a smirk on TR's face).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Toaster on October 23, 2012, 02:10:02 pm
I'm ToasterTheAwesome, but don't worry much about getting me back in there until I can actually play without horrible lag.

Is there a tweak guide?  The only link I found on Google was dead.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 23, 2012, 02:10:49 pm
EDIT: oh, right, and avoid obstacles like the plague, and try not to land under/near ANYTHING.
You can land? When I slowed down and started going towards the ground, I immediately exploded like the ground was an active landmine. I was in a scythe though, are they unable to land? Because I was moving at a slow crawl and barely brushed the ground and BOOM!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 23, 2012, 02:12:55 pm
You have to hit the ground very slow going vertical, too. It's a terribly-kept secret that the landing gear are made of plasticized nitroglycerin.

Has anyone else had problems with their automatic weapons not consistently firing? Holding down the mouse button on my LMG sometimes results in sporadic bursts rather than proper maintained fire.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 23, 2012, 02:18:40 pm
I have three keys (I'm sure others do as well), so PM me if you need one.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 23, 2012, 02:58:42 pm
I have no idea why people have a hard time landing the fighters... I've flown both the mosquito and the scythe quite a bit and they both handle well, and unless you just plow full speed into something hard, they're pretty sturdy as well. Of course they'll take damage if you bump into something with a bit of force, they're aircraft, not tanks. The Mosquito was a bit more finicky about landing than the scythe though. I could actually skid across the ground a bit(if flat enough) when landing in the scythe, so stopping completely wasn't as vital. The Mosquito tended to need a more vertical landing, but even a bit of horizontal motion wasn't catastrophic.

I will say, if you're using the outside view to fly, it tends to be a bit hard to judge exactly what angle you're flying at, so if you try to land in that mode, it's pretty easy to plow into the ground nose first rather than on your landing gear. Cockpit is my prefered view when flying fighters, unless I'm doing something tricky(flying/landing around buildings) and need to see exactly how much wing clearance I have.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 23, 2012, 03:12:56 pm
I land the mosquito 100% VTOL style, slow all  the way down and let gravity take you to the ground, slowly pump the spacebar until landed safely.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 23, 2012, 05:00:37 pm
I have no idea why people have a hard time landing the fighters...
I'm just not sure from what kind of distance I need to slow from to land where I want. Other than that it's the turning that throws me. I should dust off my joystick and see if that helps.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 23, 2012, 05:07:09 pm
If there's a way to separate joystick flying from mouse-and-keyboard everything else, I'm all ears. So far, I seem to be having trouble because the vehicle controls are all linked to one another.

Of course, I'm also having trouble with playing the game at all because latency issues are making me lag to utter uselessness, so I guess working on that should take priority.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 23, 2012, 05:31:38 pm
Look, if you want to fly a fighter with a keyboard here is how you've got to do it:
1.) takeoff: press 'T' it is much easier to maneuver in 3rd person, and you can see what your doing. You may have to quickly tap 'T' a couple of times to get it right after you spawn. Now once that's down Use 'D' and 'A' to rotate, DO NOT roll; you will fuck yourself over. Hold down 'SHIFT' (which is your booster) to blast your way out of the warpgate. Note: you may want to set a map marker so you know what direction wont take you oob.

2.) flying: stay in 3rd person, like I said it's nice to see what your doing. If you want to shift a little bit feel free to roll, DO NOT over do it, be gentle. If you want to get a good strafing run in gain altitude (just look up) then press 'T' again to switch back to 1st person, align your crosshairs with the target and simultaneously fire and boost (click to fire; 'SHIFT' to boost) at this point you'll Be moving towards the ground rapidly, pull up if/when you're outside your comfort zone. Keep your boost on, AA will probably be targetting you now, feel free to roll, but again: don't over do it, make sure you can right your self. You'll have to just DO IT to get a feel. Once again, use keys to turn. When you're done strafing return to 3rd person flight and right yourself. (Air to Air, later mehbeh)

3.) landing: Find a "safe" spot to land, preferably a larger, flatter area. Then use 'S' to decelerate ('W' accelerates) your craft should be moving downwards, bump 'SPACEBAR' to slow your descent. Now you can fly!

I hope that helps some people! If I said the keybindings wrong or you have a question about keys, tell/ask.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 23, 2012, 05:53:49 pm
I've noticed a huge amount of bugs since the lastest patch.  They said they're working on the vehicle thing which I think everyone's experiencing (Vehicle spawns on the pad, but you don't warp into it and have to enter and drive it off manually before another vehicle spawns and they both blow up), but it seems there are a lot more.

Every once in a while, my bullets will stop working, permanently.  They literally just pass through people.  There was a VS infiltrator trying to overload a generator, I sneak up behind him and empty a clip into his back point-blank... no damage.  Knife, no damage.  Was in my skyguard lightning, shooting at a Liberator no more than 100 feet away, bullets pass right through it.  Later on during the TR lemming rush of Mani Bio Facility that will someday become a legend in the histories of fail, I emptied two clips into an NC MAX from behind... no damage.  Only gets fixed by restarting the game. 

Then, my vehicles started randomly exploding.  Had a lightning parked on a hilltop, no enemies in sight... explodes.  "Stop killing yourself!" it says.  Prowler moving on flat terrain... explodes.  "Stop killing yourself!"  Reported both bugs, hopefully will get fixed before launch.  Odd that they started after the new patch though, didn't seem like it was changing anything even remotely related to those things. 

Oh, also... a lot of speed hackers.  Saw a few of my fellow TR doing it, running at about 80kph, and a couple NC as well.  Reported the TRs, didn't get a name on the NCs.  This really worries me... I hope it doesn't turn into another Guild Wars 2 =(
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 23, 2012, 06:13:42 pm
You will probably want to get used to rolling at some point, as it is far faster to roll over 90 degrees and pull up to pull a quick turn than it is to try to turn using a and d. (Of course you can roll 45 degrees, pull up, and hold a or d at the same time, if you like)

It's a bit harder to control rolls and such in third person, at least for me, but the view doesn't go back far enough to see if anyone is behind you anyways, so I mainly only use it when I'm getting near buildings.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 23, 2012, 06:46:07 pm
You will probably want to get used to rolling at some point, as it is far faster to roll over 90 degrees and pull up to pull a quick turn than it is to try to turn using a and d. (Of course you can roll 45 degrees, pull up, and hold a or d at the same time, if you like)

It's a bit harder to control rolls and such in third person, at least for me, but the view doesn't go back far enough to see if anyone is behind you anyways, so I mainly only use it when I'm getting near buildings.
I can vouch that turning sideways and pulling up is basically the only way to turn, except when you're hover/landing. And third person view is basically just Landing Cam for me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 23, 2012, 07:15:31 pm
Yes, 3rd person view isn't really necessary (cept for near-struxture stunts) but I fly 3rd person in a lot of other games, which is really the only reason I like it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 23, 2012, 07:53:05 pm
Just squeezed a Mosquito inside the dome of a Bio Lab and was flying around.  Took me about 10 minutes of jockeying back and forth to get through the opening.  Land it on the roof of a building inside and some "friendly" light infantry flies up there and blows it up >.<
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 23, 2012, 09:02:07 pm
I don't believe the FPS counter is reliable.  I installed a GTX 650 Ti yesterday and tested it with exactly the same parameters as the NX 9500 from before which was giving me 20-24 FPS.  The GTX now gives me a max of 70-ish - it cycles so fast the second digit cannot be discerned.  But, the thing is, just standing in the NC warpgate in the spawn tube, the FPS will violently oscilate between 30-ish and 70-ish FPS.

Overall, picture quality is much smoother and I was having a lot of fun, with incidental accuracy, in the turret of a lib, until I went to reload and hit both e and r, damn that sucks when it happens - "Stop killing yourself"
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 23, 2012, 09:02:51 pm
I changed the get in/eject key to c, personally.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 23, 2012, 09:21:31 pm
I am going to do that in the next session, Shadowlord, thanks for the suggestion.
Is there anything asigned to 'p'? (for panic)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Geneoce on October 24, 2012, 06:53:30 am
So, Planetside 2 aye?

I was really interested in original planetside, yet found out about it a tad too late. So!

I really hate asking such vague questions but,

Is it any good? I keep hearing bad noise about it, followed by feverent defense then ending in a flame war.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 24, 2012, 08:02:31 am
Has anyone else had problems with their automatic weapons not consistently firing? Holding down the mouse button on my LMG sometimes results in sporadic bursts rather than proper maintained fire.
I think there is a key that switches infantry weapons that support it from automatic to semi-automatic or manual.

To genoece:
Well, its a beta, and its noticeable. At times it can be buggy, unbalanced and unoptimized (THE LAAAG RAAAH) but despite all that, it's a really fun game. Especially if you can play it with a bunch of friendly people.

E: If you see an "Elizebeth" in the outfit, i invited her. Met her defending a base against some TR all by herself and helped her out. We kicked some vanu ass after our asses got kicked by some TR.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 24, 2012, 10:49:39 am
I'm using the base CARV, which has no burst setting. Even if it did, there's a difference between 'defined 3, 4, or 5 round burst' and 'random, uncontrollable bursts of fire followed by occasional complete inability to keep firing for up to several seconds'.

Doesn't really matter. I don't know if it's necessarily my computer or if it's theirs, or something in between, but I have such terrible connection to their server that I literally cannot play.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: jocan2003 on October 24, 2012, 10:49:41 am
As for landing i realised that if you want a fast landing the best is to slow down while going downward. also looking at your minimap to see if there is *rocks* also help, also MAKE SURE you nose vector on your hud is on LEVEL (0) How many time did i see somebody trying to land with his nose either down or too high. That coupled with space on the last meter, also bailing at 1meter high isnt an issue MOST of the time, if you try to land on a slope i dont recommend, but on flat land/top its a good idea to let gravity do the last meter while you are not in.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on October 24, 2012, 11:06:48 am
Geneoce, it's got some issues, but honestly less than I expected from a game of this scope.  After all, you've got up to 2,000 players on each map, and it's a shooter with realistic physics and projectiles on maps that take up dozens of square kilometers.  I haven't had this much fun in a shooter since the original Planetside.  All in all, I consider it a worthy successor, and an amazing game in its own right. 

Will it be "finished" in time for release?  I hope so.  I've seen a lot of major bugs gets sorted out in the few days I've been playing, and updates and hotfixes are being released daily.  Also lots of feedback on the forums from the team, which is always a good thing.  It's very ambitious, especially with the free to play model.  I hope it does well.  There are also going to be some big changes to the meta-game before release, so we'll see how that pans out.  As it is right now, I'd pay money for it.  Actually have, bought Alpha Squad, lol.  It's definitely been worth the money. 
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 24, 2012, 11:35:48 am
realistic physics and projectiles
Then why do tank missiles have an actual explosion radius that can kill you TROUGH WALLS and rockets from HA's dont?


But for the rest, i love it too. The devs did a great job so far. Except for mayby optimization. But let's hope that will come :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 24, 2012, 11:36:19 am
I bought the NC Heavy anti-air missile launcher (Hawk). The lock-on thing has ridiculously low range, but holy hell that thing is accurate. It's much more effective against enemy snipers and pockets of infantry than actual aircraft, but hey. So, amazing sniper rifle, lackluster missile launcher.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 24, 2012, 12:05:51 pm
I have a beta key if someone would like it
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 24, 2012, 12:50:32 pm
Getting on as Conall (NC, Thebe) now if anyone else is on. Did we ever get the outfit remade?

-edit- Strange, I'm back in the outfit now. Guess it never was dissolved, just bugged?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 24, 2012, 01:17:57 pm
Getting on as Conall (NC, Thebe) now if anyone else is on. Did we ever get the outfit remade?

-edit- Strange, I'm back in the outfit now. Guess it never was dissolved, just bugged?
Probably, i got back in the outfit too.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 24, 2012, 01:18:32 pm
I bought the NC Heavy anti-air missile launcher (Hawk). The lock-on thing has ridiculously low range, but holy hell that thing is accurate. It's much more effective against enemy snipers and pockets of infantry than actual aircraft, but hey. So, amazing sniper rifle, lackluster missile launcher.

Lock-on? It has lock-on?

The purchase thing for Vanu says no lock-on.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 24, 2012, 01:20:19 pm
I bought the NC Heavy anti-air missile launcher (Hawk). The lock-on thing has ridiculously low range, but holy hell that thing is accurate. It's much more effective against enemy snipers and pockets of infantry than actual aircraft, but hey. So, amazing sniper rifle, lackluster missile launcher.

Lock-on? It has lock-on?

The purchase thing for Vanu says no lock-on.
One more reason to play NC :P
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 24, 2012, 01:22:50 pm
I'm sure the Vanu version has other advantages like actually being able to damage anything, or something like that.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 24, 2012, 01:32:53 pm
I'm sure the Vanu version has other advantages like actually being able to damage anything, or something like that.
Or having a blast range?
They should put the grenade back in rocket proppelled grenade.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 24, 2012, 01:34:07 pm
I am pretty sure the missile launchers have atleast a small blast effect. I think I've killed multiple enemies with the same shot a couple of times. But yeah it's kind of weak like that.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 24, 2012, 01:48:33 pm
One more reason to play NC :P

Bitches please, TR is where it's at, sure we get all of are land zerged at the end of the day, but we always retake it. ALWAYS.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 24, 2012, 01:53:43 pm
One more reason to play NC :P

Bitches please, TR is where it's at, sure we get all of are land zerged at the end of the day, but we always retake it. ALWAYS.
... "retake" is a bit of a weird statement in this game. Who did it belong to in the first place? Everything has been retaken millions of times in the history of Auraxis. Also, the whole "which faction is bestest" discussion is so 200 pages ago...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 24, 2012, 01:55:43 pm
One more reason to play NC :P

Bitches please, TR is where it's at, sure we get all of are land zerged at the end of the day, but we always retake it. ALWAYS.
TR's a pretty great faction. There seems to be a nice ratio of skilled players even outside of outfits/squads. Not really my favorite gun designs though, but they get the job done. Speaking of which... Does any other faction's vehicle lock-on rocket launchers suffer from "bullet drop" when locked on? I'm assuming it's a bug or something, but I die a little inside every time I lock onto a tank, fire, and watch my rocket slowly crawl to the tank's feet... harmlessly exploding on the ground in front of it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 24, 2012, 02:21:17 pm
One more reason to play NC :P

Bitches please, TR is where it's at, sure we get all of are land zerged at the end of the day, but we always retake it. ALWAYS.
... "retake" is a bit of a weird statement in this game. Who did it belong to in the first place? Everything has been retaken millions of times in the history of Auraxis. Also, the whole "which faction is bestest" discussion is so 200 pages ago...

Just representin' man. Anyways, I have observed that USUALLY certain factions have certain areas, and by retake I mean to reoccupy the usual locations.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 24, 2012, 03:57:30 pm
Is it just me, or is the Esamir map a bit biased against whomever is in the northwest corner? Three corners are occupied - Southwest, Northwest, and Northeast. This leaves the Southeast side to be easily shared between the Northeast and the Southwest, while the one in the Northwest corner quickly hits the other faction's gates in both directions. The NE and SW sides have to go a bit further to attack each other instead of the faction in the NW. This seems to lead to a lot of double teaming against the faction on the Northwest. When the TR had it they were regularly getting hit by both the VS and the NC and rarely got more than 1/4 of the map. Now the NC have it and they're regularly getting double teamed by the TR and the VS.

Also, what's with the new vehicle sounds? Riding in a Sunderer across rough terrain sounds like an outboard motor is making love to a toaster.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Gidoran on October 24, 2012, 06:40:14 pm
A lot of the fact that the NC is getting doubleteamed (both on Indar and Esamir, actually) is due to the sheer bitterness of those of us in the TR. At least on Thebes. I know the first few days after Esamir started to be a place you COULD go to fight and not just an NC farm, there were more than a few of us on Prox chat literally calling for no quarter charges against the Smurfs.

That said, I think part of Esamir/Indar's problem is that they're squares, which really don't work well for three-faction stuff. Indar with how it's set up is biased against the Northern faction, with the Vanu and NC regularly just taking massive chunks away from us with little to no trouble, just like you said about Esamir's problem with the NW gate. Indar's issue is that the Terran 'frontline' is just so darn long that you really can't have fast reaction forces like the NC/VS can do there. Esamir is kind of the opposite, you have no real frontline because the NW spot is just sort of shoehorned in.

tl;dr: We need water to be put in so we can have continents that are actually shaped like something other than a square, allowing us to not have a faction which is pretty much screwed from the get-go.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 24, 2012, 07:29:21 pm
so, got a beta key and started playing.  So far two deaths and one crash... One was me flying while looking at the controls and another was me crashing my vehicle.  It is running decently well on a intel HD 3000 with the low graphic level.

I live in Canada, so is there any US group or shoudl I play by myself?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 24, 2012, 07:35:23 pm
Biased against? North Indar has classically been easier to hold than South Indar, due to the relative flatness allowing for easy vehicle access from the north WG to the entire north, and the north-south transition being a difficult obstacle for anyone trying to invade with tanks (and the flat open plains pose a problem for invading aircraft with nowhere to dive for cover from AAA (http://en.wikipedia.org/wiki/Anti-Aircraft_Artillery) or lock-on missiles).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 24, 2012, 08:58:37 pm
so, got a beta key and started playing.  So far two deaths and one crash... One was me flying while looking at the controls and another was me crashing my vehicle.  It is running decently well on a intel HD 3000 with the low graphic level.

I live in Canada, so is there any US group or shoudl I play by myself?

We have an Outfit on Thebes (US West). I'm In Ottawa myself and it runs well for me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Gidoran on October 24, 2012, 09:40:50 pm
Biased against? North Indar has classically been easier to hold than South Indar, due to the relative flatness allowing for easy vehicle access from the north WG to the entire north, and the north-south transition being a difficult obstacle for anyone trying to invade with tanks (and the flat open plains pose a problem for invading aircraft with nowhere to dive for cover from AAA (http://en.wikipedia.org/wiki/Anti-Aircraft_Artillery) or lock-on missiles).

So what do you call it when it takes us twice as long to get a reaction force from one end to another? Seriously, that's the big problem. Yes, it's big and open, but it takes a ton of time for us to roll an armor convoy from the far-west to the far-east. It's also really not flat, but a gigantic morass of hills and tiny crevasses that tanks can and will get stuck in with no effort at all.

Okay, there's specific points you have to roll armor through due to the gigantic cliff. Fair enough, that can be very restricting, especially on the Vanu side where they've only really got the one way down. NC side has more like three or so, and they're usually much more prolific with being annoying backhacking jackwagons. But really, your argument that the north is easier to hold really relies on the concept of having troops waiting at ever end of it. They're really not, ever, and it's kind of unreasonable to expect people to sit at a tower doing absolutely nothing waiting for an attack to roll in. Which is where the whole 'travel time from one end of the front line to another' rather becomes an issue.

Also, you didn't really need to link wikipedia for that. You could just say 'anti-air'.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Zecro_The_Scourge on October 24, 2012, 10:15:37 pm
I always thought they should've just redesigned the old Planetside1 maps and stuck with them, perhaps even remove the forward warp-gate system and add the fracking Home-World system again.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on October 24, 2012, 10:29:48 pm
It tends to work better when you can use galaxies to transport troops across the north instead of just sunderers or tanks, and liberators to bomb enemy tanks. There may be a bit of an imbalance right now (Not that it hasn't been in a perpetual pendulum of air-vs-anti-air balance swings).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Mini on October 24, 2012, 11:10:30 pm
I always thought they should've just redesigned the old Planetside1 maps and stuck with them, perhaps even remove the forward warp-gate system and add the fracking Home-World system again.
They removed sanctuaries because it means that it takes longer (especially for a new player) to get into the fight, they had to either wait in the sanctuary for the dropship thing to come and pick them up, or they had to go through the warpgate chain to get to where the action was. I agree with that to an extent, there's not much point to having the sanctuaries (other than the VR training thing, which would be nice to have back in some form so that weapons could be tested before they were bought, for instance). I would like to see there be an actual chain in the warpgates, so that it would be possible to entirely push a faction off a continent (with each faction having one home continent where their warp gate couldn't be captured), but I can also see why this hasn't been done, having a permament spawn for every faction on every continent means that everyone has a chance to see every continent, and if you're locked in your warp gate on one continent you can just jump to a different one and continue fighting relatively fairly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 25, 2012, 09:56:08 am
P-P-P-PATCH NOTES

Spoiler (click to show/hide)

Many much needed fixes (most notably, no damage in warpgates to eliminate griefing, higher vechicle speeds needed to cause damage (as an engineer, I am very very grateful). And the fixed the damn turrets!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 25, 2012, 10:17:48 am
Quote
•Projectile speed was increased.
•Damage at range was increased.

Oh great, because time to kill was way too long. I mean, sometimes I lived for half a second or even a full second after someone started shooting at me! We can't have that!  ::)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 25, 2012, 10:24:16 am
Quote
•Projectile speed was increased.
•Damage at range was increased.

Oh great, because time to kill was way too long. I mean, sometimes I lived for half a second or even a full second after someone started shooting at me! We can't have that!  ::)

I think that was just referring to the Vanu, since it says "damage at range" and I'm pretty sure only the Vanu weapons diminish in damage the further they get.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 25, 2012, 11:24:53 am
X is making like, a PS2 reality series apparantly. (http://www.youtube.com/watch?v=LFHhvt4xzG4&feature=g-u-u)

Anyway, higher vehicle speeds needed to instagib players?

http://www.youtube.com/watch?v=P3ALwKeSEYs
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 25, 2012, 01:06:31 pm
Quote
•Projectile speed was increased.
•Damage at range was increased.

Oh great, because time to kill was way too long. I mean, sometimes I lived for half a second or even a full second after someone started shooting at me! We can't have that!  ::)

I think that was just referring to the Vanu, since it says "damage at range" and I'm pretty sure only the Vanu weapons diminish in damage the further they get.
Someone on the game's forums did damage testing and all faction guns had falloff damage (sniper rifles included). I also know for a fact that one of TR's light machine gun has a high velocity ammo add-on that "increases damage at long range" and many gun descriptions have a similar saying.
Quote
•Sunderers are now available at every vehicle terminal that offers the Flash.
•Reduced lock-on range of Heavy Assault anti-ground vehicle launchers (500 meters was overkill)
I'm not sure about this sunderer change... Where you would normally have seen one or two in a small/medium battle, there's going to be four or more. Where there was easily 5-6 in a large battle, there's going to be... Easily 10 or more, I wouldn't be surprised to see an entire convoy of sunderers leading out of small bases. I think the change is an ok one, but sunderers honestly need to be weaker. It shouldn't take more than 3 heavy assaults launching rockets to take one out, but that usually isn't enough. The rocket launcher lock-on nerf was simply unnecessary, if you can get a lock-on from that range it's the driver's fault for not utilizing cover. Tanks can fire effectively from ludicrous ranges anyway, nerfing the counter-measure is a bad idea.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 25, 2012, 01:09:07 pm
Mayby the sundie change will help against utter rape that happens when a large battle just captured a major base and is moving out to smaller bases so they can rape them.
What i would like to see is that i could walk around in the spawnroom of a small base when there's a prowler parked on each exit and not be blown up the moment they see me.
It's frustrating to be spawncamped, its even MORE frustrating to be raped by tanks trough walls. Especially if YOU cant fire trough those forcefields.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 25, 2012, 01:14:30 pm
Sunderers honestly need to be weaker.

No kidding. I can take out an MBT with two bricks of C4, but a frickin' bus takes three? Double-yoo tee eff? Sense. That makes none.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 25, 2012, 01:43:05 pm
Oh, god, more sunderers? Those things are fucking evil. Once one parks, it takes a concentrated effort by at least a squad or a very, very dedicated HA soldier or tank with nobody defending the thing to kill it, and until then the base is going to be swamped with a constant stream of soldiers. And now there's going to be at least 10 of them in each assault.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Gidoran on October 25, 2012, 02:07:04 pm
RE: C4 and Vehicles, there is directional/locational damage folks. I've killed Magriders and Vanguards with a single C4 brick to the rear, everywhere else takes two. Same with Sunderer, single brick to the rear at least sets it on fire. But the Sundy being a bit 'beefier' than tanks actually makes a bit of sense, at least where C4 is concerned. Given that they seem to not be shaped charges and are just literal bricks of explosives you toss on to a thing, they're not going to have much in the way of penetration capability, and a Sunderer seems to be based a lot on the MRAP concept rather than an APC.

Meanwhile, a Tank armor is generally structured to maximize frontal protection, and generally they try to present only the front, or a slanted hull to increase effective thickness of both frontal and side armor. Infantry armed with anti-tank weaponry usually are effective because they're shooting them from behind or above, hitting the weaker rear/top armor. But all of these are ranged threats; the armor is much less effective against dealing with an explosive placed flat against the hull, even if it's not a shaped charge.

And, from a gameplay standpoint, it'd be kind of pointless if a sunderer could be taken out without serious effort, as you'd really be unable to maintain any kind of effective push.

Also, for those who've been Prowler-stomped in a spawn room, speaking as a Prowler commander I apologize somewhat, but you can fire out at me. Several people have killed me when I got a little too bloodthirsty by dropping a couple of RPGs down my throat before I could reorient my hull and get out of dodge.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 25, 2012, 02:35:53 pm
RE: C4 and Vehicles, there is directional/locational damage folks. I've killed Magriders and Vanguards with a single C4 brick to the rear, everywhere else takes two.
Well then the game's bullshit just based on that. There is no tank in the world that has top armor twice as thick as rear armor AFAIK. I've been throwing my C4 on top of tanks based on the assumption that their armor is distributed the same way as on real tanks.

Quote
Same with Sunderer, single brick to the rear at least sets it on fire. But the Sundy being a bit 'beefier' than tanks actually makes a bit of sense, at least where C4 is concerned. Given that they seem to not be shaped charges and are just literal bricks of explosives you toss on to a thing, they're not going to have much in the way of penetration capability, and a Sunderer seems to be based a lot on the MRAP concept rather than an APC.
The MRAP is an APC, and even if it's an especially tough one it still makes no sense for it to be tougher than a tank.

Quote
And, from a gameplay standpoint, it'd be kind of pointless if a sunderer could be taken out without serious effort, as you'd really be unable to maintain any kind of effective push.
I disagree completely. It's supposed to be about teamwork and coordination, having an invincible spawn point doesn't really require that. You just park it and the zerg that emerges from it takes care of things. A weaker sunderer would require some dedicated defense in the form of infantry and preferably also some tanks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 25, 2012, 02:45:10 pm
From a gameplay standpoint, I once faced a sunderer parked right outside of a shielded base with a zerg swarm coming out of it and maybe 2 engineers keeping it repaired. It was the only vehicle the enemy had, and we had probably just as many soldiers defending the base as they had attacking.

We lost the base.

Sunderers are really, really OP.

As for the MRAP, that's still weaker than a tank. Modern MBTs can pretty well handle any weapon that isn't specifically made to destroy them. C4 that isn't shaped oftentimes is almost completely useless against tanks, and in several cases has been used in such scenarios as helping an Abrams get out of a mudpit or ditch by literally blowing it out of the ground without damaging it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 25, 2012, 03:09:52 pm
Also, I'm not so sure the C4 in PS2 is not a shaped charge. I see no reason why it couldn't be, and indeed I'd expect it to be given that it's a tool for taking out tanks, gun turrets, and other hardened targets.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Gidoran on October 25, 2012, 03:15:07 pm
I'm guessing that you guys didn't have a squad just pack up and say 'Let's kill that Sunderer', and lay down fire to suppress/kill the engineers while bombarding it? You didn't specify any specific tactic you had, so the only one I can go off of is the strategy that I see the NC/VS use all the time of 'Run up one or two at a time and hit it with a rocket then run out of ammunition because they've got engineers repairing it', and that's exactly the wrong thing to do with any kind of active, defended Sunderer.

And my point with MRAP vs Tank was the MRAP is designed to resist multiple kinds of explosives, including RPGs, and keep going. Sure, an MRAP would be gutted by an M829 or M830 round from an Abrams, but the same can be said for the Sunderer. Tank vs Sunderer, the tank wins, as it should. But for infantry trying to kill it, yes, you actually have to work with other people. A Sunderer by itself is not invincible, but one that has a lot of infantry protecting it and repairing it? Yeah, that's pretty hard to take down, because it should be. They are focusing their efforts to keeping it alive, so why shouldn't you be expected to need multiple people to take it down yourself?

Sordid, it may in fact be a bug or unintentional that top armor is 'stronger' than the rear, or it may just be a side effect of how it's coded. Still, try the rear, it works wonders. And for C4 being a shaped charge or not, it could very well be that it is in fact. I assume it's not because of how often I notice it just makes a 'bloom' explosion that does equal damage in all directions. Of course, it could be some future successor to C4 that is able to switch based on situation between multiple detonation styles.

Edit: Typographical errors, why do you haunt me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on October 25, 2012, 03:36:00 pm
When I saw a parked sunderer yesterday I just aimed splash weaponry at the spawn area and don't worry about killing the sunderer itself. People stop spawning there after they die 1-2 times immediately. :)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 25, 2012, 03:45:18 pm
The sunderer was under pretty brutal barrage. Unfortunately, the zerg swarm absorbed half the rockets meant for the sunderer itself, and the other half did not kill it before it could be repaired.

As for the C4 being a shaped charge, shaped charges have to face a certain direction to work. It's not that easy to throw a shaped charge so it sticks the way you need it to, I've tried. Of course, the soldiers don't really throw it so much as lob it, so it's a fair enough argument. Still, it shouldn't 1-shot tanks unless it's not Composition C4 and is, in fact, a much more powerful explosive like a cubane-based explosive, or some kind of heightened-density explosive.

Or it's just a lot bigger than it looks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 25, 2012, 04:03:16 pm
The problem with a sunderer isn't just that it takes too many hits for a single person to take out reliably... It's that it takes too many hits for a focused group to take out as long as the spawning infantry aren't complete morons. Sunderers only weakness with a non moronic squad is multiple tanks firing upon it from the flanks with backup to provide cover fire so they don't take 5 rockets from the spawning infantry. Now, multiply this problem by 5 sunderers. At once. In the same area, and in multiple OTHER areas.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 25, 2012, 04:07:59 pm
Did I mention that 1v1, a fully-crewed Sunderer can take on any MBT in the game and win? The two base guns do enough damage to tanks that they can chip through a tank's armor before the tank can fire enough shells to kill the sunderer.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on October 25, 2012, 04:32:10 pm
And my point with MRAP vs Tank was the MRAP is designed to resist multiple kinds of explosives, including RPGs, and keep going. Sure, an MRAP would be gutted by an M829 or M830 round from an Abrams, but the same can be said for the Sunderer. Tank vs Sunderer, the tank wins, as it should. But for infantry trying to kill it, yes, you actually have to work with other people. A Sunderer by itself is not invincible, but one that has a lot of infantry protecting it and repairing it? Yeah, that's pretty hard to take down, because it should be. They are focusing their efforts to keeping it alive, so why shouldn't you be expected to need multiple people to take it down yourself?

It's not about which would win in a sundy vs tank match, the problem is that the sundy is tougher than a tank is. The sunderer is very tough with limited offensive ability whereas a tank is not very durable (relative to the sundy) and has powerful weapons. A tank should be stronger in both offense and defense than an APC, even a very tough APC.

Quote
Sordid, it may in fact be a bug or unintentional that top armor is 'stronger' than the rear, or it may just be a side effect of how it's coded. Still, try the rear, it works wonders.
I'll test it and if it turns out to be true I'll report it as a bug. Not that they don't have much more important things to worry about, such as oh I don't know, putting the third continent into the game and debugging it in less than a month.

Quote
And for C4 being a shaped charge or not, it could very well be that it is in fact. I assume it's not because of how often I notice it just makes a 'bloom' explosion that does equal damage in all directions. Of course, it could be some future successor to C4 that is able to switch based on situation between multiple detonation styles.
Oooh, it'd be very very neat if C4 did extra damage to whatever it's attached to. I don't know if that's how it works, but it'd be awesome.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 25, 2012, 04:58:21 pm
ARGH, the pain fields are broken in the spawn tower at Easmir Munitions Corp. We know this is an exploit, but some vanu idiots still decide to sit there and spawn-kill everyone, all the while going "whats wrong guys? This is easy to beat, come on".
How is that even fun for anyone? Why do people HAVE to be idiots? All they have to do is walk away, but no. The internets drops everyones mentality to that of a 10 year old, it drives me mad!

Ok, done ranting now. Smed chimed in that they're working on it (good to see him playing haha), so there's that at least.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 25, 2012, 05:09:47 pm
Until then, you can always let them cap then do it to them. Show them how fun it is and all.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 25, 2012, 05:13:44 pm
I never understood why people bother trying to break a spawn camp. Just leave, they're stuck in there and will have to redeploy.

It's the fact that people spawn there over and over and over and feed them thousands and thousands of points in a very short period that they keep doing it. If everyone just said "Oh, they're spawn camping. Spawn at the sunderer/next base over instead and move on" nobody would bother doing it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 25, 2012, 05:15:27 pm
I never understood why people bother trying to break a spawn camp. Just leave, they're stuck in there and will have to redeploy.

It's the fact that people spawn there over and over and over and feed them thousands and thousands of points in a very short period that they keep doing it. If everyone just said "Oh, they're spawn camping. Spawn at the sunderer/next base over instead and move on" nobody would bother doing it.

Ya, someone quickly pulled a sunderer up. The problem is, if enough people DO spawn at once, it's easy to overwhelm them with 1 gernade lob, so people try.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 25, 2012, 05:16:31 pm
I find it hilarious when somebody, usually just one person, constantly spawns in over and over and I can rake up the points while they fruitlessly try to kill me. Nobody else even spawns, it's just this one or two guys who want revenge.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 25, 2012, 10:17:49 pm
Dear Planetside 2...
Enough with the 1GB+ Patches/Updates that come out each day...
Sincerely My Australian Internet Cap...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 25, 2012, 10:30:31 pm
I guess I am lucky to not have a download cap, but my download speed leaves a bit to be desired.  Averages about 45 minutes for a gig download assuming I am the only one on the network using it (350ish KBps).  Main reason I do my downloading overnight if I can, don't want to annoy the other people in the household.  By chance do you guys know of a bandwidth throttling program for personal use?

I hope that I will get better framerate sometime because playing with visible jerkyness vs playing it smooth is a world of difference.  Did managed to get some kills and assists in the couple hours I played.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 25, 2012, 10:34:45 pm
I guess I am lucky to not have a download cap, but my download speed leaves a bit to be desired.  Averages about 45 minutes for a gig download assuming I am the only one on the network using it (350ish KBps).  Main reason I do my downloading overnight if I can, don't want to annoy the other people in the household.  By chance do you guys know of a bandwidth throttling program for personal use?

I hope that I will get better framerate sometime because playing with visible jerkyness vs playing it smooth is a world of difference.  Did managed to get some kills and assists in the couple hours I played.
Oh Download speed is okayish when its not capped but the moment my Cap is reached... Download speed goes to hell and stays there for the rest of the month... T_T
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: SHAD0Wdump on October 25, 2012, 10:45:48 pm
I guess I am lucky to not have a download cap, but my download speed leaves a bit to be desired.  Averages about 45 minutes for a gig download assuming I am the only one on the network using it (350ish KBps).
Hahaha... Be happy you aren't sporting 75kbs average download.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 25, 2012, 11:48:16 pm
I wish they would fix up the elevators in the defensive towers outside the warp-gate.
They are all borked.  But it is great that they fixed up the turret animations, nothing like making a close target soil his armour when the cannon is able to fire at 90 deg. to the muzzle.  Nobody could tell if the cannon was manned or not.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 26, 2012, 08:57:40 am
OMG OMG OMFGOAC!!!!
I can play Medic/Engi now, the Heal/Repair guns actually work for me now!!!
SQUEEE!!!!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 26, 2012, 09:04:43 am
Anyone else things expecting a release in one month its a total mistake?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 26, 2012, 09:26:03 am
Anyone else things expecting a release in one month its a total mistake?

Hard to say, things are starting to lock down fairly well. An extra month wouldn't hurt for sure, but assuming they get the last few Certs and the last continent out next week, we're getting close to feature complete. Stability has also been approving a lot.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on October 26, 2012, 09:33:41 am
I think "official release" is going to be more of a formality. Practically all MMOs continue to get patches well after their initial release. And especially with a free to play game, you're not risking driving people off as much if it sucks at the beginning. It used to be "Well, I tried a subscription, but there were too many problems, I don't know if I"m willing to pay for another month just to see if they fixed it." Now it's just "Well, I tried at the beginning, but I don't have anything to lose giving it another try if they say they've fixed a lot."
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 26, 2012, 09:44:30 am
OMG OMG OMFGOAC!!!!
I can play Medic/Engi now, the Heal/Repair guns actually work for me now!!!
SQUEEE!!!!

Hey, i'm da medik!
But recently i have been playing HA as nobody is ever online and i dont want to get raped while helpless against tanks. Seriously guys, how do you even get the C4 ON the tank?

One thing that wont get repaired and completely sucks is continent shapes.
WHY. SQUARES.
YOU COULD HAVE CHOSEN ANY GIVEN SHAPE.
BUT YOU CHOSE A BORING OLD SQUARE EVERYTHING THAT MAKES INDAR NON-SQUARE IS A BIT OF WATER BETWEEN MESA SKYDOCK AND THE VANU THINGY ON THE OTHER SIDE.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 26, 2012, 09:52:16 am
The last time I tried to put C4 on a tank I ran behind it and dropped two C4 blocks directly on the back of it and they just clipped through the tank and landed on the ground under it. Detonating them didn't even get the tank smoking.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 26, 2012, 03:53:01 pm
Just a tip for anyone playing HA (or thinking HA isn't beefy enough to choose over light assault). Buy the nanite mesh generator that does damage mitigation (can't remember the name- not the adrenaline one, and DEFINITELY not the default one) This mesh generator paired with the nanoweave armor will keep you alive against multiple people firing upon you at once, with a bit of skill you can easily take out three or more opponents. You can survive multiple direct tank shells. You can cover a spawn point solo. It's literally the only way to stay on par with other HA's that know what they are doing, and it'll allow you to dominate any other HA that doesn't. I've taken out poorly piloted MBTs solo in close quarters with it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 26, 2012, 04:51:54 pm
In other news, the Sunder now only has as much armor on every facing as a main battle tank does on the front. This means it is now reasonably killable by a single HA with their entire missile capacity assuming there's nobody guarding it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 26, 2012, 05:15:40 pm
In other news, the Sunder now only has as much armor on every facing as a main battle tank does on the front. This means it is now reasonably killable by a single HA with their entire missile capacity assuming there's nobody guarding it.



That would be like assuming there are NO aliens at the start of the movie Aliens.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 26, 2012, 05:49:25 pm
Ever since the latest patch, my sound keeps bugging out after a few respawns. Gets to where it's not synced up right, which really screws me up since I can't hear the gunfire or hear that I'm getting shot or hear the tank rolling up behind me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 26, 2012, 07:44:16 pm
The sound bug issue is second only to the previous CTD every 3 minutes as far as bugs go to make a game unplayable. It's incredibly hard to figure out where a safe zone is when you can't hear gunfire or airplanes or cloakers or... Well, the list goes on. It does give you a reason to play with music on instead of game sounds I guess? So there's that.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 26, 2012, 08:08:16 pm
Yeah the sound keeps bugging out on me too.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 26, 2012, 08:33:37 pm
I still havent found the sound bug, but for the first time on the beta test im having CTD. 2 in a row, not cool, i keep saying one month till launch is madness.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Nilocy on October 27, 2012, 08:31:46 am
So with buying a new PC and finally being able to stream without it killing my PC. I present to you http://www.twitch.tv/nilocyps2

Also, my outfit nimbleMinds.eu is recruiting. We're going to be on the Eurydome server.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 27, 2012, 08:34:28 am
Why isn't anybody from B12 ever online? (except for *i think* digital hellhound aka photomajig).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 27, 2012, 08:38:57 am
The institutions of learning, mostly I think.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 27, 2012, 10:24:42 am
Three of us did some kicking/bekicked of VS last night. I'm usually on at night, just not every night.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 27, 2012, 10:59:15 am
So with buying a new PC and finally being able to stream without it killing my PC. I present to you http://www.twitch.tv/nilocyps2

Also, my outfit nimbleMinds.eu is recruiting. We're going to be on the Eurydome server.
Same server different faction; Will look forward to shooting at you!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 27, 2012, 11:57:13 am
The sound issue seems to be fixed, but now I'm getting some kind of weird flashing light effect. After a few respawns the lighting gets bugged and starts flashing between bright and dim. It's very annoying. Glad I'm not one of those people who has seizures, it probably would have killed me by now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 27, 2012, 12:04:54 pm
Sigh, I don't know if its my skill level or lag...
But the way I seem to die while running across an open area compared to me shooting at someone doing the same thing...
I SWEAR that the X is up on them the while time I am shooting at them but damn it, every time they get to cover. I go after them and I drop a in a second...
As a HA with Nano Weave Armour on...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 27, 2012, 12:06:27 pm
I think that everyone experiences that regardless of class Neyven. I always think I have the drop on people and I get popped in a second, it's very aggravating.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 27, 2012, 12:16:33 pm
You have to lead your target a bit if they're running. Firing bursts instead of full auto can help when shooting at a distance too, since accuracy starts to drop off after the first few shots.

Also, the HA's LMG is a medium range weapon. Not so great at long range - not accurate enough and the damage seems to drop off pretty quick as the range increases. The Medic's guns are a bit better in that regard. The LMGs are great at short to medium range though.

Rockets can actually be pretty good for sniping people at range as long as they're standing still. I hear the anti-air rocket launcher is even better for this, since it doesn't drop and flies faster. Even at long range the rockets will one shot people if it hits close enough.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on October 27, 2012, 12:22:10 pm
The anti-air rocket launcher is amazing. There's zero drop (and I sometimes miss, thinking there's even slight drop and aiming too high) and it has a blast effect, so you don't have to hit the target exactly. I hope they never tweak it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 27, 2012, 01:01:11 pm
The anti-air rocket launcher is amazing. There's zero drop (and I sometimes miss, thinking there's even slight drop and aiming too high) and it has a blast effect, so you don't have to hit the target exactly. I hope they never tweak it.
You just cursed it to be tweaked. I think i'm going to buy the anti-air one too now. If just for the fact that firing rockets at normal infantry units is too awesome not to do.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 27, 2012, 02:00:34 pm
The TR anti-tank launcher also has no drop, but it's annoying because after a certain range hits don't do damage. Does the AA launcher have the same issue, or is it unlimited range?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 27, 2012, 02:05:55 pm
I'm loving the AA launcher. It's effective vs air too. Who woulda thunk it?  :P

Right after I got it I walked outside and shot down 3 scythes one after another. Granted, they were rather dumb pilots - one just hovered there while I shot one rocket and locked another onto him, only trying to get away after the second one was flying toward him. The other two were already half way damaged and still flying around trying to shoot things, and didn't seem to notice the lock on since they just kept flying the same way they were. Later I stood on a hillside with an ammo pack from a friendly engineer just pegging scythes as they flew by. Most of them I didn't get the kill for, but I was hitting them on the way into an area with AA guns so I got a bunch of crit kill assists for them.

They still work good for tanks too, even if they don't lock on. I managed to snipe a magrider that was way off on a hillside repairing, first I pegged the guy standing on top repairing it (probably the driver) and then shot the tank itself with two more rockets to kill it (was already badly damaged), killing a second guy who was still inside and firing the top gun back at me. Also managed to tag a retreating lightning in the back from quite a ways off.

Way more fun than the standard launcher.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 27, 2012, 08:18:00 pm
My chauffer was particularly impressed with me using his Basilisk to shoot down Liberators, he invited me into the squad - gotta love liberator pilots who think they're safe flying in straight lines.

But my one question to Sony at the moment is - Why, just why, is 'minute' considered profane and gets changed to ****?  I told my chauffer I "have to go AFK for a minute" and that was not the message he got.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 27, 2012, 08:24:21 pm
it also filters 'assault' and 'k,'

At one point I was gunning for someone and said "k, ammo full". It came out as "**** ammo full". Later I said I liked heavy assault when people were discussing classes, it came out as "I like heavy ****"
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 27, 2012, 09:14:12 pm
It filters some strange things and misses some really offensive terms. Someone was typing about how they were going to "rape the vanu" and apparently that was fine :-\.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 27, 2012, 09:16:47 pm
The entire profanity filter thing may be just a giant troll. It's the best way to explain how silly it's been.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on October 27, 2012, 09:27:54 pm
The entire profanity filter thing may be just a giant troll. It's the best way to explain how silly it's been.

Especially since at one point it was replacing words. Bullshit became "Tactics" IIRC. SO my sentence would read "The NC are using nothing but tactics." XD
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 27, 2012, 09:52:57 pm
I think it replaces "woops" with "cantaloupe". I end up saying "cantaloupe" every time I mess up a grenade toss.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 27, 2012, 10:00:22 pm
Eventually, every word will be 'on the list' and you'll end up with sentences that make no sense what-so-ever.
Of course, they can do nothing at all about voice comms.

The tactics decimated my nanites.

Of course, it could accidentally make some sense occasionally.

Edit: And it seems that bronze is a no go as well.  Just got a bronze medal with the Basilisk, but when I relayed that to my chauffer, bronze became ****.  Seriously, WTF?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on October 28, 2012, 12:30:20 am
Incase you guys were unaware, /profanity disables the filter.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 28, 2012, 04:44:09 am
Peace becomes **** too, but that could just be a joke.
Dev trollage is the best trollage.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 28, 2012, 11:31:47 am
well, as long as it does not affect the gameplay too much.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 28, 2012, 06:23:20 pm
Incase you guys were unaware, /profanity disables the filter.
It's not specifically about the profanity filter, but the reasons certain innocuous words are included.
All the usual expletives do not need explaining, but; bronze; oops; minute; peace, etc - why, or in what language, are they profane?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 28, 2012, 06:40:22 pm
this is a game about war, peace is thus a forbidden word.  and oops implies a accident, of which there can not be any.  (yea, just saying things because I can)

When the patch finished downloading/installing I will be playing, US west is the server to go on right? and what faction.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 28, 2012, 06:42:57 pm
On Thebes, most Bay 12'ers are NC, there are a few renegades, but the world is large enough we might never encounter them.
How big is the patch?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 28, 2012, 07:15:58 pm
a bit over a gig, almost done,just 100 MB or so left, so 10ish minutes. Done, well, the downloading at least.

character name is Tureth.  That is what is needed for me to join the outfit right?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 28, 2012, 07:40:38 pm
I don't know if anyone else is on at the moment, and I'm not in the outfit 'cause of that - so no help from me on that score.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 28, 2012, 09:40:33 pm
The game has all-around really high specs. Even the minimum requires a recent model dual core, a video processor that was high-end only 2 or 3 years ago, and 4 gigs of RAM. The recommended is a six-core processor, a modern high-end video processor, and 8 gigs of RAM.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 28, 2012, 10:15:16 pm
Yea, it's a pretty high requirement game.

My old Core 2 Duo with 4gb of memory and a GTX 260 core 216 video card stuttered terribly and made the game unplayable even on the lowest settings. I could play in underpopulated areas with ten or so people fighting, but as soon as I got into the heavily populated areas my FPS dropped below 1.

Gave me a reason to upgrade, though. Picked up a newer I7 processor, 16gb of memory, and a GTX 670 graphics card. Now everything is smooth as can be on the highest settings, even in a battle with hundreds of infantry on each side and dozens of planes and tanks zooming around on screen.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 28, 2012, 10:18:54 pm
I've got a Phenom x4 that's been overclocked to 3.8 GHz to make up for the missing cores, 16GB RAM and a GTX 550. Thankfully, once you've hit the recommended settings it runs pretty damn well.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 29, 2012, 06:43:06 am
Pro-Scythe skills: I'm jealous.
http://www.youtube.com/watch?v=aTmYIV7KetU&feature=youtu.be
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 29, 2012, 07:02:50 am
I dont bother with planes anymore after i tried to fly a reaver and crashed upside-down into a cliff 100 meters further.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on October 29, 2012, 07:09:54 am
I dont bother with planes anymore after i tried to fly a reaver and crashed upside-down into a cliff 100 meters further.

I....you..... how?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 29, 2012, 07:23:11 am
I dont bother with planes anymore after i tried to fly a reaver and crashed upside-down into a cliff 100 meters further.

I think I saw that! It was going to be a glorious flight! It turned out to be a glorious 10s!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 29, 2012, 07:52:52 am
I dont bother with planes anymore after i tried to fly a reaver and crashed upside-down into a cliff 100 meters further.

I....you..... how?
I have no idea.

And yes Anvilfolk, you saw that :P
You even reached zurvan before me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 29, 2012, 08:03:54 am
100m? That's nothing. I thought it might be a great idea to use my wacom tablet as a joystick. Problem was finding the middle, and it's extreme sensitivity. I lasted about 10 m. Most of those were downwards.  8)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 29, 2012, 08:16:52 am
I thought it might be a great idea to use my wacom tablet as a joystick. Problem was finding the middle, and it's extreme sensitivity. I lasted about 10 m. Most of those were downwards.  8)

That is amazing.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 29, 2012, 08:21:03 am
I think I managed to go 5m once. I tried landing right after takeoff and ended up flipping over somehow.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 29, 2012, 09:11:47 am
I managed to land once, got shot when I exited it though. I am decent at staying in the sky, aiming and killing things not so much and I usually get killed when trying to escape something.  The sensitivity needs to be higher for me, as I need to re-position my mouse several times when trying to turn around.

Like the tanks much more... one time went cross country and almost out of the map because I thought I was on the other side of the map...   
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 29, 2012, 09:18:03 am
My very first time in an aircraft was with my old computer. My FPS dropped to crap as soon as I spawned into the plane, and I died before I even got control.

My first time actually trying to fly with a decent FPS I didn't bother looking up the controls and was just figuring them out as I went. Thought Q and E might be roll. E. Splat.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 29, 2012, 09:59:32 am
I was fluffing about in a Reaver before the shutdown earlier, and much to my surprise I found myself flying quite gracefully, I could land as well with minimal damage to the craft too...
Though I doubt that I will be able to do any Dog Fighting sadly. Might look into being a GalPilot...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 29, 2012, 10:11:41 am
To yon pilots whom are terribadeth, thou can buyeth yon "auto-repair" for thine craft, it doth maketh yon life more easiereth.

In anycase, the only way you'll ever get good at flying is if you do it, just stick around your warpgate and pull spins and tricks and stunts. I must admit, the flying controls are awkward at start and are very very weird. However, the flight mechanics are relatively simple once you get a feel for your craft.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 29, 2012, 10:14:06 am
I can fly from A to B nowadays, but actual aiming and killing stuff... No. The Mosquito seemed easier to fly, though.

Mostly I land like this:
Spoiler (click to show/hide)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 29, 2012, 10:17:34 am
To yon pilots whom are terribadeth, thou can buyeth yon "auto-repair" for thine craft, it doth maketh yon life more easiereth.

In anycase, the only way you'll ever get good at flying is if you do it, just stick around your warpgate and pull spins and tricks and stunts. I must admit, the flying controls are awkward at start and are very very weird. However, the flight mechanics are relatively simple once you get a feel for your craft.
I'll just stay mediking i think.
Mainly because i sunk quite a few certs into that.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 29, 2012, 10:21:17 am
Mosquitos are boss, you don't need to sink that many cert points into flying (the mosquito atleast) to be able to effectively shoot stuff. If you have some spare air resources just spawn a moquito/reaver/scythe and fly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 29, 2012, 10:36:24 am
I consider myself an ok reaver pilot, i usually have 2 tasks at mind, shoot other planes and make low flybys of friendly troops to increase the awsome factor.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 29, 2012, 10:38:13 am
Do not underestimate the awesome-factor.

Speaking of which, the NC-loadingscreen theme song went from absolutely terrible to the best song of the three. I really love the C&C-style the new song has.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on October 29, 2012, 11:44:59 am
I think I liked the old one - wasn't it an industrial metal sort of affair?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 29, 2012, 12:24:23 pm
Huh? I just tried to log in and got the message "Your account is not authorized to access the game at this time."

Are they having trouble with their servers?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on October 29, 2012, 12:25:32 pm
I've gotten the same, they may be having some server issues.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 29, 2012, 12:28:41 pm
Seems the engy turret is buged, the reticule doesnt aim where the bullets go, not even close, its a new one at least for the NC.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 29, 2012, 02:57:10 pm
Huh? I just tried to log in and got the message "Your account is not authorized to access the game at this time."

Are they having trouble with their servers?
Same here. Awwwww and I just reserved this whole evening for gaming. :( Ohwell, on to other games.

Edit: Hey, it;s working!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Journier on October 29, 2012, 03:18:44 pm
guys... im looking to focus on fully fitting out a heavy class, for terrans, what do I do first? where do i throw most of my points?

also certs take imo forever to gain :( Anything i can do to sorta get more? takes a long time.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 29, 2012, 03:31:36 pm
also certs take imo forever to gain :( Anything i can do to sorta get more? takes a long time.
It's a lot faster than it was too. I can't really give HA advice but just get where the action is to get more certs.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 29, 2012, 03:35:17 pm
guys... im looking to focus on fully fitting out a heavy class, for terrans, what do I do first? where do i throw most of my points?

also certs take imo forever to gain :( Anything i can do to sorta get more? takes a long time.
Get the Resist nanite mesh generator (just the first level is fine, increasing it only makes it last longer. You'll get the full damage reduction even at first level). Then get the Nanoweave armor. Those are the only two "must have" items in my opinion- other things to get that are really helpful are the AA/skep launcher for utility, Reflex sights, and gun unlocks which cost a lot of cert points. TR's standard LMG is really good, so I wouldn't worry about gun unlocks unless you want either the chain gun (haven't tried it yet) or the Shotgun. I'm not 100% sure but I think if you unlock the shotgun it unlocks for all classes, which would be a huge bonus. Do not unlock the third LMG though, it's a waste of certs. The second one is decent but only marginally better than the first, I'd save the points towards something more expensive.

Don't forget to equip the unlocks you get... I made the mistake of thinking the armors were "upgrade" points and not completely new types of armor that needed to be equipped.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 29, 2012, 03:48:33 pm
And to maximise cert gain, well its exp based so try to make exp :P. for example staying still for 10 minutes on a base waiting for the 500 exp its a total waste as in 10 minutes of gameplay you can get more exp from other sources while actually having some fun.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 29, 2012, 04:27:31 pm
That AA rocket launcher is Heaven. Well, taking the heavens, at least. And a great sniper-gun :)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 29, 2012, 05:05:40 pm
I'm still curious if the AA launcher has unlimited damage range or not. The SKEP AT launcher can only do damage out to its lock-on range unless you dumbfire it without scoping, which is really hard to aim for me since I usually rely on the ironsights as a guide.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 29, 2012, 08:12:21 pm
What is up with upgrade availability on guns?

The EM1 gets high velocity ammo (better for longer range), yet it gets the short range scopes (2x, reflex).

The GD-22S gets soft point ammo (better for shorter range), yet it gets all the long range scopes (6x, 4x, no access to reflex).

I was really looking forward to trying out the GD-22S, but not being able to get a reflex scope really sucks. It's still a medium range weapon, so why doesn't it have a good medium range scope? 2x reflex scope would be great.

Might wind up being a waste of 240 certs.

-edit- Not being able to SEE what certs are available for a gun before you unlock it sucks too.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 29, 2012, 08:19:32 pm
They got rid of the HV and soft-point ammo for the base TR LMG. I used to love that thing with soft-point, it would chew through flesh like a rabid pack of wolves... which is probably why it's gone.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 30, 2012, 02:41:27 am
During some casual wanderings on Indar, I found a fascinating new species of Anti-Gravity Cactus:
Spoiler (click to show/hide)

And there are ways to beat boredom, but this is the most awesome I saw, (also on Indar):
Spoiler (click to show/hide)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on October 30, 2012, 02:49:14 am
At the end of outfit operations we all do races like that. Usually to one of the other warpgates. Here's the last flash one I took part in (http://www.youtube.com/watch?v=AoHC6AssmaM). Sadly the person recording didn't get a look at how many of us there were.

Edit: this ones gives a better idea (http://www.youtube.com/watch?v=r_GaED1rGk0).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 30, 2012, 04:15:57 am
Pure gold. (http://www.youtube.com/watch?v=KKJdb6En348&feature=g-u-u)

Yes, i'm going to keep linking these videos. They are relevant and hilarious.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 30, 2012, 08:54:08 pm
So, playing.  name is Tureth in game, a name chosen by a random name generator a while ago.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 30, 2012, 09:20:30 pm
There's a new bug by the looks of it.
If you die, the launch pads that take you from tower to tower stop working.  You need to log-out and log back in to get them working again.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 30, 2012, 09:49:09 pm
Well, went about as well as other games, flew around a bit, got shot down, went into 1V1 tank battle, got blown up.  Defended a base, got killed some but somehow got a headshot.  I need to get a better feel for how far the bullet drops on the sniper, and realize that the placeable turret is not a sniper substitute.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 30, 2012, 10:22:36 pm
The AA rocket launcher, on the other hand, IS a sniper substitute. Counter-sniping infiltrators as a heavy is pretty hilarious. Very limited ammo capacity, but 1 shot kills any infantry.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 30, 2012, 10:32:42 pm
Used correctly, all the rocket launchers are a sniper substitute, and you get more cred for aiming an arc shot well.

I presume that I'm either missing something obvious or I'm not worth responding to for some reason, because either nobody has told me if the AA rocket does damage through its entire flight or if it can only cause damage within a limited range, or I have somehow missed the person that did.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 30, 2012, 10:37:41 pm
I'm think it eventually just disappears. I notice if planes fly too far it never hits them even when locked on, and I've seen it not hit stuff that it looked like I was aiming directly at, but I'm not 100% certain (which is why I never responded to you, hehe). If it does drop off, the range is pretty long.

Spawning on top of a bio lab while defending is awesome. Me and an engineer spawned up there and he was dropping ammo and using his turret on people below while I took out scythes with my AA rockets and occasionally helped him mow down infantry with my LMG.

I picked up the 240 point LMG and the soft point ammo for it. It doesn't have the reflex scope attachments (3.4x, 4x, 6x, on a freaking LMG? no 2x or reflex sight? meh.), which sucks, so I'm still using the basic scope, but it's pretty impressive as far as damage is concerned. Fires faster than the SAW with more damage thanks to the softpoint rounds. The only downside is it has half the magazine, so it runs out a lot faster (Especially since it fires faster) - but being able to turn on your shield then run in and mow down 3 or 4 people and survive with most of your health is awesome.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on October 30, 2012, 11:22:45 pm
Used correctly, all the rocket launchers are a sniper substitute, and you get more cred for aiming an arc shot well.

I presume that I'm either missing something obvious or I'm not worth responding to for some reason, because either nobody has told me if the AA rocket does damage through its entire flight or if it can only cause damage within a limited range, or I have somehow missed the person that did.
I'd tell you but I only have the SKEP, so can't really help out there. I'm curious to know as well, though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 30, 2012, 11:25:33 pm
I think it's kinda stupid that the SKEP stops doing damage after a certain point even though the projectile's still there.

I also think it's kinda stupid that I can't use soft-point ammunition in my LMG anymore, but I guess I have to settle for it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on October 31, 2012, 03:03:33 am
New error when starting up:

Quote
Game Error G4
Malfunction:
gameError.defaultMessage

I think it needs work.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on October 31, 2012, 10:40:47 am
Man, I'll try to get back in once my internet stops being complete crap.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on October 31, 2012, 12:36:52 pm
A funny idea just popped into my mind.
What if Tamriel was a PS2 continent?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 31, 2012, 02:55:46 pm
Hmmmm. TR and VS seem to be a lot harder to kill and kill alot more so these days. Since the last Patch anyway...

Mayhaps some TR/VS complained and cried enough that they were buffed or that NC were Nerfed...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 31, 2012, 04:50:52 pm
Seems about the same to me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on October 31, 2012, 05:04:12 pm
Seems about the same to me.
I know what you mean but at the same time, it feels that they are just hitting a lot harder...
Ah well, in 6-10 days I will have my New Motherboard/Processor so we will see how we go when I am not playing with 15fps...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on October 31, 2012, 05:23:16 pm
Regarding the question about the AA misile, i can only give you my point of view as a pilot and it is that as long as you dont fire flares OR fly low to make the misile collide with something it will hit you no matter how far you run.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 31, 2012, 05:40:08 pm
so, for such a CPU bound game I think my GPU (integrated intel one) is the part that is causing a bottleneck, get about 20 FPS after fidling with some settings in the setting file.  Has the words GPU beside the framerate if this affects anything. 

Do the heavy assault come with a rocket launcher unlocked by default, or do you have to buy it with certs? Havn't checked and am not at a location that I can.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 31, 2012, 05:44:14 pm
They have a dumbfire rocket launcher with a mild arc by default. The other two cost 96 certs each last I checked. The AT rocket launcher used to be pretty nice, but they appear to have decreased its viability quite a bit. The AA rocket launcher is apparently pretty damn good.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on October 31, 2012, 06:30:50 pm
You still see a lot of people using the AT one (or at least a lot of TR and VS, I'm constantly getting the locked on rockets fired at me in a vanguard).

They'd probably be pretty nice for taking out magriders at a distance, since good magrider drivers tend to strafe and avoid any rockets fired at them unless they aren't paying attention. Prowlers usually don't have the maneuverability to dodge the rockets unless you're really far away.

I'm finding the AA one pretty good at taking out tanks too though. It doesn't lock on, but fires fast and straight enough that I can usually peg them as long as I'm reasonably close. And I generally run right up near a tank when I'm shooting it, so that's not a problem. At one point earlier today I chased a magrider around on foot pegging it repeatedly with rockets and using my nanite shield to absorb most of its shots. It kept firing and hitting me and firing and hitting me but missed enough in between that I got my shield to regen and was able to keep the resist shield up every time he hit me. I got one in its back when it tried to run me over, but the rest I had to put in its front armor since it was strafing around me. Took 5 rockets to kill it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on October 31, 2012, 06:40:28 pm
I was always a master at aiming the base rocket launcher. I used to send rockets across the Crown valley to kill tanks shooting across, and I usually hit. Mainly because they never expected me to actually be able to aim a rocket across the valley. I really don't know why I even bothered switching, probably because I thought the AT launcher would be just as good and better. (Which it was, for a while...)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on October 31, 2012, 07:23:05 pm
so, still not in the outfit, it is NC right (on US west with name Tureth)  Will be on, playing off/on due to handing out candy.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on October 31, 2012, 11:55:50 pm
.......{AA Rocket - Hawk - Questions}...........
Shooting from one of the defensive towers outside the NC warpgate on Esamir, I aimed the AA rocket at the window of the hut just off the road, the rocket did not drop and exploded inside the building.  How much damage it did is still up for conjecture, but I was launching rockets at damaged Scythes and the rocket pursues them for ages and still hits them unless they have counter-measures.  Managed to get a few kills like this today.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 01, 2012, 03:37:28 am
so, still not in the outfit, it is NC right (on US west with name Tureth)  Will be on, playing off/on due to handing out candy.
We need a post with a roster somewhere, and you can try friendinging/telling anyone on that list, that'll let you know who is online.

Who is currently active and in charge of this whole thing?


Edit: Useful galaxy: weapons platform http://www.youtube.com/watch?v=jRZEu80AwOk
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 01, 2012, 04:33:06 am

Edit: Useful galaxy: weapons platform http://www.youtube.com/watch?v=jRZEu80AwOk
Holy fuck.
Title: Re: Planetside 2: Upcoming MMOFPS. 2000 players/server. Beta is beta folks.
Post by: Darkening Kaos on November 01, 2012, 04:55:27 am
I have made a spreadsheet so we can get a hold of how many players we have that are from B12. And I guess we can use it for other things too.

https://docs.google.com/spreadsheet/ccc?key=0AmqRIjfuhTTJdFJPRFh3ZGNaZGFCTXNmQlY0YWw3LVE#gid=0

Can the OP or Girlinhat stick the link on the front page?

Does that help guys?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 01, 2012, 05:33:54 am
That one's horribly outdated, and doesn't say who is in the outfit and who isn't...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Ivefan on November 01, 2012, 07:22:22 am

Edit: Useful galaxy: weapons platform http://www.youtube.com/watch?v=jRZEu80AwOk
Holy fuck.

Some guys in TR did that a few months back. seems easier with the magrider though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 01, 2012, 12:09:31 pm
Thebe was down when I first logged on, so I made a Vanu char on Lysithea. First time I ever really seriously played a Vanu char, and the first time I drove a magrider long enough to realize how amazing they are. So damned maneuverable, and they take to hills like a mountain goat. Having a hand at the wheel of one makes me realize just how incompetent most magrider pilots are.

Played a couple hours in one, got in and out of a lot of very hot situations that my vanguard definitely wouldn't have survived. Never did get killed, although I came very close numerous times. Dodging tank shells and rockets, strafing tanks to peg them in the back, mowing over infantry. At one point I slammed into an NC sunderer and just mowed around it running over the infantry as they spawned while I shelled it. By the end I was very very near death from a few determined heavies' rockets, but I survived - and got at least 15 kills in the process. Granted, the sunderer was in a pretty open space that let me just strafe around it and crush everyone - but I couldn't have done that in a vanguard. Those poor engineers trying to repair the sunderer just got squished between the sundy and my magrider.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 01, 2012, 12:49:31 pm
Edit: Useful galaxy: weapons platform http://www.youtube.com/watch?v=jRZEu80AwOk
I'm laughing so hard at this. I wonder if you can get a sunderer on there, or what happens if you deploy a prowler. Will it just slide off?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 01, 2012, 01:15:18 pm
A deployed prowler would probably slide off, yes. The undeployed one had to move itself to 'keep up' with the Galaxy. They managed to bring it up to one of the biodomes, though. The trip was so slow that it would be practically useless unless you had early warning.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 01, 2012, 03:09:39 pm
So angry right now, so much BS from the most recent act of holding Havar Tech Plant. Scythes one hitting me while dodging out of my AArockets with ease, those that get hit disappear to safety at over half health. Get the drop on countless TR and VS yet I the one dieing As soon as they turn Around. ALL armour and Sun dies are outside my ATrocket range and my mouse dodging the 4 pixels needed to be targeted for a dumb fire to hit...

Gay... I hope my future upgrade to my PC helps fix some problems....
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 01, 2012, 04:16:05 pm
In other news: I just picked up a logitech joystick, all dem reaveh bitches be raped!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Nilocy on November 01, 2012, 06:45:09 pm
Are any of you playing on the EU servers? I'm currently inhabiting the Eurydome one. I'm still playing TR, for the motherlands. I'm really enjoying the mossy. Real fun when it comes to dog fighting scythes, I tend to be able to keep toe to toe with them only for another 8 of them to come and spoil the fun : (

I'm having absurd fun with my new computer that can actually run PS2. Even though I'm only getting 30FPS in major battles, which is rubbish considering.

Alsooo, sorry about the constant plugging. But if b12ers don't have an EU TR outfit and want one then come along to my clans first proper games night on PS2. http://www.nimbleminds.eu/forum/index.php?page=CalendarViewEvent&eventID=301 We're going to be recruiting all night, doing ops and generally having a chill time.

Edit: IGN is Nilocy
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 01, 2012, 08:02:29 pm
The menu feels like it is rendering at a high framerate, higher than I remember... how is my FPS in-game now? Answer, about the same.

Note to self: equipt the items you get from certs, and check if they are items and not upgrades to current equipment.

Hmm, I seem to be halfway decent at sniper, long range combat is more my style I think, less danger to myself and the snipers usually are quite powerful compared to the other guns. (per hit)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 01, 2012, 11:39:26 pm
Note to self: equipt the items you get from certs, and check if they are items and not upgrades to current equipment.
They are items and not upgrades. Even things like the bandolier, sprint speed boost for LA etc are actually armors, meaning you need to forfeit a stronger armor for relatively unhelpful utility. There are a few things that are "upgrades" like the grenade toss speed/distance, but the vast majority of unlocks need to be equipped (and thus utilize an item slot).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 02, 2012, 02:22:17 pm
Is something wrong with medkits? It never would let me buy any. Relogged, nothing helped. Used the one it gave me when I got the cert and it fully healed me after being heavily injured, so I want to buy a bunch for when I play heavy, but I still can't buy any.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 02, 2012, 03:55:40 pm
hmm... have no experience with medkits so I can't help. 

I find I do best as a sniper if I end up at a different location assaulting a base than the bulk of the assault, the enemies will not be focused on me.  and toss grenades into a spawn room when your side gets control of it and get a lot of kill assist bonus.

Also, it seems that planetside 2 crashes if you tab out of it for too long.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 02, 2012, 04:10:46 pm
I prefer playing heavy assault. Find a building or other cover with enemies in it, shield on, run in LMG blazing. Mow a few down, then if I'm still alive step behind cover to reload and let my shield recharge before doing  it again. Usually end up with a K/D ratio of at least 2:1.

Battles on open fields are a bit more brutal for heavy assault. Usually wind up being sniped or bombarded by enemy armor. In those situations I often try to move from cover to cover and get behind the enemy lines, then ambush the enemy snipers and blow up a few tanks by rocketing them in the back. The LMG just isn't good at long range, so I can only be effective as heavy if I can get in closer.

Getting a squad of mostly HA with a few medics and engineers to move in like that can quickly demolish the enemy armor lines and let your side move in, at one point me and 5 other heavies managed to simultaneously drop 3 prowlers at once with 6 rockets fired as a volley right into their backs while they were focused on bombarding other infantry across the field. We had 3 medics and an engy with us, keeping us alive and armed with rockets. That squad of ten must have killed 20 tanks in that one push alone before we wound up losing all three of our medics at once and had to respawn.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 02, 2012, 05:08:51 pm
I find I die a lot with the heavy assault, full shield activated I run into a place and get shot to death without doing much damage.  Some certs but mostly default
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 02, 2012, 06:17:54 pm
The HA can take a lot of damage and punch hard, but that doesn't much matter when you're running into crossfire. The LMG chews through enemies being forced into a narrow corridor (I can get 3 kills before they even get through my shields) but in a wide open space where it takes time to swap targets, there's not much anyone can do except hustle to the nearest not wide open space and hope they aren't shot.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 02, 2012, 09:39:37 pm
Is something wrong with medkits? It never would let me buy any. Relogged, nothing helped. Used the one it gave me when I got the cert and it fully healed me after being heavily injured, so I want to buy a bunch for when I play heavy, but I still can't buy any.
Uh, hmm. I've only tried the "heal over time" medkit because they are supposed to heal more overall, but I'm guessing they are bugged because they only heal me like 4-5 health bars, and then once it's done healing it bugs out and I lose the last 2-3 bars when it changes weapons. Neither of them are meant to be a full health though, I'm pretty sure.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Microcline on November 03, 2012, 12:12:18 am
Was the 1 November wipe the last one or will there be another on release day?

\/\/\/ Just looked it up on the forums.  They're doing another wipe for the 20 November release.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 03, 2012, 12:21:03 am
Im sure there will be another wipe.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 03, 2012, 01:01:04 am
There was a wipe on Nov 1?  Didn't affect me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sordid on November 03, 2012, 02:38:31 am
Yeah, my characters haven't been wiped either.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 03, 2012, 07:11:50 pm
Servers down to put the new patch up! Notes here:
http://forums.station.sony.com/ps2/index.php?threads/update-notes-11-02-2012.39647/ (http://forums.station.sony.com/ps2/index.php?threads/update-notes-11-02-2012.39647/)

Looks solid overall, a bit more aircraft survivability, good bug fixes, and lots of tweaks, plues a new continent and the Twitch.tv functionality is activated.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 03, 2012, 07:19:52 pm
er, what is the latest update? an why is it 3 GB large... oh, a new continent is released.

UPDATE NOTES: bugfix for buying a medpack is in there, and weapon attachments should attach automatically, YAY

Was going to post them in a spoiler, but got ninjad
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 03, 2012, 07:25:00 pm
I'm anxious for this patch. I think the state of the game at this juncture is critical as to whether or not the game will be ready for end of the month. If things are starting to feel more balanced and less buggy, I can see them making it just in time, however if there are still some big bugs and balance issues, it'll be a tight race, since there's what, 2 more beta weeks left?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Charmander on November 03, 2012, 08:17:47 pm
The AV MAX weapons was a welcome change.

They actually do damage, now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 03, 2012, 09:19:52 pm
Separate turret and aircraft sensitivity means I can now fly reasonably well :D.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 03, 2012, 09:26:12 pm
Wow, this patch was a massive nerf to the char I've been playing haha.

Resist shield significantly weakened (not sure exactly how much, but a tank shell wiped me out with it on when before I could survive one with around half health, so I'm thinking it's way weaker) and my favorite LMG the GD-22 had its damage cut down significantly too.

Used to gun people down in ~10-12 hits, now it seems to take 15-20. Now I'm finding that I run out of ammo after killing two people and wind up getting killed while reloading since the reload is so slow. It used to have the appeal of a bit more DPS (same damage, slightly faster fire rate) at the cost of a significantly reduced magazine size so that you have to reload more. Now it seems about equivalent in DPS (maybe a little more), lower magazine size, and less damage per bullet so that you run out of ammo even faster. Even if it is a bit more DPS, spending half of your time reloading the gun isn't really worth it.

Guess I might go back to the basic SAW, it got a 10% fire rate nerf and lowered recoil recovery, but still has the full damage and double the ammo clip of the GD-22, plus it has the capability of fitting the reflex sight and the double ammo magazines. Or maybe I'll give the EM1 a try, it used to have too much recoil to really make the fast fire rate useful - they reduced recoil on it supposedly. It fires even faster than the GD-22, but with the cert it can hold 200 rounds instead of 50.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 03, 2012, 10:17:00 pm
Damnit the update fucked with my joystick controls, I ended up bouncing off a thunderer and into an nc liberator in my mosquito!!!

However, it's still pretty awesome, some more conceptual stuff is cool, but I haven't gotten to try the new continent yet.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 03, 2012, 10:45:32 pm
Good lord, you guys are never online when I am! Am I the only person with nothing better to do thank play videogames on a saturday night?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 03, 2012, 11:37:40 pm
Sunday afternoon for me, plus I'm still waiting for this damned patch to download.

@Paul;
Was saving up my certs for GD-22, but it looks like I don't need to bother now, already wasted some on the bonus rocket, before I realised I had to take off the nano-weave armour to have an extra rocket.  It's a pain having only 5 for the AA Rocket Launcher, but it's all !fun!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 03, 2012, 11:47:19 pm
Sunday afternoon for me, plus I'm still waiting for this damned patch to download.

@Paul;
Was saving up my certs for GD-22, but it looks like I don't need to bother now, already wasted some on the bonus rocket, before I realised I had to take off the nano-weave armour to have an extra rocket.  It's a pain having only 5 for the AA Rocket Launcher, but it's all !fun!

Just excuses really. They should put us on one global timezone, solve all our problems...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 04, 2012, 06:14:08 am
Every patch I think "Oh wow, great idea", such as overheating repair-guns. But then the client keeps crashing and I think "Fuck You PS2".
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 04, 2012, 06:23:28 am
Please tell me that mediguns dont overheat.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Mini on November 04, 2012, 07:08:37 am
It specifically says the repair gun, and I would assume that the intent of that was to stop a small number of engineers from stopping an out of proportion number of tanks/whatever from destroying sunderers, so I reckon you're pretty safe as a medic.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: DarkAnt on November 04, 2012, 09:36:52 am
Hey, do any of you fine gents have a spare beta key that I may have?

Edit: Never mind, i'm good :)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 04, 2012, 11:25:08 am
So, anyone in the USwest NC outfit on? Tureth is my IGN if someone is on who can invite me into the outfit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 04, 2012, 01:51:17 pm
Just got into the beta via a buddy key that I used for myself after I got accepted, but received no key. But anyway, I'm in. While I'm waiting for the client to finish up, any tips on the three factions, etc.?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 04, 2012, 01:52:52 pm
You only recieve a key when you buy alpha squad.

NC ALL THE WAY!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 04, 2012, 01:56:31 pm
I find that the quality of the fighters in the NC and TR vary heavily. The only constant is Vanu, who all suck horribly until they can muster up enough numbers to actually win.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 04, 2012, 01:59:09 pm
You only recieve a key when you buy alpha squad.

NC ALL THE WAY!

Meh, I can wait. It's not like I mind. (FG&R has basically replaced my gaming these day, I'll admit.) Either way, I still have to download at some point.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 04, 2012, 02:02:39 pm
I find that the quality of the fighters in the NC and TR vary heavily. The only constant is Vanu, who all suck horribly until they can muster up enough numbers to actually win.

I find that TR has the highest average skill of players, NC has better players in outfits/platoons, and VS just watch broodingly until everyone goes to sleep to retake land.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: SHAD0Wdump on November 04, 2012, 03:01:27 pm
I find that the quality of the fighters in the NC and TR vary heavily. The only constant is Vanu, who all suck horribly until they can muster up enough numbers to actually win.

I find that TR has the highest average skill of players, NC has better players in outfits/platoons, and VS just watch broodingly until everyone goes to sleep to retake land.
And then we swoop in faster than you can believe. We are good about that.

All the sudden, magriders.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on November 04, 2012, 03:25:39 pm
Are we opening the faction debate again? I'd like to say once again, it would be by far the best if we just chose ONE unified faction and server, I don't care which. The Bay12 community isn't really big enough to split up. Previously people have been by far in favor of NC but if there's been a change in attitude, works for me.

I suppose I should say, I still favor the method of battle of Short Story Contest instead of just arguing about which faction is better. Technically I never closed the old one, but I think all the previous entries have been for NC.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 04, 2012, 04:10:07 pm
You only recieve a key when you buy alpha squad.
They've been sending out buddy keys to players in some newsletters. I've gotten two in the last month.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 04, 2012, 04:35:50 pm
I can tell you that after playing a bit I dislike the NC equipment and will likely be making VS my 'primary' empire but if B12 goes with NC I'll make an NC to play with you guys sometimes.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: mcclay on November 04, 2012, 04:49:57 pm
I finally said fuckit and bought Alpah Squad, hopefully I will get it donwloaded soon.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 04, 2012, 04:50:34 pm
I finally said fuckit and bought Alpah Squad, hopefully I will get it donwloaded soon.
You won't get any of the alpha squad stuff until release though iirc.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: mcclay on November 04, 2012, 04:53:56 pm
I know, also how have you guys been liking Amerish and Esamir? On the topic of faction I vote TR.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 04, 2012, 05:09:47 pm
Amerish basically took Indar, made it more claustrophobic, and added a bunch of trees and grass. It's not quite a rainforest and not quite a savanna, and I think it would have been better if it was more toward the former.

Esamir's a relatively flat, frozen hellhole. Lets you concentrate on what matters: shooting the fuck out of your enemies.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on November 04, 2012, 05:34:03 pm
On the topic of faction I vote TR.

There is no discussion. It's NC in Thebe (US server). Let's not get scattered. It's hard enough to find people online without us splitting across servers and factions.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 04, 2012, 05:36:08 pm
Esamir seemed pretty good for tanks Magriders, aside from the trenches.

Haven't seen Amerish; Apparently I can't log in anymore. The launcher is asking for a Vasco authenticator code now. (WTF?)

Edit: I restarted it and it loaded correctly. Weird.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on November 04, 2012, 06:02:21 pm
There is no discussion. It's NC in Thebe (US server). Let's not get scattered. It's hard enough to find people online without us splitting across servers and factions.
Currently, yes. I'm open to playing a different faction come release day if people really want to.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 04, 2012, 06:16:28 pm
I'm probably sticking with TR no matter what happens. I don't really mind not being part of the Bay 12 forces (in fact, at the moment we're antagonists being that I'm currently TR on Thebe) and hopefully you won't miss me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 04, 2012, 06:25:22 pm
So I have to wait till tomorrow to upgrade my PC, I could do it myself, But I don't want to fuck it up...
After that I SHOULD be able to play with a higher FPS and such...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 04, 2012, 06:25:43 pm
I think we just pushed TR back to their warp gate on the other us server, some random continent. I dunno. Anyways, I'm NC on the right server now.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 04, 2012, 06:30:48 pm
Amerish would have been better if it was really really dense jungle, that would have been great. Imagine, oceans of terrifying brush, a sniper's playground, with mountain bases like islands above the horror.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 04, 2012, 06:44:00 pm
Amerish would have been better if it was really really dense jungle, that would have been great. Imagine, oceans of terrifying brush, a sniper's playground, with mountain bases like islands above the horror.

Yeah. I was playing and I was thinking 'this would be a lot funner if it were the 'Nam instead of Africa.'
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 04, 2012, 07:33:37 pm
I'm actually playing on the east coast server, I had tried Thebe when I first started playing but it was extremely laggy... But I'm pretty sure that was just due to one of the series of bugs at the time. I'll give it another try when the server goes live though. I'm not sure if I'll switch from TR or not though, I find it to be a fun faction and I'm already pretty familiar with the weaponry.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 04, 2012, 08:03:57 pm
And there is me, wanting to get into the USwest NC outfit, there is one right? Name is tureth

I am not good with close-up combat due to low framerate and a incapability of aiming at the person...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 04, 2012, 09:46:34 pm
I'm kinda bummed about the resist shield being nerfed. It allowed me to stand up to a direct tank hit and keep on going long enough to get another rocket off, now it just slows you down more and makes you easier to one shot. It helps you take indirect hits, but a direct shot still kills you.

-edit- I just had a big WTF moment. Fighting at Tawrich, I was heavy assault on the ground. There was a vanguard, a magrider, and a lightning there (I'm NC). I got behind the lightning and fired of my remaining rockets, killing the lightning. The vanguard and magrider were firing at each other, and as I had no more rockets I hopped inside the vanguard's turret and started shooting the magrider. The vanguard driver stops WHILE BEING FIRED UPON to lock his vehicle and boot me out of the turret, then dies to the magrider. The magrider shoots me and then rides off in flames with a tiny sliver of health. I was so bewildered I asked the vanguard driver why he booted me out, and he said he was in a squad and wanted a squad gunner. As if that somehow explained how me helping him kill the magrider would have been a bad thing.

A few minutes later I hopped in another vanguard driven by a different guy ALSO while it was being fired upon by a magrider, and the driver did the same exact thing. This time he didn't die because of it, but is having a gunner to help during a fight such a bad thing? I'll just assume that was the previous driver's squad gunner and they're both in the same outfit, as the idea that this level of idiocy pervades the general gaming populace is just too frightening to believe.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 04, 2012, 10:18:42 pm
That kind of idiocy can be pretty common. Thankfully, I wouldn't call it pervasive, but you'll see a lot of people do stupid shit in the name of some misguided system.

Keep in mind how stupid people are in real life, now add the fact that the game is a hundred times more forgiving.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 04, 2012, 10:58:26 pm
I just noticed they updated some of the cert descriptions. I was planning on certing into MAX upgrades when the game launches, specifically with the armor that gives damage reduction to infantry weapons. The new description however is making me reconsider, because at full upgrade it's a mere 10% damage reduction... Which really doesn't seem worth investing 600+ certs into. I wonder if the flak armor would be of worth- 25% damage reduction to explosives seems considerable, and it's cheaper overall. Obviously explosive damage isn't as common as infantry gunfire, but seeing as a lot large-scale close-quarters battles ends up being rocket/grenade spam, it seems like a viable option. Still, any damage reduction at all to bullets seems nice. The heavy's shield simply isn't cutting it for me with the recent update and I'm trying to find a more viable option for playing a tanky type.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 04, 2012, 11:04:28 pm
Nanoweave armor for soldiers certs up to 25%, I wonder why MAX armor only goes up to 10%.

As for flak armor, I bet you could piss off people like me who deal with MAXes with a rocket to the face.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 05, 2012, 03:31:21 am
Amerish would have been better if it was really really dense jungle, that would have been great. Imagine, oceans of terrifying brush, a sniper's playground, with mountain bases like islands above the horror.
Not just a sniper's playground either but for light assault also. I love sitting in trees even if the collision can be a bit temperamental.

I've asked before without much feedback but does anyone have advice for spending certs in light assault. What do you all think of the different armour upgrades and weapons?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 05, 2012, 07:09:55 am
Ugh. The forcefields over spawning room doors in some of the outposts need to be one-way. Allowing people to dance in and out of the forcefield to fire with little to no danger is annoying. Maybe a timer or something? Or you slow down while moving through it. Its there to keep people from spawn camping I thought, not to give you complete invulnerability while shooting out.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 05, 2012, 07:33:02 am
Same thing. Allowing them to shoot out is the least they can do. If you're "defending" an overrun base, at least you can round up some kills by shooting nitwits who stand in front of the exits... Splash damage goes through, though, I believe, so you can blow up people just inside the field who think they're safe :)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 05, 2012, 08:07:03 am
Same thing. Allowing them to shoot out is the least they can do. If you're "defending" an overrun base, at least you can round up some kills by shooting nitwits who stand in front of the exits... Splash damage goes through, though, I believe, so you can blow up people just inside the field who think they're safe :)
I don't think that is the case any more. I used a grenade, a few rockets, and even saw a lightning unload all 6 rounds on a field and the guy inside was just standing there firing out as if nothing were happening.

Doesn't matter much though, I just left and attacked elsewhere. It would be nice though if there were some way to disable those spawn rooms.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 05, 2012, 08:45:33 am
Sometimes there is. Now you just need to stand around the corner, which gives them just a slight chance to escape, which keeps it fun.

I'm liking the Amerish base flows, by the way. Gatehouses, constriction points, different generator types... Pretty cool.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: etgfrog on November 05, 2012, 10:10:48 am
So I recently saw one of the TR air raids, didn't get the start of when the large group of galaxies showed up within view range, but it should be the gist of it, also shows the skyguard in the latest patch.
http://youtu.be/lUviZ8Aw6wk
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 05, 2012, 02:58:57 pm
Amerish would have been better if it was really really dense jungle, that would have been great. Imagine, oceans of terrifying brush, a sniper's playground, with mountain bases like islands above the horror.
Not just a sniper's playground either but for light assault also. I love sitting in trees even if the collision can be a bit temperamental.

I've asked before without much feedback but does anyone have advice for spending certs in light assault. What do you all think of the different armour upgrades and weapons?

Nanoweave armour is basically all you need + get at least 2 ranks of the universal cert: pitcher (the one that makes you throw fast) besides that try and get the laser for the carbine for some better spraying and a scope for shooting when you're not noticed, silencer is optional, but I keep it off for range. I always keep the flashlight on my pistol (you never know) and I would strive towards C4 or the underbarrel grenade launcher. That's a fast, heavy hitting build, I also occasionally put points into my jetpack, but it's unnecessary.

EDIT: I hear some people like the drifter jetpack, but I find the normal pack to be better because you can reach more places.

EDITEDIT: Later on you may wish to for-go Nanoweave for the grenade belt and upgrade your carbine, although It seem different carbines don't have differing stats really
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 05, 2012, 05:49:13 pm
So far I've got all but the last Nanoweave. I'm slowly getting used to the C4 and get just enough use out of it to stop me switching to med packs.

I absolutely love getting grenade kills so the grenade belt does tempt me, unfortunately, I think I'd be less effective overall. Not sure why I hadn't put anything in pitcher yet but my jetpack is fairly well upgraded as I use it a lot.

Cheers for the advice. Can't get over how much fun playing LA is.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 05, 2012, 05:49:59 pm
So...

I certed the skyguard turret for the lightning last night. Today when I logged in, I did not have the turret. Why?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 05, 2012, 06:29:10 pm
So, just joined. What do?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 05, 2012, 06:43:09 pm
Shoot Vanu. If you're Vanu, shoot Vanu. Then yourself for being Vanu.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 05, 2012, 06:44:03 pm
Shoot Vanu. If you're Vanu, shoot Vanu. Then yourself for being Vanu.
I just asked who to be in the steam chat, then Steam died. So what's the majority?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 05, 2012, 06:48:22 pm
NC, and they have their own outfit. I'm TR, part of a (obviously) separate outfit. I think everyone's on Thebe, the US West server. So you'll either be with me or shooting me. More than likely the latter.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 05, 2012, 06:58:57 pm
I guess I'll sit around spawn till I find someone in the group. Nyan Scout.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 05, 2012, 07:04:28 pm
Sitting around spawn won't do much, there's 3 spawns, one on each continent, and people tend to just rush out to the action anyway.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: mcclay on November 05, 2012, 07:14:39 pm
Fuck, whenever I try to load Planetside it says it won't work and sends my too the error page.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 05, 2012, 10:09:50 pm
hooray, apparently because of bugs I didn't happen to log in and encounter and thus know nothing about, everyone gets 1000 cert points for free! Supposed to occur after tonight's down time.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 05, 2012, 10:18:35 pm
That's nice. I was wondering where all my certs went, I lost all of my EM1 certs (sight, ammo type, ammo magazine, - 144 pts worth) and my vanguard upgrades (I forget how many I spent on them). Guess that's the bug mentioned.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 06, 2012, 04:29:35 am
Crashes and more crashes :( . Been trying out some VS, and I'm actually liking their stuff... Sorry guys.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 06, 2012, 06:54:49 am
hooray, apparently because of bugs I didn't happen to log in and encounter and thus know nothing about, everyone gets 1000 cert points for free! Supposed to occur after tonight's down time.
Oh, is that what happened to my certs? Okay.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 06, 2012, 09:52:42 am
Crashes and more crashes :( . Been trying out some VS, and I'm actually liking their stuff... Sorry guys.

Once you get past the fact that the suits make you look like you're about to enter the Tour de France in 2055, VS stuff is really nice. I still don't like the magrider much, but given to someone who knows how to use it, they'll do a decent job with it. Everything else I love about the VS except perhaps the short range fights. I get slaughtered indoors usually. Outdoor fights though are pretty much nothing but fun until the enemy gets frustrated and just tankspams.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 06, 2012, 10:02:52 am
Currently I'm doing pretty well in a magrider, but it might be I'm just not encountering good players yet. Strafing is great.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 06, 2012, 10:07:25 am
Dunno why but I've always enjoyed the Lightning.

One thing I really dislike is there's no way to 'turn in' your vehicle to get a refund. Like maybe I did well and kept my tank alive, and now I want to log off. Why not let me get the resources back? Or let me stay where I log off IN MY TANK, so I can use it when I log back in? Even if you moved me back to the warpgate, lemme keep the tank.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 06, 2012, 10:13:25 am
I agree. The worst that's happened to me is I'm rolilng around in my Vanguard, having a blast. Then BOOM disconnect for some reason. Come back in , no more tank. Sadness
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 06, 2012, 10:15:11 am
I agree. The worst that's happened to me is I'm rolilng around in my Vanguard, having a blast. Then BOOM disconnect for some reason. Come back in , no more tank. Sadness
Exactly. I have no problem with making vehicles cost resources so long as a random disconnect isn't going to rob me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 06, 2012, 10:17:28 am
Wait, we get 1000 free certs? That is more than I have gained so far, I can finally get a better heavy assault gun than the default, and hopefully start getting some more kills.

For tanks, I default to the lightning, default lacks tank-stopping power but makes up for it in a volley of 6 exploding projectiles.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 06, 2012, 10:19:46 am
....I don't get the 1000 certs. So everyone is now even better then me. Gonna get my ass kicked.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 06, 2012, 10:22:31 am
....I don't get the 1000 certs. So everyone is now even better then me. Gonna get my ass kicked.

hooray, apparently because of bugs I didn't happen to log in and encounter and thus know nothing about, everyone gets 1000 cert points for free! Supposed to occur after tonight's down time.
See bolded
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 06, 2012, 10:48:24 am
tonight downtime on the fifth? because it is the morning of the sixth where I am, and I won't be on for around 10 hours.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 06, 2012, 10:49:35 am
tonight downtime on the fifth? because it is the morning of the sixth where I am, and I won't be on for around 10 hours.
I don't know when the downtime will occur honestly. I'll report if I have the certs when I get home
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 06, 2012, 11:02:07 am
apparently it's really spotty who has gotten their 1000 certs and who hasn't. Some are saying only some of their characters have gotten them, some saying none, haven't seen anyone say they've gotten them on all their characters, but if they were happy, they probably wouldn't be on the forum to complain, :P. No idea what's going on, but I'm guessing they're working on it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 06, 2012, 11:17:58 am
I didnt get any cert points, but then my character wasn't rolled back.

I'm a little confused as to what actually happened. Who actually got there characters rolled back?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: mcclay on November 06, 2012, 11:57:47 am
 Question: do any of you know what error G25 is? I try to get on and when the splash page appears it crashes and sends me to the website with the error on it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 06, 2012, 11:59:37 am
I got the certs. I was definitely rolled back though, lost around 300 certs worth of upgrades. With the 1000 points I was able to get back everything I had before plus unlock vanguard shield and nanoweave armor V for heavy assault.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 06, 2012, 12:00:20 pm
it seems as if the certs are still being assigned to players.  possibly going lowest level up (would of worked better high level down) or certain factions, or a combination of these two...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 06, 2012, 12:49:05 pm
I can reserve a name, but i hate the fucking website. There is no easy way to log in.

E: Nvm. This website is not really great on telling you what is possible and what not.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 06, 2012, 12:54:11 pm
I know I lost a few certs... nothing major... at most maybe 20 or so. Just minor things I'd only put one or two levels into so if I don't get the 1000, I won't be too pissed. Still, supposedly everyone is supposed to have gotten the certs, so if only some are getting them it isn't fair.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 06, 2012, 01:18:07 pm
Wish I could join the group. Doing one man suicide runs is hard.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 06, 2012, 01:21:29 pm
are you still in? i can login now
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 06, 2012, 01:30:20 pm
are you still in? i can login now
Yeah, I'm still in.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 06, 2012, 01:32:46 pm
EDIT: im downloading the daily patch T_T, hang in there.

EDIT2: Paul seems to be right, i must be cursed.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 06, 2012, 01:40:43 pm
Login server seems to be down.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 06, 2012, 01:42:08 pm
Yep, can't log in either.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 06, 2012, 01:45:36 pm
Figures, first time in weeks we were set up to have at least 4 people on at once in the outfit and the server is down.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 06, 2012, 01:46:45 pm
Man, our luck sucks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 06, 2012, 01:59:11 pm
according to a twitter the servers are down to get everyone the certs, as some have been missed.

Twitter link: https://twitter.com/j_smedley/status/265873722165051392 (https://twitter.com/j_smedley/status/265873722165051392)

EDIT: so, are the login server still down or is the error G4 unrelated? servers are up, at least for me.  Now to get a new gun for the heavy assault, as I have the certs... and spent half of them on this gun+attachments.

...I fell though the world in a tank.  My guess is the ground decided I was too heavy for it to support.

EDIT#undef: if you are having lag based on the GPU try reducing the render quality, it helped me A LOT (intel HD 3000 in a mid-line I5 sandybridge)
Played a bit, managed a .5 K/D ratio, and found it much easier to aim with the bottleneck mainly being the CPU instead of my GPU this time round.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 07, 2012, 08:41:15 am
Gods... Watching some Vids just now...
WTF is up with TR weapons not even recoiling the slightiest. Its like they don't even move and they have the MOST MOVING PART WEAPONS...
WTF is up with the Lock On ranges being alot longer for the AT Launchers then what I have for mine? I seem like I have to be well within the Tanks Sight to the point that the Tank takes up 1/5th of my Scope to even enter lock on mode while in these vids the damn tanks take up 1/10th...
Whats more, WTF is up with watching an HA being able to survive 2+ guys and take them both down with his health not even touched and the shield barely empty while I can't even take on 1 guy and my shield dropping in nanoseconds. I am sure I am not using the shitty stuff...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Mini on November 07, 2012, 09:04:05 am
Gods... Watching some Vids just now...
WTF is up with TR weapons not even recoiling the slightiest. Its like they don't even move and they have the MOST MOVING PART WEAPONS...
Probably that the people using the weapons have become used to them and are just compensating for the recoil.
Whats more, WTF is up with watching an HA being able to survive 2+ guys and take them both down with his health not even touched and the shield barely empty while I can't even take on 1 guy and my shield dropping in nanoseconds. I am sure I am not using the shitty stuff...
Are you using the HA shield (the one that you press f for)? There's also the possibility that the people the person in the video was facing were awful, or caught off guard.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 07, 2012, 09:05:43 am
Gods... Watching some Vids just now...
WTF is up with TR weapons not even recoiling the slightiest. Its like they don't even move and they have the MOST MOVING PART WEAPONS...
Probably that the people using the weapons have become used to them and are just compensating for the recoil.
There was no obvious downward movement to compensate. NONE AT ALL... So BS...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 07, 2012, 09:54:45 am
As a TR heavy assault, I have to say while our guns don't visibly jump around the screen much, our bullets are not the same. Anybody that's not within 20-ish meters will not be getting hit by the majority of the bullets in full auto. That said, I've found that good, controlled bursts with the LMG can hit just about anything enough to pretty quickly kill (although it does help that people seem to like not crouching when they're shooting at me from a distance).
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 07, 2012, 10:21:54 am
How do i reserve a name?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 07, 2012, 11:05:08 am
Huh, it gave me another 2000 certs. So 3000 total.

Using my new found wealth, I bought the jackhammer and the regular shotgun, because Shotgun!

Turns out shotgun to the face = one shot kill. I ran behind enemy lines as an infiltrator with a shotgun, then proceeded to shotgun six guys in about 30 seconds. BLAM BLAM BLAM BLAM BLAM! Finally died to a guy who spotted me from a distance, shotgun isn't so great at distance.  :P

Jackhammer is fun too, but doesn't really seem any better than the regular shotgun. Fire rate about the same, spread about the same, both are one shot kills if you get a good head shot, ammo capacity the same. Only difference is the jackhammer takes a really long time to reload. I think it might do a teensy bit more damage, but not enough to warrant the slow reload time.

Also certed up a reaver. Hover capabilities make firing on ground targets much easier. The shotgun is a bit silly, though. I mean, who puts a short range shotgun on a plane? I tried it air to air and managed to kill a mossy in a dogfight using it, but it has so much spread on it it's only useful if you fly really really close. So close that I could have just nuked it with the rocket pods instead. Tried using it on infantry, but I had to practically land on them to kill anyone with it. The description said it fired explosive rounds, so I was thinking like some kind of cluster bomb gun, so I was sorely disappointed when I realized it just fires a bunch of little bullets with no area effect at all.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 07, 2012, 11:08:11 am
Just reserved my name.
5 seconds later i get a mail

"RESERVE YOUR NAME NOW!"
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: mcclay on November 07, 2012, 11:09:34 am
Goddamnit, I get this game and then it turns out that I can't play it becasue my video card sucks.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 07, 2012, 01:56:48 pm
I'm enjoying the game a lot less since Amerish came out. With three continents to split between people, I keep feeling like I can't find where the real action is... And when I do it's all aircraft. I just witnessed three dual burster MAXes firing on a reaver for a good 5 seconds, only to have the reaver launch a salvo of rockets to kill 4 people and hover behind a wall, surviving. I'm sure they'll tweak aircraft/AA again but I'm just having a hard time enjoying things now.

Also, all infantry have shotguns now with the cert bonus. Defending against 6 people rolling out shotguns is incredibly frustrating- even using a MAX with dual gatlings and four ranks of the infantry armor a single shotgun wielding heavy can take out 70% or more of your HP before he goes down. It takes longer to get that damage repaired than for the dead heavy to respawn, I kid you not.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 07, 2012, 02:01:30 pm
I'm enjoying the game a lot less since Amerish came out. With three continents to split between people, I keep feeling like I can't find where the real action is... And when I do it's all aircraft. I just witnessed three dual burster MAXes firing on a reaver for a good 5 seconds, only to have the reaver launch a salvo of rockets to kill 4 people and hover behind a wall, surviving. I'm sure they'll tweak aircraft/AA again but I'm just having a hard time enjoying things now.

Also, all infantry have shotguns now with the cert bonus. Defending against 6 people rolling out shotguns is incredibly frustrating- even using a MAX with dual gatlings and four ranks of the infantry armor a single shotgun wielding heavy can take out 70% or more of your HP before he goes down. It takes longer to get that damage repaired than for the dead heavy to respawn, I kid you not.
Yeah the aircraft seem incredibly durable. My skyguard-equipped lightning, a weapon designed specifically for AA, pounded on a liberator for half a minute straight without doing appreciable damage. The lib was hovering over our base raking people with fire while I was doing this, so it wasn't server lag or anything. I spent half my ammo and didn't kill the thing. Later a mossy came over and plinked at my tank, so I lit him up with a constant stream of fire. I hit him with well over 50 shots and he was barely halfway through his armor.

I gotta say though, the night vision enhancement is the best damn thing ever. You can see EVERYTHING, and it works even during the day making things very easy to pick out. I wish there was a toggle for it though.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 07, 2012, 02:27:32 pm
I'm loving the Hawk. Just bought it today, it is AWESOME.

Oh, and i finally catched how to c4 lightnings/magriders. Incredibly efficient.


One weird thing about this game is that when you first start playing it, you feel like everyone is alot more powerfull then you and that you're underpowered. That goes away after a few days.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 07, 2012, 02:32:08 pm
Except for that one level 12 guy that keeps following the caravan and sniping us.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 07, 2012, 02:33:43 pm
Oh, yeah. Does the outfit still exsist? I don't seem to be in it anymore.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 07, 2012, 02:35:21 pm
yup, forsaken and i were on recently and it seemed to be up. Will check again when I get home.

It was nice to reserve muchenik today.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 07, 2012, 03:07:47 pm
I seems to be out of the outfit now, so i tought it got disbanded :(
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 07, 2012, 04:27:15 pm
Yeah, just checked and looks like the NC outfit doesn't exist anymore.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 08, 2012, 09:14:17 am
http://forums.station.sony.com/ps2/index.php?threads/beta-update-and-beyond-11-7-12.42528/ (http://forums.station.sony.com/ps2/index.php?threads/beta-update-and-beyond-11-7-12.42528/)

Looking good! I like the sounds of all these changes so far! Now Distributel just needs to fix the bloody internet issues they've been having here so I can actually connnect to the game by friday, and I'll be happy.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 08, 2012, 10:21:47 am
sounds like that update will be good, and adding some reason to capture a map.  I don't think I will like the change to exp required for certs but it may be fine in the long run...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: mcclay on November 08, 2012, 10:35:58 am
I figured out what my problem was, no help from you guys. Apparently I need a better graphics card.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 08, 2012, 10:40:10 am
I figured out what my problem was, no help from you guys. Apparently I need a better graphics card.
I never saw you ask for help. You just posted that your video card sucks.

Go get a better one.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 08, 2012, 10:47:10 am
I belive he was referring to this.

Question: do any of you know what error G25 is? I try to get on and when the splash page appears it crashes and sends me to the website with the error on it.

Not sure why so hostile, obviously none of us knew what it was, and didn't want to post just to say "no idea, blar blar blar"
Also, 'blar' is infinitley more fun to write than blah.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 08, 2012, 10:48:40 am
or "no idea, ipsum lorem."
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 08, 2012, 10:58:12 am
Kids these days...  ::)

HEY I keep on crashing and no help from you guys!!11!one!
Also, Biodomes are one big shotgunfest now, and that is not a good thing.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Toaster on November 08, 2012, 11:58:24 am
Are there recommended minimum specs?  It's about time to upgrade, and I'm budgeting out what to get... but I want to make sure I can run this in non-uglymode.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Micro102 on November 08, 2012, 12:08:31 pm
I've been trying to use the "forgot password" option, but it keeps on telling me I have used it in the past 24 hours. And I haven't twice.... Wth.

Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Rez on November 08, 2012, 12:21:41 pm
free 1000 certs means pretty much everyone unlocks stuff they wouldn't save for previously.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 08, 2012, 12:39:53 pm
I'm loving the Hawk. Just bought it today, it is AWESOME.

What's that? Sounds like it should be some kind of airplane.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 08, 2012, 12:49:38 pm
I'm loving the Hawk. Just bought it today, it is AWESOME.

What's that? Sounds like it should be some kind of airplane.
It's the NC's AA launcher.
You guys weren't kidding when you said it was godly.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 08, 2012, 01:03:42 pm
I've been trying to use the "forgot password" option, but it keeps on telling me I have used it in the past 24 hours. And I haven't twice.... Wth.

I got off the phone with soe support, they said it is because I was using chrome. Try logging into the site using IE or firefox and that should refresh the token and allow you to change your password if you need to. I was able to reset my password and log into PS2 last night for a few minutes before I had to go.

Also make sure you are not using a secure browser like firefox in incognito mode.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 08, 2012, 01:08:40 pm
Also make sure you are not using a secure browser

lol what [imagine image macro here]
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 08, 2012, 01:09:31 pm
Incognito in chrome is basically watching stuff without having to delete your browser history.

E:
Sooo... Is there a new NC outfit?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 08, 2012, 01:28:52 pm
Also make sure you are not using a secure browser

lol what [imagine image macro here]

Yeah basically what they were saying is to make sure you were accepting cookies and java script because the password reset script stores locally and will say you have changed in the last 24 hours if it can't run the script.

I normally browse with a pretty locked down browser so I kept seeing that error.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 08, 2012, 01:50:57 pm
Ugh. It's impossible to take down magriders with the AA now. Especially if you CANT THROW THE FUCKING C4. I COULD HAVE FINISHED OFF THAT BITCH IF THE GAME WOULD HAVE LET ME THROW THAT SHIT.

E:

Holy fuck. I'm in the far north of indar.

As NC.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 08, 2012, 04:57:14 pm
Damnable, VS & NC, always walking haughtily behind TR lines. One day... One day I will find you and DESTROY you. Then... You will know the meaning of 'Terran'
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 08, 2012, 04:58:24 pm
The outfit still exists, there's just nobody online...

TR had almost all of Indar, but we were slowly pushing back...
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 08, 2012, 06:59:23 pm
Haven't really been on over the past month, but during one of the intervening updates they finally managed to apply some decent optimisations so my 4 year old computer can now manage an acceptable framerate during mid/large battles, at least enough to act as a reasonable engineer/medic repairing and healing. I was mostly playing around on the EU server so I'll have to see how it handles the extra lag of jumping over onto the US servers.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 08, 2012, 11:22:22 pm
Yeah, I've noticed it's been a lot better, performance wise for myself as well. It used to be very stuttery if I was in an area with more than half a dozen people or so. Now I can join just about any battle with hardly a hit in performance. I can even be somewhat competitive on the ground now, as well. I still love flying the galaxy, but it's become a lot less... necessary in recent times. So I find myself on the ground, more and more. Up until now that just meant medic, engineer, or infiltrator with the right terrain. Now I can actually go HA and find myself doing decently.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 09, 2012, 02:49:21 am
Is it still Shotgun World?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 09, 2012, 03:42:14 am
Mostly. Outside and in the outposts it's better. It does make sense, though, that shotguns work better in close quarters.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 09, 2012, 04:56:11 am
Ugh. It's impossible to take down magriders with the AA now. Especially if you CANT THROW THE FUCKING C4. I COULD HAVE FINISHED OFF THAT BITCH IF THE GAME WOULD HAVE LET ME THROW THAT SHIT.
Am I just not understanding you? You're trying to take out a tank with an AA weapon and complaining that its not working?
The outfit still exists, there's just nobody online...
If it still exists then I was mysteriously removed for no apparent reason.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 09, 2012, 05:12:45 am
From what I've seen there is no real drop in effectiveness using the AA rockets against a tank compared with the default rockets, although there probably should be.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 09, 2012, 05:50:14 am
Ugh. It's impossible to take down magriders with the AA now. Especially if you CANT THROW THE FUCKING C4. I COULD HAVE FINISHED OFF THAT BITCH IF THE GAME WOULD HAVE LET ME THROW THAT SHIT.
Am I just not understanding you? You're trying to take out a tank with an AA weapon and complaining that its not working?
AA Rocket launcher is excellent for taking out armor. No drop like the dumbfire-one, and only slightly less damage. With 1000 certs, though, I just bought them both.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 09, 2012, 11:05:05 am
Ugh. It's impossible to take down magriders with the AA now. Especially if you CANT THROW THE FUCKING C4. I COULD HAVE FINISHED OFF THAT BITCH IF THE GAME WOULD HAVE LET ME THROW THAT SHIT.
Am I just not understanding you? You're trying to take out a tank with an AA weapon and complaining that its not working?
No, i'm complaining about not being able to throw C4. I had the magrider down to little health and a pack of c4 would have killed it. My first pack missed, and when i tried to threw my second pack, i kept mashing RMB but nothing was happening. Then i got supernovapc'd.

E:
Anybody that could come online now? I'm so lonely ;_;

E2:
Holy fuck. That was hilarious. I went to defend mesa skydock, found no way up, saw loads of vanu planes swamping it. Fired a few AA rockets, suddenly 2 galaxies and 5 scythes are chasing me. Totally worth it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: bluejello on November 09, 2012, 11:41:18 am
at least it did not explode in your face, killing those around you... I SAW THE GRENADE FLY AWAY, why did it explode in my face?  and, does the +grenade cert replace the suit? because I do not think it should.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 09, 2012, 11:42:12 am
It does replace the suit. You can either carry more shit or have better armor or have better shields.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 09, 2012, 11:47:18 am
So... Can anyone come online? If we got an organizd squad of 4 or 5 people, we could capture some secondary facilities.

Always fun to overload a generator and see five vanu storm to it while you are hiding behind a box.

E:
It's official, amerish is terrible.
Indar and Esamir are nigh-warpgated by vanu while amerish is the only continent with a balanced population.


FFFFUUUUU-
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 09, 2012, 11:48:49 am
I would if I wasn't at work. ; ;
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 09, 2012, 01:38:04 pm
I'm coming online right now. Add SiquoBay12 to your friendlist to get an Outfit invite.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 09, 2012, 01:39:38 pm
Woop, then i'll be coming back too. Go to Amerish. It's the only place that contains any fun. I just took an amp station while TR and vanu were closing in behind us. Herp derp.

E:
Siquo, why aren't you replpying?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 09, 2012, 02:37:18 pm
And crash again. Crashing does help getting other stuff done.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 09, 2012, 07:42:50 pm
Has anyone purchased the EM1 for the NC HA?
Is it any better than the NC6 defalut LMG?

Looking for my next upgrade and hoping for some insight from the veterans.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 09, 2012, 10:59:17 pm
The EM1 is pretty nice. It's what I've been using lately (used to use the 240 point one but it got hit with the nerf bat pretty hard). I have one set up with one of each upgrade - high velocity ammo, reflex sight, compensator, and extended magazine. It's an effective gun. I haven't tried the default one enough post-nerf to see how it compares after the changes, but the slower fire rate of the default one turned me off a bit. The increased damage may make up for it, I haven't tested it enough to know really.

The EM1 has some pretty accurate bursts now, even with the high velocity ammo. Can take people out at mid range pretty quick with it.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 09, 2012, 11:04:46 pm
Nice.
I might give it a go, although it will take me a while to get it upgraded.

Thanks for that.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 10, 2012, 08:55:46 am
What about short range?
I found myself playing alot more HA lately, so i'm intrested too.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 10, 2012, 01:17:50 pm
It's good short range too, generally the only guys that kill me short range are the shotgun users (unless they flank me, of course). Like I said I'm not sure how it compares to the basic SAW though, since I haven't bothered with it.

We could get together and do dps testing on it if we wanted to. A bit of friendly fire from the same distance with both guns to see how much shield they knock off, then compare the fire rate. I have all 3 heavy guns so we could test them all for that if we wanted. The EM1 seems to have low recoil going for it, which would have to be factored in for mid range, but for close up the DPS is all that matters.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 10, 2012, 01:38:33 pm
Flares seem a little OP. Any time i fire at a scythe they just do flares and are gone. Apparantly they can be certed up to 15 seconds between uses.
:/
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 10, 2012, 01:42:08 pm
Yeah, makes AA missiles near useless unless you're en-masse. The one thing about them is that you're trading off ejection seats, so you either have to fly engineer and try not to die long enough to repair yourself or go light assault and lose the ability to repair yourself.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 10, 2012, 01:45:09 pm
Yeah, I have some questions about he first three guns on Medic and Light Assault myself. I was lucky enough to have my other char still around to get some HA and Medic testing in, but I just want some outside opinions on the guns. mainly, which one seems the most versatile?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 10, 2012, 02:04:05 pm
Yeah, makes AA missiles near useless unless you're en-masse. The one thing about them is that you're trading off ejection seats, so you either have to fly engineer and try not to die long enough to repair yourself or go light assault and lose the ability to repair yourself.

If you fly Light assault you can purchase that one auto repair trait, I have it, it's nice.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: hemmingjay on November 11, 2012, 09:43:03 pm
Here are some beta keys:
6DT9MG429KTTFNX3NC79
4T372M7HMKR99NPJ4CEX
P323KMDEEP4HDE2GJHX4
CXAP32PX6E2492P76HGZ
TDR9XE69NN9MHKD64MET
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 11, 2012, 09:49:04 pm
I fly engy with flares, flares are almost a must and a captain goes down with its ship so i dont want ejection seats.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 11, 2012, 09:49:48 pm
They just sent 5 keys to $everyone. Not to mention the keys in the previous emails.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 11, 2012, 10:06:32 pm
At this rate, there's no need to make the game public. So many keys.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: 612DwarfAvenue on November 11, 2012, 10:08:36 pm
So, anyone on Thebes? Preferably VS, though i can just create another character or two if most of you are in TR or NC.

Or are most of you on another server?


EDIT: Read the OP, answered my question. Jesus, we're spread out all over the place server-wise.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 11, 2012, 10:36:11 pm
Well, I have a feeling that battles over tech plants are going to be absolutely crazy now. The ability to take away enemy heavy armor is going to be too good to pass up.

I also predict lag-fests as 50 soldiers crowd around control nodes.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 11, 2012, 11:10:51 pm
I'm glad to see SOE's pretty on top of things with these new changes, and not being afraid to flesh it out so close to release. I'm liking pretty much everything I see so far. Lots of people are griping about the health regeneration but I don't see it as much of a big deal, it only gives new players a bit of extra surviving power before they cert into the med kits, and it'll only be effective if you're extremely careful. It's also virtually pointless considering how effective medic healing is and the fact that armor/shield has a regenerating mechanic in the first place, meaning it doesn't change the outcome of a firefight.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Micro102 on November 11, 2012, 11:50:51 pm
I've been trying to use the "forgot password" option, but it keeps on telling me I have used it in the past 24 hours. And I haven't twice.... Wth.

I got off the phone with soe support, they said it is because I was using chrome. Try logging into the site using IE or firefox and that should refresh the token and allow you to change your password if you need to. I was able to reset my password and log into PS2 last night for a few minutes before I had to go.

Also make sure you are not using a secure browser like firefox in incognito mode.

The thing is, I do use firefox. And I don't use incognito mode. Doesn't work with IE either.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 12, 2012, 01:16:22 am
Just got around to playing with some of the new changes.

Possible certs on guns changed around. The GD-22 was stealth nerfed again - now it doesn't get any bullet upgrades, where the SAW now has high velocity rounds and the EM1 now has soft point. So the GD-22 sucks even more, and the EM1 gets soft point instead of high velocity (which is OK by me, yay damage). It also lost some of the certs like the extended magazine and compensator, but gained the forward grip so I guess that probably makes up for the loss of the compensator. Down to 100 round max now though, so no more extended firing sessions without reloading.

The change to the heavy AA rockets makes them useless at the one thing they are intended for - shooting down planes. Before it was two rockets for a fighter kill, now it takes three. Was hard enough to land two rockets with all the flares, good luck landing three. And they're nigh useless against libs and galaxies, a full ammo loadout probably wouldn't bring down a lib now. So what are AA rocket launchers for now, exactly? I guess they're probably still good for sniping infantry, I haven't tried to see if they still one shot people.

The MASSIVE increase in cert costs for some things is a bit crummy too imo. Have you seen the price of the "sidegrade" guns now? Daaaang.

-edit- Holy cow, I made a new char to see the costs of stuff I already bought. 725 certs for the EM1. 725 certs for burster maxes and skyguards too, which is going to mean that planes are going to dominate for a long time until people can afford the cert cost, or pay $7 each for them. The final level of nanoweave armor was jacked up to 500 too, which I guess will function as a small health bonus to people who have played longer. C4 is 100 and 250 now too, so that won't be a cheap toy anymore either. I'm significantly less excited about release now. Guess they want to ensure that people are spending money on the game, but the costs seem a wee bit high to me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 12, 2012, 02:44:06 am
Personally I haven't played in a long time, and one reason was that the costs have been incredibly high ever since they disabled the automatic offline cert gain, and it seems like it got even worse when they got rid of auraxium.

The other was that almost no unlockables were actually sidegrades, they all enhanced your abilities in some way; many of the unlockable weapons were superior, anyone unlocking stuff had a significant advantage and the fact that there was no way to get up to where you could compete with them in a couple days made gameplay feel pointless.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 12, 2012, 03:51:42 am
To compare: in TF2 the "vanilla" weapons everyone starts with are actual sidegrades, and often better than the more situational weapons you can unlock. Was hoping to see that here, too.

So what are AA rocket launchers for now, exactly? I guess they're probably still good for sniping infantry, I haven't tried to see if they still one shot people.

Yep, still works. Love sniping snipers on top of a ridge with a direct hit. Don't know if it works on a full-health shielded HA, but every other class it works. What I would like is an Anti-Infantry rocketlauncher with a lot of splash damage. An anti-zerg weapon.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on November 12, 2012, 04:12:08 am
Here's some more keys:
ZNGATR2N66HP4MT9DK2N
743DDCX3MDTAFTF7AM34
3HE9EHRE9NM742FZ37CR
NNM42699FZX739ZNTJ4Z
CTAPC3HME44JK6CZPR27
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 12, 2012, 07:32:45 am
What he said:
344TH3EXH6TFDT7EKTGK
HH4A3RFT4GG3C7T7A6FH
AT6ZMX9DT47MAGMR3K9K
AXD32EKNENXK447XDGJC
H2MNAE6PDRFP4JMPGXTC
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: m0nster on November 12, 2012, 09:48:03 am
^
6RNX9E26XRCHDZ2RERAX
PMP9AE36DZJRZJ9D4KJ6
GE7C692C4ZER46KR7DGF
APTNEHAACFF6TNZJ7PTA
4NECPRPMRJAGARAPDTC9
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 12, 2012, 10:24:14 am
Personally I haven't played in a long time, and one reason was that the costs have been incredibly high ever since they disabled the automatic offline cert gain, and it seems like it got even worse when they got rid of auraxium.

The other was that almost no unlockables were actually sidegrades, they all enhanced your abilities in some way; many of the unlockable weapons were superior, anyone unlocking stuff had a significant advantage and the fact that there was no way to get up to where you could compete with them in a couple days made gameplay feel pointless.

Yea, in this game the "sidegrades" are big upgrades in almost every case.

Rocket pods for fighters - replaces extra afterburner, massive upgrade in damage compared to basic gun (which you still carry with it). Skyguard - the only AA available for tanks. The EM1 LMG - more DPS than the base SAW (same comparison can be made for all classes' default guns and one of their upgrades if I'm not mistaken). The Burster for the MAX - only good AA for infantry. The guns for the liberator - required purchase to make the liberator an actual bomber instead of a laughable machine gun ship.

In a few cases the guns really are side grades, like the lock on rocket launchers are just added functionality and you can do just as good with the dumbfire one. Shotguns are understandable as unlockables, since they aren't necessary - they're a niche weapon that gives you more stopping power up close at a cost of reduced long range effectiveness. But where is the trade off when your upgraded gun is just better at the same things the base one does, or like rocket pods where it's just a massive damage boost with the only downside being slightly less afterburner?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Carcanken on November 12, 2012, 12:18:14 pm
I just got the beta key for the game. Out of curiosity, what is the most populated US server?
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 12, 2012, 12:33:33 pm
We are all on thebe.

Did they seriously crank up certs that much?
Uuugh. Gonna have to play alot when this comes out to keep up.

If anybody wants some keys, PM me.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Carcanken on November 12, 2012, 01:02:17 pm
Alright, made my character, how do i get invited to the outfit or whatever you guys have set up?

Name is Carcanken1.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: coolio678 on November 12, 2012, 01:19:47 pm
Im having trouble installing it. It starts fine, but after about 40 mb, it gives an error message with something about a bad stream. I'll try to get a copy of the message if I can. Anyone else having this problem/ have a solution?

edit: here it is

Unable to download Bad stream in
http://pls.patch.station.sony.com/patch/sha/code4344/code4344.sha.zs/ad/981/b85caf2c9f1313358bd6f46b2f5e5dc4d17?cb=JD
(link doesn't go anywhere, I don't think)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 12, 2012, 01:37:02 pm
We are all on thebe.

Did they seriously crank up certs that much?
Uuugh. Gonna have to play alot when this comes out to keep up.

If anybody wants some keys, PM me.

I guess they want people to pay the $7 for each of the different weapons. Seems like almost every unlockable weapon is $7 now. Could easily drop a few hundred bucks on this game at those prices - especially if you play multiple characters, which I guess is what they're hoping for. I just hope they don't do what Tribes Ascend did and start putting in overpowered guns every few months to get people that pay money an advantage.


-edit- Hah, that was epic. I ran way behind enemy lines where a bunch of prowlers (like 8 or so) were on a hill bombarding NC across the way. With the rockets I had I killed two prowlers, then I went on to kill two burster MAXs and several snipers and engineers. Then I found an ammo pack, right smack in the middle of the TR - can you use enemy ammo packs? I killed an engineer and a sniper and loaded up on rockets from the ammo pack, then went on to kill another two prowlers before a third spotted and chased me down when I was out of rockets again. Not sure if it was an enemy ammo pack or if a random NC engineer had ran by, dropped the pack, and died - but it was timely. I went back and killed another two prowlers and another burster MAX and some more engineers before one of them spotted me and shot me. The tanks were so focused on bombarding the hill ahead of them they didn't even notice the heavy shooting rockets into their backs until it was too late.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Carcanken on November 12, 2012, 05:29:41 pm
Some of these cert prices seem ridiculous.

750 certs for rockets? Thats insane!
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 12, 2012, 05:37:46 pm
Or 1875 kills wich, you know would take a little while.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Toaster on November 12, 2012, 08:30:57 pm
I hope VR comes back so we can test these things before we buy them.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 12, 2012, 09:32:47 pm
I hope they at least let us see what attachments go with what before we buy them. Spending so many certs on something then realizing they gave it shitty attachments would suck.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 12, 2012, 10:47:20 pm
Or 1875 kills wich, you know would take a little while.

Hahaha, I'm just going to keep not playing then.

Apparently they think it's fine because
Quote from: John Smedley ‏on twitter
I've had as high as 10,000 XP in an hour.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Sensei on November 12, 2012, 10:52:02 pm
Or 1875 kills wich, you know would take a little while.

Hahaha, I'm just going to keep not playing then.

Apparently they think it's fine because
Quote from: John Smedley ‏on twitter
I've had as high as 10,000 XP in an hour.
That... sounds like bullshit.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 12, 2012, 11:14:37 pm
Since I didn't include a link in my post, this is the tweet: https://twitter.com/j_smedley/status/267723107622600704
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: PrimusRibbus on November 13, 2012, 12:10:36 am
Or 1875 kills wich, you know would take a little while.

Hahaha, I'm just going to keep not playing then.

Apparently they think it's fine because
Quote from: John Smedley ‏on twitter
I've had as high as 10,000 XP in an hour.
That... sounds like bullshit.

Not bullshit, but not entirely honest either. I've done it in biodome fights as a Combat Medic with a Mauler, maxed medgun, revive grenades, and maxed grenade bandolier. I've seen other members of my outfit do it with Jackhammer HA builds, Liberator teams, and Sundy/Engi runs as well.

The real problem that he's not addressing is that that's only a likely scenario after spending loads of certs on a specialized build. New players will not be getting anywhere near 10k an hour.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 13, 2012, 01:29:36 am
I wish they'd focus on territory control as a bigger source of experience gain over basic kills. It would open up more opportunity for group strategy to be rewarded even outside of the basic outfits/squads, and it would also allow them to increase the max health of infantry units without having to worry about reducing people's experience gain... Though they'll probably never significantly increase the TTK on infantry, I can wish at least.
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: da_nang on November 13, 2012, 01:58:05 am
Or 1875 kills wich, you know would take a little while.

Hahaha, I'm just going to keep not playing then.

Apparently they think it's fine because
Quote from: John Smedley ‏on twitter
I've had as high as 10,000 XP in an hour.
That... sounds like bullshit.
New players will not be getting anywhere near 10k an hour.
I can relate to that. Primary cause: Death on repeat. (http://www.youtube.com/watch?v=-mZQnkJ-fnI&feature=related&t=4m22s)
Title: Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 13, 2012, 02:35:03 am
I wish they'd focus on territory control as a bigger source of experience gain over basic kills. It would open up more opportunity for group strategy to be rewarded even outside of the basic outfits/squads, and it would also allow them to increase the max health of infantry units without having to worry about reducing people's experience gain... Though they'll probably never significantly increase the TTK on infantry, I can wish at least.
I thought they were what with increased XP from base defence and such.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 13, 2012, 03:06:04 am
I wish they'd focus on territory control as a bigger source of experience gain over basic kills. It would open up more opportunity for group strategy to be rewarded even outside of the basic outfits/squads, and it would also allow them to increase the max health of infantry units without having to worry about reducing people's experience gain... Though they'll probably never significantly increase the TTK on infantry, I can wish at least.
I thought they were what with increased XP from base defence and such.
They made a move toward it with the recent changes but it's still not as big of an impact as I'd like, and the recent cert cost increases were also meant to be due to those changes which was just plain a bad decision I think. In my ideal scenario taking the average facility would net maybe 5-10 cert points for the territory flip, while something major like the crown could be up to 50. I realize that sounds pretty high if you consider people are going to be playing for years to come, but with the current cert costs and the sheer variety of stuff to purchase and upgrade, it seems reasonable to me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 13, 2012, 03:53:08 am
I've not played since the last update because of work so I'm holding my judgement. I hope claiming and defending a base reaps at least as much XP as assaulting and taking new bases.

Edit to add: The new costs do sound pretty steep.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 13, 2012, 03:56:45 am
You also get increased XP from killstreaks. Which are awesome.

Personally, I'd like to see even less facility-flip XP, and more kill XP.
Because waiting for a facility to flip is boring, and killing other people is fun. When I'm defending against a zerg, and kill more of them than they kill us, even though they are winning the facility, I like rewards as well. Too often my teammates stop defending once it's (in their opinion) a lost cause, instead of pushing just that little bit extra. It's more fun for the other side as well.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: da_nang on November 13, 2012, 05:30:51 am
Is there any way to swap yaw and roll controls for aircraft? The current control scheme is rather unintuitive and makes it a lot more difficult for me to aim during flight.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 13, 2012, 07:11:23 am
Is there any way to swap yaw and roll controls for aircraft? The current control scheme is rather unintuitive and makes it a lot more difficult for me to aim during flight.
i know wuat you mean. took me a while of flying around in first a gal for basic flight (getting out of warpgate with a few greverreavers was good avoidance practice.) I moved onto the Lib and practiced moving around at lower altitudes with the smaller aircraft. finally I am flying around in reavers taking down novice flyers. doubt I could dogfight well though but I can easily get onto the tails of some. damn scythes though with thier on a dime turning. cant turn fast enough to get a good bead on them...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 13, 2012, 12:40:04 pm
Only 3 days of the beta left. If you want to grab the alpha squad package now would be the time.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 13, 2012, 12:45:27 pm
New cert costs sound insane.
But hey.
The title should be changed by now, so we can attract more people for our B12 outfit. Any chance we can all get togheter in a weekend and play the crap out of this game in a squad?
It's been far too long since the last magic school bus.

E:
Even tough the servers will probably be completely full.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Haschel on November 13, 2012, 01:35:38 pm
You also get increased XP from killstreaks. Which are awesome.

Personally, I'd like to see even less facility-flip XP, and more kill XP.
Because waiting for a facility to flip is boring, and killing other people is fun. When I'm defending against a zerg, and kill more of them than they kill us, even though they are winning the facility, I like rewards as well. Too often my teammates stop defending once it's (in their opinion) a lost cause, instead of pushing just that little bit extra. It's more fun for the other side as well.
The fact that waiting for a territory to flip is boring really has more to do with the fact that the current mechanics just aren't working very well. Even so, I agree that kills should be rewarded and the killstreak bonuses are a good incentive to play smarter. I just feel like it hurts the overall strategy components of what the game is (almost) built for, and again the low TTK is really one of my biggest gripes with the game so far. I wouldn't mind if they increased the base experience gain for a kill while making everybody sturdier to compensate.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 13, 2012, 02:50:44 pm
What does TTK mean?
My google-fu is too weak.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 13, 2012, 02:59:45 pm
What does TTK mean?
My google-fu is too weak.

Time to Kill I believe. Basically means combat is too fast.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 13, 2012, 03:02:01 pm
Time To Kill, how long it takes to go from 'being shot' to 'dead'.

Basically, the game isn't as fun according to some because you're getting shot to death within a fraction of a second of being engaged. You don't really have too much time to react to your enemy, start circle-strafing or diving for cover or activating power ups or returning effective fire. Or even to point out 'hey there's a guy shooting me' to your teammates.

Personally, I have no problems with the low TTK, but I'm used to it, being an avid player of low TTK games. I can see why people more used to the completely different style of high TTK gameplay would be turned off by being shot to death in half a second.

...And, ninja'd.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 13, 2012, 03:05:39 pm
Ya, I grew up playing Goldeneye almost exclusivly on Licence to Kill (one hit kill) mode, so I'm used to super short ttk
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 13, 2012, 03:14:45 pm
I'm also partial to the low TTK even if it is a bit annoying at times.

Decided to get Alpha Squad. I figure I'll end up spending as much money over time anyway.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: woose1 on November 13, 2012, 03:48:52 pm
Got in the beta as 'woose1bay12' on Thebe. Let me know if you guys have an outfit or a squad or whatever that I can join.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Shadowlord on November 13, 2012, 03:48:59 pm
You know they just did a triple your money station cash event, where if you put in $40 you got $120 worth of station cash (for exmaple sexample EXAMPLE), and they announced it something like a week beforehand.

Alpha Squad is just an extortion racket: "Nice name you've got there. It'd be a real shame if something were to happen to it..."
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: woose1 on November 13, 2012, 03:54:10 pm
Someone already has my name, apparently. I thought 'Woose1' was pretty unique. *shrug*
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 13, 2012, 05:14:05 pm
The TTK its ok to me, i really hate games when enemies become bullet sponges.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 13, 2012, 05:18:24 pm
Yeah, too bad it's so random. Sometimes I don't have the time to even press the trigger, other times I killed another guy so fast he's dead before I even register I was firing at someone... The bullet spray is weird.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 13, 2012, 09:24:15 pm
I think maybe the head hitbox its too big or something.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: The Scout on November 13, 2012, 09:31:42 pm
Or they're half dead. That's what always happens to me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 13, 2012, 09:37:50 pm
It's probably a lot to do with spray. Seems to me quite a few bullets find their way to someone's head when there's 5 LMGs A-teaming downrange.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 13, 2012, 11:11:37 pm
I love it when a VS Infiltrator stands still and lets me hit him/her four times to get the kill.

Still loving the HA with the default and upgraded LMG - don't need any better weapons.

Edit: Also; kill 12 VS = 2 certs &
                repair 3 phalanx turrets from the ashes = 1 cert.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 14, 2012, 03:03:29 am
Me (HA, got the drop on him): "Ahaaa!" *DAKKADAKKA*
TR Infil: "Huh?"
Me: *DAKKADAKKADAKKA, DAKKADAKKA, DAKKADAKKADAKKA* (<-- notice burst fire, fuck yeah)
TR Infil: "Oh." *Shotgun*
Me: *dead*
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 14, 2012, 05:37:57 am
Me (HA, got the drop on him): "Ahaaa!" *DAKKADAKKA*
TR Infil: "Huh?"
Me: *DAKKADAKKADAKKA, DAKKADAKKA, DAKKADAKKADAKKA* (<-- notice burst fire, fuck yeah)
TR Infil: "Oh." *Shotgun*
Me: *dead*
yeah their repeater pistol is also like a smg sometimes.

Also some whispers on grapevine. Shotguns for Engies and some NC classes only. No more Infiltrator Shottys...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 14, 2012, 07:33:22 am
So, we need to set up times when everyone is on, 'cause I'm always on there alone (my compu time is usually 8:30ish to 10:30ish EST, after the kids go to bed).
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 14, 2012, 07:43:53 am
I wouldn't mind finding out if we can at all form at least a Squad on one server, and be the group that maintains the PUGs that many Outfit groups will ignore or rarely control/direct. The problem is with the current Outfit I am in is that the Leaders are the "Look, I am getting tons of EXP from this, I don't care if 50% of the platoon is getting slaughtered or anything like that, cause I am getting shit." And then look at the map and wonder why the whole place is under the control of the TR and the place that they have had their platoon/outfit hold being the only damn place that the NC own...

I decided to run a Platoon, ignoring the general orders and rules of the Outfit (need a certain rank to lead apparently) and mainly had a few outfit guys work Squad leads while I got everything under control with the PUGs, the Offical Outfit platoon was holding a Bio Lab and the Enclave (TR Outfit) had pretty much pinned them in there. I took my PUG platoon, and after a bit of Iron Handed Orders I got back nearly 50% of the map then came in and took the Ground level around the Bio Lab back from the Enclave group stationed there to keep the NC there Pinned. After that the leader of the Outfit came on, jumped into my Platoon and said that he didn't want to lead, but cause he was there many of the Outfit joined, I think I got in trouble from the other leads dispite the main leader willing to hand me the platoon lead...

We ended up taking back all of TR's land and cornered them into their Warp Gate before I was called to work early...

Of course, Outfit lead prob took the Credit there, I haven't been allowed to lead again and I feel that I am not even "welcome" there any more...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 14, 2012, 08:02:14 am
I wouldn't mind finding out if we can at all form at least a Squad on one server, and be the group that maintains the PUGs that many Outfit groups will ignore or rarely control/direct. The problem is with the current Outfit I am in is that the Leaders are the "Look, I am getting tons of EXP from this, I don't care if 50% of the platoon is getting slaughtered or anything like that, cause I am getting shit." And then look at the map and wonder why the whole place is under the control of the TR and the place that they have had their platoon/outfit hold being the only damn place that the NC own...

I decided to run a Platoon, ignoring the general orders and rules of the Outfit (need a certain rank to lead apparently) and mainly had a few outfit guys work Squad leads while I got everything under control with the PUGs, the Offical Outfit platoon was holding a Bio Lab and the Enclave (TR Outfit) had pretty much pinned them in there. I took my PUG platoon, and after a bit of Iron Handed Orders I got back nearly 50% of the map then came in and took the Ground level around the Bio Lab back from the Enclave group stationed there to keep the NC there Pinned. After that the leader of the Outfit came on, jumped into my Platoon and said that he didn't want to lead, but cause he was there many of the Outfit joined, I think I got in trouble from the other leads dispite the main leader willing to hand me the platoon lead...

We ended up taking back all of TR's land and cornered them into their Warp Gate before I was called to work early...

Of course, Outfit lead prob took the Credit there, I haven't been allowed to lead again and I feel that I am not even "welcome" there any more...

That... is rather lame. Not what you did, amazing job there, but the Outift people. they have, at most, a few months of experience over anyone in game, a bit pompous to be all "only we can lead because we made the outfit, hoho HO!"
*grumble*
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 14, 2012, 08:07:11 am

That... is rather lame. Not what you did, amazing job there, but the Outift people. they have, at most, a few months of experience over anyone in game, a bit pompous to be all "only we can lead because we made the outfit, hoho HO!"
*grumble*
I know, I am thinking bout leaving the Outfit, but I don't really want to go Lone Wolf/go Rogue. As I said before though, wouldn't mind at least 12 folks here with a Voip system (Heck Steam would do) to help me in wrangling PUGs into deadly forces. Maybe a Merc Group of the NC...
The Outfit lead always compared that the other people on the Server did shit in defending the areas compared to the Outfit, despite his preference to find a Tech/Bio/Amp/Defendable Fort and sit there for the whole day...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Duuvian on November 14, 2012, 09:03:02 am
I went to the East server as it seems to perform better for me slightly.

I also have been playing TR on that server. Their guns are sweet. I'm going to pick up the semi-auto NC sniper rifle if it is moderately priced nowadays. Other than that I just do much better at longer ranges with them. On that day where everyone got a lot of extra certs, I was lucky enough to be online when they refunded an additional amount of certs to make up for ones they accidently shorted some players previously or something. Not a big deal at all since everyone received 2000 certs. However since I heroically managed to be in the gameat some point in the span between the two patches that day, I had time to actually spend the first 1000 cert points (on three characters), bringing the total awarded to me to 3000 (on each character).

On my TR character on East, Gargamal, I used the points to obtain the two round burst Combat Medic Assault Rifle for long range. At that time it could only use Soft point ammunition and normal ammunition. It was a poor to mediocre weapon, especially having to switch to normal ammo when targets were a longer ranges appropriate for a 6x scope. Now that they've allowed High Velocity rounds instead it's much better at what it's supposed to be good at. It's no sniper rifle in that it requires many more hits to kill, but it works well enough at ranges that most people short of an infiltrator will not be able to outperform you.

Also on the Combat Medic, I unlocked both levels of C4 when it was cheap. C4 is great. It's especially good on Light Assault but it's useful on every class that can unlock it due to it's versatility. For a while it was eating all of my infantry points when I was playing on West as NC. Sometimes with light assault you can fly above a group of people taking cover behind something  or around a corner and drop C4 on them and float away to push the button on touchdown.

Now though my infantry points are being spent on the Medic's Revive grenade. It seems strong at first, but then you realize there is a reason that pile of corpses died in the first place. I'd say if the grenade revives 4 people at once, maybe one will survive if there is still an enemy there to shoot at that group of revived friendlys and that one was probably either the first or the last to get up. It's quite worth the certs though. The area heal grenade could be useful, but I find myself using the revive grenade so often on the piles of friendly corpses you see sometimes that I often run back to resupply if it's nearby just to restock my one revive grenade. I think the area heal grenade would be good if paired in a preformed squad with a second medic who uses the revive grenades.

I have the first level of Triage. Unless they fixed it with the last patch since I reported it, it gives broken amounts of experience points. It is however extremely limited in it's use as it's somewhat uncommon to be in a vehicle with a legitimately wounded by the enemy person as usually they will seek medical help or vice versa in the short time before a convoy moves onto the next target.

I also unlocked all the underbarrel attachments for the two round burst gun to test them out. The smoke launcher is by far my favorite. It's such a great tool for the medic to have. It just seems to work so well. For instance I snuck around some random hill NC and TR were fighting over when being medic. I was using that rifle and deployed a sunderer behind their lines, and a half dozen reinforcements spawned there. We climbed the hill we hid behind and there was the NC firing line milling around like ants and all looking the other way at close to clip range. Most of the assault classes moved forward in the rocky, hilly terrain as the infiltrator and I shot from long range and killed a half dozen NC or so between us before we were noticed and a few infiltrators started returning fire. We killed a few more, mostly the ones shooting back, then I laid down the first smoke grenade close to their hill to block their sight but not close enough for them to run into immediately, and then put the second one directly into their firing line. Everyone on my side of their hill ran down out of cover towards those clouds of smoke and shot anyone who stumbled out of them. When the smoke cleared I saw the NC line wavering due to the TR on the other side rushing in, took cover from the NC's fire, saw their sunderer exploding, and finally after killing a few more NC I took a sniper shot to the head and was revived about 15 seconds later from a medic who came from the other side of the hill from me.

Underbarrel grenade launcher I didn't use much. It seems pretty good though as far as trajectory. It depends on how much damage it does and the blast radius; I don't know about either. I'd imagine it's quite useful though. It's difficult to aim at range as you only have one shot before reloading but I'm sure it would come in time.

Underbarrel shotgun I used a few times but it wasn't very good. It's a bit too clunky to be practical for anything but using with a knife on an unsuspecting opponent. I'd assume knife first as that would theoretically be harder to land. I'm unsure how to make it better, to be honest, without making it too strong. Someone on the Planetside forums had a good idea though; just make it an alternate keypress and have it fire near instantly like how a grenade throw is triggered.

My thought was maybe shotgun pellets could be really good against shields but weaker against armor than rifle rounds and have slugs be the opposite as a way to balance shotguns. That way it's versatile.

Flash turbo is so much fun. It would be nice if the ATV model changed with it's addition. I'd suggest a small rocket engine in the back angled so that it looks like it's propulsion forces it downward relative to the ATV to explain why the ATV can literally cover all terrains (walls and ceilings)

I've jumped the stairs in the warpgate diagonally, corkscrewed to land the wheels on the ceiling; continued driving at 90kph on the ceiling until turbo ran out, backflipped around and landed on the Flash's wheels on the ground due to hitting a bump on the ceiling at the last second. Great fun. Some day I intend to run over a Vanu that way and have someone witness it so I can win the game.

I also put points into the Prowler. First level of Stealth Armor, HE turret, and the Vulcan gatling gun. The gatling gun is incredibly effective when used for suppressive fire. It doesn't kill very much at long range but even there it makes infantry want to hide. At close range it's good enough to take out heavy assaults when they pop out of cover for rocket usage. The bullets are very slow and have a large drop to them. It has a 300 round magazine, and with about 5 certs your tank can hold 1k+ rounds. If it wasn't so worthless against distant aircraft due to the huge bullet drop and slow projectile speed, it would be overpowered. Now it's just a pretty good weapon that no one likes because it's 1: expensive and 2: no one wants to gun it for long either because they don't know how to use it or because suppressive fire can be boring (but not to me)

Me shooting the Vulcan: (http://i66.photobucket.com/albums/h246/kevindelacruz22/Hank_Scorpio.jpg)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 14, 2012, 11:27:18 am
Also some whispers on grapevine. Shotguns for Engies and some NC classes only. No more Infiltrator Shottys...
This so much.
Give them a weak machine gun. But not a fucking shotgun.

[Edit]
And they have to do it NOW. If they do it after release, there will be enough whining to cause a major earthquake.
[/edit]

On TTK:

The low TTK doesn't really bother me. A higher TTK makes a game more tactical on the player versus player level (eg TF2) but a low TTK is better for games like this, with loads of players.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: etgfrog on November 14, 2012, 11:46:28 am
I dont think there is going to be much of a change in the time to kill...well...maybe not since they made aircraft resistant to other aircraft's main guns, it used to be a 0.3 second from 100% to 0% if all bullets landed.

As for the anti infantry turrets on main battle tanks...all factions have scary anti infantry, NC have a shotgun that can kill 30M out in a single shot, TR's vulcan was already mentioned, Vanu have the light PPA which will 2 direct shot infantry and has nieh infinite ammo(0.5 seconds in between shots, 75 magizine, 400 reserve, so equal to about 4 minutes of non-stop fire) and also has aoe splash(5M) damage which is slow to kill(6 shots of near miss will kill) but it will make most infantry take cover from it.

I do like the compression of the vehicle performance options, yea, it makes it a bit cookie cutter, but there realy was only 2 or 3 options that most people picked and left the rest alone.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 14, 2012, 11:50:13 am
I've discovered that straffing tanks is rather effective with the nose cannon on aircraft. You are also really easy to hit with a tank cannon at that point, however, so you should probably break off when you see it swing towards you...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 14, 2012, 11:51:40 am
Oh, sorry if it's a bit misplaced. I ment that they should change the inf shotty.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: etgfrog on November 14, 2012, 12:07:59 pm
Oh, sorry if it's a bit misplaced. I ment that they should change the inf shotty.
as far as i'm aware it is completly gone from the infiltrator because its too easy to stealth behind an enemy and take them out before they can react, running around as a medic with a shotgun has gave me a 7.4 k/d ratio yesterday mostly because i would rush right into the middle of a group of enemies who would be too scared of hitting a friend so i end up taking most of them out(few cases of playing ring around the rosie with the enemy sunderer racking up kills because any enemy in my line of sight was also within 1-2 shot kill range with the shotie)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 14, 2012, 12:24:43 pm
I like this new update.
CTR+TAB for switching tabs, and the loading screen looks awesome now.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 14, 2012, 12:27:37 pm
I've discovered that straffing tanks is rather effective with the nose cannon on aircraft. You are also really easy to hit with a tank cannon at that point, however, so you should probably break off when you see it swing towards you...
Hilarious when they do this to me in my lightning before realizing that I have a skyguard equipped and then BATATATATATATABOOM
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 14, 2012, 12:36:11 pm
Oh dear god.
I just got disconnected for no real reason. I guess they are enforcing profanity now >.>
I guess i'll just turn the profanity filter back on.

E:
That or the server is now full and i got kicked for no fucking reason at all. God fucking damnit.

E:
Or i just got a ban for the profanity. I have no idea.

E:
HOLY FUCK.
I was running towards a base.
Suddenly 3 galaxies that are all completely filled up arrive, and empty at one of the towers of the base i was heading to.
I'm guessing enclave.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 14, 2012, 02:35:45 pm
E:
HOLY FUCK.
I was running towards a base.
Suddenly 3 galaxies that are all completely filled up arrive, and empty at one of the towers of the base i was heading to.
I'm guessing enclave.
Odd that they were even allowed to bring it into a Hot Battle Site. What were the NC there doing or was it a Cold site???
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 14, 2012, 02:58:32 pm
There was nearly noone there tough. And we pushed far up. around NS offices. Anti-vehicle gate and two towers, three points.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 14, 2012, 08:20:30 pm
There was nearly noone there tough. And we pushed far up. around NS offices. Anti-vehicle gate and two towers, three points.
What were you doing there then...
Last checked Enclave hangs out in Aermish...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: da_nang on November 15, 2012, 05:07:06 pm
Beta keys for those that want 'em:
ER6HPZH3GDGCDXXZJKR6
9Z637NP9JACCK63RFMZZ
D6EKHNCR64D4H4A94JMJ
PK33FNF23D9HHRXFR3HM
D9KECRRX69M2T6ERZ36A
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 16, 2012, 07:03:20 am
Last day of the beta today. Servers go down at 11:59 pm PT(GMT-8).

edit:

Once the beta closes, you may as well uninstall the beta client, Smedley has posted that on launch you will need to do a full reinstall. which has been posted in the forumsas being around 18Gb.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 16, 2012, 10:18:11 am
I'm going to put PS2 beta in a .rar and keep it.
No idea why tough.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 16, 2012, 11:13:51 am
I used to think a 200 gb per month data cap wasn't unreasonable... now I'm starting to have second thoughts.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 16, 2012, 11:15:41 am
I used to think a 200 gb per month data cap wasn't unreasonable... now I'm starting to have second thoughts.
I'd blow that in a week... then again I do a lot of data transfer for my servers and development projects as well as video encoding.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 16, 2012, 11:17:04 am
I used to think a 200 gb per month data cap wasn't unreasonable... now I'm starting to have second thoughts.
Long live unlimited data caps! HUZZAH!
Seriously, I don't go through major distributers anymore because data caps are lame.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 16, 2012, 01:25:15 pm
Unfortunately, Smedley has just announced that there will be no pre-loading before the launch.

That makes it probably the 22nd before I can start to play.  :(
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 16, 2012, 04:05:14 pm
Hey guys, after the game releases I am going to be starting something much like a NC PUG Platoon, where almost all of the platoon are PUGs that join, but I need strong leaders that know what they are doing when it comes to well, leading. At the min I would be looking for at least 3-7 folks to join me in wrangling the NC PUGs into a deadly fighting force...

I would be looking for a couple of folks that also know what they are doing in Armour and in the Air. Just to give the needed Support when needed, but don't think that your going to be sitting in those vechiles all the time, its more for general support calls...

I would love to see folks from here willing to work with me, then maybe we can see the whole map being blue...


I am a Iron Handed Platoon Lead, but I do give allowances for someone to respond to orders, I will also be doing some simple teamwork excersises when the Platoon Fills up each time it gets created, simple in the terms of knowing who is in your squad, what number you actually are, and how to stick together. Too many times has the battlefield become a clusterfuck and the squads are never working together...

I can promise at least 30-40 certs a day (if system still remains the same) if all goes well and thats just base capping gains and such, that is not including kills and other exp gains. Good teamwork will give more and faster so this is what I am aiming to grow amoungst the whole NC of the server that we will exisit...

I do not know which Landmass we will be working on, but most likely Aermish as I spent a good amount of time there and know the lay of the land pretty well, even if I can't pronounce half the damn places :P

Anyone interested in helping me out, please PM me, and know that we will be working together. Leads mind you will be needing to use Mics but just using your ears with the ingame Voip system is fine so don't feel left out or discluded there. Talking is only a must if you want to lead. Typing don't work well in heated battles...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 16, 2012, 05:17:32 pm
Are you going to be using any sort of Teamspeak or Ventrilo? or will it be purely in-game-voip?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 16, 2012, 06:11:14 pm
What's a pug now?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: bucket on November 16, 2012, 06:46:30 pm
I'd like to join some people on here, but I say we wait until after the game has been released. I imagine finding a low-latency server we can all get on will be frustrating...
Also some whispers on grapevine. Shotguns for Engies and some NC classes only. No more Infiltrator Shottys...
This so much.
Give them a weak machine gun. But not a fucking shotgun.
I'll tell you the same thing I tell people who bitch about shotguns in every other game: KEEP YOUR FUCKING DISTANCE. You want to run-and-gun? You'll lose to shotguns every time. Doubly so in this case, as going toe-to-toe with a human tank makes no damned sense.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 16, 2012, 07:07:37 pm
Hey guys, after the game releases I am going to be starting something much like a NC PUG Platoon, where almost all of the platoon are PUGs that join, but I need strong leaders that know what they are doing when it comes to well, leading. At the min I would be looking for at least 3-7 folks to join me in wrangling the NC PUGs into a deadly fighting force...
I'm not too good at leading, but good at following orders. I have a mic but am loathe to use it (kid asleep and wife around). In if you want me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 16, 2012, 07:13:27 pm
I'll tell you the same thing I tell people who bitch about shotguns in every other game: KEEP YOUR FUCKING DISTANCE. You want to run-and-gun? You'll lose to shotguns every time. Doubly so in this case, as going toe-to-toe with a human tank makes no damned sense.

That's not really applicable when you're talking about infiltrators with shotguns. Have you actually played the game yet? Running around as an infil with a shotgun is hilariously OP. You can sneak around behind enemy lines and just run from cover to cover shotgunning all the people trying to 'keep their distance.' Occasionally you'll not notice someone facing your way and they'll see you moving or unstealthed and shoot you, but for the most part if you're decent at sneaking around you can just run from group to group blasting people. My K/D ratio for the time I spent playing shotgun infiltrator the other day was 15, and it would have been even better if I hadn't been running into ridiculous situations like trying to shotgun 10 people at once (and successfully getting 6-8 of them before going down - shotgun headshots blam blam blam).
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 16, 2012, 07:16:43 pm
Essentially with the Infiltrators think what it would be like if say, In tf2 the Spy got a standard FPS shotgun. That's what the issue was. Cloak, run the long way around, uncloak right behind someone. Blow their head off. Rinse and repeat.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 16, 2012, 08:20:07 pm
Hey guys, after the game releases I am going to be starting something much like a NC PUG Platoon, where almost all of the platoon are PUGs that join, but I need strong leaders that know what they are doing when it comes to well, leading. At the min I would be looking for at least 3-7 folks to join me in wrangling the NC PUGs into a deadly fighting force...
I'm not too good at leading, but good at following orders. I have a mic but am loathe to use it (kid asleep and wife around). In if you want me.

I'm pretty much in the same boat here, my game time is kids bedtime, so miking it up doesn't work very well.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 16, 2012, 10:22:44 pm
Are you going to be using any sort of Teamspeak or Ventrilo? or will it be purely in-game-voip?
I do not have any TS3 or Vent Servers that I can access freely, but if someone does that would be a plus, otherwise it would be mainly in game voip but also Steam Voip could be used as well. Generally though as this Platoon will be mainly handling PUGs ingame Voip is the main choice due to the difficulty in getting people to join an outofgame voip system is next to impossible due to pathetic reasons from the player... (Not their fav, complain, don't want to download, cry cry, etc)

What's a pug now?
PUG is a MMO term refering to someone that is a player that does not exist within a guild or group which organizes raids or parties and just Picks Up a Group (PUG). Generally the masses in MMOs that don't really want to go into Guild Poltics and such and just want to play the game. Also generally a group of players that lack communication or general leadership and thus end up following a pack of skilled players like a Leech or generally gets slaughtered in game...

Also something you never want to really be part of in anything like Dota/LoL cause you know your going to lose/someone drops out/blamers and so forth. Managing a PUG group is next to impossible, but so far as long as you present a unified goal and the obvious gains that they will recieve they will follow blindly and such. But it will still take time to organize...

A good example is trying to get one squad to abandon a cap on a low grade (+250Exp) base to start a cap on a higher grade base (+500Exp), many will be unwilling to abandon that 250 Exp. A good Guild Squad will all be moving towards it the second the order would be called for example. Grabbing land in the new Meta Game of Planetside2 is really more important due to the fact that in the end you are gaining resources where your foe is not, meaning more deploying of tanks/aircraft/infantry tools and so forth...

I'm not too good at leading, but good at following orders. I have a mic but am loathe to use it (kid asleep and wife around). In if you want me.
I'm pretty much in the same boat here, my game time is kids bedtime, so miking it up doesn't work very well.
Leaders are prefered to have mics as I said before but hey anyone that can follow orders and present a good form of responding is fantastic, always need folk to present a good face. Perhaps we should look into something like a Steam Group or something like that to just get the basics down of who is who and when is good and such... Y'know...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 17, 2012, 02:39:11 am
I barely know anything about this game or it's predecessor... But I have seen some very impressive gameplay videos, which has gotten me very excited for this release.
But it's clearly not a game I'm going to be able to just jump into on my own...
Anyone here planning to play in Europe?
I'm pretty good at following orders, but I've also got experience in situational assessment... Basically I play a lot of Armed Assault 2. :P
(I'll probably favour a support class, like medic or engineer, as that's what I tend to go for, especially in MMOs.)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 17, 2012, 03:02:17 am
And beta is now over. Servers come back up for launch Tuesday 10am PT(GMT-8).
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 04:18:19 am
Now thus may seem odd but being Australian I was always expecting tons of lag for me to even be able to play on the US servers. But I saw very little. Even in the heated battles. In other games such as TF2 and such where it required a good bit of skill over mindlessly hitting a key like in other MMOs, I never felt like I needed to be on the Oceanic Server even once. I prob could see some difference if I did but yeah...

Alway be willing to give it a go one servers where you have friends on which are not local fot you. It may not reallly matter.n.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 17, 2012, 04:38:01 am
Count me in. What server tough? I'd still like to be able to play with other B12ers and non-B12 friends, so that's improtant info. Especially since noone is ever online. I'm up for medic and HA. Not for vehicles tough. Even less for DRIVING them.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 05:08:52 am
I myself would love to stick to the server of which Enclave (big TR outfit with a rude leader who thinks he is the best. Look for his vids on youtube.) The idea of PUG platoons kicking him out of all the bases around the map really tickles me...

Last checked that will be one of the US servers...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 17, 2012, 05:15:32 am
He may be a dick leader, but the Enclave have a pretty good reputation.

This obviously means that some well-placed ass-kicking is apropriate. *Evil grin*
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 05:20:29 am
He may be a dick leader, but the Enclave have a pretty good reputation.

This obviously means that some well-placed ass-kicking is apropriate. *Evil grin*
Point case and Fact there... Already pushed them out of a few places with PUG groups already. But yeah want to hammer in that fact...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Rez on November 17, 2012, 05:41:35 am
Like lots of online guilds, it's little more than a zerg with the ego of one or two men driving the whole thing.  Not saying that that sort of dictatorial guidance can't be successful, but there's not too much to admire there.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 17, 2012, 10:57:34 am
I'd be interested in leading/joining, if you DO want a TS3 server I think I may be able to secure one from a friend (100-slot server I think, would be shared)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 02:59:04 pm
I'd be interested in leading/joining, if you DO want a TS3 server I think I may be able to secure one from a friend (100-slot server I think, would be shared)
Well at first I dont think we will be really needing one tbh. But if for example we start an Outfit with the main goal of my plan of PUG "control" we could recruit members from the successful platoon runs...


On the note of Outfits. What kind of name should it have. I wasnt aiming for anything Bay12 specific mind you. More of a Mercanry style thing...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 17, 2012, 03:22:40 pm
Vanquishers.

And you know, Discipline of the outfit would benefit from having regulars, people who play together end up doing better.
I'm not sure of your aim really, the feeling im getting is like commanding the pub regiment in M&B: Napoleonic Wars.

EDIT: At the very least, if you are going to be handling Pubs only, you should have some dedicated support people: A mosquito/Reaver squadron or something
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Sensei on November 17, 2012, 03:40:10 pm
I still strongly suggest we have one unified B12 group, on a given faction and server. Even if I'm not around enough to lead it, someone should.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 03:43:19 pm
Vanquishers.

And you know, Discipline of the outfit would benefit from having regulars, people who play together end up doing better.
I'm not sure of your aim really, the feeling im getting is like commanding the pub regiment in M&B: Napoleonic Wars.

EDIT: At the very least, if you are going to be handling Pubs only, you should have some dedicated support people: A mosquito/Reaver squadron or something
Yeah I guess it would be like the M&B NW stuff. Trying to get the people that have no aim other then to shoot stuff to work together as a group to shoot at stuff that matters...

As for dedicated Support folk. Generally I want to work out who can and is good in both Armour and Air. BUT its never going to be a case where they will be remaining in those vechiles for their whole time or would they be disappearing into their own unique platoon. Dividing up any form of force in an Infantry Based game (Yes Planetside2 Is Infantry Based folks get to learn that) is generally a bad idea. Basicly Air and Armour is more of a Situational Need, if we are trying to bust through a blockade of Tanks, Air would be needed over Armour, if we are trying to attack a fortified base, Amour would be needed to punch the hole, but in the end it would be those on foot that move in and take everything, Armour and Air only are needed for about 20% of the tasks that are done in Planetside2...

My main plan though IS to have a good idea on who is to be called on when Air is needed or such, Basicly though you can't fully control any of the Pug members that want to fly but if we can work out the main Pilots and get them working together, set each of them up with a Wingman (and sub wingman if their main is missing) and when Air is called for they Redeploy straight to an air base with their wingman and work together there... Solo flyers are generally targeted first and foremost, but more on that laters...

Basicly though, the first thing I would love to do is get the TEAM WORK WINS idea into everyones heads...

My basic bootcamp would be this...

Until Platoon fills its free for all, you can do what you want and where you want.
Moment Platoon fills, recall to Warpgate then move to the closest base to avoid GreiverReavers and other annoying folk.
Get the squads to divide into their Squad groups physically and then have them work out what number they are.
Inform each member that the person that is the next number down from them (1-2, 3-4, 5-6, etc) is now their long lost twin.
The goal is that you work together as a Squad but you have your partner, two people shooting at the same target takes down that target 2x faster, 2 sets of eyes is also way better then 1.
The next task is to move by foot to the next base, but EVENS have to LOSE their Partner and arrive at the base before them (by at least 4 secs slowcount). ODDS have to stick to their partner like glue naturally.
Anyone that announces that they are AIR though are asked to get their reavers, and the same applys, But this time its in the air with EVENS trying to lose their partner.
No killing their partner is allowed of course. :P
After they all reach the next base, they then swap with ODDS trying to lose their partner and so forth.
Ideally you never lose your partner...

After all this, we return to battle and kicking arse...

Being able to get Alpha to move together towards an objective while Bravo, Charlie and Delta take care of something else is a HUGE plus when people realise that they are part of a squad that works together...

If all goes well mind you, it would take around 15mins to compleate this little training...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Sensei on November 17, 2012, 03:48:46 pm
Man, the only game remotely like this where anything like that ever actually managed to occur was Face of Mankind, and that has its own problems. I think the closest we have in Planetside is Navy Seal Training.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 17, 2012, 04:03:28 pm
No, ARMA 2 clans have achieved similar/better levels of discipline and amazingness. Specifically ShackTac, 7th Cav, and 15th/24th MEU are also like this. This is achievable, not necessarily with pubs, but its possible.

Anyways, I think you will need dedicated air support, it's infantry based, but the benfits of having air-on-demand are enormous, not to mention transportation/spawning if we're taking galaxies. The only situations where air is severely limited are ones involving the ever-stubborn biodomes. Armoured support is something else entirely, it's slow to get to the area, difficult to organize, and generally gets fucked. Armour/Air are NEEDED for nothing, but they're a massive force-multiplier, and you will almost always encounter enemy resistance of the same type.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 04:27:04 pm
I would suggest not trying to compare or say that Planetside 2 is anything like ARMA2, even with the way ARMA can be played it is a completly different style when it comes down to how the Objectives are presented and the way the map and gameplay can expand at all times...

When it comes down to it, have a group of people that can be called on mid battle is important but Dedicated is the wrong word due to the ebb and flow of both the game life and the players lives, in ARMA you would know that they would be on at a set time and that you can easily have those craft in the air at any time during game time, but in Planetside2, the game is different, this isn't a SET AND SHAPED outfit that would be created, players are not needed to be commited like it came to those Squadrons you mentioned for ARMA2, I know for a fact that those groups had such strict rules and game times that if you failed to meet them you would be removed from the group due to failure to comply or something like that...

ARMA 2 also had a different player base of Dedicated and Commited players, having the price of the game and such acting as a Bouncer to the game, meaning that those that paid knew that they were entering a more ''Elite'' game in terms of FPS...

Planetside2 is not like that, it can not really have anything such as a Dedicated Squadron of Planes in the air at all times (or nearly all the time), when it comes down to the gameplay of Planetside2, a Dedicated Squadron of anything is for those that are either ''Elite'' Outfits with set rules and such or for a group of friends that just want to play that way...

As I said before, the limit to have an on-demand is that of responsive play where people would need to mobilise themselves into that need. Granted it would be fantastic to say, AIR NEEDED NOW and within a second the air support is there, but it would never work...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 17, 2012, 06:21:06 pm
My intention was not to really compare the strictness of the clans, and ARMA + Planetside are indeed comparable in terms of expansiveness, the format is different, ARMA being mainly mission based, and Planetside being more freeform, but the concept remains the same, having 2-3 people who play just air is pretty realistic.

A good amount of people play only air, and even more people play infantry and within 45 seconds can redeploy, get a vehicle, and get to a location.

I don't know whether you've played ARMA2 multiplayer, but they have Conquest (I think) in most of the servers, its actually kinda like planetside, easier ofc, but similar concept.

Look, I'm not trying to be rude, or a dick, I was just tryin' to say that unsupported infantry are going to flounder, and once the assault begins, it's going to be hard to get uncoordinated pubs to really clear out an airspace.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 17, 2012, 06:26:59 pm
Well, from what I understand, the most difficult part about air support is getting the finance to keep it afloat.
I know from my experience in ArmA 2 that I'm more than happy to sit on a team channel listening to the action for 20 minutes / 2 hours while waiting on a landing pad just to be called in to offer a bit of air support... And I know from other more mainstream FPS titles, I'd rather do that than be in the heat of the action.

I realise that's an unrealistic view to expect from a PUG player, but if we can get a few more people from Bay12 with this mentality then constant on call air support shouldn't be a difficult thing.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 17, 2012, 06:34:43 pm
I'd be cool with it myself, honestly.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 06:41:50 pm
I think the main thing is that you missunderstood what I originally meant. I was never going to have unsupportive infantry just that until air would be needed the pilots are working with the inf on foot too..
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 17, 2012, 06:49:05 pm
I wasn't sure if that was the case or not. Honestly I could see that going either way, as having more people on foot is certainly helpful, if you don't have a system in place for this, it could put a lot of extra response time onto the journey.
I've seen situations in ArmA 2 where you have the pilots on the ground right up until they're needed, but that tends to be in missions like Insurgency where they can just teleport into an aircraft nearby. I just don't know Planetside enough to suggest what the best method would be.
At the end of the day, you just gotta roll with what's more beneficial to your cause.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 17, 2012, 06:56:13 pm
The outfit I play with runs public ops sometimes and I've had great fun for the most part. On the topic of air we usually rely on regulars to go AA-MAX when needed so that might be worth thinking about.

Ended up leading a squad of mostly pubs on Friday with mixed results. Finding their way back to the sunderer and redeploying being the hardest things to communicate. Then again I suspect language can be more of an issue on EU servers.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 17, 2012, 07:51:06 pm
Well, Nevs, in the end it's your idea and your oufit. So ya.

Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Talfryn on November 17, 2012, 08:45:06 pm
I'd happily join a B12 group, but would probably want it to be organized. Any idea on what race we'll be? I've been running Vanu.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 17, 2012, 09:49:04 pm
So I'm interested in trying this out when it launches, but I was wondering if this game requires good specs to play. My computer is around 2 years old and I wouldn't mind playing minimum specs, although a bearable FPS would be nice.

Nevermind, found spec requirements.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Toaster on November 17, 2012, 09:50:50 pm
What do you have now?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 17, 2012, 10:01:08 pm
Graphics card: ATI Radeon HD 4600 Series
RAM: 4 gbs
CPU: Intel Core i3 530

Not exactly built for gaming, I know...but don't have money or skill for doing something about it. Anything else I should provide?


Nevermind, found spec requirements.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 17, 2012, 10:09:29 pm
You'll probably be okay with the right settings. Mine has a slightly better card but significantly worse processor and I can play it decently most of the time.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 17, 2012, 10:12:04 pm
Actually, from what the spec requirements tell me, I actually need a slightly better card to play. Still, I can risk a free download to confirm.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 17, 2012, 10:17:29 pm
Actually, from what the spec requirements tell me, I actually need a slightly better card to play. Still, I can risk a free download to confirm.
before my upgrade i was getting 30fps on low out of battle. 10-15fps in battle but tbh it wasnt that hard to play with but I was very used to it anyway


I'd happily join a B12 group, but would probably want it to be organized. Any idea on what race we'll be? I've been running Vanu.
Death to the Alien Lover...
The Miners will have their Freedom!!!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 17, 2012, 10:29:13 pm
.....snip.....
Death to the Alien Lover Fondler...
The Miners will have their Freedom in-flight peanuts!!!
FTFY.

Any truth to the rumour that the Alpha will be in the order of 18gigs DL?  That would pretty much mean I couldn't DL it for a couple of months at least.  No way I can justify buying excess bandwidth for about 200AUD.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 18, 2012, 01:01:58 am
.....snip.....
Death to the Alien Lover Fondler...
The Miners will have their Freedom in-flight peanuts!!!
FTFY.

Any truth to the rumour that the Alpha will be in the order of 18gigs DL?  That would pretty much mean I couldn't DL it for a couple of months at least.  No way I can justify buying excess bandwidth for about 200AUD.

Not sure, but it is supposed to be getting a Steam launch, so you could download it in bits depending on your cap.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 18, 2012, 01:10:05 am
.....snip.....
Death to the Alien Lover Fondler...
The Miners will have their Freedom in-flight peanuts!!!
FTFY.

Any truth to the rumour that the Alpha will be in the order of 18gigs DL?  That would pretty much mean I couldn't DL it for a couple of months at least.  No way I can justify buying excess bandwidth for about 200AUD.

200 bucks for 18 extra gigs one month ??!? I knew internet stuff was bad down there, but geez.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 18, 2012, 01:44:49 am
It's even worse if you're with the national carrier, Telstra.  I dread to think how much 18 GB would cost with them.

I've sent Virgin an e-mail to see if they have upgraded their towers near me to support post-paid access, but they haven't responded yet - I really want to abandon my current ISP as they have recently merged with another carrier and the service has gone downhill rapidly, both data and customer service.
It sucks 'cause I'm in an area where they are, supposedly, fast tracking the NBN, but there has been no indication of when they are even going to start working on it.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 18, 2012, 01:45:25 am
.....snip.....
Death to the Alien Lover Fondler...
The Miners will have their Freedom in-flight peanuts!!!
FTFY.

Any truth to the rumour that the Alpha will be in the order of 18gigs DL?  That would pretty much mean I couldn't DL it for a couple of months at least.  No way I can justify buying excess bandwidth for about 200AUD.

200 bucks for 18 extra gigs one month ??!? I knew internet stuff was bad down there, but geez.

I'm assuming he's talking about switching providers? A lot of providers charge a termination fee if you switch before your contract is up.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 18, 2012, 01:59:15 am
It's even worse if you're with the national carrier, Telstra.  I dread to think how much 18 GB would cost with them.

I've sent Virgin an e-mail to see if they have upgraded their towers near me to support post-paid access, but they haven't responded yet - I really want to abandon my current ISP as they have recently merged with another carrier and the service has gone downhill rapidly, both data and customer service.
It sucks 'cause I'm in an area where they are, supposedly, fast tracking the NBN, but there has been no indication of when they are even going to start working on it.

If you live around Sydney you should probably sign up with TPG; unlimited at 20mbps for $60 or so; their other plans aren't so bad either...Feck, acted like a spambot.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 18, 2012, 02:20:59 am
I'm in Adelaide, so we get the rough end of the pineapple.

I'm assuming he's talking about switching providers? A lot of providers charge a termination fee if you switch before your contract is up.
Nope.  I have no fixed line into the house, so it has to be mobile and that just makes life awkward and expensive.

TPG does a deal at 35 per 9 GB, so that might be an option, I'll have to hunt around for a dealer though, last I tried, the dealer had shut up shop and moved without providing a forwarding address.

Anyway, if I get it sorted, I could be part of the outfit, hours of access not-withstanding.  Near the end of the beta I was having great success with my HA sniper build, seriously pissing off some of the Vanu Infiltrators that were lurking inside Andvari.  It is surprising how many charge around blindly without looking behind rocks, drums, crates, building corners.  I don't care if I shoot them in the back...several times....changing magazines.....and a grenade.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 18, 2012, 05:16:42 am
Count me in.
I'll need a good amount of training before i can fly a reaver and even more before i can pilot a tank tough.
Hell, even turrets on a moving tank are hard for me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 18, 2012, 05:33:35 am
As I said before, maybe 2-4 pages back...
Learning to fly should be done slowly and from Large to Small...

First step is to get into a Gal and just use it to practice taking off and landing, these things can help big time when it comes to a Reaver for just landing to repair it as too many times you will explode in a reaver when trying to land where in a gal you would bounce...

Next Step is to get into a Lib just to practice going around low altitude, with the lib's Horizontal Floating capabilities, keeping yourself up as you move around will give you time to balance and adjust yourself accordingly...

Finally, the Reaver. The Reaver can be a little fast after moving from Gal to Lib, but getting used to it shouldn't take too long now that you should know how to safely takeoff and land without damagin the craft and also being able to move close to the ground without leaving a stain mark on the terrain. Its really now that you practice actually fighting in an aircraft, generally you want to hunt down Libs and Gal and avoid the Mozies/Scythes, The Mozie is much faster then you so he can make better turns to get you back into his sights after a pass while the Scythe is a bitch with his tight turning abilities and floating method of catching you above with ease...

Also, DO NOT BE AFRAID. NC crafts are built tought, a Mozie will EXPLODE when it collides with a Reaver, granted the Reaver has a high chance of exploding but you will actually get the kill. I found it HILARIOUS but it happens... Get an Ejector seat and you can crash your Reavers Kamikaze style into things with little to no worries... Wait... You wanted to fly in the air not into the ground right, meh your NC you'll live...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 18, 2012, 06:13:03 am
The mental image of 12 reavers, all with C4 sticked on their nose taking out 12 tanks is awe-inspiring.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 18, 2012, 11:12:43 am
Not being able to fly or shoot, Reavers are excellent Taxis/battering rams.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: bucket on November 18, 2012, 11:26:46 am
It turns out that I can't play PS2 on this laptop. Even at minimal settings it's a slideshow. So, seeing as how the original will become F2P soon after the sequel is released, I'll be heading in that direction. Maybe I'll be able to afford a desktop again in a year's time.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Toaster on November 18, 2012, 09:15:32 pm
Any truth to the rumour that the Alpha will be in the order of 18gigs DL?  That would pretty much mean I couldn't DL it for a couple of months at least.  No way I can justify buying excess bandwidth for about 200AUD.

You'd probably be better off getting someone to burn it to a few DVDs and mailing it to you.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Baijiu on November 18, 2012, 10:08:40 pm
Whaaat? You get charged for bandwidth? That's just wrong. Try to find an IPTV provider and you'll get unlimited bandwidth.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 18, 2012, 10:11:11 pm
Spoiler: My bandwidth issues (click to show/hide)

OT: @miauw62
   Like everything, when you use turrets or flying/driving, it all comes down to practice - the more you do it, the better you will get.  The first few weeks I was in the beta, I was simply a passenger in Vanguards, using the turrets, {mostly the Basilisk 20}, it only took me a day to get used to figure out how far to lead the target, etc.  After a week, I had medals for a couple of the turrets 'cause I was shooting down a lot of planes, or at the very least, damaging them enough to get critical assists.
   RL experience helped me a lot too, not necessarily with turrets, but with other weapons - knowing about bullet drop and 'sighting in' meant that most times, I was hitting my target with the first bullet fired, over any range.  The hardest thing for me was tapping the mouse to fire only one shot with the HA's NC6 LMG, yet, tapping fast enough that I was sending three single shots in rapid succession, this beats the recoil issue of MG's and you still send a bullet every 0,5 second or so, {and got better with each recoil management device I added to the LMG}.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 19, 2012, 01:03:16 pm
Heh, i guess i don't have that luck, being Belgian. I guess having a driver's license would help with driving sundies and tanks too. I don't have that either. But i'll try i guess.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: werty892 on November 19, 2012, 04:58:51 pm
20 hours remaining.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 05:17:20 am
7 AND A HALF HOURS LEFT...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 20, 2012, 05:55:28 am
7 AND A HALF HOURS LEFT...
... until we can start downloading for another 24 hrs at least.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 08:24:56 am
7 AND A HALF HOURS LEFT...
... until we can start downloading for another 24 hrs at least.
YES!!! I CAN'T WAIT TO STARE AT A LITTLE BAR FAIL TO GROW LONGER OVER TIME!!!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 20, 2012, 08:27:39 am
Now 4 hours and 33 minutes until the planetside 2 website dies under the load.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 20, 2012, 01:32:57 pm
Out now and downloading, only 6.8 gig download so not too bad.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 20, 2012, 01:44:05 pm
Mayby the PUG group's name could be something to counter the Enclave? Something from Fallout, like the Brotherhood of steel or the NCR? (Tough the BoS is more Vanu-like. (worship of technology))
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 20, 2012, 01:46:49 pm
Either the server is quite robust or not many people have started in on the download because mine is moving along at a good pace.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 02:41:01 pm
Downloading via Steam... This may take some times, prob why it will be faster via the Main site or something, Everyone is using Steam...
Regardless, I SLEEP...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 20, 2012, 02:41:16 pm
My download finished. Which server were we planning on playing on?

Looks like the US servers are: Waterson (East), Mattherson (East), Genudine (West), and Connery (West).

I started on Genudine, since it was the lowest NC pop percentage out of the four at the time I created the char. I can change if I need to though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 20, 2012, 02:56:01 pm
I'd prefer east coast servers, but which one isn't a big deal to me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 20, 2012, 03:00:45 pm
I'm starting to wish I could get a refund. I feel kind of stupid for spending money on the game, especially since one of my friends can't play because the game refuses to install for her.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 20, 2012, 03:39:20 pm
Uuugh, everybody's being NC?  I want to be Vanu.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 20, 2012, 03:50:42 pm
You don't have to join the main group, I'm certainly not. I'm going TR, myself.

I can't say I admire your choice in faction, but to each his or her own.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 20, 2012, 04:02:27 pm
What's wrong with Vanu?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 04:03:47 pm
I can do either east or west coast, but I live on east so...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 20, 2012, 04:13:31 pm
Uuugh, everybody's being NC?  I want to be Vanu.
Uuugh to you too!
I'm going TR, myself.
I was starting to think I was the only one.
Perhaps it would be a bad idea to also state that my decision here was mostly influenced by the fact their colours are silver and red. While I prefer blue, silver and red is much nicer than blue and gold.

Well, I guess the up side to that choice is that it's so simple if I hate the TR's technology I can happily flip sides with little consequence! Mwahaha.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 04:17:31 pm
Random fact: the song playing in the background of the release trailer is 'The Last Stand' by Two Steps From Hell.

Yes, I was watching the trailer, and recognized the song as one I knew.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 04:43:44 pm
Anyone wishing to actually join me...

NC - Mattherson

I much prefer to take down the Enclave as much as I can and via looking at their site it seems that its Mattherson that they are heading too...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 20, 2012, 04:59:04 pm
Mattherson here

Muchenik - Vanu

Lets get a few Vanu together
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 04:59:44 pm
So Mattherson it is?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 20, 2012, 05:38:16 pm
Looks like my download will finish sometime early tomorrow, seems like we are generally headed to Mattherson, so hopefully start seeing people on there soon.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silfurdreki on November 20, 2012, 05:43:38 pm
No other people from Europe? Me and a medium sized group of friends started as NC there.

I'm actually surprised at how well the servers are holding up.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 05:46:03 pm
Right I am at Mattherson...

I am AUSGrizzly...
Add Me my Fellow NC Warriors...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 20, 2012, 05:46:38 pm
Steam seemed to be pretty quick for me, I had the whole thing down in less then 2 hours, used log me in and hit it on my lunch break.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 05:50:05 pm
It's just past halfway, so I should be done downloading later tonight.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 20, 2012, 05:52:30 pm
Is "Huge FPS with hundreds of people on each team" Spanish for "Run for ten minutes and then get shot by someone you never saw?" or is it just a coincidence that every such game is like this?

And is "Squad mechanics" Spanish for "You can have your name on a list that no one pays attention to?"
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 06:02:42 pm
So who is on Aremish in Mattherson??? NC
Hit me up as soon as you can...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: anailater on November 20, 2012, 06:12:05 pm
My computer is so slow, it's going to take me 2 days to download.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 20, 2012, 06:19:28 pm
I'm NC on Matherson.  I can't remember the name of my continent, something with an E, it's snowy here.  Things actually got a little fun for a while.  We took some small installation from the Vanu and then the terrans came out of nowhere but we were pushing them back too when I crashed.

And now I can't get back in because the "server is full" (This is the worst thing a video game can do, server queues where members get in automatically).  There is apparently no one in the queue so I guess I'll just sit here all day while it thinks about letting me in.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 20, 2012, 06:35:29 pm
I'll hit up Mattherson on NC when I'm on. Download said 30 minutes (yay living in the city again). Name should be Timferius
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 08:00:19 pm
DL says just barely over 90% now, so I should be finished soon. I'll hit up Amerish. Oh, and by the way, if anyone's having trouble finding battles, the map tells you conflict points, though it's not always the best representation of fighting. It is decent, though. On a side note, the little 4-wheelers (Flash) are awesome for getting around by yourself.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 08:25:57 pm
Joinned up with a small platoon, pretty much took all of Aremish back from TR, Indar seemed like it was in trouble so we moved over there, doing the same...

Lost all Communications, couldn't even hear others via Mic, relogged to fix problem and then got stuck in a queue..... Scratch  that, making ground now....
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 20, 2012, 08:28:35 pm
Is this not launched in the EU or something?

Created an account and now I can't login to the client, or the planetside2.com, I can only log in on planetside2.eu...

EDIT: apparently there are problems with the eu stuff...
maybe ill try again tomorrow.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 09:06:47 pm
Eh, queue. Anyways, NC, Mattherson, IGN is Doomblade187.

EDIT: and now I'm getting crashed game. Lovely. Who wants to bet the servers died?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 20, 2012, 09:15:29 pm
No other people from Europe? Me and a medium sized group of friends started as NC there.
What's your IGN? ...I'm not in yet, but I might get to kill you some time!
Mwahaha.

EDIT: apparently there are problems with the eu stuff...
maybe ill try again tomorrow.
So much for the servers holding up then.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 09:19:54 pm
So much for the servers holding up then.

Speaking of which, did they just die?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 20, 2012, 09:27:55 pm
My ingame name is Cfoofoo.  I've been switching back and forth between Amerish and Elylulylon or whatever the fuck.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on November 20, 2012, 09:34:27 pm
So, played for 4 hours and gained enough certs to unlock... a reflex sight.  For 1,000 certs a gun (5,000 kills)... I don't think I'll keep interested long.  At least until my Alpha Squad SC runs out... paying $7 for one gun is a little insane.  Defended PS2 all through beta as not being Pay2Win... but now, it pretty much is.  Case in point, swarms of Scythes and Reavers with store-bought rocket pods owning everything on Amerish.  Non-paying characters have literally no counter for it. 

Played PS1 for about 4 years solid, then off and on until the present... and it seems like for PS2 they put in less than half of what they promised they would, and all of what they promised they wouldn't.  Makes me sad, honestly.  I wanted to love the game, and wanted it to do well.  Don't see it lasting long, as I can't see any casual player paying $7 for a virtual gun, and I don't see them putting in two weeks of effort to unlock one.  You think they'd have learned from the GW2 and SWTOR F2P flop that the key part of "microtransaction" is "micro."  Buying all the guns and cosmetic items would cost more than a decent used car at the moment. 
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 20, 2012, 09:35:57 pm
The result of me trying to get on Mattheson:

Game Error G22
Malfunction:
gameError.defaultMessage

Yep. I might just play my vanu guy for a bit.

And yeah, the cert gain rate is, well... X_X

EDIT: and now, on the other server: "You have been disconnected from the server."
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 20, 2012, 09:57:43 pm
Wow, so, Queues eh?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 20, 2012, 11:47:12 pm
So, played for 4 hours and gained enough certs to unlock... a reflex sight.  For 1,000 certs a gun (5,000 kills)... I don't think I'll keep interested long.  At least until my Alpha Squad SC runs out... paying $7 for one gun is a little insane.  Defended PS2 all through beta as not being Pay2Win... but now, it pretty much is.  Case in point, swarms of Scythes and Reavers with store-bought rocket pods owning everything on Amerish.  Non-paying characters have literally no counter for it. 

Played PS1 for about 4 years solid, then off and on until the present... and it seems like for PS2 they put in less than half of what they promised they would, and all of what they promised they wouldn't.  Makes me sad, honestly.  I wanted to love the game, and wanted it to do well.  Don't see it lasting long, as I can't see any casual player paying $7 for a virtual gun, and I don't see them putting in two weeks of effort to unlock one.  You think they'd have learned from the GW2 and SWTOR F2P flop that the key part of "microtransaction" is "micro."  Buying all the guns and cosmetic items would cost more than a decent used car at the moment.
If it took you THAT long to get that many Certs, your not doing it right mate...
Until the damn Crash and G22 Error I had tons of Certs. Prob double what you claimed in the same time...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 21, 2012, 12:03:54 am
So is the US Outfit a thing still? If so what server did we wind up deciding on. And Still NC I presume?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 21, 2012, 12:23:10 am
So, played for 4 hours and gained enough certs to unlock... a reflex sight.  For 1,000 certs a gun (5,000 kills)... I don't think I'll keep interested long.  At least until my Alpha Squad SC runs out... paying $7 for one gun is a little insane.  Defended PS2 all through beta as not being Pay2Win... but now, it pretty much is.  Case in point, swarms of Scythes and Reavers with store-bought rocket pods owning everything on Amerish.  Non-paying characters have literally no counter for it. 

Played PS1 for about 4 years solid, then off and on until the present... and it seems like for PS2 they put in less than half of what they promised they would, and all of what they promised they wouldn't.  Makes me sad, honestly.  I wanted to love the game, and wanted it to do well.  Don't see it lasting long, as I can't see any casual player paying $7 for a virtual gun, and I don't see them putting in two weeks of effort to unlock one.  You think they'd have learned from the GW2 and SWTOR F2P flop that the key part of "microtransaction" is "micro."  Buying all the guns and cosmetic items would cost more than a decent used car at the moment.
If it took you THAT long to get that many Certs, your not doing it right mate...
Until the damn Crash and G22 Error I had tons of Certs. Prob double what you claimed in the same time...

You got the G22 error also? On a side note, I think its 1 cert per every 500 exp, so yeah, it's around 5 kills per cert. So 5000 kills per gun.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Ozyton on November 21, 2012, 12:36:49 am
http://www.youtube.com/watch?feature=player_embedded&v=tYQL8hK0FZ4
I'm the guy that fell behind and had to catch up to revive people, don't appear on-screen though.
http://www.youtube.com/watch?feature=player_embedded&v=7cU1ZfwOchE
I'm the guy flying the other plane-thing.

It was good times, playing with 15-ish other people =) good first impression at least.

Also, what gun do you want specifically? So far the default medic rifle has been fine for me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: bucket on November 21, 2012, 01:04:42 am
Jaeger server
Vanu Sovereignty
"Bloodstool"

Friend me, bitches.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Roboboy33 on November 21, 2012, 01:26:18 am
The trailer uses music from Two Steps From Hell. I just know their music style.

EDIT: The song name is The Last Stand, Though it seems modified.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 21, 2012, 01:27:32 am
Helios. Vanu. 'Micelus'.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 21, 2012, 02:15:35 am
Woodsman EU, TR Outfit. "The Peacekeepers"
IGN: Plain
If anyone wants to join and be organized that'd be great.
If anyone's been playing on Woodsman, let me know, and what faction you are.
If you're TR, then maybe we can squad up sometime?
If not, then heck, hows about a little friendly match? I always enjoy getting killed by people I know!

So, played for 4 hours and gained enough certs to unlock... a reflex sight.  For 1,000 certs a gun (5,000 kills)... I don't think I'll keep interested long.  At least until my Alpha Squad SC runs out... paying $7 for one gun is a little insane.  Defended PS2 all through beta as not being Pay2Win... but now, it pretty much is.  Case in point, swarms of Scythes and Reavers with store-bought rocket pods owning everything on Amerish.  Non-paying characters have literally no counter for it. 

Played PS1 for about 4 years solid, then off and on until the present... and it seems like for PS2 they put in less than half of what they promised they would, and all of what they promised they wouldn't.  Makes me sad, honestly.  I wanted to love the game, and wanted it to do well.  Don't see it lasting long, as I can't see any casual player paying $7 for a virtual gun, and I don't see them putting in two weeks of effort to unlock one.  You think they'd have learned from the GW2 and SWTOR F2P flop that the key part of "microtransaction" is "micro."  Buying all the guns and cosmetic items would cost more than a decent used car at the moment.
If it took you THAT long to get that many Certs, your not doing it right mate...
Honestly, I've played like 3 or 4 hours and I've gotten 15 certs. I can't really see myself getting a non-default gun right now tbh. Though I'm not too phased by that part. What really gets me is this.
Non-paying characters have literally no counter for it.
I've just about started to see this come through. And it's getting to me.
Basically, my place in the game right now is pretty much just cannon fodder.
And, unless it turns out that by playing medic I can level quickly by just hiding behind someone and healing a squad without ever really fighting, then I'm just going to have to give up soon, 'cause otherwise I'll never be able to keep up.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: bucket on November 21, 2012, 02:28:24 am
We're talking about an MMO here, people. They're trying to create value for people who, in all likelihood, are going to be putting hundreds (if not thousands) of hours into the game. Also keep in mind that there isn't anything in the way of exclusive content for paying customers, as far as I know. So you have to save for a week to upgrade your gun... big whoop.
And, unless it turns out that by playing medic I can level quickly by just hiding behind someone and healing a squad without ever really fighting, then I'm just going to have to give up soon, 'cause otherwise I'll never be able to keep up.
This is quick & dirty math, but a kill is 100XP (more for a kill streak). Resupplying a squadmate is 12XP and repairing a vehicle is 5XP. If I'm a really effective engineer, I could probably level at the same speed as a Rambo-type without ever firing a weapon. Support and cooperative tactics really do seem to give a boost in this game.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 21, 2012, 02:46:13 am
I was starting to think I was the only one.
Perhaps it would be a bad idea to also state that my decision here was mostly influenced by the fact their colours are silver and red. While I prefer blue, silver and red is much nicer than blue and gold.

Well, I guess the up side to that choice is that it's so simple if I hate the TR's technology I can happily flip sides with little consequence! Mwahaha.
I forget which rank of the Roman army it was but one wore blue and gold. I saw it once on a reenactor and it is glorious. The problem is NC is blue and yellow which, to me, looks cheap. I went NC but if I'd of gone by colour I'd of gone TR too.

No other people from Europe? Me and a medium sized group of friends started as NC there.

I'm actually surprised at how well the servers are holding up.
EU here too and NC. Maybe we'll bump into each other.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 21, 2012, 03:13:35 am
So I'm TR on Matherson or whatever it's called. IGN is SilentThunder. ANd because I am awful with money, I instead spent my 4000 Smedbucks on trying to create the ugliest vehicles in the game. I think I have succeeded.

Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 21, 2012, 03:26:26 am
So are there any Bay12 Vanu outfits on the West Coast?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 21, 2012, 03:37:54 am
So are there any Bay12 Vanu outfits on the West Coast.

Once I get the game downloaded again, and get back into it (probably sometime tomorrow) we can start one up if you like, along with any other Vanu Bay12ers.

I'm east coast myself, but for whatever reason (I suspect a bad routing hop somewhere around Atlanta as it affects other games as well with East coast servers). West coast servers are a lot more stable for me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 21, 2012, 04:51:57 am
Well that's a little annoying, I was happily farming heads at Lepordwood Nursery as the vanu tried to get their flashes when all the servers except Jaeger just went down.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 21, 2012, 05:01:40 am
A quick note for those that are finding themselves getting, as someone said 15certs over 3-4 hours...

1: There are tons of ways to gain Certs over killing. If you are finding that you are having a hard time doing so try moving towards Engie or Medic. As those classes try and find a squad or platoon who are working well together. That is they are not spread all over the area of combat.

Medics focus on healing everyone around you and dont forget your ability (f key) which heals everyone around you. Also revive everyone you see. You gain more points wheb healing and reviving Squadmates too...

Engies. Drop ammo. Repiar armour. Play medic for Max suits. Your Deployable Turret is your friend focus on doors and place it where you have little chance of being flanked or hit over a Long distances as your turret can be a rocket magnet for heavies...

I suggest to all that you shy away from playing Infiltrator unless you can make every shot hit. Be tht killshots or not. Missed shots wont get you anything but a body shot may gain you assist exp...

Light Assult focus on moving around and not only above. But know that you can easily get the dop on many if you attck from their blind spot of above...

 Heavies. Your not tanks nor are you bullet sponges like TF2 heavy. your shield isnt a saveall make sure you get suit upgrades asap...

always go for the flank. infiltrators and most heavies focuising are great freebies...

remeber yot TTK isnt long make it count...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 21, 2012, 05:12:15 am
Servers down for me...on the upside, I noticed an Aussie server.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 21, 2012, 05:19:20 am
The scope of the game is huge. It's been pretty fun so far, if a bit laggy and floaty.

Shame the servers went down. I was planning on pulling an all-nighter.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silfurdreki on November 21, 2012, 05:50:47 am
Woodsman EU

I'm on Miller, EU, as NC. So maybe you won't get to kill me after all. IGN is Silfurdreki, same as my forum name.

No other people from Europe? Me and a medium sized group of friends started as NC there.

I'm actually surprised at how well the servers are holding up.
EU here too and NC. Maybe we'll bump into each other.

What server are you on?

Regarding the cert gain-rate, it's very possible to gain a decent amount of certs per hour, I played ~2.5 hours yesterday and got 42 certs before the game crashed (for the second time) and had to go to bed. I think a cert rate like that is not too terrible, the main problem is how some essential tools are locked at the beginning. Most notably any actual mobile AA capability. The best you have by default is the single-burster MAX, and that's not very clear to someone just starting. I played the beta for a couple of weeks until I realized you could put an AA gun on the MAX.

I also read somewhere[Citation needed] that they put back passive cert gain for the release. Something like ~10 certs a day, as long as you log in once every 24 hours. Can someone confirm this? If it's true then I don't think cert gain is a huge problem in itself.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on November 21, 2012, 07:02:40 am
Well, we seem to have dispersed over the servers quite a bit, so I guess I'll jump in an EU server. I'll probably continue as NC, so I'll head to Miller as well.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 21, 2012, 07:43:49 am
Sooo, are we going to have a group then? Or should I start looking elsewhere for my group play.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 21, 2012, 07:45:05 am
Mattheson seemed to get a few of us, split between NC and Vanu. Then there is the EUs...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 21, 2012, 07:54:17 am
God, we are incredibly seperated right now.
We need to pull togheter. I'm planning to main a chracter, so we need an overview on what server is playing. Blizzlord, could you set up a poll about on wich server everyone is (and as what faction?)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 21, 2012, 08:01:30 am
Part Two : Passively Gaining EXP...

Other then being the Healing or Repairing Class there is a few other ways to get EXP without killing other players...

When in battle, its a GOOD idea to SPAM q...
q (or whatever you rebind it to) is that of Spotting, and as of a recent update during the beta a way to communicate depending on the target.

Spotting a Foe will bring that player up on ALL Ally radar within the area, highlight him via his/her name and also show their health. Not only is this handy but if you are the first few who spot that player on that players death you gain approx 10EXP as a Spotting bonus, so if you see a swarm running along spam q and spot them all. When they are defeated you can net a good amount of EXP for little to no work.

The other handy thing q can be used for is communicating to other players of your faction without having to open the voice coms to call for Heals, Ammo, Repairs and Pickups. Look at a Medic and pressing q makes you call out for heals, and so forth. Can remove a bit of key pressing in times of need...

~-~-~-~-~-~-~-~-~-~-~

The MAIN Passive method of gain EXP is that of Base Capping. Around the map as you may already know there is plenty of Bases, each varrying in their worth. Large Bases like Labs/Amps/Techs will in fact net you 1000Exp when the base is flipped to your Factions Control. Many other bases will give you 500Exp with the smaller giving you 250Exp. This means that if you focus on taking land you can easily amass Certs due to each 250EXP = 1 Cert...

Another thing to be of note is that taking objectives such as the points and outposts will net you also 100Exp each time it fully flips from theirs to yours. That is a Full Bar of their Faction control to become your faction control. There also be a Cooldown of sorts meaning that you can't abuse this in anyway by having a friend on another faction cap and then you cap back. Untested so not sure. Along with the points are also Generators, in each of the major Bases and a few Mid Level Bases there are Shields corresponding to different grades of either Armour or Infantry, that is if you see a Barrier with an image of a Tank on it, you can't drive through it but you CAN walk though it. Inside each base there is though Generators that correspond to their Shield, Infantry can invade the base and Overload the Generator, doing this will also give you 100Exp...

One of the ways an Infiltrator can make EXP without killing is via Hacking any of the Terminals inside a base, by hacking the terminal you can switch the control of them to your faction for your team mates to use to resupply or spawn armour. As long as you don't have other players trying to destory them for the Exp this can be both a vantage to you in Exp gains and your faction for the ability of change it can present...

There may be more ways to gain Exp, but its best for you to find out yourself and work out how to make yourself useful on the battlefields...

Cya out there...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 21, 2012, 08:03:51 am
Wasnt 500 XP one cert? (I would be happy if it turned out it was turned back to 250)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 21, 2012, 08:06:09 am
God, we are incredibly seperated right now.
We need to pull togheter. I'm planning to main a chracter, so we need an overview on what server is playing. Blizzlord, could you set up a poll about on wich server everyone is (and as what faction?)

ON THE NOTE OF THIS

I myself have been waiting for the Ingame Viops to stop bugging out before starting to gather everyone that wants to work together...
Though regardless, throw me a Friend Request when your ready.
AUSGrizzly
NC - Mattherson...

Wasnt 500 XP one cert? (I would be happy if it turned out it was turned back to 250)
Really don't know where you even heard this....
I have been getting 4 Certs from taking a Techlab gaining 1000Exp at the time, and countless other points giving me a Cert for the small bases....
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 21, 2012, 08:09:08 am
It was 500 before the release. But hey, that's only good new. I'll be gone from the computer for a few hours, mayby more, mayby less. After that i'll come online.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 21, 2012, 08:25:05 am
The last patch before the beta ended dropped it down to 1 cert per 250 xp which is where it seems to be for the release.

I'm currently NC, Metalax on miller. Once we sort out what server the main group is going to be I'll spawn a char there.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 21, 2012, 08:30:21 am
Welp...
Currently heading to The Crown - Indar - NC - Mattherson...
Meet up with me there if you can guys...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Digital Hellhound on November 21, 2012, 09:04:07 am
Joined Miller as Photomajig and sent friend requests to Metalax and Silfurdreki. Hopefully we can get some kind of teamwork going.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 21, 2012, 09:21:30 am
So I downloaded the EU launcher, logged in, accepted the T&C, it froze up a bit then kicked me back to the login screen. I repeated the whole thing but then it closed instead of kicking me to the login screen.

I've tried redownloading, the same thing happens...

what do?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 21, 2012, 09:30:34 am
It may be that your computer cannot handle it. Mine can't, so upgrades are rquired before I re-enact the heli scene from Apocalypse Now.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Seraphim342 on November 21, 2012, 10:34:27 am
I've been playing beta for quite some time, so I know how to gain certs.  Was getting them at a decent rate, but kept crashing and getting queued which really cut my rates down.  The problem is that they slashed the cert/XP ratio by half in the last week of beta, and also dramatically raised prices across the board.  While I didn't expect Beta rates to stay in, it's effectively 4x the cost for what were the "top-tier" weapons (those that previously cost 480).  That in and of itself wouldn't be so bad, they were after all top-tier, but the real problem in my mind is that low- or even mid-range items and certs were bumped up into the top-tier as well.  HA rocket launcher upgrades, for instance, used to be 98 certs.  Now they're 1000.  That's over a 20x increase in the time to acquire without SC, for an item that isn't a sidegrade but a weapon with completely different functionality.  Even the non-weapon certs (mods, class upgrades, etc) have had prices go up dramatically, which makes little sense as they're not buyable with SC and even with Beta rates it was estimated someone playing 5 hours a day would take about 3 years to unlock all the class/vehicle upgrades.  It's like they decided that long, skinner-box progression was what would keep people playing instead of just being icing. 

As far as the metagame goes... look at PS1.  Base bonuses (simplified version is incoming to PS2 Soon(TM)), combat engineering, and the infiltrator game alone added many, many layers of depth even in continental battles.  When you took into account the intercontinental lattice, it added a huge amount of complexity to the game.  Right now, it's just 3 maps that don't relate to each other at all.  Resources aren't even shared, so unless someone's really dying for that 10% bonus from continent lock, they'll never have any reason to leave their favorite continent. 

Anyway, that's enough bitching from me.  Game's still fun for now, but I'm just concerned about longevity.   
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 21, 2012, 10:37:30 am
I really do lament the lack of combat engineering. It was one of my favorite aspects of the first game.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 21, 2012, 11:17:45 am
They doubled the rate of cert gain at the end of the beta not halved it and that has carried over to the release. The increase in cert cost was not a straight doubling, higher tier weapons were increased by a smaller amount so the net effect was a 30% reduction in cost for higher tier weapons.

Many of the cert costs in the beta were also artificially low so as to enable people to get them in the limited time, so not really surprising that they are now up at their actual costs, although some of them do seem to have been priced too high for their effectivness.

Still the certs come in at a reasonable pace even with all the disconnects and crashes I've been suffering from.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 21, 2012, 11:35:13 am
I've been playing beta for quite some time, so I know how to gain certs.  Was getting them at a decent rate, but kept crashing and getting queued which really cut my rates down.  The problem is that they slashed the cert/XP ratio by half in the last week of beta, and also dramatically raised prices across the board.  While I didn't expect Beta rates to stay in, it's effectively 4x the cost for what were the "top-tier" weapons (those that previously cost 480).  That in and of itself wouldn't be so bad, they were after all top-tier, but the real problem in my mind is that low- or even mid-range items and certs were bumped up into the top-tier as well.  HA rocket launcher upgrades, for instance, used to be 98 certs.  Now they're 1000.  That's over a 20x increase in the time to acquire without SC, for an item that isn't a sidegrade but a weapon with completely different functionality.  Even the non-weapon certs (mods, class upgrades, etc) have had prices go up dramatically, which makes little sense as they're not buyable with SC and even with Beta rates it was estimated someone playing 5 hours a day would take about 3 years to unlock all the class/vehicle upgrades.  It's like they decided that long, skinner-box progression was what would keep people playing instead of just being icing. 

As far as the metagame goes... look at PS1.  Base bonuses (simplified version is incoming to PS2 Soon(TM)), combat engineering, and the infiltrator game alone added many, many layers of depth even in continental battles.  When you took into account the intercontinental lattice, it added a huge amount of complexity to the game.  Right now, it's just 3 maps that don't relate to each other at all.  Resources aren't even shared, so unless someone's really dying for that 10% bonus from continent lock, they'll never have any reason to leave their favorite continent. 

Anyway, that's enough bitching from me.  Game's still fun for now, but I'm just concerned about longevity.   
I guess it's what's happening to many games these days.
I'm just going to say it.

"Dumbed down for the masses".

E:
I'm going on miller too, most people seem to be there. Sure you can't switch Nevyn?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 21, 2012, 01:02:59 pm
despite the 'dumbing down' I'm still having fun with it though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 21, 2012, 01:40:39 pm
I was enjoying this for a bit but at low settings it's making my computer overheat. This is stupid. I can play Skyrim at max settings smoothly.

By the way, I'm Lectorog, Vanu, on Mattherson.
Not sure if I'll be able to play at any point. Perhaps if I turn the screen resolution down...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 21, 2012, 01:52:09 pm
We need to put together a chart or something to keep track of where everyone is.  I'm on Mattherson right now, NC, Cfoofoo.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 21, 2012, 01:53:49 pm
A chart would be a good idea. Google docs would probably be best. Anybody got any expirience or an idea how it should look?

I was enjoying this for a bit but at low settings it's making my computer overheat. This is stupid. I can play Skyrim at max settings smoothly.


I overheat when i play skyrim, but not when i play PS2.

Herp derp.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: anailater on November 21, 2012, 02:24:03 pm
I was enjoying this for a bit but at low settings it's making my computer overheat. This is stupid. I can play Skyrim at max settings smoothly.
I agree with you, spent a few hours downloading it, and MY GRAPHICS CARD ISN'T GOOD ENOUGH!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 21, 2012, 02:27:04 pm
I was enjoying this for a bit but at low settings it's making my computer overheat. This is stupid. I can play Skyrim at max settings smoothly.

Yeah I've been running into the same issue, I've had the computer shut itself down twice due to overheating when in the middle of massive battles. Guess it's time to upgrade from this 4 year old machine.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Baneling on November 21, 2012, 02:33:33 pm
Well, Sony fucked everyone over yet again.
If all the servers are up, that's a maximum of 24,000 people at any one time.

That's just not enough for an MMO, especially one which has had as much publicity as PS2.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 21, 2012, 02:37:03 pm
The servers are pretty good. If you're American, play on the Europe servers during the day, and later in the day play on the American servers. For Europeans vica versa.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 21, 2012, 02:39:19 pm
Well, Sony fucked everyone over yet again.
If all the servers are up, that's a maximum of 24,000 people at any one time.

That's just not enough for an MMO, especially one which has had as much publicity as PS2.
"EVERYTHING IS TERRIBLE SONY WHY DID YOU MAKE A GAME SO TERRIBLE"

So just don't play and I'll have a better chance of getting in. Thanks for letting me know you don't intend to play!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 21, 2012, 02:40:20 pm
Okay I created a form that feeds into a google doc for us to share information. Click Here (https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ)

Here is the tabulated results, it is protected but available for viewing without signing into google.  Click Here (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 21, 2012, 02:46:20 pm
Okay I created a form that feeds into a google doc for us to share information. Click Here (https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ)

Here is the tabulated results, it is protected but available for viewing without signing into google.  Click Here (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE)

Nice added mine. Do you have a way to update it when someones outfit changes?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 21, 2012, 02:46:35 pm
I'll add mine when I get home
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 21, 2012, 02:51:04 pm
Plan to make it changeable at some point, also updating it so that there is some standard fields and most of it being multi choice now.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 21, 2012, 02:51:41 pm
I don't have an outfit yet. What's the outfit on Miller?

It would also be nice if we could have a pie chart of B12 distrubution across servers and factions in each server.
I have no expirience with Google Docs tough, so i'm not sure if that's possible.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 21, 2012, 03:06:27 pm

Okay I created a form that feeds into a google doc for us to share information. Click Here (https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ)

Here is the tabulated results, it is protected but available for viewing without signing into google.  Click Here (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE)

Somehow, some way....
I stuffed it up...
By using the dropboxes...
HOW!!!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 21, 2012, 03:10:43 pm
I guess I'll probably switch over to the server with all the NC guys.  Will I lose all my stuff?  I don't have much but still. 

First I have to finish this research paper though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 21, 2012, 03:11:07 pm
sadly my pc cant handle it, even at the lowest graphics settings :(

Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 21, 2012, 03:13:04 pm
I guess I'll probably switch over to the server with all the NC guys.  Will I lose all my stuff?  I don't have much but still. 

First I have to finish this research paper though.
Well your existing character will stay there with anything you've already gained but the new character won't have any of that stuff.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 21, 2012, 03:25:37 pm
Okay added charts, also PM with outfit names and we can start getting those populated.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 21, 2012, 03:25:42 pm
So, decided to download this, and loving it so far.

I have one question, though. How does a new character take down aircraft? I don't have 1000 CP for a lock-on rocket launcher, and trying to hit a fast-moving Liberator with the default dumb-fire launcher is like trying to hit a wasp with a rock.

I'm terrible at dogfighting, though I suppose that's something I can work on while amassing CP, and I'm not interested in dropping piles of real money for unlocks. Any advice?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 21, 2012, 03:28:06 pm
So, decided to download this, and loving it so far.

I have one question, though. How does a new character take down aircraft? I don't have 1000 CP for a lock-on rocket launcher, and trying to hit a fast-moving Liberator with the default dumb-fire launcher is like trying to hit a wasp with a rock.

I'm terrible at dogfighting, though I suppose that's something I can work on while amassing CP, and I'm not interested in dropping piles of real money for unlocks. Any advice?

The stationary turrets at bases are pretty handy. Without spending certs, you can pretty much do that, or dogfight. Can't think of any other options really.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 21, 2012, 03:29:08 pm
EU here too and NC. Maybe we'll bump into each other.

What server are you on?
It released on a work night so I won't be on until tomorrow. Will have to check with my outfit which server we're on.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Journier on November 21, 2012, 03:44:08 pm
WELP between the beta, a week ago, and now, the performance for planetside 2 on my computer has dropped to unplayable levels.

have 12-20 fps with all LOW settings on graphics. Thats so irritating. i was playing on all medium last week in the beta and had no fps issues. What a headache.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Baneling on November 21, 2012, 03:52:57 pm
Well, Sony fucked everyone over yet again.
If all the servers are up, that's a maximum of 24,000 people at any one time.

That's just not enough for an MMO, especially one which has had as much publicity as PS2.
"EVERYTHING IS TERRIBLE SONY WHY DID YOU MAKE A GAME SO TERRIBLE"

So just don't play and I'll have a better chance of getting in. Thanks for letting me know you don't intend to play!

I didn't say the game was terrible, I said the number of servers was terrible.

And apparently there are more? I'm not sure, but I only saw 12 available when I was making a character earlier.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silfurdreki on November 21, 2012, 04:39:48 pm
Planetside is no longer working for me. I get through the loading screen directly after logging in and I get to the character select screen. When there I press the "play" button and the "create character" and "delete character" buttons become unusable, but nothing else happens. It's as if I was in a queue, but no indication of that appears. Nothing happens after waiting for a fair while either. Anyone else have any similar problems?

Also, other EU players, did you get yourselves accounts on http://www.planetside2.eu/ (http://www.planetside2.eu/) or did you just use one from the beta? From what I've read we're "supposed" to use the .eu site (and accompanying launcher) but the US one (that comes with Steam) works just as well. My friends have even successfully bought stuff using the US store and currency.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 21, 2012, 04:43:32 pm
The game just came out, they'll probably upscale their infrastructure (And downshift the paradigm, and increase granularity) as time goes on.  24,000 people does seem pretty skimpy for a F2P game like this on release.  That's probably why you're almost guaranteed a ten minute wait in the queue when you try to join.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: muchenik on November 21, 2012, 05:15:11 pm
Well this is sony so where is our paid skip the line passes?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 21, 2012, 05:24:43 pm
Well this is sony so where is our paid skip the line passes?

If you pay for a membership ($15/month) you get priority access.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: MorleyDev on November 21, 2012, 05:51:26 pm
Started playing this when I got back from work. Just tried to play as the Infiltrator. Managed to cross a bridge, sneaking past tanks and squads and stabbing what lone soldiers I could find in the back to death. Made it into the enemy base, cycled the points (not capturing the base but still, distracting enemies who had to recapture) and then went upstairs and managed to kill two snipers and a heavy before an assault got behind me and gunned me down.

Makes me wonder what a co-ordinated squad of infiltrators could accomplish...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 21, 2012, 06:36:00 pm
So I had an interesting experience today.
Hanging around at the warp gate on the ice-world, I decide I'd try out my lightening, so I did so!
Only, as I started to drive towards the nearest edge of the forcefield, I notice that there are a few tanks ahead. As I approach I try counting them. And fail.
There must have been two full squads there! ... All in Lightenings and and Prowlers!
And this is why MMOs are a good thing.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 21, 2012, 06:39:40 pm
Yeah, something between last week and this week happened and performance has gotten a lot worse. It's still somewhat playable, but I'll definitely need to work on things config wise to get it better again. Could just be that I had something set in my config last time that I don't have on the new install.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 21, 2012, 06:40:45 pm
Makes me wonder what a co-ordinated squad of infiltrators could accomplish...
Probably a lot less. Rule of ninjas applies here.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: OREOSOME on November 21, 2012, 06:42:09 pm
Makes me wonder what a co-ordinated squad of infiltrators could accomplish...
Probably a lot less. Rule of ninjas applies here.
What if they worked alone, but took down defences of a base by coordinating as a squad?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 21, 2012, 06:56:53 pm
Yeah, strong coordination might not be that great, but look at the example of the German U-boat wolf packs. They weren't able to do much coordination beyond reporting the position of the enemy prior to the attack and yet they became highly successful for a period.

Giving people a solid objective and then giving them the freedom to get there however they deem prudent could be very good and very confusing for the enemy. A problem, however is that you're over specializing. Infiltrators can do next to nothing against vehicles and are very easy to take down if you know where they are. Medics wouldn't be seriously useful behind enemy lines and sunderer respawn points are big and bulky. Galaxy hot drops might be ideal, but that would all but completely give away the initial position and makeup of the squad. Unless you had a half-way decent pilot who could do the drop behind nearby cover. Then, ideally you'd still want a couple more squad members to fly escort for the gal and spot/air support for the infiltrators.

If you want to fit all that into one squad. You've got 3 pilots, and 9 infiltrators. Dropping the infiltrators off in rough teams of 3 might be effective, but then you get back into the coordination aspect. Supporting each other is vital, but not getting in each others way and calling too much attention as a group is just as vital.

Still, even with all that organization, you're unlikely to have that squad actually take ground from the enemy. It's likely they'll be fairly effective at harassment and it's even possible they'll strike a killing blow, but to hold ground, more traditional squads and troops will have to move in.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: MorleyDev on November 21, 2012, 07:04:56 pm
If you want to fit all that into one squad. You've got 3 pilots, and 9 infiltrators. Dropping the infiltrators off in rough teams of 3 might be effective, but then you get back into the coordination aspect. Supporting each other is vital, but not getting in each others way and calling too much attention as a group is just as vital.

Yeah when I said squad I was thinking more small teams, like a team of two causing chaos behind enemy lines and in the base whilst the main force is pushing in. The purpose would be to Disturb and Disrupt to take pressure off of the main force, not to win the entire battle for everyone.

When going solo I was always able to cap any point I wanted, just obviously wasn't possible to hold it. If you perfectly timed infiltrators taking each of the capture points in a base simultaneously...

Of course it'd take a lot of co-ordination amongst a lot of people from all classes to really pull off a sudden steamroll. The crowd dynamics of Planetside 2 would probably be fascinating thing to study...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 21, 2012, 08:15:56 pm
A single squad with a hidden Sunderer and good players can tie up entire companies in this game. Might not cap a base, but you can keep the enemy busy while friendly forces move in to take other bases.

There's one thing that I don't like about this game, and that's a slight sense of futility I sometimes get. Having a 3:1 KDR doesn't magically make you able to change the tide of the fighting, and it can be disheartening to see that your ability to hold X base doesn't matter when the enemy's able to push into other sections of the line and cut you off. It's easy to get complacent when you play singleplayer, and even smaller-scare multiplayer, that your ability determines the outcome. Here, though, just because you're doing good doesn't mean your faction is.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 21, 2012, 08:29:11 pm
Isnt that why command and platoons are implemented?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 21, 2012, 08:42:16 pm
I'm assuming you've never heard the horror stories about command from Planetside 1.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: OREOSOME on November 21, 2012, 08:43:08 pm
I'm assuming you've never heard the horror stories about command from Planetside 1.
I know I havent. Elaborate, then.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Flying Carcass on November 21, 2012, 08:56:13 pm
This game is great; I love the scale of the battles, the visuals, the sound, the gunplay, and the sci fi theme... it's hitting all the right notes with me.


Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 21, 2012, 09:01:11 pm
I just had my first experience with the queue. This is the worst. It reminds me of amusement parks. It wouldn't be as bad if characters weren't server bound.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Flying Carcass on November 21, 2012, 09:14:52 pm
Eh, it's a MMO that just launched. Queues are par for the course (heck, I'd be concerned if there weren't any queues).
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 21, 2012, 09:33:11 pm
What I find harsh is logging on and then being dropped straight into battle, as a new LA with no experience, getting killed within 5 seconds was a bit of a shock.  But it happens every time - one crash so far - arrive on Amerish the second time hot-dropped in front of a dozen Vanu, what chance does an engineer have?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 21, 2012, 09:51:16 pm
It did that to me the first time, but subsequent logins put me at the warp gate as expected.

Dropping in as an LA right on top of a whole platoon or more of TR was fun though. I maneuvered my pod onto a building and flew around building to building shooting people. By the time some of them got over the shock of me just appearing on a roof top among 50 or so of them I had killed enough to get a few certs and was able to immediately buy some of the cheap upgrades.

I can definitely see it going bad for a newbie though. I've had a few occasions where I saw a drop pod coming down and shot the light infantry standing there the second he landed, so I assume I kind of screwed up some people's first steps in the game lol.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 21, 2012, 10:22:17 pm
Maybe it did it to me twice cause I crashed out of the game.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Toaster on November 21, 2012, 10:42:24 pm
Well, I made a NC on Mattherson (ToasterTheAwesome), but I won't be playing until the end of the year when I get a new PC and can actually run the game.

Sony says I have 45 days of time for PS1- I might see if it's not lying to me and screw around there.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 21, 2012, 11:18:13 pm
Is continent-switching not working for anyone else?  I'm stuck on Esamir which is basically bullshit right now.

Also, how important are the new guns?  Because right now I'm losing about 9/10 straight firefights and I know I'm not that bad at shooters.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Toaster on November 21, 2012, 11:19:26 pm
FYI:  Planetside 1 is almost completely empty.  Like, two people empty.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Moghjubar on November 21, 2012, 11:28:15 pm
Tried it earlier today.  Instant action is fun at least.  Doesn't give you any time to sort your shit though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: bucket on November 21, 2012, 11:42:12 pm
FYI:  Planetside 1 is almost completely empty.  Like, two people empty.
They need to hurry up and make it F2P then.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Gamerboy4life on November 21, 2012, 11:47:02 pm
Is continent-switching not working for anyone else?  I'm stuck on Esamir which is basically bullshit right now.

Also, how important are the new guns?  Because right now I'm losing about 9/10 straight firefights and I know I'm not that bad at shooters.

Don't know what you're doing wrong.

Earlier today, I ramboed a small outpost as a medic. First try.

Then again, I ramboed a small outpost. They probably never expected an attack.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 22, 2012, 12:02:02 am
Is continent-switching not working for anyone else?  I'm stuck on Esamir which is basically bullshit right now.

Also, how important are the new guns?  Because right now I'm losing about 9/10 straight firefights and I know I'm not that bad at shooters.

In order to switch continents, you have to either be alive and use an instant action area in the map screen or go to the warp gate and use a world terminal.

I've found that recoil is poorly done, but at the same time it's impossible to hit anything without going full auto. The beginning scopes are also pure rubish - Get one with a zoom you're comfortable with and it gets a little better. Flanking and hiding are also extremely important.

I'm still getting killed a lot, too, though. It's gotten to the point where I can't see how I lose so many fights where the odds are stacked in my favor.

Infiltrator helps a lot with that, since it's the only class that can perform with finesse at medium to long ranges. Everything else is just a spray and pray fest, which I find boring. I wish there were more guns that didn't feel so ineffective. The fact that it's impossible for a newbie to get any new guns doesn't help.

Still having a load of fun, though.


Edit: Also don't forget to play with the mouse sensitivity. The default is mindbogglingly high.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 22, 2012, 12:07:57 am
Edit: Also don't forget to play with the mouse sensitivity. The default is mindbogglingly high.
I find it to be a good amount. I also play with max sensitivity on consoles, so. But turning fast is good.

The tutorials state this*, but mouse acceleration should be turned off. It's better that way. And default.

*I'm probably the only one here who watched the tutorial videos.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 22, 2012, 02:28:58 am
I don't really have a problem killing people. The paid for guns might be a bit better, but the default ones are OK. I agree on the beginning scopes sucking though. I like the reflex sight on the LMGs and the 2x reflex sight on the other guns.

I even manage to take people out from a distance pretty regularly. Crouch and fire a few bursts and they're dead. Medic's gauss rifle is great for this, but the heavy's LMG can pull it off too (albeit at shorter ranges, gauss is way better at long range).

Haven't played a whole lot yet though. Spent a few hours here and there. Only racked up around 50 certs so far. Thinking I might save up for one of the heavy assault LMGs. The 250 point one with soft point looks nice, although to trick it out to the point that it's better than the basic one would probably require 450 points for the gun + the soft point + the extended magazine. Plus 30 for a sight. So 480 certs and I'd have a good one. Maybe another 100 for the compensator too... 580. Heh, maybe in a couple months? lol
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 22, 2012, 03:43:46 am
So 480 certs and I'd have a good one. Maybe another 100 for the compensator too... 580. Heh, maybe in a couple months? lol
Hmmm??? Even without the bonus EXP I have been getting due to Alpha and stuff...
Thats like maybe... 3 - 6 days of just taking bases...
Just made like 30 or more in the last half hour of the server today just from cleaning up Aremish for a full NC Control...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ThtblovesDF on November 22, 2012, 04:09:24 am
Income is quite varied, with alpha founders of course having a certain extra head start with there toys - which allows to farm faster, +bonus, which allows bigger, better toys rather quickly... and you see where that goes, don't cha?

I am wondering about what is to come in the next months - it'll take a while to get tired of it, regardless of how silly the grind is - and if or how they'll adjust the costs/income. I'm fairly sure the will boost cert gain eventually.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 22, 2012, 04:23:09 am
Well I don't know...

Lets see...

If I wasn't Alpha Squad Set....

I would play as Medic, reviving everyone. Prob netting around 75Exp each revive. I would be using the F key whenever the skill was full and I was in the middle of a mob. Prob netting 50-100 exp each time if I place myself right. Healing nets you something like 5exp each second of healing. Healing everyone I could I would prob gain around 300exp an Hour at least...

So given how many times I have seen people go down and such and Hour of play would prob get me.... 15-25 Certs. Without Killing if Lucky...

Now if in that time I have been killing, and not being an idiot mind you as in running directly at them but actually flanking them, maybe 2 kills for each death without the odd chance I get kill spammed and die 10 times in a row... I would guess around 25 Kills during that Hour if I was more focused on Healing over killing, making 2500exp which is what, 10 more Certs...

If we had been taking land, if it was the Bio/Amp/Tech thats 4 Certs, most give 2 Certs with smaller ones giving 1 Cert. In an Hour of game, maybe 2 out 3 Fully Contested while working with a Zerg, maybe would take 1hr to take 5 small Bases, or 1Major and two minors... At least another 5-10 Certs if lucky...

So thats what? Around 50 Certs for an Hours Work as Medic focusing on my job. Throw in maybe that 25% Squad Bonus if working with a Squad and you could add maybe 2-5 more certs...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 22, 2012, 04:37:05 am
Squad bonus? Wait, that means I have to actually interact with people more than just shooting them?

Not cool, SOE. Not cool.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 22, 2012, 04:48:32 am
Squad bonus? Wait, that means I have to actually interact with people more than just shooting them?

Not cool, SOE. Not cool.

You're the most worthless kind of player if you're serious.

Well I don't know...

Lets see...

If I wasn't Alpha Squad Set....

I would play as Medic, reviving everyone. Prob netting around 75Exp each revive. I would be using the F key whenever the skill was full and I was in the middle of a mob. Prob netting 50-100 exp each time if I place myself right. Healing nets you something like 5exp each second of healing. Healing everyone I could I would prob gain around 300exp an Hour at least...

So given how many times I have seen people go down and such and Hour of play would prob get me.... 15-25 Certs. Without Killing if Lucky...

Now if in that time I have been killing, and not being an idiot mind you as in running directly at them but actually flanking them, maybe 2 kills for each death without the odd chance I get kill spammed and die 10 times in a row... I would guess around 25 Kills during that Hour if I was more focused on Healing over killing, making 2500exp which is what, 10 more Certs...

If we had been taking land, if it was the Bio/Amp/Tech thats 4 Certs, most give 2 Certs with smaller ones giving 1 Cert. In an Hour of game, maybe 2 out 3 Fully Contested while working with a Zerg, maybe would take 1hr to take 5 small Bases, or 1Major and two minors... At least another 5-10 Certs if lucky...

So thats what? Around 50 Certs for an Hours Work as Medic focusing on my job. Throw in maybe that 25% Squad Bonus if working with a Squad and you could add maybe 2-5 more certs...


That's fairly close, maybe a bit optimistic. I played for about an hour today, mostly as medic, but I did switch to HA for a short time to deal with some tanks. But as mainly medic, focusing on healing and only taking shots when I encountered someone alone or was backed into a corner, I racked up about 30 certs. And I'll be the first to admit that the ground game isn't my specialty. All throughout the beta I was primarily pilot.

Best situation I found was some fighting near a tech plant wall close to a gate. Plenty of cover for me to stay in and heal the people who would get hurt/killed after popping out to fire. In that situation I'd actually emptied my rifle ammo, getting a few kills and assists along the way and by the time I died (tanks finally rolled up on us) I'd almost emptied my pistol as well. That scenario was about 15 minutes of fighting and got me 10-12 certs by itself.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ThtblovesDF on November 22, 2012, 04:49:45 am
Oh thats how i make my certs.

Of course you assume that 30 (wounded) people stand around you when you hit squad heal
Or that you are the only medic, ever.
Or that the enemy will never shot/suicide bomb you : D [these people around you died of the flu, right?]
Or that most of the dead aren't just from teamkills/vehicle crushes/suicides - which give you 0 xp
Or that they never refuse the revive (god knows why...)
Or that your connection is always perfect and the game never crashes (god I wish)
Or that sometimes you just can't heal a dude cause he clipped into the ground (sigh)
... and so on.


---

Serious competition between medics, sometimes they don't even pick other medics up to ensure there is less people stealing there heals.

I'm not here to argue, but amusing a theory without ya, know, that stuff, just seems to give the wrong idea... I do get tons of xp as medic :3

---

Tip: Just grind down the Q button, you get the odd spotting xp.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 22, 2012, 05:18:14 am
Squad bonus? Wait, that means I have to actually interact with people more than just shooting them?

Not cool, SOE. Not cool.

You're the most worthless kind of player if you're serious.

I don't like to squad with people I don't know, so most of the time I lone wolf. I do well enough, I only ever play HA anyway.

Still, though, I only get 20 certs an hour... but people...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 22, 2012, 09:54:46 am
My problem with squadding is the same problem I have had with literally every game ever that's used squads (Except that Empires mod for HL2, that one somehow made it work).  Nobody fucking cares.  Seriously.  I hit insert and it puts me with people halfway across the map.  Even if I manage to get with them they're not working together.  No one's communicating. 

It kind of feels like most of the gameplay right now (It's only the third day of the game, I suppose) is just people zerging around, taking bases, and losing them later.  That's not very good for the Mattherson NC, since the Enclave is already getting geared up.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 22, 2012, 09:58:11 am
My problem with squadding is the same problem I have had with literally every game ever that's used squads (Except that Empires mod for HL2, that one somehow made it work).  Nobody fucking cares.  Seriously.  I hit insert and it puts me with people halfway across the map.  Even if I manage to get with them they're not working together.  No one's communicating. 

It kind of feels like most of the gameplay right now (It's only the third day of the game, I suppose) is just people zerging around, taking bases, and losing them later.  That's not very good for the Mattherson NC, since the Enclave is already getting geared up.

Oh, great, we have the Enclave on our server? More reason we should get our Unit up and running. Is their a unit yet? I'd lead if I had more free time.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ThtblovesDF on November 22, 2012, 10:27:34 am
How does one rank up in the commander area?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 22, 2012, 10:30:24 am
Look, if you're playing the game alone, you don't really give a shit about other people, you just want to cap a few skulls, and blow shit up in reavers and 'squitos. If you really want to be able to work together find a platoon with friday night events, the chances of finding a random squad with good teamwork are nil (however sometimes during big assaults 'communication is key' squads form, those sometimes work out) besides, the game just came out, im sure people will get their shit together, especially once we get alot of platoons. Sadly the game will never be entirely dominated by platoons, because pubs like pubbin'.


EDIT: you just have to liberally apply cert points to the 'command' (I think) cert section.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 22, 2012, 10:50:20 am
What I really want to know is how people can fly these fucking planes.  Is there some kind of neural uplink peripheral I haven't heard of?  Because there's no way people are flying these things with a mouse.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Fayrik on November 22, 2012, 10:52:42 am
Oh, great, we have the Enclave on our server?
Didn't someone say they had a vendetta to forfill earlier? I'm pretty sure that's why everyone bundled onto that server as NC.

Serious competition between medics, sometimes they don't even pick other medics up to ensure there is less people stealing there heals.

I'm not here to argue, but amusing a theory without ya, know, that stuff, just seems to give the wrong idea... I do get tons of xp as medic :3

That's silly! I make most of my xp by reviving foolish medics.
I was in a battle yesterday where there must have been 3 or 4 of us medics and only a few other troops. When I got into that situation, I thought we were a bit medic heavy, but the enemies were just taking us down left right and centre and we had tonnes of work to do, to the point that we were having to cover each other as we revived. Often having to revive each other too!
Such fun!

Prepost ninja edit:
What I really want to know is how people can fly these fucking planes.  Is there some kind of neural uplink peripheral I haven't heard of?  Because there's no way people are flying these things with a mouse.
Well, easier than with a joystick.  >:(
Probably a 360 pad or something. Seriously the system can't handle joysticks. At least not mine.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 22, 2012, 11:13:19 am
So 480 certs and I'd have a good one. Maybe another 100 for the compensator too... 580. Heh, maybe in a couple months? lol
Hmmm??? Even without the bonus EXP I have been getting due to Alpha and stuff...
Thats like maybe... 3 - 6 days of just taking bases...
Just made like 30 or more in the last half hour of the server today just from cleaning up Aremish for a full NC Control...

I haven't been playing that much, though. Since release I've gained about 50 certs, most of which I spent on other little things like nanoweave armor. At my current rate of playing and saving extra certs it will probably take a month or so :P
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 22, 2012, 11:14:38 am
I decided to duck onto the Australian Server, and dropped in as a Light Assult...

Racked up 10 Certs within half an hour as I plucked them off one by one from above... It was beautiful, I literally ran out of bullets with each reload taking down 2 people at least...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 22, 2012, 11:33:47 am
It must be a controller or something.  My actual problem right now is the guns and range.  This is an open world fucking shooter with long distances between combatants, and the guns can barely hit somebody 50 feet away.  I have better aim than these guys.  Either it's just the starting guns that are like this (which is bullshit, how am I supposed to get the good guns if I can't kill anything, and don't say be a medic, because that's not fun and making you do boring shit to get to the fun is the single worst thing a game designer can do), or all the guns are like this, in which case I may as well stop playing now.

I dunno.  As it stands right now, my time on the game is about 80% frustration at various stupid aspects of the game, and 20% "holy shit this is awesome."  I'm not a Call of Duty player and I only occasionally play Counter-strike, so I'm not one to sit there and rage while I play a game I hate.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 22, 2012, 11:37:53 am
I fly with a mouse, it's easy than a joystick to target ground units with. The only time I use the joystick I have is when im evading scythes.

I don't believe that xbox 360 controllers are actually compatible with PS2, unless they added that recently.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 22, 2012, 12:12:12 pm
PS2 controllers work perfectly now. They didn't for a while, but are just fine now. Aiming with a mouse does seem to be a bit easier though, but switching controls for Evasion/combat doesn't work well for me, so I just go with less accuracy and stick to my 360 controller.

As for the recoil. it seems just fine. If you need more accuracy, most of the guns have a single shot mode that will let you fire shots one at a time with much better accuracy. I can reliably hit people hundreds of meters away with just the iron sights in single shot mode with the LA carbine... Unless they're moving, of course.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 22, 2012, 12:41:09 pm
Im preatty sure the first shot in a burst has 100% acurracy, becouse i dont use fire modes and i can still hit people at absurd distances with the HA.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 22, 2012, 12:51:48 pm
What I really want to know is how people can fly these fucking planes.  Is there some kind of neural uplink peripheral I haven't heard of?  Because there's no way people are flying these things with a mouse.

I use the mouse.
A few tricks I've learnt:
a) Keep lots of space  around mouse hand clear, you'er going to need to make wide sweeping gestures a lot.
b) Use all the buttons for flight! tweaking aim with the yaw, using a mix of yaw and roll + pitch up for wider turns. Spacebar is your best friend (increase altitude). When straffing ground targets, I'm usually holding space to prevent myself from just slamming into the ground and increase pull up/manuver speeds.
c) Know when to disengage. If you're being shot from behind, evasive maneuvers, fly low, and boost the hell out of there. Always know where your nearest safe zone is.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Mini on November 22, 2012, 01:19:37 pm
It must be a controller or something.  My actual problem right now is the guns and range.  This is an open world fucking shooter with long distances between combatants, and the guns can barely hit somebody 50 feet away.  I have better aim than these guys.  Either it's just the starting guns that are like this (which is bullshit, how am I supposed to get the good guns if I can't kill anything, and don't say be a medic, because that's not fun and making you do boring shit to get to the fun is the single worst thing a game designer can do), or all the guns are like this, in which case I may as well stop playing now.
I'm going to say be a medic (or light assault, iirc they share the same guns) anyway, because their guns tend to be pretty accurate.

What I really want to know is how people can fly these fucking planes.  Is there some kind of neural uplink peripheral I haven't heard of?  Because there's no way people are flying these things with a mouse.
I use the mouse.
A few tricks I've learnt:
a) Keep lots of space  around mouse hand clear, you'er going to need to make wide sweeping gestures a lot.
b) Use all the buttons for flight! tweaking aim with the yaw, using a mix of yaw and roll + pitch up for wider turns. Spacebar is your best friend (increase altitude). When straffing ground targets, I'm usually holding space to prevent myself from just slamming into the ground and increase pull up/manuver speeds.
c) Know when to disengage. If you're being shot from behind, evasive maneuvers, fly low, and boost the hell out of there. Always know where your nearest safe zone is.
I'd like to add use spacebar even while you're just cruising, it's a noticable increase to how fast you're going and all you have to do is nose down a little bit to counteract the upward movement it gives, which also gives you a better view of the ground. Also turn your mouse sensitivity up, I'm not entirely sure how much it helps but dogfighting is all about doing things quickly so not having to move your hand half a metre to turn around (which you do a lot) is a good thing.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 22, 2012, 01:20:51 pm
Im preatty sure the first shot in a burst has 100% acurracy, becouse i dont use fire modes and i can still hit people at absurd distances with the HA.

Maybe not 100%, but the first few shots in a burst definitely have very high accuracy. Firing in bursts is essential - even with a compensator, the HA will have a very tough time hitting, never mind killing, anyone after firing the first few bullets. It might help that I'm NC, and their feature is high damage per bullet, but you can semi-reliably snipe people even with a HMG if you fire one shot at a time.


Also, unrelated but awesome way to gain EXP: spawn as Engineer and spearhead an assault on a major outpost with a Sunderer (with deployment upgrade - seriously, why isn't that a default ability?). You'll get 2 EXP every time someone spawns on your Sunderer, a reliable stream of EXP from repairing the Sunderer, and a flood of kill + kill streak EXP from using the vehicle guns to kill anyone that counter-attacks. Plus, you get the satisfaction of being primarily responsible if/when your team actually conquers the outpost.  :D
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 22, 2012, 01:34:59 pm
I'll drop into mattherson, as that's where most people seem to be.

E:
NC, MrMiauw is my IGN, add me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 22, 2012, 02:16:57 pm
I dunno.  As it stands right now, my time on the game is about 80% frustration at various stupid aspects of the game, and 20% "holy shit this is awesome."  I'm not a Call of Duty player and I only occasionally play Counter-strike, so I'm not one to sit there and rage while I play a game I hate.

Which faction are you playing? General consensus is that the NC's weapons, while able to do more damage, can't hit jack. If you're looking for more finesse with a NC or TR gun you're going to have to upgrade - Adding a forward grip to my Gauss rifle cut back on a significant amount of recoil in ADS. I can actually hit things consistently now.

The accuracy is still poor at medium to long ranges, though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Ozyton on November 22, 2012, 02:21:36 pm
I typically play as an NC medic, and I can snipe things with the default gun. What I don't know, however, is if switching to semi-auto actually increases accuracy somehow or not.

I just got enough cert points to unlock the vertical grip before the serba went down though, I'll try it out with the grip. Mainly want to focus on upgrading the medic gun at this point...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: warhammer651 on November 22, 2012, 02:53:48 pm
do we have an outfit set up on any of the servers yet?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 22, 2012, 03:03:46 pm
I typically play as an NC medic, and I can snipe things with the default gun. What I don't know, however, is if switching to semi-auto actually increases accuracy somehow or not.

Unless you have a really fast clicking finger, semi-auto slows down your ROF. Slower ROF means the gun's recoil has more time to be compensated for before the next shot, which means every following shot is more likely to fly straighter and hit the target.

I used to mouse spam on automatic guns in some games even with a gun that's already automatic just because taking my finger off the trigger for a split second was enough to reduce the recoil some, even when my fire rate was the same. I'd be the guy sniping snipers with my assault rifle because I could outpace their rate of fire and nearly match their accuracy.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Astral on November 22, 2012, 08:02:54 pm
I've played a bit with NC Infiltrators, need to try a VS one. The emphasis on accuracy, sleeker aesthetics and frickin laser beams nature of their weaponry appeals to me slightly more.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 22, 2012, 08:29:54 pm
Have you ever hit an enemy plane with your drop pod?  I have.  It didn't do any damage but it knocked him off course.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 22, 2012, 08:37:22 pm
Back in the beta, I destroyed a Gal by hitting it with my drop pod.

I guess they changed it so it was less devastating.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 22, 2012, 09:10:46 pm
Given how incredibly hard it is to aim drop pods, you'd think there'd be a more substantial reward for hitting something.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 22, 2012, 09:48:12 pm
Have you ever hit an enemy plane with your drop pod?  I have.  It didn't do any damage but it knocked him off course.
I did today. Clipped the wing forcing it into a spin which ended in their death. Really awesome when it happens.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 22, 2012, 09:59:04 pm
Geez, spent the last half hour taking Tawrich Tech Plant. Good fight, lot`s of Max repairing. I need a smoke now...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 22, 2012, 10:21:09 pm
This game feels like a bad marriage.  What used to be fun foibles are becoming rage inducing, and playing for the short periods of fun is no longer enjoyable.  I'm starting to hate this fucking game.  Spending my time fighting for revive and heal XP so I can buy a decent gun, only to spend my time getting shot by people I never saw doesn't strike me as a fun game, or even a game at all.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Paul on November 22, 2012, 10:24:36 pm
If you're not having fun reviving, why do it? Forget certs, just play to have fun and get certs along the way. Standard guns work well enough, slap a decent sight on a basic gun and go with it.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: bucket on November 22, 2012, 10:36:32 pm
Seriously. Just play Heavy Infantry and spam people if that's the only way you can get enjoyment out of the game.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Astral on November 22, 2012, 10:43:28 pm
It feels too much like a massive version of Battlefield 3 to hold much lasting appeal for me. I'll likely play it, but BF3 got boring pretty quick after I got the shiny guns I wanted and massacred with, especially on the sniper.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 23, 2012, 12:46:02 am
I'll admit- I'm bad at this game. Randomly enough, though, I actually like Vanu better than NC, mainly due to lower recoil? Probably. I'm not the best fighting at range. Only one way to get better, though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: adwarf on November 23, 2012, 12:48:06 am
I'll admit- I'm bad at this game. Randomly enough, though, I actually like Vanu better than NC, mainly due to lower recoil? Probably. I'm not the best fighting at range. Only one way to get better, though.
Thank you! So many B12ers play NC, guys come on NC dominates in numbers very often. Vanu for the win!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 23, 2012, 12:53:50 am
TR are pretty consistently underrepresented, for some reason. I've not once seen a pro-TR YouTube video, which even the Vanu have.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 01:09:15 am
TR are pretty consistently underrepresented, for some reason. I've not once seen a pro-TR YouTube video, which even the Vanu have.

TotalBiscut is pro-TR. Even has an outfit, Let the Brit drop.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 23, 2012, 01:46:44 am
Have you ever hit an enemy plane with your drop pod?  I have.  It didn't do any damage but it knocked him off course.
I did today. Clipped the wing forcing it into a spin which ended in their death. Really awesome when it happens.

Actually, a follow-up to this: I just dropped into an enemy Mosquito, and destroyed it instantly. I think the score message mentioned something about "drop pod kill", but I wasn't paying careful attention. I definitely destroyed it, and got kill credit, so apparently it's possible!

Maybe it's just the Liberators/Galaxies that aren't vulnerable to drop pod one-shots?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 23, 2012, 01:47:40 am
I hit it right on the tail which may have been part of it.  It was a reaver or whatever the TR equivalent is.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 01:57:41 am
Either a mosquito or a liberator then.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 23, 2012, 03:19:12 am
Finally downloaded, managed to play a full 10 minutes before crashing again. Glad to see that feature is still in  :-\
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 23, 2012, 05:23:53 am
This game feels like a bad marriage.  What used to be fun foibles are becoming rage inducing, and playing for the short periods of fun is no longer enjoyable.  I'm starting to hate this fucking game.  Spending my time fighting for revive and heal XP so I can buy a decent gun, only to spend my time getting shot by people I never saw doesn't strike me as a fun game, or even a game at all.

Engineer is actually a safer class to earn Certs in, if less consistent. Just go to a low-key base that your side has taken recently and run around repairing turrets, generators, and consoles. You get about 150 experience for each one you repair, and turrets get destroyed pretty easily. Their guns are also pretty nice. If you're part of taking a base, destroy as much as you can. Amp bases are potential XP banks because they have so many turrets and generators.

Also, remember that you get about 1 free Cert per hour (Or something close to that - There's no official word on how much). If you earn 50 Certs a day from experience, It'll only take you about two weeks to get a thousand Certs.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 23, 2012, 05:55:53 am
Other then the passive Cert boosts I have from Membership and such. I started on the AU server. Already have over 600 certs saved/spent in under 2 days. Currently at around 91st on the server. Dont know if its Nation only though...

Currently saving certs for second point in Light Assult C4 so I can carry some more for getting rid of those Tanks that I have been flanking around/over and thus having to ignore due to the fact that one does not cut it...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 06:10:49 am
Engineer is actually a safer class to earn Certs in, if less consistent.
Heck, if you find a MAX or two and keep dropping ammo supplies under them while they're blasting away you'll get a bunch of XP just from that, more if they get damaged and you repair them.

I did this with two AA MAX who were defending a tower, got over 800 xp just from the ammo I was dropping.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ansontan2000 on November 23, 2012, 06:39:45 am
Engi, eh? I just took part in a ridiculously long stalemate on the AU server, on account of the entire NC and TR fighting over a biolab in the north of Esamir. Heck, if you go now, it may still be on! For my cert gaining purposes, I tend to go infiltrator and just snipe people in the back, and run. Hey, it gets me kills, i'm not complaining.

I'm and NC btw :D
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 06:51:05 am
Well, I can tell one way to not have any fun, and that is farming for cert-points, if you do that you will never enjoy the game, just do what you want to, the default guns are my favs, This is not a game you can play to win. You just have to have fun.

I used to be TR, but so many ppl + friends play NC I was forced to change, as for Vanu they should all die, infact TR and NC should take a saturday to team up and crush them for their petty insolence.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 23, 2012, 07:31:07 am
Well, I can tell one way to not have any fun, and that is farming for cert-points, if you do that you will never enjoy the game, just do what you want to, the default guns are my favs, This is not a game you can play to win. You just have to have fun.

I used to be TR, but so many ppl + friends play NC I was forced to change, as for Vanu they should all die, infact TR and NC should take a saturday to team up and crush them for their petty insolence.

I was going to say pretty much all of this (except the TR bit). Right now what I'm hearing is "I'm gameing the game, why is it not fun?". It's like people who purposefuly utilize exploits, then complain how the exploits ruin the fun of the game. The cert points are designed so all play styles will gain xp/certs, not so that you can carefully calcutlate maximum cert intake/hour and carefully craft a 20 stage plan to increase point growth.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 08:04:01 am
Lol, I can imagine that.

Enclave board meeting.

"Gentlemen, we're here to discuss the 3rd Certification-point quarter. Don Reynolds will open."

"The statistics show we're gaining 3.7% less certs than last quarter..."

Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 23, 2012, 08:25:49 am
Engi, eh? I just took part in a ridiculously long stalemate on the AU server, on account of the entire NC and TR fighting over a biolab in the north of Esamir. Heck, if you go now, it may still be on! For my cert gaining purposes, I tend to go infiltrator and just snipe people in the back, and run. Hey, it gets me kills, i'm not complaining.

I'm and NC btw :D
Yo Ansontan mate, IGN? I am AUSGrizzly02 on the AU servers...

On the note of gaining Certs...

If anyone is actually interested, I could expand on how one could go about gaining Certs while still having fun...
Basicly as Engie/Light Assault/Heavy Assault that is... I did a quick one on Medic, and I suck as an Infiltrator. For Infiltrator all I know is that if you are not making a hit with each shot, be it a kill or a body shot, move onto something else or such cause you are really wasting your own time. Getting a Body Shot each time you shoot means that you always have a chance on getting Kill Assist Exp, while Miss shots will get you nothing...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 23, 2012, 09:26:38 am
I'll give it another chance.  I do occasionally have fun.  I airdropped onto Freyr amp station once and then jumped off a ledge to knife an unsuspecting TR infiltrator, which was pretty sweet.  Occasionally I'll get a four or five kill streak which is pretty sweet.

It's just sometimes I can't do shit and I die every time to people I never saw.  Also some of the vehicle controls don't make sense.  How do you deploy your sunderer?  I've been pressing b but nothing happens. 

Also also, making a2a missiles unlockable is a horrible design decision.  The gun differences are one thing, since all guns do essentially the same thing, but giving some players homing missiles while the rest have cannons is ridiculous.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Siquo on November 23, 2012, 09:28:48 am
It's just sometimes I can't do shit and I die every time to people I never saw.  Also some of the vehicle controls don't make sense.  How do you deploy your sunderer?  I've been pressing b but nothing happens. 
Did you have the utility unlocked and installed? Of course that costs certs ;)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 09:28:48 am
How do you deploy your sunderer?  I've been pressing b but nothing happens. 
Did you buy the deployment AMS cert for the sunderer? By default the sunderer is simply a transport, but if you equip a mobile AMS then it becomes a spawn point/equipment terminal.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 23, 2012, 10:13:01 am
what?!  That's bullshit.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 10:19:05 am
what?!  That's bullshit.
Its bullshit that you have to certify to use equipment in a vehicle? Like every other piece of equipment in the game?

It costs 50 certs. Its incredibly cheap. You can get it in like an hour of good play. I bought it just because I had a few extra certs and its useful.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 23, 2012, 10:58:23 am
I think that it's pretty logical. Sundies would be OP if they could always spawn people. IIRC, there is a cert that allows you to go trough shields, so you could effectively get 10 people and 2 turrets (that could be those explosive turrets) into the middle of an amp station, to destroy the sundie in there and give your faction a huge advantage.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 23, 2012, 11:03:39 am
Why is everyone so uppity about time commitment to the MMO? WoW makes you play for a month before you can ride a friggin' horse, whereas I can earn a minor upgrade each day with only a few hours of play (plus yesterdays offline cert gain), or a large upgrade in a week of play probably.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 11:04:58 am
Why is everyone so uppity about time commitment to the MMO? WoW makes you play for a month before you can ride a friggin' horse, whereas I can earn a minor upgrade each day with only a few hours of play (plus yesterdays offline cert gain), or a large upgrade in a week of play probably.
Minor nitpick: You can ride a horse at level 20 now iirc, which is attainable in a few hours of good play.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 23, 2012, 11:06:00 am
I'm on as MrMiauw, NC, Mattherson, add me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 11:10:52 am
I plays on waterson or whatever its called.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 23, 2012, 11:16:56 am
Why is everyone so uppity about time commitment to the MMO? WoW makes you play for a month before you can ride a friggin' horse, whereas I can earn a minor upgrade each day with only a few hours of play (plus yesterdays offline cert gain), or a large upgrade in a week of play probably.
Minor nitpick: You can ride a horse at level 20 now iirc, which is attainable in a few hours of good play.

Level 20?? in a few hours?! Back in my day it took weeks to get to level 20, and you were only halfway to a horse then. And we had to walk uphill both ways, in the blowing snow, to get to Ironforge
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 11:18:46 am
Why is everyone so uppity about time commitment to the MMO? WoW makes you play for a month before you can ride a friggin' horse, whereas I can earn a minor upgrade each day with only a few hours of play (plus yesterdays offline cert gain), or a large upgrade in a week of play probably.
Minor nitpick: You can ride a horse at level 20 now iirc, which is attainable in a few hours of good play.

Level 20?? in a few hours?! Back in my day it took weeks to get to level 20, and you were only halfway to a horse then. And we had to walk uphill both ways, in the blowing snow, to get to Ironforge
Well... Ironforge is still uphill through snow, but only one way. But yes you could likely get to level 20 in 6-8 hours if you did nothing but quest and grind. Only took me about a day to do it, and I was goofing off and crafting last time I played.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 23, 2012, 11:22:29 am
Why is everyone so uppity about time commitment to the MMO? WoW makes you play for a month before you can ride a friggin' horse, whereas I can earn a minor upgrade each day with only a few hours of play (plus yesterdays offline cert gain), or a large upgrade in a week of play probably.
Minor nitpick: You can ride a horse at level 20 now iirc, which is attainable in a few hours of good play.

Level 20?? in a few hours?! Back in my day it took weeks to get to level 20, and you were only halfway to a horse then. And we had to walk uphill both ways, in the blowing snow, to get to Ironforge
Well... Ironforge is still uphill through snow, but only one way. But yes you could likely get to level 20 in 6-8 hours if you did nothing but quest and grind. Only took me about a day to do it, and I was goofing off and crafting last time I played.

Kids these days just get everything handed to them. PAH!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 11:23:42 am
Why is everyone so uppity about time commitment to the MMO? WoW makes you play for a month before you can ride a friggin' horse, whereas I can earn a minor upgrade each day with only a few hours of play (plus yesterdays offline cert gain), or a large upgrade in a week of play probably.
Minor nitpick: You can ride a horse at level 20 now iirc, which is attainable in a few hours of good play.

Level 20?? in a few hours?! Back in my day it took weeks to get to level 20, and you were only halfway to a horse then. And we had to walk uphill both ways, in the blowing snow, to get to Ironforge
Well... Ironforge is still uphill through snow, but only one way. But yes you could likely get to level 20 in 6-8 hours if you did nothing but quest and grind. Only took me about a day to do it, and I was goofing off and crafting last time I played.

Kids these days just get everything handed to them. PAH!
Did I mention you get all of your demons right away (level 10 or so I think) now as a warlock? o.o

Back on topic: Is the VS lock-on AA launcher worth taking? I heard the range is kinda crap, but have not used it myself.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 23, 2012, 11:24:50 am
I did the full Warlock epic mount quest, back when no one ever did Diremaul.  It took months, months, months, and hundreds of gold to do that god damned quest.

And then a couple months later they start giving the epic mounts away. Fuck that.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 11:32:05 am
I did the full Warlock epic mount quest, back when no one ever did Diremaul.  It took months, months, months, and hundreds of gold to do that god damned quest.

And then a couple months later they start giving the epic mounts away. Fuck that.
I feel your pain. I had just gone through the PITA quest to get mine when they suddenly announced that "Hey guys you can now buy the mount like a paladin!"

well screw you Mr. Game!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 23, 2012, 11:36:21 am
Okay I created a form that feeds into a google doc for us to share information. Click Here (https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ)

Here is the tabulated results, it is protected but available for viewing without signing into google.  Click Here (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE)


Just repeating this here so it's easier to find.

Also, could my server be changed to matherson and my name to MrMiauw?

E:
I just remebered what i came for to this thread:
To rage about disconnects.

I UNDERSTAND THAT YOU AFK-KICK ME FROM THE SERVER, BUT DOES THAT MEAN YOU HAVE TO SHUT DOWN THE ENTIRE CLIENT?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 23, 2012, 11:40:56 am
We need an outfit! I even bought a mic to transmit broken english in all frequencies!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 23, 2012, 11:41:45 am
Server? Faction? IGN?
We could jump in a squad together, for now.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 23, 2012, 11:47:56 am
Server? Faction? IGN?
We could jump in a squad together, for now.
Im working right now, but my mind its flying a reaver, dont tell my boss.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 11:50:18 am
Matherson, NC, someone get a TS, create an outfit.

If y'all want, im BaronScoopzy, won't be able to be on for a few days, but whatevs.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Microcline on November 23, 2012, 12:44:39 pm
I'm on Matherson NC fighting for freedom with Higby's Heroes (http://www.youtube.com/watch?v=kdPDZUbbRRI&feature=plcp).  I'd advise getting in a group with voicechat and not caring about unlocks.  Fighter rocket pods and the AT liberator gun are the only currently imbalanced ones (and are only imbalanced in that the default equips are underpowered).

If you treat it as a game about leveling up and getting loot like WoW you'll be bored out of your mind.  If you treat it as a game about fighting an internet war against aliens and space Nazis and killing internet mans with your internet bros you'll have a good time.  In the end, there's nothing more OP than numbers and coordination.

\/\/\/ Yeah it's open to all players, but they haven't posted the PS2 forum thread and the OP is behind the paywall right now.  Get yourself in mumble (with your character name) at
psgoons1.murmur.nfoservers.com
 6910
You'll find a channel for waiting for outfit invites.  The only rules are no whining and that newbies shouldn't give orders.  PS2 accepts alt + tabbing so you can use that to manage mumble.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 23, 2012, 12:49:18 pm
Welp this is epic fun...
Joinned the AU Server...
Was there when we Captured Indar, in fact was part of the Platoon keeping the VS busy while all their excess land was taken and the TR were taken over...

Got into the Max Today... Hehehehehhehehehehehehhehehehehehehehhehehehehehehehhehehe....

I enjoyed myself...
Though spamming my Shotguns is getting annoying, I ain't playing Diablo here damn it...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 23, 2012, 12:57:19 pm
The thread title should really be changed, now that the game's been out for several days.

I'm getting on in a few minutes. See if my computer can handle it yet.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 23, 2012, 01:05:43 pm
Bizzlord is nowhere to be seen, sadly.

E: And i'll try to join Higby's Heroes. I'm craving for some organized assault now. I've mainly been running around armor columns reviving people.

E2: Do you need a Something Awful account for Highby's Heroes?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 01:28:16 pm
So, Can I run It can go fuck itself, turns out I can play it. CogAnrizkalur, NC on Matherson.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 01:35:31 pm
God I wish we could do custom skins, imagine a flotilla of reavers and thunderers (or whatever the fuck our tanks are called) with noses/fronts painted like screaming dwarves
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Anvilfolk on November 23, 2012, 01:35:52 pm
They changed the config files around so that AA is enforced (for now). Until I can remove AA, I'm not going to play an FPS with 15fps :( Sorry guys. If you set up an EU outfit I'll be glad to join eventually, when I can run this.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 01:36:22 pm
God I wish we could do custom skins, imagine a flotilla of reavers and thunderers (or whatever the fuck our tanks are called) with noses/fronts painted like screaming dwarves
Yeah but the instant they allow it people will figure out how to make 'transparent' skins and be invisible.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 23, 2012, 01:46:19 pm
They changed the config files around so that AA is enforced (for now). Until I can remove AA, I'm not going to play an FPS with 15fps :( Sorry guys. If you set up an EU outfit I'll be glad to join eventually, when I can run this.

What do you mean by AA?
I'm pretty sure this can't be Anti-Air, and i'm curious D:
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 01:48:06 pm
Okay turns out I can't play it. It runs, but my framerate is nearly non-existent in any sort of combat zone. So fuck. I belive it is Anti-Aliasing
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 01:52:14 pm
They changed the config files around so that AA is enforced (for now). Until I can remove AA, I'm not going to play an FPS with 15fps :( Sorry guys. If you set up an EU outfit I'll be glad to join eventually, when I can run this.

What do you mean by AA?
I'm pretty sure this can't be Anti-Air, and i'm curious D:
Probably Anti-Aliasing
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 23, 2012, 01:59:29 pm
Alright fuck planes.


I tried to fly a galaxy, but i got stuck when i tried to land on a tower.

E:
A liberator run was slightly more succesfull. I'll keep practicing i guess.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: da_nang on November 23, 2012, 02:31:36 pm
Ikanam Bio Lab... By the gods, it's painful to capture.

VS, TR, and the NC deadlocked for I don't know how long. Teleport rooms were horrendous deathtrap bottlenecks, with defenders whore-camping every exit. Bottom level were swarming with tanks being churned out on a neverending assembly line. The skies were filled with fighters, liberators and galaxies, all eager to swoop down and murder you and the only practical way inside left was by the aircraft platforms. Those too were on the verge of becoming bottleneck deathtraps but luckily they were not as cramped. Soon the NC starting loosing territory because all attention and manpower was funneled into the deathmachine Bio Lab, culminating in fewer available resources for the NC. Their defenses broke, generators were blown to hell and back and finally the NC surrendered the Bio lab to the VS.

And that was when the TR decided to kick down the door and move in.

They too had noticed the VS's victory hinged upon resource control, so they had been sneakingly stealing a few territories from the VS. And so, the chaos ensued, deaths were ground to a pulp and defecated upon and the raging inferno still burns.

Didn't help that the VS were underpopulated at 28% on that continent. (Which seems to be a common theme every time I log in...  :-\)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 23, 2012, 03:15:46 pm
I got to play properly for the first time. I like this game. Huge battles are very fun.

How does one get grenades? Do certain classes spawn with them? I thought I had them as a Heavy, but then I didn't.
(The wiki isn't working for me, or I'd check there.)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 23, 2012, 03:19:40 pm
When you go to customize your loadout you can buy grenades with infantry resource points.  The pool is shared between all classes.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Ozyton on November 23, 2012, 03:20:45 pm
In terms of weapon unlocks, it seems the only real defeault anti-air is on the Max suit, aside from base turrets which will either be destroyed or manned by someone else.

I've been mostly focusing on upgrading my meeic gun thing thoug, sniping with the 2x scope is fine using the NC gauss rifle. might try one of the 3x scopes, but I want to maintain usefullness in tighter quarters.
I wish you could either try uns out before you buy them, or they gave more info about the guns. I've been thinking about getting the medic DMR because people compare it to the M14, but the shop claims it's less accurate than the default gun, which would be rather dumb.

Lunch break overrr
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 03:25:00 pm
with defenders whore-camping every exit.
I gotta say it.

When you are defending, it is not 'camping' to lock down and defend chokepoints and bottlenecks. It is a good and sound tactic. You make it sound like some cheap distasteful thing to find easily defensible areas and fortify them.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 23, 2012, 03:38:00 pm
I wish you could either try uns out before you buy them, or they gave more info about the guns. I've been thinking about getting the medic DMR because people compare it to the M14, but the shop claims it's less accurate than the default gun, which would be rather dumb.

You can. There should be an option to "Unlock" it, and under there you'll find a trial option. You can't use any mods with trial weapons, though, so you're out of luck if you're dependent on scopes.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 03:43:08 pm
I've been thinking about getting the medic DMR because people compare it to the M14, but the shop claims it's less accurate than the default gun, which would be rather dumb.
Why is it dumb? Just curious.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 23, 2012, 03:56:53 pm
I've been thinking about getting the medic DMR because people compare it to the M14, but the shop claims it's less accurate than the default gun, which would be rather dumb.
Why is it dumb? Just curious.

Because it's DMR according to the store, and that generally indicates a highly accurate rifle. I'm generalizing here, though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 04:05:12 pm
I dont know, the store-given statistics seem to be rather misleading to me. Maybe I just dont notice.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: da_nang on November 23, 2012, 04:10:44 pm
with defenders whore-camping every exit.
I gotta say it.

When you are defending, it is not 'camping' to lock down and defend chokepoints and bottlenecks. It is a good and sound tactic. You make it sound like some cheap distasteful thing to find easily defensible areas and fortify them.
True, but it's such a cramped space that there's no benefit taking that route. Either you run out and get blown to smithereens by the army of MAX and turrets or stay behind a tiny shield door and if you're lucky you might pluck some of them but it's all for naught as there's about ten more behind each one you kill. That's what happens. I spawn from a Sunderer, run into the teleporter, stick my head outside and die. Repeat ad nauseam et infinitum.

It eventually reaches an equilibrium where no one's going past the shield and the defenders are merely peeking around the corner to notice any changes. It's a stalemate, a Mexican standoff. It feels like there's no way to create momentum and get past the defense. Any strategy you had in mind just falls apart. Either that or you continue to freely throw yourself into the line of fire Soviet-style just hoping someone gets past to do something useful other than dying. And there's a lot of dying.

It's like as if they give you ten routes and nine are just pure bad from a strategic standpoint and the only one that might work is either a pile of dead bodies thrown upon another pile or the seemingly rare outside-the-box thinking.

Attrition warfare might be cool and all in hindsight but constant death and respawn for the sake of dying some more with no end in sight quickly deteriorate that point of view into a hellish nightmare.

I'm trying to enjoy this game and have a good time, but the game has this strange desire to stop me. I want to see the big open battles with tanks steamrolling over the countryside. I want to see the momentum of battle. Death shouldn't be a problem, but when the momentum ceases for both sides, when there's death and only death waiting for you, it suddenly becomes a problem.

Cue WW1 trench warfare.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 04:14:26 pm
actually in most siege situations I've experienced, enemy inflitrators and light assaults usually get in and destroy the shield generators.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 23, 2012, 04:58:23 pm
After a certain point, it should generally be obvious you've already lost. All you can do is sit there like a dope or go somewhere else and hope for better luck. There's no point in trying to fight through a force that has outnumbered, outgunned, and outflanked you.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 23, 2012, 05:11:51 pm
When things have ground down to a standstill it's pretty easy to go in as a single guy or a small squad and take down generators.  Everyone's distracted and you're unlikely to face real resistance.

If you've got them all the way down to the point where they're defending the main spawn then you can just chill there in a safe spot and wait to rush in when they inevitably lose the facility.

How interesting a fight is seems to depend on what kind of facility it is.  Biolabs are usually clusterfucks, especially Ikanam.  Amp stations are pretty open so there's usually a lot of street fighting and vehicles get involved, those are fun.  The minor facilities can also be interesting to defend, I helped fend off NS and TR simultaneously at the Crown in Indar this morning.  It was some intense shit.

What I'm wondering right now is, what's the endgame?  Do we just fight over the same stretches of ground over and over until Planetside 3 comes out?  The whole idea of a planet where people just fight and fight and die by the thousands for facilities whose only purpose is to perpetuate the fight and change hands is pretty metal, but it doesn't make for an enduring game.  Is there anything more here?  What happens if one faction takes all three continents?  Can you take the warp gates?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 05:15:54 pm
Warpgates are untakable, there is no endgame, and for those who've spent money on it it wouldn't make sense to have one, if you buy a gun and your character is reset than that would basically be the equivalent of having your money stolen.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 23, 2012, 05:21:28 pm
It's not like you have to reset characters, there just needs to be something beyond this.  The appeal of taking the same set of bases over and over will not last forever.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 05:27:19 pm
It's not like you have to reset characters, there just needs to be something beyond this.  The appeal of taking the same set of bases over and over will not last forever.
Games like this don't need an 'endgame'. Nobody asks why you fight over the same maps over and over in halo or team fortress 2 or whatever. This is the same, just with a bigger map.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 05:41:55 pm
Ya, the fun is in the fighting and the strategizing, I mean I guess there could be some reward, but what would you reward players with?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 23, 2012, 05:43:10 pm
They already have the rewards for capping continents.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 23, 2012, 05:51:01 pm
The appeal of taking the same set of bases over and over will not last forever.
I'm cool with it. I don't even need new guns. I've put many hours into Battlefield 3, which is much less fun than this. It might get boring without friends, but with them it can last forever, though maybe with breaks.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: OREOSOME on November 23, 2012, 05:51:06 pm
I imagine 2 of the continents will be completely capped, by TR and NC respectively. No land for VS though. Only the warpgates, as both TR and NC descend upon the third continent, leaving a massive frontline drawn across the land.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: forsaken1111 on November 23, 2012, 05:59:45 pm
I imagine 2 of the continents will be completely capped, by TR and NC respectively. No land for VS though. Only the warpgates, as both TR and NC descend upon the third continent, leaving a massive frontline drawn across the land.
It doesn't really work that way, because you can never cap the warpgate. They'll never have enough manpower to bottle VS up in the warpgate on both continents while simultaneously engaging them across the third continent AND avoid fighting each other. Simply doesn't happen.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 06:02:26 pm
One day, the great TR and NC empires will unite in a glorious crusade against the much despised Vanu scum.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 23, 2012, 06:21:42 pm
I've heard that factions only had one uncappable warpgate in the entire game on Planetside 1, and you could push enemies off of any other continents until they could gear up to take it back.

I also recall a story where the uncappable warpgate stopped being able to spawn for the TR, and they were wiped off the map because half the people left in protest and the other half had to face the combined wrath of both other factions actually cooperating.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 23, 2012, 07:34:17 pm
well i managed to get on, and it didnt lag horribly, yay!

how do i resupply my tank ammo, though? i tried driving back onto the pad and it destroyed the tank :p

i must look like such a noob when im playing ^^
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 23, 2012, 07:41:43 pm
There are towers with a neon ammo symbol at some bases, park near them.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 23, 2012, 07:48:39 pm
I know it's possible to cap a complete continent, because yesterday the second continent had a message on the map. Something about "Last capped by Vanu: X bonus awarded".  ???
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 23, 2012, 07:51:20 pm
They just mean all have been capped but the warpgates.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Roboboy33 on November 23, 2012, 08:37:17 pm
Why do you hate the Vanu?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 08:39:38 pm
because they're purple-bellied, laser-using, scum-of-the-earth bastards with star-trek visors.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Araph on November 23, 2012, 08:46:36 pm
I'm liking this game so far! What server are most of the B12 people on?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 08:51:15 pm
Matherson I belive. Mostly NC too.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 23, 2012, 08:51:52 pm
I'm on Matherson right now, just poking around. Do we have a Unit yet?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 08:52:37 pm
I don't belive so.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 23, 2012, 08:53:59 pm
because they're purple-bellied, laser-using, scum-of-the-earth bastards with star-trek visors.

And your beard looks silly. What of it?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 08:58:49 pm
Touche sir, Touche.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 23, 2012, 09:08:02 pm
Why do you hate the Vanu?
I used to hate the Vanu. Then I became the Vanu. They're weird and purple, with alien lasers, and they devote their lives to technology they don't understand. But I like their weapon characteristics more than the others', so I went with them.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Geen on November 23, 2012, 09:54:06 pm
I hate the Elmo more than anything. Their weapons are boring, their clothing is stupid, and they don't have any of the cool shit. NC and VS forever! NC more, though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 23, 2012, 09:56:05 pm
TR colors are the best, though. Neither Blue/Yellow nor Purple/Cyan are very appealing. However, their guns are rather boring.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 09:59:03 pm
Welp. There was a dick at the NC warp gate crashing his mosquito into other ships, trying to wreck them. Busted my ship, gotta wait ten minutes, get in a galaxy, halfway there, the pilot switches it to squad only ejecting us from a hell of a long way up. Fuck that, I'm going to bed.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McScoopbeard on November 23, 2012, 09:59:28 pm
I find NC colours to be better suited to their vehicles, whilst TR colours look good on air and inf, I don't think I need to express my opinion on the Vanu
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 23, 2012, 10:13:24 pm
Welp. There was a dick at the NC warp gate crashing his mosquito into other ships, trying to wreck them. Busted my ship, gotta wait ten minutes, get in a galaxy, halfway there, the pilot switches it to squad only ejecting us from a hell of a long way up. Fuck that, I'm going to bed.

That doesnt seem like a bad idea, its perfect drop coordination!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 23, 2012, 10:23:06 pm
I like how, in Battlefield 3, everyone who jumps out of aircraft gets a parachute. I think that could work in this game. Gives a tactical advantage, as you don't have to find a place to land and run up, but you fall slowly enough that you can be shot before you hit the ground. Also limits that form of griefing.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 23, 2012, 10:29:29 pm
You can jump from galaxies and you wont take damage at all, just in case you didnt knew.
And i wouldnt like other vehicles to be used as transports when they are not ment to be (happens in battlefield a lot, ppl get into planes just to get so some place they cant walk to).
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 10:31:26 pm
Oh, I took damage. I took damage all over the damn ground.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 23, 2012, 10:37:55 pm
Why do you hate the Vanu?
I used to hate the Vanu. Then I became the Vanu. They're weird and purple, with alien lasers, and they devote their lives to technology they don't understand. But I like their weapon characteristics more than the others', so I went with them.
Indeed. I find I can barely use the NC starter carbine, and I already have 1 medal with the Vanu default carbine. Also, they have great iron sights.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 23, 2012, 10:42:57 pm
Oh, I took damage. I took damage all over the damn ground.
In all truth you shouldn't. Its a Bug that they seem to over look every time...
Jumping out yourself is a Surefire way or not taking damage, but being locked out of a Gal should not make you take damage on impact...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 23, 2012, 10:46:48 pm
Oh, I took damage. I took damage all over the damn ground.
In all truth you shouldn't. Its a Bug that they seem to over look every time...
Jumping out yourself is a Surefire way or not taking damage, but being locked out of a Gal should not make you take damage on impact...
Bug or not, it annoys me that people would do that. Giving us a heads up? That would be fine. Dumping us out with no warning? Dick move bro.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 23, 2012, 11:00:18 pm
You can jump from galaxies and you wont take damage at all, just in case you didnt knew.
And i wouldnt like other vehicles to be used as transports when they are not ment to be (happens in battlefield a lot, ppl get into planes just to get so some place they cant walk to).
That's quite helpful. Thank you.
It happens in Battlefield because 1) The community is terrible. and 2) There aren't really any designated transport vehicles. There may be a couple weaponless spots in some vehicles, but nothing big.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: alway on November 23, 2012, 11:17:15 pm
I've started playing the other day; Vanu on Jaeger US East.
For the better part of a day, we've held most of the map. :3
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ansontan2000 on November 23, 2012, 11:18:35 pm
Update on the Aussie server: NC is dominating, VS is derping around, and Esamir is never going to be conquered >_>
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: bucket on November 24, 2012, 12:08:09 am
I've started playing the other day; Vanu on Jaeger US East.
For the better part of a day, we've held most of the map. :3
Cool. Friend "Bloodstool" and we'll team up when I get a chance (which won't be often).
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: alway on November 24, 2012, 12:26:30 am
Oh hey, I just realized there are 3 continents. So that's where all the non-Vanu were. We've been winning Esamir because we have 75% of the population there. :P
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 24, 2012, 12:38:22 am
Oh, I took damage. I took damage all over the damn ground.
In all truth you shouldn't. Its a Bug that they seem to over look every time...
Jumping out yourself is a Surefire way or not taking damage, but being locked out of a Gal should not make you take damage on impact...
Bug or not, it annoys me that people would do that. Giving us a heads up? That would be fine. Dumping us out with no warning? Dick move bro.

As A Gal pilot I tend to dump without warning, but that's beacuse my drops tend to be in heavy flak areas (like biolab landing pads) And the last thing I need is to hover for 15 seconds waiting for people to disembark. And half the people don't listen to mics either, so even when I yell "We're about to disembark" they still wonder why they got locked out. I DO wish there was a way to eject all EXCEPT the gunner seats though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 24, 2012, 01:02:42 am
I've started playing the other day; Vanu on Jaeger US East.
For the better part of a day, we've held most of the map. :3
Cool. Friend "Bloodstool" and we'll team up when I get a chance (which won't be often).

Just made a vanu character on that server, sent a friend request, don't know if you were on though.

Oh, I took damage. I took damage all over the damn ground.
In all truth you shouldn't. Its a Bug that they seem to over look every time...
Jumping out yourself is a Surefire way or not taking damage, but being locked out of a Gal should not make you take damage on impact...
Bug or not, it annoys me that people would do that. Giving us a heads up? That would be fine. Dumping us out with no warning? Dick move bro.

As A Gal pilot I tend to dump without warning, but that's beacuse my drops tend to be in heavy flak areas (like biolab landing pads) And the last thing I need is to hover for 15 seconds waiting for people to disembark. And half the people don't listen to mics either, so even when I yell "We're about to disembark" they still wonder why they got locked out. I DO wish there was a way to eject all EXCEPT the gunner seats though.

Yeah, but if you're killing them with gravity/inertia anyway... Why dump them? If they can't figure out they need to bail on their own, their fault.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 24, 2012, 01:09:50 am
I've started playing the other day; Vanu on Jaeger US East.
For the better part of a day, we've held most of the map. :3
Cool. Friend "Bloodstool" and we'll team up when I get a chance (which won't be often).

Just made a vanu character on that server, sent a friend request, don't know if you were on though.

Oh, I took damage. I took damage all over the damn ground.
In all truth you shouldn't. Its a Bug that they seem to over look every time...
Jumping out yourself is a Surefire way or not taking damage, but being locked out of a Gal should not make you take damage on impact...
Bug or not, it annoys me that people would do that. Giving us a heads up? That would be fine. Dumping us out with no warning? Dick move bro.

As A Gal pilot I tend to dump without warning, but that's beacuse my drops tend to be in heavy flak areas (like biolab landing pads) And the last thing I need is to hover for 15 seconds waiting for people to disembark. And half the people don't listen to mics either, so even when I yell "We're about to disembark" they still wonder why they got locked out. I DO wish there was a way to eject all EXCEPT the gunner seats though.

Yeah, but if you're killing them with gravity/inertia anyway... Why dump them? If they can't figure out they need to bail on their own, their fault.

I'm absolutly sure if you die from being dumped its a glitch. I've had plenty of times where the Gal pilot dumped us and we were fine. I do know the problem where if you hit something on the way down might still exist. basically if you Hotdrop, and hit like a sloped roof and bounce off, only that hit doesnt hurt you. The actual landing will.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: umiman on November 24, 2012, 01:23:11 am
I just picked this up today at the insistence of my friends. I spent the first few hours dying a lot while figuring out what to do. Wasn't particularly fun at that point.

I saw someone driving some kind of grenade-launching tank around and being crazy and I thought. "I wanna drive a grenade-launching tank!" So I figure out how to get the tank, drive it out. Consulted the map. Drove towards the purply bits. Then when I got there I saw what seemed to be the entire server engaging around a gigantic purple fortress. If it isn't obvious I still have not much clue about the game.

So I drive around being silly, watching as big blue balls fly past my armour in what I think was attempts to either kill me or heal me. Not sure. I happened upon a few dozen of my allies entrenched behind a few buildings trying to push forward into another purply part.  So I drive in the direction they're shooting at, turn a sharp corner, barrel past a horde of purple, and smack into the giant purple fortress wall. Apparently I also smashed straight through a few purple dudes as well. I turn around, and see everyone turning to face me.

So I let loose with the grenade launcher. I went from level 2 straight to level 4 in 2 seconds. It was hilarious. I actually somehow managed to even up my kill/death ratio in 2 seconds. It also apparently gave my team a huge morale boost as I saw the few dozen guys hiding behind the walls charge out of the smoke and debris and mop up all the guys left standing. We then took the fortress and I'm still not too sure what exactly I did hahaha.

Then I checked if I could unlock anything and all I earned was a measly 21 certs. Derp.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 24, 2012, 01:26:47 am
Yeah, the first few ranks go by fast, while certs crawl on.

What exactly was this 'grenade launching tank' you're talking about? There's 2 tanks per faction and the Sunderer, which is like a tank with smaller guns, and neither of the real tanks have what I'd call a grenade launcher. Lightning has the autocannon, maybe that?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: umiman on November 24, 2012, 01:28:50 am
Probably that. It has like 6 shots and they arc around like a grenade as well as explode on impact. So I assumed it was a grenade launcher.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 24, 2012, 01:32:50 am
I wouldn't say they arc like a grenade... although I will admit many of the bullets in the game tend to have a rather steep trajectory. As for the Lightning, it has a 75mm autocannon that... apparently has gotten an upgrade. I used to be able to empty a clip on an enemy soldier and it didn't kill them, but that was during Beta.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 24, 2012, 01:56:36 am
I Dont think it got much of a buff, i shot 6 times almost point blank on the general proximity of 2 soldiers not killing any of them, not even near the power of a hand granade.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: BuriBuriZaemon on November 24, 2012, 02:13:32 am
Any Oceanic players in Briggs? I am part of NC and I am lonely. So many players with single player mentality... >.>

So please save me from #foreveralone.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: umiman on November 24, 2012, 02:46:11 am
I Dont think it got much of a buff, i shot 6 times almost point blank on the general proximity of 2 soldiers not killing any of them, not even near the power of a hand granade.
Either you guys have terrible aim, terrible lag, or we're still thinking of different vehicles.

Maybe it helps that I have a supercomputer that cost the price of a small car. This game barely even makes my cooling units turn on lol.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 24, 2012, 03:27:31 am
Do you happen to have FiOS too? I have some pretty rockin' internet for my local area, but it's still pretty shitty compared to areas that actually have internet infrastructure.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 24, 2012, 04:05:36 am
Update on the Aussie server: NC is dominating, VS is derping around, and Esamir is never going to be conquered >_>
I am going to be working on that tonight mate...

To ALL AU Server Briggs - NC. After Midnight(Eastcoast) tonight saturday. I AUSGrizzly02 will be making a move to finally capture Esamir. I you are able to be on at this time keep a look out for my Plattoon in the squad lists as I will always be trying to make space and capture Esamir...

I hav led platoons to victory in both Indar and Aremish and we were there at the final capture each time...

If you are VS or TR. I will be seeing you. Down my scope or splattered from my Grinders...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 24, 2012, 04:09:53 am
I just picked this up today at the insistence of my friends. I spent the first few hours dying a lot while figuring out what to do. Wasn't particularly fun at that point.

I saw someone driving some kind of grenade-launching tank around and being crazy and I thought. "I wanna drive a grenade-launching tank!" So I figure out how to get the tank, drive it out. Consulted the map. Drove towards the purply bits. Then when I got there I saw what seemed to be the entire server engaging around a gigantic purple fortress. If it isn't obvious I still have not much clue about the game.

So I drive around being silly, watching as big blue balls fly past my armour in what I think was attempts to either kill me or heal me. Not sure. I happened upon a few dozen of my allies entrenched behind a few buildings trying to push forward into another purply part.  So I drive in the direction they're shooting at, turn a sharp corner, barrel past a horde of purple, and smack into the giant purple fortress wall. Apparently I also smashed straight through a few purple dudes as well. I turn around, and see everyone turning to face me.

So I let loose with the grenade launcher. I went from level 2 straight to level 4 in 2 seconds. It was hilarious. I actually somehow managed to even up my kill/death ratio in 2 seconds. It also apparently gave my team a huge morale boost as I saw the few dozen guys hiding behind the walls charge out of the smoke and debris and mop up all the guys left standing. We then took the fortress and I'm still not too sure what exactly I did hahaha.

Then I checked if I could unlock anything and all I earned was a measly 21 certs. Derp.
WIN PURE WIN...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 24, 2012, 04:20:00 am
I Dont think it got much of a buff, i shot 6 times almost point blank on the general proximity of 2 soldiers not killing any of them, not even near the power of a hand granade.
A note on this...

The Lightnings Autocannon(default) requires you to actually hit the target to hurt them. But if you save up for the HE Cannon it has a great AoE on it. But is weaker against other armour...


Also I am sorry about these double posts and shit. My mobile isnt letting me insert quotes correctly...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 24, 2012, 05:01:32 am
Is it me or does the TR and NC always choose to attack the VS before each other?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 24, 2012, 06:39:09 am
Is it me or does the TR and NC always choose to attack the VS before each other?
Maybe just your server as the TR and VS always seem to attack NC before each other in my experience. Could just be how it always seems?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 24, 2012, 07:19:56 am
From what I've seen on Esamir, the VS often stupidly drive a wedge between the TR and the NC before they have significant control.  This kinda forces the TR and NC to focus on the VS for lack of other options.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: micelus on November 24, 2012, 08:18:53 am
Question: How do you make it possible for a sunderer to act as a spawn?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Metalax on November 24, 2012, 08:27:31 am
Question: How do you make it possible for a sunderer to act as a spawn?

Go to the certs menu -> select sunderer -> select utility slot -> select the ams item(Can't recall it's actual name right now). It costs 50 certs. Once you have done this go to vehicle loadouts -> select sunderer -> select utility slot -> select the ams.

I haven't had the certs yet to get it but I found in the latter part of beta that the vehicle reload in the defence slot is pretty effective at helping keep an armoured push going. Unfortunetly the deploy limit now means you cant park two sundies next to each other and have them resupply each other providing a firebase with infinite ammo.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 24, 2012, 09:29:47 am
Deploy limit?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 24, 2012, 10:07:54 am
We were attacking a far northern Esamir outpost held by the NC. I drop podded in ontop of my squad leader. In the few seconds I had as I fell, I noticed they were held behind a hill by an NC vanguard. I landed my drop pod on top of the vanguard, set it on fire, switched to my rocket, put the final shot into it just as I jumped from the top of it. And then switched back to my gun to kill a straggler that had been outside of the tank, either repairing or simply with enough sense to bail.

Unfortunately my squad leader turned out to be a fickle little chump who couldn't decide where he wanted to fight, so we lost that push, and one more before I finally gave up on the third drop pod deployment I had to use to follow him. Still, I know I'm not going to top that today. Even aside from that awesomeness, it was just a generally good session for me.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 24, 2012, 10:29:09 am
Oh. My. God.

just had the best life ever. deployed to a sunderer as an infiltrator on one side of a valley on esamir. I moved east a ways to snipe at enemies on the other side of the valley. The battle shifts around a bit and people start coming across a bridge into the valley actual. Then the NC gets pushed back, and I'm the only one left in the area from NC.

So I'm sitting there, perched on one side of the valley whilst another enemy team is pushing up the other side, taking the occasional headshot when people stand still (and when i can figure out the range drop). Then a few minutes later I start hearing 'Enemy X spotted' spam. From behind me. The other team had pulled up on my side of the valley, where NC was originally.

I survived ridiculously long, considering I was seen a few times, getting kills on players each side of the valley.

I wish there was an after-death report to see how many kills i got...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 24, 2012, 12:03:40 pm
Ok so.... AU Briggs Server...

My stutter came up and I lost control of the Platoon I was leading...


I find it INCREDIBLY Difficult to push back all the VS who don't know how to change maps...


TR has gone out in force in Indar and are 80% in control....


Welp. I lost in a FUN way before Server Shutdown for a restart...
Time to fix that problem and take Esamir before Indar is lost. So want to make a Hat Trick on Land Control...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 24, 2012, 01:57:11 pm
What was the IP and port for Higby's Heroes mumble again?

E:

~~How to kick infiltrator ass, by Miauw.~~

First, you will need to find a suitable location. An amp station your faction is attacking, for example! (This probably only works on amp stations.)
Now, you must make sure you can use DROPPODS to get to this base! Not too hard, eh?
After you have picked a location, click deploy. You will now be sent on a magical journey trough space and time and end up above the amp station.
Make sure to land in an unnoticed spot and ON TOP of the amp station! Else you will spoil the surprise!
Start running around the roof of the amp station, spotting and headshotting any infiltrators lucky enough to be sniping there!
Enjoy your certs and lulz!

~~ The End ~~

((Yes, i litteraly just did this. It was glorious.))
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Felius on November 24, 2012, 03:32:50 pm
Which server are we going to have the DF outfit again?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 24, 2012, 03:35:01 pm
Mattherson is the most popular. (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Araph on November 24, 2012, 04:03:20 pm
I'm playing on Mattherson now. Is there a B12 outfit? Barring that, are there any people playing now who want to form a squad? I'm with the NC.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: umiman on November 24, 2012, 04:19:10 pm
It's like every single person and their mother is in the NC.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Urist McSpike on November 24, 2012, 09:06:33 pm
Mattherson is the most popular. (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0)

Yeah, too popular.  I've been stuck in the queue for at least a half hour now, with a "server is full" message.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 24, 2012, 10:01:22 pm
It's like every single person and their mother is in the NC.

What can I say? Smurfs are awesome.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 24, 2012, 10:10:00 pm
It's like every single person and their mother is in the NC.

If I've told you once, I've told you a million times - Don't Exaggerate!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Darkening Kaos on November 24, 2012, 10:11:19 pm
Internet crash while posting = double post.

Apologies.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: MorleyDev on November 24, 2012, 10:20:41 pm
On Lithcorp it seemed to be mostly Terran vs Vanu last I was on it. Terran dominating on one continent, Vanu dominating on another and pretty much even splits between Vanu, Terran and NC on the third. I was playing Vanu on that so my perspective may be a little shewed.

Just switched server to Woodman because some people from my old college I still have on steam are on it and one convinced me too xD Terran this time. Apparently you can't re-use the same name for different servers because my "TheMotleyBrit" on Lichcorp was "taken" when I tried to use it again on Woodman. So I'm "TheMotleyBritain" instead xD
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 24, 2012, 10:59:34 pm
People don't seem to understand the importance of attacking/protecting the outlying spawn buildings, especially at bio labs...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 24, 2012, 11:54:46 pm
Part of it is because the game's new, as are most of the players. Every time a bio lab is attacked, someone asks "what's up with the enemy shields in our base!"

That, and it's a bit tough breaking out of a bio lab once they've got a surround on the vehicle bay.  :(
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Tnx on November 25, 2012, 01:50:23 am
Is there an outfit on Helios for NC?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 25, 2012, 03:45:20 am
Its actually not all that difficult breaking out. Once you get at least 6 people working together in breaking through the Armour that camps it you can easily move around and take out any sunrise under the lifts and after that you can work on the saterlites...

During Beta the outfit I was in were all self centered and didn't realise what was going on other then they were killing people, didn't matter to them that they were nearly over run...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: da_nang on November 25, 2012, 06:05:53 am
There, now there's one more player on Jaegar.
Character: Vorxil, Vanu
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 25, 2012, 06:47:45 am
What was the mumble server IP for Higby's Heroes again?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Ultimuh on November 25, 2012, 09:24:33 am
So I joined as Ultimuh, Vanu on SolTec.
Just to try things out.
And I must admit, I am not a big fan of NC's music theme and color scheme.
And tough I do not really like the colors of the Vanu, I do like the music theme.
So maybe I should go as TR?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Microcline on November 25, 2012, 09:32:07 am
What was the mumble server IP for Higby's Heroes again?

Spoiler (click to show/hide)

I would agree that biolabs are almost impossible to defend when compared to the other buildings.  They've got no walls, the capture points are close together, the places you can park a sundy at are spread out (meaning it's hard to stop an enemy push), and reaching the capture points and locking down the spawn doesn't involve going through the vehicle bay.  Every biolab rush I've done locked down the spawn in under a minute and the rest was just waiting.

\/\/\/ Here's my setup
(http://i.imgur.com/jJw2K.png)
Looking at the error message, that's probably not the problem though.  Have you made sure your copy of mumble is up to date?  Otherwise I'm as much of a mumble noob as you are. :-[
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 25, 2012, 09:45:18 am
I tried the IP you posted, but it didn't work.
Guess i'll try again.

"[15:43:48] Server connection failed: The remote host closed the connection."

It is telling me the ping and the amount of users tough.
(And i generally don't use mumble. So i don't really have an idea what's going on.)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Ultimuh on November 25, 2012, 09:45:42 am
So is there a server where EVEYONE here has a character?
And if so, what faction?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 25, 2012, 09:47:51 am
No, not really.
Most of us are on Matherson as NC.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 25, 2012, 09:57:27 am
Or Miller for the EU people
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: miauw62 on November 25, 2012, 01:35:25 pm
Anybody else at Matherson ATM?
Send me a friend invite, MrMiauw, NC.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Facekillz058 on November 25, 2012, 04:03:27 pm
Hey guys, i'm downloading this now.
Will probably be on tomorrow, or the day after.
I'll probably be a rebel and join the Vanu's.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 25, 2012, 04:42:40 pm
Start a trial weapon...

...Servers shut down. Figures.


I'm really starting to think that the NC have gotten a pretty short stick when it comes to weapons. I've been playing around with other factions, and I have to say that while the TR and the VC are pretty balanced towards each other, I have a hard time killing anyone outside of CQC, even with a forward grip. I can just feel the difference whenever I play NC and then go to one of the other two.

So I'm going to be playing the other factions until things get balanced out. It's surprisingly fun when your gun is capable of hitting things.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: ukulele on November 25, 2012, 04:44:49 pm
I'll probably be a rebel and join the Vanu's.

The NC are the rebels, the TR are the imperialist, the vanu are just coming out of the closet violently.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Facekillz058 on November 25, 2012, 04:48:38 pm
Rebel as in, what most of you guys arent doing.
Throwing my hat into the elven ring, so to speak.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 25, 2012, 04:51:09 pm
Technically, both the Vanu and NC are both rebelling against the TR. They're just doing it for different reasons.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 25, 2012, 04:55:02 pm
I also kind of feel like the NC have dumb weapons.  I mean, they hit hard but that's not useful when they can't hit anything.

The close-range setup of the MAXes is also not really my style.  I feel like MAXes should be long-ranged support units, something more like the TR ones with their dual miniguns.  I'm almost thinking about switching over to TR, just out of general preference for their stuff.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 25, 2012, 04:57:19 pm
I heard the TR and Vanu sniper rifles cant OSK with a headshot?
can anyone confirm that?
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Facekillz058 on November 25, 2012, 05:00:03 pm
I have to ask, does the game support controllers?
Because my laptop is awesome and the touchpad shuts off temporarily when you press the letter keys.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Doomblade187 on November 25, 2012, 05:02:18 pm
From what I hear, it loves controllers. But I feel the same problem with NC weapons. I don't have the certs to get the gun I could actually use, and I love the Vanu standard guns way more, so I actually like Vanu a lot better.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: umiman on November 25, 2012, 05:33:14 pm
I happen to really like the TR engineer's default carbine. I haven't had any situation other than fighting a Max head on where I lost with it (other than poor aim of course). Especially against infiltrators who are like free food for me.

I also grabbed a holo sight for it too, so now I don't have the crappy iron sights when trying to shoot long range.

So far I bought the deploy thing for sunderers and the scope for my carbine and 12% bonus health on him. I like being engie a lot. The gun is good, free ammo and exp nonstop. You get a badass turret that kills almost everything and is really hard to deal with. The only weakness so far is extreme range and vehicles. I wish I had some way to kill tanks.

I did flip two Lightnings once as a Sunderer too. Basically they barricaded the entrance to a fort and I just drove through them. It was hilarious. Even my passengers were laughing on voice comms.

I like this game. Still not going to pay for anything though. :P

I'm doing really well so far, which might be why I'm liking it. Tend to average about 3 kills to each death now. And sometimes I can go hours without dying simply because the turret is so good. I remember once I hot dropped onto the top of a bridge directly behind the enemy's staging point. I just sat up there with my turret and mowed people down for about an hour before someone had the brains to jump up with a light assault and try to kill me. Didn't succeed because the carbine is so good. I left after that though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 25, 2012, 05:37:44 pm
I heard the TR and Vanu sniper rifles cant OSK with a headshot?
can anyone confirm that?

Their guns are semi-automatic. NC is the only one to start out with the Bolt-Action rifles, which are the only 1-hit headshot rifles in the game (Despite the misleading damage numbers on the Scout Rifles).
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Thexor on November 25, 2012, 05:38:12 pm
God damn, I had a (friendly) Sunderer ram my Vanguard off a cliff. Those things have some serious momentum once they get moving!

The Medic's also good for easy XP, if there aren't many damaged vehicles/generators/turrets/MAXes in the area. Find a dead guy, revive him for 75 EXP, then heal him to full health for another ~40. It's like getting a kill, except your target isn't hiding behind a rock 50 metres away. And shooting back.  ;)
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: umiman on November 25, 2012, 05:40:53 pm
Yeah, the Sunderer's momentum is amazing. Sure he can't kill any heavy vehicles (without serious patience) but I'll be damned if they're going to stop me from going where I want to go. It needs a horn though. BEEP BEEP!
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 25, 2012, 06:02:17 pm
God damn, I had a (friendly) Sunderer ram my Vanguard off a cliff. Those things have some serious momentum once they get moving!

The Medic's also good for easy XP, if there aren't many damaged vehicles/generators/turrets/MAXes in the area. Find a dead guy, revive him for 75 EXP, then heal him to full health for another ~40. It's like getting a kill, except your target isn't hiding behind a rock 50 metres away. And shooting back.  ;)

If you're lucky anyway... some teammates... *facepalm*
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 25, 2012, 06:19:28 pm
The issue with being a medic is the fact that the person who died probably died fairly recently, and whatever killed him isn't probably going to just magically poof into thin air, and while you still have the medic gun out you can't exactly shoot back.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Twiggie on November 25, 2012, 06:49:11 pm
I was riding a flash on the ice map, and saw an enemy on another flash coming the other way.

somehow i took no damage when i rammed and killed him :p

also i love infiltrators so much. if you always headshot they have no clue where you are, so you can get very decent kill streaks with little to no effort if your positioning is good
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 25, 2012, 06:57:31 pm
FUCKING PLANES. AUGH. I seem to be cursed, because every time I spawn one, it either is knocked over by another plane, destroyed outright, of FALLS THROUGH THE GODDAMN MAP.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: sluissa on November 25, 2012, 07:00:53 pm
See... I'm fine with planes.... but every time I spawn a lightning, I get it stuck across a ditch. EVERY.... TIME....
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: timferius on November 25, 2012, 07:22:31 pm
See... I'm fine with planes.... but every time I spawn a lightning, I get it stuck across a ditch. EVERY.... TIME....

I've never managed that, though I've nudged a few lightnings to freedom with my Vanguard... Should start a towing buisness
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 25, 2012, 07:33:39 pm
I'm generally too careful a vehicle driver to get myself caught somewhere dangerous, unless I'm on a flash in which case I'll ride it off the edge of a cliff to get to the bottom faster.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 25, 2012, 07:46:35 pm
I'm generally too careful a vehicle driver to get myself caught somewhere dangerous, unless I'm on a flash in which case I'll ride it off the edge of a cliff to get to the bottom faster.

Haha. I remember back in beta when they gave everyone a crazy amount of certs, I instantly bought every speed upgrade for the Flash in addition to the afterburner, and tried to do a dukes of Hazard off the side of the Crown. Landed safely infront of a very confused enemy Vanguard.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: mainiac on November 25, 2012, 08:00:22 pm
I don't see anything in the OP about clan name and don't know which of the 300 pages to look in.  Anybody want to tell me what the bay12 clan is named?  I just dl'd the game.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 25, 2012, 08:02:16 pm
Welp. I suck. I was on Soltek and I finally got in a scythe. I spend the next couple of minutes flying about the NC warpgate, feeling stupid for not setting a waypoint. After taking some damage from a failed attempt to dogfight, I crash landed in a TR checkpoint. No one was there, so I spend the next ten minutes figuring out how to cap a point. I finally realise, oh, maybe the territory needs to be connected to mine. Que an NC light assault storming in a murdering me. Facepalm.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: mainiac on November 25, 2012, 09:04:50 pm
Well this game was pretty frustrating to try.  I got buried in a metric buttload of lag whenever there were enemies around.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Lectorog on November 25, 2012, 10:01:47 pm
Welp. I suck. I was on Soltek and I finally got in a scythe. I spend the next couple of minutes flying about the NC warpgate, feeling stupid for not setting a waypoint. After taking some damage from a failed attempt to dogfight, I crash landed in a TR checkpoint. No one was there, so I spend the next ten minutes figuring out how to cap a point. I finally realise, oh, maybe the territory needs to be connected to mine. Que an NC light assault storming in a murdering me. Facepalm.
Capturing goes a lot quicker the more territory you have connected. Capturing a point completely in enemy territory is difficult but entirely possible.

I don't see anything in the OP about clan name and don't know which of the 300 pages to look in.  Anybody want to tell me what the bay12 clan is named?  I just dl'd the game.
I don't think there is one currently.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 25, 2012, 10:06:08 pm
Really? I was standing near herbs point for at least five minutes, and the bar stayed the same. Unless there is a button you need to press, in which case, derp.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: TheBronzePickle on November 25, 2012, 10:10:19 pm
If there isn't at least one friendly territory next to the one you're trying to cap and the cap hasn't already been started, you can't cap behind enemy lines. At least that's how it was before the whole 'tug of war' system came out. There's no need to press a button, though, you just stand by the point until it's captured.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: QuakeIV on November 25, 2012, 11:12:24 pm
If there isn't at least one friendly territory next to the one you're trying to cap and the cap hasn't already been started, you can't cap behind enemy lines. At least that's how it was before the whole 'tug of war' system came out. There's no need to press a button, though, you just stand by the point until it's captured.

Incorrect, I was part of a team that airdropped on an enemy biolab well behind enemy lines and captured it.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silent_Thunder on November 25, 2012, 11:19:17 pm
If there isn't at least one friendly territory next to the one you're trying to cap and the cap hasn't already been started, you can't cap behind enemy lines. At least that's how it was before the whole 'tug of war' system came out. There's no need to press a button, though, you just stand by the point until it's captured.

Incorrect, I was part of a team that airdropped on an enemy biolab well behind enemy lines and captured it.

Was it completly clear of influence when you arrived? Losing adjacency will not stop an in progress assault, and Bio labs tend to turn into 20-30 min fights given the right conditions. I've seen fights in them last while the surrounding territory has swapped between all three sides several times.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 25, 2012, 11:49:11 pm
Until the defenders get the Defended message by driving off a good majority of the enemy and taking back all spawn points or if a point has begun to be taken (Or there's a permanent spawn of some sort, not including Sunderers), it can still be taken over. You can't Battlefield the spawn points in this game, though.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 25, 2012, 11:57:52 pm
Yeah, I didn't get that really, until I'm thinking about it now.  When you get the defended message is there any ingame effect besides your control bar filling back up, like temporary uncappability, or is that accomplished naturally because if you get the defended message they've probably been driven back?

Speaking of which, sweeping advances are probably the most fun part of the game.  Just driving forward and moving down enemies as the line slowly recedes.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: kisame12794 on November 26, 2012, 12:02:28 am
Damn. Really wanted to be able to capture territory behind enemy lines. Send in commando raids behind the main force to cut them off, or cause a disturbance to take heat away from the frontlines.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Cthulhu on November 26, 2012, 12:07:22 am
You can still fuck around behind enemy lines, but it'll be tough to take full installations like that.

Grab a galaxy and a squad of organized people and you could probably shut down a base they're using for reinforcement by destroying/hacking all the spawners.

Can you hack spawners?  I know you can hack turrets.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: mainiac on November 26, 2012, 12:56:03 am
Capturing behind enemy lines is sl-

...

...

...

...

...

...

...

-ow.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Knight of Fools on November 26, 2012, 01:09:55 am
Can you hack spawners?  I know you can hack turrets.

Nope.

Your best bet for capturing behind enemy lines is to capture a territory and just knife in as deep as you can go. It tends to draw a lot of attention, though, so don't be surprised if half of the million TR's on the server zerg you in hopes of getting an easy kill.

I'd be more comfortable doing something like that with a platoon rather than a squad. Imagine cutting through and simply cutting off their warp gates, preventing them from effectively regaining resources and drawing their attention away from the front... It'd be awesome.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Neyvn on November 26, 2012, 01:52:17 am
Can you hack spawners?  I know you can hack turrets.

Nope.

You can hack Terminals which can spawn vehicles and change weapon load out but you can not hack a spawn room where players can spawn into the area. Though a smart thing to do when assaulting through the lines towards a Lab/Amp/Tech base is to send an advance force to shut down all generators and the SCU so that the enemy can not spawn at the location...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 26, 2012, 01:58:18 am
Imagine cutting through and simply cutting off their warp gates, preventing them from effectively regaining resources and drawing their attention away from the front... It'd be awesome.
Pretty much what I spent this evening doing. On Amarish the TR had higher population followed by NC and then VS. TR had almost all the way up to the VS gate and NC held only the 6-8 areas around their warp. We set out from the NC gate taking: Blackshard Tungsten Mine, East Hills Checkpoint, AuraxiCom Substation, Granite Valley Garrison, Auraxis Firearms Corp., Highroads Station. A few others got taken also but I forget. This allowed both the NC and VS to take back a lot behind us and to our sides.

We spent ages at Auraxis Firearms Corp. with lots of AA M.A.X. and HA with HAWKs. Seeing off plenty of air. Highroads Station is what broke us in the end with so much air and many tanks rolling in. Easily one of my best nights in game so far.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 26, 2012, 03:19:39 am
Pffft. Mattherson? More like Laggerson, amirite?!

SiquoBay12 on that server, but having destroyed tank-hulls popping in and out of existence, hundreds of unexploded grenades, and people phasing through the world isn't fun. Think I'll stick to the EU servers, until they fix all that :(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 26, 2012, 03:56:11 am
On AU Briggs...

TR decided to Swarm Indar last night. And Swarm they did, nearly 50% of the Population was TR...
I took a Platoon to Scarred Mesa Skydocks, captured it back from the TR with some sneaky Gal flying by a few of us and Held that for over 7hrs. Why didn't we push out you ask? Cause there was a TR Gal coming at us every 20mins...

Sadly the TR ended up conquring Indar later that morning but I had to sleep as I had been up for nearly 18hrs trying to turn tables on the TR...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silfurdreki on November 26, 2012, 07:17:15 am
Imagine cutting through and simply cutting off their warp gates, preventing them from effectively regaining resources and drawing their attention away from the front... It'd be awesome.
Pretty much what I spent this evening doing. On Amarish the TR had higher population followed by NC and then VS. TR had almost all the way up to the VS gate and NC held only the 6-8 areas around their warp. We set out from the NC gate taking: Blackshard Tungsten Mine, East Hills Checkpoint, AuraxiCom Substation, Granite Valley Garrison, Auraxis Firearms Corp., Highroads Station. A few others got taken also but I forget. This allowed both the NC and VS to take back a lot behind us and to our sides.

We spent ages at Auraxis Firearms Corp. with lots of AA M.A.X. and HA with HAWKs. Seeing off plenty of air. Highroads Station is what broke us in the end with so much air and many tanks rolling in. Easily one of my best nights in game so far.

This was on Miller, right? Me and a couple of friends were in a push from the Bio Lab south of the NC warp gate (Onatha?) through Silver Valley Arsenal and Splitpeak Pass and then joining your group at AuraxiCom Substation. I went off to Raven Landing from Auraxis Firearms Corp., though, and got pushed back trying to take The Ascent with far too few people.

All in all, it was a really great night.

Cutting off their warpgate from most of their territory felt like a huge victory, seeing as the NC on Miller are usually hard pressed to hold our closest facilities. I feel like it should be a greater penalty to be cut off from the warp gate, something like increased spawn time (maybe 50% more time?) in cut off territories, it would make cutting off a target mean something for the current assault.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on November 26, 2012, 12:44:58 pm
Yeah, I hardly use resources so it's not a big motivator for me to hold territory for them.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 26, 2012, 12:47:50 pm
Wait, is everyone TR now?
I just want to team up with some B12ers on Mattherson.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 26, 2012, 12:50:38 pm
I'm TR but I think my server is SolTech or something like that. It's pretty good, no lag, no queues. Lots of Vanu but we're holding our own pretty well.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 26, 2012, 01:06:11 pm
I'm TR but I think my server is SolTech or something like that. It's pretty good, no lag, no queues. Lots of Vanu but we're holding our own pretty well.
What's your IGN? I'm on that servers as TR too, now. (Mine is SirMiauw)


E:
This server sucks tough. It sucks alot. There is no intresting fighting. Indar? Horrendously outnumbered. Amerish? Probably the same, looking at the territory control. And at Esamir we are just kicking ass.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 26, 2012, 01:29:09 pm
Mattherson is good, but you can't have opposing guys on the same server.  I might delete my NC guy on Mattherson so I can stay and be TR.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 26, 2012, 01:40:19 pm
I just did what you said. Because i like Mattherson. What's your name?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 26, 2012, 01:53:30 pm
I haven't done it yet but I'm Cfoofoo
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 26, 2012, 02:32:00 pm
Once you do it, send me a friend request. Or pm ingame and i'll throw you one.
(if you do it in about half an hour, because i have to go after that.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 26, 2012, 02:33:14 pm
I'm TR but I think my server is SolTech or something like that. It's pretty good, no lag, no queues. Lots of Vanu but we're holding our own pretty well.
What's your IGN? I'm on that servers as TR too, now. (Mine is SirMiauw)


E:
This server sucks tough. It sucks alot. There is no intresting fighting. Indar? Horrendously outnumbered. Amerish? Probably the same, looking at the territory control. And at Esamir we are just kicking ass.
Hah, I'd like to think I'm a small part of the reason why we're kicking ass on Esamir. Over the weekend we were outnumbered and outgunned by about 5% and both Vanu and NC were pushing us all the way to our main area. So all I did over the weekend was push back as best as I could, capture as many bases as possible, kill masses of purple and blue. I was on so long that I somehow became platoon leader of 20 people and could actually give orders (well, more like suggestions). I seriously have no idea how, maybe it just dropped me into one?

Good to see we're winning now.

My IGN is the same as this.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 26, 2012, 03:07:36 pm
Imagine cutting through and simply cutting off their warp gates, preventing them from effectively regaining resources and drawing their attention away from the front... It'd be awesome.
Pretty much what I spent this evening doing. On Amarish the TR had higher population followed by NC and then VS. TR had almost all the way up to the VS gate and NC held only the 6-8 areas around their warp. We set out from the NC gate taking: Blackshard Tungsten Mine, East Hills Checkpoint, AuraxiCom Substation, Granite Valley Garrison, Auraxis Firearms Corp., Highroads Station. A few others got taken also but I forget. This allowed both the NC and VS to take back a lot behind us and to our sides.

We spent ages at Auraxis Firearms Corp. with lots of AA M.A.X. and HA with HAWKs. Seeing off plenty of air. Highroads Station is what broke us in the end with so much air and many tanks rolling in. Easily one of my best nights in game so far.

This was on Miller, right? Me and a couple of friends were in a push from the Bio Lab south of the NC warp gate (Onatha?) through Silver Valley Arsenal and Splitpeak Pass and then joining your group at AuraxiCom Substation. I went off to Raven Landing from Auraxis Firearms Corp., though, and got pushed back trying to take The Ascent with far too few people.

All in all, it was a really great night.

Cutting off their warpgate from most of their territory felt like a huge victory, seeing as the NC on Miller are usually hard pressed to hold our closest facilities. I feel like it should be a greater penalty to be cut off from the warp gate, something like increased spawn time (maybe 50% more time?) in cut off territories, it would make cutting off a target mean something for the current assault.

It was Miller yeah. I remember seeing Raven Landing turn on the map. We might have even bumped into each other. I have [CONZ] as my outfit tag.

Everything really fell into place well that night.

Cutting off the warpgate giving a larger penalty like that would certainly make it worthwhile. Resources still never seem that much of a concern. I have seen enemy air/vehicles run dry for a time before when defending a base for a long time but it's still not a huge concern.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Doomblade187 on November 26, 2012, 05:18:38 pm
I usually play on Genudine (no queue, little lag and bugs, etc.), but I might take the time to go and move over to Mattherson by changing to VS there. I... have trouble playing NC, sometimes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on November 26, 2012, 05:20:02 pm
I'm also on Genudine, NC. Have yet to see one of these 'queues', even on launch day. And it's mostly lag-free!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on November 26, 2012, 05:38:15 pm
TR on Matherson here. And no way am I leaving the TR, mostly because I went and spent all my Alpha Squas Smedbucks on the character, and its non transferrable. IGN is SilentThunder
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on November 26, 2012, 06:38:42 pm
Hmm, Well, I'm sticking to NC on MAtherson, maybe I'll just find some other casual group to join, since it appears we're spreading thin.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on November 26, 2012, 06:42:22 pm
Alright, looks like I won't be doing too much playing of this.
Tried doing some fighting and ended up at about 5 frames with everything on low and with render quality on 50%
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on November 26, 2012, 06:58:21 pm
Try turning down the screen resolution. It helps.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on November 26, 2012, 07:00:35 pm
It was on the lowest of that setting too, unfortunately.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 26, 2012, 07:13:21 pm
Currently having killstreak after killstreak as VS on Lithcorp. The NC weapons kinda suck, in comparison.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: adwarf on November 26, 2012, 07:30:15 pm
What server do most B12ers play on?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: micelus on November 26, 2012, 07:38:55 pm
Matherson from the looks of it.
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Silfurdreki on November 26, 2012, 08:11:10 pm

It was Miller yeah. I remember seeing Raven Landing turn on the map. We might have even bumped into each other. I have [CONZ] as my outfit tag.

I'm sporting an [EBRD] tag myself. Can't specifically remember any [CONZ] tags, but it's very possible that we bumped into each other.

Speaking of outfits, is the [CONZ] one good? My current outfit only has my friends in it and we're a but small to properly do stuff. Joining a larger outfit seems like something I'd like to try.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 26, 2012, 10:08:46 pm
Sigh.....

Yesterday I tried to communicate with others that have purchased the Command Channel on AU Briggs...

Turns out they are complete Arseholes who seem to only run around with their own little squad of friends. I was accused of being a CoD player (wouldn't touch it ever) and despite the fact that my Platoon is constructed by anyone that wants to join it and work together, I was called all manner of things...

The only one that is worth even talking to isn't much of a commander themselves as they always seem to have a tiny squad and such. AU Briggs NC is stuffed as far as I am concerned but I will struggle through it. I will continue to drag my platoon from one side of the map to the other to make up for the lack of command in this Server. They accuse me of losing Indar, when in the end it was my Platoon that held the LAST PIECE of land not controlled by TR before Sleep caught me...

Where were they I ask you...
Aremish, where NC controlled everything and had little to nothing to do there. Guess what happened after TR conqured Indar...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: BuriBuriZaemon on November 27, 2012, 02:23:01 am
Sigh.....

Yesterday I tried to communicate with others that have purchased the Command Channel on AU Briggs...

Turns out they are complete Arseholes who seem to only run around with their own little squad of friends. I was accused of being a CoD player (wouldn't touch it ever) and despite the fact that my Platoon is constructed by anyone that wants to join it and work together, I was called all manner of things...

The only one that is worth even talking to isn't much of a commander themselves as they always seem to have a tiny squad and such. AU Briggs NC is stuffed as far as I am concerned but I will struggle through it. I will continue to drag my platoon from one side of the map to the other to make up for the lack of command in this Server. They accuse me of losing Indar, when in the end it was my Platoon that held the LAST PIECE of land not controlled by TR before Sleep caught me...

Where were they I ask you...
Aremish, where NC controlled everything and had little to nothing to do there. Guess what happened after TR conqured Indar...

Mate, I am in HARL (Harlequin) and I am pretty sure both MMVE and HARL will be able to collaborate. Ukrai is the outfit leader.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 27, 2012, 02:45:13 am
Mate, I am in HARL (Harlequin) and I am pretty sure both MMVE and HARL will be able to collaborate. Ukrai is the outfit leader.
Awesome to hear mate...
I am about to go to work but after Midnight (EST) I will be back into the Frey...
If your leader can save up 100 Certs, get him to buy the Command Channel ability, so that we can work together...

MVEE is a Large Outfit at this moment approaching 150 members, I am not sure if they are all active, because I mainly run PUB groups, having open Platoons for anyone to join and always offer the ability to join the Outfit if they enjoy themselves, most do...

I am currently the main commander of MVEE due to the fact that every time I come on I seem to be given the Platoon lead, I don't mind, and we always be taking a lot of ground when I am in charge, generally why people like me leading I think. But When I target one Nation, the other steamrolls the others, I switch to them and the previous takes back what we just took, I am in a constant struggle for control of Indar. I would really love some support when we do our attacks...
Title: Re: Planetside 2: Soon to be released MMOFPS. 2000 players/server. More updates!
Post by: Vattic on November 27, 2012, 02:52:13 am

It was Miller yeah. I remember seeing Raven Landing turn on the map. We might have even bumped into each other. I have [CONZ] as my outfit tag.

I'm sporting an [EBRD] tag myself. Can't specifically remember any [CONZ] tags, but it's very possible that we bumped into each other.

Speaking of outfits, is the [CONZ] one good? My current outfit only has my friends in it and we're a but small to properly do stuff. Joining a larger outfit seems like something I'd like to try.

Surprised to hear you didn't see any as there were about 80 of us with the same tag. That was an after ops thing too having stopped the main ops early because of server crashes.

CONZ was CONS in beta or Consortium. It's one of the bigger if not biggest NC outfit on Miller. Operations start at 6:00pm GTM but there is usually a squad or more going the rest of the time. During operations we are all infantry with the occasional call for air or tanks (might put some off). We use TeamSpeak to organise ourselves and this is required at least during operations.

Personally I've found it to be pretty well organised but everyone is still learning. Being such a large outfit means things have been known to get a bit hectic and not always work out. It also means you also get some interesting characters ;). On the flip side size often works in our favour. We don't all just zerg as one either but attack across a wide front most of the time (We did do a 3 platoon gal drop on the crown the other day which was fun).

If you want to get a better idea there are lots of videos on YouTube (http://www.youtube.com/results?search_query=planetside+2+consortium) and the Outfit leader streams operations (http://www.twitch.tv/consortiumnc).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on November 27, 2012, 05:02:48 am
I have no doubt that I saw several [CONZ] tags, I just don't take any notice of outfit tags usually so I wouldn't remember it.

Thanks for the video links, I'll check them out once I get home today.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 27, 2012, 05:42:55 am
Im think bout starting to make some vids and such. Might even revive my Stream page or something. Always running platoons on Briggs AU and always working with new faces in them seeing as most of my platoon is constrcted of pubs. Still trying to train up a second leader at the meoment cause it always seems that everything goes to hell whenever I go to work od sleep. Personally hope that isnt really the case but it feels that way...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ansontan2000 on November 27, 2012, 06:48:52 am
Neyvn, could you come on? Everything has gone to shit in the platoon.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: BuriBuriZaemon on November 27, 2012, 08:35:01 am
Mate, I am in HARL (Harlequin) and I am pretty sure both MMVE and HARL will be able to collaborate. Ukrai is the outfit leader.
Awesome to hear mate...
I am about to go to work but after Midnight (EST) I will be back into the Frey...
If your leader can save up 100 Certs, get him to buy the Command Channel ability, so that we can work together...

MVEE is a Large Outfit at this moment approaching 150 members, I am not sure if they are all active, because I mainly run PUB groups, having open Platoons for anyone to join and always offer the ability to join the Outfit if they enjoy themselves, most do...

I am currently the main commander of MVEE due to the fact that every time I come on I seem to be given the Platoon lead, I don't mind, and we always be taking a lot of ground when I am in charge, generally why people like me leading I think. But When I target one Nation, the other steamrolls the others, I switch to them and the previous takes back what we just took, I am in a constant struggle for control of Indar. I would really love some support when we do our attacks...

I have just joined MVEE. I was platooned with you guys two nights ago and I was impressed by your leadership and how the squad was organised. I am not a good shot (too much World of Tanks, not enough twitch-based FPS), but I am at your service.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 27, 2012, 09:35:28 am
I like how I get the order to come onto the game due to everything going to shit...
Damn it guys, stop making me out to be great, I am only as good as my platoon that I lead...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ultimuh on November 27, 2012, 11:25:38 am
So My NC on Matterson is UristUltimuh.
What's our squadname?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 27, 2012, 12:05:25 pm
Any good medium-sized TR outfits on Mattherson?

And we don't really have an outfit a tm.

(protip: try TR sometime, on a different server. Just to see the difference.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 27, 2012, 12:47:15 pm
Holy shit, Mattherson is insane right now.  Every continent is 90% conquered by one of the factions.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ozyton on November 27, 2012, 12:52:59 pm
So I take it nonody is on Jaeger? I run with the UO guys there, and they primarily play milsims (read: ARMA 2) so we can have about a platoon of people going just about every time we're on. We play as NC.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 27, 2012, 01:12:48 pm
Holy shit, Mattherson is insane right now.  Every continent is 90% conquered by one of the factions.

HHMMPRRFF IT'S FOLLOWING ME.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 27, 2012, 02:27:28 pm
Coincidentally, Soltech went from predominantly owned by one faction per continent to all-hell-broke-loose free-for-all.

I had a really awesome moment last night. I was backdooring Vanu and NC with my Sunderer. Only one guy was with me, some random stranger who I picked up at a bridge awhile back. Mostly we didn't have any problems and were racking up free certs but after awhile we reached a certain port.

And as we drove across the frozen river, we came across an enemy Vanu Sunderer. Dueled it and won but as we turned to look forward we saw another Sunderer and three ATVs coming towards us, launching massive arcs of plasma our way. Keep in mind that there were only two of us, random strangers.

So we bailed from our Sunderer as it was going to explode anyway and had to hoof it across the entire frozen river towards the only point of cover. A big rock smack in the middle of it. It took about a minute to run there, all the while getting fired upon by the enemy Sunderer and the ATVs. It was so crazy, I swear they were firing rockets at us at some point. It felt like some kind of Band of Brothers moment.

We both made it, hid behind the rock. There was no other cover at all. A massive frozen river and the two of us behind this stupid rock. We didn't have a choice, so we started fighting back.

Holy shit, it was so intense. We actually fended off the Sunderer, ATVs and those armoured suits (the Sunderer was chock full of them). The rock was suddenly the Alamo. When we killed the enemy Sunderer at last I was like "How are we still alive?". And the random stranger by the name of Toy just looked at me and went "I have no idea...".

When we thought it was over suddenly a goddamn NC Galaxy flies in behind us and starts hammering us from the sky. Of course, a Galaxy can't aim for crap, so we were relatively fine, but all its occupants dropped onto us and we finally died at that point.

It was glorious. I felt like I was in an action movie.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GlyphGryph on November 27, 2012, 02:44:29 pm
It sounds truly glorious. A real heroes death. ^_^

Makes me sad my comp chokes and dies on this... ah well, maybe after Christmas.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 27, 2012, 02:54:01 pm
Those awesome moments.
Those moments that you find a really nice stranger and you start working togheter. Some of the most glorious moments in a gaming carreer.

Anyway, i wish TR had some decent outfits. I just want a group to play with. (on Mattherson.)

Met a really nice NC guy, Icefox, on Mattherson. We had some discussion while NC was taking freyr.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sting_Auer on November 27, 2012, 03:22:49 pm
I think we should sort of recap some information to organize better, possibly put it into the OP if possible? Maybe make a new thread if OP isn't around?

What's our main server?
New Conglomerate is our main team it looks like
Who should we follow as leaders?
What's our main strategy?
Do we recruit non-bay12ers?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on November 27, 2012, 03:33:19 pm
I think we should sort of recap some information to organize better, possibly put it into the OP if possible? Maybe make a new thread if OP isn't around?

What's our main server?
New Conglomerate is our main team it looks like
Who should we follow as leaders?
What's our main strategy?
Do we recruit non-bay12ers?

There is a spreadsheet going here (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0). You can add your information here (https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on November 27, 2012, 03:35:52 pm
What we really need is for someone to actually buck up and creat an outfit for the NC on Matherson... I would, but I'm only on several times a week, for a few hours a day... It's getting close to the point I may just do it anyway, and appoint everyone the power to add people 'cause I'm not there reliably enough to do it myself...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 27, 2012, 05:11:14 pm
I actually prefer to go at this solo and join random groups of people.

But maybe it's because I get enough "socializing" outside that all I want to do is sit back and just randomly do shit without having to listen to other people for hours.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 27, 2012, 05:13:43 pm
Yeah, I usually lone wolf it too. 

Interesting fact for people who want to look like a badass:  Hitting a light aircraft (Reaver, Scythe, or Mosquito) with the default heavy assault launcher will kill it in one shot.  It can be awesome to go around hunting them when they're trying to kill infantry.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Doomblade187 on November 27, 2012, 05:32:48 pm
If anyone sees a Vanu 'Doomlade189' on Mattherson, that would be me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: LeoLeonardoIII on November 27, 2012, 05:37:43 pm
Are you saying someone already took Doomblade187 and 188?!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 27, 2012, 05:38:23 pm
Yeah, I usually lone wolf it too. 

Interesting fact for people who want to look like a badass:  Hitting a light aircraft (Reaver, Scythe, or Mosquito) with the default heavy assault launcher will kill it in one shot.  It can be awesome to go around hunting them when they're trying to kill infantry.
Hahaha, funny story that.

The only time I managed to successfully do anything inside a mosquito was when I crashed into a scythe. He was playing chicken with me. I don't think he realized I didn't know how to turn.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: mainiac on November 27, 2012, 05:52:18 pm
The only time I managed to successfully do anything inside a mosquito was when I crashed into a scythe. He was playing chicken with me. I don't think he realized I didn't know how to turn.

XD

I'm making an NC outfit named "Bay12" on Matterson.  If someone starts a better Bay12 outfit I'll delete it to free up the name but for now join or don't join, no commitment.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on November 27, 2012, 06:22:45 pm
Yeah, I usually lone wolf it too. 

Interesting fact for people who want to look like a badass:  Hitting a light aircraft (Reaver, Scythe, or Mosquito) with the default heavy assault launcher will kill it in one shot.  It can be awesome to go around hunting them when they're trying to kill infantry.
Hahaha, funny story that.

The only time I managed to successfully do anything inside a mosquito was when I crashed into a scythe. He was playing chicken with me. I don't think he realized I didn't know how to turn.
I was shooting with a vanguard at a magrider on another side of a river when a scythe in the middle caught my bullet. I was pleasantly surprised
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on November 27, 2012, 07:33:55 pm
I was in the Phalanx AV turret outside the warpgate when a scythe came at me both guns blazing - one shot and it was raining flaming debris, I think both of us were a little surprised at how effective that was.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 27, 2012, 07:36:22 pm
He probably thought it was the AA turret.  Serves him right.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 27, 2012, 08:12:52 pm
It's bad when the AA turrets are big 'shoot me' stickers for air of all things.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 27, 2012, 08:17:00 pm
It's bad when the AA turrets are big 'shoot me' stickers for air of all things.
Yeaah... I noticed that too. They also can't aim for crap.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on November 27, 2012, 08:17:44 pm
I have come to believe that AA means 'Assisted Suicide Booth - Please Shoot Me'
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: MorleyDev on November 27, 2012, 08:34:52 pm
Got caught in a proper dog fight with another ship. Was actually really fun. Controlling with the mouse takes a bit of getting used to, but when you do I was all woooh splish pewpewpew flying around. Pulling U-Turns, going on my side and barely missing rock formations, flying upside down, doing barrel rolls and flipping over the enemy to get behind them to bambambam.

Was nice is why I'm saying. After awhile of dancing I took down the other flyer, but ended up with my ship nearly destroyed. Of course then I saw a bunch of enemy foot soldiers gathered in the entry to the base. You wanna know how a Terran dies? At ramming speed.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 27, 2012, 08:37:54 pm
Hahaha, nice. That's the only way to go!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on November 27, 2012, 08:38:17 pm
I found that plane flying mouse sensitivity was too low for my likes, at the max.  I like high sensitivity for my mouse input.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on November 27, 2012, 08:39:29 pm
Technically you can ram at any speed. So, yelling ramming speed only serves to tell everyone to hang on.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: QuakeIV on November 27, 2012, 09:23:01 pm
Ramming speed is traditionally approximately 110% of the theoretically possible maximum velocity.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on November 27, 2012, 10:19:39 pm
Best laugh I had last night was a Scythe sitting still while shooting at some infantry and I had a clear shot with my Heavy.  A single bullet later - merely a chip in his paintwork - and he hits the turbo, lag-warping back to the warpgate.  What a pussy.  I probably only did one point of damage.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 27, 2012, 10:30:58 pm
I've managed to kill a few stupid flyers with my LMG. To be fair, though, they mostly rammed themselves into stuff trying to get away. It's cool watching their health get whittled down, though, if they don't pay you enough mind.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vactor on November 27, 2012, 10:33:37 pm
Me tonight: "Oh hey, there's Hemmingjay, I should pick him up with my shiny new liberator.  I'll just set down on this nice little bump beside this road"

10 seconds later I have slowly and painfully flipped my liberator over.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 27, 2012, 10:37:07 pm
By the way, it's easy to flip Libs over. I learned that the hard way. I was even in the fucking warp gate.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on November 27, 2012, 10:38:07 pm
Could be worse. I've managed to make Mosquitos do the "Scyth falling down a hill sideways" thing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on November 27, 2012, 10:52:23 pm
You aren't a proper pilot it you haven't landed a plane, whipped out your repair tool, and then desperately chased your plane as it slid down a shallow slope.  ;)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on November 27, 2012, 10:52:46 pm
The Indar NC warpgate on Matherson has a problem with my aircraft. Over several days of trying, and several hundred resources, I have not gotten a single reaper in the air. Not a single one.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on November 27, 2012, 10:55:18 pm
Me tonight: "Oh hey, there's Hemmingjay, I should pick him up with my shiny new liberator.  I'll just set down on this nice little bump beside this road"

10 seconds later I have slowly and painfully flipped my liberator over.

You got bumped by a reaver and I felt bad about the whole thing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 27, 2012, 11:17:08 pm
My new headphones make this game so much better.  I finally splurged on a good gaming headset and the bass is really prominent.  Fighting while a galaxy circles overhead is intense, there's just this droning boom over the soundscape, overwhelming everything else.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 27, 2012, 11:25:55 pm
So today after work and before sleep...

I join my Platoon once again in AU Briggs Indar. TR and NC had equal footing between us yet all I could see was a TR Bio Lab surrounded by blue. If you have any clue what that means you stay away from it. Its a Deathtrap for anyone that enters...

So I take my platoon out on a capture spree. We had nearly 90% of the map taken back from the TR and the VS before they both started to become annoying again, someone most likely looked at the map or something. I parked my Platoon in front of the TR Warpgate at Crater Site or what ever it is, basicly you can see anything coming out of the Warpgate from there...

And they came...

In Mozzies...

In Prowlers...

ATVs and Sunders...

And we BLEW THEM UP!!!

It was only after nearly half of us had to call it a night before we started losing ground. And after that NC was controlling around 60% of the map...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Paul on November 27, 2012, 11:30:14 pm
I played for a bit yesterday and took heavy damage and landed and hopped out and a split second before my repair tool started working my plane exploded. Didn't kill me, but it hurt me pretty bad. I was then stuck behind enemy lines as a heavily wounded engineer. I made the best of the situation and put a turret up behind a position where they had a sunderer. I got at least ten kills before they managed to tag me in the head over the turret and kill me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Roboboy33 on November 28, 2012, 12:26:25 am
Ramming speed is traditionally approximately 110% of the theoretically possible maximum velocity.
actually, 230 kph normal without afterburner is possible if you lean forward just a bit and press space.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 28, 2012, 10:39:02 am
I find it amusing how there are tonnes of online games that are ment for meeting other people, yet i meet the most incredibly nice people on a war game with three factions. And that person was on another faction.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 28, 2012, 10:59:51 am
I find it amusing how there are tonnes of online games that are ment for meeting other people, yet i meet the most incredibly nice people on a war game with three factions. And that person was on another faction.
I find that odd as from what I have seen from most things is almost all TR will teabag you even if you took out ten of them and they need two or more to take you down...
VS don't speak... Ever...
NC don't want to listen to reason and stand in front of spawn room doors and then wonder why their for killed them but they could hit them...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 28, 2012, 11:07:31 am
The teabagging isn't about beating the odds.  It's about destroying rebels, no matter the cost.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 28, 2012, 11:15:05 am
I usually only Teabag when i defeated somebody in single combat.
Like that one time i killed a TR hoovy as medic during the Great NC Conquering of Esamir in the Auraxium Era.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 28, 2012, 11:32:03 am
I don't teabag. I just kill my target and move on to the next. Or get killed.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 28, 2012, 11:37:33 am
I don't teabag. I just kill my target and move on to the next. Or get killed.
This. Only happened to me once, as well, although in his defense we were 1-on-1 in a remote outpost, and he killed me twice (I got him the third time).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on November 28, 2012, 11:48:37 am
I only t-bag people who deserve it. As in, people who've t-bagged me. Otherwise, you're just another notch on my rifle.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on November 28, 2012, 12:09:47 pm
im always way too far away to teabag people :p
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on November 28, 2012, 03:03:17 pm
SO, I was flyin' along in my reaver when I notice a scythe TOYING with a liberator desperatly tryinfg to flee, the scythe ever-so-slowly trailing it I roll up on him with my reaver shotgun (whatever that gun is) and blow him up in one shot. I realized everything had been worth it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ultimuh on November 28, 2012, 03:14:54 pm
I don't teabag, it's a rather immature ritual.
You kill and you move to your next target as fast as you can.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on November 28, 2012, 03:26:27 pm
The amount of times I've killed people distracted while teabaging alone puts me off.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on November 28, 2012, 03:34:10 pm
SO, I was flyin' along in my reaver when I notice a scythe TOYING with a liberator desperatly tryinfg to flee, the scythe ever-so-slowly trailing it I roll up on him with my reaver shotgun (whatever that gun is) and blow him up in one shot. I realized everything had been worth it.

Rule #1 with Liberators: always have 3 gunners. Without a tail gunner, you're fodder for the first fighter that spots you. With a tail gunner, you get to laugh at all the idiots that try to chase you down.  ;)


Also, I don't know if I've ever seen anyone teabagging. Maybe we're all more polite on the west coast servers? Or maybe I just don't pay enough attention.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on November 28, 2012, 05:15:19 pm
Crouching is really slow in this game, so you have to do a slow-motion t-bag if you want to do one.

That, and I think all of the CoD kiddies are off playing Black Ops 2, right now.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SeaBee on November 28, 2012, 06:00:42 pm
I don't teabag, it's a rather immature ritual.
You kill and you move to your next target as fast as you can.
This is how I do it. I never understood the whole teabagging thing. I guess it's some kind of "I DOMINATE YOU" display, like beating your chest and strutting around in circles with urine dripping down your legs.

Either way, teabaggers are easy kills. The slow crouch/uncrouch animation makes it very easy to walk right up to them and dump a mag into the back of their head. I just hate seeing my own team do it, since half the time they get sniped as they slowly uncrouch.

I still can't choose a faction/server. I've played all three a good deal, but I'm kind of stuck.

NC:
+ I love the looks of their armor and guns
+ They have great looking ESFs and MBTs
- Some of the guns require front grips to even be reasonable
- Gun sounds are meh for the most part

TR:
+ Great guns -- decent sounds, good accuracy, high ROF, big mags
+ Good music!
- I don't like TR helmets. The goggles look a bit silly.
- MBT is a joke.

VS:
+ Lasers
+ ESF and MBT are potent (the MBT especially is hack)
- Ugly as hell. Purple and green latex everywhere. Do not like.
- Weapons feel weird.

Once I figure that out, I'll try to join a faction that will not force me to talk on a mic (I play when wife sleeps), but still coordinates a little. Then I can spend some Alpha Squad Smedbucks getting some toys.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on November 28, 2012, 06:06:06 pm
I play on EU.
Sad fellings were had that I will not be able to play with you guys (until they sort out the accounts working across which apparently is supposed to be a thing).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on November 28, 2012, 07:24:03 pm
Is there such thing as an air-oriented faction?

I hate picking up my flying vehicle of choice and doing lone-wolf engagements. It would be nice to have some organized air support/combat, such as, if flying the transport vehicles, I would appreciate an escort or two. I usually do escorts when I fly a smaller fighter. It makes for easy kills, because most people will slow down to nail the underbelly or the rear of the escort vehicle, and I come in and get a couple solid bursts before they can hightail it out, but that's no fun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 28, 2012, 07:31:08 pm
The prowler is a nasty beast if you're willing to take the time to train through its flaws. It is not a tank you want to be facing as infantry, but the other tanks don't have a hard time fucking you up unless you know what you're doing. Usually, you want to be using the 10 m/s speed advantage and small size to outflank the enemy rather than trying to fight them conventionally.

I recall fucking up 2 vanguards once by outmaneuvering their main cannons... at least until I ran into a rock. Funnily enough, it still took them and a reaver to actually kill me.

Is there such thing as an air-oriented faction?

I hate picking up my flying vehicle of choice and doing lone-wolf engagements. It would be nice to have some organized air support/combat, such as, if flying the transport vehicles, I would appreciate an escort or two. I usually do escorts when I fly a smaller fighter. It makes for easy kills, because most people will slow down to nail the underbelly or the rear of the escort vehicle, and I come in and get a couple solid bursts before they can hightail it out, but that's no fun.

No faction is specifically air-oriented, but you'll usually get at least one guy flying along behind if you launch from the warp gate. They don't seem to ever stick around long enough, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 28, 2012, 07:51:57 pm
Sadly you'll need actual teamwork if you want to have dedicated support and things like that.

If you just want to see awesome combined ops, what I like to do is keep an eye out for a big outfit conducting ops in my server and when it happens I just randomly join them however I like (normally by ATV). It's great watching giant fleets of galaxies, mosquitos, prowlers, sunderers, etc. moving around and crushing everything like a giant wave. It's even more awesome when two of these huge waves meet each other.

Still prefer going commando though heh heh. It's even better now that I have both a grip and a flash suppressor for my rifle. I hot dropped onto the very top of a watchtower once (one of the big ones with landing pads all around it and turrets). There was this holographic faction banner going around the entire thing at the top there, so I could stand behind that and kill dozens of people without anyone seeing me up there. After all, there was a giant logo blocking me and my bullets were invisible.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on November 28, 2012, 07:55:58 pm
The prowler is a nasty beast if you're willing to take the time to train through its flaws. It is not a tank you want to be facing as infantry, but the other tanks don't have a hard time fucking you up unless you know what you're doing. Usually, you want to be using the 10 m/s speed advantage and small size to outflank the enemy rather than trying to fight them conventionally.

I recall fucking up 2 vanguards once by outmaneuvering their main cannons... at least until I ran into a rock. Funnily enough, it still took them and a reaver to actually kill me.

Is there such thing as an air-oriented faction?

I hate picking up my flying vehicle of choice and doing lone-wolf engagements. It would be nice to have some organized air support/combat, such as, if flying the transport vehicles, I would appreciate an escort or two. I usually do escorts when I fly a smaller fighter. It makes for easy kills, because most people will slow down to nail the underbelly or the rear of the escort vehicle, and I come in and get a couple solid bursts before they can hightail it out, but that's no fun.

No faction is specifically air-oriented, but you'll usually get at least one guy flying along behind if you launch from the warp gate. They don't seem to ever stick around long enough, though.

That's what ticks me off. I go to cover some guy when he's getting picked apart by the fast craft, and then all of a sudden, I'm alone, in a mosquito, hull is half-gone, and I'm being attacked by at least two craft from the opposing two factions.

I love Planetside, and the idea behind it, but it feels like it was supposed to be a more team-oriented game, and it really isn't. Though, I have to admit I'm surprised when people actually do subconsciously work together, walking around a plant or something in groups, and stacking up in walls against fire from some tank.

There's plenty of teamwork, but it's not voluntary. More of a "Help me, I'll help you, we go our separate ways."


I have to admit, I'm both annoyed and very, very impressed by the game. And I keep going in every direction about my opinions on it.

I play it, so it has to be a checkmark in my book, though.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 28, 2012, 07:59:32 pm
The thing is, there's plenty of teams, but you don't have to be a part of a team, and a lot of people just want a single player game with more variation than the simple AI and predefined patterns of real multiplayer games. Having allies that aren't mentally retarded is nice, too.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on November 28, 2012, 08:19:08 pm
It's been said before, but man, the intellect and teamwork average for TR is exceptionally low. They just rush into the meat grinder over and over.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 28, 2012, 08:21:17 pm
It can be frustrating. It usually works to my advantage, though. While the meat grinders are taking the enemy's attention, I like to sneak around behind the enemy flank (which is often huge because everyone's too busy concentrating on the main TR force) and fuck them in the back. Sometimes they don't even realize it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 28, 2012, 08:26:17 pm
It's been said before, but man, the intellect and teamwork average for TR is exceptionally low. They just rush into the meat grinder over and over.

I see this on NC just as often.  It is really fucking scary to jump onto the elevator to the bio-lab launchpads only to see dozens of skulls on your way up.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 28, 2012, 08:37:07 pm
I think it might be universal. I've seen even the Vanu charge into TR's waiting guns like a bunch of children charging into a candy shed. Only the candy is bullets, and it's giving them all a severe case of death.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 28, 2012, 09:44:03 pm
It can be frustrating. It usually works to my advantage, though. While the meat grinders are taking the enemy's attention, I like to sneak around behind the enemy flank (which is often huge because everyone's too busy concentrating on the main TR force) and fuck them in the back. Sometimes they don't even realize it.
This is literally the huge bulk of my strategy hahaha. A little intelligence with a sprinkling of creativity goes a long way.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 28, 2012, 11:08:31 pm
Umiman... Can I borrow your Avatar for a moment...

Cause thats what I have been doing over the last few hours on AU Briggs...

We had a good platoon working together, taking back Esamir. We had a good foot going, pressing down the VS necks while the other half pressed down on the TR, but they still held good chunks of the south east corner of the map. So I send a squad to go get them back. Next thing I know the TR have pushed out and taken back a good amount of land and hit Eisa Tech Plant...

VS were pushing us back from Two Stone Beach back to Jaeger's Fist...

It was truely just the platoon and I working against the VS and TR. You know where the NC were. AT THE GOD DAMN MEAT GRINDER THAT WAS TECHPLANT!!!

OMG WHAT IS WITH THESE FOOLS, the keep running through those doors into the fire, if half of them went light assult and went over the shields in the sides they would have had it ages ago. It drives one insane. There is no true leaders on NC either, at least any that actually have the Leader's Coms and uses them to communicate, so many ego stroke.

"Oh I have command com, I must be important, pfft as if I would work with you. Oh its all your fault we lost Indar and Aremish cause you wanted help taking Esamir, even though we did fuck all but sit in Aremish when the TR all Stacked into Indar."

I start going crazy, as I try and hold all the work the Platoon have done, and I always feel that it was my fault that we end up going backwards a lot... T_T
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on November 29, 2012, 12:19:58 am
Everyone is too obsessed with Heavy Assault to think about playing with something as "weak" as Light Assault. Between Light Assault and Engineer, though, I get most of my kills.

Engineers are nice. Don't worry about conserving ammo - Just let it all out and refill yourself later.


I really wish there were more ways to regain health and ammo, though. Resupply stations and engy refills are pretty limited, especially since 90% of engineers don't realize that they actually carry ammo, and seeing a Medic is like witnessing the Second Coming.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 29, 2012, 12:27:09 am
Lol... I see craptonnes of engies and medics. Maybe it's just a problem with individual servers.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on November 29, 2012, 12:29:15 am
I saw a TR once that wasn't a Heavy Assault.

I had to do a double take.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: martinuzz on November 29, 2012, 01:01:08 am
I just got this game a week ago, and I like it. It's definitly something else than your average FPS. Is there any bay12 group on any EU server? We poor EU bastards can't create an account on the american servers. I even had to download the full game twice, because the EU launcher does not recognize that the game is already installed in Steam.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on November 29, 2012, 01:02:57 am
Heavy assault and medic are what I play as. I haven't the skill to survive as any other.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on November 29, 2012, 01:42:28 am
Started as NC, and I kinda took a liking to them. Nice voice actors, nice music, badass rebel vibe...

But TR's guns are too awesome to pass up. I've got a positive K/D ratio playing them. That pistol is especially fun and useful.

As for classes, light assault, and infiltrator. Jumpjets are so useful for so many things, and sniping has obvious utility. It does leave me a bit screwed when one of those big tank battles breaks out, though...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on November 29, 2012, 01:56:04 am
Just gonna leave this here. (http://www.youtube.com/watch?v=4QMceVpV9N4)

Also anyone who's TR on Matherson, send me a msg.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on November 29, 2012, 03:15:26 am
Everyone is too obsessed with Heavy Assault to think about playing with something as "weak" as Light Assault. Between Light Assault and Engineer, though, I get most of my kills.

I see a nice mix on Miller. I most enjoy playing LA but since the official release I've been putting all my certs into HA because they are more generally useful during outfit operations. All HA besides 2 medics and 2 engineers per squad can hold their own against most things.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ThtblovesDF on November 29, 2012, 05:27:12 am
So far every single teabagger (7) got killed by a randrom or squad teammate after placing himself over my corpse.

I approve.

How do you talk to other people? That one time I ended up with a strange situation where vs where in a base, but inside forcefields that belong to our team. I could see about 17 guys, all staring at me, wanting to murder me so very very badly. Teased a few 100'd bullets out, just hanging out there for 3-4 mins... then they took the factory. The color change in the shield sealed my fate.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 29, 2012, 06:47:53 am
The other factions can hear you when you /yell.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SeaBee on November 29, 2012, 07:06:09 am
Code: [Select]
/yell  is everyone in the region (including other factions)
/l     is local chat
/re    is region chat for your team only (not enough people use this)
/sq    is squad chat
/os    is outift chat (I think)
/t     is for sending tells
/r     is reply
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on November 29, 2012, 08:47:28 am
I think /re is bugged, unless they fixed it in the last patch.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on November 29, 2012, 09:53:03 am
I've been playing this a bit, and I can't decide wich faction suits me best. Terrans aren't my cup of tea but I'm torn between either vanu or conglomerate.

I'm mostly into aerial combat, dogfights and stuff so I've been playing engineer a lot. Also long range combat and sabotage so I've played a fair bit of infiltrator.

So far I really like the punch the conglomerate guns pack but I detest the whole space cowboy theme, especially the bits of faction thematic musics.
I really like the vanu theme but I'm not sure I see the use of guns with no bullet drop. They don't seem to do much dmg long range wich is a problem for me.

Suggest me a course of action! Factions to specific weapon configurations, this noob needs some advice. :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on November 29, 2012, 10:18:40 am
also, I'm pretty sure that /sq initiates the squad commands (eg. invite) while /s is the actual squad chat
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 29, 2012, 10:38:13 am
I thought the NC style was cool, but the low accuracy made them unplayable for me.

I like TR guns better.

Sometimes, though, this game kind of feels like "Which team has the most people online?  Okay, it's your turn to win every fight"
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on November 29, 2012, 10:50:58 am
I really like the visual style of the NC, but their music and (shallow) backstory are pretty meh. On the other hand, I like the backstory of the VS, but I don't care at all for their visual style. In the end I went with NC, backed a bit by the fact that they are the underdog in terms of numbers and. I usually prefer high-damage high-recoil guns as well, so that also helped.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 29, 2012, 12:32:18 pm
And they seem to have all the good outfits.
I was playing TR, but then i changed my mind because i heard a nice NC guy talk about his outfit.
I just want some teamwork ;_;
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on November 29, 2012, 12:45:11 pm
Tip: there's nothing special about the teamwork/players on each faction. All the factions are composed of stereotypical online gamers; the only difference between them is which of the multicoloured buttons they randomly selected when first joining the game.  ;)


The only way to get good teamwork is to find an outfit. Most people don't care about working together; they just want something to shoot at. Find a large outfit (so there'll always be a few squads worth of people online) if you want people working together. And trust me, it's worth it; some of the squad-level tactics are amazing. You finally get a use for the Sunderer base-shield-penetration ability!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 29, 2012, 12:46:50 pm
Oh, i already found one. The guy said he'd invite me (after i switched and PM'd him.) but i think he forgot and eventually went offline. The faction's called The Ascended and from what i heard, they are pretty big.
(And the shield-penetration must be awesome if you got your sundie loaded up with MAXes and whatever sundie gun is most effective against vehicles.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on November 29, 2012, 01:04:02 pm
Oh, i already found one. The guy said he'd invite me (after i switched and PM'd him.) but i think he forgot and eventually went offline. The faction's called The Ascended and from what i heard, they are pretty big.
(And the shield-penetration must be awesome if you got your sundie loaded up with MAXes and whatever sundie gun is most effective against vehicles.)

I am also in the Ascended. See you around!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Microcline on November 29, 2012, 01:28:59 pm
Oh, i already found one. The guy said he'd invite me (after i switched and PM'd him.) but i think he forgot and eventually went offline. The faction's called The Ascended and from what i heard, they are pretty big.
(And the shield-penetration must be awesome if you got your sundie loaded up with MAXes and whatever sundie gun is most effective against vehicles.)
Good to know we've got allies in the fight to liberate Mattherson.  As for the anti-shield, I always figured it was highly situational compared to the AMS.  The guns on the sunderbus are more about deterrence than combat and ability to park outside a base and let out an unending stream of units is invaluable.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 29, 2012, 01:39:15 pm
The guns are perfectly capable of combat if you're desperate. I've seen Sundies take out tanks.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 29, 2012, 01:39:54 pm
The guns are perfectly capable of combat if you're desperate. I've seen Sundies take out tanks.
Was that in Beta? Because with one DEFAULT sundie gun i took out half a tank's health. It was just me and the driver, btw.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 29, 2012, 01:43:20 pm
It was definitely in Beta, Sundies were ridiculous back then. I don't know if they've been nerfed at all, but I've seen them hold their own post-launch as well. A fully-crewed Sundie can take on an MBT.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on November 29, 2012, 01:44:55 pm
Either way, i'm on Mattherson now. Send me a friend request/pm, MrMiauw.

E:
There this  guy on the Amerish warpgate, mumbling "get in my liberator" in a terrible accent.
It sounds like "gettamahlibahra".
I love this game.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 29, 2012, 01:48:55 pm
Nope, took out a vanguard in a sundy (I had two gunners), just by driving circles around him. We had 2/3 health left.

As a tank, do NOT one-on-one a sundy. Which makes kind of sense, as a vehicle that needs a pilot and 2 gunners should be more powerful then a vehicle that needs only one guy (secondary guns don't really count).

So yeah, I'm looking for a good outfit on a not-too-crowded EU server. I'm past caring what faction, they feel too much alike in PS2 (in contrast to PS1). I have a mike but won't use it (due to sleeping kid/wife), but am able to communicate, willing to follow. Any recommendations?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on November 29, 2012, 02:34:16 pm
I've been having a blast with Light Assault today. I was defending a biosphere, but focusing on flanking the enemy while every single other person ever was focused on the main entrances. On average, I got 3 or 4 guys before someone noticed me and took me down. At one point I ran out of ammo, and started capping folks with my pistol. When I ran out of ammo for that too, I simply jumped down and started throwing melee attacks in a group of TR. I killed about three of them with my knife, then ran off into the base when it started getting too hot.

I still have no clue how I survived it, but it was awesome.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ozyton on November 29, 2012, 02:35:15 pm
Usually our outfit will have some heavies in our battle bus. If a tank rolls up everybody jumps out and fires a volley of rockets at it and it dies pretty quick.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 29, 2012, 02:36:37 pm
All the more reason Sundies are OP.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 29, 2012, 03:04:51 pm
Did you know passengers can drop out of a galaxy from any height without dying?

That makes for some pretty intense fights, yo.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on November 29, 2012, 03:09:46 pm
Did you know passengers can drop out of a galaxy from any height without dying?

Unless they drop on a slope which will make the speed while gliding kill them.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on November 29, 2012, 03:12:03 pm
So is anyone here on the EU servers?
I'm feeling a little lonely over here.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Microcline on November 29, 2012, 03:39:11 pm
The guns are perfectly capable of combat if you're desperate. I've seen Sundies take out tanks.
They wouldn't be a good deterrent if they didn't chew up just about everything.  The default gun puts out steady damage to anything that stays in your line of sight, meaning that it's the perfect thing to stop a chasing tank, dive-bombing fighters, or an infantry squad.  It's the lack of burst and high crew/resource requirements that make it unsuitable for armored combat.  A lightning/MBT can crest a hill, dump its magazine at a long range and rollback to reload.  The sunderer might not be the best forward attack vehicle, but it's got long-term survivability and the AMS ability is what decides battles.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on November 29, 2012, 03:49:00 pm
So is anyone here on the EU servers?
I'm feeling a little lonely over here.
Yeah NC on Miller.

Here is an incomplete list (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0). Add yourself with this (https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 29, 2012, 03:54:00 pm
NC on Miller and VS on Lithcorp.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Baneling on November 29, 2012, 03:55:53 pm
I appear to be the only VS on Miller.

Oh well.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on November 29, 2012, 03:56:54 pm
Two more weeks and I'll finally have a computer that can run PS 2. :))
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on November 29, 2012, 03:58:04 pm
I appear to be the only VS on Miller.

Oh well.
Want to change that?
EDIT: Now I remember why I didn't make a character on Miller, those joining queues.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: zehive on November 29, 2012, 05:17:51 pm
My video card isnt good enough :(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on November 29, 2012, 05:56:38 pm
S'the same for me. But I'm resolving that problem with a slight upgrade (http://www.amazon.com/Lenovo-IdeaPad-20994KU-15-6-Inch-Laptop/dp/B0084C2ZR2/ref=sr_1_fkmr0_1?ie=UTF8&qid=1354124536&sr=8-1-fkmr0&keywords=lenovo+IdeaPad+Y580+20994BU+%2859345717%29+Notebook+Intel+Core+i7+3630QM%282.40GHz%29+15.6%22+8GB+Memory+1TB+HDD+Blu-ray+Rambo+NVIDIA+GeForce+GTX+660M#productDetails) after finals week.  :D

It will be nice to finally sink my teeth into this.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on November 29, 2012, 06:10:15 pm
Not the best use of time, but I deployed a Sunderer near a major battle for an hour while I did paperwork. 3200+ exp while AFK was nice, but then I came back and sniped 17 people for more than 3000 EXP in 30 mins. Still getting crap for certs but all I spend them on are upgrading the Sunderer anyway.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on November 29, 2012, 06:17:47 pm
Holy hell, 60% NC on Amerish. No wonder we're being raped.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on November 29, 2012, 06:23:30 pm
Why is just about everybody heavy assault? It makes it a bit difficult to actually get anything done when everybody is just going for MAXIMUM FIREPOWER.
And light assault seems to have little strengths over anything. The jetpack is the main thing, but it seems like everywhere is either: Flat, tall cliffs, or too cramped for it to be useful.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 29, 2012, 06:59:41 pm
Everyone goes for maximum firepower because why the fuck would you even want to go for anything else? Medics, heavies and engineers can literally fill every single role in the game: heavies and medics have all the anti-infantry firepower you could need at a variety of ranges, heavies have anti-tank firepower, medics heal and resurrect, and engineers fix the vehicles hopefully supporting you, as well as provide ammo and fix anything else convenient in the area.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on November 29, 2012, 07:15:53 pm
Heavy because you survive more and can damage tanks/air

Light assault is for being on the roofs surprising people, circumventing defenses or dropping c4 on vehicles.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on November 29, 2012, 07:26:55 pm
Light Assault is amazing in urban areas, like the Amp Stations and Biospheres. In forests they can hide in trees. If you're just running with terrain and a few rocks, though, their use is greatly diminished.

I liked BF2142's four class system - Everyone has their combat role, but everyone has their teamwork roll, too. Too many games are stuck in the TF2 roll call mentality.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on November 29, 2012, 07:49:29 pm
The only thing in this entire game that can kill me (other than vehicles) are light assaults. They're the only guys that can jump up to the spots that bastards like me like to hide in.

So I would say they're pretty important. Mobility is the key to victory after all.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 29, 2012, 08:00:06 pm
Light assaults have their place but heavies are just better for most things.  Tougher, more firepower, the only thing they really lack is mobility.  I know the Enclave is really big on heavy assaults.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 29, 2012, 08:21:34 pm
They're easier to play, too. Why learn how to fly around well when you can just stand there and absorb bullets? To be fair, though, the good players still take cover, strafe, juke, and generally act like people who understand that being an HA won't automatically save you. I'm probably the sneakiest HA out there, I try my best to flank the enemy. Of course, usually all I end up doing is running into an enemy who's trying to flank us, and one of us ends up dead and the other really low on health.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on November 29, 2012, 08:22:38 pm
Last night was good for my HA sniper, on Briggs Indar I spawned at Spec Ops and decided to wander around and try to find a high perch above Tawrich.  I had been killed there by a TR Infil and wanted some payback, so looking for the defense towers and I found myself on the highest cliff - I had a moment of vertigo.  Hitting Q, I found two targets below me, a heavy and an engineer.  I was shooting down at them and they were spinning on the spot trying to find me, neither looked up.  The heavy died first, my LMG firing single shots until he died - the engineer hid behind the shield, but I could still see him, but I waited for him to step out and look around before firing.  If they had looked up at about 80-85°, they might have spotted me, but I was also pretty close to the render limit for infantry.  It was a three way battle so it was target rich, the default rocket launcher fired down at tanks netting me assists, spotting VS so that when TR killed them I got spotting rewards and then vice-versa when TR took over the tech plant.  I could have stayed there for hours but eventually I got bored and moved back to the Warpgate and joined a few more battles, before eventually quitting after being refused entry to a Sundy that then ran over me.

There was also the NC dickhead who obviously has issues, tried to kill me when we were firing the phalanx AV cannons up a road, then he turns the cannon on me and destroys the cannon, doing the same to the third cannon in the tower, then exitting the cannon to make sure I was dead, not quite, I had been hurt.  While typing in a question along the lines of "WTF dude.....", he shot me.  DEREKS was name, so if you guys see him, avoid him.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 29, 2012, 08:29:23 pm
I'd offer to go in as my TR and hassle him, but I don't think I'm on the right server.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on November 29, 2012, 08:29:57 pm
for teh record, light assault = awesome sauceness
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 29, 2012, 08:37:35 pm
Light Assaults seem to have a 50/50 chance of winning when going 1 on 1 against me. That's far better than just about every other class (even HAs I tend to win against, unless they get the drop on me, or it's an infiltrator that's just blowing my brains out without me able to find him or her) but I can accept 50/50, considering most of the LAs are more skilled than I am in the first place.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on November 29, 2012, 09:15:08 pm
somehow i have a positive KD, even though about 80% of my kills are sniping people who arent moving :p

also joined up with an outfit platoon, helped(ish) finish conquering Amerish
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on November 29, 2012, 09:18:05 pm
My new headphones make this game so much better.  I finally splurged on a good gaming headset and the bass is really prominent.  Fighting while a galaxy circles overhead is intense, there's just this droning boom over the soundscape, overwhelming everything else.

What'd you get?



What's the advantage to LA in PS2?  I can't playtest it until I upgrade my PC, but in PS1 LA was pretty much useless.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Doomblade187 on November 29, 2012, 09:39:56 pm
Well, my favorite part about LA, though I'm not exactly good at the game, is the mobility. Grenade-dodging is oh so easy sometimes, and flanking is made ten times easier. They're probably my favorite biolab assault class, though I like HA too.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: zehive on November 29, 2012, 09:54:58 pm
So I saw a GeForce 630 2gb GPU on newegg for 65 spacebux, worth it?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on November 29, 2012, 10:05:36 pm
The one good thing I've found with LAs is that they share the guns with the Engineer, which is the class I spend 90% of my time with. I can't count the number of times my resupply XP has nearly eclipsed my kill xp as I refill the guns of all the HAs, MAXs, and Infiltrators that defend bases.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SeaBee on November 29, 2012, 10:27:08 pm
Engineer is my main class (followed by Medic), but an LA in the Biolab is just ridiculous. I've seen them find those sneaky high-up spots that  overlook a lot of traffic and just farm until they run out of ammo.

And I'm not very good. In a typical medium range fight, an HA will destroy me if we're on equal footing -- which is why I try to avoid them unless I've got really good positioning. Their shield skill buys them valuable reaction time, and that Carv weapon the TR uses is really deadly.

I'm still trying to learn how to fly. Hah hah. It will take me a long time to use mouse/keyboard for flying, since my joystick doesn't seem to play well with the control setup for some reason. After 30 minutes of practice I can take off and land with reasonable competence, but aiming and strafing ground targets under fire is beyond me at the moment. I have trouble adjusting my aim when I feel like I need to be juking out of the line of fire.

Anyone spend any smedbucks on the Vehicle Bundle? I've been considering it (haven't spent any Alpha Squad stuff yet). I do want the rocket pods and the HE tank weapons.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on November 29, 2012, 10:30:16 pm
My LA somehow glitched and spawned with an enormous amount of regenerating.  That was a big fucking surprise for the other team.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on November 29, 2012, 11:02:58 pm
wow... light assault in biodome is my new favorite, hide in the tree close to the spawn, shoot down anything coming out, retreat for ammo, repeat.  decided to suicide and managed to take out a couple people with meele attack.

Annoyance: one grenade.  I dislike this limit, I want it to  be two or more without certs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on November 30, 2012, 12:33:07 am
T_T

NC AU Brigg players are stupid.

"LETS IGNORE THE WHOLE WORLD AND ALL GO CHARGING INTO THE REAR DOORS OF THIS TECHPLANT WHICH IS HELD BY TR!!! NOTHING WILL GO.... GAH I KEEP DIEING!!! HACKS!!!!"
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on November 30, 2012, 12:33:49 am
Grenades are really fucking powerful, though. They're the single deadliest weapon infantry can use against infantry, and can kill an HA through his fully-upgraded nanite shield. If you're desperate to lob grenades, either get the bandolier or find a way to stay next to a friendly infantry terminal. Or play as an AT MAX and have automatic grenade launchers on your arms.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on November 30, 2012, 12:39:04 am
So I saw the most glorious thing the other day. Was at the tech plant in Esamir, you know the one. Anyway, we were completely surrounded by enemies, pouring in from every entrance, desperate not to lose the facility because without it the advance in the north would stall. It gets to the point where maybe a dozen guys are all thats left inside the plant, as our spawn generator finally was knocked out, and the flag was flipping. Then what do I see on the horizion, what must;ve been a half dozen Galaxies apporaching, as they hotdropped full loads from each one, sweeping aside the Vanu and NC camped outside out doors and then cleaned up the inside.

Needless to say, it was the Enclave saving our sorry asses.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on November 30, 2012, 02:10:51 am
Just had a really funny moment. For whatever reason, a lot of people's character models stopped displaying. You could pretty much only see people within maybe 10-15 meters of you. This seemed to effect everyone (or most everyone) in the area.

After rushing towards the enemy a few times and getting a feeling for where they were camped out, I then grabbed a grenade, lept to a nearby building, and chucked it at their hiding spot. Three kills! Hop back down to the Sundie and grab another grenade. Three more kills! Jump down, grab another grenade, hop back up, throw it at the tree, turn immediately around and jump back down...

After six or so grenades and around 25 kills, I'm standing on the rooftop when suddenly a friendly aircraft slams into it and kills about four of us. Then my game crashed.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: inteuniso on November 30, 2012, 02:38:01 am
Had a great NC Warpgate Defense against the Vanu earlier today.

Was jumping from tower to tower, one of the few engineers dedicated to repairing the turrets. Vanu had air superiority for a bit, having knocked out the turrets. It was rough.

We started pushing back, though. Once I got more turrets up with the help of other dedicated NC engineers, we were raining hellfire with the AT cannon turrets. Within 10 minutes, we had pushed back the Vanu advance and were counterattacking. An NC pocket that formed soon become a new front as we cut off Vanu in the north and grabbed more territory.

Then the TR stepped in.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on November 30, 2012, 02:40:57 am
Then the TR stepped in.
Seems to be a common occurrence.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on November 30, 2012, 02:49:32 am
Trying to get into this game.  It's addicting but pretty difficult running alone... and so many more controls than I'm used to in an FPS.

Anybody else play Vanu on Waterson?  What server/faction has the most B12 presence?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 30, 2012, 03:37:04 am
I really love the default VS Carbine. Got me a 3.4 scope and forward grip on it, and been kicking ass with it. Went from 1.3 to 1.6 K/D ratio :)

In other news: https://twitter.com/j_smedley/status/274270398860914688  :o
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on November 30, 2012, 06:36:48 am
Oh god... oh god... I'm... I'm seriously hoping that's not just plot art. I want to know more.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on November 30, 2012, 07:15:06 am
I want to know more.
Did you just advertently or inadvertently put in that Starship Troopers reference? :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on November 30, 2012, 07:21:50 am
I really love the default VS Carbine. Got me a 3.4 scope and forward grip on it, and been kicking ass with it. Went from 1.3 to 1.6 K/D ratio :)

In other news: https://twitter.com/j_smedley/status/274270398860914688  :o

That Carbine has killed me more than ANYTHING else in the game. I am typically an Infiltrator during sieges and have a high K/D due to that, but that carbine is the bane of my existence.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on November 30, 2012, 08:27:28 am
So, um... do we have an outfit on Miller?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on November 30, 2012, 08:58:52 am
I want to know more.
Did you just advertently or inadvertently put in that Starship Troopers reference? :)

It was intended. Glad someone caught it. Speaking of, some "I'm doing my part!" PS2 machinima could be fun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: martinuzz on November 30, 2012, 09:03:06 am
So I saw a GeForce 630 2gb GPU on newegg for 65 spacebux, worth it?

I have the laptop version, the 630M, 2gb, and am pretty content with it.

Is there any bay12 group on another EU server than Miller? Those waiting queues suck bigtime.
 
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on November 30, 2012, 09:47:56 am
From what I understand those of us on Miller are spread across different outfits.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Fayrik on November 30, 2012, 11:00:29 am
Then the TR stepped in.
Seems to be a common occurrence.
Well, it's kind of what we're there to do you know. Being TR and all, it's sort of our jobs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on November 30, 2012, 11:15:53 am
the game is playable on a intel HD 3000 (from a mid-line core-I5)  Low everytihng and render quality to 75 and can get a average of above 10 FPS, drops below in large battles so I tend to go to a support role in them.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on November 30, 2012, 12:24:44 pm
(http://img849.imageshack.us/img849/4558/ps2fun.jpg)
Grenades are fun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on November 30, 2012, 12:27:06 pm
I'd debate 10 FPS qualifying as "playable". 30 or so is about the minimum performance for a game to be tolerable, especially in multiplayer. For example, I can technically get Fallout: New Vegas to run, but it's hardly playable even on minimum settings (and that alone makes a game unplayable when you can't see enemies farther away than ten meters or so).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on November 30, 2012, 12:31:21 pm
I had a good run earlier as infiltrator where I captured a bunch of points on sparsely occupied territory.  Sneaky killed a few people who were alone, and even hacked a turret to take down an aircraft that was hanging around trying to figure out why they were losing their base.  I really felt like a classic movie spy.  Took two whole territories with very little help on one life.  This when my faction had been down to one territory when I logged on.  This launched us into a huge push that gained us half the continent in less than two hours.  Fun stuff.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on November 30, 2012, 12:41:39 pm
well, I am somewhat used to low framerate in games, and get around 15-20 in small to mid sized battles, and you can see stuff at a fair distance.  playable to me but I can see why others consider this unplayable.  but yea, heading into a fight head on is suicide for me most times.  I do best when I find a place to hide and attack from.

Now, the wiki is quite lacking, and contains the beta info on the costs of certs.  I hope it gets better in the future...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on November 30, 2012, 10:04:12 pm
Repeat customers are happy customers.....

Spoiler (click to show/hide)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 01, 2012, 12:14:26 am
Repeat customers are happy customers.....

Spoiler (click to show/hide)
Oh Hey Darkening... You were working with me today, who are you again???
Theophilus???
I am AUSGrizzly...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 01, 2012, 02:01:36 am
Planetside 2 IGN = {Forum name - spaces}

On Briggs.  (Ocassionally, damned CTD's.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 01, 2012, 04:20:00 am
Planetside 2 IGN = {Forum name - spaces}

On Briggs.  (Ocassionally, damned CTD's.)
Wait are you NC
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 01, 2012, 04:38:59 am
I wonder if I could get nominated for a sainthood? {see last entry}
Spoiler (click to show/hide)

And.....@Nevyn: Yes, I am NC.
Probably finished for today.  All in all, crashes aside, it was a good day.  VS owned two continents almost all day and tried to get the third, but their forces couldn't hold it together.
It takes more than three AV phalanx shots to take down a Liberator, {could be four maybe five, who knows, they start dodging after the third and I don't hit them again, but I get plenty of assists}.
TR were the quintessential absentee parent while the two kids played.  I think they desperately wanted Indar and were not going to leave until they had it, recruiting all forces from the other two continents.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: micelus on December 01, 2012, 05:18:25 am
For all their preaching of superior technology, the VS are crap at anything to do with aircraft.

http://steamcommunity.com/sharedfiles/filedetails/?id=111031701

This has been happening for the last 30 minutes on Briggs...Unfortunately involved in beginning it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 01, 2012, 08:19:38 am
For all their preaching of superior technology, the VS are crap at anything to do with aircraft.

http://steamcommunity.com/sharedfiles/filedetails/?id=111031701

This has been happening for the last 30 minutes on Briggs...Unfortunately involved in beginning it.
And thats why you join the NC. The only time I ever put a Gal upside down was cause my Top Gunner asked if he too could shoot at the Tank below us. Not thinking, I said, "Ok" and flipped over the gal so he could shoot at it.......

 Seems that the reversed ascent that Ctrl gives while upside down as a Gal isn't enough to keep it up...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 01, 2012, 08:20:34 am
It probably should be, altough barely. That would be an awesome move for good pilots.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on December 01, 2012, 09:23:10 am
It probably should be, altough barely. That would be an awesome move for good pilots.

I know for a fact you can do this with the mosquito.

Useless, but that's just my bird of choice.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on December 01, 2012, 10:11:56 am
You don't have to fly upside down to give the top gunner an angle at the ground, you just have to fly wide circles around the target while banking sharply. A good gal pilot will fly while allowing at least two and ideally three turrets to fire on any given target at the same time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 01, 2012, 01:12:52 pm
From my understanding, it's not entirely different from flying a Blackhawk in Bad Company, except that you can have more gunners to feed kills to.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: martinuzz on December 01, 2012, 01:24:54 pm
I just got disconnected from the server, using the EU client. When I try to restart the game (by pressing the play button after login) nothing happens. Does that mean the server is down?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 01, 2012, 02:32:24 pm
You don't have to fly upside down to give the top gunner an angle at the ground, you just have to fly wide circles around the target while banking sharply. A good gal pilot will fly while allowing at least two and ideally three turrets to fire on any given target at the same time.
Generally do... Though I wonder what my Gunners are doing when they sit idle while being shot and chased by multiple Mozzies...
Every...


Single...


TIME!!!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 01, 2012, 02:47:49 pm
AFK, probably. Why would you actually want to sit there while you wait to fly to such-and-so?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: BuriBuriZaemon on December 01, 2012, 05:42:06 pm
Nevyn, the squad was so unorganised last night 8PM without you. We need AusGrizzly02 back.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 01, 2012, 07:57:56 pm
For all their preaching of superior technology, the VS are crap at anything to do with aircraft.

http://steamcommunity.com/sharedfiles/filedetails/?id=111031701

This has been happening for the last 30 minutes on Briggs...Unfortunately involved in beginning it.
And thats why you join the NC. The only time I ever put a Gal upside down was cause my Top Gunner asked if he too could shoot at the Tank below us. Not thinking, I said, "Ok" and flipped over the gal so he could shoot at it.......

 Seems that the reversed ascent that Ctrl gives while upside down as a Gal isn't enough to keep it up...

Yeah, the NC pilots are really mature with their birds......
Spoiler (click to show/hide)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 01, 2012, 08:48:19 pm
Yeahhhhh. The NC are really bad pilots, because there is always a flipped bird somewhere. Aircraft too.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 01, 2012, 08:53:31 pm
Don't worry, the TR have their share of dumbasses. I've seen them stack Gals 5 high at the gate. I think it was a competition or something.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 01, 2012, 09:34:05 pm
Nevyn, the squad was so unorganised last night 8PM without you. We need AusGrizzly02 back.
Well excuse me for having to work. Also, For those in Briggs AU...
We MVEE have a Steam Group...... Somewhere.... Anyway Going to start using it to get us all together when game goes down and such. But there may be comps later in the future where some money may be the prize to be used on Station Cash for either Boosts, Upgrades or Cosmetics of your own choosing. I wouldn't mind giving away some free stuff every now and then....


Don't worry, the TR have their share of dumbasses. I've seen them stack Gals 5 high at the gate. I think it was a competition or something.
Something I been wanting to do for a while for fun...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 01, 2012, 09:43:28 pm
Yeahhhhh. The NC are really bad pilots, because there is always a flipped bird somewhere. Aircraft too.
You forget the griefing jerks that flip landed aircrafts.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 01, 2012, 10:03:01 pm
Yeahhhhh. The NC are really bad pilots, because there is always a flipped bird somewhere. Aircraft too.
You forget the griefing jerks that flip landed aircrafts.
Whats even more impressive and annoying is those that Flip the Gals taking off and just leaving the Bubble...

In Beta I was taking off with a full Gal trying to avoid any Grevereavers. I was almost away when suddenly from my below I watch in amazement as just before we leave the bubble a Reaver rises upwards, tucking itself under my right wing then slamming down quickly on the vertical thrust. My Gal compleatly flipped over within a moment of flight and without realizing it we had turned straight into the ground centermetres out of the Bubble...

It was quite impressive...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Paul on December 01, 2012, 11:14:07 pm
I managed to flip my lightning while following a squad leader driving very recklessly in a Sunderer. Surprisingly I didn't blow up, I was just stuck there unable to turn back over. Even more surprisingly, the Sunderer tumbled down the same hill and managed to not only flip completely over, but land right side up at the bottom and keep going.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 01, 2012, 11:30:36 pm
I proudly landed a Galaxy on a landing pad on one of those tower things once. A minute or so later, I turn around to witness it slowly teeter off the edge and fall to the ground, killing a few people in the process. It claimed that I killed them for some reason.

Haven't driven a Galaxy before or since.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ozyton on December 01, 2012, 11:50:05 pm
Quote
A few of you may have seen this already but if not then here is part of the blog from the CEO John Smedley.

1) Player Owned bases - we plan on releasing continents that are empty or partially empty where players can build their own bases. These are open world bases so others will be able to attack them. We're also planning on having these continents heavily resource based with new resource types that will be very rare..and lots of cool new stuff that can be built out of these new resources.

2) Harvestable resources - imagine SC II style resource harvesting with physical vehicles doing the mining or the harvesting.

3) Water between continents - seamlessly - this is really hard tech, but our goal is to make the whole planet seamless and allow water based vehicles.

4) Lots more vehicles and weapons - just what it sounds like. Many of these will take very rare resources to make.

5) NPC enemies - I don't want to call this PVE. That's not exactly what we have in mind. More like a global invasion that goes after everybody. This isn't a bunch of quest givers saying "go kill 10 rats" - this is bad ass aliens that want to gut you.

6) NPC armies - imagine as the commander of a base sending an NPC army towards another base MOBA style except it's in the middle of the Planetside 2. This isn't another game mode. It's all part of the same game.

7) Esports support - we plan on doing this pretty soon after launch. We plan on making this a big big thing and putting a lot of our resources behind it.

8) Weather

9) Mac version (soon after launch).


Some of these sound awesome, what do you guys think?  You can read the full blog here :  http://john-smedley.livejournal.com/2412.html
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 02, 2012, 12:28:15 am
Also the RPS article about it: http://www.rockpapershotgun.com/2012/12/01/planetside-2025-soes-big-plans-for-the-future/
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 02, 2012, 12:57:45 am
So I was looking at what it takes to buy stuff with real money... damn they made things really expensive.  Most of the weapons cost almost $10.  Buy two things, and you've basically paid what I normally pay for a full game.  Pretty ridiculous, in my opinion.  But the certification points come painfully slowly.  I would be more forgiving about this, but a lot of the stuff has a pretty solid Pay-to-Win feel about it.  All of the stuff besides weapons are blatant linear upgrades, and they add up pretty high.  You can make more of an argument over weapon balance, but I've seen my performance increase drastically when trialing some of the more expensive ones.

I prefer Blacklight's execution of the F2P model.  This game is addictive, but frustrating.  I'm already feeling like I should just walk away now, before I get too involved.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on December 02, 2012, 02:16:51 am
More or less.

It's for people who want to be all srs bsns. I still like my engineer just the way he is and I don't play super often anyway. Sure, my guy looks like a dork in spandex, but hey. He's my dork in spandex.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bucket on December 02, 2012, 03:50:50 am
I don't get the kneejerk response of calling this game and other free games "pay 2 win".
Is there another free 2 play model I'm not aware of?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PrimusRibbus on December 02, 2012, 05:00:35 am
I don't get the kneejerk response of calling this game and other free games "pay 2 win".
Is there another free 2 play model I'm not aware of?

Beats me. With the up'd cert gain on release, the 250-1000 certs to unlock a weapon are pretty easy to come by. There are no in-game weapons that /force/ you to pay money to unlock. I suspect that it's in the same vane as when people complained that all the subscription MMOs catered only to hardcore players because they unlocked everything faster than the casual players.

Any game that has thousands of people playing simultaneously and allows them to play at their own speed will have some players with different skill levels and unlocks than others. There will also always be people that will be frustrated with that, and that's understandable. That said, I'm impressed with SOE's dedication to making every weapon in-game reasonably unlockable without spending money.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 02, 2012, 05:38:51 am
I remember in the beta, on esamir, somebody got his lightning stuck in one of the ditches.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 02, 2012, 06:06:48 am
The ideal Free 2 Play model is one where paying only gets you cosmetics or "side-grades" that focus on customization rather than upgrades.  That business model may be less likely to generate profit, but it's much healthier for the game experience.

Seriously check out Blacklight: Retribution if you haven't already.  It pulls off a palatable F2P model very well.  You unlock new stuff without paying at a pace that maintains interest.  If you play 2-3 hours a day, you'll get a minor customization every couple days or a new weapon a week or a piece of armor or something after a couple weeks.  That's the maximum amount of time it will take you.  Not a single item in the game feels like a linear upgrade.  They all have equivalent bonuses and penalties, and only really serve to cater to play style and give you stuff to toy with.

League of Legends is probably the most successful example.  Purely cosmetic marketplace.

Planetside 2, on the other hand... it feels like it will be months before I have even a single class with halfway upgraded utlities and a 1000 cert weapon,  if I put in comparable hours, and everything is linear upgrades.

But anyway... I did just log out of the game after a really fun session.  I went off capturing undefended facilities as an infiltrator again.  There was another guy doing the same thing, so we teamed up.  We captured like 5 areas together before moving on to our first major battle.  Suddenly our squad grew to max size, we got invited to a platoon, and I was really starting to look into coordinating things.  Too bad I had to leave not long afterwards.  That was getting really fun.  I think I'll make greater efforts to get involved like that in the future.  It may convince me to stick around.  If only people used their mics more.  I was the only person who talked.  Come to think of it, that's probably why people ended up following me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 02, 2012, 06:10:45 am
Or TF2.
Anything that's not a cosmetic item or a weapon with a purely cosmetic effect can be traded for easily. (unless new, worth 1 scrap = two weapons = about an hour of playing.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 02, 2012, 06:29:33 am
It's for people who want to be all srs bsns.

Hmmm.... I keep thinking about this.... thinking about making an outfit and calling it "Chain of Casuality". 
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 07:00:32 am
Still want to play... Starting to not want to though due to the ESF Spam. Before they were fun to fight against, now they are everywhere, you aim at one he is gone within a few seconds of shooting at him with Bursters, another is already Rocketspamming you, you can't aim at this one cause the Explosion of Smoke and Fire blocks all sight..........

Really getting to be more painful and less fun then anything....
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 02, 2012, 08:01:44 am
Word on the grapevine is that rocketpods, ESF armor are both getting slight nerfs. Skyguard is getting a buff.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 08:03:29 am
Word on the grapevine is that rocketpods, ESF armor are both getting slight nerfs. Skyguard is getting a buff.
I miss being on the Grapevine, even if it was just a leaf...
I hope they do, I really am getting tired of it all. Just walking in the open now days has you more worried about that random ESF Rocketpodding you then a Sniper or a Surprise Tank...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 02, 2012, 08:04:54 am
Yeah, rocketpods are horribly OP.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 08:21:06 am
Yeah, rocketpods are horribly OP.
TBH its not the Rocketpods damage or anything like that for me...

1: The Explosion - Can't even focus on the Craft firing them cause the explosion fills your sight.
2: The Craft's Armour - One full Clip of Duel Bursters? LoL nope, I will disappear quickly if anything. Libs I hate the most for this, not even 3 Duel Bursters can kill a Lib.
3: AA damage. What does the word Anti mean to these people? Throw rice at the birds to scare them away or throw stones make up your mind.
4: Rocketpod Defenders on the forums. Wouldnt even know HOW to play Ground AA if you forced them.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 09:08:45 am
I recall a video interview in which one of the devs openly stated that they didn't want to make ground-based AA a hard counter for air, to avoid turning any hex with AA in it into an automatic no-fly zone. The goal, as I recall, was to make it a way to kill people who are stupid or take risks (hovering in a Lib, doing a low & slow rocket run, etc.) without instagibbing any fliers in range. He also specifically said that the thing they want to see countering Air-to-Ground is Air-to-Air; a fighter set up with missiles and so forth rather than an AA Max.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 09:35:23 am
I recall a video interview in which one of the devs openly stated that they didn't want to make ground-based AA a hard counter for air, to avoid turning any hex with AA in it into an automatic no-fly zone. The goal, as I recall, was to make it a way to kill people who are stupid or take risks (hovering in a Lib, doing a low & slow rocket run, etc.) without instagibbing any fliers in range. He also specifically said that the thing they want to see countering Air-to-Ground is Air-to-Air; a fighter set up with missiles and so forth rather than an AA Max.
No thats not what I meant.
A Hovering Lib is NEVER in danger due to their height and their armour...
A ESF can get out of range/sight of a AA Max at least 90% of the time unless alone. This is cause when an AA Max can not see all the sky (outside) the ESF can disappear behind the building and into the distance, if he is alone though the Max is free to move around outside without fear from other ESF coming along and popping him easily...

To be honest though even a Hovering ESF can disappear well before an AA Max could make use of his Bursters (the moment he is hit he disappears) or hears the lock on start from a AA Rocket. If its not a flyer though the ESF is compleatly safe all the time...

Saying that Air can only be counted by Air is the dumbest thing they can ever choose cause then it will result in what is happening now, Air dominating due to the fact they can Kill Ground with little worries and Swarms coming that can not be removed due to their ability to disappear and reappear fully repaired, which also means you need to have as many or MORE Aircraft to match them cause smaller numbers will be picked off easily...

Let me put it even more clearly. If I have the ability to shoot down an ESF with a Rocket cause its let itself be Locked on and they don't have flares or get behind a bit of terrain before it hits. I EXPECT IT TO EXPLODE FFS. I don't want to see a dink, Punish the people that take Risks and hover there like it should heck... Look at this Trailer...
https://www.youtube.com/watch?v=TlJieqRMngc
At the time of 35secs or so you see two Scythes fly past an AA HA. The one on the right is locked on as you can tell, not the left which is damaged. IT BLOWS UP IN ONE HIT...
Do you know why, cause all it fucking did was fly in a straight line in the open skies at a low altitude giving the AA HA plenty of time to lock onto it.
THAT IS WHAT I WANT...

I don't want to Trail a ESF for 10 Seconds trying to keep it in the damn lockon sight to only get the damn thing to half health and watch it bug out into the distance before I can even get a second lock on, if I wanted to shoot rockets, I would stick with the basic and shoot at tanks, they at least make sense when you shoot them with rockets, they can't up and disappear into the sunset like ESF can and they have a good reason to be able to take a few rockets, unlike and ESF that should be made of Light Weight Metals and not covered in 1000thick armour which just gets dented when a rocket hits it...

I just expect to be able to Punish the Risk taking flyers that is all I want. I want to see them go down in one hit cause they let me hit them...
They can pop me from above without me knowing, they get alerts if they get targeted damn it...

One Battle was totally decided by a swarm of Mozzies, a couple of Libs and a single squad of infantry today, the Mozzies had us unable to move while the Infantry sat on the points. Libs were bombing the doors and Mozzies were blowing up everything that came to help..
. Nothing anyone on the ground could do to remove even half of them...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 02, 2012, 09:39:27 am
Yeah. Pretty what Nevyn said.

(I had something to add, but i forgot what it was.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on December 02, 2012, 09:42:20 am
Being bad at this game reminds me how the KDR for every game averages to 1.
At least I know that now someone must have a 10:1 KDR, to balance my 1:10.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 09:44:56 am
Being bad at this game reminds me how the KDR for every game averages to 1.
At least I know that now someone must have a 10:1 KDR, to balance my 1:10.
That would explain why there is this Cheating Fuck on Briggs with a KDR with 201, how many deaths has he had you ask? 79. Over 10000 Kills...
I want to know how he is doing it if he is not cheating. Chances he is cheating? PRETTY HIGH...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on December 02, 2012, 10:09:52 am
Balancing air vs ground is extremely difficult, I think that defensively, air is pretty decently balanced now, maybe the skyguard needs some more oomph but otherwise the time to kill aircraft is pretty decent, I think.

The big problem with air is the ESF rocket pods, I think. They're infringing too much on the liberators role in combat since they make ESF's extremely potent against ground units. What I would do is just remove the dumbfire rockets as they are now and refund station cash to people who bought them. Replace them with a single relatively slow, high-damage missile with a long reload time that can lock on to tanks or be dumbfired. It wouldn't have very large splash damage, so killing infantry with it would be difficult. This would prevent ESF swarms from completely locking down bases, since AA maxes would not be completely unable to aim due to rocket explosions everywhere.

Doing it this way means that the most effective way to deal with infantry would be to get close and use the primary. This requires a good deal of finesse and is very high-risk, so infantry would not be murdered in droves by ESF spam.

The liberator should really be the ground bomber, not the ESFs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 02, 2012, 10:19:02 am
The cheating is happening, but luckily for the most part it's a small portion of the very large community. Look at the leaderboards, I found a guy with a 400:1 K/d with 15,000 certs last week. I inquired to the devs about it and they investigated it. A friend at SOE(same one for years) told me that they have done a couple of hardware/IP bans but for the most part they are just tracking the cheats right now. SOE employs several dedicated game security professionals but in the end, hack sites will always win.
Luckily, the only really harmful hacks are the most obvious ones, like stabbing and shooting through walls. Radar hacks and even aimbots don't give an overwhelming advantage most of the time.

EDIT: I love the idea of removing dumbfire rocket pods from fighters. Maybe add something like a single fuelpod drop or something to give a limited ground attack option.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on December 02, 2012, 10:26:07 am
So downloaded it, went into Cobalt as NC because a friend plays there. Fooled around for 20 minutes without the slightes hint about what is going on (biggest thing I hate with MMO's, there's just so much information that gets dumped on you it takes a while to adjust and learn what means what)

Then game started stuttering like crazy while one of the tanks was glitching out spinning around like crazy while half stuck in the grund/buildings.

This will take a whle to learn I think :C
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 02, 2012, 10:29:20 am
I don't get the kneejerk response of calling this game and other free games "pay 2 win".
Is there another free 2 play model I'm not aware of?

Sure, take a look at what Turbine did with Lord of the Rings Online.  (At least, the way it was a year or so ago - haven't played in a while)  You started with full access to the 3 starter zones, and earned Turbine Points for many series of achievements, such as number of quests in that zone, number of kills of x critter, etc.  For the rest of the world, you only had physical (virtual?  heh) access to the zone, but couldn't do any quests or earn any type of achievement, until you bought access to that zone.

It was entirely possible, and had been done, to earn enough TP's to buy full access to every zone, and to buy the expansions.  But you had to work at it.  If I remember, a single zone quest pack would cost around 500-1000 TP's.  And you might be able to earn 200 with one character, on one server.  But then you could make another character, and once you hit the character per server limit, you could switch servers and make more characters.  But it was work, and would take time and effort.

Or you could just spend cash to buy TP's (looks like right now, 1550 TP for $19.50).  But it's all your choice of which route you want to go.

EDIT:  How to Earn Turbine Points (http://lotro.mmorsel.com/2010/08/how-to-earn-turbine-points.html)  I was wrong on the numbers, and it looks like you can earn 1470 TP's per character.  This link has a pretty good breakdown of what's possible.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 02, 2012, 10:33:35 am
So downloaded it, went into Cobalt as NC because a friend plays there. Fooled around for 20 minutes without the slightes hint about what is going on (biggest thing I hate with MMO's, there's just so much information that gets dumped on you it takes a while to adjust and learn what means what)

Then game started stuttering like crazy while one of the tanks was glitching out spinning around like crazy while half stuck in the grund/buildings.

This will take a whle to learn I think :C

Jopax, I had the same problem (with learning to play), and wish they had a "tutorial/newbie island" setup.  Since they don't, go watch these official game tutorials (http://www.planetside2.com/game-tutorials).  They explain the basics quite well.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 10:39:02 am
I think that the rocketpods may be the most obviously OP thing in the game thusfar. Probably the best would be to replace them with two A2G weapon types: an anti-tank missile and an anti-infantry bomb, both with very low ammunition and long reload times; enough that if you're in a fighter you can take advantage of targets of opportunity without being able to spam explosions.

That said, people who are complaining about G2A being underpowered: have you experienced it from both sides? I'm honestly curious (as I haven't had the chance to play for myself and won't until my new computer arrives in ~2 weeks), but from my past experience in other games having flak bursts around your cockpit and hearing the lockon telltale are very distracting. When you're flying away to repair or trying to avoid a G2A missile, the one thing you assuredly aren't doing is another strafing run.

Be glad that the lib and gal don't have the "feature" from some BF games where passengers can repair in-flight if they know about a certain sweetspot?  :P



RE: p2w: It'll come down to how honest the devs are being about sidegrades, IMO. On the cheating note, I think this might be the perfect example of a game where aimbots and wallhacks are far less effective than normal, just because of the sheer number of threats.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 10:50:53 am
Sadly I have experianced it from both sides and you know what happens when I get locked on by a G2A Rocket? I get dinked then I go land then I repair...

The only times I have been killed in a plane has been when I have crashed. Chased and gotten tailed by a group of ESF and well basicly some BS Lockons from ESF rockets...

Shockingly A2A fights are as what they should be, but G2A are just a Deterant for a moment, and that anyone spending time doing G2A will end up NOT doing G2A cause there is no gain from it. THIS is why I want the "You let me hit you, you die" shit. Make it worth going through the trouble of hitting something that can escape you nearly 60% of the time...

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 02, 2012, 10:57:29 am
Not to mention you actually have to spend Certs on G2A weapons.


For the balance discussion, this (https://docs.google.com/spreadsheet/pub?key=0ApH3DlM1yfRAdDJ5N2VoR3IxbEtTTnRRTE1taFVJdlE&output=html) is someone's information lifted directly from the game files. Most of the weapons are fairly balanced, but basically anything that has a higher ROF, accuracy, and clip size wins out in the end. So, TR, basically. Damage doesn't seem to do too much for the TTK, and high damage weapons generally have a massive recoil and significant Cone of Fire.

So downloaded it, went into Cobalt as NC because a friend plays there. Fooled around for 20 minutes without the slightes hint about what is going on (biggest thing I hate with MMO's, there's just so much information that gets dumped on you it takes a while to adjust and learn what means what)

Then game started stuttering like crazy while one of the tanks was glitching out spinning around like crazy while half stuck in the grund/buildings.

This will take a whle to learn I think :C

Looks like you allowed a Reality Inversion to happen. Don't worry, you'll figure it out with time.

Spoiler (click to show/hide)

In seriousness, have you checked out the video tutorials? They're probably the most informative video tutorials I've ever seen for a game. They actually talk about meta stuff, like keyboard controls, instead of trying to pretend to be all basic training.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Felius on December 02, 2012, 11:00:21 am
What are our outfits? And this should probably be edited in the first page. :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Paul on December 02, 2012, 11:11:42 am
Before the AA rocket nerf two of them would kill an ESF. With nerfing the AA rockets, flares stopping the rockets easily, and upgrades to air armor vs flak - G2A just isn't really a threat at all anymore.

Back in beta I would find another guy with the AA rocket launcher and team up, then we would sit on a building taking out scythes and mosquitos one after another. We'd pick a target, lock on, and fire. A few seconds later the mosquito that expected to get a bit of damage suddenly went boom. Sometimes the flares would stop our first volley, but if they were dumb enough to hang around we'd launch a second and take them out. Most of them didn't seem to expect the lock on warning to be two rockets coming simultaneously. The smart ones would zip away before we got a lock on and we'd have to switch targets, but most of them just ignored the lock.

How many AA rockets is it to kill an ESF now anyway? Three? And I imagine libs are like 10+ now? I haven't got the AA launcher in release since it's super expensive now.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 11:20:41 am
Before the AA rocket nerf two of them would kill an ESF. With nerfing the AA rockets, flares stopping the rockets easily, and upgrades to air armor vs flak - G2A just isn't really a threat at all anymore.

Back in beta I would find another guy with the AA rocket launcher and team up, then we would sit on a building taking out scythes and mosquitos one after another. We'd pick a target, lock on, and fire. A few seconds later the mosquito that expected to get a bit of damage suddenly went boom. Sometimes the flares would stop our first volley, but if they were dumb enough to hang around we'd launch a second and take them out. Most of them didn't seem to expect the lock on warning to be two rockets coming simultaneously. The smart ones would zip away before we got a lock on and we'd have to switch targets, but most of them just ignored the lock.

How many AA rockets is it to kill an ESF now anyway? Three? And I imagine libs are like 10+ now? I haven't got the AA launcher in release since it's super expensive now.
I can tell you now. If an ESF stayed still long enough, half a Duel Burster Max Clip would be enough to kill one. They can escape when I need to Reload if its at full health or just a little bit out of range for all shots to hit...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Journier on December 02, 2012, 11:22:00 am
I honestly cant believe libs are 10+ AA rockets. now... imo probably 6. My lib gets raped in the air usually even with zig zagging and my friend doing some of the best flying in that big hunk of shit i have ever seen. Guys an aerobatic master.

a fighter if it hits all its rocket pods on you will 100 to Zero you in a moment with a little extra gun fire in a lib. However, the Liberators, Dalton 150mm Heat gun, will 2 shot a enemy lib, and 1 shot a enemy fighter :) and 3-4 shot a galaxy.

Liberator is honestly... SOOO bad without support. if you get ganged up on by 2 enemy fighters, you have a very small chance of making it out there, unless your squad is in a bunch of mosquito's to run them off. Honestly its sorta crazy. When we do a Air operation in my outfit, it works really well, just cant depend on the rest of the planetside playerbase to provide any cover for Liberators :(

Wow, this is turning into a long post.

They need to fix the AA turrets on bases as well. Those things are such trash. Literally huge ass spread and dont do jack shit, unless a liberator is sitting still very nearby. They literally have the worst accuracy of any weapon i know of in the game... Why did they get nerfed so hard. Double Burster max's imo way more effective!

And The AA Turrets, have a very slow projectile speed as well. I dont even...  They really fucked up the Anti Air portion of this game IMO.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 02, 2012, 11:31:00 am
if I am reading that chart correctly, the AF-19 Mercenary is the best gun for killing excluding shotgun in the NC arsenal, well, uncerted with the ammo types.
TTK is time to kill right?

And yea, you need a squad of AA rockets to take out anything in the sky really, assuming the plane lacks flairs.  I hope it gets balanced eventrally.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 02, 2012, 11:35:00 am
An ESF takes 3 G2A rockets to down, and i think a Lib takes 8.
In my opinion the Rocketpods aren't OP, it is just that there isn't anything around to make the planes fear getting close enough to use them except for a roof with a bunch of AA maxes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 11:46:16 am
An ESF takes 3 G2A rockets to down, and i think a Lib takes 8.
In my opinion the Rocketpods aren't OP, it is just that there isn't anything around to make the planes fear getting close enough to use them except for a roof with a bunch of AA maxes.
Which is also a Pinata of EXP for a Single Lib which sits way at the top of the Sky limit which can't be hit and no Ally ESF can get to due to the swarms of enemy ESF covering the Lib
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on December 02, 2012, 12:10:51 pm
So, I was complaining about being terrible earlier, but I just joined a random squad and found them to be talkative and coopeative. After a while of going with them, my overall KDR has tripled from 0.1 to 0.3.
Yay, teamwork. If only I actually had a stable group of friends I could play with. Unfortunately, most of my friends are too busy playing Black Ops 2 or FIFA 13 or something.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 02, 2012, 12:56:15 pm
If you're on Mattherson, The Ascended are pretty neat. We took all of Amerish. I now have a favorite new base, but i don't remember what it was called. I was in Alpha Squad and our main task was to defend and do air support. At the latter i was pretty terrible, but defense i liked.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vel on December 02, 2012, 02:27:58 pm
I have to second (.. well looks like something like fifth by now) G2A missiles being severely underpowered; I think a lot of the issue is from the slow missile speed and long reload time. It's basically impossible to be anything more than a minor annoyance with them; the only thing I've ever killed with it were literally just n00bie pilots who freaked out and crashed themselves even though they would've taken fairly little damage just by tanking it, or could easily outrun the missile until it hit its' max time limit and exploded.


and I don't even get credit for those 'kills'.


The only thing they seem to be good for is an amusing time when you see a decent pilot do barrel rolls and flips in the sky for a few moments until your missile explodes harmlessly, then turns around and explodes your face off instantly with rockets.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 02, 2012, 02:37:39 pm
The only reasonable buff I'd support for G2A:

* Make the G2A missile launcher a default unlock for the Heavy. Refund station points/certs to anyone who has unlocked it.

Imagine, if you will, a base defended by 50 people. Assume a random distribution of classes (usually, Heavy is strongly over-represented), so 10 Heavies. Assume half of them chose the G2A launcher.

You fly anywhere within range, you've got up to 5 missiles targeting you. Flares, which are now mandatory, give you 5 seconds to attack, then get out of range before you've got a lethal quantity of explosives chasing you. ESFs are killed instantly, once their flares fade. Libs lose over half their health on the first volley, and die to the second. Nothing short of massed, organized air power would be able to assault the outpost.

As time passes and people unlock more weapons, there will be a lot more G2A Heavies around, and I believe there'll be more cries for a G2A nerf than anything. The only reason air is currently overpowered is because most infantry don't have a single counter-weapon, so the skies are largely safe.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Cthulhu on December 02, 2012, 02:39:49 pm
I'm kind of annoyed by the way A2A is locked on planes.  I basically can't do anything in a mosquito because everyone else has missiles.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on December 02, 2012, 02:49:01 pm
So I played some more, this time I knew most of what was going on, infiltrators are fun, but the crosshair vibration isn't, since there's no way to reduce it, atleast none that I know of. It's still all a bit too random at times and base layout will need to be memorised.

One major gripe is the color schemes and the world map which are fucking horrible. Whoever suggested blue and purple colors like these should have their eyes gauged out, because with an LCD and somewhat poor sight the map is very very hard to read, everything just blends together, yes there are filters but those require fiddling. If I want to see where shit is needed to be shot I don't want to spend several minutes trying to learn what part of the map is most heavily contested.

This goes for AA duty too, luckily there are those little stop marks when you shoot an ally, but too often a shared craft will look the same until it gets close. Overhead markers for friend/foe or a simple blue/red scheme for friend/foe would go a long way.

Anyways, will continue delving deeper into the game, it's fun so far and besides some minor interface gripes it seems like a keeper.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on December 02, 2012, 02:52:07 pm
press shift to hold your breath while sniping.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 02, 2012, 03:05:03 pm
press shift to hold your breath while sniping.

I love you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 02, 2012, 03:06:12 pm
I'm kind of annoyed by the way A2A is locked on planes.  I basically can't do anything in a mosquito because everyone else has missiles.

Get flares.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 02, 2012, 03:56:53 pm
press shift to hold your breath while sniping.

YOU CAN DO THAT?  My sniping can only improve with this tip.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 02, 2012, 03:57:26 pm
press shift to hold your breath while sniping.

And in case you've remapped keybinds a lot, that is the default 'sprint' key.  It doesn't give you much time, just a couple of seconds.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on December 02, 2012, 04:17:13 pm
yeah you get maybe two seconds and it can take a while to regenerate, so make sure you only use it when you're just about to fire.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 06:35:43 pm
One major gripe is the color schemes and the world map which are fucking horrible. Whoever suggested blue and purple colors like these should have their eyes gauged out, because with an LCD and somewhat poor sight the map is very very hard to read, everything just blends together, yes there are filters but those require fiddling. If I want to see where shit is needed to be shot I don't want to spend several minutes trying to learn what part of the map is most heavily contested.

It seems a little obvious, but try the marked hotspots? Y'know, the large, spikey yellow and red explosion things on the map that give you a deployment option the moment you click them and change in realtime to match the action? Granted, it'll probably be a zergfest, but there's your fight.

This goes for AA duty too, luckily there are those little stop marks when you shoot an ally, but too often a shared craft will look the same until it gets close. Overhead markers for friend/foe or a simple blue/red scheme for friend/foe would go a long way.

From what I've seen (mostly in gameplay videos), those exist. You've got green for squadmates, blue for factionmates, and nothing for unspotted enemies. Spotted enemies are, predictably, red. They are a bit on the small side, but not terribly so.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on December 02, 2012, 06:42:10 pm
This goes for AA duty too, luckily there are those little stop marks when you shoot an ally, but too often a shared craft will look the same until it gets close. Overhead markers for friend/foe or a simple blue/red scheme for friend/foe would go a long way.

From what I've seen (mostly in gameplay videos), those exist. You've got green for squadmates, blue for factionmates, and nothing for unspotted enemies. Spotted enemies are, predictably, red. They are a bit on the small side, but not terribly so.
Those don't show up until it gets to some arbitrary distance.
And AA can shoot for quite a long distance.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 02, 2012, 06:45:18 pm
AA needs to shoot that long distance, too, if they want to do anything more than mildly irritate whoever they shoot at.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 02, 2012, 06:48:22 pm
well, flak mostly do mildly irritate whatever it shoots at that distance. to actually kill something you kinda need to wait until its close enough to kill you so that you hopefully can surprise the guy before he runs away
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on December 02, 2012, 06:54:31 pm
AA needs to shoot that long distance, too, if they want to do anything more than mildly irritate whoever they shoot at.
I know.
The problem is the range that the markers show up at. But if they showed up from too far away then it'd make surprise tank attacks impossible.
I hate balance issues.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 06:59:44 pm
You can manually spot distant targets, though. IIRC the default key is 'q'. As in 400m+ distances (roughly judged).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on December 02, 2012, 07:01:03 pm
You can manually spot distant targets, though. IIRC the default key is 'q'. As in 400m+ distances (roughly judged).
Still sometimes too far away. Spotting has a limited range too.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 02, 2012, 07:02:03 pm
You can manually spot distant targets, though. IIRC the default key is 'q'. As in 400m+ distances (roughly judged).
And this is the reason why everyone is always shouting that they need ammo even when they dont.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 07:05:45 pm
You can manually spot distant targets, though. IIRC the default key is 'q'. As in 400m+ distances (roughly judged).
Still sometimes too far away. Spotting has a limited range too.

If they're half a kilometerish away, you'll almost certainly not kill them unless they close; even hitting them will be a difficult prospect. So, if your problem is "air is always fucking my shit up", would it not be prudent to not attract the attention of enemy air? Alternatively, if you really must, try firing a test shot or two? If you score a hit and don't get the FF warning, that solves that problem.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 02, 2012, 07:12:13 pm
The entire idea of an AA gun is to shoot enemy air.

Of course, AA guns have become almost useless, but it's nice to play pretend sometimes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 02, 2012, 07:29:53 pm
You can manually spot distant targets, though. IIRC the default key is 'q'. As in 400m+ distances (roughly judged).
And this is the reason why everyone is always shouting that they need ammo even when they dont.

I still have no clue why Q does context-sensitive callouts like that. "I've fired a bullet, and my target is a few metres out of range! Give me ammo!"
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 02, 2012, 07:33:50 pm
Something that I'm wondering about, but haven't really found an answer to...  does spotting ('announcing') an enemy make you show up on their map?  Or warn them in any way, other than if you're close enough for them to hear that is?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on December 02, 2012, 07:40:30 pm
no, but spotting does make you shout pretty damn loud. I think you can hear it from like 50-100 metres away
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 02, 2012, 08:08:38 pm
This is for players on Briggs.

Please be aware of a TR player by the name of Toroid, he is using a speed hack and if you see him in action, report him to the moderators.

Last night while sitting in an AV phalanx, he went zooming through my FOV flashing in and out of existence every fifteen metres leaving a wake of dead bodies behind him.  Others have reported him, but there is obviously not enough reports because he is still causing havoc.  Other players also 'yell'ed about someone using a flying hack, didn't see that one myself, or else I did not recognise it as such.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 02, 2012, 08:17:07 pm
is there a AV engineer turret? because the wiki says there is but I can find no evidence for one in game.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on December 02, 2012, 08:17:35 pm
This is for players on Briggs.

Please be aware of a TR player by the name of Toroid, he is using a speed hack and if you see him in action, report him to the moderators.

Last night while sitting in an AV phalanx, he went zooming through my FOV flashing in and out of existence every fifteen metres leaving a wake of dead bodies behind him.  Others have reported him, but there is obviously not enough reports because he is still causing havoc.  Other players also 'yell'ed about someone using a flying hack, didn't see that one myself, or else I did not recognise it as such.
I've seen stuff like that (people flashing across places, seeming to pop in and out of existence), but kind of assumed it was a synchronisation bug.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 02, 2012, 08:28:02 pm
I think they nerfed the triple A because people complained that air was useless because they kept getting shot down by the triple A. If you keep getting shot down by AA, send in some sundies to take out the AA, so the fliers can move in to assist.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 08:28:24 pm
The entire idea of an AA gun is to shoot enemy air.

Of course, AA guns have become almost useless, but it's nice to play pretend sometimes.

But you don't need AA if enemy air isn't attacking you in the first place. S'better to avoid problems than attract and try to solve them. Just sayin'. Same deal if you're flanking as a heavy and notice a swarm of EI running across a field 200ish meters away: yeah, you could open fire and maybe kill one of them before they got you, or you could keep moving and do what you were originally going to do instead.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 02, 2012, 08:32:40 pm
Unless you're a badass sniper with the LMG and know you can kill them all anyway, of course.

The thing about being an AA gunner is that you aren't doing anything else: your job is to shoot down enemy aircraft. Especially when you're in the base turrets: you either shoot or you watch. He's saying it would be nice if it were easier to do the shooting part without worrying about hitting your own guys.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 08:42:01 pm
But... wasn't one of his big complaints the relative ineffectiveness of AA? By that logic, the few flak bursts that would hit a friendly in the time it takes to notice the FF icon would be inconsequential. I already said this: if you start shooting at something far away, you'll be lucky to hit it at all. If you do, you'll know if it's friendly. If it's hostile and moving to attack, then you'll figure it out pretty quickly. If it's friendly coming towards you, the same. If it's not going anywhere near you, why do you care?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 02, 2012, 08:48:13 pm
The 'AA sucks' was my complaint, not his. He apparently disagrees if he's actually willing to try it.

As for the shooting at a friendly, the game doesn't care how much damage you do, it cares how many times you shoot friendlies. Each round that hits an ally counts, whether it killed them or scratched them. And it kinda sucks to get weapon-locked.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 08:50:24 pm
Which leads into the most relevant point: When you can't tell the difference between friendly and hostile, check your fire? It's SOP in real-world militaries for a reason, neh?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ozyton on December 02, 2012, 08:59:16 pm
It's relatively easy to distinguish betwen a Reaver, Mosquito, and Scythe, buteach faction's liberator and galaxy are identical except for slightly different paint jobs which can be hard to see at a distance. When I use a skyguard I usually fire one, maybe two bullets at something far, and if it's friendly I find something else to shoot, and if it's foe I continue shooting.

Then again from my experience a liberator can 2-3 shot a skyguard while staying outside of its range if it's flying high/far enough. Rather annoying. A skyguard can pretty much lock down an entire sector though, it's pretty satisfying. You don't even usually get many kills unless the pilots are dumb, but they all run away if they don't foolishy try to engage you with those dumb rocket pods.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 11:14:52 pm
You don't even usually get many kills unless the pilots are dumb,
And this is why No one plays AA, No rewards for clearing an area unless you kill something and chances are you don't kill anything is very high...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 11:21:14 pm
I've seen plenty of videos of people getting lots of points playing AA... in their fighters.  :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 02, 2012, 11:26:41 pm
I've seen plenty of videos of people getting lots of points playing AA... in their fighters.  :P
Yep. G2A AA is useless tbh. It might as well not even be there considering...
They got down on that Air counters Air shit too much...

Its like looking at a Medieval game and saying that Mounted Kills all infantry and only other Mounted can counter them. Ignore the fact that Horsemen were killed in droves by Spearman and Spearwalls, Infantry can't kill a Horseman...

Infantry are a versitile group of men, they can do alot more then what people think. BUT The way SOE has handled AA makes it impossible for Infantry to do anything. Please someone remind them that AA means Anti Air...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 02, 2012, 11:33:35 pm
I do think it would be good if they took out that armor you can cert into that reduces flak and small-arms damage; infantry should always be able to ping aircraft with their LMGs and rifles, at the very least, even if they're doing very minor damage. Better still (if they don't already have it), variable damage based on the hit location, possibly even extending to being able to damage pilots directly through the windscreen.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 02, 2012, 11:41:04 pm
You can ping ESF, and the damage is only minor/trivial.  The fun is seeing the pilot hit the afterburner, jink and roll as they try to avoid being hit, then they look at how much damage they took and swear.

Also, near the end of the Beta, (or has it ended, are we still doing it?), I stopped trying to hit craft with the AA launcher, flares and afterburners made it pointless to try.  However, it was still an effective tactic to lock-on just to drive the jittery pilots into a panic and they'd jet away.  but for 1k certs?  No, not worth it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bucket on December 02, 2012, 11:55:52 pm
The ideal Free 2 Play model is one where paying only gets you cosmetics or "side-grades" that focus on customization rather than upgrades.  That business model may be less likely to generate profit, but it's much healthier for the game experience.
So horse armor, basically. It sounds like a great way to bankrupt a company.

I actually like Battlefield's model. It does have paid upgrades, but there's a "Daily Draw" that gives you a small chance of winning special weapons or accessories (either for a day, a week, or permanently). I find myself logging in religiously to see if I can win something, where otherwise I may have let the game collect dust. It has the added effect of letting people preview upgrades, adding incentive to buy. If money didn't matter, I'd definitely buy one of those holographic sights...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 03, 2012, 12:20:50 am
is there a AV engineer turret? because the wiki says there is but I can find no evidence for one in game.

I actually looked this up on the forums... apparently, there used to be an AV Mana turret, but it was removed. Rumour has it the turret might be re-added in the future, but for now, you're stuck with the machine gun.  :(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 03, 2012, 12:27:05 am
The deal with side-grading aside, I really like what they've done with this by making only the base gun frames (and certain vehicle bits) unlockable with real cash, so you still have to play to get scopes, grips, class upgrades, and so forth. Granted, it does smell a little of p2w with the vehicle weapons, but I've read just as many reports from complete F2P players saying that they're getting 80ish certs per hour on average and that unlocks aren't much trouble as I have bitching about p2w. Personally, I like the idea of not being able to unlock everything in the first week of gameplay; it gives a sense of progression that is much more real. Though I still maintain that if you're playing a FPS with the goal of unlocking every single upgrade rather than for the sake of having fun goofing around and shooting people, you might be doing it wrong.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 03, 2012, 12:35:12 am
The ideal Free 2 Play model is one where paying only gets you cosmetics or "side-grades" that focus on customization rather than upgrades.  That business model may be less likely to generate profit, but it's much healthier for the game experience.
So horse armor, basically. It sounds like a great way to bankrupt a company.

Other companies have done it, League of Legends being a very prominent example.  Successful examples are admittedly rare in the western gaming world, but it's actually very common among asian online gaming companies.

I've read just as many reports from complete F2P players saying that they're getting 80ish certs per hour on average

Jesus fuck, I'd like to know how.  I've put over 20 hours into the game, and have made around 360 certs total.

Also, like I said originally, you can make an argument for the weapons being balanced.... but the character upgrades for utility and ability slots and the like are significant linear upgrades.   But I just double-checked, and that stuff can only be bought with certs.  I didn't notice that until now, so it's not as bad as I thought.  It is frustrating how expensive the weapons are, and I do feel like they're upgrades.  I've fooled around with trials of the more expensive sniper rifles, and my accuracy more than doubled with them.  It's only a moderate gripe at this point, though.  I think I will look up what it takes to make certs roll in quicker, because the rate I'm experiencing feels glacial and extremely frustrating.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 03, 2012, 12:43:36 am
I haven't actually played in a while. It was extremely fun when I first started playing the beta... but it's not anymore.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Pnx on December 03, 2012, 12:53:32 am
The ideal Free 2 Play model is one where paying only gets you cosmetics or "side-grades" that focus on customization rather than upgrades.  That business model may be less likely to generate profit, but it's much healthier for the game experience.
So horse armor, basically. It sounds like a great way to bankrupt a company.
League of Legends does it pretty well, and Riot doesn't seem to be in any danger of going bankrupt any time soon.

I haven't actually played in a while. It was extremely fun when I first started playing the beta... but it's not anymore.
Yeah I feel the same way, I probably wouldn't be playing at all if my brother and his friends weren't dragging me on to play it. I used to find it quite fun to play, but I'm finding it very frustrating and irritating right now.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on December 03, 2012, 01:21:54 am
I dunno about getting 80 certs per hour, but I can normally get about 100 per session if I really wanted.

It's a bit gimmicky, and not particularly fun after awhile. But basically you just ignore the whole team dynamic and go after major capture points. So if your team is about to capture a biolab or something, just jump in and grab free certs. Then hop on a plane or ATV and follow the map to the next free capture point. Rinse and repeat.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 03, 2012, 01:28:21 am
I bet the people who are getting 80/hour are paying for membership and boosts.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 03, 2012, 02:09:33 am
I dunno about getting 80 certs per hour, but I can normally get about 100 per session if I really wanted.

It's a bit gimmicky, and not particularly fun after awhile. But basically you just ignore the whole team dynamic and go after major capture points. So if your team is about to capture a biolab or something, just jump in and grab free certs. Then hop on a plane or ATV and follow the map to the next free capture point. Rinse and repeat.

...eh. Hardly the best way to get certs. A major capture is worth 1000 XP, which I believe translates into 2 CP. Minor captures are a mere 250 XP, or half a cert. Even if your team is making a lot of captures, I can't see this being a fast way to earn certs - and any solution that is both boring and inefficient isn't worth bothering with.

You're better off farming kills or support points. Kills are 100 XP each, plus a potential +10 headshot bonus, plus occasional bonuses for ending an enemy kill streak, plus bonuses for you getting a kill streak. Get ~4 kills in a life, and with the bonuses, you've just earned a cert. Support points are also nice - reviving a soldier grants 75 XP, and the soldier comes back at low health, awarding another 40 XP if you heal them back to full. Alternately, an engineer can get ~150 XP from repairing a destroyed generator or turret, making amp stations an awesome source of loot.


Or, ya know, admit that you're having fun with the game, decide that it's worth $20, and buy the weapons you really want. Sure, it's nice that everything can, in theory, be available for free... but I'm quite willing to drop $20 on a game that could easily have been a AAA release at $50-60. Think of the F2P mechanic as a really awesome demo (something that you don't see a lot of games releasing any more), and suddenly the pricing of items starts to make sense.  ;)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Pnx on December 03, 2012, 02:29:35 am
I dunno, even if I had cash buying a gun seems like a really bad idea. They seem to be extremely fond of nerfing anything that works well, while making something else overpowered. If I spent seven bucks on a weapon, I'd be very worried that later on that weapon is going to be useless.

Look at the skyguard, it's one of the top tier, most expensive weapons in the game. It used to be pretty damn good at warding off enemy aircraft, now it's completely shit, and I know a couple of people that are annoyed they bought it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 03, 2012, 02:37:06 am
@Thexor.
Its 250 exp per cert.  What they did was quadrupled the cert cost of everything, and some things even more than that.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 03, 2012, 02:52:46 am
Those working with me on Briggs who were f2p players were reporting something like 60-80 certs. I generally took them through easy caps and good defense areas and kept them working together right and they were rolling in it. But that was before all the rocketpod spamming started...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on December 03, 2012, 03:05:18 am
Or, ya know, admit that you're having fun with the game, decide that it's worth $20, and buy the weapons you really want.

I'd just as soon not encourage them to continue to sell power and enforce lengthy grinds. If they want my money, they can sell me some nice cosmetics (god their cosmetic shop sucks) or they can drop their F2P model and run the game more traditionally.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 03, 2012, 03:44:41 am
Or, ya know, admit that you're having fun with the game, decide that it's worth $20, and buy the weapons you really want.

I'd just as soon not encourage them to continue to sell power and enforce lengthy grinds. If they want my money, they can sell me some nice cosmetics (god their cosmetic shop sucks) or they can drop their F2P model and run the game more traditionally.
They don't sell power. All of the weapons are side-grades. Want the traditional model? Subscribe to remove most of the grind. What more would you want from the cosmetic shop in the first month?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on December 03, 2012, 03:55:51 am
They don't sell power. All of the weapons are side-grades.
If you say so.

Quote
What more would you want from the cosmetic shop in the first month?
The ability to preview the item on my character/vehicle seems... rather critical to deciding whether I like it or not. So I'd go with that, for now.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 03, 2012, 04:15:10 am
G2A AA is not totally useless. It's just useless for earning certs. It's still a mild deterrent, which is better than no deterrent, and having no AA at all will rape your squad eventually, when you're in the open.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ThtblovesDF on December 03, 2012, 07:26:01 am
They don't sell you power is only true if you think in the most simple of short term - terms.

They allow you to get power faster, if not straight out buy them.

Easy example:

Rocketlaucher.

Basic - fires straight only, normal damage
Anti Vehicle - CAN fire straight, more damage + possibly lock on.

Yeah.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 03, 2012, 08:32:48 am
They don't sell you power is only true if you think in the most simple of short term - terms.

They allow you to get power faster, if not straight out buy them.

Easy example:

Rocketlaucher.

Basic - fires straight only, normal damage
Anti Vehicle - CAN fire straight, more damage + possibly lock on.

Yeah.

Still a side-grade.

Basic: DMG 1000     Speed 100    (fast, weaker, dumbfire)
AV:    DMG 1500     Speed  40     (easy to evade slow fired rocket)
AA:    DMG 1275     Speed 100    (only engages air)

https://docs.google.com/spreadsheet/pub?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&gid=12
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 03, 2012, 09:02:09 am
Yeah, that doesn't really fly. The AA rocketlauncher is better at dumbfire than the default one.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 03, 2012, 09:07:56 am
You're better off farming kills or support points. Kills are 100 XP each, plus a potential +10 headshot bonus, plus occasional bonuses for ending an enemy kill streak, plus bonuses for you getting a kill streak. Get ~4 kills in a life, and with the bonuses, you've just earned a cert. Support points are also nice - reviving a soldier grants 75 XP, and the soldier comes back at low health, awarding another 40 XP if you heal them back to full. Alternately, an engineer can get ~150 XP from repairing a destroyed generator or turret, making amp stations an awesome source of loot.

Unfortunately, this makes sense, and it kinda bothers me.  When you put it that way, and I think you're right, it seems like they're encouraging you to wade into the meat grinder over and over, grabbing a couple kills every respawn.  I feel like I'm helping my faction out a lot more when I go capture 4-5 sparsely defended areas in the same time that it takes for one massive clusterfuck to grind itself out.  I have more fun doing it, too... but I only get like 15-20 certs per hour that way.

Or, ya know, admit that you're having fun with the game, decide that it's worth $20, and buy the weapons you really want. Sure, it's nice that everything can, in theory, be available for free... but I'm quite willing to drop $20 on a game that could easily have been a AAA release at $50-60. Think of the F2P mechanic as a really awesome demo (something that you don't see a lot of games releasing any more), and suddenly the pricing of items starts to make sense.  ;)

I wouldn't actually consider this a AAA title.  It can be fun, but at best I would consider it unfinished for a AAA.  The engine needs optimization.  I see player positioning bugs constantly.  There's more reports of cheating every day. 

Even if it were a completely solid AAA title, I still wouldn't pay that much.  I buy games almost exclusively during Steam sales anymore.  During the Fall sale, I picked up 12 games for about $30, and a couple of them were AAA titles.  By comparison, how can I justify spending $10 on a single item in a single game?  For 1/3 of the price, I'd consider it.  You could argue that they have to jack up the price so that paying customers make up for all the freebie players, but they'd make much much larger volume of sales at impulse buy prices, which I consider to be no more than $3.  I was actually planning to buy a some in-game cash the other day, thinking I'd drop $5-10 just once and buy a few items.  Then I saw how expensive everything is and just couldn't justify it.  That's when I logged off and made my first post on the subject in this thread.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 03, 2012, 10:19:33 am
I, personally, wish I could get a refund for the money I /did/ waste on this game. Even if I were to pick it up again, I don't even use any of the stuff that Alpha Squad gave me. The camo is hideous and the extra weapons are not ones I would have really bothered with in the first place.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 03, 2012, 10:41:12 am
I, personally, wish I could get a refund for the money I /did/ waste on this game. Even if I were to pick it up again, I don't even use any of the stuff that Alpha Squad gave me. The camo is hideous and the extra weapons are not ones I would have really bothered with in the first place.

Did you pay for that stuff or to get access before everyone else?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on December 03, 2012, 10:55:48 am
I, personally, wish I could get a refund for the money I /did/ waste on this game. Even if I were to pick it up again, I don't even use any of the stuff that Alpha Squad gave me. The camo is hideous and the extra weapons are not ones I would have really bothered with in the first place.

If I remeber correctly, the Alpha squad was the same price as the value of the station credits you got with it, so really the weapons and camo were just a bonuse on a normal station cash purchase. The problem with pre-ordering something though I guess.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Journier on December 03, 2012, 11:11:16 am
Honestly, right now the game needs ALOT of work performance wise and gameplay wise. Sorta silly.

People like Galaxy pilots, get almost no xp, in fact liberator pilots also get screwed on XP.  Tailgunner position gets absolutely nothing.

But from what I read if the game is successful they will have the time to make it bigger and better, adding continental siege units etc!

I dont know the future of the game right now makes me fear its not gonna make it 2 more years, but i hope it does to see the improvements they make...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: justinlee999 on December 03, 2012, 11:59:45 am
I'm the best Vanu sniper ever.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 03, 2012, 12:05:03 pm
My current want for ESF Fix...
Not able to eject from ESF in flight unless you have an Ejection Seat...
Too many Suicide Players ejecting when their craft is about to go down...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 03, 2012, 12:16:14 pm
I probably got about 50 certs per hour while playing with The Ascended.

But then again, i was in the defense squad, wich i really enjoyed too. Just gotta learn how to fly a plane.

@Neyvn If they make ejection seat standard, amounts of flares will double.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Pnx on December 03, 2012, 12:18:44 pm
They don't sell you power is only true if you think in the most simple of short term - terms.

They allow you to get power faster, if not straight out buy them.

Easy example:

Rocketlaucher.

Basic - fires straight only, normal damage
Anti Vehicle - CAN fire straight, more damage + possibly lock on.

Yeah.

Still a side-grade.

Basic: DMG 1000     Speed 100    (fast, weaker, dumbfire)
AV:    DMG 1500     Speed  40     (easy to evade slow fired rocket)
AA:    DMG 1275     Speed 100    (only engages air)

https://docs.google.com/spreadsheet/pub?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&gid=12
Yeah, that doesn't really fly. The AA rocketlauncher is better at dumbfire than the default one.
Yup, near as I can tell the AA rocketlauncher still works better than the regular one against ground targets.

There's also an NC sniper rifle the SAS-R that's listed on there, it's better than the basic sniper rifle in every respect except projectile speed (which means you have to lead slightly further). The only drawback is that you have to actually buy a scope for it, it only comes with ironsights default.

EDIT: Oh, and of course you've got the rocket pods, which make fighters incredibly good at just blowing apart clusters of infantry and such, they also work pretty well against other fighters and liberators if you get close and sneak up on them.

Also the air superiority gun seems to be better than the basic gun in every respect except ammo. It's better against aircraft, it's better against infantry, it's better against vehicles, but you do need to resupply pretty soon.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 03, 2012, 01:43:38 pm
There's also an NC sniper rifle the SAS-R that's listed on there, it's better than the basic sniper rifle in every respect except projectile speed (which means you have to lead slightly further). The only drawback is that you have to actually buy a scope for it, it only comes with ironsights default.

Umm, what? The SAS-R has exactly the same damage as the default LA80. The SAS-R gains a slightly faster reload speed and small RoF bonus, in exchange for a pretty hefty drop in projectile speed. That, plus the fact that it comes with ironsights, suggests it's designed to be a slightly closer-range weapon than the default rifle.

EDIT: Oh, and of course you've got the rocket pods, which make fighters incredibly good at just blowing apart clusters of infantry and such, they also work pretty well against other fighters and liberators if you get close and sneak up on them.

Only if they're not moving - the slow-firing rockets are utterly useless against anything that's mobile. A Lib has enough armour to react before the rockets kill them, though they'll be heavily damaged. And fighters are almost never stationary in combat.

Also the air superiority gun seems to be better than the basic gun in every respect except ammo. It's better against aircraft, it's better against infantry, it's better against vehicles, but you do need to resupply pretty soon.

That's because hemmingjay mis-typed his values. Sorry, hemmingjay.  :( The sheet actually gives values of:

Basic: 1700    Speed: 100
AV:    1500    Speed: 40
AA:    1275    Speed: 100

Note that all of them have a splash damage of 1000, so you're better off using the basic or AA rockets for infantry killing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 03, 2012, 01:51:25 pm
The AA rockets have the advantage of a straight trajectory, at least.

The AV rockets seem useless, though. I mean, sure, you're more likely to hit your target... if you sit and wait for it to lock. You can usually spend the same time or less aiming and still get a good chance of hitting an unaware enemy, plus the basic rocket has a lot better damage range.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 03, 2012, 01:58:02 pm
The AV rocket's not bad at long-range combat. If you're firing at a vehicle a distance away, they can intentionally dodge dumbfire rockets.

But yeah, I agree: the AV rocket is very situational, and 9 times out of 10 I'd rather have the default rocket.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 03, 2012, 02:05:47 pm
Okay, getting to a base, there's a few tanks sitting outside the gate, shooting towers or something... I deploy my sundy, switch to LA, jump over the wall, kill some guys, disable the gen, and then they pour through, meanwhile spawning like madmen for some reason (by now theres over 25 of my guys running around).

This is why I don't join squads zergs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Pnx on December 03, 2012, 03:11:52 pm
There's also an NC sniper rifle the SAS-R that's listed on there, it's better than the basic sniper rifle in every respect except projectile speed (which means you have to lead slightly further). The only drawback is that you have to actually buy a scope for it, it only comes with ironsights default.

Umm, what? The SAS-R has exactly the same damage as the default LA80. The SAS-R gains a slightly faster reload speed and small RoF bonus, in exchange for a pretty hefty drop in projectile speed. That, plus the fact that it comes with ironsights, suggests it's designed to be a slightly closer-range weapon than the default rifle.
The projectile speed drop is pretty meaningless, the 10% difference just means the bullet arrives .26 seconds later, instead of .25 seconds later, if you could hit with one, you can generally hit with the other. It makes some difference at longer ranges because you have to adjust for a greater bullet drop, but this is not really a huge deal.

The reload speed is also pretty pointless, but the recocking speed (which I don't believe is shown on there) is not, you can recock the SAS-R quite a bit faster than you can recock the LA80, which makes a huge difference when you're trying to snipe a target that's moving around too much to hit in the head. If you hit someone in the chest, you need to hit them again in order to finish them off, with the SAS-R the faster recock which lets you fire your second shot faster, means that it's much easier to kill someone with two chest shots, while being ever so slightly more difficult to kill them with a headshot (at least with a scope you have to pay 100 certs for).

EDIT: Oh, and of course you've got the rocket pods, which make fighters incredibly good at just blowing apart clusters of infantry and such, they also work pretty well against other fighters and liberators if you get close and sneak up on them.

Only if they're not moving - the slow-firing rockets are utterly useless against anything that's mobile. A Lib has enough armour to react before the rockets kill them, though they'll be heavily damaged. And fighters are almost never stationary in combat.
Eh, I've done a try before you buy with them a few times and I never had that much trouble against moving targets (unless they were lightnings or something), in all honesty I never found them that great against vehicles, but they are better than the main guns. Where they really excel is at quickly hosing down clusters of infantry, you can rack up a hell of a lot of kills by blasting the rear of a sunderer. As for liberators, in my experience most liberators have to hover if they want to get a steady shot, especially if they're at the ceiling, if you come up behind them in a fighter while they're distracted, it can be pretty easy to get really close and then hammer into them with the rockets. Then when they inevitably start running away you can gun them down. It's by no means perfect, and it helps to have someone with you who can help finish them off, but it does do nothing but add to your killing power.

Also the air superiority gun seems to be better than the basic gun in every respect except ammo. It's better against aircraft, it's better against infantry, it's better against vehicles, but you do need to resupply pretty soon.

That's because hemmingjay mis-typed his values. Sorry, hemmingjay.  :( The sheet actually gives values of:

Basic: 1700    Speed: 100
AV:    1500    Speed: 40
AA:    1275    Speed: 100

Note that all of them have a splash damage of 1000, so you're better off using the basic or AA rockets for infantry killing.
I was actually refering to the air superiority cannons on the fighters. They're slightly worse when strafing vehicles at a range, but better under most other circumstances.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 03, 2012, 04:15:50 pm
So... my faction just captured a continent... I think?... Do you have to capture the warp gates to accomplish this?... can the warp gates be captured?... is there anyway to learn about this stuff without sitting through a 20 min video?... I managed to hunt down a couple testimonies stating that basically nothing happens... there's no announcement on screen and no notable reward for this accomplishment... yes every statement in this post is delineated with ellipses to express how perplexed I am by this game design... I would think that capturing a continent would be a big deal... this is the first time I've seen it happen in like 30 hours of gameplay, and for being the heavily implied ultimate goal of the game, there is suspiciously little concrete information about it anywhere...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on December 03, 2012, 04:33:08 pm
theres no big message in the sky, no.

but you can tell when its done because you'll have the bonus and the continent will be your colour in the warp gate thingy
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Micro102 on December 03, 2012, 04:57:32 pm
Did they actually make it so a faction can capture a continent? Because last time I checked, you could push back the other 2 groups and make everything but the warp gates your territory, and then you waited until enough players were on that they could push back.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Pnx on December 03, 2012, 05:01:50 pm
You can't capture warpgates, you can't even get close because it'll say you're out of bounds and kill you after ten seconds if you get too close. A continent is conquered when everything except the the other faction's warpgates is under your control, at which point your team will get a bonus on all three continents until someone else captures that continent. The bonuses are honestly not all that great either.

There is really not ultimate goal, you just fight, fight, and fight some more. Something to give all of this some kind of greater meaning might be nice, but as far as I know there really isn't one planned, it's just an endless, ultimately pointless war where the three sides go back and forth taking the same territories over and over and over again. Which is fine I guess.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on December 03, 2012, 06:11:05 pm
39% TR population on Waterson. I feel like such mainstream trash now. ;_;

The Hipster is strong with this one.

No, but really, you and your TR compatriots really are mainstream trash.

:P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 03, 2012, 06:43:22 pm
So... my faction just captured a continent... I think?... Do you have to capture the warp gates to accomplish this?... can the warp gates be captured?... is there anyway to learn about this stuff without sitting through a 20 min video?... I managed to hunt down a couple testimonies stating that basically nothing happens... there's no announcement on screen and no notable reward for this accomplishment... yes every statement in this post is delineated with ellipses to express how perplexed I am by this game design... I would think that capturing a continent would be a big deal... this is the first time I've seen it happen in like 30 hours of gameplay, and for being the heavily implied ultimate goal of the game, there is suspiciously little concrete information about it anywhere...

The game can technically be "won" if one faction controls the entirety of all of the continents (except for enemy warpgates, obviously); the NC did it something like five times in the original (and the Vanu once, maybe). But IIRC there's no concrete reward from doing so, just bragging rights.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 03, 2012, 08:10:36 pm
NC's a lot more 'mainstream' than TR as far as media is concerned.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: umiman on December 03, 2012, 08:20:43 pm
Pfft! Mainstream?! The NC are fighting the good fight so that all the good people of Amurrica Auraxis can pay taxes, work for minimum wage, and worship celebrities! OO RAH!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 03, 2012, 09:57:38 pm
Sadly, rebels terrorists freedom fighters corporate mercenaries are still more attractive than jackbooted fascists that treat their soldiers like Imperial Guard (Want to sign up? Here's your t-shirt and flashlight BB gun!  Now go die for glory or something.) or tech-worshipping weeaboos with a hardon for lasers and anti-grav.

 :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 03, 2012, 10:44:33 pm
I wonder how many certs it costs for proximity detection tech on a Scythe......?

So many crash into things, I do wonder - after all, it is not deliberate...........Is it?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 03, 2012, 11:03:43 pm
Think of it this way: you commit suicide, or get TK'd, nobody gets kill credit against you. You're just depriving the other team of valuable experience, which in turn deprives them of certs, which in turn leaves them poorly equipped.   ;)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: justinlee999 on December 03, 2012, 11:11:55 pm
Think of it this way: you commit suicide, or get TK'd, nobody gets kill credit against you. You're just depriving the other team of valuable experience, which in turn deprives them of certs, which in turn leaves them poorly equipped.   ;)
Thinking like a true MOBA player here.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 03, 2012, 11:45:50 pm
[font==Sarcasm]
Ah!  So when they have 60% pop on the continent, and your faction is only 20%, they need help to even up the odds......

I see, that makes it much clearer, thanks.
[/font]
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 04, 2012, 12:19:00 am
Think of it this way: you commit suicide, or get TK'd, nobody gets kill credit against you. You're just depriving the other team of valuable experience, which in turn deprives them of certs, which in turn leaves them poorly equipped.   ;)
Which needs to be addressed...
This should not be allowed to happen, as I said before, Ejector seats should be the only way to exit an aircraft midflight (other then Gals of course)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: darkrider2 on December 04, 2012, 12:23:04 am
According to Steam this game is free to play? AM I DREAMING PINCH ME.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 12:31:45 am
According to Steam this game is free to play? AM I DREAMING PINCH ME.

No dream, just lots of bitching about p2w as is the norm for any f2p game. Personally I'm going to play the heck out of it once my new computer gets here.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 04, 2012, 12:35:04 am
According to Steam this game is free to play? AM I DREAMING PINCH ME.

No dream, just lots of bitching about p2w as is the norm for any f2p game. Personally I'm going to play the heck out of it once my new computer gets here.
Can we be clear here...
Its not really P2W. Its more a P2Advance Faster. Spending money can give you the ability to unlock different weapons sooner then that of someone that is playing with the ingame method of unlocking, you can not upgrade the 'stats' of the weapon or vehicle without getting Certs but you can get their weapons...

Though I do think that with tanks the different kinds of Turrets should really be upgrades not unlocks or something...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 12:45:11 am
The only issue I really have with their system is letting people upgrade vehicles with real cash. Other than that, it's fine; pretty much everything else you can buy is either cosmetic or a gun frame. All of the class upgrades and weapon parts have to be earned, to my recollection.

That aside, I think the whole issue with "OMG it's so hard to get lots of certs" is more than a tad over-exaggerated, both because it is an MMO (meaning that it's expected for it to take a long time to complete/unlock every damned feature) and because you don't need to unlock every single thing for a single class, much less all of them, in order to set up your ideal loadout. I would normally hesitate to say this, but it really does reek of the CoD mentality, with people expecting to unlock piles of stuff every time they make a tiny bit of progress. More is not better, neh?

 :-X
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Rez on December 04, 2012, 01:00:44 am
Quit your p2w apologizing.  You can pay for an in-game advantage. qed.

There seems to be some prevailing attitude that unless patronage outright gives you a 'I win' button, then it's not pay to win.   I don't think I've ever seen a game that does this.  If paying to achieve an in-game advantage isn't p2w, just what is?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 04, 2012, 01:13:38 am
It's going to take me at least a month of dedicated saving to afford an 1000 cert weapon, if I keep playing at the pace I have been.  I haven't been putting in hardcore gamer hours, but I've been playing every day for over a week.  Seems a bit excessive.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 01:49:21 am
Quit your p2w apologizing.  You can pay for an in-game advantage. qed.

There seems to be some prevailing attitude that unless patronage outright gives you a 'I win' button, then it's not pay to win.   I don't think I've ever seen a game that does this.  If paying to achieve an in-game advantage isn't p2w, just what is?

See, this is the issue. I agree that the vehicle upgrades are blatant p2w. Weapon frames? I don't think so. This is a FPS, after all; the outcome of combat is always going to be determined more by active intelligence, reflexes, game knowledge, and (naturally) luck than by what gun you're using compared to the other guy. In the vast majority of cases that I've seen, people whining about one gun or another being overpowered are those who get killed a lot and can't figure out why, so they latch on to the easy scapegoat. Coincidentally, the p2w label matches that very well.

That's the issue I have with the people who automatically assume that "pay to unlock the basic form of guns that are at least plausibly describable as sidegrades" equates to "automatic win button, insert cash here". This isn't an Evonyalike where absolutely everything is improved by dumping cash on it, and it isn't an RPG where raw numbers matter more than player ability.

In short, if people can go around in FPSes doing well with the shittiest guns, the problem is not with being able to unlock guns slightly earlier by paying cash, it's that people are willing to latch onto any excuse for why they aren't doing well.

The vehicle upgrades? Yes, they're a problem. Unlike the guns they're very clearly direct upgrades which can be bought with cash or certs (while the infantry upgrades are only available through certs), and they give very clear advantages. Issue, which I have already clearly acknowledged.

Guns? Not so much. Unless you're trying to claim that in every FPS ever made the people who have been playing for long enough to get more guns are automatically going to win every round because they have better guns. Sorry to burst your bubble, but that's not how it works.

I'm not practicing apologetics, I'm calling out bullshit on both sides of the line. Making vehicle upgrades available through cash is bad (though not nearly as much as some games), and citing every possible thing you can buy with cash is patently absurd, particularly when you don't have a statistically significant advantage drawn from it. You might as well claim that the camo patterns you can buy are p2w because they make it easier to blend it with the landscape or some tripe like that.  ::)

If there were significantly better guns that could only be unlocked with real cash, that would be p2w. That's very clearly not what this is.


On a slightly related point: Like all games with progression, you get exactly as much out as you put in. If someone is concerned that they're not progressing enough because they only play a couple hours a week, I don't think it's out of place to question why the hell they're playing a FPS (of all things) to unlock shit rather than to have fun pretending to murder people.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 04, 2012, 02:03:02 am
[font==24pt sarcasm]

I want to buy camo-scheme for my tank that is composed of bright red, blue and purple patches.

That'll bugger 'em right up.

[/font]

Fake Edit: Damn, the font change has stopped working, I'll leave it in just in case it mysteriously starts working again.  And some people should know sarcasm even when it isn't bloody obvious.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 04, 2012, 02:13:47 am
particularly when you don't have a statistically significant advantage drawn from it.

Statistics:  Like I said before, I've been mainly playing infiltrator, and I trialed a couple of the 1000 cert sniper rifles.  You can look at statistics of your performance with each weapon in the game.  My accuracy doubled.  This is vs the cheapest bolt action rifle with the 12x zoom scope attached.  I couldn't even attach a better scope to the trial weapons.

On a slightly related point: Like all games with progression, you get exactly as much out as you put in. If someone is concerned that they're not progressing enough because they only play a couple hours a week, I don't think it's out of place to question why the hell they're playing a FPS (of all things) to unlock shit rather than to have fun pretending to murder people.

I've played about 30 hours for 495 cert points.  So basically, you'll get a 1000 cert weapon in a month if you treat the game like a part time job.  I am playing it for the massive battleground FPS experience, not for the progression.  That's exactly why the progression is an irksome feature.  I do decently well for myself in the game, but I frequently encounter situations where I'm stuck thinking, for example, "Damn... I'd really like to do something about the crushing death raining on us from above, but I haven't paid $10 for a weapon that has any chance of hitting a moving aircraft."

Yeah, it's not literally Pay-to-Win, but it is definitely Pay-to-do-much-better (or put in a few hundred hours to round out a single character on a single server with a limited selection of choice upgrades).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 04, 2012, 03:06:59 am
The only game I've ever felt did F2P nigh-perfectly was Blacklight: Retribution, and that was because of the ability to rent weapons and upgrades, in addition to buying either of them all out. Renting is something all F2P games should incorporate, because it allows you to both try weapons and weapon combos, sink extra points into weapon you like but can't afford to make permanent yet, and stay on par with people who simply went out and bought everything.

In PS2, I finally earned a total of 1000 Certs after about 50 hours of play - Including messing around, AFK'ing and such. Now, if I hadn't purchased a single item during those 50 hours, I could have gotten one of those really expensive weapons... Only to discover that it didn't fit my play style. (Note, this is purely theoretical. I did buy a bunch of stuff between then and now, and I don't regret any of it.) With a rental system, the problem of spending 50 hours of game time to earn a single weapon you end up disliking is a poor choice rather than a design flaw. Heck, with good rental deals I'd accept seeing 2000 cert weapons, and you know I'd work towards making my favorite weapons and upgrades permanent.

PS2 certainly isn't P2W, but folk who pay are pretty far ahead in the arms race compared to free people, simply because freeloaders like me can't earn the equipment they want to stay competitive (Or at least feel like it).

It doesn't help that the game totes everything as a "side grade", yet requires you to play the game as a full time job in order to get weapons that are, in theory, on level with other weapons.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: MorleyDev on December 04, 2012, 03:09:43 am
It's more pay to use a weapon better suited to your desired play style. The bolt sniper rifles are more accurate and handle range better but lack the fire rate of the default.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 04, 2012, 03:14:52 am
You can sure mess stuff up with semi-auto rifles, though. In the middle of a large field with lots of fire going along the fronts, people sitting back are expecting to take a few stray, weak shots. When your first shot doesn't take down their shields, they assume you're not a sniper and don't react as fast as they should - By the time they realize they're in trouble, you've taken their head off.

One of the reasons my TR guy has such a high K/D ratio is one hour played as a sniper defending The Crown.
The other reason is that TR is OP.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 04, 2012, 04:08:11 am
Fire rate only helps in mid-range encounters where most machine guns seem accurate enough to outclass you anyway.  Having spent hours with both, it doesn't feel like fire rate makes up for accuracy loss at true sniper ranges.  When default takes 2-3 shots to kill, the bolt-action takes 1-2 shots, and people start evading after the first shot either way, I'll take the bolt-action.  The devs seem to look at it the same way, considering every max cost sniper weapon I sampled was a bolt-action, it took the same number of shots to kill, and the only balance between them seemed to be between minor tweaks to reload/firing rates and accuracy.  I'll take the accuracy every time, because shot:kill ratio seems to trump everything, unless you're planning to go sneaking into a base.

Blacklight did nail the F2P balance perfectly.  All the weapons did feel like true side-grades.  Many games boast such a balance, but that's the only game that really felt honest about it.  The rental system was great.  Giving you free trials of stuff when you leveled was great.  The rate at which you accumulated stuff was great, while still offering enough variety to keep you busy collecting for a long time.  You always had something new to toy with, while rarely feeling like you just flat upgraded.  It was also the most polished F2P game I've ever seen in terms of gameplay and production quality.  It's a shame the title seems to have failed.  I played it a few nights in a row before picking up Planetside 2, and there were never more than like 30 people on total across 5 or 6 servers.

In PS2, I finally earned a total of 1000 Certs after about 50 hours of play - Including messing around, AFK'ing and such. Now, if I hadn't purchased a single item during those 50 hours, I could have gotten one of those really expensive weapons...

I've spent about 300 on all the cheapest upgrades for each class and vehicle.  Anything under 30, plus a couple 30 point items.  I also bought the cheapest unlockable sniper rifle, and the deploy ability for the Sunderer.  It's all made a very noticeable difference.  That could be because I've been playing FPS since 1994, so I have a decently fine-tuned feel for them.  I've also favored snipers in any FPS that offers them since the Future vs Fantasy mod for Quake in 1996.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 04, 2012, 10:08:37 am
well, to be honest you can rent a weapon for 30 minutes every 8 hours or so.  but yea, I play for a couple days and have gotten around a 100 certs,

and yea, red camo makes it obvious that you are indeed on the enemies side, and makes you easier to see... cinda missing the point of camo.

I am not  a good sniper, I spend way to long lining up my shot and only get kills if the person is standing still or I get somewhat lucky.  glad that NC has a bolt-loaded by default.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 04, 2012, 10:47:34 am
I hate sniping. I get kills when i shouldn't and don't when i should.
TR sniper sitting below me while I am on a hill, crouched there forever. I aim, I aim, I HIT THE HEAD... He not dead. He turns and knows exactly where I am somehow and shoots me in one hit... Don't think he was hacking though, prob just took a good guess but still, damn it all...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: martinuzz on December 04, 2012, 11:44:25 am
Why are people talking about Blacklight Retribution in the past tense? Last time I checked (about 2 weeks ago), it was pretty much alive. And I agree, it's rental system is a good thing. Unfortunatly it does not have the massive scale battles, that PS2 has.

I don't think PS2 is is P2W. I do agree however, that it takes too darn long to earn those 1000 credits. It took me almost 2 weeks of hardcore gaming. And since I spent a few hundreds on essentials, like Sundy deploy and resupply, and a shield for my vanguard, I'll have to play a bit more before I can buy one of them 1000 credit gun frames.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: darkrider2 on December 04, 2012, 12:18:04 pm
I ask one question and ERMEHGERD P2W!!!

Just wanted to make sure it wasn't a bug or someone trying to fraud me. k thnx.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: justinlee999 on December 04, 2012, 12:25:17 pm
Quit your whining, THIS is the real pay2win. (http://www.youtube.com/watch?v=tL9aWePmO2k)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 04, 2012, 01:31:09 pm
Just noticed a TR engineer move across the landscape, walking (or "lagging") at 200 km/h. Managed to one-shot him with my magrider though.

Killing cheaters is just SO satisfying :D
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Werdna on December 04, 2012, 01:43:02 pm
If I unlock a weapon, does it unlock for all classes that can use it?  Ex:  Pulsar C, which can be used by the Engy and the LA.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 04, 2012, 01:45:07 pm
It did in the beta, dunno if it still does but I think so.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on December 04, 2012, 02:09:01 pm
It still does, I can use my unlocked GD-7 (I think) carbine on both LA and egnineer.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on December 04, 2012, 02:49:30 pm
I was just thinking we should all buy the red camo and inflitrate TR
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ozyton on December 04, 2012, 02:58:18 pm
If you try renting o e of the weapons maybe it will appear on both classes, Nd if it does, there's your answer.

I figured out recently that medkits a d restorTion kits are unlocked between all classes for just certing it once.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 04:54:28 pm
Quit your whining, THIS is the real pay2win. (http://www.youtube.com/watch?v=tL9aWePmO2k)

Even after seeing that, I'm still considering going NC. :|
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 04, 2012, 05:29:21 pm
What's the Bay12ers density spread as far as server/faction goes right now?

I'm finally wrapping up this semester and have time to get back into PS2. I've also (re)discovered that I have horrible impulse control when my sleep schedule is erratic as I purchased a year-long subscription before realizing that I might not have enough for food this month (only semi-j/king).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 05:51:50 pm
What's the Bay12ers density spread as far as server/faction goes right now?

I'm finally wrapping up this semester and have time to get back into PS2. I've also (re)discovered that I have horrible impulse control when my sleep schedule is erratic as I purchased a year-long subscription before realizing that I might not have enough for food this month (only semi-j/king).

Judging by this (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0), the vast majority of us are NC, mostly on Mattherson and Miller.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Fayrik on December 04, 2012, 06:02:18 pm
Even after seeing that, I'm still considering going NC. :|
Nooo! Don't fall into the hands of the mainstream faction!
Fight monotony, fight the NC!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 04, 2012, 06:16:52 pm
Made an NC character on Matherson.  Sucks to start over.  I really hate the game's character system.  But I'd like to see some B12ers around.  Name is SalmonB12.

My first character is VS on Waterson named PentaGrand.

Also, I saw mention that the game cash sometimes goes on sale where you can get double or triple the amount.  Hopefully there will be a triple sale around Christmas, and I'll see if I can drop $20 on it.

Why are people talking about Blacklight Retribution in the past tense?

Blacklight -- Last I checked (also 2-3 weeks ago) the game is still up and running, but server populations were pretty low.  Not a good sign.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 06:21:43 pm
Even after seeing that, I'm still considering going NC. :|
Nooo! Don't fall into the hands of the mainstream faction!
Fight monotony, fight the NC!
I do so adore the big metal blocks aesthetic, though.

If I didn't go by what I like the looks of, I'd be torn between TR for the mossie and VS for the accurate guns. Also because the magrider can drive up really steep cliffs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Geen on December 04, 2012, 06:51:38 pm
Giraffes need to be nerfed, because half the idiots I stab ask me to heal them. Durr.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 04, 2012, 06:59:06 pm
To be fair, 'friendly fire' means that shooting the one enemy in the midst of a dozen allies is hard. Half those players might've spotted the 'giraffe', but been unable to get a shot off without murdering their allies.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 04, 2012, 09:16:19 pm
That never stopped me.

I still haven't been weapon-locked.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 09:46:05 pm
They were just blinded by the glory of the revolution.

>.>

<.<
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 04, 2012, 09:57:55 pm
so, you get exp for people who spawn at your shunderer.  Now time to find the zerg and a good place for one to be located.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 04, 2012, 10:26:27 pm
Serious question time, guys, and yes, really, seriously, (no sarcasm this time).

Why does a gauss weapon need a gas compensator? Or a muzzle flash suppressor?

It seems very wrong to me.  Did SOE put any thought into the weapons they were emulating in this game? (Rhetorical question as the answer is self-evident)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 04, 2012, 10:34:03 pm
I don't actually know much about Vanu weapons... are they actually Gauss weapons? If so, you can handwave it as compensating for compression in the barrel due to the projectile. Assuming a sufficiently-high velocity and a partial seal between the projectile and the barrel, you'd end up with a vacuum forming behind the projectile. Once it leaves the barrel, a sudden rush of air would backfill the vacuum, resulting in a 'kick'.

Still doesn't explain flash suppression... and if the Vanu weapons are laser/energy weapons, then I have no excuses.  :-[
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 04, 2012, 10:43:05 pm
A gauss barrel theoretically does not need to seal around the projectile because it is the MLA accelerating the chunk of metal, no sealing is required, it might still be enclosed to keep out dust, dirt and fingers.  The projectile could be of the fin-stabilised or pre-rifled types, or even SABOT if we are talking Gauss shotgun/flechette. 

And I am refering to NC weapons here.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 04, 2012, 10:48:47 pm
They belong to the "Let's use all the cool-sounding names" school of weapon design.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 05, 2012, 12:03:14 am
Mmm... guess you're right there. Even MLA speeds wouldn't cause the effects I was thinking of - without a near-perfect projectile/barrel seal, you'd need near-relativistic speeds to generate a trailing vacuum.

Then again, are the NC weapons actually gauss? They look more like conventional firearms. I suppose it's possible they're just well-disguised, though. Fake muzzle flashes and inaccurately-named attachments are a sneaky way of keeping the other armies ignorant of your actual weapons tech level.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Techhead on December 05, 2012, 12:14:01 am
Well, the muzzle flashes could be explained by ablation of the projectile. Picture here (http://www.navweaps.com/Weapons/WNUS_Rail_Gun_pics.htm) (Second image from the bottom)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 05, 2012, 12:16:34 am
That's plausible, but if it was moving fast enough to generate light and heat from friction with the atmosphere, the visible effect would be closer to a rapidly cycling laser than to muzzle flashes and tracer rounds.


My theory is that the NC weapons are really just sledgehammers and half-bricks designed to look like guns in order to fool the other factions into overestimating their tech.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on December 05, 2012, 12:52:14 am
so, you get exp for people who spawn at your shunderer.  Now time to find the zerg and a good place for one to be located.

Just a quick heads up if you're planning on this. Be careful when latching onto a zerg. Try to see if the majority shares a clan tag, if so, it's polite not to follow with an AMS sunderer. After all, most of the time the outfit in question would like to use an AMS not as an EXP generator, but for whatever tactics they are planning. It's kinda a pet peave of mine, since what happened last time was my outfit was seiging a techplant, and someone put the AMS pretty far back, but just close enough that we coudln't get one where it was actually needed to get into the plant (IE inside the plant itself), and it wound up causing our whole offensive to come to a halt.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 05, 2012, 12:54:57 am
You get more exp if you park that Sunderer as close as possible anyway.  Lastnight, I parked one just outside an enemy bases front door during a major offensive, and I had a steady 1-2 people per second spawning through for the next several minutes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on December 05, 2012, 02:38:20 am
Just a quick heads up if you're planning on this. Be careful when latching onto a zerg. Try to see if the majority shares a clan tag, if so, it's polite not to follow with an AMS sunderer. After all, most of the time the outfit in question would like to use an AMS not as an EXP generator, but for whatever tactics they are planning. It's kinda a pet peave of mine, since what happened last time was my outfit was seiging a techplant, and someone put the AMS pretty far back, but just close enough that we coudln't get one where it was actually needed to get into the plant (IE inside the plant itself), and it wound up causing our whole offensive to come to a halt.
It's so annoying when this happens. A few times we've all had to blow up the offending sunderer.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 05, 2012, 05:28:30 am
I have been shot, reported, abused and harrased after I destroyed the tenth zerg AMS that was preventing us from deploying INSIDE the techplant after our first wave broke down the shield gen where a NC zerg were trying to break into for at least 4hrs. Sheild breaker sundy into the back sheild and LA going over the shields in groups. Damn zergs kept deploying sundies miles awau feom the thing but too close to deploy... NC just lack all communication skills...

Spent ages screming for the owners to come forth too to move them...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ansontan2000 on December 05, 2012, 05:31:05 am
^ Is why I defected to Vanu on Briggs....sorry. A little better here, i'd say. Some people actually use the command chat well.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 05, 2012, 08:20:00 am
^ Is why I defected to Vanu on Briggs....sorry. A little better here, i'd say. Some people actually use the command chat well.
Why did you leave the NC, you should have joined me, MVEE rocks every land they come onto, sadly never can get the support to capture one though...
Had 90% of Esamir with one platoon running, kept having to run back and forth across the damn map to shut down the TR/VS pushes...
Sometimes we get 2 Platoons running as well. Bit hard to handle leading both but when we do we always seem to be swarmed by Mozzies, currently recruiting an Airforce to counter it...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Mini on December 05, 2012, 08:31:00 am
https://twitter.com/j_smedley/statuses/276317150292103168
New G2A next week. Guesses as to what it might be?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 05, 2012, 08:44:48 am
I would guess it's a 4 tube shoulder fired unguided rocket launcher or a new engineer turret with a recoilles rifle effective against armor and air but not infantry.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 05, 2012, 10:46:02 am
A multirole AV/AA engie turret sounds pretty good, though I'd question whether it could get enough elevation to be very good at short range AA work.


An AA MLRS could be plausible, as could an AA MIRV-style missile. Or possibly (though probably unlikely) a new AAA vehicle.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Werdna on December 05, 2012, 12:48:36 pm
Thanks folks, weapons are indeed shareable across classes that can use it.  I was afraid they might be class-specific unlocks!

When I'm following a zerg I usually let the first few Sunderers deply, then try to find a way to place mine at the opposite side of an objective.  Objectives go down fast when attackers have a choice of 2-3 spawn locations and can come at it from any direction. 

Of course, after the past few nights, I'm beginning to wonder if dragging around a giant ESF rocket pod magnet is even worth it.  Every base has a horde of ESF circling it like flies on a turd now.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 05, 2012, 01:41:21 pm
I'm hoping for an Engineer turret. Less firepower than a Phalanx AA or AT turret, and much less durable, but isn't fixed in a single place where bombers can easily destroy it.  :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 05, 2012, 02:15:07 pm
It would be hilarious if it killed them faster than the giant stationary AA, too.

One time I saw a fighter floating in the air right over my base, so I hopped in one and unloaded into it. Every single round hit, and I overheated - He calmly turned around with more than half of his health remaining and blew me up in one barrage of missiles.

I'm still baffled.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 05, 2012, 02:52:11 pm
ESF bombers often run the 'small arms' defense package, which at its maximum grants, I believe, +40 18% resist to flak weapons and +70 50% resist to small arms fire. EDIT: Wrong numbers, whoops.

Still, it's a bit ridiculous that an ESF can 1v1 a Phalanx AA turret, eat every flak shot, and win. A Liberator or Galaxy, maybe, but flak should be a reasonable deterrent to ESF attacks.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 05, 2012, 04:47:29 pm
Stationary flak turrets are a joke. Maybe literally. The AT cannons are more effective at AA.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Felius on December 05, 2012, 05:38:15 pm
Question: Is the unlocks server specific? Or can I unlock it on one server, create a character on another and use my nift upgraded guns?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on December 05, 2012, 05:46:49 pm
server specific I believe, quite unfortunately
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 05, 2012, 06:20:11 pm
The stationary base turrets are pretty awful.  They are way more fragile than they should be.  In any major assault, they get destroyed in only a few seconds and it's impractical to try and repair them.  IMO, they should be one of the biggest obstacles to an attack.  It's also near impossible to hit anything with the flak cannons over any decent range.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 05, 2012, 06:38:11 pm
The turrets can be very effective if:

a) they're repaired without the enemy noticing. A Phalanx turret can rip apart multiple heavy tanks if it can get a couple of shots off before anyone realizes the turret is active.

b) there's pressure on the enemy from other directions. Helps immensely with requirement a) above. Also means that if the tanks engage the turret, they aren't engaging your own tanks/heavies, giving the latter a perfect opportunity to attack.

c) they aren't flak turrets. Those things are useless. You'll do more damage with a G2A missile launcher than a flak turret.

I've watched entire battles at an Amp Station gate turn around because someone repaired a Phalanx turret and started shelling the opponent's tanks from behind. Just don't count on a turret repelling a massed attack without some form of support, and don't count on a flak turret repelling anything controlled by a competent pilot.  ;)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 05, 2012, 07:21:53 pm
On Briggs and with the NC Warpgated, five of us randoms held off a strong VS airforce simply by populating all the Phalanx turrets and keeping up a sustained barrage - this was both AA and AV.  The AA becomes very effective if all three in one tower are focused on one plane, but once the push fades and people bugger off, you don't want to be the last one still sitting in a turret.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 06, 2012, 01:42:07 am
Had a nice little defense of the Peris Amp Station against the VS as well. Had a couple of AA Turrets running and a few AA Burster Maxes standing behind the 'shield wall' on the towers around it.
I would call for "Gun Silent" as the scythes hover in and out of range. Not a sound wold come from the AMP Stations defenses. I would then notice on sitting still, I would say...

"Scythe, North East, (Playername) FIRE" AND the Scythe wouldnt exist any more after the Max and Turrets unloaded their fire onto it. This continued for at least and hour, only the best pilots escaped this onslaught as they flew over our camp, not even the Libs could get to a good firing position before they were suddenly at 15% life and had to bail else blow...

Then I noticed that the Pubs were losing everything....

T_T This is why I can never capture a Map. I lead a platoon that can PIN DOWN any of the warpgates, but only one at a time. This means that if I focus on VS, TR comes out, I focus TR, VS comes out. Its like the Pubs do nothing to stop these movements...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: martinuzz on December 06, 2012, 01:51:13 am
I am thouroughly enjoying myself on the Lithcorp EU server. Seen some decent squadplay there again today.
It's a shame the game is split into EU an non-EU servers though, it gets darn quiet in the small hours.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 06, 2012, 02:17:16 am
T_T
I hate when a Pub accidently gets Platoon lead on your Outfits Platoons, they never give it back. There is so many damn MVEE platoons out there cause of this...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 06, 2012, 02:21:35 am
Even during prime hours, it seems like most of the faction boundaries are left alone.  Every faction just has one or two massive zerg forces running around butting heads with the other faction's zerg forces.  There's not much real effort towards map control strategy from what I've seen.  I can go alone as an infiltrator and capture 4-5 undefended territories in the same amount of time it takes one zerg clash to grind itself to resolution.

And I blame the game design balance.  You get more exp running into a meat grinder over and over and grabbing a couple kills before dying every 30 seconds than you do capturing a point every few minutes and winning the occasional stealthy duel.  I would much rather see territory be made more valuable and server populations spread out across faction boundaries, actually trying to defend their territory while testing the opposing side's weaknesses.

Lastnight I hopped on after work, and I just wanted to build up 25 certs as fast as possible.  That was all I needed to buy the 250 cert flash mounted gun (tired of having no anti-vehicle capability besides switching to heavy infantry, and don't want to wait a month for 1000 certs).  I thought I could do it in an hour.

Then I got stuck defending this remote point in a very drawn out skirmish.  There were only 3 other guys holed up in the base with me, against a handful of very persistent attackers.  They had a liberator, lightning, and a sunderer parked outside, and the base we were defending didn't have any vehicle spawns.  We could keep them at bay, but we couldn't land a finishing blow on any of their vehicles before they'd drive away to repair.  It was a solid defense.  We could have held it all night, until the enemy brought some heavier numbers.  I was working my ass off and putting up a really good fight, holding this territory for my faction... and it totally didn't matter.  After about 20 minutes, I got frustrated with the reality that even though I was doing something significant in terms of map control, I would never get my 25 certs that way.  I left the base in favor of joining the zerg to charge the meat grinder over and over for 45 minutes, capturing only two territories in that time but racking up lots of kills, while that territory I was helping to defend was captured by the enemy a couple minutes later.

And... it's just dumb, honestly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 06, 2012, 03:18:15 am
Yep. Sometimes I feel like a sheep dog, making sure the zerg is safe at the flanks. I'd see 10 of em sitting at a control point which can't be captured due to weird territory borders, and we weren't bordering that hex. So I go alone to an outpost just south, kill two TR, capture it so they can move on again. I've played games with better companion AI...  ::)

Don't get the flash grenade launcher though. It sucks.

I am thouroughly enjoying myself on the Lithcorp EU server.
What faction? I'm presently enjoying myself as VS, killing TR on Indar.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ThtblovesDF on December 06, 2012, 10:07:36 am
You get 2 xp per person that spawns on your sunderer...

It's nothing. Had 300-500 spawns on one of mine during a big assault (NC was thanking us
for all the certs as everyone bum rushes to die inside the building - 10 max suits with double shotguns just chilling) - which is a insane number, but comes out to basically no xp and a constant "+2xp" text on my screen.

Vehicle Balance is childishly poor, weapon balance is bad, but by far not as bad. Generally helis need to stop being flying super tanks.

Imagine if [any] class could take a rocketlaucher instead of there main anti-inf weapon (leaving you with laucher + pistol).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 06, 2012, 10:38:07 am
I'm really hoping that the devs hyper-focus on balance (especially xp gains) in the near future and put out some major patches, instead of focusing on new content.  I reaaally want to like this game, because it's the only one of its kind that I'm aware of.  Right now there are just so many design decisions that leave me wondering wtf they were thinking.

I got around to trying out that Flash-mounted gun today.  It's a real game-changer for me.  It grants me a ton more independence, especially when I'm going off alone as an infiltrator, and greatly expands my ability to approach a wide variety of situations with any class.  I fought against a lightning and a liberator at the same time with the thing, and held my own for a while.  It was in the middle of a small outpost, and I just weaved around obstacles quickly enough that neither could get a clear shot at me.  I even did some fun creative stuff like ramping off the roofs of buildings a couple times.  Made 5 decent hit & run attacks against the lightning before they finally got me.  The damage is nothing fantastic, but it's enough to matter.  It takes about 1.5 clips to fully destroy a Sunderer.  Now I want to get the upgrade that allows it to climbs terrain better, so I can get access to exclusive sniping spots, where nothing can bother me except aircraft and the return fire of other snipers.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 06, 2012, 10:44:24 am
They're already focusing more on optimization than new content, so I don't think it's too much of a stretch to think that they'll try to fix balance as well.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 06, 2012, 12:52:26 pm
Defending lone bases with nearly noone can be so much fun that there need to be bigger cert gains for it. My favorite battles are battles where i take out an enemy HA in single combat. As a medic. Gives me so much satisfaction.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 06, 2012, 01:35:32 pm
Medics have assault rifles. If they couldn't take out an HA, I'd be disappointed.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 06, 2012, 01:42:53 pm
But HA's have LMG's and shields.
But then again, it's not that significant in single combat i guess. It's mainly tactics mixed with a bit of luck.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 06, 2012, 01:54:36 pm
Medics can heal themselves. It's not as good as the HA's shield, but the HA's shield can simply be patiently avoided or picked off if the HA in question's a dumbass.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 06, 2012, 03:01:53 pm
Medics have assault rifles. If they couldn't take out an HA, I'd be disappointed.
Try against TR HA. Their Guns fire more bullets into your head with pinpoint precision that you sometimes don't have a chance to fire back...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Microcline on December 06, 2012, 03:09:17 pm
Medics have assault rifles. If they couldn't take out an HA, I'd be disappointed.
Try against TR HA. Their Guns fire more bullets into your head with pinpoint precision that you sometimes don't have a chance to fire back...
Yeah, it's pretty well known that the Carv is broken beyond belief and the default NC LMG is useless.  Given all of the interlocking parts, I'm amazed the game is as balanced as it is.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on December 06, 2012, 03:12:12 pm
As for Zerg forces...

there isn't some sort of hivemind, that is the natural progression of things, a bunch of small, seperate forces begin assaults, some of those will fail and others will succeed, usually when an assault becomes a prolonged siege, people begin to notice and join in, then people start bringing tanks and escalation occurs (ie you bring vanguard, I bring mosquito, you bring AA lightning, etc. etc.) of course, there are just outfit-wide operations which are also conducted.

I don't know what you see, but I see alot of operations being conducted to cap territories behind lines and spearhead pushes into enemy territory. That aside, there's no real way to conduct pubs into a front-encompassing, even defense. Some fronts will just have more people than others.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ozyton on December 06, 2012, 06:06:06 pm
Someone from my outfit made something (Or at least posted it)

Spoiler (click to show/hide)



........... mmmhmm
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 06, 2012, 06:31:59 pm
Nickelback? Oh HELL no.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Graknorke on December 06, 2012, 06:54:43 pm
Nickelback? Oh HELL no.
I'm guessing that it's an outfit that plays as Space Nickelback?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vactor on December 06, 2012, 07:07:27 pm
My hope is that they develop something that rates battles, and provide certs equivalent to how good of a fight it is divided by the number of participants.  Doing this in the right way would cut down on massive mobs waiting around for abandoned enemy bases to be capped, and would give some incentive to try to fight spread out along a longer front, rather than the current roving zergs. (something where the individuals in a small group that caps a facility gets a much greater reward than the individual in a mob of 50 tanks and 100 infantry)

The reward system should drive min-maxers to try to evenly distribute themselves across the front, with hot spots being presented with easy access, giving casual players easy entry into a good quick fight.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 06, 2012, 07:28:28 pm
I've been thinking close to what you just described.  The exp value of capping a point should be drastically upgraded, but then divided up among the people involved.  Capture rewards are pitiful right now, which is strange considering it's the whole point of the game.  This would encourage more active dispersion and probing of the front lines for weakness, which would then lead to a wider variety of smaller scale, more strategic battles and a tug of war that spans the map.  Only possible downside would be in-fighting when outfits get angry at pubs stealing their exp during a cap.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 06, 2012, 08:50:30 pm
It was a fun run, but I think I'm mostly done with PS2 until something deeper comes up. It's a fun game, there just isn't much beyond that once you get to a certain point.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 06, 2012, 09:04:39 pm
I've been thinking close to what you just described.  The exp value of capping a point should be drastically upgraded, but then divided up among the people involved.  Capture rewards are pitiful right now, which is strange considering it's the whole point of the game.  This would encourage more active dispersion and probing of the front lines for weakness, which would then lead to a wider variety of smaller scale, more strategic battles and a tug of war that spans the map.  Only possible downside would be in-fighting when outfits get angry at pubs stealing their exp during a cap.

I agree, but it should also be capped at something like 450-500xp per person.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Charmander on December 07, 2012, 09:18:54 am
One thing I did think about: skewing XP based on continent population instead of world.

Perhaps have 10% reduced XP for having overwhelming forces, or 30-50% bonus for being horribly outnumbered. That would make it so that low-pop continents getting steamrolled would have an incentive to be defended and prevent stuff like the 46%/46%/7% we had on Indar yesterday. On the flip side, though, it would probably discourage a zerg in general to try and snatch land and hold it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 07, 2012, 11:38:17 am
One thing I did think about: skewing XP based on continent population instead of world.

Perhaps have 10% reduced XP for having overwhelming forces, or 30-50% bonus for being horribly outnumbered. That would make it so that low-pop continents getting steamrolled would have an incentive to be defended and prevent stuff like the 46%/46%/7% we had on Indar yesterday. On the flip side, though, it would probably discourage a zerg in general to try and snatch land and hold it.
I always take my Platoons into captured land and try and Chain Cap to the best defendable locations and hold them. The TR/VS usually pour straight at us when we do. And with a Good defense, we keep everything going nicely...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Werdna on December 07, 2012, 11:47:08 am
and prevent stuff like the 46%/46%/7% we had on Indar yesterday.

Where do you find the continent population %?  Would make the "where am I going to fight?" process a little more informed when I log in.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 07, 2012, 01:46:04 pm
and prevent stuff like the 46%/46%/7% we had on Indar yesterday.

Where do you find the continent population %?  Would make the "where am I going to fight?" process a little more informed when I log in.

On the world map. There's a graph in the top-left corner, which IIRC defaults to "world population". There's a drop down above it that lets you switch to "continent population".
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 07, 2012, 02:29:40 pm
There is nothing more glorious than hitting a ESF with a vanguard.
I can aim better with this thing then i expected.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 07, 2012, 02:37:33 pm
For a second I thought you meant 'running into an ESF with a vanguard', and I was really going to congratulate you!

I've never shot a mobile ESF with a Vanguard, but I did kill one on a landing pad once. That sorta counts, right?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Charmander on December 07, 2012, 03:52:41 pm
There is nothing more glorious than hitting a ESF with a vanguard.
I can aim better with this thing then i expected.

Bullseyeing a cocky ESF pilot with the AV cannon on the Lightning is rewarding. And a shot can tear a chunk out of a Lib or a Gal and make them think twice about hanging around... but they have to be practically sitting ducks to do that.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 07, 2012, 04:51:06 pm
SOE's John Smedley is actually impacting the hacking scene in this game in a meaningful way. I see that his war with ArtificialAiming which has been very public is now turning in favor of SOE. IP and hardware ID bans are already happening and it is widely speculated that this weekend's 2x XP event is to be a big battle between hackers and security in PS2. Hackers calling it RAGE saturday and SOE saying it has extra measures deploying soon. Very interesting!

Also, it should be noted that using VPN to spoof IP and changing GUID settings to spoof HWID are not a long term deterrent.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 07, 2012, 05:57:16 pm
double post is worth it when:
I used my squads spawn beacon to drop down through a Galaxy with 10 passengers which gave me more than 2000xp. Best part? 2 mins later took out a liberator. FUN!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on December 07, 2012, 06:47:22 pm
double post is worth it when:
I used my squads spawn beacon to drop down through a Galaxy with 10 passengers which gave me more than 2000xp. Best part? 2 mins later took out a liberator. FUN!

So, not to alarm you or anything, but you MAY be a god, sent to Auraxis to wreck havoc amongst the pitiful humans. Just saying.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 07, 2012, 07:20:26 pm
Made a thread on the SOE forums about capture rewards (http://forums.station.sony.com/ps2/index.php?threads/rewards-for-map-control.61491/).  Got a bunch of TLDRs and buried to the 2nd page within a couple hours.

Sigh... This forum has spoiled me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 07, 2012, 07:40:47 pm
double post is worth it when:
I used my squads spawn beacon to drop down through a Galaxy with 10 passengers which gave me more than 2000xp. Best part? 2 mins later took out a liberator. FUN!

So, not to alarm you or anything, but you MAY be a god, sent to Auraxis to wreck havoc amongst the pitiful humans. Just saying.

Well, let's see:

* He might be a god. In which case, praying to him may net awesome kill streaks, and not praying to him may cause the earth to rise up and consume my Reaver... again.

* He might not be a god. In which case, prayer is totally useless.

TL;DR: Worship hemmingjay unless he demands more than 2 sacrificial goats.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 07, 2012, 08:24:57 pm
Gaaaaaaaaaah!  RAEG!!!!!

I was on a kill-streak on Briggs/Amerish, the VS continually repairing phalanx which I would take out just as fast, often with the gunner on board - loving the 2x exp, btw - then, CTD.........
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 07, 2012, 10:04:04 pm
Miller, NC defending the crown for a few hours late at night from simultaneous attacks from both vanu & TR. Glorious Xp, as an engineer i managed to get 60k~ in less than 2 hours.

I used my squads spawn beacon to drop down through a Galaxy with 10 passengers which gave me more than 2000xp.

Lucky guy, must been almost dead already because the drop pods don't actually do that much damage(more than a rocket though).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 07, 2012, 11:12:34 pm
I broke my previous decision to stop playing the game because double XP.

Light Assault + Grenades + Sunderer spawns = 9 kills before dying. There are a lot of people on.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 08, 2012, 12:48:09 am
Made a thread on the SOE forums about capture rewards (http://forums.station.sony.com/ps2/index.php?threads/rewards-for-map-control.61491/).  Got a bunch of TLDRs and buried to the 2nd page within a couple hours.

Sigh... This forum has spoiled me.
Tbh you have a bit too much Fluff at the top for the Stupid Forumgoer. Cut the Fluff out or just mark the idea (7th Paragraph) as the Idea so those that would go TL;DR would just look there...
Indeed, Bay12 is a giant group of people who know how to read posts and things and normally give great responses (other then the good old "Duh I be Dick" Post for lolz....

TL;DR is the way to know who is a good forumgoer and who just plays with themselves when they their on the forums....

EDIT::
For a second I thought you meant 'running into an ESF with a vanguard', and I was really going to congratulate you!

I've never shot a mobile ESF with a Vanguard, but I did kill one on a landing pad once. That sorta counts, right?
I Rammed a ESF as it came down to repair in my Sundy. Damn thing didn't even see me as it flew over me. Prob on Half health or something, Just ran my Sundy straight through it... Missed the Pilot though...



On note about waiting for cap/spawn camping...
My Feelings are that the MOMENT that the Cap Point starts filling with YOUR control influence, the shields over the spawn room should shut down, those inside can be killed, it stops acting like a Spawn point. Stops noobs standing in front of the doors trying to shoot through and then raging when they get killed, and stops that ONE GUY who sits inside taking potshots at anyone and making you have to WAIT till it caps to make sure its safe to leave...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 08, 2012, 12:59:17 am
I agree to an extent that much of the post does appear fluff-ish, but everything I include does have a purpose.  I despise using TLDR summaries, because then the majority of people default to reading only that part.  Then they go straight to posting smartass criticism, and I have to respond to several dozen people with "Actually, if you had read my whole post, you would know that I had already addressed your remark before it was made..."

Basically on your average forum, you have a choice between making a shallow post that people will actually read, but then be forced to deal with a bunch of predictable arguments that you could have easily precluded and they drown out any creative discussion.  Or you can make a substantial post that addresses all points, but most people won't read it and flood your thread with pointless TLDR comments instead (seriously?  you bother to waste your time just to let me know you didn't read it?).  You can include a TLDR summary, but then you face the same problems you would had you made a shallow post.  There is no winning.

So, knowing it's hopeless to begin with, I usually settle for making the substantial post and letting all the predictable TLDR posters know how fucking stupid they are.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 08, 2012, 08:12:07 am
There is nothing more glorious than hitting a ESF with a vanguard.
I can aim better with this thing then i expected.

Bullseyeing a cocky ESF pilot with the AV cannon on the Lightning is rewarding. And a shot can tear a chunk out of a Lib or a Gal and make them think twice about hanging around... but they have to be practically sitting ducks to do that.
I'm pretty sure it was moving, albeit slowly. I know that because i aimed slightly in front of it.
I wouldn't have done that if the TR weren't all playing fighter pilot.
I took two bases all by myself on Amerish. We were nearly warpgated, too.
Cmon TR, i expected more from you guys.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 08, 2012, 08:52:10 am
There is nothing more glorious than hitting a ESF with a vanguard.
I can aim better with this thing then i expected.

Bullseyeing a cocky ESF pilot with the AV cannon on the Lightning is rewarding. And a shot can tear a chunk out of a Lib or a Gal and make them think twice about hanging around... but they have to be practically sitting ducks to do that.
I'm pretty sure it was moving, albeit slowly. I know that because i aimed slightly in front of it.
I wouldn't have done that if the TR weren't all playing fighter pilot.
I took two bases all by myself on Amerish. We were nearly warpgated, too.
Cmon TR, i expected more from you guys.
"Come now, Playing ESF is the best. You get tons of kills with rocketpods due to their High Damage, RoF, Clipsize and Splash, You can take a good bit of damage too, its like your a tank in the sky that fires machinegun rockets. ALSO if your about to die you just deconstruct your ESF and Suicide preventing the one that shot you down to get any Exp from anything and your KDR is perfect cause Suicides don't count as a death..."

^ The mindset of every ESF pilot out there ever...

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 08, 2012, 08:55:48 am
There were only ESF's and a few libs in the air. I didn't see any infantry units until i capped a point.

But yeah, ESF's are OP.
Fun to fly tough. I can't hit shit due to my suckyness, but i enjoy flying them.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on December 08, 2012, 11:57:46 am
So a squad/platoon leader decided to actually berate me today. Why? Because I "parked the Sunderer out in the open and failed to repair it". Oh I'm sorry, you must be living in a different world than me because
So I'll make a note to remind myself to not be in the same platoon/squad as you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 08, 2012, 01:33:20 pm
Fun to fly tough. I can't hit shit due to my suckyness, but i enjoy flying them.

I just can't get the hang of flying.  I even hooked up my nice (old) Logitech Extreme 3D Pro, and I simply can't fly worth a crap.  It's too twitchy.  I read somewhere, maybe here, that they don't actually use joystick controls, that it's all the same as a keypress.  So there's no gradual or hard turns, it's all just pressing keys.  Plus it doesn't help that I can't use the handle twist, as mine has a continual slow left rotation, even if I re-calibrate.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 08, 2012, 01:37:22 pm
Remember this: "Up" is not always "Up". if you are upside-down, "Up" will be "Down". This is really important for things like U-turns.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 08, 2012, 01:56:54 pm
Yeah, I know that.   :P  I just don't have any fine control over turns & such.  It's always way over-steer, and then way over-correct.  Now if the joystick controls would measure slow turns for a slight joystick move, and sharp turns for cranking it way over, I could do better.  Heck, it might be easier just to fly with the keyboard.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 08, 2012, 02:05:27 pm
Yeah, I am typically a dedicated joystick pilot, but in this game I am a keyboard and mouse pilot exclusively. I am pretty effective but occasionally come across a pilot who flies as if they are a scripted AI with barrel rolls and Half-Cuban-Eight in the blink of an eye to blow me out of the sky. It can be humbling.

My revenge? Get in a vanguard and shoot them down with an AP round. I am getting pretty good at this.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: TheBronzePickle on December 08, 2012, 02:07:11 pm
You know there's a problem when main tank cannons are better than dedicated AA...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 08, 2012, 02:09:48 pm
OMG I CAN JUST NOT PLAY INFILTRATOR!!!
Every shot I make either registers as a fucking body shot when it clearly fucking hit their head...
EVERY SHOT I MAKE HITS THEIR LAG GHOST!!!
EVERY TIME I GET KILLED BY ANOTHER INFILTRATOR IS WHEN I AM RUNNING AND ITS ONE FUCKING HIT!!!!!!!

Oh and if you can't tell, I fucking HATE Infiltrators...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 08, 2012, 02:11:38 pm
I only play them when i have to hack for the platoon and we don't have any infiltrators around.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 08, 2012, 02:18:05 pm
Infiltrator protip: don't forget about bullet drop and projectile speed. All weapons take time to hit their target, and NC/TR weapons will descend vertically during this time. Placing your crosshairs over a target's head at long distance often causes body shots because your bullet dropped below head-level before it hit the target.

If you're already aware of these facts, then sorry. But a lot of new snipers don't realize that you have to lead your target and aim slightly above them.

(Also, don't forget Shift to hold your breath and stabilize your crosshairs!)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 08, 2012, 02:28:35 pm
Yeah I know these things. But seriously I either aim too High or I'm aiming at a Ghost or something. It skims right over their heads nearly 90% of the time, every Online Shooter this happens to be honest...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Smitehappy on December 08, 2012, 02:30:16 pm
I almost never use a rifle as an infiltrator. Infiltrators are much more effective with a pistol and a knife. Plus if you're using a rifle it generally means you're not close to your target which means you're not close to the things you should be hacking/blowing up.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 08, 2012, 02:46:27 pm
I tend to play mainly as an Infiltrator, at long range.  In part because that's my usual lurker, sniper playstyle, and in part because my game crashes on me a lot - and it helps to stay out of the masses.  But I really wish there were some kind of firing range, so you could get a better idea of bullet drop.

If you have a lot of stationary targets, sit out at range & pay attention to the target size vs the scope measurements, and watch for your bullet impact.  That will give you an idea of how high you have to adjust your aim.  Also, and by far the most important is a stable shooting platform.  I don't know if crouching vs standing has any impact, but you can hold your breath for a few seconds by holding the sprint button.  Plus, like I forget to do, if you have an adjustable dpi mouse, turn the sensitivity down - I think I tend to 'twitch' when I 'pull the trigger'.  Leading your target is another tough thing, that takes practice.  I've managed 3 headshot kills on running targets, and I bet they were pissed.  8)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 08, 2012, 02:57:08 pm
Eh for me personally there's to much latency to succesfully snipe, I can live with the travel speed (some of the pricy rifles even have superb fast travel speed in my experience testing 'em) but when you need to lead even more due to a high latency I'm looking at nearly 1.5 seconds of prediction for long range shots. That's a lot, pretty hard even if your target is moving in a straight line.
Only times I get to sniping is when the enemy groups up in a firing line atop an elevation, usually near a sunderer. They tend to stand still when aiming for those longer range shots, easy targets.

Also remember that you can modify the scoped mouse sensitivity seperatly from normal unscoped sensitivity. Make sure you get it just right for your sniping needs. :)

By far the most fun I've had as an infiltrator though is hacking base phalanx turrets. Best case scenario you manage to surprise a group of enemy armor/aircraft, worst case scenario they blow up the turret fairly quickly, losing one of their defenses. Win win.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 08, 2012, 03:06:20 pm
I'm EU, so there might be a difference. I've actually tried NAW servers and frankly the latency seemed kind of the same as on EU. Or maybe I wasn't paying attention.
Either way I enjoy playing engineer with a shotty most, tanks and shotgun fire aren't really that sensitive to that stuff anyway.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McSpike on December 08, 2012, 03:28:59 pm
Also remember that you can modify the scoped mouse sensitivity seperatly from normal unscoped sensitivity. Make sure you get it just right for your sniping needs. :)

Who are you, who is so wise in the ways of science?  Hehe.  How does one do this, pray tell?  (runs off to look at the settings)

EDIT:  Ah, found it.  I honestly rarely look at mouse sensitivity, as I have a Razer Copperhead, with the adjustable dpi.  I'll try the in-game adjustment, and see if it helps.  Thanks!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 08, 2012, 06:48:33 pm
Got my first head-shot since the beta last night.  I was sitting in a phalanx AV turret and a VS heavy was running across the ground - one shot kill, that made me so happy.  And one of the other gunners in the tower said he had also done this once, so it is still a rare event.
Also, of my 119 kills so far, 89 have been in an AV turret - we get Warpgated way too much on Esamir.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vel on December 09, 2012, 12:07:19 am
Infiltrator protip: don't forget about bullet drop and projectile speed. All weapons take time to hit their target, and NC/TR weapons will descend vertically during this time. Placing your crosshairs over a target's head at long distance often causes body shots because your bullet dropped below head-level before it hit the target.

If you're already aware of these facts, then sorry. But a lot of new snipers don't realize that you have to lead your target and aim slightly above them.

(Also, don't forget Shift to hold your breath and stabilize your crosshairs!)

They removed bullet drop as far as I'm aware. Projectile speed is all you need to compensate for.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 09, 2012, 12:51:56 am
Infiltrator protip: don't forget about bullet drop and projectile speed. All weapons take time to hit their target, and NC/TR weapons will descend vertically during this time. Placing your crosshairs over a target's head at long distance often causes body shots because your bullet dropped below head-level before it hit the target.

If you're already aware of these facts, then sorry. But a lot of new snipers don't realize that you have to lead your target and aim slightly above them.

(Also, don't forget Shift to hold your breath and stabilize your crosshairs!)

They removed bullet drop as far as I'm aware. Projectile speed is all you need to compensate for.

I've seen absolutely nothing to support this after extensive searching. Though of course most/all VS weapons don't suffer from bullet drop.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 09, 2012, 01:01:05 am
The NC infiltrator's default bolt driver still has bullet drop, and yeah, VS doesn't have that challenge 'cause they're 'Easy Mode'.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 09, 2012, 01:27:13 am
Quote
You ask me what my Order needs? I will tell you. Give me the Pulse Lasers of the Eldar to mount on my Warlords.

Quote
May your weapon be guarded against malfunction, as your soul is guarded from impurity. The Machine God watches over you. Unleash the weapons of war. Unleash the Deathdealer.

All praises to the Omnissiah!

...

Wait, wrong tech-worshippers.

WE ARE TOMORROW!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 09, 2012, 02:18:47 am
Quote
You ask me what my Order needs? I will tell you. Give me the Pulse Lasers of the Eldar to mount on my Warlords.

Quote
May your weapon be guarded against malfunction, as your soul is guarded from impurity. The Machine God watches over you. Unleash the weapons of war. Unleash the Deathdealer.

All praises to the Omnissiah!

...

Wait, wrong tech-worshippers alien-fondlers.

WE ARE TOMORROW!
FTFY.

{Just while I'm waiting for Esamir to get NC-Warpgated yet again.
The majority of the TR don't ever seem to leave Indar.}
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 09, 2012, 02:33:02 am
Quote
You ask me what my Order needs? I will tell you. Give me the Pulse Lasers of the Eldar to mount on my Warlords.

Quote
May your weapon be guarded against malfunction, as your soul is guarded from impurity. The Machine God watches over you. Unleash the weapons of war. Unleash the Deathdealer.

All praises to the Omnissiah!

...

Wait, wrong tech-worshippers alien-fondlers.

WE ARE TOMORROW!
FTFY.

{Just while I'm waiting for Esamir to get NC-Warpgated yet again.
The majority of the TR don't ever seem to leave Indar.}

Nothing wrong with fondling a few xenos for the chance to reverse-engineer their tech.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 09, 2012, 02:41:19 am
Darkening, Come join me AUSGrizzly I will help you kill many and all...
Add me on Steam and join us...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 09, 2012, 02:55:46 am
Quote
You ask me what my Order needs? I will tell you. Give me the Pulse Lasers of the Eldar to mount on my Warlords.

Quote
May your weapon be guarded against malfunction, as your soul is guarded from impurity. The Machine God watches over you. Unleash the weapons of war. Unleash the Deathdealer.

All praises to the Omnissiah!

...

Wait, wrong tech-worshippers alien-fondlers.

WE ARE TOMORROW!
FTFY.

{Just while I'm waiting for Esamir to get NC-Warpgated yet again.
The majority of the TR don't ever seem to leave Indar.}

Nothing wrong with fondling a few xenos for the chance to reverse-engineer their tech.
I, for one, welcome our Captain Kirk-like xeno-shenanigans.

Anywho... I really like the way the cert upgrades dramatically change your role and such, even with a single upgrade.

I got the high contrast scope for my VS heavy's default gun... and holy crap, my K:D ratio in most combat situations tripled immediately. It outlines and highlights any enemies in close range, and makes them much more visible in medium range. If you play heavy, I cannot recommend this scope enough to you. Reaction times are faster, spotting times are faster, it overall greatly enhances your ability by cutting out most of the visual clutter and distraction the game's visuals create. It's so good, it almost feels like cheating. And a mere 30 certs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Valid_Dark on December 09, 2012, 03:50:38 am
I was very disappointed in this game, I didn't enjoy it very much at all
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 09, 2012, 05:21:05 am
Though of course most/all VS weapons don't suffer from bullet drop.

You're the second person I've heard say this, and I have no idea where this info is coming from.  I've done many hours of sniping for VS already, and I can tell you there is definitely bullet laser drop (as little sense as that makes).  I would get waaaaay more headshots if I didn't have to compensate for bullet drop.  I could maybe believe that we don't suffer as much bullet drop as the other factions, but it's still definitely there.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Aptus on December 09, 2012, 06:11:13 am
So umm... where exactly are we on EU, and how do I actually get into the outfit? I finally have some free time to play this what with uni having a holiday break coming and all. I got damn bored in the beta but I assume some outfit shenanigans might actually make this fun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on December 09, 2012, 07:33:41 am
Though of course most/all VS weapons don't suffer from bullet drop.

You're the second person I've heard say this, and I have no idea where this info is coming from.  I've done many hours of sniping for VS already, and I can tell you there is definitely bullet laser drop (as little sense as that makes).  I would get waaaaay more headshots if I didn't have to compensate for bullet drop.  I could maybe believe that we don't suffer as much bullet drop as the other factions, but it's still definitely there.

VS has no bullet drop on any gun except the bolt action sniper rifle. Having no bullet drop on that would be amazingly good, so they made an exception for it. At least as far as I've heard.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 09, 2012, 08:03:19 am
I was very disappointed in this game, I didn't enjoy it very much at all
Keep playing. It seems to be a dissapointment for most people when they first play, but if you just continue long enough to get the hang of it, you'll think about it alot differently.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 09, 2012, 08:28:57 am
Vanu sniper rifles definatly have bullet drop, but significantly less. Still for extreme shots you're going to have to compensate.
That said with increased bullet velocity the fastest vanu sniper rifle's bullet drop is all but neglible.
I think the same applies to the damage drop off, faster bullet less dropoff. I could be mistaken though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 09, 2012, 09:15:15 am
Though of course most/all VS weapons don't suffer from bullet drop.

You're the second person I've heard say this, and I have no idea where this info is coming from.  I've done many hours of sniping for VS already, and I can tell you there is definitely bullet laser drop (as little sense as that makes).  I would get waaaaay more headshots if I didn't have to compensate for bullet drop.  I could maybe believe that we don't suffer as much bullet drop as the other factions, but it's still definitely there.

VS has no bullet drop on any gun except the bolt action sniper rifle. Having no bullet drop on that would be amazingly good, so they made an exception for it. At least as far as I've heard.

The default sniper rifle isn't bolt action, and it drops also.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on December 09, 2012, 11:46:18 am
For some reason I've lost enough performance in this game that it's nearly unplayable. For a while, I thought it was Amerish, because since I'd gone over there, things just slowed to a crawl anytime I was in a battle, or near a big facility. Esamir never gave me that problem. But then I went back to Indar last night and things were still jerky just at the warp gate. I'll try Esamir againt today. Perhaps its snowy whiteness just meshes well with my old computer hardware and I'll be stuck playing there. (With VS having that continent locked down most of the time...)

On the bright side, I did manage to get a few good kills in a lightning while part of a squad convoy last night, while on Amerish. Finished off a prowler. A couple of sunderers, a few infantry before finally getting killed by a liberator. Even that, I was shooting close enough with the stock gun to chase it off a few times, never hit, but probably scared them just a bit. Soon as I turned my back though, they found a good angle and I couldn't touch them.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 09, 2012, 11:56:05 am
I normally play at 62-65FPS but this weekend has brought me down to a harsh 25-40fps which I think correlates to high population for the bonus xp event.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 09, 2012, 12:14:48 pm
I've had to lower my settings so that I can actually fight. It's pretty rough, 'cause now I don't get the pretty shafts of light through trees effect when the sun's setting. :(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 09, 2012, 12:26:38 pm
The easiest way to get more FPS, it seems, is to lower the Render Quality slider.  I have mine at 75%, and terrain and texture quality turned way down.

Just went and turned them down even more.  Good framerate makes such a huge difference in gameplay.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 09, 2012, 02:26:33 pm
Though of course most/all VS weapons don't suffer from bullet drop.

You're the second person I've heard say this, and I have no idea where this info is coming from.  I've done many hours of sniping for VS already, and I can tell you there is definitely bullet laser drop (as little sense as that makes).  I would get waaaaay more headshots if I didn't have to compensate for bullet drop.  I could maybe believe that we don't suffer as much bullet drop as the other factions, but it's still definitely there.

VS has no bullet drop on any gun except the bolt action sniper rifle. Having no bullet drop on that would be amazingly good, so they made an exception for it. At least as far as I've heard.

The default sniper rifle isn't bolt action, and it drops also.

I believe that they added bullet drop to the VS snipers (for obvious reasons), but in all other cases it wouldn't make sense to give them both bullet drop and damage dropoff at range; the latter was meant to counter the former.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 09, 2012, 04:09:51 pm
Does anyone use MAX any more?  I played the hell out of the Scattercannon NC MAX in PS1, but hardly anyone mentions them here...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 09, 2012, 04:23:45 pm
MAX is great for 2 things right now.

1) It makes the best AA in the game right now with dual bursters

2) x2 scatter cannons are great when you finally drop the enemy base shield and run in to mop up.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on December 09, 2012, 04:37:42 pm
The easiest way to get more FPS, it seems, is to lower the Render Quality slider.  I have mine at 75%, and terrain and texture quality turned way down.

Just went and turned them down even more.  Good framerate makes such a huge difference in gameplay.

I actually found, weirdly enough, that cranking all settings up to max using useroptions.ini got me more fps. It kind of makes sense if it pushes some stuff onto the GPU and frees the CPU up to process all the movements of other players.

So if you have a good GPU, try increasing your graphics settings, it's definitely worth a shot.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 09, 2012, 07:39:23 pm
I can't wait for server transfers. My lvl 15 is in NC on Matherson but I have grown to HATE my Outfit there(The Ascended) and am looking to join the TR Outfit that dominates Matherson. I can't bring myself to delete my lvl 15 though, so, it's now about the waiting game.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on December 09, 2012, 09:15:54 pm
I can't wait for server transfers. My lvl 15 is in NC on Matherson but I have grown to HATE my Outfit there(The Ascended) and am looking to join the TR Outfit that dominates Matherson. I can't bring myself to delete my lvl 15 though, so, it's now about the waiting game.

Probably gonna be either The Enclave or Angels of Death in that case, seem to be the two big TR ones. I'd say AoD since that's the one I'm in, and, well let's say I'm not too fond of the Enclave and their Crown fetish.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on December 09, 2012, 09:47:16 pm
He who controls the crown controls Indar.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 09, 2012, 11:19:31 pm
He who controls the crown controls Indar.
Only half true...
He who controls the Crown controls where the NC Zerg charges blindly and stupidly...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: BurnedToast on December 09, 2012, 11:55:37 pm
The easiest way to get more FPS, it seems, is to lower the Render Quality slider.  I have mine at 75%, and terrain and texture quality turned way down.

Just went and turned them down even more.  Good framerate makes such a huge difference in gameplay.

In my experience, the render quality makes the game look like total ass but does almost nothing to improve FPS. I think if you are GPU bottlenecked, render quality will help but for CPU bottleneck (which afaik is most people) it does nothing.

What helped me by a massive amount (my system is actually under the minimum requirements) is turning the draw distance down. The default (for some reason) is massive, far longer then you can actually see. Unfortunately you can't change it ingame

What you do is open useroptions.ini and find the render distance line, it's probably set to -1.00000 (which means unlimited/server controlled or something like that). I turned mine to 300, which is super low (but my computer is terrible) you could probably try 1000 for a start, and go up or down from there depending on how well it runs. More then 3000 is probably a waste, and even as low as 300 is very playable (just don't try to fly because there's too much fog to see other planes or ground targets).

As for MAXs, they are just too expensive to upgrade (and some of the upgrades, like lower damage from infantry weapons, are a joke). Why would anyone spend thousands of certs upgrading a max which dies almost as fast as an infantry but can only be spawned every 10(?) minutes? They just cost too much for what you get.

Best AA right now is A2A missiles on an ESF, ground targets are just meat for rocket pods (even dual burster max dies faster to rocket pods then he can kill an ESF) and unless you are fighting a complete idiot you will never, ever kill an aircraft with a G2A weapon making it the most unrewarding job in the game (which is why you don't see many people unlocking G2A weapons). A2A rockets will consistently net you kills because you can chase them down when they run (but you are still better off unlocking rocket pods instead and cert farming till they nerf them)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 10, 2012, 12:20:55 am
Strange.  Just dropping render quality 10% makes a huge difference for me, and I've seen a couple performance guides say the same.  I have a pretty good computer, but this game just doesn't play smoothly with decent graphics settings.

I'd prefer to keep my draw distance as high as possible, because I do lots of super long range sniping... though I wonder if setting it to a determined number, instead of unlimited, would reduce instances of distant players randomly disappearing from sight.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 10, 2012, 03:29:48 am
Crossroads on Indar man, effing brilliant. LA-jump into the tree and shoot both enemy factions!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 10, 2012, 04:54:42 am
I made about 80 certs sniping at a never-ending horde of NC infantry.  Raised my K/D a whole 6% in just that battle.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 10, 2012, 09:30:59 am
What you do is open useroptions.ini and find the render distance line, it's probably set to -1.00000 (which means unlimited/server controlled or something like that). I turned mine to 300, which is super low (but my computer is terrible) you could probably try 1000 for a start, and go up or down from there depending on how well it runs. More then 3000 is probably a waste, and even as low as 300 is very playable (just don't try to fly because there's too much fog to see other planes or ground targets).

Thanks!  This made the game almost playable for me at 800.  I'll try piddling around with it more and see if I can make it good enough to actually be useful in a firefight.  (It was good enough to medic a bit.)

Know any other tweaks like that that aren't ingame?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 10, 2012, 09:36:16 am
I think around 1000 is the range that people vanish from view.  I may be wrong but this should be a good distance for sniping.

\\\\\
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sharp on December 10, 2012, 09:54:16 am
The great thing about Indar is that Allatum Bio-Labs always has some action. I Orbital dropped in as Vanu while TR controlled it and NC were assaulting it on the roof of the dome and then realised with horror that I forgot to change my class and was medic, literally the worst class to be a sole soldier in the middle of a firefight between two hostiles. Still got 4 kills before I got spotted but could have been so more with any other class, I thought I was engineer and was going to plant a turret on the skywalk facing the landing pad to just cut down hordes of NC.

Still the game as a whole doesn't interest me that much, can't capture warpgates so can't ever win and generally whoever has the biggest army wins so it becomes like a giant circle jerk of capturing bases, dying isn't a disincentive at all and being in combat nets far more xp then long capture times in other bases. Good for some mindless fun for a bit but I don't see it long term, actually it makes me want to load up Tribes 2 :D
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 10, 2012, 10:01:19 am
Just find a good outfit.

And i agree with hemmingjay. TAS sucks a bit. Nothing worse then not hearing anything from command but "move to squad waypoint in [vehicle]", start up teamspeak and hear the leaders cheerfully chatting about various things.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 10, 2012, 10:49:01 am
We talk about alot of shit in MVEE Platoon Chat, when it comes to important shit we say "Clear Coms". Everyone shuts up for a while, then after all the craps done we go back to talking about shit again...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 10, 2012, 10:51:48 am
Only officers have talkpower in the TS channel. (except for the lobby)
Platoon chat is barely used.

This is terrible for me, because i'm a very... chatty person.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 10, 2012, 11:12:01 am
My problem with TAS is simply that a few jackasses spam Platoon voice constantly and we can't communicate in squads. It is even worse when it's some 12 year old with a napoleon complex.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 10, 2012, 02:51:09 pm
So doing a Sky Dance with a Couple of Scythes, Me winning, I wasn't paying attention to how close to the ground I was, something alot of Scythe Pilots attempt to cause...

Though, I didn't crash...
http://steamcommunity.com/sharedfiles/filedetails/?id=112610975
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: BurnedToast on December 10, 2012, 05:10:15 pm
What you do is open useroptions.ini and find the render distance line, it's probably set to -1.00000 (which means unlimited/server controlled or something like that). I turned mine to 300, which is super low (but my computer is terrible) you could probably try 1000 for a start, and go up or down from there depending on how well it runs. More then 3000 is probably a waste, and even as low as 300 is very playable (just don't try to fly because there's too much fog to see other planes or ground targets).

Thanks!  This made the game almost playable for me at 800.  I'll try piddling around with it more and see if I can make it good enough to actually be useful in a firefight.  (It was good enough to medic a bit.)

Know any other tweaks like that that aren't ingame?

Glad it helped!

in the same file, you can change it to ShadowQuality=0, that will completely disable shadows which helped a bit for me. FloraQuality=0 and RenderFlora=Off should remove at least some of the plant life etc and maybe give you a few extra FPS.

Someone told me if you disable some or all of the sounds (set the slider to 0) it won't load the sound files at all and will give you a bit of a boost, but I didn't notice any difference at all doing that (if it helped, it was so minor it was not worth it). It can't hurt to try, though, maybe it will help you out.

You can also set render quality to lower then 50%. find the line that says RenderQuality=1 (or 0.5 or whatever) and change that to even lower, like RenderQuality=0.350000. Warning, this will make the game look *REALLY* terrible (http://i307.photobucket.com/albums/nn284/GamestaRJ/40fps.jpg), but it might help you if your GPU is very old.

Another thing you can try is playing on easimir or amerish - the population is usually laughable unbalanced (like one side has 80%) but if it's relatively even, I find the performance is usually a LOT better there for me.

Also if you press control-f (or maybe it's alt-f I don't remember offhand) it gives you an FPS counter at the bottom, which will also list [CPU] or [GPU] to tell you which is bottlenecking your performance. Maybe not hugely helpful but if you plan on upgrading, it will let you know which to upgrade.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Microcline on December 10, 2012, 06:43:54 pm
I can't wait for server transfers. My lvl 15 is in NC on Matherson but I have grown to HATE my Outfit there(The Ascended) and am looking to join the TR Outfit that dominates Matherson. I can't bring myself to delete my lvl 15 though, so, it's now about the waiting game.
I've never seen the TR take more than one continent on Mattherson.  The range I normally see is TR 0-1 continents (always Indar), VS 0-2 continents, NC 1-2 continents.  I'd avoid The Enclave unless you're into unironic white supremacism and a no-fun-allowed milsim command structure.  They also tend to lose a lot, as they don't understand the importance of armor and air support in holding points and don't have the numbers for an offensive zerg.  The redditors playing Vanu are a bit more competent, but they probably wouldn't be much less reprehensible.  Good luck in your hunt, but Mattherson TR is probably a bad place to look for an outfit.

He who controls the crown controls Indar.
Nope, holding the crown is a good way to lose Indar.  The benefits of holding it are negligible, it's a bit like a biolab in that there's no way to take it short of a coordinated blitz so if it's defended it's better to just go around it, and you're going to be stuck defending it as pubbies attack from all sides.  It can be a pretty good place to farm certs if you're on your own though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Scaraban on December 10, 2012, 07:52:48 pm
Watterson TR seems to have a few decently organized outfits, TB's outfit is probably most notable.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on December 10, 2012, 08:24:40 pm
I forgot to change my class and was medic, literally the worst class to be a sole soldier in the middle of a firefight between two hostiles.

This literally made me laugh.

That's total bullshit, for me, Medic is my favorite infantry class. I've ramboed as medic tons of times.

Don't know why it's the worst class.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 10, 2012, 08:28:12 pm
Medics are usually the support class, so seeing a lone medic is less of a threat than a heavy assault. Of course, medics have guns too...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 10, 2012, 10:02:26 pm
Also if you press control-f (or maybe it's alt-f I don't remember offhand) it gives you an FPS counter at the bottom, which will also list [CPU] or [GPU] to tell you which is bottlenecking your performance. Maybe not hugely helpful but if you plan on upgrading, it will let you know which to upgrade.

Good tip- as expected, I'm CPU limited here.  I'm planning on upgrading at year end, so it should become better.  (Also, going from 2 to 16 GB of RAM will help anything.)  But hey, dropping render distance to 400 plus your other tweaks, I was able to get my first kill!  Now I can safely shelve the game until I upgrade.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 10, 2012, 10:43:19 pm
The ability to self-heal without injectors alone makes them a good class for 'behind enemy lines' scenarios. Engineer would be good for the extra ammunition and turret, and LA for the mobility.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 10, 2012, 11:23:16 pm
Honestly, the only benefit to HA seems to be rockets, which are incredibly situational.  The only time I use them anymore is when I'm defending a base or advance sunderer against an onslaught of ground vehicles, can't buy a max, and have some decent cover and resupply options nearby.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on December 10, 2012, 11:26:37 pm
Rockets can be pretty decent anti-infantry, though a good gun is better in most situations.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 10, 2012, 11:28:56 pm
For anyone that has a hardware control panel (Such as the Nvida Control Panel), you might look into disabling Anti-Aliasing for PS2 through that since there's no in-game option. I gained 10-15 FPS by doing that, and I haven't fallen below 20 yet, and that's only with explosions flying around at max settings.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 10, 2012, 11:34:14 pm
Rockets can be pretty decent anti-infantry, though a good gun is better in most situations.

I don't think I've ever managed to kill infantry with a rocket, and I've landed several (appeared to be) direct hits.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on December 10, 2012, 11:47:05 pm
I aim for the feet and have gotten a couple of kills, with several occasions of causing significant damage to help teammates. They're useful for splash damage in a crowded area, but nowhere near as good as grenades.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sensei on December 11, 2012, 01:56:42 am
Rockets can be pretty decent anti-infantry, though a good gun is better in most situations.

I don't think I've ever managed to kill infantry with a rocket, and I've landed several (appeared to be) direct hits.
I haven't played since release -just the beta- but I've had a number of kills with rockets. I'm pretty sure they one-hit anyone without flak armor (maybe flak armor is just very popular). In fact they're my main tool against snipers when I'm playing Heavy Assault.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 11, 2012, 02:04:59 am
I snipe often, and get rockets fired at me when doing so often.  Rockets from vehicles typically destroy me, but rockets from infantry seem to barely hurt me.  No flak armor.  My impression is that you're more likely to penetrate an infantry shield with a wild spray of bullets than a well-placed rocket.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on December 11, 2012, 03:07:52 am
Frequently I hit people with rockets and kill them in one hit. I presume they are a little damaged already but then often it's medics and snipers who behind the lines that die.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on December 11, 2012, 04:28:05 am
Rockets can be pretty decent anti-infantry, though a good gun is better in most situations.

I don't think I've ever managed to kill infantry with a rocket, and I've landed several (appeared to be) direct hits.
I haven't played since release -just the beta- but I've had a number of kills with rockets. I'm pretty sure they one-hit anyone without flak armor (maybe flak armor is just very popular). In fact they're my main tool against snipers when I'm playing Heavy Assault.

If your below a certain range (usually point blank), rockets don't seem hurt infantry. Not sure if its a bug or WAD though. (WAD could be if they were going the realism route of RPGs not actually arming untill a certain distance after being fired)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 11, 2012, 04:51:29 am
Nope; it's just that they don't really hurt infantry when you miss. Rocket explodes next to your feet, you take almost no damage; a direct hit will kill all but a max (and even those are left with about 20%). I've even been killed with full shields and health and heavy's invulnerability shields up with a single rocket. Before I got some certs for my vs heavy's primary, my standard tactic was to fire a rocket at the enemy first, then if they were still alive, shoot them in the confusion. They most certainly will 1-shot people with a direct hit.

Vehicle rockets, on the other hand, have huge splash damage and are a major pain for infantry. A heavy rocket is pretty impotent against a large group, whereas a vehicle rocket will take out everyone.

If you want a 1-shot kill on infantry with the heavy rocket, you aim to hit them; anything else will just serve to give away your position. Making it great for people who aren't attentive to their surroundings, but with whom you don't want to risk a proper firefight.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 11, 2012, 02:54:18 pm
Infantry rockets are designed to focus the blast to be able to pierce enemy armor. Having a wide blast radius would be counterproductive to that aim. At least in real life.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 11, 2012, 03:53:55 pm
Infantry rockets are designed to focus the blast to be able to pierce enemy armor. Having a wide blast radius would be counterproductive to that aim. At least in real life.

This.

PS2: 1
"Tactical" shooters: 0

"LOL AT-4 is an ideal anti-infantry explosive weapon"  :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sharp on December 11, 2012, 05:07:19 pm
I forgot to change my class and was medic, literally the worst class to be a sole soldier in the middle of a firefight between two hostiles.

This literally made me laugh.

That's total bullshit, for me, Medic is my favorite infantry class. I've ramboed as medic tons of times.

Don't know why it's the worst class.

For the situation I was in it was hellabad. I drop podded onto the roof of the Bio-Dome, inside defending TR forces, outside and on the landing pad are the invading NC and you tell me scout is not the worst option there?

Anything else and I could get more then 4 kills. Infiltrator just take potshots and cloak, light assault I can move to higher ground and just pop out for a kill then back to the untouchable roof, engineer could have gotten down to walkway and planted turret and mowed em down and heavy I could actually rambo.

I'm not saying medic is worst combat class (though I rarely do go medic), but I am saying for the situation I was in it was the worst.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 12, 2012, 02:11:11 am
Techplants...
HATE THEM...
They need to swap the locations of the generators. Put the Shield outside and the SCU inside...
Give the Defenders more reason to leave the base and defend the exterior like all other bases...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 12, 2012, 02:30:05 am
Today I learned: A drop pod, when landed on an aircraft, will cause that aircraft to die. There was a swarm of mosquitos; one was landed and with at least enough health it wasn't smoking. On my way down in the drop pod, I spotted it and landed on it. It exploded and I was credited with the kill. So remember folks: "Redeploy" is a synonym for "Anti-Aircraft Orbital Strike"

Anyone know if this works for tanks?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 12, 2012, 02:57:26 am
It should, but I'm not sure.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Pnx on December 12, 2012, 03:02:51 am
Infantry rockets are designed to focus the blast to be able to pierce enemy armor. Having a wide blast radius would be counterproductive to that aim. At least in real life.
True, but it's generally hard to make a rocket that doesn't have a significant blast radius. The RPG series is pretty good against infantry concentrations, assuming the rocket hasn't become warped, in which case it'll aim like a crazy cheap firework.

In all seriousness though weapons in the future just seem to really suck.

Warfare in the future seems to kind of suck too, it really feels a lot more like I'm playing in some kind of lasertag-esque battleground theme park than a real warzone... I understand that's essentially what's happening here, it's just that immersion might be a bit nice. The depiction of the future as shown in this game seems to be one of a future where three sides endlessly throw soldiers into their infinite and irrelevant doom while corporations profiteer off of the arms trade. It can be a little hard to get into it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on December 12, 2012, 03:13:40 am
Anyone know if this works for tanks?

I think it does damage, but does not kill them from full health, they have quite a bit more health than fighters. Drop pods used to do more damage, I killed a full-health liberator late in the beta with one, but that's no longer possible (you'll only do damage and die).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 12, 2012, 04:10:52 am
The depiction of the future as shown in this game seems to be one of a future where three sides endlessly throw soldiers into their infinite and irrelevant doom while corporations profiteer off of the arms trade.
I thought you said it was unrealistic. :P

But yeah, it does feel a bit over-gamified. Though I suspect it's better than the alternative of watching a more realistic future-dogfight taking place between 2 fully automated jet aircraft which are 5 km apart from one another. The problem is, humans just aren't cut out for modern wars.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Fayrik on December 12, 2012, 08:47:03 am
I understand that's essentially what's happening here, it's just that immersion might be a bit nice. The depiction of the future as shown in this game seems to be one of a future where three sides endlessly throw soldiers into their infinite and irrelevant doom while corporations profiteer off of the arms trade.
I just gotta point this out, but. There's only one corporation in the game. Nanite Systems. They make nearly everything. Their logo appears so much it's unreal. That zigzag shape on the lightning? That's their logo. It's also the logo that appears for that split second when secondary bases are neutral.
Judging from where I see their name come up, I suspect that the NC is just a front group, created by Nanite Systems who maintain their "neutral" standpoint. Just look at the profits they must be making by doing so.

That does make me question why the NC are fighting the TR while the VS are present... Though perhaps they initiated their little plot a bit too soon and the VS emerged afterwards.

...And that's my conspiracy theory. I'll just leave that there and move swiftly onward. :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 12, 2012, 10:17:23 am
More questions:

Why does VS have super-advanced tech when all their stuff is made by Nanotech (i'm just going to call it nanotech, fuck you.), Nanotech must have vanu technology too. Then the next question is: Why don't NC and TR have Vanu weaponry trough Nanotech?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 12, 2012, 10:48:25 am
I understand that's essentially what's happening here, it's just that immersion might be a bit nice. The depiction of the future as shown in this game seems to be one of a future where three sides endlessly throw soldiers into their infinite and irrelevant doom while corporations profiteer off of the arms trade.
I just gotta point this out, but. There's only one corporation in the game. Nanite Systems. They make nearly everything. Their logo appears so much it's unreal. That zigzag shape on the lightning? That's their logo. It's also the logo that appears for that split second when secondary bases are neutral.
Judging from where I see their name come up, I suspect that the NC is just a front group, created by Nanite Systems who maintain their "neutral" standpoint. Just look at the profits they must be making by doing so.

That does make me question why the NC are fighting the TR while the VS are present... Though perhaps they initiated their little plot a bit too soon and the VS emerged afterwards.

...And that's my conspiracy theory. I'll just leave that there and move swiftly onward. :P

If one goes by the initial trailer featuring the NC light assault, that seems likely, given that the VS show up in force near the tail end of a devastating battle between the NC and TR.

More questions:

Why does VS have super-advanced tech when all their stuff is made by Nanotech (i'm just going to call it nanotech, fuck you.), Nanotech must have vanu technology too. Then the next question is: Why don't NC and TR have Vanu weaponry trough Nanotech?

The way I took it was that the shared stuff (Lightnings, Liberators, etc.) were all produced by Nanotech. The NC (probably) and TR (possibly) special stuff as well. The exception is that the VS are newcomers to the playing field, ones that Nanotech likely didn't expect; they've drawn their faction tech from a source completely unexploited by Nanotech and just happen to also buy from Nanotech to fill out their selection. That, or Nanotech manipulated them as well in order to properly develop Vanu tech, and are intentionally keeping it out of the hands of the NC and TR because they'd likely be able to overwhelm the VS (read: Nanotech's proxy R&D group) without any new benefits.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 12, 2012, 11:02:09 am
so, new patch, tech plants now have the generators outside the shield in various buildings around it... so partly what some one else said.

Also, can now make other characters on the same server.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 12, 2012, 11:04:21 am
You guys realize that the factions are just clones with rewritten minds to give them a fighting purpose and that Nanite Systems is using Auraxi(the planet) as a testing ground for weapons and recording the action as entertainment for other worlds?


or at least that is what seems most fitting considering gameplay.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 12, 2012, 11:04:55 am
so, new patch, tech plants now have the generators outside the shield in various buildings around it... so partly what some one else said.

Also, can now make other characters on the same server.


YES! YES! (http://www.youtube.com/watch?v=P3ALwKeSEYs)


E:

Wow, that's probably the best theory, Ivefan...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 12, 2012, 11:37:01 am
Ivefan's explanation is now canon, because I deem it so.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on December 12, 2012, 11:45:43 am
Makes me think of that Doctor Who episode, with the two clone armies that have been in a long gruelling war with each other, and no one living remebers even what the war was about. Then
Spoiler (click to show/hide)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 12, 2012, 12:22:10 pm
That also explains why they all have the same voices.  :P


And the technobabble rezzes; they aren't bringing you back to life, they're just decanting a new clone.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Microcline on December 12, 2012, 12:54:41 pm
So the Enclave wasn't putting up much of a fight when we were crushing them this morning, but it turns out this patch introduced something even more entertaining.

http://www.youtube.com/watch?v=suc-JfhQy0E&hd=1

Nothing compares to seeing it in person though, so get in game before they patch it out.

Bonus magrider vid: http://www.youtube.com/watch?v=Mi1MW3iNTSc
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 12, 2012, 02:16:09 pm
'Dem silly-legs.  :P


But yeah, the magrider's cliff-climbing ability is one of the reasons I was considering going VS for my first character.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 12, 2012, 03:13:46 pm
But yeah, the magrider's cliff-climbing ability is one of the reasons I was considering going VS for my first character.
after loosing the stronghold due to magriders climbing 70-80 degrees slopes i felt that tanks should get a nerf in that.
And yes i say tanks because apparently the prowler can do the same to a lesser extent.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 12, 2012, 03:20:29 pm
Honestly, the magrider's got an excuse in that it uses some form of agrav to levitate. As long as the agrav can counter the force of gravity trying to pull the tank down the slope and the slope isn't steep enough for the magrider to go head over heels, it should be fine. Its advantage is supposed to be mobility, after all, especially given that it uses a fixed-mount gun rather than a turret. Being less constrained by terrain seems like the sort of advantage that makes sense for NS, anyhow.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 12, 2012, 03:37:00 pm
Honestly, the magrider's got an excuse in that it uses some form of agrav to levitate.
And as an counter argument you could assume that the agrav would be directed downwards from the chassis and would flip the tank over if it actually attempted to climb a slope at that degree.

That the magriders got a fixed mount isn't even a disadvantage because that means they can always have the front to the enemy.
I'm not denying the mobility, they can strafe and they can dodge well, just don't let them(and other tanks) climb places where vehicles shouldn't be able to go.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 12, 2012, 05:10:25 pm
Because they couldn't possibly put the a-grav units in swivel mounts. It's not as if a similar mechanism is already in use in all of the VTOL aircraft in the game.


I don't see how a fixed-traverse main cannon is an advantage over a turret in any way, shape, or form, given the mechanics of the game. The advantage you're citing is related to the a-grav propulsion (which allows the magrider to strafe without exposing side armor, unlike tracked vehicles). The only advantages a fixed-traverse battery has over a turreted one in real life are that the join between turret and chassis can be comparatively weakly armored, something that clearly isn't modeled in the game; and that a fixed-traverse gun can generally be higher calibre due to the increased space and stability available. Neither of these apply in the game.

It's bad enough that games like this force the "owner" of the tank to be driver, gunner, and commander all in one, but with the magrider you can't even sweep for contact without swinging the whole tank around. If you're already facing an entrenched enemy but want to check your flanks, that means you're moving the frontal armor and giving enemies shots at your sides. If you're on the move, you can't engage anything not directly ahead of you without stopping and turning the entire tank.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 12, 2012, 05:58:32 pm
Because they couldn't possibly put the a-grav units in swivel mounts. It's not as if a similar mechanism is already in use in all of the VTOL aircraft in the game.
And in that case the tank would fly rather than levitate.
As far as i see it, there is two possible mechanisms behind the levitation.
  1# A force that counteracts the planetary gravity. In which case the terrain wouldn't matter as the tank would basically be flying.
  2# A force that pushes against the terrain underneath. This could use a swivel mount but taking the design of the tank in consideration I would say that a large part of the "wings" would contain the a-grav, possible multiple emitters that would exert various force to cope with variations in the terrain. In this case I doubt that the a-grav emitters or what ever function there is would be able to exert force at an angle capable of traversing such high degree slopes.


Anyway, I just don't want tanks to go mountaineering like spiderman like this.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 12, 2012, 06:07:58 pm
I decided to catch up with my squad by spawning on a squad beacon someone had put on our front line. I turned to eat some of my snacks, turning back just in time to watch my pod drop right into the back of a friendly Galaxy with seven people in it.

After some hasty explanations, I managed to avoid getting booted from my outfit. Not two minutes later, someone else showed up with a galaxy, which another friendly promptly destroyed with their own drop pod.

It was hilarious.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 12, 2012, 08:22:27 pm
I've seen mag-riders use the terrain like ski-jumps so they can get on top of buildings, this then makes them immune to the random engineer who might want to use a pack of C4.  Imagine a Mag-rider sitting on the defensive walls of a tech-plant or wedged into one of the towers.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 12, 2012, 08:39:16 pm
Because they couldn't possibly put the a-grav units in swivel mounts. It's not as if a similar mechanism is already in use in all of the VTOL aircraft in the game.
And in that case the tank would fly rather than levitate.
I was referring to the sort of swiveling mount used, not the propulsion system. Though also note that, as gravitational fields are gradations of strength rather than a binary on/off setting, agrav would presumably behave the same way.

As far as i see it, there is two possible mechanisms behind the levitation.
  1# A force that counteracts the planetary gravity. In which case the terrain wouldn't matter as the tank would basically be flying.
  2# A force that pushes against the terrain underneath. This could use a swivel mount but taking the design of the tank in consideration I would say that a large part of the "wings" would contain the a-grav, possible multiple emitters that would exert various force to cope with variations in the terrain. In this case I doubt that the a-grav emitters or what ever function there is would be able to exert force at an angle capable of traversing such high degree slopes.

In case 1, it would still need to be directional. If it wasn't, everything that approached the magrider would be repelled. This obviously isn't the case.

In case 2, you're talking about presser beams, not agrav. Unless you mean to suggest that they're air-cushioned. I don't think you are, though, as it's plainly not the case. It's essentially a tossup between a localized, directional agrav field and multiple presser beams, though I think the former seems more likely, as the latter would be akin to attempting to "walk" the tank on invisible, single-jointed legs, which seems excessively awkward. Given the rounded nature of the magrider's hull and relatively low profile, it doesn't seem unreasonable that it can scale steep slopes. It wouldn't even be a matter of whether or not it has the force to do so, only at what angle the magrider's center of balance would be such that it would do a backflip off of the cliff. Add in the non-trivial forward thrust from the magboost, and...

Though from a gameplay perspective it should probably be toned down slightly, but still enough to be markedly better than other tanks at going up steep slopes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on December 12, 2012, 08:49:13 pm
Honestly, the magrider's got an excuse in that it uses some form of agrav to levitate.

And as an counter argument you could assume that the agrav would be directed downwards from the chassis and would flip the tank over if it actually attempted to climb a slope at that degree.

I don't see why it should even climb slopes at all. Levitating one meter above the ground wouldn't take any more energy than levitating a kilometer above the ground. They behave like hovercrafts, which they're not. Their levitating effect has nothing to do with the ground, as the name suggests it works via magnetism. They should just be able to fly around at any altitude they damn well please, as far as I can tell.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 12, 2012, 09:13:56 pm
In case 1, it would still need to be directional. If it wasn't, everything that approached the magrider would be repelled. This obviously isn't the case.

In case 2, you're talking about presser beams, not agrav. Unless you mean to suggest that they're air-cushioned. I don't think you are, though, as it's plainly not the case. It's essentially a tossup between a localized, directional agrav field and multiple presser beams, though I think the former seems more likely, as the latter would be akin to attempting to "walk" the tank on invisible, single-jointed legs, which seems excessively awkward. Given the rounded nature of the magrider's hull and relatively low profile, it doesn't seem unreasonable that it can scale steep slopes. It wouldn't even be a matter of whether or not it has the force to do so, only at what angle the magrider's center of balance would be such that it would do a backflip off of the cliff. Add in the non-trivial forward thrust from the magboost, and...
case 1; Yes, directional towards the planet core of course, because thats the only gravitational field there is and if you negate the gravity from the planet you basically got a flying vehicle with no need to be constrained to one meter above the ground.

case 2; Considering that the magrider basically acts like it is air-cushioned in a 90 degrees relation to the ground i would say that the vehicle is emitting a continuous force akin to that of say a moon lander. It might not be strange for it to be able to climb the slopes with enough speed behind it but the problem that comes in game is that they can stay on the wall and fire at a target horizontally.
And i don't see why presser beams would be like walking. Its not like they would be a solid force. Example; You have the main ones that keep the tank levitating by pressing against the ground, then you have other emitters that would be able to be directed to the sides to some extend to press against the ground to move the tank sideways. Turn them 45 degrees left and the tank would strafe right, turn the front ones left while the back ones turn right and you rotate.

Gotta remember to take a screenshot the next time i see a spiderrider.

I don't see why it should even climb slopes at all. Levitating one meter above the ground wouldn't take any more energy than levitating a kilometer above the ground. They behave like hovercrafts, which they're not. Their levitating effect has nothing to do with the ground, as the name suggests it works via magnetism. They should just be able to fly around at any altitude they damn well please, as far as I can tell.
Quite so, but they do not which leaves us to theorize the manner of propulsion.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on December 12, 2012, 09:48:19 pm
I've seen mag-riders use the terrain like ski-jumps so they can get on top of buildings, this then makes them immune to the random engineer who might want to use a pack of C4.  Imagine a Mag-rider sitting on the defensive walls of a tech-plant or wedged into one of the towers.

Light Assault get C4 too, walls and rooftops are their hunting grounds. Also, once in such a position, the Magrider would not be able to maneuver very much, thereby losing its main advantage, so I think it would become easy prey to Heavy Assault and their rocket launchers.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sensei on December 13, 2012, 03:36:48 am
Honestly, the magrider's got an excuse in that it uses some form of agrav to levitate.

And as an counter argument you could assume that the agrav would be directed downwards from the chassis and would flip the tank over if it actually attempted to climb a slope at that degree.

I don't see why it should even climb slopes at all. Levitating one meter above the ground wouldn't take any more energy than levitating a kilometer above the ground. They behave like hovercrafts, which they're not. Their levitating effect has nothing to do with the ground, as the name suggests it works via magnetism. They should just be able to fly around at any altitude they damn well please, as far as I can tell.
It obviously repulses against the ground. One theory is that the antigravity requires matter to act on, and atmosphere doesn't have enough mass (not to mention it flows) to repel the tank into the air. Thus, it needs to be withing a specific distance of the ground or a sturdy floor. The same logic would allow it to, arguably, move along water as well (but not at the same height).

Why, then, is it called the Maglev? Because when it levitates, it looks kinda like magnets an' shit.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 13, 2012, 04:47:08 am
  1# A force that counteracts the planetary gravity. In which case the terrain wouldn't matter as the tank would basically be flying.
Newton would like to have a word with you! Can't have a force outside a pair, gravity effects both the object and the planet, so some form of hover would need to exert force on something as well as the vehicle.
Don't shoot me if I word it wrong, I don't usually talk physics in english.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 13, 2012, 05:15:41 am
  1# A force that counteracts the planetary gravity. In which case the terrain wouldn't matter as the tank would basically be flying.
Newton would like to have a word with you! Can't have a force outside a pair, gravity effects both the object and the planet, so some form of hover would need to exert force on something as well as the vehicle.
Don't shoot me if I word it wrong, I don't usually talk physics in english.
Not really, you could just stop gravity from working. It's like a graviton-shield, that stops the gravity-interaction between tank and everything else. This would mean that the tank is essentially weightless and will fly off of the surface due to spin of the planet, so careful regulation of said shield (turning it off and on at high frequency) will make it "float" above the surface.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Aptus on December 13, 2012, 07:45:51 am
Nooooooooooooooooo they have since the beta removed my favourite sniper douche spot. I used to be able to drop pod or fly up to those green house roofs and drop down a hole in the middle, landing on a platform that gave me a firing arc for basically the entire inside of the green house. Like 99% of my kills in the beta came from that spot :p
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 13, 2012, 08:23:55 am
There was a hole there?! Pfft, good they fixed that.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 13, 2012, 08:53:33 am
They removed the LA skill that allowed you to get up there, too.

Of course, LA's don't have sniper rifles...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 13, 2012, 10:39:33 am
  1# A force that counteracts the planetary gravity. In which case the terrain wouldn't matter as the tank would basically be flying.
Newton would like to have a word with you! Can't have a force outside a pair, gravity effects both the object and the planet, so some form of hover would need to exert force on something as well as the vehicle.
Don't shoot me if I word it wrong, I don't usually talk physics in english.

That wasn't me, you derped your quotes.  ;)

In case 1, it would still need to be directional. If it wasn't, everything that approached the magrider would be repelled. This obviously isn't the case.

In case 2, you're talking about presser beams, not agrav. Unless you mean to suggest that they're air-cushioned. I don't think you are, though, as it's plainly not the case. It's essentially a tossup between a localized, directional agrav field and multiple presser beams, though I think the former seems more likely, as the latter would be akin to attempting to "walk" the tank on invisible, single-jointed legs, which seems excessively awkward. Given the rounded nature of the magrider's hull and relatively low profile, it doesn't seem unreasonable that it can scale steep slopes. It wouldn't even be a matter of whether or not it has the force to do so, only at what angle the magrider's center of balance would be such that it would do a backflip off of the cliff. Add in the non-trivial forward thrust from the magboost, and...
case 1; Yes, directional towards the planet core of course, because thats the only gravitational field there is and if you negate the gravity from the planet you basically got a flying vehicle with no need to be constrained to one meter above the ground.
THAT IS NOT HOW GRAVITY WORKS. EVERY THING WITH MASS GENERATES A GRAVITATIONAL FIELD. Also note what Sensei said.

case 2; Considering that the magrider basically acts like it is air-cushioned in a 90 degrees relation to the ground i would say that the vehicle is emitting a continuous force akin to that of say a moon lander. It might not be strange for it to be able to climb the slopes with enough speed behind it but the problem that comes in game is that they can stay on the wall and fire at a target horizontally.
And i don't see why presser beams would be like walking. Its not like they would be a solid force. Example; You have the main ones that keep the tank levitating by pressing against the ground, then you have other emitters that would be able to be directed to the sides to some extend to press against the ground to move the tank sideways. Turn them 45 degrees left and the tank would strafe right, turn the front ones left while the back ones turn right and you rotate.

Do you understand the concept behind tractor/pressor beams? They're beams. As in, straight projections of force. In order to maintain stability over anything other than perfectly flat ground, they would need to move around, which would be akin to supporting the magrider on a number of variable-length poles, except the poles are invisible. This would make for a marked degree of instability, hence why agrav is the most reasonable explanation.


Also note that agrav must by necessity not cancel the effects of the planet's gravitational field, as the planet is moving at incredibly high velocity in orbit. The Earth orbits at ~30km/s; as a similar rocky planet in the Goldilocks zone, Arraxis (or whatever) can be construed to have a similar orbital velocity. Cancelling the influence of the planet's gravitational field on the tank altogether wouldn't mean that it could fly, it would mean that it would be ripped from the surface and hurled into space. The field is likely either a partial reduction or generates a "bubble" of reduced gravity which itself is still subject to the planet's gravitational pull, but which allows the tank to 'hover', being inside of it. Sort of like being in an incredibly low stable orbit.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 13, 2012, 11:13:03 am
Either way, if magriders can do as in the video, that means they need a nerf in climbing ability. Magriders aren't supposed to go there, so they should not be able to go there.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 13, 2012, 11:20:39 am
THAT IS NOT HOW GRAVITY WORKS. EVERY THING WITH MASS GENERATES A GRAVITATIONAL FIELD. Also note what Sensei said.
Relativity. As I see it the only thing with a field strong enough to affect the vehicle is the planet so the anti gravital function of the vehicle would be working against that.
The field is likely either a partial reduction or generates a "bubble" of reduced gravity which itself is still subject to the planet's gravitational pull, but which allows the tank to 'hover', being inside of it. Sort of like being in an incredibly low stable orbit.
Then consider that the tank will keep levitating at the same height no matter the elevation of the terrain. If it would be able to climb a mountain it would just as well be able to climb to the same height without the mountain by changing the output of the "bubbles" power.
I have not used a scythe but they can hover perfectly, right? If they use the same kind of drive, the magrider would also be able to fly.

Do you understand the concept behind tractor/pressor beams? They're beams. As in, straight projections of force. In order to maintain stability over anything other than perfectly flat ground, they would need to move around, which would be akin to supporting the magrider on a number of variable-length poles, except the poles are invisible. This would make for a marked degree of instability, hence why agrav is the most reasonable explanation.
I did compare the function to a moon lander, didn't I? The difference would be that a moon landers propulsion works with corrective all or nothing combustive power bursts while the beams emit continuous beams of variational force. You would have bearing beams capable of lifting the weight of the rider and directional emitters for correction, anchoring and horizontal direction.

btw. would continuing this discussion be topic derailing?  :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Aptus on December 13, 2012, 12:10:26 pm
Ok this was weird, was assaulting a base doing my usual snipey campness when all of a sudden I get a humongous lagspike and after that all I could see was the sky, it was as if I was flying except... well I wasn't :p
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 13, 2012, 12:17:46 pm
Weird. Reminds me of the time i stood under the barrel of a lightning, the barrel moved down and i was pushed trough the terrain.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Aptus on December 13, 2012, 12:23:31 pm
I had a ton of fun earlier defending a base though. Started out as a sniper as usual and got off a few kills, but then I noticed that both the TR and Vanu were constantly drop podding onto the roof of the complex to get to sniper positions of their own. Queue the Max Roof Defence Unit 2012. I went up on the roof and took cover in some kind of big turbine thing and just popped them as they exited the drop pods. It was hilarious :p

I must say though that cert gain is so slow... getting into an airplane is pretty much pointless for me since I am not even close to getting missiles/rockets and without em well good luck surviving, much less getting a kill heh.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 13, 2012, 01:05:27 pm
The thread isn't terribly active, and the speculation is still on topic, so I think it's fine.



New idea, playing off of the actual name of the thing:

The whole planet has high concentrations of ferrous ores, to the point that every bit of earth and ice is seeded with powder and pebbles of iron ore. The magrider gets its name because the levitation system is twofold: One mechanism polarizes the iron beneath the tank, and the other is one or more powerful electromagnets set to project the opposite polarity downward, allowing it to "float". It can't fly because the magnetic repulsion is only effective out to a certain distance.

This would mesh well with the main gun, which is apparently some sort of directed plasma cannon. Generally the way those are purported to work is by ionizing the plasma and using magnetic fields to project the entire mass in a single direction.

Since the magrider has a fairly wide base and low center of gravity, and the entire surface of the planet repels it, we've got an explanation for how it can climb near-vertical slopes: as long as there's some sort of angle, it can get magnetic "traction", and with the magboost it can maintain velocity rather than slowing and stopping.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on December 13, 2012, 01:10:24 pm
It's significantly advanced alien technology, and thus akin to magic... stop trying to explain it.

(Disclaimer: This only applies to in game and most otherwise fictional things. I fully support trying to explain any actual real world phenomena, similar to this or otherwise.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on December 13, 2012, 01:13:18 pm
It's significantly advanced alien technology, and thus akin to magic... stop trying to explain it.

(Disclaimer: This only applies to in game and most otherwise fictional things. I fully support trying to explain any actual real world phenomena, similar to this or otherwise.)

Seconded. If tech in games could be easily explained with science, then we'd have that tech in the real world. If we knew exactly what properties affected anti-gravity tech, and what we'd need to have it, someone would've thrown money at it to make it real.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 13, 2012, 01:23:11 pm
It's significantly advanced alien technology, and thus akin to magic... stop trying to explain it.

(Disclaimer: This only applies to in game and most otherwise fictional things. I fully support trying to explain any actual real world phenomena, similar to this or otherwise.)

Seconded. If tech in games could be easily explained with science, then we'd have that tech in the real world. If we knew exactly what properties affected anti-gravity tech, and what we'd need to have it, someone would've thrown money at it to make it real.

We could have had asteroid mining colonies and a moon base decades ago. We could have had electric cars half a century ago. We did have electric trolly networks in a lot of major cities back around the very early 1900s, but they were bought up and run into the ground by auto manufacturers.

Point is, just because something is possible and cool doesn't mean it will be done.

On a similar note, just because we understand how something works doesn't mean we can actually do it. We've got a theoretical FTL drive, but that doesn't mean we're sending out FTL ships. We understand (more or less) how to do a core tap, but we can't do it (both because of the logistics and because it would be potentially really fucking stupid). Newton understood gravity, but that didn't mean he could directly measure it. The Nazis had rocketry, but they couldn't put someone into space.

Point the first: Just because something is understood and possible doesn't mean it will automatically happen, or can be practically applied.

Point the second: Don't be Stop Having Fun Guys, even for WMG. It's entertaining and doesn't harm anything. Also, I have to question whether lasers and plasma are really "significantly advanced" considering that we can already build pretty damned powerful lasers, and have at least a theoretical understanding of how to weaponize plasma.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 13, 2012, 01:24:39 pm
Doesn't earth itself already have a very high amount of iron in its crust?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 13, 2012, 01:26:17 pm
Doesn't earth itself already have a very high amount of iron in its crust?
Something like 5%. Oxygen and silicates are much more common, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 13, 2012, 01:29:23 pm
Also, I have to question whether lasers and plasma are really "significantly advanced" considering that we can already build pretty damned powerful lasers, and have at least a theoretical understanding of how to weaponize plasma.
Might just be that to make the components small & sturdy enough to be used in infantry weapons would require advanced stuff
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 13, 2012, 01:52:14 pm
Doesn't earth itself already have a very high amount of iron in its crust?
Something like 5%. Oxygen and silicates are much more common, though.
I ment in comparison to other (rock) planets.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 13, 2012, 02:01:55 pm
Doesn't earth itself already have a very high amount of iron in its crust?
Something like 5%. Oxygen and silicates are much more common, though.
I ment in comparison to other (rock) planets.
Not particular, to the extent of our current knowledge. Most of our crustal iron comes from iron-rich meteorites, and it has been proven that Mars' color is due to high levels of iron oxide in the regolith.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 13, 2012, 02:26:53 pm
I believe I heard someone say that the scythe manipulates the planets natural magnetic field to keep itself aloft. The magrider could be doing the same thing, but to a lesser extent due to the magrider having more mass than the scythe.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on December 13, 2012, 02:53:41 pm
Well if we want be 100% realistic then, there are no magriders, there is a value somewhere that determines whether or not a group of tiny LEDs are a certain colour and that's it, I don't know what the hell you guys see when you play this game, all I see are a bunch of shiny lights in a rectangular box.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 13, 2012, 03:04:07 pm
Well if we want be 100% realistic then, there are no magriders, there is a value somewhere that determines whether or not a group of tiny LEDs are a certain colour and that's it, I don't know what the hell you guys see when you play this game, all I see are a bunch of shiny lights in a rectangular box.

I see a mental representation of the patterns of light waves emitted by thousands of sources aligned on a flat plane, organized by wavelength, and classified by way of linguistic name-definitions which carry certain cultural implications, all arranged to form a comprehensible representation of the viewpoint of an artificial secondary physical shell which my mind can control using motions of my primary shell which correspond to changes in the secondary visual-spatial environment in order to disorder the arrangement of the secondary shells controlled by other minds, as causing disorder is a pleasurable experience when it is known to be an illusion, especially when said disordering is accompanied by visual and auditory stimuli.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on December 13, 2012, 03:43:14 pm
It's significantly advanced alien technology, and thus akin to magic... stop trying to explain it.

(Disclaimer: This only applies to in game and most otherwise fictional things. I fully support trying to explain any actual real world phenomena, similar to this or otherwise.)

Seconded. If tech in games could be easily explained with science, then we'd have that tech in the real world. If we knew exactly what properties affected anti-gravity tech, and what we'd need to have it, someone would've thrown money at it to make it real.

We could have had asteroid mining colonies and a moon base decades ago. We could have had electric cars half a century ago. We did have electric trolly networks in a lot of major cities back around the very early 1900s, but they were bought up and run into the ground by auto manufacturers.

Point is, just because something is possible and cool doesn't mean it will be done.

On a similar note, just because we understand how something works doesn't mean we can actually do it. We've got a theoretical FTL drive, but that doesn't mean we're sending out FTL ships. We understand (more or less) how to do a core tap, but we can't do it (both because of the logistics and because it would be potentially really fucking stupid). Newton understood gravity, but that didn't mean he could directly measure it. The Nazis had rocketry, but they couldn't put someone into space.

Point the first: Just because something is understood and possible doesn't mean it will automatically happen, or can be practically applied.

Point the second: Don't be Stop Having Fun Guys, even for WMG. It's entertaining and doesn't harm anything. Also, I have to question whether lasers and plasma are really "significantly advanced" considering that we can already build pretty damned powerful lasers, and have at least a theoretical understanding of how to weaponize plasma.

I stand chastised... why DON'T we have a moonbase?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 13, 2012, 04:41:46 pm
It's significantly advanced alien technology, and thus akin to magic... stop trying to explain it.

(Disclaimer: This only applies to in game and most otherwise fictional things. I fully support trying to explain any actual real world phenomena, similar to this or otherwise.)

Seconded. If tech in games could be easily explained with science, then we'd have that tech in the real world. If we knew exactly what properties affected anti-gravity tech, and what we'd need to have it, someone would've thrown money at it to make it real.

We could have had asteroid mining colonies and a moon base decades ago. We could have had electric cars half a century ago. We did have electric trolly networks in a lot of major cities back around the very early 1900s, but they were bought up and run into the ground by auto manufacturers.

Point is, just because something is possible and cool doesn't mean it will be done.

On a similar note, just because we understand how something works doesn't mean we can actually do it. We've got a theoretical FTL drive, but that doesn't mean we're sending out FTL ships. We understand (more or less) how to do a core tap, but we can't do it (both because of the logistics and because it would be potentially really fucking stupid). Newton understood gravity, but that didn't mean he could directly measure it. The Nazis had rocketry, but they couldn't put someone into space.

Point the first: Just because something is understood and possible doesn't mean it will automatically happen, or can be practically applied.

Point the second: Don't be Stop Having Fun Guys, even for WMG. It's entertaining and doesn't harm anything. Also, I have to question whether lasers and plasma are really "significantly advanced" considering that we can already build pretty damned powerful lasers, and have at least a theoretical understanding of how to weaponize plasma.

I stand chastised... why DON'T we have a moonbase?

Because all the profit to be had from it wouldn't start showing up until the people who started work on it were dead. It's one of the central flaws of our economic model: nothing gets done unless the corporation that does it gets a fast payoff, and the government can't get funding for things that aren't popular. Hence why we went from full-gear Space Race to essentially nil (beyond occasional shuttle missions) after the Cold War. Also obviously barring very wealthy people and groups who want to do something because it's awesome a good idea, as with SpaceX and that asteroid mining project that isn't expected to see any sort of meaningful production until 2025.

But yeah, basically it's because there's no short-term financial payout in space exploration and development, despite it being completely essential to the continued development of our civilization and our long-term survival as a species.  :-\
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on December 13, 2012, 05:13:41 pm
Well played Dice, well played.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 13, 2012, 05:38:54 pm
Because all the profit to be had from it wouldn't start showing up until the people who started work on it were dead. It's one of the central flaws of our economic model: nothing gets done unless the corporation that does it gets a fast payoff, and the government can't get funding for things that aren't popular. Hence why we went from full-gear Space Race to essentially nil (beyond occasional shuttle missions) after the Cold War. Also obviously barring very wealthy people and groups who want to do something because it's awesome a good idea, as with SpaceX and that asteroid mining project that isn't expected to see any sort of meaningful production until 2025.

But yeah, basically it's because there's no short-term financial payout in space exploration and development, despite it being completely essential to the continued development of our civilization and our long-term survival as a species.  :-\
So the advancement of the medical sector, extending the lifespan of a single generation, is key to the survival of our species, as without it we wouldn't be able to embark on bigger projects. Which brings us back to Auraxis, where immortality had the opposite effect, and we're all millennia old, bored out of our skulls, and kill eachother over and over again because of that.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sensei on December 13, 2012, 05:49:27 pm
Old discussion, ho! For Science!

Also note that agrav must by necessity not cancel the effects of the planet's gravitational field, as the planet is moving at incredibly high velocity in orbit. The Earth orbits at ~30km/s; as a similar rocky planet in the Goldilocks zone, Arraxis (or whatever) can be construed to have a similar orbital velocity. Cancelling the influence of the planet's gravitational field on the tank altogether wouldn't mean that it could fly, it would mean that it would be ripped from the surface and hurled into space.
Eh, there's nothing about gravity, or the loss of it, that would affect how you move relative to the planet's rotation. It's not a gravitational field constantly acting on that keeps you in place, it's simply momentum- an object in motion stay's in motion. You were born going at 30km/s and you'll stay at that speed unless a force acts on you to change that. Even without gravity, even without atmosphere. If the opposite were true, then an astronaut stepping out of a shuttle moving through space at high speeds would appear the fly behind the shuttle. This would of course mean his speed is changing, as if a force acted on him.

That said, the way the Magrider behaves suggests it does exert a force against the ground, rather than simply negating gravity, since it falls straight to within a certain distance of the ground when it is in the air. Scythes probably work on a similar principle. When a Scythe is not level, in moves in the direction in which it is tilted, and loses altitude, suggesting it exerts force downward (if it negated gravity, its orientation would not matter). Since it does so without respect to terrain, presumably a Scythe is light and powerful enough to do this against the atmosphere itself. After all, we never see a Scythe in space, and it shares an altitude ceiling with the other aircraft which all appear to use conventional jets.

It's significantly advanced alien technology, and thus akin to magic... stop trying to explain it.

(Disclaimer: This only applies to in game and most otherwise fictional things. I fully support trying to explain any actual real world phenomena, similar to this or otherwise.)

Seconded. If tech in games could be easily explained with science, then we'd have that tech in the real world. If we knew exactly what properties affected anti-gravity tech, and what we'd need to have it, someone would've thrown money at it to make it real.
Oh, poo to that! If we treat the antigravity itself as a black box (electricity goes in, gravitational force comes out, and we don't know why) the rest is scientifically sound. Now, WHY analyze it? It's in our nature!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 13, 2012, 05:58:54 pm
So the advancement of the medical sector, extending the lifespan of a single generation, is key to the survival of our species, as without it we wouldn't be able to embark on bigger projects.
My pessimistic outlook would be that selective breeding and/or gene manipulation is the key for maturation of the human species, because if we keep going like we are we will cause our own extinction in one way or another.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 13, 2012, 06:40:28 pm
Way too long-term. I predict a singularity within 50 years and the subsequent end of (the relevancy of) mankind.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 13, 2012, 06:51:35 pm
Nice. You're even more pessimistic than me :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on December 13, 2012, 07:58:16 pm
Nooooooooooooooooo they have since the beta removed my favourite sniper douche spot. I used to be able to drop pod or fly up to those green house roofs and drop down a hole in the middle, landing on a platform that gave me a firing arc for basically the entire inside of the green house. Like 99% of my kills in the beta came from that spot :p

The problem with that spot is that you're trapped there, can't get back up, can't go down without dying from fall damage. The first Light Assault that notices you will just jetpack up the dome, drop down right behind you, and knife you.
You can still get there as Light Assault, btw. You can also climb the building from the ground in order to get into the dome without the use of teleporters, aircraft, or those levitation-based elevator things.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Werdna on December 13, 2012, 11:09:27 pm
It can't fly because the magnetic repulsion is only effective out to a certain distance.

aka Coulomb's Law - electromagnetic force is an inverse square of distance (in other words, it drops off rapidly as distance increases).  Evidently this is why the Magrider would be impossible on Earth, even if our planetary magnetic field were stronger - Earth's effective magnetic 'center' is deep within the center of the planet, and at the surface there is so little change in the magnetic field that it can't even 'levitate' the smallest magnet.  The distance to the surface, squared, and inverted, means there is very little force, and minor changes in elevation do not change this.

However, your surface iron explanation might go some ways towards addressing this.  If the surface was highly magnetic, the proximity between surface and vehicle would allow some significant force to be generated against each other.  We can already magnetically levitate multi-ton trains here on Earth, but we need to concentrate the magnetic field in a rail close to the vehicle.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 13, 2012, 11:12:21 pm
I just killed 30 people in a row as the sole defender of a Biolab.

I feel awesome, even though I was primarily using the spawn room. Why people still sit around and watch them like something won't shoot them is beyond me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 14, 2012, 03:24:01 am
Just noticed you can also climb the crown on the S-W cliff face as a LA. Killed people until I ran out of ammo, then ran out of ammo for my pistol, then started knifing, and when I was finally dead I remembered that I still had my C4. Damn.

Also, I remember why I hate the crown.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 14, 2012, 03:30:11 am
My favorite is finding a heavily-populated enemy sunderer spawn in a magrider. At which point I go right up to where everyone is spawning, and spin. Today's specialty milkshake flavor: NC.
The other day I managed to get over a dozen kills in seconds with this method; though only because it was a rather intense battle already, and so their heavies were busy reloading from shooting other tanks. The constant 'pling; pling; pling; pling' of xp was immensely satisfying.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 14, 2012, 03:49:57 am
"Wanna go for spin?" It really gives a new mental image to "meat-grinder". Speaking of which, why is there no blood in the game, at all? I kind of miss all the splatter.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 14, 2012, 03:55:30 am
"Wanna go for spin?" It really gives a new mental image to "meat-grinder". Speaking of which, why is there no blood in the game, at all? I kind of miss all the splatter.
More particle effects is the last thing we needs. :P

Though it could be to widen potential markets. Some countries like to censor that sort of thing; case in point, WoW: http://www.tomshardware.com/news/China-World-Warcraft-MMORPG-Game,8415.html

There's also the issue that we programmers are inherently lazy, particularly when asked to make boring artsy stuff, and so they may just have never got around to it.

Alternatively, everyone is made of nanobots, and simply disassembles, flies back to the nearest re-assembly point, and so have no blood. Thus explaining why corpses disappear after you rez. In fitting with the previous theory of advanced aliens running it all as a weapons testing and entertainment venture. Congratulations: you ARE the nanite systems.

Edit: Also came across this gem: http://www.planetside2.com/news/intel-brief-magrider
Apparently the Scythe is, indeed, a form of Magrider.
Quote
Long ago, Vanu scientists attempted to triple the Magburner's boost power in exchange for less armor and a smaller gun. Twelve scientists died in the first 2.8 seconds of the experiment, and a week later the original Scythe prototype was introduced.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 14, 2012, 09:45:06 am
There's blood splatter in the video trailers for the game. At one point, the screen is spattered in gore and the character attempts to clear his vision by smearing his hand over it.

It was probably left PG for increasing the audience size, though.


Also: Sad day. They fixed the crazy legs. :(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 14, 2012, 10:13:44 am
Edit: Also came across this gem: http://www.planetside2.com/news/intel-brief-magrider
Apparently the Scythe is, indeed, a form of Magrider.
Quote
Long ago, Vanu scientists attempted to triple the Magburner's boost power in exchange for less armor and a smaller gun. Twelve scientists died in the first 2.8 seconds of the experiment, and a week later the original Scythe prototype was introduced.
I'm just gonna go by the assumption that the few posts of debate we had is more than they ever did while designing the magrider.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 14, 2012, 10:17:45 am
You guys heard about the holiday surprises?
I'm quite excited.

E:
Btw, what would a good outfit for TR on Mattherson be? (Mattherson or Miller, i guess)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 14, 2012, 05:26:27 pm
TotalBiscuit (From YouTube game review fame) has an Outfit on Mattherson, I believe.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on December 14, 2012, 05:29:53 pm
Most people like The Ascended on that server(TAS). Personally I get frustrated at the people who spam the voice channels too much, but that's a minor complaint.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 14, 2012, 06:27:24 pm
TotalBiscuit (From YouTube game review fame) has an Outfit on Mattherson, I believe.
IIRC the name is Drop the Brit, and there is much silliness.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: OREOSOME on December 14, 2012, 06:29:30 pm
TotalBiscuit (From YouTube game review fame) has an Outfit on Mattherson, I believe.
IIRC the name is Drop the Brit, and there is much silliness.
Such as: Dancing Prowlers, Deckard Cain, and also just TB's usual wit.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 16, 2012, 12:14:43 am
99% downloaded, 12:15 at night. Screw sleep, it's time to spend several hours optimizing my settings play.  :D
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 16, 2012, 03:59:50 am
I played this a bit tonight, too, but got really frustrated with the infantry visibility bug.  It seems like it's about twice as bad since I last played a few days ago.  People were constantly flickering in and out of existence, who weren't even that far away.  There were several points where I could tell from the gunfire flying around that there must have been a horde of at least 10 enemies grouped together in an area, and not a single one was visible to me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 16, 2012, 05:37:15 am
The more players and vehicles there is in an area the less you'll see them, move somewhere else.
And it's not a bug per say, it's their shitty dynamic rendering system =P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on December 16, 2012, 07:07:32 am
That's the worst design choice I've ever seen in a FPS. It practically makes long and medium range combat unplayable. You're better off camping in a corner CQ and shooting with twitch-reaction shots.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 16, 2012, 09:44:16 am
I'm also bemoaning the lack of a decent rental system right now.  I bought the Ghost rifle, and I'm not sure I'm ever going to use it.  It had been 8 days since I trialed it for 30 minutes, and it was going to be 22 more before I'd be allowed that again.  The descriptions and stats tell you almost nothing about how the weapons actually play.  Feels like such a huge waste.  Why the fuck would anyone use a weapon for mid-range that needs at least two body shots to kill, but forces you out of the scoped view so you have to completely re-focus on your target from scratch for the second shot.  Any other weapon is going to destroy you every time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 16, 2012, 11:08:47 am
The trial system sucks yes, because you can't try the weapons with any modifications which can make a big difference.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on December 16, 2012, 11:30:59 am
Exactly, that's the biggest problem with it IMO. I have my basic weapon tricked out with attachments in all the slots, so any other weapon I trial is going to seem significantly less effective regardless of its stats. And it's not like I can get around that by stripping my own weapon of all attachments and then comparing my own bare weapon with a bare trial weapon. Some of the weapons are specifically designed for long range engagements, so they're going to suck at short range by design and at long range due to the lack of a scope. It's silly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 16, 2012, 01:12:53 pm
It doesn't help that a lot of the weapons feel pretty same-y.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 16, 2012, 01:24:12 pm
And that you get 30 minutes of trial before getting locked out for 30 days. A week would've been plenty of time between trials.  >:(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: scout890 on December 16, 2012, 02:33:14 pm
The 30 days cool down is only for the trial of a weapon that you trialed already.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 16, 2012, 03:50:16 pm
Also, cert gain is way to goddamn slow to unlock a lot of weapons. I mean, I've been playing for several days now, and I've only got maybe 300 certs on both of my characters combined, and the "Generic Assault Rifle 2000" is going to cost between 500 and 1000 certs. Really, all I need are some command certs, some decent firepower for a Liberator and an anti-aircraft gun, but combined that's something like 4000 certs or so.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 16, 2012, 04:17:47 pm
Ack I'm getting so frustrated trying to pilot a light aircraft without the pricy certs that are pretty much mandatory. Damn you near impossible to dodge lock on for putting a quick end to my dogfighting.
Actually any sort of aerial combat is impossible without getting locked on and destroyed in seconds, pretty much can't compete without those flares. Guess I'll just have to farm the certs doing something else.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 16, 2012, 04:24:06 pm
It seems like the heavier aircraft pretty much dominate everything, because they're so resilient, while a scythe gets torn apart like paper as soon as it leaves the ground.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 16, 2012, 04:56:08 pm
Light aircraft wipes the floor (bad wording I know) with heavy aircraft, there's little a liberator can do against a light aircrafts manouvrability. Liberator can dominate vs ground in my experience, bust tanks like they are nothing, not even mentioning infantry.
Frankly I don't know why that thing has a front gun, apart for taking down galaxies. The back gun is obviously to fight off light aircrafts but can be avoided.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 16, 2012, 06:29:30 pm
Get the anti-tank gun for the lib and you'll tear anything apart if you manage to hit.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 16, 2012, 07:46:57 pm
Ack I'm getting so frustrated trying to pilot a light aircraft without the pricy certs that are pretty much mandatory. Damn you near impossible to dodge lock on for putting a quick end to my dogfighting.
Actually any sort of aerial combat is impossible without getting locked on and destroyed in seconds, pretty much can't compete without those flares. Guess I'll just have to farm the certs doing something else.

Weird, it seems like everybody and their dog is able to dodge my Hawk missiles even without a flare. They just do a little spin w/ burner and off goes my worthless missile. Then then come back and strafe me with dumbfire rockets. It feels like the only decent G2A weapon now is dual-burster AA MAX. Haven't had experience with A2A variants so those might be better.

Even a few liberators can sometimes dodge missiles although them and Galaxies are the only ones who have problems evading, but they have crazy armor and stay high up in the atmosphere instead.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 16, 2012, 07:51:09 pm
Ack I'm getting so frustrated trying to pilot a light aircraft without the pricy certs that are pretty much mandatory. Damn you near impossible to dodge lock on for putting a quick end to my dogfighting.
Actually any sort of aerial combat is impossible without getting locked on and destroyed in seconds, pretty much can't compete without those flares. Guess I'll just have to farm the certs doing something else.

Flares are pretty much necessary. Whether you're dodging or outrunning missiles, you're taking a serious risk, and you certainly aren't attacking. Flares give you a sweet 5 seconds to engage without worrying about lock-ons. That said, flares are, what, 100 certs? Not terrible.

The real cost is getting the A2A missiles, which are pretty much necessary in a dogfight. Likewise, if you want to deal decent A2G damage, you need the rocket pods. That's a lot of certs to become reasonably useful in ESF combat.  :-\
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gabeux on December 16, 2012, 08:01:41 pm
Hey, just installed this, looking for info.

Which empire are we B12ers are playing mosty? :D
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 16, 2012, 09:46:40 pm
The majority are NC on Waterson and Matherson. I've got NC and VS characters on Matherson.


Incidentally, now that I've played it, I've come to a hesitant conclusion: The problem with air isn't necessarily the strength of individual aircraft, but that it's so easy to zerg with them. One or two ESF or libs aren't a big problem, but when you've got a dozen overhead they are. In company with this is the lack of AA weapons that don't need to be unlocked. Tank spam can be stopped because any brand new player can hop into a MBT or switch to HA and pull out their RPG, but there's no equivalent for AA. ESF are rubbish without certs, whereas MBTs can still hurt other tanks relatively easily without certing. By the same token, there are no infantry AA weapons that are automatically available. Hell, just adding some sort of lower-grade Burster as an optional tertiary for the HA to use instead of the RPG would work well. Enemy aircraft? Two dozen HAs firing flak will kill them or chase them off.


So there's a simple, automatically available way to shut down tank zerg, but no equivalent for aircraft. That's the problem as I see it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 16, 2012, 10:16:57 pm
Whats this. Havent you heard...
Only air is the best counter for air...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 16, 2012, 10:33:08 pm
Whats this. Havent you heard...
Only air is the best counter for air...
Yes, and the point stands. Both the A2A cannon and missiles have to be certed into. You can jump into a MBT in your first five minutes and, provided you can aim, the main cannon will still be good enough for you to go toe-to-toe with enemy armor. The same is patently not true for a brand new player in their ESF pitted against one with flares, A2AM, and/or an AA primary. Nice try.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 16, 2012, 10:38:11 pm
Whats this. Havent you heard...
Only air is the best counter for air...

This. That said, you have to draw a distinction between A2A (which is pretty harmless to ground units) and A2G (which turns infantry and tanks into paste, but is defenseless against A2A) loadouts.

Whats this. Havent you heard...
Only air is the best counter for air...
Yes, and the point stands. Both the A2A cannon and missiles have to be certed into. Nice try.

This is the reason air is currently OP - nobody has access to decent G2A or A2A weapons. Someday in the future, it'll be assumed that most HAs will have access to the G2A launcher, and most ESFs will have access to dogfighting kit. At that point, G2A will immediately become balanced.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 16, 2012, 10:43:06 pm
Heh. Just spent the last ten minutes duck-hunting idiot VS lib pilots around the Crown with an AT turret.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 16, 2012, 11:07:03 pm
Whats this. Havent you heard...
Only air is the best counter for air...
Yes, and the point stands. Both the A2A cannon and missiles have to be certed into. You can jump into a MBT in your first five minutes and, provided you can aim, the main cannon will still be good enough for you to go toe-to-toe with enemy armor. The same is patently not true for a brand new player in their ESF pitted against one with flares, A2AM, and/or an AA primary. Nice try.

Actually, he's quoting what one of the devs said. Air is supposed to counter air, according to the makers of the game.

I still have a mark from the face palm that followed hearing it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 17, 2012, 12:59:03 am
Whats this. Havent you heard...
Only air is the best counter for air...
Yes, and the point stands. Both the A2A cannon and missiles have to be certed into. You can jump into a MBT in your first five minutes and, provided you can aim, the main cannon will still be good enough for you to go toe-to-toe with enemy armor. The same is patently not true for a brand new player in their ESF pitted against one with flares, A2AM, and/or an AA primary. Nice try.

Actually, he's quoting what one of the devs said. Air is supposed to counter air, according to the makers of the game.

I still have a mark from the face palm that followed hearing it.
Agreed.
The MOST Annoying thing I find thats stupid is that Infantry are effected by Explosions and such with Screen Shake. An ESF hit by Flak or a Rocket just has a Dink noise...

They either need to make it so that a Rocket causes the WHOLE ESF explode (cause heck we all know that Modern Strike Fighters can take a rocket to the face and keep kicking) or makes it that the Pilot has to be bloody effing good to keep it stable when the thing gets rocked by the impact...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 17, 2012, 03:48:46 am
So let me get this straight: You don't want realism because having your view shake as infantry when you're being bombarded by rockets is distracting, but you do want realism because these aircraft from centuries in the future are clearly equivalent to contemporary fighter aircraft. Let me ask you this, honestly: How much time do you spend piloting an ESF against enemy ground without any friendly air nearby? Because it is most certainly a risky proposition, especially in a relatively uncerted fighter (no flares, upgraded armor, or regenerating health). I've spent something like 6 hours already in the cockpit of my Scythe, and almost none of my deaths have been from enemy fighters. The majority come from when I've doing a strafing run and don't notice an AA Max, or someone pops a lockon rocket at me/hops into an AA turret at the right moment.

Which further illustrates this point: the issue isn't entirely attributable to "lol aircraft op nerf pls", but that the current availability of AA equipment doesn't match the availability of aircraft. This will become less of a problem over time as people cert into AA. IOW: One AA launcher/Max is perfectly fine against one ESF, but not against the zerg hordes of 10-15+ aircraft you see at major battles, and there generally aren't enough people with the gear or willingness to match the number of aircraft with a similar amount of AA. It's sort of like how an anti-armor action would go in this stage of the game if the blindfire rocket launcher and an effective anti-armor cannon for your MBT had to be unlocked.


I had some fun with bugs as well today, particularly the one that got my lockon telltale permanently activated in my Scythe, so that I could only tell if there was an actual enemy lock if I heard the missile behind me.  :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 17, 2012, 09:06:21 am
It's not such a huge problem as it's made out to be, yes air counters air, with a specific loadout. An air unit hunting other air units will not nearly be as effective vs ground targets.

What I do agree with is that the lack of anti air weaponry for armor and infantry for starting players, wich is pretty problematic. Where a heavy infantry can fight armor right of the bat there is simply no easy accessible method for ground to air. Sure you can diversify the amount of weapons through creds you can counter something with, e.g. vs armor anti tank mines, but at least there needs to be something basic in place in all the playing fields right from the start.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 17, 2012, 12:15:41 pm
The best solution, in my opinion, is making small arms fire more effective against all aircraft.

I keep referring to BF2 as the model they should pattern their aircraft after, but the balance between air, infantry, and armor in that game was superb. In PS2, all you have to do is hop in a Liberator and suddenly a massive portion of the current infantry and armor on the ground can't do a thing against you. It's kinda silly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 17, 2012, 12:23:39 pm
Now it's really like playing paper rock scissors where scissors beats everything and is only beaten by scissors.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: nenjin on December 17, 2012, 12:52:17 pm
The best solution, in my opinion, is making small arms fire more effective against all aircraft.

I keep referring to BF2 as the model they should pattern their aircraft after, but the balance between air, infantry, and armor in that game was superb. In PS2, all you have to do is hop in a Liberator and suddenly a massive portion of the current infantry and armor on the ground can't do a thing against you. It's kinda silly.

It's true, BF2 had the most sublime vehicle balance out there. Hated BC2 where you could unload a player-carried HMG against a transport heli and it would be all "LOL! NOPE!". Or how attack choppers with wafer thin aluminum on the side could just soak up bullets while they hovered 2 feet off the ground and raped an entire team.

They moved the slider back the other direction in BF3 but small arms are still generally worth nothing against aircraft. I really liked BF2 in that regard simply because there were very few times you were well and truly fucked as infantry. Even if i'm not going to survive the encounter, at least let me do a speck of damage to the guy that's pillaging me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 17, 2012, 02:38:00 pm
So let me get this straight: You don't want realism because having your view shake as infantry when you're being bombarded by rockets is distracting, but you do want realism because these aircraft from centuries in the future are clearly equivalent to contemporary fighter aircraft.
Realism isn't the right word to use there mate. The right word I would use is Balance...

For Example...
If one ESF could shoot at a Burster Max, disrupting his Aim due to the explosions throwing him around which causes at minimum 1/5 shots to miss (Regardless of Skill level) while every shot from the Burster Max hits the aircraft and does little in the way of causing any problem to the pilot despite the HUGE Explosive graphics that occur when the Flak hits the craft, leaving the pilot the ability to empty a Rocket Pod with Perfect and uninterrupted accuracy due to either Zoom or Thermal Scopes...

Then the Balance between the ideas of Screen Shake and what causes it falters. No matter how advanced any Research and Development is into that of the ESF (fictional or possible fact) its ability to take explosions to the face and be fine is not balanced...

Then there is the difference between Tanks screenshake and that of ESF Screenshake. A Tank can have Screenshakes from Impacts of Blasts while once again an ESF is Unaffected...

There has no TRUE Balance between all Three different kinds of Play done when it comes to the ESF at all...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 17, 2012, 03:11:47 pm
See, I just plain don't agree with you there. It would be fairly balanced if the following two things were true: Small-arms fire could cause noticeable damage to aircraft and there was a dedicated AA infantry weapon available from the start. By the by, I hope you don't really think that an ESF pilot can instantly identify a burster Max and volley FFARs (let's be honest, that's essentially what they are) at it within a few seconds. That's not how it works, if you've ever done runs on infantry. The only instantly obvious AA are the phalanx turrets and enemy ESFs; burster Maxes, AA Lightings, and HAs with AA launchers aren't noticeable until they're shooting at you, at which point you're probably already at 2/3 health or less unless they're idiots and tried to snipe you from a kilometer away.

Speaking from personal experience here: AvG is balanced when you have 1-2 AA weapons for each ESF. By a similar token, though the Lib does need some armor reduction, it makes sense that it's weakest against ESFs with an AA loadout; that's how bombers work, by flying high enough that the only thing that can really hurt them is an interceptor. Granted, it should probably also cost more resources and have a longer cooldown, to prevent the occasional swarms of them that you see at major zerg sites.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Micro102 on December 17, 2012, 03:13:45 pm
O great, I just found out I didnt actually get my station cash and other alpha squad stuff. Ticket time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vactor on December 17, 2012, 03:20:27 pm
And yet, it is a rare that i see anyone hop into a sunderer turret to drive off enemy aircraft.  When I do this i usually can swap between turrets during reloads because nobody else ever does it.

Sunderers are the entry level players counter to aircraft.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 17, 2012, 03:33:19 pm
As I said, EXAMPLE...

An ESF can take damage from all numbers of things and are never effected by them. Not even Fire from another ESF disrupts their aim unless the pilot panics. The ability for a calm pilot to have continuous accuracy at all times even when under fire from any number of things makes the ability of an ESF to be higher then even a MBT...

An ESF firing on an active AA Turret is never bothered, I personally have taken down an AA Turret that was shooting at me from the start without even wavering cause I knew that no matter what I could continue firing on it without much worry because the combination of One Rocketpod Volley and then One Rotary Volley would kill it without problems and leave me with 1/4 Health, enough to escape and repair. And due to the limit of both angle and lack of any other player out there playing AA, I could escape with great ease...

Now if while under that fire from the AA Turret I lost aim due to screenshake, I would NOT have been able to take it down...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gabeux on December 17, 2012, 05:38:20 pm
Hmm, I made my char on Waterson, NC.
Any B12 outfits there?

-> Name's Gabeux, if anyone can invite.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 17, 2012, 05:48:38 pm
Hooked up with a platoon on Matterson this afternoon. Who says the TR are the only ones who get glorious charges?

Spoiler (click to show/hide)


I think there were something like 8 TR tanks and a couple Mossies, plus around three squads worth of infantry defending. We still took it. I think that they need to add a 10-cert "whistle" weapon for squad leaders if we're going to be charging across open ground into a meatgrinder.  :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on December 17, 2012, 06:15:29 pm
If you didn't see, apparently Total Biscuit is the leader of the TR, officially endorsed by Planetside 2. The other factions have leaders that I've not heard of. This development puzzles me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: OREOSOME on December 17, 2012, 06:16:20 pm
DOWN WITH SEANANNERS! DOWN WITH TOBUSCUS! LONG LIVE THE TR!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vactor on December 17, 2012, 07:04:35 pm
As I said, EXAMPLE...

An ESF can take damage from all numbers of things and are never effected by them. Not even Fire from another ESF disrupts their aim unless the pilot panics. The ability for a calm pilot to have continuous accuracy at all times even when under fire from any number of things makes the ability of an ESF to be higher then even a MBT...

An ESF firing on an active AA Turret is never bothered, I personally have taken down an AA Turret that was shooting at me from the start without even wavering cause I knew that no matter what I could continue firing on it without much worry because the combination of One Rocketpod Volley and then One Rotary Volley would kill it without problems and leave me with 1/4 Health, enough to escape and repair. And due to the limit of both angle and lack of any other player out there playing AA, I could escape with great ease...

Now if while under that fire from the AA Turret I lost aim due to screenshake, I would NOT have been able to take it down...

Note: I said sunderer turrets, not AA turrets.  An ESF can get chewed up pretty fast trying to strafe a sunderer with both turrets blazing, and they can be deployed throughout the battlefield, they aren't static like AA turrets.  I think people forget how durable sunderers are, and only think of them as mobile spawn points. 
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 17, 2012, 07:48:40 pm
Yep. The default Sundie turrets are mediocre at everything, including AA. Incidentally, if anyone hasn't unlocked the mobile spawnpoint cert for it, do so. I was making something like 0.33-0.5 certs/minute just from having my Sundie deployed close to the target of a zerg, which adds up more than it initially sounds like, considering that the only effort I made was pulling it and deploying it. It's free exp for a relatively low amount of certs and a minute or two of driving.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 17, 2012, 07:57:03 pm
If you didn't see, apparently Total Biscuit is the leader of the TR, officially endorsed by Planetside 2. The other factions have leaders that I've not heard of. This development puzzles me.
You have never heard of Seananners???
http://www.youtube.com/watch?v=TkSwResL4j4
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 17, 2012, 07:57:53 pm
its like 250 xp for 1 cert isnt it? That means 125 players need to spawn on it before you get 1 cert.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on December 17, 2012, 08:07:05 pm
Yep. The default Sundie turrets are mediocre at everything, including AA. Incidentally, if anyone hasn't unlocked the mobile spawnpoint cert for it, do so. I was making something like 0.33-0.5 certs/minute just from having my Sundie deployed close to the target of a zerg, which adds up more than it initially sounds like, considering that the only effort I made was pulling it and deploying it. It's free exp for a relatively low amount of certs and a minute or two of driving.

Oh so that's why some idiot always parks a sundy under the biolab dome rather than next to one of the anti-gravity elevators. To get people to spawn in it and get certs, regardless of the fact that it actually does harm to assault when people spawn there. Y'know, because it's the closest to the dome in which they died but not necessarily the closest to the actual entry point into the dome. Sneaky.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 17, 2012, 08:12:03 pm
To be fair, the anti-grav elevators are mostly useless unless you already have control over a sizeable chunk of the bio lab. They give the defenders a good second or two of potshot time before you land, and even then you're a distance from any useful cover.

You want to attack a biolab, you use one of the teleport facilities. Sure, the spawn room doors are easily camped, but it's still a lot safer than doing the lemming leap into a half-dozen MANA turrets.  :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on December 17, 2012, 08:40:06 pm
Hey, Redoktober, if someone can invite me to the outfit.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on December 17, 2012, 08:53:24 pm
If you didn't see, apparently Total Biscuit is the leader of the TR, officially endorsed by Planetside 2. The other factions have leaders that I've not heard of. This development puzzles me.
You have never heard of Seananners???
http://www.youtube.com/watch?v=TkSwResL4j4
Nope. Assumed he did gaming videos like Total Biscuit. I think I've heard the name of the VS guy, but never seen any videos. I don't watch much of that stuff, I guess.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 17, 2012, 09:11:16 pm
Yep. The default Sundie turrets are mediocre at everything, including AA. Incidentally, if anyone hasn't unlocked the mobile spawnpoint cert for it, do so. I was making something like 0.33-0.5 certs/minute just from having my Sundie deployed close to the target of a zerg, which adds up more than it initially sounds like, considering that the only effort I made was pulling it and deploying it. It's free exp for a relatively low amount of certs and a minute or two of driving.

Oh so that's why some idiot always parks a sundy under the biolab dome rather than next to one of the anti-gravity elevators. To get people to spawn in it and get certs, regardless of the fact that it actually does harm to assault when people spawn there. Y'know, because it's the closest to the dome in which they died but not necessarily the closest to the actual entry point into the dome. Sneaky.

Actually, I very rarely see that happen in biolabs. Because most people are bright enough to realize that a Sundie under the lab will leave them facing a long run to get to the battle, and conversely most people realize that they'll get more spawns on a Sundie parked next to one of the teleporter rooms.

Incidentally, a suggestion which might help balance air would be to change flares so that they can only be rearmed by returning to a landing pad.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 17, 2012, 09:13:31 pm
If you didn't see, apparently Total Biscuit is the leader of the TR, officially endorsed by Planetside 2. The other factions have leaders that I've not heard of. This development puzzles me.
You have never heard of Seananners???
http://www.youtube.com/watch?v=TkSwResL4j4
Nope. Assumed he did gaming videos like Total Biscuit. I think I've heard the name of the VS guy, but never seen any videos. I don't watch much of that stuff, I guess.
http://www.youtube.com/watch?v=kKrtbUinWOU
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 17, 2012, 09:59:45 pm
Damn it, now I'm torn. I love playing VS, but I hate Seananners for attracting so many morons to TTT.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 17, 2012, 10:03:22 pm
I'd still like to be invited if there's any B12 in an outfit for the VS on Waterson.  Send to character "PentaGrand".
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 18, 2012, 12:48:39 am
Damn it, now I'm torn. I love playing VS, but I hate Seananners for attracting so many morons to TTT.
HUH???
VS is Tobuscus.................
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 18, 2012, 01:39:13 am
Damn it, now I'm torn. I love playing VS, but I hate Seananners for attracting so many morons to TTT.
HUH???
VS is Tobuscus.................
My mistake, I misinterpreted an earlier post.

On another note, I think I've found my calling (other than piloting ESF, that is). I picked up the VS bolt-action sniper rifle that was on sale a day or two ago (But it's not really bolt-action! There's no bolt; the only action your character performs to prep for the next shot is spinning the battery! There's no round to be chambered. Don't call things what they aren't, SOE. :V) and happened to decided to snipe during a large 3-way battle over a tech plant. It took me a few minutes to learn it, but once I did it was immensely satisfying and quite rewarding in terms of certs as well. :3
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 18, 2012, 03:27:58 am
G2A is largely playing a deterrent. Me and a squaddy went burster-MAX and cleared the skies of 3 libs and a few reavers, not by killing them, just damaging them enough to make them nervous and leave. Which was enough to let the main zerg proceed (3 libs vs zerg == dead zerg). They came back with tanks, and we eventually lost, but the point remains that G2A has its use, even if it doesn't gain you certs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 18, 2012, 03:40:37 am
G2A is largely playing a deterrent. Me and a squaddy went burster-MAX and cleared the skies of 3 libs and a few reavers, not by killing them, just damaging them enough to make them nervous and leave. Which was enough to let the main zerg proceed (3 libs vs zerg == dead zerg). They came back with tanks, and we eventually lost, but the point remains that G2A has its use, even if it doesn't gain you certs.

My main complaint with the game remains that doing anything that's actually useful isn't rewarded very much.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 18, 2012, 05:40:07 am
I try to balance it, and switch between farming and being useful :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 18, 2012, 06:58:07 am
DOWN WITH SEANANNERS! DOWN WITH TOBUSCUS! LONG LIVE THE TR!
Damnit seananners.
Always taking X's glorious titles :(

So... Anybody know of any good TR outfits?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gabeux on December 18, 2012, 09:56:31 am
I think I'll try VS tonight, since I can't get myself to like the NC starter weapons. I liked the default one that comes with the Heavy Assault, though.

And in defense of starter guns: In Battlefield 2142 nobody could stop me with my beloved Krylov FA-37 AR, default PAC Assault Rifle.
My KD could easily reach 5:1 and up with that thing, if I wasn't such a rusher..
But it was awesome days anyway  :D

Anyways, I think only VS may have gun like that.

Are there any B12 VS outfits somewhere?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 18, 2012, 11:04:21 am
A friend of mine just found out that uncerted reavers ARE effective in A2A.
Grab a reaver, find an enemy lib, fly into lib.
Enjoy certs.

Btw, is the alpha squad medic gun better than the default one? I tend to use the default one, because the alpha squad one runs out of ammo really quickly. Haven't bought any attachmens tough, so i would like to know before i do.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on December 18, 2012, 11:51:16 am
A friend of mine just found out that uncerted reavers ARE effective in A2A.
Grab a reaver, find an enemy lib, fly into lib.
Enjoy certs.
I once flew an uncerted Liberator into a Reaver and survived.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 18, 2012, 12:55:39 pm
Well, i guess you could try to flip it over and fly into one of the wings. This kind of thing seems to be very random, sometimes you'll blow up, other times you wont.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 18, 2012, 04:00:51 pm
So I'm in an AA phalanx (wich I painstakingly fixed, these things take a lot of repairing), a liberator flies up. I unload an entire salvo until overheated, the lib casually takes every single hit then proceeds to explode my turret in two shots. Yeah sure AA, works as intended. Nerf that dalton gun already  >:(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on December 18, 2012, 06:41:44 pm
One Phalanx won't do the job, you need at least three working together to take out one liberator before it rapes you, and before any of the turrets overheat.

Even better is if you can hit it with the AV Phalanx before it gets too close and above your line of fire.  AA gunners will love-you-long-time if you can clobber it a few times.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 18, 2012, 09:28:25 pm
Are there any B12 VS outfits somewhere?

I play VS on Waterson, but I think I may be the only one.

Not playing too often right now, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 18, 2012, 09:52:11 pm
One Phalanx won't do the job, you need at least three working together to take out one liberator before it rapes you, and before any of the turrets overheat.

Yeah... except most towers (like the Crossroads Watchtower that us NC guys often fight over) only have two AA Phalanx turrets. And they're on opposite sides of the tower.  :P

I can understand that one AA turret can't kill an ESF in a single volley - otherwise, flying near a single AA turret would mean instant death. The problem is that a properly-kitted ESF can kill the AA turret in a single volley as well. It'd be a lot more balanced if AA Phalanx turrets had a ~66% resistance to all air weapons - suddenly, ESFs can fly close to a defended location at the cost of some of their health, but they can't destroy the turret and then wreak havoc at will.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on December 18, 2012, 11:12:11 pm
I think the best solution would be some sort of air shield for the aa guns. Basically make it really hard for air units to take them out. Aa should be countered by ground, not air.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 19, 2012, 07:35:34 am
The devs don't agree.

"Air should only be countered by air!".

Uuugh.
I already said my metaphor: It's like rock paper scissors, where scissors is only killed by scissors and scissors owns everything else.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 19, 2012, 08:59:48 am
Double burster AA MAXes are decent but Skyguards (stupid Lightning version... gimme my buggies back) and especially the Heavy's G2A launcher are lacking, even as deterrents. Then there's the whole not rewarding business which means nobody really wants to play AA unless they have to.

Still, a few of those MAX units + some friendly ESFs make for clear skies usually. You can also take a few shots at low flying ESFs who forget they can be hurt by small arms fire.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 19, 2012, 11:43:39 am
I had an ESF make the mistake of trying to get really close to shoot/ram my Flash while I was travelling. I hopped out and unloaded an entire clip of ammo into him, and was surprised when it took him down to half health.

Naturally, he flew off in a hurry before I could even reload, but hey.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on December 19, 2012, 03:18:25 pm
Always makes me laugh when a squad whole squad opens fire and takes down a mosquito or a scythe with only small arms.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silent_Thunder on December 19, 2012, 04:23:54 pm
Always makes me laugh when a squad whole squad opens fire and takes down a mosquito or a scythe with only small arms.

Oh the best is when it happens upon a infantry platoon consisting entirely of Teamspeak equipped outfit members. Thing liquifies instantly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 19, 2012, 04:42:01 pm
Which is why, if all aircraft were vulnerable to small arms fire, the air-infantry balance would be much better.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Urist McScoopbeard on December 19, 2012, 04:44:16 pm
Well we cant have a roving band of pistoleers going around destroying libs n gals left and right.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 19, 2012, 05:04:36 pm
You're right! They'd have to actually play like they weren't invincible or something!

Oh, the humanity!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 19, 2012, 05:07:55 pm
Less than 100 certs away from the G2A heavy rockets. Anyone know if they suck, or are they actually good?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 19, 2012, 05:48:41 pm
You need 3 for a kill, which turned them from usable (used to be 2) to sucky. Also, everyone and their grandmother has G2A, so any decent aircraft pilot carries flares, which nullify the entire weapon.


It's useful for sniping infantry, I guess?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 19, 2012, 05:51:06 pm
Less than 100 certs away from the G2A heavy rockets. Anyone know if they suck, or are they actually good?

They're 'meh'. Good at scaring the crap out of your average ESF pilot, and driving pilots away once the 5-second flares wear off. Handy at keeping the skies clear (certainly better than those squishy AA turrets). Absolutely useless if you actually want to gain certs. And far less direct damage compared to the standard launcher, so not terribly useful against tanks (1000 damage versus 1700).

If you're any good at piloting, I'd suggest sinking those certs into the A2A ESF missiles and learning how to fly, since dogfighting seems to be the best way to counter bombers. If you really want to remain an infantry soldier, though, the G2A launcher is probably the best use of your certs.

Ninja edit: it's identical to the standard RL for sniping infantry - same move speed, same splash damage.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 19, 2012, 06:02:48 pm
So...what's the best G2A weapon then? So far as I can tell, the only practical way to fight planes without certs is other planes or rarely the regular AA guns (if everyone is manning them and they surround the perimeter of open skies, since they go down in maybe two volleys of rockets).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 19, 2012, 06:11:05 pm
get the second burster for the max. You can occasionally kill an esf by yourself if you let them come close
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 19, 2012, 08:32:25 pm
If anyone hasn't been keeping up with the news, they're doing double XP from the 21st until the 2nd of January and on the 21st (December) they're having a 3x SC sale.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on December 19, 2012, 09:39:01 pm
Huh, this was interesting.

Need to stop flying so low.


But what IS a good way to gain certs quickly? Whenever I drive a tank/fly a mosquito, they're useless because they don't have the 500 cert weaponry that's pretty much required for any sort of efficiency, and I can only earn like 15 certs after playing hours and hours of infantry. (Usually engie or medic.)

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 19, 2012, 09:43:16 pm
I've heard that gunning a Dalton-armed Liberator rakes in plenty of certs. Around 99 per hour is a high-end estimate.

On the ground I have some decent success as a Medic just reviving/healing people.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 19, 2012, 09:55:40 pm
Yeah, playing CAS gunner on a lib with decent explosives and a half intelligent pilot can get absurd numbers of certs, and playing medic in a huge ass warzone with lots of casualties will do the job too. Engie is okay and fairly good for getting certs in any situation too, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on December 19, 2012, 10:41:31 pm
Yeah, playing CAS gunner on a lib with decent explosives and a half intelligent pilot can get absurd numbers of certs, and playing medic in a huge ass warzone with lots of casualties will do the job too. Engie is okay and fairly good for getting certs in any situation too, though.

I just like playing Engie for setting up a nice killzone and mowing down the lemmings with a turret.

Provided my teammates cover my ass, in most cases they do not.

But yeah, gunning in a lib with a 105 is really, really fun. Literally my favorite thing to do in the game right now.
Boom.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 20, 2012, 05:15:49 am
Try to find a heavily populated biolab as engie. The biolab has to be yours and under attack, and you need to be holding ground. The platforms are just huge certfarms for any engie. Plop down a few ammo packs and heal the MAXs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 20, 2012, 08:39:09 am
Want to know the BEST way to earn Certs...
DO NOT PLAY WITH GAINING CERTS IN MIND.
Heck don't even play with KDR in mind.
Just Play...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: 0cu on December 20, 2012, 08:43:07 am
Triple SC tomorrow.
Double EXP from December 21th to January 8th.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on December 20, 2012, 08:59:07 am
Want to know the BEST way to earn Certs...
DO NOT PLAY WITH GAINING CERTS IN MIND.
Heck don't even play with KDR in mind.
Just Play...
Some people don't enjoy the game much if they're not getting anything from it. They want to advance, not fight the same battles over and over while others have better equipment than they do.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 20, 2012, 09:34:05 am
Want to know the BEST way to earn Certs...
DO NOT PLAY WITH GAINING CERTS IN MIND.
Heck don't even play with KDR in mind.
Just Play...
This. I generally log in, look at my certs, see if I can buy something fun with it, start playing to WIN (meaning I'm the one running around fixing/destroying all the generators, positioning sundys, etc unless we've got some outfit-action).

Some people don't enjoy the game much if they're not getting anything from it. They want to advance, not fight the same battles over and over while others have better equipment than they do.
There's very few people with "better" equipment. Rocket pods is one, and there are a few straight upgrades. All the rest is highly circumstantial, and even a fully upgraded Tank/Inf/Plane can be killed by a non-upgraded one. You just need to learn the circumstances :) It's also way cooler to kill a fully decked out camo'd custom helmet HA with a pewpewpistol  8)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 20, 2012, 09:45:58 am
It's also way cooler to kill a fully decked out camo'd custom helmet HA with a pewpewpistol  8)
Agreed. If i get to pick between a normal mossie or one with red camo i tend to chase the one with the camo just because :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 20, 2012, 10:19:46 am
Some people don't enjoy the game much if they're not getting anything from it. They want to advance, not fight the same battles over and over while others have better equipment than they do.
There's very few people with "better" equipment. Rocket pods is one, and there are a few straight upgrades. All the rest is highly circumstantial, and even a fully upgraded Tank/Inf/Plane can be killed by a non-upgraded one. You just need to learn the circumstances :) It's also way cooler to kill a fully decked out camo'd custom helmet HA with a pewpewpistol  8)

No no no.  There are (debatably) few weapons that are straight upgrades.  As long as we're talking certs, everything else you spend them on is blatantly straightforward upgrades of up to 50% better character stats and ability performance.  I don't care about progression, but I'm going to be cert obsessed until I know I'm on a level playing field.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 20, 2012, 10:49:57 am
I generally don't play to gain certs, but it's always fun when you go on, find that Amerish is completely empty, say something of it to an outfit officer and go from warpgated to warpgating in 2 hours while earning 50 certs. Not much to shoot, but good to practice pilot skill, and tonnes of certs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: scout890 on December 20, 2012, 11:03:03 am
I find that amerish tends to flip back and forth with one faction conquering it and then getting bored and leaving, then another faction takes notice and repeats.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 20, 2012, 11:04:20 am
True. Indar has very defined "default" faction borders, but Amerish seems to always be 3/4th one faction and 1/4th the others.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 20, 2012, 04:14:50 pm
Speaking of SC, all vehicle weapons are 15% off today. If you've been on the fence about spending money, do it. I picked up the A2A missiles for my Scythe and dogfighting went from tedious and chancy to near-guaranteed success (mostly because most pilots are bad at it). In about 30 minutes flying around warpgated Esamir, I bagged 6 ESFs and 2 fully loaded libs, and a few assists when people suicided or bailed, as well as around a dozen infantry kills as icing. Even better is if you have your 'next weapon' in a convenient location so you can switch, fire off a gun mag, then switch back as your A2A finishes reloading.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 20, 2012, 05:41:31 pm
Or you could wait until tomorrow and essentially get 66% percent off of everything.

I'm planning on dropping $30 or so, because it'll magically turn into 9000 SC or something.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 20, 2012, 08:05:39 pm
Ah, I just noticed that! I think I might do the same.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 20, 2012, 08:50:11 pm
Actually, for some reason the 3x SC sale is today, as in active right now.

...And I just spent way too much freaking money. But on the bright side I finally have a Dalton on my liberator!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: BuriBuriZaemon on December 20, 2012, 08:58:47 pm
Any recommendations what to buy for Engineer and Heavy Assault player?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 20, 2012, 09:11:33 pm
While I might be persuaded to spend money during a sale (especially a very good one), I can't justify spending money on a game I can barely run.

Maybe when I finally get upgraded...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaenneth on December 20, 2012, 09:25:13 pm
Hmm, I was wondering if my SC that I bought for EverQuest would work on Planetside 2... guess it does.

I bought a bunch because SoE said you could use it too buy subscription time and expansions.

a couple months later, no longer good for subscriptions.

a few months ago, no longer good for expansions.

so, I have three accounts with 10000+ SC on each, and nothing I want to buy with it.

never trust a promise from a corporation; doubly so for software companies; triply so for game companies.

oh, and at least when I redeemed them in EQ the triple station cash also applied to Walmart cards which have a bonus 500 SC on the 1500 point cards; so you can get 6000 SC for $15. I wouldn't be surprised if they changed that, but 4x is a sweet deal.

Only reason I go to Walmart; still feels bad to go there.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 20, 2012, 09:27:27 pm
Oh dammit, now I want to spend 15 bucks on a game I can't play.  When does the tripling end?


But hurry, this offer ends December 21, 2012 at 11:59 pm PST!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on December 20, 2012, 09:36:12 pm
I'm wanting to buy things for this game and I hardly ever play it. Sony knows their marketing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 20, 2012, 10:02:25 pm
The best part is that if you stock up on SC when it's tripled, you'll keep playing the game even if you get tired of it because you'll have that SC you're saving for a sale to spend!  It's marketing via Sunk Cost Fallacy!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 20, 2012, 10:41:47 pm
I wish they could have waited a while longer before doing this sale.  I can't take advantage of it right now :(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 20, 2012, 10:56:46 pm
Okay, I was ready and willing to bite the bullet and admit that there's no truly effective G2A weapon... but then I spent about an hour rolling with an AA Lightning, and holy shit. Granted, around half of my kills were assists (more often than not because the pilots panicked and flew into a cliff at maximum afterburner), but still. Between myself, a couple Scythes, and another AA Lightning, we completely forced the TR to give up on air at the Crown after blowing up something like 20 Mossies and ~8 Libs.

At which point I hopped out of the Lightning and tested out my medic's shiny new NS-11A. Let me be perfectly frank: There are a lot of sidegrades in PS2. This is not one of them. I went from not even bothering to shoot people as a medic to using it as a primary combat class (and getting a hell of a lot more kills, to boot). It even has good ironsights, which goodness knows is a rarity in this game.

On the other hand, the various tank cannons, both MBT and Lightning, do seem to be sidegrades. I can barely even ping infantry with the AA cannon, the Lightning's HE cannon hardly hurts Sundies, let alone MBTs, and the Magrider's AT cannon won't kill infantry without a direct hit, pretty much.

So a mixed bag.

Oh, and even though they're friendly...

Spoiler: NERF AIR PLS (click to show/hide)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Satarus on December 21, 2012, 11:18:12 am
Yeah, I love my NS-11.  Makes me sad that I mostly roll engie since he can't use it.  I've invsted so much into my engineer too.  I got c4, like 13% extra HP, and all but 1 of the repair tool's upgrades.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on December 21, 2012, 11:33:52 am
So I bought £8 worth of SC, wondering what to do with it. I was thinking about upgrading some air units, probably A2A, rocket pods, dalton (maybe save some for galaxy upgrades if i get into an outfit).

I also play infiltrator (NC), but i quite like the default gun, do you guys think its worth buying an upgrade for that?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 21, 2012, 12:56:57 pm
A2A and Rocketpods are both essential if you fly ESF regularly. The NC infiltrator starts with a bolt-action rifle, so you've got much less reason to rush to upgrade than TR or VS. If you're going to get upgrades for the Lib or Gal, I'd wait until you're actually in an outfit to do so.


Among other things that can be very useful are the HE and AA cannons for the Lightning. Also as above, the NS-11.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 21, 2012, 01:07:24 pm
Even TR use the NS-11, and their starting gun rocks.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Micro102 on December 21, 2012, 02:01:35 pm
First thing I bought was the ground to air lock on missile. Too useful.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 21, 2012, 03:29:18 pm
First thing I bought was the ground to air lock on missile. Too useful.
I did that too, just after release because AA sucked generally and it could be used against tanks. But now it's a waste to be honest.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 21, 2012, 03:36:39 pm
Yeah, now that it's 3 hits to kill an ESF even without flares, G2A missiles aren't even worth the effort. If you're looking for effective AA, use an ESF or an AA Lightning. Dual Burster Maxes can be good if they wait for the enemy to get close.


Incidentally, I play with the draw distance for units set to 1.5 kilometers, which helps with AA work; if I can't see them, I can't hit them. On another note, does anyone else have trouble adjusting for range with the AA Lightning/Max when using zoom? I gave up on it for anything other than identifying Lib affiliations.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 21, 2012, 03:37:43 pm
yea, in beta it had no drop, which was its main upside...  it just does not do enough damage to air to be worth it in my books.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 21, 2012, 04:42:52 pm
Well, I bought some credits and promptly tried out the Annihilator, since I need something to shoot those damn planes down with.

I promptly went up to an amp station, found a very damaged TR Lib doing a flyby, and shot it down. "Woah! This thing is actually worth something after all!" I thought to myself. From that point on, every single enemy pilot dodged my shot, or dropped a flare, or took the hit without even flinching. The damage really isn't incredible considering how damn long it takes to lock on and how easy it is to avoid if you're a pilot. Is the Crow any better? How about the Skyguard?

Also, I got dual bursters for the Max, but I find that they aren't that useful unless the enemy is either quite slow, very close, or standing still firing rockets at you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 21, 2012, 05:23:12 pm
The faction rocket launchers are identical, save for the name. G2A launchers rarely get kills, but they're great at forcing an ESF to run away. You can't fire rocket barrages while dodging/outrunning missiles, and once your flares wear off you can't risk absorbing many missile hits.

Fundamentally, it's a lot like using anti-tank rockets. Unless the driver is an idiot, you will lose a 1v1 versus a tank. Even if he doesn't kill you, he'll be able to drive away before you can launch the killshot, repair, and return to attack again. The only way to kill a tank is with multiple HAs, or even better, a tank of your own.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 21, 2012, 05:39:23 pm
The one I'm using presently claims to be effective against air and armor, whereas the other apparently specializes against air.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 21, 2012, 06:18:26 pm
Again, probably the best G2A weapon is the Lightning's AA cannon, not least because it gives you a highly mobile, armored platform to fire from (as well as deep reserves of ammunition). A rocket barrage doesn't do much when you can just back up twenty meters and keep firing. Speaking of which, at some point this afternoon I found myself driving halfway across Esamir heading for a fight, when I found myself singing a certain song (https://www.youtube.com/watch?v=XVM-tFAdADg). A few minutes later, I was driving around one of those frozen lakes trying to get my gun depressed low enough to ping one of the Vanguards that was trying to kill me, and I kept singing it as I ran out of ammo and left for the warpgate to rearm. Because driving in a straight line is enough to completely confound NC gunners.  :P

I've had moments like that before, and that's why I'm going to keep playing. Not certs, not kills, but those times where you completely pull one over on or humiliate some else, or do something that belongs in a cutscene or action film.

And now for something completely different:


Oh, and for yet another different thing, I finally saw an example of G2A missiles doing what they do properly, in that same session. Because when you've got eight AA heavies on a rock (coated in ammo packs) all shooting at the same swarm of aircraft, it's going to come apart pretty darned quickly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 21, 2012, 11:50:21 pm
Oh hey, that reminds me, I'm noticing a distinct pattern emerging in the servers I play that seems to be incentivized by the present game design, and it's not really a good one. Big battles or heroic defensive fights are rare because you get a pile of XP for capping points, yet practically none for defending them barring that which you get from kills. The bulk of the "battles" consist of small groups in Galaxies playing ring around the rosie with abandoned bases and planes playing rocketspam with tank/infantry columns. The general attitude of semi-serious platoon leaders barring the exceptionally stubborn is distinctly against defensive manuevers and in favour of gigantic tank columns with air support seizing undefended bases. Sometimes the gigantic tank columns bump into each other and you get an awesome battle, but most of the time you get the gigantic tank columns bumping into tiny groups of enemies, slowly getting whittled down, and eventually dissolving as another tank column gets going. Alternatively, they just get planerocketed en-route.

There really ought to be some sort of change in mechanics to reward fighting for strategic points and defeating the enemy as opposed to capping empty points and flying away at the first sight of "Enemy squad in sector". If one guy dies twenty times fighting in a huge battle for a strategic position, he should damn well get more XP for the cap than the guy who fucked about in a Galaxy and capped two or three empty positions that were just as quickly retaken.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 22, 2012, 12:47:51 am
You get extra exp for every action while defending, IIRC.

And frankly I hardly ever see anything but massive battles, save for the joyful occasions when some asshole is running around in a tech plant far behind your lines repeatedly destabilizing the generators and avoiding fights. Which server(s) do you play on? On the more crowded ones, you're going to run into a good-sized battle as long as you head in the general direction of enemy lines, provided you're not on an empty (warpgated) continent in the dead of night. Even on warpgated Esamir at 3 am server time I still found fights of 30+ people without too much trouble, and on Matterson Indar in mid-afternoon you can't go over a hill without seeing a good-sized armor or air battle, or a zerg swarming on a biolab.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on December 22, 2012, 01:17:50 am
The faction rocket launchers are identical, save for the name. G2A launchers rarely get kills, but they're great at forcing an ESF to run away. You can't fire rocket barrages while dodging/outrunning missiles, and once your flares wear off you can't risk absorbing many missile hits.

Fundamentally, it's a lot like using anti-tank rockets. Unless the driver is an idiot, you will lose a 1v1 versus a tank. Even if he doesn't kill you, he'll be able to drive away before you can launch the killshot, repair, and return to attack again. The only way to kill a tank is with multiple HAs, or even better, a tank of your own.
This is actually the problem. Using the default rockets, going one on one against a tank is usually about 50/50 for me, as someone who plays solely HA. Unless I'm an idiot and run out into the open or similar, they're easy to outflank, rear hit, and destroy as a HA. Why the hell should I use an "Anti-Tank" rocket launcher if all it does is reduce my ability to destroy tanks? Destroying tanks is all about getting behind them, then taking them out before they can turn their armor towards you. If you need a lock-on for this, you're doing it wrong. The tank's strength is its armor; infantry's strength is agility. If you decide to run out into the open to engage tanks head on, no shit you will die. But if you aren't completely stupid, you use their lack of agility and awareness of their surroundings to destroy them from behind.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 22, 2012, 07:46:47 am
Yeah.  As I've remarked on here before, I tend to see the opposite problem.  There's one or two massive zerg groups per faction, and they do nothing but clash with each other endlessly for no good reason.  I mean, sure, the game would be boring without epic battles going on... but it's also strategic stupidity.  The problem is, capping doesn't give enough points.  Dying over and over in a big meat grinder battle and picking up a kill or two a minute earns nets you many times faster exp gain than capping points.  Capping a minor territory earns you 250 exp and takes a few minutes, even if it's undefended.  Three infantry kills gets you more exp than that, and you can easily get that in a minute or two by rushing to a big battle and charging in.

My first week playing the game, my favorite thing to do was go infiltrator, find undefended areas, and capture them.  There were a couple times that I captured 5 territories in the time it took a zerg clash to grind out to resolution on a single lab.  I found unpredictable awareness-based encounters to be much more gripping and fun than massive battlefields where I just get randomly shot and die and there's little I can do about it, and I was doing more than anyone to further my faction's map control.  But after doing this for a while, I stopped to look at how the rewards worked, and realized that I would absolutely never unlock some of the more advanced stuff playing that way.  The most exp I've ever earned in one night so far was because I found a valley chokepoint near a lab that was under constant onslaught by hostile infantry, and I think I got over 100 snipe kills in about an hour.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on December 22, 2012, 11:25:13 am
With the current double experience fest, the problem's even worse. The only thing that doesn't get double experience is capping points, so it's even less rewarding.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ahra on December 22, 2012, 01:41:29 pm
I Just got this... and noticed that i hate Vanu, I spent like 1 hour with 30-40 others trying to dislodge a small Vanu force from a place called
"The Crown", probably only 15-20 Vanu and to make matters even stranger they survived Terran assaults from the air from the back the whole time,
I think the only reason we won was some annoyed guy that smashed an Sunderer up in their faces and covered everyone, still took
a good 20 minutes, funny as hell when eveyone bought a Vanguard and took the closest 2 terran outposts before we got pounded to hell.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on December 22, 2012, 01:49:18 pm
That's less to do with the Vanu, more to do with the Crown being a bitch to assault.  ;)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 22, 2012, 02:00:44 pm
That's less to do with the Vanu, more to do with the Crown being a bitch to assault.  ;)
This. The crown has only one enterance for vehicles, and about 3 for infantry (trough the cliffs). It is surrounded by cliffs on all other sides.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 22, 2012, 05:17:35 pm
And also because the Vanu are awesome. No bias at all there.  :P


But yes, it's sort of amusing watching a stream of lemmings endlessly run into the meatgrinder. Sort of like WWI, except nobody needs to encourage the grunts to charge into certain death. In fact, most of the command chat I see is rage over people continuing to zerg when things are being backcapped behind them.


Incidentally, the double-exp means this is the best time to play medic if you haven't done so yet. One rez and heal up to full will nearly give you a cert all by itself, and if you decide to enable the zergers and repeatedly rez them...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 22, 2012, 06:35:52 pm
So on Thursday I hosted a Christmas Party for my Outfit members...
Here are some of the Highlights...
http://www.youtube.com/watch?feature=player_embedded&v=iH4h0nrMckQ
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 22, 2012, 08:55:02 pm
You already have an outfit? I'm in Digirev myself, and it's quite a decent outfit when enough people get online.

Besides that, I created my first platoon today on Indar. At first, it was just myself and one of my friends since no one joins 2 person squads. So then I recruited every chump standing on the ledge we were at attacking the Barney scum base below us. Once we got to the ground, I recruited even more random people, and actually accidentally created a platoon by inviting two squad leaders in (bringing in full squads). Before I knew it, I had a full platoon attacking the Vanu at the Stronghold.

On the plus side, our platoon was all in the same general area because it was largely composed of people who happened to be loafing about nearby. On the down side, maybe three of forty-eight of us had microphones and after we took the first point our organization broke down as people went all over the place. Still, it was a magical moment when I placed down a platoon waypoint and it actually caused a serious attack alongside some friendly air support. It then all broke down when multiple TR tank platoons came by and broke our defensive line, but still.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: adwarf on December 22, 2012, 11:27:16 pm
Once again I saw stupidity work out, was on Waterson playing as TR and we were trying to hold the Crown while it was surrounded, around ten magriders on the ridge across from us and what do my faction members do? they grab eight galaxies and ram them into the magriders >.> I'm not even sure they managed to damage any of them, but I can say for sure it actually turned out well. In the time it took the debris o clear so the gunners could see we managed to charge up most of the hill and ended up pushing em back :P

I guess idiocy actually works sometimes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 22, 2012, 11:36:22 pm
Once again I saw stupidity work out, was on Waterson playing as TR and we were trying to hold the Crown while it was surrounded, around ten magriders on the ridge across from us and what do my faction members do? they grab eight galaxies and ram them into the magriders >.> I'm not even sure they managed to damage any of them, but I can say for sure it actually turned out well. In the time it took the debris o clear so the gunners could see we managed to charge up most of the hill and ended up pushing em back :P

I guess idiocy actually works sometimes.

Galaxies are surprisingly effective in kamikaze attacks, since IIRC the game only checks to see how big the rammer is to see who explodes first. I recall one Galaxy pilot flew a gang of us deep into TR lines on Amerish when we suddenly came across a very surprised group of Mosquitos and Libs. Without missing a beat, he led them on a merry chase through the mountains, rammed them with his Galaxy, and had basically cleared them out on his own while we secured the point.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 22, 2012, 11:52:53 pm
I think there was a quote somewhere that went something like this. "Though I pass through the valley of death, I have no fear, for I am driving a house sized mass of fuck you."
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on December 22, 2012, 11:58:12 pm
I think there was a quote somewhere that went something like this. "Though I pass through the valley of death, I have no fear, for I am driving a house sized mass of fuck you."

That's hilarious.

Although the tanks are not really house-sized.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 23, 2012, 01:17:09 am
It is still very big, and full of hot firey fuck you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on December 23, 2012, 01:31:10 am
It is still very big, and full of hot firey fuck you.

Pretty much, I suppose.

Except the Magmower, it's too busy fucking it's vanu buddies over to mess with the TR and NC.
Splat.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 23, 2012, 07:12:41 am
So, Nev, how do you actually run your platoons? Me and some other B12ers could set one up on Mattherson or Miller.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 23, 2012, 02:46:16 pm
I love flying A2A so much, especially when I'm chasing or being chased by another good pilot. I had a dogfight with some NC ESF pilot on Mattherson earlier, and we spent probably two or three minutes weaving around the legs and skimming the dome of a Biolab while the NC Maxes tried to shoot me down, and it only ended when he finally nicked a wing on some bit of building and slammed into the side of the lab. About a second later I pancaked into the side of one of the landing platforms. :))
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on December 23, 2012, 02:58:18 pm
Let it be known that bridges are fucking dangerous. I've lost two lightnings from merely colliding with the chesthigh walls at the ends. Nudge those deathtraps and kaboom. Poof, the magic Lightning.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 23, 2012, 08:49:43 pm
So, Nev, how do you actually run your platoons? Me and some other B12ers could set one up on Mattherson or Miller.

I don't think I've even seen another B12er on Matherson besides LeviToon (I think).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Neyvn on December 24, 2012, 12:23:46 am
So, Nev, how do you actually run your platoons? Me and some other B12ers could set one up on Mattherson or Miller.
Right so after you have started a Squad. That is at least 2 people. A new bar appears. "Invite to Platoon." Just type in the name of a friend that you want to invite to the platoon and they get put into bravo. After that you can put people into Alpha, Bravo, Charlie and Delta. BUT if you take people all out of B,C and D the platoon will shut down...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 25, 2012, 01:52:36 am
/me sighs.

I swear, I lose fewer fighters to enemy fire than I do to idiot teammates who, with the whole sky to fly in, manage to hit my stationary Scythe. I really wish I was joking, but this afternoon/evening I lost 5 ESFs to teammates colliding with me (one of which was partially my fault, as I cut in during a pursuit of a TR Lib), 1 to friendly AA, and 3 to enemy AA/ESFs. -_-'
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 25, 2012, 05:09:34 am
Friendly fire sucks. You *can* hear voice-macro's when dead, though, so make sure to hit v-8 while standing on the body of the teammate you just killed.

Kill me twice without a sorry and I will hunt you down and kill you.


In other news, current OP weapon is the tank mine. Finally I can solo instagib sundies. They cost a fair bit, and only work on vehicles, but the engy can carry three for 300 certs, and that is enough to kill any land-based vehicle. So now I am solo-zerg-managing. I set up sundies in good locations, then start hunting for enemy sundies and leave the primary objectives to the others. This tactic works surprisingly well, as closer spawn == more zerg and currently even good, organised squads cannot hold off zergs for very long.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 25, 2012, 11:13:36 am
In other news, current OP weapon is the tank mine. Finally I can solo instagib sundies. They cost a fair bit, and only work on vehicles, but the engy can carry three for 300 certs, and that is enough to kill any land-based vehicle. So now I am solo-zerg-managing. I set up sundies in good locations, then start hunting for enemy sundies and leave the primary objectives to the others. This tactic works surprisingly well, as closer spawn == more zerg and currently even good, organised squads cannot hold off zergs for very long.

3 may be a bit overkill, as I find 2 tank mines takes out anything. Their advantage is that they're slightly cheaper than C4 and don't require pulling the trigger (which can be a problem when you're dead) but are less versatile. I'm starting to try out the vehicle grenades and they're unfortunately pretty meh at this point, although further testing is required. Today I had to defend the Amerish AMX Reserve by myself and managed to blow up two magriders with C4 + Grenade + 1 Rocket, so I guess it's decent. MAX units also die rather easily and don't require getting close or tricking them.

I'm not sure what happened to the existing outfit on Matherson but today Duuvian and I started a new one. Just PM GlowcatNC or Duuvian if you want an invite.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 25, 2012, 11:43:28 am
deploy: see enemy plane, aim for it instead of landing, die when I hit it but get a kill or assist.  I like doing this. 

I am not very good, so medic seem to be the best cert-gainer for me right now.

I can fly plains fairly well, until I inevitably run into something...  I almost die in a liberator, only to have it somehow survive and slide down a hill, I then fly it into a tree.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: dragonshardz on December 25, 2012, 12:05:53 pm
Once I am able to actually play this game, because at the moment I get lagpocalypse at best on all lows, I'm planning to be yet another NC Paratrooper.

Paratroopers - Light Assaults who fly planes and DEATH FROM ABOVE on everything.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on December 25, 2012, 01:22:30 pm
Having read a few posts commenting assualting the Crown as the PS2 equivalent of Omaha beach has made me realize the one thing the Crown lacks.
There's a distinct lack of cover when rushing up these bottlenecks.
Spoiler: Bottlenecks (click to show/hide)
No wonder the zerg just sits down near the southern ramp. The small rocks and the bridge are about the only things keeping you alive from the hordes of MAXes, snipers, HA, LA and mana turrets! You can hug the rock wall as much as you like, but without cover, there's no way to survive the charge.

Last night, we had tanks on the southern ridge bombarding the Crown. Infantry stacked upon each other at the southern ramp. Others were keeping the NC busy at the northern hex and Zurvan. But any kind of charge we made up the hill got mowed down in the wall of bullets.

Without cover, all you really get is... Well Sarge describes it best. (http://www.youtube.com/watch?v=VDUczEpHSQs&t=14s)

The constant death made me lose interest quite fast compared to our Freyr Amp Station assault. This one assault lasted for a few hours. The NC were putting up one hell of a defence, with the TR poking their noses in (as always...) every now and then. I don't seem to get most of the criticism against the Amp Station design. Yes, it's practically an egg with a hard shell and soft core but that makes it so more interesting! You keep the enemy at bay at the walls for as long as possible. You absolutely must keep the vehicle shield generators up and running or you will get overrun by tanks and Sunderers. If they go down, it gets much harder to defend it from inside. At this point, depending on the number of enemies that have gotten inside, you may consider sallying forth and launch a counterattack from outside the base, from a place of strength. Get the shield generators up while cleaning up the base.

The amp stations, AFAIK, were originally civilian structures. The military facilities were built adhoc. Once the military structures are lost, you are defending a civilian structure.

In comparison to the Crown, the large amount of cover actually makes the battles intense and keeps up your interest. We managed to take down the vehicle shield generators but they were repaired quickly so we didn't manage to send in any large number of vehicles that didn't die to mines or AV weapons. Eventually we got lucky and cracked the shell. But the NC kept on pounding until the base had switched hands and they went away to regroup.

I think the problem that is really irking people is the lack of a proper early warning system (or usual apathy). Without it, the vehicle shield generators will be down before you can mount a proper defence.

In any case, the Crown needs a small design tweak to make the battles more interesting and not just cert farms. It need to be defensible, yes, but not unconquerable. My take on the thing is to put up cover on both ramps. Move the vehicle spawn down near the base of the southern ramp. This prevents vehicle charging from playing too big of a role. Tanks and the like can sit on the southern hill to function as mobile artillery platforms as the infantry charges uphill in intense fighting while still not being pressed into a insurmountable wall of bullets. Sunderers line up the bridges with AMS ready while a few are at the back. LA and infiltrators charge up from the north, while HA and maxes charge from the south.

Defenders can still defend up on the hill but they won't be able to fully rely on walls of bullets to defend.

As a final thought experiment, what would happen if the engineer was given the ability to place down cover, practically invulnerable to small arms but weak to heavy weapons and explosives and also blocks vehicle movement? Let's also assume it's a one time thing only, costs infantry resources and can't be too close to each other for balancing. A bit like laying down barbed wire, but more practical.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: shadenight123 on December 25, 2012, 02:01:28 pm
Let the infiltrators handle that.
>.>
Technology is power after all.
(Yeah, took me a while to understand some of the game's mechanics, but it's a blast when you get into the really heated areas going all 'OH F...' with explosions around)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on December 25, 2012, 09:17:35 pm
If you can get a decent number of full galaxies to simultaneously drop and get a terminal hacked plus a sunderer spawned it's possible to fairly reliably take the crown. Great fun to do it this way also.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on December 26, 2012, 02:41:19 am
Yeah, I was in a platoon last night and one of the squads managed to take the crown rather quickly, relatively speaking. Of course, I don't know how large the opposition was. Still, I think it's a slight design issue when the intuitive path isn't on a somewhat equal footing with the out-of-the-box path. I mean, I can easily design a puzzle oriented around breaking RSA encryption, but without intuitively knowing that only a quantum computer can solve it in a reasonable time, no wonder that people will complain when their own brute force computer can't.

In my opinion, both paths should be viable. The difference is numbers. There should be a breaking point where the defence will fall. Problem is that the intuitive one is set slightly too high when the long, narrow, straight and coverless trenches incentivizes a stagnated frontline with players huddling at the endpoints and not moving forward. It doesn't need to be at running speed, you just need to make at least some kind of progress.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 26, 2012, 03:15:33 am
If you can get a decent number of full galaxies to simultaneously drop and get a terminal hacked plus a sunderer spawned it's possible to fairly reliably take the crown. Great fun to do it this way also.

The real problem with the crown imo is that players never properly organize themselves to take it. I love how there are locations that truly are difficult to capture and can be defended by a relatively smaller force against those who aren't playing at their best at the moment.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on December 26, 2012, 03:20:05 am
The question, of course, is how much is "relatively smaller"? 10:1, 100:1, more? There must be a reasonable breaking point somewhere.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 26, 2012, 11:43:10 am
the engie does have its... whatever that machine is called that summons the turret, and a extra ammo box if you change the fire mod on it.  Why can't it have three or four functions?  Speaking of which, that turret I can never find a use for, and why is the head unprotected with that shield thing?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 26, 2012, 11:59:09 am
To make sure the turret is COMPLETELY useless against everything except people who didn't see you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ThtblovesDF on December 26, 2012, 01:23:51 pm
I personally love the crown, just take a tank and drive down the road, I get a average of 10 kills in the 2 sec it takes till you explode there.

And if ya lagging, go medic. Dead guys don't move.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: rastrum on December 26, 2012, 05:49:19 pm
Eh, I've noticed that sometimes if it's lagging that it won't give experience for heals and revives, which is kind of frustrating.  Also frustrating is the lack of clear indication that a medic is trying to rez you until they're actually finished.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 26, 2012, 07:25:47 pm
In other news, current OP weapon is the tank mine. Finally I can solo instagib sundies. They cost a fair bit, and only work on vehicles, but the engy can carry three for 300 certs, and that is enough to kill any land-based vehicle. So now I am solo-zerg-managing. I set up sundies in good locations, then start hunting for enemy sundies and leave the primary objectives to the others. This tactic works surprisingly well, as closer spawn == more zerg and currently even good, organised squads cannot hold off zergs for very long.

3 may be a bit overkill, as I find 2 tank mines takes out anything. Their advantage is that they're slightly cheaper than C4 and don't require pulling the trigger (which can be a problem when you're dead) but are less versatile. I'm starting to try out the vehicle grenades and they're unfortunately pretty meh at this point, although further testing is required. Today I had to defend the Amerish AMX Reserve by myself and managed to blow up two magriders with C4 + Grenade + 1 Rocket, so I guess it's decent. MAX units also die rather easily and don't require getting close or tricking them.

I'm not sure what happened to the existing outfit on Matherson but today Duuvian and I started a new one. Just PM GlowcatNC or Duuvian if you want an invite.

I'm fairly certain that they can also be detonated manually by shooting them, as I've seen quite a few people get killed by them during shield door standoffs.

Speaking of which, Allatum Biolab. On Mattherson it has been a constant zerg for the past couple days not least because half the people there are medics farming revives in the teleporter rooms (aka being absolutely useless). When we get organized and grab a ton of territory to force the defenders out, it still doesn't get taken because most of the people who stayed behind were those same gorram useless medics.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 27, 2012, 03:37:07 am
Solution: Start farming the medics. Kill them, then revive them :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 27, 2012, 06:35:57 am
Anti tank mines? I had thought about trying those out but have been saving for air to ground missles and a shotty, both 1000 certs.  :(

But if you say they're good I might give them a go, spicen up my engineer playstyle a bit. Where do you tend to place these mines you say?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 27, 2012, 06:50:40 am
Under deployed sunderers. Most people don't use the mineguard so that means that if you sneak/rush it you can take it out in an instant.
Take defending an amp station for example. you jump around on the towers tying to spot a sunderer by the wall, which there almost always is one. I've lightened the load for the defender many times by doing this.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 27, 2012, 07:33:36 am
You run up to an enemy sundy, run along it while dropping them, and keep running. BOOM. I've seen this style referred to as "suicide bombing" as it's very possible to get caught in the explosion.

Cons of the mines: a bit expensive on your personel-resources. Hard to predict where the tanks will drive, and I don't know how long they stay active, and if they stay active after death.

Pros: VERY EFFING POWERFUL. Three kills anything, and apparently even two can (haven't tested this). You can still drop ammo by pressing "b" when deploying a turret, so you don't lose a slot. For killing sundies it's even better than C4.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Nilocy on December 27, 2012, 08:51:32 am
2 tank mines kill a lightning, sunderers, and tanks I think without any mineguards.

They're hillarious good fun to bomb deployed sunderers, you usually get a few collateral kills too.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 27, 2012, 10:27:49 am
Three kills anything, and apparently even two can (haven't tested this).

The only time 2 mines didn't do it for me was against a prowler, and I don't know if the guy had mine guard or not. Sundies on the other hand definitely go boom in two, so that shaves 75 Infantry-bucks off your cost anyway.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 27, 2012, 12:32:16 pm
Btw, i crashed. I'm updating my drivers now to see if that helps.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 27, 2012, 12:50:23 pm
I think we're reached the point where enough people have G2A for air to be properly balanced. I hardly ever see swarms of aircraft any more, because the first thing that happens when they show up is that a dozen people pull burster Maxes and clear the skies.

I'm not sure if anti-tank mines linger after death, but I'm nearly certain that the anti-personnel ones do, unless they just stay for a few seconds.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on December 27, 2012, 02:51:43 pm
AT mines:
You can deploy as many as you can carry, 2-5 i think.
2 is enough to destroy anything that does not have mineguard.
They persist until you change class or log.

I had an annoying glitch/bug/something today. was playing as a 2xFalcon max defending from the shields under the biolabs and the server didn't register half my shots while my client still thought it was shooting.
This basically made my shots do no damage and it reduced my max ammo every time it happened.
Anyone else got this?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on December 27, 2012, 03:48:46 pm
I was platooning with 252V i think it is, and one of the guys said he had zero health, but was still alive... that made him practically invulnerable until he ate two tank shells to the head :p
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on December 27, 2012, 04:36:34 pm
Tank shells: apply directly to the forehead.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on December 27, 2012, 05:25:23 pm
I have seen that no HP thing before, happens to me somewhat regularly but don't know what the cause is.  I die just as fast with no HP as I do with full HP it seems.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Mini on December 27, 2012, 08:42:11 pm
I've had it a few times, it's just seemed like a display issue however.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 27, 2012, 08:55:20 pm
Yeah, it's just a display bug. Kinda like how you can get the RESTRICTED AREA WARNING flashing on your screen despite leaving it.

Anyhow. Anybody know of a good server to play TR? I started one on Waterson before discovering that they grossly overpopulated the other factions due to TotalBiscuit's presence so I'm sorta looking for another pool to test them in. Been playing more of the Vanu lately on Connery and it's incredible how much better their stuff is compared to the NC's which can be downright frustrating to use at times. e.g. a Scythe turns on a dime whereas my Lv.2 Dogfighting Reaver needs a lot of space just to make a decent turn (which tends to get you killed in dogfights). The amount of kills I got also took a surprising jump. A lot of it is probably because positioning/mobility is king atm and those are the Vanus' strengths but it really does feel as though there's a stark contrast between the two factions whenever I switch.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 27, 2012, 08:59:24 pm
I get the no health display bug more often than my health displays properly, but it's no big deal as it goes away as soon as I take health damage.

Yeah, it's just a display bug. Kinda like how you can get the RESTRICTED AREA WARNING flashing on your screen despite leaving it.

Anyhow. Anybody know of a good server to play TR? I started one on Waterson before discovering that they grossly overpopulated the other factions due to TotalBiscuit's presence so I'm sorta looking for another pool to test them in. Been playing more of the Vanu lately on Connery and it's incredible how much better their stuff is compared to the NC's which can be downright frustrating to use at times. e.g. a Scythe turns on a dime whereas my Lv.2 Dogfighting Reaver needs a lot of space just to make a decent turn (which tends to get you killed in dogfights). The amount of kills I got also took a surprising jump. A lot of it is probably because positioning/mobility is king atm and those are the Vanus' strengths but it really does feel as though there's a stark contrast between the two factions whenever I switch.

Mattherson's got a pretty even balance all the time; it's never more than a ~7% population difference between the largest and smallest of the day. But yeah, I've pretty much given up on my NC character in favor of VS, because mobility and accuracy is what I'm all about.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 27, 2012, 09:02:21 pm
Can't be Matherson as that's where I'm NC  :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Snow Gibbon on December 28, 2012, 12:14:27 am
On the topic of Spider-Riders: ANYTHING with the speed booster enhancement gains insane amounts of engine power when used. I have gotten on top of Scarred Rock Mesa on a Flash using this.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Microcline on December 28, 2012, 01:47:20 am
Speaking of which, Allatum Biolab. On Mattherson it has been a constant zerg for the past couple days not least because half the people there are medics farming revives in the teleporter rooms (aka being absolutely useless). When we get organized and grab a ton of territory to force the defenders out, it still doesn't get taken because most of the people who stayed behind were those same gorram useless medics.

What a coincidence! :D  My outfit was the one farming you guys at the Allatamo.  I don't think it was the medic's fault though.  We had MAX/medic/engie groups holding all of the entrances, so not even MAX crashes made it through.  Biolabs are pretty much the new tech plants.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 28, 2012, 05:45:55 am
Yeah, biolabs are always either a cakewalk or impossible. I have never taken allatum.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: shadenight123 on December 28, 2012, 04:42:35 pm
I like grenades.
As an infiltrator.
Especially in those tiny spots known as 'zone control' with the terminals, you know?
Grenade-Invisible-Mush.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 29, 2012, 09:44:21 pm
Just started playing this., and is there any way to have the 'Planetside 2.exe has stopped working' crash stop happening every ten minuites? (Not steam)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: olemars on December 29, 2012, 10:08:53 pm
Just started playing this., and is there any way to have the 'Planetside 2.exe has stopped working' crash stop happening every ten minuites? (Not steam)

Switch to steam, there it only does that every 30 minutes.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 29, 2012, 10:27:48 pm
I built a new PC and now can't play this due to PSU issues.  Agh.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 29, 2012, 11:28:48 pm
I've only had one crash since I started playing.  :-\

Trialed the Artemis scout rifle, and bought it as soon as I died. 20 round SR, full auto, for my infiltrator? YES PLEASE. Also had a rather nice time defending a tech plant with my HE Lightning; I think I got something like 60 certs in five minutes. There were so many TRs running about that just about every shot was at least 1-2 kills. I think at one point I picked up another four just by driving straight into a mass of infantry huddled around a pillar.

And now for something completely different: TR priorities.  :P

Spoiler (click to show/hide)

Can't say I blame them, though. I wouldn't want to stop farming Allatum either.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on December 29, 2012, 11:32:46 pm
Dayum. That's dedication there. Or stubbornness. Either works.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 29, 2012, 11:41:57 pm
On another note, any beginner tips? I seem to have what appears to be a 1/100 k/d ratio. I managed to not fuck up enough to buy some sort of black/white soldier identifier scope attatchment for heavy infantry main weapon (What I have decided to stick to) because I cannot tell for SHIT when I'm looking at anyone, but it doesn't seem to help much.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on December 30, 2012, 12:06:18 am
Ah, the NV scope. Downside to that is that it's incredibly myopic. But basically find fights where you can defend a decent position and farm the infantry zerg. Spend your first few certs getting the various 1 cert upgrades, particularly the nano-whatever armor that increases your base health. Regardless of whether you're willing to drop real money or not, some of the things to aim for are the AA (Skyguard) and HE cannons (Don't remember) for the Lightning, the A2A missiles and A2G rockets for your fighter, and a weapon that suits your playstyle for each class. If you are going to drop cash, make sure you're decided on which faction you like best.

Also note that you can get short trials of weapons, though it's usually easier to just look around on the forums for recommendations, as the ingame stat listings aren't reliable.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 30, 2012, 12:12:42 am
Thanks.

I still need a solution to this crashing bullshittery. As soon as I feel I'm getting the hang of things, boom. short freeze and back to the desktop.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 30, 2012, 01:01:26 am
Quote
I know this is the problem, as it fixed my crashing, I checked in the directory and there was an "outofmemory" txt in there. Check and see if you have one to, if you do, proceed below.
 
To fix this, Open CMD prompt with administrator and type in without the parenthesis "bcdedit /set increaseuserva 4000"
 **Change the number 4000 to how much ram you have on your computer, I have 4gb, so its 4000.**
 This fixes the crashing problem in most cases, happens on BF3 and many other games also. In game, instead of crashing you will get occasional 1 second freezes as you did before, but no crashes will happen.
 
 Always run Steam and Planetside 2 with administrator also.

I will attempt this.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Snow Gibbon on December 30, 2012, 01:24:21 am
Anyone here on Connery? possibly NC?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 30, 2012, 01:30:34 am
It seems to work.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on December 30, 2012, 02:58:35 am
I downloaded the game recently, and play Vanu on Ceres (EU server). I simply cannot let go of the light assault. I have no health, deal little damage, cant do anything to vehicles, need to get close (which I dont really like), but GOD: jet packs. I'm completely addicted to the jump jets. It doesn't matter if I die every time I get too close, emptying my magazine from above on an unsuspecting NC (or TR) is the best.
That and sniping them with the x4 scope. I love seeing them freaking out. And when they dont, they die.
Sniped by a base carbine from afar, how ashamed they must be.  :P

Granted, I have a 0.48 death ratio and cant drive for shit...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 30, 2012, 04:36:41 am
On another note, any beginner tips? I seem to have what appears to be a 1/100 k/d ratio. I managed to not fuck up enough to buy some sort of black/white soldier identifier scope attatchment for heavy infantry main weapon (What I have decided to stick to) because I cannot tell for SHIT when I'm looking at anyone, but it doesn't seem to help much.

Being able to identify your targets should come with experience. With Heavy Assault you'll want to learn how to activate your nanoshield ability whenever entering a fight or you're about to hit the ground because that thing soaks up most of your damage. Until you get good at getting kills it's probably best to stick with the base nanoshield cert line rather than the adrenaline shield which becomes superior in more combat situations as it'll recharge with every kill you make and keeps the same default charge rate as an uncerted normal version.

As for guns, if you're TR or Vanu you start off with a great gun as it is and don't really need to worry about switching. NC's Gauss Saw is also alright but you've gotta remember that the kick on them won't allow for more than very short burst shots and you also should make a beeline towards unlocking the foreword grip and other gun upgrades.

For suit slot choices you have a few options. While Nanoweave can give you a slight edge in fights by increasing your HP, the boost you get from it is incredibly small and the number of bullets needed to kill you only tends to increase at level 1 and then again at level 5. Personally for defensive purposes I prefer Flak Armor. It absorbs damage from any explosions which includes frag grenades, tank shell explosions, mines... I think you get the picture. As long as they don't get a direct hit you have a fighting chance with Flak.

Anyone here on Connery? possibly NC?

On Connery, but that's where I play Vanu. If you ever see a Magrider stuck up in a tree or on a roof it's probably me. Side Note: Magboosters are radical.

I downloaded the game recently, and play Vanu on Ceres (EU server). I simply cannot let go of the light assault. I have no health, deal little damage, cant do anything to vehicles, need to get close (which I dont really like), but GOD: jet packs. I'm completely addicted to the jump jets. It doesn't matter if I die every time I get too close, emptying my magazine from above on an unsuspecting NC (or TR) is the best.
That and sniping them with the x4 scope. I love seeing them freaking out. And when they dont, they die.
Sniped by a base carbine from afar, how ashamed they must be.  :P

Granted, I have a 0.48 death ratio and cant drive for shit...

Vanu Light Assault are ridiculously powerful and nobody would be ashamed of dying to a Solstice. Though I'd suggest upgrading to a Solstice SF for the high-velocity ammunition and attached grenade launcher. Your health is also the exact same as all other classes besides the lower hp infiltrator afaik, with only the Heavy benefiting from an additional shield which means you need to shoot first and go for the head if possible. Vehicles are going to be your problem UNTIL you unlock 2 blocks of C4. Then you become the most effective infantry class for sneaking in behind tanks and tossing those things on their rear. Hit trigger = Dead Tank.

The only real problem LA have atm is the occasional Jetpack bug which hasn't been fixed since beta. The only solution to when your jetpack won't work is to relog.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 30, 2012, 05:01:45 am
Does anybody know how the Alpha squad guns for NC compare to the default guns?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: shadenight123 on December 30, 2012, 10:06:23 am
I'm on Briggs. Discovered the Certificate's use for 'perks' in the classes only last night.
Now that actually explains things a bit.
To think I was just loving to chuck grenades and do nothing more...
Need more grenades.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on December 30, 2012, 10:36:06 am
Assault rifle, the GR22 has much higher rate of fire and slightly higher accuracy but significantly lower damage per bullet and slower reload. It's best used in close combat against smaller numbers of enemy, as against larger numbers you are liable to be caught reloading/run out of ammo. Unlike the default, it can be equipped with soft point ammo for higher damage but reduced accuracy at range.

Carbine, the AC-X11 sacrifices large fire rate, small reload speed, small accuracy and 1/3rd magazine size for much higher damage. It is best used for longer range engagements, particularly if you get the high velocity ammo, forward grip and compensator.

LMG, the EM6 LMG has reduced damage but much higher fire rate and reload speeds. It is good for suppressing an area and close range ambushes.

Sniper Rfile, the LA80 has improved accuracy and faster bullet speed so less drop, but lower reload speed. I generally see no reason to use the default over this.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 30, 2012, 11:25:16 am
Thanks, that explains alot.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Nilocy on December 30, 2012, 11:42:28 am
How many people play on the Miller server here?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on December 30, 2012, 12:37:05 pm
Vanu Light Assault are ridiculously powerful and nobody would be ashamed of dying to a Solstice. Though I'd suggest upgrading to a Solstice SF for the high-velocity ammunition and attached grenade launcher. Your health is also the exact same as all other classes besides the lower hp infiltrator afaik, with only the Heavy benefiting from an additional shield which means you need to shoot first and go for the head if possible. Vehicles are going to be your problem UNTIL you unlock 2 blocks of C4. Then you become the most effective infantry class for sneaking in behind tanks and tossing those things on their rear. Hit trigger = Dead Tank.

The only real problem LA have atm is the occasional Jetpack bug which hasn't been fixed since beta. The only solution to when your jetpack won't work is to relog.
-For the solstice, I say I was firing from nearly 100m away, from the bottom of a aerial reload tower (those with 4 pads for airship ammo) to someone at the top of it, and he died.
-Yeah, maybe I have the same health than everyone, but I still die awfully quickly. My fault, no doubt.
-I was pondering upgrading to SF or not (I heard people telling me not to, but the additionnal upgrades tempt me), but the fact is that I haven't nearly enough certs anyway. (it's 500 certs I believe. I must have 80 at the moment). Same goes for C4 (It's the next thing I'll buy. ASAP.).
-This bug. THIS BUG.
-For armor, I use shield reload. As a light assault, I either die instantly or escape with only shield damage. This allow me to wait less time in cover and move on sooner.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on December 30, 2012, 12:56:13 pm
-This bug. THIS BUG.

Worst time to discover you have it is when you've already jumped off the air pads on a tower.

"I'll just float on ov-AIIIIEEEE!" *splat*

Quote
-For armor, I use shield reload. As a light assault, I either die instantly or escape with only shield damage. This allow me to wait less time in cover and move on sooner.

Yeah, same set-up here. It's not much but might as well play to the class's strengths with hit and run.

EDIT: Almost forgot, but consider a shotgun if you favor close combat. Those things are awesome.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 30, 2012, 04:29:48 pm
I can kill people reliably now but now I keep getting killed by people who arent there. I have no idea where I'm getting shot from and why I can't seem to stop what they're doing.

In small scale I get killed from nowhere and in large scale I get killed from nowhere.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 30, 2012, 04:31:19 pm
Welcome to planetside 2,we hope that you enjoy your stay
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on December 30, 2012, 04:35:13 pm
How many people play on the Miller server here?

That's the server I've been playing NC on when I've been able to. (old comp creaked along at 15 fps in small firefights, totally froze in large ones, still new parts arrive tomorrow).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on December 30, 2012, 05:09:01 pm
I can kill people reliably now but now I keep getting killed by people who arent there. I have no idea where I'm getting shot from and why I can't seem to stop what they're doing.

In small scale I get killed from nowhere and in large scale I get killed from nowhere.
It happened to me (and not only me). A TR guy, apparently hidden in the wall of the teleporter building of vanu archives (the one down). He got 27 kills and nobody ever understood where he was. We kind of pinpointed his position from our deaths, and it was within a freaking wall.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 30, 2012, 06:09:45 pm
Yay I finally got me rocket pods, damn are these things OP. It's silly how effective I am versus even heavy tanks and sunderers, as a light aircraft. Hit em with a full 12 volley then finish them off with some close range shotgun bursts (what's the name of the weapon, NC second light aircraft primary). Frankly it's stupidly op, I'd expect to take on lightning tanks easy but this...

Still getting shot to bits by A2A rockets though, they're so cheesy and skilless and flares only prolong the inevitable against a half decent pilot. I guess it sort of compensates for the OP rocket pods, but really I think light aircraft combat is at a bad spot right now. So far I've found actual dogfights to be more or less nonexistant, it's either get shot down by A2A or roflstomp ground with pods, no real skill or enjoyment. To say nothing of how bad uncerted light aircraft have it, having neither.

I don't know, in my opinion the A2A rockets need to be a deterent for liberators instead of light aircraft, leave dogfighting as a means of taking down enemy birds instead of this stale mess. Rocket pods need a nerf to, or air to ground in general really given how liberators absolutely dominate the ground right now.

As a side note, sneaking up to enemy birds using the stealth upgrade and unleashing several shots from that shotgun primary is pretty hilarious and oftentimes even takes the enemy down outright.

Oh one last question regarding NC weaponry, are there any carbines that are remotely effective in close range fights? I've found them to only really be effective when firing in bursts, wich isn't really going to work up close. Combat rifles are nice but you only get those on the medic I think, need something for my engineer. I'm saving up for a shotgun but it would be nice to have an alternative nevertheless.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vactor on December 30, 2012, 07:00:38 pm
Oh one last question regarding NC weaponry, are there any carbines that are remotely effective in close range fights? I've found them to only really be effective when firing in bursts, wich isn't really going to work up close. Combat rifles are nice but you only get those on the medic I think, need something for my engineer. I'm saving up for a shotgun but it would be nice to have an alternative nevertheless.

You want the GD-7F
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Fayrik on December 30, 2012, 08:48:43 pm
Question! Using only the regular bundled starting weapons, is there any way in which a sniper rifle can be used more efficiently than a medic's rifle with a 4x scope?
The way I see it, these rifles do a tiny bit more damage for a massive ROF reduction, and you have to steady your aim for the privilege to do so. The scopes are massively overpowered for the render distance too. I can only make use of the first mildot before someone vanishes from being too far away.

As an example to anyone who doesn't get what I'm going on about. I'm not an amazing player. Yet as a medic, I have taken on some fairly good snipers and won. I kind of consider this set-up to be like some sort of OP Counter-Sniper.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 30, 2012, 08:52:25 pm
God, I am just not getting it.

A third of the time I'm being killed every half second, another third I'm waiting in some room after everyone was cleared out by everyone other than me for an increadibly slow bar to tick over, and the other third I can't reach anywhere to do the first two from.

And yet somewhy I can't stop...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Snow Gibbon on December 30, 2012, 09:47:56 pm
Question! Using only the regular bundled starting weapons, is there any way in which a sniper rifle can be used more efficiently than a medic's rifle with a 4x scope?
The way I see it, these rifles do a tiny bit more damage for a massive ROF reduction, and you have to steady your aim for the privilege to do so. The scopes are massively overpowered for the render distance too. I can only make use of the first mildot before someone vanishes from being too far away.

As an example to anyone who doesn't get what I'm going on about. I'm not an amazing player. Yet as a medic, I have taken on some fairly good snipers and won. I kind of consider this set-up to be like some sort of OP Counter-Sniper.

What faction(s)? I find the stock NC sniper to be better than the stock semi-automatic ones of the other two.

I also find the majority of Infiltrators can't infiltrate very well, only using the class for the sniper rifle itself and not bothering to use the cloaking capability. I've seen people complain that Infiltrator needs their armour buffed, because they got killed by a rushing HA/LA/Engi/Whatever whilst they were standing perfectly still on top of a mountain and not even thinking about moving around whilst using their incredibly loud and incredibly noticeable rifle. The cloaking device IS your armour!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Leonon on December 30, 2012, 11:46:24 pm
The scopes are massively overpowered for the render distance too. I can only make use of the first mildot before someone vanishes from being too far away.
In C:\Users\Public\Sony Online Entertainment\Installed Games\PlanetSide 2\UserOptions there's a RenderDistance option that you can set up to 3000. Be warned that rendering more will increase your lag. I think by default it tries to minimalize lag, which causes very small render distance for most people.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Microcline on December 31, 2012, 01:12:47 am
Question! Using only the regular bundled starting weapons, is there any way in which a sniper rifle can be used more efficiently than a medic's rifle with a 4x scope?
The way I see it, these rifles do a tiny bit more damage for a massive ROF reduction, and you have to steady your aim for the privilege to do so. The scopes are massively overpowered for the render distance too. I can only make use of the first mildot before someone vanishes from being too far away.

As an example to anyone who doesn't get what I'm going on about. I'm not an amazing player. Yet as a medic, I have taken on some fairly good snipers and won. I kind of consider this set-up to be like some sort of OP Counter-Sniper.
The only advantage INF has with weapons is that you can instagib any non-MAX infantry, including full shield heavies, by clicking on their head.  This is a huge advantage, and makes up for their guns sucking for all conventional uses.  The trick is to find a good position.  If you're using your cloak and cover correctly, you'll only be visible for the brief second when you make the shot.

I also find the majority of Infiltrators can't infiltrate very well, only using the class for the sniper rifle itself and not bothering to use the cloaking capability. I've seen people complain that Infiltrator needs their armour buffed, because they got killed by a rushing HA/LA/Engi/Whatever whilst they were standing perfectly still on top of a mountain and not even thinking about moving around whilst using their incredibly loud and incredibly noticeable rifle. The cloaking device IS your armour!
I think people tend to complain because INF is a shitty class for actually infiltrating.  You can make an ass of yourself instakilling people from the edge of their render distance while invisible, but the cloak is pretty much useless up close/when moving and they only have the pistol/knife for close range.  They're possibly the single worst class for going behind enemy lines.  They fill the hill wookie role to a tee, but they can't do anything comparable to TF2's spy or Tribes:Ascend's infiltrator, and it'll take a lot of balancing from SOE if they want them to fill that role (such as an option to trade their primary weapon for a better cloak).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on December 31, 2012, 04:47:12 am
Or a jump jet.
Seriously, If I had jump jets as infiltrator instead of camo and a half-decent sniper rifle (the existing ones are more imprecise at long range than my light assault carbine!), I'll definitely play infiltrator.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 31, 2012, 05:04:48 am
God, I am just not getting it.

A third of the time I'm being killed every half second, another third I'm waiting in some room after everyone was cleared out by everyone other than me for an increadibly slow bar to tick over, and the other third I can't reach anywhere to do the first two from.

And yet somewhy I can't stop...
Keep trying and find a decent outfit. What faction are you playing as and on what server?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 31, 2012, 07:01:39 am
In my experience, the best place to play infiltrator is in the middle of a huge battle across a sizable distance. Just use that cloak to shuffle to a decent hidey hole to the side of the battle, and you can basically snipe everyone and make insane amounts of certs in the process so long as you cloak every once in a while to ensure your own safety.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 31, 2012, 07:15:11 am
The trick with infiltrator is knowing when to stand still.  I think you're 100% invisible that way.  I've spent decent amounts of time lurking around inside moderately populated enemy bases just sabotaging stuff without getting caught.  The motion detectors actually help.  Place them at entrances.  When something triggers them, you know someone is coming and you need to get yourself into a corner, cloak when you hear approaching footsteps, and stand perfectly still as they pass by.  They may guess at where you are if they have any clue to go by, but I promise they won't see you.  Cloaking is also a good way to move across open ground IF you haven't already drawn attention to your position and you don't pass close to hostiles.  It's very rare for people to notice you when cloaked at a distance if they're not looking for you.

I do think the infiltrators need to be more silent.  Knife kills are way too difficult to get.  If you try to kill someone with just the knife, they will almost always spin around and shoot you in the face before you can stab them twice.  You need to stab and then follow up immediately with two pistol shots (default VS pistol), but that gives you away.  I think people can also hear your cloaking noise, which is a problem.  I understand it's a tough class to balance.  People need an opportunity to respond to the presence of a spy or they become the No-One-Is-Allowed-To-Have-Fun class.  I think a longer cloak time would help.  That way, it's difficult to use cloak as an escape from nearby enemies (can't be surprised by presence of hostiles and cloak when they're already close to you - that's sloppy work on your part), but you can easily use it to get into dangerous areas with some planning.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 31, 2012, 07:19:20 am
What if knives just worked as they do in TF2? Death from behind (probably about a 60 degree angle), damage if not from behind. Knives would not be overpowered so getting close to hostiles is not instadeath, but infiltrator kniving would work.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 31, 2012, 07:20:03 am
You want the GD-7F

Thanks, this carbine is amazing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 31, 2012, 07:22:23 am
What if knives just worked as they do in TF2? Death from behind (probably about a 60 degree angle), damage if not from behind. Knives would not be overpowered so getting close to hostiles is not instadeath, but infiltrator kniving would work.

Would be nice, and difficult enough to pull off.  I don't get many opportunities to sneak up on someone facing one direction for several seconds with no one else around to see.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 31, 2012, 07:23:13 am
God, I am just not getting it.

A third of the time I'm being killed every half second, another third I'm waiting in some room after everyone was cleared out by everyone other than me for an increadibly slow bar to tick over, and the other third I can't reach anywhere to do the first two from.

And yet somewhy I can't stop...
Keep trying and find a decent outfit. What faction are you playing as and on what server?

Vanu on I cant remember.

Waterson?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 31, 2012, 07:43:31 am
Then I cant help you. There are a few NC's on Mattherson that play togheter quite often, it's mainly Duuvian, Glowcat and me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 31, 2012, 08:02:55 am
Any NCs on Waterson then?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on December 31, 2012, 08:08:09 am
How about Vanu?

They have lazers. I honestly don't know why you would play anything else.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 31, 2012, 08:27:04 am
Not lasers, plasma weaponry. But they do have some lasers I do think.
Why not play vanu? On this server at least they are the worst nobrain zergers, and frankly their rifles are OP.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 31, 2012, 08:38:45 am
And NC can be so much more fun. I have a TR character, but I don't play it because NC is more fun. More reasons for NC: Alot of B12ers play NC, so you'll have friends to play with.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Spaghetti7 on December 31, 2012, 08:44:24 am
Nobody here seems to be TR here. Anyone on Ceres at all?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on December 31, 2012, 09:12:19 am
God, I am just not getting it.

A third of the time I'm being killed every half second, another third I'm waiting in some room after everyone was cleared out by everyone other than me for an increadibly slow bar to tick over, and the other third I can't reach anywhere to do the first two from.

And yet somewhy I can't stop...
Keep trying and find a decent outfit. What faction are you playing as and on what server?

Vanu on I cant remember.

Waterson?

I'm Vanu on Waterson, under the name PentaGrand.  Haven't played in a couple weeks, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on December 31, 2012, 09:30:33 am
Wich performance slot would you guys suggest for a lightning? Faster turn or higher speed? I'd like an armor/air hunter to use my mechanized resources on, lightning seems ideal with the skyguard. Think the anti armor shells will make short work of heavy tanks and sunderers?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 31, 2012, 09:32:13 am
Which server are we all on, again? I might have P2 running by the end of the night.
NC, Mattherson has probably the highest concentration. Wich is to say, 3 dudes including me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on December 31, 2012, 09:46:39 am
Which server are we all on, again? I might have P2 running by the end of the night.
NC, Mattherson has probably the highest concentration. Wich is to say, 3 dudes including me.

My char is there for whenever my PC starts working.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: inteuniso on December 31, 2012, 10:05:10 am
I'm on SolTech, but I guess I can hop over to Mattherson.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on December 31, 2012, 10:54:16 am
So should we all go to Matherson? Does anyone have an outfit?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on December 31, 2012, 11:04:34 am
Yeah, we have an NC outfit on Mattherson. Me and Duuvian have been playing in a 2-person-squad today.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on December 31, 2012, 04:38:52 pm
Just a reminder that this form is still a thing (I think).
https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0
And to enter your information
https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: fenrif on December 31, 2012, 04:51:19 pm
Nobody here seems to be TR here. Anyone on Ceres at all?

I'm TR on Ceres. Same name in-game as on here.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 01, 2013, 03:40:43 am
Nobody here seems to be TR here. Anyone on Ceres at all?

I'm TR on Ceres. Same name in-game as on here.
I'm VS on Ceres
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Spaghetti7 on January 01, 2013, 04:38:23 am
Nobody here seems to be TR here. Anyone on Ceres at all?

I'm TR on Ceres. Same name in-game as on here.
Oh, sweet. As soon as I'm back home I'll try to get a friend request along to you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 01, 2013, 01:01:08 pm
So I've been playing this more recently, I think I'm actually improving, my death sprees have lessened somewhat, but can still happen sometimes, especially when defending besieged bases, it gets laggy or stuttery and really when you have a MANA camping that drop down door from the spawn area with a few other guys in tow there isn't much you can do except go the other way, but then you get blown up by aircraft fire on the roof :S

Also still terribly terrible with air vehicles. But I have gotten a hang of the tank portion, really enjoying both brawling with the Lightning and the long range combat of the Vanguard. Any suggestions or info on how their other weapons behave? Certs have been slowly gathering and I don't want to jump the shark by buying something that ends up either not fun or just bad in most situations.

And I don't think I've clocked more than two hours in a single session, damn game always freezes up/glitches out/crashes before that :C
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 01, 2013, 01:23:11 pm
I've got both VS and NC on Mattherson, but I never play the NC once I got my teeth into Vanu.

For INF behind enemy lines, the thing that really made the difference for me was the full-auto scout rifle. I've gotten into head-on fights with heavies and come out on top with it. But yes, either the cloak should make you much more invisible, or the cloak/decloak sound shouldn't be audible over such a long range. Another annoyance is the way your character shouts at the top of their lungs when spotting enemies; it should be silent or nearly so, otherwise what's the point of sneaking around spotting hidden enemies?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 01, 2013, 01:40:46 pm
Someone had the wonderful idea of laser-guided missiles. That would be awesome: aircrafts can have one or two of these, and the INF can have a laser pointer. He can "paint" a target, and the missiles bearers within range (veeeery long range) can press a button to launch the missile. Powerful enough to obliterate a sunderer. The laser must be kept on target until missile hit.

Also maybe the ability to make cloaked knife strike, which one-shot ennemies? The various limitations of the cloaking make it viable only for backstab.

I agree with silent cloak/decloak and spotting (for INF only? Or when you're alone behind ennemy lines? I like it when I'm trying to be stealthy and some "guard" yell "HE'S THERE" before firing. It's cool.)

EDIT: And maybe limit the scope wobbling. Seriously I'm 100x more precise at long range with my carbine.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 01, 2013, 02:07:49 pm
Yeah, silent spotting should be INF only.


And all of you complaining about scope wobble are aware that you can hold your breath while scoped, correct? I think it's LShift by default.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Leonon on January 01, 2013, 02:13:31 pm
Hold shift for 1 or 2 seconds of 0 scope wobble. It's just long enough to get two headshots on the same target, which is what it takes to kill someone with the default Vanu rifle.

It wouldn't be hard for an infiltrator to watch The Crown and call out aiming instructions to someone in the tower to the south. The tower's turrets can hit that far but it's very hard to see where the shots land. A HE equipped tank would be devastating if used like that. The biggest problem is that only the gunner gets exp.

Knife kills aren't that hard to get, I managed to kill two guys standing next to each other without being caught. Spotting targets should definitely be silent though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on January 01, 2013, 02:15:35 pm
THERES A BREATH HOLDING- No wonder I'm getting shot to hell.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on January 01, 2013, 02:20:43 pm
Same key as you have sprint bound to while zoomed. Only annoying part is there is no indication of how long you have left before you are unable to hold it any further.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 01, 2013, 02:24:58 pm
It wouldn't be hard for an infiltrator to watch The Crown and call out aiming instructions to someone in the tower to the south. The tower's turrets can hit that far but it's very hard to see where the shots land. A HE equipped tank would be devastating if used like that. The biggest problem is that only the gunner gets exp.

There is exp for spotting targets who are killed shortly thereafter, but it's minimal and doesn't kick in for a very large window of time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 01, 2013, 04:22:53 pm
THERES A BREATH HOLDING- No wonder I'm getting shot to hell.
My thoughts
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on January 01, 2013, 04:26:42 pm
I still feel the scope wobble could stand to be reduced.  It's pretty extreme, and it seems like you need to go super long range before regular carbines can't easily spray you down before you can fire off two shots.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 01, 2013, 04:46:57 pm
You can also use 'B' to switch between fire modes and, with the engineer's mana turret, transform it into a level 3 ammo pack. This gives you the ability to carry mines without a real penalty.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 01, 2013, 05:17:46 pm
Yeah, the scope wobble could stand to be reduced somewhat. It's a chore to snipe moving targets even with no wobble and minimal travel time, especially in areas where there's enough action that you're running at 25FPS and enemies are lag-porting.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 01, 2013, 05:27:55 pm
Also having bullets more visible would greatly help I feel, right now it's a lot of guessing until you can figure out what the actual velocity of the round is. Makes AA duty really annoying unless they're terrible or are strafing you, in which case you're fucked either way if you're not in something super armoured.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Dermonster on January 01, 2013, 05:29:38 pm
With venu you can kinda see it.

Lazers.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 01, 2013, 05:45:00 pm
Pewpew. With the flak, I completely agree. It's a massive pain to find the proper spacing for a given range. What would be really nice would be some sort of range indicator for spotted aircraft (and armor?) to make it a bit easier to eyeball proper lead.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 01, 2013, 05:54:40 pm
That too, it's nearly impossible to tell how far most of the aircraft is unless it's very close, because there aren't any reference points in the sky. Heck they can make it a cert unlock or something, rangefinder that displays the distance to target and perhaps it's velocity or something.

It's especially hard with Vanu aircraft since they move so wierdly, really hard to predict their movement so it generally boils down to spray and pray.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on January 01, 2013, 07:23:17 pm
You can also use 'B' to switch between fire modes and, with the engineer's mana turret, transform it into a level 3 ammo pack. This gives you the ability to carry mines without a real penalty.

One caveat to this though, it appears that the ammo pack you get from swapping from the turret is locked at the most basic level, any upgrades you have certed into for the ammo pack only function for the one you carry in your utility slot.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on January 01, 2013, 07:45:24 pm
You can also use 'B' to switch between fire modes and, with the engineer's mana turret, transform it into a level 3 ammo pack. This gives you the ability to carry mines without a real penalty.

One caveat to this though, it appears that the ammo pack you get from swapping from the turret is locked at the most basic level, any upgrades you have certed into for the ammo pack only function for the one you carry in your utility slot.
It is different from the basic ammo pack you have, though you can't upgrade it it will stay for 3 minutes which is longer than the basic one.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 01, 2013, 09:08:39 pm
You can also use 'B' to switch between fire modes and, with the engineer's mana turret, transform it into a level 3 ammo pack. This gives you the ability to carry mines without a real penalty.

One caveat to this though, it appears that the ammo pack you get from swapping from the turret is locked at the most basic level, any upgrades you have certed into for the ammo pack only function for the one you carry in your utility slot.
It is different from the basic ammo pack you have, though you can't upgrade it it will stay for 3 minutes which is longer than the basic one.

IIRC it's equivalent to the level 3 certed ammo pack.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Leonon on January 01, 2013, 11:28:50 pm
I wish I could mod Vanu's gun sounds to this (http://www.youtube.com/watch?v=Vu8Ys96Uu7Q).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 02, 2013, 02:14:49 am
Anyone with shotgun experience on VS and TR know which Vanu shotgun is the closest to a Nighthawk? I've been experimenting with drifterjets/shotgun on my TR and I'm loving it compared to normal jets. Suits my playstyle of rushing in and killing fast perfectly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: tryrar on January 02, 2013, 05:59:39 am
heh, this is a good game...to bad my system slows to a crawl trying to run it.


Also, I just had a "what the fuck was I thinking?!" moment about installing this since in general I tend to be roflpwned in multiplayer FPSs
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 02, 2013, 11:43:48 am
This is indeed a good, albeit... unique, game.

IF IT WOULDN'T CRASH SO FUCKING MUCH. Seriously, it seems as if the devs aren't doing ANYTHING anymore.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 02, 2013, 11:51:12 am
I find it especially funny when I shut the game down willingly (the whole log out button in the menu) that Windiws still gives me the stopped working properly message.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 02, 2013, 12:03:47 pm
Yeah in large conflicts my framerate just dies. Have crashed into the ground with my reaver on multiple occasions due to extreme lagg, also close combat is a nightmare when you see about 4 frames in a sudden close quarters firefight. How do I even lose a fight like that as a scattergun equiped max, such crippling lagg.  :'(

Not getting any crashes though, ocassionally stuff won't render propperly and my screen begins flickering showing only the skybox, but that's it.

Another question about shotguns, NC ones not vanu, wich would you guys suggest? I'm sure I've tried all three but it's hard to compare given the trial cooldown.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 02, 2013, 12:03:47 pm
Glowcat is on ATM. I'll go trough the 10 minute process of restarting this game, i guess. Had quite a blast defending allatum. So many sundies.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 02, 2013, 12:15:00 pm
Alright, what the fuck?
I loaded the game, but instead of the character pick screen i got into the real "game". I had null certs, i was in name name, the screen was black. Basically, i had the HUD (even the esc menu with assorted stuff). Oh, and by the depot symbol i could tell that i was vanu. I took some screenies, i'll upload them someday.

Cert tables were empty, too. I got into my profile tab and when i clicked on stats it crashed.


E:

Oh great, and now it's being crashalicious. Can't start it up at all. I may have lost all my stuff (and station cash) due to that one fucking crash.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 02, 2013, 12:32:45 pm
I get that same bug sometimes. It's just a failed load or something, you should be able to log back in fine. Well, you could if they didn't take down the servers just now.

Another question about shotguns, NC ones not vanu, wich would you guys suggest? I'm sure I've tried all three but it's hard to compare given the trial cooldown.

You can't go wrong with the Piston which is available across classes. If you want NC style however, the HA-exclusive Jackhammer is our symbol.

... Our symbol which I must be the sole user on our server. I've seen exactly two other people use Jackhammers and they were each on another server. Why? Probably because the only advantage a Jackhammer has over an automatic shotgun is reload speed, but at the cost of reduced damage. So yeah... I'd probably go Piston if I were you. EDIT: Wait, that saying doesn't work, because I use the Jackhammer all the time! What I should have said was: "I would go Piston if I weren't a masochist" :p
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 02, 2013, 12:36:14 pm
I guess it's just the servers then. But shouldn't i be getting a G37 error instead of a G99 error (http://www.planetside2.com/error/game.action?code=G99&info=Unable%20to%20connect%20to%20Login%20Server.)?


E:
Oh, nevermind. Apparantly the URL states that it's unable to connect to the server, they just were too lazy to mention it in the error itself.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 02, 2013, 12:37:48 pm
... Our symbol which I must be the sole user on our server. I've seen exactly two other people use Jackhammers and they were each on another server. Why? Probably because the only advantage a Jackhammer has over an automatic shotgun is reload speed, but at the cost of reduced damage. So yeah... I'd probably go Piston if I were you. EDIT: Wait, that saying doesn't work, because I use the Jackhammer all the time! What I should have said was: "I would go Piston if I weren't a masochist" :p

But you are a masochist, else you'd be a pansy Vanu instead of NC.  ;)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 02, 2013, 03:31:09 pm
Psh, you have to be a masochist to play Vanu. How else do you think we put up with the constant bitching about the Magrider?  :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on January 02, 2013, 03:37:12 pm
Psh, you have to be a masochist to play Vanu. How else do you think we put up with the constant bitching about the Magrider?  :P

When someone bitches about the Magrider, don't sweat it. Just calm down, purchase a Magrider, and sidestrafe past all his rockets before rocketing up a cliff and obliterating the poor SOB.  :P


(As an NC, the one saving grace about the Magrider is how dangerous it must be for Vanu Engineers. If I'm standing beside a Vanguard, I'm very unlikely to be run over because the dopey driver decided to sidestrafe away from a rocket!)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 02, 2013, 03:52:10 pm
It is easy to run over engineers, and there are some massive blind spots which mean Magriders tend to run over more Vanu than TR or NC.

I don't think they're overpowered either although they have a large advantage because the basic hover ability comes out of the box, even if it can see some minor improvements and then have even more mobility added with Magburners if one so desires them. Vanguards and Prowlers practically require their special utilities to keep up and those have to be certed up a few ranks to become effective.

Overall I'd say the factions strengths/weaknesses are:

Tanks are slight edge Vanu. I haven't played enough with them to really say yet though.
Infantry weapons are balanced between TR/Vanu, default NC weapons are lacking due to game favoring high ROF over damage
NC have an edge on pistols over TR, while Vanu have the worst of the lot
TR have a slight edge on air superiority with the best dog fighters in the game (due to the importance of speed), Reavers are far behind both
NC have the strongest MAX units although the TR aren't too far behind. Vanu's MAX can barely keep up even if it isn't absolutely horrid.

And all the HA exclusive weapons kinda suck right now, with the TR's minigun being the best of the lot.

EDIT: Oh right. And NC have the best music (http://www.youtube.com/watch?v=FbAZp0hAfyY), no contest.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 02, 2013, 04:13:34 pm
C4 is by class. I suggest either putting it on a Light Assault since they can get onto tanks the easiest, or if you play one class often stick it on that one so you'll have an option when facing MAXs. Infiltrators can't use C4 though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 02, 2013, 06:23:49 pm
If you like being a medic, I recommend picking up at least one C4 so you can fend off MAXes and finish the occasional damaged vehicle. It's worth the 200 certs, especially since medics don't really need the health injectors.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Snow Gibbon on January 02, 2013, 08:12:31 pm
The music is so good that I found my play experience improved immensely when turned off.

In other news, I dropped 100 certs into buying the machine gun thing for the ATV guys. It's, uh, less than impressive. Also, do I have to unlock C4 individually for each class, or does it go across all? I don't want to plop it on Medic or something if it's better on Inf.

I think it's alright. One of the best things you can do with it is stand it on top of a hill above a base and tear apart the infantry below, it's quite good at that. If you catch a light aircraft flying low enough then the Kobalt can completely tear it apart.

However, my advise is to save up for the Basilisk, since you can actually deal damage to 3/4 of the targets you run across with that thing. Last thing some tank drivers expect is a Flash sticking its gun down their tailpipe, underneath the barrels minimum elevation. You can destroy a Prowler with one clip if you hit all shots on the rear, Magriders are trickier due to their gelatinous movement patterns, and I guess Vanguards are the easiest due to the Xbox-huge barrel and terrible maneuverability. It gets even better when you've got three Flash friends with you, all focusing on one target from multiple directions.

Also, as far as I'm aware, no C4 for Infiltrators. Engineers, Light Assault and Medics can carry it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 02, 2013, 08:23:16 pm
I guess Vanguards are the easiest due to the Xbox-huge barrel and terrible maneuverability.

Then it pops its blue shield and you learn the wrath of an invincible metal box.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 02, 2013, 09:00:39 pm
Also, as far as I'm aware, no C4 for Infiltrators. Engineers, Light Assault and Medics can carry it.

Heavies, too, but they've already got rockets so it's not too common to see them using it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 03, 2013, 12:59:14 am
I've found C4 to be moderately useful as a medic, mostly for anti-Max work. Wouldn't recommend buying the second pack for medic unless you're swimming in certs, though.

Sort of strange, it feels like the Lib got an armor reduction even though there wasn't an update. Took one down with what seemed like half as many rockets and gun mags from my Scythe than I normally use.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Gamerboy4life on January 03, 2013, 01:08:53 am
Psh, you have to be a masochist to play Vanu. How else do you think we put up with the constant bitching about the Magmower?  :P

FTFY - Alien bastard.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on January 03, 2013, 03:57:14 am
Also, as far as I'm aware, no C4 for Infiltrators. Engineers, Light Assault and Medics can carry it.

Heavies, too, but they've already got rockets so it's not too common to see them using it.

During the beta, one of my favorite tactics as a HA was to stick a block of C4 on the rear of inattentive tanks, back up a bit and put a rocket into their rear armour then detonate the C4. If you detonate first, they will realize they are under attack and may have turned/moved off so it would be more difficult to put the rocket directly into the back. The combo usually finishes them off outright, or leaves them on such low health that you can kill them with a rocket hit anywhere or even with your LMG.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on January 03, 2013, 04:09:15 am
500 certs to burn. Currently less than impressed with the carbines (VS) I tried.

I'm actually liking the default weapons over the custom ones... Perhaps A2A scythe rockets, or max out my mag.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 03, 2013, 07:52:47 am
So you're having a blast flying shotgun to a somewhat competent Liberator pilot, killing shit left and right, landing to repair the thing, good times overall. Then you want to reload your chaingun but accidentally press E instead plummeting to your death like a parachuteless egg.

:C
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 03, 2013, 07:59:22 am
Something similar happened to me. I was sneaking inside a barely-defended base, and wanted to increase the minimap size (H), but pressed G instead, throwing a 'nade and getting spotted instanly. :C
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 03, 2013, 08:05:08 am
So you're having a blast flying shotgun to a somewhat competent Liberator pilot, killing shit left and right, landing to repair the thing, good times overall. Then you want to reload your chaingun but accidentally press E instead plummeting to your death like a parachuteless egg.

:C
That's why i have my plane exit bound to U. (Actually, it's because i have roll left and right bound to A (Q for you qwertyers) and E. Really annoying that I can't bind spot enemy to it too.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: olemars on January 03, 2013, 08:32:35 am
So you're having a blast flying shotgun to a somewhat competent Liberator pilot, killing shit left and right, landing to repair the thing, good times overall. Then you want to reload your chaingun but accidentally press E instead plummeting to your death like a parachuteless egg.

:C

My first attempt at piloting a Reaver ended similarly (I thought Q and E was for rolling). Also a bit startling to be in a packed Galaxy and suddenly see the supposed pilot whoosh past.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 03, 2013, 08:38:55 am
On the topic of galaxies:
Is there anything galaxies are actually good for? They just seem incredibly useless to me, you usually have to go out of your way to get a galaxy, and then they are only usefull for transporting outfit/squad members, something that can be done with a sundie too.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Snow Gibbon on January 03, 2013, 08:47:08 am
On the topic of galaxies:
Is there anything galaxies are actually good for? They just seem incredibly useless to me, you usually have to go out of your way to get a galaxy, and then they are only usefull for transporting outfit/squad members, something that can be done with a sundie too.

Anti-Liberator Guided Missile.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on January 03, 2013, 08:49:56 am
Sundies are a lot slower than galaxies, not to mention they cant take the direct route.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 03, 2013, 10:08:56 am
Is there any way to reverse Q/E and lateral mouse movement effects? As in, having Q/E for rolling and the mouse to "look around" instead of rolling? I'm used to this way of piloting, and having the rolling on the mouse really get on my nerves sometimes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 03, 2013, 11:32:49 am
You're not the only one. I've yet to find a way. A quote from the PS2 forums:
Quote
In an interview, John Smedley called Mouse-Yaw flight scemes and the people who want them "ret arded"
Not sure if that statement's true, but I'll be damned if it is.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on January 03, 2013, 11:54:10 am
Honestly, the way they have it set up is probably the best way to do it, just get used to it or get a gamepad/joystick.

I'm still waiting for the day they let galaxies carry vehicles. They'll come back into good use then, I think. For now though, yeah, galaxy usefulness has somewhat declined. Still good for organized squads. Very few things can defend against an organized gal drop, at least for the initial surprise portion, but for the general public, not so much.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Leonon on January 03, 2013, 12:47:35 pm
Galaxies are pretty good for dropping snipers in places snipers can't normally get to.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 03, 2013, 12:52:17 pm
Galaxies are plenty useful right now if your drop team sticks together and has a medic/engie to get people back up on their feet and full of ammo. You could also bring an infiltrator and hack their vehicle terms for some behind the lines vehicles/sunderers. Being able to flank the enemy is a sizable advantage.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 03, 2013, 12:53:10 pm
Well, we captured a tech plant on Amerish for the final push to own it with Duuvian. Sadly, the platoon who had orgiginally taken it soon re-arrived, killing us all. Last thing i saw before I ragequit logged out was 5 sundies leaving from the tech plant. So close.

Also, fuck the VS at Indar. Indar is the property of the NC and the TR and nobody else.

E:

Nearly forgot to post my most hilarious kill of the day:

I was following Duuvian's squad on a flash, and we arrived at the next base. I spotted a vanu MAX. I drove into him, got off my flash and fired a rocket at the flash, exploding it and killing the MAX. I love this games sometimes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Werdna on January 03, 2013, 03:42:23 pm
Just an FYI, upgrading the Magrider chassis makes them ride higher off the ground, and they become much less lethal to teammates (and enemies).  I have 2 certs in Rival Combat Chassis and I rarely kill anyone by contact, and ride high enough that Lightnings tend to squirt right under me in a collision.   Losing the 'mower' capability would normally make me cry, but the crazy terrain capabilities with the Rival chassis upgrade makes it more than worth it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 03, 2013, 03:48:40 pm
So you're having a blast flying shotgun to a somewhat competent Liberator pilot, killing shit left and right, landing to repair the thing, good times overall. Then you want to reload your chaingun but accidentally press E instead plummeting to your death like a parachuteless egg.

:C

THIS THIS FUCKING THIS.

I don't know how many times I've been in a fight and accidentally ejected while going for a reload or something else in that area of the keyboard. Made worse because half the time my keybindings only stick as long as I'm logged in.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 03, 2013, 03:51:31 pm
Keybinds are majorly fucked up. It's perfectly possible with default settings to have multiple functions bound to one key. (aka, w for squad chat and forward, since i use azerty as azerty comes with my laptop.) But non-default keybindings, like roll left and spot enemy? Nope.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: olemars on January 03, 2013, 03:59:43 pm
Just a reminder that this form is still a thing (I think).
https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0
And to enter your information
https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ

Would be nice to have this in the OP.

I gather Mattherson is the place to be as NC?
Anyone else feel like there is about twice the number of servers needed for the current player base? Don't think I've ever seen a server at high player count, most peak at medium. Even then there is rarely enough players to have heavy action on more than one continent at a time, which usually means Indar.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 03, 2013, 04:05:40 pm
Nah, it's fine like this. There are generally enough players to make me lag a bit.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 03, 2013, 07:27:25 pm
Oh the joys of being spawncamped by air and tanks... Not.   :-\
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 03, 2013, 07:56:25 pm
When you're being spawncamped and have absolutely no chance to get some kills with a suicide rush... spawn somewhere else. Saves you a lot of frustration.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 03, 2013, 07:58:46 pm
Ever had trouble defending the crown?

I just did, firstly ignoring the fact that for most of the evening NC had the fewest players online. Secondly the turrets on the main tower might not even exist for all they're good. The AA one facing north is completely useless since anything can simply park under it's maximum depression and fill you with rockets without fear of retaliation. The southern one on the other hand is bugged, being destroyed and irreperable. The same is true of the AT turrets, the northern one can't be repaired the one facing the barracks really can't shoot anything but idiots who decided that cover is for cowards. One facing south is marginally useful because once again depression is too low to actually aim at anyone on the approach.

Add to this constant drop pods because of fucking beacons, infiltrators hacking consoles next to spawn sundies without anyone noticing and you've got one hell of a fight.

I had a feeling the major offensive which netted us almost half the map would soon fall apart :C
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Mini on January 04, 2013, 12:09:53 am
The southern one on the other hand is bugged, being destroyed and irreperable. The same is true of the AT turrets
Probably they got destroyed after an infiltrator hacked them, last I checked they remained on whatever team they were hacked to when they died, so an engineer of the team that actually owned the base can't repair it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 04, 2013, 12:26:26 am
The southern one on the other hand is bugged, being destroyed and irreperable. The same is true of the AT turrets
Probably they got destroyed after an infiltrator hacked them, last I checked they remained on whatever team they were hacked to when they died, so an engineer of the team that actually owned the base can't repair it.
This, IIRC. It's one of the easier ways to cripple a base if it isn't being watched carefully.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on January 04, 2013, 12:31:06 am
I'll have to remember that...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 04, 2013, 03:38:10 am
I'll have to remember that...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 04, 2013, 04:04:27 am
Hacking turrets and getting them destroyed is one of my favorite ways to sabotage a base. It really makes a big difference if allied air forces can just swoop in without fear of AA.
Asides from burster maxes of course, man has there been a lot of bursters lately. I often can't leave the landing pads for five seconds before getting seriously damaged by a burster, spending more time on the ground repairing then in the air sometimes.

Also if there was still any doubt about it I can verify that anti tank mines are amazing, definatly worth the 100 certs. Put them on often used roads for easy kills, can be used as improvised C4 on deployed sunderers. Just amazing all around.
I still need to figure out just how much it takes to take down each of the three vehicles though, I think lightnings go down with one mine but sunderers seem to require two, I've no idea how much heavy armor needs. I guess placing two mines in proximity should do the trick.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 04, 2013, 04:59:11 am
The AA bundle did wonders. I remember being on one of the tower bases (don't know wich one) and there were a few fighters flying around. Cue 3 dual    burster MAXs, including me.

Another thing that happened yesterday: I was fighting on the bridge of... I think it was Saerro Listening Post or something like that. I had a 4-person killstreak (people, not vehicles or MAXs) with only my rocket launcher.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 04, 2013, 08:48:48 am
God damn it I think I'll just start shooting down aircraft flying to close to me, so sick and tired of getting crashed into by complete idiots.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on January 04, 2013, 10:24:07 am
The southern one on the other hand is bugged, being destroyed and irreperable. The same is true of the AT turrets
Probably they got destroyed after an infiltrator hacked them, last I checked they remained on whatever team they were hacked to when they died, so an engineer of the team that actually owned the base can't repair it.
This, IIRC. It's one of the easier ways to cripple a base if it isn't being watched carefully.

I'm fairly sure that this was supposed to have been fixed, they revert to the control of the faction that controls the facility after a short while following being destroyed. It may be that some are bugged and are not reverting properly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Tylui on January 04, 2013, 01:23:56 pm
Do they revert upon cap or successful defend at least?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 04, 2013, 01:25:33 pm
Do they revert upon cap or successful defend at least?
This is what I had always assumed, barring an infiltrator on the defensive team rehacking them.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Idranel on January 04, 2013, 02:54:13 pm
Also, as far as I'm aware, no C4 for Infiltrators. Engineers, Light Assault and Medics can carry it.

Heavies, too, but they've already got rockets so it's not too common to see them using it.

During the beta, one of my favorite tactics as a HA was to stick a block of C4 on the rear of inattentive tanks, back up a bit and put a rocket into their rear armour then detonate the C4. If you detonate first, they will realize they are under attack and may have turned/moved off so it would be more difficult to put the rocket directly into the back. The combo usually finishes them off outright, or leaves them on such low health that you can kill them with a rocket hit anywhere or even with your LMG.

As engineer you just deploy 2 tank mines right under that tank and start running, quickly.
They are also pretty neat for removing deployed sunderers while nobody is looking.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 05, 2013, 12:39:08 am
SHIT'S WORKING

SaintToaster ToasterTheAwesome on Mattheson as NC.  Send me an Outfit invite if you're able in the next hour or so, please.

(Damn, can't remember my own name)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Ivefan on January 05, 2013, 06:18:15 am
They are also pretty neat for removing deployed sunderers while nobody is looking.
And when everybody is looking too for that matter. I don't know how many times I've ran past a bunch of enemies, into the big pile that spawn at the sunderer and still manage to blow it up.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 05, 2013, 06:43:06 am
Is the zephyr worth it (for the lib?)?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on January 05, 2013, 08:28:24 am
The Zephyr 105mm is the fastest way to get a gunner in your Lib. It also gives a competent gunner a chance for a bazillion certs an hour.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on January 05, 2013, 08:32:49 am
The shredder doesn't get enough credit, honestly. It can also be a decent surprise for any aircraft attacking the lib if the pilot is good enough to give the gunner an angle on the attacker.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 05, 2013, 09:25:43 am
I hate that thing, and I've encountered it only once. We captured the crater on Indar somehow and it was relatively lightly defended, then two liberators showed up, atleast one was packing the Zephyr. The next 15 minutes were spent respawning, peeking out of cover to maybe shoot the bastards and getting blown to bits within seconds. The AA turrets were promptly destroyed, as was the sundie camping the meteor itself. After a while I just gave up and went elsewhere.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 05, 2013, 10:40:53 am
Feels good to actually play- was rolling with the goons on a push in Indar.

I knew it was a good sign when I nailed a lightning with my initial drop pod.  Death from above!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 05, 2013, 10:45:21 am
This game is devolving into spawn camping and the Crown half of the time.

They really need to rework the bases and spawning. Spawns should be spread throughout the base, not placed in a single spot to facilitate spawn camping. There should also be ways to avoid aircraft, such as large buildings packed together so they get in the way, and a larger number of entrances. Spawns should be diverse, so if a pilot is camping one, they have to be on their toes rather than camping another spawn that's the same as the last fifty he's been camping.

Otherwise, you get every vehicle in the attacking swarm just sitting around watching the spawn entrances, clicking occasionally for an easy 100 points.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 05, 2013, 11:01:09 am
It's just that aircraft have it relatively easy to camp a spawn. I feel it's gradually changing though, more and more burstersmaxes are popping up, especially near spawnpoints. This is a great deterrent for the light aircraft podders.
Besides if the enemy has gotten to the point they can surround the spawn they have pretty much conquered the facility.

Only with liberators this can be achieved in seconds, so it all comes down to air superiority. Wich is a problem because A2A missles turn air superiority into a numbers game since it requires little to no effort for the one launching the missles. Hence zergs always win...
At least in an aerial zerg you can expect a chuckle when you see nubs crashing into their own birds I suppose.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 05, 2013, 12:28:20 pm
I hate that thing, and I've encountered it only once. We captured the crater on Indar somehow and it was relatively lightly defended, then two liberators showed up, atleast one was packing the Zephyr. The next 15 minutes were spent respawning, peeking out of cover to maybe shoot the bastards and getting blown to bits within seconds. The AA turrets were promptly destroyed, as was the sundie camping the meteor itself. After a while I just gave up and went elsewhere.


Yeah, but there's no middle ground. Libs are either completely useless or incredibly powerfull.

E:
Oh, and a rework totally isn't happening. Cash is flowing right now, so they're probably scared that if they change it will stop.

E2:
Plus, there will be enough whining to cause an earthquake of 6 on the Richter scale.

Plusplus, defending a base you have yet to cap but basically won already will be much harder.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 05, 2013, 04:17:43 pm
Yeah, if you've got a bunch of vehicles sitting around the spawn doors, that means one thing: You already have control and are waiting for the base to flip. Granted, more diverse spawns would be very nice in Biolabs. Hell, just two spawn rooms would be good. I have also been noticing the proliferation of burstermaxes, and it seems like every time air clusters up a dozen people pull maxes and drive them off. Works, more or less, though it's an inelegant way to balance things.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Lectorog on January 05, 2013, 04:29:28 pm
Spawns should be spread throughout the base, not placed in a single spot to facilitate spawn camping. There should also be ways to avoid aircraft, such as large buildings packed together so they get in the way, and a larger number of entrances.
Like Flying Dice said, spawn camping only happens if a base is already lost. If the base can be kept, the camp will be broken from the inside or outside.
Ways to avoid aircraft: anti-aircraft. Teamwork is a requirement in a game as big as this. If there's an aircraft raining death and no-one's stopping it, it deserves those kills.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on January 05, 2013, 05:03:54 pm
Something I always forget: the spawn rooms of Biolabs, Amp Stations, and Tech Plants all have a second story, with balconies overlooking each of the doors. Most people don't seem to realize these exist, which makes them a great way to harass and destroy spawn campers.  ;)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 05, 2013, 05:56:10 pm
Something I always forget: the spawn rooms of Biolabs, Amp Stations, and Tech Plants all have a second story, with balconies overlooking each of the doors. Most people don't seem to realize these exist, which makes them a great way to harass and destroy spawn campers.  ;)
Really? Every time I see one flipped there's always at least 1 LA sitting above each second story exit waiting for people to poke out.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on January 05, 2013, 06:35:01 pm
People also don't seem to realize too often that if you're being spawn camped... you can spawn somewhere else... as someone said before, if you're being spawn camped, that battle is likely lost anyway, go find another.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 05, 2013, 06:40:23 pm
Spawns should be spread throughout the base, not placed in a single spot to facilitate spawn camping. There should also be ways to avoid aircraft, such as large buildings packed together so they get in the way, and a larger number of entrances.
Like Flying Dice said, spawn camping only happens if a base is already lost. If the base can be kept, the camp will be broken from the inside or outside.
Ways to avoid aircraft: anti-aircraft. Teamwork is a requirement in a game as big as this. If there's an aircraft raining death and no-one's stopping it, it deserves those kills.
A couple of well organised squads can force pilots to use guerilla tactics but you really need friendlies in the air to get rid. The problem is that there never seems to be much NC air at the front when I'm on. It could just seem this way but I've never seen friendly swarms as big or as frequently as TR followed by VS.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 05, 2013, 06:41:33 pm
Something I always forget: the spawn rooms of Biolabs, Amp Stations, and Tech Plants all have a second story, with balconies overlooking each of the doors. Most people don't seem to realize these exist, which makes them a great way to harass and destroy spawn campers.  ;)
Really? Every time I see one flipped there's always at least 1 LA sitting above each second story exit waiting for people to poke out.
I call guilty  :P
It's kind of the essence of the LA to kill an unsuspecting someone from above/behind...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 05, 2013, 08:31:24 pm
Holy hell, the PS2 forum has derailed into "VS NERF!" threads. Worst is that no one wants to listen to reason.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 05, 2013, 08:35:51 pm
Not a nerf so much as a rework of certain things, like magriders, also magriders.

Personally, I wouldn't mind them being the most mobile MBT that also packs the craziest guns, but damn that has to come at some sort of cost (no, the lack of a turrent isn't a drawback, you get yourself a secondary and you have your damn turret). And I'd like to see that be survivability, because seriously, if it's a flying tank, it shouldn't be as tough as one that's tracked.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 05, 2013, 08:44:19 pm
The cost comes at close range where it's at its weakest. Most people, however, seem to want to kill it from long range which is the ideal range for a Magrider. This is what creates the "OP illusion".
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 05, 2013, 08:47:51 pm
Frankly, the lack of a primary turret is a major weakness. When you have to turn the whole body of your tank to track a target, that means that:

1. It is much easier to be outflanked.
2. You have fewer effective firing positions, in part because you can't peek effectively, and in part because the cannon is so low. There's no such thing as firing from defilade/hull down for a Magrider.
3. You can't scan for targets without exiting to third person or shifting the whole tank.
4. You can't effectively engage targets along a wide front without exposing your side and rear armor to direct fire.

There's a reason why turrets are the norm for tanks. The only place where you see design like this is in tank destroyers, which make up for the lack of a turret with heavy frontal armor and an oversized main gun. The Magrider has the same deal, except that it "trades" the turret for better mobility. Quotation marks because there's no reason why the Magrider shouldn't have a turret apart from game balance.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 05, 2013, 08:54:29 pm
I think I mentioned it before but I wish there was at least an option to allow a third person to control the main turret. Tank battles could be much more interesting this way.

Edit: I don't drive tanks very often but I've never been able to get that close to magriders and they've never proven particularly weak when I've accidentally found myself bumper to bumper. They can still boost away, even over you sometimes, and their strongest side is always facing you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 05, 2013, 09:00:56 pm
Have you tried flanking it at close range or get behind it?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 05, 2013, 09:03:51 pm
No but then I've only found myself really close in choke points before. Can't they turn faster than you can drive around them anyway?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 05, 2013, 09:09:44 pm
It depends on the conditions and (possibly) on the certs you have in your respective vehicles. I'd rough-estimate that a Lightning can outflank a Magrider at anywhere inside of ~200 meters without much trouble, and the other MBTs could probably do so as well at closer range. The point being that any other tank can circle while firing or rotate their turret to track the person flanking them, whereas the Magrider has to keep trying to turn to face the tank circling them. Same deal with infantry with RPGs; they can make a dash past, and if there are any obstacles around, the Magrider can't do much about it.

And keep in mind that in pretty much every battle there won't be just one MBT on each side, so when the Magrider turns to follow the flanker, everything else on the other side has a clean shot at their back armor.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 05, 2013, 09:17:54 pm
Fair enough. I guess I've just been unlucky when it comes to the terrain I've fought them over. Oh and my almost complete lack of experience with tank combat in this game.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 05, 2013, 11:26:52 pm
It's not terribly different from Battlefield or WoT tanking, though the terrain tends to not always be the best for tank warfare, especially with the steep cliffs and slopes in Indar and the jungle continent that I can never remember the name of. Can't count how many times I've accidentally driven into an inescapable hole and had to bail.


Interesting side note, apparently there's a module for the Sundie that lets it resupply tanks that are nearby.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: bluejello on January 06, 2013, 12:20:44 am
yea, and I have heard that it provides a decent amout of exp, is under a different category than the deploy thing too.  This is the ammo icon that shows up on the sides of some shunderers.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Idranel on January 06, 2013, 02:00:43 am
It's just that aircraft have it relatively easy to camp a spawn. I feel it's gradually changing though, more and more burstersmaxes are popping up, especially near spawnpoints. This is a great deterrent for the light aircraft podders.
Besides if the enemy has gotten to the point they can surround the spawn they have pretty much conquered the facility.


I still prefer the base fights of ps1.
Ground vehicles and aircraft are useful inbetween bases and to push into the courtyard, but to actually get to the objective(spawn/generator/control consoles/llu) you need infantry to go into enclosed/underground areas.

With about 3-5ish ways of entering the infantry-only areas and a decent number of choke points (usually with a few alternative routes) and open areas you'd see quite a bit of fighting even when the attackers had superior numbers. On some base layouts it could drag on for a bit but after a while the base would run out of fuel unless the defenders manage to secure the courtyard long enough to bring replacements.

The base walls were also a lot more effective at keeping attackers outside so that interesting fights happend around bases, within the courtyard and inside. The base lattice provided structure to how frontlines formed and in which order stuff got attacked.
Instead bases in ps2 come with a silly number of vulnerable objectives each with more ways of entering than a typical ps1 base. Most of the rooms housing an objective (if it even is inside) will have some open spot in every direction so its always possible to get shot in the back while trying to defend that spot. Nice...
Some of the capture points in ps2 can actually be taken by driving up to them in a tank and parking there. I even managed to drive a lightning right next to the "A" control terminal room in one of the aircraft tower bases on indar.

There also was way more space between bases for battles to occur, where as in ps2 you can see/shoot into adjacent bases easily. It was easy to fly around for a few minutes without getting close to any base. In ps2 you cant avoid running into them not to mention that you run off the map within what feels like 2 minutes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 06, 2013, 04:30:11 am
Also I've been told that armour is calculated by where the shot is originating from, not where it hits (so you can face them with your front when they fire, turn your sides and the damage will be calculated as if the shell hit the front).

And getting up close to Magriders is anything but easy, it can be done sure, but it either needs superior numbers, sneaakyness or their pilots to be complete idiots. And as stated before they rarely come alone, sure other factions usually hunt in packs too, but personally the biggest organized assaults have come the VS.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Idranel on January 06, 2013, 04:42:00 am

And getting up close to Magriders is anything but easy, it can be done sure, but it either needs superior numbers, sneaakyness or their pilots to be complete idiots.

Unless they have a second person in the gunner seat they can barely see anything of their surroundings.
Just place enough tank mines. Either they eventually run into them or they sit around until someone places the mines right under the mag.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 06, 2013, 04:54:27 am
The advantage of Magriders is that you can (and should) always be mobile. Of the tanks it is the hardest to successfully bomb, with the only reliable class to do it being Light Assault. The tanks practically feel like infantry and can move around in cramped bases with a little difficulty. Predicting their movements beforehand with defensive mines is also more difficult than for the other tanks because, like honey badger, Magrider don't give no fuck about which terrain it's going over. You might as well place tank mines on your walls when dealing with Magriders. I'm constantly amazed by how little other Magrider drivers take advantage of their abilities. Instead they seem to choose the most boring routes possible and calmly follow the massive zerg as if they were boring tanks but Magriders aren't boring tanks meant for boring roads, they're radical tanks made for radical travel.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 06, 2013, 05:05:19 am
It's been a while since i blew up a magrider.

Then again, I was stupid enough to place only one tank mine when I did have the chance.

I need some advice, this is what I'm planning to buy:

Zephyr with night vision for lib.
AMS and mine guard for sundie.

Any advice? I have about 250 certs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 06, 2013, 05:27:33 am
Flanking a magrider is nigh impossible even for a mobile lightning tank.
I've managed it but I imagine that's only because I have the rival performance cert and the enemy didn't. A magrider with that cert maxed would be so good at turning you're only going to see its front in a close quarter tank fight.
Wich is even more problematic when you consider most magrider drivers with even half a brain will get the frontal armor upgrade, making them complete highly mobile juggernauts. The only practical way to deal with magriders is to outgun them, outnumber one so one can shoot the front and one the back, or to sneak up as heavy with c4 and launcher.

Me personally I'd say vanu needs a few more nerfs across the board. Their accuracy is supposed to be high on their infantry yes, but I find it to high. They shouldn't be able to snipe someone behind a mana turret from long range with a basic rifle.
Their rate of fire is a little to high as well, they just do to much damage for the accucy they have going. I fear vanu more then I fear terran in close range where the terran high rate of fire rifles should shine.
That rocket launcher, s1 I think it is, should have some form of bullet drop as well. It's just way to strong. Lastly the scythe seems balanced to me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 06, 2013, 06:19:07 am
Flanking a magrider is nigh impossible even for a mobile lightning tank.
I've managed it but I imagine that's only because I have the rival performance cert and the enemy didn't. A magrider with that cert maxed would be so good at turning you're only going to see its front in a close quarter tank fight.
Wich is even more problematic when you consider most magrider drivers with even half a brain will get the frontal armor upgrade, making them complete highly mobile juggernauts. The only practical way to deal with magriders is to outgun them, outnumber one so one can shoot the front and one the back, or to sneak up as heavy with c4 and launcher.
Think of the Magrider as a sniper and use the same tactics you would use on said sniper if you were infantry. Speed, cover, armor and general sneakiness. Not to mention unpredictable movement.

Quote
Me personally I'd say vanu needs a few more nerfs across the board. Their accuracy is supposed to be high on their infantry yes, but I find it to high. They shouldn't be able to snipe someone behind a mana turret from long range with a basic rifle.
Their rate of fire is a little to high as well, they just do to much damage for the accucy they have going. I fear vanu more then I fear terran in close range where the terran high rate of fire rifles should shine.
That rocket launcher, s1 I think it is, should have some form of bullet drop as well. It's just way to strong. Lastly the scythe seems balanced to me.
I've never been able to snipe anyone from long range with a basic rifle. The best I've managed to do was take out an NC sniper camping on top of Freyr amp station from the foot of the exterior wall with the SVA-88 with 6x scope, frontal grip and compensator. That was with single shot fire to boot and keeping my movement unpredictable. In the end, I was left with a sliver of health left. So accuracy-wise I don't think it's OP.
With the high ROF comes also the need to reload. In an intense firefight where magazine size does count a lot, I'm too prone to have to reload while say the TR can keep unloading hell with their 13 RPS weapons. The ROF also compensates for the NC's high damage. Accuracy is basically all we've got going for us.
Finally, the stats for all rocket launchers of the same class are identical. The S1 most definitely has bullet drop, which is why I always have to compensate for it when firing from longer distances.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 06, 2013, 11:45:43 am
I rather enjoyed swapping between medic and engie. The only problem was, whenever I went engie, I spent a lot of time finding nice tasty revivable corpses in peaceful areas, and whenever I went medic, I kept running into half-dead tanks.

Still, I was able to get a few points for reviving people and buildin' things. How do I see my budget?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 06, 2013, 01:14:52 pm
I still prefer the base fights of ps1.
Ground vehicles and aircraft are useful inbetween bases and to push into the courtyard, but to actually get to the objective(spawn/generator/control consoles/llu) you need infantry to go into enclosed/underground areas.
Having proper bunkers would be nice.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on January 06, 2013, 01:20:05 pm
Pillboxes were only of limited use. Tossing a grenade in was way too easy. The "inside" fights were a lot better in PS1, I have to agree.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 06, 2013, 01:24:59 pm
Inside fights either end with me killing the other person with a rocket launcher/grenade or me being killed.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 06, 2013, 01:28:09 pm
I only ever do open fights, bases are too crowded for me to be useful, same goes for cramped places, it's either slow reflexes or lag and stutter doing me in. So I stick to attack or defending smaller bases that have space around them. That or cleanup duty of bigger bases, hunting down the stragglers or repairing shit when most people have moved on.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on January 06, 2013, 01:52:14 pm
It's been a while since i blew up a magrider.

Then again, I was stupid enough to place only one tank mine when I did have the chance.

I need some advice, this is what I'm planning to buy:

Zephyr with night vision for lib.
AMS and mine guard for sundie.

Any advice? I have about 250 certs.

Personally, when I gun on the Zephyr I prefer to use thermal scope and at least 2x magnification. Otherwise it's a crapshoot
 
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on January 06, 2013, 01:53:13 pm
I hated the PS1 inside fights. So often it would just turn into a meatgrinder zerg rush that took half an hour to progress down to the important parts of the base.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 06, 2013, 04:24:52 pm
I would honestly prefer that to spawn camping.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: MorleyDev on January 06, 2013, 04:29:17 pm
Isn't the whole point of the spawn camping that people should start spawning at the other outposts and flank to assault them and free up the spawns?

It's kinda like when people were complaining AA turrets were overpowered. No, people just weren't prioritising and taking the AA out to allow air support...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on January 06, 2013, 04:48:44 pm
Isn't the whole point of the spawn camping that people should start spawning at the other outposts and flank to assault them and free up the spawns?

It's kinda like when people were complaining AA turrets were overpowered. No, people just weren't prioritising and taking the AA out to allow air support...

THIS!!!! SO MUCH.... SPAWN SOMEWHERE ELSE!!!! This isn't some tiny map team deathmatch FPS... you've got a whole continent of spawn points to choose from and a nice selection of vehicles that can get you back into the fight. Only time this argument is even slightly valid is when you've been bottled up at your warp gate. But even then there's two more continents to fight on and eventually the other team will get bored or someone able to lead will get on to push everyone out and you'll have a chance to take it all back.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 06, 2013, 05:18:47 pm
*Still waiting for deployable 88mm AA cannon*
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Idranel on January 06, 2013, 05:41:43 pm
Isn't the whole point of the spawn camping that people should start spawning at the other outposts and flank to assault them and free up the spawns?

It's kinda like when people were complaining AA turrets were overpowered. No, people just weren't prioritising and taking the AA out to allow air support...

THIS!!!! SO MUCH.... SPAWN SOMEWHERE ELSE!!!! This isn't some tiny map team deathmatch FPS... you've got a whole continent of spawn points to choose from and a nice selection of vehicles that can get you back into the fight. Only time this argument is even slightly valid is when you've been bottled up at your warp gate. But even then there's two more continents to fight on and eventually the other team will get bored or someone able to lead will get on to push everyone out and you'll have a chance to take it all back.

The problem is that vehicles can surround and shoot at most spawn huts directly with the exception of bio labs and the crown.
In ps1 infantry had to push either into the spawn room and destroy the spawn tubes, or into generator and destroy it to shutdown enemy respawn.
So for every base fight there first was an outdoor fight that included lots of vehicles followed by an indoor fight (with the courtyard being somewhere inbetween).

It would be neat if more bases had layouts which dont result in victory after just winning the outdoor fight. That way there would be more time for reinforcements to arrive (in vehicles from nearby bases...) and the map would change colors a bit less quickly.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 06, 2013, 05:50:09 pm
Isn't the whole point of the spawn camping that people should start spawning at the other outposts and flank to assault them and free up the spawns?

It's kinda like when people were complaining AA turrets were overpowered. No, people just weren't prioritising and taking the AA out to allow air support...

Yeah... would make for a much better game if you had to actually prepare an area before air came in. It's not like it's even hard for a bomber to come in and blow all the turrets by themself anyway.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 06, 2013, 06:19:00 pm
*Still waiting for deployable 88mm AA cannon*

Only if they add a deployable armor piercing cannon with it. Let's not discriminate.

THIS!!!! SO MUCH.... SPAWN SOMEWHERE ELSE!!!! This isn't some tiny map team deathmatch FPS...
Noooo let them keep respawning, I love farming kills with lolpods against players expecting a different outcome doing the same thing over and over again.  :P

Quite frankly it's the best way to get some good xp going anyway, since shooting down enemy birds is a thankless job. It's extremely rare to get kills since most pilots prefer to suicide to their death or have the eject cert, and even then you often don't even get the vehicle kill when they rather crash it into something. Worst case scenario the only thing you get is a vehicle assist kill.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 06, 2013, 07:10:34 pm
The problem is that infantry currently has no place beyond capping a point in the game, and the spawns are so easy to spawn camp that it's useless to do anything else once you've stepped foot into a base and removed any sundies in the area. Redesigning the bases would allow much more diversity, and mitigate the bland spawn camping.

Also, SCU destruction is supposed to be the hint to spawn somewhere else, not the fact that you're getting spawn camped. You can spawn somewhere else, sure, but it's going to be a good 10 minutes of waiting until the zerg caps and moves to the place you spawned at. Neither the spawn campers nor the spawn campees are going to change their play style because there's currently no reward for doing anything else, and, quite frankly, choosing not to be spawn camped is boring unless there's another good battle going on.

When a significant portion of the player base has been doing the thing that they're "not supposed to do" and doesn't show any signs of stopping, a design decision must be made. Ultimately the players are going to do whatever's the most fun and/or rewarding, not what's the "smartest".
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on January 06, 2013, 09:09:27 pm
IMO a major part of why infantry is completely useless is the fact that there are no proper indoor areas. In most buildings you get like two rooms connected by a corridor, which might have a bend in it if you're lucky. And there are no doors that you could close to keep vehicles from shooting their explosive shells inside, just doorways and holes in the walls in place of windows. The only infantry-only areas are the biolab domes, and those are too small for a good fight. Usually you just get a lengthy meat grinder on the landing pads, then once the attackers manage to push inside it's all about camping the spawn room.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 06, 2013, 09:58:04 pm
IMO a major part of why infantry is completely useless is the fact that there are no proper indoor areas. In most buildings you get like two rooms connected by a corridor, which might have a bend in it if you're lucky. And there are no doors that you could close to keep vehicles from shooting their explosive shells inside, just doorways and holes in the walls in place of windows. The only infantry-only areas are the biolab domes, and those are too small for a good fight. Usually you just get a lengthy meat grinder on the landing pads, then once the attackers manage to push inside it's all about camping the spawn room.

This. Frankly, I'd much rather have the PS1 grinding attrition battles in sealed bases than the current zerg blitzkrieg style of capture. Even biolabs fights are changed by having air nearby, just look at the clusters of ESFs and Libs that are always hovering over the pads of any decent-sized biolab fight, firing blindly inside. Not to mention that they make defensive drops virtually impossibly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 06, 2013, 10:59:41 pm
Any NC Matherson on to invite me to the B12 outfit?  Name's ToasterTheAwesome.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 06, 2013, 11:11:58 pm
Any NC Matherson on to invite me to the B12 outfit?  Name's ToasterTheAwesome.

I'll see about inviting you when I get back on. Just crashed from what I'm guessing is that prevalent exploit that's ruining the game.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 06, 2013, 11:46:16 pm
What server does B12 normally play on? Also, can I get an invite to the gang or whatever it is? Since we're pro-liberty and everything, I'm assuming that army meals are potluck rather than funded by taxes, so I'll bring the ice. And maybe a salad or something.

Planepacked + Planetside = Planetpacked. I'm not really sure what this means.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 07, 2013, 12:10:08 am
We're really a bit scattered right now, although the herd of cats is somewhat converging on Matherson as NC (or Vanu traitors).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 07, 2013, 12:21:14 am
I can do that. See you on Mattherson.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: olemars on January 07, 2013, 04:15:47 am
I, too, have a character on Mattherson, called Olemars3 and would like an invite. Also wish SOE would let you use the same character name on more than one server. I might rename/remake my Mattherson character soonish, since on reflection having a char with "ars3" in the name was perhaps shortsighted and nobody on voip can pronounce my nick anyway.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 07, 2013, 02:02:59 pm




How do anti-tank mines and other deployables work? If I deploy a bunch and go offline, do I get credit if it kills a tank? Is it possible to deploy some AT mines and then switch to and deploy AP mines? How limited are AT mines?

One more thing, are there any long-distance weapons for the engie?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 07, 2013, 02:06:36 pm
AT mines are pretty powerfull and you can eventually get a big enough stash of them.

I'm pretty sure they dissapear if you log, but they stay after you die. I'm also pretty sure that they dissapear if you change loadout.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 07, 2013, 02:34:40 pm
Deployables disappear if you log out but not if you die or change loadout. You can deploy as much as your current character's maximum capacity (i.e. the class actually deploying at the moment) before additional deployables of that type begin to disappear. You can absolutely switch between different loadouts and stick down other types of deployables.

AT mines are in very effective and it's strange how people don't use them more often. If you place them around a place you know there'll be fighting and people will be moving through there's a high probability that you'll eventually get a kill. You can set them and forget about the things until half an hour later you get a surprise multi-kill as an enemy sunderer runs over the thing. You can also combo AT mines with AP mines to get even deadlier anti-personnel traps (increases the damage) or with C4 to overcome mineguard.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 07, 2013, 02:40:49 pm
They do use them often. I once played 2 hours and died about 4 in a sundie to AT mines. I wasn't driving. A fifth time I killed an engie with the sundie turret and saw the mines and shot them. Killing me and glowcat.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on January 07, 2013, 03:47:49 pm
One more thing, are there any long-distance weapons for the engie?

The AC-X11 can be certed to be pretty decent for longer range. High velocity ammo, compensator, 4x scope and advanced forward grip. You can also use the fire mode select to put it on single shot rather than full auto for increased accuracy.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: rastrum on January 07, 2013, 06:19:01 pm
If it's not too much trouble, could I get an invite to the outfit?  RasterDF on Mattherson.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 08, 2013, 04:25:02 pm
Alright so I'm experimenting with different ways to use my Piston, wich has served me quite well so far. Still long range is a no go with the standard pellet ammo.

I've been trying out the slug ammo, boy does that make it an entirely different beast. Slows down rate of fire and supposably does less damage making it less deadly close range, have yet to  try out close quarters extensively.

But man can this thing be a beast long range. Got me a 3.4 laser sight scope and seeing if I can turn it into an improvised automatic sniper rifle. So far I've won several snipe fights against infiltrators with it. Not awfully long yet, bullet drop is a bitch with slug ammo so it's going to take some practice, but I can see the potential.


Woop an infiltrator got 3 shots off with me jumping onto another amp station tower with the jump pad, sure doesn't reek of hacks!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 08, 2013, 05:16:49 pm
If it's not too much trouble, could I get an invite to the outfit?  RasterDF on Mattherson.

I'm honestly not sure if we even have one, though it could just be that I don't know about it because I'm VS.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 08, 2013, 05:30:37 pm
If it's not too much trouble, could I get an invite to the outfit?  RasterDF on Mattherson.

I'm honestly not sure if we even have one, though it could just be that I don't know about it because I'm VS.

There is, and I periodically send out invites to names I see posted here. A bit annoying since they have to actually be logged in but it's slowly working.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Wolock on January 08, 2013, 09:10:23 pm
I've created a NC on Mattherson. So when you got the chance you can send me an invite. Thanks

Name : Wolock
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Idranel on January 09, 2013, 01:47:19 am
AT mines are in very effective and it's strange how people don't use them more often. If you place them around a place you know there'll be fighting and people will be moving through there's a high probability that you'll eventually get a kill. You can set them and forget about the things until half an hour later you get a surprise multi-kill as an enemy sunderer runs over the thing. You can also combo AT mines with AP mines to get even deadlier anti-personnel traps (increases the damage) or with C4 to overcome mineguard.

I always keep atleast 2 at mines on me. Its easy enough to get close enough to sunderers or distracted tanks to blow them up.
And getting rid of sunderers can be pretty important.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 09, 2013, 02:46:55 am
Big patch coming up on 30th January! Patch details (http://forums.station.sony.com/ps2/index.php?threads/happy-new-year-update-02-info.77203/#post-985680)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 09, 2013, 02:52:13 am
HURRAY! I particularly like the XP system tweaks.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on January 09, 2013, 03:03:35 am
Very glad to hear about the xp changes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on January 09, 2013, 03:33:04 am
I don't really understand the ramifications of XP changes, but they look alright at first glance.

Map changes sound good. I'm not sure what use SMGs will be, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Mini on January 09, 2013, 04:39:59 am
I don't really understand the ramifications of XP changes, but they look alright at first glance.
From what I can tell:
No idea how the support XP changes will effect things, since I have no idea what exactly is going to change, although I do expect something along the lines of a system PS1 had for transport drivers, wherein they would get an amount of bonus XP depending on how much XP the people they transported got.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 09, 2013, 04:42:16 am
Oh no, my HE lightning tank, I hope it's not to nerfed!
What is this about aircraft weapons? It doesn't specify the exact change, haven't logged in to check yet.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on January 09, 2013, 04:55:12 am
The more I think about it, isn't it quite likely that the changes will reduce the overall amount of XP coming in?

In order to kill someone to be worth more XP, they have to die and respawn at 0, so most people will have the 0-kill XP penalty applied to them.

In addition, the one lucky bastard who kills the Libby gunner will get mad XP and everyone else who tried will just get the vehicle damage assist scraps...

Hm... hopefully they've designed it well. I'd hate for XP to get any slower.

Edit: Rereading it, the XP penalty might be time based. This would increase the amount of total kill XP, and generally sounds like a better plan, provided the timer isn't too long. If the penalty is kill-based, then that does really concern me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: SalmonGod on January 09, 2013, 05:01:26 am
Me too, but I might be able to put up with it if it reduces the amount of completely stupid shit that people do to xp farm when they should be fighting for control of the map.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 09, 2013, 06:16:46 am
So one of two things may have happened: a bug with the patch wiped out most of our outfit's roster (i.e. everyone invited today/yesterday) or everybody left to become Vanu

Still not sure which occurred...

EDIT: Seems they're on it and already fixing the problem.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 09, 2013, 08:00:13 am
Spoiler (click to show/hide)

Aaawww yes. I submitted a ticket because i got the AT launcher instead of the AA launcher in the Anti-Air bundle, and now I have both as a "refund" for the inconvenience. I love dev screwups.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 09, 2013, 09:58:50 am
The best changes there personally are performance and the ability to select overlay colours. XP changes are nice but I've never felt they were too slow, they just came while I played. Spawn changes are also nice, but again, never felt spawn camping was bad for me, after a few tries I'd say fuck it and move elsewhere, even if it meant giving up the fight for a sector, it could always be won back and there were always other fights to partake in :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 09, 2013, 11:33:22 am
I'm finally catching some good sales after the triple SP day. I've got me a new gun and some composite helmets, now. :D

After using some of the high RoF weapons, I have to say that they're extremely powerful to the point of ridiculousness compared to the low RoF, high damage ones. Switching from the Gauss Compact S to the high RoF carbine is night and day. I got a K/D ratio of 11/1 last night. It was mind boggling.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 09, 2013, 11:37:11 am
After extensive testing I've come to the conclusion that slug ammo is pretty bad.

Love it for scoped long range fire but you're better off with a rifle for that I guess.
It's absolute garbage for close range what with the projectile going who knows where in the target circle, making it extremely unpredictable unless you're literally in front of your target. Should make the potential deviation for the slug a tad smaller imo, but maybe I'm just not seeing its propper use. Maybe I ought to try close ranged scoped fire, although hipfire seems a lot more practical.


Also tried vanu again, just to make sure my complaints aren't ungrounded.

That solstice LMG the heavy starts off with, such a godly gun. I can't believe how strong it is with that crazy rate of fire.

Tried the scythe as well and I finally understand why people call the reaver UP. It felt like it had the same manouvrability as my reaver with lv 2 dog fighter frame, wich is fine since it's the vanu playstyle. But it just had such superior speed without any upgrades, makes the reaver feel like a clunky flying hunk of metal. I felt the smaller size also made a really big difference in avoiding enemy fire, reaver could do with a downsize if you ask me.

Mostly though it was nice to not be outmanned 3 to 1 all the time, and actually holding some territory.

P.S. I did manage to snipe an engineer behind a mana turret almost straight after drop with little to no practice with that lmg, so it's not hard. :)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 09, 2013, 12:20:12 pm
Personally I detested the Solstice and switched over to a different LMG as soon as I could.


Re: The update: Cheers! Nice to see that SOE has been paying attention. Looking at the wording about the kill exp, I think it might actually be composed of two different systems meshed together: a timer that starts at spawn giving, lower exp to anyone who kills the player before it runs out; and an exp bonus for killing people with X number of kills.

The spawn protection is also brilliant, mostly because of the 'on revive' clause, seeing the number of medics that will gleefully revive people who are then gunned down as soon as they wake up.

Underground tunnels from spawn to interiors and walls for techlabs and amp stations, also more spawn exits. I can't believe nobody else brought this up. Hopefully it'll help stop vehicles camping spawn doors.

Buff for Skyguard and AA turret aiming? YES PLEASE.


Heck, I don't think I saw a single thing that I wasn't at least mildly excited about.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 09, 2013, 12:38:39 pm
This means that infiltrators are now XP bombs tough, as snipers usually stay alive for long periods of time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 09, 2013, 12:40:38 pm
Last I checked, the Solstice is the Vanu carbine. :P The Orion is the LMG. It's pretty good, at least in the short-mid range, but I find the SVA-88 much more versatile. Trying to go mid-long with the Orion is a daunting task for me without the 6x scope that the SVA-88 has.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 09, 2013, 12:55:35 pm
Last I checked, the Solstice is the Vanu carbine. :P The Orion is the LMG. It's pretty good, at least in the short-mid range, but I find the SVA-88 much more versatile. Trying to go mid-long with the Orion is a daunting task for me without the 6x scope that the SVA-88 has.
Yes, my bad that's the one.

Anyone have experience with flash as a weapons platform? I'm trying out the fury (nade launcher) wondering if it's a worthwhile investment. Maybe with the turn speed and grip performance upgrade it could be affective weapon.
Mwaha, just killed two maxes and three infantry on said flash before a tank came around and ruined the fun. Definalty fun to play as if you have a stretch or relatively flat ground.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 09, 2013, 02:24:59 pm
Damn it, that's right. I can never keep all the VS guns straight; they don't use sensible alphanumeric sequences!


From what I've heard, the GL flash can be deadly against armor if you flank and harass properly. Supposedly it's small enough that you can drive up under the depression arc of the Vanguard's main gun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 09, 2013, 03:23:04 pm
I hate it when the game crashes during long recording sessions...
2 hours of outfit footage gone.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 09, 2013, 04:11:20 pm
You mean it doesn't save the film while it's filming? Wouldn't it all have to sit on the RAM until you finished, then? O.o
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 09, 2013, 04:14:29 pm
I don't know what it does. All I know is, out of 2 hours of footage, only the first 4 minutes remained. Strangely, though, it still said it was 50-60 GB large. In other words, corruption most likely.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 09, 2013, 06:16:58 pm
I'm finally catching some good sales after the triple SP day. I've got me a new gun and some composite helmets, now. :D

You and I both, man.  Nothing like getting a weapon at effectively 1/6th the price- the GD-7 is head and shoulders above the default carbine.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on January 09, 2013, 09:40:59 pm
I don't know what's going on but I have been experiencing HORRIBLE rubberbanding on Matherson all day. My connection tests great, my system has always been great in this game. I don't get it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 09, 2013, 11:27:56 pm
I don't know what's going on but I have been experiencing HORRIBLE rubberbanding on Matherson all day. My connection tests great, my system has always been great in this game. I don't get it.

Hold on, and believe me when I say that this is of vital importance: Did you see any blue turtle shells?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on January 10, 2013, 04:48:16 am
I don't know what's going on but I have been experiencing HORRIBLE rubberbanding on Matherson all day. My connection tests great, my system has always been great in this game. I don't get it.

Hold on, and believe me when I say that this is of vital importance: Did you see any blue turtle shells?

Am I missing a meme or something?

Anyway, Higby lists some changes for the next update:


        General performance increases, particularly for lower end GPUs
        Experience (XP) system enhancements:
            Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
            Partial damage XP for dealing damage to vehicles that you don't end up killing
            Population XP / Resource bonus moved over to continent population instead of global
            Better display of XP sources for things like defensive bonuses & population bonuses
            Rebalancing of XP rewards to help support tasks
        Server transfer token available in Depot
        UI changes to emphasize score per minute as a primary metric of player comparison
        Sortable columns on outfit management & addition of "last online" column
        New weapon type for all empires: SMG

 
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 10, 2013, 05:11:13 am
I don't know what's going on but I have been experiencing HORRIBLE rubberbanding on Matherson all day. My connection tests great, my system has always been great in this game. I don't get it.

Hold on, and believe me when I say that this is of vital importance: Did you see any blue turtle shells?

Am I missing a meme or something?

In the Mario Kart series of games you can pick up one use items like weapons or speed boosts. The item you get is randomised but weighted depending on your position. In the more recent games there is an item that looks like a blue turtle shell which automatically seeks out the whoever is in the lead and pretty much puts him in last place. Once in last place you start getting speed boosting items or even blue shells. Ultimately you end up rubber banding between first and last place.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on January 10, 2013, 05:43:49 am
Thank you for clearing that up!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Scoops Novel on January 10, 2013, 11:04:41 am
Anyone know much about the development plans? As it stands, we were  discussing setting up a commisiarrat (and yes, in my mind they should have hats if we can wrangle it) over mumble to keep the troops in line while we have the rts'ers in charge of strategy. (We're vanu, sadly enough :P).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 10, 2013, 11:16:53 am
Vanu scum!

Ahem. What sort of items are must buys for engineers, or anyone on the NC side? Is the Rebel (I think that's the pistol) any good at all?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vactor on January 10, 2013, 11:52:49 am
Vanu scum!

Ahem. What sort of items are must buys for engineers, or anyone on the NC side? Is the Rebel (I think that's the pistol) any good at all?


You want the GD-7F
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on January 10, 2013, 12:08:38 pm
Tank mines, and upgrade repair gun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 10, 2013, 12:41:00 pm
Is the GD-7F currently on sale or something?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Satarus on January 10, 2013, 02:11:42 pm
For engie, I'd say pick up tank mines and/or anti personel mines.  Load out depending on what you are attacking/defending.  Sticking an anti-personel mine on an objective is hilarious.  It's also great fun to sneak up on enemy MBTs and toss a couple mines or drop them on main roads in Amerish.

I'd also prioritize your repair tool upgrades.  You also have a tough call on your suit slot.  Explosive resistance is great for when you are mainly working on vehicles and turrets and getting hit by artillery/rockets.  Health or shield recharge are better for infantry fights.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 10, 2013, 02:37:18 pm
GD-7F was on sale yesterday. First gun I bought with SC, and I don't regret it at all.

Right now infantry-vehicle combat is pretty unbalanced, all things considered. Anti-tank mines are only good if you can sneak up on an enemy tank, and you're likely to get killed if they're even slightly aware of their surroundings or have any buddies nearby. If you really want to go anti-vehicle infantry, go with the default Heavy or Light Assault with C4. Or, do what you're "supposed" to do and get your own vehicle.

Engineers make one of the meanest Anti-Infantry classes, though. Unlimited ammo with ammo packs, anti-infantry mines, ability to use shotguns and carbines... They're beasts if you play them smart.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 10, 2013, 03:48:23 pm
Are the sales listed anywhere online?  I heard rumors of a MAX pack and I'd like to see what's in it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 10, 2013, 03:49:54 pm
Are the sales listed anywhere online?  I heard rumors of a MAX pack and I'd like to see what's in it.

On the main page of the in-game store.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 10, 2013, 03:51:01 pm
I meant somewhere on a webpage- I know that one.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 11, 2013, 02:37:11 am
Man, why does NC always seem to be loosing horribly?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 11, 2013, 03:49:55 am
Man, why does NC always seem to be loosing horribly?
Because RoF is the current king of infantry combat?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 11, 2013, 05:31:04 am
Because RoF is the current king of infantry combat?
Or at least in close quarters. I find NC to be pretty decent if not the best at medium to long range. Or maybe other players suck at long range shots and I win effortlessly anyway, hmm.
Either way, nearly all default NC guns suck in close quarters, wich due the way vehicles dominate any open space is primarely the kind of encounter you'll find yourself in.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: dogstile on January 11, 2013, 06:50:59 am
I'm a lazy player and seem to enjoy just parking my sunderer outside of big battles and leeching all the XP that comes with doing so (usually someone is nice enough to park an ammo sunderer next to me). If I can i'll find a spot my turrets can shoot over but my hull is protected, but lately every time I try to deploy the bloody thing it crashes on me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: timferius on January 11, 2013, 07:40:42 am
I'm a lazy player and seem to enjoy just parking my sunderer outside of big battles and leeching all the XP that comes with doing so (usually someone is nice enough to park an ammo sunderer next to me). If I can i'll find a spot my turrets can shoot over but my hull is protected, but lately every time I try to deploy the bloody thing it crashes on me.

I think you're supposed to stop befory you deploy.
(ba-dum pshhh)

Seriously though, I should get back in to this. I was so pumped, then it finally releases and I got distracted by other things, maybe I'll drop back in soon. Glad to see we finally have an outfit!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on January 11, 2013, 10:42:05 am
An addition to the discusion a couple of days ago on the new xp mechanics in the upcoming update.

Quote from: @mhigby
Clarification on dynamic XP: it won't just be kills that increase a players XP bounty, that was a poorly worded example...
Quote from: @mhigby
Any XP earned will add to your XP bounty, not just getting kills.

So it's not just going to be the liberator bombers and snipers who are XP bombs, but the mass reviving medics, sundy spawn drivers and resupplying engies as well.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 11, 2013, 10:52:57 am
That is... Creative. Don't stop the XP farming but make the farmers farmable.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 11, 2013, 10:55:09 am
It took forever, but I finally reached the 100 certs I needed to buy anti-tank mines. Now I can't wait to start throwing these things out like candy.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 11, 2013, 11:08:55 am
It took forever, but I finally reached the 100 certs I needed to buy anti-tank mines. Now I can't wait to start throwing these things out like candy.
Nope, you need to buy them at 75 infantry resources a piece first :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 11, 2013, 11:12:39 am
I honestly haven't had a problem with resources- I wander around for hours at a time without buying anything, and you get like 10+ a minute or so. And you can buy up a stockpile, so you could have like 700 points worth of them available at a time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 11, 2013, 11:27:09 am
Exactly. It's not like infantry ressources are scarce anyway.

An addition to the discusion a couple of days ago on the new xp mechanics in the upcoming update.

Quote from: @mhigby
Clarification on dynamic XP: it won't just be kills that increase a players XP bounty, that was a poorly worded example...
Quote from: @mhigby
Any XP earned will add to your XP bounty, not just getting kills.

So it's not just going to be the liberator bombers and snipers who are XP bombs, but the mass reviving medics, sundy spawn drivers and resupplying engies as well.
And this, people, is genius. Over time, the sundies would be worth more destroying than farming, for example. People that are in a capping spree would also be worth a TON of XP, I'm sure.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on January 11, 2013, 11:34:13 am
I wonder if this will be persistent, or if you'll have people logging out, just to be jerks and reset their xp bounty.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 11, 2013, 11:38:44 am
On the other hand, if you DON'T reset the bounty at some rate, then all XP that's ever put into the system will multiply.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 11, 2013, 12:17:16 pm
Err, I'm pretty sure that it's reset when people die. That just makes sense.

Does sundie bounty increase when people spawn on it tough? That should probably be a thing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Mini on January 11, 2013, 01:08:32 pm
I would assume that it would be the XP value of the person who deployed the sunderer, not the sunderer itself. There's already a bit of this extra XP reward for killing people who have got a lot of kills in the game, in the form of XP for stopping kill streaks (and IIRC for killing more people if you are on one, but don't quote me on this one), so it's not like this is an entirely new thing, just it being a bigger factor and applying to things other than getting kills.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on January 11, 2013, 01:29:27 pm
i hope they make it so you dont lose your xp bonus for suiciding or being teamkilled, that would suck
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Roundabout Lout on January 11, 2013, 02:14:16 pm
I hope the performance patch is good enough to let me start playing this!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Spaghetti7 on January 11, 2013, 02:34:25 pm
When it says it will all be implemented by 30th January, does that mean they're going to stagger the changes throughout the month, or do them all at once?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 11, 2013, 05:22:42 pm
The last big patch was one big patch.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: dogstile on January 11, 2013, 06:28:35 pm
This looks like it will be as well. They're rolling out a hell of a lot, why not do it all at once and let the bug reports fly in?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 12, 2013, 01:43:52 am
So, here's how you balance this:

1: Eliminate factional differences- or rather, merge them. All currently-unique faction units are now available to all, in whatever paint scheme is appropriate if you like. I don't care about the lore, it's just plain not balanced for one side to get all of the most-useful weapons while NC, for instance, gets guns that do more damage when they hit, but are a, less likely to hit, and b, fire much less often.

2: Add some method of pausing attacks, or breaking them up into waves. I think one way to do this is shield bubbles that take time to tear down, then must recharge (for 10 or 15 minutes or whatever), at which point they can be reactivated. In this way, the large facilities, at least, will have staggered attacks.

3: Give defenders XP commiserate with attackers.

4: Make the engineer sentry useful. For a start, it could be made to rotate more than one degree, and could be given the ability to do some minor damage to aircraft and vehicles, perhaps enough so that a prepared engineer in a good location and a small portion of luck might be able to defend against a single tiny crappy tank.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 12, 2013, 02:39:19 am
Okay, I didn't think I'd ever have to pull Poe's Law out for one of PTTG??'s posts, but him trolling us with that first point is still less frightening than the thought that the 'VS OP, NC UP' whining has escaped the festering sore that is the PS2 official board. I've played from both sides of that particular divide, and I didn't see a whole lot to back it up. Not least because a good number of the alternate weapons for each side are intended to lean towards the other factions.

Granted, "Short, controlled bursts" applies a bit more to NC than to VS, but by the same token NC (or TR) are more likely to come out on top in sudden CQC encounters.


For fuck's sake, what's the point of having factions at all if there aren't any differences beyond paint job? Did Starcraft become notable because it had three factions of Terrans with different kinds of decorations on their armor? There are balance issues, and some of them are faction-specific. The game is also fairly new. Heck, PS1 didn't get many of the features that made it noteworthy until after the first year.

Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on January 12, 2013, 03:19:22 am
I definitely agree with PTTG's second point, at least. Currently, whether an attack succeeds depends on whether the Sundie powering the zerg rush is killed. If it dies, the attack peters out almost immediately, or at least until a new Sundie arrives. If it remains up, the attackers will eventually overwhelm the defenders through attrition.

I wouldn't suggest a wave delay of more than a couple of minutes, though. Big attacks consist mainly of random pub players, not organized platoon-level assaults. Throw a 15-minute delay at them, and the unwashed masses will get bored and wander off. I'd also suggest a more reactive system - some generator that's normally offline, and which the defenders can choose to power up. Once turned on, there'd be a ~3 minute omni-shield that prevents all attackers from approaching the facility, and then the generator would have to recharge for ~30. It'd give the defenders a few minutes to thin the resistance, deal with massed tanks, and get some generators back online, but competent attackers would be able to hunker down, wait out the shield, and then resume the attack full-scale.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Geneoce on January 12, 2013, 04:27:42 am
1: Eliminate factional differences- or rather, merge them. All currently-unique faction units are now available to all, in whatever paint scheme is appropriate if you like. I don't care about the lore, it's just plain not balanced for one side to get all of the most-useful weapons while NC, for instance, gets guns that do more damage when they hit, but are a, less likely to hit, and b, fire much less often.

Can someone explain the benefit of such a change to me? I don't think it would change a lot for the good of PS2. I've notice a few people who are concerned about balance just skip around with the monthly flavor build to maximize there efficiency. To me it seems the majority player base is more concerned with "patriotism" rather then getting the most effective DPS and I can see alot of people hating it turn into a RvBvP bland team shooter.

Personally I dislike the concept of this kind of balance in a game like this. I like the factions due to there differences and taking that away would be a bit of a downer for me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on January 12, 2013, 04:44:20 am
Did Starcraft become notable because it had three factions of Terrans with different kinds of decorations on their armor? There are balance issues, and some of them are faction-specific.

StarCraft became notable because it's balance issued were managed. If Terran was the only race worth playing, nobody would remember the game. I'm not sure how valid the comparison is, though. The difference between a Siege Tank and a Reaver is much greater than the difference between a Scythe and a Reaver.

As for balance in PS2, it's alright, given it's age. I'm not sure you can argue that the Mercenary is a good weapon, but the GD-7F is fine, provided you grind up the 1,000 certs to get it. Doesn't do much against tanks or planes, but that's not a faction-related issue.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 12, 2013, 05:46:47 am
I play both VS (because I like their lore and appearance, despite what my TR friend whine), and TR (because that's what my friends play). And I have yet to see a notable balance problem between these two sides. For all I see, it's simply a matter of numbers. The biggest zerg win, the faction don't really influence that.
Merging the factions would be the worst error they could ever make.

To "my faction is UP, all other are OP" whiners, I give you this choice: Change faction, or STFU.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 12, 2013, 05:51:09 am
I've only played TR and NC with far more time spent on my NC account. I will be sticking with NC because I'm part of a faction. I do find my k:d is much higher when playing TR but having played so little it may be an anomaly. Their guns feel a lot deadlier both up close and at range.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 12, 2013, 06:59:00 am
For the "Faction is OP/UP" discussion, I'll redirect you here to a post (http://forums.station.sony.com/ps2/index.php?threads/ridiculously-op.78453/page-4#post-1008394) I made on the PS2 board. I'd like it if SOE could fix the leaderboards so I can make more accurate statistical analyses.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 12, 2013, 07:09:12 am
Well, NC is at quite a disadvantage because of how important RoF and infantry are, and even at close range I easily get killed by vanu and TR.

But then again, the real fun is had when you're playing in a squad/platoon.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: GreatJustice on January 12, 2013, 07:35:45 am
Not to mention that airpower, especially A2A missiles and rocketpods, are disproportionately powerful, and presently the NC Reaver is inferior to both the Scythe and the Mosquito (but especially the Mosquito).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 12, 2013, 08:08:40 am
One of the main differences I found between TR and NC HA is that I could far more easily fire from the hip with the standard TR weapon. The time spent shouldering the weapon makes quite a difference.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: dogstile on January 12, 2013, 08:19:18 am
General
Bonus of Composite armor for ESF reduced by 5% each rank (10/15/20/25 down from 15/20/25/30)
Base time to reload increased by approximately 25% for tank HE
Fixed an issue where lock-on rockets and missiles would sometimes not damage the target they hit
Fixed bug with Lightning 100mm AP where its outer radius was set to high
Reduced amount of decelerating that occurs after afterburning
Acceleration of Reaver afterburner increased
Addressing a server memory issue

Flak Mechanics Changes
We now remove the flak projectile when it bursts near an enemy aircraft. Previously the projectile was allowed a chance to continue and strike the aircraft directly, which would deal additional damage (burst damage + direct hit damage). We have increased burst damage to compensate for the loss of direct hit damage. This should result in an overall increase to flak damage and make it more consistent

Skyguard
Flak burst damage increased by 20%
Direct hit damage against infantry and other targets increased
Turret movement is now slightly smoother

Phalanx AA
Flak burst damage increased by 14%
Turret movement is now slightly smoother
MAX Burster
Flak burst damage increased by 6%
Burster projectile adjusted to more reliably hit infantry that are in close range
Direct hits with the MAX Burster can no longer damage the heavy armor of tanks, Sunderers and Phalanx Turrets

Oh goodbye air ownage.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 12, 2013, 09:19:22 am
Aw yes. Thanks SOE!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 12, 2013, 09:26:34 am
Oh sweet! :3
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 12, 2013, 11:12:48 am
That was an unexpected air nerf. I'm unsure if this'll fix everything (Flak does more damage, but that's the biggest change), but hopefully we'll start seeing some aircraft that actually are afraid of stuff that's on the ground.


I don't think I'll be happy until aircraft can't just hover around without fear of unguided rockets and small arms fire, though. Deadfire rockets move so slowly that it'd be a nice reward to take half an ESF's health by managing to hit one. I hope they start adding more ranged anti-vehicle weaponry to infantry, as I think that's what the game really needs, not flak gun buffs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 12, 2013, 12:56:02 pm
I wasn't really serious about the faction-merging thing. Though I will point out that TF2 managed to handle it.

I suppose my problem is that they're in an awkward middle ground- if the sides were really unique, like, one team doesn't have real tanks, but their MAXes and aircraft are versatile enough to mostly fill that role, or there's a team where all the units have cloaking, but none of them have shields, or maybe one side regenerates health but they don't have any way to rez each other. In such a situation, then there's enough "texture" for someone to take advantage of the other side's weaknesses- as it is, it's hard to imagine a strategy that revolves around your side being able to fire one additional bullet per second. Not that I'm saying that any of this actually should be implemented- I mean it more as a scholarly thought experiment on the topic of balance in general.

On to less controversial topics, I have found the engine for Planetside 3 (http://www.outerra.com/forum/index.php?topic=637.0).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: The Scout on January 12, 2013, 01:17:02 pm
There's nothing like spawning in to find your entire base is overrun with purple spies.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 12, 2013, 01:36:41 pm
I guess what I was getting at was that while it would be easier to balance the game by making each faction a different colored copypasta, it will be much more worthwhile to keep pushing for a game that has three different factions that are still balanced properly.

Also, that looks bloody amazing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 12, 2013, 02:23:22 pm
It's always fun to play in a platoon lead by Synth3tic. For some reason I keep running into him. I just logged in and wondered what I was going to do today, when I saw him running around in the warpgate and asked for an invite.

That leads us to our next point:

Fuck the Crown. We had a sundie behind their base at one point, managed to hack+blowup all their terminals (so they couldn't repair them anymore), and still we couldn't get in. Raaah. We had a full fucking platoon and tonnes of pubs. I just hate that base.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 12, 2013, 03:35:02 pm
Dude aircraft, If you can land enough people on the main tower the rest should be fairly easy to take since it's only defensible in one direction.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 12, 2013, 03:46:00 pm
Funny, Mattherson VS just took the Crown from entrenched TR forces in about ten minutes
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 12, 2013, 04:06:59 pm
Funny, Mattherson VS just took the Crown from entrenched TR forces in about ten minutes

Probably because they were all partying down at Tawrich in their prowlers for some reason. Kinda like how they decided a massive tank invasion would be perfect against the NC in the middle of our attempt to remove VS's cont benefit. I'm starting to suspect that the TR don't have a strategy per say. Their only goal is to fulfill their unending spite for the New Conglomerate.

Also: despite the anti-air buff, it seems flying is still in vogue with tons of liberators out in force tonight. I managed to nuke a few on suicide runs but they just kept coming back...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 12, 2013, 04:25:42 pm
In some twist of luck, we (the NC on my server) managed to prevent ourselves from being gated on Indar, despite the TR and VS literally working side by side to take us down, and having a population in the 20%s for most of the morning. Eventually they grew tired of throwing themselves against us and finally got distracted by each other, allowing us to keep a hold on the infantry resource discount we've had for several weeks now.

As someone who uses a lot of C4, AP mines, and grenades, I love me my infantry discounts.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 12, 2013, 05:13:44 pm
Finally got the Drifter jets. No idea why people rip on them, the niche they fill is just as useful as the jump jets.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 12, 2013, 06:43:14 pm
Loving the AA changes so far. How is it for you flyboys?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: forsaken1111 on January 12, 2013, 07:07:25 pm
I've been tearing planes up with my skyguard...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on January 12, 2013, 07:53:11 pm
The Phalanx turrets still have shit aim, but then again, we seem to have a lot of hackers on Briggs - a flying, speeding VS MAX was causing havoc last night, wouldn't be surprised if some planes also had adjusted hit-boxes.  I can swing that turret through 180 degs hitting a Scythe with every shot as it goes around the tower and then decorates the landscape with used scythe parts, but a hovering liberator doesn't get hit once - it just doesn't scan.

Noticed I've been followed around by a 'ghost', probably an SOE investigator because I've been reporting a lot of players lately.

I did have one really strange occurence which defies explanation:  I shot up a magmower and somehow the driver/pilot was killed twice, crediting me with his two deaths.  Odd2.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Sordid on January 12, 2013, 08:18:15 pm
I did have one really strange occurence which defies explanation:  I shot up a magmower and somehow the driver/pilot was killed twice, crediting me with his two deaths.  Odd2.

Are you sure it was the same guy? Could've been two guys with a similar name. I've seen some poor dude named HeIIraiser, which in the game looks identical to Hellraiser due to the game's font. If both of those got into the same tank, it might look like you killed one guy twice.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 12, 2013, 08:19:24 pm
I just thought of something that might be nice: A cert line for the base turrets, improving damage/health and decreasing heat buildup, perhaps. Personally I'd be willing to put certs into doing more damage, particularly with the AA turrets.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on January 12, 2013, 08:34:33 pm
Are you sure it was the same guy? Could've been two guys with a similar name.

(http://tnypic.net/images/s23ss.jpg) (http://tnypic.net/)

Looks similar to me unless there are hidden/invisible letters.

Edit: And a first for me.....
(http://tnypic.net/images/z7uzj.jpg) (http://tnypic.net/)

The TR seem to be under-represented.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 13, 2013, 01:02:57 am
The TR seem to be under-represented.

On these boards? I actually prefer the TR but went NC because that seemed to be the plan for most people, and sunk a bunch of SC/certs into my character. I still play around as TR on Waterson occasionally and love it every time. Despite TR having a population advantage there, they seem to be less organized than the Vanu who crush their opposition with slightly lower population.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on January 13, 2013, 01:21:10 am
Quote
Fixed an issue where lock-on rockets and missiles would sometimes not damage the target they hit
Huh. So that's why my G2A rockets actually managed to get kills this morning. :P

Like, I could actually feel that change. The word 'sometimes' in that sentence meant 'about 2/3 of the time' in regards to the G2A rockets. It was frustrating as all hell, as the only purpose those rockets had was to swat away nooby pilots who didn't realize the missile did nothing.
Yay bug-fixes!

I spent all morning defending The Crown from both TR and NC assaults. We held it for about 4 hours by the time I left.
Best quote of the morning, yelled just after pushing back a moderately sized TR attack: "Was that an attempted TR assault on The Crown, or was it the girlscouts come to sell cookies?"
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Rowanas on January 13, 2013, 06:36:56 am
Come on VS, at least -try- to conquer a continent once in a while. I will go TR if I have to!

I have 3 characters, all on Miller. I use whichever one gives me the best XP bonus at the time, but apparently the VS are under-represented whenever I log on, so realisticially, I only play VS. Still can't fly those fucking planes, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 13, 2013, 06:57:47 am
Why would you do that? It's not like XP and certs are shared.

And for factions, I just like the NC alot more t han the TR, haven't tried vanu tough.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on January 13, 2013, 02:08:02 pm
Something weird I've been noticing in everyone's posts: fire from the hip. Why do you do it?

As a VS HA who uses only the Orion, I would never fire from the hip. That's how you die. Any missed shots dramatically decreases your damage output, greatly increasing your chances of dying, or at the very least losing more HP. Now, granted, I also use the HS/NV scope (as should everyone else who does close range combat; seriously, that thing feels like cheating), which highlights any target, giving it a very clear outline great for headshots.

A close quarters fight is all about who can output more damage faster. If you don't take advantage of the massive bonus damage from headshots while avoiding missed shots, you're not only doing it wrong, but you will find yourself back at the nearest sundy in short order.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 13, 2013, 02:47:07 pm
I do it because I have a x4 scope, mainly.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 13, 2013, 04:01:22 pm
Eh what another nerf to air? Hmm I suppose it was necesary, AA seems relatively balanced now. I just hope they won't take it to far with more consecutive nerfs, and instead nerf liberators without destroying small aircraft. That and change the darn A2A missles, as well as fixing rendering so you can actually see the AA maxes shooting at you.

Something weird I've been noticing in everyone's posts: fire from the hip. Why do you do it?

Shotgun baby! No need to aim it up close. But yeah for vanu weaponry I've noticed scoped fire is mostly superior, the way you turn your weapon into a headshooting monster. I imagine terran guns are better for hipfire spray but never played one so can't say. With NC I always scope to do burst fire, even up close I prefer two bursts then a spray.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 13, 2013, 04:03:36 pm
Hipfire? SVA-88 + Lazer + VS superior accuracy + health upgrade. Put on an extra 4x scope just in case. Good CQC loadout in my eyes.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 13, 2013, 04:07:41 pm
Yeah, laser sight with a good scope is great on most NC weapons, since they have so little horizontal recoil and don't really need vertical grips. You can still stick a compensator on if you want, though it'll reduce hipfire accuracy a touch.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 13, 2013, 04:42:10 pm
Speaking as VS, the only times I hipfire are:

1. With shotguns.
2. When using my NS-11 armed medic.
3. When I'm close enough that I could knife them.

TR have us beat on RoF, NC on damage per hit, so hipfiring is basically like throwing away half of our advantage, as if a TR were firing 2-shot bursts in CQC or something.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Tylui on January 13, 2013, 05:38:42 pm
I have a Pulsar C with HS/NV, so I'll hipfire close to medium, beyond that scoped.
If I'm engineer I'll use the laser pointer, if I'm light assault I don't, because I like to mid-range snipe from weird perches.

The Lasher I will hipfire at their knees on purpose, and shotgun I will mid-range snipe with the slug ammo ;) It's amazing the number of people who don't know about the slug ammo.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 13, 2013, 05:48:51 pm
Downloaded this on my Desktop, and it actually works, so yay.
Vanu all the way.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 13, 2013, 05:52:04 pm
Heheh. Just ran some NC grunt over with my Flash. Fun, but not nearly as satisfying as splattering people with the Mongoose in Halo 3. There's no meaty 'thwack' sound in PS2. Also, was killed by a Vanguard when I ran into the barrel of its main cannon while trying to drop C4. No, it didn't fire, I just was apparently running fast enough to brain myself.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 13, 2013, 06:00:04 pm
Something weird I've been noticing in everyone's posts: fire from the hip. Why do you do it?

As a VS HA who uses only the Orion, I would never fire from the hip. That's how you die.

Close combat weapons have high accuracy when used in hipfire to the point where you can still land headshots at their intended range usually while not suffering the movement penalty for ADS. If you're not being shot at then scoping is great for some added accuracy but when you're being shot at up close some strafing can really mess up the enemy's aim.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Rowanas on January 13, 2013, 08:02:42 pm
Why would you do that? It's not like XP and certs are shared.

And for factions, I just like the NC alot more than the TR, haven't tried vanu tough.

Because eventually I'll want to get all the upgrades for all three factions (or at least, all the HA ones), and that's the most efficient way.

Incidentally, do the other factions have easier-to-pilot aircraft than the Vanu?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 13, 2013, 08:04:47 pm
Why would you do that? It's not like XP and certs are shared.

And for factions, I just like the NC alot more than the TR, haven't tried vanu tough.

Because eventually I'll want to get all the upgrades for all three factions (or at least, all the HA ones), and that's the most efficient way.

Incidentally, do the other factions have easier-to-pilot aircraft than the Vanu?

Personally, I found the Scythe to be easier to fly than the Reaver. No experience with the Mossie.


VS: Our fighters can fly in reverse!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Glowcat on January 13, 2013, 08:57:46 pm
Incidentally, do the other factions have easier-to-pilot aircraft than the Vanu?

As that's the Scythes strong point... not really. The mosquito isn't too bad either though and is the fastest non-afterburner movement. Reaver has the best afterburner movement but it flies like a rock without upgrades.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 13, 2013, 09:17:46 pm
Had easily one of my best battles tonight on Miller, Esamir, at Apex Genetics.

First we took Apex Genetics and just after it capped we noticed a TR force coming from the north-east. We pushed out and fought them using the high ground to our advantage. They finally broke under a full infantry charge, but a large force of TR had taken Apex Genetics behind us. We returned just in time to see them cap it and to start a long battle ending with the base back in NC hands.

As the base was being retaken we had to deal with the odd magrider from the south which, as soon as the base capped, turned into a large combined VS force. As we pushed the last of them back we get word that more TR armour are approaching from the north. We move back to fighting the TR only to have even more VS show up from the south. The base is held against both for a long time.

Eventually we all redeploy at Aurora Materials Lab and spawn a load of sunderers. We charge back to Apex Genetics with a small group of LSD tankers to find the VS on point. Upon seeing us arrive one of their number simply says "fuck" in chat. The point is retaken quickly and the base successfully defended. The siege continues from both sides and the base is held against both, again, for a long time.

It lasted a little over an hour. If anyone wants to see it for themselves you can (http://www.twitch.tv/consortiumnc/c/1834686).

TL/DR: One NC outfit held Apex Genetics for over an hour against simultaneous VS and TR attacks.

For all it's flaws this game certainly has it's moments.

Edit to add: Got just over 100 kills in this hour and 38 deaths.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 13, 2013, 10:10:10 pm
ADK, my outfit and the largest outfit on Genudine, recently reached 2000 players and we decided to celebrate by having everyone spawn as a MAX, with a few engineers and medics sprinkled in for support. It was hilarious seeing people's reactions as we charged into bases, obliterating everything and capturing it in no time at all. Best part is that we traveled in a single file line, so it was like one giant mechanical snake of doom.

I know if a small army of MAXes attacked my base, I'd be pulling my Light Assault with some C4 real fast. Only one guy tried doing that to us, though, and we took care of him really fast. Shotguns are amazing at range if you have enough of them. :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 13, 2013, 11:11:18 pm
Shotguns are amazing at range if you have enough of them. :P

It's like the PS1 Jackhammer: Aiming optional.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 14, 2013, 12:52:26 am
Isn't 2000 the player limit by continent (per faction I guess)? So did you have the whole TR/NC/VS population on Indar/Esamir/Amerish (underline correct options) into a coordinated attack? Regardless of if it's the case or not, that should have been darn impressive to witness. :o
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 14, 2013, 10:53:42 am
Nah, we have 2000 people in the outfit, but there were only 90 some odd on at the time. Even the largest outfit on our server only has 5% of its population on a given time at most.

I really wish there were some more tactical outfits out there, though. I love the idea of play the game like a SEAL, covering each other's backs and using actual tactics rather than simply zerging. I get the feeling such a play style wouldn't be as fun in PS2, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 14, 2013, 10:54:25 am
I tried out a VS MAX recently, do their weapons have a maximum range or something? I fired a full clip across a canyon (maybe 100 meters), keeping the crosshair right on the target. No hits, no apparent damage at all.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 14, 2013, 10:57:36 am
It is common knowledge on the PS2 boards that the VS maxes, for the most part, suck. :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 14, 2013, 11:35:53 am
Yep. VS maxes are useless rubbish, except for AA work.

Isn't 2000 the player limit by continent (per faction I guess)? So did you have the whole TR/NC/VS population on Indar/Esamir/Amerish (underline correct options) into a coordinated attack? Regardless of if it's the case or not, that should have been darn impressive to witness. :o

The server player limit doesn't restrict how many people can make characters on it, only how many can be on at once.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Satarus on January 14, 2013, 03:42:10 pm
TR here.  I'd say infantry is fairly well balanced.  However MBTs aren't nearly as balanced.  Prowler is just so much weaker than the NC and VS equivalent.  We get a situtational at best ability (anchor mode) and a weaker gun.  The prowler does have one redeeming factor.  The HE and HEAT main guns absolutely murder infantry.  There is zero reason to roll with an anti-personnel secondary on a prowler.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 14, 2013, 03:49:00 pm
Yep. In some ways the Prowler is essentially an up-armored Lightning. With two main cannons.


Trying to decide if arty (even in the form of, say, a deployable light mortar that replaces the HA's rawket lawnchair) would be added depth or added cheese. It'd give more of a purpose to spotting, that's for sure.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: forsaken1111 on January 14, 2013, 03:56:04 pm
Yep. In some ways the Prowler is essentially an up-armored Lightning. With two main cannons.


Trying to decide if arty (even in the form of, say, a deployable light mortar that replaces the HA's rawket lawnchair) would be added depth or added cheese. It'd give more of a purpose to spotting, that's for sure.
Arty was extremely useful in PS1, and had a very nice system where you fired a targeting laser at the target point and anyone in your squad got an artillery beacon which showed them range/elevation information so they could fire on target from beyond line of sight
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 14, 2013, 04:31:28 pm
The problem with that in the current system is that all hit registry is client side. If it's not loaded into your computer, you can't hit it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 15, 2013, 02:22:32 am
The problem with that in the current system is that all hit registry is client side. If it's not loaded into your computer, you can't hit it.
Seriously? Doesn't that open them up to hacking pretty badly?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 15, 2013, 04:30:22 am
Seriously? Doesn't that open them up to hacking pretty badly?
Hence the amount of hacking going on. At least they're monitoring the game, but there's a limit of how much they can spot.

TR here.  I'd say infantry is fairly well balanced.  However MBTs aren't nearly as balanced.  Prowler is just so much weaker than the NC and VS equivalent.  We get a situtational at best ability (anchor mode) and a weaker gun.  The prowler does have one redeeming factor.  The HE and HEAT main guns absolutely murder infantry.  There is zero reason to roll with an anti-personnel secondary on a prowler.
Vanguard is only really good against opponents that are foolish enough to keep firing at the front armor. Also fairly situational, but effective vs newbs who haven't figured it out yet.
I've got to say though vanguard is really nice if you have a large amount of tanks and you put them in phalanx formation. Side by side showing only front armor to the enemy, add front armor upgrade for added beefiness.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 15, 2013, 06:52:11 am
Been playing a bunch the last few days, managed to get the 100 cert Vanu sniper rifle.
Now just waiting for the Crown to get attacked tonight so I can actually use it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 15, 2013, 07:19:59 am
The crown isn't under attack already? Strange. Ours is the biggest constant battle of all continents. And TR hold it most of the time. Hell, one time it was completely encircled by both NC and VS, with 60% VS and 40% NC showing on the map, yet it was still TR private property. Until TR got its shit together and reconquered the nearby territory.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 15, 2013, 09:15:02 am
I wish my flying skills were as 1337 as this guys :C (http://www.youtube.com/watch?feature=player_embedded&v=HYy73JDmQuQ)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: hemmingjay on January 15, 2013, 11:02:11 am
Best.Video.Ever.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on January 15, 2013, 11:54:55 am
Dat manic laugh when he succeeds. :o
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 15, 2013, 01:22:46 pm
Brilliant.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 15, 2013, 03:18:52 pm
Seriously? Doesn't that open them up to hacking pretty badly?
Hence the amount of hacking going on. At least they're monitoring the game, but there's a limit of how much they can spot.

I haven't really noticed much but I know other people in my outfit have. Is this the only way they can manage such large player counts?

I wish my flying skills were as 1337 as this guys :C (http://www.youtube.com/watch?feature=player_embedded&v=HYy73JDmQuQ)
Same. I always like to pilot but still haven't got around to it much in PS2.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 15, 2013, 03:34:56 pm
As someone who wants to become a 1337 Pilot, I will probably never fly again.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 15, 2013, 04:35:40 pm
OMG. Watched this video 5 times. Dat laugh...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on January 15, 2013, 07:04:48 pm
Daaaaaayum. I had Ride of the Valkryies playing in my head as I watched that. Da dum da da daaa dumm.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Leonon on January 15, 2013, 08:16:26 pm
I responded similarly when I took out an attacking Reaver with a Liberator's 150.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Kanil on January 16, 2013, 03:58:04 am
I wish my flying skills were as 1337 as this guys :C (http://www.youtube.com/watch?feature=player_embedded&v=HYy73JDmQuQ)

This is delightful. I had a similar reaction myself recently on a super luck 'nade throw. Props to him for keeping his hand on the mouse, though, I just sat back and laughed for a while.

Every server on low but one, and I don't have a character on it. :( I suppose it keeps the queues away, at least.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 16, 2013, 09:24:33 pm
Really been having so much fun the last two hours.
I managed to get about 2 kills because every time i'm about fire my third and final shot, the game froze.
It was really great, I'm so glad it wasn't just a fluke the first 10 times it happened.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 17, 2013, 08:23:46 am
Just in case I don't get any responses on PS2, what do you guys think of this idea (http://forums.station.sony.com/ps2/index.php?threads/brainstorm-dynamically-controlling-player-flow-maths-and-graphs.80431/)? (Warning: Is long and contains maths. But it has pictures to give you a general idea of what's going on.)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on January 17, 2013, 08:32:04 am
Did you play PS1?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 17, 2013, 08:49:52 am
Did you play PS1?
Subscription. Couldn't afford it, I'm afraid.

Anyways, I added some revisions to the idea.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Siquo on January 17, 2013, 09:00:33 am
PS1 had dynamic capture XP based on the number of defenders in the area for the last X minutes.

There was so much stuff in PS1 that they should've just used, so many years of learning that they threw out the window... :(
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Satarus on January 17, 2013, 09:09:54 am
So remember how we were talking about drop pods way back when PS2 was announced, and possibly using them as instruments of destruction?

Well, I landed my drop pod on an enemy sunderer a few days back. It got away without a dent. I did not.  :-\

I managed to splash an enemy reaver with a drop pod.  I sadly did not survive the drop, but it was worth it the way the NC was buzzing us that day.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 17, 2013, 10:00:30 am
I've taken out a lib before.  It took me out too, but it was totally worth it.


Was about 30 feet short of a Gal last night- that would have been awesome.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 17, 2013, 10:16:24 am
I landed on a galaxy. None of us were damaged. :-\

For the maths link, one problem would be an increased reward for stupid eternal stalemate battles (read; the motherfu****g Crown). Weighting kills is not a solution. The real problem is that kills rewards a shitton of XP, and capping nearly none. I'm not even speaking about defending.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 17, 2013, 10:33:40 am
I think that is also related to continent capping lacking any substantial benefits.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 17, 2013, 10:35:59 am
I think that is also related to continent capping lacking any substantial benefits.

This is one area where the cappable warpgates/warpgate chains had a real benefit.  Maybe when there are more than three continents...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 17, 2013, 10:42:32 am
Also a problem is the "I'll go where my faction is strong", leading to a repartition of 1 continent / faction. But that will be fixed when pop-related XP boost will be based on continent pop rather than on server pop (next patch or something).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ductape on January 17, 2013, 12:39:20 pm
So, I was curious about sniping and I just didnt like playnig the regular sniper much due to no jetpack. I think to myself, hey, why not get yourself a shotgun with slug ammo and a scope. I look up online and some other folks tried it and say it works so I go ahead and do this.

Grabbed the NC Sweeper, slug ammo, and the 3.4x scope. Jetpack into awesome spots, and win. I was able to 2 shot all sorts of non-heavy dudes. Definitely a fun way to play, you can also just jump down in the close quarters and use that shotgun for some devastating action. Slug ammo means you have to line up the shot better but you could just swap out for regular ammo if thats a problem for you. I think its good practice.

There ya go, sniper with a jetpack.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 17, 2013, 12:45:59 pm
I'm wanting to buy a shotty for my NC guy, but IDK wich one I should pick. Any recommendations?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 17, 2013, 12:48:41 pm
Man, I really hate the way team damage works in this game. I see cloaking distortion and I check for a nametag. Nothing. So I start firing and pounding Q- and of course I don't "spot" them because they're cloaked. Then I realize that he's standing around a bunch of allies. I stop firing and he decloaks- and he's largely painted white, with a few scattered blue specks. He sprays me with bullets from something and I have to go respawn at my sunderer, then he chews me out for not recognizing his invisible blue markings.

Yeesh.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 17, 2013, 02:01:35 pm
Honestly, if someone kills me over a mistake like that, I'll go kill them right back. I treat people the same way when they accidentally shoot me - I'm fine as long as you don't keep going after the initial, loud and very noticeable warning.


As for shotguns, I recommend going with the high capacity one. You get more 2 more bullets per clip, which is an extra kill if both hit. This wouldn't be such a big deal, but it also increases your total ammo, which is pretty important most of the time. The automatic shotgun is a great way to waste ammo when you panic, since aiming and going semi-auto is better in most cases - The slow rate of fire makes it unpredictable when you're just firing away. The other one simply has a tighter shot spread (As in, the shot itself, not your aim). I don't know how much tighter, but I'm sure two extra bullets is worth more than having a slightly better range in this case.

I've been waiting for one of the shotguns to go on sale so I can drop some SC on it, but they keep on insisting on putting hood ornaments on sale. Figures.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 17, 2013, 02:07:46 pm
Hehe, I always buy bundles. Waiting for an air starter kit to pop up, and if I have some money left I'll buy a shotgun. I think you mean the one that's not the piston and not the Jackhammer, I cant remember it's name.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 17, 2013, 02:11:04 pm
What annoys me more is people running right in front of while I'm shooting. Sitting there with my Gauss Saw in ADS, some idiot comes by, takes some enemy fire and one of my bullet hits him in the head. Darwin award!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ductape on January 17, 2013, 02:23:12 pm
Hehe, I always buy bundles. Waiting for an air starter kit to pop up, and if I have some money left I'll buy a shotgun. I think you mean the one that's not the piston and not the Jackhammer, I cant remember it's name.

The one in my post above, the Sweeper is the high ammo capacity one.

I was able to pick off dudes easy at 100+ yards once I learned the bullet drop amounts. The sweeper with slugs can 2 shot anyone under heavy. The next mid I want for it is the grip to reduce the recoil, then my second shot will land easier.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 17, 2013, 02:28:14 pm
What annoys me more is people running right in front of while I'm shooting. Sitting there with my Gauss Saw in ADS, some idiot comes by, takes some enemy fire and one of my bullet hits him in the head. Darwin award!
This. It happens just about every time I set up in a good firing position. An enemy will pop up, I'll start firing, and some moron will jump in front of me, eat my bullets, get killed, and then I'll die because the enemy is still coming while I'm near the bottom of my magazine.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ductape on January 17, 2013, 02:50:28 pm
Are you guys still playing mostly on Indar? That continent is really a zerg-fest with all the newbs and everything, I guess it's good for cert farming certain ways.

On the other continents, you won't get a lot of those annoying problems like that.

Also, with a good platoon to work with you can get certs rather quickly on the other two continents. Just don't expect to simply spawn at whatever zerg sundy and zerg it out, you will be better off to play it smart.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 17, 2013, 02:52:56 pm
I like Indar too much to go away. Unless somebody would start up a good platoon on Esamir or such. Amerish is always a steamroll until we have everything, then we get bored and another faction takes it .
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 17, 2013, 02:56:47 pm
I like Indar too much to go away. Unless somebody would start up a good platoon on Esamir or such. Amerish is always a steamroll until we have everything, then we get bored and another faction takes it .
I am playing on Indar because it's the only equilibrated continent. Esamir (on our server) is 100% VS 24/7 (barring a few TR pushes, that all fail pretty quickly), and even if I'm VS, I don't feel like spawncamping at a warpgate. Amerish is mostly NC, but switch to TR from time to time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 17, 2013, 03:14:30 pm
Yeah, I'm hanging on Indar (Cobalt) because it's balanced, the other two are stomped by either TR or VS while Indar has a lot of back and forth most of the time, but I'm yet to see NC win any continent completely.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 17, 2013, 03:16:50 pm
You know what would be cool? An addon for the Galaxy which attaches a vehicle to it for transport.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 17, 2013, 03:18:40 pm
Suddenly you get carpet bombing. With Flashes, full of C4.

:O
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Satarus on January 17, 2013, 03:25:59 pm
Liberator nerf is here.

C150 Dalton:
Firing adjustments have been made to the Dalton. This change will mainly be noticeable when attempting to fire on infantry or other small targets at a distance.
Dalton projectiles now have more gravity when fired. This makes the Dalton more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The outer damage blast radius, where minimum damage occurs, has been reduced from 12 meters to 10 meters.

L105 Zepher
Firing adjustments have been made to the Zepher. This should only be noticeable when trying to hit infantry or other very small targets at a far distance.
Zepher projectiles now have more gravity when fired. This makes the Zephyr more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The inner damage blast radius, where maximum damage occurs, has been reduced from 4 meters to 1.5
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 17, 2013, 03:52:06 pm
Hallelujah!


Incidentally, I play on Indar for much the same reason. Amerish has been solid NC for weeks and is terrible for drivers; Esamir is too open for infantry and is sparsely populated. Indar's the only one with balanced numbers and varied terrain.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 17, 2013, 04:05:12 pm
I had a blast on a Fury Flash on Esamir a couple nights ago when VS was assaulting our biolab (One on the mid-left, forget the name.)  They were coming from the south, and I'd ride out, unload the clip as I drove past without slowing down, then swing wide out, repair, and do it again.  Not even great certs, but screw that, I was having a ton of fun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 17, 2013, 05:11:13 pm
Being a big infantry fan, I like Amerish the most, since it has plenty of cover and is green and purty. My server's already next-to-dead, though, so I have a choice between fighting the two dudes over there or the two hundred on Indar. I like me some action in my action games, and Amerish just don't deliver due to the tiny population.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Leonon on January 17, 2013, 06:13:58 pm
L105 Zepher
Firing adjustments have been made to the Zepher. This should only be noticeable when trying to hit infantry or other very small targets at a far distance.
Filthy lies! I can hardly hit Sunderers or tanks from the distance I used to hunt them from.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: The Scout on January 17, 2013, 06:53:33 pm
Server went from 40% TR and 30% VS to 30% TR and 60% VS. The scythes covered the skies and would not give up.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kisame12794 on January 17, 2013, 07:09:19 pm
Server went from 40% TR and 30% VS to 30% TR and 60% VS. The scythes covered the skies and would not give up.
Bust out teh triple A. target rich enviroment.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on January 17, 2013, 07:46:49 pm
On Briggs, the TR pop stays on Indar, they keep their continent cap 24/7, the times I'm on, its all red.

VS and NC regularly swap possession of Esamir and Amerish, once one is capped, the zerg heads to the other continent.  As for the TR, pop rarely gets above 15% for non-Indar, while Indar doesn't seem to drop below 40%, and when the Prowler zerg starts, it can't be stopped - it's fun popping them though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ductape on January 17, 2013, 09:15:13 pm
I'm on Mathesson (sp?) and it pretty balanced on all continents. And any notion that Esamir is too open for infantry is just not accurate to my experience. I play infantry exclusively on all the maps.

I joined Mathesson as NC because it was mentioned a bunch of people in this thread were doing so, never seen anyone in game but I guess I never looked for anyone either.

I play on Indar as well, but usually only when I am in the mood for mindless spawn->zerg->die->spawn ...

I find it much harder to pull of any cohesive squad maneuvers on Indar because theres just a relentless zerg of enemies willing to throw 1000 dead bodies at whatever clever tactics you had in mind. kinda pointless usually.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 17, 2013, 09:23:00 pm
Speaking as a Scythe pilot, Esamir is infantry hell. If I catch anyone outside of a base, they're going to die unless they log on me, even if my accuracy is terrible, because pretty much the entire landscape is composed of open snowy plains and frozen lakes. Couldn't ask for better visibility than that. Same deal if you're driving a tank, or if you're sniping, or if you're gunning from a Lib. A flat, open landscape that contrasts very well with infantry colors is just about the worst terrain you can get if you're a grunt.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 17, 2013, 10:21:03 pm
Esamir sure looks sweet during the night, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Rowanas on January 18, 2013, 07:38:17 am
I dunno. Of the short time I've played, pretty much all of it was on Esamir (I switched continent by accident once, but found my way home) and I've run across the snow dunes taking out errant tanks a good couple of times now. I would take the open over a tight, enclosed building with a doorway any time of day.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 18, 2013, 11:28:35 am
I think I'm going to play on Esamir more now. Being infantry when an army of 10 magblowers and 3 sundhurrers steadily advance to your base while you get killed constantly just isn't fun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 18, 2013, 05:16:42 pm
Not sure if this would go here or the computer advice thread:
Would super low fps when loading new areas be at all related to RAM?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Imofexios on January 18, 2013, 06:03:11 pm
Ps2 is pretty demanding so it is hard to say without computer specs.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vactor on January 18, 2013, 07:44:40 pm
Not sure if this would go here or the computer advice thread:
Would super low fps when loading new areas be at all related to RAM?

My guess would be southbridge transfer rate or video card.  Is it playable once the zone is loaded?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 18, 2013, 08:13:04 pm
Yes, I get atleast 30 fps when i'm in a loaded area.
It just when moving somewhere new it gets painful.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 18, 2013, 08:33:46 pm
What's your RAM (and video card RAM if you know it?)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 18, 2013, 09:00:34 pm
RAM is 4 Gb, unsure as to my video card's ram.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 18, 2013, 10:32:38 pm
What video card do you have? Wikipedia has full lists of the specs for every NVIDIA and AMD card there is.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 19, 2013, 09:02:34 am
Speaking of performance, I wish I were able to fight on Indar. Seems to be the only continent with any real fighting going on, but sadly my fps just dies in those large engagements. Meanwhile esamir plays very well but is dominated by Vanu and amerish is pretty much abandoned outright.
Flying with low fps is just impossible, I had to give up after crashing my fourth reaver when making a bombing run on enemy armor in a heated battle. fps just drops to a frame every fifth second or something silly when diving in, probably due the wonky rendering... To say nothing of even trying to hit enemy planes with fps below 10, ugh.

Arf again, did they release a patch recently? I'm flying in amerish with a solid 40 fps, I go to intercept a liberator and suddenly my framerate drops to like one frame every two seconds. I promptly crashed into a fucken cliff. That can't be normal and it's happening all the time.
Starting to suspect hacks at this point, it always happens once I engage the enemy and am at an advantage. Definatly not fun.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 19, 2013, 09:39:19 am
The SAW. By Sithis... It's wunderbar. Slap on a 4x/6x scope and a laser sight and watch as your foes flee in terror. Then promptly die.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 19, 2013, 12:13:39 pm
Heh, something else fun is when you're dogfighting in your ESF and you get the screen flicker bug. Or the never-ending lockon telltale bug. Or both at the same time.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 19, 2013, 12:21:00 pm
I hate that screen flicker. It always trolls me when I need it the least.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ductape on January 19, 2013, 12:39:01 pm
Anyone know a good outfit on Matherson? Its a great server with good balance on all the continents and I joined because I thought B12 players were going there. At this point I have substantial enough investment into my Light Assault that I intend to stay.

I need a good outfit to join with if anyone knows any.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 19, 2013, 01:14:14 pm
Well, B12 has an outfit. I'm currently in TAS but I really enjoy MU platoons led by Synth3tic.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 19, 2013, 01:17:29 pm
Anyone know a good outfit on Matherson? Its a great server with good balance on all the continents and I joined because I thought B12 players were going there. At this point I have substantial enough investment into my Light Assault that I intend to stay.

If you're talking NC, there is a ~9 member B12 outfit.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on January 19, 2013, 08:54:25 pm
The SAW. By Sithis... It's wunderbar. Slap on a 4x/6x scope and a laser sight and watch as your foes flee in terror. Then promptly die.
Shush, don't tell everyone!!!!

Now we just need the render distance fixed, I don't like the fact that I can watch a Flash and rider through the scope, then the rider gets off and becomes invisible, but the Flash is still there.  (Or any vehicle really: you can see a vehicle being repaired, but can't see the engineer, its so frustrating)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jelle on January 20, 2013, 05:11:08 am
Have been asking around and checking around forums regarding the crippling lagg when targeting someone and apparently it's not a to uncommon occurance, so it can't be my specs causing it. Might indeed be a hack since it's only when targeting specific players and the problem vanishes when they die. Can't say for sure of course, but I'm not playing until it gets sorted either way.  >:(
The hacking problem is sort of getting out of hand, coupled with the ghost continents it's a bit of a buzzkill...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: miauw62 on January 20, 2013, 05:13:53 am
Wh? That may be an explanation for the random lag I've been having...
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: forsaken1111 on January 20, 2013, 08:50:36 am
I watched a VS guy yesterday. He was obviously hacking. He was standings till, but he was flickering/vanishing, so half the time he wasn't actually there. As an experiment, I shot at him once and the shot passed through him. Then he ran out and killed a ton of people, just standing there while they tried to shoot back.

Finally I blew him up with a grenade and he sent me "WTF NOOB?" or something like that.

Why can't people just play?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 20, 2013, 09:50:20 am
NC got a continent on Cobalt!

Not sure how it happened but we got Amerish sometimes between last night and today. Still getting buttraped on the other two servers, TR has higher pops than anyone else but not high enough to warrant any pop bonuses for us (not that that 1-2% is of any help) but their Indar and Esamir pops are a good 20% above ours allowing for some easy stomping.

Meanwhile it seems most of NC is on the almost empty Amerish which gives the meh bonus of 10% off of Air :I
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Twiggie on January 20, 2013, 10:13:05 am
I'll be able to put my PC together once I get my RAM, then I'll play again! woo!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: The Scout on January 20, 2013, 10:43:10 am
Do we have a TR group?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Metalax on January 20, 2013, 12:03:59 pm
NC got a continent on Cobalt!

Not sure how it happened but we got Amerish sometimes between last night and today. Still getting buttraped on the other two servers, TR has higher pops than anyone else but not high enough to warrant any pop bonuses for us (not that that 1-2% is of any help) but their Indar and Esamir pops are a good 20% above ours allowing for some easy stomping.

Meanwhile it seems most of NC is on the almost empty Amerish which gives the meh bonus of 10% off of Air :I

Don't worry, VS will be taking it back again tonight. :P
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaenneth on January 20, 2013, 02:31:50 pm
the way SoE deals with cheats/hacks is to log patterns, and wait... then do mass bannings.

If they banned right when a cheat was detected, then the cheat programmers would adapt until it was no longer detected. This way, they don't know exactly when they passed the dection threshold, and they ban associated accounts as well (so never team up with a hacker) You little brother hacked from your IP address? sucks to be you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Fayrik on January 20, 2013, 03:05:17 pm
Now we just need the render distance fixed, I don't like the fact that I can watch a Flash and rider through the scope, then the rider gets off and becomes invisible, but the Flash is still there.  (Or any vehicle really: you can see a vehicle being repaired, but can't see the engineer, its so frustrating)
As someone who's trained to take shots at over 1,000 meters,  having to account for wind and drop, not being able to see someone at 350 meters is incredibly frustrating!
It's even more frustrating that a simple rifle has better long distance accuracy and refire rate than any of the sniper rifles.

Oh yeah, while this could come back to bite my behind, but if you're going to try and pick people off at a distance, go medic and get yourself a 4x scope. You don't have to steady your aim and you can practically deliver whole magazines of head shots.

(so never team up with a hacker)
But what if I don't know? >_>
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Knight of Fools on January 20, 2013, 03:36:58 pm
I think he's referring to, "Don't share a computer or an account with a hacker". General rule of thumb in any game, really.

They certainly can't ban you for playing with one in-game, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 20, 2013, 05:27:18 pm
NC took Amerish on Miller this evening. Finally NC are pulling together. Anyone else take part?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 20, 2013, 05:53:02 pm
Looks like warpgates will be rotated at the end of January.
Indar: Counter-clockwise
Esamir: Clockwise
Amerish: Counter-clockwise

Source (http://forums.station.sony.com/ps2/index.php?threads/indar-warpgates-need-to-rotate.78763/page-2#post-1057878)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Thexor on January 20, 2013, 06:14:27 pm
I find the post right above the dev to be interesting. They're protesting that NC has a great defensive set-up on Indar. Rotating warp gates won't solve the problem, it'll just give a different team the awesome defensive position. If the terrain's unfair, maybe you need to modify the terrain itself.  ::)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 20, 2013, 07:08:55 pm
More accurately, it treats the symptoms of the lack of sanctuary conts/cappable warpgate a la PS1, but doesn't actually cure it.  It's really impossible to fix with just three continents, but I think it's totally fixable with six.

Code: [Select]
    T
   / \
  1---2
 / \ / \
V---3---N

T N V are conts with respective WG links, and 1 2 3 are conts without WG links.  The order doesn't really matter, though honoring PS1 home conts is totally fine... though TR would have to get another since neither Ceryshen nor Forseral are represented.  Maybe give Amerish to the TR, VS get Esamir, and NC gets Hossin.  1 2 and 3 are Indar, Searhus, and Oshur in whatever order.

*IIRC, the next three are Hossin, Oshur, and Searhus.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 20, 2013, 07:13:31 pm
On that note, does anyone ever have trouble getting in to a continent?  Twice in the past few days I've been unable to get into Indar, which is especially bad when we get jointly driven out of Esamir and Amerish is vacant.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: nenjin on January 20, 2013, 07:17:19 pm
Started last night, TR on Waterson as Nenjin. feel free to friend me if you're there. I may roll on another server but want to sink some time into playing with my other friends. I read back about 15 pages and am still a little unclear...there's an outfit on what server, of what faction?

I'm thinking I want to play mostly Light Assault and Medic right now...currently I'm trying to get the squad/spawning-related certs so my friends and I can play at least semi-cohesively. Was a bitch as a squad of total newbies with no certs trying to stay together.

Overall I did ok for me, 1/1.5 K/D over a couple hours. A lot of my kills just came from getting the drop on people, but I won several toe-to-toe fights, even a couple maxes. I kinda knew when I'd been dropped by someone with a thoroughly arranged kit though, usually because it was one or two headshots and I'd be dead. A lot of my deaths came from dying in open ground to enemies at long range.

My only real complaint with the game so far is that the mini-map is packed full of tiny icons and it's impossible for me to get a handle on the flow of base assaults other than "Just follow the pack." Trying to take secondary objectives is very confusing. Half the time I'd end up at a shield generator where the bomb was already set and wonder wtf I had just wasted 5 minutes doing. Trying to assault the larger bases with teleporter or jump access leads to a lot of confusion and running in circles. Even with the MM expanded, I can just barely make out some icons. Trying to find vehicle and supply terminals in your own bases can also be a cluster fuck.

I haven't even deigned to screw with air vehicles yet, but am looking forward to it. Was never really that good at them in other FPS but they seem some somewhat more user friendly?

Enjoying it so far, and am sure I'll enjoy it even more when I go from 4gigs of old ram to 8 gigs of some pretty sweet ram here in the next week or so. Right now at medium will all the optional stuff turned off, it keeps up for the most part but I can tell I'm dipping into the mid to low 20s.

Can anyone recommend a good TR Light Assault Rifle/attachment combo...for medium to long range? Those long runs with no somethingerers across open ground suck as a brand new light assault.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Rowanas on January 20, 2013, 07:27:48 pm
I've not been playing long, but you don't really need to get a kit all set up. I've offed an awful lot of players in my short time with my trusty Orion at long range. You'll score a tonne of assists just by popping a couple of shots at anything that looks like it might shoot you. Generally, the light sniper types will take cover if you can hit them a couple of times. Also, try buying a couple of the cheap armour or health certs, they go a long way.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 20, 2013, 07:36:37 pm
Nenjin, PS2 aircraft are as about as user-friendly as they come. Even the idiots can't fly as badly as, say, Battlefield players do; it is much less normal to see someone hop into a Lib and promptly crash than it was to see people start up a helicopter, get airborne for two second, then flip it into a forest, a cliff, or a building. For one, they're all VTOL, and all of the air spawns are on flat, elevated landing pads.

The outfit is NC Mattherson, but there are only 8-9ish people in it.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: nenjin on January 20, 2013, 07:51:01 pm
Well I just took the TR vehicles for a spin and yeah, they handle pretty easy. Except for some reason when I put a galaxy on the ground, the nose dipped down and the whole thing flipped on its back.

Quote
I've not been playing long, but you don't really need to get a kit all set up. I've offed an awful lot of players in my short time with my trusty Orion at long range. You'll score a tonne of assists just by popping a couple of shots at anything that looks like it might shoot you

Eh. The rifle TR light assault starts with is just fine medium to short. It's anything beyond that. The single shot round does dick for damage at long ranges. I'd just like a flexible medium to long range suggestion, since there seems to be so much to choose from.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: da_nang on January 20, 2013, 08:03:19 pm
Speaking of aircraft, is there anyone here that longs to see more classic nosegun dogfights? Everyone and their dog seems to have A2AM and I never seem to be able to shake them off when looking for a dogfight. Trees, hills and even mountains, those buggers always hit me.

Secondly, anyone here stick to first person only when using vehicles? I personally feel like the third person is a bit "exploitish" akin to being able to switch to third person as an infantry to peek around corners.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 20, 2013, 08:24:24 pm
Secondly, anyone here stick to first person only when using vehicles? I personally feel like the third person is a bit "exploitish" akin to being able to switch to third person as an infantry to peek around corners.

*raises hand*

Of course, I stick with mostly Flash and the occasional Lightning, so perhaps my view is biased.  I can't fly for beans.

it is much less normal to see someone hop into a Lib and promptly crash

I've done that!
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Facekillz058 on January 20, 2013, 08:29:22 pm
I've spawned a mosquito and promptly flipped it upside down on the ground before.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Darkening Kaos on January 20, 2013, 08:42:22 pm
Now we just need the render distance fixed, I don't like the fact that I can watch a Flash and rider through the scope, then the rider gets off and becomes invisible, but the Flash is still there.  (Or any vehicle really: you can see a vehicle being repaired, but can't see the engineer, its so frustrating)
As someone who's trained to take shots at over 1,000 meters,  having to account for wind and drop, not being able to see someone at 350 meters is incredibly frustrating!
It's even more frustrating that a simple rifle has better long distance accuracy and refire rate than any of the sniper rifles.
Same here, although only out to 500-600 metres.  Using a 22-250, I could reliably hit a matchbox-sized target at that distance. {Unfortunately I don't get much opportunity these days}.

Quote
Oh yeah, while this could come back to bite my behind, but if you're going to try and pick people off at a distance, go medic and get yourself a 4x scope. You don't have to steady your aim and you can practically deliver whole magazines of head shots.
It really pisses me off that the SAW needs to hit a target three times in the head to kill them, {did this a couple of days ago when a TR spy appeared not 50 metres away, just stood there, probably looking at his map, hit him in the head three times, saw his head rock from the impact}, its like the HA is not allowed headshots, although I know that is not true.  In sheer panic, facing a TR MAX, I had to go full auto with the SAW, trying to keep the recoil under control but the muzzle still crept up and then, bam, ended with a headshot.  The HA must have a low probability of that occuring, and yet, I have seen it happen more often using the Phalanx AV turret - that's gotta leave one hell of a mess.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 20, 2013, 09:07:29 pm
Speaking of aircraft, is there anyone here that longs to see more classic nosegun dogfights? Everyone and their dog seems to have A2AM and I never seem to be able to shake them off when looking for a dogfight. Trees, hills and even mountains, those buggers always hit me.

Secondly, anyone here stick to first person only when using vehicles? I personally feel like the third person is a bit "exploitish" akin to being able to switch to third person as an infantry to peek around corners.

Personally, I can't fly in 3rd person. I invariably end up flipping and quickly switch back to 1st person to right myself. I do use 3rd person with Flashes and Sundies, if only because they handle like ass and I would at least like to see which bit of terrain I'm stuck on. The best way to get a nosegun fight is to look for rocketpodders hunting the zerg and go after the ones that don't run away the instant they see you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: sluissa on January 20, 2013, 10:02:50 pm
I almost always fly in third person because it solves, at least a little, the inability(or severe difficulty) of turning my head in the cockpit. Only time I go into first person is to shoot at something in the (rare) instance I"m not flying a crewed liberator, galaxy or just flying a fighter to get somewhere fast.

I'll usually use a lightning or flash in first person, but a magrider and sunderer are always third person unless I'm shooting in the magrider. The magrider and sunderer are just too easy to run over people or get stuck in terrain if I can't see around me.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 20, 2013, 10:29:19 pm
I've been messing around with reavers a little lately in the hope that I'll get semi-decent. I'm still having problems rolling and then turning by pulling up and they don't behave like the aircraft in any other game I've played.

I use 3rd person when looking for a target and if I lose sight of someone I'm dogfighting.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ductape on January 20, 2013, 10:38:00 pm
I also find the control scheme very confusing. I dont think you normally try to turn by rolling and pulling the nose up. You just push left and right to rotate the vehicle right?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 20, 2013, 11:22:18 pm
I also find the control scheme very confusing. I dont think you normally try to turn by rolling and pulling the nose up. You just push left and right to rotate the vehicle right?

Actually, it's a fairly common way of doing things with aircraft. When you're flying at speed, you bank into a turn and pull your nose up. At least, that's how jets work in Ace Combat and Battlefield (and real life, obviously). I suppose it feels natural to me because I've always been on a pilot kick with any game that lets me fly. "Turning" by shifting back and forth with 'a' and 'd' doesn't correspond to movement of your joystick, but to a different set of controls, and is only really useful for slight course corrections while flying to a destination, or for correcting your aim on a strafing run.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Vattic on January 21, 2013, 12:40:28 am
I'm also a big fan of flying in most games (ARMA 2 being the most frequent). The problem isn't having to roll when turning but that when I try the craft goes off course horribly as if it can't tell if I'm trying to roll or pitch. Usually I'd have yaw/pitch on the mouse and roll/throttle on the keyboard. This way fine aiming is done with the mouse. The only alternative is to use the arrow keys instead of the mouse. I'd be happier if it let me bind the controls to my 360 controller but it doesn't work out well. I suppose I should dust off my Logitech joystick and see if that's any better.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Rowanas on January 21, 2013, 05:11:53 am
Hmm. Is it possible to set up a joystick alongside my mouse, so that when I get into an aircraft I can switch to stick for easie piloting? I suck at piloting with the mouse.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on January 21, 2013, 07:48:27 am
I picked up the flying controls pretty fast, but that might be because I've always liked flying both planes and helicopters in Battlefield and such. The aircraft are actually very similar to the gunships of BF2142, if you ever played that, with the addition of vertical thrust at all times.

Speaking of that vertical thrust, I think it's the most important part of flying in PS2. When I fly, I have spacebar pressed at almost all times, the only exceptions are when landing or going through tight spaces, really. Using vertical thrust and pointing your nose slightly downwards will increase your cruising speed slightly and using it while banking will reduce your turn radius.

I actually managed to start doing fairly well consistently a few days ago when I realized that the key to actually getting kills is to do everything fast and hard. Tanks? Go low and fast around to their rear and unload as many rockets you need (8 for a prowler/magrider with a reaver) and then boost away and repeat. Infantry is basically the same, approach low and fast from unexpected angle to avoid attention of burster MAXes, unload rockets/nose gun and boost away. Most ground AA looks at the sky towards the enemy, so approaching low from behind usually means that they won't fire at you until you're getting out of there, when it's too late.

Enemy aicraft? Approach from angle, preferably not in their FOV. Never chase for more than roughly 10 seconds or you'll end up too far from friendly lines and get mobbed by enemy fighters. Most AA fighters look for targets along the horizon from high up, so approaching from below and slightly behind is often very effective. The ten-second-rule also means that I never run with AA missiles any more, the lock-on time is simply too long to enforce the rule and in the time it takes to lock you can do more than double the damage with the rotary (AA) nose gun if you're hitting your shots. The key to dogfighting is picking you fights, never head into a fight where the enemy is coming head on (or even sees you, in the optimal case) if you can avoid it, it's simply too risky. Run away from such fights in time instead. Going low and fast helps a lot here, since weaving around obstacles will give him a much harder time to line up shots and you want all the time you can get to get behind friendly lines so that he either bugs out or gets shot down by friendlies.

Finally, the most important thing is situational awareness. Always remember where you are likely to have friendlies and where the very solid rocks, trees and other miscellaneous deathtraps are. It happens too often that I take fire during an attack only to boost off into the nearest cliff face/base structure/large plant and die in shame.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Jopax on January 21, 2013, 10:46:44 am
So my roommate got kinda into the game after seeing me play. He made an account and everything (didn't DL yet, the client is rather large for our internet connection to handle) but is still playing on my acc. Mostly because the client on my laptop keeps telling him his password is wrong, he then uses the same password and nickname to log into the game site and it works fine. Tries again with the client, nope, won't let him in.

Also, getting the hang of the LA, it's really fun picking people off of buildings, got a reflex sight for the stock rifle, not sure what else should I get. How are the other rifles? What's up with the 250 cert one?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: PTTG?? on January 21, 2013, 10:52:38 am
Quote
Most ground AA looks at the sky towards the enemy, so approaching low from behind usually means that they won't fire at you until you're getting out of there, when it's too late.

I dunno, most AA installations (like any turret) won't let you shoot more than 20 degrees from the horizon, so hovering in place directly above something and raining rocketty death down seems to work just fine.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on January 21, 2013, 11:17:41 am
(Dangerous) AA very seldom come alone, though, so while you're hovering above one another will be ripping you apart. Hovering for extended periods of time anywhere near any medium-sized-or-larger group of enemies tends to get me killed pretty fast, honestly.

Also, what AA turrets have you been using? When I use the stationary AA turrets (phalanx) or a burster MAX I can look almost straight up. All infantry (and maybe phalanx turrets, can't remember) seems to have something preventing them from looking completely straight up for some reason, though.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaian-a-coel on January 21, 2013, 02:00:03 pm
About plane control, I have no problem about rolling to turn, it's normal. My problem is that the roll is ON THE FREAKING MOUSE. What the hell? As someone said earlier, it's so much better when it's on the keyboard. Because that makes aiming much easier. No wonder the liberators are OP if the ESF can't aim. (OK, I suppose they can. But it's still damn annoying. Cant they make it customisable at least?)
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Silfurdreki on January 21, 2013, 07:29:42 pm
I've never had a problem with the roll being on the mouse, but it might be because I come from Battlefield, where it has always been that way. What would you want to be on the mouse x-axis? Yaw would be extremely cumbersome because of how slowly the aircraft turn.

I always imagined the mousepad as the aircraft, and to tilt it you move the mouse to the part of the "aircraft" you want to dip. I always thought it was very intuitive.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 21, 2013, 07:45:03 pm
I've felt the same way for as long as I can remember, but I've never really thought of it that way. Makes sense, though; simplicity in control schemes tends to be a good thing.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaenneth on January 21, 2013, 11:03:28 pm
Is there nothing to the game outside of the direct combat zones? only reason to spawn is to do battle?
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Toaster on January 21, 2013, 11:05:34 pm
It's a shooter.  You can drive/fly around empty continents, but eventually someone will take a potshot at you.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: Flying Dice on January 21, 2013, 11:47:47 pm
Though hopefully at some point we'll have a more substantial metagame. But yes, it's an MMOFPS. You could, of course, just play as a Lib/Gal pilot or Sundie driver, but those aren't the most rewarding roles at the moment (to say the least).
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: ductape on January 22, 2013, 01:12:38 am
I need help,this game is like crack, the better i get the more I want to play. I just put the forward grip on my Sweeper shotgun with slug ammo, I am a jetpacking sniper beats with this thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Blizzlord on January 22, 2013, 03:09:26 am
Due to some random fluke in reality I thought it would be a good idea to halt work so and go back here to change the threads title to better reflect the current situation.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: alway on January 22, 2013, 03:47:03 am
Is there nothing to the game outside of the direct combat zones? only reason to spawn is to do battle?
Fun tips:
1. you are rarely noticed in an ESF when flying over combat zones at the max height of 1000m.
2. large bases deep in enemy territory do not have any enemies in them
3. large bases have many phalanx anti-air and anti-vehicle guns
4. phalanx guns give about the same xp as enemy kills do

Or in other words, you can hop over the front line, deep into enemy territory, and there will be no enemies there. You can then go to town on their phalanx turrets for a little cert grinding. :P

I haven't tested it, but I think infiltrators should still be able to convert the infantry resupply points; which means you could go in with an inf in an esf, destroy about 6 turrets in that, get out, convert a resupply point, switch to heavy, and go to town on the rest with rockets. Certainly not the fastest way of getting certs, but it's also not exactly hard to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 22, 2013, 05:15:11 am
Egh I think I'm giving up on flying, it's just no fun anymore. Air to air missles are everywhere, I think I'll just refuse to fly until they change or remove those noskill missles. Really kills any fun left in flying, better stick to infantry.
It's like I said earlier some point, they should change air to air missles to be a weapon against liberators and would only be effective against hovering or real slow esf. Right now using air to air missles is just ten times as effective and a hundred times easier then using the nose gun. Missles should be a fucken secondary weapon, not some easymode weapon that destroys any hope of dogfights outsidea 1v1 situation.  >:(
/end rant
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on January 22, 2013, 09:02:53 am
But thats what rockets are for. They are that way in real life too, but real life planes have certed into countermeasures, ie. flares, chaff, and the like.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 22, 2013, 09:53:07 am
I wouldn't mind a AA rocket nerf if they buffed small arms fire against aircraft, because if what you're saying would really happen then ESFs would be unkillable. As it is, they're already pretty freaking hard to kill.

And don't get me started on Libs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 22, 2013, 10:51:01 am
I wouldn't mind a AA rocket nerf if they buffed small arms fire against aircraft, because if what you're saying would really happen then ESFs would be unkillable. As it is, they're already pretty freaking hard to kill.

And don't get me started on Libs.

Have you not been paying attention to the notes for the upcoming update? ESF work in any major battle has already been reduced to coming in low and fast, dumping ammo, and running away, given the sheer volume of G2A fire, and at the end of January AA is getting buffed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 22, 2013, 12:19:16 pm
I'm speaking of air to air missles, these are the lock on missles outfitted on an ESF. Lock on missles on infantry isn't overpowered and is outright to weak, given how you can just fly away outside of locking distance.

Why lock on missles on aircraft are overpowered is locking on to someone is trivial, you can't just flare and make a get away like with infantry. The only thing you can do is turn around and fight wich works fine in 1v1, but spells your doom in large engagements. What's worse is there really is no way to see where the enemy is locking you from, add in vehicle stealth and finding the source of the missles is like finding a needle in a haystack, given how long range you can use those things.
There really is no way to combat it in a real large scale air battle, wich lends itself to air zergs, wich is all around bad for infantry to.

All in all air to air esf rarely even use their nose gun when outfitted with missles, wich is moronic. The ground to air strength is not even in the question, though personalyl I'd say it's in a good spot now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 22, 2013, 12:24:40 pm
I wouldn't mind a AA rocket nerf if they buffed small arms fire against aircraft, because if what you're saying would really happen then ESFs would be unkillable. As it is, they're already pretty freaking hard to kill.

And don't get me started on Libs.

Have you not been paying attention to the notes for the upcoming update? ESF work in any major battle has already been reduced to coming in low and fast, dumping ammo, and running away, given the sheer volume of G2A fire, and at the end of January AA is getting buffed.
Yeah, but fuck liberators at the sky limit with vehicle stealth so you can't reach them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Thexor on January 22, 2013, 12:57:40 pm
I'm speaking of air to air missles, these are the lock on missles outfitted on an ESF. Lock on missles on infantry isn't overpowered and is outright to weak, given how you can just fly away outside of locking distance.

Why lock on missles on aircraft are overpowered is locking on to someone is trivial, you can't just flare and make a get away like with infantry. The only thing you can do is turn around and fight wich works fine in 1v1, but spells your doom in large engagements. What's worse is there really is no way to see where the enemy is locking you from, add in vehicle stealth and finding the source of the missles is like finding a needle in a haystack, given how long range you can use those things.
There really is no way to combat it in a real large scale air battle, wich lends itself to air zergs, wich is all around bad for infantry to.

All in all air to air esf rarely even use their nose gun when outfitted with missles, wich is moronic. The ground to air strength is not even in the question, though personalyl I'd say it's in a good spot now.

I really have to disagree on a lot of these points.

1) Lock-on range for A2A missiles is pathetic. I believe their lock-on range starts at ~250m, which is half the range of a G2A missile. Moreover, infantry with G2A launchers are a small target that can be mostly obscured by surrounding buildings; ESFs are large, highly-visible targets with almost no ability to take cover during combat. If you can't find the source of an A2A missile, that almost certainly means it's right behind you, on your tail, which is exactly where a pursuer in a dogfight should be. And vehicle stealth doesn't make a large impact in your ability to visually identify the enemy.  :)

2) Decent dogfighting pilots make heavy use of nose guns, for one trivial reason: A2A missiles take approximately three years(-ish) to reload when in combat. Even the 1000 cert upgrade reduces reload time by a pathetic 15%. You can fire off 1-2 full bursts from the Vortex Rotary (or your nation's equivalent) in the time it takes an A2A missile to reload, depending on whether you've upgraded the gun's magazine size.

3) Flares. Just flares. Wait until the missile's been launched, then enjoy your 5 seconds of complete immunity to A2A missiles before shooting down the poor fool with your main gun.

My personal experience has been that dogfighting usually comes down to 1v1 encounters, where the pursuer fires off their A2A missile and then tries to line up as many main gun shots as possible, while the target tries to juke and outmaneuver the pursuer in the hopes of changing the roles. Large air zergs degrade a bit, but even then the use of flares prevent the battle from relying entirely on A2A missiles.

Finally, remember that A2A pilots are pretty useless when it comes to attacking ground targets. I've seen more than one anti-air ESF group sit uselessly over the battlefield as a major installation was stolen from them, unable to do anything more than attempt a few futile strafing runs against enemy tanks. If worst comes to worst, any A2A ESF group can be handled by spawning as a G2A Heavy, or a Burster MAX, or even a Skyguard Lightning, and then shooting at them until they're forced to retreat.  ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Thexor on January 22, 2013, 12:58:08 pm
Edit: Stupid 504 timeout giving me a double-post.  ::) Same content as above.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 22, 2013, 01:48:50 pm
Lock-on range for A2A missiles is pathetic. I believe their lock-on range starts at ~250m, which is half the range of a G2A missile
I can't find the exact number to verify your claim, I'll test it out in game to be sure. From personal experience pathetic is the least I would call it.

If you can't find the source of an A2A missile, that almost certainly means it's right behind you, on your tail, which is exactly where a pursuer in a dogfight should be. And vehicle stealth doesn't make a large impact in your ability to visually identify the enemy.
This is not a matter of simply turning around. Your opponent could indeed be behind you, or he could be above or below or pretty much anywhere not in your field of vision. If you have absolutely no information to go on you can but search randomly around and hope you  get to see whomever is firing them before you're down, wich will be pretty damn fast with missles coming your way.

Decent dogfighting pilots make heavy use of nose guns, for one trivial reason: A2A missiles take approximately three years(-ish) to reload when in combat. Even the 1000 cert upgrade reduces reload time by a pathetic 15%. You can fire off 1-2 full bursts from the Vortex Rotary (or your nation's equivalent) in the time it takes an A2A missile to reload, depending on whether you've upgraded the gun's magazine size.
Use it to take down about 5% or so of the enemy esf, or whatever is left after two missles. Hardly what I would call heavy.

Flares. Just flares. Wait until the missile's been launched, then enjoy your 5 seconds of complete immunity to A2A missiles before shooting down the poor fool with your main gun.
If the enemy is on your tail or you don't know from what direction he's firing, five seconds is nothing. It serves its purpose against  ground to air missles, but in a dogfight you don't just want to buy time, you want to outmanouvre your opponent. This can take far more time unless your assailant is a complete incompetent.

Finally, remember that A2A pilots are pretty useless when it comes to attacking ground targets. I've seen more than one anti-air ESF group sit uselessly over the battlefield as a major installation was stolen from them, unable to do anything more than attempt a few futile strafing runs against enemy tanks. If worst comes to worst, any A2A ESF group can be handled by spawning as a G2A Heavy, or a Burster MAX, or even a Skyguard Lightning, and then shooting at them until they're forced to retreat.  ;)
Then those pilots were foolish to idle around once they had completed their job. Once the air is clear the rest should have an easy time winning the fight, given how you have free reign with liberators and don't have to worry about enemy podders or libs. There's a whole map out there with enemy air units and you can get anywhere in moments in an ESF.
Using ground based AA works just as well against ESF without a2a missles.  This is about ESF being able to fight one another with nose guns.


Now don't get me wrong, yes I do use pods wich is why I complain. Yes I think pods are still to strong and need to be nerfed just the same (halving the magazine size seems fair to me). I'm just commenting on the sorry state air is in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 22, 2013, 02:00:00 pm
I also disagree with the notion that A2A missiles are overpowered. As noted, the lockon range is pathetically short. When I've got someone locked on to me, I go to afterburners and head for friendly territory, flying low and around obstacles. Often I can get away without even using my flares. If you're being consistently killed by enemy ESFs with A2A, you're probably making yourself an obvious target and flying too deep into enemy territory. If you're flying high and slow, and are more than fifteen seconds or so into enemy-held land, you're asking to be swarmed and shot down.


Of course, that's me speaking as an A2A pilot who loves picking off rocket spammers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 22, 2013, 02:30:18 pm
So in an attempt to see what all the raving about the VS was I created a new char. Immediately I'm plunked into a squad on the Crossroads Watchtower. Despite lag I somehow manage 3 kills before being killed (I landed on the tower itself with a LA completely surrounded by NC troops but no one seemed to pay me any mind as I shot people). Anyways, it was some sort of zerg I think I was in, four squads in a platoon and whatever random folks tagged along. But we were very nicely organized by this english fellow and all had their orders and tasks. In short it was bloody fun and because it was with the VS I'm feeling dirty.

I am also considering sticking with the VS since I can actually do some damage with the Scythe (that isn't ramming damage) and the Magrider seems pretty fun. And despite the deaths I got a nice amount of kills and had a good time with pretty much zero frustration that is usually present when playing solo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on January 22, 2013, 03:21:14 pm
2) Decent dogfighting pilots make heavy use of nose guns, for one trivial reason: A2A missiles take approximately three years(-ish) to reload when in combat. Even the 1000 cert upgrade reduces reload time by a pathetic 15%. You can fire off 1-2 full bursts from the Vortex Rotary (or your nation's equivalent) in the time it takes an A2A missile to reload, depending on whether you've upgraded the gun's magazine size.

Not saying I'm decent but the A2A missiles are great for when your nose gun is reloading.
Title: Re: Planetside 2: Recently released MMOFPS. 2000 players/server. Get in the outfit.
Post by: kaenneth on January 22, 2013, 05:21:44 pm
I think he's referring to, "Don't share a computer or an account with a hacker". General rule of thumb in any game, really.

They certainly can't ban you for playing with one in-game, though.

In their other titles (EverQuest for example), they do. You may banned for benefiting from the exploit; it's too keep people from hacking to kill mobs with account A, then looting/getting shared XP on account B. But it's not common, it's only if they see a pattern of behavior.

I don't see that applying to PS2 tho, without 'groups' and 'loot' (that I've seen, only played like 4 hours so far.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: rastrum on January 22, 2013, 10:26:22 pm
So apparently they just buffed A2A missiles.

Quote
Liberators/Galaxies:

These aircraft are now easier to lock-on to with anti-air missles. By default you can lock on to them 1 second faster. This means it requires 2.5 seconds to lock on to an ESF and 1.5 seconds to lock-on to a Liberator/Galaxy.
Lock on rockets and missiles should now hit more frequently and are harder to dodge.

Lock-on weapons can only be avoided by the following:
Flares
Forcing the missile to hit something else
Outrunning it which requires you to be distant and burn a lot of fuel
A very near miss which should be very challenging
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Thexor on January 22, 2013, 10:36:00 pm
Looks like they buffed AA missiles in general as well. Which is good - it was really annoying to launch a G2A missile and watch the fighter juke or outrun the attack without any damage taken.  >:(

The A2A boost against large aircraft is... interesting. I assume this is an attempt to increase ESF DPS against heavy planes, without also buffing the missiles during dogfights?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 22, 2013, 10:46:53 pm
That's what it looks like. Thank goodness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on January 22, 2013, 11:10:49 pm
1) Lock-on range for A2A missiles is pathetic. I believe their lock-on range starts at ~250m, which is half the range of a G2A missile. Moreover, infantry with G2A launchers are a small target that can be mostly obscured by surrounding buildings; ESFs are large, highly-visible targets with almost no ability to take cover during combat. If you can't find the source of an A2A missile, that almost certainly means it's right behind you, on your tail, which is exactly where a pursuer in a dogfight should be. And vehicle stealth doesn't make a large impact in your ability to visually identify the enemy.  :)
Firstly, G2A range has to be higher simply because of altitude. We can still only lock something if it's at under half the height ceiling as it is. Secondly, as someone who plays G2A equipped heavy, ESFs are not what I worry about when doing G2A fighting. Firing off that missile is like a giant flare into the sky announcing to every nearby tank and infantry "hey everyone! there's a distracted heavy over here!" Thirdly, the missiles actually aren't all that effective anti-air weapons. I get relatively few kills, even with the recent bug fix patches simply because ESFs have plenty of time to get away between reloads. It's effective for area control/protection, but any ESF who actually gets killed by them was either teamed up on by several G2A or should be more worried about the flak that got them down low enough for a missile kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 23, 2013, 03:43:15 am
I am also considering sticking with the VS since I can actually do some damage with the Scythe (that isn't ramming damage) and the Magrider seems pretty fun. And despite the deaths I got a nice amount of kills and had a good time with pretty much zero frustration that is usually present when playing solo.
Welcome to the fold  8)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 23, 2013, 04:06:39 am
That change does absolutely nothing to combat liberators and just makes them more annoying in dogfights. The lock on time is insignificant compared to the reload time when you really want to churn out a lot of damage against a lib. I'll still take my pods to destroy liberators thank you.
Increased missle damage (they're freaking missles) and longer harder to maintain lockon is what they need in my opinion.
And that's my last 2 cents about that, before I run out of change entirely.  :-X

Firstly, G2A range has to be higher simply because of altitude. We can still only lock something if it's at under half the height ceiling as it is. Secondly, as someone who plays G2A equipped heavy, ESFs are not what I worry about when doing G2A fighting. Firing off that missile is like a giant flare into the sky announcing to every nearby tank and infantry "hey everyone! there's a distracted heavy over here!" Thirdly, the missiles actually aren't all that effective anti-air weapons. I get relatively few kills, even with the recent bug fix patches simply because ESFs have plenty of time to get away between reloads. It's effective for area control/protection, but any ESF who actually gets killed by them was either teamed up on by several G2A or should be more worried about the flak that got them down low enough for a missile kill.
Yep, those things really do suck. Only thing they're good for is chasing away ESF til their flares are off cooldown. Try out burstermax for AA, I can tell you first hand those things really hurt now!

On another note, I finally outfitted my flash with a fury 40mm grenade launcher. Time to raid outdoor infantry.  :P
I still need to get the speed boost utility and improve the handling though. Vehicles have no grip in this game.
And figure out when and when not to engage armor. A volley of nades in the back of a lightning tank does a surprising large amount of damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 23, 2013, 04:43:06 am
The world has ended!!!!!!

At least on Briggs anyway.

  Seems the TR decided to all decamp to Amerish - obviously for the duty-free discounts and Thai Ladyboy RevueTM - and were well on their way to the continent cap.  As a consequence, the VS headed south for the 5-day cricket series and invaded Indar, defended by 20% TR diehards, who ignored the memo, and 20% NC ne'er-say-die (ers), freshly armed with empty beer-cans to throw at the barney-army.
  We were getting swamped at the NC warpgate and no matter how many times I alerted everyone around me to the turrets being borked and doing little or no damage, they still climbed in and fired away 'til purple death came for them.
  It was looking grim, an infiltrator was pegging me and I was firing back but "RELOAD" was flashing before me, my shields gone, and my health fading.......

Then.......IT happened......

Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 23, 2013, 05:55:27 am
On another note, I finally outfitted my flash with a fury 40mm grenade launcher. Time to raid outdoor infantry.  :P
I still need to get the speed boost utility and improve the handling though. Vehicles have no grip in this game.
And figure out when and when not to engage armor. A volley of nades in the back of a lightning tank does a surprising large amount of damage.

How is the grenade launcher? I was thinking of getting a gun for my Flash, but I'm not sure which to choose. Is it strictly better than the light cannon?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 23, 2013, 10:10:37 am
The world has ended!!!!!!

At least on Briggs anyway.

  Seems the TR decided to all decamp to Amerish - obviously for the duty-free discounts and Thai Ladyboy RevueTM - and were well on their way to the continent cap.  As a consequence, the VS headed south for the 5-day cricket series and invaded Indar, defended by 20% TR diehards, who ignored the memo, and 20% NC ne'er-say-die (ers), freshly armed with empty beer-cans to throw at the barney-army.
  We were getting swamped at the NC warpgate and no matter how many times I alerted everyone around me to the turrets being borked and doing little or no damage, they still climbed in and fired away 'til purple death came for them.
  It was looking grim, an infiltrator was pegging me and I was firing back but "RELOAD" was flashing before me, my shields gone, and my health fading.......

Then.......IT happened......

Spoiler (click to show/hide)
Wow. Accidental deux ex machina much?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 23, 2013, 10:18:48 am
On another note, I finally outfitted my flash with a fury 40mm grenade launcher. Time to raid outdoor infantry.  :P
I still need to get the speed boost utility and improve the handling though. Vehicles have no grip in this game.
And figure out when and when not to engage armor. A volley of nades in the back of a lightning tank does a surprising large amount of damage.

How is the grenade launcher? I was thinking of getting a gun for my Flash, but I'm not sure which to choose. Is it strictly better than the light cannon?

Fun as hell with hit-and-run tactics, but I can't give a comparison with the other two yet.  I will say if you get the Fury, go with a bigger mag instead of reload speed- you should be running while reloading, not waiting around.  As said, lightnings are good targets, but sundies take lots of hits before going down... but chasing one down that has unmanned guns is great.  Manned guns will tear you up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 23, 2013, 10:33:57 am
From my experience with the other two guns, wich is not much, is that they're better when using the flash as mobile turret. Shooting down targets with a machine gun at high speed is tricky in my opinion. I'd prefer to use those long range or in strategic positions instead of the hit and run I prefer with the fury. The cheap one is good anti infantry, the heavier one I think is the same as the sunderer default gun, wich is ok against both infantry and armor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 23, 2013, 10:48:24 am
On another note, I finally outfitted my flash with a fury 40mm grenade launcher. Time to raid outdoor infantry.  :P
I still need to get the speed boost utility and improve the handling though. Vehicles have no grip in this game.
And figure out when and when not to engage armor. A volley of nades in the back of a lightning tank does a surprising large amount of damage.

How is the grenade launcher? I was thinking of getting a gun for my Flash, but I'm not sure which to choose. Is it strictly better than the light cannon?

Fun as hell with hit-and-run tactics, but I can't give a comparison with the other two yet.  I will say if you get the Fury, go with a bigger mag instead of reload speed- you should be running while reloading, not waiting around.  As said, lightnings are good targets, but sundies take lots of hits before going down... but chasing one down that has unmanned guns is great.  Manned guns will tear you up.

Get the radar. You will become an omnipotent god on wheels.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 23, 2013, 10:58:53 am
Dang game crashes any time something explodes in my general area (missiles, vehicles, me). Haven't fired a shot but I've still enjoyed what I've seen. Gonna keep trying to find out how to fix that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on January 23, 2013, 11:18:07 am
I dunno, my prowler does a pretty good job of killing flashes.  If the first shot doesn't kill the rider, the follow up will do the trick. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 23, 2013, 11:20:36 am
That's why you don't go toe-to-toe with a MBT on an ATV.  Hit it from the back/side when it's distracted, then run like hell while you reload.


Going sideways across an enemy infantry line is a great way to disrupt and distract it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 23, 2013, 12:37:36 pm
Get the radar. You will become an omnipotent god on wheels.
But it makes so much noise, how can you be stealthy with such a loud engine.  ???
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 23, 2013, 12:53:06 pm
That brings up a relevant issue. I really, really wish that there was an option to turn off the engine of your vehicle. The tradeoffs are pretty obvious, and it adds depth to gameplay without any significant increase in complexity.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 23, 2013, 01:05:18 pm
On a similar note, I hate how I have to pay SC for a vehicle horn. I want to honk at people before I load them with grenades!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 23, 2013, 02:12:41 pm
Lights are also pretty useless since nights are never that dark, and they're pretty short ranged, so they only make you an easier target for everything. Not that it's hard to spot anything at night since again, they aren't that dark.

Also the last patch royally fudged the game. Terrain blinking and dissappearing, game freezing up, shit like that. It was working mostly fine before this SOE, why do you insist on fixing stuff by breaking it :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 23, 2013, 02:17:46 pm
On a similar note, I hate how I have to pay SC for a vehicle horn. I want to honk at people before I load them with grenades!

How to get a horn without paying SC: Use proximity chat. Custom, self-made, and vocalized horns included!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on January 23, 2013, 02:22:54 pm
Well getting back into this, there a b12 group around in this? Preferrably TR on Matherson?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glowcat on January 23, 2013, 03:18:01 pm
On a similar note, I hate how I have to pay SC for a vehicle horn. I want to honk at people before I load them with grenades!

How to get a horn without paying SC: Use proximity chat. Custom, self-made, and vocalized horns included!

Unfortunately enemies can't hear prox chat.

Horn is really overpriced imo, it should've been around 200 SC or even free.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on January 23, 2013, 03:36:17 pm
Maybe have a free default one, and have crazy horns as SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 23, 2013, 03:41:41 pm
Maybe have a free default one, and have crazy horns as SC.
Probably a good idea.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 23, 2013, 04:03:42 pm
Unfortunately enemies can't hear prox chat.

Huh, I could've sworn they could.

Sure takes a lot of fun out of spying on enemies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 23, 2013, 04:49:48 pm
It's already funny to be a lone wolf in the middle of a near-desert territory, I cant imagine how it would be if you could hear the ennemy chat...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on January 23, 2013, 05:37:49 pm
I wish they could prevent players from using anything but ingame voip, and then give infiltrators an ability to listen in.

make taking levels in it reduce the static/increase the uptime, and only allow one voice channel to be used.

maybe have it as a replacement for the sidearm or even the rifle if it was that useful.

but since people would just use external software/hardware it would make the game a lot less accessible and is a terrible idea. :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on January 23, 2013, 07:02:03 pm
I am half-way decent at flying, when I don't run into the ground/buildings and end up either blowing up or flipping THEN blowing up, yea.

So, any tips for getting more certs?  can't get more than a handful per hour most times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on January 23, 2013, 07:46:03 pm
Getting more certs is basically down to getting more xp. Many of these most people will already know but listed for those who are new.

Make sure you are within the area that gives you capture xp for facilities when they cap(where you can see the cap progress bar) particularly the big facilities.
Join a squad. You get bonus xp for actions that effect a squadmate.
Deploy a sunderer with an ams in a good location near heavy fighting. This can rack up quite a bit over long fights if you keep it alive.
Have an ammo resupply sunderer accompany a tank group, you will gain a fair ammount of xp from resupplying.
As an Infiltrator hack terminals and base turrets. Note that there is a limit on how many hacks of a type will give xp in a short time period, IIRC around 6 terminals and 6 base turrets before you need to wait a while before getting xp again.
As an Engineer repair everything. Just repairing all the turrets and terminals on a tower will usually give you 2-3 certs. Hang back a little from a tank push and repair them as they fall back damaged. Accompany Max groups and keep them repaired.
Also as Engineer, remember to drop your ammo boxes for resupply xp. Drop them near Heavys who are spamming rockets, next to capture points, near to choke points, etc. Also remember you have two of them by default, pressing b when you pull out your turret gives you a ammo pack that will last for 3 mins, press b again to switch back to turret.
As a Medic revive anyone who is dead, particularly Maxs, and heal anyone who needs it. Just watch out not to run into a kill zone trying to revive someone.
If you are in a tank/are a Heavy destroy base turrets, you get the same xp as scoring a kill. Just make sure that a friendly Infiltrator isn't intending to hack them.
Spot enemies. If you are the first to spot them then as long as they are killed while your spot is active you gain some bonus xp.
Finally shoot enemies. As long as they die you will usually get at least some xp for kill assist even if you don't kill them yourself.

The other way of getting a small ammount of certs is by killing a certain number of enemies with a specific weapon. Check on your stats page for how many you need to get for a cert reward.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 23, 2013, 08:49:56 pm
I wish they could prevent players from using anything but ingame voip, and then give infiltrators an ability to listen in.

make taking levels in it reduce the static/increase the uptime, and only allow one voice channel to be used.

maybe have it as a replacement for the sidearm or even the rifle if it was that useful.

but since people would just use external software/hardware it would make the game a lot less accessible and is a terrible idea. :(

This would be an excellent idea if it weren't for external chat programs, and would otherwise be more support for a Sniper/Infiltrator class split.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 24, 2013, 06:25:54 pm
So word is shotguns got a stealth nerf.
That would explain why it suddenly felt I was aiming for shit, not being able to get hits in at anything but point blank range. Apparently their spread got increased by a lot, or so people claim. I haven't tested it out myself but I can certainly feel a difference in performance. Could be mistaken, if anyone else uses one do comment.

First my bird gets hit hard and now my infantry weapon of choice gets it, this is rather demotivating. I hope it's a bug rather then an intended stealth change. It wouldn't be to crazy to theorize they'd want to nerf the existing close quarter kings so they can sell more of their upcoming SMG weapon type. I hope not...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 24, 2013, 07:51:20 pm
Crap.  I was on the verge of getting the Sweeper and solid slug. 

Hey, Ductape!  Do you have news/confirmation on this?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on January 25, 2013, 06:47:04 pm
double XP event going on right now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 25, 2013, 07:44:57 pm
double XP event going on right now.
Thanks for the heads-up. That's motivation enough to get me online.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 25, 2013, 10:11:13 pm
http://www.planetside2.com/roadmap

There are some awesome, some much needed, and some neat things going here.

For example:

Quote
April - New Continent: Hossin
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 25, 2013, 11:00:10 pm
That might just double the number of continents people play on!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on January 26, 2013, 12:00:59 am
First organised event finished a little while ago.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 26, 2013, 12:01:51 am
First organised event finished a little while ago.
Spoiler (click to show/hide)
VS represent!  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 26, 2013, 04:58:53 am
I... uh... Wow  :o
VS for the win I guess?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 26, 2013, 05:11:47 am
How the fuck did that happen.
I was thinking of enjoying some good NC time on Mattherson.
I guess not.

You know what they should do?
Randomize the continent you start on when you make a new character. That would balance the continents a fair bit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 26, 2013, 06:51:07 am
[sarcasm] Nope VS isn't op no sir! Magrider especially is the epitome of balance, players on the other side just suck. [/sarcasm]

http://www.planetside2.com/roadmap

There are some awesome, some much needed, and some neat things going here.

For example:

Quote
April - New Continent: Hossin

Nice, they're looking at rendering to make it less painful for air. Due to the rendering especially large battle are impossible to meaningfully participate as an ESF pilot who has to swoop in and gtfo before AA get you. Right now the only way to fight infantry as air is to hover around, wich is suicide the way AA is now (wich is great, fuck hoverpodding). Ideally I'd be able to see all my targets from the distance I'm supposed to approach them from, but to see what's shooting at me is a good beginning.

Not sure I like the SCU changes. The idea is once you get it down you more or less win that facility, if people can keep on spawning that sort of reinforces zerg behavior over strategic play of protecting/securing generator areas.

I hope they consider adding a sort of bulletproof windshield to the flash as a defense cert, protect the driver from frontal small arms fire. It's a little easy to shoot the driver off now wich hampers its use as a weapons platform. I should see about sending 'em some feedback.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 26, 2013, 06:57:28 am
Yeah, destroying the SCU should definitely entirely disable spawn timers. Slowing them down won't stop the zerg at all. Hell, it seems to happen to me a lot that even after destroying all the gens that the defenders just waltz back in and retake the base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: noppa354 on January 26, 2013, 09:12:58 am
The event went well, the Vanu won the ingame challenges (Good for us!), but the GENIUSES at SOE decided to make it a popularity contest, so the TR won.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 26, 2013, 09:49:17 am
The VS were not interested in the competition on Briggs, while the TR and half the NC flocked to Amerish to do the challenges, the VS went to Indar and had a grand time.
Those of us in the NC who followed the VS thought Duck Season had started - Scythes everywhere, AA going flat-out thinning them out, it was glorious.  Then the VS moved to Esamir after it appeared they could not cap Indar - seriously, Indar has not been capped by any faction for a few days now, the TR have suddenly lost interest and migrated to Amerish.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 26, 2013, 10:54:27 am
As far as I'm aware, Ceres' Indar wasnt capped since I begun to play, a good month or so ago. There was a time when Esamir was always VS and Amerish NC, but now both are TR 24/7.
Still, my TR friend won't stop whining.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 26, 2013, 12:13:57 pm
It's gotten to the point where I won't play if I have to fight VS. When their carbines are out-shooting my DMR at 300 yards, while I'm in cover and have a significant height advantage, I get a little frustrated. TR and NC balance is fine. VS just needs to be toned down a bit.

I'm really looking forward to unlocks being account wide. Shame that won't be for a few months.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: noppa354 on January 26, 2013, 12:19:03 pm
Why does everyone think balance can only go down, that you need to nerf things? They shouldn't nerf the VS, they should buff the other factions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 26, 2013, 12:32:45 pm
Why does everyone think balance can only go down, that you need to nerf things? They shouldn't nerf the VS, they should buff the other factions.
Well, that would reduce the TTK significantly tough, and it's pretty low as-is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SalmonGod on January 26, 2013, 01:37:55 pm
I'm really looking forward to unlocks being account wide. Shame that won't be for a few months.

Are they actually going to do this?  That will go a long way towards motivating me to play the game again.  I wanted to try other factions, but I didn't want to start from scratch again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 26, 2013, 01:39:03 pm
If you're trying to take out VS from a distance you're doing it wrong. Do it up close. The ONLY up close fights I've ever won as a VS are the ones where I start with a distinct advantage. I.E. I ambush someone. I sneak up on someone. I find someone that's already hurt badly. I'm an HA and I'm fighting a Infiltrator that's not cloaking for whatever reason.

Get in the VS's face because distance is the only advantage they can use. NC should be doing this anyway, in almost every case. (although their sniper rifles hurt pretty badly as well.) This might not be as obvious to the TR though. They might be used to staying away from the NC to fight them, but they need to rush the VS.

Every time I play VS HA, and I run up on almost any other enemy up close, I can even start firing first, but if he's half way accurate, then he can kill me before I even get through his shields. Because of this, it really does help to group up. I feel like the VS may tend to use more group mentality to get things done. I'm rarely doing anything alone and I rarely come upon anyone not grouped up, but I see all the time TR and occasionally NC just trying to rambo it and do it solo. Sometimes it works... for a while... but once there's a numbers difference there they start losing and as often as not, they just don't come back rather than trying to get help.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 26, 2013, 01:40:03 pm
I'm really looking forward to unlocks being account wide. Shame that won't be for a few months.

Are they actually going to do this?  That will go a long way towards motivating me to play the game again.  I wanted to try other factions, but I didn't want to start from scratch again.

It sounded as if it was only going to be for cash purchased stuff... or perhaps stuff that CAN be purchased with cash.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 26, 2013, 01:47:17 pm
I'm really looking forward to unlocks being account wide. Shame that won't be for a few months.

Are they actually going to do this?  That will go a long way towards motivating me to play the game again.  I wanted to try other factions, but I didn't want to start from scratch again.

I don't think that account-wide unlocks would mean unlocking equivalent weapons for every faction, just that if you unlock, say, the second Burster arm for the VS Max on one character, you would then have it unlocked on all VS characters you ever play. That said, I dearly hope that it does mean interfactional unlocks.

On the "VS OP NERF PLZ" overflow from the PS2 forums: Every side has an advantage. The VS one is distinctly not CQC. Like sluissa, I rarely win CQC confrontations unless I have some other major advantage, e.g. attacking by surprise, friendly supporting fire, a badly injured enemy, etc. When I play, I basically never try to get close as VS. I try to find a good firing location or ambush spot, and then pick off enemies at range or by surprise as they run past me.

The VS advantages, increased accuracy and low/no bullet drop, are both decidedly long-ranged advantages. The NC advantage of damage per shot and ScatMaxes are both very much CQC advantages. The TR RoF is good at all ranges, but especially in medium-short to short range. If it's a Biolab or building interior, the VS are probably going to be at a disadvantage unless they have overwhelming numbers. Most significantly, a VS Maxrush is much easier to shut down than either NC or TR ones, because VS Maxes are absolute shit. I never play them, except for AA. As in, I literally don't have any certs in Maxes other than the second burster arm, and I don't have any loadouts except for AA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 26, 2013, 02:00:53 pm
The problem is that most battles, regardless of which faction is involved, takes place at ~40 meters. With the current mechanics, they're simply too powerful.


Here's what I think they should do (But won't):

Infantry:
- Increase the health of infantry, including shields, by 50%. Killing and dying at the drop of a dime isn't fun. Deaths will still be fairly quick (2 - 4 seconds in most cases), but overall I think it'd improve the balance between different weapons and give infantry a fighting chance against vehicles.
- Increase the head shot damage of all sniper rifles by 50% for one-hit kills.
- Introduce armor piercing rounds. Does very little damage to armored vehicles, but it's better than nothing and gives all classes access to ranged anti-armor weapons. It does less damage to infantry and increases recoil, but travels faster.
- Remove nanoweave armor, or change it to reduce damage against non-armor piercing rounds. Each rank should increase your survivability in some way (IE, one more bullet of damage from light weapons for rank 1, one more bullet from medium weapons at rank 2, etc) and cost a fair sum. With the new health system, this won't be the "must have" suit upgrade, and would be preferred only for specific situations. It may need a buff to make it more useful. If it turns up too powerful, it can decrease movement speed very slightly.
- Damage rework on guns to fit in with the nanoweave survivability scale. Overall gun damage should be increased slightly (10 - 25%) to counter the high TTK brought on by increasing overall health.
- Increase options to get ammo. Supply drops, scavenging, ammo crates in the back of cars... Doesn't matter, just make bullets and rockets more available. This is essential with the increased health.
- Reduce recoil effects of high recoil weapons by 1/5, mid-recoil weapons by 1/6, and low recoil guns by 1/8 so RoF is less awesome compared to high damage. Also, this will make more bullets hit, allowing infantry combat to still be fast.
- Increase the bonuses given by weapon mods, especially recoil reducing ones. Allow most guns to carry most mods and their improved versions (Especially scopes). If a weapon can't use a mod, it should have a good in-game reason. If I can have a laser sight, I should be able to get the advanced laser, too.
- Remove flinching, reduce it significantly, or have the degree of the flinch be based on the damage of the weapon hitting you (Probably best if we don't want Sniper Rifles dominating combat). In the final case, the current degree of the flinch would be a shot from a sniper rifle. You're a biologically engineered clone, you don't need pain.
- Increase the magazine size for all carbines and assault rifles that do not have 40-round magazines by 5.
- Give all guns with low-capacity magazines and low damage, such as sniper rifles, scout rifles, and high RoF variants, an extra magazine or two. This will make them more feasible in extended combat, especially with the higher health.
- Increase the minimum damage drop-off distance to vary from weapon to weapon. Pistols drop off at 10 meters, SMGs at 15, carbines at 20, ARs at 30, LMGs at 35, Semi-Auto Rifles at 50, and Sniper Rifles stay the same (No damage drop-off). Bullet height should also take longer to drop, depending on the weapon. This will make long range combat more feasible with the increased health.
- Flak Canon MANA turret for engineers.
- Flak Canon for Heavy Assaults. Takes up the Launcher spot.
- Decrease Flak Canon damage by 1/4 or so.
- Two different kinds of lock-on ammunition for launchers: One with a fast lock-on time but slow missile speed, the other with a slow lock-on time by fast missile speed.
- Soft Point ammunition should do increased damage to infantry instead of increasing the damage drop off range by a negligible amount.

Vehicles:
- Drop all vehicle projectile explosive radii by 1/2. You should actually have to aim, rather than just point your turret in the general direction of your target.
- Increase direct explosion damage to the point where it can handle the new infantry health. (IE, you should die if you eat a rocket or step on a mine.)
- Drop the health of all aircraft by 1/4 or so. Allow small arms fire to damage Libs and Gals. They're planes, not tanks. They should not be able to take more hits than a tank.
- Heavy Armor cert for aircraft, allowing you to ignore small arms fire, but slowing your aircraft significantly.
- Reduce the front armor of the Magrider to be on par with its side armor.
- Decrease Flak Canon damage by 1/4 or so.

Buildings and Bases:
- Put a lot more buildings in and around bases. It should feel less spartan and minimal than it is now.
- Larger buildings. More variety. Make them feel like they had a purpose before the war.
- Pretend the people who made the bases were aware that someone invented aircraft and that people in their buildings die when bombed by things above them.
- Place ammo stations around the base. They don't allow you to change kits, but you can resupply from them.
- More cover for infantry, especially from vehicles and aircraft.
- Decrease Flak Canon damage by 1/4 or so.

Empire Specific:
- Decrease the CoF on NC and TR guns slightly.
- Decrease damage drop off for non-VS guns. (Exception below.)
- Introduce two new, VS specific ammo types: Plasma Beam and Laser Bolt. Both are unlocked from the start for all weapons (Except Sniper Rifles, which remain exactly as they are: The same as all other factions), and one must always be equipped. Plasma Shot is functionally similar to other factions' standard ammunition: It is affected by bullet drop, is less affected by damage drop-off, and keeps the current recoil that VS weapons have. Laser Bolt rounds are the no-drop off bullets, with some small differences: They travel slightly faster, but are more affected by damage drop-off and have increased recoil. Unlocking a new ammo type (Like Armor Piercing) will unlock both Plasma and Laser variants.
- Increase Lasher Damage by 50%. Have two special Lasher ammo varients: Focused and Explosive. Focused ammo deals increased direct hit damage, while explosive ammo deals more splash damage and has a larger blast radius.

Gobal:
- Supply drops, as mentioned above.
- Satellite Scans. Spend some resources for a quick scan of the local area. Useful for finding hidden infantry.


TL;DR: Buff infantry significantly, make VS guns more unique rather than OP, and nerf aircraft slightly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Thexor on January 26, 2013, 03:05:57 pm
I'm really looking forward to unlocks being account wide. Shame that won't be for a few months.

Assuming this is correct (and I really hope it is), how will this affect symmetric unlocks?

For instance, every faction technically has different ESF weapons. If I've bought the NC A2G rockets, would I get the Dual Photon Pods on my VC character?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Gamerboy4life on January 26, 2013, 03:59:18 pm
The problem is that most battles, regardless of which faction is involved, takes place at ~40 meters. With the current mechanics, they're simply too powerful.

-snip a lot of stuff-

TL;DR: Buff infantry significantly, make VS guns more unique rather than OP, and nerf aircraft slightly.

Pretty much this, especially the air nerf.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 26, 2013, 04:46:05 pm
I just feel that Infantry is too weak in PS2. Most games empower infantry to the point where if you're lucky or good, you have a decent chance against a tank or helicopter even if you're alone. In PS2, an entire squad can have a hard time against a single Liberator, even if they all go anti-air with support classes at their backs.

Not only that, it's pretty boring playing infantry when your only chance of consistently killing someone is sneaking up on them rather than being more skilled than them. I'd like some fair fights that didn't boil down to who has the weapon with the highest RoF. Call me a Quake/Unreal Tournament fan, but longer fights mean more chances for something fun to happen, and allowing for more skill and strategy to come into play. It's not all, "Oh, crap someone's shooting at me and I should turn around and shoot back but I already died."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 26, 2013, 04:48:06 pm
True. Especially since infantry is much easier to get into, and still my preferred way of playing this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 26, 2013, 04:54:17 pm
Pretty sure account-based unlocks is just for things you buy with real money.

It'd be nice if experience earned was earned across all characters, so I wasn't fucking myself playing on EU during any of the 18 hours the NA servers are empty, but alas.

It'd also be nice if some more classes had access to anti-vehicle weaponry. It'd be cool if LAs (engies too, why not) could trade their carbines for a AT gun, for example.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 26, 2013, 05:14:57 pm
I just feel that Infantry is too weak in PS2. Most games empower infantry to the point where if you're lucky or good, you have a decent chance against a tank or helicopter even if you're alone. In PS2, an entire squad can have a hard time against a single Liberator, even if they all go anti-air with support classes at their backs.

Not only that, it's pretty boring playing infantry when your only chance of consistently killing someone is sneaking up on them rather than being more skilled than them. I'd like some fair fights that didn't boil down to who has the weapon with the highest RoF. Call me a Quake/Unreal Tournament fan, but longer fights mean more chances for something fun to happen, and allowing for more skill and strategy to come into play. It's not all, "Oh, crap someone's shooting at me and I should turn around and shoot back but I already died."

Wait, weren't you calling VS op a minute ago? Now it's TR that's OP?  ::)


That aside, I do agree that inf needs more of a chance against vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 26, 2013, 06:30:56 pm
The problem is that most battles, regardless of which faction is involved, takes place at ~40 meters. With the current mechanics, they're simply too powerful.

-snip a lot of stuff-

TL;DR: Buff infantry significantly, make VS guns more unique rather than OP, and nerf aircraft slightly.

Pretty much this, especially the air nerf.


Are you seriously asking for even more air nerfs? Let the freaking dust settle, it's been nothing but nerfs to air lately. All this rampant air hate is just going to cause the nerf spree to go way to far.

You can't achieve balance this way, it happened before when AA was to strong and was overnerfed, same as vanu was underpowered and was overbuffed, nc was overpowered and was overnerfed (from what I've been told) and probably more balance decisions made by angry irrational gamers who will drive any rebalance way to far in the opposite direction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 26, 2013, 06:35:10 pm
Adjustments to this game seem like it's a bunch of untrained dudes trying to control a schooner. You have to wait for the ship to adjust when you turn the wheel. Don't keep spinning until you're where you want to be, because then you're going to wind up overshooting, frantically readjusting, and getting mad when you ram into a boat full of sexy co-eds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 26, 2013, 07:46:25 pm
More accurately, it's like a schooner with a trained, experienced crew. The crew then decide to listen to the drunken idiot passengers in order to determine everything they do. When I see people screaming about something in a game being OP, my first instinct is to look at whether the people complaining are the sorts who will whine about anything, particularly if it's something that they don't use, rather than at the mechanic being blamed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 26, 2013, 09:13:44 pm
I've seen some stupid shit in the last few days on my screen.  All of these are on Briggs.

A VS HA standing on top of a rise firing rockets at a phalanx AA turret, just on a hundred metres away, and he stands perfectly still for me while I hit him with seven bullets.  Don't know what he was thinking, maybe if he stood still he might vanish or something.

Also VS, a Scythe driving at full tilt, firing all it was worth at an AA phalanx, taking shots as well, he destroys the turret, but the operator bailed in time, but the pilot plows into the turret and kills himself.

TR, a prowler going over a bump too fast gets launched lands on two lightning allies and kills them both, then proceeds to cut a swath through his own infantry as he rushes to the front of the zerg.

A group of four TR infantry in a little alcove being dicks, dunno what their plan was, but they were jumping up and down out of cover, I know there was a HA, medic, and an LA, never got a bead on the fourth, but as soon as the LA paused for a moment, three slugs to the head was enough for a dirt-nap.  Good for his medic, though, who revived him, and then he continued with his stupidity and again stopped long enough for me to put another three slugs into his head.  (Headshots?  Yes, defintiely, it was all I could see when he stopped, for whatever reason).  He didn't get revived again 'cause a Reaver finally noticed where I was shooting and rocket-spammed the little party.

NC, just has griefers and an infinite amount of stupid.  I could fill pages with the stuff I see inside the Esamir warp-gate in the time it takes me to spawn and get the hell out of there.

Anyway, I'm logging in and going to put in a couple of hours, take advantage of the 2x exp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 26, 2013, 09:44:13 pm
I got on and surprisingly enough had a hell of a time breaking out of Vanu Archives on Mattherson Indar. I don't know what it is, but it was a fair, even fight between us and the NC trying to hold it long enough for the cap to flip. Spent a bit more time flying strikes on stray armor until I caught a hook on a tree. For whatever reason it was much more chaotic "total war" than the normal concentrated zerg. Just about the middle half of the map was a full-on three-way battlefield.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 26, 2013, 10:09:54 pm
Those are the best to be in, when all three are in it deep.

Sadly, on Briggs, that only happens on Indar, possibly why it hasn't been capped lately, all three factions seem to have equal numbers and can't get a superiority in any one aspect.

Esamir is usually all VS, but I see the NC zerg has arrived pushing us up to 66% pop. and Amerish has 50% TR, 39% NC.

Edit: I have been thinking about implants and some of the new game mechanics and I'd pay certs for a range-finder, either an implant or a scope mod.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaenneth on January 27, 2013, 12:10:45 am
Adjustments to this game seem like it's a bunch of untrained dudes trying to control a schooner. You have to wait for the ship to adjust when you turn the wheel. Don't keep spinning until you're where you want to be, because then you're going to wind up overshooting, frantically readjusting, and getting mad when you ram into a boat full of sexy co-eds.

This exactly sums up how SoE does nerfs. They continually over correct to the point that whatever ability was somewhat overpowered becomes utterly useless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on January 27, 2013, 02:03:29 am
Was playign earlier and wondering if there was any sort of VS Outfit for bay12 on Matherson yet?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 27, 2013, 02:21:24 am
Are you seriously asking for even more air nerfs? Let the freaking dust settle, it's been nothing but nerfs to air lately. All this rampant air hate is just going to cause the nerf spree to go way to far.

You can't achieve balance this way, it happened before when AA was to strong and was overnerfed, same as vanu was underpowered and was overbuffed, nc was overpowered and was overnerfed (from what I've been told) and probably more balance decisions made by angry irrational gamers who will drive any rebalance way to far in the opposite direction.

Yes, I'm asking for more air nerfs. Even with all that's been done, an ESF that costs 200 air resources and has a single cert upgrade can effectively take on a small squad of infantry just by hovering nearby and spamming rockets. It arrives, dumps its load, and flies away before anyone can react. A fully certed heavy tank, which costs 250 resources, can't even do half as well against that same squad, and they can't even damage it with small arms fire!

Even more extreme, a liberator, which costs 300 resources, can eat two loafs of C4 (200 resources and the risk of actually placing them) and not even catch on fire. That's more health than a Sundie has.

Hit and run tactics are a part of what aircraft are. I don't want to change that. I just want them to be more on par with everything else in the game, and make hit and run more ingrained with what you want to be doing in an aircraft. Did you land where a LA to drop two bricks of C4 on your windshield? You deserve to die, and he deserves to be rewarded for taking that risk! Did a Heavy Assault manage to nail your ESF with a dumb fire rocket? You should be blown to bits, especially if you were just hovering around, and he should be rewarded for that. Don't want a dumb fire rocket to take you out? Don't put yourself in that situation. It's the same reason helicopters in real life don't sit around waiting for a rocket to blow it to bits - They're no less dangerous, but they're certainly not invincible.

Also, if you noticed, most recent aircraft "nerfs" include increasing the damage of flak and ever so-slightly reducing the splash radii of aircraft projectiles. There was a very slight reduction in the effectiveness of a cert, but that doesn't do anything if the base numbers are still too high. If you read through my list of stuff I want them to implement (But know they won't), I also want them to heavily nerf flak along with aircraft. I don't want to make aircraft irrelevant, I want them to be more fun for everyone around, and I want them to require more skill to use at maximum efficiency.

Hovering would still have its place - You could still easily nuke wherever you want with impunity. But suddenly it comes with a risk that isn't just losing time to fly and repair. Oh, you had to run away and repair your poor little aircraft? I had to die after taking out half your health and didn't even get rewarded for it. How unfortunate for you. I want to feel respect for someone every time they manage to kill me, not suppress the urge to scream "COME ON" every time they instagib me while I have absolutely no fighting chance.

That said, all my adjustments focus primarily on air vs. infantry. Naturally other anti-air stuff would need to be toned down as needed. I'd even be in favor of increasing aircraft speed and maneuverability to balance the lower health - Let aircraft be dangerous, but don't let them simply dominate the field no matter the situation.



I'd like some fair fights that didn't boil down to who has the weapon with the highest RoF.

Wait, weren't you calling VS op a minute ago? Now it's TR that's OP?  ::)


That aside, I do agree that inf needs more of a chance against vehicles.

Don't mistake what I'm saying - Every faction has high RoF guns. It doesn't matter if you're TR, VS, or NC: Using a high RoF gun is better in almost every situation with the current mechanics (Flinching, per-point damage based recoil).

Most games have damage based recoil, but none with proper balance between high damage and low damage guns use a per-point system. Per point means that a 200 damage gun will have twice as much recoil as a 100 damage gun, rather than a bell curve that will limit the amount of recoil as you increase the damage. That makes high recoil weapons unfeasible at full auto compared to low recoil, especially at range, where high damage is supposed to be dominant. Also, with the obvious exception of getting a head shot with a sniper rifle, all high RoF guns have a faster TTK than slower firing, "harder hitting" guns. That is, assuming that the harder hitting gun can actually hit something. Throw in the fact that low recoil is inherently easier to control simply because it's smoother and more consistent, and you've got a gun that'll win a straight up face off at any range nearly every single time.

That said, all stock NC weapons have a slower RoF than any other empire's, and that prevents them from combining RoF with other tools, such as the under-barrel grenade launcher, like the TR can. I'm fine with that difference as long as high RoF and low RoF are balanced, and currently they are not.


~~~~


Edit:  In other news:

I forgot to mention. I jacked my settings up using this (http://forums.station.sony.com/ps2/index.php?threads/how-to-turn-enable-ultra-settings.47641/), turned my shadows down to 2, turned off Vertical Sync and motion blur and now I'm consistently getting 40 - 70 FPS. Apparently higher graphics shift a large portion of the load to the GPU, except shadows, which are purely CPU right now. I'm pretty tickled that my game looks so nice and runs so smoothly now.

If you've got a fair GPU and a mediocre CPU like me, it might be a good solution to having better FPS and graphics.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rowanas on January 27, 2013, 06:19:42 am
I've still only played a little, but as a pure HA player, aircraft are fucking terrifying. I've sparred, one on one with tanks, taking shots at side and rear armour until one of us has to retreat. I can pop a player with the base gun (not enough certs for anything better, I keep spending them on survival upgrades) without too much trouble, but when an aircraft rolls over head, I hide and pray that they didn't see me. I don't run for the AA turrets, because they're a giant stationary target that appear to be easily taken out by the very aircraft they're designed to destroy. Just keep my head down, and eventually the aircraft will fly away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 27, 2013, 07:49:46 am
As a pure LA, I can only do the same. Hide and pray. And if one got close enough and careless, I can C4 him, but that's all.
Every time ennemy aircraft roll in, I feel like a small fish in a coral reef with a school of sharks nearby.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: GreatJustice on January 27, 2013, 08:26:20 am
The main problem with aircraft now that I find is that shooting them down with ground equipment is exceptionally annoying. Getting a bead on a Mosquito or Scythe is tricky enough, never mind following them when they dash off when they realize they're being shot at. Combine that with those goddamn rocketpods and you have a formula that strengthens fighters even after the nerf.

The first thing to be changed should be AA gun accuracy or A2G rocket speed. Damage can be adjusted after, but AA guns really shouldn't be so bothersome to use.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on January 27, 2013, 08:33:13 am
AA guns work well as a deterrent, like they're supposed to. They're good at keeping aircraft away.

But that isn't any good for the operator. Which is one of the big flaws with this game. It's focused around team objectives, but rewards the players only for things they personally kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 27, 2013, 08:35:43 am
I have NO idea what game you guys are playing... Aircraft are a threat, yes, but I've never felt them to be a more significant threat than anything else out there. If you're getting repeatedly nailed by them, then you're playing stupid. You can hear low altitude aircraft coming from a good distance around and high altitude aircraft have a time lag problem with accuracy. Don't stay in the open if there's a high altitude lib flying around. Low altitiude? you should be able to nail it pretty easy with some sort of weapon. Fighters? Same rules mostly. Added benefit of the rocket cooldown. Most pilots will unload a whole packet of rockets at once and that gives you the short cooldown period to dodge between cover. If they're low enough to aim effectively at infantry, they're low enough to be hit reasonably easily(or scared off at least) with some sort of weapon.

I've NEVER been as scared of aircraft as I have of a tank rolling into a base, but even that's possible to deal with if you stay in cover and move around and work as a group. I can avoid a tank in a base almost indefinitely unless I get sloppy or he gets reinforcements. With some help, we can easily kill a tank.

I hate to say it but all I'm hearing is "We're trying to play this game the wrong way and we want you to fix it so it's the right way! WAAAAAAHHHHH!~"

I personally used to think tank columns were overpowered and needed to be dealt with somehow as if you had enough tanks it felt like you could roll into any base and dominate it... that is until I took part in one of those very columns and got decimated by a well organized force defending the base. Oh, we fought a good fight, took some of them with us, but while it seems hard to kill a tank from the outside, it seems just as hard to keep it alive from the inside. I've also flown a good few of every aircraft, and it's the exact same story. It feels tough from both sides...

Having walked a mile in most shoes you can get in this game(I admit to having not played much engineer beyond just using it as a pilot/driver to repair) I feel like that's the way it should be. Everyone should have a tough time of it. But... Everyone has their niche and every situation has a method of dealing with it.

Just because your chosen method doesn't work on everything, just because you've gotten unlucky a few times, just because someone more skilled came along and killed you doesn't mean you should run through the streets screaming nerf!

Now, at the same time... changes do need to be made, but slowly... with thought... and not as a knee jerk response to emotional players.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 27, 2013, 08:41:12 am
"Don't stay out in the open if there's a high altitude lib around".

Nevermind that 90% of the fighting takes place in open terrain (except for biolabs).


Altough I do agree that it feels hard from both sides. On the other hand, you can't lock onto max-altitude libs with an AA launcher, wich should probably be fixed.


E: Oh, and yes, an assault CAN be taken down by an organized force. Mind the emphasis on CAN, as in 99% of the cases, there won't be an organized force at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 27, 2013, 08:47:32 am
"Don't stay out in the open if there's a high altitude lib around".

Nevermind that 90% of the fighting takes place in open terrain (except for biolabs).

Excepting parts of Esamir, there are always trees, always rocks and nooks and crannys. Unless you're talking about the more open bases... but if you don't consider what they've got at the bases "cover" then again, you're doing it wrong. 90% of my fighting is in or near a base. Only time I'm fighting in open terrain is when there's a big line of combat between two major bases that has to be pushed back, and that's somewhat rare and usually there's huge groups of people playing, including a good number of friendly ESFs which are keeping the enemy air busy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 27, 2013, 08:51:29 am
Even if there IS cover, you still need to run trough open space to attack. There are situations where you can't do anything because you'll get instagibbed by an invincible lib the moment you come out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on January 27, 2013, 08:58:41 am
I pretty much cant give any valid input since I quit after realising I am irredeemably terrible at this game.

But there's a fuckton of places in between bases where you can be pinned behind a tree or rock by a Liberator because of the scarcity of cover.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 27, 2013, 09:06:27 am
I'm not complaining about the fact that if we wander in the open with aircrafts around we're gonna get gibbed. I'm complaining about the fact that while there's aircraft around, you're pretty much PINNED and can't do as much as get a look outside without getting a faceful of rocketry. And if the air cavalry don't come to the rescue, you're fucked, because you need three MAXes per rocket aircraft to take them out. Not even speaking about libs.
Even as a shitty pilot without the allmighty ROCKETS, I've pretty much never been destroyed by G2A. More skilled ESF take me out no problem, but G2A? they have trouble.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on January 27, 2013, 09:13:12 am
I'm not complaining about the fact that if we wander in the open with aircrafts around we're gonna get gibbed. I'm complaining about the fact that while there's aircraft around, you're pretty much PINNED and can't do as much as get a look outside without getting a faceful of rocketry. And if the air cavalry don't come to the rescue, you're fucked, because you need three MAXes per rocket aircraft to take them out. Not even speaking about libs.
Even as a shitty pilot without the allmighty ROCKETS, I've pretty much never been destroyed by G2A. More skilled ESF take me out no problem, but G2A? they have trouble.
Regarding this, today was the first time I was shot down by G2A. It made me stop for a moment (I fly a lot) and realise that that had never happened before, so the nerfs and buffs are obviously doing something. It was an odd experience. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 27, 2013, 09:34:55 am
With the AA Turrets, you must have all available operating to do any good, preferably with gunners who know what they are doing.

I can hit Scythes no problem, but mozzies are still a pain.  Fortunately, mozzie pilots come at you in a straight line, that relieves some of the difficulty, they still rack off when you show any competence in hitting them with 90% of your shots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 27, 2013, 09:36:31 am
I'm not complaining about the fact that if we wander in the open with aircrafts around we're gonna get gibbed. I'm complaining about the fact that while there's aircraft around, you're pretty much PINNED and can't do as much as get a look outside without getting a faceful of rocketry. And if the air cavalry don't come to the rescue, you're fucked, because you need three MAXes per rocket aircraft to take them out. Not even speaking about libs.
This is what I was trying to say.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 27, 2013, 09:53:30 am
Even if there IS cover, you still need to run trough open space to attack. There are situations where you can't do anything because you'll get instagibbed by an invincible lib the moment you come out.

This is impossible... If they're flying that high there is a severe lag time between the shots being fired and them landing. They can't just make you 'splode soon as they see you. Now, if they're just carpet bombing the area, it's quite possible they'll just hit you randomly, but libs have a reload time on their guns so if you time it right, you can make a safe run.

I pretty much cant give any valid input since I quit after realising I am irredeemably terrible at this game.

But there's a fuckton of places in between bases where you can be pinned behind a tree or rock by a Liberator because of the scarcity of cover.

You hide, you hide and wait till they go away, because to a liberator, a single infantry person is usually small change and they'll move on to bigger targets soon enough. You just have to not attract attention.

I'm not complaining about the fact that if we wander in the open with aircrafts around we're gonna get gibbed. I'm complaining about the fact that while there's aircraft around, you're pretty much PINNED and can't do as much as get a look outside without getting a faceful of rocketry. And if the air cavalry don't come to the rescue, you're fucked, because you need three MAXes per rocket aircraft to take them out. Not even speaking about libs.
Even as a shitty pilot without the allmighty ROCKETS, I've pretty much never been destroyed by G2A. More skilled ESF take me out no problem, but G2A? they have trouble.

Switch to HA, throw some dumbfire rockets at them. A dumbfire rocket, if it hits, should kill an ESF... even if it doesn't, it puts them on the defensive and they have to dodge now rather than just hover and rocket spam. And as a fighter, it is a pain in the ass to line up a shot again if you have to move around and dodge. Even the HA's gun is enough to do some damage to a ESF and that'll sometimes scare them off if they know they're taking damage. An HA with shields should be able to take a rocket or two from a fighter as well, as long as you get your shot off and get back inside before the whole packet hits, you should be able to survive.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 27, 2013, 09:58:26 am
It MAY work if there's only ONE aircraft around, but when there's five, what do you do?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 27, 2013, 09:59:38 am
Mind the "if it hits". It's hard as fuck to hit an ESF with a dumbfire rocket. Sure, they'll have to fly around again, but as long as they aren't dead, they'll just fly around for 5 seconds and return.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 27, 2013, 10:04:58 am
It MAY work if there's only ONE aircraft around, but when there's five, what do you do?

You've got five of anything aiming at your ass, what do you do? Get up and leave or call in reinforcements. In that case it's just a numbers game. Five libs, essentially 10-15 people all aiming at you? and it's hard to deal with? I call that fair.

Edit: Misread slightly, but if it's fighters, again, numbers game. 5 on 1 ain't easy either, but if you've got teammates around, encourage them to do the same thing. A sky full of rockets, even dumbfire rockets is intimidating, even to a group of fighters. and I"ll guarantee you those fighters won't be working together well, and likely at all. Just as likely to crash into each other dodging as they are to get hit by a rocket.

Mind the "if it hits". It's hard as fuck to hit an ESF with a dumbfire rocket. Sure, they'll have to fly around again, but as long as they aren't dead, they'll just fly around for 5 seconds and return.

It's hard, but not impossible, but it's certainly going to give them some second thoughts about their rocket spam tactic even if they don't get hit. It'll likely take a few more seconds than 5 to make a loop around and line up again... and those seconds are valuable. Get to better cover. Reload. Find a better angle to shoot from. Do something constructive, don't just sit there and wait till he comes around again and pins you down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on January 27, 2013, 10:07:17 am
Mind the "if it hits". It's hard as fuck to hit an ESF with a dumbfire rocket. Sure, they'll have to fly around again, but as long as they aren't dead, they'll just fly around for 5 seconds and return.
It's only hard to hit a DECENT ESF pilot with dumbfire. I've managed to get about 3 that just sat there and watched the rocket smash into their cockpit. There is no minimum intelligence for you to use rocket pods.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 27, 2013, 11:15:04 am
Mind the "if it hits". It's hard as fuck to hit an ESF with a dumbfire rocket. Sure, they'll have to fly around again, but as long as they aren't dead, they'll just fly around for 5 seconds and return.
It's only hard to hit a DECENT ESF pilot with dumbfire. I've managed to get about 3 that just sat there and watched the rocket smash into their cockpit. There is no minimum intelligence for you to use rocket pods.
This, so much. I can't count the number of times I've seen ESFs (particularly mossies, for some reason) charge straight down my gullet, even when I'm a burstermax. As in, they'll rush in and hover maybe 10 meters away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 27, 2013, 03:28:36 pm
So, when a facility of blues get put up against three liberators and five ESFs (All eight aircraft supporting rockets), what are we supposed to do to counter this threat?  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 27, 2013, 04:27:28 pm
If I understood well, exactly what you're doing normally. Because it works sooooo well...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Thexor on January 27, 2013, 04:43:49 pm
Grab a couple of A2A ESFs, laugh as the poor suckers with A2G rockets get torn apart, then hammer the Libs into submission with missiles?  :P


The biggest weakness of A2G ESFs is that they're usually laughably easy to kill if you hop in an A2A ESF. Rockets are useless; that shotgun weapon is only mildly useful if you get in close; and the Hover Stability package prevents you from escaping or evading a proper dogfighter. Conversely, any A2A ESFs are pretty useless against foes on the ground.

The only possible sticking point is if there's an organized group of A2A + A2G ESFs attacking your facility. In which case, surprise surprise, you need an organized group of your own to repel them. Because, above all else, teamwork is OP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 27, 2013, 05:13:39 pm
What do you mean by a "facility"? Even numbers? Let's say 2-3 in each lib, 1 in each fighter. that's 11-14 players you're playing against.

I'm not sure what you mean by the liberators having rockets? I assume you mean one of the larger main guns.

Let's just go with 12 players for a nice even number.

Assume you have 12 as well, or else it's not an even fight and no wonder you're getting your ass kicked. 5 of them have upgraded ESFs, let's go ahead and assume 5 of your guys do too.

They should get into their own ESFs, along with anyone else that's even half way decent in a dog fight. Let's give you one more ESF pilot for each lib. That's even numbers of aircraft in the air.

Now you still have another 4 guys on the ground. These can go HA, or man turrets, pull skyguard, man normal vehicle turrets, or also grab ESFs.

More than 16 aircraft in the air around a facility is just asking for trouble and even 16 might be a bit much, but for now we'll leave it at that. Even numbers of aircraft in the air. But now the enemy is at a disadvantage. The liberators will be little help in the air fighting against the fighters, but if they continue to try to attack the ground forces, they'll be quickly overwhelmed as the 8v5 fights out giving the 8 side the win, all things being equal, leaving them to mop up the 3 liberators at their leisure.

If at any time you lose a fighter and it cant be replaced quickly by that same pilot, you've got 4 fresh, no cooldown pilots on the ground. They may be the worst pilots of the group, but they could still help out mopping up or simply chasing the enemy out of range. (Or hell, spawn the fighter and give it to one of the better pilots).

Now, the problem with this entire argument is that no battle situation will ever be that clean cut. Even if you could guarantee those numbers, exactly with no reinforcements for either side, you're still going to have differences in skill which will matter. This entire argument and your own whining depend on "all else being equal" when in fact, all else is never equal in battle.

tl;dr: Stop whining, sometimes you get stuck in bad situations. Fight as best you can or leave.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on January 27, 2013, 05:16:11 pm
I already left.
But I'm thinking about reinstalling to see if I might get any better. (probably not)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 27, 2013, 05:19:13 pm
I didn't mean leave the game, I meant leave that particular location. Find another facility where you will do more good. Find another continent to fight on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on January 27, 2013, 05:22:17 pm
I didn't mean that it was your fault or anything.
I quit playing about a month ago because I was too bad at the game to squeeze any enjoyment out of it. Losing is only fun if you actually have anything to lose. Otherwise you're just wasting time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 27, 2013, 05:50:22 pm
Grab a couple of A2A ESFs, laugh as the poor suckers with A2G rockets get torn apart, then hammer the Libs into submission with missiles?  :P
And for someone who doesn't have station cash?

tl;dr: Stop whining, sometimes you get stuck in bad situations. Fight as best you can or leave.
Your entire post is fairly spot on but to cut to the chase.
I left. I had to leave.
That's why I'm complaining. We were probably a little outnumbered, but the fact is that while they were performing their cycling attacks, there was nothing I could do. I didn't want to suddenly win, but, it would have been just a little nice to be able to hit something back.

I already left.
But I'm thinking about reinstalling to see if I might get any better. (probably not)
The entirety of my outfit appears to have done that. Now that I'm stuck on my own, I'm frankly beginning to see why they did it.

Basically, I feel like I'm stuck in a pretty bad situation in game. I can play (not brilliantly but) fairly well, but I'm regularly coming up against people with flat out stronger weapons. I'm barely hanging on to being able to play at the very bottom of a platoon. Not for any lack of skill, but simply how heavily out gunned I seem to be in every situation.
It's feeling less and less competitive every time I log on.

Also, is it me or are the Vanu just outmatching everyone? The whole Ultimate Empire Showdown thing scared me a little at just how many servers the Vanu landed all three objectives.

Edit: I was sceptical about the idea of player invulnerability coming out of Sunderers, as that could be a bit over the top when a tank of soldier is trying to destroy it. Suddenly it makes a whole bunch of sense, as I just spawned in and immediately died as the Sunderer was getting attacked by an A2G ESF...Can't help the problem could be fixed more productively though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 27, 2013, 07:02:37 pm
So, in summary:

Quote
Air OP, nerf please!

Vanu OP, nerf please!

I can't get lots of kills because everyone else has a better gun than I do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 27, 2013, 09:28:56 pm
Okay, thanks for the Strawman (http://yourlogicalfallacyis.com/strawman), Flying Dice. When you actually read what I wrote and make an intelligent reply, we might be able to have a real conversation.


As for taking cover from an aircraft, cover is essentially useless when you've got a fair number of rockets you can spam just about anywhere, since you can just spin around and negate any cover that the infantry have with both your splash damage and incredible maneuverability.

Air is just too hard for ground forces to counter. If you want Air to counter Air, go play a flight simulator. I'm in the business of having fun, not giving up an entire territory just because some fighters and a lib came out and it's "dumb to try and fight them". Why should my G2A weapons be demeaned to the point of being something just meant to scare pilots away when pilots have the ability to instantly blow me to bits almost instantly? Certs and resources don't have anything to do with it. I throw hundreds of resources into a single life as infantry without getting a single kill, and I've spent thousands of certs on it. So, why aren't I impossible to kill, since I'm on par with aircraft as far as certs and resources go? There's no excuse for aircraft to be as powerful as they are.

I don't have a problem with aircraft because they're powerful. I have a problem with them because they're not fun to fight. Tickle yourself with power fancies all you want while you're in that Lib or Fighter: The reality is that you're winning with a crutch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dermonster on January 27, 2013, 09:52:23 pm
But I can't seem to kill anything in a scythe, and I only want to use a liberator when I'm not the flyer, which is completely stupidly rare.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 27, 2013, 10:36:21 pm
Nerf is such a horrible word in this situation, it has no real meaning as there are any number of ways you could attempt to fix the situation.
Quote
Air OP, nerf please!
I wouldn't say Air is OP at all. Quite the opposite. For a fun and balanced game all I think they need to do is a draw a definition between anti-infantry rockets and anti-tank ones. If you can kill a Sunderer and the 15-24 people that just spawned around it in one run, then you're going to rack up a LOT of exp. A lot more than anyone else is that's for sure.

On the other hand, if you want it more realistic then simply make all the aircraft paper thin and the AA guns more accurate, but whatever, it's a sci-fi game, I doubt they're looking for that.

Quote
Vanu OP, nerf please!
Everyone who isn't playing Vanu at this point seems to be saying it. Up until recently I haven't because I thought it was due to the ridiculous Vanu overpopulation on most servers. Now I suspect there could just be a link between the two. A lot of statistics appear to be pointing that way.

Quote
I can't get lots of kills because everyone else has a better gun than I do.
Well, I guess I should have seen it coming from a pay2win game, but then maybe that's my own fault for trying to believe that it wouldn't become pay2win.
After all, they did market these guns as side-grades, and having no major advantage over the originals.

But I can't seem to kill anything in a scythe, and I only want to use a liberator when I'm not the flyer, which is completely stupidly rare.
You are using any of the paid weapon upgrades, right? Both (all three) ESFs and Liberators are stupidly weak with the vanilla guns and you ain't gunna kill nothing with 'em.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 27, 2013, 11:17:48 pm
Okay, thanks for the Strawman (http://yourlogicalfallacyis.com/strawman), Flying Dice. When you actually read what I wrote and make an intelligent reply, we might be able to have a real conversation.
Maybe next time don't fly off the handle when I'm not even talking to you?

That aside, those three points do tend to sum up the majority of the balance discussion regarding PS2. Echoing them, even with greater detail, is in no way conducive to fixing the balance. I'm in total agreement that there are serious issues, but they aren't the sort that can or should be solved by weakening whatever the mob happens to hate at the moment.

More to the point, how often do you play an ESF? Because I see it from both sides all the time. The only time ESFs have the freedom to mow down infantry like you're describing is when the ESF's empire already practically owns the gorram territory. I also play quite a lot of Burstermax, and it's hardly difficult to completely shut down enemy ESF ops in a small base all by yourself. Libs are a problem, and a big one. ESFs? If you're really dying to them constantly, might I recommend not dancing around in the open far from any base or cover? Or perhaps not being surprised when you get killed while running around in enemy-held territory?

All the whining about being killed in the open between bases has an incredibly simple solution: PULL A GORRAM FLASH.

That aside, I highly doubt you spend "hundreds" of resources on a life as infantry. A Max is 90. A grenade + C4 is something around 115. I don't see any point in dignifying you with any response beyond my own experiences and opinions, as you seem to content to spout a sightly more refined form of, "OMG AIR KILL ME Y I NO KILL AIR". Pull a Burstermax. If you've got thousands of certs invested, maybe think about putting some of them into Skyguard? Remember that schooner example earlier? It's attitudes like yours that result in the crew pulling a hard turn across the wind for no good reason. I don't find AA to be frustrating, and I don't find A2G or A2A to be either "empowering" or boring. I sincerely doubt you spend any real amount of time in a cockpit, given both your fairly evident lack of understanding of the thought process involved, the threat presented by AA, and your disdain for the practice. You want me to keep my flight sim out of your FPS? How about you keep your CoD out of my MMOFPS?  ::)

NOTICE: THAT LAST LINE WAS SARCASM, IF YOU DIDN'T CATCH IT. TAKING IT SERIOUSLY MAY BE HAZARDOUS FOR MY MENTAL HEALTH.

Nerf is such a horrible word in this situation, it has no real meaning as there are any number of ways you could attempt to fix the situation.
Quote
Air OP, nerf please!
I wouldn't say Air is OP at all. Quite the opposite. For a fun and balanced game all I think they need to do is a draw a definition between anti-infantry rockets and anti-tank ones. If you can kill a Sunderer and the 15-24 people that just spawned around it in one run, then you're going to rack up a LOT of exp. A lot more than anyone else is that's for sure.

On the other hand, if you want it more realistic then simply make all the aircraft paper thin and the AA guns more accurate, but whatever, it's a sci-fi game, I doubt they're looking for that.
I spend somewhere around 1/3 of my time in the cockpit of my Scythe. I think I can speak fairly accurately from experience when I say that ESFs are balanced. The only time I can safely line up a perfect attack run is when I'm going after a lone non-Skyguard vehicle or non-AA infantry. If I get anywhere near a base or a field battle without flying at the top of the skybox or a few meters off the ground, I get ripped up by flak fire, even when I'm flying low, evasively, on full afterburner. I typically have a ratio of ~2 minutes of running away and repairing to every hasty rocket volley.

Libs hovering in the top of the sky, untouched by everything but enemy ESFs? That's a problem. But when you've got half a dozen ESFs attacking eight infantry and winning, that's not a problem, that's how things bloody well should work. Even then, if the infantry pull burstermaxes, the ESFs are going to be forced to bug out if they aren't dead before they realize what happened.

Quote
Vanu OP, nerf please!
Everyone who isn't playing Vanu at this point seems to be saying it. Up until recently I haven't because I thought it was due to the ridiculous Vanu overpopulation on most servers. Now I suspect there could just be a link between the two. A lot of statistics appear to be pointing that way.
I'm honestly not entirely sure why that is. The lack of bullet drop doesn't matter for most infantry classes, given the distances involved for TR or NC to need to adjust a noticeable amount. Again, speaking as someone who plays both VS and NC: Yes, VS are a bit more accurate? Does that equate to autoheadshotting with a carbine from 200 meters? HELL NO. There's also the aspect that people always seem to conveniently forget: VS rounds have damage dropoff at range. We're a bit more likely to hit, but our shots do piddly damage at long range. As for CQC, I honestly can't think of a single time I've won a straight-up fight (no surprises or trickery involved, no prior damage, no big difference like LA v. HA) with a TR, nothing involved but our guns. NC usually comes down to whether or not they flip out and go full auto.

Quote
I can't get lots of kills because everyone else has a better gun than I do.
Well, I guess I should have seen it coming from a pay2win game, but then maybe that's my own fault for trying to believe that it wouldn't become pay2win.
After all, they did market these guns as side-grades, and having no major advantage over the originals.
Some of the guns are upgrades, I'll give you that. The NS-11a comes to mind. Also note, though, that a number of the default guns are quite popular, and for good reason. For VS, several that come to mind are the Orion and the variant of the LA default carbine that has the underslung grenade launcher. Most of the guns are sidegrades, and the ones that aren't aren't a big enough difference to be a gamewinner. I've played a whole gorram lot of FPS matches in my time, and I have absolutely no hesitation in saying that skill is far more important than what gun you have. If the weapon was all that mattered, no CounterStrike player would ever be able to kill an enemy with a Glock.

This is the main reason why I hate all the whining about P2W: People aren't directing it at the right gorram things. Get mad about the bloody vehicle weapons! The fucking rocketpods, A2A missiles, the Lib cannons, the Lightning HE! A piddly little difference in your gun is nothing, a 1000cert weapon that turns an ESF from flying scrap into a moderately useful weapon is quite a lot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 28, 2013, 12:16:08 am
<Ignoring the massive section not directly relating to me as I'll never be finished otherwise>
I spend somewhere around 1/3 of my time in the cockpit of my Scythe. I think I can speak fairly accurately from experience when I say that ESFs are balanced. The only time I can safely line up a perfect attack run is when I'm going after a lone non-Skyguard vehicle or non-AA infantry. If I get anywhere near a base or a field battle without flying at the top of the skybox or a few meters off the ground, I get ripped up by flak fire, even when I'm flying low, evasively, on full afterburner. I typically have a ratio of ~2 minutes of running away and repairing to every hasty rocket volley.
While you do indeed speak accurately of your experience, that's not exactly what's happening across the board. You're right that you can scare Scythes off for a short while, or even bring the more foolish pilots down altogether, but that's when you're actually in a position to use anti-air weapons.
Scrap that. All of it. The last sentence just sunk in.
I typically have a ratio of ~2 minutes of running away and repairing to every hasty rocket volley.
Okay, lets just put this into perspective of the entire battlefield. No "This is what it's like from the air" no "this is what it's like from the ground."
~2 minutes to repair.
This means ~3 minutes between rocket volleys.
That's actually faster than a MAX's respawn time. It's also shorter than the time it takes to repair a phalanx turret.
If an ESF comes in and destroys something - practically anything - by the time they've gone off, rearmed and repaired, and then come back, the team they've attacked previously still hasn't had time to recover from that.
This effectively means, as an ESF, you're able to come back time and time again with full ammo and armour and just drop an enemy's defences and watch them slowly burn.
Of course it's going to be difficult if you're heavily outnumbered, or against a well organized enemy, but I'm pretty sure that's just regurgitating what's already been said to me so far.
And honestly, I wouldn't be entirely surprised if you've managed to kill three or more people at once with a single rocket and not even noticed. The game isn't too clear on calling kill/death when there's a lot of activity about.

Libs hovering in the top of the sky, untouched by everything but enemy ESFs? That's a problem. But when you've got half a dozen ESFs attacking eight infantry and winning, that's not a problem, that's how things bloody well should work. Even then, if the infantry pull burstermaxes, the ESFs are going to be forced to bug out if they aren't dead before they realize what happened.
This, in comparison, is hardly a problem, as anyone can get out there with an ESF and take it down. I'm not a fan of high altitude liberator rocket bombings either, but frankly I see it happening a lot less and a lot less effectively. I'm also fairly sure that once taken down, they won't be back in 5 minutes either.

I'm honestly not entirely sure why that is. The lack of bullet drop doesn't matter for most infantry classes, given the distances involved for TR or NC to need to adjust a noticeable amount. Again, speaking as someone who plays both VS and NC: Yes, VS are a bit more accurate? Does that equate to autoheadshotting with a carbine from 200 meters? HELL NO. There's also the aspect that people always seem to conveniently forget: VS rounds have damage dropoff at range. We're a bit more likely to hit, but our shots do piddly damage at long range. As for CQC, I honestly can't think of a single time I've won a straight-up fight (no surprises or trickery involved, no prior damage, no big difference like LA v. HA) with a TR, nothing involved but our guns. NC usually comes down to whether or not they flip out and go full auto.
Initially I thought there was some sort of rock < paper < scissors going on here with NC < VS < TR, however that theory has since died at the hands of the VS.
You make some fairly good counter points, indeed the VS guns do lose damage over distance. Vice versa however, they seem to increase damage in close range. With a rapid fire weapon like the Orion, I can tell you that leads to nothing but frustration when someone can pop out from behind and kill you faster than you can turn around.
Honestly, on the distance subject, my favourite guns for distance firing have to be the NC ones. Since they pack more of a punch, you get more of a response when shooting someone at a distance. This is just how I work best though, with cold, calculated shots. Not everyone does though, and the VS weapons work best at range when fired quickly. And when someone can keep on target easily and keep that rate of fire up, that's when things get just a little bit unfair.

Some of the guns are upgrades, I'll give you that. The NS-11a comes to mind. Also note, though, that a number of the default guns are quite popular, and for good reason. For VS, several that come to mind are the Orion and the variant of the LA default carbine that has the underslung grenade launcher. Most of the guns are sidegrades, and the ones that aren't aren't a big enough difference to be a gamewinner. I've played a whole gorram lot of FPS matches in my time, and I have absolutely no hesitation in saying that skill is far more important than what gun you have. If the weapon was all that mattered, no CounterStrike player would ever be able to kill an enemy with a Glock.

This is the main reason why I hate all the whining about P2W: People aren't directing it at the right gorram things. Get mad about the bloody vehicle weapons! The fucking rocketpods, A2A missiles, the Lib cannons, the Lightning HE! A piddly little difference in your gun is nothing, a 1000cert weapon that turns an ESF from flying scrap into a moderately useful weapon is quite a lot.
Though I'd like to point out that the presence of just one upgrade gun will make things practically unbearable for those who can't get station cash. Basically the principle of any free to play mmo ever, if people can pay to win, then they will pay until there's nothing else they can pay for. And that's going to be a massive disadvantage to those who can't.

I'm also guessing that second part wasn't directed at me.

...Oh, and for the record, a regular free Burster MAX, is several orders weaker than a single phalanx AA turret.
And even with a Phalanx AA turret, one ESF versus one AA unit, the ESF is the likely winner.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 28, 2013, 12:46:01 am
I can tell you that leads to nothing but frustration when someone can pop out from behind and kill you faster than you can turn around.

I hope you realize it's at least as easy for this to happen with NC or TR weapons... I forget which faction has it, but I curse the SAW because I routinely see that weapon used to kill me from behind before I can even react. And it happens from both NC or TR...

Now... to be fair... I've pulled this off myself as an infiltrator with a pistol... You catch someone unaware, even if you aren't putting out a ton of damage, you can still kill them... and the TR infiltrators are particularly dangerous their SMG pistols are crazy damage dealers at close range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on January 28, 2013, 12:53:01 am
Personally I don't find air to be as much of a problem any more. That's not to say I haven't found myself stuck indoors being bombed or similar, but that's usually a signal to fall back. My remaining complaint about vehicles is more of a complaint about resources. They should be more important. It makes no sense to have an endless tank zerg coming out of an enemy warpgate but the resources never seem to run out.

Oh and in CQC it seems to me that RoF is king. When I play TR and even LA NC I get a lot more kills in CQC. Both VS and TR shred my NC HA unless at medium to long range. I suppose it's at least the case that the NC MAX is decent close up, VS one needs improving, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 28, 2013, 12:56:55 am
That's why you see a lot of VS MAX's flying through the air at super-speed.  A problem that seems to be dwindling on Briggs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 28, 2013, 01:05:51 am
Now... to be fair... I've pulled this off myself as an infiltrator with a pistol... You catch someone unaware, even if you aren't putting out a ton of damage, you can still kill them... and the TR infiltrators are particularly dangerous their SMG pistols are crazy damage dealers at close range.
First up, SAW is an NC gun. And yes, it's not nice being killed before you react. But that happens.
What I was talking about was the several times today that I've already been mid manurer, gotten attacked and hit the ground before I'd finished turning.

Oh and in CQC it seems to me that RoF is king.
This is sort of what I'm talking about, Vanu guns have the highest RoF, and manage to keep a lot of that at distance. Not all of it, but so much more than the other teams.

When I play TR and even LA NC I get a lot more kills in CQC.
Well, that's Light Assault, the carbines are designed for CQC. The... Solstice I believe it is for Vanu, however, somehow manages to remain competitive at ranges the TR and NC carbines could only dream of.

I suppose it's at least the case that the NC MAX is decent close up, VS one needs improving, though.
If anything I think that should be the other way around in some regards. The VS MAX is better at range, the NC MAX is terrible at range. The TR MAX... I'm not really seeing the drawback. But I don't come up against them very often. They may need some fine tuning though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on January 28, 2013, 01:17:03 am
When I play TR and even LA NC I get a lot more kills in CQC.
Well, that's Light Assault, the carbines are designed for CQC. The... Solstice I believe it is for Vanu, however, somehow manages to remain competitive at ranges the TR and NC carbines could only dream of.

I meant: When I play TR (almost any class) and even NC (light assault only) I get a lot more kills in CQC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 28, 2013, 01:19:03 am
I meant: When I play TR (almost any class) and even NC (light assault only) I get a lot more kills in CQC.
Actually yeah, that does make some sense. VS Heavy Assaults seem tougher in CQC than the VS Light Assaults. Though I will point out again, the Carbine is the weapon for CQC.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mini on January 28, 2013, 05:31:47 am
Oh and in CQC it seems to me that RoF is king.
This is sort of what I'm talking about, Vanu guns have the highest RoF, and manage to keep a lot of that at distance. Not all of it, but so much more than the other teams.
No. They don't. (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=21&sortasc=false&rowsperpage=250) Top 4 all have the same RoF, 2/4 are TR. 5 in the top ten (which also happens to be the next cutoff for weapons with equal RoF) are TR, 3 are VS. Next cutoff is at 19, and TR have 12, while VS has 6. Yes, they have a higher RoF than NC weapons in general, but NC have a consistently higher damage/bullet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on January 28, 2013, 08:04:14 am
I'm honestly not entirely sure why that is. The lack of bullet drop doesn't matter for most infantry classes, given the distances involved for TR or NC to need to adjust a noticeable amount. Again, speaking as someone who plays both VS and NC: Yes, VS are a bit more accurate? Does that equate to autoheadshotting with a carbine from 200 meters? HELL NO. There's also the aspect that people always seem to conveniently forget: VS rounds have damage dropoff at range. We're a bit more likely to hit, but our shots do piddly damage at long range. As for CQC, I honestly can't think of a single time I've won a straight-up fight (no surprises or trickery involved, no prior damage, no big difference like LA v. HA) with a TR, nothing involved but our guns. NC usually comes down to whether or not they flip out and go full auto.

While it's true that VS have damage dropoff at range, it's worth pointing out that so does everyone else. In fact, VS damage dropoff is less steep than the other factions' but has a slightly lower minimum value. Just look at the spreadsheet Mini linked above:

Let's take the carbines as an example. All carbines do maximum damage (200, 167 or 143) out to 10 metres and then the damage starts do go down. TR carbines reach minimum damage (112) at 65 metres, and NC carbines reach minimum damage (143, 125 or 112) at 65, 75 or 85 metres depending on the gun. VS carbines, however, reach their minimum damage (112 or 100) at 115 metres.

In other words, there's a  ~50 meter range (between 65-75 and 115 metres) where VS carbines always do more damage than other carbines, with the exception of the NC long range carbine where the range is 85-100 metres. The same applies for AR's and LMG's, even the ranges in many cases.

The minimum damage difference between VS and TR guns is also only 12 damage, or roughly 1% of an infantryman's health. I'd hardly call the VS damage "piddly", especially considering they do more damage in a certain range. NC can get up to 143 minimum damage with the specialised long-range carbine, but usually has 125 damage minimum (or 112 with one carbine) but that's still only 2.5% of an infantryman's health.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 28, 2013, 10:42:15 am
Oh and in CQC it seems to me that RoF is king.
This is sort of what I'm talking about, Vanu guns have the highest RoF, and manage to keep a lot of that at distance. Not all of it, but so much more than the other teams.
No. They don't. (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=21&sortasc=false&rowsperpage=250) Top 4 all have the same RoF, 2/4 are TR. 5 in the top ten (which also happens to be the next cutoff for weapons with equal RoF) are TR, 3 are VS. Next cutoff is at 19, and TR have 12, while VS has 6. Yes, they have a higher RoF than NC weapons in general, but NC have a consistently higher damage/bullet.
Thank you, Mini. I was hoping that I wouldn't need to be the one to call out blatant misinformation. If your case for VS being OP is so strong, why are lies necessary? It's not even a particularly good one, seeing as how just about every resource related to the game mentions RoF as being the TR strongpoint.  ::)

I'm honestly not entirely sure why that is. The lack of bullet drop doesn't matter for most infantry classes, given the distances involved for TR or NC to need to adjust a noticeable amount. Again, speaking as someone who plays both VS and NC: Yes, VS are a bit more accurate? Does that equate to autoheadshotting with a carbine from 200 meters? HELL NO. There's also the aspect that people always seem to conveniently forget: VS rounds have damage dropoff at range. We're a bit more likely to hit, but our shots do piddly damage at long range. As for CQC, I honestly can't think of a single time I've won a straight-up fight (no surprises or trickery involved, no prior damage, no big difference like LA v. HA) with a TR, nothing involved but our guns. NC usually comes down to whether or not they flip out and go full auto.

While it's true that VS have damage dropoff at range, it's worth pointing out that so does everyone else. In fact, VS damage dropoff is less steep than the other factions' but has a slightly lower minimum value. Just look at the spreadsheet Mini linked above:

Let's take the carbines as an example. All carbines do maximum damage (200, 167 or 143) out to 10 metres and then the damage starts do go down. TR carbines reach minimum damage (112) at 65 metres, and NC carbines reach minimum damage (143, 125 or 112) at 65, 75 or 85 metres depending on the gun. VS carbines, however, reach their minimum damage (112 or 100) at 115 metres.

In other words, there's a  ~50 meter range (between 65-75 and 115 metres) where VS carbines always do more damage than other carbines, with the exception of the NC long range carbine where the range is 85-100 metres. The same applies for AR's and LMG's, even the ranges in many cases.

The minimum damage difference between VS and TR guns is also only 12 damage, or roughly 1% of an infantryman's health. I'd hardly call the VS damage "piddly", especially considering they do more damage in a certain range. NC can get up to 143 minimum damage with the specialised long-range carbine, but usually has 125 damage minimum (or 112 with one carbine) but that's still only 2.5% of an infantryman's health.
The VS battle rifle has a longer effective range (125m, rather than 90m); it also does substantially less damage than NC or TR at that range (167 at max range vs. 200 for the others) and does equal damage at everything before that extra chunk of range. The same is true for most of the other weapons. VS has a slightly longer arm, but the extra range doesn't matter very much when a) you're going to have difficulty hitting targets with anything but a sniper rifle, even firing single shots, at more than 100 meters out, even discounting lag, low FPS, and rendering bugs; and b) when you do hit, you're going to be doing very little damage, relatively speaking.

Unless you're seriously suggesting that all VS players can fire off four or five headshots in a row at 125m, with perfect accuracy, on a sprinting target, without aimbots. If that's what you're suggesting, I kindly suggest you get some station cash and purchase yourself a reality check. The extra range with further reduced damage is a harassment tool. You might occasionally manage to pick up an assist, and a dozen people all firing long range shots at the same target (who is also in a wide open space with no cover and not moving very fast) might get a kill, but that's about it. And that's coming from a main-line Vanu player, I should bloody well know what I'm talking about. If I could pick off targets easily with no fear of repercussions I wouldn't be discussing it here, I would be in-game scooping up all that tasty effortless exp.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: nenjin on January 28, 2013, 10:47:34 am
Is it just me or is the penalty for hip shooting really extreme? I swear, this Saturday I was playing and I'd turn a corner on a guy, start strafing and hip shooting and landing hits....and they'd literally kill me in two shots while standing still even though I'm hosing them down with rounds. While I generally feel like a new person can beat even a veteran ranked person...occasionally I do feel the lack of certs pretty keenly. And to me, it's starting to seem like Vanu Guns > all other guns at medium to long range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 28, 2013, 10:55:57 am
All of the bolt action sniper rifles have identical stats (within their groups; each empire has one with higher damage). The VS semi-auto snipers have (theoretically) longer range with lower damage across that range. The full-auto scout rifles have identical stats. The VS semi-auto scout rifle has slight (extra 40m) longer range with further damage dropoff.

Basically there are two or three VS longrifles that have slightly longer range and even lower damage across that range. Which makes sense, because VS are about range and accuracy.


One further point: VS weapons don't have bullet drop, and they have slightly longer range with further damage dropoff. They, on the other hand, are not hitscan, no matter how much we like to joke about pewpew lasers. They have recoil. It's not "point and click", it's "ooh, one less variable to account for". Except for sniper rifles; VS infiltrator weapons have bullet drop, for obvious reasons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dohon on January 28, 2013, 10:58:12 am
Any BAY12 outfits on the EU Servers? Matherson is all fine and good, but I want my ping! PING, I tell ya!

No, seriously, any Bay12'ers out there on the EU servers? The original post has a rough document, but I don't know what all the EU1, EU2 servers are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Burnt Pies on January 28, 2013, 11:03:25 am
I have a VS character on Mallory, but she's being ignored in favour of my Mattherson VS char at the moment.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on January 28, 2013, 11:54:27 am
NC character on Miller, here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chosrau on January 28, 2013, 11:56:14 am
I'm playing a VS on ceres.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on January 28, 2013, 12:04:18 pm
I'm TR on Ceres.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 28, 2013, 12:10:07 pm
I have an NC on Cobalt and a VS on Lithcorp. Thinking about rolling TR on Miller most probably (can't have different empire chars on the same servers right?).

Also getting the hang of flying, managed to fly a Libbie with gunners, get a kill or two, get shot at, run like a sissy, land without dying (!!!!) repair, go at it again and finally get shot down by copious AA and rocket fire. All without managing to land a single freaking hit with the main gun (my gunners ditched me), seriously, I think there should be a bit flexibility with the main gun, the craft is so unwieldy that it's almost impossible to properly aim it at any safeish range.

Also, what's better for the Libbie, Bombardment or High-G chassis? They both seem to improve useful stats, tho agility is a bit vague as to what exactly is improved.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 28, 2013, 12:11:35 pm
Alright so I'm mostly ditching my bird as far as certs go. It's fairly well certed as is and I don't see the point in spending any more the direction balance is going. Armor is the go to vehicle now (I'm already more effective on my lightning then on my reaver as is) so that's what I'll do.
Only I'm not sure what to cert up, my lightning has some decent upgrades, maybe I should improve my sunderer. Anyone have any experience with the bulldog nade launcher? I have the fury on my flash so I know how that handles, from what I gather the bulldog has less damage but more range. It's fairly cheap to, is it any good?
I think I'll cert up my sunderer to act as an improvised battle station, be able to fend off tanks if all guns are manned. Maybe even fend of lightnings on my own, think I can do that with bulldogs?

Also getting the hang of flying, managed to fly a Libbie with gunners, get a kill or two, get shot at, run like a sissy, land without dying (!!!!) repair, go at it again and finally get shot down by copious AA and rocket fire. All without managing to land a single freaking hit with the main gun (my gunners ditched me), seriously, I think there should be a bit flexibility with the main gun, the craft is so unwieldy that it's almost impossible to properly aim it at any safeish range.
I wouldn't rely overly much on the nose gun. It good enough against other libs and stationary tanks if you get the tank buster (get the tank buster it's cheap). Leave ESF to the tail gunner, or if you're a really good lib pilot manage to tilt your craft so your secondary gunner can put a dalton/zephyr in the soon to be smoking wreckage of an ESF.

I'm NC cobalt, name Meliorist. Should be on the B12 player list somewhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 28, 2013, 12:45:21 pm
To be completely fair... I'm going to take my "walk a mile in everyone's shoes" statement further. I'll go ahead and roll up a TR and... as much as it pains me... an NC character over the next few days and play around a bit with them and their weapons. I probably won't fly much, as I feel like the air game is more or less balanced... when you're talking air to air at least and most of the aircraft are general use anyway. (Although I know some people complain they overnerfed the NC fighter in beta.)

I did play quite a bit of TR during the beta. I've honestly got nothing against their background or play style, I just slightly preferred the move to a techno-religious cult rather than a stagnant despotism. Also pew pew.

I have NEVER played NC on PS2... a little bit on PS1, but I never preferred them. So this will be a completely blank slate(excepting the general use stuff everyone uses) I've always disliked their background and I'm not all that much on the "Bigger boom" style of warfare.

If the argument is still going on, I might weigh in after I'm done, not that I expect it to change anyone's mind, nor necessarily should it. Even if I broaden my personal experiences I still have my own personal biases. Still, I hope to see things a bit better from the other side.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 28, 2013, 12:47:07 pm
I have an NC on Cobalt and a VS on Lithcorp. Thinking about rolling TR on Miller most probably (can't have different empire chars on the same servers right?).

I'm fairly certain that you can. I have both VS and NC characters on Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 28, 2013, 01:32:19 pm
I have an NC on Cobalt and a VS on Lithcorp. Thinking about rolling TR on Miller most probably (can't have different empire chars on the same servers right?).
You actually can now, wich is really nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on January 28, 2013, 02:49:27 pm

I'm honestly not entirely sure why that is. The lack of bullet drop doesn't matter for most infantry classes, given the distances involved for TR or NC to need to adjust a noticeable amount. Again, speaking as someone who plays both VS and NC: Yes, VS are a bit more accurate? Does that equate to autoheadshotting with a carbine from 200 meters? HELL NO. There's also the aspect that people always seem to conveniently forget: VS rounds have damage dropoff at range. We're a bit more likely to hit, but our shots do piddly damage at long range. As for CQC, I honestly can't think of a single time I've won a straight-up fight (no surprises or trickery involved, no prior damage, no big difference like LA v. HA) with a TR, nothing involved but our guns. NC usually comes down to whether or not they flip out and go full auto.

While it's true that VS have damage dropoff at range, it's worth pointing out that so does everyone else. In fact, VS damage dropoff is less steep than the other factions' but has a slightly lower minimum value. Just look at the spreadsheet Mini linked above:

Let's take the carbines as an example. All carbines do maximum damage (200, 167 or 143) out to 10 metres and then the damage starts do go down. TR carbines reach minimum damage (112) at 65 metres, and NC carbines reach minimum damage (143, 125 or 112) at 65, 75 or 85 metres depending on the gun. VS carbines, however, reach their minimum damage (112 or 100) at 115 metres.

In other words, there's a  ~50 meter range (between 65-75 and 115 metres) where VS carbines always do more damage than other carbines, with the exception of the NC long range carbine where the range is 85-100 metres. The same applies for AR's and LMG's, even the ranges in many cases.

The minimum damage difference between VS and TR guns is also only 12 damage, or roughly 1% of an infantryman's health. I'd hardly call the VS damage "piddly", especially considering they do more damage in a certain range. NC can get up to 143 minimum damage with the specialised long-range carbine, but usually has 125 damage minimum (or 112 with one carbine) but that's still only 2.5% of an infantryman's health.
The VS battle rifle has a longer effective range (125m, rather than 90m); it also does substantially less damage than NC or TR at that range (167 at max range vs. 200 for the others) and does equal damage at everything before that extra chunk of range. The same is true for most of the other weapons. VS has a slightly longer arm, but the extra range doesn't matter very much when a) you're going to have difficulty hitting targets with anything but a sniper rifle, even firing single shots, at more than 100 meters out, even discounting lag, low FPS, and rendering bugs; and b) when you do hit, you're going to be doing very little damage, relatively speaking.

Unless you're seriously suggesting that all VS players can fire off four or five headshots in a row at 125m, with perfect accuracy, on a sprinting target, without aimbots. If that's what you're suggesting, I kindly suggest you get some station cash and purchase yourself a reality check. The extra range with further reduced damage is a harassment tool. You might occasionally manage to pick up an assist, and a dozen people all firing long range shots at the same target (who is also in a wide open space with no cover and not moving very fast) might get a kill, but that's about it. And that's coming from a main-line Vanu player, I should bloody well know what I'm talking about. If I could pick off targets easily with no fear of repercussions I wouldn't be discussing it here, I would be in-game scooping up all that tasty effortless exp.  ::)

I'm not quite sure I understand what you're trying to say here. I'm not saying that the VS extra range is some huge advantage, I'm just saying that it's a bit unfair to tote damage dropoff at range as unique VS disadvantage, simply because all empires suffer from it. Almost equally much, even, unless you think that 1-2% less minimum damage (at larger range) is a very large disadvantage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on January 28, 2013, 03:04:35 pm
Personally, I think Air is in a good place right now.  At least on Soltech, when I watch air carefully lately it seems like there are plenty of A2A fighters up there hunting the A2G's.  A few patches ago, it was nearly 100% A2G and it was a rocket inferno on the ground.  As long as they can keep the air game balanced where there is as much incentive to go A2A as there is A2G, I'll be happy. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 28, 2013, 03:59:25 pm
If your case for VS being OP is so strong, why are lies necessary?
Oooh. Shit just got personal. Have we hit a nerve?

No. They don't. (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=21&sortasc=false&rowsperpage=250) Top 4 all have the same RoF, 2/4 are TR. 5 in the top ten (which also happens to be the next cutoff for weapons with equal RoF) are TR, 3 are VS. Next cutoff is at 19, and TR have 12, while VS has 6. Yes, they have a higher RoF than NC weapons in general, but NC have a consistently higher damage/bullet.
Well, while this addresses the point that the TR do indeed have a higher base Rate of Fire, their recoil requires a lot more compensation, meaning less shots will hit at a distance.
On the other hand, I have seen VS guns get kills from a distance without even needing to pause. That kind of fire just isn't possible on the other two factions.
That was what I was trying to get at when I said:
This is sort of what I'm talking about, Vanu guns have the highest RoF, and manage to keep a lot of that at distance. Not all of it, but so much more than the other teams.
And:
Well, that's Light Assault, the carbines are designed for CQC. The... Solstice I believe it is for Vanu, however, somehow manages to remain competitive at ranges the TR and NC carbines could only dream of.
And, I don't even have that much of a problem with that.
It's this sort of thing that annoys me. (http://www.planetside2.com/uploads/dcsclient/000/000/007/801.jpg?v=249.30)
All I've been trying to do here is work out what could cause this kind of result.
And the only forecast this kind of statistic brings to the table is resistance is futile.

...Which, if I have to remind you VS fanboys out there, means fun for no one, 'cause all your competition just stopped competing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on January 28, 2013, 05:28:45 pm
sweet jesus, just had the best life i've ever had

spawn as infiltrator, run to my front lines. reach the front of the front lines, headshot two guys with my sniper rifle (who see me and are firing at me, at about 20m), cloak, run forward as far as I can, cloak wears off, nobody pays attention to me.

i reach the enemy ridge and get over a dozen kills, where people are just bloody standing still waiting for me to headshot them because they're all firing at my buddies over the way.

after clearing the entire ridge i run back towards their sundy to try and get some more. sadly i got spotted by a heavy and died. :<
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on January 28, 2013, 05:40:33 pm
Note to self, the infantry paths are not meant for tanks.

Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 28, 2013, 05:50:26 pm
If your case for VS being OP is so strong, why are lies necessary?
Oooh. Shit just got personal. Have we hit a nerve?
You're trying to make an argument. As a part of that argument, you state a blatant lie (which anyone remotely familiar with the game would recognize as such) as fact. I was bemused. Or, in words you might understand a bit more clearly, "i nut mad brah".

No. They don't. (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=21&sortasc=false&rowsperpage=250) Top 4 all have the same RoF, 2/4 are TR. 5 in the top ten (which also happens to be the next cutoff for weapons with equal RoF) are TR, 3 are VS. Next cutoff is at 19, and TR have 12, while VS has 6. Yes, they have a higher RoF than NC weapons in general, but NC have a consistently higher damage/bullet.
Well, while this addresses the point that the TR do indeed have a higher base Rate of Fire, their recoil requires a lot more compensation, meaning less shots will hit at a distance.
On the other hand, I have seen VS guns get kills from a distance without even needing to pause. That kind of fire just isn't possible on the other two factions.
That was what I was trying to get at when I said:
This is sort of what I'm talking about, Vanu guns have the highest RoF, and manage to keep a lot of that at distance. Not all of it, but so much more than the other teams.
And:
Well, that's Light Assault, the carbines are designed for CQC. The... Solstice I believe it is for Vanu, however, somehow manages to remain competitive at ranges the TR and NC carbines could only dream of.
And, I don't even have that much of a problem with that.
It's this sort of thing that annoys me. (http://www.planetside2.com/uploads/dcsclient/000/000/007/801.jpg?v=249.30)
All I've been trying to do here is work out what could cause this kind of result.
And the only forecast this kind of statistic brings to the table is resistance is futile.

...Which, if I have to remind you VS fanboys out there, means fun for no one, 'cause all your competition just stopped competing.
[/quote]

Ah, yes. Because we disagree with you, we're fanboys. And you weren't lying, you were just creatively interpreting the truth.

Here's something of note, which isn't anecdotal evidence for once. (http://www.planetside-universe.com/leaderboard.php)

Taking a look at the leaderboards, of the top 100 players: 35 are TR, 41 are VS, 24 are NC. That's solely in terms of exp, by the by. There's a small deal of variation there between VS and TR, but again, exp-based. If we look at k/d ratios, things get a bit more interesting. Among those top 100, the tops k/ds are thus:

1: 51.26
2: 41.42
3: 22.24
4: 16.18
5: 15.47
6: 13.64
7: 10.31
8: 9.78
9: 9.54
10: 8.93
11: 8.21

And so forth. Has it ever occurred to you that maybe you've been whining about the wrong thing, that maybe the problem isn't that VS is OP, but that NC is UP? TR and VS are balanced versus each other, and it's neither our fault nor the Terrans' fault that the NC got the shit end of the stick. How about instead of crying for us to be pulled down to your level, you ask to be brought up to ours? Assuming, of course, that there actually is anything to this beyond the traditional, "I don't want to admit that I'm not the BEST EVAR at this game!" element that tends to go hand in glove with whining about balance as far as FPS games are concerned.

And now, for something that isn't a massive headache.

Note to self, the infantry paths are not meant for tanks.

Spoiler (click to show/hide)
Story of my life, every single time. That's eve worse than when you try to take a slope that's just a little too steep and have to watch in futile frustration as you slide all the way back down.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: hemmingjay on January 28, 2013, 06:11:23 pm
Most of the hacker groups are known to play VS because it's harder to tell due to inherent accuracy of infantry weapons and the maneuverability of the aircraft. I simply cannot believe that anyone who has played for more than 4 hours could possible have a legit k/d of 30+. The probability for that are beyond my ability given all of the variables in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on January 28, 2013, 06:22:54 pm
i dont know what all you guys are talking about, but i just killed a lib with a vanguard.

it was fun.

this game is fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: GreatJustice on January 28, 2013, 06:38:37 pm
Most of the hacker groups are known to play VS because it's harder to tell due to inherent accuracy of infantry weapons and the maneuverability of the aircraft. I simply cannot believe that anyone who has played for more than 4 hours could possible have a legit k/d of 30+. The probability for that are beyond my ability given all of the variables in the game.

(1) Get Station Credits

(2) Beef up your Mosquito/Scythe with rocketpods

(3) Find a large concentration of enemy armor

Would take some good flying and caution, but I can see it being possible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 28, 2013, 07:01:35 pm
Or being a really good sneaky and cautious sniper. It would take a while but barring any freak occurences you'd easily be able to rack up kills on silly players who don't learn from their mistakes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: werty892 on January 28, 2013, 07:07:35 pm
http://www.youtube.com/watch?v=XlTTiad_nI8
TB explains Stuff

tl;dr Vanu Cheated in ultimate showdown, but nobody cares cause its all marketing, and more!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: nenjin on January 28, 2013, 07:14:18 pm
Most of the hacker groups are known to play VS because it's harder to tell due to inherent accuracy of infantry weapons and the maneuverability of the aircraft. I simply cannot believe that anyone who has played for more than 4 hours could possible have a legit k/d of 30+. The probability for that are beyond my ability given all of the variables in the game.

In his first 3 hours, one of my friends went ~30:2, playing as a TR sniper. I think there's lots of ways you can get that kind of K/D as long as you aren't playing a grunt.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 28, 2013, 08:09:11 pm
Here's something of note, which isn't anecdotal evidence for once. (http://www.planetside-universe.com/leaderboard.php)

I was on Briggs during that showdown/advertising gimmick.  The only reason (our) Vanu are not on the leaderboard is purely because they spent all that time on Indar and Esamir causing havoc and trying to beat down the 10-15% of TR and NC who also ignored the competition.  I know that for a small band of dedicated NC randoms on Esamir who boarded up Northern Weigh Station, we repulsed the VS time after time.  Every time they succeeded, we reclaimed as quickly as we could.  It was intense and unremitting, but we didn't care, it was damn good fun.

So that leaderboard actually tells you one real thing - on each server, who really cares about competitions?

On Briggs, at least, the Vanu are sneaky underhanded bastards who will shank you in the back the first chance they get.  The TR flood with air destroying everything like a swarm of locusts, (even each other oddly), while the NC seems to have way to many Lone Wolves who won't work with each other except when all the chips are down and there is no choice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 28, 2013, 08:33:04 pm
You're trying to make an argument. As a part of that argument, you state a blatant lie (which anyone remotely familiar with the game would recognize as such) as fact. I was bemused.
Actually no. I'm not trying to argue anything. If you hadn't noticed, I haven't defended anything I've said. I'm speculating.
And I'd rather not come here to try learn about the problem if people like you are going to start accusing me of doing things that I was not intending to do.
Or, in words you might understand a bit more clearly, "i nut mad brah".
Now if you'll stop insulting me, perhaps I can continue to try and work out what the hell has been going on in this game.

Most of the hacker groups are known to play VS because it's harder to tell due to inherent accuracy of infantry weapons and the maneuverability of the aircraft.
I've had suspicions about this, but frankly, like you say, it's harder to tell, so I'd rather not just throw everything into that "pit of blame".

In his first 3 hours, one of my friends went ~30:2, playing as a TR sniper. I think there's lots of ways you can get that kind of K/D as long as you aren't playing a grunt.
Yeah, you could do that, though I doubt it's nearly as quick or as ridiculously easy as:
(1) Get Station Credits

(2) Beef up your Mosquito/Scythe with rocketpods
(3) Find a large concentration of enemy troops or a sunderer

http://www.youtube.com/watch?v=XlTTiad_nI8
TB explains Stuff

tl;dr Vanu Cheated in ultimate showdown, but nobody cares cause its all marketing, and more!
Haha, well. That certainly blew away my idea that this was showing an underlying population imbalance or anything weapon related.

I know that for a small band of dedicated NC randoms on Esamir who boarded up Northern Weigh Station, we repulsed the VS time after time.
But that's the Northern Weigh Station. That place is easy mode for the NC. I've fought the place about 15 times already. 14 as the NC. I can practically cap it solo at this point.
Made an interesting round that one time I was TR.
Still, Vanu owning all the land on Esamir. When's that not happening?

Edit: Just caught my eye as I hit post.
The Vanu are sneaky underhanded bastards who will shank you in the back the first chance they get.  The TR flood with air destroying everything like a swarm of locusts, (even each other oddly), while the NC seems to have way to many Lone Wolves who won't work with each other except when all the chips are down and there is no choice.
I don't really get what you mean with the Vanu... But your point about the NC rings very true. I would put that down to why they seem to be dragging the most of all the factions, but considering they have low populations generally and rank lowest with KD, it would appear there could be a deeper reason for this.
I was playing TR on Woodman during the UES, and boy do I have some memories of that event.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 28, 2013, 11:59:52 pm
You're trying to make an argument. As a part of that argument, you state a blatant lie (which anyone remotely familiar with the game would recognize as such) as fact. I was bemused.
Actually no. I'm not trying to argue anything. If you hadn't noticed, I haven't defended anything I've said. I'm speculating.
And I'd rather not come here to try learn about the problem if people like you are going to start accusing me of doing things that I was not intending to do.
So basically you're allowed to state obvious falsehoods as if they were facts because you're only speculating. Speculation is a guess based on limited evidence, essentially a hypothesis. Part of that includes accounting for known facts. I'd say that "TR have guns with high RoF." is a pretty basic fact in PS2. So, in short, you were using blatantly false evidence to form your opinion. Same issue with a very slightly different shade of 'wrong'.

This is sort of what I'm talking about, Vanu guns have the highest RoF, and manage to keep a lot of that at distance. Not all of it, but so much more than the other teams.
This is sort of what I'm talking about, Vanu guns have the highest RoF
Vanu guns have the highest RoF
Vanu guns highest RoF

That's about as clear-cut as statements can get.

Or, in words you might understand a bit more clearly, "i nut mad brah".
Now if you'll stop insulting me, perhaps I can continue to try and work out what the hell has been going on in this game.
Ah, yes. You're allowed to take potshots at me (and a rather uninventive one, to boot). The moment I call you on it, that's crossing a line, though.  ::)


http://www.youtube.com/watch?v=XlTTiad_nI8
TB explains Stuff

tl;dr Vanu Cheated in ultimate showdown, but nobody cares cause its all marketing, and more!
There weren't rules preventing that in place, so it wasn't technically cheating. That said, it's exactly the sort of underhanded shit I'd expect from some of the people I've seen running large groups in VS Mattherson. Though to be honest, it sounds more like SOE screwed the pooch and VS were the ones who were clever/unsportsmanlike enough to take advantage of it.


edit: If you look here, the location for the challenges was leaked on the 23rd. It wasn't only available to VS. (http://www.planetside2.com/news/ues-join-the-fight)

Quote
All three challenges take place on Amerish.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 29, 2013, 02:06:24 am
Well, Flying Dice, you've got some ad hominem (http://yourlogicalfallacyis.com/ad-hominem), and a healthy dose of the fallacy fallacy (http://yourlogicalfallacyis.com/the-fallacy-fallacy) going there. If you weren't so focused on the mistakes other people were making in their arguments, you'd realize that your arguments contain little to no reason why the VS shouldn't be toned down at medium ranges, where damage drop and bullet drop off isn't a huge factor, but where recoil, RoF, and CoF is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on January 29, 2013, 06:16:52 am
This whole discussion is rather interesting, I think, because what we have is basically a microscopic (and more eloquent) version of the debate storm that has been raging on the official forums for over a month.

On one side, we have the NC who believe they're being shafted as far as game balance is concerned, and the TR, who doesn't think that they're being shafted as heavily, but still believes that the VS is overpowered. On the other side, we have VS, who believes that there is balance, and that the game is mostly fine, and that most problems is not faction balance but problems that plague the entire game.

When people present theoretical, hard-evidence facts, such as datamined weapon stats, and argue that VS is OP or VS is fine, the other side says that hard data doesn't have any real relevance in real situations. On the other hand, people present anecdotal evidence, which by nature includes all variables of a real situation, then the other side claims that anecdotal evidence is useless.

I think this is a shame, since factual data does indeed not give the full picture of reality, and a piece of anecdotal evidence is in itself not very relevant but factual data provides the basis for the game reality, and a lot of anecdotal evidence becomes statistics. If people could just stop looking at each piece of evidence by itself and instead try to piece together a coherent picture we would actually make some progress in this discussion instead of constantly going over the same tired arguments.

Now, I'm not going to claim that I'm unbiased in this, I've thought multiple times (mostly while losing badly ingame :P) that the NC is shafted in so many ways. It's a very easy conclusion to reach when being frustrated from losing, but not one that is very constructive.

My personal belief is that vanguard/prowler/lightning turrets need to be stabilised so that they can accurately fire on the move, like magriders and that the flinching system for infantry should be reworked since it makes high-RoF weapons far better than others in close combat. Maybe just remove it altogether for hits on the shield and keep it (perhaps with reduced intensity) on health hits or something. After all, the shield is designed to absorb bullet hits, right? Why would you flinch when your magic future forcefield gets shot? Also give the Reaver some actually useful bonus and fix its crosshair. Right now it's only a larger, less manoeuvrable and slightly slower scythe, or a much larger, slower mosquito with slightly higher max afterburner speed. The afterburner acceleration was even nerfed, so that you reach that higher max afterburner speed for a very short time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 29, 2013, 10:07:17 am
That is indeed the main problem with this, is that neither hard data nor anecdotal evidence tell the whole story.

Well, Flying Dice, you've got some ad hominem (http://yourlogicalfallacyis.com/ad-hominem), and a healthy dose of the fallacy fallacy (http://yourlogicalfallacyis.com/the-fallacy-fallacy) going there. If you weren't so focused on the mistakes other people were making in their arguments, you'd realize that your arguments contain little to no reason why the VS shouldn't be toned down at medium ranges, where damage drop and bullet drop off isn't a huge factor, but where recoil, RoF, and CoF is.

I suggest you try to understand what terms mean before letting definitions do your arguing for you. It is not an ad hominem attack to point out that someone is either lying or operating under false assumptions, and it is not an ad hominem attack to respond to insults in kind. Neither am I making the second fallacy; I have no disagreement with the statement, "There are balance issues in PS2," but I do take issue with people trying to support a narrow, self-serving strain of that with obviously false evidence. Even if I hardly played the game I would still take issue with that; it's intellectually dishonest. I also see no good reason why VS should be toned down at medium ranges, considering that we also suffer from recoil and do not have the highest-RoF weapons. If you want to argue seriously, you might want to consider doing something beyond saying that VS is OP and accusing people of making fallacious arguments with no real support for your accusations.

Incidentally, let's look at the carbines (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&colid0=17&filterstr0=CARBINE&sortcolid=21&sortasc=false&rowsperpage=250):
VS Carbine with lowest recoil:  Serpent, 0.22 vert and left recoil, 2.5x first shot multi
TR Carbine with lowest recoil: TRAC-5, 0.3 vert, right recoil, 2.35x first shot multi
NC Carbine with lowest recoil: GD-7F, 0.3 vert, left recoil, 2x first shot multi.

Hardly a stunning advantage, and most VS weapons are closer to the average. The Serpent, incidentally, also has a very long reload time.

The point I've been driving at is that NC seem to be obsessed with the VS, as if we were the reason you have shitty accuracy and high recoil. Your problems are clearly internal, and I think that the leaderboards show that perhaps more than anywhere else, given that they represent total exp earned, and considering that NC are severely under-represented at the top. What that says to me is that the balance issues are either related to NC tech, or to some inherent attitude of NC players, or most likely a combination of both.

tl;dr: Just because you're in a pile of shit doesn't mean you need to drag everyone down into it with you. There are quite a few serious problems with balance, but the only one that is purely related to factional ability is that NC has neither the RoF nor the accuracy advantage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 29, 2013, 10:49:20 am
And the flashy outfit with vibrant easy to spot colors. Don't forget the flashy outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on January 29, 2013, 11:09:46 am
Just got done playing a nice long session as NC... got my ass kicked, but that could have been due to the fact that I was on Indar and we had around 17-20% pop the whole time and the other two factions both had at least double our pop there. (Although it was roughly 50/50 TR/NC on Amerish and seemed to be a bit more equally three way on Esamir.)

Now, I noticed I was still getting my ass kicked by TR in a face to face battle. But VS I felt more or less matched with, although they seemed to be doing a lot of team work so more often than not i never ran into just a single VS soldier. Now, this is just from a few hours of play and under less than ideal circumstance. Still, at no point did I ever feel. "Well, this is unfair. I'll just quit." And ONLY ONCE did I actually get mosquito rocket spammed despite a ton of air flying around... but this was by a skilled group that was attacking a deployed sunderer we were all huddled around trying desperately to defend. We actually destroyed one mosquito and came close to a second one. And I survived several rocket attacks even without any cover, but finally succumbed as they mopped up the leftover infantry after the sunderer blew.

Overall, I had fun. I ended up in a fun squad with a definite touch of "Them Duke boys" to it.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 29, 2013, 12:28:02 pm
Note to self, the infantry paths are not meant for tanks.

Spoiler (click to show/hide)
I remember something like that in beta. I was running over Esamir towards a lonely base (I refer to the time as the Great Domination of Esamir by the NC in the Auraxium Era) and I saw a guy in a tank in one of the ridges, he was stuck. I basically spent 20 minutes talking with him, trying to push him away and having a great time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 29, 2013, 12:36:43 pm
I got stuck in my Magrider the other day, between a building and a rock, couldn't exit the tank and could back up either. Fucking annoying having to redeploy and lose the tank :C

Also, have 100 Certs on my NC char now, so tempted to upgrade something but I think I'll stick to getting the C4 for now :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 29, 2013, 12:42:44 pm
I kinda need to play this game again. I could team up with you if you're on Mattherson.

And I hope that the game will be tweaked to have quite some balance eventually.

About the vanu "cheating", I guess you could call it cheating. What you call it doesn't really matter, but it's a dick move anyway, and a... Well, a giant-ass fuckup on the devs/whoever organized the events side.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 29, 2013, 01:07:42 pm
The NC Mattherson outfit has been pretty empty lately.  It could use some more love.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on January 29, 2013, 01:28:28 pm
On one side, we have the NC who believe they're being shafted as far as game balance is concerned, and the TR, who doesn't think that they're being shafted as heavily, but still believes that the VS is overpowered. On the other side, we have VS, who believes that there is balance, and that the game is mostly fine, and that most problems is not faction balance but problems that plague the entire game.

When people present theoretical, hard-evidence facts, such as datamined weapon stats, and argue that VS is OP or VS is fine, the other side says that hard data doesn't have any real relevance in real situations. On the other hand, people present anecdotal evidence, which by nature includes all variables of a real situation, then the other side claims that anecdotal evidence is useless.

Usually if there is next to nothing in a game that isnt constantly considered OP by a few people and that small number cries for nerfs of pretty much random things, its actually well balanced.
That doesnt quite seem to be the case for PS2 :D

The thing that annoys me most about the balancing discussion and suggestions is the sheer number of unaccounted variables people just ignore when telling the world of their anecdotical evidence.
Those that pull numbers out of some excel sheets and argue with oversimplified theoretical simulations are even worse.

Discussions about balancing MBTs are pretty much the worst out there, since their performance will change radically depending on the presence of a gunner, the secondary weapons he's using, distance and what kind of scenario most of the anecdotical evidence was gathered in.
And then there are of course people who demand everything to be nerfed to utter uselessness to prevent spawn camping, instead of changing the base layouts, victory conditions and reward system to influence player behaviour.

I wouldnt be surprised if its impossible to get decent information out of those forum discussions without using datamining, simply because there is so much of it and contains so little value per post.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 29, 2013, 02:40:43 pm
I suggest you try to understand what terms mean before letting definitions do your arguing for you. It is not an ad hominem attack to point out that someone is either lying or operating under false assumptions, and it is not an ad hominem attack to respond to insults in kind. Neither am I making the second fallacy; I have no disagreement with the statement, "There are balance issues in PS2," but I do take issue with people trying to support a narrow, self-serving strain of that with obviously false evidence. Even if I hardly played the game I would still take issue with that; it's intellectually dishonest. I also see no good reason why VS should be toned down at medium ranges, considering that we also suffer from recoil and do not have the highest-RoF weapons. If you want to argue seriously, you might want to consider doing something beyond saying that VS is OP and accusing people of making fallacious arguments with no real support for your accusations.

There's a difference between a straight out lie and being ignorant. I'm not saying that he was right in saying that they were the highest, because they're certainly not, but neither is it right for you to completely ignore the rest of his argument just because he had one mistake in it. That is "the fallacy fallacy" - Ignoring everything else because it's been poorly argued or the argument contains a logical fallacy.

Very likely he thought that because of the Serpent, which has the highest RoF in the entire game - 845 RPM, matched only by the TR burst pistol, which can only get that high if you've got a godly clicking finger or a macro, the TR Cycler, and the NC GD-7F, which has a higher recoil but slightly lower first shot recoil multiplier. People on the official forums focus a lot on the Serpent as the reason the VS is OP against TR, but it's an unsubstantiated argument in the end since overall their RoF is better than the NC, but still not as good as the TR.


Also, if you haven't been paying attention, I have stated why VS are OP multiple times, as have others (Including the person you're reaming for making one mistake). The damage drop off hardly has any effect at medium ranges, where it actually does more damage. Reread Silfurdreki's post here (http://www.bay12forums.com/smf/index.php?topic=110138.msg3986253#msg3986253), whose post was professional, yet you completely ignored the point he made and began throwing insults like it was part of your argument. I'm beginning to see a pattern here.


Incidentally, let's look at the carbines (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&colid0=17&filterstr0=CARBINE&sortcolid=21&sortasc=false&rowsperpage=250):
VS Carbine with lowest recoil:  Serpent, 0.22 vert and left recoil, 2.5x first shot multi
TR Carbine with lowest recoil: TRAC-5, 0.3 vert, right recoil, 2.35x first shot multi
NC Carbine with lowest recoil: GD-7F, 0.3 vert, left recoil, 2x first shot multi.

Hardly a stunning advantage, and most VS weapons are closer to the average. The Serpent, incidentally, also has a very long reload time.

Looking at one set of weapons, whether it be weapon class or recoil, is hardly indicative of whether or not an entire empire is overpowered. You also didn't mention that VS holds the four lowest recoil numbers in carbines (As well as beating the TR in RoF with several guns), has the lowest average recoil with Assault Rifles, and is on par with TR with recoil on LMGs* (The VS have lower first shot multipliers as well). Across the board, their recoil is lower, their recoil multipliers are lower, they have no bullet drop, and the damage drop off on their weapons is superior at medium ranges, where the majority of combat encounters take place. Even at long ranges, the minimum damage is hardly significant compared to other factions, and they take much longer to reach minimum damage.

Using nothing but numbers and facts, no anecdotal evidence, I've proven that the VS is more powerful than other factions simply because the disadvantage that their faction has is hardly a disadvantage at all. Having asymmetrical balance is a tricky business, but PS2 hasn't nailed it yet.

Also note that I'm not saying that the NC don't need a minor buff. The November patch helped a little, and another small buff on low RoF guns would do wonders for the NC balance, as well as other factions' high damage weapons. The TR and VS were fairly on par at one time, until the November patch, where TR got a CoF nerf. The one real disadvantage that the VS have is that the Lasher takes exactly three years to kill something, which is pretty ridiculous.


Also, in case you try to deflect the argument again with cries of "You're whining because you suck": Here (http://www.planetside-universe.com/character.php?stats=Knightful)'s my main character's stats. I'm purely infantry and rarely get in any vehicles except for transport. My K/D ratio is 2.65, my K/D ratio against TR is 3.04, my K/D ratio against VS is 2.59. I spend a fair amount of time defending bases, since I enjoy it more than attacking, which is part of why my K/D ratio is so high, but I'm hardly a scrub begging for the faction that kills me more to be nerfed. I also play a medic for the most part, so my K/D ratio isn't bloated by using Bouncing Betties and the like.


*One exception, the MSW-R, which has a .35 recoil, where the comparable VS gun has a .4 recoil.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 29, 2013, 04:22:56 pm
So basically you're allowed to state obvious falsehoods as if they were facts because you're only speculating. Speculation is a guess based on limited evidence, essentially a hypothesis. Part of that includes accounting for known facts. I'd say that "TR have guns with high RoF." is a pretty basic fact in PS2. So, in short, you were using blatantly false evidence to form your opinion. Same issue with a very slightly different shade of 'wrong'.
So, what you're saying in effect was that my opinion was wrong? And that isn't acceptable?
Oh my!
Well, let me do you a favour and tell you, the internet is full of opinion. Most of it wrong. If that's a problem, you might wanna just quickly unplug that cable and save yourself the hassle.

VS Carbine with lowest recoil:  Serpent, 0.22 vert and left recoil, 2.5x first shot multi
TR Carbine with lowest recoil: TRAC-5, 0.3 vert, right recoil, 2.35x first shot multi
NC Carbine with lowest recoil: GD-7F, 0.3 vert, left recoil, 2x first shot multi.
Also, lets look at the metric presented here. Or if I actually have to point out, lack of.
Converting these numbers into a more legible but entirely equal value:
Serpent: 22%
TRAC-5: 30%
GD-7F: 30%
Now. Care to explain to me what this means?
Because I have no idea how much of a difference 8% is going to make, when I don't know what either 1% or 100% actually represent.

There's a difference between a straight out lie and being ignorant.
This is pretty much what I've been trying to say.
I was misinformed by my own observations. This is quite different to trying to create false evidence.

And if no one had even noticed, I've been trying to get myself out of this part of the conversation, as my research has turned up very little of value and everyone else seems to be able to make more informed points than I can.

Oh, one thing I have noticed recently is that cloaked infiltrators are easier to spot if you turn your graphics settings up.
What the hell is with that? I've had everything turned down to max my FPS and it turns out it's been putting me at a serious disadvantage the whole time!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glowcat on January 29, 2013, 04:31:27 pm
It has been the case for a while that low graphics makes Infiltrators pretty hard to spot whereas with higher graphics they're just... walking puddles that make you shake your head as you get an easy kill. Though low graphics can see completely through smoke grenades so maybe it evens out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Freshmaniscoolman on January 29, 2013, 04:42:02 pm
Downloaded this, waited hours, couldn't run it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 29, 2013, 04:42:38 pm
Yeah, there's such a big difference in certain things depending on the graphic settings. I've tried higher settings trough the ini editor thingy someone posted a few pages back. The performance impact wasn't that big but in some places I can barely play because say a sandstorm decided to block my view completely so I was unable to hit anything. With low settings, that sandstorm doesn't exist :S
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 29, 2013, 04:45:28 pm
Wow, hacking's getting pretty ridiculous right now. There were two TR with chain guns teleporting around shooting folks in the back. I managed to kill one of them three times by getting lucky and setting up traps with AP mines. But holy cow, SOE, where are the admins?


In other news, the big January patch has been delayed a week. Probably a good thing, considering the final for my last class is coming up.


Downloaded this, waited hours, couldn't run it.

It's a very unoptimized game. The devs have mentioned that a more efficient build is out, but it's going to require a complete redownload. Until then, rule of thumb is that if you can't run Battlefield 3, you'll have a hard time running PS2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on January 29, 2013, 04:49:40 pm
Now I remember why I stopped playing this.
I SUCK AT IT.

As in, suck so bad that I cannot squeeze  drop of fun from it because I spend most of my time dead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 29, 2013, 04:55:33 pm
I really can't recommend finding a large outfit and tagging along with them as a support character until you get the hang of this game. I struggled to keep my Kill/Death ratio above 1 when I first started out, but then I started tagging along with my outfit and giving them ammo/healing. It gave me enough motivation to play until I managed to get a hang of the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Freshmaniscoolman on January 29, 2013, 04:57:13 pm
Does anyone else run this on a laptop? I know what's my problem, the laptop can run it just fine but the problem is with the overheating. Though I have a cooling fan, it doesn't do anything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 29, 2013, 05:06:12 pm
You need a powerful, cool laptop to run it.

I'd recommend a desktop, honestly. Even my desktop gets pretty hot while PS2 is running.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 29, 2013, 05:10:00 pm
Though I have a cooling fan, it doesn't do anything.
Depends on the brand and sometimes the model.
Both me and my GF have Samsung laptops and they both handle heat from things like Planetside 2 and Skyrim rather well.
My old Toshiba on the other hand just couldn't hack any sort of full power loop programs for more than 10 minutes.

What are the specifics of your problem? I found with my old laptop, putting it on a cold surface like a metal could help extend the time it could run something. Even managed to get some quick sessions out of some games by using ice packs. The trouble being Ice packs are hard to place and don't last too long.
I know it seems counter intuitive, but leaving the bottom of the laptop open to the air won't help draw out the heat - unless there's a vent there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 29, 2013, 05:11:40 pm
My lappy can run it, but I prop it up so it has some ground clearance to improve the cooling. The game stutters occasionally but it's more than playable. Except the last half hour which gave me two freezes, fml.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on January 29, 2013, 05:18:12 pm
Mine runs it just peachy, until I get into any sort of combat. Then I get one to two FPS. Fun to run about in, but if I can't fight effectively, then it just gets annoying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 29, 2013, 05:41:52 pm
Does anyone else run this on a laptop? I know what's my problem, the laptop can run it just fine but the problem is with the overheating. Though I have a cooling fan, it doesn't do anything.
I do. I have lowest settings, a bit of heat problem (not much, really), but it runs fine, really. It's an Asus X53S if you want to know.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 29, 2013, 07:02:51 pm
Does anyone else run this on a laptop? I know what's my problem, the laptop can run it just fine but the problem is with the overheating. Though I have a cooling fan, it doesn't do anything.
I do. I also, on the other hand, have a laptop so notorious for overheating that it ships with a 2-3in. high stand to give plenty of airflow to the bottom fans.  :P

I'm perfectly content to let the argument drop, as we're obviously not going to convince each other. Also, I've found myself sitting down to dig through spreadsheets and type out long responses when I've got papers to write.  :x

But yes, I've noticed hackers on a regular basis the past few times I've got on. One ended up being rather funny at the end; it was a NC HA sitting inside a wall at a tech plant mowing people down, but when someone finally tagged him with a grenade he got all angry and started swearing at the "cheating noob" who got him.

ALSO THE GORRAM SCREENFLICKER WHILE I'M DOGFIGHTING RAAAGH.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Gamerboy4life on January 29, 2013, 10:53:09 pm
Does anyone else run this on a laptop? I know what's my problem, the laptop can run it just fine but the problem is with the overheating. Though I have a cooling fan, it doesn't do anything.
I do. I also, on the other hand, have a laptop so notorious for overheating that it ships with a 2-3in. high stand to give plenty of airflow to the bottom fans.  :P

I'm perfectly content to let the argument drop, as we're obviously not going to convince each other. Also, I've found myself sitting down to dig through spreadsheets and type out long responses when I've got papers to write.  :x

But yes, I've noticed hackers on a regular basis the past few times I've got on. One ended up being rather funny at the end; it was a NC HA sitting inside a wall at a tech plant mowing people down, but when someone finally tagged him with a grenade he got all angry and started swearing at the "cheating noob" who got him.

ALSO THE GORRAM SCREENFLICKER WHILE I'M DOGFIGHTING RAAAGH.

My laptop runs Planetside like shit.

Now hear me out, it can run ARMA 2 with settings on med-high and viewdistance at medium or far, depending on how many people are moving around and shooting. And anyone who has ever played that game knows it is an absolute beast to run.

Some games just aren't optimized for certain computers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on January 29, 2013, 10:54:27 pm
My laptop runs Planetside like shit.

Now hear me out, it can run ARMA 2 with settings on med-high and viewdistance at medium or far, depending on how many people are moving around and shooting. And anyone who has ever played that game knows it is an absolute beast to run.

Some games just aren't optimized for certain computers.
But ArmA 2 is a CPU hog more than a graphics hog. People say that's true about Planetside 2, but I'm honestly not seeing that at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 29, 2013, 11:01:45 pm
I've heard that a lot as well, but I've got nearly all the settings to the absolute minimum and I still get GPU bottlenecked at least as much as I get CPU bottlenecked. The conclusion I'm drawing is that they've got a lot of optimization to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 29, 2013, 11:17:42 pm
It's more CPU intensive if you've got shadows and low graphics, and more GPU intensive if you've got no shadows and good graphics. If you've got a low FPS and you don't mind losing shadows, look up the .ini file with the graphics options and set shadows to 0. It'll help a lot. In the least, turn them down to 1, unless your computer is a god or something.

What they really need to do is let us turn off anti-aliasing. AA, and/or whatever post processing filter they throw in, is just a humongous recourse hog that no sane game should make mandatory if you want more people to play it. It's probably half the reason people are getting low FPS in the first place (The other half being shadows).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 29, 2013, 11:24:53 pm
I've already done what I can with the .ini file; I can usually pull 30-40 FPS even in fairly large battles, which is good enough for now. It's obviously not ideal, though. But yes, turn the shadows down. IIRC making your draw distance non-infinite helps as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on January 30, 2013, 12:11:58 am
On that note, for those of you who jhave decent framerates, in the same ini TextureDetail, if set to 0, sets the game to use Very high detail textures, which are unavailable using the standard settings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 30, 2013, 03:40:59 am
That's odd, I don't have TextureDetail in my ini file, please clarify.  I do have TextureQuality, is that what you mean?

  On another note, I have had one of those "D'oh" moments where I realised that a specific tool I wanted could be kludged.  I am very bad when it comes to judging distances without a rangefinder of some kind and couldn't even guess at how far I have been shooting my SAW and hitting targets that might seem beyond the vision of the game creators.
  Then it hit me last night - Set a Personal Waypoint on the map, then look through the scope, guess what? It tells you how far away you are from your waypoint.  Therefore that VS on a flash sitting in Palos Solar Array the other day that received four gift-wrapped slugs from my SAW, was 595-ish meters away, (accepting a tolerance of a couple of meters either way because the waypoint didn't seem to go where I needed it to be).  If he had sat there to receive just two more slugs, he would have been a worm-farm.  Also, it is worth noting that when hearing the hit registration, you can tell the difference between hitting Flash and hitting meat - I was hitting meat, (not an innuendo).

 Result: :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Freshmaniscoolman on January 30, 2013, 08:19:56 am
My laptop runs Planetside like shit.

Now hear me out, it can run ARMA 2 with settings on med-high and viewdistance at medium or far, depending on how many people are moving around and shooting. And anyone who has ever played that game knows it is an absolute beast to run.

Some games just aren't optimized for certain computers.
But ArmA 2 is a CPU hog more than a graphics hog. People say that's true about Planetside 2, but I'm honestly not seeing that at all.

Well, that night I checked the CPU PlanetSide 2 was taking and uhh, it was a something about 1,500,000, yes, a million.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 30, 2013, 08:28:09 am
a million what? hertz? because my CPU is 2.5 billion hertz.
"one million" mean nothing by itself  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 30, 2013, 09:01:30 am
You know those days when just everything that possibly can goes wrong?
Just now I landed my reaver on the warpgate landing pad before it inexplicably explodes. I had already left the vehicle and the explosion proppeled me forward, outside of the warpgate dome un to a not so glorious death.
That's after about four accounts of teamkills in the last hour all by differnt players.
And after having another sunderer fail to spawn propperly and explode with me in it.
And running into an anti personal mine five times in the span of 15 minutes.
Not to mention bumping into something with the reavers enormous long tail and promptly crashing, but that happens more often.
Yeah...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on January 30, 2013, 11:38:02 am
a million what? hertz? because my CPU is 2.5 billion hertz.
"one million" mean nothing by itself  ::)

a million hertz doesn't make sense either. I think he was seeing the memory. It displays as 1,xxx,xxx K. Yes, a million. Anyway I've seen it anywhere between 1.5 and 2 gigs, but my bottleneck is available RAM, so if I had more, I'm sure better display settings would increase such statistic in a positive ascension on the resources used category of Evermore.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 30, 2013, 04:53:12 pm
The hackers in this game are seriously starting to piss me off. The same dude's been teleporting around instagibbing people for the past two days on Genudine.

It doesn't help that SOE just deletes any threads in their forums about it. Don't want people knowing you can hack the game? Too late - Now let us vent at your inability to prevent hacking in nearly every single game you run.

If this keeps up I'm going to start demanding a refund for the SC I've put in. I know I won't get it, but they'll start realizing if they don't fix it it'll hit them in the wallet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 30, 2013, 06:44:51 pm
The hackers in this game are seriously starting to piss me off. The same dude's been teleporting around instagibbing people for the past two days on Genudine.

It doesn't help that SOE just deletes any threads in their forums about it. Don't want people knowing you can hack the game? Too late - Now let us vent at your inability to prevent hacking in nearly every single game you run.

If this keeps up I'm going to start demanding a refund for the SC I've put in. I know I won't get it, but they'll start realizing if they don't fix it it'll hit them in the wallet.

I feel the same way, but I knew what I was getting into. None of the SOE games I've played dealt with its hackers, guess it must be an acceptable quality loss for them.
Not that much you can do against it in a free to play game, but that argument doesn't hold up when you see hackers with battle ranks up to 20 and higher. It's a shame really, can only imagine how great this game would be on moderated private servers or if it changed hands or some such.

Having official forums zealously moderated seems to be the norm lately. They're not really forums, just online publicity for their game really. Don't want no bad publicity even if it's game discussion.


Anyway what I really wanted to ask was wether any of you have experience with sticky grenades.
Not really thought about using them yet but from what I hear mines are getting changed to no longer activate on proximity but on motion, wich would ruin my sunderer mine suicide attacks. I figure if I get sticky nades I could just drop the mines and throw a sticky nade on them to set them off manually.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 30, 2013, 08:41:11 pm
You can also shoot your mines, though that tends to force you to be danger close.


As for SOE censoring their forums to remove complaints, that doesn't surprise me at all, coming from a non-Valve, non-indie company. I remember more than a little of that going on back in my (shudder) b.net days. Though I will admit that Bungie wasn't nearly as irritating as SOE; they at least pretended to care about their players more than their players' pocketbooks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 31, 2013, 12:01:14 am
You know, over the years I've become quite good at dulling negative emotions that arise in response to in-game events. Today I found out that there was still something capable of making me rage-quit. Namely, a friendly lib deciding that it was a good idea to drop down on at an ESF that I and two other Scythes were chasing very closely at full afterburner, dodge around it, smash into one of the others and myself, then sideswipe the third and continue on his way.

(╯°□°)╯︵ ┻━┻
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 31, 2013, 12:54:53 am
I hate libs in general, though that's as a pure infantry guy. :P


Oh, and the forums mostly delete your complaints if they're overly inflammatory or name specific people. I made a test post complaining about the hacker to see if they would delete it, but they didn't, probably because I didn't name him. So they're not completely censoring the forums, but give them an excuse and they'll jump on it.

I also failed to notice an entire topic about Aimbots that's managed to get to 6 pages long without getting shut down. They had some good ideas on there, such as requiring a credit card (No payment) or a code sent via text message, but a lot of people seem to think that'll hurt PS2's ability to reach new casual players. Honestly, having to deal with hackers that just come back every day is enough to make even dedicated players quit, so whatever cost to the player base it would be, I think it'd be worth it. I just can't think of any other method to help folks who don't have cell phones or credit cards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rowanas on January 31, 2013, 03:16:30 am
If I had to enter any detail like that, I'd never play PS2. Especially not credit card details, fuck no.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glowcat on January 31, 2013, 03:23:47 am
If I had to enter any detail like that, I'd never play PS2. Especially not credit card details, fuck no.

Well, with SOE's track record that's probably the smart approach.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 31, 2013, 04:53:58 am
Sticky nades do not appear to be working. They bounce off just like regular nades.
Not sure why, might be because of the broken physics they've neglected to fix after they broke it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on January 31, 2013, 03:22:12 pm
A2A missiles. Sithis, I wish they'd rebalance them. I finally decided to start getting some air-time, spent some well-earned certs on stealth and flares and took to the skies.

Against any ESFs lacking A2A missiles, I do very well. I'm capable of getting killstreaks and the like by spotting from the sky ceiling and dive in on opponents with my nosegun. Flak I'm fully capable of avoiding as I don't do A2G. G2A missiles are somewhat easy to avoid as the enemy is essentially stationary compared to my ESF by using objects and the occasional flares. But those darn A2A missiles... There's just no way to avoid them. I can duck and weave between mountains, hills and trees but they keep on coming. Any air maneuver I pull off is moot since the missiles have an ungodly turn rate and tracking system. Even trying to flare my way out of it is just delaying the inevitable as the ESF is most likely already on my tail ready to lock and fire the next missile.

I wish they'd tune the A2A missiles to be mainly used for heavy aircraft a la Liberator and Galaxy by tuning turn rate and tracking to match the flight characteristics of said aircraft, with potential damage change. Sure, they'd still be able to hit other ESFs if they're hovering or moving in a relatively straight line but if the movement isn't smooth in the "eyesight" of the missile then the lock should break.

Also, time-to-impact indicators and missile direction would be nice HUD info to have.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 31, 2013, 03:45:37 pm
Re: Directional and distance indicators for enemy missiles would be a godsend. Though I usually don't have trouble avoiding them as long as I'm not already in a bad situation (in other words, if I'm around the border and it's just one or two ESFs targetting me). Normal procedure is to drop to the deck, light the afterburners, put an obstacle behind me, and keep flying low-altitude while heading deeper into friendly territory. If the telltale is still there after I've done a bit of evasion around cliffs, buildings, and such, I'll pop flares. The biggest mistake you can make is to pop flares the moment they start trying to lock on; wait until the enemy fighter has launched, so that even if they keep up with you for a few seconds they're reloading instead of waiting for the flares to wear off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on January 31, 2013, 04:11:05 pm
I keep getting 'planetside2.exe has stopped working' CtDs, anyone know what the problem might be? I've tried reinstalling, am using 64-bit windows, have 8GB RAM. I'm a bit stumped now...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on January 31, 2013, 04:31:21 pm
-snip-
I too always wait until the missile is launched (or assumed to have been considering the "Lock" doesn't say if it has been or not) before shooting flares. Still, it's only delaying the inevitable unless a wingman or AA get the ESF off my tail.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on January 31, 2013, 04:47:45 pm
Twiggie I think it's just the game being a shitty piece of code. Got into it moments ago, everything was peachy until I deployed with the pod. Then the terrain was all blue and flashing constantly which got me killed soon enough. Here's to hoping that it doesn't happen again now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 31, 2013, 06:57:32 pm
So apparently Prowler HEAT rounds are getting a 25% damage increase? That's the biggest change in the tank balance as I see it anyway.
25% increase here, 20% there, 15% nerf there...what a balancing joke. How can any sane developer think to achieve decent balance while constantly making sweeping changes like these. They'll never achieve anything but overbuffing and overnerfing this way.  ::)

Oh well, at least magrider gets some long overdue nerfs.  Reduced hover length (I assume this is the height the tank hovers above the ground) on performance certs, decrease in HRB velocity. HRB is the sarong right?
Lastly vanguard gets a bit more armor, 5% on side and front. Not sure if that's going to make a big difference, but it's something at least.

Meh, not sure I see any future in this games balance the way changes are all over the place. Since my PS2 experience has mostly been reduced to listening to a beeping lockon sound and lockon warning most of the time I'm not sure if I'm interested in seeing where things go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on January 31, 2013, 06:58:59 pm
so, why is it that I have the most fun flying plains when I do suicidal runs with them?  Also, I have managed to fly one across the ground, through a large group of enemy infantry, didn't change the battle much though
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glowcat on January 31, 2013, 07:49:50 pm
so, why is it that I have the most fun flying plains when I do suicidal runs with them?

I don't understand the question.

I love it whenever I can sneak around and ram an AA MAX off their airpad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on February 02, 2013, 11:26:25 am
I guess this update thang is still applying. Can't get in to the game. They said 4 hours of downtime from 12 GMT. Am I right, or is it just me?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2013, 12:40:49 pm
I fired up the client and started DLing a 4.4 gig patch.  I'll tell you later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 02, 2013, 12:46:14 pm
It's the January patch. Bunch of balance, mostly with MBTs, some optimization, and SMGs.

Servers aren't back up yet (http://www.planetside-universe.com/server_status.php), so don't expect to try it out any time soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on February 02, 2013, 01:12:36 pm
I just can't think of any other method to help folks who don't have cell phones or credit cards.

You never used the same Windows XP license after upgrading your PC, did you ?
Everyone either has a phone line or a mobile phone or both.

But you'd be surprised how trivially cheap and easy it is for me to get a new throw-away telephone number. I just have to click a few forms on a website and my ISP creates a new one for me.
Atleast buying another dirt-cheap prepaid SIM card would require some bit of effort.

Apparantly its also trivially easy for some people to get credit cards that are essentially gift cards or so I've been told.


Then again... you could require photo copied IDs to be mailed to SOE to create accounts. That would be highly annoying, very similiar to whats going on in china (for different reasons...), expensive and generally more trouble than what its trying to solve. But maybe in 10-20 years everyone can get personal, government issued asymmetric key pairs to be able to prove their identity online and to sign contracts.

Edit:
Also the size of that update is surprising. It doesn't inspire much confidence in the competence of those responsible when over 40% of the game has to be downloaded again for relatively minor changes. Especially if they have to take the forum offline at the same time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2013, 01:43:00 pm
I was able to briefly get in.  The warpgates are rotated (yay), there's one (ONE?) SMG that all classes can use, and it's 1k certs to buy.  Then I noticed there were no terminals at the warpgate, tried to deploy, and got disconnected.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Techhead on February 02, 2013, 01:45:12 pm
They probably disabled the forums to keep people from flooding them while the servers were down. Not the best idea, but that's probably why they did it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2013, 01:49:25 pm
And it's up.  Looks like NC weapons got tweaked- my GD-F7 has a MUCH higher RoF now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 02, 2013, 01:51:46 pm
And it's up.  Looks like NC weapons got tweaked- my GD-F7 has a MUCH higher RoF now.
So the best weapon was made even better? Nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2013, 02:09:31 pm
I think the recoil's worse, though.  So far I'm liking it, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on February 02, 2013, 03:35:40 pm
My shotgun! It's amazing, kicking ass at far longer ranges now, and the recoil is stupidly low.
My reaver, it dances in the air like a ballerina. I'm spinning and turning at the slightest adjustment. Might even lower mouse sensitivity.
It's...it's beautiful.  :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2013, 04:00:26 pm
Yeah, shotties got an across the board buff, especially the Jackhammer.

http://vanurangers.com/news.php?extend.37
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 02, 2013, 04:02:02 pm
I should really get me a shotty.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 02, 2013, 04:07:21 pm
And it's up.  Looks like NC weapons got tweaked- my GD-F7 has a MUCH higher RoF now.
So the best weapon was made even better? Nice.

It sounds different. If there's any mechanical changes, they're too subtle for me to notice at first glance.

Anyone else find the tunnels a bit disappointing? Nothing to fight over, and takes a long time... they should have just moved the spawn point closer or something.

The bio lab changes are pretty nice, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 02, 2013, 04:11:32 pm
Yeah, I'm considering getting one myself. (http://www.youtube.com/watch?feature=player_embedded&v=xq8sOmYVjfs)

Also, the SMG's seem rather strong, atleast the VS one that kept killing me :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 02, 2013, 04:26:37 pm
Good to see all around. Time to get back into PS2 for a while.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 02, 2013, 04:35:01 pm
Absolutly glad to see they finally implimented my biggest pet peeve, faction UI colors. Can't tell how often Ive not known a battle was a 3-way because all I saw were nondescript Red triangles. Also the cooldown on Q spotting for Q-Spammers (people who would just hit Q as often as possible, I imagine using a macro or something) means more sneaky sneaky might be viable.

EDIT: Bit concerned about the Magrider change. I understand WHY it was done, just its also the best method for dislodging the buggers from certain ditches they get stuck in :P Then again, maybe Im the only one dumb enough to get a hover tank stuck in a ditch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 02, 2013, 05:15:44 pm
I've seen people complaining about their Magriders losing something like 40km/h from their max speed. Not sure if it's a bug or what. Really like the Skyguard now, apart from the far too high traverse speed. Even managed to shoot down a few LAs.  :P


On a more personal level, this is it. It looks like I'm done with PS2 for the foreseeable future, barring a major fix. Not because of content or anything, though. I haven't changed my setting at all from pre-update (they were already optimized for speed), but I've gone from 35-40fps in empty areas and 25-30fps in major battles to 15-20fps in empty areas, 5-10fps in smaller fights, and as low as 1fps in Biolab battles. The game's about as close to unplayable as it can get for me, so I'm just going to have to cross my fingers and hope for a patch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on February 02, 2013, 05:30:20 pm
Yeah, the Magrider is now only able to strafe at 15 km/h, 30-35 km/h if going forwards as well.
Basically, the Prowler is able to strafe at four times the speed of a Magrider with more than half of the armor. Then they get a bunch of buffs to HEAT and AP and now the Magrider is completely useless at strafing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 02, 2013, 06:04:33 pm
Higby's posted a few mins ago that the reduced strafe speed on Magriders is a bug, it wasn't supposed to be reduced.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 02, 2013, 06:12:44 pm
Except that they pretty much explicitly stated in the patch notes that they were preventing Magriders from gaining an advantage in hill-climbing by moving forward and strafing at the same time. Which makes bugger-all sense to begin with; a hovertank bloody well should do better with inclines than a tracked vehicle.


Shotgun felt satisfying testing it on a wall. Couldn't kill any enemies at 5fps, of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 02, 2013, 06:58:22 pm
For those who have been suffering fps issues since the patch, apparently deleting UserOptions.ini and allowing it to redownload has fixed this for a number of people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 02, 2013, 07:15:49 pm
Hm. I'll try that and see how it works out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2013, 07:19:55 pm
Also one of the devs broadcasted to try changing to windowed and back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 02, 2013, 07:26:16 pm
For those who have been suffering fps issues since the patch, apparently deleting UserOptions.ini and allowing it to redownload has fixed this for a number of people.

Yea, its basically been the point that you should do this after every major update. Remember having to do this weekly during beta.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on February 02, 2013, 10:42:43 pm
Dice, the Magrider absolutely needs a climbing nerf.  I play it about 75% of my time and even I think its ridiculous what you can climb with it, the thing shouldn't be a mountain goat.  I know exactly what they're talking about (using strafe to climb an incline that you can't nose up on) and it makes sense to reduce that.  It doesn't make sense to reduce the strafe speed, just the strafe climb.  It still climbs way better than any other tank.  Even with the reductions I can still get places, it just takes longer and requires more thought (and a goose of Magboost when stuck).

My FPS is ruined though, its at about 10fps in fights now.  Changing to windowed and back didn't help at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 02, 2013, 10:47:31 pm
Yeah, but the issue is that they nerfed the movement speed either alongside of or in order to accomplish the climbing nerf. At this point the Mag is fucked, because the whole point of the tradeoff is that instead of having a turret it is supposed to be able to strafe really well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on February 02, 2013, 10:54:02 pm
My FPS has dropped from 100 to 70-ish in unpopulated areas, even after deleting the ini file and changing from full screen to windowed.

Also noticed that in the map screen statistics box, the reported % population bonuses are not the same as those on the first person screen.  Another fuck up.  My mistake, there is now a +10% defense bonus when you are defending a facility.

Although, I see with the Warpgate wheel of fortune, that the VS now have to deal with the launch-pad shenanigans on Esamir, good luck getting responses to your bug reports, guys.  I've been reporting the lack of a fix since the open-beta.  {Gravity-pad skipping, sometimes leading to death, sometimes just firing you off a couple of hundred meters into the landscape.}  They also get to die on Indar, jumping from the warpgate to the defensive towers and suiciding, for no apparent reason, on the gravity pad.

Maybe the devs will take note when another bunch of bug reports start coming in.  {But why should they start listening to us now?}
[/cynicism]
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2013, 10:54:53 pm
The defender-locked jump pads are a nice change.  The VS were abusing it at a Rashnu tower to pop in and out, except I was in a tower turret that could hit the landing pad...


I think I got 20 kills before someone finally C4ed me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 03, 2013, 12:09:06 am
Down for a hotfix.


If I got anything other than 403s on the PS2 forum I might know what was in it!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 03, 2013, 12:11:18 am
On the plus side, we no longer have to deal with Allatum. The TR are welcome to it.

By the by, another fix is to set the overall graphics quality to -1 and texture quality to 0. 0 is actually the ultra setting for textures, and for whatever reason it helps your fps. I gained about ~6-7fps from it, and everything is prettier.

Mattherson is down, possibly for a hotfix.

ed: ninjas.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 03, 2013, 12:15:09 am
Servers are coming down for a quick patch, for "outstanding issues".

Aside from the hilarious double meaning for "outstanding issues", hopefully this will fix up some of the FPS problems folks have been having.


Fake Edit: Dang ninjas.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 03, 2013, 12:21:08 am
Counterintuitivly, increasing the graphics can help a bunch. The reason being some of the lowest settings offload the work from the gpu to the cpu, which makes sense in most games, but is absolutly a terrible idea in this case.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on February 03, 2013, 12:22:05 am
In the UserOptions file I really like the one line that says:

MaximumFPS=250

I needed something to laugh at.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 03, 2013, 01:58:56 am
Counterintuitivly, increasing the graphics can help a bunch. The reason being some of the lowest settings offload the work from the gpu to the cpu, which makes sense in most games, but is absolutly a terrible idea in this case.
Or more accurately, it makes sense if your GPU is the bottleneck. If the CPU is the bottleneck, as is the case for... quite frankly most people playing Planetside 2... then it will slow things down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 03, 2013, 02:26:26 am
Looks like the hotfix broke even more things, somehow. Most vehicles now shoot blanks, and the low FPS issue hasn't been fixed.

I am not impressed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 03, 2013, 02:52:35 am
SOE: Lowering standards of expectations since April 1998?

Meh, it'll all get fixed eventually. Or not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 03, 2013, 02:55:26 am
I have to say though, the recent patch changes have made things incredibly fun to play. In particular, the +25 certs for G2A damage is goddamn magic for those who play with the G2A rockets. And the recent changes mean the rockets actually hit 90% or so of the time in which flares or obstacles aren't used. It's great! Especially compared to the original 'your missiles will do damage about 20% of the time.' The +25 xp really helps, since the usual situation a G2A rocket infantry encounters is a full hp ESF. When the ESF takes the first rocket, it usually GTFOs. Since it takes 2 rocekts to take one down, it usually doesn't result in a kill; then simple go back, repair, and you get no xp at all. And now we do. :D Now when I'm at the top of a tower doing pure AA defense, it actually feels like I'm being useful, rather than simply trying to steal kills from burster maxes. It actually feels like a 1000 cert weapon on par with the ESF A2G rockets; which is great!

The changes to spawning really seem to help at least make spawn-camping interesting, rather than the stupid-fest it was before. Both the spawners and the campers are on a much more even footing it seems.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on February 03, 2013, 03:27:01 am
As long as they tune down the insane turn rate and tracking, especially for A2A missiles. I'm still amazed at the lack of any successful ACMs for countering lock-on missiles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 03, 2013, 03:50:03 am
I'm really liking the upped exp for killing Sundies, too. I got 585 exp for C4ing one last night. I've been seeing quite a few Gals, too, which is always nice because om nom free exp from easy targets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 03, 2013, 11:25:21 am
I'm just going to ask here:

What are the recommended settings for somebody with an Intel Quad core i5 and an AMD radeon HD 5650?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 03, 2013, 12:32:41 pm
If you've got an AMD card, I believe the proper approach is to bend over and kiss any chances of playing the game goodbye. Unless they've fixed all the problems with that lately.


That aside, I've got a 2.4GHz i7 core and a NVIDIA GTX 660M, and I can barely pull 30FPS with optimized settings (textures and model detail to medium, shadows turned off in UserOptions.ini, and all other settings at minimum, with a 3km draw distance). Mostly it's a matter of figuring out exactly what balance allows your GPU to pick up as much slack as possible, but as above the game seems to hate AMD cards for whatever reason.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 03, 2013, 12:42:00 pm
Yay for being the minority and not even choosing for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on February 03, 2013, 01:24:11 pm
Look on the bright side. You have an Intel CPU in a CPU intensive game. Could be worse with AMD CPU and GPU like me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 03, 2013, 01:28:15 pm
I get a solid 40fps in fights with my AMD. Of course its a monster 4.2 ghz 8 core, so maybe thats besides the point then :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 03, 2013, 03:30:08 pm
looked around a little. Not enough to make a definitive critic of this update, but I can say a couple things already.

-The anti-ground facility turrets do fire blank, which is an annoying bug.
-The new spawn points are AWESOME. they look awesome and they play awesome. Awesome.
-The new watchtower design (the ones with 4 air pads) is much, much better than the old one. Good lord, they are so much more fun!
-Can't find the tunnels...
-The warpgate rotation is cool. It refresh the fights. And now NC owns pretty much half of indar. Apparently the north warpgate is advantaged.
-The new UI is cool too. Take a bit of time to adapt to the "Blue! Shoot!" or "Red! Don't shoot!" for VS/TR, but it's fine. We can now know who is who, at least.
-The "explosions" on the map, to show where the fight is, are cool.
-Continent-based pop bonus XP is cool. Population seemed more equilibrated (though VS pop took quite a hit in favor of NC. What?)

Didn't test much more than that. But it was the funniest session of PS2 I ever had so far. Can't ask more. Hope that bugs get fixed and that the fun last.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 03, 2013, 03:42:11 pm
Hotfix for the vehicle projectile bug is up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 03, 2013, 06:47:26 pm
You know, despite all the mix ups, it's been pretty fun. I'm not sure what it is, but I was doing extremely well today using my DMR. Ended up with a 4.8 K/D ratio for the day, which, for me, is mind blowing for a non-LA class. It feels like they made some changes to it, but maybe I just had a good day.

Lots and lots of FPS issues, though. I had to avoid certain areas because they would inexplicably drop my FPS below 20.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 03, 2013, 07:01:46 pm
Latest patch kinda fixed it, worked fine until I went into Ceres Hydroponics where only staring at the floor would give me double digit FPS.

Also, got my C4 on the NC LA, first kill was a lone VS Lightning driving by Zurvan, didn't pay much mind that I jumped on his roof and blew the C4 while I was still on it (was getting shot from somewhere, panicked so I could blow it before I die) and survived with a sliver of HP only to get gunned down as I retreated to cover X)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 03, 2013, 07:04:19 pm
Don't worry about blowing C4 before you die if it's attached to a vehicle. You can actually blow it once you spawn, which makes for some hilarious opportunities.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on February 03, 2013, 07:39:43 pm
If you've got an AMD card, I believe the proper approach is to bend over and kiss any chances of playing the game goodbye. Unless they've fixed all the problems with that lately.
I've had no problems running it with my Radeon 5870. FPS usually around 30 with mostly low-medium settings but I've been getting nasty drops with the most recent update.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: The Scout on February 03, 2013, 07:56:18 pm
I have problems running it with my Radeon 6750 HD. Might be the quad core 2.4 GHz processor though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on February 03, 2013, 11:37:02 pm
I have problems running it with my Radeon 6750 HD. Might be the quad core 2.4 GHz processor though.

I've got an i7 at 2.66Ghz. The FPS meter in game almost always says my GPU is limiting it. Going to upgrade sometime soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 04, 2013, 11:47:27 am
wow, I got a headshot with a rocket launcher... 

And the new tunnels are a great addition in my opinion,  of course, I have only defended a base so far in the new patch, so my opinion will probably change when I am with a base assault.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 04, 2013, 11:59:57 am
Eh, I get 25 fps until I go into any kind of combat, at which point it drops to 1-2 fps. I got stuck in the tunnels when the tractor beams wouldn't pick me up, and I just sat down there, watching allies fly by...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 04, 2013, 12:03:36 pm
Would i be runnign PS2 with
•AMD A10-5700 Quad Core 3.4 GHz
•8 GB DDR3 1333 MHz
Ati HD6670 but will upgrade it to something from Nvidia later on.
Just wanting to make sure i wont get disappointed if it runs poorly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 04, 2013, 12:55:56 pm
For some reason it feels like the unguided rocket launchers got a stealth buff; I've both killed and been killed by them as infantry much more often since the patch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 04, 2013, 12:57:30 pm
I don't see how that is a bad thing. Killing infantry with rocket launchers is amongst the most hilarious things to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 04, 2013, 01:04:29 pm
There really is no way to tell if it will run good or not right now, some general setups will but most of the time the FPS drops are random.

I've been getting some decent 20-ish FPS most of the time with random drops both in and out of combat. And somehow, looking at the ground fixes it instantly for a few seconds :I

Also my CPU is still used more than the GPU despite fiddling with the settings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 04, 2013, 01:09:08 pm
with both intel CPU and GPU, I am getting around the same framerate that I was before, perhaps a bit smoother, but I am being limited by my GPU to around 20 frames.

and just got my best run as a sniper, 7ish kills before I died. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 04, 2013, 05:12:22 pm
Just gave TR a try again in my continuing effort to "walk a mile in everyone's shoes."

Had fun, but I can't make a sound judgement. FPS was terrible and a lot of my kills and deaths were due to lag or luck. Am very happy with a dumbfire rocket scythe kill I got as well as sending a dumbfire care package to a sneaky sniper just as he was about to get the killing shot on my squad leader.

The more I play HA, the more I feel that it really is all about the rockets. Next thing you know I'll don an oversized helmet and start giving lessons about the Art of War and Animal Husbandry.

Did get into a good squad. I went into this thinking VS had pretty good team play, and it's not that they don't, but in both cases where I played NC and TR in a review mode I feel like I managed to get into fun squads pretty easily. Might have just been luck though. I hear a lot of complaining about the NC and TR both having a lot of lone wolf players. Also, wheras my NC squad had a bit of redneck in them (laughing, having fun jumping flashes over hills and cliffs, not necessarily a bad thing), I actually felt like I'd been dumped into a semi-professional military unit with the TR. I guess those stereotypes come from somewhere. My luck with the VS has been mostly a mixed bag. The squad leaders will usually be pretty good, but I'll end up having a good number of screaming, foul mouthed pre-teens on the mics at the same time. I still don't think I'll go with the NC as a full time thing in PS2, but I definitely have a healthier respect for them and their people. As such, TR I still need to give more time to, but if my experiences continue as they did today, (hopefully minus the fps drop from the patch) I might even switch back from purple to red.

Final note: My deepest apologies to those who I ran over today, including my wonderful squad leader, as whenever I got into a vehicle my fps dropped from a steady 10-20 down to 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 04, 2013, 05:33:09 pm
I've also noticed the FPS drops with vehicles, and it seems to be only present in ground ones, aircraft was pretty ok most of the time, while everything else was horrible at times and bearable the rest of the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 04, 2013, 06:40:48 pm
FPS seems better today.

Though that may have been my playing around with guerrilla warfare. A combination of both defending points which are lost causes and attacking abandoned enemy points solo seems to be a really good way to get XP as a G2A wielding HA. When an air-tower gets close to turning, people tend to land libs and such right on the launch pads; which happen to be about 20 feet from the spawn protected areas. You can C4 sooo much this way. Then use the new tower walls to avoid the swarm of aircraft fire when they realize there's a dude blowing up their libs with C4. :D

Basically, people get extremely complacent when they've overrun a point and it's close to cap. Abuse their lack of attention to your fullest extent for tons of vehicle kills.

The other thing to do is go along the abandoned parts of the front between factions, and turn the points. GTFO of the area around the points, then either move on to the next area, or wait for a point to start being retaken. Most people tend to sit on the point until it turns (which, helpfully for you, even gives you a count of how many enemies are there!), leaving them rather vulnerable to attack.

And above all else STAY SNEAKY. Putting C4 on someone's empty tank and waiting for them to recap the point and get back inside before blowing it is much more satisfying than blowing it then hunting them down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 04, 2013, 09:12:04 pm
Heh, Mattherson VS came home to Hvar last night. I think we surprised both the NC and TR. In the course of the firefight there was a long discussion of how the VS have to steal the smacktalk throne from the Enclave. But yes, it was a glorious thing to see a tide of VS flowing down from Allatum and smacking both of the other factions upside the head, especially in the wake of NC dominating the server for most of the day. Our homeland, it calls to us, we must spawn in the ancestral Tech Plant of yore! :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 05, 2013, 12:08:49 am
I trialed the Warden battle rifle tonight.  That thing is pretty damn nice, even with iron sights.  Anyone used it to great success?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 05, 2013, 12:32:42 am
Yep, G2A rockets are fixed. Spent about 20 minutes at Rashnu tonight, and bagged 3 Reavers, 2 Libs, a Vanguard, and some random assists and AA damage exp during the bits of time when we were fighting outside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on February 05, 2013, 02:52:49 am
I trialed the Warden battle rifle tonight.  That thing is pretty damn nice, even with iron sights.  Anyone used it to great success?
   Spent the 1k certs and bought it, plus 30 for the 6x scope - nothing beats an engineer headshotting an infiltrator at 285 meters, then doing it again a minute later, {cause he spawned back at his sunderer, was trying to hit me and missed most times, killed me once and we ended 2-1}, as well as making a MAX run away, heavily injured, and a couple HA's recline to watch the stars, (all VS).
  Oh, and this was all with just one magazine.  I got my range very quickly.
  Haven't used it up close yet, that's not my style.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 05, 2013, 12:00:19 pm
I've found that long range weapons with High Veloctiy ammo and a x6 scope are more effective against sniper rifles, since they have no scope sway. I can usually take on an Infiltrator no problem with my Reaper DMR, and anything at mid-to-long range is going to be diving for cover.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 05, 2013, 12:16:32 pm
I've found that long range weapons with High Veloctiy ammo and a x6 scope are more effective against sniper rifles, since they have no scope sway. I can usually take on an Infiltrator no problem with my Reaper DMR, and anything at mid-to-long range is going to be diving for cover.

you can't kill me if you can't see me because im at max view range, up a gigantic cliff, cloaked or behind cover 90% of the time, and the other side of you from all your other targets, and never get anything but headshots.

of course I won't be able to kill you either unless you're standing still, but that's what your dumbass teammates are for.


in other news, had a good sniping session today :D

I may have been exaggerating the nothing-but-headshots, but most people are dumb enough to stop looking for you after 20-30s (and since there's no height indicator on the directional indicator...)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 05, 2013, 12:22:44 pm
Couldn't sleep, so I had a nice run as TR early this morning. Pushed the VS all the way back to their warp on Indar and I got a good number of nice defense kills before the NC took advantage and sliced through our lines, cutting our territory in half.

I feel like I'm having better luck getting kills than as either VS or NC, but I didn't play NC very much and it could just be situational luck.

And once again, rocket launchers FTW.

I will also note I got a small FPS improvement by just fiddling with options and also giving my GPU a bit of a frequency bump through the settings. I generally stay above 20 fps now, but large fights can still drop it. I'm mostly CPU bottlenecking when there are a lot of people around. Not surprising, given what I've got. (An old 2.3 GHZ core 2 duo) As other people have said, sometimes it's counterintuitive, lowering all the options isn't always the best performance settings. I've actually got everything spread around low medium and high with decent draw distance and the one slider bar with percentage set at 90 now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 05, 2013, 12:34:54 pm
I agree with you, sluissa. Nothing beats shooting random infantry with rockets and getting bonus xp for headshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 05, 2013, 12:35:36 pm
has anyone noticed the total worthlessness of the cloak as it is now? I emptied my clip in cloaked infiltrators several times now. They appear clear as day. A shame...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 05, 2013, 12:37:43 pm
yeah infils appear much darker now I think, which may help at night, idk, but definitely in daytime it makes you so obvious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 05, 2013, 12:45:45 pm
I managed to follow one in my visor all the way on some amp station's walls. It was hilarious how he was more obvious cloaked than not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 05, 2013, 12:49:40 pm
Though one thing to note, apparently the high contrast scopes got nerfed a bit such that they don't make cloakers show up as a bright outline.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 05, 2013, 02:40:07 pm
with mid graphics, the infils do not appear different from before...  or I don't think so, can still track one but only if you are looking for movement, however it is much more efficient to stay in one place with the clock active.

And, I am getting better at flying a plane,  and having fun doing so.  Can't land a lib well, mainly due to it hovering.  is there any way to prevent this or just fly close to the ground?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 05, 2013, 02:52:55 pm
once you hit hovering distance over the ground, hold CTRL to descend on to the ground.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 05, 2013, 02:58:41 pm
I guess what Tim said. I never had problems landing planes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 05, 2013, 04:15:34 pm
The best landings involve explosions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 05, 2013, 04:21:52 pm
I just started playing this game.

What do I do to start grinding cert points faster?

Initially, finding the main factional push and tagging along seems a decent way to do it but I'm wondering if there's a better way.

Oh, and what do I have to do to make it feel like I'm not flying or driving around papier-mache whenever I get in a vehicle?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 05, 2013, 04:34:16 pm
Trust me: Don't focus on earning certs. Just have fun.

That said, handing out ammo as an Engineer is a great way to earn lots of points.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 05, 2013, 05:01:09 pm
Trust me: Don't focus on earning certs. Just have fun.

That said, handing out ammo as an Engineer is a great way to earn lots of points.

I agree with both these points.  The fact that Engy is probably my most played class makes the Warden so much more tempting to get.  If I see it on sale, I'm snapping it up.

That said, if you do go engy, remember that you have two ammo packs, not one.  If you pull out your turret and hit B (weapon mode select- default key) it pulls out another one.  You can have them both out at once.

(Also, Jim, if you're on Mattherson NC, look me up: ToasterTheAwesome)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 05, 2013, 05:09:26 pm
If you do specifically want to earn a lot of certs quickly, playing medic in a zerg and reviving everyone you can will rack up certs quickly. It's something like 3.33 revives per cert point, and that's discounting all the various other sources.

Also of note: the underbarrel grenade launcher for the S-variant of the default carbine is an excellent way to have fun while earning certs as engineer, even with the nerfs. Just find a location that gives you an arc onto a gathering point for part of an enemy zerg, drop your ammo pack, and start plopping grenades down on them in a steady stream. Granted, you'll need 1100 certs (IIRC) to get the S-variant and the underbarrel, but the Vanu S-variant at least is quite a good weapon.

But yeah, either ghostcap while avoiding large enemy forces, or farm kills at the nearest zerg. Quite often what you do will be determined more by the stability of your framerate than anything else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 05, 2013, 07:33:17 pm
I play with a focus on cert gaining, but the situations I get the most certs in are the ones that I have the most fun, the second may lead to the first.

Also, hotfix out that should fix some performance issues people were getting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 05, 2013, 09:19:14 pm
A new hotfix, or the one from a night or two ago?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 05, 2013, 09:30:09 pm
New.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 05, 2013, 11:20:27 pm
An important point with the Underbarrel Grenade launchers - There's a few glitches to avoid. 1) Don't switch from your UB-GL to your ammo. It glitches everything up and prevents your shots from registering until you switch to your pistol or something. This may have been fixed in Update 2, I'm not sure. 2) After firing a round, switch to your primary and then back to your UB-GL to reload. This removes any chance of bugging, insuring you can keep resupplying grenades from your ammo pack. I think this was improved during Update 2, but certainly not fixed.

Also, just for the Gun-S variant and the UB-GL, it's just 600 certs.

Another thing to remember as an engineer is that Bouncing Betties (Or your faction equivalent) don't cost too many certs and are highly effective. If you decide to use them (Or C4 or whatever), you can switch to your MANA turret, press B, and drop Ammo packs still. They've been patched to utilize the certs you put into them, too, so that's another good investment. Of course, you can always just drop two separate ammo packs, which doubles your potential experience gain for resupplying. Explosives are mostly useful for defense, so you can vary your strategy appropriately.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 05, 2013, 11:39:15 pm
I haven't had any issues with the underbarrel since the last update. I can sit in one spot popping them off all day long at NC who poke their noses outside of teleport rooms without switching to anything but my ammo pack. It does get a bit buggy when I try to switch back to the primary fire, but that's the only problem I have.


In other news, I shot down a Reaver with a LMG.  He was at ~75% health and decided that hovering overhead while he reloaded his rockets was a good idea, so I showed him the error of his ways with an extremely extended burst from my SVA-88. :3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on February 05, 2013, 11:50:27 pm
Underbarrel smoke launcher is great, especially for medic. Basically, unless they have one of the night vision scopes, it applys a wall they technically can shoot through, but not accurately. Smoke launcher and revive grenades will allow you to revive a whole corpse pile. Instead of having maybe 1/3 reach safety without dieing again you will see a much greater percentage of the corpsepile find a position to recharge shields and become almost fully combat effective again, while your revive grenades allow you to cower behind cover like the good medic you are. In addition there are many times when your team has to go across open territory while trading shots from enemy in a base. While it may limit your return fire, being able to reach the base itself is the first step in taking it and smoke grenades will help you do it, especially if you find an ammo kit to resupply from. This might make the carbine-S a good choice as well, as the Engineer could use it most effectively to allow an advance. I've seen stalemates broken by smoke clouds before.

I've been using the Gauss-S AR since the patch due to saving 500 certs prior, mostly from the double exp weekend, in the hope SMGs would be something other than 1000 certs. I've found I like it's performance better than I did the Reaper AR pre-patch. Due to having bullets that are seemingly much faster travellers with less recoil, I've found I can land more shots in both single shot and full auto. In addition, the S model has two round burst in addition to the other firing modes. I find two round burst to be extremely effective at medium ranges between where I would use single shot, and where I would use full auto as it puts more rounds out than single shot yet the recoil resets after bullet 2. I'm unsure if the recoil on the Reaper has changed, as I have solely used the Gauss-S with it's speedy bullets since the patch. In addition, the Reaper was absolutely terrible at hipfire, while the Gauss-S seems more along the lines of average, which is still much better than the Reaper.

Finally the AC-111 or what-not NC carbine seems to perform much better than pre-patch, though I might be imagining it. It seems to spray less wildly upon full auto at a distance, which makes it more viable than pre-patch compared to the GD-7F close range carbine in my opinion, since previously it seemed the GD-7F performed roughly as well at long range due to better rate of fire, larger clip, and less recoil per shot than the AC-111 while having very superior close range ability.

EDIT: Obligatory whining/advice to the devs since my absolute favorite ability in the game was negatively affected in the last patch: Also I'm not sure if someone mentioned it or not, but Flash Turbo received a stealth nerf. You can't drive up vertical walls anymore ::)
Spoiler (click to show/hide)
Also you can't enter the warpgate spawn room anymore with vehicles.

However you can still drive up steep hills if you have previous momentum. If you try to turbo up a very steep incline from a standstill the tires will spin and depending on the incline you might inch forward at very low speed. It will grant much less acceleration up inclines from a stop, so try to hit hills with momentum and don't wait for the flash to stall out like you could do previously for added distance.

My advice to the devs: no one will cert beyond turbo rank 1 at the current cert prices, because they wouldn't do it previously when turbo was better. If the price was changed without me noticing, my apologies for complaining. However, I would at least consider investing certs into additional ranks if either turbo was significantly less costly than it was pre-patch, or as a better solution, if in addition to the added recharge time, the turbo ranks changed turbo mode to be increasingly similar to how it was pre-patch with each rank while maintaning the cost, with the last and exceptionally expensive rank being the exact same as it was pre-patch with the ability to zoom up walls and soar through the air for what must have been an overpowered one second, or else why change one of the funnest and most amusing crowd-pleasing abilities in the game that I used most effectively to make crowds of people laugh? The main reasons I can guess are because it was deemed silly (which was most of the appeal in the first place I might add) or that it made the flash too maneuvorable when the change was made to make it not explode like a turtle on it's back. I'm not sure about that; when I landed without exploding pre-patch the best landing place besides on directly top of a TR infantryperson would have been near an enemy sunderer actively spawning infantry for my Flash M40 grenade launcher to get a few kills before anyone holding a weapon returns fire.
Spoiler: Flash weapons summary (click to show/hide)
If I was unlucky there would be someone that can aim and fire effectively any caliber of weaponry, looking in the direction I had landed with no turbo remaining.

Some things involving my primary vehicle regarding usage time according to stats, the flash, that somewhat makes up for the loss of awesome turbo: The flash grenade launcher was buffed so that the grenades' arc is much less steep. In effect it greatly increases the range.

More importantly: The flash will not explode immediately upon flipping. Instead it will drop the flash to very low health, but enough that an engineer can jump off and repair it quickly. Once it burst into flames and almost had time to explode before my repair beam 'stuck' to it. My K/d ratio will thank the devs for this change, especially as it doesn't seem to track the number of suicides as it's own statistic, yet my k/d ratio is so low I'd like to assume it counts them for the ratio though.

However, with the current change to turbo in place I think I will most likely stick to pulling Vanguards and Lightnings and leave the Flash as a last resort for when I'm exploded well before the timer is up on either of those vehicles as they are just a much more effective investment of my player time for the team. I might even consider certing into Flash radar to turn it into a stationary radar for capping points. Turbo isn't absolutely terrible after the change and still adds a way to quickly accelerate from someone's aim point, and can even go over most hills at a high speed as long as you had previous momentum, but I would say that losing the ability to be airborne for roughly 1 second with the correct angle really takes away a lot of the maneuvorabilty that I initially chose turbo for in the first place. It still has the short duration and the extremely high cert costs on upgrades versus their effect that I could put towards an AP or HE turret for the Vanguard to sit at the Crown and spot and destroy whole swarms of infantry or snipe tanks. From a tank in the Crown you can hit any of the various surrounding territories even. Why did I get turbo in the first place at 150 certs instead of saving for something better? Simply because I enjoyed driving up a wall right before a base capture, exploding above the point a hundred Goons and other friendly assorted creatures of their ilk are milling about, having my corpse land exactly upon the point while flaming wreckage harmlessly showers the starry-eyed Goons below. Also I enjoyed doing backflips in the warpgate, but if that has to be impassible to vehicles to prevent my doing the fabled Double Backflip with one turbo this is acceptable for the following reason: I understand that being able to bless +1 all the NC troops on the server upon successfully completing this masterful technique and being personally responsible for all our victories ever as a result was perhaps overpowered and thus the devs removed access to the warpgate spawn room to vehicles. I get that, as there I could keep trying the maneuvour endlessly and safely to myself and bystanders due to damage being off in the warpgate. It makes sense I would have to first find a similar bit of geometry in the unsafe world, try not to explode by landing upside down possibly though dozens of attempts, and kill any friendly infantry unfortunate to be landed upon by my spinning flash and rider hurtling groundward through the aether. This would have made sense as it had such great effect upon game balance. Surely it should not be easy to bless all NC troops on the server at once, and should require a great deal of difficulty, wasted time, and accidental yet possibly avoidable team killing; of these three previously the last was noticeably lacking inside the warpgate. Unfortunately in addition to not being able to backflip in the warpgate safely, which would have been most logical to myself and possibly grudgingly accepted by the legions of adoring people amused by my antics at one time or another, for some reason it was deemed in addition a good idea to modify the flash's ability to drive up walls. While pre-patch driving up a vertical wall with no ceiling, I.E. outside, resulted in an explosive death or pre-landing bail out and appropriate loss of life or shielding depending on distance fallen and inertia; post patch, perhaps in testing, it was noticed that flashes could drive up ceilingless walls in exchange for most of it's vehicle health in landing due to not exploding immediately upon not landing on it's wheels (or landing on some types of rock with the wheels.) Perhaps this was too much escape ability for even the flash. However I think this could easily be rectified by rewarding players who skillfully manage to land upon their wheels, and penalizing those who don't by 1: forcing an exit from the flash upon landing upside down  2:retaining current post patch damage to the flash which is not enough to cause it to explode immediately and 3: smite the rider's shields and possibly health as if they took falling damage as they were thrown from the flash. While (3:) will result in deaths the same as the days of the exploding flash, I was quite willing at that time to trade any hope of a positive k/d ratio in exchange for how flash turbo was at that time. If you made these changes and also changed Turbo's certification ranks as I listed previously in this long post, I think it would allow you to meet whatever goals you had in mind for the change by having players spend an enormous amount of certs to do what they did before with only Turbo 1 at 150 certs, which would still be useful, while still allowing those enamoured with pre-patch Flash turbo to one day re-obtain the legendary ability to raise morale of their team with timely death defying flash jumps over a bigger tank zerg than Eval Knieval probably did at some point to turn the tide of whatever foreign war America was involved in at the appropriate time of his life.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 06, 2013, 02:33:05 am
w... wow...  :o
That's a beautiful speach, even if I may be too recent of a player to fully understand what it's all about...

I just wanted to ask if the solstice S was worth the 500 certs, and if a combination of the vertical recoil reducer, speedy ammo, x4 zoom and UB-GL was good or crappy x)
I feel so small now...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on February 06, 2013, 03:15:10 am
Thanks!  8)

I would recommend giving it a trial first, as always when using that many certs if it is possible.

However, before you do that I suggest you take a look at the appropriate spreadsheet to compare to your current weaponry so you know what to expect. For example, I knew after looking at the spreadsheet that the Gauss AR line of rifles have a higher weapon velocity than the Reaper DMR that I was using at the time. I might have noticed a bit of effectiveness in that area but had I not checked out the spreadsheet I wouldn't have been sure.

One thing to expect from the S versions is that they are slightly worse than the default as far as statistics go, but only slightly and I don't notice it. They also have 3 firing types and as you've noticed can fit most of the basic attachments.

High velocity rounds are very useful at long range, but it will help if you are familiar with single shot mode sniping already. I can only speak for the NC scopes but both 4x scopes the NC use have different purposes. One, the non-chevron one, seems to me to cause less initial looking down scope lag, has sufficient zoom, and I like the crosshairs though sometimes they are a bit too thin to be seen with low graphics though this is only against certain backgrounds like the bridge texture and isn't especially detrimental. I also used the chevron scope when I used the 2x burst AR. The chevrons at the time (unsure if it has changed) were better for finding range with normal or soft point rounds, as those had more drop to them. With HV they are less advantageous but still a bit useful depending on your weapon's drop, which as a VS should be lessened significantly if I have my understanding correct. The chevrons obscure a good deal of a distant character and sometimes your bullet, however all you have to do is move it up slightly to the next chevron if you missed because of drop. It's also a decent scope but I like the non-chevron scope more. I'd imagine this would be amplified if I was VS and had less bullet drop. If you do a lot of long range shooting though, consider the 6x scope and semi-auto fire. It will extend your range past what the average non-sniper carries. It's great for covering friendly infantry advances for this reason when combined with spotting for the people up front.

As for the grenade launchers, I have smoke launcher currently, and had the normal one in Beta. I'm not sure if Solstice is an AR or a carbine, so I'll give advice for both. With the AR, as it currently can only be used by the medic, I highly recommend smoke launcher. This is because in my opinion you can do more for your team with a smoke that lasts however long it does, and you only carry two grenade rounds. You can miss with a grenade launcher and do 0 effectiveness, whereas a smoke miss still puts up a cloud of smoke where it hits. As long as it didn't soar gracefully 300 yards over and past the hilltop you were aiming at, it will still be effective for the entire duration. With grenade launcher you have to stand on top of an ammo kit to be constantly effective with it, though doing so is admitably more lethal, so perhaps if it's only a few opponents keeping your squad from advancing it would be more useful as a medic as you could theoretically eliminate one or two. Smoke would diminish the effectiveness of more people for longer however. I suppose it would also help to consider whether you enjoy exploding enemies more than you enjoy seeing a successful sally.

That brings me to the next point. If it's a carbine, I would get grenade launcher. LA's can use them to devastating effect if they can reach an area to rain the two down on a crowd and often can throw a hand grenade or if especially well positioned, C4, prior for extra carnage. The splash is less than a hand grenade I think, but just as lethal on a direct hit. I think there is some splash though so it could be good against a cluster of enemies that a hand grenade has weakened. I'm unsure if the hit indicator for launchers indicates where you fired from or if it indicates where the grenade exploded. I imagine direct hits point to you while proximity is pointed at the grenade, but I may be wrong. Engineers can simply keep up a constant stream of explosions (think a mortar without much of an arc) with an ammo pack as long as the reloading bug has been fixed. That said, smoke launcher would be just as good as it is for the medic, possibly better for the engineer as he could blanket an entire area with them much easier. In addition I'm unsure how Grenade Launchers compare to max anti vehicular weapons. Also I'm unsure how effective they are against armored vehicles.



Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 06, 2013, 09:25:32 am


The heck did I just read.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 06, 2013, 09:33:16 am
Well, it's official, Duuvian has gone off the deep end. Some strange form of PTS disorder? E-PTS?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 06, 2013, 11:02:07 am
well, had a spawn point spawn me deep under the world, just floating... not being able to move or anything, lots of other people were there, then someone tossed a grenade to kill everyone present, so they could respawn elsewhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Scoops Novel on February 06, 2013, 11:05:54 am
I am extremely glad to hear about resources being implemented in march. Extremely. On the other hand, teleportation will not help matters on that front.  Rather hard to have fuck all in the way of tactics with teleportation implemented, to be honest, outside of relying almost completely on feints  and subterfuge. I suggest they give us the ability to create new ones.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 06, 2013, 11:15:47 am
Guess they decided to do what I heard happened with PS1: Improve it gradually. Mayby they didn't use what they learned from PS1 to adapt to a different audience? After all, subscription-based and F2P is quite a difference.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 06, 2013, 11:30:21 am
Well, it's official, Duuvian has gone off the deep end. Some strange form of PTS disorder? E-PTS?

It's glorious, too.


well, had a spawn point spawn me deep under the world, just floating... not being able to move or anything, lots of other people were there, then someone tossed a grenade to kill everyone present, so they could respawn elsewhere.

I fell through the world once climbing up the wall to TI Alloys from the Crown.  There's a nice hard splatty surface eventually!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on February 06, 2013, 11:59:39 am
well, had a spawn point spawn me deep under the world, just floating... not being able to move or anything, lots of other people were there, then someone tossed a grenade to kill everyone present, so they could respawn elsewhere.

I fell through the world once climbing up the wall to TI Alloys from the Crown.  There's a nice hard splatty surface eventually!
I've had that. Twice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 06, 2013, 12:26:00 pm
well, had a spawn point spawn me deep under the world, just floating... not being able to move or anything, lots of other people were there, then someone tossed a grenade to kill everyone present, so they could respawn elsewhere.

I fell through the world once climbing up the wall to TI Alloys from the Crown.  There's a nice hard splatty surface eventually!
I've had that. Twice.
I had that happen by standing under the barrel of a lightning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 06, 2013, 02:20:22 pm
I had it happen when driving a lightning out of the warpgate close to release. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 06, 2013, 02:32:35 pm
Is it just me, or has it suddenly become instant death to stand on top of a vehicle? I accidentally brush the turret of a Lightning while skimming over it with C4-bam, instantly dead. I drop two meters onto my own deployed Sundie, feathering my jets as I land-bam, instantly dead. What.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 06, 2013, 02:35:03 pm
I get that occasionally as well, landed on a lightning, died, later did the same thing and lived...  it also said the tank killed me.  think it happened with a shunderer as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 06, 2013, 03:29:13 pm
I jumped down onto a Lightning last night to repair it and it ate me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 06, 2013, 04:28:08 pm
So, I found out that the laser pointer can actually be used the same way as the physic gun from Gmod.
Proof:
Spoiler (click to show/hide)
That, or someone REALLY know how to drive...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 06, 2013, 04:40:55 pm
Guess they decided to do what I heard happened with PS1: Improve it gradually. Mayby they didn't use what they learned from PS1 to adapt to a different audience? After all, subscription-based and F2P is quite a difference.

Really? Outside of the one paid expansion they released and a few times they did bugfixes and absolutely crucial balancing issues, they never really seemed to improve PS1 at all. It's like after they realized they weren't going to get any new subscribers they just let it stagnate and did the bare minimum to keep it running and pull in those sweet subscription dollars.

I am extremely glad to hear about resources being implemented in march. Extremely. On the other hand, teleportation will not help matters on that front.  Rather hard to have fuck all in the way of tactics with teleportation implemented, to be honest, outside of relying almost completely on feints  and subterfuge. I suggest they give us the ability to create new ones.

I don't feel like teleportation, implemented properly, hurts tactics. In the original you had a teleportation rig you could set up but it was a pain in the ass to do and fragile as hell if the enemy found it. I believe it also had a range limit on it. You rarely saw one more than a 2 minute walk outside of a base.

It's certainly no more hurtful to the game than deployable AMS's already are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 06, 2013, 06:38:18 pm
well, the crown is quite hard to take... I wonder how some tunnels in the mountain it is located on will help with that fact? or even a teleporter.

and, what resources are you talking about novel? 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 06, 2013, 06:54:42 pm
That, or someone REALLY know how to drive...
Falling off a cliff and onto the roof of a building is good driving? ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 06, 2013, 07:54:23 pm
depends if that is what you tryed to do or not.  Speaking of which, I like driving lightnings up stairs and into places they shouldn't go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 06, 2013, 08:15:17 pm
depends if that is what you tryed to do or not.  Speaking of which, I like driving lightnings up stairs and into places they shouldn't go.

If you can drive it there, it's obviously intended for vehicles to be there :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 06, 2013, 09:03:05 pm
The rooftops in the Stronghold are a natural Magrider habitat. The image above perfectly captures one of these magnificent creatures as it dives from its perch after a tasty NC morsel. Please donate now to prevent these majestic animals from being driven to extinction by fascistic oppressors and fuel-guzzling backwater militias.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 06, 2013, 09:44:41 pm
Flashes are even better.  You can drive them into pretty much any building and up the stairs- onto the roof if the stairs go that high.


Also, you can drive one over the guard on the bridge over the impact site, but I don't recommend it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 06, 2013, 10:05:45 pm
You'll be fine if you're LA, especially if you have drifter jets. Actually, I certed into drifter jets solely because of that specific bridge.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 06, 2013, 10:15:20 pm
I was wondering if they'd work there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nilocy on February 06, 2013, 10:19:06 pm

Edit: Basically I'm interested to see how much money everyones wasted on their characters.

Also friends lists bugged
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 06, 2013, 10:52:18 pm
Oh good, it's not just me.


EDIT:

Quote
   

    We are currently resolving outstanding issues with Friends lists. We will restart servers once this work is complete. At 12:00 AM PT all servers will come down for maintenance to address a bug with character creation and Outfits. Downtime should be less than 90 minutes.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 07, 2013, 12:16:21 am
I haven't spent a single red cent on cosmetics.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 07, 2013, 12:56:20 am
Tonight I remembered that you can slap C4 to a vehicle and use that vehicle to deliver the C4 to a target at a high rate of speed. It's particularly effective in PS2 given that vehicles continue to accelerate without you for about two seconds after you bail.

This has suddenly made my purchase of the Flash afterburner 100% less regretful, but now has me wishing I had 500 certs for that second C4 brick so I can go ruin some magrider's day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 07, 2013, 03:12:33 am
I tried that once, and thought myself clever to go back to resupply and gain a second block of C4 that way. I was very sad when the first one I placed dissappeared the moment I placed the second one on the Flash :C

It also didn't help I was killed before aiming it properly which resulted in the poor bugger rolling downhill and away from that stupid sundie :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on February 07, 2013, 03:17:21 am
How will the new teleporters work? I can't find anything about them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 09:25:43 am
So I was thinking maybe those of us who have a TR character on Matherson could start getting a group going? Been mostly dicking about in the public squads as of late, and would like to roll with some b12ers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 07, 2013, 09:36:34 am
So... large outfits seem to occasionally kill the fun in the game.

Was on the other night in Esamir. Was a terrible last stand situation where the VS was getting close to locking the place down and it seemed like it was just our little squad of maybe 10 and a few stragglers that were mostly sticking with us as well, making up about 10% of the population and NC had just given up completely.

VS had pushed us all the way back to the warp gate, except we were doing sort of guerilla tactics. Going out and just picking up small  outposts quickly before they could get there en masse. Defended one tech plant in a desperate and ill prepared last stand defense and then came back as they were capping in a couple of liberators to harass them. All in all, despite the total wipe, we were having a blast and getting some decent certs at it just because there were so many targets.

We were finally down to just trying to hold a single tower when the Honey Badgers charged in and basically just washed over everything like a wave. Our squad fell apart as they either left, or went over to the Honeybadger squads. I did the same and got stuck in a squad on the other side of the map, so commands were confusing for a while and while there was an attempt, organization was lacking. I finally rendezvoused with them and sat in for a slow march to various cap sites just to grab the cap XP as the VS, despite being way too much for our small squad, folded under the reddit might and just left the continent to us. Unopposed, it became boring as hell and as I contemplated muting various squad members due to voice chat immaturity, I decided to just log for the night.

So yeah... winning? not always fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 07, 2013, 10:02:58 am
I did the same and got stuck in a squad on the other side of the map, so commands were confusing for a while and while there was an attempt, organization was lacking.
Sounds less like an organized platoon and more of a strait up zerg. Win or lose, a hivemind zerg is never fun.
Organized outfits on the other hand, well, I've had some fantastic experiences with them. I spoke with one really good platoon leader who told me that to him, the game was more like an RTS.

Frankly, I've never been able to get a fight on Esamir that didn't result in the VS capping the continent with little resistance, so the change would be nice to see. If nothing else.

I've decided to give the game a bit of rest though. Got frustrated with it when a group of four were absolutely decimating our squad of twelve in a biolab. I managed to run literal circles around one of them and yet he still managed to kill me.
...I guess I should have stuck with Indar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 07, 2013, 10:51:26 am
There was organization... so it wasn't a straight up zerg. Each squad was given a different target and the overall leader was good at responding to requests for targets, but there wasn't any attempt to reorganize joiners into more proper squads. (I was in delta on the NW side of the map where Alpha was, but there was an Alpha squad member tagging along with Delta in the SE... if they'd just switched us around. (and there WERE open slots to do shuffling with) then it'd have been less confusing. Our Galaxy driver was absolutely silly as well. Rather than land NEAR the cap point... or even allow us to drop out over it and land elsewhere, he just decided to set down WAY outside of the base... couldn't even see the point on the minimap most of the time... people got lost getting back to it. It was a mess... at least in Delta squad. No idea how the rest of the platoon was doing. I suppose he could have been trying to avoid previously placed tank mines or something, but... really... at least drop us out over the point so we don't have to run BOTH ways.

There was even talk to subdividing each squad into evens and odds so we could take twice as many points at once. (since you don't really need more than 6 people on an uncontested point). But the leader considered that too confusing.

But yeah, by that point there wasn't a reason to do much more than Zerg, VS had all but left the area... Once the wave showed up I only saw maybe 2 VS soldiers after that. My only purpose was to sit in a galaxy, run to a point, sit on a point, run to a galaxy, repeat ad nauseum.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 07, 2013, 11:18:58 am
Oh right. Yeah, I see what you mean. Two issues that are sort of unavoidable.
First off, any platoon that isn't entire filled by prepared and organized outfit members, you're bound to get a few stragglers. I tend to get a bit of trouble from one or two slots when leading a platoon's squad. Kicking doesn't help unfortunately, as you tend to wind up with more of the same.

And on the other hand, Esamir never has anything but a few of the guys who are dominating the continent. Usually VS. There's nothing to do but to cap points and clean up stragglers.

Oh, and that Galaxy pilot sounds far far too worried about losing that thing though. Speed is really a vital aspect when moving around in this game, considering even Galaxies are worth virtually nothing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 07, 2013, 11:28:47 am
Oh, and that Galaxy pilot sounds far far too worried about losing that thing though. Speed is really a vital aspect when moving around in this game, considering even Galaxies are worth virtually nothing.
This. Galaxies suck dick. The only way they could be good is if they could carry lightnings/MBTs and get most certs sundies can (with the exception of AMS, obviously.). So you could just have a galaxy hovering over a tank column repairing or resupplying them or someshit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 07, 2013, 11:39:13 am
Oh, and that Galaxy pilot sounds far far too worried about losing that thing though. Speed is really a vital aspect when moving around in this game, considering even Galaxies are worth virtually nothing.
This. Galaxies suck dick. The only way they could be good is if they could carry lightnings/MBTs and get most certs sundies can (with the exception of AMS, obviously.). So you could just have a galaxy hovering over a tank column repairing or resupplying them or someshit.

Ya, when they took AMS from Galaxies, they were talking about revising its role, but they never really got back to it... I think the idea of using it as a mobile squad only spawn point was a great idea, so it could circle above and let the squad redeploy easily, or such and such.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 07, 2013, 11:48:44 am
A vehicle carrying addon was mentioned on the roadmap, not sure when it's due but they're considering it. They should add some sort of drop pod upgrade or something, to allow high altitude drops and more flexibility, also coolness would go up a lot :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 07, 2013, 11:51:28 am
So you could just have a galaxy hovering over a tank column repairing or resupplying them or someshit.
That sounds interesting... Though, I personally wouldn't mind seeing a cut-down AMS for the Galaxy. Obviously nothing like a Sunderer, but it could be interesting to have some more respawn options.

Ya, when they took AMS from Galaxies, they were talking about revising its role, but they never really got back to it... I think the idea of using it as a mobile squad only spawn point was a great idea, so it could circle above and let the squad redeploy easily, or such and such.
Well, that sounds perfect. Especially as it requires one squad member to remain in the vehicle to keep it airborne and safe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 07, 2013, 11:58:48 am
I'm still hoping for a vehicle transport cert for the galaxies... Greatest hope would be choice of 4 flashes/2 lightnings/1 MBT and if I'm just wishing, a winch and hook system to pick up sunderers and carry them along under the Galaxy.

Another option would be to allow air drops of things like a stationary AMS or ammo supply point. Maybe even the option to load it up as a true heavy bomber(rather than the heavy gunship role the Liberator fills). And let it make passes over an area to carpet bomb it.

I do however freely admit to not entirely thinking out the balancing issues with any of these idea(although I do believe we need a vehicle/air transport desperately ala the old Lodestar) I'm just thinking what would be awesome and cool and fun from at least one point of view.

So you could just have a galaxy hovering over a tank column repairing or resupplying them or someshit.
That sounds interesting... Though, I personally wouldn't mind seeing a cut-down AMS for the Galaxy. Obviously nothing like a Sunderer, but it could be interesting to have some more respawn options.

Ya, when they took AMS from Galaxies, they were talking about revising its role, but they never really got back to it... I think the idea of using it as a mobile squad only spawn point was a great idea, so it could circle above and let the squad redeploy easily, or such and such.
Well, that sounds perfect. Especially as it requires one squad member to remain in the vehicle to keep it airborne and safe.

Both sound good. I personally think they should have only taken one feature off the galaxy. I saw no problem with the deployable shields if there were no AMS. Having a mobile firebase and cover shields for deploying troops could be interesting tactics wise, but with the AMS as well, it was just too powerful. Just the same, the AMS was too powerful when you had an extra strong shield that could be deployed around the engies that were repairing/respawning/repairing/etc.

I personally think the whole idea of allowing people to just pop into an already flying galaxy and redeploy from there is a bit gamey and in some cases worse than the original AMS they had, but it's still not a bad idea to consider and I would hesitate to judge it before I saw it in action.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 07, 2013, 12:02:08 pm
Galaxies transporting sundies? You're really suggesting that? You could just as well give sundies their AMS back. Two things will happen:
1. Random sundies will be smashed into cliffs.
2. Sundies on biodomes. Sundies EVERYWHERE.

Also, 2 lightnings may be a bit OP, and it would just be 4 flashes/1 lightning/1 MBT. 4 flashes is definitely awesome tough. Especially if the pilot could switch to one of those flashes and then drive out. Or if there would be a vehicle parachute cert and you could just fly over a base and drop flashes with turrets to wreak havoc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Burnt Pies on February 07, 2013, 12:04:44 pm
I'd love to see Galaxies carrying Sundies. Simply because a Sunderer wrecking ball would be utterly hilarious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 07, 2013, 12:05:25 pm
I'd love to see Galaxies carrying Sundies. Simply because a Sunderer wrecking ball would be utterly hilarious.
Hmm, choices, choices.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2013, 12:06:56 pm
The original Galaxy could haul anything up to a Lightning (IIRC) so there's no real reason to not let it do the same.

Do note that vehicle transport probably isn't as strong as it was in PS1, due to smaller maps and no warpgate transits.


the old Lodestar

Pro tip with those:  Fully load up a Sunderer, pop it in a Lodestar, then drop the Sunderer on top of a tower.  Everyone out of the sundy, easily cap the tower.




Speaking of vehicle parachutes, I must correct myself- I saw a Flash go off the Impact Site bridge and survive the landing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 07, 2013, 12:10:40 pm
Heck you don't even need chutes. Load the Flashes up with C4 and AP mines then send out troops on them like kamikaze to clear the area before you land :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 07, 2013, 12:18:13 pm
Galaxies transporting sundies? You're really suggesting that? You could just as well give sundies their AMS back. Two things will happen:
1. Random sundies will be smashed into cliffs.
2. Sundies on biodomes. Sundies EVERYWHERE.

Also, 2 lightnings may be a bit OP, and it would just be 4 flashes/1 lightning/1 MBT. 4 flashes is definitely awesome tough. Especially if the pilot could switch to one of those flashes and then drive out. Or if there would be a vehicle parachute cert and you could just fly over a base and drop flashes with turrets to wreak havoc.

Problem with that is that a Sundie stuck somewhere like that is laughably vulnerable to liberator/rocket/hell just about anything attack and if it were OUTSIDE of the galaxy and most likely affecting its maneuverability, you have a nice tasty target for everyone to be firing at. Besides, there's still the one AMS in any give area rule. (unless they let people cert past that, as has been suggested, which I think is a stupid idea.)

I also don't think the two lightnings are OP, as said, maps are smaller and lightnings are available ALMOST everywhere to everyone but it'll probably need to be playtested... any change like that has all kinds of unforeseen consequences.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 07, 2013, 12:20:48 pm
One AMS in any given area rule? I never heard about that.
And honestly, the thing about being vulnerable to rocket/liberator/hell was true for galaxies too, I assume. (As I actually joined right after they removed AMS from galaxies)
The idea of tucking around Sundies and them impairing your movement does sound very nice tough.

And on the topic of that: Mayby one lightning inside and one lightning with the hook?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 07, 2013, 12:36:25 pm
One AMS in any given area rule? I never heard about that.
You've obviously never felt the pain of being unable to deploy your Sundie in a perfect spot because some other person set theirs up in the middle of the road twenty meters away. There's now a radius of something-or-other (roughly the width of the small minimap) around a deployed AMS that prevents others from being deployed within it. It's been around for a while, and as much frustration as it causes, it's still better than having a dozen AMS sundies spawning a zerg wherever they go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 07, 2013, 12:40:04 pm
One AMS in any given area rule? I never heard about that.
And honestly, the thing about being vulnerable to rocket/liberator/hell was true for galaxies too, I assume. (As I actually joined right after they removed AMS from galaxies)
The idea of tucking around Sundies and them impairing your movement does sound very nice tough.

And on the topic of that: Mayby one lightning inside and one lightning with the hook?

Yeah, ninja'd but you can't set you ams up within a certain range of another already active ams.

Also galaxies before the ams removal were nigh invincible. I saw one stick itself in a tech plant superstructure and have multiple tanks and aircraft and soldiers all firing at it, but because of the respawn, the shields and the fact that engies at that point didn't have a cool down on their repair gun, nobody could kill the things. They'd just get repaired faster than they could be damaged and anyone spawning there had great cover.

EDITED: I sort of take that back. After about 20 minutes of attacking it, somehow it finally went down... only to be replaced less than 5 minutes later by another one in the EXACT SAME SPOT.

EDITEDITed: I used to love being a galaxy driver back then, tbh. One of the best strategies if you were being attacked was to hit the ground fast, deploy and just man the turrets until the enemy went away or died. If you landed correctly there were next to no blind angles they could hit you at and generally even with rockets, I could take down a fighter with the upgraded top turret before they could do serious damage to me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 07, 2013, 02:20:58 pm
HAY U GUISE!  So I recently upgraded my graphics card, and I can run this game!  I also totally suck at this game.  Like literally 20 deaths to 1 kill, if that.  So I've relegated myself to vehicles and engineer, with MAX being count as a vehicle, because, let's be honest.

Pathetic certs, just getting the hang of flying, but willing to take up the 'poor' jobs of Galaxy pilot or especially Sunderer commander to help do base rushes or firing sweeps.

Anything going on?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 07, 2013, 02:28:51 pm
My advice? Keep trying. Giving up on infantry is probably the worst mistake you could take. HA is really fun to play.

Also: What faction and what server?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 07, 2013, 02:31:55 pm
I find LA funner, like being able to fly around and get to places that others don't think of looking. 
HA has rockets, which can be fun, specally if you get a headshot with it.

I think my K/D ratio is around 0.1 or so,  sometimes I get a good streak of kills while other times I just fail over and over.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 02:33:55 pm
I mostly run an Engineer build on my main character, not for any particular reason, just I've already dumped so many certs into him, I might as well keep going. Because of that Ive also put some certs into my Prowler, got the side armour, Speed boost, deploy, and the NVG scope for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 07, 2013, 02:35:59 pm
I'm pretty terrible at FPS though.  I was decent at Modern Warfare 2 multiplayer, but then I like, stopped.  Just, stopped being any good.  Even then, I was mostly sniper... or using light machineguns as sniper (FMJ + ACOG sight = 100 clip sniper rifle).  Plus while I did upgrade graphics, I didn't upgrade -that- much, and still get drag on interiors or highly populated areas, so many times when an enemy rounds a corner I stutter frames and can't aim for shit.

I'm really much more suited to vehicle play, and judging by many engagements there's a lot of use for vehicles.  There's always at least one Sunderer in any given warzone, and lines of tanks are always devestating, not to mention that a Sunderer with shield-pass sounds like it's ridiculously useful.  And then, any given aircraft with explosive weapons will rip through infantry...

NC faction, forget what server, but so noob it hardly matters.  Can make a new one no sweat.  Just like NC a lot for their build types...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 07, 2013, 02:38:02 pm
Go on Mattherson if you have a decent connection. That's where most B12 NCers are. A sundie with shield-pass sounds usefull, but is basically useless without a squad, because you can't slap AMS on it. Another tip: try to get in a decent squad. If you're playing NC on Mattherson, mainly on Indar, look out for -MU- squads, I had some good experiences with these.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 02:38:22 pm
Boo NC! My guys are a TR on Matherson, and a VS on Miller, with the TR being my main. I'd say if your ping to europe is decent to go with Miller, the fights there are alot more intense, as Miller seems to have much higher pops than any of the US servers as of recently. To put it in perspective, Ive actually had to wait on line to get into Indar on Miller.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 07, 2013, 02:39:09 pm
I just really can't enjoy TR. Haven't tried vanu, but I like NC best.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 02:42:25 pm
Eh, Ill probably use my 3rd slot as an NC on Matherson as well then too. Just would need an invite to whatever outfit there is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 07, 2013, 02:44:38 pm
I enjoyed NC, but I like the Scythe far better than the Reaver. That was actually a good part of the reason why my VS secondary became my main.

Girlinhat, join VS Mattherson, we're easymode and can auto-headshot anyone at 500 meters with our aimbotted hitscan weapons, and if that doesn't work you can win with 1:20 odds in the massively OP Magrider, which is capable of self-sustained flight as well as climbing the stairway to heaven.  :P


I might start playing my Mattherson NC a bit if we've regularly got a squad together, because the one thing I dislike is having to go with zergs for large-scale action.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 07, 2013, 02:59:28 pm
Well I've only got one character, and I think as soon as I hopped on there was only one US East server, so it's probably that one.  I can delete/make new to accommodate new servers.  I'll try Miller, I s'pose.

I hate Magriders...  Those things just annoy me.  Tanks.  That strafe.  Apparently it's a running NC joke - "VS Battle tactics: Magrider gets destroyed -> log out."  Although apparently VS has some sort of anti-armor rifle or something.  At least I think it is.  When I'm tanking around the Crown, it's always VS on the other side of the bridge, and I get a solid WHAM to the hull and take damage.  There's no tracer lines or anything, so I have no idea what's going on, but apparently they've got like 50 cal pounding rifles or something...

Also yeah, zerg rushes rarely work for anything.  Would love to get in some organized play!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 03:01:41 pm
Well if you're going on Miller join me on VS :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 07, 2013, 03:12:45 pm
woo go miller!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 07, 2013, 03:15:40 pm
Apparently I'm downloading a "small patch" at 5GB.  So I'll be on... eventually?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 03:18:35 pm
Anyway have all 3 of my guys set up, so anyone who wants to add me:
TR Matherson: SilentThunder
NC Matherson: SilentHastati
VS Miller: TechpriestTesla
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 07, 2013, 03:24:52 pm
Well I've only got one character, and I think as soon as I hopped on there was only one US East server, so it's probably that one.  I can delete/make new to accommodate new servers.  I'll try Miller, I s'pose.

I hate Magriders...  Those things just annoy me.  Tanks.  That strafe.  Apparently it's a running NC joke - "VS Battle tactics: Magrider gets destroyed -> log out."  Although apparently VS has some sort of anti-armor rifle or something.  At least I think it is.  When I'm tanking around the Crown, it's always VS on the other side of the bridge, and I get a solid WHAM to the hull and take damage.  There's no tracer lines or anything, so I have no idea what's going on, but apparently they've got like 50 cal pounding rifles or something...

Also yeah, zerg rushes rarely work for anything.  Would love to get in some organized play!

I know what you're talking about and have no idea what it actually is, but it isn't VS-only. There'd be even more OMG VS OP whining on the official forums if it was.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 07, 2013, 03:26:06 pm
I need to know what this weapon is, because it's ridiculous at pounding tank armor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 03:26:21 pm
Well I've only got one character, and I think as soon as I hopped on there was only one US East server, so it's probably that one.  I can delete/make new to accommodate new servers.  I'll try Miller, I s'pose.

I hate Magriders...  Those things just annoy me.  Tanks.  That strafe.  Apparently it's a running NC joke - "VS Battle tactics: Magrider gets destroyed -> log out."  Although apparently VS has some sort of anti-armor rifle or something.  At least I think it is.  When I'm tanking around the Crown, it's always VS on the other side of the bridge, and I get a solid WHAM to the hull and take damage.  There's no tracer lines or anything, so I have no idea what's going on, but apparently they've got like 50 cal pounding rifles or something...

Also yeah, zerg rushes rarely work for anything.  Would love to get in some organized play!

I know what you're talking about and have no idea what it actually is, but it isn't VS-only. There'd be even more OMG VS OP whining on the official forums if it was.

I think its actually a rendering bug with the rockets, where the flare and smoke trail fails to render.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 07, 2013, 03:37:39 pm
Well I've only got one character, and I think as soon as I hopped on there was only one US East server, so it's probably that one.  I can delete/make new to accommodate new servers.  I'll try Miller, I s'pose.

I hate Magriders...  Those things just annoy me.  Tanks.  That strafe.  Apparently it's a running NC joke - "VS Battle tactics: Magrider gets destroyed -> log out."  Although apparently VS has some sort of anti-armor rifle or something.  At least I think it is.  When I'm tanking around the Crown, it's always VS on the other side of the bridge, and I get a solid WHAM to the hull and take damage.  There's no tracer lines or anything, so I have no idea what's going on, but apparently they've got like 50 cal pounding rifles or something...

Also yeah, zerg rushes rarely work for anything.  Would love to get in some organized play!

I know what you're talking about and have no idea what it actually is, but it isn't VS-only. There'd be even more OMG VS OP whining on the official forums if it was.

I think its actually a rendering bug with the rockets, where the flare and smoke trail fails to render.

That was my guess, because it was often preceded by a lockon telltale.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 03:39:27 pm
Well I've only got one character, and I think as soon as I hopped on there was only one US East server, so it's probably that one.  I can delete/make new to accommodate new servers.  I'll try Miller, I s'pose.

I hate Magriders...  Those things just annoy me.  Tanks.  That strafe.  Apparently it's a running NC joke - "VS Battle tactics: Magrider gets destroyed -> log out."  Although apparently VS has some sort of anti-armor rifle or something.  At least I think it is.  When I'm tanking around the Crown, it's always VS on the other side of the bridge, and I get a solid WHAM to the hull and take damage.  There's no tracer lines or anything, so I have no idea what's going on, but apparently they've got like 50 cal pounding rifles or something...

Also yeah, zerg rushes rarely work for anything.  Would love to get in some organized play!

I know what you're talking about and have no idea what it actually is, but it isn't VS-only. There'd be even more OMG VS OP whining on the official forums if it was.

I think its actually a rendering bug with the rockets, where the flare and smoke trail fails to render.

That was my guess, because it was often preceded by a lockon telltale.
Not only that, but I've only seen it happen during really intense fights, the same ones that cause the rendering logic to get all screwy.\

EDIT: Also, for your sanity, just avoid the official forums, that place is a cancer. PSU is marginally better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 07, 2013, 04:26:10 pm
For the "pounding gun", I'd say it is the Magrider secondary, the infamous Saron laser gun. A second delay before fire (which make it nigh impossible to aim while moving), but a heavy hit with very high velocity, small bullet and almost no drop. Clip of one. And very little splash.

In other news, I just bought the Solstice SF (vanu carbine) underbarrel grenade launcher! woo! I'll try to get the x4 scope next and I'll switch guns definitively.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 07, 2013, 04:34:52 pm
For the "pounding gun", I'd say it is the Magrider secondary, the infamous Saron laser gun. A second delay before fire (which make it nigh impossible to aim while moving), but a heavy hit with very high velocity, small bullet and almost no drop. Clip of one. And very little splash.

In other news, I just bought the Solstice SF (vanu carbine) underbarrel grenade launcher! woo! I'll try to get the x4 scope next and I'll switch guns definitively.

It's not, both because (as I mentioned above) I've had it happen repeatedly to me as VS, and because the Saron leaves a very visible trail.

Solstice SF + ammo packs and a good camping spot is about the most annoying I've ever been in this game, I think.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 04:36:17 pm
For the "pounding gun", I'd say it is the Magrider secondary, the infamous Saron laser gun. A second delay before fire (which make it nigh impossible to aim while moving), but a heavy hit with very high velocity, small bullet and almost no drop. Clip of one. And very little splash.

In other news, I just bought the Solstice SF (vanu carbine) underbarrel grenade launcher! woo! I'll try to get the x4 scope next and I'll switch guns definitively.

It's not, both because (as I mentioned above) I've had it happen repeatedly to me as VS, and because the Saron leaves a very visible trail.

Solstice SF + ammo packs and a good camping spot is about the most annoying I've ever been in this game, I think.  :P

My most annoying is a Bolt Action with a 12x scope and a cooperative render distance. I must be 10 pixels tall to the guys I was shooting XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 07, 2013, 04:42:17 pm
Good luck with that. (http://forums.station.sony.com/ps2/index.php?threads/forum-posting-reminder.90531/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 07, 2013, 04:45:43 pm
oh man, just saw a whole platoon of reavers dive bomb the shit out of a few bases, that was hilarious

then i got in a lib and accidentally jumped out at 500m, leaving my gunner to die  :<
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 07, 2013, 04:46:34 pm
the Saron leaves a very visible trail.
Well, I was always shooting it, but I was under the impression that, while the mag' main gun and generally all VS rockets leave a shiny blue trail, the saron itself does not. To be confirmed. :-\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 07, 2013, 04:52:16 pm
Regardless.  I've got a Miller NC character, to prove I can connect.  Serious connecting drag, but once connected it seems to run fine.  Either way, where's the squad and where can I start shooting stuff?

Also my 'main' is on Jaeger or somesuch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 07, 2013, 05:04:04 pm
I've got a TR on Miller, will be fun hunting you guys down eventually :P

@Twiggie

That happens to a lot of people, your best bet is to remap the disembark key for aircraft to something that's slightly out of way (U for me) so it doesn't happen on accident :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2013, 05:07:18 pm
I moved my key to avoid an accidental exit.



Then died because I couldn't get out of the Galaxy in time, as I flailed away on the E key.  D'oh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 07, 2013, 05:12:18 pm
can't count the number of times a quick entry to a vehicle saved me as I was getting shot... I'll leave my e key right where it is...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 07, 2013, 05:14:30 pm
can't count the number of times a quick entry to a vehicle saved me as I was getting shot... I'll leave my e key right where it is...
Or a quick eject from a burning vehicle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 07, 2013, 06:54:26 pm
E key is still the interact key, that still gets you into tanks and planes, the disembark key was changed tho, and only for planes, besides, I've got flight controls on Q and E now which relegated the spot key to the much easier to use scroll wheel press.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 08, 2013, 04:02:17 am
I got a Max kill with the knife. That felt pretty good.

The knife seems to be the superior CQ option. After trading a few bullets with hip fire the best idea seems to be to close and jam T over and over again. If I could get a decent framerate I might even be able to effectively aim the damn thing.

Is anyone familiar with the suppression mechanic from Battlefield 3? Is there any mechanic in this game where getting shot at reduces your accuracy? Because I'm questioning my old habit of spraying from the hip when anything comes within 5 or so meters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 08, 2013, 04:16:34 am
Well there's flinching, which fucks you up in more ways than one, slowing you down, making it harder to turn and with it aim. Of course most times you'll be either shootng someone who can't shoot back or the same will be happening to you, so I guess in a bad sort of way it's not that bad :S
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 08, 2013, 07:33:31 am
Passing shots don' reduce your accuracy, if that's what you mean.  You're either taking a bullet to the chest, or you're not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on February 08, 2013, 08:55:48 am
I had one of the most hilarious things I've ever experienced in Planetside happen to me yesterday.

I recently joined an outfit (Digital Legion (http://digital-legion.com/index.php?/page/index.html), NC Miller) and was playing with them for the first time when we ended up defending in a small base overlooking the NW tech plant on Amerish. The VS had some outfit that were flying around in scythes and liberators, so we set up 10+ heavy assaults with annihilators on the roof of a building. Everyone would lock on and fire on a given signal. Seeing 10+ missiles completely pulverize anything that came close was pretty fun for a few minutes.

The hilarity ensued a little while later, though, when the VS pilots got tired of us. They each spawed a galaxy at the tech plant and suicided the thing onto the roof. I think 5 or 6 galaxies exploded there, the whole roof was covered in their debris. It was amazingly hilarious.

We then proceeded to take the tech plant and hold it for almost an hour against a huge VS force with only two squads.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 08, 2013, 09:27:38 am
So the latest patch broke the game for me, it finished the initial loading before crashing and sending me to their page with a malfunction screen :I

EDIT: It seems the servers are down for the hotfix which didn't happen yesterday despite the notification saying so. And I don't get why it doesn't let me into the game itself, Cobalt, my main server seems to be on and running :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on February 08, 2013, 10:45:58 am
oh, the climbing restriction on the flash turbo was removed,  and the vehicle killing you by falling on them glitch should be fixed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nilocy on February 08, 2013, 11:05:15 am
I had a dream about PS2 last night, I was playing my TR character 'cept in proper first person where I had complete control of him. There was an abseiling feature and we were fighting at an AMP station as usual. My entire outfit were in desert camo and looked like spacemarines, where as I was in my bright red armour not camouflaged at all. Anyway, with the abseiling you could easily fall from level to level in towers etc and once you were done you could pull out a tiny knife from where the rope had attached to your suit. And then I stabbed Vin Diesel who was having, what I assumed, a flashback. I distinctly remember thinking "He's been in wars before, why's he playing this game?".

Anyway yeah, I think my subconscious is trying to tell me that Red/black digital camo is not good in any situation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 08, 2013, 11:09:39 am
What, you never heard about the TR campaign against hell?


Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 08, 2013, 11:18:44 am
the vehicle killing you by falling on them glitch should be fixed.

It isn't.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 08, 2013, 11:19:19 am
I actually usually think of TR and NC as bros. Had some fun /yell-ing various jokes across the frontlines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on February 08, 2013, 12:08:00 pm
I actually usually think of TR and NC as bros. Had some fun /yell-ing various jokes across the frontlines.
Plus the team up when the VS come rolling through. At least in my experience.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: scout890 on February 08, 2013, 12:28:02 pm
VS and TR always team up on the NC in my experience. They must hate FREEDOM.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 08, 2013, 12:37:17 pm
They almost have to on Genudine. Playing as NC basically means that you'll have at least 40% of the current population every day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 08, 2013, 02:02:34 pm
It used to be NC and VS teamed up on TR. Really it's just because its so much easier to push North than it is to push East/West on Indar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 08, 2013, 02:20:09 pm
the vehicle killing you by falling on them glitch should be fixed.

It isn't.
It is for me.

Anyway, I reported a seemingly invulnerable guy today. A TR LA, rank 1, who took a whole carbine magazine point blank in the back, plus two knife stabs, and he didn't take a single damage. He then turned around unfazed and killed me with ease. I ragequitted.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 08, 2013, 02:26:33 pm
It used to be NC and VS teamed up on TR. Really it's just because its so much easier to push North than it is to push East/West on Indar.
This is mostly due to the Warpgate positioning on Indar; North always has a large stretch of natural control because they start on a side rather than in a corner, so they have more territory to protect and thus can be more easily overrun, but at the same time their natural territory can only be reached through choke points, and the Crown tends to fall into their hands. At least that's what I've observed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 08, 2013, 03:32:25 pm
I drove a Sunder today, and managed to rumble my way over fortifications and boxes and everything.  AMP station, I think, I managed to avoid the open area and get into the cluster in the back.  Thing is built solid, and that vertical climb, my god!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 08, 2013, 04:56:40 pm
Just a quick headsup for the new guys, First Level Infantry Armour (I personally reccommend Nanoweave for all but Infiltrator, which I prefer the Shield Re-gening one), Vehicle Ammo Capacity, Vehicle Weaponry Zoom, and Infantry Tool Upgrades all cost only 1 Cert, so you should get those as soon as possible. Also the 50 Cert Medical Kits are a godsend.

And rememeber, if you need a weapon you dont own for a short term crisis, just trial it! ESFs will never see it coming when the lvl 2 guy has AA Homing missiles! XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 08, 2013, 05:34:03 pm
Liking the Annihilator nerf. It most certainly needed it; what's the point of having faction-specific launchers at all if the NS ones are just flat-out better?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tack on February 08, 2013, 10:32:48 pm
The Annihilator still is Flat-out Better.

I know that Hawk and Crow (NC) are both shorter range and slower travel time- which is useless for anti-air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 09, 2013, 12:28:36 am
Joined a clan that's fairly casual but still runs occasional PS2 ops.


Incidentally, I just made my first TR character. I know people like to talk about VS being easymode, but I can tell you one thing: I didn't go on a 10 kill spree the first time I spawned with my VS character. Even the uncerted base carbine is bloody insane as far as TTK goes. o.0
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 09, 2013, 11:59:27 am
I actually usually think of TR and NC as bros. Had some fun /yell-ing various jokes across the frontlines.
While I've never seen any real teaming up between any factions...
I have to say, I sort of see that. When I was playing TR during the Ultimate Empire Showdown, and we were narrowly beaten by the NC in the first round, and they were pretty cool. Hung around and chatted with us for a bit. Over a distance, of course.
Likewise on NC, I've had some pretty awesome banter with the TR guys.

Can't say I've had any memorable chat with the VS though.

I know people like to talk about VS being easymode, but I can tell you one thing: I didn't go on a 10 kill spree the first time I spawned with my VS character. Even the uncerted base carbine is bloody insane as far as TTK goes. o.0
Two things:
Yep, the TR carbine is quick and nasty. I've noticed it a lot since playing NC. No one on TR goes with anything else, it seems!
But on the other hand, the Orion is ridiculous. One on one, a Vanu Heavy Assault will always win against either a TR or NC HA.
This is coming from experience of the both sides of the barrel.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 09, 2013, 12:34:30 pm
Two things:
Yep, the TR carbine is quick and nasty. I've noticed it a lot since playing NC. No one on TR goes with anything else, it seems!
But on the other hand, the Orion is ridiculous. One on one, a Vanu Heavy Assault will always win against either a TR or NC HA.
This is coming from experience of the both sides of the barrel.

I'll have to disagree here, yet again. At a distance, maybe, but CQC it's still always to the TR (and usually NC advantage) And the Orion, IMHO, is the worst VS weapon(even the pistol is better). I hated having to use it just to be able to carry a rocket launcher. It was a pain to use accurately, has low ammo capacity per battery and despite having decent hip fire accuracy, still suffered against people who aimed down the sights.

Now, I have been killed a few times by it, but more often than not the VS that have killed me lately have been using carbines... or the trendy new thing, the underslung grenade launcher... have to hate those people that can nail you with it in the head.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 09, 2013, 12:46:59 pm
Two things:
Yep, the TR carbine is quick and nasty. I've noticed it a lot since playing NC. No one on TR goes with anything else, it seems!
But on the other hand, the Orion is ridiculous. One on one, a Vanu Heavy Assault will always win against either a TR or NC HA.
This is coming from experience of the both sides of the barrel.

I'll have to disagree here, yet again. At a distance, maybe, but CQC it's still always to the TR (and usually NC advantage) And the Orion, IMHO, is the worst VS weapon(even the pistol is better). I hated having to use it just to be able to carry a rocket launcher. It was a pain to use accurately, has low ammo capacity per battery and despite having decent hip fire accuracy, still suffered against people who aimed down the sights.

Now, I have been killed a few times by it, but more often than not the VS that have killed me lately have been using carbines... or the trendy new thing, the underslung grenade launcher... have to hate those people that can nail you with it in the head.
You must not be using the Orion right. :P

First, don't hip-fire. That's just stupid. Always aim your shots, preferably for the area right around the neck for maximum damage. Or directly at the head in close. The VS advantage is low recoil, high accuracy; firing from the hip tosses that away. In particular, if you combine it with the high contrast scope, it becomes amazing. Reaction time goes way up, as does the ability to accurately aim at a person.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 09, 2013, 01:06:55 pm
apparently the underbarrel GL is firing blank 2/3 of the time. damn annoying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 09, 2013, 01:18:22 pm
I honestly couldn't stand the Orion, and haven't used it for quite some time, not least because of the lack of a good scope. I roll with the SVA-88 and a 2x scope, which isn't available for the Orion. That aside, the 50rd battery is too small for my tastes, particularly considering that it isn't very useful anywhere but CQC. The SVA-88 actually has slightly higher recoil, but it feels like far less. The Orion is like a TR weapon in terms of RoF but without the ammo pool to back it up. Considering that when I play HA I use the LMG either for long-range suppressing fire or to hose down a room. Even with single shot sniping, I prefer the SVA.

:|
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 09, 2013, 01:35:03 pm
I've been wanting to go towards HA in NC.  Mainly, the default LMG has a low ROF and good recoil control, add a stabilizer barrel attachment and a foregrip, and you can probably snipe with it.  Of course, that's a bit optimistic in terms of certs, as I'm slow to gain any...  On the other hand, a higher ROF and a laser sight would work wonders for holding capture points, I'd think.  Don't bother aiming at the door, just spray fire.

Also a tip I discovered - when you're hip-fire, recoil isn't factored at all.  This means that you can aim at an enemy, fire at them, and compensate by dragging the crosshairs downwards, then as SOON as you're done firing, release BOTH mouse buttons so that you're back into hip-fire mode.  The effect is that your weapon doesn't re-compensate and aim downwards, so you can quickly flick right mouse button and start shooting again without dealing with the after-fire compensation pulling you downwards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 09, 2013, 01:40:31 pm
Of course, hipfiring with anything but an SMG or a shotgun murders your CoF.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on February 09, 2013, 02:56:44 pm
apparently the underbarrel GL is firing blank 2/3 of the time. damn annoying.

It has a minimum arming distance of ~10 meters since the last patch, maybe that's what you're experiencing. It will still do quite a bit of damage (750, I think) on a direct hit below that distance, but not explode regardless of what it hits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 09, 2013, 03:13:08 pm
I've FFed so many people because of that, combined with the strange firing point it has. Guy's head barely visible below me, I fire, LOL FF.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 09, 2013, 03:26:52 pm
apparently the underbarrel GL is firing blank 2/3 of the time. damn annoying.

It has a minimum arming distance of ~10 meters since the last patch, maybe that's what you're experiencing. It will still do quite a bit of damage (750, I think) on a direct hit below that distance, but not explode regardless of what it hits.
I think it's that, indeed. It happens mostly when I'm in jagged rocks and I want to blow up someone's face because I'm no good at close range, and nothing happen, and I get killed. I had fun times playing mortar though.

I also got recol suppressor today, and damn, it works. I got three or four easy kills before lags set in and I had to quit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 09, 2013, 05:04:01 pm
craaaaaaaaazy lag tonight, infinite afterburner, infinite jetpack, couldnt repair my esf, etc etc.

i think it may have been because indar was maxed out and about 70% of that population was fighting in hexes adjacent to the VS WG :p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 10, 2013, 12:10:59 am
Of course, hipfiring with anything but an SMG or a shotgun murders your CoF.
You know, CoF is one of the few major issues I have with this game. I realise it's sort of unreasonable to expect anything near a decent level of realism from pretty much any media these days, but the idea of bullets coming out of the barrel in a different direction to that of which the gun is facing just does not sit well with me.

The other one is the lag compensation. Or lack therein. I have a suspicion that all the authoritative hit-boxing is performed on the client side.
Which, of course, explains simultaneously the reason why hacking is such a problem and why it's virtually impossible to tell when someone's lagging and when they aren't.
...It also really works against me. I've noticed that I've been following people's velocities in CQC, firing, and missing because they've suddenly frozen for half a second or jumped a few inches with lag.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 10, 2013, 01:04:28 am
Had a long night of playing. That second one was of a mass Gal suicide run another outfit tried on us. Then we swapped to NC alts for a long while, eventually using our Vanguards in the most stereotypically VS way possible: assaulting a base situated on top of a ridgeline. Good times.  :)


Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 10, 2013, 01:39:19 am
Of course, hipfiring with anything but an SMG or a shotgun murders your CoF.
You know, CoF is one of the few major issues I have with this game. I realise it's sort of unreasonable to expect anything near a decent level of realism from pretty much any media these days, but the idea of bullets coming out of the barrel in a different direction to that of which the gun is facing just does not sit well with me.

The other one is the lag compensation. Or lack therein. I have a suspicion that all the authoritative hit-boxing is performed on the client side.
Which, of course, explains simultaneously the reason why hacking is such a problem and why it's virtually impossible to tell when someone's lagging and when they aren't.
...It also really works against me. I've noticed that I've been following people's velocities in CQC, firing, and missing because they've suddenly frozen for half a second or jumped a few inches with lag.

Can't tell if trolling... *fryface* no... no... I'm pretty sure now you're just trolling... Nice one Fayrik for a while I thought you were a legitimately disgruntled player.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 10, 2013, 03:26:22 am
Of course, hipfiring with anything but an SMG or a shotgun murders your CoF.
You know, CoF is one of the few major issues I have with this game. I realise it's sort of unreasonable to expect anything near a decent level of realism from pretty much any media these days, but the idea of bullets coming out of the barrel in a different direction to that of which the gun is facing just does not sit well with me.

The other one is the lag compensation. Or lack therein. I have a suspicion that all the authoritative hit-boxing is performed on the client side.
Which, of course, explains simultaneously the reason why hacking is such a problem and why it's virtually impossible to tell when someone's lagging and when they aren't.
...It also really works against me. I've noticed that I've been following people's velocities in CQC, firing, and missing because they've suddenly frozen for half a second or jumped a few inches with lag.

Can't tell if trolling... *fryface* no... no... I'm pretty sure now you're just trolling... Nice one Fayrik for a while I thought you were a legitimately disgruntled player.
He's not trolling, I lost the count of the number of times I died while already in cover because for someone out there I wasn't.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 10, 2013, 04:34:39 am
Wasn't so much the lag part... that is a problem, although I think, perhaps a mostly insurmountable one short of just moving every player within a couple miles of the servers.

The cone of fire part, however...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 10, 2013, 07:49:20 am
The cone of fire part, however...
What's wrong with the cone of fire part? You answer me that I'll happily tell you if I'm trolling or not.  :P

Wasn't so much the lag part... that is a problem, although I think, perhaps a mostly insurmountable one short of just moving every player within a couple miles of the servers.
There are so many ways to fix the problem that really don't require such extreme mesures. Which would likely not work very well at any rate.

I mean, for instance, if they actually are basing hit detection on the client's side (as it appears to me), not only is that massively vulnerable to hacking from the fact that there'd be no reality checks for bullets actually hitting people. Say, if you actually managed to load someone just outside of their warp gate from yours, you could tell the server that was a head shot when you haven't even fired the gun.
But why go to those lengths, and risk getting banned when you can just install a network emulator and set it to give you a constantly high ping?
People would have trouble shooting you as you darted around in jagged teleports, but everyone on your end would remain reactively still, giving you plenty of time to shoot them down, while they're moving behind spawn shields.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 10, 2013, 09:59:07 am
You do realise that the cone of fire is caused by recoil and the weapon shaking as it fires?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 10, 2013, 10:32:57 am
You do realise that the cone of fire is caused by recoil and the weapon shaking as it fires?
No. Cone of fire is a pseudo random direction, originating at the end of the barrel, generated when the weapon is fired.
Recoil on the other hand, causes the gun itself to change direction.

Honestly, this probably isn't really worth arguing over. I don't like it, but hey that's just opinion.
Thankfully it's managed to make up for it in other ways to actually validate spending some time on it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 10, 2013, 12:29:18 pm
Cone of fire represents when a player has insufficient control over the weapon.  Since you're firing from the hip, you don't have any reasonable grip on the weapon, and when you fire, the first bullet has poor aim because of hand-eye-coordination issues (it's difficult to aim the gun at a pinpoint if it's not in line with your eye).  When the first bullet fires, then you compensate for recoil automatically by shaking the weapon downwards, and send consecutive bullets off-target because you don't have a very good hold on a harshly shaking weapon you have a poor grip on.  In this case, recoil is effectively moving in every direction.

For gameplay simplicity, it doesn't show your gun waving in the air, so all you see is a solid cone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 10, 2013, 12:48:23 pm
Yeah, pretty much that, it's easier to do a stock recoil animation that plays every time you fire and have the CoF work separately from that despite them being connected in reality.

Edit:

I would totally pay cash for this unlock :D (http://www.youtube.com/watch?v=D2NUbh_iqxg)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 10, 2013, 01:34:29 pm
Yeah, pretty much that, it's easier to do a stock recoil animation that plays every time you fire and have the CoF work separately from that despite them being connected in reality.

Edit:

I would totally pay cash for this unlock :D (http://www.youtube.com/watch?v=D2NUbh_iqxg)
This needs to happen.

edit: SOE, we need our new theme music to be official. (http://www.youtube.com/watch?v=toV2v861L28)  :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 10, 2013, 03:18:10 pm
I'll admit, this is fucking hilarious.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 10, 2013, 03:50:14 pm
He made it for all 3 factions.

*sniff*

It's beautiful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 10, 2013, 03:53:55 pm
Higby (One of the developers) was talking about running animations back during the Empire Showdown, and did a brilliant impression of what he thought the VS run animation should be. I can't find the video, but it was pretty classic.

Here (http://www.youtube.com/watch?feature=player_detailpage&v=8t21Zv2rH0w#t=29s) it is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 10, 2013, 04:09:26 pm
I would absolutely switch to Vanu for magrider shoes. In a heartbeat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 10, 2013, 04:26:06 pm
No. Cone of fire is a pseudo random direction, originating at the end of the barrel, generated when the weapon is fired.
Totally agree with this. It's a completely made-up handicap that is completely counter-intuitive, and breaks my immersion all the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on February 10, 2013, 07:18:05 pm
I would absolutely switch to Vanu for magrider shoes. In a heartbeat.
http://www.youtube.com/watch?v=D2NUbh_iqxg
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 10, 2013, 09:44:44 pm
For gameplay simplicity, it doesn't show your gun waving in the air, so all you see is a solid cone.

Yeah, pretty much that, it's easier to do a stock recoil animation that plays every time you fire and have the CoF work separately from that despite them being connected in reality.
I'm quite aware of this. I said I didn't like it, not that it didn't make any sense.

However.
Cone of fire represents when a player has insufficient control over the weapon.
The whole point of what I'm saying is that Cone of Fire is an insufficient representation of this.
Since you're firing from the hip, you don't have any reasonable grip on the weapon
That's not really the case. Your grip on the weapon is just fine. Yes, it's not as effective as holding it up to your eye, but the weapon isn't going to jump out of your hands.
and when you fire, the first bullet has poor aim because of hand-eye-coordination issues (it's difficult to aim the gun at a pinpoint if it's not in line with your eye).
This isn't really the case at all. While yes, it's not easy to get a perfectly accurate shot like this, the first shot of the gun is going to land exactly where the gun is pointing, and pointing a gun at a target that's a few feet ahead of you from the hip really isn't as difficult as this game makes it out to be.

If you really think this cheap substitution is good enough (for a game entirely centred around guns), then perhaps having a narrower CoF when standing still is in order. And probably a wider one when moving to boot.
It's also somewhat irritating that sniper rifles have weapon sway but medic rifles... Or pretty much any other gun doesn't.
Killing snipers as a medic is just far too easy... Not that sniping is really that hard either. The weapon sway is just a small sine wave after all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 10, 2013, 09:56:46 pm
You are aware you can steady your aim by holding Shift with snipers, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 10, 2013, 09:57:48 pm
But in close range, a sniper can't hit shit firing from the hip.  You're either 16x zoom, or you're at like 90 degree cone of fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 10, 2013, 10:07:31 pm
That's why you sub out that silly bolt-action rifle for a SMG and play like a spy should.



Or switch to Engy and get the battle rifle.  I am a far better sniper with that thing, except with the added ability to drop tank mines, be (moderately) useful in close combat, repair vehicles and MAXes, and resupply ammo to teammates and myself.

Too bad you can't get the battle rifle with LA.  People would be growing bullets in their head with no idea where they were coming from.


(Also that video would have made me spit my drink out if I had one.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 10, 2013, 10:19:42 pm
You are aware you can steady your aim by holding Shift with snipers, right?
I was fully aware, and have been for quite some time.
But I've also been very aware for nearly the same amount of time, that holding shift is completely unnecessary because I know exactly where the cross-hair is travelling.

But in close range, a sniper can't hit shit firing from the hip.  You're either 16x zoom, or you're at like 90 degree cone of fire.
Also, you're sort of right. And as Siquo said it's just an unnecessary handicap. Not that sniper rifles need a buff at close range, considering they're sort of like a gambler's shotgun right now, but they certainly won't throw the balance if you consider the power of other weapons.
In fact I'm starting to think that this isn't a case of the Orion, the Trac-5 and unguided rockets being too strong, it's just everything else needs to be brought up to their standard. And then infantry health needs to be increased in line with that. :P

Oh, and as a little tip. I've found at a certain range, about 10 meters and below, even iron sights become useless and with whatever gun you have, you're unfortunately better off just gambling with hip fire.

Ninja edit:
Or switch to Engy and get the battle rifle.  I am a far better sniper with that thing, except with the added ability to drop tank mines, be (moderately) useful in close combat, repair vehicles and MAXes, and resupply ammo to teammates and myself.
Killing snipers as a medic is just far too easy...
Sounds like you've certed into things you really didn't need to.
Besides.
That's why you sub out that silly bolt-action rifle for a SMG and play like a spy should.
How many certs is an SMG?
Considering for 250 you can pick up a bolt action rifle without a scope, which only helps prove the relevance of my analogy of the gambler's shotgun. Only now with decent sights.

Double Edit: Just a quick explanation, as if it weren't blindingly obvious. I'm not one for the pray and spray kind of tactic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 10, 2013, 10:27:14 pm
Secret:  I have extremely little experience with the infil class because I can't stand actual sniping.  I just like the SMG as a concept better for them- I'd rather sneak up behind someone and unload a clip in their back as opposed to ventilate their head from 500 meters.

I do, indeed, like the medic AR, but I'm not a huge fan of actually playing medic.  I'd focus on the AR if it was available in a class I liked.  I just don't much care for carbines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 10, 2013, 10:53:31 pm
Secret:  I have extremely little experience with the infil class because I can't stand actual sniping.  I just like the SMG as a concept better for them- I'd rather sneak up behind someone and unload a clip in their back as opposed to ventilate their head from 500 meters.
HA! I can tell you're not lying when you say you don't like sniping. I don't think I've ever seen anything in this game at 500 meters. I think the view distance on infantry is somewhere between 100-200 meters.
Though I guess the bio labs do render at about 1000m. Do terrain features count?

Not that I can stand sniping much myself, it just happens to be helpful sometimes when there's an enemy approaching me from a distance.
It's just that I feel, why waste a magazine to kill someone when just two or three shots will do the job just as well.
(Two or three being for the more expensive, semi-automatic rifle. You don't need more than two with the bolt action.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 10, 2013, 10:57:16 pm
I'll never need an SMG for my infiltrator, because I have the Artemis. A fully automatic scout rifle with a 20 round magazine and ironsights? No question in that for me.

Unrelated happiness: Got a direct impact kill with my underbarrel on a TR infiltrator as he was in mid-jump from a tower. It was like little salsa-y fireworks. :3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 10, 2013, 11:41:38 pm
Eeesh. There are two kinds of tanks; invulnerable, infinitely damage-dealing tanks, and inflatable tanks. For some reason, I never spawn the former, only the latter. How many tank shells does it take to blow up a sunderer anyway?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 11, 2013, 01:38:32 am
I am really liking the Infiltrator. I find the extreme passivity of sitting far away from anybody and shooting them in the head with little chance of reprisal quite suitable.

Were I in any other FPS I believe I would be labeled a fucking noob camper. And I would not care.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on February 11, 2013, 03:01:25 am
Just a quick break from this cone of fire argument for a public service announcement:
AT mines are awesome.
Last night the NC Zerg had formed up on the far left of the map and was just steamrolling us as we constantly moved backwards, trying to find a place with enough turrets to defend. As they reached Quartz Ridge I certed in them, thinking I should be able to do some damage.
In the next half hour, in and around the narrow road from Quartz Ridge I got around 5 to 10 enemy tank kills, most of which were heavy tanks. I also almost got a reaver, but he just took off in time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 11, 2013, 05:43:52 am
Yeah, AT mines kick ass. Wich is why I certed into mine guard for my sundie. If you're playing in a squad and being a troop transport, you don't want some mines to blow up your everything. It's come to the point that I panic when I see an enemy engie run across the road and instantly check for AT mines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 11, 2013, 07:39:12 am
Eeesh. There are two kinds of tanks; invulnerable, infinitely damage-dealing tanks, and inflatable tanks. For some reason, I never spawn the former, only the latter. How many tank shells does it take to blow up a sunderer anyway?
Could this be something to do with certs? Some cert slots are just ridiculous.
How well certed are you into your relevant MBT?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 11, 2013, 07:57:07 am
I think it partly comes down in how lucky/unlucky you are in running into HA swarms, you'll either do pretty well or you'll get bombarded to death by a buttload of HA's from somewhere you can't really hurt the bastards.

Also I think I finally figured out what my current Cert goals are.

NC-Get the A2A missles for the Reaver, followed by getting one of the shotties for the LA and afterwards probably some mobility Certs for the vehicles
VS-Get the rocked pods for the Scythe (if we're going op troll might aswel go full measure), more mobility Certs for the Scythe and some extra stuff for the Magrider
TR-Have no idea, A2A on the mossie, AP on the Prowler (extra fun with the lockdown), and quite possibly a bolt action of some kind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 11, 2013, 10:34:54 am
If you're going OP troll with rocket pods, the Scythe isn't the place to go. The Dual Photon Pods have the lowest damage, lowest rate of fire, and second lowest clip size of the three factional rocket pods. I usually have more luck doing strafing runs with my Light PPA than with the pods, at least against infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 11, 2013, 10:58:01 am
Yeah, but the Scythe has trollzy mobility :>

I was thinking about going for it in the Reaver but I rarely live long enough in a combat situation with it, even if I just zip around without staying still to get shot at by everything and everyone packing AA. So I guess I'll stick to long range A2A duty for a while before I learn the Reaver properly, and that the Scythe will train me in the ways of the horrible death from above ESF.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 11, 2013, 11:56:24 am
Now that I've played the Scythe out quite a bit, I think I'd prefer the Mossie for G2A, but I'm already invested in VS. :|
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 11, 2013, 12:16:02 pm
Yeah, AT mines kick ass. Wich is why I certed into mine guard for my sundie. If you're playing in a squad and being a troop transport, you don't want some mines to blow up your everything. It's come to the point that I panic when I see an enemy engie run across the road and instantly check for AT mines.

I was sad when a mineguarded Sundy ran over my two mines last night and failed to die.

The 350 xp for the crit kill assist soon afterwards helped make up for it, though.


But yes, they're awesome.  I've blown several sundies just suicide charging them.  Just FYI, you can throw mines off the edge of something and they'll arm just fine when they land, even if it's a long drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on February 11, 2013, 03:15:41 pm
It's always fun when you can spot the mines and then safely take care of them.  A touch annoying when they were friendly mines. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 11, 2013, 03:20:35 pm
i dont suppose that if i unlock the a30 walker for my vanguard it'll also unlock for all the other vehicles?

gonna guess not, but wanted to double check.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 11, 2013, 03:24:58 pm
Nope.  Any unlock is that unlock in specific.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 11, 2013, 03:33:09 pm
Except the infrantry weapons and their unlocks I think. Atleast that was the case with my carbine and its attachments. (I also remember someone saying that somewhere)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 11, 2013, 03:34:54 pm
weapon unlocks are weapon specific, so the upgrades you get for the base carbine are available for both the LA and the engi (tested). I think you still have to unlock the weapon first though. Dunno. Haven't played anything but LA since I got my new gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 11, 2013, 03:52:06 pm
I have an incredibly empty schedule and no homework. I make around 50 certs/day when I'm reeeaaally playing.
Also you passively gain 12 certs/day, that help.

I have a TR alt I havent played in a while. I don't plan to play it for several months (until my friend can actually play planetside that is. Need a new computer. Might take months). If I wait until this summer, I'll find myself with something like 2000 certs. Without playing. Oh boy...
(prooved: I played my TR for two weeks, switched back to my VS and found a hundred certs available. :3 )
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 11, 2013, 03:58:41 pm
Or about 3 months to gain a good 1,000 cert weapon :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 11, 2013, 03:59:50 pm
Wait, does that mean you don't have to get on daily to collect it as it goes on your account all the time or is the daily login I do every day needed?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 11, 2013, 04:17:31 pm
It is not daily, but you still need to connect from time to time I guess. I do connect almost everyday, but I'm only playing my VS character. Meanwhile, my TR character still rack up passive certs. (I guess. To be undoutably confirmed, but I dont see why not.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 11, 2013, 05:00:37 pm
Yeah, the time-based certs collect regardless of whether or not you're online, IIRC. That aside, I could easily have enough certs to unlock 1k weapons if I didn't spend them all on upgrades.

weapon unlocks are weapon specific, so the upgrades you get for the base carbine are available for both the LA and the engi (tested). I think you still have to unlock the weapon first though. Dunno. Haven't played anything but LA since I got my new gun.

Any weapon you unlock will be available for any class that can use it, and any attachments you unlock for a given weapon are available for all classes that use it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 11, 2013, 05:05:36 pm
Well, I should go ahead and create my screw-around VS guy, then...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 11, 2013, 05:28:58 pm
If anyone has an account set up on the PS2 forums, someone over there just made a suggestion that could use some love. (http://forums.station.sony.com/ps2/index.php?threads/changing-the-base-sound-of-the-vanu-musical-themes.92861/)  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 11, 2013, 05:34:28 pm
The video itself is the most hilarious PS2-related video I ever seen.
And the music itself is pretty good, surprisingly. Gives a more optimistic tone. Throw out the lyrics for a minimum seriousness, and I support this fully  :D
Actually, is it possible to remake the trailer with the music of the "more accurate" video (no lyrics), and the speech of the original? 'cuz that would be mighty awesome!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 11, 2013, 05:55:12 pm
Any way that works, because that song is catchy as all get-out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 11, 2013, 06:03:28 pm
Wait, does that mean you don't have to get on daily to collect it as it goes on your account all the time or is the daily login I do every day needed?

You have to log in every 24 hours to get your passive certs. I have a VS and a TR that just sit around, and they've each got about 300 certs from logging in each day. They don't get more than 12 certs at a time, though, and the passive cert rate is 1 cert every 2 hours. I used to log in with just my NC, and they did not get their passive certs, and the number of passive certs gained between log ins never went above 12.

So, yeah, you need to log in every day with each character to get passive certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rowanas on February 11, 2013, 08:34:48 pm
Damnit, I'ma be capping somewhere in Esamir, and then that stupid song will pop into my head and kill me somehow.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 11, 2013, 08:40:03 pm
I've discovered a decent way to earn exp is to get in a flash, and just run out to whatever's about to be captured.  250 exp for being in the area.  AA duty is also decent, you get exp for partial damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 11, 2013, 09:19:26 pm
Speaking of AA duty, I was in a Skyguard column last night.  Let me put it this way:


VS Liberator:  "Oh look!  An armor column!  I think I will fly in close and get easy kills!"

Skyguard Column: Holding fire  "Wait... now!"  Dakka dakka dakka

VS Liberator:  "Oh sh-" Sound of explosion
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 12, 2013, 12:17:11 am
Speaking of AA duty, I was in a Skyguard column last night.  Let me put it this way:


VS Liberator:  "Oh look!  An armor column!  I think I will fly in close and get easy kills!"

Skyguard Column: Holding fire  "Wait... now!"  Dakka dakka dakka

VS Liberator:  "Oh sh-" Sound of explosion
I wish I could see the pilot's face at that moment :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 12, 2013, 01:39:20 am
If anyone has an account set up on the PS2 forums, someone over there just made a suggestion that could use some love. (http://forums.station.sony.com/ps2/index.php?threads/changing-the-base-sound-of-the-vanu-musical-themes.92861/)  :P

I dunno, this doesn't seem really appropriate for a theme song.

I think it'd be better if a NC/TR infil hacks a VS terminal, then not only does it change teams, but it also starts blaring out the song. Any VS nearby will suffer the double humiliation of not being able to spawn tanks, and having to listen to the entire song while they wait to be able to spawn tanks.

Furthermore, if a infiltrator hacks several terminals in close proximity, then they'll each start playing the song at separate times, overlapping one another and creating one big Okay To Be Gay cacophony.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 12, 2013, 02:03:27 am
Tonight I got front row seat to an NC aerial invasion force of the Crown.

I was on the north facing Phalanx turret shooting down a few Reavers here and there when a squadron of three opened fire on me. I shot one down, and then saw what they were escorting. Three Galaxies, and even more Reavers behind them.

Up until that point, the Crown had been relatively quiet. Afterwards, as the cliche goes, all hell broke loose.

It felt a little like this (http://www.youtube.com/watch?v=OFzdleJarI0&t=48s) sitting in that turret.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 12, 2013, 10:10:02 am
If anyone has an account set up on the PS2 forums, someone over there just made a suggestion that could use some love. (http://forums.station.sony.com/ps2/index.php?threads/changing-the-base-sound-of-the-vanu-musical-themes.92861/)  :P

I dunno, this doesn't seem really appropriate for a theme song.

I think it'd be better if a NC/TR infil hacks a VS terminal, then not only does it change teams, but it also starts blaring out the song. Any VS nearby will suffer the double humiliation of not being able to spawn tanks, and having to listen to the entire song while they wait to be able to spawn tanks.

Furthermore, if a infiltrator hacks several terminals in close proximity, then they'll each start playing the song at separate times, overlapping one another and creating one big Okay To Be Gay cacophony.
I think you're confusing 'having' with 'getting'. That aside, how would it not be better than the forgettable techno-esque crap we have now? Joking aside, drop the lyrics and you'd have a pretty solid base for all our different themes. Our theme should be either upbeat and vaguely electronic, or depressing and transhumanistic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 12, 2013, 12:24:10 pm
Just had an awesome run with a TAS platoon. We generally kicked ass. And you can't go wrong when your platoon leader has a vaguely British accent.

One of the most hilarious things you can have happen is sliding down a hill with a sundie, while there's another sundie at the base of that hill and an enemy base your faction is trying to cap on top. Several faction members went splat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on February 12, 2013, 01:19:01 pm
I had a very satisfying moment last night.  Some idiot hopped into my Magrider topgun and thought it'd be cute to constantly fire shots near another Magrider that happened to be travelling with us (we travel in packs, natch) as we headed for a hotspot, and of course he accidentally hits him at one point and the other irritated Magrider turned and shot me with the maingun in retaliation.

Frustrated, I remembered Vehicle options... can I boot a guy from a vehicle?  Why hell YES I can.  Kick the guy from vehicle, lock the vehicle, turn around, and there's the little schmuck.  Conveniently running right for me, presumably to hop back in!  One Magboost later, I had a new fender ornament and the most satisfying TK ever.

So next time you guys get a jerk for a vehicle mate, try Vehicle Options (Pg Down), and look for I think the little red x next to your passengers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 12, 2013, 01:26:42 pm
Speaking of cool things you can do with a magrider... (http://www.youtube.com/watch?v=jRZEu80AwOk)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 12, 2013, 01:45:54 pm
Speaking of cool things you can do with a magrider... (http://www.youtube.com/watch?v=jRZEu80AwOk)
There's another, much more amusing video of some people spending a long time trying and failing to do that.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 12, 2013, 08:32:06 pm
Just had an awesome run with a TAS platoon. We generally kicked ass. And you can't go wrong when your platoon leader has a vaguely British accent.

I've rolled with both them and TENC- both good guys.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 12, 2013, 11:53:30 pm
Had a nice satisfying session with my outfit tonight. Saw:

1. Two of our squad Gals crash into a cliff face while fully loaded.
2. TE retreating multiple times.
3. TE returning to the fight with twice the numbers; their drop looked like an orbital strike. 8+ pods in the air at all times for a solid 10-12 seconds.
4. Got a shitload of certs. At one point I was just crouched in a good position holding down the trigger on my SVA, and damned near every shot in every battery found a mark, because there was a solid wall of TE flesh and Max.
5. In case you hadn't already noticed (most of you are Mattherson, so you bloody well should have), TE adheres to the doctrine of 'quantity = quality'.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 13, 2013, 02:03:00 am
Had a nice satisfying session with my outfit tonight. Saw:

1. Two of our squad Gals crash into a cliff face while fully loaded.
2. TE retreating multiple times.
3. TE returning to the fight with twice the numbers; their drop looked like an orbital strike. 8+ pods in the air at all times for a solid 10-12 seconds.
4. Got a shitload of certs. At one point I was just crouched in a good position holding down the trigger on my SVA, and damned near every shot in every battery found a mark, because there was a solid wall of TE flesh and Max.
5. In case you hadn't already noticed (most of you are Mattherson, so you bloody well should have), TE adheres to the doctrine of 'quantity = quality'.  :P
Was it Enclave or AoD? Hate the fact that those two massive outfits always seem to take their huge amounts against singular targets, leaving the rest of us to defend everything else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 13, 2013, 02:12:04 am
Hehehe, was doing more guerrilla tactics against a moderately sized attack in The Stronghold. It was just me, along with about half a dozen enemies capping the place. I waited just long enough for them to get complacent, then went in to c4 the flag room. Right at the door, crouched in a corner with the door out of his sight, was a max. Toss. BOOM. Dead max. After being chased around a bit a racking up a few more kills, I stayed back and waited for them to become complacent again. Ran into the capture room; in the middle of the room were 2 infantry; one crouched behind cover, the other standing, both next to the point. Kept running in. Despite one of them looking directly at me the entire time, I managed to run across the entire half a room, toss c4 behind their cover, then turn around and start running back while detonating said c4 without being shot at. The max is drawn in by it, and he run up to me; I easily shoot him to death (they had someone res him after I killed him, but apparently no one to repair the actual damage). A light assault takes me out, but then goes down when I get back. And so that's how I took out all 4 capping the point as their victory music was playing. :P

Granted, their counter-attack took me out and capped the zone, but still.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 13, 2013, 04:14:05 am
Concerning the magriders (and tanks in general), I hate finding a mag with a Saron only to get denied the access to the gun. I generally stand on the thing and ask. Some tell me "sorry, waiting for a friend". To those, I apologize and go away. Most tell nothing and often go in battle without gunner. Infuriating. One even used the taunt when I asked access. I did not liked it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mini on February 13, 2013, 07:42:48 am
Given that the average person who jumps in someone else's turret just wastes all the ammo on the nearest rock, it's pretty understandable. The locking it that is, not the being a dick.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 13, 2013, 07:51:58 am
I wouldn't really care for it on my vanguards. I generally suck at vanguards and never get to shoot anything. I'm really more of an infantry guy. Playing infantry is most certainly my favorite. I get bored and suck at tanks/sundies, and I can't do shit except suicide runs in planes. Altough the lightning is pretty nice sometimes. I prefer it over the vanguard. That moment when there's a bunch of people in the middle of the road and they just keep reviving without shooting back...

Also, dat moment when you retreat to an amp station that's under attack, put 2 tank mines in a bush near one of the towers and get 2 certs for a sundie kill a bit later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on February 13, 2013, 10:09:31 am
Another hotfix has come out. As well as bringing back lock on indicators for vehicles and a visual effect for invulnerability, a MANA Anti-Vehicle turret is up for grabs. Linky (http://forums.station.sony.com/ps2/index.php?threads/hotfix-02-13-2013.93481/).

EDIT: Incidentally, my game is now broken. Can't get past the first loading screen. :P

EDIT 2: Derp. Servers still down for the patch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 13, 2013, 10:20:45 am
A non-useless engie turret? (well, except for parkour)

YES, YES! (http://www.youtube.com/watch?v=P3ALwKeSEYs)


I'm going to have some fun with this until they nerf it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 13, 2013, 11:43:06 am
It costs 1000 certs though.

Why is it that every single new item must absolutely without any exception cost 1000 certs and 700 SC? >:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neonivek on February 13, 2013, 11:45:52 am
It costs 1000 certs though.

Why is it that every single new item must absolutely without any exception cost 1000 certs and 700 SC? >:(

To influence you to pay real money.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 13, 2013, 11:56:57 am
Hey, they need to make money after all. Else they would close the game...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 13, 2013, 12:12:43 pm
Y'know, I like the game, in theory...  But every time I hop in I end up getting my MAX bashed down by some Light Assault fucker with like 66 Battle Rank.  I'm sure it'd be better if I had better certs, but it's nearly impossible to get any meaningful exp when everyone outguns you so much.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on February 13, 2013, 12:36:45 pm
...getting my MAX bashed down by some Light Assault fucker
Don't let the light assault drop a c4 on you?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 13, 2013, 12:39:56 pm
I like running around as an Engie, since I have bad FPS in firefights I like the support role.
Hacking turrets on enemy bases is also neat... >.>

Anyone have any tips for VS weapons to unlock first? I'm thinking the bolt-action sniper rifle for 100.

...getting my MAX bashed down by some Light Assault fucker
Don't let the light assault drop a c4 on you?
Well, I suggest actually getting nanoweave, since bullets still damn hurt, especially if your target is above you
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 13, 2013, 12:41:11 pm
No, LA will blast me with assault rifles and I can't do shit against them.  Who survives 4 grenades and chaingun fire against a MAX?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 13, 2013, 12:41:45 pm
I like running around as an Engie, since I have bad FPS in firefights I like the support role.
Hacking turrets on enemy bases is also neat... >.>

Anyone have any tips for VS weapons to unlock first? I'm thinking the bolt-action sniper rifle for 100.

...getting my MAX bashed down by some Light Assault fucker
Don't let the light assault drop a c4 on you?
Well, I suggest actually getting nanoweave, since bullets still damn hurt, especially if your target is above you
MAXs don't have nanoweave, and nanoweave pretty much sucks anyway. You're generally better off with flak armor.

Nanoweave increases the amount of bullets it takes to kill you when you buy it, and another time when you reach the maximum, 1k certs level.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 13, 2013, 12:45:05 pm
Wait, MAXes don't have nanoweave? Then wtf do I have on mine? >.>
MAXes which typically survive are dedicated AA ones, but that doesn't seem to be what you want.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 13, 2013, 12:46:34 pm
Hey, they need to make money after all. Else they would close the game...
Pay to win is generally not a successful business model, or at the least doesn't encourage a large user base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 13, 2013, 12:50:48 pm
i have no regrets after buying my second burster for my MAX. flak hits are a little dodgy, but its just so damn fun to blaze away at aircraft! infantry melt at close range, too, but you cant do anything to vehicles:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 13, 2013, 12:51:05 pm
Nanoweave can help you survive one or two more bullets, depending on the gun and the level it's on. Not a bad upgrade, but not strictly necessary.

Playing an AI MAX requires a good team at your back, since anyone with a fair amount of skill can do a ton of damage if they keep out of your effective range or lure you into traps. Find a squad and work with them. Whenever I see a MAX, I immediately hop on my engineer to get the glut of repair/resupply points. I'm sure there are others who would be willing to support a MAX.

MAXes also shine in CQC, so the best place to run them is probably Biolabs and towers. Their low effective range doesn't allow for much else.


To influence you to pay real money.

I have no issue with that. I've put real money into the game, and generally only buy things that are on sale.

The issue is that everything new, shiny, and with any sense of novelty about it automatically gets jacked up to the highest price possible. SMGs aren't even that great, and they're priced at the same level as top tier weaponry. The new AV turret widens the utility of the engineer (Which is already the jack-of-all-trades) but it's very situational and not really worth the asking price in my opinion. Staying alive is all about staying mobile, and having to sit in your exposed, glowing turret to guide your slow moving missile is a huge disadvantage. I would have preferred an armor piercing variant.

If they ever release a new gun that doesn't cost 1000 certs/700 SC, then I'll give them the benefit of the doubt. Right now, though, they're just profiteering when they should be making weapons worth the certs/SC you drop into them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sluissa on February 13, 2013, 12:56:59 pm
I've found MAXes are very situational. There's only a few instances I'll hop in one. In almost EVERY situation it's better just to go regular infantry. That's not to say most MAXes aren't dangerous. Most one on one battles I have with one end poorly for me, but two or more players focusing fire on a MAX will usually end it pretty quickly. And MAXes are pretty big targets and draw a decent amount of attention.

I just personally don't care for a piece of equipment that's expensive, has a cool down and really only gives me a decent chance at one or two kills before it's usefulness runs out.

Using it as a dedicated AA platform is an exception. That seems to be its best strength, as a semi-mobile AA turret.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 13, 2013, 01:01:46 pm
A LA is actually one of the better classes for dueling a Max, insofar as that it can use mobility and verticality to avoid fire while doing damage with hit-and-run tactics. If they just ran straight at you while unloading, though, then it's entirely your own fault for not killing them. That aside, no, it isn't P2W, at least as far as infantry is concerned. I die just as often to single-digit BR players with stock weapons (including the stock weapons that aren't awesome) as to people with obscenely high BRs. ESFs? Yes, half of the game with them is shelling out cash for missiles and rockets. Tanks? Yes, for the primaries. Libs? Gog, yes.


I like running around as an Engie, since I have bad FPS in firefights I like the support role.
Hacking turrets on enemy bases is also neat... >.>

Anyone have any tips for VS weapons to unlock first? I'm thinking the bolt-action sniper rifle for 100.
That's one way to take it, though honestly if you're dedicated to playing Infiltrator it would probably just be best to save for the Parallax. The Artemis is a good alternative to the SMG if you want more firepower for close-medium range.

As for all-around good VS weapons to go for:
1. Solstice SF. It's the Vanu s-variant carbine, has all the tasty underbarrel attachments, three fire modes, and is usable by both the Engie and LA.
2. If you play a lot of HA and don't like the low battery capacity/high recoil of the Orion (in other words, if you want a LMG rather than an assault rifle), I enjoy the SVA-88 quite a bit.
3 NS-11a. It's the only way to roll as medic. One of the few infantry weapons that I would not at all hesitate to call an upgrade.

That aside, both AT and AP mines for the Engie are critical if you play it at all.

On the note of paying real cash: Wait for a 3x or 2x SC day, then save that and wait for things you want to go on sale. You can unlock a substantial amount of stuff for 10-15USD if you are careful about when you buy.

Oh, and the VS Max sucks, except for AA. You're never going to do well in it unless you have put virtually all of your certs into it, and even then a decently upgraded NC or TR Max will still mess you up. People like to cry about VS being OP, but for some reason they always forget that our Maxes are absolute shit. There's a reason you rarely/(n)ever see a VS Max Crash.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 13, 2013, 01:19:59 pm
What IS this new turret?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 13, 2013, 01:24:51 pm
hat aside, no, it isn't P2W, at least as far as infantry is concerned. I die just as often to single-digit BR players with stock weapons (including the stock weapons that aren't awesome) as to people with obscenely high BRs.

I think if the GD-7F was a 1 cert unlock, you'd die to NC LAs a lot more than you currently do. It's not insurmountable by any means, but it's a pretty clear upgrade.

As for MAXes: To kill one as infantry, you either need to out number it, in which case it deserves to die, or C4 it, in which case you both spent 100 resources. Yeah, the MAX has a cooldown and C4 doesn't, but it's easier to shoot down a LA than it is to throw a brick of C4 under a MAX.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2013, 01:41:01 pm
On the note of paying real cash: Wait for a 3x or 2x SC day, then save that and wait for things you want to go on sale. You can unlock a substantial amount of stuff for 10-15USD if you are careful about when you buy.

This.  I spent ten bucks on the game and have SC unlocked:

Flash Fury
Flash Kobalt
Flash hubcaps (This was a bundle, if you haven't guessed)
Whatever camo it was in that pack- urban, I think
GD-F7
Warden

And still have 1350 SC left.  I got the SC on the triple day and everything I bought was on sale except the Warden.  I'm just waiting for the second Falcon to go on sale.


EDIT- Oh yeah, and AT mines are awesome.  You can reasonably expect them to pay for themselves if you aggressively seek out Sunderers- it takes two to blow them unless they have mineguard, even if they're deployed.  Keep an eye for ones deployed beside base walls you're defending- that's an easy kill to drop them down on top of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 13, 2013, 01:56:20 pm
A quick question: what weapons should I buy for my lightning and vanguard?


Also, if an amp station is under attack, look around the towers by the enterance for a bush and drop your AT mines there. Completely unnoticeable, high chance of getting a kill considering the average amp station battles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: scout890 on February 13, 2013, 01:58:11 pm
Apparently the new Anti-Vehicle Mana turret is a wire guided missle launcher, so you can guide it around by aiming. I've heard it does about as much damage as the default heavy launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2013, 02:12:31 pm
Engy turret is an interesting concept.  I'll have to trial it tonight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 13, 2013, 02:25:14 pm
I hope it has a larger cone of rotation than the MANA turret.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2013, 02:35:02 pm
MANA has a serious lack of upward aim- not as bad as the Kobalt on the flash, though.  The Kobalt is surprisingly accurate, but good luck pointing it toward dudes on a hill/wall without aiming the whole ATV up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 13, 2013, 02:52:13 pm
I like running around as an Engie, since I have bad FPS in firefights I like the support role.
Hacking turrets on enemy bases is also neat... >.>

Anyone have any tips for VS weapons to unlock first? I'm thinking the bolt-action sniper rifle for 100.
That's one way to take it, though honestly if you're dedicated to playing Infiltrator it would probably just be best to save for the Parallax. The Artemis is a good alternative to the SMG if you want more firepower for close-medium range.

As for all-around good VS weapons to go for:
1. Solstice SF. It's the Vanu s-variant carbine, has all the tasty underbarrel attachments, three fire modes, and is usable by both the Engie and LA.
2. If you play a lot of HA and don't like the low battery capacity/high recoil of the Orion (in other words, if you want a LMG rather than an assault rifle), I enjoy the SVA-88 quite a bit.
3 NS-11a. It's the only way to roll as medic. One of the few infantry weapons that I would not at all hesitate to call an upgrade.

I generally agree with the above, in addition the Eridani SX5 SMG is really effective for CQC particularly once you have picked up the extended magazine and soft point ammo certs on it, it also unlocks across all classes. I've been using it to great effect on my Infiltrator when I'm actually getting into bases to hack stuff/drop spawn beacon/cap points. It's primary drawback is that you will run through it's ammo pool really quickly, it may be very worth certing the increased ammo carried suit slot if you use it or use it on your engineer.

Oh, and the VS Max sucks, except for AA. You're never going to do well in it unless you have put virtually all of your certs into it, and even then a decently upgraded NC or TR Max will still mess you up. People like to cry about VS being OP, but for some reason they always forget that our Maxes are absolute shit. There's a reason you rarely/(n)ever see a VS Max Crash.

I dunno, the outfit I'm running with on Cobalt frequently uses VS AI Max crashes if we hit a well defended location, with good effect. I'll certainly agree the the VS AV Max sucks though.

Max's are from my experience the class that profits most from acting in a larger group, when they can watch each others backs and fill an area with fire preventing infantry from escaping. On their own they are really not all that effective, I can frequently take down a Max 1v1 as an Infiltrator with my SMG even.

Quote from: hotfix notes
Alpha Squad boosts were regranted with full six months and extra bonus to resources and experience. All Alpha Squad players must re-equip the new boost.
Yay, free 3 months of boost.
Quote from: hotfix notes
Invulnerability for revived players has been removed.
Effect added to help indicate temporary invulnerability on respawn.
Prevention of the zombie advance stratagy and being able to tell if you can damage someone are good.
Quote from: hotfix notes
Missiles locked on to the vehicle in flight will again provide audio/visual indicators
So hopefully less dying to missiles out of nowhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 13, 2013, 04:21:31 pm
Since I'm saving up the certs, what would be a more effective purchase: One of the S variants of the starting rifles or the utility slot items for the different classes like C4?

I'm leaning towards the S variants since they have all those snazzy exclusive attachments, but being able to blow up large concentrations of soldiers with C4 also has its appeal.

I'm TR by the way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on February 13, 2013, 04:25:45 pm
Depends.  NS-11 and Jaguar are pretty much superior to the S variant unless you really like underslug barrel attachments.  1000 certs is a lot, but you'll get there. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2013, 04:33:18 pm
Depends on what class you're playing, as well.


Is the C4 unlock class-exclusive?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 13, 2013, 04:33:47 pm
Also C4 is great for blowing up vehicles that aren't careful, but you need two of those for it to be really effective. Not sure about the other guns, but you will have them shared between classes saving up some certs in the process while C4 is only unlocked for a single class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 13, 2013, 04:35:00 pm
C4. Definitively buy C4 before a new gun. I play LA, and the C4 changed my gameplay way more significantly than a new gun. Sure, the gun makes you more efficient, but the C4 unlocks numerous new tactics. You won't be powerless against vehicles anymore. You can kill maxes, set up traps, draw people out of their turrets (people ALWAYS get out of a C4'ed turret) or destroy them if they are damaged enough. 2 C4 can destroy a sundi, with all the sweet XP that imply.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2013, 04:38:25 pm
Also C4 is great for blowing up vehicles that aren't careful, but you need two of those for it to be really effective. Not sure about the other guns, but you will have them shared between classes saving up some certs in the process while C4 is only unlocked for a single class.

Guns are definitely unlocked for every class that can use them.

Sucks about C4, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 13, 2013, 04:40:07 pm
You can have one of each turret deployed at once, potentially useful if you need to both shoot something AND own a worthless glowing distraction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 13, 2013, 04:41:56 pm
Depends.  NS-11 and Jaguar are pretty much superior to the S variant unless you really like underslug barrel attachments.  1000 certs is a lot, but you'll get there.
IIRC the NS-11 isn't available for every class that can use the S-variants. That aside, even after the nerf the underbarrel GL is obscenely good, especially if you're playing as an engineer. That aside, C4 is pretty much a must-have for LA, but to be most effective you need two bricks, which takes another 500 certs for the second brick. AT mines are only 100 certs, and you get two right from the get-go, which will kill any Sundie or Lightning without mineguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2013, 04:59:46 pm
You can have one of each turret deployed at once, potentially useful if you need to both shoot something AND own a worthless glowing distraction.

Do note that while a fighter will fly through a MAX and splatter it like it was made of butter, a deployed turret will stop it like a wall of solid steel.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 13, 2013, 05:22:34 pm
I rammed by NC Heavy Tank (whatever that name) into a turret.  Slammed to a stop, took like 1/8 impact damage, also got awarded exp for a turret kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 13, 2013, 05:32:10 pm
Incidentally, it'd be nice if you could open your turrets up to any user.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on February 13, 2013, 06:12:24 pm
Depends.  NS-11 and Jaguar are pretty much superior to the S variant unless you really like underslug barrel attachments.  1000 certs is a lot, but you'll get there.
IIRC the NS-11 isn't available for every class that can use the S-variants. That aside, even after the nerf the underbarrel GL is obscenely good, especially if you're playing as an engineer. That aside, C4 is pretty much a must-have for LA, but to be most effective you need two bricks, which takes another 500 certs for the second brick. AT mines are only 100 certs, and you get two right from the get-go, which will kill any Sundie or Lightning without mineguard.

Yes the NS-11 is medic only.  The Jaugar is Light Assault/Engineer.  Also I'm not sure which LMG is the one rated for mid range combat, but that is definatly the most effective LMG for Heavy Assault.  As for Sniper rifles, that's all personal preference for which one you want.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 13, 2013, 06:19:50 pm
If you're sniping you want the bolt action rifle, regardless of faction since it's the only one that can headshot everything but a Max. Anything less will give the victim a chance to escape and that is not something you want.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 13, 2013, 06:41:27 pm
If you're sniping you want the bolt action rifle, regardless of faction since it's the only one that can headshot everything but a Max. Anything less will give the victim a chance to escape and that is not something you want.

not one-shotting will also give a direction indicator, while an OSK will leave you undetected
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 13, 2013, 07:07:25 pm
Hitting someone with a bolt action rifle will also give you a critical kill assist if they die a little bit later. A significant consolation prize for not killing them with one shot.

Depends.  NS-11 and Jaguar are pretty much superior to the S variant unless you really like underslug barrel attachments.  1000 certs is a lot, but you'll get there. 

Are they really worth the extra 500 certs?

And if I save up 1000 certs is that really the best purchase I can make?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 13, 2013, 08:58:05 pm
Hitting someone with a bolt action rifle will also give you a critical kill assist if they die a little bit later. A significant consolation prize for not killing them with one shot.

Depends.  NS-11 and Jaguar are pretty much superior to the S variant unless you really like underslug barrel attachments.  1000 certs is a lot, but you'll get there. 

Are they really worth the extra 500 certs?

And if I save up 1000 certs is that really the best purchase I can make?


If you play Medic a lot, the NS-11 is completely worth it. On a similar token, if you play Engineer or LA a lot, the S-variant is completely worth it. If you get the S-variant, the underbarrel grenade launcher is practically a requirement, especially for Engie players. Every time I run into a relatively static zerg standoff, I drop my ammo pack in a convenient location and start lobbing rifle grenades at them. I've had stretches where I get 15+ kills and who knows how many assists just by sitting in one spot and plopping grenades around a corner.

IIRC the S-variant is also usable for the Medic, which brings up another useful attachment: the smoke launcher. A smoke round combined with a well-placed revive grenade can safely rez a room full of corpses and turn the tide of a battle.

There's also the note that the S-variants have both burst and single shot fire modes in addition to full auto, which make them much more versatile (in range terms) than the base carbine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2013, 10:30:19 pm
Point of order: there's an S-variant carbine (Engy and LA) and a S-variant assault rifle (Medic).  One does not get the other.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 13, 2013, 11:27:34 pm
Point of order: there's an S-variant carbine (Engy and LA) and a S-variant assault rifle (Medic).  One does not get the other.
Ah, yes, that's something to be careful of. The S-variant AR is mostly for the smoke launcher, otherwise the NS-11 is a better weapon (IMO).


Incidentally, it'd be nice if you could open your turrets up to any user.
This. THIS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 13, 2013, 11:30:19 pm
Does Page Down work with a turret?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 13, 2013, 11:34:37 pm
I tried it, nope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 14, 2013, 12:19:33 am
Tried it too. Doesn't work.

Concerning the underbarrel GL: I was once involved in a heavy standoff (at Vanu archive: recently it became almost as contested as crosroads watchtower). I was in a corner, dropping grenades through a door to a group of TR. I couldn't count the kills, but around 12 is a good estimation IMO. I was lucky to have an ammo pack under me right then (I play LA).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 14, 2013, 04:11:36 am
Also C4 is great for blowing up vehicles that aren't careful, but you need two of those for it to be really effective. Not sure about the other guns, but you will have them shared between classes saving up some certs in the process while C4 is only unlocked for a single class.

Guns are definitely unlocked for every class that can use them.

Sucks about C4, though.
If you play HA, C4 is a must. Typically, C4 won't kill a tank in 1 hit, but it will take it down just enough for a single rocket to take it out. A simple game of cat and mouse with the tank, come at it from a side it isn't watching, c4, boom, rocket, dead tank. Risky, sure, but a really good option if you're one on one against a tank. Particularly if you don't have a rocket resupply handy.

The other thing it's really good for is liberators. When capping a point, if little to no resistance is encountered, people tend to be stupid and land their libs on the pad or on the roof of a building with stairs. C4 means you can have happy fun times with their lib while no one is looking; and if you're really lucky, the pilot got out and the 2 gunners are still sitting inside. :P
C4 seems to 1-shot a lib, whereas rockets take an ungodly high number (well more than your total capacity, and a hell of a lot more than it takes to draw their attention).

Also handy for when a max is chasing you indoors, though I've not had too much luck in that area.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 04:51:22 am
Rez grenades just seem so expensive (both in certs and resources) for their situationality. Are they really that good?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on February 14, 2013, 04:59:25 am
Rez grenades just seem so expensive (both in certs and resources) for their situationality. Are they really that good?
Last weekend the outfit I roll with MAX crashed Friday Night Ops. They broke us by letting their bodies pile up and then using a load of rez grenades to suddenly get up. It was an awesome sight. Not really answering your question, sorry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 14, 2013, 09:44:26 am
There's always that one tank.  You know the moment, the entire faction is hunkered behind a rock, and this one tank rolls around and one HE shell kills 20 people.  A rez grenade would be ungodly useful then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 09:49:46 am
Given that you don't die either. What weapons should I buy for my lightning?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 14, 2013, 09:57:42 am
I'd say Skyguard or HE shells.  Skyguard will rip through aircraft, which will give exp on partial damage, and HE will let you hurt a lot of infantry and shoot through windows and such.  I don't think Lightnings really have the punching power to make AP worth it.  They just don't seem to do significant damage to hard targets, unless you're shooting a Sunderer or a turret or something 'relatively harmless'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 14, 2013, 10:15:26 am
Yep, Skyguard and HE. The HE still does damage to vehicles/turrets. Unless you have a pressing need for it, though, I would get Skyguard first. HE is noticeably less effective since the nerf, and even near-direct hits (less than a meter away) will typically just give hitmarkers rather than a kill. The Skyguard is, to put it simply, bloody amazing. Especially in terms of ammo capacity. Now, granted, it's been nerfed to prevent it from hurting ground vehicles (except maybe Flashes or something), but it still works very well in an anti-infantry capacity. With the ammo pool you get, it's also very useful as a suppression weapon; even if you don't kill anyone, the people that you're shooting at will usually freak and run for cover. Also AA, of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 14, 2013, 10:19:49 am
If you play HA, C4 is a must. Typically, C4 won't kill a tank in 1 hit, but it will take it down just enough for a single rocket to take it out. A simple game of cat and mouse with the tank, come at it from a side it isn't watching, c4, boom, rocket, dead tank. Risky, sure, but a really good option if you're one on one against a tank. Particularly if you don't have a rocket resupply handy.
Only works if the rockets hit the rear on anything but a Lightning, but easily the way I've killed the most tanks recently. I prefer to attach the C4 to the back of the tank and then shoot the C4 with the rocket. Turns any enemy armour into a one-shot kill without any chance of retaliation. Good luck sneaking up on a Magrider though.

Against Sunderers you need two bricks plus one rocket. I've yet to successfully solo a Sunderer that way, but I've tried. The best strategy I've come up with so far was planting one brick, resupply/respawn, then detonate the first brick just before planting a second. Then following up with a rocket. You can only have as many bricks planted as you can carry so you can't stack both until the 500 unlock. Pity.
Quote
The other thing it's really good for is liberators. When capping a point, if little to no resistance is encountered, people tend to be stupid and land their libs on the pad or on the roof of a building with stairs. C4 means you can have happy fun times with their lib while no one is looking; and if you're really lucky, the pilot got out and the 2 gunners are still sitting inside. :P
C4 seems to 1-shot a lib, whereas rockets take an ungodly high number (well more than your total capacity, and a hell of a lot more than it takes to draw their attention).
Either C4 or default rockets are listed here as a three shot kill (http://www.ps2calc.com/#vehicle1=Liberator&weapon1=Shrike/ML-7/S1&vehicle1Upgrade0=0&weapon2=Select+a+weapon&vehicle1Location=rear&vehicle1Upgrade1=0). I managed to catch two on the ground while their squad capped a base. Was able to destroy both with my base five rockets plus a brick of C4. I actually though I had a rocket left over (I plugged a Scythe after taking out the various crews and don't remember resupplying, but may be misremembering or one of the crew may have had an ammo crate down), so it may be that C4 does more than listed there, but shouldn't be. Those values are directly from the client. There may have already been damage on one of them.

As far as MAXes, I had a lot of success with C4 against them in beta, but absolutely none so far since release. OK, so I only got back into the game a couple of weeks ago, but C4 farming MAXes was my main source of beta kills. I think I C4 chunked one MAX low enough to finish with the SAW, but other than that I've mostly been hurting them with rockets and grenades, then making suicidal charges. I swear I'll get a knife kill on one before a C4 kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 14, 2013, 10:48:46 am
Had a fun time sitting on the west edge of the crown with the new turret and several similarly-minded engineers and holding back tank after tank together. I love the new turret.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 14, 2013, 11:00:06 am
Does it cost certs, or is it free?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on February 14, 2013, 11:04:27 am
Does it cost certs, or is it free?
1000 certs, or 700 SC. Of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 14, 2013, 11:13:51 am
I had a good run with a platoon I didn't belong to, just running heavy armor all over NC in Matherson, we just steamrolled everything in one big zerg.

I also found out you can get massive exp if you get a Sunderer with ammo regen and follow a tank line, if someone is polite then they'll just shoot the mountain to force a reload.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 14, 2013, 11:33:28 am
I had a good run with a platoon I didn't belong to, just running heavy armor all over NC in Matherson, we just steamrolled everything in one big zerg.

I also found out you can get massive exp if you get a Sunderer with ammo regen and follow a tank line, if someone is polite then they'll just shoot the mountain to force a reload.
A squadmate threw down an ammo pack and four of us were sitting reloading while waiting for a point to cap. I could fire one shot from my Magshot and reload once every two or so seconds. I think it's 10xp per resupply with a 300xp per-person cap every five minutes (using grossly outdated numbers from beta, may have changed) so not overly exploitable but still an extra cert per squadmate when you are running around capping bases on a quiet continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 14, 2013, 11:43:47 am
Yep. It's common courtesy to help engies farm resupply exp while waiting for a base to flip.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 14, 2013, 11:54:14 am
Giving resupply exp to engie/sundy is polite as well.  They're probably not getting kill exp, after all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 14, 2013, 12:06:04 pm
On another note- is there a way to create and open a squad, or d'you need to find another person to invite, then work from there? I wanna use my spawn beacon, dangit.

I'm not clear on forming a squad, but you can find a list of open squads for your faction/server in the community tab of the ingame menu.

Incidentally, if there are any other Mattherson VS, drop into a Vindicators squad and have some fun with us. We've pretty much always got a public platoon going.  :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 14, 2013, 12:15:18 pm
On another note- is there a way to create and open a squad, or d'you need to find another person to invite, then work from there? I wanna use my spawn beacon, dangit.
There isn't. You have to either invite spam or join a random pug and ask to be promoted.

Also, is anyone else getting squad spot experience when not in a squad? I don't want to ask anywhere more official because it's not a bug I'm particularly worried about, but just thought it was odd.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 01:19:18 pm
I had a good run with a platoon I didn't belong to, just running heavy armor all over NC in Matherson, we just steamrolled everything in one big zerg.

I also found out you can get massive exp if you get a Sunderer with ammo regen and follow a tank line, if someone is polite then they'll just shoot the mountain to force a reload.

What, when? I'm assuming that it wasn't indar, as TAS just had a really hard time defending it from the red totalist menance. Honestly tough, we had some awesome fights between Indar Waste Treatment and Camp Connery.

Oh, and if you ever see a TAS (The Ascended) platoon going, join it. They're generally a friendly bunch and it's really nice to play in one of their squads, lots of talking, lots of kicking ass, getting our asses kicked and regrouping and then kicking ass back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 14, 2013, 01:39:19 pm
So an idea for a Sundie upgrade occured to me. It would be in the Utility category I think. A Battle/Assault (working title) Bridge which would basically be an aimable hover thingy you see in bases. It would ideally be placed on the roof of the Sundie, can be aimable to a certain degree (say 30 degs up to 90 degs for vertical and maybe unlimited horizontal traverse, can be subject to balance) and either unlocked whole or upgreadble with improved speed and range with each level.

Basically, instead of taking an AMS you grab this, park the Sundie somewhere, deploy it, aim the bridge and fire it up, infrantry (not sure about MAX-es) jumps into it (a ladder or something to help them up to the top of the sundie) and is sent with some haste in the direction of the enemy forces. Useful for scaling walls, towers and pretty much anything. A poor mans LA jumpjet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 01:41:02 pm
Sounds pretty OP. Just park an AMS sundie next to it and you got infinite spawns in the middle of enemy territory.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 14, 2013, 01:41:23 pm
PULL!



(Or just subject it to AMS restrictions)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 14, 2013, 01:52:05 pm
Yeah, if it proves too troublesome restricting it's deployment range like with the AMS would porbably work. But I think it wouldn't be that broken since you need LoS to the target which means a very exposed Sundie most of the time and the infrantry would be pretty vulnerable while travelling, what with no cover and being midair without much choice in changing course other than straight down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 14, 2013, 01:52:58 pm
On another note- is there a way to create and open a squad, or d'you need to find another person to invite, then work from there? I wanna use my spawn beacon, dangit.
Yep, it's this I'm afraid. You need two people to make a squad, then you can open the squad up to the public.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 14, 2013, 02:17:01 pm
So an idea for a Sundie upgrade occured to me. It would be in the Utility category I think. A Battle/Assault (working title) Bridge which would basically be an aimable hover thingy you see in bases. It would ideally be placed on the roof of the Sundie, can be aimable to a certain degree (say 30 degs up to 90 degs for vertical and maybe unlimited horizontal traverse, can be subject to balance) and either unlocked whole or upgreadble with improved speed and range with each level.

Basically, instead of taking an AMS you grab this, park the Sundie somewhere, deploy it, aim the bridge and fire it up, infrantry (not sure about MAX-es) jumps into it (a ladder or something to help them up to the top of the sundie) and is sent with some haste in the direction of the enemy forces. Useful for scaling walls, towers and pretty much anything. A poor mans LA jumpjet.
Those launch pads also have receiving pads, you'll notice you land on a special black square.  If it were Sundy mounted you'd just make a man-a-pult and hurl soldiers into the walls.  Which works just as well, I suppose.  That's about par for the course for some maneuvers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 02:20:37 pm
Yeah, if it proves too troublesome restricting it's deployment range like with the AMS would porbably work. But I think it wouldn't be that broken since you need LoS to the target which means a very exposed Sundie most of the time and the infrantry would be pretty vulnerable while travelling, what with no cover and being midair without much choice in changing course other than straight down.
It's hard as fuck to hit airborne targets tough. And it's top-mounted and the arc is parabolic, so you can just hide behind a hill and fling soldiers at enemies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 14, 2013, 02:21:37 pm
Those make you invulnerable to fall damage I think, atleast the few times I've missed them and recieved no damage from the fall.

And I wasn't talking about those (tho they could be awesome too), I was thinking about those red and blue thingies which are slower and more deliberate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 02:22:43 pm
Oooh, the elevators. Well. It's the case of "can't know without trying", as I have no fucking idea how that would work or play out in battle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 14, 2013, 02:24:58 pm
Ah, the elevators...  An interesting idea, but that's why Light Assault exists.  Instal elevators on sundies, you take out half the point of playing LA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 14, 2013, 02:27:48 pm
Well it would be nice if there where more exotic locations to siege to give these a use, and the LA would still be viable since it still retains superior mobilty, this would just allow easier scaling of walls for classes that aren't LA. But it was just an idle musing on a what if (prompted about by thinking about how silly the Bullfrog transports from RA3 were).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 14, 2013, 02:31:26 pm
Well, that's the point of walls :P  Walls are there to keep people out.  LA has a significant advantage in that they can jetpack over/into walls.  If you let any class jump walls, then walls become useless, assaults come from any angle gates become worthless, turrets subsequently lose much of their power, since turrets face gates and gates are no longer hot spots...

It'd essentially be as if any spawn could come from drop pod and land atop any wall segment.  Everything becomes really messy really fast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 14, 2013, 02:32:06 pm
It'd be nice if LA was just a bit more powerful. Right now you're a little better than an engineer because you can fly, sure, but being able to jump up on top of stuff is only so good when your gun is still just about the same as an anyone else's

If you give the LA a spinfusor, then the mobility boost becomes far more significant, since it is low-repeat, high-impact, meaning that getting the first shot is much better than getting the second, and getting two shots is much better than one... so attacking from an unexpected direction is richly rewarded.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 14, 2013, 02:34:01 pm
i think you underestimate the power of the LA. mobility helps to deploy C4, and entering a room above the standard level will throw people's aim off. and that's not to mention how people never expect you to be hiding in a tree waiting to shoot them
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 02:56:07 pm
Agreed. LA isn't HA without the rockets and with a jetpack. Their tactics are really different. Personally I enjoy playing HA most of all, altough getting a kill on an enemy vehicle because you placed AT mines on the raod to your base at a big battle is VERY satisfieing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 14, 2013, 03:06:20 pm
Also, note that the run speed + cert for LA is nearly essential, especially if you go in for a hit-and-run style of play. Distracting enemies and drawing them away from the battle is possibly more effective than just killing them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2013, 03:10:15 pm
Killing them nets you more certs tough :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 15, 2013, 12:35:45 am
Those make you invulnerable to fall damage I think, atleast the few times I've missed them and recieved no damage from the fall.
I don't think so. You know the base in Indar that is only accessible via one of those? We were holding it, and an Engi put it turret on the receiver pad. Every single NC trying to get in impaled himself on it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 15, 2013, 12:48:37 am
They do make you immune to falling damage, that's pretty easy to figure out. Just use the LA's jump pack to redirect yourself after hitting a jumppad. No matter how fast you're going when you smack into the ground, you don't die.

Great way to get to places you couldn't normally jump jet to due to incoming fire/limited fuel -- I do it all the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 15, 2013, 12:54:25 am
As I recall, they didn't always do that, as I had a number of painful splattery deaths when I missed the landing pad a few versions ago.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on February 15, 2013, 04:39:32 am
     It still happens.  Esamir {old} NC warpgate to the West-most tower will occasionally kill you, even jumping from the next tower to that west tower will ski-jump you off into the wilds.  Given up lodging bug-reports because nothing gets done about it.
     Even the Indar launch pad has problems, but still no action from SOE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 15, 2013, 05:01:49 am
That's really strange, especially for something that easy to fix.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 15, 2013, 10:27:50 am
They're busy designing the next 1k cert/700 SC weapon. :V
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 15, 2013, 10:54:27 am
Or breaking stuff that still works :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on February 15, 2013, 11:42:19 am
What do the vehicle pilots think of the new turret?  I enjoyed the extra challenge last night in my Magrider and have long thought the infantry vs armor balance was a little one-sided towards armor, so I think its a decent addition.  It had me repairing a lot more often, and being smarter about repairs.  However, I'm not happy with the extreme range on the things - while fighting in the fields outside TI Alloys, there were platoons of engineers at Crown very effectively sniping into the battle.  They weren't even visible under zoom, yet they were consistently hitting any armor that wasn't moving at mid to top speed.  That makes me wonder how the less agile tanks fare against these turrets.  They also seemed to totally obsolete the heavy's guided missile - no lock-on warning, higher damage, unlimited ammo, manual guidance that allow more precise hits and hits just behind cover.  About the only advantage the heavy's guided missile has is the ability to fire on the move / fire&forget. 

I think they could use a nerf to either the range, or more damage drop-off at longer ranges.  Since heavy and engineer are my two main classes, I see myself playing heavy a lot less now - engineer really has a stronger amount of diversity I think.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 15, 2013, 12:01:41 pm
Tweak I found recently for improving FPS by forcing PhysX on if you are using a nVidia card that supports it.

Make sure you have the latest graphics drivers (http://www.geforce.com/drivers) installed.

Post the following two lines at the end of the [Rendering] section of your UserOptions.ini

Code: [Select]
ForceGpuPhysics=1
GpuPhysics=1

For me at least this seems to keep frame rate much higher and keep it consistant when entering into larger battles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 15, 2013, 01:17:22 pm
Thanks for the tip, sadly I'm running an nVidia 8600M GS, which
Quote
And since all GeForce 8 Series GPUs are designed to support Windows Vista™ you can rest assured that you'll be enjoying your notebook PC well into the future.
:P

On the other hand, it turns out the Vanu 100-cert bolt-action sniper rifle kinda sucks. Any ideas where to take those 100 certs? I'm thinking sundie armor or some weapon modifications (I have standard weapons for all classes)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on February 15, 2013, 01:26:10 pm
On the other hand, it turns out the Vanu 100-cert bolt-action sniper rifle kinda sucks. Any ideas where to take those 100 certs? I'm thinking sundie armor or some weapon modifications (I have standard weapons for all classes)

Do you have the Sunderer resupply module unlocked?  That one eventually pays for itself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 15, 2013, 01:30:26 pm
Huh, does that really get that many points? I typically play near The Crown, it doesn't seem like there are too many vehicles there usually...

There's also the problem that you can't stack the dispenser with blockade armor, which is what I plan on eventually getting.
Or should I just wait for 50 more certs?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 15, 2013, 01:55:34 pm
If you are definetely wanting to run a battlebus wait for the certs you need for blockade armour. You will probably want to pick up the first level of ammo resupply and set up a sunderer with it in one of the additional loadout slots, so you have the option to spawn it, as an ammo sundy can make the difference in a succesful armour push.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 15, 2013, 01:59:51 pm
I'm personally using mineguard. I haven't had it save my life. Yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on February 15, 2013, 02:00:18 pm
I typically play near The Crown
...
So it's you. Do you enjoy lessening the potential of the faction by fighting over a pointless territory? WELL? DO YOU?!


 :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 15, 2013, 02:03:55 pm
So I probably missed this being posted and it's supposed to be fairly old news, but may as well repost in case anyone missed it.

Logging onto Free Realms (http://www.freerealms.com/) or Clone Wars Adventures (https://www.clonewarsadventures.com/index.action) with your SOE account for the first time will grant to 85 Station Cash for each game. Free 170 Smedbucks. You only have to log into your account and accept the TOS, not even install the plugin (for Free Realms) or create a character.

Not that much use on it's own, but a nice little bonus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 15, 2013, 02:06:03 pm
I'm personally using mineguard. I haven't had it save my life. Yet.

Yes, all mineguard does is force me to use three AT mines when I'm blowing a Sundy instead of just two. A Sundy with maxed out mineguard is supposed to be able to survive a triple mine strike but I've yet to see one do so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 15, 2013, 02:10:22 pm
So I probably missed this being posted and it's supposed to be fairly old news, but may as well repost in case anyone missed it.

Logging onto Free Realms (http://www.freerealms.com/) or Clone Wars Adventures (https://www.clonewarsadventures.com/index.action) with your SOE account for the first time will grant to 85 Station Cash for each game. Free 170 Smedbucks. You only have to log into your account and accept the TOS, not even install the plugin (for Free Realms) or create a character.

Not that much use on it's own, but a nice little bonus.

Cheers, didn't know about this one. Just did it now and it works fine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 15, 2013, 02:12:17 pm
It's generally anti-preventive mines. And not everybody certs into three mines. Also, where is that patch of "mines are only detonated upon motion instead of presence" that they announced?

I've really been thinking about getting the ammo resupply tough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 15, 2013, 02:17:15 pm
Yes, all mineguard does is force me to use three AT mines when I'm blowing a Sundy instead of just two. A Sundy with maxed out mineguard is supposed to be able to survive a triple mine strike but I've yet to see one do so.
Pretty sure everyone just runs level 1 given it's cheap at 30 certs and enough to save you from many (most?) suicidal engineer rushes. Each level increases the number of mines by 1, then the last increases by another one on top of that for a max of seven. If I were pulling a Prowler with any regularity I'd go for at least rank two and many three. As it is I haven't even spawned a Sunderer since dropping the 30 for rank 1, so not worth it just yet for me.
Also, where is that patch of "mines are only detonated upon motion instead of presence" that they announced?
Was it actually announced or just something lots of people have been screaming for so long people assume it's becoming part of the game?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 15, 2013, 02:31:44 pm
170 free SC would be nice since I have 1350- just shy of two 700 buys. Thanks!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 15, 2013, 03:41:01 pm
I typically play near The Crown
...
So it's you. Do you enjoy lessening the potential of the faction by fighting over a pointless territory? WELL? DO YOU?!


 :P
:P
"Near" means "within walking distance". When back facilities are taken I go get 'em back.
And even at The Crown I usually am in their base XD

So I probably missed this being posted and it's supposed to be fairly old news, but may as well repost in case anyone missed it.

Logging onto Free Realms (http://www.freerealms.com/) or Clone Wars Adventures (https://www.clonewarsadventures.com/index.action) with your SOE account for the first time will grant to 85 Station Cash for each game. Free 170 Smedbucks. You only have to log into your account and accept the TOS, not even install the plugin (for Free Realms) or create a character.

Not that much use on it's own, but a nice little bonus.
Thanks! Now I can brag to my friends :3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 15, 2013, 04:11:08 pm
The Crown and Allatum are probably the two most clusterfucky facilities in all of PS2. Only an outfit maxcrashing can take Allatum within a reasonable period of time, and the Crown is the Crown.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 15, 2013, 04:20:05 pm
Not true, a bunch of random pubbies and I took Allatum within about 20 minutes.
Then again, we did accidentally have lots of HA's, engies and MAXes...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 15, 2013, 04:55:20 pm
Can't know if there's a platoon or not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 15, 2013, 05:18:34 pm
Saw TE fucking with the NC at the Crown last night.
Spoiler (click to show/hide)

That went on for a good 10-15 seconds, and you can't see half the ones there because they were flickering in and out of visibility.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: The Scout on February 15, 2013, 06:10:38 pm
TE?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 15, 2013, 06:25:29 pm
The Enclave, the zergiest TR outfit there is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on February 15, 2013, 08:57:35 pm
I just had the most amazing fight on Miller.

We (NC) were Pushing back a TR advance on northern Indar, and got to Quartz Ridge camp after taking a few mostly undefended bases. At Quartz Ridge we hit a brick wall of TR defenders and the attack quickly falters. What we do have however, is several outfits coordinating, so we fall back to Camp Connery, a tower just north of Quartz Ridge camp while 252 (NC outfit on Miller) head around to attack Quartz Ridge from the north.

What follows is the most epic fight I've been in in PS2. An absolutely massive swarm of mostly TR infantry stream out from Quartz Ridge, attacking our retreating forces across the desert. We set up defences around the Camp Connery tower as best we can and the fight is joined. It was crazy, TR infantry everywhere, advancing on one flank, getting pushed back at another, back and forth. After a while we were getting overrun, and gave up the B and C points outside of the tower itself. We kept fighting, but ultimately we were losing the tower to the TR. Then, just as the control flips, CONZ (the largest NC outfit on Miller) show up with an absolutely astounding amount of Reavers and Liberators. We gather our forces and proceed to retake Camp Connery and once again head for Quartz Ridge. This time it was a massacre, with 252 attacking from the south and us attacking from the north, we quickly took Quartz Ridge and proceeded to stomp all over the TR and warpgate them. When I left, the TR were decimated, having only 15% population on the continent, probably mostly at The Crown, since almost no one was pushing out of the Warpgate.

I'm a bit sad that I never took any screenshots, I guess I was a bit occupied with shooting everything that moved and was red.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on February 15, 2013, 10:35:14 pm
Friday Night Ops this week followed Consortium (CONZ), the outfit I roll with, on Miller. It was an excellent night. Managed to get 120 of us online (https://dl.dropbox.com/u/14508972/pictures/consortium2.jpg) (couldn't fit us all inside the render distance).

I'm a bit sad that I never took any screenshots, I guess I was a bit occupied with shooting everything that moved and was red.
You needn't worry too much as it was being streamed and will be put up tomorrow in the FNO twitch account.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 15, 2013, 11:28:33 pm
Just had a great Ops night with my outfit on Mattherson Amerish. A coalition of VS outfits held our native Tech Plant against a massive push by the TE and a number of other TR outfits, as well as a zerg of randoms, in a running battle that lasted for a solid 90 minutes realtime before they took their ball and went home. There were several times where we had lost just about everything and managed to push out from spawn and retake the point and gens. Feelsgoodman.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 16, 2013, 04:47:30 am
The Enclave, the zergiest TR outfit there is.

Thats my main problem with TE really. There's been plenty of times as a TR where we've been stuck in in a nice, good open field fight, with push and shove between both sides, in a really nice battle, then all of a sudden the skies darken and TE just comes and flattens our opposition with nothing but sheer weight of numbers, ruining the one good fight of the night. Speaking of which, is BuzzCut every NOT online? I saw his name on the PSU tracker and it says hes logged 36 days of playtime. I cant even fathom how much playtime that is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 16, 2013, 01:35:18 pm
SoP for TE seems to consist of attacking with equal numbers, running when they get spanked, and coming back with two platoons.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 16, 2013, 02:28:02 pm
Spanked by TAS and GOON. Two outfits that operate with tactics rather than numbers. Altough we do some of that on a smaller scale sometimes too :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 16, 2013, 05:23:00 pm
Just had a good fight against the VS between Indar Comm Array and Seabed Post on Matherson. Went back and forth a few times with infantry charges before it all settled.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 17, 2013, 05:45:05 pm
Just had the most awesome moment in PS2 so far. Jump into my TR char for a bit, get invited to a squad and head for Allatum which is all but won. When I get there someone is using the proximity chat to play music, slightly wierd. Then, as the facility flips Men at work and their Down Under starts playing. Cue a big party of sorts in the spawn room, people jumping, spazzing out and shooting. Then as the songs winds down we roll out, I've heard the music play one more team near Crossroads Watchtower before my internet flipping out because there was just so much shit going on.

Still, awesome moment is awesome :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 17, 2013, 06:26:11 pm
The only music I got was from some guy named CommunistRussian or something like that, playing Russian WWII style orchestra music.  Crackling on low-scale internet and mediocre quality mic.  I reported him.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 17, 2013, 07:52:41 pm
The very occasional bit of music can be a lot of fun. Not too common.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on February 17, 2013, 07:55:53 pm
Like Ride of the Valkries during a particularly large air battle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 17, 2013, 08:07:38 pm
No the best was I was in a Zergy group made of two platoons of nothing but Flashes. Naturally some guy starts blasting "Highway to Hell"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 17, 2013, 08:20:08 pm
I really wish there was a cert for vehicles that gave them loudspeakers, atleast for a time, that were heard by all factions in the vicinity. Suddenly, playing every vehicle just to annoy/intimidate/incapacitate the other side would be my main way of entertainment in this game.

Imagine a libby blasting the Jaws theme as it circles a base, or the aforementioned Ride of the Valykries. Heck, Erasures Always would be an awesome addition to any Vanu attack.

Another especially fun would be Jogi blasting as a battlebus approaches a battle :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on February 17, 2013, 08:36:53 pm
No the best was I was in a Zergy group made of two platoons of nothing but Flashes. Naturally some guy starts blasting "Highway to Hell"
Better yet, Highway to the Danger Zone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 17, 2013, 09:09:35 pm
Whenever you attack VS, turn your vehicle's loudspeaker to "It's ok to be gay"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 17, 2013, 09:16:21 pm
I just want a Flash horn that plays Dixie. (http://www.youtube.com/watch?v=WFEirq5u0bc)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 17, 2013, 09:17:15 pm
Whenever you NC types are attacking TR, start playin-DONDONDONDONDON (http://www.youtube.com/watch?feature=player_detailpage&v=agWwSsCP6KI#t=22s)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 17, 2013, 10:06:06 pm
Okay so now that I got my new beefy computer up and running, and its using my universities pretty powerful landline connection. I'm downloading planetside 2.

So uh, what faction should I pick? And on that note, what do I need to know.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 17, 2013, 10:25:24 pm
Matherson seems popular, along with TR - that combo has become my primary now.

Miller Anything if you want big fights, it's an EU server and densely populated.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 17, 2013, 10:31:18 pm
So we're defending a biolab. I single-handedly drive a tank into the thick of the invading forces, seek and target the invading sunderer, hit it once, but immediately start getting damage. I roll in as close as I can- this all taking place within the reload time of the main gun- and bail out seconds before my tank melts. I duck under an enemy lightning, weave past a hail of bullets, and get close enough to throw two tank mines under the enemy sunderer. In the last few seconds before they arm, I fight on, knowing I won't be able to escape. My mines explode, vaporizing me and several enemies.

And yet the sundy still stands!

For just a couple seconds, before my unknown, but noble backup hits it with one more lightning round, pushing back the TR push and rewarding me with 400 XP.

That was awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 17, 2013, 10:57:26 pm
Most of us are Mattherson NC, but if you're cool you'll roll VS.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 18, 2013, 06:50:17 am
Most of us are Mattherson NC, but if you're looking for easymode you'll roll VS.  :P
Fixed that for you.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on February 18, 2013, 06:54:30 am
Most of us are Mattherson NC, but if you're looking for lasers you'll roll VS.  :P
Fixed that for you.  :P
Doublefixed.
It's not as if any faction has an inherent advantage in equipment anyway. The advantage is massively held by those who dump the most into buying better weapons and/or upgrading vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 18, 2013, 07:01:51 am
Doublefixed.
It's not as if any faction has an inherent advantage in equipment anyway. The advantage is massively held by those who dump the most into buying better weapons and/or upgrading vehicles.
I suppose you're sort of right. I hear the VS have the weakest rocket pods... Which means if you're going to pay into the game, you have to make a choice between power and manoeuvrability there.

But you can't deny the inherent simplification of the fact that VS infantry guns are more accurate (or whatever you wanna call it), making them a lot easier to control.

Speaking in terms of lore the only mildly interesting side in that regard are the TR. But I've long since learned that you can't play this game for it's story. Sigh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 18, 2013, 09:11:32 am
It's hard to play a game for story when it boils down to "That dude is different so shoot him."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 18, 2013, 09:45:58 am
I ended up picking TR cause they're color scheme is cooler. :P

And wow I need a thousand certs to unlock a rifle. What. I'm barely around 50 at 4 hours of playing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 18, 2013, 11:05:08 am
It's hard to play a game for story when it boils down to "That dude is different so shoot him."
That's pretty much what I was getting at.

I ended up picking TR cause they're color scheme is cooler. :P
That's what I initially made my choice on... Well, that and the fact their slogan reminds me of the Brotherhood of Nod from the old command and conquer games.
...Wound up playing NC simply because I found a better outfit there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 18, 2013, 11:32:10 am
I picked the NC because of the looks mostly, also the Vanny is the only FST that looks like a real tank, the Magrider is a flying crab monster and the Prowler is simply stupid looking.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 18, 2013, 11:34:32 am
I loved playing in VS on planetside 1 and being part of the best teams that time.
Hopefully i find it again on PS2 in few days :)
Go VS !
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 18, 2013, 12:18:14 pm
I ended up picking TR cause they're color scheme is cooler. :P

And wow I need a thousand certs to unlock a rifle. What. I'm barely around 50 at 4 hours of playing.

Most of the best weapons do require 1000 certs to unlock however note that there are a number of weapons that only require 100 or 250 certs to unlock. Go to the store page select infantry weapons and at the top there should be an option you can change to order them from lowest to highest cost.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 18, 2013, 12:32:23 pm
Yeah, but for instance, the Gauss burst rifle is just the basic one with a different set of modes- sure, it's nice, but is it really a totally different gun worth 100 certs?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 18, 2013, 12:44:50 pm
I picked the NC because of the looks mostly, also the Vanny is the only FST that looks like a real tank, the Magrider is a flying crab monster and the Prowler is simply stupid looking.
Oh god, you call the Vanguard the Vanny too? I never dared to type it here :P


And I just find the NC the most fun faction to play with. I tried TR for a short while, but I didn't really like it. mayby I didn't try it enough, but TAS ftw!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 18, 2013, 12:51:41 pm
VS: Join us, we'll give you crabs!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 18, 2013, 01:02:26 pm
VS: Join us, we'll give you crabs!
(not headcrabs)

Oh, and a poll to see who's on which server would actually be nice, f.e. for people joining and such.

And I joined the VS because I liked their style, mostly. And my friend was on VS as well. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 18, 2013, 01:45:46 pm
Most people are either on Miller or Mattherson, really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 18, 2013, 01:52:22 pm
Good thing I'm on Miller, then. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 18, 2013, 02:29:21 pm
VS: Join us, we'll give you crabs!
(not headcrabs)

Oh, and a poll to see who's on which server would actually be nice, f.e. for people joining and such.

And I joined the VS because I liked their style, mostly. And my friend was on VS as well. :P

Here. (https://docs.google.com/spreadsheet/ccc?key=0AoMbPaCKEz54dFRjT3MySXR4OVE0cEFELUJveHUwTEE#gid=0) You can add your characters here (https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 18, 2013, 02:41:54 pm
It's by no means up to date tough. I think a lot of people have moved faction already.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 18, 2013, 02:43:08 pm
I've got my NC alt and new TR character to add, certainly. But it would be more up to date if people used it.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 18, 2013, 02:44:50 pm
Or if people could remove their deleted profiles? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 18, 2013, 02:58:34 pm
That too :D
I'll see who I can invite as friends.
And maybe start opening stuff for my NC Miller dude >.>

Oh, and I derped. Is it possible to change it in any way?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on February 18, 2013, 04:14:36 pm
Playing again after a short break. Jeez where did everyone go. Esamir seems even more abandoned then usual, I'm ghostcapping during primetime. Still some activity here and there, mostly when an outfit decides for a change of scenery to the usual Indar(side). Getting a little dull like this, this is in the Cobalt server btw.

All in all I'm a little concerned about the seemingly dwindling population. Seems like Indar is the only real battlefield left, and I simply despise the crown wars.

New engineer turret is pretty freaking amazing. Like a deployable rocket launcher that one. Unsure as to why it needs the additonal tracking but I suppose it helps somewhat. Definatly know what to save up for.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 18, 2013, 04:33:18 pm
While LOLINDARLOL does get old, the WG rotation certainly helped.   As NC, I'm now realizing that the NW quadrant (especially around Indar Excavation) is really awesome territory for the Flash.

Pushing south from Andvari is pretty sweet too, but yeah, Esamir.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 18, 2013, 04:36:22 pm
Playing again after a short break. Jeez where did everyone go. Esamir seems even more abandoned then usual, I'm ghostcapping during primetime. Still some activity here and there, mostly when an outfit decides for a change of scenery to the usual Indar(side). Getting a little dull like this, this is in the Cobalt server btw.

I don't know when you have been playing but at the times I'm normally on Cobalt, Esamir is usually full of big battles since the warpgate rotation. I've also been seeing Indar getting pop-locked semi-regularly during peak times recently which generally results in those who can't get on there spilling over onto Esamir.

Amerish does tend to be quiet and mainly ghostcapping but I'm not particularly surprsed at that due to the map design. The fact that there are so many adjacent teritories that you can't get to in anything close to a straight line deters pubs from playing there, so it's mainly left to the outfits outside of occasional large fights at the main complexes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 18, 2013, 06:33:50 pm
Playing again after a short break. Jeez where did everyone go. Esamir seems even more abandoned then usual, I'm ghostcapping during primetime. Still some activity here and there, mostly when an outfit decides for a change of scenery to the usual Indar(side). Getting a little dull like this, this is in the Cobalt server btw.

I don't know when you have been playing but at the times I'm normally on Cobalt, Esamir is usually full of big battles since the warpgate rotation. I've also been seeing Indar getting pop-locked semi-regularly during peak times recently which generally results in those who can't get on there spilling over onto Esamir.

Amerish does tend to be quiet and mainly ghostcapping but I'm not particularly surprsed at that due to the map design. The fact that there are so many adjacent teritories that you can't get to in anything close to a straight line deters pubs from playing there, so it's mainly left to the outfits outside of occasional large fights at the main complexes.

I agree that one of the main reasons for Amerish being empty is the terrain: it's excellent for air, snipers, LA, and anti-vehicle work; meh for other infantry; and dreadful for armor. Esamir has the same sort of problem, but to a lesser degree. Air has almost no cover, infantry are exposed in all directions outside of bases, or in all but one direction when near mountains, and armor has wide open plains to race around in. Indar offers a mix of terrain that caters to all playstyles, so the pub zergs tend to gravitate there, and the higher population draws outfits that want to fight instead of ghost-cap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 18, 2013, 07:59:34 pm
I just spent nearly eight hours on Esamir on Cobalt and didn't lack for action during any of it. On the other hand I do enjoy smaller scale defences and fighting off enemy squads to prevent breakthroughs, or diving into a biolab that is a certain loss to cause as much pain and grouping of enemy forces as possible while everyone else pushes elsewhere.

I played that long because I've been limiting my time by how long it takes my laptop to crash. This afternoon I finally picked up some compressed air and destroyed the dust bunnies living in the fan. Somehow the game runs better when the CPU/GPU are running at 50-60 degrees rather than 80-90... Still crashed, but after eight hours instead of eight minutes.

It was also the first time I've had a positive KDA over a full session, mostly thanks to improved framerate (40ish consistent with minimum graphics). Only about 1.2, but still pulled up my overall 0.4, and I still spam /suicide to redeploy faster. I was averaging a bit over 30 certs per hour. And most of that was from defences with only a handful of captures (capture point jumping while your side push is the quickest cert source outside kill farming). I think I had 80 base defences to 12 captures at one point.

I now have AV and AI mines. Already killed around half a dozen Sunderers with the AV mines. Pretty OP. Nothing else on my must-have cert list, so probably save until I decide I need a new gun or something particularly shiny jumps out at me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 18, 2013, 08:57:28 pm
AT mines are far from OP- two won't kill a sundy with even one rank of mine guard, and several ranks (not sure what point) will even save it from three hits.


They're still worth every penny, though.  Even a couple lying in the middle of a road somewhere halfway across the map from you can still get you a surprise MBT kill- bonus if it's an Extreme Menace kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 18, 2013, 09:16:57 pm
Even if it won't kill a sundy with mine guard, there's still plenty of vehicles who lack mine guard for one reason or another.  Some Sundies are new, or mounted with ammo distributors or shield passers, while Lightnings are pretty flimsy overall, even with Mine Guard.  And then you can just get Flash kills as well - not worth as much exp, but AT Mines are a renewable resource, take what you can get.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 18, 2013, 09:43:20 pm
^

Though a flash hitting your two-stack of mines is a bit of a letdown.


On that note, the shield diffuser is pretty awesome, especially when you can park a battlebus sundy in the inside of a tech plant and rain fire on the unsuspecting defenders.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 18, 2013, 09:47:16 pm
My ultimate goal is to get a Shield Diffuser Battlebus and help to rush people into tech plants and amp stations for maximum pwn.  Those anti-infantry guns are pretty cheap too, add power to your smashing in!

Or hell, just confuse people as you run your sundy in one gate and out the other and keep going.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 18, 2013, 09:49:58 pm
Moment of awesome- As the shield goes down at enemy-held Hvar, charge in on my flash.  Fire turbo as I hit the V-pad and use it to jump in.  Sail right under the bridge, where their sundy is parked at the point.  Bail in midair, whip out tank mines and chuck them.  Run into the distance as the explosion goes off behind me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 18, 2013, 10:22:29 pm
AT mines are far from OP- two won't kill a sundy with even one rank of mine guard, and several ranks (not sure what point) will even save it from three hits.
It's 1 extra mine per level and two for the final level for 7 total. And I do think it's pretty much mandatory for anyone serious about pulling a Sunderer. Then again, I found (IIRC) six today that didn't have even the 30 cert rank 1, so effectively six free Sundy kills. I'm sure it will balance out in the future, as more Sundies have the guard or they can't be planted on stationary targets, but for now it's just an incredibly easy way to destroy a spawn.

At least when I'm doing my C4+rocket one shot kill to the backside of a tank they have a chance to survive if they see me. With the AV mines you can plant them fast enough that even them shooting at you normally doesn't matter.

Oh, and as for Extreme Menace kills from mines, easiest method of farming in a large facility (especially bio-labs). If you are about to lose it, plant every explosive you have around the spawn room within radius of each other, with a single anti-personnel mine in the middle. When the enemy take the lab they gain 1000xp, bumping their bounties nice and high just in time for them to rush into your minefield. I still need to play with the distances, but I think it would be possible to take out both of the infantry terminals on the ground floor with a single anti-personnel and two anti-vehicle mines. Keep sniping them through the shields until it falls to make sure they are hungry to kill you. Just be careful if you are spamming grenades out the doors that you don't fuck up a throw and set off your own mines by mistake. Not that I would ever do that...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 18, 2013, 10:51:25 pm
Now that's a clever trick.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 19, 2013, 10:29:44 am
Okay I'm trying to get the hang of flying but, it just feels like its impossible without the aid of a joystick.

My main problem is when you move the mouse up, it pitches you up then stops dead. So if you're in say, a dogfight, you gotta pick the mouse up and keep rolling up just to keep that turn going. Then I tried binding pitch and roll to my numpad and say just screw the mouse, but that's almost just as hard as it decides to turn really fast and makes it hard to aim.

So... any advice here?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 19, 2013, 10:34:53 am
I'm using a trackball.  I move the mouse with my index and middle finger (it's a giant sphere), thumb is left click, and ting finger is right click.  However, the left and right buttons also have a smaller extra button right by them.  These are mouse4 and mouse5 (mouse3 is 'mousewheel click').  So I've set the left-click-extra to "pitch up" for great result.  You press it and you start turning upwards as fast as the vehicle is able.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 19, 2013, 10:43:13 am
yeah i have the thumb buttons on my mouse bound to pitch up and down, gives you max turning when you need it, otherwise stick with the mouse
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 19, 2013, 11:45:58 am
Ideal for me would be a way to toggle between mouse roll with keyboard pitch and rudder and mouse pitch/rudder. The former seems best for dogfighting while the latter makes more sense for attacking ground targets.

That said, I don't fly at all if I can help it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 19, 2013, 11:49:26 am
you can. you use both at the same time, then use thumbs when you need to...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 19, 2013, 12:13:10 pm
you can. you use both at the same time, then use thumbs when you need to...
Nah, I mean have the mouse left/right rudder left and right instead of pitching. It would make targeting while hovering easier IMO, but would be useless during dogfights so would need to be able to toggle it on/off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 19, 2013, 12:27:58 pm
well i fly reavers, so the horizontal turning rate is super low anyway
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 19, 2013, 01:07:32 pm
I can't figure out how to hit anything with light aircraft.  Trying to hover and aim at a ground target is about impossible...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on February 19, 2013, 01:17:37 pm
Try certing into hover frame.  Should make it easier.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 19, 2013, 01:20:40 pm
I'm not inclined to dump 100 certs into something that may make it slightly easier to do something I'm not good at (or not work).  I mainly use light aircraft to get somewhere, like if there's no major enemies I'll just fly to the next area and land and wait for cap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 19, 2013, 01:48:56 pm
I have the pitch controls on Q and E as well as the mouse so depending on the situation I use either of the options. Still, not nearly skilled enough for any of that to make a difference :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 19, 2013, 01:52:11 pm
Issue is I can't really aim at anything.  I can fly to locations well enough, but when I have to aim the crosshairs at an infantry it becomes awkward.  If anyone is to the left or right, or heaven forbid to the upper left or lower right, or something, I can't hit for shit.  It's like trying to QWOP a sniper rifle, just awkward controls for trying to turn one direction or pitch or roll.

I think that's why rocket pods are so popular.  Splash damage recoups for poor aim.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 19, 2013, 01:54:53 pm
The default guns are for A2A anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 19, 2013, 02:12:38 pm
default guns are good vs infantry too, if you can hit them, and do some damage vs armour.

i think the main problem with flying is the massive framerate drop you get when turning. i watched a guy get a 67 or something kill streak in a scythe, and his screen was totally smooth at all times, whereas my framerate plummets (to around 12-20) when i'm turning
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 19, 2013, 02:33:57 pm
Rocketpods are dreadful if you have accuracy issues. The Light PPA is better than them for ground attack, IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 19, 2013, 04:06:56 pm
The mouse axes cannot be bound with different controls than pitch and roll. This makes it basically impossible for me to figure out a decent control scheme for flight.

If I had pitch on the vertical axis and yaw on the horizontal axis I could aim the gun not unlike the land-based vehicles or infantry weapons and actually be able to hit stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 19, 2013, 04:15:59 pm
The mouse axes cannot be bound with different controls than pitch and roll. This makes it basically impossible for me to figure out a decent control scheme for flight.

If I had pitch on the vertical axis and yaw on the horizontal axis I could aim the gun not unlike the land-based vehicles or infantry weapons and actually be able to hit stuff.
this. so much this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on February 19, 2013, 08:24:44 pm
But for actual flying having roll on the horizontal axis is massively preferable. It's just that it makes strafing targets awkward to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 19, 2013, 08:27:17 pm
The mouse axes cannot be bound with different controls than pitch and roll. This makes it basically impossible for me to figure out a decent control scheme for flight.

If I had pitch on the vertical axis and yaw on the horizontal axis I could aim the gun not unlike the land-based vehicles or infantry weapons and actually be able to hit stuff.

This, I mapped it this way in battlefield 3 and I was a pretty decent helo pilot. But jesus these controls are impossible.

Anyway I got a matherson NC character now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 20, 2013, 09:29:31 am
But for actual flying having roll on the horizontal axis is massively preferable. It's just that it makes strafing targets awkward to do.

Sadly it's the only way to strafe really, since you can't go sideways in any shape or form (which massively sucks balls, I'd love to have that as a cert or something) and have to resort to turning sideways and spacebar boosting to accomplish it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on February 20, 2013, 09:30:16 am
I finally got around to saving up the 100 certs to get tank mines on my engineer. All I can say is "wheeeeeeeee!"

Right after unlocking it, I saw a tank coming toward a base I was capping by myself, so I ran out and dropped two of them on the road right outside and then ran back in. Minute or so later, BOOM. Tank kill. Capped the base, restocked, and before I can grab my own sunderer and ride somewhere else more crowded here comes an enemy sunderer. Just one guy in it, but normally I wouldn't have been able to blow up the sunderer. With the tank mines I just ran in when he got out to run for the cap point and just chucked two mines beneath it then ran after him and shot him in the back. Right before he died his sunderer blew up. Starting to feel like a one man army here.

They aren't as easy to use in crowded environments, though. Tried to sneak in and do it to an active sundy and got shot right as I reached it. Also had a sniper see me laying mines on a road at one point. He shot the mines right after I dropped them, blowing me up with them. He got kill credit for having used mines to kill me, hah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 20, 2013, 09:34:52 am
Are they really that effective? Or would it be better to wait for C4?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 20, 2013, 09:46:59 am
Mines are more fire and forget while the C4 is usually something very deliberate. The mines are also more cost effective (get two for 100 as opposed to one for 200 in case of C4). So I'd say the C4 is better on LA where its mobility greatly eases effective use while mines are better for the Engie who is usually more of the supporting role.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2013, 09:47:48 am
Depends.

C4:  Unlocked per class.  1 brick at first rank (200 certs), 2 at rank 2 (500 certs).  Detonated whenever you want.  Useful versus anything.  Especially useful for LA.  Two will kill pretty much anything- mine guard doesn't help.


AT Mines: Engy only.  2 mines at first rank (100 certs), 3 at rank 2 (200 certs).  Will trigger on vehicles only, though infantry caught in the blast will be hurt/killed.  Two will kill anything without mineguard, three anything that isn't heavily invested in mineguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 20, 2013, 09:48:40 am
One time we were pushing on howling pass and the vanu were close to abandoning it. When we took it I went to buy a lightning and lo and behold somebody put like three tank mines right in front of the spawn pad. BOOM.

You clever bastards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2013, 09:56:35 am
Better a Lightning than a sundy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 20, 2013, 10:00:58 am
AT Mines. Will trigger on vehicles only, though infantry caught in the blast will be hurt/killed.

They can also be triggered by shooting them/a nearby explosion. At least half my deaths when attempting to mine enemy tanks in the field are due to a friendly tank shooting at the target just after I dropped a mine causing it to blow, usually taking the target with it as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on February 20, 2013, 10:17:15 am
There is also the anti-personnel mine option.  Very effective to leave at major entrances, capture points, generators, or walk ways.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 20, 2013, 10:34:32 am
But for actual flying having roll on the horizontal axis is massively preferable. It's just that it makes strafing targets awkward to do.

Sadly it's the only way to strafe really, since you can't go sideways in any shape or form (which massively sucks balls, I'd love to have that as a cert or something) and have to resort to turning sideways and spacebar boosting to accomplish it.
Actually, it would make sense for the scythe to be able to strafe, as it is litteraly noted in the lore as a direct result from an overboosted magbooster. Altough I in no way support buffing the VS even more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 20, 2013, 10:39:05 am
Apparently according to smedley there are some server merges coming up shortly with more details coming on monday.

Also incoming update 3 tomorrow. notes (http://forums.station.sony.com/ps2/index.php?threads/server-downtime-and-gu03-02-21-2013.95936/).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2013, 10:49:43 am
Apparently according to smedley there are some server merges coming up shortly with more details coming on monday.

This is my surprised face:

=|



Also, for being GU03, all the new I see in there is SMGs.  What about all the roadmap content?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 20, 2013, 10:51:55 am
God knows how they thought they could fill that many servers. They actually had more capacity than the number of logins EVE Online has at peak times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 20, 2013, 10:57:53 am
Oh, look, they made the UI even more terrible. It IS important to know wether the VS or the TR have more influence, goddamnit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 20, 2013, 11:08:29 am
Oh, look, they made the UI even more terrible. It IS important to know wether the VS or the TR have more influence, goddamnit.

Why are you still using enemy ally settings? Empire specific is absolutly essential really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 20, 2013, 11:35:00 am
Been playing NC a lot more now.

And I overheard the squad leaders talking about the vanguard. Said it used to be the NC's saving grace then it got nerfed. o_O

So I'm thinking as long as this doesn't turn into the three factions from MAG, I won't rage quit the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Yoink on February 20, 2013, 11:39:01 am
I wish my computer could handle this game. :( I played it once, briefly, at a friend's house and it is excellent, in my opinion.
One day, one day maybe I'll get a gaming PC or update this one. In the meantime I will read your stories here and be jealous.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 20, 2013, 11:52:09 am
AT Mines. Will trigger on vehicles only, though infantry caught in the blast will be hurt/killed.

They can also be triggered by shooting them/a nearby explosion. At least half my deaths when attempting to mine enemy tanks in the field are due to a friendly tank shooting at the target just after I dropped a mine causing it to blow, usually taking the target with it as well.

Reminds me of the time I drop-podded down onto an enemy air resupply pad, chucked two AT mines, and started working my way from the pad into the enemy base.

A few seconds later, a pilot lands and starts shooting at me- he actually kills me- but then my mines go off.

he he he
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 21, 2013, 10:03:35 am
Just last night the TR were pushing up to Suarva BioLab. Completely ignored Dahaka for some reason. So after dying in a reaver five times, I figured, their air support must be resupplying at the Indar Excavation Site. So I buy a little skyguard lightning, and roll down into sight of Indar. I killed like 3 misquitos and a liberator. It was awesome.

EDIT: every time I see TR make a push, they've got absolute shitton's of air support. Is the misquito that amazing?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 10:08:52 am
It's the fastest ESF without afterburners, arguably as/more agile than the Scythe, has the best rocketpods, has the smallest airframe... the main weakness is thin armor, and that's about it. That, and some of the zergier TR outfits like to spam air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 21, 2013, 11:25:37 am
Yeah, airspam is a common problem for outfit ops. You just need a way to deal with them, wich means switching resources from AI and AT, the main defenders of a base, to AA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on February 21, 2013, 11:26:54 am
It's the fastest ESF without afterburners, arguably as/more agile than the Scythe, has the best rocketpods, has the smallest airframe... the main weakness is thin armor, and that's about it. That, and some of the zergier TR outfits like to spam air.

All correct, except for the thin armor part, all ESFs have the same armor/HP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 11:34:50 am
It's the fastest ESF without afterburners, arguably as/more agile than the Scythe, has the best rocketpods, has the smallest airframe... the main weakness is thin armor, and that's about it. That, and some of the zergier TR outfits like to spam air.

All correct, except for the thin armor part, all ESFs have the same armor/HP.

Seems sort of deceptive, then, that the Reaver is explicitly cited as having better armor.

Also, the Mozzie costs 20 Aerospace resources less than the other two.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 21, 2013, 11:55:47 am
It's the fastest ESF without afterburners, arguably as/more agile than the Scythe, has the best rocketpods, has the smallest airframe... the main weakness is thin armor, and that's about it. That, and some of the zergier TR outfits like to spam air.

All correct, except for the thin armor part, all ESFs have the same armor/HP.

Seems sort of deceptive, then, that the Reaver is explicitly cited as having better armor.

Also, the Mozzie costs 20 Aerospace resources less than the other two.
VERY deceptive. Especially as it has the best rocket pods, even while the reaver is said to be slower, but have better armor and weapons (?).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 12:02:33 pm
It's the fastest ESF without afterburners, arguably as/more agile than the Scythe, has the best rocketpods, has the smallest airframe... the main weakness is thin armor, and that's about it. That, and some of the zergier TR outfits like to spam air.

All correct, except for the thin armor part, all ESFs have the same armor/HP.

Seems sort of deceptive, then, that the Reaver is explicitly cited as having better armor.

Also, the Mozzie costs 20 Aerospace resources less than the other two.
VERY deceptive. Especially as it has the best rocket pods, even while the reaver is said to be slower, but have better armor and weapons (?).

To be fair, the Reaver has the best afterburners.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 21, 2013, 12:03:00 pm
That's the one thing I really don't like about Planetside 2.  All the stats are hidden.  "This gun has better ROF!"  "Alright, how much better?"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 21, 2013, 12:04:29 pm
It's the fastest ESF without afterburners, arguably as/more agile than the Scythe, has the best rocketpods, has the smallest airframe... the main weakness is thin armor, and that's about it. That, and some of the zergier TR outfits like to spam air.

All correct, except for the thin armor part, all ESFs have the same armor/HP.

Seems sort of deceptive, then, that the Reaver is explicitly cited as having better armor.

Also, the Mozzie costs 20 Aerospace resources less than the other two.
VERY deceptive. Especially as it has the best rocket pods, even while the reaver is said to be slower, but have better armor and weapons (?).

To be fair, the Reaver has the best afterburners.
How fast do they go with the afterburners tough? And it's still deceptive, because the reaver is advertised as being slow and tough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 21, 2013, 12:11:26 pm
Just last night the TR were pushing up to Suarva BioLab. Completely ignored Dahaka for some reason. So after dying in a reaver five times, I figured, their air support must be resupplying at the Indar Excavation Site. So I buy a little skyguard lightning, and roll down into sight of Indar. I killed like 3 misquitos and a liberator. It was awesome.

Y'know, I think I saw you and a few other Skyguard lightnings last night. CML was the crew that was counter-pushing up by Suarva- if they didn't show up in their counter-armor push, NC would probably be pushed back to the gate.

It was fun sniping the footies as CML pounded them and pushed back.

My name was/is smoothbandit9.

Yeah I think the skyguard needs a bit of a range/bullet velocity buff, you can shoot a lot farther with AI MAX suits, best upside to the skyguard is that its the best available offensive AA cannon.

But more then that, I wish AA gunners would just wait to fire until the enemy air is nearly right overhead. I see people shooting at mizzies when they're on approach in the distance, they just turn around and thrust off to repair, then they're at it again in a minute.

If the reaver has the best afterburner, then it wouldn't matter, still got a slower turn radius, slower non-burner max speed, I only see the afterburner used to bug out for repair (well, there's that barrel roll turn too :D , which is really nice). In a dogfight afterburner won't do much.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 12:13:45 pm
That's the one thing I really don't like about Planetside 2.  All the stats are hidden.  "This gun has better ROF!"  "Alright, how much better?"
People have ripped the stats, though.

This is about a month old, but still useful for anything that hasn't been nerfed or buffed. (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=21&sortasc=false&rowsperpage=250)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 21, 2013, 12:19:15 pm
That's the one thing I really don't like about Planetside 2.  All the stats are hidden.  "This gun has better ROF!"  "Alright, how much better?"
People have ripped the stats, though.

This is about a month old, but still useful for anything that hasn't been nerfed or buffed. (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=21&sortasc=false&rowsperpage=250)
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 12:22:54 pm
That's the one thing I really don't like about Planetside 2.  All the stats are hidden.  "This gun has better ROF!"  "Alright, how much better?"
People have ripped the stats, though.

This is about a month old, but still useful for anything that hasn't been nerfed or buffed. (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=21&sortasc=false&rowsperpage=250)
Spoiler (click to show/hide)

Actually, looking at it again it appears to be updated, at least to the 8/2 patch.  :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 21, 2013, 12:27:32 pm
Everything's up in the air with the new patch, though. The devs are rather notorious for the number of stealth changes they squeeze into even minor patches.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 01:04:20 pm
Speaking of the new patch, when are the roadmap features coming in?  Like the Phoenix, or the VR area, or account-wide unlocks, or the Phoenix, or the loadout revamp, or the Phoenix, or the Phoenix?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 21, 2013, 01:06:38 pm
I'll bite.  What's the Phoenix?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 01:08:25 pm
NC-only rocket launcher from PS1.  When you fired it, your POV shifted to that of the rocket, and you steered it directly, guiding it manually to where you wanted it to go.

It was awesome, even after it caught repeated nerfs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 21, 2013, 01:09:49 pm
Ah yes, sounds great.

Only problem is I can only imagine the FPS drop anyone suffers without a 'battle station' level computer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 02:58:35 pm
I'd love to see a return of the Rocklet Rifle (http://wiki.planetsidesyndicate.com/index.php?title=Rocklet_Rifle) and Thumper (http://wiki.planetsidesyndicate.com/index.php?title=Thumper) as well.

What about that shotgun pistol thing I heard about from the first one? Do we get that, too?

The Mag-Scatter (http://wiki.planetsidesyndicate.com/index.php?title=Mag-Scatter)?  It's an NC pistol, following in the NC's massive love of shotguns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on February 21, 2013, 03:39:06 pm
NC-only rocket launcher from PS1.  When you fired it, your POV shifted to that of the rocket, and you steered it directly, guiding it manually to where you wanted it to go.

It was awesome, even after it caught repeated nerfs.

pretty sure this is in by way of the new AV engi MANA turret
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 03:41:51 pm
NC-only rocket launcher from PS1.  When you fired it, your POV shifted to that of the rocket, and you steered it directly, guiding it manually to where you wanted it to go.

It was awesome, even after it caught repeated nerfs.

pretty sure this is in by way of the new AV engi MANA turret

Nope. That's laser-guided, not a missile-cam.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 03:42:56 pm
Empire Specific rocket launchers are still listed as an upcoming feature.  They existed in PS1, and the Phoenix was the NC one.  It didn't work like the turret, anyway.  (Ninjaed)

(I hope that's not the case because the Phoenix was awesome)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 03:46:39 pm
The new empire-specifics? 1k certs/700SC per.

NC one will play Dixie from a speaker on the missile.

TR one will explode in the shape of a sword.

VS one will fire missiles shaped like UFOs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 21, 2013, 03:48:26 pm
The new empire-specifics?

NC one will play Dixie from a speaker on the missile.

TR one will explode in the shape of a sword.

VS one will fire missiles shaped like UFOs.
NC one will explode in the launcher.

TR one is just a standard painted red.

VS one does no damage, but leaves a rainbow trail that sheds sparkles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 21, 2013, 03:59:51 pm
New tanks that cost certs/station cash to spawn each time.

NC is larger, consists entirely of guns, is stationary, and is literally just a pile of guns.

TR is a very red tank.

VS is a giant mech-suit, based off of the MAX, which is capable of climbing small hills and stomping on some flowers without injuring itself severely.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 04:16:46 pm
Those giant carrier ships? The NC one is going to quite literally be a giant flying shotgun that shoots Vanguards and Maxes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 04:20:05 pm
Those giant carrier ships? The NC one is going to quite literally be a giant flying shotgun that shoots Vanguards and Maxes.

Insert SHUT UP AND TAKE MY MONEY Fry pic here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 21, 2013, 04:20:30 pm
Cue Airborne Carrier pilots flipping their carriers upside down to troll all the ESF pilots refueling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 21, 2013, 04:21:05 pm
NC one will explode in the launcher.

TR one is just a standard painted red.

VS one does no damage, but leaves a rainbow trail that sheds sparkles.
TR OP NERF NOW.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 04:25:48 pm
Cue Airborne Carrier pilots flipping their carriers upside down to troll all the ESF pilots refueling.
You just know that's going to happen, too. Better yet will be if the vehicles are transported in an open-top compartment; it'll give a new meaning to 'steel rain'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 21, 2013, 04:35:38 pm
Now we need giant aircraft that shoots out Galaxies which shoot out MAXes which shoot shotguns which also have airburst pellets for extra shotgun goodness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 04:38:11 pm
A Matryoshka shotgun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 04:39:33 pm
SHOTGUN THAT FIRES SHOTGUNS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on February 21, 2013, 04:42:58 pm
Now we need giant aircraft that shoots out Galaxies which shoot out MAXes which shoot shotguns which also have airburst pellets for extra shotgun goodness.
Kamina would be proud... 
SHOTGUN THAT FIRES SHOTGUNS.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 04:59:36 pm
Awesome.


To be fair, the TR will get Macross Missile Massacre and the Vanu will get... I dunno, something with colors and sparkles and pixie dust?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 05:00:37 pm
Awesome.


To be fair, the TR will get Macross Missile Massacre and the Vanu will get... I dunno, something with colors and sparkles and pixie dust?
Beam Spam, obviously. Probably curving beams to boot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 21, 2013, 05:23:45 pm
Oh man I really want that now, an aircraft whose secondary is throwing off floating orbs, can have a certain number of them (the more the merrier) the primary causes all the orbs to fire a beam to where your crosshair is aiming.

Imagine the pretty!
Imagine the cries of OP!
Imagine the FPS drop!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 21, 2013, 05:33:05 pm
As VS, I demand homing laser beams which can seek targets around corners.

*NC takes cover behind wall*

*fires HOMING LAZERS 9001*

*laser beam gets to corner, suddenly turns 90 degrees and fries hidden NC*

Because that would be hilarious. Preferably, a slow, continuous beam which plays Yakkety Sax and for which the only means to escape is run away really fast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 07:17:01 pm
As VS, I demand homing laser beams which can seek targets around corners.

*NC takes cover behind wall*

*fires HOMING LAZERS 9001*

*laser beam gets to corner, suddenly turns 90 degrees and fries hidden NC*

Because that would be hilarious. Preferably, a slow, continuous beam which plays Yakkety Sax and for which the only means to escape is run away really fast.

Yes. (http://www.youtube.com/watch?v=P3ALwKeSEYs)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on February 21, 2013, 08:04:56 pm
I took the first stealth cert on my flash and have been riding around on flashes dropping tank mines on sunderers and other vehicles. I pick up the flash at a base near a base that's under attack, and use the flash to ride in behind the enemy. Riding up behind a prowler shelling a base, dropping two mines, then riding off with him exploding behind me is great.

I picked up 40 certs in an hour doing this just now. Not super amazing, but it's extremely fun. The downside is I use up infantry resources really quick, 150 per kill. Quickly went from sitting on max infantry resources and 40 mines to having 20 mines and 0 resources.

The best life I had was when I rode my flash directly into a base, hopped off and dropped two mines on a sunderer, then hopped back on the flash and actually managed to ride away with at least 30 people and numerous prowlers hanging about. I drove the flash to one of the little mini bases, repaired it, swapped to medic to heal myself, swapped back to engineer, then went back in and blew up a second sunderer that had moved into the exact same spot. I didn't get away the second time, they shot me right after I dropped the mines. I did blow up the guy that shot me in the ensuing explosion, though. Just those two must have given me 10 certs with all the bystanders and bonus xp (we were defending the facility, so that was providing a bonus).

I'm surprised at the number of sunderers who don't use mine guard. I only have two mines, so if they had mine guard it wouldn't kill them. It's also a bit surprising how few tanks react to the flash riding up behind them. A few ride away when they hear the flash, but most of them just sit there and don't even turn their turret around to look.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 21, 2013, 08:41:43 pm
Some of us aren't lucky enough to have turrets to turn. ;.;
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2013, 08:51:12 pm
Two out of three factions agree- no one pities the VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 21, 2013, 09:09:01 pm
Two out of three factions agree- no one pities the VS.

I just bought tank mines, and I'm going to try that flash thing.

I also bought the NS/NV 1x scope, and why haven't I been using this on all my guns jesus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 21, 2013, 09:09:18 pm
Two out of three factions agree- no one pities the VS.

It's one thing I can agree with the Terrans on!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 21, 2013, 10:08:28 pm
After the patch, I look at infantry at range and if they're far enough away they're highlighted in green, sort of like with the IR vehicle scopes. Is this happening for anyone else?

Guess it wasn't just me:

Quote from: Hotfix
Fix for characters appearing as green at long distances
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 22, 2013, 06:32:36 am
So server merges have been announced:
Quote from: Higby
Finally: Server Merges. Next week we will be doing server merges to help even populations across all game servers. Right now we have a lot of disparity between populations on our servers, some are highly populated with active fights across all continents, some are not. This is a factor of which servers were most popular at launch, and players gravitating to one or two servers per locale. Now that the crush of new players from launch and the holidays has died down, and our server populations and incoming new players have stabilized we have a good idea of where each server stands in terms of player population, empire population and we can model merges to optimize the populations.

The following servers will be getting Merged:

US West:
Genudine and Helios -> Helios

US East:
Mattherson and SolTech -> Mattherson
Waterson and Jaeger -> Waterson

EU:
Cobalt and Lithcorp -> Cobalt
Ceres and Mallory -> Ceres

My VS and NC chars will end up on same servers, not sure how that will work out :I
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 22, 2013, 07:04:20 am
That will work out totally well. I do have a TR and a VS character on the same server. I made a point of never playing both of them in a close time and space (I sort of gave up on the TR though).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 22, 2013, 07:50:52 am
Just been checking out the new stats site players.planetside2.com (http://players.planetside2.com) it's looking fairly good so far.

Also, new stealth camo for our magriders.
(http://i165.photobucket.com/albums/u44/metalax/camomagrider.png)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 22, 2013, 08:57:51 am
BWAHAHA that would be funny x)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 22, 2013, 10:32:26 am
Alright, we need to reorganize. Any NC on Soltech that are now on Mattherson?

And yes, I still love the NC to death. They are just so much more fun to play than the TR. (and the VS, but I haven't played VS yet.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 22, 2013, 10:42:20 am
I have VS and NC chars, I like the high-damage bullets from the NC and the "plasmalazor" no-drop bullets from the VS. Haven't played much NC vehicles, or any air, so I can't say about that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on February 22, 2013, 11:14:39 am
I'm still Conall on Mattherson, but don't play a whole lot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2013, 12:10:11 pm
Kind of surprised Mattherson is picking up more dudes- I thought we had enough.


Oh well- more dudes for me to shoot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 22, 2013, 12:18:53 pm
Anyone else on Cobalt or Lithcorp, here is a good overview of the two servers' current state, major outfits and other important points. (http://www.reddit.com/r/Planetside/comments/190jzz/since_cobalt_and_lithcorp_and_being_mergedwelcome/)

Brief summary of Cobalt;
NC has numbers, broken up into many formally allied outfits that occasionally get together to stomp everyone else.
VS either have [OWND] next to their name or not. If they do they are rolling floating with a dozen Magriders and heavy air cover and it's time to retreat. If they don't then they can and should be farmed.
TR are there as well. I've been actively seeking them out for fights and still end up spending more than double the time fighting Vanu.

I'm currently in Liberties Vanguard ([LVD]) which is part of the Cobalt Alliance. Last time I joined in the Alliance ops we were a dedicated anti-air battery, running two AA Sundies and a pair of skyguards supporting the 301st's tank platoon push on Esamir. Really good fun, although we did end up getting stomped pretty hard. As always we ended up running into massed [OWND] Mags, losing most of our vehicles and getting pushed back.

It looks like NC have numbers on Lithcorp as well, so if we can run more coordinated more often we will probably start taking continents. The problem is, because everyone is split across many outfits, outside formal ops we tend not to have much in the way of group organisation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 22, 2013, 12:32:10 pm
You're NC on Cobalt?

In and Outfit?

Could I get in somehow?

Please?

Pretty please?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 22, 2013, 12:55:58 pm
Sweet Mathersons going to get some new players :D. A lot of people have been noting a drop in VS population since the magrider nerf, I don't know how credible that is, I only joined after that update. But I rarely see VS push past howling pass, they concern themselves with TR more than us.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 22, 2013, 12:58:12 pm
Could I get in somehow?
Just pick the best fit from the Alliance (http://forums.station.sony.com/ps2/index.php?threads/cobalt-alliance.85169/) and jump through whatever hoops they require. For [LVD] I just added their listed officers as friends till one was online and asked for an invite, no questions asked. Others have actual processes, but I wanted something at least semi-casual and where you don't need a mic.

Looking at that thread, at least one large Lithcorp outfit will be joining soon as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2013, 01:03:58 pm
Really?  I'm two for two on joining outfit-based pickup platoons and getting an invite offer.  I pretty routinely hang with TENC since there's rarely more than one other DORF on Mattherson when I am.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 22, 2013, 01:25:29 pm
Hmm, that Alliance is a good idea for Mattherson, really. But then again, there are only a few outfits on Mattherson NC. The main ones are probably MU, TAS, GOON and the Blue Lions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 22, 2013, 02:58:05 pm
Anyone else on Cobalt or Lithcorp, here is a good overview of the two servers' current state, major outfits and other important points. (http://www.reddit.com/r/Planetside/comments/190jzz/since_cobalt_and_lithcorp_and_being_mergedwelcome/)

Brief summary of Cobalt;
NC has numbers, broken up into many formally allied outfits that occasionally get together to stomp everyone else.
VS either have [OWND] next to their name or not. If they do they are rolling floating with a dozen Magriders and heavy air cover and it's time to retreat. If they don't then they can and should be farmed.
TR are there as well. I've been actively seeking them out for fights and still end up spending more than double the time fighting Vanu.

I'm currently in Liberties Vanguard ([LVD]) which is part of the Cobalt Alliance. Last time I joined in the Alliance ops we were a dedicated anti-air battery, running two AA Sundies and a pair of skyguards supporting the 301st's tank platoon push on Esamir. Really good fun, although we did end up getting stomped pretty hard. As always we ended up running into massed [OWND] Mags, losing most of our vehicles and getting pushed back.

It looks like NC have numbers on Lithcorp as well, so if we can run more coordinated more often we will probably start taking continents. The problem is, because everyone is split across many outfits, outside formal ops we tend not to have much in the way of group organisation.

Now, now, we in OWND aren't always in Mags, sometimes we are in massed battle buses of Max's. :P You probably notice us more because we seem to be the only ones in the VS who keep an eye on the continents other than Indar and when we respond to rescue a continent we move whole platoons over at once. PTMC are the other main VS outfit operating on Cobalt at the moment though they tend to stick to Indar more frequently.

NC have definitely been putting up more of a fight over the past couple of weeks since they started organising, particularly on Esamir. Had some truly massive tank battles there over the past two weeks. NC pop seems to have risen a fair bit as well since the warpgate rotation, it's not uncommon to see a 5%-10% pop advantage to NC on Esamir during peak times.

TR have some good individual players and small groups but the main mass of them rarely leave the area around the crown in significant numbers. They also seem to suffer from a higher number of hackers, though that may be biased by seeing such a relatively small number of TR on the other continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 22, 2013, 03:07:23 pm
I'm on Lith. Used to belong to [IVGD], but they were either inactive or there was no leadership, and then it's just dead weight cramping my style :)

So nowadays I just solo a bit, or temporarily team up with other loners, as having no squad is better than having a sucky one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 22, 2013, 03:24:06 pm
Hmm, that Alliance is a good idea for Mattherson, really. But then again, there are only a few outfits on Mattherson NC. The main ones are probably MU, TAS, GOON and the Blue Lions.

And DORF!

The three of us are a force to be reckoned with!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 22, 2013, 03:43:05 pm
Seems like my TR character on Soltech is getting merged over. Be nice fighting you guys.  ;)

From Soltech I can say TR has a couple good outfits, and we often own more than 33% of the map, so it will probably help balance out Matherson once the merger occurs.

I'm not sure if it's different on other servers, but there's definitely a lot of vehicle play in Soltech. It's basically rolling tank columns capping territories, along with the endless battle at the crown.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 22, 2013, 03:58:04 pm
Now, now, we in OWND aren't always in Mags, sometimes we are in massed battle buses of Max's. :P

Note to self; (yet) more randomly placed tank mines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2013, 04:09:21 pm
Seems like my TR character on Soltech is getting merged over. Be nice fighting you guys.  ;)

From Soltech I can say TR has a couple good outfits, and we often own more than 33% of the map, so it will probably help balance out Matherson once the merger occurs.

I'm not sure if it's different on other servers, but there's definitely a lot of vehicle play in Soltech. It's basically rolling tank columns capping territories, along with the endless battle at the crown.


Sounds like you'll fit right in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 22, 2013, 05:06:49 pm
I'm tired of seeing rocks all the time, at least the Indar TR area has some trees, but NC is rocks rocks rocks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 22, 2013, 05:15:56 pm
I'm tired of seeing rocks all the time, at least the Indar TR area has some trees, but NC is rocks rocks rocks.
There ARE two other continents...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 22, 2013, 05:18:38 pm
I'd rather see rocks and hostiles, than no rocks and no hostiles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 22, 2013, 05:19:31 pm
I'm tired of seeing rocks all the time, at least the Indar TR area has some trees, but NC is rocks rocks rocks.
There ARE two other continents...
Whenever I'm on they're always empty.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on February 22, 2013, 05:21:54 pm
I'm tired of seeing rocks all the time, at least the Indar TR area has some trees, but NC is rocks rocks rocks.
I quite enjoyed the change of scene. The trees are lovely, by the way.
Love from,
TR
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 22, 2013, 06:57:39 pm
I'm tired of seeing rocks all the time, at least the Indar TR area has some trees, but NC is rocks rocks rocks.
You're thinking of your old WG. Now you've got all our VS trees trees trees.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on February 22, 2013, 07:51:46 pm
I want my rocks back.


Does anyone know how often SOE will rotate the WG's?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 22, 2013, 07:57:28 pm
Heh heh heh... I was on the bridge near the crown in a lightning armed with the AA turret, firing away at planes as they passed to and from the crown. After a few minutes I realize I hear this 'tat tat tat tat tat' sound. I look around and see two LA and an infiltrator all shooting me with small arms. Obviously they're doing no damage, but it struck me as funny because I don't think they realized I had the AA machinegun. I swiveled across all three going batatatatatata and they died.

Why even stop to shoot me if you have no AT weapons?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 22, 2013, 09:06:57 pm
Heh heh heh... I was on the bridge near the crown in a lightning armed with the AA turret, firing away at planes as they passed to and from the crown. After a few minutes I realize I hear this 'tat tat tat tat tat' sound. I look around and see two LA and an infiltrator all shooting me with small arms. Obviously they're doing no damage, but it struck me as funny because I don't think they realized I had the AA machinegun. I swiveled across all three going batatatatatata and they died.

Why even stop to shoot me if you have no AT weapons?
As a HA, if I've C4'd you, but have run out of rockets, I will; mostly because at that point I'm dead anyway and would at least like to make a point of the fact that if I had more ammo you would be dead. :P

On a more practical note, taunting tanks can be used to distract them from, say, a friendly tank coming up over a ridge. Helping out the team and all that. So long as you can avoid their fire (not too difficult really), it's a decent enough tactic. Or alternatively, to distract them from the aircraft flying around overhead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 22, 2013, 09:10:00 pm
Heh heh heh... I was on the bridge near the crown in a lightning armed with the AA turret, firing away at planes as they passed to and from the crown. After a few minutes I realize I hear this 'tat tat tat tat tat' sound. I look around and see two LA and an infiltrator all shooting me with small arms. Obviously they're doing no damage, but it struck me as funny because I don't think they realized I had the AA machinegun. I swiveled across all three going batatatatatata and they died.

Why even stop to shoot me if you have no AT weapons?
As a HA, if I've C4'd you, but have run out of rockets, I will; mostly because at that point I'm dead anyway and would at least like to make a point of the fact that if I had more ammo you would be dead. :P

On a more practical note, taunting tanks can be used to distract them from, say, a friendly tank coming up over a ridge. Helping out the team and all that. So long as you can avoid their fire (not too difficult really), it's a decent enough tactic. Or alternatively, to distract them from the aircraft flying around overhead.
Yeah, but.. nothing else was around. They were clearly a small strike team heading to our base on the other side of the bridge, but instead of passing by quietly while I wasn't looking they all three started shooting me, drawing my attention to 3 easy kills which I then took and went back to shooting down lolgalaxies with terrible pilots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 22, 2013, 09:11:24 pm
So long as you can avoid their fire (not too difficult really), it's a decent enough tactic. Or alternatively, to distract them from the aircraft flying around overhead.
How in the world is dodging tank fire "not too hard"? PS2 has some of the largest blast radii for tank rounds in any FPS I've ever played. It's almost impossible for tanks to miss you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 22, 2013, 09:14:27 pm
So long as you can avoid their fire (not too difficult really), it's a decent enough tactic. Or alternatively, to distract them from the aircraft flying around overhead.
How in the world is dodging tank fire "not too hard"? PS2 has some of the largest blast radii for tank rounds in any FPS I've ever played. It's almost impossible for tanks to miss you.
Also I'd like to point out again that I was in what is essentially a big goddamn machinegun turret and they were within spitting distance. The skyguard tears the shit out of infantry if they're that close, and has over 1000 rounds of ammo. There is no way this was going well for them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 22, 2013, 09:41:22 pm
On matherson we (NC) nearly warpgated the VS thanks to their server population being low all the time. Then TR rolls up and takes the whole goddamn map. Geez can't we play with the VS for once.

EDIT: skygaurd is just about the most amazing thing you can put on a lightning. Especially when you're fighting TR, its sweet sweet justice when you can counter their mizzie spam.

To quote a TAS guy "Why do they keep spawning air when they know they'll get shot up?"

I also recently discovered how awesome the Gauss SAW is, and tank mines, I bought the tank mines, and I got a couple sunderers with em. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2013, 10:04:27 pm
Nothing like killing a full sundy with mines to put a smile on your face.


Does anyone know how often SOE will rotate the WG's?

Pretty sure it's monthly.  Which means soon TR will have the crappy WG on Indar.  I'd hate to see fewer Indar Excavation fights, but at least we (NC) will stay on the west half of the map, which beats the crap out of the east half of Indar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 22, 2013, 10:06:39 pm
So long as you can avoid their fire (not too difficult really), it's a decent enough tactic. Or alternatively, to distract them from the aircraft flying around overhead.
How in the world is dodging tank fire "not too hard"? PS2 has some of the largest blast radii for tank rounds in any FPS I've ever played. It's almost impossible for tanks to miss you.
Also I'd like to point out again that I was in what is essentially a big goddamn machinegun turret and they were within spitting distance. The skyguard tears the shit out of infantry if they're that close, and has over 1000 rounds of ammo. There is no way this was going well for them.

Also note that as of the recent patches it's damned near impossibly to get a kill with a single shot, unless you direct-impact them. I actually pull my Skyguard over my HE Lightning for anti-infantry work now, because I've gotten sick of seeing nothing but hitmarkers from shots that by all rights should have been lethal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 22, 2013, 10:11:25 pm
So long as you can avoid their fire (not too difficult really), it's a decent enough tactic. Or alternatively, to distract them from the aircraft flying around overhead.
How in the world is dodging tank fire "not too hard"? PS2 has some of the largest blast radii for tank rounds in any FPS I've ever played. It's almost impossible for tanks to miss you.
That's assuming they can draw a bead on you. As an infantry, unless you're running around in the open like a dumbass as a tank rolls by, you can quite easily play cat and mouse extremely successfully. In particular, you can hear a tank coming long before it can see you (again, unless you're being stupid running around in the middle of the street). By the time a tank driver knows you exist, it should already have c4 on its back bumper and a rocket inbound. Or at least that's if you're trying to kill it. Otherwise, the trick is to stay mostly hidden. They have large explosive range, true, but it's really easy to just give them no idea where you fired from, and if they do, to be long gone by the time they fire back. By dodging, in this case, I don't mean literally jumping around and such, I mean using the infantry's advantage of agility and sneakiness. Poke a tank with a non AP-gun, it will turn to face the direction you shot it from. It will then either guess at a place the gunfire came from and fire, or more likely, just watch for a few seconds before turning back to what it was doing. And again, unless you have no cover at all, you're really quite safe since they can't exactly drive the tank into a building and chase you up the stairs with it. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 22, 2013, 10:15:35 pm
So long as you can avoid their fire (not too difficult really), it's a decent enough tactic. Or alternatively, to distract them from the aircraft flying around overhead.
How in the world is dodging tank fire "not too hard"? PS2 has some of the largest blast radii for tank rounds in any FPS I've ever played. It's almost impossible for tanks to miss you.
That's assuming they can draw a bead on you. As an infantry, unless you're running around in the open like a dumbass as a tank rolls by, you can quite easily play cat and mouse extremely successfully. In particular, you can hear a tank coming long before it can see you (again, unless you're being stupid running around in the middle of the street). By the time a tank driver knows you exist, it should already have c4 on its back bumper and a rocket inbound. Or at least that's if you're trying to kill it. Otherwise, the trick is to stay mostly hidden. They have large explosive range, true, but it's really easy to just give them no idea where you fired from, and if they do, to be long gone by the time they fire back. By dodging, in this case, I don't mean literally jumping around and such, I mean using the infantry's advantage of agility and sneakiness. Poke a tank with a non AP-gun, it will turn to face the direction you shot it from. It will then either guess at a place the gunfire came from and fire, or more likely, just watch for a few seconds before turning back to what it was doing. And again, unless you have no cover at all, you're really quite safe since they can't exactly drive the tank into a building and chase you up the stairs with it. :P
Amusingly, the thermal scope for tank turrets makes infantry light up like big green targets. Easy as pie to spot, even through smoke/fog/foliage. I was called a hacker because I kept shooting some guys hiding behind tree leaves and getting kills.

Its not cheating, its just a thermal scope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2013, 10:17:18 pm
The thermal scope, much like your avatar, is pretty awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 22, 2013, 10:45:45 pm
Wait, you can guide the drop pod somewhat on your way down using WASD?

How come nobody told me this?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 22, 2013, 10:56:47 pm
You can also land on tanks, planes, or anything else and crush it to death. Right now my drop pods have a tank kill and a max kill.

Question/Poll: I was thinking how satisfying those drop pod kills were, and then I wondered. What kill did you guys get the most satisfaction out of? Was it the headshot from across the valley...or perhaps the lightning you killed all by yourself outside the base?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 22, 2013, 11:08:37 pm
You can also land on tanks, planes, or anything else and crush it to death. Right now my drop pods have a tank kill and a max kill.

Question/Poll: I was thinking how satisfying those drop pod kills were, and then I wondered. What kill did you guys get the most satisfaction out of? Was it the headshot from across the valley...or perhaps the lightning you killed all by yourself outside the base?

Definitely charging into a gang of enemies hugging a sundy, chucking mines under it, and walking calmly away from the explosion while wearing sunglasses (Like all NC troops).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on February 22, 2013, 11:10:51 pm
You can also land on tanks, planes, or anything else and crush it to death. Right now my drop pods have a tank kill and a max kill.

Question/Poll: I was thinking how satisfying those drop pod kills were, and then I wondered. What kill did you guys get the most satisfaction out of? Was it the headshot from across the valley...or perhaps the lightning you killed all by yourself outside the base?

Definitely charging into a gang of enemies hugging a sundy, chucking mines under it, and walking calmly away from the explosion while wearing sunglasses (Like all NC troops).

For me it was circling around a NC held base in my Prowler and pulling behind them to find what must have been 15 NC using a small ridge as a cover. And not ONE of them had been watching the flanks. Ooooooh that was a good day.

But seriously, people neglect to watch the flanks so often it gets sad. XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 22, 2013, 11:30:43 pm
Bailing out of a Lib after setting it on a collision course for a burning Vanguard. If only I had had time to turn away from the explosion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2013, 11:33:57 pm
Taking out libs with a drop pod is pretty awesome, but probably the time I killed three sundies with mines in two minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 22, 2013, 11:36:13 pm
I've lost ESFs to a lot of different things, but death by friendly drop pod is a new one for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2013, 11:38:50 pm
You're VS, right?  I could excuse mixing up a Mossie and Reaver, but the Scythe is pretty damn distinct.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on February 23, 2013, 12:08:25 am
Question/Poll: I was thinking how satisfying those drop pod kills were, and then I wondered. What kill did you guys get the most satisfaction out of? Was it the headshot from across the valley...or perhaps the lightning you killed all by yourself outside the base?

I was just goofing around solo for half an hour, trying to defend a base from a whole squad of TR. They had came in a sunderer and had apparently been capturing bases along a line with it. I blew up the sunderer and killed one of them before a max got me, but one of them just hacked the vehicle terminal and they got another one. Tried to take out the second sunderer twice and managed to get a couple kills with a couple deaths, but they were watching it carefully so I couldn't get close enough to drop mines on it again. Base was nearly capped anyway, so I spawned at the next base, grabbed a flash, and chucked a pair of mines right outside the base where the path was a bit narrow and I figured they would most likely ride through. Got some more mines just in case, then rode back over and saw them coming. Ducked off to the side and just sat there as they rode straight at the mines... Boom! Entire squad dead, including several MAX suits (not sure how many, spotted at least two MAX kill bonuses in all the XP). So then I head straight for the base they capped, and arrive just in time to see them loading up another sunderer. I rode right up to it, hopped off the flash, dropped the mines, and sprinted away (abandoning my flash to explode with the sunderer, but I didn't think it through too much). One of the guys in the turrets shot me a bit, but the guy driving apparently didn't notice me (never drove away from the mines). Killed several of them along with the sunderer, not sure if they were in it or beside it since I didn't look back.

Then a plane blew me up with rocket pods (don't know if he was with them or just flying by), and I logged off since I had some things to do. But that was the most fun I've had in a short solo session yet. Those guys had to have been a bit annoyed at losing 3 sunderers in such a short time frame.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 23, 2013, 01:32:13 am
Did you know that?:

Enemy aircraft that land on AT mines will set them off, for example, on top of an enemy resupply pad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 23, 2013, 03:33:12 am
My most satisfying kill so far would be that time I blew up a flying reaver with C4. Agreed, he was hovering 10m over the ground, but it was damn satisfying.
The whole story: I was ghost-capping on Amerish, when half a dozen reavers with rockets fly by and proceed to fly around like goddamned sharks. I hide in the buildings waiting for the base to turn. At one point, one of the reavers hovered a bit too low, a bit too close of the door, and I could rush out, jet-pack to him, drop a C4 on his side, fall down, retreat to the building and watch the fireworks. They left shortly after that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 23, 2013, 07:06:49 am
You can also land on tanks, planes, or anything else and crush it to death. Right now my drop pods have a tank kill and a max kill.

Question/Poll: I was thinking how satisfying those drop pod kills were, and then I wondered. What kill did you guys get the most satisfaction out of? Was it the headshot from across the valley...or perhaps the lightning you killed all by yourself outside the base?
Killing Sunderers is even better.

And daaamn, so many people on other planets now, that's great!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 23, 2013, 08:58:18 am
My most satisfying kill was probably when I stole a galaxy kill with my underbarrel grenade launcher. The pilot came in low to drop the troops he was carrying, everyone was firing missiles at the galaxy, and I thought to myself, oh what the hell, might as well. So I shot my underbarrel grenade launcher at it and stole the kill. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 23, 2013, 04:44:11 pm
Can I ask about the reavers mustang main cannon. From the description it sounds like a kind of explosive buckshot gun.

two questions:

A) is it effective against tanks?

B) can you dogfight with it?

My most satisfying kill(s) was when I snuck behind the TR main push with a skyguard lightning, parked it in range of the aircraft landing pads where mizzies were clearly reloading, and killed like 3 mizzies and a liberator.

On another note, I rarely see the liberator used in the way its advertised to be used. Usually when attacking ground everyone just grabs the ESF rocket pods and flies in, despite the liberator supposedly being the "gunship" or ground attack air unit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 23, 2013, 04:58:45 pm
Relevant to your question. (http://www.youtube.com/watch?v=wk-kZLyERbs)

It's nice, but as you might expect of a giant ass shotgun it's only useful at close ranges, so if you're a good pilot it's going to be fun and effective, if not, well you're gonna have a bad time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 23, 2013, 05:07:05 pm
My most satisfying kill was more of a satisfying kill streak. I was the only guy defending a biolab against a small squad of dudes (Around 8 or 12 of them), and I'd just unlocked AP mines. Many kills later, the SCU is gone, the base is almost captured, so I drop a couple of AP mines in the spawn room, switch to Light Assault, and fly around the back as they rush in and get themselves blown up. Got a couple more kills on the way out, and went off to another place to fight.

I ended up getting about 36 kills in one life near the end, when I was trapped inside the spawn room. Stack up all of the other kills I got during the fight, I probably got around 50 or 60 total just because the guys were pretty dang dumb.

It was immensely satisfying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 24, 2013, 10:52:15 am
Amusingly, the thermal scope for tank turrets makes infantry light up like big green targets. Easy as pie to spot, even through smoke/fog/foliage. I was called a hacker because I kept shooting some guys hiding behind tree leaves and getting kills.

Its not cheating, its just a thermal scope.
You need a thermal scope to do that?
I find I get better results just be increasing my Gamma and Contrast a little. It's like permanent, over powered night vision.
...I probably shouldn't have told you that though. I don't want to wind up fighting people using that trick. So uh.. Woo, thermal vision certs!
(To be fair, it probably doesn't work for smoke all that well, but certainly does for foliage at the very least.)

I must ask however, anyone else here playing this game 'cos it reminds them of Command and Conquer?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on February 24, 2013, 11:06:14 am
I must ask however, anyone else here playing this game 'cos it reminds them of Command and Conquer?
It's not why I play but it does remind me of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 24, 2013, 11:11:16 am
I must ask however, anyone else here playing this game 'cos it reminds them of Command and Conquer?
If you mean Command & Conquer: Renegade, then yes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 24, 2013, 11:45:20 am
Actually, it does sort of feel like what C&C would have been, had it been translated into an MMOFPS. Except that the sides aren't quite as asymmetrical in flavor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on February 24, 2013, 12:00:42 pm
I would really love to see Rocket Buggies in that case, and Dragon Tanks. But that would kill FPS more than anything else, still would be fun to do drive by's with it :D

Anyways, having a hard time saving up Certs for anything big, every time I get a sizeable amount I blow atleast 100 on something that I find interesting at that moment, not sure how good that is :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 24, 2013, 12:17:28 pm
Amusingly, the thermal scope for tank turrets makes infantry light up like big green targets. Easy as pie to spot, even through smoke/fog/foliage. I was called a hacker because I kept shooting some guys hiding behind tree leaves and getting kills.

Its not cheating, its just a thermal scope.
You need a thermal scope to do that?
I find I get better results just be increasing my Gamma and Contrast a little. It's like permanent, over powered night vision.
...I probably shouldn't have told you that though. I don't want to wind up fighting people using that trick. So uh.. Woo, thermal vision certs!
(To be fair, it probably doesn't work for smoke all that well, but certainly does for foliage at the very least.)

I must ask however, anyone else here playing this game 'cos it reminds them of Command and Conquer?
The thermal scope makes players show up as BRIGHT YELLOW, easier targeting and I can turn it on/off with a click.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 24, 2013, 01:33:30 pm
If you mean Command & Conquer: Renegade, then yes.
Sort of what Renegade should have been. Or the sequel or something.

Actually, it does sort of feel like what C&C would have been, had it been translated into an MMOFPS.
Would have been, could have been... Should have been?
Except that the sides aren't quite as asymmetrical in flavor.
Really? Brotherhood of Nod relies on low damage but high rate of fire, Global Defence Initiative relies on heavy armour and heavy hitting rounds, while the Scrin just float everywhere blowing everything up with Lasers...
Heck, even the colours match to a degree.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 24, 2013, 01:42:09 pm
If you mean Command & Conquer: Renegade, then yes.
Sort of what Renegade should have been. Or the sequel or something.

Really? Brotherhood of Nod relies on low damage but high rate of fire, Global Defence Initiative relies on heavy armour and heavy hitting rounds, while the Scrin just float everywhere blowing everything up with Lasers...
Heck, even the colours match to a degree.
I am really the only person on the planet who liked Renegade :(

The Vanu Sovereignty predate the Scrin by at least 4 years. I agree with FDice that the playing styles are more different than in PS, where the empire-pool weapons are almost the same, but marginally different. Yes, it'll be even harder to balance, but it's more fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 24, 2013, 01:44:20 pm
Well, Renegade does have a spiritual successor (http://www.renegade-x.com/site/). Almost done too.  :)

But yeah, PS2 does have a certain CnC flare to it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 24, 2013, 01:50:02 pm
Well, Renegade does have a spiritual successor (http://www.renegade-x.com/site/). Almost done too.  :)

But yeah, PS2 does have a certain CnC flare to it.
That looks... promising! Thanks for that tip!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 24, 2013, 02:04:59 pm
I am really the only person on the planet who liked Renegade :(
Heck no, I love that game too. I was just trying to sound a little more balanced in my post though, rather than "Planetside is like Renegade but MMO, isn't that AWESOME?".

The Vanu Sovereignty predate the Scrin by at least 4 years. I agree with FDice that the playing styles are more different than in PS, where the empire-pool weapons are almost the same, but marginally different. Yes, it'll be even harder to balance, but it's more fun.
Oh yeah, so they do. That wasn't really what I was getting at but I guess it could be taken that way.
I was trying to just point out that they both have a familiarity, which I'm really enjoying tapping into.

Well, Renegade does have a spiritual successor (http://www.renegade-x.com/site/). Almost done too.  :)
That looks fantastic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 24, 2013, 02:43:47 pm
Anyways, having a hard time saving up Certs for anything big, every time I get a sizeable amount I blow atleast 100 on something that I find interesting at that moment, not sure how good that is :C

I do the same thing, I own the fire suppression system on a reaver, barely helps at all, then the base 50m scout radar which isn't fantastic. I should have saved those certs for composite armor. So many deaths to ground AA, or flares.

Dogfighting airframe was worth it, the difference isn't as noticeable as you'd think, but I can feel it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 24, 2013, 02:59:29 pm
Yeah, dogfighting airframe is noticeably useful, even at level one. And holy carp, level three looks like soooooo damn cool...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 24, 2013, 04:51:07 pm
Actually, it does sort of feel like what C&C would have been, had it been translated into an MMOFPS.
Would have been, could have been... Should have been?
Except that the sides aren't quite as asymmetrical in flavor.
Really? Brotherhood of Nod relies on low damage but high rate of fire, Global Defence Initiative relies on heavy armour and heavy hitting rounds, while the Scrin just float everywhere blowing everything up with Lasers...
Heck, even the colours match to a degree.

Scrin
(╯°□°)╯︵ ┻━┻

Not in my C&C. No such thing. NEVER. HAPPENED. If it was released after Generals: Zero Hour, it DOES. NOT. EXIST.

You want GDI and NOD?
Spoiler: HERE THEY ARE. (click to show/hide)

You want Red Alert?
Spoiler: HERE (click to show/hide)

Tangental rant aside, I was talking about flavor, not mechanics. If Planetside 2 was a FPS, it would be Age of Empires 2, not Tiberian Sun or Starcraft. As far as flavor goes, the only serious differences are the color schemes and the fact that VS wear spandex and have hovertanks, TR like guns a bit too much, and NC listen to Skynyrd far too much. They're slight variations on the same theme, not radically different. Because let's be honest, NC weapons are supposed to be Gauss cannon and VS weapons are supposed to be lasers (or something), but they just look like different colors of tracer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on February 24, 2013, 06:03:45 pm
Scrin
(╯°□°)╯︵ ┻━┻

Not in my C&C. No such thing. NEVER. HAPPENED. If it was released after Generals: Zero Hour, it DOES. NOT. EXIST.

You want GDI and NOD?
Spoiler: HERE THEY ARE. (click to show/hide)

You want Red Alert?
Spoiler: HERE (click to show/hide)

Tangental rant aside, -
No, rant not put aside. This is hilarious to me, as someone who's never even played Generals yet. (I have it, I just need to find the mood to play something... Err. 'New'.)
The Scrin, as far as I understand, were introduced in Tiberian Sun's campaign. If only briefly, you certainly got a feel for their laser powers.
Y'see, I'm happy to agree that anything past generals didn't exist, simply because I haven't played that far through the series.
Hehehe. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: The Scout on February 24, 2013, 06:03:45 pm
The Scrin were in C&C Tiberium Sun or atleast Firestorm. Which is rather neat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 24, 2013, 06:44:25 pm
What is this newfangled "Tiberian sun" that you speak of?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 24, 2013, 07:28:26 pm
Scrin
(╯°□°)╯︵ ┻━┻

Not in my C&C. No such thing. NEVER. HAPPENED. If it was released after Generals: Zero Hour, it DOES. NOT. EXIST.

You want GDI and NOD?
Spoiler: HERE THEY ARE. (click to show/hide)

You want Red Alert?
Spoiler: HERE (click to show/hide)

Tangental rant aside, -
No, rant not put aside. This is hilarious to me, as someone who's never even played Generals yet. (I have it, I just need to find the mood to play something... Err. 'New'.)
The Scrin, as far as I understand, were introduced in Tiberian Sun's campaign. If only briefly, you certainly got a feel for their laser powers.
Y'see, I'm happy to agree that anything past generals didn't exist, simply because I haven't played that far through the series.
Hehehe. :D

There was a grounded Nod ship modeled after Scrin technology in the campaign of Sun. They only showed up as a playable faction the most recent Tiberium games (of which Wars, admittedly, was less shit than Twilight, etc.). Granted, they're a part of the lore, but it wasn't fleshed out in the earlier, better entries.

But yes, Twilight was a disaster, and Generals 2 is a "free to play" MMO with no offline capability. I think it's safe to say that EA is happily killing the series.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 24, 2013, 07:42:13 pm
Well i remember playing Renegade.
It was a good game for its time and it was one of the first games where using vehicles and teamwork were important in multiplayer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 24, 2013, 08:08:30 pm
If you mean Command & Conquer: Renegade, then yes.
Sort of what Renegade should have been. Or the sequel or something.

Really? Brotherhood of Nod relies on low damage but high rate of fire, Global Defence Initiative relies on heavy armour and heavy hitting rounds, while the Scrin just float everywhere blowing everything up with Lasers...
Heck, even the colours match to a degree.
I am really the only person on the planet who liked Renegade :(

The Vanu Sovereignty predate the Scrin by at least 4 years. I agree with FDice that the playing styles are more different than in PS, where the empire-pool weapons are almost the same, but marginally different. Yes, it'll be even harder to balance, but it's more fun.

I had a ton of fun with renegade, especially the multiplayer. I know it gets a lot of hate, but I enjoyed it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 24, 2013, 10:33:31 pm
Now that you mention it, I do feel a similarity between Renegade MP and PS2.  Ah, sneaking into the enemy Obelisk with a handful of C4, planting it on the console, yelling out "I GOT A PRESENT FOR YA!" and detonating it...


But yeah, C&C was a great series.  RA1 got me into RTS games, and Generals showed how to screw around with the series without making it shit.  Zero Hour is IMO the best expansion pack ever made.

I just had to look at the Red Alert 3 (http://media.moddb.com/images/games/1/12/11116/ra3_box.jpg) box art to know it would be shit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 24, 2013, 11:00:11 pm
Now that you mention it, I do feel a similarity between Renegade MP and PS2.  Ah, sneaking into the enemy Obelisk with a handful of C4, planting it on the console, yelling out "I GOT A PRESENT FOR YA!" and detonating it...


But yeah, C&C was a great series.  RA1 got me into RTS games, and Generals showed how to screw around with the series without making it shit.  Zero Hour is IMO the best expansion pack ever made.

I just had to look at the Red Alert 3 (http://media.moddb.com/images/games/1/12/11116/ra3_box.jpg) box art to know it would be shit.

Hah, your thoughts ran near-perfectly parallel to mine. I loved being a dick with that one general that got the EMP Patriot turrets. Using aircraft? LOL NOT ANY MORE.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 24, 2013, 11:03:08 pm
The GLA (especially post-Zero Hour with the stealth general) is the only RTS side I've played that actually had viable hit-and-run tactics.


I mean, I usually played the China tank general because screw subtlety, but yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 24, 2013, 11:07:36 pm
I had far too much fun playing the stealth general. I recall one match where I managed to use that elite sniper and a random dude to steal a Chinese worker and eventually put up a nuclear missile in a hidden corner of the map. He was pretty surprised when I went all Starcraft Ghost on his base. Ooh, and the vehicles that could be upgraded from the wrecks of enemies? That was a brilliant mechanic, and I honestly think I've never seen anything like it since.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on February 25, 2013, 03:55:20 am
Is that the C&C topic? I'm not sure anymore.
Unless the new update let the infiltrators launch nuclear strikes on the crown, which would be kinda cool.
Quote from: Planned features
-Orbital strikes
Nevermind...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 25, 2013, 10:06:34 am
Its already a common tactic for somebody to place a beacon and then platoon lead gets on voice chat and says "Pull up your map and hit deploy on X in 3, 2, 1.. " mass orbital drop. Usually happens on biolabs or tech plants because they can be near untakable at times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 25, 2013, 11:08:47 am
Its already a common tactic for somebody to place a beacon and then platoon lead gets on voice chat and says "Pull up your map and hit deploy on X in 3, 2, 1.. " mass orbital drop. Usually happens on biolabs or tech plants because they can be near untakable at times.
It's worse when they can use instant action. At least squad beacons only work for that squad and need specifically the leader to drop it. It's still abusable, but at least it takes coordination and effort to set up the abuse, and the beacons can easily be destroyed if in a poor position.

Then there's this Enclave video (http://www.youtube.com/watch?v=JY2piyJ2mAM) demonstrating just how they use IA to break the game. As annoying as [OWND] massed Magrider and saturation Scythes (I swear I was alone in a base surrounded by at least twenty last night) can be on Cobalt, at least we don't get a couple hundred TR heavies dropping into the middle of fights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 25, 2013, 01:49:38 pm
yeah I think TAS uses instant action as well. But we don't have nearly as many players as The Enclave has on at any given time.

Hopefully server merges will do a little justice to this.

One time I was able to solo Instant Action onto an enemy sunderer that was fairly well hidden at the north garrison to zurvan amp station, dropped two tank mines under it and ran off. Instant spawn loss to the enemy with practically nothing they could do to stop it. I did that same thing to one at the Hvar Tech Plant.

I agree with everything in that video.

EDIT: Apparently the warpgates are getting rotated in the next update.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 27, 2013, 11:46:34 am
Finally i am able to play PS2.
Does Bay12 have own outfit or are all just scattered around on different servers?
Playing VS on Miller character named Imofexios if someone want to add me.
Trying to learn as i go. So much different than PS1 was.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 27, 2013, 12:09:26 pm
Join us on Mattherson+Soltech. I'm on NC, and that's where the DORF outfit is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 27, 2013, 01:24:21 pm
Join us on Mattherson+Soltech. I'm on NC, and that's where the DORF outfit is.

On this note, could we get the outfit names/servers on the main page? I'm on Mattherson (haven't played much recently though) and would like to sign up, but keep forgetting who to talk to. Can you invite offline yet? Anyway, thinking of getting back into it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 27, 2013, 03:13:50 pm
Hey has anyone tried out the Anti-Vehicle Grenades for the Heavy Assault, I'm getting close to 200 certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 27, 2013, 05:39:23 pm
Seems a bit redundant since you already have a rocket launcher with freely replenishable ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 27, 2013, 06:06:21 pm
Yeah, I could see the light assault rocking AT grenades, but HA should never get within throwing distance of a tank without just shooting it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 27, 2013, 07:34:45 pm
Okay then, then do sticky grenades hurt tanks/sundy's in any significant way.

I was wondering if I could finish off a sundy with a sticky grenade when two tank mines don't kill it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 27, 2013, 08:14:26 pm
I wouldn't mind giving players a chance to practice by finding an unimportant base parking a sundy next to it. Then you get people on your team to spawn as new characters on the other side at that base, and have a simple deathmatch over the area.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Digital Hellhound on February 28, 2013, 11:31:44 am
I'm thinking of getting back to this (haven't played properly since beta). Started a new char on Mattherson now. I sent friend requests to Timferius and PTTG (or, atleast someone called PTTG) already and am called Photomajig, if anyone wants to add me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 28, 2013, 07:09:45 pm
Outfit Ops night this evening. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on February 28, 2013, 07:58:26 pm
Yeah, I could see the light assault rocking AT grenades, but HA should never get within throwing distance of a tank without just shooting it.
Wrong. HA is most effective against 1 or 2 tanks when doing a close range hit & run with c4 + 1 rocket. Any area with some cover allows you to quite easily sneak up behind a mostly stationary tank so long as you stay out of its sight. It takes a bunch of rockets to take out 1 tank, and if you're simple taking potshots at it, it's much more likely that you will take a tank shell in the stomach long before it goes down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: hemmingjay on February 28, 2013, 08:01:29 pm
I was with a four man team earlier with 2 HA, 1 Medic and 1 ammo feeder. We were able to flank several armor columns and allow friendly Armor to roll over their disoriented crews.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 28, 2013, 08:34:42 pm
Pfft, Heavy Assaults, get the AV turret for the engineer, limitless range, no lock on needed, more damage, reloads about the same. And for close range you can just tank mine.

We knew a tank zerg was coming to camp connery, we all loaded up heavy assaults and the people with AV turrets got ready on the pads. I swear I killed eight fleeing TR sundies that day. (and earned close to 20 certs).

Today, I hot dropped onto Hvar, I didn't see anyone, there was no fighting, and the top floor was empty. So I put my AV turret up and waited. Misquitos landed for repair, I killed three of em and like two infantry before someone got me. hehe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 28, 2013, 10:04:19 pm
God made men, Colt made men equal, and the AV turret makes men gods.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 28, 2013, 11:22:04 pm
God made men, Colt made men equal, and the AV turret makes men gods.
It's a literal bolt from the blue when the missile fails to render.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 28, 2013, 11:54:18 pm
So, server merges tonight. Can't wait to have decently populated servers again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 01, 2013, 12:43:58 am
I've had a lot of trouble enjoying the game lately, because every time I get into combat my computer slows to a stop. Wasn't that fixed a while ago?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 01, 2013, 08:25:55 am
Well the mergers are official now. Any chance whoever is in charge of our PS2 roster can update it to remove the nonexistant servers now?

EDIT: Right forgot, the mergers are
Genudine to Helios
SolTech to Mattherson
Jaegar to Waterson
Lithicorp to Cobalt
Mallory to Ceres

So welcome Soltech B12ers to Matherson!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 01, 2013, 10:14:54 am
So it turns out there's no way to transfer chars from one server to another, god damn it now I have to drop my VS one, and just as I certed out the Scythe a bit :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 01, 2013, 10:25:50 am
So it turns out there's no way to transfer chars from one server to another, god damn it now I have to drop my VS one, and just as I certed out the Scythe a bit :C
Ahem. (http://forums.station.sony.com/ps2/index.php?threads/roadmap-players-site-and-server-merges.96517/)
Quote from: Higby
Shortly after the merges are complete we plan to begin offering server transfer tokens, so if you would prefer to go to a different server at that point you could.
I'm assuming it's a SC only item, but it should be possible soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 01, 2013, 11:04:36 am
I hate the wings on my reaver, they always catch on things, making my spin around and crash :<

Also they really need to make ammo towers render earlier, every time i fly underneath a biolab one pops into existence 3 or 4 metres in front of me
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 01, 2013, 11:09:17 am
So it turns out there's no way to transfer chars from one server to another, god damn it now I have to drop my VS one, and just as I certed out the Scythe a bit :C
Ahem. (http://forums.station.sony.com/ps2/index.php?threads/roadmap-players-site-and-server-merges.96517/)
Quote from: Higby
Shortly after the merges are complete we plan to begin offering server transfer tokens, so if you would prefer to go to a different server at that point you could.
I'm assuming it's a SC only item, but it should be possible soon.

It being SC only does not help in any way, I'll ask for a free one anyways, they did this, they might aswell fix it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 01, 2013, 11:27:54 am
So it turns out there's no way to transfer chars from one server to another, god damn it now I have to drop my VS one, and just as I certed out the Scythe a bit :C
Ahem. (http://forums.station.sony.com/ps2/index.php?threads/roadmap-players-site-and-server-merges.96517/)
Quote from: Higby
Shortly after the merges are complete we plan to begin offering server transfer tokens, so if you would prefer to go to a different server at that point you could.
I'm assuming it's a SC only item, but it should be possible soon.

It being SC only does not help in any way, I'll ask for a free one anyways, they did this, they might aswell fix it.

Why do you HAVE to drop your VS one. Theres no restriction about having multiple characters on one server.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 01, 2013, 11:28:43 am
I hate the wings on my reaver, they always catch on things, making my spin around and crash :<

Also they really need to make ammo towers render earlier, every time i fly underneath a biolab one pops into existence 3 or 4 metres in front of me

Just practice flying low, it took me a while but at this point I fly right against the ground all the time, between trees and under biolabs. It doesn't help me avoid ESF's tailing me, but if they're going to kill me I'm at least going to show up those god aweful mozzie pilots, they never get as low as I do.

I asked pwnbuckets how to become a good reaver pilot, his advice, "hold spacebar" "I'm not even joking".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 01, 2013, 11:32:25 am
So it turns out there's no way to transfer chars from one server to another, god damn it now I have to drop my VS one, and just as I certed out the Scythe a bit :C
Ahem. (http://forums.station.sony.com/ps2/index.php?threads/roadmap-players-site-and-server-merges.96517/)
Quote from: Higby
Shortly after the merges are complete we plan to begin offering server transfer tokens, so if you would prefer to go to a different server at that point you could.
I'm assuming it's a SC only item, but it should be possible soon.

It being SC only does not help in any way, I'll ask for a free one anyways, they did this, they might aswell fix it.

Why do you HAVE to drop your VS one. Theres no restriction about having multiple characters on one server.

There isn't but I don't like doing it since it feels very cheaty to me, especially if I do it in a short time period, which I always end up doing since my PS2 sessions aren't usually long and I play a bit with each of the three factions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 02, 2013, 12:25:30 pm
ohhhh god just had the most embarrassing life in my reaver. the order came in to go to the warpgate and load up in gals, and i landed my reaver on a gal. then i slipped off, causing another gal to flip in the process. when we finally got into the air, i saw i was way in front and did a loop to put myself in formation, crashed into a gal and died.

had to log off in shame
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MorleyDev on March 02, 2013, 12:52:39 pm
Played game again for first time in awhile. Remember how fun infiltrator is to play. Stealthy went to an outpost near the enemy , hacked the vehicle bay and spawned a Sunderer. Deploy it's spawning and start capping the point. What followed was an enemy heavy appearing, trying to rocket the sundered, me stealthing behind him and stabbing him, and then people started spawning in and capped the point. I feel important :)

Also the kind of thing that makes me wish I joined some kind of group, since actually organising that kind of thing instead of hoping it happens organically would be amazing...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 02, 2013, 01:15:52 pm
I actually suggested being able to spawn an entire armor zerg from a single hacked terminal behind enemy lines. Over on the TAS forum. Then I quit TAS yesterday and joined WMD cause they are way more organized and that's more fun for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 02, 2013, 02:32:04 pm
I hate the wings on my reaver, they always catch on things, making my spin around and crash :<

Also they really need to make ammo towers render earlier, every time i fly underneath a biolab one pops into existence 3 or 4 metres in front of me

If you think that's bad, you've obviously not spent much time in a Scythe. Those hooks? They catch on everything. They seem to magnetically attract tree branches. And if they catch on anything you're automatically dead, because they'll spin you right into it. I once died because I parked on a roof, capped a point, and went back to take off. I didn't notice that the tip of one of them was through a railing, but it was, flipped me, and I died before I could bail.

;.;
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dermonster on March 02, 2013, 10:32:43 pm
Gah, I just bought a new cannon for my Lightning, got all ready to go, got to a vehicle spawner...

And due to lag was instakilled every single time I tried to spawn it in the remainder of my playtime before I ragequit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on March 03, 2013, 01:24:46 am
So i assume all are playing in Matherson but which side?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 03, 2013, 01:54:40 am
Most of us are NC, but the awesome ones are VS. And there's probably a person or two on TR wondering where we all are.

/obviouslynobias
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on March 03, 2013, 02:41:38 am
Well i roll new guy on NC then.
Please add me.
On Matherson
Game name: DungHead
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on March 03, 2013, 03:59:29 am
We VS managed to capture at least half of Indar last night despite having the lowest population. Even racked up a 22 killstreak with my HEAT Lightning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on March 03, 2013, 07:42:10 pm
Interesting, Very interesting.  (https://twitter.com/mhigby/status/308044274384138240/photo/1)
(https://pbs.twimg.com/media/BEZkoq5CcAETSK_.jpg:large)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 03, 2013, 07:48:43 pm
yeah! go NC!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Doomblade187 on March 03, 2013, 07:51:22 pm
Very intersting indeed. It almost suggests and individual hex control system with the way the VS and NC are seperated in the corner, as in you control territory in tiny chunks instead of one big chunk. I have no idea what the black area is, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 03, 2013, 07:55:00 pm
I don't think each of those hexes will be individual, they still have the lines between sections. OTOH that break in the bottom left :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Doomblade187 on March 03, 2013, 07:57:38 pm
I don't think each of those hexes will be individual, they still have the lines between sections. OTOH that break in the bottom left :/
That's what makes me think that they'll be individual-ish, as there's a break there, but no break between the NC and TR, which suggests that that area is uncontrolled by either party at the moment.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 04, 2013, 04:53:29 am
From what I'm seeing, it looks like it is a way of cutting down on the number of adjacent territories each territory has and funnel fights into and through the main stations. Also the exterior spawn points at large bases getting their own hexes again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 04, 2013, 07:13:27 am
I like what I am seeing.
Black area is certainly secondary bases around the main tech plant.
Smaller hexes will lead to more !!FUN!!, IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Digital Hellhound on March 04, 2013, 08:04:13 am
I don't really see many people on Mattherson. I guess it must be those damned timezones. It is an US server and I'm GMT +2, after all.

If you get a friend request from Photomajig, that's me. I think someone already declined one. Anyway - do we have an outfit on Mattherson? Or any server?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 04, 2013, 08:34:53 am
I have a (3-man :P) "outfit" on Miller, but it's not Bay12. I haven't seen any around here anyways, people tend to join larger outfits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 04, 2013, 10:10:40 am
I don't really see many people on Mattherson. I guess it must be those damned timezones. It is an US server and I'm GMT +2, after all.

If you get a friend request from Photomajig, that's me. I think someone already declined one. Anyway - do we have an outfit on Mattherson? Or any server?

Oh crap, that was you?  Sorry- didn't recognize the name.  I'll take it next time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Digital Hellhound on March 04, 2013, 10:34:53 am
It was you and Twiggie, I think. I tried messaging you right after you declined it, Toaster, but it claimed you didn't exist. Sorry if this comes as a revelation to you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 04, 2013, 10:39:06 am
oh, yeah i remember that :p add me again and i'll accept.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 04, 2013, 11:22:50 am
That explains why I couldn't aim for crap last night /rimshot
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MorleyDev on March 04, 2013, 01:30:23 pm
So started playing this again, nice. Still annoyingly CPU heavy, which usually a sign of a PC port but considering this game is PC exclusive it's probably just poorly optimised for multiple cores. But I can still get ~20fps in huge battles and ~40-60fps in the smaller scales... (i7 2720QM and Nvidia GT 555M, if you're curious).

Also I still love playing Infiltrator and hitting someone from across a huge battlefield using a sniper rifle, especially when they're moving ^^ Nice little rush of awesome when you figure out the distance and lead get that headshot...also sneaking behind enemy lines, hacking a vehicle station and spawning and deploying a Sunderer works pretty well.

My "main" is TR on Woodman. Anybody else EU-area on Woodman?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 04, 2013, 03:23:57 pm
OK, so we need empire-specific weapons for the Light Assault. Here's my suggestions:

NC: Thumpers, with a slow, gentle arc and an on-contact explosion. Not tons of range; You have to use your mobility to avoid contact until you're close enough to do serious damage.

TR: Spinfusors. Faster, longer range than the TR, but less damage and much less splash, but enough spread to reward you for a near miss as well as a direct hit. Since it is a faster weapon, but doesn't have spread or drop, it forces different tactics; you must use your jetpack to get above the terrain and fire down on your opponents.

VS: Nanite Flamethrower. Or something like it. It's a close-quarters weapon with very serious damage as well as a bright, distracting glare. Maybe it's a heat beam that produces a cloud of billowing, glowing smoke at the target. To use it, you have to practically get into melee range (ok, maybe ten meters), then spray and pray to technology. It's impressive and distracting, and the cloud it produce makes enough confusion for you to possibly even escape.

All three of these LA weapons are moderately effective at both crowd control and hard targets (perhaps the laser beam melts tanks...), but they struggle to handle well-organized, highly-mobile groups.

Alternatively, give VS the spinfusor and make a rapid grenade launcher for the TR which belts out a spray of small, rolling projectiles to cover an area in small explosions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 04, 2013, 05:13:48 pm
Cause if anything we need more explosions and more flak armor on every class.  :P

I die to explosions about 80% of the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 04, 2013, 05:35:28 pm
I pretty much swear by flak armor except for adren pump on my LA. It's nice being able to tank an AP mine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tack on March 04, 2013, 06:14:05 pm
Yeah, Flak armor is the new king. What's the point of carrying 5 mines on your Engineer if you can't take a few bulldog shots running up to it?
Also, a piece of information you may be interested in- Heavies resist shields synergise with flak armor. If you have level 5 flak and level 1 shield, that's 95% of damage negated from explosive.

Also, I'm on Reddit! (http://www.reddit.com/r/Planetside/comments/19kh2h/galaxy_jousting_ramming_competition_nc_vs_vanu/?sort=old)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 04, 2013, 11:16:56 pm
Yeah, Flak armor is the new king. What's the point of carrying 5 mines on your Engineer if you can't take a few bulldog shots running up to it?
Also, a piece of information you may be interested in- Heavies resist shields synergise with flak armor. If you have level 5 flak and level 1 shield, that's 95% of damage negated from explosive.

Also, I'm on Reddit! (http://www.reddit.com/r/Planetside/comments/19kh2h/galaxy_jousting_ramming_competition_nc_vs_vanu/?sort=old)

Okay I'm buying resist shield now holy hell that's awesome. Didn't know stats stacked like that. Finally I can survive those prowler HE shells. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on March 05, 2013, 01:14:05 am
I got Synergy armor up to level 4 on Heavy assault and i kinda feel it has no effect at all.
Still get 3 shot dead from other players.
I think i stick up in Engi and medic classes for now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MorleyDev on March 05, 2013, 03:48:23 am
Fun fact, if when sniping at the enemy, you position yourself so the sun is setting behind you, it's very difficult to get sniped back. The setting sun turns the whole horizon, including you, into a foggy haze and bright glare that makes you very difficult to see clear enough for a good shot.

At least that's what I discovered in the tundra area last night...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 05, 2013, 03:58:01 am
Also, a piece of information you may be interested in- Heavies resist shields synergise with flak armor. If you have level 5 flak and level 1 shield, that's 95% of damage negated from explosive.
Just wondering if you have a source for this? I had been assuming they would multiply (appling one and then the other rather than both at once), giving 72.5% reduction for maxed out flack.

Most people I've seen speak about resist working best with nanoweave, given it doubles your effective health and so is more effective the more health you have. I'd even be tempted to run resist with nano-4/5 and medikits in biolabs for maximum effective health and rapid restore to full health. Especially now I've unlocked concussion grenades.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tack on March 05, 2013, 07:04:52 am
Yeah, Flak armor is the new king. What's the point of carrying 5 mines on your Engineer if you can't take a few bulldog shots running up to it?
Also, a piece of information you may be interested in- Heavies resist shields synergise with flak armor. If you have level 5 flak and level 1 shield, that's 95% of damage negated from explosive.

Also, I'm on Reddit! (http://www.reddit.com/r/Planetside/comments/19kh2h/galaxy_jousting_ramming_competition_nc_vs_vanu/?sort=old)

Okay I'm buying resist shield now holy hell that's awesome. Didn't know stats stacked like that. Finally I can survive those prowler HE shells. :D

Just be aware that if you get hit WITH a shell, then that counts as being hit with a really big bullet, not an explosion. (Ergo, Instakill)


Also, a piece of information you may be interested in- Heavies resist shields synergise with flak armor. If you have level 5 flak and level 1 shield, that's 95% of damage negated from explosive.
Just wondering if you have a source for this? I had been assuming they would multiply (appling one and then the other rather than both at once), giving 72.5% reduction for maxed out flack.

Palsch, sorry I can't give you anything but word of mouth - but I assume that the people who told me had their facts straight about it being additive, not multiplicative.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on March 05, 2013, 07:06:21 am
-snip-
OMG I KNOW THIS GUY!!! 41st BATTALION!!!!!!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on March 05, 2013, 07:14:45 am
VR is coming. And it appears they'll be "doing it right". Awesome.

http://planetside.wikia.com/wiki/User_blog:Luperza/Virtual_Reality_Training_Zone
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on March 05, 2013, 09:21:52 am
Does all EU servers suck as Miller?
I've had hard times finding any squad that communicates with each others.
Playing on Mattherson is more enjoyable but gets really low on population during EU day times :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 05, 2013, 09:29:21 am
If you're NC, Zukhov's platoons are always good (assuming Zukhov is actually there). I think 252nd is good as well.

But yeah, ridiculously few people taking charge.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 05, 2013, 11:00:59 am
VR is coming. And it appears they'll be "doing it right". Awesome.

http://planetside.wikia.com/wiki/User_blog:Luperza/Virtual_Reality_Training_Zone
I'll be, so they are. It's great to see this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 05, 2013, 11:16:07 am
VR is coming. And it appears they'll be "doing it right". Awesome.

http://planetside.wikia.com/wiki/User_blog:Luperza/Virtual_Reality_Training_Zone
I'll be, so they are. It's great to see this.
Damn, this is great. No more fears of buying stuff I don't want...

Does all EU servers suck as Miller?
I've had hard times finding any squad that communicates with each others.
Playing on Mattherson is more enjoyable but gets really low on population during EU day times :(
I know, it's hard to find a squad that actually works well...
I typically look at who else is going PTFO and invite them to form a squad, then make it public (with a tag like "Stay together" or something). That usually makes it more enjoyable. (Vanu on Miller)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 05, 2013, 01:30:03 pm
Palsch, sorry I can't give you anything but word of mouth - but I assume that the people who told me had their facts straight about it being additive, not multiplicative.
I just ran some tests and it certainly looks additive. Only tested with self damage from rocket splash and C4, but both showed the combined resist + flack being shockingly better combined than I would have expected. If people are interested I could try to upload a video of the tests, but it's pretty poor quality.

A rocket fired point blank at a wall exactly removes my full shield.
With flack or resist it drops you to ~8/20 bars of shield;
- definitely one tick under for flack 4 as expected
- maybe slightly over for resist but certainly doesn't seem to give the expected 45% resist though).
With both you are left with around 16 bars, or ~80% life.
IIRC (no video of this yet, but I could easily film one) firing all five rockets in sequence - without time for my shields to refill but putting up resist for each shot - left me with no shields and down 1 bar of health, suggesting each rocket was doing ~21% base damage.

Even if resist is giving the suggested 40% explosive resistance (at least on self splash) instead of 45%, you should still be at 90% resistance with flack 5 and resist shields. That's a lot of splash damage you could shrug off.

Fakedit: I went looking for this spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0Ao2sGqpRdtcDdEpSM1llZEtOU1BGSjVLaGQxMUJHNXc#gid=2) to confirm what resist shield was supposed to offer and turn out it is only 40% resistance to all damage anyway. So these numbers look right.

The C4 tests gave less useful numbers because I don't have a base damage rating to compare to the resistances, but comparing the damage from just flack 4 to flack 4 + resist showed a reduction of just over 10 health/shield bars, or a little over two thirds of the damage done rather than just reducing the damage done after flack by a further 40%, so it confirms that the two are not multiplicative.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 05, 2013, 06:16:26 pm
So I logged some time on my NC char tonight, made some 50 Certs playing mostly solo. Either loads of kills (one especially funny is what appeared to be an afk max, I set up an engie turret behind him and throw a 'nade at his feet before riddling him full of holes). Or some awesome mines on predictable locations for loads of extreme menace kills from uncareful prowler drivers :)

Been thinking of getting the Warden maybe, any of you have any expirience with it guys?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 05, 2013, 06:32:09 pm
We lost hvar today, and I (correctly) predicted they would move right over to NS secure data labs once it was capped. So I grabbed my engineer class and laid two tank mines on the road between. Like five minutes later I see +800 XP sunderer kill, +350 XP extreme menace kill, +350 extreme menace kill, and on and on to about a total of 8-10 player kills. My certs shot up from 20 to 60.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 06, 2013, 09:08:31 pm
I notice there is a request for ideas for stuff for the flash. Well done and thank you for listening and changing the flash turbo back to awesome. I'd suggest allowing greater gun traverse on the Kobalt firstly. I mildly suggest increasing the horizontal field of fire slightly; maybe halfway between 270 and 90 degrees and wherever it is now. However if you are fine with that aspect of the kobalt and don't want to make it better against infantry than it is I understand.

However I think even if horizontal field of fire is left alone, that it would be cool if the vertical traverse range of the kobalt were to be much greater than it is. If you could aim the gun upwards without sitting on an incline you would add the capability to use it (mostly ineffectively) as AA against fighters. I think this would be cool; as it would increase the number of tracer streams trying to follow fighters from the ground. One of the coolest things I noticed when I obtained the old flight sim Red Baron 2 after playing RB1 in my youth was the machine gun fire from the emplacements on the ground. Being forced to maneuvor to avoid the spot they were aiming at and how cool it looked having multiple machine gunners failing to hit aeroplanes was notable. I think a kobalt flash with better vertical traverse would function more or less as a mobile emplacement and increase the visual show while still not being much more than an annoyance to a fighter; in addition it would be a stealth buff to skyguard as I imagine it appears somewhat similar and yet is not. I think this change would make allow easily obtainable and thusly mostly ineffective AA available to the people as well as increase visual stimulation should they choose to untilize it.

A roll cage in the slot stealth armor and mineguard go in would be sweet.

A one shot AV weapon would be cool; perhaps mounted in a pair if one is too strong/weak. Maybe make it equivalent to an AP tank round; but only have one round on board and unable to reload. Being able to reload it would be silly with how cheap the flash is and how quickly obtained they are. Maybe call it a recoilless rifle or something.

A flash shotgun for the NC. Maybe 2x Jackhammers.

Silly but possible ideas:

Wings for turbo gliding in the stealth armor/mineguard slot.

Sidecar.

Boat mode.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 06, 2013, 09:09:38 pm
How about a rumble seat?

Check the GU04 feature list (http://forums.station.sony.com/ps2/index.php?threads/game-update-04-coming-soon.99770/)- hadn't seen a link to it yet.  Also, you get your wish on the shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 06, 2013, 09:29:57 pm
Cool, I hadn't seen that yet.

Empire specific Rocket Launchers

    VS - Lancer: an extremely precise, super-high-velocity, anti-vehicle energy weapon with a unique charge mechanic, the longer you charge the weapon the more damage it deals.
    TR - Striker: launches a series of mid-damage guided missiles at a single target, the Striker's user must maintain the lock by keeping the enemy in the crosshairs while the missiles are tracking.
    NC - Phoenix: A high damage, slow firing camera guided missile which must be guided by the Phoenix's user. The Phoenix is capable of dealing high damage with very little warning since there is no lock on.
    These weapons will be released in the patch the week following GU04


Useful for devs: The following is assuming the VS weapon will take longer than a rocket reload to charge and emits a stronger projectile than standard rockets:

Remember to make the charge weapon fire immediately upon reaching full charge. If you can hold down the button to hold a charge it would be difficult to balance as you'd need to make the start and end charge both weaker than otherwise. If it unleashes at will with a stored charge and it's not weak people will just pop out when convenient and fire the charge to recharge behind cover. This was a tactic considered an exploit by the respectable playervoter in the old Legends of Might and Magic when using that game's charge weapon. When they have auto fire the user can be forced out at a time when it is not convenient to them to have the aim ready, rather than waiting until convenient.

In addition I recommend that if you allow the user to power down the weapon's charge instead of or in combination with firing at full charge that it make a loud sound while doing so. It would be cool if the weapon were to glow in a unique way in themal vision like it was radiating energy as heat or something. Would be cool if that was part of the design; like alien fire shoots out an exhaust port or something when it's uncharging in first person view. It would make it slightly easier to spot someone constantly charging/uncharging in preparation for an appropriate target.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 06, 2013, 09:52:02 pm
The thought of a lock-on rocket wielding heavy in the back is quite appealing, though we suddenly have a time when Triage looks useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 07, 2013, 05:20:00 am
I really wish that the items you're currently carrying had some sort of standard numbering regardless of whatever equipment you're carrying. Like, the pistol is always on 2, even if you're carrying an underslung weapon. It's really annoying when you get ambushed as an Infiltrator and you retaliate with the recon tool.

Has anyone tried carting around a sniper rifle with one of the shorter ranged scopes? I'm interested to see how an Infiltrator with a shorter focus (but not SMG short) can fare.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 07, 2013, 08:08:39 am
I like running around with the normal scope, it works since you can actually hit the head fairly easily from close range if you quickscope.
But I'd rather have an SMG, since I do aggressive recon...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 07, 2013, 05:38:36 pm
I discovered the trick to being a good aim. Hip Fire. Hip Fire Hip Fire Hip Fire, at least when inside buildings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on March 07, 2013, 05:43:16 pm
No. Never. If you are in a shit situation, sure hip fire. But if you want to be accurate, always aim down sights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 07, 2013, 06:20:00 pm
It's become second nature to scope in the moment I spot someone, to the point of being detrimental in other games where scoping in doesn't work that way (looking at you WoT).
And the difference is noticeable from when I first started playing, pulling off headshots and keeping the sights on target has become much easier for me after a while :)

And hipfire is only viable at close range, when they're suprised and if you have LS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 07, 2013, 06:35:37 pm
Or if you have x4 scope on your carbine... (like me)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 07, 2013, 11:37:55 pm
So I finally made my 3rd character, NC on Matherson. Is there any sort of bay12 group going for that at all?

EDIT also again, don't forget to enter your character info here https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ

Double EDIT: My other Chars are TR on Matherson, and Vanu on Miller incase theres any sort of group for those.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 07, 2013, 11:38:42 pm
One of the largest.  There's like 10 people in the outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 07, 2013, 11:43:45 pm
One of the largest.  There's like 10 people in the outfit.

Any chance you could hop on and shoot me an invite, my NC character is SilentHastati. Also thank god for Alpha Squad, I wont have to adjust my playstyle it seems since I have a bunch of weapons that feel more like TR guns :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 07, 2013, 11:45:21 pm
One sec
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 08, 2013, 12:16:15 am
My other Chars are TR on Matherson, and Vanu on Miller incase theres any sort of group for those.
I have a char and a few friends (bay12 and not) on Vanu Miller. I have an outfit out of 3 people which is unlikely to get any more (:P) that I can re-name into a bay12 one.

Also, what's this about 2x and 3x SC days?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on March 08, 2013, 12:23:03 am
So I'm looking into starting to play this now I've got a computer capable of it. What server do I play on?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 08, 2013, 12:53:25 am
So I'm looking into starting to play this now I've got a computer capable of it. What server do I play on?

Depends, if you're in America I'd say Matherson would be you best bet, and if in Europe, Miller.

EDIT: Also there does seem to be an attempt to get a bay12 outfit going on Matherson for the NC.
And again, for everyone that sees this, please put your characters into the Bay12 Database so we know who is where.
All you have to do is fill out a few boxes and hit the button, easy as that.
https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on March 08, 2013, 01:13:39 am
So I'm looking into starting to play this now I've got a computer capable of it. What server do I play on?

Depends, if you're in America I'd say Matherson would be you best bet, and if in Europe, Miller.

EDIT: Also there does seem to be an attempt to get a bay12 outfit going on Matherson for the NC.
And again, for everyone that sees this, please put your characters into the Bay12 Database so we know who is where.
All you have to do is fill out a few boxes and hit the button, easy as that.
https://docs.google.com/spreadsheet/viewform?fromEmail=true&formkey=dFRjT3MySXR4OVE0cEFELUJveHUwTEE6MQ

I'm in Australia... so I guess I'd be on an Asian server, or an Australian one if there is any.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on March 08, 2013, 01:18:02 am
I am from Europe and i like playing in Mattherson server which is US east if recall correct.
It has nice population allmost 24/7 so action is allways there.
I got some oddball VS in Miller but got fed up when Platoon/squad leaders either speaks 70% of time their native lingo
or cant even understand what they trying to say. Frustrating.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on March 08, 2013, 01:20:19 am
@Reudh.
Briggs is in Australia, and a couple of Bay 12'ers drop in to cause havoc, mostly as NC.
Esamir and Amerish are both ghost towns, seems most people stay on Indar, but it can be worthwhile to hang out in the jungles or ice fields, picking off unwary scythes/mozzies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 08, 2013, 10:35:38 am
One of the largest.  There's like 10 people in the outfit.

Any chance you could hop on and shoot me an invite, my NC character is SilentHastati. Also thank god for Alpha Squad, I wont have to adjust my playstyle it seems since I have a bunch of weapons that feel more like TR guns :P
That AS medic gun is more like a sniper rifle. But then again, that seems to be the entire point of medic guns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 08, 2013, 11:07:41 am
One awesome thing about the server merge:  I've played on Esamir the past several nights and had some epic battles.  Soooo nice to have a break from 24/7 Indarside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on March 08, 2013, 12:01:24 pm
One awesome thing about the server merge:  I've played on Esamir the past several nights and had some epic battles.  Soooo nice to have a break from 24/7 Indarside.
Also. After Ceres got merged Esamir actually has a population, and it's a really nice place to fight in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Digital Hellhound on March 08, 2013, 12:03:07 pm
I must be on at all the wrong times, because for me Esamir is always either totally empty or completely conquered, usually by the VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 08, 2013, 12:04:15 pm
I'm usually on somewhere between 10 PM and midnight EST (GMT -5) and it's been well populated during those times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 08, 2013, 12:06:02 pm
This chart tracks PS2 server populations. Just punch in your server and timezone, and it will show you exactly when your server's primetime is. (http://sirisian.com/planetside2/population.php?world=17&timezone=-5l)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 08, 2013, 12:09:53 pm
This chart tracks PS2 server populations. Just punch in your server and timezone, and it will show you exactly when your server's primetime is. (http://sirisian.com/planetside2/population.php?world=17&timezone=-5l)
UTC. Just use GMT, ffs. Is there some sort of secret plan to make every single American unit so that Europeans have a hard time using them? Mayby you guys will switch to some sort of English where you divide the number of every letter by 5 and then add 2 to get the letter you should say.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Digital Hellhound on March 08, 2013, 12:20:11 pm
Isn't UTC the same as GMT, basically? Anyway, it looks like Mattherson is a terrible server for me, population-wise - it's low during the day and starts picking up only late in the evening, being the highest in the middle of the night. I guess I'll have to manage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 08, 2013, 04:09:31 pm
Would be great if we could really start organizing that NC outfit on Matherson. How many of you guys are NC on Matherson and havent put it into the form database?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Iosyn on March 08, 2013, 04:14:30 pm
Anyone know of any mods or graphics packs so I can optimize this thing? Running an integrated laptop card isn't enough for P2 unfortunately and I'd love this thing.

I could always boot up my old rig and I'm 75% sure that could run it pretty well (even better with some recent software I've found) but I don't have a wireless adapter for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MorleyDev on March 08, 2013, 04:28:01 pm
Isn't UTC the same as GMT, basically?

Essentially UTC is GMT, they just didn't want to call it "greenwich mean time" because greenwhich is a district of south-east london and theFrench exist. No, really. The French wanted to call it "Temps Universel Coordonné", whilst English speakers proposed Coordinated Universal Time knowing something so "England-centric" would never be accepted. UTC was the compromise, despite making no sense as an abbreviation of anything.

Compromise, because that way nobody is happy ^^

Though CUT is also silly sounding. Cut? Seriously? But then again so is TUC (Tuc? Seriously). And UTC is actually pretty decent sounding, even if it means "Universal Time: Coordinated" (Or Universel Temps: Coordonne), which be kinda silly sounding.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 08, 2013, 04:53:43 pm
silly frenchies
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Intrinsic on March 09, 2013, 07:10:53 am
I finally bough a new mouse after THIRTEEN YEARS...yes, 13. And i can actually control the recoil a lot easier now, but granted cause i got pretty good at it with an ancient mouse i'm pretty darn accurate now. I had the original Intellimouse Explorer USB, top end and very expensive at the time and an amazing bit of hardware, still works flawlessly after all this time. I got a Logitech G9x, and you wouldn't believe how tough the middle mouse button is, i actually thought it didn't have one until i read you just have to apply a LOT of pressure, very odd. Nice bit of kit apart from that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 09, 2013, 10:38:36 am
I got a Razer Naga Hex, but I'm dealing with mouse drift T_T other than that the things downright awesome.

And I'm finally becoming good decent in the reaver.

Also foregrips on every gun, cause holy hell it makes it easier to shoot anything at range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Intrinsic on March 09, 2013, 11:51:57 am
I got a Razer Naga Hex, but I'm dealing with mouse drift T_T other than that the things downright awesome.

And I'm finally becoming good decent in the reaver.

Also foregrips on every gun, cause holy hell it makes it easier to shoot anything at range.

In beta i swore by foregrips, they make you a million times more accurate(roughly ;p )
Now, i don't think i have any guns with foregrips ;p as i started playing LA(VX6-7, evil recoil on 1st shot, x3 multiplier) instead of my medic, was never really sure what to buy for my medic in release :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 09, 2013, 12:04:04 pm
I finally bough a new mouse after THIRTEEN YEARS...yes, 13. And i can actually control the recoil a lot easier now, but granted cause i got pretty good at it with an ancient mouse i'm pretty darn accurate now. I had the original Intellimouse Explorer USB, top end and very expensive at the time and an amazing bit of hardware, still works flawlessly after all this time. I got a Logitech G9x, and you wouldn't believe how tough the middle mouse button is, i actually thought it didn't have one until i read you just have to apply a LOT of pressure, very odd. Nice bit of kit apart from that.


I still use and love my Intellimouse.  Took me a while to find a replacement after the first one gave out, but I got it.  Getting a true gaming mouse has crossed my mind, but I've never really considered it...


In other news, I may have to pimp out my Gauss SAW.  I was kicking ass with it unupgraded last night, and when the Phoenix comes out I'll probably be playing a lot more HA.  How do the various scopes compare on it?  I was thinking the 2X reflex for variety.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 09, 2013, 12:09:12 pm
I have a logitech G300 gaming mouse, and it's pretty nice. The extra buttons it comes with aren't all that usefull, but I assigned one of them to change gun setting, wich is really helpfull.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 09, 2013, 12:15:16 pm
Mine guard is amazing. I only have the 2nd level of it, but I put a sunderer by TI Alloys and it lived through dozens of mine attacks. LAs and engineers were running in left and right piling mines on it and kept leaving it with a sliver of health but friendly engineers kept fixing it back up.

It lasted like half an hour under a pretty extreme attack on it. It seemed like every 30 seconds it was on fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 09, 2013, 12:22:13 pm
I can't live without the side buttons now.  So nice to be able to shoot, aim, jump, and reload with the mouse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 09, 2013, 12:28:00 pm
I've got a $10 Microsoft-made mouse that I don't even remember the name of, it's so generic. Most of the rubbery bits have started rotting. But I'm going to keep using it because I don't trust wireless mice. Woo selective technophobia!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 09, 2013, 12:42:31 pm
I don't trust them either. Wireless stuff for computers just sucks balls in general, imho. You'll probably need 5.54x10^6 batteries to keep playing for a few hours.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 09, 2013, 12:45:20 pm
I don't like wireless mice either. I have a super cheap no name laser mouse. Works fine for me, very light and very sensitive - and despite the seemingly cheap construction it has held up a few years and the buttons still work fine.

I just had the most hilarious moment. I ran up behind a spot where a whole bunch of enemies were on a hill with a sunderer overlooking the crown (big hill south of it). I just ignored all the guys standing there and ran in and mined their sunderer, then chucked a grenade right on top of a group of them and started just running right among them mowing them down. I just seemed invincible for a minute there getting one after another with them all chaotic and running everywhere. I ran out of ammo (and I had a full stock when I ran in) on my rifle and just started knifing people since I was right in their faces anyway, getting a bunch of kill assists as they shot each other instead of me. I finally went down and there was just a big pile of VS bodies all around me. I got credit for at least fifteen or so kills (about half from the grenade and mines) and I must have had twenty or more kill assists. Then other NC who had been exchanging fire with those guys arrived and killed the rest of the VS and revived me. I've seen people do stuff like this in videos but this was the first time I managed to live so long in such a big group of enemies. I guess they were distracted by their sunderer exploding, the grenade taking out like 6 of them, and a bunch of NC seeing it as their opportunity to rush in.

I earned my first medal with the knife too. Never really used the knife before. I didn't pay attention to how many I got with the knife but people were dropping and I was just running among them in circles swinging away with it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 09, 2013, 12:51:06 pm
I have a wireless mouse, which is waaaayyy better than my (admitedly very very) old one, and used only 4 standard batteries so far (6 month of intensive daily use. Like, 3+ hours per day every day.)

In other news I am trying to get the hang of the infiltrator, after months of exclusive LA play. Still have to buy a new rifle, so I wonder which one to buy.
I want a very long range one. Some say the 100 cert one is about the same as the 1000 cert parallax (I'm vanu), so I think I'll buy it. It's not like I am getting 1000 certs anytime soon anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MorleyDev on March 09, 2013, 01:13:10 pm
I think the differences for vanu between the rifles tend to be in the damage output vs speed of projectiles vs reload times, since they don't have bullet drop. So I imagine as long as you learn the travel times and go for headshots the actual damage output of the rifle may not matter (so long as the rifle has 1-hit kill headshots)...

Personally I've found two ways I like to play infiltrator: Long-Range Sniper and Ambusher. The former is all about learning the bullet drop and bullet travel times, and finding good positions where you can't be counter-sniped easily (as well as constantly moving positions), the latter about getting behind groups enemies without being spotted and unloading into them with the SMG. Very useful in the outposts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 09, 2013, 01:19:45 pm
This chart tracks PS2 server populations. Just punch in your server and timezone, and it will show you exactly when your server's primetime is. (http://sirisian.com/planetside2/population.php?world=17&timezone=-5l)
UTC. Just use GMT, ffs. Is there some sort of secret plan to make every single American unit so that Europeans have a hard time using them? Mayby you guys will switch to some sort of English where you divide the number of every letter by 5 and then add 2 to get the letter you should say.

D.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 09, 2013, 01:43:40 pm
So for me rush hour is about 8-9pm? Niiice. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chosrau on March 09, 2013, 01:44:34 pm
I think the differences for vanu between the rifles tend to be in the damage output vs speed of projectiles vs reload times, since they don't have bullet drop.

Where does this come from? I see lots of people proclaiming this. But last time I checked, Vanu Sniper Rifles do have bullet drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on March 09, 2013, 02:11:45 pm
I think the differences for vanu between the rifles tend to be in the damage output vs speed of projectiles vs reload times, since they don't have bullet drop.

Where does this come from? I see lots of people proclaiming this. But last time I checked, Vanu Sniper Rifles do have bullet drop.
None of the other vanu rifles do though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 09, 2013, 04:05:27 pm
I think the differences for vanu between the rifles tend to be in the damage output vs speed of projectiles vs reload times, since they don't have bullet drop.

Where does this come from? I see lots of people proclaiming this. But last time I checked, Vanu Sniper Rifles do have bullet drop.
None of the other vanu rifles do though.
The conversation was about sniper/scout rifles, though. I see this tossed around a lot, even though it's plainly not true if you've ever read the wiki or played Inf as VS. Not sure if it's honest ignorance, willful ignorance, or maliciousness.  :-X
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on March 09, 2013, 04:17:45 pm
I'm gonna make a character on Mattherson. I'm assuming we have an outfit. anyone on?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on March 09, 2013, 04:19:44 pm
I think the differences for vanu between the rifles tend to be in the damage output vs speed of projectiles vs reload times, since they don't have bullet drop.

Where does this come from? I see lots of people proclaiming this. But last time I checked, Vanu Sniper Rifles do have bullet drop.
None of the other vanu rifles do though.


EDIT: Crap sorry double post. :( I'm not paying attention today.
The conversation was about sniper/scout rifles, though. I see this tossed around a lot, even though it's plainly not true if you've ever read the wiki or played Inf as VS. Not sure if it's honest ignorance, willful ignorance, or maliciousness.  :-X

scout rifles don't have drop do they? I thought that the only guns with drop were the bolt-actions. In fact, I'm pretty certain of it; I'll go some !!SCIENCE!! real quick.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 09, 2013, 04:21:29 pm
Funny, I haven't experienced any drop with the stock sniper rifle, though I haven't done any very-long-range sniping...
Yeah, it looks like it's only bolt-action ones, from my end.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on March 09, 2013, 04:27:03 pm
Allrighty no science needed thank you sir.

Yeah, that's why I don't bother with a suppressor on my bolt actions. The reduced velocity makes the drop just ridiculous.

I should probably play a faction with drop to get used to it... I'm too comfy with vanu guns. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 09, 2013, 04:43:19 pm
You really shouldn't be sniping with a supressor anyway. What you should be doing is slapping on a 12x scope and making that shot from the next base over  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MorleyDev on March 09, 2013, 04:44:40 pm
Ah, I was mistaken then. I was under the impression Vanu sniper rifles lacked bullet drop the same as their weaponry. Which is odd considering I started the game as a Vanu Infiltrator before jumping ship to the TR xD Shows how crappy my memory is, I guess :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 09, 2013, 04:56:55 pm
Funny, I haven't experienced any drop with the stock sniper rifle, though I haven't done any very-long-range sniping...
Yeah, it looks like it's only bolt-action ones, from my end.

No, both semi-autos and bolt actions have weapon drop, regardless of faction. This can be easily confirmed just sitting around at the warp gate and shooting rocks in the distance.

I would make a VS character in a second if I knew I could get two shot headshots from any range without having to compensate for bullet drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 09, 2013, 05:02:41 pm
Just a reminder that we are trying to get an outfit going for bay12. So if you have a NC on Matherson, or hell just a spare character slot, add SilentHastati, ToasterTheAwesome, or Duuvian on Matherson to get the invites.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on March 09, 2013, 07:04:39 pm
Funny, I haven't experienced any drop with the stock sniper rifle, though I haven't done any very-long-range sniping...
Yeah, it looks like it's only bolt-action ones, from my end.

No, both semi-autos and bolt actions have weapon drop, regardless of faction. This can be easily confirmed just sitting around at the warp gate and shooting rocks in the distance.

I would make a VS character in a second if I knew I could get two shot headshots from any range without having to compensate for bullet drop.

Then make a VS character, because you are wrong. I just spent the last hour with my default VA39 Sprectre double-tapping smurfs from ~300m or more(not good judge of distance...[seriously, how can you be without depth perception? i don't get it...])
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 09, 2013, 07:29:36 pm
I think the default VS sniper doesnt have bullet drop, but the bolt action one does. On the other hand the VS default also has some damage degredation at distance, which makes it VERY ill suited for ultra long range combat, although needing to land more than one shot rules that out anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 09, 2013, 07:54:10 pm
Sorry, I should have clarified: VS bolt actions have bullet drop. The scout rifles and semiautomatic sniper rifles do not. This can be easily confirmed by checking the ripped weapon data (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&colid0=16&filterstr0=VS&colid1=17&filterstr1=SNIPER%2C%20SEMI%20AUTO&sortcolid=21&sortasc=false&rowsperpage=250). My issue is that I've seen people claim that the bolt actions don't have drop, when they clearly do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 09, 2013, 08:08:34 pm
Sorry, I should have clarified: VS bolt actions have bullet drop. The scout rifles and semiautomatic sniper rifles do not. This can be easily confirmed by checking the ripped weapon data (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&colid0=16&filterstr0=VS&colid1=17&filterstr1=SNIPER%2C%20SEMI%20AUTO&sortcolid=21&sortasc=false&rowsperpage=250). My issue is that I've seen people claim that the bolt actions don't have drop, when they clearly do.

Whoops, my mistake.

That's bullshit then, and I'm probably going to try it out sometime soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 09, 2013, 10:09:58 pm
What about the VS battle rifle?  It'd be pretty swank with no drop.  Oh hey, there it is, no drop.  That one's killed me quite a bit without me realizing that was what is was.  I'd be even more all over that if I was VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 09, 2013, 10:35:57 pm
Sorry, I should have clarified: VS bolt actions have bullet drop. The scout rifles and semiautomatic sniper rifles do not. This can be easily confirmed by checking the ripped weapon data (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&colid0=16&filterstr0=VS&colid1=17&filterstr1=SNIPER%2C%20SEMI%20AUTO&sortcolid=21&sortasc=false&rowsperpage=250). My issue is that I've seen people claim that the bolt actions don't have drop, when they clearly do.

Whoops, my mistake.

That's bullshit then, and I'm probably going to try it out sometime soon.

It's less than impressive after you remember that you've still got scope sway, and that the average draw distance for enemy infantry is apparently around 100m in light skirmishes, dropping down to around 5m in biolab battles.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 09, 2013, 11:21:02 pm
Some guy was driving a sunderer around while playing the ice cream truck song over proxi chat.

I'm done, there is nothing greater I can experience in this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 09, 2013, 11:45:02 pm
Am I the only one who is really, really sad they fixed this bug? (http://www.youtube.com/watch?v=gObvcCQbnUo)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: ductape on March 09, 2013, 11:46:17 pm
I am NC on Matherson, friend me my name is DuctapeB12
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 09, 2013, 11:53:06 pm
Am I the only one who is really, really sad they fixed this bug? (http://www.youtube.com/watch?v=gObvcCQbnUo)
You are not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 10, 2013, 05:00:42 am
Am I the only one who is really, really sad they fixed this bug? (http://www.youtube.com/watch?v=gObvcCQbnUo)
You are not.
That top comment is totally right. It deserved getting a Spy Crab treatment.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 10, 2013, 06:46:41 am
In other news, I may have to pimp out my Gauss SAW.  I was kicking ass with it unupgraded last night, and when the Phoenix comes out I'll probably be playing a lot more HA.  How do the various scopes compare on it?  I was thinking the 2X reflex for variety.
2x reflex is the best sight on the SAW, full stop. I wouldn't be too upset if it came welded on. Good vision, enough zoom to engage at the ranges where the SAW dominates but not so much that you can't ADS in closer fights. There is rarely a reason to use anything else.

That said, I also own the 4x Truesight for long range, static engagements. Anything with more zoom or that obscures more of the screen makes you useless in close/mid range, while 4x zoom is enough to be an effective sniper from nearly any range. The one big problem I have right now is that playing on my resolution (1366x768) I have to have render quality over 95% for the vertical crosshair bar to render when the scope is stationary. I rarely have my render quality anywhere near that so using the scope becomes a lot harder.

In any case, I've been moving away from that sort of engagement. It can be fun to pad your KDA as well as being a semi-useful role you can play while lagging in a large fight. But any time there is a chance for that kind of thing there are a dozen snipers making the kill shots while you are getting assists and spot bonuses. It's a nice option to have, but I no longer go looking for chances to use it.

As for other attachments;

- Advanced forwards grip
- Compensator
These two are permanent attachments on all loadouts. They make the recoil easily controllable and make even fully automatic fire viable.

- High velocity ammo
I like this for long range where it makes hitting moving targets easier, but it essentially cancels out the compensator when it comes to recoil. I also don't think the added damage (or rather reduced damage falloff) is that important. One area this really shines is spraying ESFs. You hardly have to lead them at all, so long as you remember to burst a little bit more conservatively than usual. I use it with the 4x scope and with my desperation anti-air loadout, but other than that I don't think it's a good tradeoff.

- Laser dot
I tried this for a while but it's frankly not worth it. You just can't make the SAW good at hipfire. The foregrip gives more benefit even in situations the laser was designed for.

- Flashlight
Hahahahahahaha.

- Suppressor
I've actually been tempted by this because I often make flanking runs on enemy armour groups where I want the first sound I make to be a tank or two blowing up. Revealing myself on the map is a quick way to invite some HE shells before I can get close, while leaving infantry alive on the way in allows people to spot and/or shoot you. That said, it's even more situational than the long range loadout and losing the compensator would suck.



To the mouse discussion, I use a Logitech G700 wireless gaming mouse. Mostly because I'm on a laptop moving around a lot and have killed three other mouse cables. Performance is close enough to perfect that I couldn't say it isn't unless I'd read tech articles on the thing. Battery life isn't good, but the battery it came with can be charged through a USB cable (regular micro-USB as well, I can substitute my phone charging cable if need be) that is no more restrictive and more robust than a common mouse cable, so it just turns into a wired mouse every so often. It gives an obvious low battery warning extremely early (I'd say with about an hour's use to go) so you can wait for some downtime before finding the cable to plug it in.

I haven't fully settled on a button setup for PS2, but one thing I always have is right/left tilt on the scroll wheel assigned to volume up/down. Being able to make volume adjustments on the fly is a godsend. I also have a profile completely assigned to Foobar controls, including music volume independent of global volume. Music during fights is a bad idea. Silence while wandering between bases is tedious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 10, 2013, 07:09:00 am
Just had a nice battle for Hvar agains the TR. We first took it when there was little resistance, but then at least 2 platoons started piling up on us right after we had set up everything properly. Cue a massive fight with them first locking us into the base, we slowly pushing them out, them coming back again and finally capturing it. It was a load of fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 10, 2013, 08:00:04 am
Finally got the hang of my shiny new bolt action sniper rifle. I still have crappy accuracy, but I'm progressing fast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 10, 2013, 08:01:20 am
I've never, ever been even a half-decent sniper. Wich is bad enough in games like TF2, where snipers are hitscan, but even worse in realistic games like this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 10, 2013, 08:11:10 am
I'm good enough at sniping stationary targets, though I can't land any killing shots with my semi-auto (they run away aww), and I don't have the certs left over to spend on a bolt-action one.

Are the infiltrator anti-personnel mines very effective, or should I wait for 1k for the SMG I want?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 10, 2013, 08:19:33 am
AP mines are great. I only have them on the engineer as I don't really play infiltrator, but use them all the time in defences.

But then I haven't ever felt I need any new guns and basically plan on buying everything to max out each class before bothering to play around with other weapons. Except maybe on vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 10, 2013, 12:30:20 pm
I'm surprised it's so safe to buy vehicles. If I was a general, I would station infiltrators over every single vehicle pad anywhere. Put mines down and go overwatch. You CAN'T miss when the target's standing still for more than a minute. You want vehicles? Buster, you better get back to your warpgate, where my engies are pumping out AT mines on the roads like racehorses fed nothing but nitroglycerin.

If we lose a base, first thing you do is put AP mines on the vehicle terminal and AT mines on the road in front of it. THEN we go psychological. First guy gets blown up by mines on the terminal, next guy gets blown up AFTER buying the thank, third guy gets sniped.

The ultimate goal is to make the entire enemy team decide that vehicles are a too risky to buy. They might switch to air vehicles, sure. Which is why we make sure to put AT mines on all enemy air resupply points. I find it fascinating to use AT mines to get anti-air damage XP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 10, 2013, 12:31:55 pm
I tend to put AT mines near vehicle pads we're about to lose. Always. It's free XP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 10, 2013, 01:09:04 pm
Exactly, or rather after you lose a base and there's only one base to go to, while they're taking yours (and you can do nothing to help, of course :P) you just get a sundie, park it on the road, turn engie, place mines, resupply, place mines farther, resupply, place mines... That way I got around a 25-person killstreak (2 sundies, a heavy tank and a flash). Whooooo!

And AA damage with mines is epic as well, I agree.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 10, 2013, 01:12:35 pm
What's the limit on engie mines anyways? Are they capped by cert levels like C4? Or is there a certain maximum that you get right off the bat?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 10, 2013, 01:17:02 pm
You get 2 at the beginning, you can get an extra one after that. But you can resupply them using infantry resources.

EDIT: Rather, all mines take infantry resources (75 in fact), even when you spawn with them after being dry beforehand.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 10, 2013, 01:31:00 pm
AT mines you start with 2.
AP mines you only start with 1.
C4 you start with 1.
You can get another of each by taking a second rank.
You get an extra AT mine for the second and fourth ranks of utility pouch.
You get an extra AP mine for the fifth rank of utility pouch.
You get an extra C4 for the first and third ranks of utility pouch.
Spoiler: Cert costs (click to show/hide)
You can only have as many of any given munition deployed as you can carry, so if you only have the first rank of tank mines you are limited to just having two planted at any given time. Planting a third will despawn the first.

My favourite place to plant them is near the end of a road coming from a vehicle spawn pad. If you plant it on the pad the vehicle blows up as soon as it spawns. If you leave it a bit down the road then they have a chance to collect all their friends. A full Sunderer is more satisfying than an empty one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 10, 2013, 01:42:06 pm
Wait, they despawn? That's strange... how'd I do that then?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 10, 2013, 01:58:00 pm
Yeah I know the limits of how many you can carry, I was wondering about the number of deployed ones. Oh well, I usually use them at Amp stations and Tech plants when I'm on Sundie patrol duty or to simply troll eager tankers that are bound to rush in as soon as the shields are down, or as mentioned before, roads betweeen bases that are bound to get used :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 10, 2013, 01:58:19 pm
Utility pouch is kinda sad that its in the suit slot, cause everyone uses flak armor above anything else. There's really no reason not to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on March 10, 2013, 03:52:35 pm
Yeah I know the limits of how many you can carry, I was wondering about the number of deployed ones. Oh well, I usually use them at Amp stations and Tech plants when I'm on Sundie patrol duty or to simply troll eager tankers that are bound to rush in as soon as the shields are down, or as mentioned before, roads betweeen bases that are bound to get used :D

You can place as many as you can carry. I've heard, but not done any personal science, that you can place AP and AT mines, so long as you stay the same class. And I have no idea what happens if you do switch class. :O
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 10, 2013, 04:03:34 pm
Yeah I know the limits of how many you can carry, I was wondering about the number of deployed ones. Oh well, I usually use them at Amp stations and Tech plants when I'm on Sundie patrol duty or to simply troll eager tankers that are bound to rush in as soon as the shields are down, or as mentioned before, roads betweeen bases that are bound to get used :D

You can place as many as you can carry. I've heard, but not done any personal science, that you can place AP and AT mines, so long as you stay the same class. And I have no idea what happens if you do switch class. :O
This is true. You can have your full complement of explosives down at the same time; both AT and AP mines as well as C4. Switching classes does nothing (beyond possibly removing your ability to detonate C4), as placed explosives stay there until triggered or deleted (either because you placed more or you logged off).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 10, 2013, 06:19:17 pm
I've gotten some awesome kills from AT mines that I had placed ten minutes ago and forgot about.

Always fun to see that sunderer kill :D.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 10, 2013, 09:43:00 pm
In other news, I may have to pimp out my Gauss SAW.  I was kicking ass with it unupgraded last night, and when the Phoenix comes out I'll probably be playing a lot more HA.  How do the various scopes compare on it?  I was thinking the 2X reflex for variety.
2x reflex is the best sight on the SAW, full stop. I wouldn't be too upset if it came welded on. Good vision, enough zoom to engage at the ranges where the SAW dominates but not so much that you can't ADS in closer fights. There is rarely a reason to use anything else.

-useful-


Thanks!  I knew about the foregrip and compensator being essential, but I wasn't sure on the scope. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 10, 2013, 11:15:17 pm
Money well spent SOE  :P
Spoiler: Image (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 11, 2013, 09:39:46 am
Money well spent SOE  :P
Spoiler: Image (click to show/hide)
That TR trooper sure looks constipated.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 11, 2013, 01:16:39 pm
Money well spent SOE  :P
Spoiler: Image (click to show/hide)
That TR trooper sure looks constipated.
can't unsee...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 11, 2013, 01:17:47 pm
Money well spent SOE  :P
Spoiler: Image (click to show/hide)
That TR trooper sure looks constipated.
can't unsee...
He severely lacks the good fibers that his intestines need.


THESE FIBERS ARE CALLED FREEDOM!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 11, 2013, 01:32:42 pm
1: Sign up for every SOE game.
2: Wait for one of the games to experience server trouble.
3: "We're sorry for the inconvenience, here, take these 300 Station Cash."
4: Buy mermaid ornament for your Sundy, so when you ram the enemy they'll know it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 11, 2013, 02:17:16 pm
2: Wait for one of the games to experience server trouble.
3: "We're sorry for the inconvenience, here, take these 300 Station Cash."
What, this really happens???
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 11, 2013, 02:29:33 pm
Wizardry Online got some unexpected downtime/bugs, I got 300 SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 11, 2013, 02:35:13 pm
1: Sign up for every SOE game.
2: Wait for one of the games to experience server trouble.
2: DOS attack the SOE servers.
3: "We're sorry for the inconvenience, here, take these 300 Station Cash."
4: Buy mermaid ornament for your Sundy, so when you ram the enemy they'll know it.

FTFY. That's how we do it here on the internet. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 11, 2013, 02:48:37 pm
I already said.  Bling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 11, 2013, 03:09:08 pm
Or you wait for it to happen twice, and buy yourself a nice discounted gun. For free.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 11, 2013, 03:13:18 pm
You can buy an even-not-discounted gun by joining all their F2P games. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 11, 2013, 07:34:25 pm
300 SC?  Where's the list of games?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 11, 2013, 08:21:32 pm
After certing out the bolt-action rifle with the short-ranged scopes, and trying the 1x, 2x, and 4x scopes, and trying to kill people with assault rifles and carbines quicker than they can kill me, I have discovered what should have been obvious: that the sniper rifles are unsuitable for close ranged combat.

If I had an aimbot I'm sure I could get it to work.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 11, 2013, 08:36:58 pm
Welcome to my world with the Warden.  Choosing between it and the GD-F7 is tricky as engy; I can either be great inside or outside of ~40 meters, but not both.  I'd sure as hell rather have it than a sniper rifle in CQC, though- at least both are reasonably effective in the middle distance instead of the gap between sniper and SMG ranges.

I do have my fair share of 6 meter warden kills, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 11, 2013, 09:01:06 pm
I had a good run, got the 1x use of Red Zebra for my Prowler and got like 12 kills in a row.  Eventually got dead, think it was a stupid reason, and hopped into a sundy with ammo dispenser.  Earned an easy 20 certs following an armor column as they just rained fire on a base.  6-8 tanks just firing constantly at anything that came nearby, and me in the middle harvesting exp.  It was glorious.

I now plan to deck out a Battle Bus and just keep behind the others.  Mount some AA guns and whatnot, and let people hitch rides.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 11, 2013, 11:59:45 pm
300 SC?  Where's the list of games?
It's 85 SC per game, afaik.
https://www.soe.com/getthegame/?locale=en_US
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 12, 2013, 07:18:04 am
You get 85 SC each for signing up for Free Realms and Wizardry Online using the same account you use for PS2. As far as I know you don't get SC for signing up to any of the others.

Also I've heard that if your PS2 account is with pro sieben if you are in Europe and didn't already have a soe account, you don't get the SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 12, 2013, 07:48:10 am
You get 85 SC each for signing up for Free Realms and Wizardry Online using the same account you use for PS2. As far as I know you don't get SC for signing up to any of the others.
Didn't know about Wizardry Online, but Clone Wars Adventures (https://www.clonewarsadventures.com/user/startLogin.action) definitely works.

What steps are required for WO? The other two you just had to sign in on the site without downloading anything. Looking at the WO news page it seems they are giving 300SC to people who had logged into the game before they had their server problems, so do you have to actually install the game for the sign-up bonus?


EDIT: March roadmap preview. (http://www.reddit.com/r/Planetside/comments/1a3tc5/roadmap_march_preview/) Reddit link because there are SOE staff comments clarifying some things. Also note that some of the Feb roadmap features aren't out yet so this doesn't mean all these things will be released this month, just that these are things being focused on this month.

The new rocket launchers all look pretty damned powerful. Hopefully the NC one will be able to stop Prowlers sitting around spawns with HE shells by firing around corners to chase them off.

I love the idea of the rumble seat, especially as a HA or engineer. Fully upgraded engineer with tank mines? HA spamming rockets? And then the whole bike can cloak? I've already put more certs into my flash than any other vehicle (stealth + radar) and can see that staying true for a while.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 12, 2013, 10:57:21 am
Yea that's one of the big things a lot of players dont seem to understand. The roadmap features aren't when the features will be released, but rather when they code monkeys star doing their magic. It basically means once they get to that point, the public discussions on the features are closed, and the design ideas are finalized. But the actual work on it can take quite a bit longer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 12, 2013, 11:21:16 am
Flash + Phoenix just seems like an incredibly awesome combo.

Interesting question- since the Wraith upgrade doesn't preclude the rumble seat, how will cloaking and an in-flight missile interact?  Obviously you have to decloak to fire, but can you recloak while the rider is still guiding his missile?

Good thing we'll get VR to test this (not like I'm not buying the Phoenix day one anyway.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 12, 2013, 12:09:52 pm
Wait, is rumble seat a second seat for the flash?


OH FUCK YES. I've wanted that feature since I first got on a flash. That thing just feels like it *needs* someone riding on it's back.

And while I don't invest into flashes a lot, I do enjoy driving them. Especially around the W5798M/whatever crash site. I *almost* did a full barrel roll.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 12, 2013, 12:13:17 pm
Beat a triple front flip (from a cliff) with the driver actually surviving!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 12, 2013, 12:51:15 pm
You can, indeed, jump off the impact site bridge and survive now.


This would make a Flash brigade even more awesome.  Have a rally point with ammo packs placed for the rear gunners, then charge into battle, Furies blazing, then spin around and unleash a round of Phoenix blasts to take down the survivors.  Rinse and repeat.


Something occurred to me about the Flash.  Since the max cooldown upgrade removes the cooldown on it entirely, couldn't one person heavily cert out their flash (max turbo, chassis 3, pimped out Fury, etc) and then spawn one for each of their squadmates?   Since the first one goes unclaimed when you spawn a second, I don't see any issues with that.  You could even set up a car lot in a base you just capped to let lots of people take rides.  At only 25 resources, that's 30 off a full tank of resources- 32 if you have the 10% discount. (plus more since by the time you actually spawned 32 flashes, you'd likely have a resource tick)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 12, 2013, 12:54:54 pm
Woah, that's a neat idea. Flash lots sound like a lot of fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 12, 2013, 03:22:29 pm
Gives new meaning to flash mob.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 13, 2013, 08:33:45 am
GU4 patch notes. (http://forums.station.sony.com/ps2/index.php?threads/server-downtine-03-13-2013.103289/)

A lot of big stuff in there not mentioned before.

- Massive increases to XP from destroyed vehicles (400 for a ESF or Lightning...)
- Most explosions have slightly higher damage but smaller radius
- Unexploded C4 despawns on death
- Lots of guns get extra spare ammo
- Bunnyhopping nerfed hard (hitbox detachment and apparent jump hight both fixed)
- Instant Action now doesn't give the choice of where to go and decoupled from squad deploy

I think most of the others had been leaked to reddit and the forums already, but there might be some more people aren't aware of so worth skimming at least.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 13, 2013, 08:37:17 am
- Unexploded C4 despawns on death
NOOOOOOOOOOOOOOOOOOOOOO  :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 13, 2013, 09:10:29 am
The XP increases for vehicles make my tank mines squeal with glee.

That is a pretty heavy nerf for C4, though.  I guess it's to combat suicide sundy runs?  Why not make tank mines require motion, then?  (please don't)


Curious to see the IA change.   And of course hurrah for all the Flash buffs, especially the horn buff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 13, 2013, 09:42:51 am
C4 got a nice buff though that might help make up for it. It's blast radius against infantry is larger if I read it correctly. I only have one for LA and no other class, so it actually is better now than it was before for me, at least for the purpose of dropping a C4 while flying where enemy infantry are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 13, 2013, 09:48:33 am
I'll still be going engineer-tank-mine-crazy-in-mah-lightning :D
And really looking forward to the VR area, wanna test a lot of things out...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 13, 2013, 09:51:27 am
C4 got a nice buff though that might help make up for it. It's blast radius against infantry is larger if I read it correctly. I only have one for LA and no other class, so it actually is better now than it was before for me, at least for the purpose of dropping a C4 while flying where enemy infantry are.
The range at which C4 does maximum damage has been extended by 1 meter. Should make blasting MAXes and groups of infantry easier by extending the insta-death zone.

Edit: Clarity
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 13, 2013, 09:56:49 am
Sounds like quite a buff for C4 with the bigger radius tough, especially considering the nature of the stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 13, 2013, 11:02:28 am
I suppose that's true, though do note it was only the inner radius was extended.

It's better against infantry at the cost of requiring the user to be more careful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 13, 2013, 11:42:16 am
I pretty much consider C4 to be the most valuable thing on the LA class and pretty much any buff to C4 is a buff to that class. Infil and Engi have mines, medic doesn't even need a utility (funny that the medic gets medical kit as a utility, redundant much?), HA uses a med kit on all my loadouts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 13, 2013, 11:44:16 am
Medic is a sniper that can heal to me. The guns are just so fucking accurate. But mayby it's worded badly, as I usually don't think of medic as a sniper.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 13, 2013, 12:16:48 pm
Restoration kit and medic heal aura stack last I heard. I use it that way sometimes to pop out of cover, though until I read on the ps2 forums about someone's test I wasn't really sure if it worked. Mostly it's useful when you are reviving and slowly dieing around the edge of explosions and your heal aura is depleted.

It's probably not as useful on medic as C4 but I already have it as restoration kit is cheap and all the classes can use it in the same slot as C4 would go in. I've used it enough to find it worth filling an empty slot with; especially if you have those empty slots on multiple classes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 13, 2013, 12:56:28 pm
Yeah, imagine a combat medic with restoration kit, max nano-regen, and the healing grenade all going at once + nanoweave armor 4.

I play combat medic and engineer more than any other class, cause IMO they're the most useful classes out there. MAX is a close third with both burster arms, or both AI arms for a MAX crash.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 13, 2013, 01:11:07 pm
Just found this sort of randomly while checking for a way to allow the patcher to go faster; a fools errand in hindsight but with possibly useful yet unexpected results:

10 Tips To Speed Up Planetside 2

http://windows7themes.net/10-tips-to-speed-up-planetside-2.html

Most notable thing to me is the 'latency fix for Windows 7.' After the patch is done I'll try to see if it does indeed have a noticeable effect in PS2; though TF2 would be the better test program for this I'd imagine. Not to mention things devoted to the purpose that aren't games.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 13, 2013, 02:26:33 pm
Quote
Sticky grenades will now bypass flak armor if stuck to a player.
Hehehehe.  :P

I really like the extra ammo for the weapons, it was far to easy to run out before.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 13, 2013, 02:32:36 pm
Ooh, looks like concussion grenades now also reverse mouse controls for their victims. That buy is looking even better now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 13, 2013, 02:36:53 pm
Just found this sort of randomly while checking for a way to allow the patcher to go faster; a fools errand in hindsight but with possibly useful yet unexpected results:

10 Tips To Speed Up Planetside 2

http://windows7themes.net/10-tips-to-speed-up-planetside-2.html

Most notable thing to me is the 'latency fix for Windows 7.' After the patch is done I'll try to see if it does indeed have a noticeable effect in PS2; though TF2 would be the better test program for this I'd imagine. Not to mention things devoted to the purpose that aren't games.
Thank. You.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rowanas on March 13, 2013, 04:34:50 pm
I've got to say, the VR training has been an immediate help to me. I've already done reasonable testing on raw damage output for the max weapons I was looking at (and worked out that there's no point in taking anything but dual burster). I still need to work on my choice of anti-air rocket launcher. They all seem to suck REALLY HARD. Anyone got any tips?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 13, 2013, 04:37:01 pm
I am having too much fun trying to do backflips off trees in the VR room.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 13, 2013, 06:21:44 pm
30 more rounds for the GD-7F, the night vis scope crosshairs got recolored, and C4 has a wider blast radius.

Wonderful!

Game seems really laggy and crash prone now, so that's annoying... but when that smooths out, it'll be a good patch for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 13, 2013, 06:30:09 pm
Rule of thumb seems to be dont bother playing in the time between a Game Update and the hotfix immediatly after.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Yoink on March 13, 2013, 06:43:29 pm
Hey guys. I want to play this game, yet I lack a computer that could handle it.
What would be the cheapest I could buy a capable computer for? :P I'm pretty clueless about this kinda stuff, so don't expect me to bung together a supercomputer from duct tape, string and pizza boxes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 13, 2013, 06:47:49 pm
If you're using integrated graphics, then get a dedicated graphics card.  Drop the graphics settings and then start fiddling.  Certain graphic settings shift load to CPU or to GPU, and tweaking settings can actually boost FPS when you raise the graphics.  Alt+f or something like that, will display the current FPS and if it's limited by CPU or GPU.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Carcass on March 13, 2013, 07:08:29 pm
I put together my PC for about $650ish a few months ago and PS2 runs smoothly on high settings. My PC has an intel I3 CPU and a radeon hd 7750 graphic card.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 13, 2013, 08:19:13 pm
Get plenty of RAM- no less than 8 GB, 16 GB is preferred.  You'll need a 64 bit OS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 13, 2013, 11:37:52 pm
So they've finalized the lattice for Indar and are gonna be hosting a public test server to try it out. This is what it's gonna look like on the first pass.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 13, 2013, 11:47:47 pm
So what is that supposed to do?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 13, 2013, 11:52:08 pm
Can only cap along the lines, instead of any adjacent hex.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 14, 2013, 12:32:04 am
Can only cap along the lines, instead of any adjacent hex.
That may change the gameplay quite a bit now that I think about it. Also warpgate rotation. (And I was just getting used to this one...)

Things that will change (my opinion):
-Tawrich being much more difficult to grab.
-The Crown is more easily accessible to the SE gate, and much less to the other two, with one access being TI Alloys (usually switching sides quickly). That means that TR will probably be King of the Hill 80% of the time. Again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on March 14, 2013, 08:04:49 am
-The Crown is more easily accessible to the SE gate, and much less to the other two, with one access being TI Alloys (usually switching sides quickly). That means that TR will probably be King of the Hill 80% of the time. Again.

They seem to forget the rest of the continent exists well they hold The Crown so I can't say I mind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 14, 2013, 08:35:31 am
Yeah, I've even see some Command chat mention the meta for Indar is to see who has the Crown and attack everything they own but the Crown.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 14, 2013, 08:41:16 am
The lack of link between the Crown and Crossroads is pretty interesting, as well as no Crossroads to Zurvan.  It makes Crossroads much less important to hold, especially for the SE WG holder.  Too bad, because there have been some epic battles for it.

It does make the SE WG less crappy since it'll be easier for whoever holds that to hold Tawrich.  From the looks of it, the SE area will be the most changed by it.  The north I don't think it'll have a huge impact, except for requiring to get TI Alloys before pushing down to the Crown instead of jumping straight from Ceres.  Perhaps the fight around Sauvra as well will be a bit slower.

In the SW, most of the time pushing Hvar from the north, people sneak over and grab NS Secure first.  This puts a halt to that, and will make for a serious killzone over that link.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 14, 2013, 08:57:05 am
yeah I've seen a faction hold only one territory, the crown, while everything else is essentially the other two factions.

Really people?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 14, 2013, 09:02:10 am
MUST FARM ALL THE CERTS
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 14, 2013, 09:44:08 am
MUST FARM ALL THE CERTS
ALL OF THEM
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 14, 2013, 10:41:17 am
I see it as a point of pride; The Crown is the center of the map, it's designed to be the fulcrum. If you hold the crown against both opposing empires and are the last remaining stronghold against your side being totally pushed off the map, then that means that there is something special about what you've achieved.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vactor on March 14, 2013, 10:55:20 am
its also the best sector to hold onto a continent bonus with, or prevent continental capture by anyone else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chosrau on March 14, 2013, 12:41:19 pm
It seems that with the newest patch, it is now possible to cloak a Liberator.

http://www.youtube.com/watch?feature=player_embedded&v=djl_znO1pUQ#! (http://www.youtube.com/watch?feature=player_embedded&v=djl_znO1pUQ#!)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 14, 2013, 12:58:33 pm
Does it work with other vehicles?

Stealth tanks would be an awesome thing to have :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 14, 2013, 12:59:23 pm
Watch the video.  For some reason, only the liberator.

This is incredible though!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on March 14, 2013, 01:05:27 pm
So that's why the Liberator I was chasing down suddenly disappeared.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 14, 2013, 01:07:59 pm
Yow.
It was broadcasted that they found the performance problem, hope to see that soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 14, 2013, 01:09:55 pm
Next Update: camera guided C4 with the HA class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 14, 2013, 01:27:33 pm
I hope they keep cloaking libs. Now there's a reason to have something besides an engie piloting, which means that ground-based engies have more opprotunites to keep pilots alive.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 14, 2013, 02:33:09 pm
"Man, that's one funny looking cloud up there..."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 14, 2013, 02:45:44 pm
You should at least be allowed to make cardboard cutouts and tape them to the underside of your galaxy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 14, 2013, 03:13:43 pm
You should at least be allowed to make cardboard cutouts and tape them to the underside of your galaxy.
I would pay SC for that accesory.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 14, 2013, 03:48:01 pm
With regards to the lattice links, the whole post deserves to be linked. (http://forums.station.sony.com/ps2/index.php?threads/sneak-peek-of-new-hex-adjacency-graph-for-indar-and-a-bit-more.103900/)

Especially for some of the preview bits mentioned:

Spoiler: Possible additions (click to show/hide)

Especially the last two.


My only question is why didn't they do this to start with?  We had the original system in PS1, it sucked, they switched to the lattice, it was much better.  Doomed to repeat, it seems.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 14, 2013, 04:50:29 pm
I'm betting my rifle that there is at least half the dev team going through a "TOLD YA SO" phase right now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 14, 2013, 09:18:34 pm
Today I saw an outfit of VS flying around the map with like a dozen liberators, presumably all capable of using the cloak.

Also I noticed a rather large increase in the number of scythes flying around, has something changed with the scythe?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 14, 2013, 09:50:32 pm
Anyone else notice a drastic speedup with this patch?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 14, 2013, 09:52:43 pm
The last GU broke FPS again, so the hotfix was made to resolve it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 15, 2013, 06:34:34 am
Today I saw an outfit of VS flying around the map with like a dozen liberators, presumably all capable of using the cloak.

Also I noticed a rather large increase in the number of scythes flying around, has something changed with the scythe?

I just think the VS is experiencing a resurgence in player numbers due to getting a better warpgate (on Indar, that is). At least that's the impression I've been getting on Miller. The same thing happened to NC when we got the top warpgate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 15, 2013, 06:50:01 am
Actually TR dominated quite heavily on Ceres since the first warpgate rotation. And before it was VS. So it was the south-western warpgate that got the most pop on our server, apparently. I have to check if NC got the upper hand now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 15, 2013, 07:09:42 am
Well, the TR is still the most populated empire on Miller, but the VS have noticeably increased in population. They were usually clearly last, but now they're roughly on par with NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 15, 2013, 09:25:36 am
Must be it I'm fighting VS all the time now. But Enclave is still holding enormous ground despite the WG rotation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 15, 2013, 10:11:21 am
Double xp weekend this weekend.

EDIT: Also this thread purports to show some new additions for the Flash as well as artillery turrets for the Prowler and the Vanguard.

http://forums.station.sony.com/ps2/index.php?threads/in-case-you-didnt-know-yet-datamined-artillery-an-stuff.104582/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on March 15, 2013, 10:26:04 am
Apparently double XP also counts towards your threat-count, meaning that there'll be more high-threat targets, meaning it's actually more than double xp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 15, 2013, 10:44:23 am
I've always wanted to defend that canyon in the west. I can't remember what it's called but it's basically the one which is designed to be used for destroying tons and tons of tanks.

Gonna get down there and dump mines all over the place.

Also, I love the VR room. I can finally see what all the scopes are like and I'm actually thinking I might have to upgrade to a different gun for some of my classes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 15, 2013, 11:00:17 am
Double xp weekend this weekend.

EDIT: Also this thread purports to show some new additions for the Flash as well as artillery turrets for the Prowler and the Vanguard.

http://forums.station.sony.com/ps2/index.php?threads/in-case-you-didnt-know-yet-datamined-artillery-an-stuff.104582/

ooh. i was actually thinking about sunderers towing otherwise static artillery/aa guns instead of ams. guess this'll have to do :p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 15, 2013, 11:36:26 am
I thought there would just be a dedicated artillery vehicle, if there was ever artillery at all.

Guess this works though.

Wonder how you'll aim the thing?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 15, 2013, 11:45:29 am
The original reddit thread offer images of future continent flora, new missile launchers and MAX MELEE WEAPONS.

I want a hotfix for my arms, they're broken.

EDIT: Despite having the "best" warpgate, Ceres vanus are getting hammered. NC got all the way to our warpgate. Something I never saw before for the northern gate.
Well, I guess that's what happen when you combine 19% population and the Crown...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 15, 2013, 12:53:09 pm
Rocket launchers and Gatling guns for the flash?  Yes please.

Are there any previews of Hossin more than rocks and trees?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 15, 2013, 01:10:54 pm
Will skyguard lightening ever become a decent AA vehicle?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 15, 2013, 01:24:59 pm
fml just played for 45 minutes and got 50 certs with a brand new character.

double xp weekend right when i need to not work play :@
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 15, 2013, 03:45:27 pm
Will skyguard lightening ever become a decent AA vehicle?

Its unlikely that SOE will get to that any time soon.

Think its bad? Try equipping your sunderer with two rangers and shooting aircraft. most. useless. AA. gun. ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 15, 2013, 04:49:22 pm
Mattherson NC B12 outfit has a squad going now. I plan to be on a good amount this weekend so you'll have company.

EDIT: I should say the squad is of course a small one. We had 3, now just me and one other. But it is still a squad. Also if the opportunity comes I'll merge it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 15, 2013, 05:16:16 pm
Will skyguard lightening ever become a decent AA vehicle?

Its unlikely that SOE will get to that any time soon.

Think its bad? Try equipping your sunderer with two rangers and shooting aircraft. most. useless. AA. gun. ever.

Eh the Ranger does ok for what I imagine it was intended for, stopping hover podding of the Sundy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 15, 2013, 05:22:40 pm
The Ranger defines itself as "aircraft deterrent" not "anti-aircraft."  In a similar way, a car alarm is 'theft deterrent' because it doesn't actually offer protection, it just offers the appearance of protection.  So it may not actually hurt much, but if you can scare them then that's fine!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 15, 2013, 05:40:43 pm
Ok so... are there any AA setups in PS2 that are actually dangerous against aircraft without at least 2 friends doing AA alongside you just to kill a fighter?

Anyway if flak is supposed to be more of a "aircraft deterrent" rather than planesmurdered incarnate then shouldn't they have some form of indirectly influence the pilot by for example making his screen all shaky (and therefore hard to aim at anything) when there are 40 mm flak shells going boom boom all around his plane?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 15, 2013, 05:58:08 pm
The AA max is pretty much considered the best "mobile" AA platform.

But in reality, everyone knows, the heavy tanks main cannon is the ultimate anti-air weapon. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 15, 2013, 06:12:51 pm
Skyguard wasn't so bad before the last patch. I don't think it was changed though I haven't driven it yet. Main problem with it is slow velocity; if you can lead them and they are predictable enough that you can land a full magazine on a fighter it will explode. I don't see a problem with requiring more than one dedicated AA to reliably explode fighters before they can get out of range; usually there are a lot more ground forces than air because of timers anyhow. I'm happy enough that they added exp incentive for stuff I was doing anyways in being the one guy who actually shoots at fighters when they go by. As for libs, one skyguard makes them go away, and gals are durable against anything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 15, 2013, 06:29:45 pm
Yeah, fighters are mainly anti-infantry, most times I've seen them lay out a salvo of rockets on a tank and do 10-20% damage, only to get slammed by a rocket launcher (which are very decent vs fighters).  The real threat is gunships, and those are relatively vulnerable to MAX and similar, primarily by their low speed and large target.  While fighters are more difficult to hit, they're also relatively harmless to armor, and a few flak rounds - even the sunderer's anti-infantry machinegun - will scare them into running away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on March 15, 2013, 06:36:44 pm
I don't know if you guys know, but Planetside 2's channel has started a new video series. It's very cool and does it's job: I get very pumped to play PS2 after I watch it.

War Correspondent (http://youtu.be/AxJBh_O8OGo)

The series is called War Correspondent, and basically they report major military actions on the servers, as if it was a real news agency in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 15, 2013, 07:02:10 pm
Yeah, fighters are mainly anti-infantry, most times I've seen them lay out a salvo of rockets on a tank and do 10-20% damage, only to get slammed by a rocket launcher (which are very decent vs fighters).  The real threat is gunships, and those are relatively vulnerable to MAX and similar, primarily by their low speed and large target.  While fighters are more difficult to hit, they're also relatively harmless to armor, and a few flak rounds - even the sunderer's anti-infantry machinegun - will scare them into running away.

I'd have to disagree with you there. A common and significant threat to a stock tank is a fighter that can attack at an angle that the secondary weapon can not fire at. In large groups, it works out well as there will be enough ground fire to scare a fighter pilot, but without some aa support fighters can tear apart a small armor column if the pilots take care to stay out of the sights of the big guns on the ground by coming in at a steep angle, if the armor have no where to take cover. Though in zerg combat it's tough to find an angle as a fighter to be able to fire on the ground without being in some large caliber weaponry's sights from somewhere else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 15, 2013, 07:24:39 pm
I'm pretty sure ESFs can kill MBTs in one volley if they hit them from behind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 15, 2013, 07:49:55 pm
They can. A reaver needs 8 rockets (out of 12) to hit the rear to kill a MBT, for example. It's my favourite activity as a pilot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 15, 2013, 08:07:57 pm
They can. A reaver needs 8 rockets (out of 12) to hit the rear to kill a MBT, for example. It's my favourite activity as a pilot.

Yeah I frequently see fighters coming in from behind while I'm piloting a tank. The best part is that a fighter targeting your rear armor has to fly low enough for your main cannon to be able to aim at it, I'm getting better at aiming too.

Also, in a lightning, keep moving and turning when this happens, makes it hard for ESF's to keep their aim on your rear.

You can go to the VR room and practice aiming on the friendly pilots flying around, it does no damage and you get a lot of ammo. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 15, 2013, 10:33:12 pm
Saw Goons on Mattherson, welcomed them back because I hadn't seen any in a while and said thanks over /re, Goons leave. I should have known better, but still funny to me. Next time I won't draw attention to them and let them do their thing and I apologize to my allies should I have done them wrong by welcoming them. Know though I wasn't being sarcastic; you fellows make PS2 more fun on that server for everyone (on the NC side at least) and I hope working together to explode TE and their ilk is as enjoyable to the Goons as it is to me; and if I should somehow cause them a problem by laying my gratitude upon them that a Goon should tell me so I may not do so in the future.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 16, 2013, 01:23:10 am
Matherson just wouldn't feel right without GOON around.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on March 16, 2013, 07:52:22 am
Skyguard wasn't so bad before the last patch. I don't think it was changed though I haven't driven it yet. Main problem with it is slow velocity; if you can lead them and they are predictable enough that you can land a full magazine on a fighter it will explode. I don't see a problem with requiring more than one dedicated AA to reliably explode fighters before they can get out of range; usually there are a lot more ground forces than air because of timers anyhow. I'm happy enough that they added exp incentive for stuff I was doing anyways in being the one guy who actually shoots at fighters when they go by. As for libs, one skyguard makes them go away, and gals are durable against anything.
Skyguard has a range problem as well. Beyond a certain point you simply cannot hit ESF as the bullets despawn. I've done testing with a friend and the AA MAX significantly outranges the skyguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Yoink on March 16, 2013, 08:14:03 am
Amusing my PS2-less self by watching the various videos on their channel.
As much as I hate dubstep, I might have to go with the Vanu, as their little video (not to mention the voiceover) was by far the least annoying of the three factions. :P Gah, I just wish I could play this game.

It's the kind of game (massive, persistent world with ongoing military campaigns organized by the playerbase) that I remember wishing existed in the past. Too bad it's only for PC. :(

@People with computer advice: Hmm... Thanks. I have a laptop, though, so I think I would be looking at making a new PC for gaming. Or I could just be lazy and get a (very powerful) gaming laptop like my friend has, although that would be expensive... Portability is kinda important for me though, as I'm not sure if I might be moving at some point in the near future.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Digital Hellhound on March 16, 2013, 09:18:13 am
I can't play without partly shutting down my anti-virus and running the program as administrator, which it should be doing anyway. Planetside 2 loves playing hard to get.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on March 16, 2013, 09:27:11 am
Amusing my PS2-less self by watching the various videos on their channel.
As much as I hate dubstep, I might have to go with the Vanu, as their little video (not to mention the voiceover) was by far the least annoying of the three factions. :P Gah, I just wish I could play this game.

It's the kind of game (massive, persistent world with ongoing military campaigns organized by the playerbase) that I remember wishing existed in the past. Too bad it's only for PC. :(

@People with computer advice: Hmm... Thanks. I have a laptop, though, so I think I would be looking at making a new PC for gaming. Or I could just be lazy and get a (very powerful) gaming laptop like my friend has, although that would be expensive... Portability is kinda important for me though, as I'm not sure if I might be moving at some point in the near future.

Well you already have a laptop. Use it for your work and then use the desktop for games. it's easier on the subconscious to keep things like that physically separate anyhow, and likely your laptop isn't actually outdated for anything but games.

At my office we're using XP machines from the last time I worked there, which was around 7 years. It's not ideal, but the machines are actually still decent for office-work.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 16, 2013, 09:56:15 am
After spending 7+ hours downloading it, I found I can't play it.

No GUI, low FPS, jerks about more than jumping beans, and I can't even close it without using windows task manager.
Is it CPU or GPU capped? Try fiddling with the settings and updating your drivers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 16, 2013, 10:10:42 am
You can try googling "PS2 Nvidia/AMD beta drivers". It's a trick I heard from some fellow TASers
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on March 16, 2013, 10:39:31 am
The AA max is pretty much considered the best "mobile" AA platform.

But in reality, everyone knows, the heavy tanks main cannon is the ultimate anti-air weapon. :D

I've direct-hit a Reaver with the default Mag rider cannon and it survived (flew off smoking), so even a MBT hit is no sure thing.   >:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on March 16, 2013, 11:27:44 am
The AA max is pretty much considered the best "mobile" AA platform.

But in reality, everyone knows, the heavy tanks main cannon is the ultimate anti-air weapon. :D

I've direct-hit a Reaver with the default Mag rider cannon and it survived (flew off smoking), so even a MBT hit is no sure thing.   >:(
I got direct hit by a HEAT shell from a Vanny just now and immediately 'sploded.

Turned graphics to low, sorted out the jerkiness and helped with the FPS.

But, it would seem, my internet is too slow. Flying around, suddenly, building in front of me.
I've got mine on Medium and that still happens. Damn Ammo towers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 16, 2013, 12:29:57 pm
I've direct-hit a Reaver with the default Mag rider cannon and it survived (flew off smoking), so even a MBT hit is no sure thing.   >:(


Well, yeah, reaver.  Try that on a mossie or scythe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 16, 2013, 12:33:44 pm
I've direct-hit a Reaver with the default Mag rider cannon and it survived (flew off smoking), so even a MBT hit is no sure thing.   >:(


Well, yeah, reaver.  Try that on a mossie or scythe.
Actually, reaver has exactly the same health as the two others, IIRC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 16, 2013, 12:50:52 pm
Then what advantage does it have?  Don't tell me fastest afterburner because I'll laugh at you.




Also, I didn't even know it was possible to flip a sundy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 16, 2013, 12:54:06 pm
Then what advantage does it have?  Don't tell me fastest afterburner because I'll laugh at you.
A shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 16, 2013, 01:41:51 pm
Then what advantage does it have?  Don't tell me fastest afterburner because I'll laugh at you.
A shotgun.
Don't they all have that?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: The Scout on March 16, 2013, 01:46:36 pm
Do we have a TR outfit? I'm getting tired of getting murdered by gangs of Vanu.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 16, 2013, 01:56:11 pm
I think the Vannie just has really powerful shells. I've hit reavers with HEAT prowler rounds and it's nearly killed them.

I can't immediately recall instances where I've hit scythes with prowler rounds but I'm sure I have and the same thing happened.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 16, 2013, 02:01:10 pm
Do we have a TR outfit? I'm getting tired of getting murdered by gangs of Vanu.

Yep. There was an invitation thing a while back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 16, 2013, 02:25:29 pm
yeah reaver was supposed to have greater vertical thrust, afterburner, and health.

Health was standardized across all factions, so that's advantage is gone.

Its slower than the other two ESF's, afterburner just gives it a temporary boost, both other ESF's can simply boost then cruise speed (which is higher than yours) and you're screwed. And don't you dare bring up fuel pods, everyone carries rocket pods unless they haven't bought em yet.

Vertical thrust is hardly noticable.

Technically the Vortek has the lowest time to kill vs other ESF's, however, given the reaver's disadvantages in turning and top speed, I've found it very difficult to dogfight against other ESF's unless I've gotten the jump on them. Often I'll find myself in situations where I literally cannot shake the other guy, and he's still getting shots off.

I've heard that the hitbox is larger too, though I'm not entirely certain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 16, 2013, 02:40:02 pm
I've heard that the hitbox is larger too, though I'm not entirely certain.
Yeah, even slightly larger from the top than the apparently huge Scythe. (http://forums.station.sony.com/ps2/index.php?threads/esf-hitboxes.66033/)

Don't they all have that?
Nope, the Air Hammer is NC unique. Also incredibly cheesy. This is the best video of it I've seen. (http://www.youtube.com/watch?v=wk-kZLyERbs) I've even seen people calling for it to be nerfed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 16, 2013, 03:04:06 pm
This is the best video of it I've seen. (http://www.youtube.com/watch?v=wk-kZLyERbs)

Note to self: cert out the ESFs.

Aren't infantry all equally vulnerable to each ESF main cannon? I don't understand the advantage of this gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 16, 2013, 03:08:37 pm
I am god-awful at flying.  I hopped in VR, got dogfighter 3, grabbed that shotgun, and couldn't hit jack on the stationary targets.  I'm sure I'm doing something wrong, but I have no idea what it is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Yoink on March 17, 2013, 05:13:13 am
I am god-awful at flying.  I hopped in VR, got dogfighter 3, grabbed that shotgun, and couldn't hit jack on the stationary targets.  I'm sure I'm doing something wrong, but I have no idea what it is.

Missing. *sagenod*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 17, 2013, 05:18:24 am
Lots of good things here about optimizing framerate: http://www.youtube.com/watch?v=dwOoZX6sV1I
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on March 17, 2013, 08:58:04 am
Aren't infantry all equally vulnerable to each ESF main cannon? I don't understand the advantage of this gun.
Well, my mozzie main gun is a kinda inaccurate machine gun, and it's hard to hit tiny little men with it. I can imagine it's easier with a shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 17, 2013, 09:28:26 am
It's also pretty okay at dealing with vehicles, it's only downside is that it has a small initial magazine. And like in the video it's much easier to land two shots with this thing than to keep your aim at the target for a few seconds for the other ESF weapons to do damage.

(also flying shotgun coolness nobody else gets)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 17, 2013, 12:11:01 pm
AirHammer has too few rounds in the magazine to be terribly good against infantry. It's hard to hit them up close with it, and farther away it spreads it's pellets. Up close it's a one shot kill maybe, but you can't snipe or lay down suppressive fire from 300 meters in the air like the stock gun. I'd say the stock gun (with some levels of zoom certed) is better versus infantry in a number of situations, but the AH is better against vehicles in some situations as it takes less time to empty the magazine and start dodging. AH is a good gun of course, but it requires it to be used a risky way for it to be so. I have yet to compare it to the TR and VS versions in VR training so I can't say whether they have the short end of the stick or not on that. Airhammer is good in my opinion because it's very versatile as long as your target is close to you.

What I'd like to see is a variant of the AH that does less damage per shot, but be a fully automatic and shotgun with like 50 rounds and possibly have it not damage armor. Also it would be cool if it fired more pellets that do smaller damage individually so as to minimize the effect pellet spread has on whether or not you get enough hits before reload. Sort of like a series of big clouds of BBs with enough spread and pellets to blanket a spot and make infantry not want to be there until I have to reload or maneuver away. Sort of like rocket pods but weaker and over a longer period of time.

EDIT: Also I've noted a lot of people saying they have latency or 'internet lag' issues. If a redditor, SA user or other powerful community inhabitant would care to spread the word to their respective communities, tell them to search google for: windows 7 latency registry

The first result should lead them to this:

http://windows7themes.net/how-to-improve-latency-in-wow-in-windows-7.html

I've not had any as much problem with 'server lag' as detailed by the people /yelling about it, and I have to wonder if perhaps that tweak has something to do with it and I would appreciate it if more science is done on the issue. I still have some server lag, but it's somewhat minor and does not cause me any great difficulty; most troublesomely involving having to hold the medic beam on a target for longer than I should before the corpse wiggles to notify the reviver that it has been successful. I fully expect this though since it's double experience weekend. I imagine it will be easier to test after the event is over as it will be a more normal user load on SOE's end.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 17, 2013, 07:43:08 pm
Nope, the Air Hammer is NC unique. Also incredibly cheesy. This is the best video of it I've seen. (http://www.youtube.com/watch?v=wk-kZLyERbs) I've even seen people calling for it to be nerfed.

Yeah the nerf airhammer crowd is just silly.

If anything the AH needs its starting magazine size to be 6 instead of 3 to be even a considerably useful weapon at base level.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on March 17, 2013, 08:40:31 pm
I finally got my 1000 certs! Now I'm afraid to spend it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on March 17, 2013, 08:59:01 pm
get something AA, imo. burster is nice.

also thats some nice restraint, I always spend mine on anything i can. gonna kill me saving 500? certs for an EM6, but such is life
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 17, 2013, 09:03:00 pm
I saved up 1000 too.  Bought about 250 certs worth of stuff, then I'm almost back up to 1000.  I was going to get skyguard, but I'm not sure.  I'll probably buy the Phoenix with SC when it comes out then see how it does against air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 17, 2013, 09:13:03 pm
Skuguard is... kinda considered crap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 17, 2013, 09:37:39 pm
I guess I'll just have to see how good the Phoenix is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 17, 2013, 09:45:33 pm
Learn to fly, get the rockets, follow zergs everywhere and rake in tank and infantry kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 17, 2013, 09:48:19 pm
Blech.


Kobalt Flash makes for a nice mobile turret.  The range on that thing is really impressive.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 17, 2013, 10:16:32 pm
I picked up the engineer anti-vehicle turret. It's a class I play all the time anyway, so having the extra utility to deploy anywhere is useful. I've already plopped it down on several occasions to take out mine-guarded sunderers that my mines couldn't take out. Have also got into position behind enemy tank columns and picked off several of them before someone wound up sniping me. One shot to the back of an MBT does serious damage. They're decent for taking out infantry too, although you're very vulnerable to snipers since they don't have any kind of guard like the normal turret has. You don't have any zoom and the rocket has a small explosion radius, so it's hard to hit them, but managing to hop a rocket around cover and take out the infantry huddled behind it is very satisfying. Watching the rocket fly almost to them then twisting the target sharply to the right can give the rocket a good bit of turn, and I have managed to successfully take out infantry I couldn't even see on a few occasions. Managed to finish off a magrider that strafed behind a rock to repair too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 18, 2013, 12:28:01 am
Damn, I've recently tweaked graphics to make it look good AND have better fps o.0

Continuing the what-to-buy discussion, I've been playing mostly infiltrator and engineer recently. I feel the 100 certs for tank mines were the best 100 certs spent so far, but I'm thinking of spending the 1k for an SMG, mostly for my infiltrator (I currently have 700) since I like to play aggressively. Or what should be my priority buy?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 18, 2013, 02:05:29 am
Which faction?

Seems like the only pretty good SMG's are with the TR while the others are just decent. Also consider geting AI mines for the infiltrator if you like spending time around crowded places, nothing quite like exploding someone who was too eager to flip the cap.

Also almost at 500 certs myself, it's getting hard not to spend it, especially on random crap, like the sights for a wrong gun :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reyn on March 18, 2013, 08:05:30 am
Damn, I've recently tweaked graphics to make it look good AND have better fps o.0
Hey, thanks for sharing how you did that!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on March 18, 2013, 09:02:33 am
Skuguard is... kinda considered crap.
I haven't used mine in a couple of updates but I've seen pairs of them following sundies around doing a fine job.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on March 18, 2013, 09:03:33 am
Skuguard is... kinda considered crap.
I haven't used mine in a couple of updates but I've seen pairs of them following sundies around doing a fine job.
They do alright, I run one every once in a while. My biggest complaint is the range of the rounds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 18, 2013, 09:09:42 am
Pretty much any AA is better in a group.  I was tagging along with a skyguard column once- the lib that thought we were easy prey was completely obliterated.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 18, 2013, 12:36:20 pm
Damn, I've recently tweaked graphics to make it look good AND have better fps o.0
Hey, thanks for sharing how you did that!
Lots of good things here about optimizing framerate: http://www.youtube.com/watch?v=dwOoZX6sV1I
Sure thing.

Which faction?

Seems like the only pretty good SMG's are with the TR while the others are just decent. Also consider geting AI mines for the infiltrator if you like spending time around crowded places, nothing quite like exploding someone who was too eager to flip the cap.

Also almost at 500 certs myself, it's getting hard not to spend it, especially on random crap, like the sights for a wrong gun :C
I'm Vanu, and I'm thinking getting infantry mines after the smg, since I'm already spending quite a few resources on anti-tank mines >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 18, 2013, 01:18:02 pm
So guys, I read something in the official forums. A suggestion for Engis to be able to change the type of base turret. (the phalange ones). I thought it was a good idea, especially if you expand it by letting them cert into additionnal kinds of turrets.
I don't remember if the guy suggested actual mechanisms for it, so I just made up mine.

-Turret reconfigurator: take up the MANA slot. Left click an intact allied unoccupied base turret with it to access a menu allowing you to choose a kind of turret to replace the old one. While you are in this menu, no one can enter the turret (The time you have to choose the new turret may be limited to prevent abuse/trolling). After you choose the new turret type, it is constructed (not instant, but quick).
You need to spend ressources to change the turret type. like 50-100. Air for AA, armored for AV, infantry for AI.
Once the turret is destroyed, it revert to its original type. You cannot change a turret that has been changed by another engi, but it has a despawn timer like vehicles. Once it hit 0 (or the owner despawn it), it revert to its original state.
Also like vehicles, advanced turrets will have a timer limiting their spamming.

-Certing: you can buy additionnal turrets to build (the basic tool come with the basic ones). For example, lock-on missile (either ground or air) turrets, or empire specific turrets. Yes, this tool would allow empire-specific base turrets, build by skilled enginners.. I imagined a turret for each faction. Those are pretty powerful but would cost lots of ressources, be immobile and less durable than a certed-out MBT. A couple of them would be a tough defence, but not unckrackable.

-Vanu turret: some kind of powerful Saron. Sniping vehicles with ease, but poor against mass infantry. Depending on the projectile speed it can be more or less effective against aircraft. Typically, ESF and speeding libs should be fine, but galaxies and stationnary libs are in trouble. And ESF derp enough to hover within range of it should be punished. Power: MBT AV shell, give or take.

-TR turret: Very imprecise missile spam. Each missile is pretty weak in itself, but a couple volleys can decimate infantry and damage tanks. On single targets it is not very effective, but if it fires on a large group, ennemy engis may not be enough. While firing on air, it acts more like a scarecrow. If it proves too weak, a simple lock-on system may be implemented. But only on air, and the guidance system of the missiles would be very poor.

-NC turret: Why is there no shotgun turret yet? Basically a huge shotgun with lots of pellets and very low spread, making it more effective at a longer range (who's gonna stand near a shotgun turret anyway?). Effective against tight groups of infantry and tanks getting a bit too close (if all pellets hit it hurts). Against aircraft, the pellets may or may not act like AA bullets.

Discuss :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 18, 2013, 02:05:55 pm
This is probably relevant to your interests. (http://wiki.planetsidesyndicate.com/index.php?title=Fortification_Engineering)

Also this (http://wiki.planetsidesyndicate.com/index.php?title=One-Manned_Field_Turret)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 18, 2013, 02:12:03 pm
That's really neat stuff.
I'd actually like to be able to turn Sunderers into actual Mobile Field Bases, which would have the typical spawning tube + shields, so that folks don't die instantly during spawning and there's no stupid invincibility stuff.
Possibly have it "made on site" by engineers, which would take some time and probably require several of them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 18, 2013, 02:25:07 pm
This is probably relevant to your interests. (http://wiki.planetsidesyndicate.com/index.php?title=Fortification_Engineering)

Also this (http://wiki.planetsidesyndicate.com/index.php?title=One-Manned_Field_Turret)
WHY DO PS1 HAVE ALL THIS NEAT STUFF AND NOT THE SEQUEL I DONT EVEN
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on March 18, 2013, 02:26:18 pm
This is probably relevant to your interests. (http://wiki.planetsidesyndicate.com/index.php?title=Fortification_Engineering)

Also this (http://wiki.planetsidesyndicate.com/index.php?title=One-Manned_Field_Turret)
WHY DO PS1 HAVE ALL THIS NEAT STUFF AND NOT THE SEQUEL I DONT EVEN
I hope all this cool stuff is gonna be added in, and we just need to wait. They seem to have some pretty ambitious plans for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 18, 2013, 02:26:56 pm
This is probably relevant to your interests. (http://wiki.planetsidesyndicate.com/index.php?title=Fortification_Engineering)

Also this (http://wiki.planetsidesyndicate.com/index.php?title=One-Manned_Field_Turret)
WHY DO PS1 HAVE ALL THIS NEAT STUFF AND NOT THE SEQUEL I DONT EVEN
corporate fuckery I guess?  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 18, 2013, 02:37:28 pm
To be fair, a lot of content (including all that) was added post-release in PS1 as well.  Much of that is excusable for it to not be in release for PS2- the lattice system I give them no such excuse.  PS1 also had all 12 continents on release (though one (http://wiki.planetsidesyndicate.com/index.php?title=Oshur_Prime) did get a complete overhaul (http://wiki.planetsidesyndicate.com/index.php?title=Battle_Islands).)

PS1 also had mechs added in the expansion. (http://wiki.planetsidesyndicate.com/index.php?title=BFR)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on March 18, 2013, 02:56:51 pm
Yes, but as a sequel this one should be a general improvement that builds upon the previous game. Not a half assed graphic overhaul that runs worse than a legless cat, and gets broken with every update (seriously, do they have ANY QA?!?!?)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 18, 2013, 03:10:57 pm
There are already far more weapons than PS1 ever had.  Pretty much none of the PS1 vehicles had weapon selection.

Quote from: SOE
We do actually track the framerates for everyone and on average framerates are improving. We are not done but have seen some progress. Expect further optimizations. as soon as possible.

GU04 is pretty broken, though.  I CTD every hour or so now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 18, 2013, 03:16:39 pm
Yeah, I CTD fairly often too.
It's good that they still keep you in your squad, otherwise I'd probably play alone.

And I wish there was an option to automatically make low-res models, so that your CPU wouldn't have to work as much generating them on-the-fly...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 19, 2013, 01:00:37 pm
New FPS fix should be out now. Purely client side patch so no server downtime.

It sounds like a lot of the problems with the x2 weekend were that they save characters every time you gain a cert. Given the extra activity and rate at which people were gaining, that was absolutely killing them. Don't know if this patch is to do with that or something unrelated, but hopefully that will be changed before the next 2x weekend, which will hopefully be soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 19, 2013, 01:09:48 pm
Yeah, that would be nice. Taking Amerish and Indar leading an impromptu platoon during double xp weekend = win.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 19, 2013, 01:15:38 pm
Now I'm not sure whether it's a good idea I restarted me game... >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 19, 2013, 01:36:19 pm
If that's the case, I'm sure making almost every vehicle kill give you a cert or three hurt it as well,  Perhaps they should review that design choice.  (Or optimize DB hits, but whatever.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 19, 2013, 01:39:08 pm
Probably they should hold more things in memory and saving them only when several minutes pass, rather than killing their hard disks constantly.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 19, 2013, 06:35:41 pm
Huh. Was just checking my stats. Seems it's a bit wonky. My medal for knife kills is gone now, and for some reason under flash it says Shots Fired 29, even though I don't even own a flash gun. Have 7 kills from roadkilling people, though. And it shows a bronze medal with the Shrike even though I only have 3 kills with it (I rarely play heavy). It even shows one shots fired with the drop pod, lol.

Already have 64 kills with the AV turret, mostly vehicle kills since I keep getting into good positions behind enemy armor columns and taking a bunch of them out before getting sniped. I don't think it counts all the empty vehicles I've blown up with it, a lot of people hop out after being hit in the back with a rocket to repair, and the second rocket finishes it off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 19, 2013, 08:01:09 pm
Probably they should hold more things in memory and saving them only when several minutes pass, rather than killing their hard disks constantly.  ::)
Well what I beleive happened was certs used to be a lot slower to gain, since weapons were bought with Auraxium instead of certs (this was taken away because it essentially ended up with people ideling to gain gear, ala hats with TF2, as well as some pretty bad continent stacking), and during beta a server issue caused a few days worth of certs to be lost. This is what I assume caused them to save character data after every cert gain. However when they made certs come a lot faster, they must have forgotten the earlier change to the database. This went unnoticed for the most part untill they massivly increased gains for killing vehicles, then add in a 2x XP weekend, and well, that explains the server meltdowns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 20, 2013, 11:50:39 am
I picked up smoke grenades for Light Assault. After using them a bit, I find them a bit lackluster compared to smoke UBL. The under barrel smoke launcher is better in every way in my opinion and does not preclude the use of other thrown grenade types. The UBL carries 2 rounds of ammo and is refillable at engy ammo kits. The one downside I've noticed to the UBL compared to the thrown version is it's (small) minimum range before it emits smoke, and it's not difficult to avoid. There might be other statistical differences but in use the sacrifice of explosive or effect causing grenades combined with only carrying 1 smoke grenade, plus the long distance smokescreen capability of the UBL+ammo kit make the smoke grenades less useful than they could be.

In my opinion, the smoke grenade could be made comparatively useful by making it immediately emit smoke at the location of it's first bounce. Currently it has close to the same 'explosion' delay as the frag grenades. If you could throw it down at your feet and have it start emitting smoke immediately it would be much more useful than it is now. Even better is if the cloud expanded faster than the UBL smoke version, but perhaps did not have as long as a duration. In this way it could be used as the stereotypical ninja smoke bomb for covering a quick relocation.

However, in case there is someone who truly enjoys using them in their current state, perhaps it would be better to add a new version of it designed less as a smokescreen and more as an escape device.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 20, 2013, 11:56:49 am
I had a good night on Esamir playing A2A.

http://www.youtube.com/watch?v=R8RvNN6_VFA&feature=youtu.be (http://www.youtube.com/watch?v=R8RvNN6_VFA&feature=youtu.be)

Are there any better recorders than the in game one? Even on high settings it seems to record at half screen resolution.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 20, 2013, 12:15:29 pm
I had a good night on Esamir playing A2A.

http://www.youtube.com/watch?v=R8RvNN6_VFA&feature=youtu.be (http://www.youtube.com/watch?v=R8RvNN6_VFA&feature=youtu.be)

Are there any better recorders than the in game one? Even on high settings it seems to record at half screen resolution.

I noticed you are using composite armour, at least in the first part of that video. May I suggest taking a look at the nanite repair cert instead? It's actually really good now that it's been buffed. 5% health per second after 15 seconds of not taking damage (first rank) is nothing to sneeze at and it would fit really well with the playstyle you had going there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 20, 2013, 01:11:00 pm
I had a good night on Esamir playing A2A.

http://www.youtube.com/watch?v=R8RvNN6_VFA&feature=youtu.be (http://www.youtube.com/watch?v=R8RvNN6_VFA&feature=youtu.be)

Are there any better recorders than the in game one? Even on high settings it seems to record at half screen resolution.

I noticed you are using composite armour, at least in the first part of that video. May I suggest taking a look at the nanite repair cert instead? It's actually really good now that it's been buffed. 5% health per second after 15 seconds of not taking damage (first rank) is nothing to sneeze at and it would fit really well with the playstyle you had going there.

Away from a computer that can access youtube, but I assume you mean Nanite Weave armour? Composite armour is a cosmetic item.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 20, 2013, 01:34:56 pm
I said composite armour, and I meant composite armour. He's flying A2A, so in a Reaver, which has a composite armour cert. It reduces damage from flak and small arms fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 20, 2013, 02:24:32 pm
Yeah it doesn't reduce damage from other aircraft or missiles so it's not helpful in an A2A setup, since engaging another aircraft while inside their flak zone is suicidal anyway.

I certed vehicle stealth after that video and I've been playing with that on, just for the bonus of not being detected by proximity detection or prox/scout radar.

Everyone on the planetside forum preaches the vortek rotary as the highest DPS/lowest TTK/(other statistics), but I've had a lot more success flying the default gun (M20 mustang).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 20, 2013, 02:57:02 pm
In terms of Vanguard secondary weapons, how does Enforcer versus Halberd stack up.  I played around with them and looked up the numbers, and it looks like Enforcer has a bit faster projectile speed while Halberd gets a wider blast radius and less projectile drop.  Has anyone used both enough to form a solid opinion on them?


I used the Enforcer a good bit back when the projectile didn't drop and it was pretty incredible, but now I'm not so sure.  Also from a physics standpoint, faster but more drop makes pretty much zero sense.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: QuiteFranklyMyMaN on March 20, 2013, 03:03:15 pm
I own this game... stay away... far far away....
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 20, 2013, 03:17:52 pm
In terms of Vanguard secondary weapons, how does Enforcer versus Halberd stack up.  I played around with them and looked up the numbers, and it looks like Enforcer has a bit faster projectile speed while Halberd gets a wider blast radius and less projectile drop.  Has anyone used both enough to form a solid opinion on them?

I used the Enforcer a good bit back when the projectile didn't drop and it was pretty incredible, but now I'm not so sure.  Also from a physics standpoint, faster but more drop makes pretty much zero sense.

You can test them in VR, enforcer feels better to me though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 20, 2013, 03:32:09 pm
I did play with them in VR, where it's actually quite difficult to get a feel for splash damage.  They clearly have equal impact damage, though.


I could always just grab the Kobalt, though- that thing is murder for infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 20, 2013, 03:50:14 pm
I did play with them in VR, where it's actually quite difficult to get a feel for splash damage.  They clearly have equal impact damage, though.


I could always just grab the Kobalt, though- that thing is murder for infantry.

Kobalt, because basilisk is total crap past 50 meters.

I use the Kobalt on my flash, I'll just park on a hill near some infantry battle and start spraying em down.

Also I noticed the flash has a prox radar certification, and the base level is 25 meters, so you're covering a circle 50 meters in diameter... that's pretty good, just park it on the wall of building opposite the opponents spawn, and you got radar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on March 20, 2013, 04:15:41 pm
I did play with them in VR, where it's actually quite difficult to get a feel for splash damage.  They clearly have equal impact damage, though.


I could always just grab the Kobalt, though- that thing is murder for infantry.

Kobalt, because basilisk is total crap past 50 meters.

I use the Kobalt on my flash, I'll just park on a hill near some infantry battle and start spraying em down.

Also I noticed the flash has a prox radar certification, and the base level is 25 meters, so you're covering a circle 50 meters in diameter... that's pretty good, just park it on the wall of building opposite the opponents spawn, and you got radar.
Flash's prox radar is extremely good- it works for all faction members, not just yourself. Other vehicle's radar (Except the ESF) work only for the vehicle's owner, and I think only while the person is in the vehicle (I might be wrong on that last point). Basically it can give your entire faction a huge edge in any base battle if you manage it hide it in a nice spot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 20, 2013, 04:21:55 pm
I have both the Kobalt and Fury for the Flash.  Fury's great for hit and run attacks, and can do reasonable damage to armor from the rear (but if they see you you're toast.)  The Kobalt as a mobile turret works well, since it has such nice range.

I need to grab the first rank of prox radar and play with it for a while.  I get the feeling that's a rarely used trick.


Has anyone used the Flash shotgun in a real battle?  Even playing with it in VR, it seems like it'd suck.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on March 20, 2013, 04:34:12 pm
I have both the Kobalt and Fury for the Flash.  Fury's great for hit and run attacks, and can do reasonable damage to armor from the rear (but if they see you you're toast.)  The Kobalt as a mobile turret works well, since it has such nice range.

I need to grab the first rank of prox radar and play with it for a while.  I get the feeling that's a rarely used trick.


Has anyone used the Flash shotgun in a real battle?  Even playing with it in VR, it seems like it'd suck.
I saw a guy using it as an infiltrator so he could cloak to get behind people, give them a blast and book it out of there. While amusing, it didn't seem to be worth the effort- more of an annoyance to stray infantry than a valid tactic to impact a battle, though I could see it being a good way to clear off engineers from repairing a sunderer. I suppose you could try farming respawners that way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 20, 2013, 05:20:22 pm
Yeah it doesn't reduce damage from other aircraft or missiles so it's not helpful in an A2A setup, since engaging another aircraft while inside their flak zone is suicidal anyway.

I certed vehicle stealth after that video and I've been playing with that on, just for the bonus of not being detected by proximity detection or prox/scout radar.

Everyone on the planetside forum preaches the vortek rotary as the highest DPS/lowest TTK/(other statistics), but I've had a lot more success flying the default gun (M20 mustang).

It does amazing amounts of damage, but is a fair bit less accurate than the Mustang, which means the Mustang is better for shooting fleeing ESF's. The Vortek is mostly useful for close-to-medium range dogfights since it you need it to be on target for quite a bit shorter time than the Mustang to destroy the enemy ESF. I enjoy those dogfights, so I always run with the Vortek and rocket pods.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 20, 2013, 05:50:26 pm
Wow, the Gauss compact S is really cheap today. On sale for 125 SC. I had that just as free SC bonus from joining the other station games, so I couldn't help but get it haha.

Now I just need 100 free certs to unlock the grenade launcher and I can give that sucker a try. Been in a lot of situations where having a grenade launcher would have been useful, like running up on 5 guys standing in a huddle looking the other way. With regular rounds I managed to shoot two before they turned and got me, with grenade launcher? Probably could have blown all 5 up with a single grenade. I just hope the gun is as good as the base gun I've been using.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 20, 2013, 06:23:11 pm
Paul: 2 words: smoke launcher

Grenade is probably better for cert gains and I understand the appeal. However, smoke is great for moving up a whole squad that is pinned down; as long as you can convince them to run towards the smoke. If by yourself though, grenade launcher would be quite the equalizer.

Smoke also will stop flanking infantry from having a surprise firing lane to mow down a whole group of friendlies. This is greatly useful as a medic.

Also if you are lucky enough to be engaged in infantry zerg vs infantry zerg fights in somewhat open ground, enjoy your ability to block line of sight to whatever portion you choose. Of note is bridge assaults; by smoking the bridge ahead of you, you can advance and shoot enemies as they emerge from the cloud. Anytime you see a swarm of enemy infantry it never hurts to launch a smoke into their midst as it will reduce their effective return fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 20, 2013, 06:24:04 pm
Yeah it doesn't reduce damage from other aircraft or missiles so it's not helpful in an A2A setup, since engaging another aircraft while inside their flak zone is suicidal anyway.

I certed vehicle stealth after that video and I've been playing with that on, just for the bonus of not being detected by proximity detection or prox/scout radar.

Everyone on the planetside forum preaches the vortek rotary as the highest DPS/lowest TTK/(other statistics), but I've had a lot more success flying the default gun (M20 mustang).

It does amazing amounts of damage, but is a fair bit less accurate than the Mustang, which means the Mustang is better for shooting fleeing ESF's. The Vortek is mostly useful for close-to-medium range dogfights since it you need it to be on target for quite a bit shorter time than the Mustang to destroy the enemy ESF. I enjoy those dogfights, so I always run with the Vortek and rocket pods.

Well for a close-in dogfight the M30 Air Hammer looks awesome, but I get the feeling its not great unless you've got the magazine size upgraded. Maybe that's why there are people calling for it to be nerfed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 20, 2013, 06:50:01 pm
Fair warning about the grenade launcher: It's buggy as hell.

Sometimes it stops resupplying ammo, sometimes you can't interrupt its reload. And you have to be far enough away for the grenade to arm and detonate (though plunking people in the face with an unexploded grenade and killing them is gratifying from time to time).

The uninterruptible reload is killer; multiple times have I come face to face with a single enemy infantry, only to miss with the grenade launcher and get killed because I was jamming the 1 and 3 keys and it just goddamned refuse to switch to the pistol or the primary weapon.

It is insanely frustrating to use at times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on March 20, 2013, 07:45:46 pm
Fair warning about the grenade launcher: It's buggy as hell.

Sometimes it stops resupplying ammo, sometimes you can't interrupt its reload. And you have to be far enough away for the grenade to arm and detonate (though plunking people in the face with an unexploded grenade and killing them is gratifying from time to time).

The uninterruptible reload is killer; multiple times have I come face to face with a single enemy infantry, only to miss with the grenade launcher and get killed because I was jamming the 1 and 3 keys and it just goddamned refuse to switch to the pistol or the primary weapon.

It is insanely frustrating to use at times.
The resupply bug seems to happen specifically if you get killed and revived by a medic with it equipped- it's really frustrating to essentially have one less weapon every time that happens, specially in base assaults where the grenade launcher tends to be the most reliable thing for breaking an indoor firefight stalemate. Aside from that quirk, I tend to avoid using it unless there's ample amount of cover, it's just too risky to attempt using in a wide open area or close quarters where there isn't enough distance to activate the explosion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 20, 2013, 07:49:10 pm
That's what we need the Thumper (http://wiki.planetsidesyndicate.com/index.php?title=Thumper) for.  (And the Rocklet Rifle (http://wiki.planetsidesyndicate.com/index.php?title=Rocklet_Rifle).)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 20, 2013, 08:41:16 pm
The engineer toolkit is buggy too. If you die with it out you can no longer use it until you relog. So the bugs don't worry me too much.

I got the grenade launcher, but haven't got any kills with it yet. Got a bunch of kill assists, but it never seems to outright kill anyone.

I suspect most people are running flak armor, which is why the grenades aren't killing people. Does a direct hit vs flak armor still one shot them? I could have sworn I landed a direct shot on a guy but he just ran off before I could swap back to rifle. It would be nice if instead of having to switch guns you could have a hotkey that just fired and reloaded grenades, so you could fire off a grenade and immediately start firing the rifle and choose to reload the grenade launcher later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 20, 2013, 09:10:02 pm
It does seem to be odd to force you to switch- I picture the entire utility of an underbarrel weapon is having the potential to fire either without having to swap things around.


Flak armor is the best bet for a lot of classes- I know my engy is heavily certed into it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 20, 2013, 09:15:33 pm
Direct hits with the grenade launcher seem to kill pretty much everything short of a max. I can't recall any soft infantry surviving it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 21, 2013, 01:46:34 am
On terms of armor...
What's the best armor for an up-and-close infiltrator? I'll still probably be running with the Hunter cloak, since I want that longer run time, but.. I've currently been going through nanoweave 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on March 21, 2013, 01:58:18 am
On terms of armor...
What's the best armor for an up-and-close infiltrator? I'll still probably be running with the Hunter cloak, since I want that longer run time, but.. I've currently been going through nanoweave 2.
Normally infiltrators are in back sniping people, nanoweave is good for that because it can be the difference between a one-shot death and barely surviving an enemy sniper bullet. If you're up close and personally, it really kind of depends on what you're up against- I haven't played that type of infiltrator so I can't really comment. For every other class it's almost always Flak armor, because you need to survive multiple explosions to support your buddies- whether through healing, repairing, or taking the bullets/explosions to the face while your friends repair/heal you. Since you shouldn't be taking bullets in a base defense in the first place, nanoweave would be ok to give you an edge while you flank people from behind. I could also see Advanced Shield Generator being of some use- it might kick in regeneration fast enough to help for hit and run tactics, and the last few levels of it are much cheaper than nanoweave or flak.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 21, 2013, 07:15:41 am
And now I hugely regret not checking the daily deals yesterday...

Update news;
GU5 now. (http://forums.station.sony.com/ps2/index.php?threads/updated-server-downtime-game-update-05.106874/) Mostly just account wide updates, some tweaks.
Empire specific rocket launchers should be out Friday. (http://forums.station.sony.com/ps2/index.php?threads/roadmap-updates-gu05-updates-post-gu04.106846/) There was also a stream preview of them here (http://www.twitch.tv/las0m/c/2050655)

That second post includes lots of other information about future direction and roadmap changes, plus details on the recent bugs. Worth reading.

Also; Connery and Helios will be merged soon. (https://twitter.com/mhigby/status/314615359120502784)
PS2 maps got updated. (http://ps2maps.com/blog/auto-updating-live-maps)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 21, 2013, 08:07:13 am
On terms of armor...
What's the best armor for an up-and-close infiltrator? I'll still probably be running with the Hunter cloak, since I want that longer run time, but.. I've currently been going through nanoweave 2.

I've been running nanoweave on my infiltrator. It gives you a bigger margin to escape when you cloak and run. Then just hack an equipment terminal and swap to medic for 5 secs to regen.

I've sometimes run with the extra ammo suit when fighting in mini-bases that don't have a hackable equipment terminal, though that has become less necessary since the recent increase in base ammo carried.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 21, 2013, 08:37:45 am
I have 700 SC on standby for the Phoenix and plenty of certs to trick it out.  Looks like it's ready to do great damage- hopefully it doesn't go the PS1 route of catching nerf after nerf after nerf.


Although given it has a custom scope already, I'm wondering just what attachments will be available for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 21, 2013, 10:54:54 am
Now, I'm an engineer, and I appreciate opprotunities to deploy sundies and ammo boxes, but it would be nice if there were more base terminals and they were more spaced out. They are less powerful than they might appear- since it takes at least 3-5 seconds just to click through to change loadouts, plenty for someone pursuing you to finish you off.

Meanwhile, they provide great secondary objectives for your infiltrator to take out.

Also, let infiltrators hack terminal stumps. This doesn't repair them, but it lets an engie on your team repair them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 21, 2013, 11:00:48 am
Also, let infiltrators hack terminal stumps. This doesn't repair them, but it lets an engie on your team repair them.
Yes please.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 21, 2013, 11:08:59 am
Also, let infiltrators hack terminal stumps. This doesn't repair them, but it lets an engie on your team repair them.
Yes please.
And destroyed turrets. Please.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 21, 2013, 11:52:21 am
Nothing like grabbing the engineer class to repair some turrets and discovering they all belong to the other team. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on March 21, 2013, 10:42:09 pm
Paul: 2 words: smoke launcher

Grenade is probably better for cert gains and I understand the appeal. However, smoke is great for moving up a whole squad that is pinned down; as long as you can convince them to run towards the smoke. If by yourself though, grenade launcher would be quite the equalizer.

Smoke also will stop flanking infantry from having a surprise firing lane to mow down a whole group of friendlies. This is greatly useful as a medic.

Also if you are lucky enough to be engaged in infantry zerg vs infantry zerg fights in somewhat open ground, enjoy your ability to block line of sight to whatever portion you choose. Of note is bridge assaults; by smoking the bridge ahead of you, you can advance and shoot enemies as they emerge from the cloud. Anytime you see a swarm of enemy infantry it never hurts to launch a smoke into their midst as it will reduce their effective return fire.
Another thing of note: last I checked, you can still see through it very well with the high contrast scopes. If you use those a lot, smoke would make for an excellent combo. Drive it up, smoke, and you now have free reign to kill all the enemies who you can see and who now cannot see you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 21, 2013, 10:52:56 pm
I'm enjoying the grenade launcher. I've been getting a good many kills with it now. Some people seem to just not die from being hit by it though, I'm assuming they have the best flak armor. Either that or it's lag. I land a grenade that looks to be right on top of them but they take a bullet or two to finish off. But most people just drop when it hits them.

It has come in handy on a good many occasions though - I managed to drop one right on top of three guys clustered together, and it killed all three. It seems to have a sweet spot in CQC too, if it's just far enough away that it explodes it's nearly impossible to miss with. In areas with spaces like this it's nice to be able to step in an area with a heavy firefight going on and drop a grenade on top of someone, then step outside to reload and step right back in to do it again. At one point a bunch of VS were holding a room with a stream of NC and VS coming in from both ends and a firefight going on right inside. I put an ammo pack outside and kept stepping in and firing grenades, I got so many kills before we finally cleared the room.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 22, 2013, 12:37:34 am
I know that feeling. I was once at a corner, near a door, with an ammo pack under me, and a bunch of TR just outside. We were both pinned down and couldnt advance (it was in Vanu archive). I plopped grenade after grenade after grenade, and they all died. A medic resurected one or two while I was reloading, and they died again. I got many kills that day.  :D
The "safety" minimum distance is quite annoying. I have to learn it better than that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 22, 2013, 03:11:20 am
The grenade launcher also doesn't seem to give a direction indicator when hit by it, which means that you can stay hidden and using it pretty easily. I flanked a big group of enemies during night once on Esamir, near Glacier station. Sitting a few meters away a few meters up on a slope, I just kept raining grenades on them until they were all dead. I got 10 or 15 kills from that, and not one of them shot at me. It helped that I had a similarly-sized friendly force of infantry pinning them behind a rock, of course, but still, I was completely out in the open.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on March 22, 2013, 09:03:22 pm
so, empire specific rocket launchers are released, bit under inpressed with the NC one, too little control for only being able to take down vehicles.

The anti vehicle engie turret is very nice though, and can kill a infantry, but the best part is you can controll it mid-flight, just look where you want it to go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on March 22, 2013, 09:55:30 pm
AV engie turret has been in for a while now. It is very nice
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 22, 2013, 10:11:55 pm
The TR launcher seems to be a clear upgrade to every lock-on launcher, including the annihilator. Over the course of five rockets it does more damage than each of them, as best as I can tell.

If all the rockets hit it also does more damage than the dumbfire launchers, except to air vehicles.

I want this thing, to reap sweet, sweet NC and VS tears.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on March 23, 2013, 09:51:58 am
havn't played in a while, so AV engie turret is new to me, and I had a good run in a biolab with it, possibly due to a low number of enemies attacking it.

The VS rocket launcher has one nice feature, and that is six shots per reload, or two fully charged shots.  havn't played with it enough to tell if it is a good rocket launcher or not, I am not a fan of the visible trail for a while however.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 23, 2013, 09:54:53 am
Well, plasma. :P
I've tried it out in the VR, seems pretty baws, but very obvious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 23, 2013, 09:56:47 am
Yea the new TR launcher seems really good from what I have seen. I was watching a group of TR stand on a hill just massacring every ground and air vehicle that came into sight. Works on everything, lock on, and great damage if all 5 hit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 23, 2013, 10:04:57 am
I think the Phoenix hate is a bit overstated.  The only glaring issue is the rocket shouldn't despawn at max range.  The range could stand to be 100m longer, but otherwise it's fine.  Longer range means lower TTK anyway, so that's hardly a major issue to buff it.


Using it to scout to track down a sundy's a nice feature.  Its tradeoff is that it's useless against any ESF not standing still, not great versus libs, and gals are always long gone by the time you can get a second rocket off.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 23, 2013, 12:36:22 pm
havn't played with it enough to tell if it is a good rocket launcher or not, I am not a fan of the visible trail for a while however.

I tried it out in the VR. I don't remember the exact range of damage, but I think it does less than the default dumbfire launcher against everything. I'm not sure if the instantaneity of the projectile makes up for the damage or not.

The thing toys with your expectations; the chargeup sound makes you think it'll be something amazing that boils tanks and makes enemies weep for their mothers like the Spartan lasers from Halo. And then it doesn't even kill an ESF with a fully powered shot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 23, 2013, 01:55:10 pm
Good to see that I wasn't the only one who thought of Spartan Lasers.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on March 23, 2013, 02:41:56 pm
Too bad it's not a Splaser. It's more of a high-powered double slit experiment gone dwarf'd. Overhyped, complex and utterly detrimental to its original purpose. It would only be more dwarfy if it could kill the elves smurfs in a sea of magma terran blood while simultaneously combusting in our faces causing a massive loyalty cascade among the nearby dwarves VS soldiers, followed by a maniacal laugh from the overseer Higby. For science.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on March 23, 2013, 03:26:14 pm
Getting on top of a heavily defended amp station with a grenade launcher and anti-vehicle turret is amazing.

I got 4 prowlers, a lightning, and a sunderer on my first life - the prowlers and lightning with the turret, the sunderer with tank mines dropped from above, as well as about 15 infantry kills using the grenade launcher to drop them on people's heads. I was eventually rocketed to death by a fighter, but the infantry seemed to largely ignore me. I had to kill one guy who flew up after me, but apparently it was such a pain to get to me they didn't come after me a second time. Popped back up there with instant action again and took out another 3 prowlers and a sunderer and a bunch more infantry before the NC Swarm appeared and we capped the place. The prowlers didn't even seem to figure out where they were being hit from - they would just sit there right in my line of fire with their backs facing me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 23, 2013, 04:06:07 pm
Still need to play with the Phoenix Freedom Launcher some more in VR, but I kinda like it. Would be nice if it did a bit more damage and need to get used to the controls, but it's about as agile as I'd expect to keep things balanced. Also need to try this. (http://www.reddit.com/r/Planetside/comments/1avgod/protip_dumbfiring_your_freedom_launcher/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 23, 2013, 04:56:37 pm
Watching a burning tank get closer and closer to your Freedom Rocket is pretty awesome, I must admit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on March 23, 2013, 06:47:01 pm
Getting on pretty well with the phoenix.

I think the Phoenix hate is a bit overstated.  The only glaring issue is the rocket shouldn't despawn at max range.  The range could stand to be 100m longer, but otherwise it's fine.  Longer range means lower TTK anyway, so that's hardly a major issue to buff it.
I agree.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reyn on March 24, 2013, 05:02:25 am
At the moment, the phoenix rocket is invisible[last patch broke it, go SOE].

And for people praising the Striker, it's so shit, it's super bad. Try firing it at a moving object, and see what path it takes. In a couple of days you'll see everybody capable of rendering them useless just by diving for a second or two in the ground. And tanks have little to no problem against it, unless the HA has the higher ground. This thing is so sad, it can't hit the AV base turret unless it's on higher ground. I honestly hope they fix the trajectory the rockets take, at the moment it's pretty silly, and I'm not amazed by it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on March 24, 2013, 12:29:35 pm
and the lancer? the VS one, had damage dropoff so it hits for less at longer distances, which I thought was its entire point, and has some other minor annoyances.  one of which is that its accuracy is a bit lacking, was I think about the same as a sniper rifle while either walking or hip fire, but was increased somewhat, but as it lacks a zoom this probably isn't noticeable
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 24, 2013, 02:03:46 pm
I tried out the VS launcher in VR. I'd imagine it would be best used by popping out from cover, do a charged shot, then do 3 non-charge shots before going back behind cover. It seemed 3 non charge shots added up to roughly the same as a single full charge. There was another person VRing it, and we agreed to see how fast we could take out a prowler. With two, it melts armor very fast at close range, noticeably faster than standard rockets. It is quite inaccurate at range, though.

The TR launcher is the hardest to VR, as it requires a lock on an enemy vehicle. Since they are stationary in VR, it seemed quite good, but depending on how it performs against moving targets I'd imagine would determine how effective it is.

The NC launcher seems pretty good if you can find a place to shoot it from behind cover. It also works on the back of the flash; I'd imagine the other launchers do as well. Also, you can't fire it at a very high angle and expect it to maneuver to the ground. It's duration is too short for that combined with limited turning ability. Seems fair to me, though it would be nice if the rocket didn't despawn at the end of camera range as Toaster said.

All in all, judging from VR, they are all useful, though the TR launcher was the hardest to test. I'd say the TR launcher was the weakest of the three, and the VS version the strongest at close range for melting armor if you have another person with you with one, and the NC one has a lot of situations it would be quite useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 24, 2013, 02:25:09 pm
I was in a Phoenix squad last night, and it was a blast standing along a wall blasting tanks into shreds as they come.  We put a mighty dent into a VS zerg that way.  I will note that you'll need some support to do that- engineers to throw down ammo and also keep an eye out for infils/LA coming up to blast the rocketeers as they control the FREEDOM MISSILES to their destination.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 24, 2013, 02:54:31 pm
Hey, you cant move while piloting the so-called freedom missile, right?
Time to polish my sniper rifle.  8)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on March 24, 2013, 06:15:42 pm
the worst part about the VS one is the damage drop off and inaccuracy at range for a sniper type weapon.  need to play a bit more with it to get a better feel for it though.

And the lack of moving targets in VR traning is a bit of a downside for it, even a simple pre-programmed path would work for trying out things on moving targets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on March 24, 2013, 07:16:12 pm
Hey, you cant move while piloting the so-called freedom missile, right?
Time to polish my sniper rifle.  8)
It also makes you stand up for whatever reason.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imperial Guardsman on March 24, 2013, 07:24:15 pm
I DIE FOR THE NC
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on March 24, 2013, 07:28:03 pm
Hey, you cant move while piloting the so-called freedom missile, right?
Time to polish my sniper rifle.  8)
It also makes you stand up for whatever reason.
You stand up for freedom.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on March 24, 2013, 07:37:19 pm
then I fire a AV rocket from my turret to you.  I like that turret, is fun to use.  and just got a grenade launcher under-barrel attachment, so all I need to do is get to a good place to rain death upon my enemies, or die.

I might like it as much as I do due to running on a computer that averages 20 FPS, making surviving when being shot at quite hard, I can just set up the turret somewhere away from the fighting and provide some covering fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on March 24, 2013, 08:00:59 pm
Hey, you cant move while piloting the so-called freedom missile, right?
Time to polish my sniper rifle.  8)
It also makes you stand up for whatever reason.
You stand up for freedom.
Of course. It's so obvious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 24, 2013, 10:25:47 pm
What the Freedom Missile reminded me of more than anything else was the super-guided missile from Battletanx: Global Assault (one of the most kickass games ever made). The only difference is that there isn't a laser cannon mounted on the NC missile. I think it's time for a collab between you and us VS types.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 24, 2013, 11:39:08 pm
I like how the guided missile has a range of 20 meters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 24, 2013, 11:45:36 pm
I remember that game.


Let me reiterate the awesomeness of Phoenix squads.  One guy calling targets, then that tank/sundy becomes a pile of scrap, repeat.  We gal dropped onto a ridge overlooking a road the TR was zerging along and picked up kill after kill.  None of the vehicles noticed us; just the occasional sniper (who usually got a rocket to the face.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 25, 2013, 05:11:26 am
The other day I was thinking, you know, there ought to be some big reward items captureable to be fought over. I thought that because there doesn't seem to be any goal except cert farms; which, while a noble pursuit, there ought to be something big time to coordinate and defend against like this:


While granted there were a large number of NPCs in that game, I think the mechanics of that system could be translated to PS2. If it were possible to steal worthy items of power from other factions I think it would add another level of striking the enemy to the game.

From my memory, in the old classic Dark Age of Camelot, taking a relic was a very demoralizing thing indeed; as it meant the enemy realm had beat not only a stiff AI/NPC defense, but the player characters who could turn the tide as well. Thus it was often attempted at odd hours and secrecy was sometimes the utmost of importance. I myself took part in several of these raids, after being advised to avoid both legitimate in game player scouts and the less threatening and more questionable cross-faction accounting spies, which were both known to be a part of the game.

For instance, I remember sneaking with a 200 person group under the radar so to speak, past the automated NPC guard patrols; having to mesmerize with the magic in that game so they sit still in place while we moved on, most of us peons sitting stuttering in terrible framerate /stuck to one another through game commands so as not to be left behind while the leaders did the crowd control on patrols, as killing even a single one would send a broadcast report to the enemy realm, including the number of intruders in the area. This was only to minimize the amount of time the enemy realm was aware of the attempt, and thus muster a defense, since the relic fortress was the most imposing realm vs realm fortress, and was deep inside unfriendly territory very near to their respawn location. The number of NPC guards lessened in the Relic fort as lesser forts were taken in the frontier, thus either a total conquer of the lands was advised, or a sneak attack as described and a blockade by a token force of elite heroes of their route to the fort.

Now that there are more internet users and computer capability I think that is well past what would happen, and NPCs aren't really needed to fill in the gaps, though I would welcome some AI to get killed by if it was equal for all the realms and well designed to be utilized by defenders rather than only to be a pain in the ass of a certain number of attackers. Maybe respawning AI 'conscripts' that follow you around the relic base while shooting inaccurately or only using the rocket launcher or something. That said though, I think the current system of only players shooting each other would be fine, if the base was defensible enough. With the current system perhaps locking a continent could allow access to a base where something of value to the whole realm is to be looted. Perhaps it shouldn't be terribly strong, as without a constant AI defense an enterprising player or squad would probably find a way to sneak away with it with less contest than it deserves at some point.

If AI/NPCs/base defense are added in the future, I'd suggest more powerful relics guarded by a formidable realm NPC force, so as to encourage whole realms having to turn out and work together to even have a hope at assaulting the other realms.

VR might be a good place for the devs to practice having NPCs moving around and stuff, since it would be useful for people in VR to have stuff moving around anyways.

What kind of relics would be the question, any ideas? Daoc had relics that gave +10% damage to melee or magic across the board, all three realms had a magic and melee relic, and they stacked with each other. Perhaps in PS2 you could use in game resources to obtain expendables or something by controlling the relic that produces the backstory ingredients.

Perhaps even it could unlock cosmetics, like colored smokes or camos.

Or extra abilities to go in one of your equip slots, across the whole realm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on March 25, 2013, 08:52:00 am
Historically speaking, persistent world MMOs with 'capture items that actually matter' become weird really fast.  It's generally too easy to slip in at 2am and steal the sacred relic while the enemy faction is offline.  If the guards are NPCs then it becomes a dungeon chase and not really an MMO issue anymore.  If the guards are PCs then the entire faction relies on 'who's the least nooby person standing blankly at the vault?' because let's face it, guard duty is boring.  It doesn't earn you certs to guard a position (and if you DO earn certs for standing in place, then that's a whole new can of worms) and you don't even get to actually play the game you're playing. 

The only way I could reliably see this working, is if you had to push the capture tiles onto the enemy's warpgate, because this way the whole faction is involved.  Once you are adjacent to the warpgate, then you would have to activate 2-3 keys, such as the ACUs and Generators in whatever bases, they could be tripped by an enemy, and repaired by an ally.  Once all keys are activated, then the defended faction loses their buff, and the attackers steal it.

I'd imagine that each warpgate would have some sort of power core (how else would they maintain those MASSIVE shields?) and have abilities to draw and redirect power.  When you manage to win off an enemy's warp gate as listed above, then your warp gate would leach power off the enemy's to make itself more powerful.  These could be different buffs, like +5% exp to that continent.  Each core could start out with multiple charges as well, or more likely, each would have 1, so any given faction could earn 3.  Or I'd rather see, each faction has 2 charges, and each gives +2% exp.  When one faction has their charge stolen, it cannot be stolen again for 12-24 hours, to prevent them from being swarmed and to give them time to reclaim territory and fortify.

Ideally, this would tie into owning a continent.  Once one faction owned all the charges, then they got the -10% purchase cost and 24 hours later the charges reset for each faction.  Ah, early morning speculation...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 25, 2013, 09:02:32 am
words

The artifact running might work IF and only IF the faction vault is guarder by NPC guards competent enough to hold small-medium attacks off for long enough for actual players to arrive in greater numbers to defend.
This would create another chokepoint for players to fight over.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 25, 2013, 09:49:39 am
Or automated turrets that send off warnings to command chat when attacked, or broadcasted to the whole continent when destroyed.


I think something more akin to cont locking is much more likely to occur here, with perhaps more interesting bonuses as more continents are added.  If they bring back the caverns maybe we'll see something different for them.

Also, LLU bases (http://wiki.planetsidesyndicate.com/index.php?title=LLU).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 25, 2013, 10:44:52 am
Just a silly idea for a wider metagame without changing much and focusing on adding extra motivation to the current gameplay.

My motivations here;

1) Don't make it so a casual player can be screwed over by the meta. Forcing people play in a certain way during certain times of day or granting one side a massive advantage would be just ugly.

2) Make it so the meta grants rewards to everyone, encouraging people to take an interest. An XP boost for everyone, even the casual player who might not be invested yet, is the best way I can think of to encourage people to become invested. Obviously this might need to be changed for more involved players, but at that stage the meta often becomes its own reward.

3) Make day-to-day gameplay matter. Having the meta focus around events that only make up a tiny and unrepresentative fraction of actual gameplay, or that require large scale coordination that disqualifies a substantial chunk of the player-base from taking part (or worse, means anyone not on the A-team for their faction is hurting by trying to take part) is bad. Good meta play should look like good everyday play.


The only new mechanic I would add is a continent/faction wide point system. Each time you gain resources from a base you also gain CCP (Continent Control Points) based on the size of the base and distance from your warpgate. I'm thinking the shortest distance along the new chain system times the base size (so double for medium, 4x for large facilities). Completely capping the continent grants a one time bonus of <substantial number goes here> CCP.

There is a fixed CCP cap. Once one faction reaches it for a continent an announcement goes out and there are lots of graphical indicators for all factions. A timer is also started.

After *X hours* there is another announcement and new indicators, and a new *Y hour* countdown starts. If the faction who reached the CCP cap can cap the continent during that period they gain a continent wide XP bonus (I'm thinking 50%) for the next three days, during which time they don't gain any CCP on that continent. During the period the other two factions gain boosted defensive XP (think double defensive bonuses) and increased CCP gain.

Tweak the numbers so that you have each faction hitting the CCP cap on a continent every 2 weeks to a month, leaning towards the long end. There are enough continents and factions that's already multiple events a week, on average.

As far as the capture timer goes, I'd say that 6-8 hours over peak times for that server would be right, with the prior countdown adjusted so it always starts at the right time. Also allows for staggering for different continents and factions reaching the CCP cap at the same time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 25, 2013, 11:26:55 am
How about this: "seasons" of combat. It starts with all three sides in equal strength. It is possible- though incredibly difficult- to capture a warpgate; without a warpgate, you can only deploy very infrequently, from drop pods, to some specific location. It is possible to capture a territory, but requires coordination. Through this, you can eventually retake a warpgate.

The season is over after three months to a year, or when one side has captured all the warpgates.

At that point, time resets, though players keep their unlocks, plus a big reward for the entire winning team.

Notably, resource gain could increase over time to ramp up the war as time progresses.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on March 25, 2013, 01:06:26 pm
Well, the important thing is that there's a long-term story of one side gradually taking over the continent, eventually reaching completion and beginning a new season.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 25, 2013, 01:50:51 pm
I agree. The best thing would be to make official campaigns. For example, a website where SOE use stats coming from all the servers to determine the completion of various objectives. Said objectives are announced at regular intervals. Say monthly for big ones, weekly or bi-weekly for minor ones).
Every completed objective earn points for the faction toward a final success. Kinda like Hogwarts point system, now that I think about it...
And now the great idea... Updates partly depends on ingame events.
Depending on which faction won which campaign, completed which objectives, the updates will vary. It can determine the look of the terrain (Vanu structures littering a VS-dominated Esamir for example), weapon or vehicles changes...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 26, 2013, 08:42:39 am
2x XP weekend.
2x SC weekend.
New PS2 app.
And global stats. (http://www.planetside-universe.com/news-double-xp-and-planetside-2-app-2994.htm)
Quote
    The battles have been grueling since the war began last November and there doesn't appear to be any sign of peace in the near future. In February alone there were 102,366,951 casualties on Auraxian soil. Other February statistics include:

        42.31 deaths per second
        7.2 billion shots fired; 2.3 billion shots hit
        2,960 shots per second
        140 countries participating
        43 thousand outfits; 4,810 active Outfits per server
        152 thousand squads
        1.2 million base flips
        New Conglomerate: 399 thousand
        Vanu Sovereignty: 375 thousand
        Terran Republic: 389 thousand
        5 thousand hours spent healing
        4.76 years spent repairing
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 26, 2013, 09:21:33 am
Double SC?  Looks like they're going to get some more of my money.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on March 26, 2013, 09:53:56 am
Double SC?  Looks like they're going to get some more of my money.

This. So many things to buy...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 27, 2013, 05:47:55 pm
New patch notes for the weekend are up.

Quote
    The deconstruct button has been removed from the vehicle info panel on the HUD
    Vehicle kill assist XP values adjusted to appropriately scale with the recent XP bump for destroying a vehicle
    The NS-11C has been added to the Depot for all Empires
    Adjustments have been made to the Lancer VS22:
        Damage falloff now starts at 500m and ends at 700m.
        Projectile speed now changes based on charge level. Level 1 = 600 m/s. Level 2 = 700 m/s. Level 3 = 800 m/s.
        Fire delay removed from ALL charge levels.
        Now takes 1.5 seconds to reach charge level 2 (used to be 2 seconds). Level 3 remains at 3 seconds. You can now hold the charge for 5 full seconds before it will auto-fire (up from 4).
        The charge animation on the reticle is now more precise/accurate
    Adjustments have been made to the NC15 Phoenix:
        Should now do more damage against air targets (same damage as default launcher)
        Reduced reload time by 5700 ms, down to 5200 MS.
        Fixed a projectile speed irregularity, this was causing the rocket to go much further than it should have before the player gained control of it. (Related to latency)
        Reduced phoenix speed by 10 kph (~2.7 m/sec)
        Adjusted the camera to be more in line with the collision model of the rocket
    Air to Air lock on tones should now be working correctly for all empires
    Server performance improvements


Lancer gets a buff, but what's this?  The Phoenix gets buffed as well?  The VS and TR tears- they are delicious!


Really, though, this is totally fair.  The Phoenix already is the slowest refire due to the nature of the weapon, so the hate on the AI use is a bit unfounded.  Given the range limitation, if you want to pick off infantry, you should be using a sniper rifle.  The Lancer needed the love, and from what I hear, the Striker is fine as is.

Still hoping for it to not despawn after 300m, though.  Missing a tank by three feet because the rocket vanished is aggravating.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 27, 2013, 06:29:33 pm
Its spring break and my desktop is still in my dorm. WHY DOES SOE DO ALL THESE THINGS THIS WEEK.

I crave........
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on March 27, 2013, 09:26:05 pm
I am not seeing the buff, besides one vs aircraft and some minor tweaks to it, moves a bit slower too...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 27, 2013, 09:28:56 pm
Lines three and five are significant.  Even if it was more fix than buff, it's still better off than before.  Slower projectile does mean it'll be a bit easier to turn, so it's not as bad as it sounds.

Given, though, the screams for it to be nerfed and it instead gets this, though... the tears are delicious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 28, 2013, 12:37:52 am
I still haven't played PS2 since these new launcher came out, so I cant say anything from experience, but it seems that phoenix fireteams would be weak against snipers. And the projectiles can be shot down by burster maxes apparently.
So let people try out counters and adapt before nerfing. lazy whiners...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 28, 2013, 08:34:13 am
I've been in several Phoenix squads.  Usually we have a medic+engy or two plus a couple burster maxes, and go gal drop on a ridge somewhere.  The maxes deter air, snipers get LMG fire (or a Phoenix if in range/visible), and any armor gets a full volley of PHOENIX FREEDOM.  A tank driving right on us or a Lib near flight ceiling can wreck us, but oddly we rarely attract smart libs shooting us- usually they come in low and get Phoenixed.

The ridge north of Tawrich is an excellent spot, especially if the enemy zerg is pushing from there to Broken Ridge.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 28, 2013, 10:50:01 am
A smart sniper would shoot the medic first. But yeah, such a group can't be deterred, except by another similarly organised (in term of level of coordination) group. Say, four or so snipers, medic(s), engi. Lone snipers doesn't stand a chance, and judging by the general mentality of PS2 players, nobody gonna bother organize to take you down. Too much risk, too much effort, too little reward.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 28, 2013, 11:36:22 am
Last night when we tried this, we just had one burster and we got lolpodded a lot.  Thankfully, those can be taken out with a Phoenix round that they don't bother to dodge.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 28, 2013, 06:59:26 pm
Just wondering, anyone here from the US willing to buy a Walmart Stationcash card (one with 500 bonus SC on a $15 card) and get paid back over paypal? I was hoping to pay in some SC over the 2x weekend, but grabbing 4k for $15 instead of £15 is a really tempting deal. There are people offering to sell them over Reddit, but I thought I'd ask here first.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 28, 2013, 08:16:50 pm
I checked three Wal-Marts near me for one and couldn't find it.  I'm getting that Gamestop card with the NS-11A on it tomorrow, though.


Speaking of the NS-11A, has anyone tried the NS-11C?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on March 29, 2013, 06:47:27 am
God damn scatmaxes. Note to self: never attempt a biolab capture when the entire NC pop is there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on March 29, 2013, 07:35:25 am
Trick: come in low, then swipe em all off the pad with your scythe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 29, 2013, 07:54:45 am
I think he was infantry. "scatmaxes" must refer to "scatter maxes", from the ulra-short range NC max weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 29, 2013, 07:55:38 am
Counter-trick to Scythe rams:  Get your engy buddy to leave a turret right next to you.  It's as good as a concrete wall if the Scythe hits it.



Also, I hear GU06 has a shotgun revamp in the cards, including NC MAXes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on March 29, 2013, 08:00:54 am
I think he was infantry. "scatmaxes" must refer to "scatter maxes", from the ulra-short range NC max weapon.
*facepalm* Haven't played this for too long.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 29, 2013, 10:45:27 am
Quote
    Phoenix rocket effects will show at a longer range.
    Phoenix damage has been adjusted in the following way:
        Increased damage against all vehicles.
        Reduced damage against infantry.
    The Lancer has been adjusted in the following way:
        A bug preventing projectiles at charge levels 1 and 2 to not last as long as intended has been resolved.
        The cone of fire from scoped shots has been removed.


More Phoenix adjustments.  How many hits on MBTs/Sundies now?  Infantry?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 29, 2013, 11:07:20 am
Oh they're nerfing the NC MAXes already?

Damn, I've been one of the vocal minority saying just give TR/VS a MAX shotgun arm.

Although I believe level design to be the real player making shotguns a headache for everyone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 29, 2013, 12:41:44 pm
I was considering grabbing some Hacksaws this weekend, but I think I'll hold off.



Instead I'll just continue to Phoenix everything in sight and have a blast.  My only regret is no hate tells from VS/TR.  Sadface.



Also, saw a certfarm tip for the VS out there- Hit every vehicle you see with a one-charge Lancer shot to rake in assists left and right, since it's worth as much as a kill now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on March 29, 2013, 04:56:01 pm
well, in the crown there is a way to glitch into one of the walls, the barrels by control point B, if you run into them in the correct way you can get into that wall.  Saw a TR do it, and figured out how to after.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 29, 2013, 08:58:01 pm
I saw a TR MAX run through a wall a couple nights ago.  It was in a tech plant (forget which one) and they ran out the vehicle bay wall to the outside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 29, 2013, 09:43:58 pm
I think he was infantry. "scatmaxes" must refer to "scatter maxes", from the ulra-short range NC max weapon.
*facepalm* Haven't played this for too long.
No worries, scatmaxes are the easiest thing in the world to remember: When NC lose ground they pull scatmaxes and shit all over everything.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Doomblade187 on March 29, 2013, 10:20:28 pm
Ran with Imposition tonight on Amerish and had quite a bit of fun. It was busy on Amerish, it seems- something that doesn't always happen.

Also, ridge-fighting is always fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on March 29, 2013, 11:44:37 pm
So things are about to get interesting on Matherson. Seems some drama went down regarding The Enclave and AoD, the two largest TR outfits. No clue what the deal is ; and that isn't a discussion for here anyway, but the important bit is that TR numbers seem to be down quite a bit compared to before, to the point they actually got gated on Indar during primetime tonight, and barely had a pop advantage on Esamir. So if they stay the way there are, seems our neighbors to the north might soon be our biggest threat, not the TR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on March 30, 2013, 06:23:57 pm
sooo... I tested the Lancer in VR today, and I concluded that it is utterly worthless.

First: you cant aim down/out of sights while charging. Can be slightly annoying sometimes. And a bug: sometimes it won't charge.

Now the low, low, low damage:
You need two fully charged shots to kill a single guy. That is about 6sec TTK. Same for MAXes.
Against armor it fares a bit better. Two fully charged shots plus two non-charged to kill lightnings, MBT and ESF. Ridiculously useless against liberators. Untested against sundies and gal. Silver lining: only one fully-charged shot (or four non charged) to destroy a flash.

On the plus side, the projectile speed is super-high.

So meh, won't buy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 30, 2013, 07:15:30 pm
I'm trying to learn the aerial game.

I enjoy pulling a mosquito, sort of flying around, shooting at stuff, missing, getting shot by an AA turret, a reaver, a skyguard, a liberator, and then maybe a lock on missile or two, dying, then waiting ten minutes before I can try again.

If I want to give some jackass 400 xp over and over as fast as I possibly can, shouldn't I be able to? I don't understand why vehicles are limited by both resources and timers.

/ragequitthenwhineaboutitonforums
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 30, 2013, 07:24:24 pm
Mostly to make it slightly more difficult for masses of people to keep pulling vehicles and swarming some poor facility. Though frankly I've rarely been in a situation where I need to re-pull a vehicle and can't, and I only have the first three or so timer reduction certs for the ones I use. As long as you live decently long the timer will run down and the resources recover before you need to pull again. With ESF work the name of the game is survivability; it's better to come in low and fast, get a few hits, and get out, rather than coming in slow and level, getting a kill, and then being picked off.

Also of course rocketpods and A2A missiles. They're probably the most substantial incarnation of P2W in PS2, given that ESFs are pretty much worthless without them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on March 31, 2013, 03:10:29 am
I'm sitting on 1300 certs right now, maybe another 200 by the time the 2x exp is over if I'm lucky. I can't decide what to get though- rank 5 Flak armor for engineer or extended clips on MAX bursters. Engineer and MAX are my specialties, I try to focus on MAX more and fall back on engineer if I somehow am stuck on timer but really I just stay engineer most of the time because I don't do much teamplay and MAX needs support to really get the most out of it. The extended magazines seem like they would be really helpful regardless, as most ESFs start flying away with just a couple shells life to spare and going solo as a burster is pretty easy/effective. That last 11% explosive resistance on engineer would be nice though...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 31, 2013, 03:19:26 am
I got 3k XP yesterday somehow. It said it was a liberator kill with some people, but I hadn't even put anti-tank mines on any pads, let alone shot anything at the sky...
Was it my flash that was somewhere in the middle of nowhere? o.0

Is flak armor that important for engineer? I use it about a third to half the time, usually to lay down mines and fix things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 31, 2013, 11:19:20 am
At rank 3 flak you can survive an AP mine from full.   Makes it a lot easier to run from a rocket podder as well.

And honestly, the other options aren't worth much.  I guess if you love grenades or want to carry around five tank mines, you could go that route.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 31, 2013, 12:30:39 pm
I've been going nanoweave so far... >.>
That probably makes me a derp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on March 31, 2013, 01:23:25 pm
You can survive one extra bullet of any damage with one rank of the armor upgrade. The fifth rank allows you to survive two extra bullets of the lowest damage.

This may not seem like much, but since most combat takes place well over 10 meters, where damage drop off begins, in practice the higher levels can help you survive quite a bit of getting shot. I've been able to feel the difference even at Rank 4. Fair warning, though: Rank 5 costs 1000 certs.

Of course, for fighting vehicles or storming explosive ridden hallways, Flak Armor is a heck of a lot more useful that a few more points of health.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 31, 2013, 01:40:02 pm
I tend to only run nanoweave in smaller scale biolab fights. Ones where I know there won't be any armour or air to fight, where there won't be much in the way of grenade or rocket spam to dodge and where the mines will be in predictable places (or bugged like they are now and no threat at all).

That is to say, places where flak is totally worthless.

Nanoweave does help, but despite being universally more health, that health actually matters in far fewer situations than flak helps out. And the situations where flak does help it tends to be a huge advantage over nanoweave.

EDIT;
New use for Galaxies. (https://www.youtube.com/watch?v=dSbbLisrsAM)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 31, 2013, 06:11:13 pm
I unlocked the TR rocket pods with certs. Now I get to be the oppressor.

What other necessities do I need for a mosquito? Flares? Stealth? Radar? Nanites? M18 Rotary? M14 Banshee?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on March 31, 2013, 06:19:19 pm
Flares. After that, either A2A missiles if you can stand the grind, or the A2A primary if you can't. If the TR has anything comparable to the Light PPA, consider getting that (I get more use out of it than the photon pods).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 01, 2013, 12:50:17 am
EDIT;
New use for Galaxies. (https://www.youtube.com/watch?v=dSbbLisrsAM)
Tried this once... it's easier to use Scythes/your faction's ASF.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 01, 2013, 10:05:05 am
True, but a Galaxy falling on your head is pretty damn distracting, which is nice when you're trying to throw mines.


Speaking of falling on your head, I was on a ridge over Splitpeak Pass firing down on the occupying VS when I got splattered by a friendly drop pod.  It was too funny to be mad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 01, 2013, 04:24:31 pm
True, but a Galaxy falling on your head is pretty damn distracting, which is nice when you're trying to throw mines.


Speaking of falling on your head, I was on a ridge over Splitpeak Pass firing down on the occupying VS when I got splattered by a friendly drop pod.  It was too funny to be mad.
Drop pods are probably the most amusing weapon in the game. I podded onto a mobile enemy sunderer the other day, and instead of the expected explosion I got killed. It was too unexpected to be upset about. I'm not sure if you can actually kill sunderers with a drop pod though, but my death was definitely due to lag compensation. My connection is terrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 01, 2013, 04:37:48 pm
You have yet to have your ESF pegged by a friendly drop pod, I take it?   :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 01, 2013, 04:56:21 pm
I did that to a friendly lib once. This was before I knew you could steer the pod. I felt bad about it but guiltless since drop pods were indiscriminate and uncaring forces of nature to me then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 01, 2013, 08:12:52 pm
http://forums.station.sony.com/ps2/index.php?threads/gu06-info-and-feature-preview.111452/
(http://i.imgur.com/DSNueLB.png)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 01, 2013, 08:31:03 pm
Interesting to see how this will work out with the Lattice system.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 01, 2013, 09:01:15 pm
I'm 50/50 on members getting an exclusive sale. I primarily spend my SC on sales, so having an option blocked off for me makes me feel a little slighted. On the other hand, membership doesn't seem to have enough benefits to make it worth a monthly paycheck, and having an exclusive daily sale makes that a little nicer.

I just wish wouldn't have to give SoE my credit card information in order to become a member. They don't have a very good track record with protecting sensitive information.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 01, 2013, 09:39:59 pm
The Gamestop card that comes with the NS11A can be redeemed for a month of membership, but then you have to pay at the 15/month rate instead of the discount extended memberships.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on April 01, 2013, 09:45:53 pm
Finally got enough certs to get a cloaked flash with a Kolt gun. It's hilarious.

Note: It's surprisingly effective against maxes. However, lancers will forever be your doom. That and friendly vehicles. People don't notice cloaked flashes.

The Alert system sounds good, though I tend to play at peak times, so I probably won't see much of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on April 01, 2013, 10:24:57 pm
Another use for it :D (http://www.youtube.com/watch?v=cSVdp1IIIGw)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 01, 2013, 10:27:24 pm
Man, the only way I can reliably kill things is with the artillery on that two base in the middle of Indar.

I also manage to hotdrop on a snipers nest, somehow.

I have no idea what I'm doing in this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on April 02, 2013, 12:09:43 am
I wonder how much of the GU6 info is april fools related...

Over the weekend I got around 10 certs in less than a minute, hot-dropped into a battlezone (crossroads, my faction owned tower)  and proceeded to blow up a shundie with my AV turret, then get some direct shots on infantry,  the shundie was quite close to the tower and not hiding at all for some reason.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 02, 2013, 05:45:02 pm
Trying this out again after a long break.

Skyguards...skyguards everywhere. Flying seems pretty darn useless at this point, add to that the only liberators still in the sky are piloted by diehard flyers and are no picnic to take out. Inbetween flak and lockons every battlefield seems like a no fly zone, feels like my bird is now a mere vulture looming overhead to pick off the stragglers when the battle is won.

Also engineer AV turret hasn't been nerfed, lulz. Take a vanguard to the field get shot down before I can get three long range shots in. Manage to slip out in time and deploy a free of charge infinite ammo AV turret, get 3 tank kills and 2 phalanx turrets. Seems balanced.  ???

It's looking like armor is next on the chopping block after air, in the short time I played again I've seen time and time again infantry charging towards enemy armor. Infantry...charging towards armor, and armor using hit and run (and repair) against foot soldiers. Wut. I get that infantry should destroy armor in urban scenarios or hilly landscapes but there are so many devestating long range weapons now it's insane.

Maybe I should just try playing the game as infantry exclusive and treat vehicles as fancy armed transports, seems to be the general direction the game has gone. Hail to the heavy assault overlords?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 02, 2013, 06:03:40 pm
Trying this out again after a long break.

Skyguards...skyguards everywhere. Flying seems pretty darn useless at this point, add to that the only liberators still in the sky are piloted by diehard flyers and are no picnic to take out. Inbetween flak and lockons every battlefield seems like a no fly zone, feels like my bird is now a mere vulture looming overhead to pick off the stragglers when the battle is won.

Also engineer AV turret hasn't been nerfed, lulz. Take a vanguard to the field get shot down before I can get three long range shots in. Manage to slip out in time and deploy a free of charge infinite ammo AV turret, get 3 tank kills and 2 phalanx turrets. Seems balanced.  ???

It's looking like armor is next on the chopping block after air, in the short time I played again I've seen time and time again infantry charging towards enemy armor. Infantry...charging towards armor, and armor using hit and run (and repair) against foot soldiers. Wut. I get that infantry should destroy armor in urban scenarios or hilly landscapes but there are so many devestating long range weapons now it's insane.

Maybe I should just try playing the game as infantry exclusive and treat vehicles as fancy armed transports, seems to be the general direction the game has gone. Hail to the heavy assault overlords?
1. Skyguards aren't even that good.
2. Engineer AV turret is fly-by-wire, not lock on, so its pretty easy to shake if you can break LOS to the shooter.
3. We bring tons of flak because people spam aircraft. Its pretty natural to seek air superiority, and to attempt to deny it. I'm not sure this is even a valid complaint. Its like saying "Why does the enemy shoot at me?!"
4. Armor isn't an anti-infantry weapon. Infantry are in fact the biggest weakness of armor, because armor is slow and less maneuverable. A guy with a jetpack can fly over you where your turret can't traverse. Armor is intended to fight armor, not own everything in the battlespace. A properly equipped tank can devastate infantry, but they do so at the sacrifice of their anti-armor capabilities. Bring a high explosive turret next time instead and see how close they get. Huge splash makes infantry die. The real problem I have with my tank is not infantry but base turrets and strike fighters with rocket pods.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 02, 2013, 06:14:19 pm
The best use of tanks I've seen are the ones far away from the fighting and shooting at fortified positions and cover.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 02, 2013, 06:57:27 pm
I just recently got into trying the MBT; I can't for the life of me kill an infantry with the anti-infantry rounds. The magrider's only got one shot, and every time I fire it at someone they survive. The prevalence of flak armor is likely to be blamed, but it feels like the AI rounds are essentially worthless unless I'm shooting at a sunderer to kill the engies attempting to repair it (this is actually a really effective way to take out a sunderer as it turns out, with bonus points included!), or firing into a veritable cloud of infantry packed into a room and killing the two poor fools not lucky enough to be certed into flak armor.

Of course, I remember what it was like as an infantry and taking those rounds from across a football field and getting one-shot. That wasn't much fun either. I wish they would just cave in and up the TTK on everything in the game, there's simply no room for tweaking balance when the only tweaking you can do is changing a gun from a one hit kill to a two hit kill or vice versa.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 02, 2013, 07:00:01 pm
I get most of my infantry kills via my turret gunner, who is usually a buddy of mine and is a good shot. When we're hunting infantry I put one of the machineguns up top. I don't usually use the AI rounds for the main gun, I prefer the focused anti-armor rounds.

Depending on the situation we swap the top turret out for AV or AA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on April 02, 2013, 07:51:31 pm
In my mind, lightnings are for killing infantry and the specialty tanks for tank warfare. Lightnings are fast (meaning they can dodge most rockets), and default with a multi-fire HE weapon. When I use a lightning I tend to just tear through infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 02, 2013, 08:17:19 pm
I recently discovered the magic of running infantry over with my reaver.

Also lightning is the best tank in the game imo. I meet a lot of tankers on the field who don't take the necessary care with their aim, and since the lightning is so fast and has a small profile you can regularly beat heavy tanks with it. If the terrain is level enough or you're a crack shot you can fire at full throttle, otherwise the name of the game is shoot and scoot.

I meet a LOT of tankers who don't try to protect the rear of their tank, I'll drive my lightning behind, he'll flip his turret around and SIT STILL. mmmm certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on April 03, 2013, 01:50:15 am
I recently discovered the magic of running infantry over with my reaver.
Welcome to the real use of Planetside aircraft.

Trying this out again after a long break.

Skyguards...skyguards everywhere. Flying seems pretty darn useless at this point, add to that the only liberators still in the sky are piloted by diehard flyers and are no picnic to take out. Inbetween flak and lockons every battlefield seems like a no fly zone, feels like my bird is now a mere vulture looming overhead to pick off the stragglers when the battle is won.

Also engineer AV turret hasn't been nerfed, lulz. Take a vanguard to the field get shot down before I can get three long range shots in. Manage to slip out in time and deploy a free of charge infinite ammo AV turret, get 3 tank kills and 2 phalanx turrets. Seems balanced.  ???

It's looking like armor is next on the chopping block after air, in the short time I played again I've seen time and time again infantry charging towards enemy armor. Infantry...charging towards armor, and armor using hit and run (and repair) against foot soldiers. Wut. I get that infantry should destroy armor in urban scenarios or hilly landscapes but there are so many devestating long range weapons now it's insane.

Maybe I should just try playing the game as infantry exclusive and treat vehicles as fancy armed transports, seems to be the general direction the game has gone. Hail to the heavy assault overlords?
I always fly up at at least 500m where most tanks won't even look, let alone be able to shoot you. Sometimes the render distance is being awful and you can't see anything on the ground, but you can kinda jink down until you do, then go all death from above on its ass and fly away low and fast. Even if you don't kill anything, it feels awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 03, 2013, 04:53:43 am
I wish they would just cave in and up the TTK on everything in the game, there's simply no room for tweaking balance when the only tweaking you can do is changing a gun from a one hit kill to a two hit kill or vice versa.
Exactly my thought. Planetside1 had longer TTK (even though I never played it myself) and it worked out fine. I don't understand why so many games insist on a short TTK, I can only imagine it is to appease the 'me me me now now now quick quick quick' generation of gamers.

Engineer AV turret is fly-by-wire, not lock on, so its pretty easy to shake if you can break LOS to the shooter.
Of course I know it's wire guided, I have used the thing extensively myself. It is an immensly powerful long range weapon, able to destroy armor out in the open. It's not a close quarters weapon, leave that to a heavy with a dumbfire launcher.

Armor isn't an anti-infantry weapon. Infantry are in fact the biggest weakness of armor, because armor is slow and less maneuverable. A guy with a jetpack can fly over you where your turret can't traverse. Armor is intended to fight armor, not own everything in the battlespace.
If armor is meant to counter armor, and infantry counters infantry, armor and air...what is the point to taking anything other then infantry? Armor can't cap point so if the intended role is to take out other armor it is useless in the grand scheme of the battle. It should be a combined arms game, infantry should not be all end all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 03, 2013, 05:47:27 am
Well, as some other people already said: lightnings are AI and AA and MBTs are AV. The main function of MBTs towards the end of the battle, especially in larger bases and battles, is to keep the enemies locked down in the base so that they can't go recapture points and to keep out attempts to retake the base from bases that border the base they are dealing with. They also serve as protectors for other tanks, infantry and air. Infantry has the main advantage of being small and having an easy time hiding. Also, they usually are the ones that you'll rely on to capture bases and they are the easiest to play. (with armor inbetween and air being the hardest). Air has the advantage of being air, and generally hard to hit without specialized weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 03, 2013, 07:46:38 am
I just recently got into trying the MBT; I can't for the life of me kill an infantry with the anti-infantry rounds. The magrider's only got one shot, and every time I fire it at someone they survive.

If you are trying to kill infantry with the magrider just use the default gun with NV scope. Direct hits are one shot kills and near misses usually drop them to half health or less. The anti-infantry gun is more for suppressing groups of infantry rather than killing them outright.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 03, 2013, 10:04:47 am
I just recently got into trying the MBT; I can't for the life of me kill an infantry with the anti-infantry rounds. The magrider's only got one shot, and every time I fire it at someone they survive.

If you are trying to kill infantry with the magrider just use the default gun with NV scope. Direct hits are one shot kills and near misses usually drop them to half health or less. The anti-infantry gun is more for suppressing groups of infantry rather than killing them outright. run them over.

FTFY
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 03, 2013, 10:05:28 am
They don't call it the Magmower for nothing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 03, 2013, 10:20:50 am
I killed a tank once on a 1-on-1 tank fight by leaving my tank before it explodes and killed it with 2 shots of a grenade launcher thing. It just sat there aiming its cannon at me while I reload. It could have just run me over but nope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 03, 2013, 10:23:00 am
So I picked this up recently, mostly because it has this huge thread at B12, and it's great fun, even if I can't hit shit. Anyway, I'm about to collect my first 100 cert, and I'm wondering what to do with it. I'm NC, and I mostly like playing light assault. I was thinking of getting one of those 100 cert guns. Is that a good idea, or should I be getting something else?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 03, 2013, 10:34:32 am
What can you buy with 100 certs...? eesh.

Well the best-spent cheap cert(IMO) is the AMS for the Sunderer. It allows you to deploy your sunderer so people can spawn at it. You get experience every time someone does. It's only 50 certs, and it is probably THE cert responsible for turning the tide of 95% of infantry battles. You'll want to try to park close enough to the action that people spawn, but far enough to discourage tank-mine wielding bum-rushers(Eg: ME!)

If you're really enjoying light assault, you could save up for C4. You toss one with right-click(and they'll stick to vehicles too) and set it off with left click. Add in your jump-jets and you'll be dropping c4 on people's heads and raking in the points. I think the first level is 200 certs though.

For 100 certs, you can get the air superiority gun for the ESF, but if you don't plan on lots of practice time and DF-style fun every time you pull one, piloting may not be your thing. I dumped a ton of money into mine just to find out I suck at it. 600 hours later(probably close to 90 or so in a scythe) and I'm just starting to get decent with them :/

EDIT:
DJ, what server/faction? :3
Errbody else: Do we still have an active players list or something? I know we had that one from beta sign-ups but is there anything more current?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 03, 2013, 10:38:19 am
So I picked this up recently, mostly because it has this huge thread at B12, and it's great fun, even if I can't hit shit. Anyway, I'm about to collect my first 100 cert, and I'm wondering what to do with it. I'm NC, and I mostly like playing light assault. I was thinking of getting one of those 100 cert guns. Is that a good idea, or should I be getting something else?

Spend your first 20-30 certs getting all the 1 point certs on the classes and vehicles(and remember to equip them on the classes and vehicle weapons). Don't worry about saving up for another gun until you have picked up the basic 10 and 30 cost certs for each class ability. Grab a scope on your gun for each class, 2x or 3.4x. The carbine is a good one to get the scope for first as it is used by engineer and light assault.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 03, 2013, 10:43:51 am
There's a decent Youtube video or two that discusses good things to buy for LA with your starter certs.  I agree with getting the really cheap basic certs (a couple levels of flak armor, a couple recharges for your jump jets, a scope), then the first big thing to save up for is a brick of C4.  The Mercenary's good enough to run with for now before you start dropping big bucks on a fancy new weapon.



Speaking of Mercenaries, I just grabbed the Mercenary Bundle.  The Piston auto-shotty, Cyclone SMG, and the alternate pistol for only 900 SC.  Now I see why everyone complains about shotguns, and that's not even the pump one!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 03, 2013, 11:11:36 am
Damn, I'm gonna grab that bundle too. I really want a shotgun and the SMG.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 03, 2013, 11:38:53 am
I wish I had more than 170 SC :P I'm not even sure what to *buy* with it, or to save it, buy 1k, and get 3 things which are on sale.

And now... what's better for infiltrators, semi-up-close, Hunter or Nano-Armor?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on April 03, 2013, 02:30:28 pm
Well, depends on what you're doing. If you're doing up close sniping, Hunter for sure. If you're doing up close pistol/smg, than Nano-Armor might be preferable. I run Hunter personally.

Edit: For LA I would grab restoration kits/adrenal pumps. They're pretty useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 03, 2013, 02:36:32 pm
don't they get in the way of C4? ???
I like C4...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 03, 2013, 02:58:50 pm
Yeah, I can't imagine being LA and willingly choosing not to have C4.

As for scopes, get the night vision one... at least, on one of your guns. It makes fighting at night a lot easier (and fighting in daytime easier too.)

If you're NC LA, I'd personally recommend saving up for a new weapon. I found the Mercenary to be kinda crap, at least compared to the GD-7F... which is somewhat less dominant at short range now with shotguns and SMGs around, so maybe you'd want to trial them all and see what one works best for your playstyle. Or hell, you might even get some good usage out of the Mercenary and not need a new weapon any time soon.

I'd avoid the 100 cert guns, though. They're crappy two round burst weapons, which is utterly pointless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 03, 2013, 03:01:14 pm
I actually rather like them.


I ended up buying the NC-11 and Mercenary Pack today. I got disconnected, logged back in, and suddenly... They weren't there, and neither was my SC.

Gr. Not happy right now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 03, 2013, 03:02:24 pm
I'd recommend throwing your first 100 certs at the anti tank mines so you can get that sweet, sweet sundy and tank kill xp, but there are obviously a lot of choices.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on April 03, 2013, 03:17:15 pm
Yeah, LA needs the C4 badly. It greatly increases the number of targets you can effectively fight. Plus you can get really creative with it (cap a point, C4 it and run away, as soon as you see it flipping detonate :D).

After that, if you're enjoying the Mercenary (I am) you might want to cert it out too. One of the reflex scopes is pretty nice since it's good at close and medium ranges (where you'll be fighting the most) and a silencer is pretty useful when you're scurrying about biolabs and towers, it can be quite easy to hide for longer periods while picking off people one by one, all the while nobody has any idea where are you shooting them from.

If you're looking to buy a second gun after a while. The 500 cert one is pretty nice since it can mount a grenade launcher which is pretty sweet once you get a hang of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 03, 2013, 03:22:39 pm
Yeah I have the 500 S-gun on my LA, never regretted it. Must learn to use the grenade launcher more often though.
the only 100 cert gun worth it is the cheapest bolt-action sniper rifle, IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 03, 2013, 03:43:47 pm
Well, GU06 went in today, alerts, NC MAX shotgun nerf, various other things.

And hotfix coming soon, seeing all the bugs.

Influence is broke so all territories capture as if they were 0% adjacency caps.
The capture noises play on repeat sometimes (my teammate theorized that they start playing at the time it SHOULD have capped without the influence bug, and just keep playing until the cap)
Weird balls of light that shoot beams of light into the sky appear on minor bases.
Revive is broken for some people.
If you have an alert to capture a continent, and you capture a separate continent, it ends the alert and rewards everyone on both continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 03, 2013, 03:49:49 pm
Now I normally don't hate, because I've done programming before and know how frustrating bugfixing can be.

But the first and last of those bugs are pretty sad to make it out to live.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 03, 2013, 04:00:53 pm
Quote
Tank Mines Will no longer arm if thrown on top of a vehicle.

This is a totally fair compromise change on suicide sundying.  I, an engineer, approve.


As far as the shotgun changes, I haven't used them long enough to know how big a change they are.  I'm a bit wary of the fact NC MAXes got nerfed across the board while the other two factions stayed the same.  My gut says TR MAXes will dominate now, but we'll see.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 03, 2013, 04:33:56 pm
Honest easy and cheap cert collection: Ammo packs. Upgrade your ammo pack so it has a nice long duration and drop it on points being defended or behind AA maxes while they fire. You get even more xp if people from your squad use it.

I get so much xp just following a friend around in a max. I constantly repair him from around a corner and toss him ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 03, 2013, 06:12:32 pm
IIRC the only NC MAX shotgun to receive a damage nerf was the hacksaw, the Mattock had its pellets cone reduced and pellet velocity increased (better range).

Apart from that, the NC MAX shotguns pretty much all received a rate of fire decrease, magazine size decrease (of 1), and bullet velocity decrease (except the mattock).

Unfortunately I don't own the mattock for the MAX suit. I would love to play with it now.

Now I normally don't hate, because I've done programming before and know how frustrating bugfixing can be.

But the first and last of those bugs are pretty sad to make it out to live.

Well, after playing through about three general updates, I'm having doubts about the developers QA department, not all bugs are catch-able, and it still technically is beta, but that capture timer bug is just killing my fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 03, 2013, 06:30:15 pm
I'm a bit wary of the fact NC MAXes got nerfed across the board while the other two factions stayed the same.  My gut says TR MAXes will dominate now, but we'll see.
This looks likely. Maybe not as bad as it was in beta, but the changes look pretty heavy (http://www.reddit.com/r/Planetside/comments/1bld97/updated_max_weapon_spreadsheet/).

Both damage and magazine size were nerfed, so the overall damage an NC MAX can output was hit hard. Now all scat-MAXes other than those using Grinders need extended magazines to kill another MAX without needing to reload. That basically means you can't duel any other MAX because they will simply kill you while reloading. That's without looking at the reload and ROF nerfs (which make more sense in giving infantry any chance against a scat-MAX). Extended mag scat-MAXes should still be king though. Add 500 certs to the cost of all scat-weapon arms.



I picked up 4k SC during the 2x weekend (along with 800 saved certs) but held off buying anything so far. Waiting to see how the patch shakes out at least. I'm actually happy enough with the basic weapons that I'm almost considering buying some camos and just buying weapons as I gain enough certs, but will probably cave and buy a few. Some weapons I definitely want after playing in VR (cert cost in brackets, most of these are 1k SC);

LA8 Rebel (500) - played in VR and love it
Gauss Compact S (500) - I want the grenade launcher for my Engi, especially with the tank mine changes
Blitz GD-10 (1000) - best high ROF gun for NC and opens up infiltrator to non-sniping play
NS-10 Burster (1000) - I miss my beta anti-air MAX play

Weapons I'm not sure on or want to wait and see after the patch;

Piston OR Claw (1000) - only need one shotgun and want to see which makes more sense post-nerf)
MAX scat-arm (1000 for arm, 2000 or 3000 including extended mags and maybe buying a second Hacksaw/Grinder to replace the basic scat)
GD-7F (1000) - not sure if I need both this and the Blitz as short range bullet hoses, and the Blitz can be used by everyone
Phoenix (1000) - like it, but not sure I'd use it over the default in most places
Dalton (1000) and/or Zepher (750) - I'd love to have a viable liberator even if only as a backup for Ops, but suck too much as a pilot to justify yet
Air Hammer (100) - see above about sucking as a pilot

I'd love to find a replacement gun for the medic as that's my least favourite of the default guns, but nothing I've tried in VR seemed that much better and I don't play the class nearly enough to justify the cost. Still need to put in the 500 certs for the max rank medigun before I think about putting time into a new weapon. I guess the Blitz or a shotgun would work.


Fakedit: aww, they got rid of ramp jumping (gaining extra air if you jumped while running uphill). Probably can't climb the outside of towers (http://www.youtube.com/watch?v=InGefM97zdM) any more.

Realedit: so I waste time by writing all that and the EU servers are still locked? So much for trying for some of those new ribbons tonight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 03, 2013, 07:05:16 pm
General consensus on the air hammer is it isn't worth it unless you've certed the magazine size increases (to at lease 6 shells in a mag), or are not already a decent pilot with the M20 or Vortek.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 03, 2013, 07:39:56 pm
General consensus on the air hammer is it isn't worth it unless you've certed the magazine size increases (to at lease 6 shells in a mag), or are not already a decent pilot with the M20 or Vortek.
I couldn't remember the mag size costs or I'd of included them in the cost. Looks like 100/200/400/1000 (http://auraxisstation.com/nc). But I was considering it as an alternative to buying rocket pods to have a viable all-round fighter. It does sound like a pretty hefty investment to get up to speed though, so I might just let it rest until I definitely spend some time learning to fly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 03, 2013, 08:54:43 pm
Considering the risk of fighting ground forces armed with lock on missiles and AA weapons, you might consider going all out AA anyways. Vehicles give huge amounts of experience now, so it's a win-win, if you want to foot the bill for it.

Of course, I'm terrible at piloting vehicles in general, so I may not be the best source of advice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 03, 2013, 08:59:21 pm
That's one reason I love the Phoenix so much.  Armor column rolling in?  Just keep tagging.  Someone else may get the kill, but you're getting plenty of reward.


During the weekend, we (NC) were losing Quartz Ridge.  The smart people in NC retreated to Hvar, went engy, and loaded the pass with mines.  We then went back up on the ridge and pulled Phoenixes.


If wrecks stayed, the pass would have quickly been impassable for all the destroyed VS armor and sunderers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 03, 2013, 09:02:05 pm
If wrecks stayed, the pass would have quickly been impassable for all the destroyed VS armor and sunderers.
That's a feature I've wanted in FPSs for a long time, if just for the cover derelict armor would provide to infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 03, 2013, 10:23:01 pm
If wrecks stayed, the pass would have quickly been impassable for all the destroyed VS armor and sunderers.
That's a feature I've wanted in FPSs for a long time, if just for the cover derelict armor would provide to infantry.

Yeah open fields have practically no cover, and you can't hop behind a tank cause those tankers are always moving and will run your ass over.

Wish engineers or heavy assaults would have better tools for the open. Like a constructable shield/barrier for infantry to hide behind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 04, 2013, 01:57:09 am
I'm not going to lie: I'm pretty disappointed about the NC max "nerf". Infantry still get destroyed before they have a chance to react, which was always the problem. The other factions need to keep their crosshairs trained on their target for multiple seconds before they get gunned down- even if you land every single hit it gives the enemy time to react- fire their gun, run away, toss a C4 directly on your face, res the poor fool you just laid to rest etc. The NC max can train a target and click kill, jump to next target and repeat. The nerf did not change that- in fact, damage was only altered on one gun despite it being the biggest factor in people's grief.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 04, 2013, 05:41:31 am
Finally bought the mercenary bundle: I am very, very happy with the SMG.


E: Also, the little ledge on the top of biolabs that people can stand on is a perfect spot for snipers trying to cover the small bases around the biolab. You can see directly on most of the surrounding caps.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Locked on April 04, 2013, 05:56:57 am
It looks pretty good - I'm thinking about trying it (especially if it's F2P) :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 04, 2013, 06:55:35 am
Editted away because meh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reyn on April 04, 2013, 07:17:10 am
Probably can't climb the outside of towers (http://www.youtube.com/watch?v=InGefM97zdM) any more.

It still works, now you just have to combine his two vids(this (http://www.youtube.com/watch?v=dnWVmSXFaf8) being the other one) to do it(tap space a couple of times at the end corner).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 04, 2013, 07:20:05 am
Also, the NS-11C needs a nerf if it can bring a shielded, full-health heavy down to dead in 3 seconds.
Erm, it's ROF and damage (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&colid0=17&filterstr0=CARBINE&sortcolid=41&sortasc=true&rowsperpage=250) are pretty much average for carbines. Everything below it on that list (assuming the link worked right) will have a lower TTK against the same target, except the two burst guns and with some minor range differences for Vanu weapons.

Heavy with full shields is 1600 health, assuming they don't have nanoweave and use NMG/Adrenaline. With maxed nanoweave and resist shield they would have 2045 effective health (https://docs.google.com/spreadsheet/ccc?key=0Ao2sGqpRdtcDdEpSM1llZEtOU1BGSjVLaGQxMUJHNXc#gid=2). That's 15 rounds at <10m from most carbines, including the NS-11C. At 652 RPM that puts the TTK at ~1.4 seconds, all rounds hitting, all body shots. At >65m it would take 19 rounds, or ~1.75 seconds of full auto (not that you could land all bullets at that range).

If anything took 3 seconds to drop a heavy it needs a buff compared to most guns, not a nerf.

It still works, now you just have to combine his two vids(this (http://www.youtube.com/watch?v=dnWVmSXFaf8) being the other one) to do it(tap space a couple of times at the end corner).

Yeah, had to go back and watch the older video to see if that version would still work. Need to re-learn that method though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on April 04, 2013, 07:34:41 am
For those of you complaining about NC Maxes, just remember that they're shotguns. If you are close enough to get oneshotted then back the fuck up! Don't engage them in a situation where they have the advantage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 04, 2013, 07:40:43 am
My character got deleted somehow. No big loss but still, can't use the name anymore.


What should I get after putting a scope on my carbine? 200 is a long way for the C4.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 04, 2013, 08:01:45 am
My character got deleted somehow. No big loss but still, can't use the name anymore.


What should I get after putting a scope on my carbine? 200 is a long way for the C4.
Hit up customer support about that. If the character was deleted you should be able to re-use the name. Sounds like something weirder going on.

As for certs, faction and classes played?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 04, 2013, 08:06:55 am
Thanks for advice guys, I went with 2x scope, jump pack upgrade, flak armour and sunderer spawn point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 04, 2013, 09:09:00 am
For those of you complaining about NC Maxes, just remember that they're shotguns. If you are close enough to get oneshotted then back the fuck up! Don't engage them in a situation where they have the advantage.
There are two problems with this:

1. I've played scatmax on my NC alt; those shotguns are closer to real shotguns than the 1-meter metal cloud dispensers that you find in most games. I had no trouble 2-3 shotting people as far away as 15-20 meters.

2. BIOLABS. I'd guess that at least 75% of scatmax grief come from Biolab fights because they're massive nests of CQC encounters. There are few angles where fights could even potentially occur at much more than 20 meters, and the vast majority of engagements will be at <5 meters. NC maxcrashes can take a Biolab fairly easily. A TR maxcrash can be shut down if you coordinate well, and a VS maxcr-HAHAHAHA YEAH RIGHT.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 04, 2013, 09:15:58 am
I'm in Vanu. I mostly play light assault. Sometimes, I go engineer if I use base cannons or want some portable AA and use heavy when I go hunt tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 04, 2013, 11:18:20 am
Also, biolabs tend to be the longest lasting battles, which just adds to it.

Still blaming it all on bad level design, sure there can be areas where a type of weapon is dominant, but a whole damn facility? for battles that can last hours?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 04, 2013, 11:19:56 am
VS MAXes are canonically a joke.  This has existed since PS1.

For those of you complaining about NC Maxes, just remember that they're shotguns. If you are close enough to get oneshotted then back the fuck up! Don't engage them in a situation where they have the advantage.
There are two problems with this:

1. I've played scatmax on my NC alt; those shotguns are closer to real shotguns than the 1-meter metal cloud dispensers that you find in most games. I had no trouble 2-3 shotting people as far away as 15-20 meters.

2. BIOLABS. I'd guess that at least 75% of scatmax grief come from Biolab fights because they're massive nests of CQC encounters. There are few angles where fights could even potentially occur at much more than 20 meters, and the vast majority of engagements will be at <5 meters. NC maxcrashes can take a Biolab fairly easily. A TR maxcrash can be shut down if you coordinate well, and a VS maxcr-HAHAHAHA YEAH RIGHT.

So is this an issue with the NC MAX or with the biolab?  Some weapons are going to be more effective in certain situations in others.  If you're pushing across flat land, let's say on Esamir down from Saerro into Echo Valley and Glacier Station, a TR MAX (and LMGs, and snipers, etc) will dominate.  Take the fight inside, and the NC MAX (and shotguns, SMG, etc) will be better.  It's simply by design that certain weapons are better for certain situations.

Do you accept this or give every MAX a shotgun option and a MG option?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 04, 2013, 11:22:51 am
VS maxes are good at making the enemy laugh. Oh, and a bit at AA too, even the default one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 04, 2013, 11:30:40 am
VS MAXes are canonically a joke.  This has existed since PS1.

For those of you complaining about NC Maxes, just remember that they're shotguns. If you are close enough to get oneshotted then back the fuck up! Don't engage them in a situation where they have the advantage.
There are two problems with this:

1. I've played scatmax on my NC alt; those shotguns are closer to real shotguns than the 1-meter metal cloud dispensers that you find in most games. I had no trouble 2-3 shotting people as far away as 15-20 meters.

2. BIOLABS. I'd guess that at least 75% of scatmax grief come from Biolab fights because they're massive nests of CQC encounters. There are few angles where fights could even potentially occur at much more than 20 meters, and the vast majority of engagements will be at <5 meters. NC maxcrashes can take a Biolab fairly easily. A TR maxcrash can be shut down if you coordinate well, and a VS maxcr-HAHAHAHA YEAH RIGHT.

So is this an issue with the NC MAX or with the biolab?  Some weapons are going to be more effective in certain situations in others.  If you're pushing across flat land, let's say on Esamir down from Saerro into Echo Valley and Glacier Station, a TR MAX (and LMGs, and snipers, etc) will dominate.  Take the fight inside, and the NC MAX (and shotguns, SMG, etc) will be better.  It's simply by design that certain weapons are better for certain situations.

Do you accept this or give every MAX a shotgun option and a MG option?

It's an issue that one faction has an overwhelming advantage tied to an inherent trait of 1/3 of the major bases, and to all bases to some extent. A TR max can be killed even at its ideal range if you're careful. If you run into a scatmax at its ideal range, you're dead.

I'm okay with each faction's Max being specialized for a different role. I'm even okay with the VS Max being rubbish for everything but AA work. What I'm not okay with is when any faction has a unique tool that is specifically tailored to suit an environment that you have to fight in, which cannot be effectively countered with anything but weight of numbers or stupidity on the part of your opponent. It would be like giving VS a hitscan, no bullet drop, no damage reduction sniper rifle with a 1km max range, and then creating a set of bases which were crucial to the metagame and consisted of two towers surrounded by flat, empty plains.

I don't think it would be an exaggeration to say that a dual scatmax is tied with bolt action rifle headshots and explosive direct hits for the fastest TTK of any infantry weapon. The TR Max's chaingun is good, but not remarkably so. The VS Max is virtually useless unless you've sunk a mountain of certs into it, and even then it's inferior to the other factions' Maxes.

Looks like the Magri- ah, shoe is finally on the other foot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 04, 2013, 12:34:02 pm
<insert link to magrider shoe video>

That didn't really answer the question, though.  Is weapon or world/level design at fault?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 04, 2013, 01:03:54 pm
I am perfectly fine with NC maxes killing everythng under 5m. I personally have no real problem dealing with them anyway, but I join people saying you shouldn't whine about getting insta-killed if you found yourself inside the scatmax killzone.

A TR max can be killed even at its ideal range if you're careful. If you run into a scatmax at its ideal range, you're dead.
Yes, and why is that a problem? the TR ideal range is far bigger than the NC's, so you have more trouble to get out of it, and NC max will have far more trouble getting you inside its killzone.
smaller killzone = lower TTK, and I'm fine with that.


I'm okay with each faction's Max being specialized for a different role. I'm even okay with the VS Max being rubbish for everything but AA work. What I'm not okay with is when any faction has a unique tool that is specifically tailored to suit an environment that you have to fight in, which cannot be effectively countered with anything but weight of numbers or stupidity on the part of your opponent. It would be like giving VS a hitscan, no bullet drop, no damage reduction sniper rifle with a 1km max range, and then creating a set of bases which were crucial to the metagame and consisted of two towers surrounded by flat, empty plains.
I can take on NC maxes in biolab just fine. By "just fine" I mean that I can actually survive an encounter, escape, and sometimes even kill them (assuming they're alone, because running into max+5 guys is instant death and it's normal.).
The sniper-friendly situation would be far worse. Or not, because an airdrop would be the bane of sniper-filled towers. Or just take sunderers. It's a matter of using the right counter. Would you assume that infantry would rush head-in?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 04, 2013, 01:12:17 pm
Honestly it could be construed as either or both; the issue is with a combination of a weapon which is absolutely brutal in a certain type of situation (CQC) and a type of environment oriented around that same situation which is crucial to map control (Biolabs). Changing Biolabs to be more open would dilute their role (providing a CQC environment for infantry), so the solution is to dilute the strength of the problem weapon (Scatmaxes). In short, I think that they are proportionally more effective in their role than just about anything else. This could be remedied in a number of ways but I think that the most elegant would be to markedly decrease their accuracy beyond very close range (~3 meters). That'd let them maintain their role as a CQC powerhouse and siegebreaker while also giving people a chance to engage them at fairly close ranges without being instantly blown away, as well as increasing the importance of engineer support and covering fire when they can't just pop around doorways.

I am perfectly fine with NC maxes killing everythng under 5m. I personally have no real problem dealing with them anyway, but I join people saying you shouldn't whine about getting insta-killed if you found yourself inside the scatmax killzone.

A TR max can be killed even at its ideal range if you're careful. If you run into a scatmax at its ideal range, you're dead.
Yes, and why is that a problem? the TR ideal range is far bigger than the NC's, so you have more trouble to get out of it, and NC max will have far more trouble getting you inside its killzone.
smaller killzone = lower TTK, and I'm fine with that.

The issue is that they're far more effective within their range than just about any other infantry weapon. Most things, even snipers, you'll have at least a second or two to react between first contact and death. With a scatmax, if you're inside its range and it sees you, you're almost certainly going to be dead if the player is at all competent. This is coming from both sides, incidentally, my main and my NC alt. The only way you have any sort of assurance of living is if he doesn't notice you or you're outside his range. Even with a single scat arm I could pop infantry at 10+m before they could react.

I'm okay with each faction's Max being specialized for a different role. I'm even okay with the VS Max being rubbish for everything but AA work. What I'm not okay with is when any faction has a unique tool that is specifically tailored to suit an environment that you have to fight in, which cannot be effectively countered with anything but weight of numbers or stupidity on the part of your opponent. It would be like giving VS a hitscan, no bullet drop, no damage reduction sniper rifle with a 1km max range, and then creating a set of bases which were crucial to the metagame and consisted of two towers surrounded by flat, empty plains.
I can take on NC maxes in biolab just fine. By "just fine" I mean that I can actually survive an encounter, escape, and sometimes even kill them (assuming they're alone, because running into max+5 guys is instant death and it's normal.).
The sniper-friendly situation would be far worse. Or not, because an airdrop would be the bane of sniper-filled towers. Or just take sunderers. It's a matter of using the right counter. Would you assume that infantry would rush head-in?

Have you ever played PS2?  :P

That aside, you bring up a good point: there are hard counters for virtually everything. There are no hard counters for fighting a scatmax in a Biolab short of overwhelming population advantage. Either you have so many people that the Maxes can't kill you all, or you sneak around and try to pop them with C4, or you run away and hope someone else kills them.

How often are those "just fine" situations ones where you've got teammates supporting you? How often are they ones where the Biolab is empty and you're slowly nickel-and-diming the Max's health over the course of many minutes because you can't do anything in a straight fight?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 04, 2013, 01:17:37 pm
A better fix would be to add a counter, and the counter is the Thumper (http://wiki.planetsidesyndicate.com/index.php?title=Thumper).

Also, a conc grenade around the corner would work as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 04, 2013, 01:24:54 pm
That aside, you bring up a good point: there are hard counters for virtually everything. There are no hard counters for fighting a scatmax in a Biolab short of overwhelming population advantage. Either you have so many people that the Maxes can't kill you all, or you sneak around and try to pop them with C4, or you run away and hope someone else kills them.
The closest to a hard counter against TR MAXes in biolabs I've found is a concussion grenade followed by C4. I've concussed a room with a MAX, two engineers and a medic, C4ed the MAX and one engineer then gone to town on the medic before they could recover. Expensive in resources and certs, but this is far from the only use for those certs and biolab fights tend to grant infantry resources at a really high rate.

They can still kill you if you walk straight in front of them, so doesn't work 100% of the time and probably slightly less against NC MAXes than the ones I usually fight, but still gives you a pretty decent chance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 04, 2013, 01:58:08 pm
Have you ever played PS2?  :P

That aside, you bring up a good point: there are hard counters for virtually everything. There are no hard counters for fighting a scatmax in a Biolab short of overwhelming population advantage. Either you have so many people that the Maxes can't kill you all, or you sneak around and try to pop them with C4, or you run away and hope someone else kills them.

How often are those "just fine" situations ones where you've got teammates supporting you? How often are they ones where the Biolab is empty and you're slowly nickel-and-diming the Max's health over the course of many minutes because you can't do anything in a straight fight?
1) Why, yes. Does that refer to the "charging head on"? I usually jump over the nearest balcony if I cant kill someone before they see me.
2) I sneak around and pop them with C4. I play 95% LA :P
3) Well, I can't fight them straight, so I use ruse and C4. Once put a C4 on the ceiling over a point, it worked :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 04, 2013, 02:11:21 pm
Yeah, that was about the infantry zerg. Because we all know that's what most people would do.  :P

Running straight at the enemy doesn't work? Run straight at them some more!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 04, 2013, 02:15:10 pm
I hope there will be at least some people will be smart enough to take the right counter x)
Wait, that could be a good idea in fact... the infantry hell...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 04, 2013, 02:22:32 pm
In my experience, most zergs have a small, hard core of one or multiple squads/platoons in them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 04, 2013, 03:00:17 pm
Sometimes, but not always. I've seen zergs composed entirely of individuals and half-squads that all move along the same logical paths from base to base. People have a tendency to cluster in games like this, especially if they aren't actively avoiding large battles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Teneb on April 04, 2013, 07:02:21 pm
So I decided to give this another shot after the horribly laggy experience I had with the beta. Is there any server/faction/outfit people here are on? (I probably will be limited to USEast servers since they are probably the least laggy for me)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 04, 2013, 07:47:38 pm
Mattherson is the most populated (both generally and with B12ers) of US East servers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 05, 2013, 11:22:22 am
Last night auto-join put me in a squad of Germans, and damn was it amazing. They all fought in coordination, and they used voice chat in just the right amount and for the right purposes (shame my German is kinda rusty). Anyway, it was a totally different game experience, and I want more of that. How would I go about finding a decent outfit on Woodman that's hardcore enough that there's always enough people on to have a squad going, and casual enough that they don't ride my ass over my erratic playing schedule?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 05, 2013, 11:23:29 am
Trial and error, probably.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 05, 2013, 11:52:12 am
Most major outfits have at least some presence on the official forums. After that there are listings on reddit, although I don't know how many outfits bother with those.

Some groups recruit through the squad menus. These should be labelled. That might be the best idea if you want to get to know people rather than going through some over-the-top application process.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 05, 2013, 11:55:56 am
Yeah, just look for a squad that has a prefix that seems to indicate it's from a specific outfit and hop in, see what it's like.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 05, 2013, 01:48:08 pm
Last night auto-join put me in a squad of Germans, and damn was it amazing. They all fought in coordination, and they used voice chat in just the right amount and for the right purposes (shame my German is kinda rusty). Anyway, it was a totally different game experience, and I want more of that. How would I go about finding a decent outfit on Woodman that's hardcore enough that there's always enough people on to have a squad going, and casual enough that they don't ride my ass over my erratic playing schedule?

I've always wanted a squad like that - A good balance between banter, tactics, and casualness. Unfortunately, our servers appear to live 1/3 of the way around the world from each other.

It seems like every single squad I join on my server has some power-tripping teenager screaming at everyone for not following his vague orders, and then raging at everyone when something goes wrong. The only way these guys do anything remotely useful is through zerging with infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 05, 2013, 02:01:04 pm
Last night auto-join put me in a squad of Germans, and damn was it amazing. They all fought in coordination, and they used voice chat in just the right amount and for the right purposes (shame my German is kinda rusty). Anyway, it was a totally different game experience, and I want more of that. How would I go about finding a decent outfit on Woodman that's hardcore enough that there's always enough people on to have a squad going, and casual enough that they don't ride my ass over my erratic playing schedule?

I've always wanted a squad like that - A good balance between banter, tactics, and casualness. Unfortunately, our servers appear to live 1/3 of the way around the world from each other.

It seems like every single squad I join on my server has some power-tripping teenager screaming at everyone for not following his vague orders, and then raging at everyone when something goes wrong. The only way these guys do anything remotely useful is through zerging with infantry.

The opposite end of the spectrum can be just as bad, I quit from the TAS outfit because while it was very casual and there were lots of us, there was a weak sense of command and we zerged a lot.

I'm officially a member of AACE now, and boy do I fly my reaver all the damn time now. Its really casual as there's like maybe a squad of us on at a time.

That said, WMD is my favorite outfit to roll with, good number of players with some good command.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 05, 2013, 02:07:11 pm
On Helios, SNVS is quite like that. Wonderful outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 05, 2013, 02:09:58 pm
I'm thinking about 151st Freedom Fighters, any of you guys have an opinion on them?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 05, 2013, 02:11:53 pm
I see the fun and entertainment value as more important than having a good command structure, but they're not exclusive. It'd just require a group of personalities that are relatively rare in FPS's, and a personality at their head that's even less common.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 05, 2013, 02:21:03 pm
I have an outfit of exactly 3 people (:P), but I like to hang out with other outfit platoons. Usually it's DIG on Miller.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 05, 2013, 02:59:53 pm
When DORFers aren't on, I often hang with TENC.  They BS a lot on teamspeak, but they have solid tactics and play serious when they want to. Of course, sometimes they just do Phoenix squads and Skyguard columns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on April 05, 2013, 04:13:42 pm
The guys I hang with on Ceres are pretty good middle ground. We always have an objective, reports of where the enemies are and often tactically retreat to regroup, and the strictest it gets is being told off for not following waypoints.
Oh, and in the few times I've rolled with them we've done a mass gal-crash and a flash race (that was especially fun, since we had to go through an NC armour Zerg).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 05, 2013, 06:46:46 pm
I like being in the Vindicators on the now-rare occasion that I'm online. When it isn't an ops night it's usually organized but casual enough to be fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 05, 2013, 07:09:51 pm
Tonight (for me at least) was the first "alarm" I ever participated in. It was awesome. Two hours of non-stop fighting over Amerish. All sides valliantly fought. NC took the lead but VS equalized rather quickly. TR was close behind. Ten minutes before the end, VS was leading by like 2%. Then in the last minutes, both TR and NC ripped VS apart and NC won...
But it was soooo cool! I was like paradropping all over the goddamn place, using the squad drop button (my platoon was spread all over the continent), and early on galaxies. I fought in biolabs, around amp stations, over small bases... I spent a good time in Raven's Landing firing the AA turret on everything that got too close, and driving off the occasionnal loner. On my second guard time we suffered "heavy assault" (for such a remote location), but held against the unenlightened hordes :P
I will remember a couple awesome knife kills, one being in a biolab: I jumped on the balcony to get to a point, and was welcomed by a large group of TR. I instinctively knifed one to death and promptly jumped back down without being hurt. Get up, stabkill, get back down. Badass :D
Also that sundy I C4'ed for so many XP that I had  good 15 seconds of reward prompts. Or that kill I got by spreading randomly three bullets, one hitting...  That great MAX trip at the Crown, followed by a drop on a biolab when the event begun...
And all that with the thrill of actual competition! The base capture was for something! Orders being yelled in the chat and all that...

I think this feature was one of the best things to ever happen to PS2 so far. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 06, 2013, 03:10:11 am
Finally got the hang of scythe piloting. Apparently the trick is to just hold down space bar at all times except an occasional dogfight maneuver. Got the AA gun and the rocket pods, and I'm just absolutely wrecking shit. I rarely get shot down by other aircraft now, and hitting them is incredibly easy; get the AA main gun, they're really nice. So far I haven't decided on hover or dogfight airframe, and so have neither, but even still, most ESFs go down really fast to me. G2A fire is the main risk; though lock-on stuff has rarely killed me.

Despite that, the G2A missiles seem somehow more powerful than I remembered them. Didn't read recent patch notes, but I bet they got buffed somehow. It may just be that I'm being much more aggressive with them combined with the greatly increased vehicle XP, but I seem to be doing waaay better. C4 also appears better against tanks; again, dunno if it's just good placement or a buff, but I don't seem to need to use a rocket to finish em off with any more.

Also been using my speed-spec'd flash a ton for anti-tank work. From a combination of C4 and rockets, 2 tank kills in quick succession isn't uncommon now.

...

So I suppose I'm an anti-vehicle specialist now. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 06, 2013, 03:30:48 am
I hate the fact that they still haven't fixed the redeploy-crash bug yet :/
http://forums.station.sony.com/ps2/index.php?threads/game-freezes-on-redeploy.106775/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 06, 2013, 04:30:49 am
So I suppose I'm an anti-vehicle specialist now. :D
Ooh, you can help me.
What are the best certs for engineer for anti-vehicle, and what should I get on my flash? (I'm thinking the boost or proximity radar).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 06, 2013, 08:11:14 am
Tank mines first, they are your primary anti vehicle weapon. C4 is good to pick up for when you are on defence as you can deploy your mines, rearm to C4 at a terminal and use it to take out vehicles that avoid your mined area.

Suit slot depends on the situation. If you are going to be trying to run up on tanks flak armour is likely best, if trying to get to position to mine a sundie, nanoweave lets you survive the surrounding infantry longer and if on defence at a choke-point the utility pouch lets you deploy more.

AV turret is a good investment as well in addition to taking out tanks that try to get behind cover, you can take out unescorted sundies without using up your mines and it can be used to finish off sundies that have mineguard, as well as using it to snipe infantry.

Scout radar is good on the flash, particularly at the smaller bases where it can cover most of the base at the third/forth level. I've never seen much use out of the boost, flashes are fast enough already if you cert into the improved speed chassis.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 06, 2013, 08:30:56 am
Ooh, you can help me.
What are the best certs for engineer for anti-vehicle, and what should I get on my flash? (I'm thinking the boost or proximity radar).
A fully dedicated AV engineer would mean;

AV turret (1000 certs or 700 SC)
AT mines (100/200 certs)
C4 (200/500 certs)
Flak armour (1/10/50/150/1000 certs)
Sticky grenades (100 certs)
S type carbine plus UBGL (500 cert or 700SC weapon, 100 cert UBGL, another 230 for other attachments and scope)
Utility pouch rank 4 for 2 each extra C4/tank mines (200/400/500/1000, C4/tank mines alternate ranks)

Sticky grenades are there to more reliably detonate mines when planted under a stationary Sunderer which may not always work into the future. They are also useful in AI situations (stick one to an enemy and watch him run into all his friends trying to escape) so not a waste of certs. UBGL fills the same role as well as doing damage to finish off burning vehicles, but can be buggy and tricky to use at times. Flak is obvious in my opinion.

As a priority though? 100 on tank mines. Even with the nerf they are incredibly useful. 200 on C4 and 200 utility pouch is the cheapest way any class can carry 2 bricks of C4 so is a reasonable option. As Metalax said, it gives you AV options while your mines are planted.

In the end the AV turret is pretty damned powerful, so may be worth a SC purchase. If not then prioritise that over most of the other expensive stuff.

For myself I prefer running engineer as a support and defensive class so went for AI mines over C4 to help in indoor defences. I bought my C4 on the heavy assault. I can still use tank mines directly against vehicles in suicide charges, but for AV when my tank mines are laid I pull a HA. The rocket launcher works better in combination with C4 than any engineer option short of being able to carry 3 or 4 bricks with the utility pouch.


As for the Flash I can only really speak to my own build. Bold is where I've stopped so far;

Scout radar (50/100/200/500 certs for 25/50/75/100m radius)
Stealth (30/50/100/150/200/400/500/1000 certs)
M12 Kobalt (100 cert or 250 SC unlock) plus;
Zoom optics (1/50/150/500 certs for 1.25x/1.5x/1.75x/2x)
Maximum ammo (1/10/30/50/100/150/200/400/500/1000 certs, 100 extra rounds per rank)

The Kobalt gives me a more accurate version of the engineers turret on a mobile platform. Rank 1 stealth means you don't appear on people's radars unless you are spotted while the scout radar will help you spot anyone around. Higher ranks just reduce the time taken for lock-on weapons to lock-on, but that happens so rarely it's not worthwhile. The 100m radar is expensive but gives you full radar vision over nearly any base in the game, including biolabs when positioned underneath. I use this as my primary transport, riding as a heavy assault. This gives me the most AI/AV options while also acting as a scout radar for any allies I'm moving along with.

As a side note, the zoom optics don't replace each other when you cert up but rather act as different scopes, so you can choose from any of the zoom levels you have previously unlocked. So if you don't like a higher zoom level you can downgrade.

I'm probably going to buy the scrapper chassis with this to help with the mobility inside bases. Getting caught up on obstacles or unable to turn to target enemy infantry gets me killed more than a lack of speed does.


If you wanted to go all out AV then you would want either wrath cloaking or the turbo to get into and out of range and the Fury grenade launcher to deal actual damage to enemy armour. I'd stick with stealth to hope to get some shots off before I'm noticed rather than pray that composite armour lets me survive. Definitely racer in that setup.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 06, 2013, 08:56:08 am
The thing is, I play Engineer and Infiltrator roughly the same (45% of the time), so I'll probably first cert into the things which can help both.
I've already got AV mines for Engie and spent 1k certs on the high-capacity SMG (mostly for aggressive infie).

I'll probably get the Scout Radar, M12 Cobalt, Stealth and Wriath for the Flash first, then get the AI mines for one class when they're fixed (not sure if it's better to wait twice as long for the infiltrator), then probably go down the way of upping armor.

I like to charge in with the Flash, mine the enemy vehicle and pew pew pew everyone around it until I die, so I'll probably be going flak for now (since nanoarmor's already certed partially).

That sound like a good idea?

Also to keep in mind is that Wriath only works for Infie, which breaks one of my plans...

EDIT: What's best to get with 170 SC?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 06, 2013, 09:08:22 am
I'd sit on the SC and watch the daily deals (https://twitter.com/PS2DailyDeals). The 500 cert S-type carbines were on sale once for less than that. Alternatively it means you can buy 2000 SC down the line and buy three guns at full prices instead of 2 and some camo.

Remember that the radar and wrath are mutually exclusive, filling the same slot. If you want to get close to a sunderer while riding as an engineer then you probably want to look at the turbo for getting in quickly.

If you play infiltrator - especially SMG infiltrator - then AI mines are probably better on them. I don't so far so I went with the engineer.

I remember stealth and radar rank 1 worked nicely for solo capping on quiet continents. Leave the flash between you and the enemy spawn and you get to see them coming. Each rank of radar after that just makes it easier to pull off and useful in more bases. Would be even nicer on an SMG infiltrator. Getting the Kobalt early encourages trying to kill people with the flash, and it's not great at that. I'd seriously just use it as a support turret while locking down enemy bases. The radar is more important and generally useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 06, 2013, 12:14:24 pm
I go for speed over most of the other stuff for the flash. Part of it is that a flash going 90 kph, then ramping, hitting turbo, and flying higher than an aircraft is awesome fun. Part of it is that when dealing with tanks, that extra speed gives you a couple more seconds before they realize what is going on. By which point you have already deposited your "presents" on their hull. AT work with a flash is all about coming in fast and hard, giving them no time to turn and look at you. I actually go without a weapon on my flash. It could be useful, but TBH, if your main use of a flash is to sneak up on tanks, the last thing you want to do is be firing a big noisy gun at them, providing an indicator of your position.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 06, 2013, 01:00:54 pm
Finally got the hang of scythe piloting. Apparently the trick is to just hold down space bar at all times except an occasional dogfight maneuver. Got the AA gun and the rocket pods, and I'm just absolutely wrecking shit. I rarely get shot down by other aircraft now, and hitting them is incredibly easy; get the AA main gun, they're really nice. So far I haven't decided on hover or dogfight airframe, and so have neither, but even still, most ESFs go down really fast to me. G2A fire is the main risk; though lock-on stuff has rarely killed me.

Despite that, the G2A missiles seem somehow more powerful than I remembered them. Didn't read recent patch notes, but I bet they got buffed somehow. It may just be that I'm being much more aggressive with them combined with the greatly increased vehicle XP, but I seem to be doing waaay better. C4 also appears better against tanks; again, dunno if it's just good placement or a buff, but I don't seem to need to use a rocket to finish em off with any more.

Also been using my speed-spec'd flash a ton for anti-tank work. From a combination of C4 and rockets, 2 tank kills in quick succession isn't uncommon now.

...

So I suppose I'm an anti-vehicle specialist now. :D

Yeah, that's what pwnbuckets told me, just hold spacebar, that's all there is to being "skilled".

Maybe I'll see you in the skies sometime (mattherson) :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 06, 2013, 01:23:10 pm
Nope; Waterson server here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mr. macduggan on April 06, 2013, 06:44:31 pm
Which server is our group on? I'm completely new to the game, but I don't want to make any choices that prevent me from joining up with you guys later.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 06, 2013, 08:22:51 pm
Which server is our group on? I'm completely new to the game, but I don't want to make any choices that prevent me from joining up with you guys later.

New Conglomerate on Mattherson(right? :O)

With that said, my main is Vanu Sovereignty on Helios, so don't feel obligated to play with us. Just if you want to be cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 07, 2013, 01:05:54 am
I'm Vanu (well, actually all 3 factions :P) on Miller in the EU.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: ductape on April 07, 2013, 03:07:46 am
the NC folks on Matherson are pretty good and the server in general is a well balanced server with lots of activity.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 07, 2013, 09:30:54 pm
Best way to handle the Crown when you have it, and it is captureable by the enemy, is to have a small garrison squad that can hold off probing attacks and shoot enough AA so the skies don't accumulate a squadron or more that can stay and support probes. Once a decent sized attack force shows up, have two leaders with orders chat: One that makes the initial announcement and a second to wittily criticize the criticizers trading their wit for the best fire base in the game. This is because you get 1 orders chat entry per limited period of time. No one can force people to come in PS2, but people can be informed of the situation, and suggesting anything relating to the Crown generally gets at least one refuting the suggestion that it is worth any effort simply because it is Crown and they associate that with Crown cert grinds rather than it's strategic importance. Using Leaders chat is not useful as many Leaders are too busy doing leader stuff to care most of the time, which is fair enough. Outfits that have sense, in Mattherson's instance one example in my experience is the Goon outfit pre-split hence my seemingly undue attention paid towards them previously (I don't know how they operate nowadays, but previously Goon tags would make a good showing out of the outfit tags that would show up when I made a call for support at Crown; I haven't ran a Crown garrison squad in a few months though), might spare a squad or two if they are on Indar as Crown defense is good certage if reinforced early in time to push back enemy armor prior to being overrun with enemy infantry determined to lock you in the spawn room; and a great frustration to the opposing realm as you can roll out in vehicles in any direction from the Crown easily, while having the support of elevated base turrets and field of view from the Crown if the front lines are not distant.

As for the new lattice, I'll have to try it out before I say anything about it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 07, 2013, 09:34:41 pm
The best way to deal with The Crown is to not. That place is a giant meatgrinder which wastes any manpower thrown at it by any side. Let the other 2 factions fight over it, and just go around.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 07, 2013, 09:45:35 pm
I was meaning if you are defending it, my apologies for the bad wording, I think I edited it to be clearer. With a small garrison and a fast reaction, you can have troops capturing or defending things where it's busy and requires platoons; if an enemy decides to take Crown with more forces that you can handle then you call in reinforcements if the reinforcements are willing to accept this thinking.

The main problem is finding individuals who have fun in garrison situations. They usually have to be specialized into infantry and destroying sunderers as well as being willing to be patient enough to chill out at the Crown unless raiding a neighboring territory. I've found that Crown probes by individuals or small squads are somewhat common, thus between making raids into lightly defended surrounding territory to push back the boundaries and defending against probes it's actually fairly busy, though not constant, source of certs. Sometimes Crown just isn't attracting attention, so you go raiding.

As far as choosing to defend it, it's true it ties up both realms while the third goes around. I wonder how the Lattice will affect that.

Choosing to defend Crown though against a continent lock seems very viable however. I might be imagining it, but I seem to see a greater quantity of vehicles at Crown than at bio labs. That could mean more experience gain for defenders, or at least those certed into anti vehicle work, than at a biolab if I'm correct.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 07, 2013, 10:27:33 pm
I made most of my certs today by being online when Vanu won the alert. Used it to buy a reflex sight and upgrade my jump jets. What should I buy next, new gun, C4 or new engineer fixed gun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 07, 2013, 10:40:13 pm
If you're rolling LA, a brick of C4 makes a world of difference.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 07, 2013, 10:54:36 pm
C4 for engineer? Personally I'd probably get tank mines now that they've been brought into line finally and aren't able to be used for C4's job better than C4; now that they function as a trap as they probably should be I'm going to pick them up myself. I have 2 C4s on LA and that seems to be enough for everything but Sunderers, who are set on fire and will explode if an engineer doesn't repair them.

I also spent a ridiculous amount of certs from 2x weekend on flash turbo recharge. Now the opportunity to explode prior to reaching destination has had it's intervals reduced by 25%.

I don't necessarily mind the fact the flash explodes. At least now you have a chance to bailout instead of instant explosion. I'd rather it kicked me off and smote me enough to drop shields and do some permanent damage rather than exploding. Once the physics engine is in, it would be cool the flash remained flipped upside down, and if you could flip the flash back on it's wheels.

In the meantime before Physics, I've noticed that once the flash has rotated upside down, it seems to 'catch' and not continue it's rotation. If it continued rotation endlessly until impact with the ground, it would not only look a lot cooler and allow risky sweet flips, it would increase my survivability a lot as currently if I turbo off a bad angle the flash can't rotate back onto it's wheels. I have a feeling the physics engine will fix this though.

It's not terribly important, but if it's an easy change it's an easy way to improve the vehicle's in transit survivability without involving it's killing ability as far as I can tell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on April 08, 2013, 01:26:54 am
You know the TR are desperate when they start sending Galaxies and Liberators on kamikaze runs against our Sunderers to break the warpgate lockdown.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on April 08, 2013, 03:55:04 am
Choosing to defend Crown though against a continent lock seems very viable however. I might be imagining it, but I seem to see a greater quantity of vehicles at Crown than at bio labs. That could mean more experience gain for defenders, or at least those certed into anti vehicle work, than at a biolab if I'm correct.

If you want to defend Indar against a continent lock, look no further than Scarred Mesa Skydock. That place is impossible to take unless you bring three or four times the amount of people the defender has.

It's the highest point on the map save for the crown which is half the map away. It has one entrance from the ground, via jump pad and there's no cover for deploying a sunderer for 200+ metres in any direction. Just get ~10 burster MAXes on the landing pads and you're set for any amount of air coming your way. The only way to get close is mass galaxies and even then most of them will die during the approach.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 08, 2013, 05:58:21 am
So I finally finished downloading it, and I load up PS2 and play...

Dropped straight into the middle of a firefight with no tutorial whatsoever, as a combat medic. Oh good god. Dead the instant I load.

Moral of the story: deploy somewhere safe so you can learn your class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 08, 2013, 06:19:14 am
So I finally finished downloading it, and I load up PS2 and play...

Dropped straight into the middle of a firefight with no tutorial whatsoever, as a combat medic. Oh good god. Dead the instant I load.

Moral of the story: deploy somewhere safe so you can learn your class.
That is possibly one thing I dislike about the game. No explanation or tutorial, just bam into a fight for new players.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 08, 2013, 08:42:18 am
That shotgun nerf oh dear.

I can't comment on the scatmax situation as I rarely spend my infantry resources on max suits. I've only ever tried out the claw pump action for several minutes
I've mostly been using my piston auto shotty and I must say the nerf hit pretty hard.

I'm not sure what was op about the auto shotties to begin with, they had been this way for quite some time and nobody ever complained much about them, it's just after the pump action came out it was general concencus that shotties were op.
I will admit the auto shotties were over the top after that recoil reduction buff they gave them at some point, before that they seemed perfectly fine. I still don't know why they gave 'em that buff, but still nobody cried out against shotties at that point.

Now though the spread is just enormous after concecutive shots, and my piston is all about high rate of fire. After three shots I find my pellets hitting all over the place. So far it seems burst firing is the best way to go at this point, but that sort of defeats the point of auto shotties doesn't it.
On the other hand slug ammo is a flat out improvement compared to pellet ammo. I guess this makes the shotties ok at medium range except again you can't unload a clip of 10 without completely losing accuracy.
Might still be a decent weapon if I take careful aim and kill in no more then three shots, but I'm not sure if the piston is the gun for the job in that case.

In light of the nerf I've actually tried out the Jackhammer again, didn't get touched by the nerfs so it's still as good as it was before. I must say I don't understand why so many call it a rubbish weapon, I think it's a brilliant shotgun now. Repeated shots barely reduce it's already splendid accuracy. Single aimed shots are incredibly accurate to the point I am able to outrange carbines in the open field. This thing has such incredible accuracy, definatly better then the auto shotties a this point imo.
It's only downside is a rather low clip size. Not such a big issue when firing single shots but you burn through it when using the burst fire mode. You miss your two bursts you're pretty much screwed unless you can retreat and reload.

Anyway, I'm hearing something about being able to refund certs? Could definatly use something like that, I'd love to buy me a jackhammer and get rid of all the certs I've invested in my piston at this point. And my reaver of course. Not that I don't use the thing anymore, just that it gets destroyed as soon I enter a battlefield. Might as well not bother pulling one at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on April 08, 2013, 12:50:52 pm
Log in to try the new patch. Indar is on alert it seems, a nice bounty on it too. Stuck on Esamir because Indar is full. So decide to get in queue for it but the game gets stuck on loading so I'm forced to terminate it.

Now it won't let me log back in :I
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 09, 2013, 05:43:40 am
A moment to make me smile.

Esamir was continent locked by the VS and they were reduced to just pissing the rest of us off.  70% VS population and I noticed a small group just outside the NC warpgate ( I had just warped from Amerish after the alert finished ).
I went out to the defensive tower still in my MAX suit but couldn't hit for shit at the distance those guys were, but they were kind enough to wait for me to go back to the warpgate, change to an engineer and then jump back.  A few shots from my Warden killed their engineer, then several shots at both VS MAXes caused them to run away.

Definitely satisfying to make a PSA at that point.
(http://tnypic.net/images/wuu6z.jpg) (http://tnypic.net/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 09, 2013, 07:16:09 am
The second gen SMGs (Blitz, Hailstorm, Sirius) are on sale today. (https://twitter.com/PS2DailyDeals/status/321525896467083265) Half off at 350 SC.

Looks like my first SC purchase just came up.

In other news, bought the Gauss Compact S and UBGL for certs yesterday. Need to remember which attachments made the gun feel good in VR, because right now I'm feeling grossly underpowered when not using the grenade launcher. Also I've shot more MAXes and tanks with the pistol than I care to remember after trying to switch to the repair tool with 3.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on April 09, 2013, 07:36:10 am
A moment to make me smile.

Esamir was continent locked by the VS and they were reduced to just pissing the rest of us off.  70% VS population and I noticed a small group just outside the NC warpgate ( I had just warped from Amerish after the alert finished ).
I went out to the defensive tower still in my MAX suit but couldn't hit for shit at the distance those guys were, but they were kind enough to wait for me to go back to the warpgate, change to an engineer and then jump back.  A few shots from my Warden killed their engineer, then several shots at both VS MAXes caused them to run away.

Definitely satisfying to make a PSA at that point.
(http://tnypic.net/images/wuu6z.jpg) (http://tnypic.net/)
Doesn't surprise me. Our MAXes are crap anyways and need engineers for life support. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 09, 2013, 09:53:22 am
The second gen SMGs (Blitz, Hailstorm, Sirius) are on sale today. (https://twitter.com/PS2DailyDeals/status/321525896467083265) Half off at 350 SC.

Looks like my first SC purchase just came up.
And I unlocked it with 1000 cert points! Go me! :P
...
Definitely satisfying to make a PSA at that point.
(http://tnypic.net/images/wuu6z.jpg) (http://tnypic.net/)
Doesn't surprise me. Our MAXes are crap anyways and need engineers for life support. :P
Yep, our maxes SUCK at anything not anti-air. And making people laugh. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 09, 2013, 09:56:46 am
Because of all this VS MAXes suck talk I've been trying to take them on 1v1 as NC LA, and it's not working out at all. Please cease and desist :'(

Also, does my aim suck, or is there no headshots on MAXes?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 09, 2013, 10:14:25 am
VS MAX don't fight alone you know. Plus it can still put more rounds into you unless it has both AA guns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 09, 2013, 11:43:34 am
Also, does my aim suck, or is there no headshots on MAXes?
There is a headshot but it's pretty hard to land and (IIRC) the damage reduction means the shots are still under critical threshold. That means they don't get the extra circle showing them as headshots.

Again, this is from memory and theorycrafting, but a circle around the hit marker indicates damage over ~250. Even a 200 damage SAW or Mercenary will be dealing only 80 damage with a headshot after the 80% small arms reduction.

You will take them down twice as fast, you just won't get an indication you are doing it right.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 09, 2013, 08:57:51 pm
The VS MAX bashing is generally meant to be taken in comparison with the other MAXes and MAX counters in general. Being a user of one myself, the VS MAX isn't entirely worthless at doing what MAXes are meant to do- shoot tons of bullets while taking even more bullets to the face. If you're fighting one head-on as anything but another MAX or heavy with shield and armor certs, you're going to get chewed up. The VS MAX excels at mid-range gunfights with minimal cover, they've got two guns loaded with at least 75 rounds per magazine, so reloading and cover are very frequently necessary, and usually only required when faced with overwhelming odds and lots of explosives. In very close range they lose a bit of effectiveness due to shotguns and SMG fire against infantry. They need to put at least 6 bullets into every infantry they hope to kill, not counting heavy assaults with shields. That means every single kill requires focused aiming for several seconds which leaves plenty of time for infantry to unload whatever they want to shave off your health. This also means a single light assault with some C4 has fairly good odds of winning a fight as long as they move in an erratic pattern while in close proximity or utilize flanking and attacking from above. This all generally holds true for TR MAXes as well, with some minor differences. I haven't played one since beta though so I couldn't say what those differences are.

I've been having a lot of success recently against NC MAXes as infantry by simply getting as in their faces as possible and running an erratic circle around them. They end up missing most if not all of their shots, try to reload, and continue to miss as I shave their health down. I've actually killed a few solo even as an engineer with an assault rifle. I've come to the conclusion that most NC playing MAXes are in truth terrible at FPS games and use their one-shot cannons as a crutch. The people that are really skilled are instantly obvious with this method, I've come up against a couple people where this tactic simply doesn't work and they one-shot me without a single missed shot, multiple times. The only reason this tactic never works against the other factions is that they have too many bullets in their clips. Even if they miss half of their shots, that's still upwards of 25 bullets they've landed depending on the faction. You can adapt it into a sort of hit-and-run though, where you quickly distract them for a very short period of time and get in a few shots before turning the nearest corner/hoping off the nearest ledge etc and circling back through another route. Even if you take a few shots you'll be disengaged from their line of sight and you can let your shields fill up before going in again. If they have engineers repairing them... Well, that's just easy kills waiting for you to take them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 09, 2013, 10:25:28 pm
So I finally certed out dogfighting airframe 3, and the Air Hammer Magazine Size (to 5 shells).

Needless to say, I'm having much more success in dogfights.

Now I'd argue the Air Hammer is the best asset the reaver has.

Just have to cert out the remaining defensive things for the reaver, upgrading vehicle stealth and decoy flares is a priority at the moment.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on April 10, 2013, 03:28:10 am
Because of all this VS MAXes suck talk I've been trying to take them on 1v1 as NC LA, and it's not working out at all. Please cease and desist :'(

Also, does my aim suck, or is there no headshots on MAXes?

The easiest way to deal with maxes is to throw a flash grenade, fly over them and drop C4.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 10, 2013, 03:33:50 am
Because of all this VS MAXes suck talk I've been trying to take them on 1v1 as NC LA, and it's not working out at all. Please cease and desist :'(

Also, does my aim suck, or is there no headshots on MAXes?

The easiest way to deal with maxes is to throw a flash grenade, fly over them and drop C4.
Or do it the "I'm an incompetent raging noob" way. Aka my way:
Grenade in room, rush in guns blazing, die after .5 seconds. (Not trying to sound complainy here.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 10, 2013, 03:34:33 am
Because of all this VS MAXes suck talk I've been trying to take them on 1v1 as NC LA, and it's not working out at all. Please cease and desist :'(

Also, does my aim suck, or is there no headshots on MAXes?

The easiest way to deal with maxes is to throw a flash grenade, fly over them and drop C4.
Does this actually work? LA tries it all the time on me but I just move away from the C4.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on April 10, 2013, 03:45:28 am
Because of all this VS MAXes suck talk I've been trying to take them on 1v1 as NC LA, and it's not working out at all. Please cease and desist :'(

Also, does my aim suck, or is there no headshots on MAXes?

The easiest way to deal with maxes is to throw a flash grenade, fly over them and drop C4.
Does this actually work? LA tries it all the time on me but I just move away from the C4.

It atleast stops them from seeing you, your C4... or the chairs they run into... or anything else for that matter.

If you still manage to run away I'll switch to HA and throw concussion grenades at you. No more moving or aiming for you !
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 10, 2013, 03:48:11 am
Because of all this VS MAXes suck talk I've been trying to take them on 1v1 as NC LA, and it's not working out at all. Please cease and desist :'(

Also, does my aim suck, or is there no headshots on MAXes?

The easiest way to deal with maxes is to throw a flash grenade, fly over them and drop C4.
Does this actually work? LA tries it all the time on me but I just move away from the C4.

It atleast stops them from seeing you... or the chairs they run into... or anything else for that matter.

If you still manage to run away I'll switch to HA and throw concussion grenades at you. No more moving or aiming for you !
You know all the tricks pro gamer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 10, 2013, 03:59:13 am
VS MAX don't fight alone you know. Plus it can still put more rounds into you unless it has both AA guns.

With the NC MAX, the best weapon is the AA weapon, both of my kills with the Burster were against infantry, but I haven't really been playing MAX for long.  And the recent MAX shotgun nerf means that I won't be using the scattercannon much, even though I have bought slugs for it.

Speaking of which, anyone had any experiences with the Extended Magazines not working?  Sometimes when I am forced to resupply - I get ignored by nearby engineers who don't want free experience - the magazine does not fill up to the extended capacity, but its original capacity.  Might also be complicated by the extra ammo cannisters I'm packing.

Because of all this VS MAXes suck talk I've been trying to take them on 1v1 as NC LA, and it's not working out at all. Please cease and desist :'(

I logged in, got out my trusty tape measure and discovered I was shooting them at 215 metres, almost a whole magazine of 20 shots plus a few from the next, so they are not an easy kill.  I know there were a few non-OHK headshots in there because of the way they were flinching.  The engineer went down after three or four shots.  (Can you tell I like the Warden?)

Also, does my aim suck, or is there no headshots on MAXes?

I have only ever scored one headshot on a MAX and that was during the open beta, never got that close to a MAX again and I'll bet that the TR MAX is still wondering how the hell that happened.  (Don't go toe-to-toe with an NC Heavy with a fully certed Guass SAW, that's all I have to say).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 10, 2013, 04:03:06 am

Speaking of which, anyone had any experiences with the Extended Magazines not working?  Sometimes when I am forced to resupply - I get ignored by nearby engineers who don't want free experience - the magazine does not fill up to the extended capacity, but its original capacity.  Might also be complicated by the extra ammo cannisters I'm packing.
Make sure to equip the weapon mods to your weapon in the loadout you are using.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 10, 2013, 04:42:40 am
Duh!  I know that.

With the Extended Magazine, I should have 42 shots, but resupply only gives me 28 until I hit 'r' to reload, then the mag goes to 42.  This only happens at a terminal as far as I have noticed, but it might also occur when warping from one continent to another.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 10, 2013, 04:56:58 am
I noticed that in VR, with the shotguns and extended magazines. The first magazine never comes fully loaded. No experience with it outside of VR though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 10, 2013, 05:39:03 am
Now I'd argue the Air Hammer is the best asset the reaver has.
Ah the airhammer, the reaver's one redeeming quality. <3

I noticed that in VR, with the shotguns and extended magazines. The first magazine never comes fully loaded. No experience with it outside of VR though.
I have noticed this as well. Usually when I spawn with a shotty I'll have the full magazine, but when using a terminal to resupply it'll only give me the standard of 6 rounds.

And I've got my jackhammer at last! With the airhammer in the sky and jackhammer on the ground I am unstoppable! It's hammertime!!
Now to get me that shotgun secondary for the vanguard. I'll call it the vanhammer.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 10, 2013, 09:38:48 am
And don't forget the flash shotgun the renegade, the renhammer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 10, 2013, 09:51:46 am
I've heard people say it's cool, but horrible in practice. As in, most people would usually just run folks over, without bothering to uncloak. And the 100-cert one for shooting folks in the distance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on April 10, 2013, 10:00:15 am
from what I know of them, the service ribbons are rewarded for a small amount of kills with a weapon, and gives a small amount of exp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 10, 2013, 10:10:26 am
You get a ribbon for every 10 kills with a specific weapon or vehicle. These kills do not need to be on the same day/session/life. There are also support ribbons for a certain amount of repairs/healing/revivals/gunner kills on vehicles you are driving, which work in the same way.

Each ribbon gives you a 250 xp bonus, essentially 1 cert. The first 5 ribbons each day also give you an additional 500 xp, 2 cert, bonus. The counter for the bonuses resets at midnight server-time.

You can see ribbon progress on the stats tab for each weapon. Note that at the moment you can only see partial progress to the next ribbon after you have completed the first one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 10, 2013, 10:28:11 am
Neat! Service medals, but better. I netted three ribbons in a little over an hour yesterday on my medical applicator- reviving people is frigging fantastic when you've certed it all the way.

Anyone else think they should turn up the revive exp reward as you put certs into the applicator? The more health your corpse-turned-comrade has when you revive 'em, the less you can make off of picking them up. 'Course, it does let you pick more people up in a short time frame, but...
One of the reasons I haven't certed my med applicator beyond a certain point :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 10, 2013, 10:50:38 am
One of the reasons I haven't certed my med applicator beyond a certain point :P
I hate you.

Nah, I grabbed max rank as soon as I had the certs spare. It gives you great extra range and lets you revive and run. Makes it far easier to keep a push going longer, keep your meatshields present, keep behind cover while reviving, etc. I might lose 20xp or so from topping off each revive, but frankly that is irrelevant compared to how much longer you keep earning XP.

And even if that's all irrelevant, I revive faster than low ranked medics, so in a scramble for revive certs I'm going to win out more often. During the 2x weekend I was beating one guy out so often he TKed me. If that's not a worthwhile goal I don't know what is.

Not to mention it's a horrible idea to accept a revive from a low level medigun in an ongoing firefight. If I recognise the name of someone who revived me with less than half health I'm more likely to decline and wait for someone else to come along, unless I'm sure we are in a very secure location and they are definitely going to top me off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 10, 2013, 10:54:50 am
Don't worry tough, I have it certed up to a good point where it already revives quite quickly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 10, 2013, 11:17:22 am
I got the lowest rank. :P
Because I don't play medic except in squad gameplay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 10, 2013, 11:24:18 am
Sounds like me- I play engy a ton, but only have my repair tool 5/6 certed because blah 500 certs for that last rank.


Has anyone tried the new Indar lattice on the test server?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 10, 2013, 11:33:53 am
Nope. Remind me how to acces to test server and I'll change that, I'm eager to see the change in effect.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on April 10, 2013, 11:54:04 am
Sounds like me- I play engy a ton, but only have my repair tool 5/6 certed because blah 500 certs for that last rank.


Has anyone tried the new Indar lattice on the test server?

Test server's been pretty quiet. I think most people are either waiting for the weekend, or not bothing, since the Test client is an additional 8GB download.

Also, someone pulled this from the test server files, so in a few GUs this will be something you can buy.
(http://i.imgur.com/NS0nLkq.png)

SHUT UP AND TAKE MY MONEY!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 10, 2013, 11:55:32 am
That looks awesome as fuck. It'll also make it easier to distinguish between unmarked friendly and unmarked hostile galaxies at night. I can't count the times I've accidently shot a friendly galaxy/lib because it was too dark to distinguish between freedom-blue and oppresion-purple.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 10, 2013, 11:56:24 am
There's a test launcher. (http://forums.station.sony.com/ps2/index.php?threads/reminder-ps2-test-server-now-available.114569/)


Quote
LUMIFIBER

What's next, a lift kit for the lightning?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on April 10, 2013, 11:57:00 am
That looks awesome as fuck. It'll also make it easier to distinguish between unmarked friendly and unmarked hostile galaxies at night. I can't count the times I've accidently shot a friendly galaxy/lib because it was too dark to distinguish between freedom-blue and oppresion-purple.

Thats why I love my TR. Alpha Squad Camo + TR = Bright Cherry Red vehicles. Ain't nobody mistaking me for an NC or VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 10, 2013, 11:58:54 am
That looks awesome as fuck. It'll also make it easier to distinguish between unmarked friendly and unmarked hostile galaxies at night. I can't count the times I've accidently shot a friendly galaxy/lib because it was too dark to distinguish between freedom-blue and oppresion-purple.

Thats why I love my TR. Alpha Squad Camo + TR = Bright Cherry Red vehicles. Ain't nobody mistaking me for an NC or VS.
Yeah, but dictator-red doesn't look like either freedom-blue or oppresion-purple.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 10, 2013, 12:01:07 pm
Since when was ALIENS-purple oppression-purple?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 10, 2013, 12:01:56 pm
Meh, alright.

Communism-red, Freedom-blue and fundie-purple.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 10, 2013, 12:02:52 pm
Because it's not the GLORIOUS BLUE OF FREEDOM.  A Blazing Eagle of Freedom will be dispatched your way shortly as a reminder.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 10, 2013, 12:35:39 pm
I read that as opression-red, corporatist-blue, and wisdom-purple.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 10, 2013, 12:43:12 pm
So how about that new shotgun? What is it? The bruiser for NC?

I haven't been to VR yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 10, 2013, 12:44:17 pm
I read that as opression-red, corporatist-blue, and wisdom-purple.
I think a good final draft is
Imperialist-red, Corporatist-Blue, and Wisdom-Purple.
Yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: scout890 on April 10, 2013, 01:26:02 pm
So how about that new shotgun? What is it? The bruiser for NC?

I haven't been to VR yet.

The bruiser seems to be exactly the same as the claw with a different skin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on April 10, 2013, 03:08:06 pm
I think it's universally agreed that it is Fabulous-Purple.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 10, 2013, 06:09:56 pm
Oppressive Red, Ignorant Blue, and Fabulous Purple.

Poor, Stupid, or Gay? Which would you rather be?©

EDIT: You can still call it Freedom Blue if you want. We know better even if you don't. ^_^
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 10, 2013, 06:19:01 pm
So... if Purples are Elves then who could fit better as dorfs?
TR or NC?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on April 10, 2013, 06:34:49 pm
It's generally accepted NC is the more "dwarfy" of the two. The rugged look combined with unconventional weapons (airhammer) fits the themes of a dwarf.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 10, 2013, 08:35:27 pm
It even fits because the NC are controlled by their useless nobles corporate overlords.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PanH on April 10, 2013, 09:18:49 pm
On the other hand, !!SCIENCE!! is Vanu, and TR wants to get back to the mountainhome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 10, 2013, 09:46:10 pm
So... if Purples are Elves then who could fit better as dorfs?
TR or NC?
I think I'm okay with this considering DF elves are cannibalistic bloodthirsty assholes who will murder you with unicorns for daring to sell them back the wooden bin they sold you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on April 10, 2013, 10:37:35 pm
log in, see I get 13 certs for logging in, look at my certs... when did I get that 2000 certs? I don't even know how I could of gotten that many. ah, refunds for people who got stuff on multiple chars.  that explains it.
also, shundie kill, five people in it, one of them a max and the others high threat targets, lots of exp
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Carcass on April 10, 2013, 11:42:01 pm
So... if Purples are Elves then who could fit better as dorfs?
TR or NC?
I think I'm okay with this considering DF elves are cannibalistic bloodthirsty assholes who will murder you with unicorns for daring to sell them back the wooden bin they sold you.

So the Vanu are Purple People Eaters?

I haven't thought of this song in years...
http://youtu.be/Rx47qrH1GRs
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 11, 2013, 04:52:31 am
Mattherson NC really suck at alerts. We had two hours and about 66% pop on Amerish but couldn't cap the place. Still got 33 certs out of it, but cmon guys...

Pondering buying a shotgun, but I'm not sure what one to get. They all seem to have their pros and cons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 11, 2013, 05:23:41 am
Shotguns are pretty useless beyond point blank. The pump action ones can one-hit people if you get most of the shots on the head, though, and can one-hit Infiltrators, which is nice, but beyond that, any other weapon is most useful in 90% of the situations you find yourself in. At best, they're good for those tooth and nail CQC fights, but even then there's usually not a lot of room for error.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 11, 2013, 07:46:45 am
Mattherson NC really suck at alerts. We had two hours and about 66% pop on Amerish but couldn't cap the place. Still got 33 certs out of it, but cmon guys...

Pondering buying a shotgun, but I'm not sure what one to get. They all seem to have their pros and cons.

We beat out for one on Esamir last night.  Only a ~45% win, but I found out that Frostfall Harbor is a blast to defend with a bunch of guys with Phoenixes.


I got the Piston in the Mercenary bundle, because it gave me both shotgun (Piston) and SMG of which I had none before.   It's... okay.  Up close you can ruin dudes, but beyond that you might as well be throwing rocks at them.  You'll be glad you have a shotgun in a Biolab, but anything else more open than a tower and you're in trouble.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 11, 2013, 10:12:54 am
The blitz is almost as good as a shotgun in close quarters. And you can shoot a little distance with it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 11, 2013, 11:28:22 am
The blitz is almost as good as a shotgun in close quarters. And you can shoot a little distance with it.

Had some fun with it on the light assault the other day and it is a fantastic gun. Oddly all my kills so far are at medium range. Still need to practice getting in close after playing HA for so long, and probably buy the second tier of laser sight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 11, 2013, 11:54:10 am
Shotguns are pretty useless beyond point blank. The pump action ones can one-hit people if you get most of the shots on the head, though, and can one-hit Infiltrators, which is nice, but beyond that, any other weapon is most useful in 90% of the situations you find yourself in. At best, they're good for those tooth and nail CQC fights, but even then there's usually not a lot of room for error.

I wouldn't be so sure. In fact I am beginning to think the pump action shotguns have actually gotten a buff last patch.
Sure the damage got nerfed but can still easily one shot. Now add in the improved slug ammo wich is pretty much a flat out upgrade now and you have a weapon that was capable of one shotting anything short of a max suit now still instagibbing but at drasticly longer ranges.

The ranges I've been gunned down in the blink of an eye by a pump action are staggering, I can only assume people have caught on that slug ammo is now the way to go.
It's frightening, but I suppose also a brilliant sale strategy. Make it look like shotties were nerfed whilst in truth the shiny new pump action toys come out on top by a long shot (pun intended) compared to the good old auto shotties.

Sadly the slugs do not work as well on the auto shotties what with the poor accuracy on consecutive shots. The slug ammo much more favors one accurate apha shot. I just hope they nerf slugs somehow, it's silly when the choice is a no brainer as it is now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 11, 2013, 12:22:17 pm
Ooh, shiny. (https://twitter.com/mhigby/status/322147804468350977/photo/1)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 11, 2013, 12:35:04 pm
I log in to day and find I got 90+ certs. What the hell? Last time I checked, I only got about 30+. How the hell do certs work anyways?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 11, 2013, 12:40:15 pm
I log in to day and find I got 90+ certs. What the hell? Last time I checked, I only got about 30+. How the hell do certs work anyways?
There was what was meant to be a massive cert refund for all the NS items bought with SC on multiple characters. For some reason a lot of accounts were flagged as having weapons and items they didn't, or some other weirdness. Lots of people reporting their stored certs doubling. Others getting literally tens of thousands of certs for pretty much no reason.

Reddit has been melting down all day. (http://www.reddit.com/r/Planetside/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 11, 2013, 12:45:10 pm
Have you purchased membership at all? Without it you should be capped at 12 certs gained while you are off-line over a 24 hour period, membership increases the amount of certs gained off-line dependant on how long a membership you bought. The other typical reason for logging in to find more certs are if you have a cert refund due to purchasing a weapon that can be used on more than one character more than once now that account wide purchases are a thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 11, 2013, 12:51:06 pm
I haven't payed cash yet. There's enough variety in the starting stuff to render it moot. I'm not complaining about the free certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 11, 2013, 02:16:27 pm
the +13 certs without membership happens to me too. Membership guys should get (number of certs they are told to earn per day)+1, too. I think that's because they count a little bit of time while you play or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 11, 2013, 06:41:57 pm
Shotguns are pretty useless beyond point blank. The pump action ones can one-hit people if you get most of the shots on the head, though, and can one-hit Infiltrators, which is nice, but beyond that, any other weapon is most useful in 90% of the situations you find yourself in. At best, they're good for those tooth and nail CQC fights, but even then there's usually not a lot of room for error.

I think you've got your numbers backwards. 90% of the fights in the game are tooth and nail, CQC, could use your knife if you felt like it fights. They're definitely a situational weapon, but their situation is a pretty common one.

Sadly the slugs do not work as well on the auto shotties what with the poor accuracy on consecutive shots. The slug ammo much more favors one accurate apha shot. I just hope they nerf slugs somehow, it's silly when the choice is a no brainer as it is now.

My testing in the VR shows pump-shot slugs two hit out to around 30 meters, unless you hit the head. The auto shotties three hit pretty much up until point blank range. Not unlike standard ammo, the pump-shot works better if you're accurate enough to hit every shot, and the autos better if you're not. I found the accuracy penalty to be somewhat irrelevant, by the time you've corrected for recoil it's basically gone anyway.

Slug ammo does seem pretty neat, I'm keen to try it out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 11, 2013, 07:00:15 pm
VR? Is that where you can test weapons? Where is that?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on April 11, 2013, 07:05:12 pm
Go there by following the magic link trail at the bottom of the continent select screen in your WG terminal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 11, 2013, 07:11:35 pm
I think you've got your numbers backwards. 90% of the fights in the game are tooth and nail, CQC, could use your knife if you felt like it fights. They're definitely a situational weapon, but their situation is a pretty common one.

According to the Devs, most infantry fights occur at 40m, well outside of the range of shotguns. I'm sure that varies from player to player, but even in fights less than 10m the shotgun's low capacity magazines and need for precision put it at a disadvantage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 11, 2013, 11:07:55 pm
I've been using the auto-shotty almost exclusively on my medic since it was the only weapon onhim that I already unlocked upgrades for... And I'll be honest, it's a pretty bullshit weapon. I usually keep slugs on it, the VS still don't have any bullet drop with the slugs soooo... Yeah, I've two-shot people from a distance with a 2x scope where an auto-rifle would require at least a 4x to keep a decent train. The slugs don't even have a downside in CQC for the auto-shottie, you can't realistically one-shot a person even without them on so putting the slugs on basically has no downside. Combine that with the extended magazine and you've got a high ammo capacity weapon excels at close-range and is decent or sometimes better than other options for mid to long range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 11, 2013, 11:28:39 pm
Yeah, shotgun snipe is pretty ridiculous in this game.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: ductape on April 11, 2013, 11:45:22 pm
yeah i do the shotgun sniper thing, I use the sweeper on a light assault. Gotten pretty good with it, and I can jet into hard to reach spots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 12, 2013, 05:35:29 am
Three nights this week, during prime playing time in Australia, Briggs has been shut down for around three hours.  So frustrating.  Went to Matherson, but being 3 AM server local, very few players.  Gonna give up on Planetside 2 for today and hope they get their shit together by tomorrow when I expect to put in a solid, uninterupted, crash-free 30 minutes.  FFS. >:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 12, 2013, 05:44:33 am
Good thing I don't play Briggs during primetime.

Anyway, I have a question: is there ANY weapons I can get without having to spend real life cash?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 12, 2013, 05:53:07 am
If you have the certs, you can unlock any weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 12, 2013, 05:56:55 am
If you have the certs, you can buy any weapon.

This. SC just lets you get them faster and lets you get decorative items. If this game was very P2W this thread wouldn't have survived this long.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 12, 2013, 09:00:19 am
If you have the certs, you can buy any weapon.

This. SC just lets you get them faster and lets you get decorative items. If this game was very P2W this thread wouldn't have survived this long.

Yeah. It's a very well designed system as well as being an extremely fun and innovative game due in part to it. My hats off to Sony for this one and I think it will have a very long and successful run.

EDIT: Mattherson NC has it going on today.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rowanas on April 12, 2013, 03:13:19 pm
I'm on the verge of buying my first shiny with certs. I'ma rock the PS1 TR quintuple launcher, because I hate aircraft, and it seems pretty solid. It sucks arse at close range, but one of those and a Burster max can down aircraft at any range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 12, 2013, 03:16:13 pm
I finally got my brick of C4. My suicide runs are now more effective.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 13, 2013, 12:33:27 am
Ah, I thought the price display was Certs + SC,  not Certs OR SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 13, 2013, 02:20:00 am
I think you've got your numbers backwards. 90% of the fights in the game are tooth and nail, CQC, could use your knife if you felt like it fights. They're definitely a situational weapon, but their situation is a pretty common one.

According to the Devs, most infantry fights occur at 40m, well outside of the range of shotguns. I'm sure that varies from player to player, but even in fights less than 10m the shotgun's low capacity magazines and need for precision put it at a disadvantage.

I guess it must vary from player to player quite significantly, but as LA I'm pretty much always vaulting over buildings and other stuff to shoot the guys on the other side in the face. If that happens and the other guy has a shotgun, I pretty much lose... like, almost always. Shotguns kill immensely fast. Our playstyles must be vastly different for you to think they aren't an effective weapon, when I am so convinced.

'course, I still dunno which one to buy... I wish you could trial a weapon more than once a month. I gave the Claw a go quite a while ago and really sucked with it, but I gave the Bruiser a shot two days ago and did entirely fine. I'd like to try the Claw again to see if I just had a bad run with it the first time, or to see if it really just doesn't stack up against the Bruiser. The Sweeper also retains the appeal of flexibility, but I've ruled the other two out. At this rate I'll have enough certs to buy all three by the time I decide...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 13, 2013, 03:11:06 am
Yeah, I tend to avoid getting too close to people. My preferred method of killing doods is far away and beyond cover. When I do get too close, I literally run circles around them until they run out of bullets. Then I back up so they can't knife me and I shoot them.

I'd probably do better if I could get a stable FPS, but no matter what I do with my settings it hovers around 20 - 40.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 13, 2013, 03:37:20 am
Personally I'm simply not a fan of the pump-action shotgun. I couldn't for the life of me get a one-shot when I needed to and wasting two shots or more on a single enemy with the pump is pretty catastrophic in my opinion due to the tiny ammo pool combined with the insanely long reload times. The new pump-action is supposed to have better spread than the first one though so that might be worth trying, I still wouldn't recommend it with the reload times though. I would go with either the auto-shotguns with the magazine extender or the other shotgun that has a high ammo pool, the auto is really the best in my opinion though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on April 13, 2013, 05:32:22 pm
Did they change AT mines?

They don't seem to detonate until the vehicle moves, which while annoying at times (like say trying to defend a base from an attack) can also be awesome (like when the base is lost and everyone boards the mined sundie and promptly dies when it moves).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 13, 2013, 05:34:56 pm
You can always manually detonate them by shooting them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on April 13, 2013, 05:39:09 pm
Kinda hard to do when you have 3+ MAXes trying to murder you as soon as they notice you fiddling with their Sundie :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 13, 2013, 05:51:13 pm
Yeah, they changed it so that it's not just a better version of C4. Which didn't really change, you just need someone else to activate the explosion. It's still essentially a death-sentence to the sunderer you place it on, the only way to disarm them safely is an EMP grenade... And really, who uses those except that one random asshole that throws one in the room you're defending?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 13, 2013, 05:51:51 pm
I'm actually dying less when I mine sundies now, as I can back-off before triggering the mines whereas before the first tended to detonate before I had a chance to get clear.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on April 13, 2013, 05:57:27 pm
I've rarely had problems with legging it. Now tho, I'll either have to stick around to shoot or 'nade them or make a second trip all the while the Sundie is spewing redshirts to detonate the buggers.

Having an underbarrel 'nade launcher seems a lot more helpful now tho :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 13, 2013, 09:00:50 pm
So has anyone else been having problems with CTDs whenever they try to log in?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 14, 2013, 02:09:09 am
All good here except some lag now and then.

Is there any way to see server specifics like how in general each faction is doing?
I hate playing on NC side.It feels like we rolling over every other platoon that gets on our way :(
No fun on that. I was thinking to start over on new server/faction.
Now playing on Matthersson, though i live in EU area.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 14, 2013, 03:25:06 am
Had some issues logging in on Briggs earlier today.

On Briggs, NC and TR are about equal, holding a bit over 30% each. Vanu holds about 40%, in Indar.
Amerish: 90% Vanu. Only the warpgates and one or two holdings on either side are held by TR or NC.
Esamir: 70% Vanu. About 15% for both TR and NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 14, 2013, 04:06:27 am
All good here except some lag now and then.

Is there any way to see server specifics like how in general each faction is doing?
I hate playing on NC side.It feels like we rolling over every other platoon that gets on our way :(
No fun on that. I was thinking to start over on new server/faction.
Now playing on Matthersson, though i live in EU area.

Well, I heard Miller is the EU equivalent of Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 14, 2013, 04:31:07 am
Yep playing on Miller now.
Having hard time to find any squad/platoon who use any kind of team work or talk in mic :/
Maybe VS has no ability nor need to communicate :)

Actually i head back to Matherson and start over on VS side there.
Better some lag than no team work at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 14, 2013, 06:26:40 am
That's strange, I always find someone on VS Miller who's willing to teamwork, look for the [DIG] Platoons typically.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 14, 2013, 11:43:06 am
I'm thinking of starting to play a lot of Planetside 2, and I'm wondering what B12'ers think of the whole store-cash idea. So far, I'm absolutely bloody hopeless at the game, can't shoot, can fly, can chuck down an ammo pack sometimes.

But I have a basic plan to it.

#1: Get good with one weapon. Get good at FPS's again, but get good at this one. With one weapon. So no matter what class I want to play, I'll have a fallback that I'm reasonable with, with the class I'm playing as flavour, and their basic free weapons as more flavour. Any role, but a reasonable weapon to upgrade, with other stuff if wanted.

#2: I like to fly. I'm hopeless at it, but I like flying in PS2. If I was any good at it I could make all sorts of statements. "Why did you bundle 3 people into a Liberator when you could have all just jumped in Scythes?". "A tank column? Good. Thankyou for the cert points". "Fuck, I chose scout radar and not flares!". Anyway, flying is good. I'm going to choose scout radar.

#3: I'd like to play a class with lots of depth, group potential and gameplay styles. The cert points aren't going to come easy for me, so I'd like to invest them in something I can enjoy for a long time. I can change classes for different experiences, but I want a main class to get going with.

So saying that, I'm thinking Engineer. A Store credit, flying engy that can do a support role if necessary or go CQB if I want.

So, my basic budget is looking like 2100 store credits. It's not meant to be play to win, it's play to have fun in any way I want to. Here's what I'm thinking.

#1: SMG. 700 SC. Specifically, one of the new ones with the 50 ammo capacity. At least the cert points I drop into the weapon can be used by any class I play, and I can use it in a few different roles (sort of scary that they're nearly as effective as battle-rifles at range in semi-auto, except they're better when they're in full-auto close up).

#2. Rocket pods. 700 SC. Fly Scythe. Shoot things. Blow stuff up. Sometimes use it as a transport/road-kill generator, and as a thing that you can dump certs into that makes it always get better. When bored or when last horrible crash means aquistion timer is still up, fly something else. Or go infantrying. Whatever. Flying fast is fun.

#3. AV Mana Turret. 700 SC. It makes engy's anti-tank, and lets me be happy that I can sort of Heavy Assault it. Sort of. It's just another role for me when I'm not flying or shooting/repairing/ammoing. If I'm going to dump certs at one class, I want a bit of everything. They'll probably nerf it, but it is still a very cool and worthwhile weapon/option regardless.

So that makes a F2P game cost about $21. Cheaper if they do a double credit day or something, but still, not free. From what I've seen of PS2, I'll probably be happy to log in and have a laugh for ages to come, regardless of the changes. My main question is, if you were going to spend $21 on a game so you could open up all kinds of roles and options for long-term play, what would be your choices?

If they're exaclty these, then cool. If not, where should I chuck my 20 odd dollars? It seems to be a pretty fun game, even if there is a bit of balance probs and bugs in it. I just want to dive in at everything all at once, and get some fun out of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 14, 2013, 11:49:29 am
Play NC, reaver doesn't need rockets to be worthwhile, just the Air Hammer, and its cheap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 14, 2013, 11:52:49 am
If you're not in a hurry, you can wait for SC sales and item sales.  I've spent $25 on the game, bought eight or so weapons, and have 2220 SC left over.

Other than that, engy is a pretty versatile class, with access to many good weapon classes (shotty, SMG, carbines, battle rifle*) and the turret's nice.  Plus, tank mines.  Just get what you have fun with and you'll be content.


*How's the VS one stack up?  It has no bullet drop, right?  The NC one hurts with its bullet drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 14, 2013, 12:00:25 pm
Note that you can get 170 free SC from logging into the sites of other SOE games, so you would only need to buy 2000 SC for three full price items.

The AV turret is high on my shopping list as well. Especially with the tank mine changes.

I have bought the SMG (NC Blitz), but got it for half SC in a recent daily deal after buying the SC during a double weekend, so it only cost £1.30 in the end. I also don't use it on my engineer (I feel you want it on a class with a closing ability, like the LA or Inf). I much prefer the 500 cert S type carbine (with under barrel grenade launcher) for extra utility.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 14, 2013, 07:06:48 pm
blah

Stick with VS! We rock!

If you're looking for an all around gun that you can use in most situations, I'd say get the NS-11C Carbine. You can use it on most classes, and if you wanted to play TR or NC, you'd have it for them, too, so you'd have an edge being good with it. It really is a swell gun. Compared to an SMG, yes, you might lose some CQC battles, but you'll win all the long-range battles you'd lose with the SMG.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 14, 2013, 07:33:35 pm
Battle rifles seem to be a bit crappy all round. They're a bit slow, and from testing, just about any weapon with a scope and a semi-auto mode does pretty much the same thing as them. They might keep their damage a bit further, but everything else has a 30-75 shot magazine on it. Plus, everything else has full auto and/or good hip-fire when you want it. Although, the VS one does at least go where you aim it. But it's not exactly a sniper rifle, it's just a low capacity plinker.

I was thinking of the SMG due to the fact that I can use it on closing classes, infiltrators, as well as my engy. Actually, what isn't a closing class in PS2? Get in Scythe, fly the hell where you want, get out of Scythe. You have then closed the distance.

I even drove a Lightning up an over a base's wall with the assistance of a nearby hill once. I got out and died shortly afterwards, but I got inside the base and into CQB range pretty damn quickly. Quicker than the friendly tank column outside it anyway.
 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 14, 2013, 09:59:24 pm
Battle Rifles are getting buffed in GU07.  The Warden and I say huzzah. (http://forums.station.sony.com/ps2/index.php?threads/says-the-chez-gu07-weapon-tuning.115773/)

Also a few more, including changes to VS damage scaling.  I'm hoping Falcons get a nice buff- dual falcon Max is something I've wanted to give a fair shake.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 14, 2013, 10:17:13 pm
sambojin, I'd concur with the rocketpods and AV turret, but here's a suggestion: GET THE S-VARIANT CARBINE. It's the Solstice SF for Vanu, the one with three fire modes (semi-auto, 3-round burst, full auto), and can get the underbarrel grenade launcher, smoke launcher, and shotgun. With your ammo packs, the GL has infinite ammunition and becomes a god-tier medium range bombardment tool. It's also a weapon for LA if you want a change of pace. But yeah, there's absolutely nothing else I would use as engineer.


Also, another suggestion: Don't bother with your factional MBT, at least not in terms of heavy certing. The Lightning is far faster and can often go ignored in larger battles, in addition to being able to mount the Skyguard, which gives you excellent dual-role AA/AI damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 14, 2013, 10:59:48 pm
A hacker kept killing me during an alert, so I got my Light Assault out and killed him with my under barrel GL because he couldn't shoot me enough when I popped out of cover. Cue T-Bag, and a message to him saying, "Hack that, woman!"

I felt very proud of myself.


That said, I'm getting rather tired of the hackers in this game. There's more than I've ever dealt with in any other game, and even more blatant than the ones in APB: Reloaded, which is saying something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 14, 2013, 11:56:03 pm
Kind of weird, I sort of felt the opposite. On PC you can't play five rounds of B.Ops 2 or B.Front 3 without getting wall-hacked, aim-botted and every other kind of BS. On PS2 I sort of felt it was just a lack of skill on my part that made me die (yes, it actually was).

I'm not sure what other servers are like, but on the Aussie servers it seems to be fairly rare, although they do exist. Jump in a vehicle of some sort and take half their fun away from them. Run them over too if you can manage it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 15, 2013, 12:15:43 am
Double post, but cool. Just read the patch notes.

Accurate grenades. Or semi-accurate. I'm sort of suprised there's not more small red blinking things getting chucked anyway, but I bet there will be soon. Kaboom!?!!! Doorway cleared.

VS drop-off rate. Yay. Now that I'm still a crap shot, I'll hit them a tiny bit harder when I do manage to hit/learn how to lead a target. We've got slow projectiles anyway, at least now they're big laser-accurate projectiles. (this really makes me want that SMG now).

Other stuff. AA MAX's doing AG as well. Which is good for someone certing into an engy. "Here, have some ammo. I'll heal you. Now go and blow some stuff up. I'll just sort of crouch here and lob accurate grenades every once in a while."

That whole UBGL concept sounds fun though. Under-barrel shottie if I want as well. Decisions, decisions...... 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 15, 2013, 12:43:59 am
Just be warned, it's still a tad bit buggy, though it's much less broken than it used to be. Last I checked there was just a little bit of wonkiness with reloading. It's still more than worth it, though. Better exp than revive-spamming if you can find a relatively stationary zerg.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 15, 2013, 04:42:22 am
I've  certed into several guns at this point: auto shotgun, battle rifle, several of the carbines and the 50 mag SMG off the top of my head. If you're sticking with a single weapon I would personally recommend the Serpent carbine for engineer. It's by far my favorite out of all of them, though it's mostly geared for CQB it will still work fine with a 4X scope to snipe people. Getting the grip and compensator are highly recommended, I found the laser dot didn't improve the spread enough to make it worth using over the grip but the suppressor is another valid choice over the compensator. Absolutely do not use the soft point bullets though, don't use them for ANY gun. They do not improve damage on any type of gun in a worthwhile manner and they increase your killing latency in a significant manner.

Of course, the carbine is only usable on light assault and engineer so that's something you might not want to go with. The SMG and shotguns are the only options for complete class coverage, but I'm not sure I'd recommend either as the ultimate go-to weapon. They're just too situational and you're left with the short end of the stick every time you aren't in the right situation, which WILL be quite often. I wouldn't rely on the default class weapons to fill in the gap either, you're literally at a damage deficiency if you use them. Heavy Assault is the only class that can get away with that handicap due to their survival ability, but you'll still get stomped by a better equipped heavy.

Still, if you want to go with either of them I would pick the shotgun over SMG if you are VS, any other faction and I'd say they're pretty much tied (I would still lean towards the shotty though). The shotgun for VS has better long range options thanks to no bullet drop combined with slug ammo. The SMGs are good but not really great. The only reason I would select it over the shotgun is for a silencer. No other reason. As for which shotgun, that really depends on what you're comfortable with. Try them out in VR and see what feels best to you. They're actually fairly diverse in options, fire speed, range, spread, ammo capacity, reload speed etc. The auto shotgun is a good choice for engineer thanks to the ammo pack but any shotgun is good really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 15, 2013, 05:46:38 am
Actually, what isn't a closing class in PS2? Get in Scythe, fly the hell where you want, get out of Scythe. You have then closed the distance.
By closing I meant getting from medium range into close range. If you are using an SMG or especially a shotgun you want to be inside 10m in most cases. Infiltrators and light assaults can get into that range reliably with their class skills. Heavy assaults, engineers and medics are less capable of this. On those classes you usually want something that gives you an advantage outside close quarters and try to take down people using SMGs and shotguns before they can get into kill range.

Basically the closing classes have abilities that suit short ranges and shorter fights. The others shine at longer ranges and more extended combat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 15, 2013, 06:13:18 am
For the sake of closing into someone out in the open there's really no substitute for the flash imo. When I'm out shotgunning I'll grab my fury flash, if I fail to kill on the charge I just exit the vehicle right next to the target and blast em full of pellets. It's a sound strategy...so long as there's no enemy vehicles around and you're not immediatly under fire after ditching the flash.

I actually do that pretty often when facing a dumbfire launcher equiped heavy in a hilly area when driving a lightning. He'll be behind cover expecting to put some missles in my tank when in truth I'm flushing him out his cover and catching him reloading his launcher.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 15, 2013, 07:52:06 am
Flash with Wraith Cloaking closes all the distances, or NFI TURBO BOOST if you're not infiltrator.  :P

I wish Light Assaults could activate their jetpacks while on a flash, since the animation clearly shows them leaning forward so the jetpack faces forward. FWOOSH.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 15, 2013, 04:07:49 pm
I just wish they could activate their jetpacks in a forward motion...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 16, 2013, 01:13:36 am
Recently I've been getting oddly low FPS (<20).

These specs are above the recommended, if I remember right.

2.0Ghz AMD Vision A8 (Clocks to 2.8 under stress)
8GB RAM
ATI Radeon HD 7640 + 7410M (1GB)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 16, 2013, 01:49:04 am
Hehe yea i have noticed the same.
Playing in crossroads/Ti alloys before get me steady 40 fps, now it hovers on 25 or so :/
And one thing is odd i cant push the fps more than 70 max no matter is it on high or low settings.
I hope they work on the PS2 performance issue.

I have i5 ~3.1ghz with 8g RAM
HD 7850 1GB
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 16, 2013, 08:26:06 am
Having FPS problems after updates?
Try this. Seriously.
forums.station.sony.com/ps2/index.php?threads/update-ps2-versus-new-problems-try-this.112829/ (http://forums.station.sony.com/ps2/index.php?threads/update-ps2-versus-new-problems-try-this.112829/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 16, 2013, 08:29:50 am
I'll have to give that a shot.

Most of the time, it runs well enough, but lately I've gotten odd periodic FPS drop where with no real rhyme or reason it suddenly drops to ~10 FPS.  Often, looking straight up fixes it, but it's still really annoying.


Also, I have to say the ribbon bonuses are really nice for people like me who can only play so much in one day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 16, 2013, 03:58:30 pm
So who do I contact about joining the mattherson NC outfit, or any other outfit? Do we have a VS outfit on Waterson?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 16, 2013, 04:17:04 pm
Made another video :D

http://www.youtube.com/watch?v=x1P8hxVZRDo (http://www.youtube.com/watch?v=x1P8hxVZRDo)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on April 16, 2013, 06:05:57 pm
So who do I contact about joining the mattherson NC outfit, or any other outfit? Do we have a VS outfit on Waterson?

Add SilentThunder ingame, and I'll add you in. It isn't that active much, but I'm hoping we might get some numbers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 16, 2013, 06:09:19 pm
So who do I contact about joining the mattherson NC outfit, or any other outfit? Do we have a VS outfit on Waterson?

Add SilentThunder ingame, and I'll add you in. It isn't that active much, but I'm hoping we might get some numbers.
Is that for mattherson or waterson?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 16, 2013, 09:17:01 pm
HE meant Mattherson
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 17, 2013, 03:07:22 am
I often am on late nights on Mattherson if someone needs an invite, but Illyriad is having a tournament this month so I won't be on as much.

The last week or two I've joined some TAS platoons on Mattherson, and I have to say that TAS seems to be getting much better as far as coordination and leadership compared to my very early experiences with them, which is very nice to see. For a while I was avoiding them to be honest, but now I'll happily join one of their platoons, especially if callsign Brooklyn is leading.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 17, 2013, 03:22:07 am
NC engy's on Briggs suck.

Last night while there was an alert on Esamir, the NC got waprgated on Indar, a valiant bunch of randoms fought the ever-encroaching red tide, but the calls for ammo became common and ignored.  My MAX ran out of AA so I did the long run back to the warpgate, and instead of resupplying, I decided to swap to engineer and support the half dozen infiltrators sitting in the defensive tower, plus the single medic who was raking in exp healing and reviving.  As soon as I arrived and dropped an ammo pack, the infiltrators were like a swarm of blowies discovering a fresh dog turd.  A plentitude of thanks were sent my way and I didn't look back, whenever my ammo pack vanished, I put down a new one, the exp points rolled in constantly.  I was not slack though, with the Warden in hand, I was spotting and picking off targets where I could, mainly getting kill assists cause the Warden still doesn't OHK, and the TR know not to stand still.

It was a rewarding evening.  I logged on at the perfect time with 8 minutes left of an Amerish alert, which NC scored a 94-ish% completion, then the Esamir alert which NC scored about the same - we just can't quite get the last two regions before time runs out.

Something was revealed though that the developers might have to address - the 4th factioneers.  Several guys were openly proud of the fact that whenever an alert is about to finish, they look at who has the most territory and relog as that faction, idling in the warpgate for the completion, then go back to their main.  It seems to be mainly VS just looking at the population levels, but TR guys were making claims as well, a whole conversation about it /yell'ed for all to read.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 17, 2013, 03:39:01 am
That's why I want to engie. Just the joy of "ammo love" you can get.

That, and I will damn well do my best to get a mana turret of any sort attached to a tank or flyer. Even a Flash would do. As long as I can use it while it's going (even if the speed up and alitiude procedures might be slow as hell).

If you can attach a Magrider to a Galaxy, a Magrider to a Magrider, a Sunderer to a Galaxy, or fly a Scythe or Reaver inside a bio-lab, then goddamit, I want a mana-turret on a Scythe. Or an ammo-pack. Both really.

I guess the only way forward is to establish the VS !!Science!! Department and see.
 
I'll report on my findings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 17, 2013, 03:52:58 am
Mana turret on vehicles is the Kobalt. I think that's the best you are going to manage in that department.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 17, 2013, 05:59:17 am
Sent the friend invite to SilentThunder
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 17, 2013, 09:20:06 pm
C4 should explode when you knife it. (http://forums.station.sony.com/ps2/index.php?threads/c4-should-defuse-when-you-knife-it.117246/)

Right now if you knife it, it explodes.  That's lame.




Why yes, I was bored.  Why do you ask?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 18, 2013, 12:20:03 am
So, a few days ago, I got TK'd some jackass over a goddamn generator overload. I struggle still to comprehend such stupidity and greed.

But today, while repairing all the tanks that just attacked a base, I found him in a Vanguard -- with a bit of battle damage. Perfect. Stepping behind his tank and setting up the Mana turret, I can't help but smile at the thought of revenge. Eagerly spamming my E key waiting for the turret to finish deploying, suddenly a missile shoots onto screen and smacks into the rear of his tank. The turret finishes and I enter, as I'm taking aim another missile shoots by and smashes into the tank again, destroying it.

Goddamnit, TR. That was my kill. Why must you always be around to fuck me over, irregardless of the situation?

Fortunately, my prey's name is quite distinctive, and I do not forgive nor forget easily. I'll get him, some day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Snow Gibbon on April 18, 2013, 12:48:29 am
Any opinions on High Velocity ammo for the SAW?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 18, 2013, 02:45:59 am
Most combat takes place too far away for it to make a difference, and the recoil isn't worth it. Heck, the combination of poor long range combat and the recoil makes it doubly worthless, unless you plan on going semi-auto. You're better off compensating for distance than recoil, since recoil is something that'll make a difference at any distance.


So, a few days ago, I got TK'd some jackass over a goddamn generator overload. I struggle still to comprehend such stupidity and greed. [...]

Today, some guy happened to be standing on one of my Bouncing Betties when a VS Light Assault flew in and blew both of them up. He raged at me in a message and TK'd me, so I started following him around and damaging him a bunch with my shotgun, and taunting him whenever he got killed (By someone other than me, of course - I can be sneaky if I want to be).

I ran into him several times afterwards in several different bases, pumping him full of lead, taking out his shields and a bit of health, and running away before he noticed me. At one point I was a medic, found him, healed him for the points, and shot him again before sprinting away before he could figure out what was going on.

Vindictive? Me? Nooo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 18, 2013, 03:38:13 am
My main TK problem is that I do it accidentally because grenades take so long to explode and my aim with them sucks :-[
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 18, 2013, 03:44:57 am
So, a few days ago, I got TK'd some jackass over a goddamn generator overload. I struggle still to comprehend such stupidity and greed.[.....]

I am fine with this activity. Carry on.

{I do it too, but not nearly so successfully.  You have inspired me to try harder.}
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on April 18, 2013, 04:14:25 am
My main TK problem is that I do it accidentally because grenades take so long to explode and my aim with them sucks :-[
The complaints over TS when I take out half my squad with a badly thrown grenade would be funny if not for the shame. More often than not I get grenade TKs when someone runs in front of me and it bounces off them back into the room.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 18, 2013, 04:18:07 am
Any opinions on High Velocity ammo for the SAW?
If you run the SAW without the compensator then you can run it with HV and compensator and only have upside. Except for making it sound like a goddamn cannon that is.

I still run it in my long range setup, mostly because it means you never need to compensate for bullet drop and are much more likely to tag fast moving targets with single shots. The added recoil makes it an absolute joke at close range and I can't use more than two/three rounds in a burst, ever.



I've gotten a few accidental TKs lately thanks to the UBGL.

The grenades don't arm until they have travelled 10m, but will still hurt allies they hit inside that range. Like shooting them with a shotgun. Their hit box is absurdly large as well. If you are shooting over someone's head the odds are you are taking that head off instead.

On the other hand it makes a godly spawn suppression weapon, so it's worth the occasional dead ally. I got two of us in a squad locking down the main entrance to a biolab teleporter room yesterday.



As for grenade TKs, I mostly use concussion grenades so I don't get the kills. You still get listed in the assists sometimes, but it's less likely people will notice I just wiped a squad that way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 18, 2013, 04:28:18 am
So, a few days ago, I got TK'd some jackass over a goddamn generator overload. I struggle still to comprehend such stupidity and greed.

Joke's on him, you can overload the generator after you're dead, so long as you were overloading it before you were killed and you kept the 'e' key held down through the dying process.

You can still screw him out of a few petty points.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 18, 2013, 04:46:12 am
I'll have to remember that one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 18, 2013, 05:02:12 am
It's spotty though. Sometimes I've gotten the overload points posthumously, sometimes I haven't.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 18, 2013, 05:05:18 am
One of the fun things we do while shooting enemy in da face.

This was yesterday on Woodman server done by Keeper of the void outfit.
Crown taken with style ;)
I think we counted 60 sundys or so.

http://www.youtube.com/watch?v=gKHsa0yHZlY (http://www.youtube.com/watch?v=gKHsa0yHZlY)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 18, 2013, 06:45:21 am
GU7 patch notes. (http://forums.station.sony.com/ps2/index.php?threads/server-maintenace-game-update-07.117226/) I think it's scheduled for post-patch bugs to destroy EU prime time as usual, so I'm glad I'm out all afternoon. A few sads;

Active Heavy Assault Shields and flak armor will no longer stack.
My resist + flack anti-air/tank setup is now worth less, if not worthless.

Lock-on rocket launchers can no longer lock on to turrets.
Because the AV turrets needed a buff. OTOH, if this is about base turrets and not engi turrets, good.

Can't really tell how the MAX and BR changes will hit things. Looks like the mini-chaingun is nicely buffed though. Already saw a fair few people using these, so that could make life interesting.

Flash handling changes were much needed, but let's see what they are first. I used to use the twitchy reverse handling to make quick turns, so losing that means I'd better have much better traction. Also, flipped vehicles don't instantly blow up any more. Yay.

Magriders get a 25% strafe speed buff and 50% strafe acceleration buff. Boo.

All the UI and related changes sound great. More information is always better. More medals for base capture/defence (although I still haven't worked out at what point you get a defence given I've managed roughly 80 in a two hour session before). Also;
Quote
Increased facility secondary objective (generators and SCUs) XP rewards:

    Overload: Raised from 100xp to 250xp
    Stabilization: Raised from 100xp to 250xp
    Objective Kill: Raised from 100xp to 500xp
So even more reason to TK now!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 09:15:13 am
I'm less than enthused by the Battle Rifle buff.  I guess with the HV ammo, they're really pushing for it to be great at range and crap up close.  How much of a numerical difference does HV ammo make?

...but then they decrease its effective range via damage scaling.


Does this mean when the MAX won't hold still the beam will follow him?  If so, thank God for that.


At least the Flash got a buff.  Yay Flash!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 18, 2013, 10:11:05 am
I played a little planetside 2 earlier and the other day, I've had .. Mixed feelings about it, the first time was join a game, finally manage to reach the frontline, die in 12 seconds to a galaxy hovering overhead. This went on for 40 minutes before I decided I'd had enough. The enemy teams just dominated the air, and when I tried to take a fighter up, an allied dropship slammed into me as I tried to takeoff.

The second time I tried to play, I spawned in on a squad part of a VERY large group of people defending the Crown from invasion, I setup a tank on the ridge and started helping to defend when I was pushed off the cliff by a friendly who wanted my spot. To say the least I was pissed but continued anyway to go on to about 20-22~ infantry kills, destroyed 3 tanks and a fighter. It was fun.

So far in my time, when I'm in a vehicle. I end up killed by my own team, at least once. And I'm still not great on the rate at which I gain certifications. 500-1000 for a new weapon, when I get 12 a day, and earn about 10-15 during play. It does feel like quite a bit of a grind from a free player standpoint and that kind of irritates me though I understand it's a free to play game. But still, the rate at which I gain these feels ridiculously low unless I'm missing something, or not doing something that just drops 300 on me at a time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 18, 2013, 10:23:03 am
If you want free experience, join a base capturing team going for non-contested areas. You could stay behind a recently captured base and repair the base turrets and generators. Or you could get 30 certs and upgrade the sunderer for advance deployment plop it in a safe place near the enemy base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 18, 2013, 10:26:26 am
Planetside2 is team oriented game and takes time to get into it. At time it is frustrating but generally i had really fun playing it.
You just need to find nice Outfit you like to play with.
What comes to earning certs. I make 200 certs a day and don't think its any grindy at all.
Capping bases gives more certs in hour than sitting in crown trying to kill BR50 players.
Pick class you like and start mastering it.
Engineer and medics get your certs up nicely by doing the supportive role.
Never find that deploying sundy get that much, 2xp for spawning troop and repairing turret gives 50 or so.
I do not care about making certs, i'm all for winning ;) more fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on April 18, 2013, 10:31:41 am
Quote
Added option to toggle off inverting steering controls when a tank goes into reverse.
YES!  Yes! (http://www.youtube.com/watch?v=zHMahI4_fDI)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 18, 2013, 10:36:12 am
Most of the repair certs if from the repair gun certification thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 18, 2013, 10:53:43 am
Its perfectly normal for an entire front to be bogged down in one facility (*cough* biolabs *cough*) while the third faction just captures the rest of the continent.

I used to play engineer almost exclusively, but since then tank mines have been nerfed, they are still useful, now that I don't have my instant C4 of sundy death I just use engineer while piloting vehicles. AV turret is still amazing, though people have learned how to counter it better nowadays, and it makes you target #1 on every tankers list.

Medic is my second class, for infantry firefights, having medics around exponentially increases your teams fighting ability. I wish more people would play medic. I use it when playing solo too, cause a medic can heal himself, which is just amazing when you don't have a team around.

I only use heavy to spam pheonix's out from cover. Apart from that I don't know why this class is used so much, it seems every second person I kill is a heavy.

And I'm trying to get good at infiltrator sniping, ever since the splash damage nerf, tank battles aren't prevalent and its pretty much infantry zerg all the time, so this class just became way more useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 18, 2013, 10:53:59 am
Yeah, it takes some time to get into PS2. You have to learn where to walk, where not to walk and to use the pubbie masses as meatshields and danger indicators. You should also find a good outfit, not even join them, but just join their platoons whenever they're up. Also, you should play NC because fuck yeah NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 11:36:27 am
If you play to have fun and not to get certs, you'll find yourself doing both.


That said, if you engineer even a little bit, get the first rank of tank mines.  Even if you only switch to engy long enough to throw down mines in a good spot then switch back to whatever other class of choice, they're still awesome.  Nothing like seeing "+500 XP Magrider Kill  +300 XP Extreme Menace Kill" pop up randomly to brighten your spirits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 18, 2013, 11:43:57 am
It is truly the best feeling in the world when I can say to my outfit "hey, remember when we mined that road?"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 18, 2013, 11:51:18 am
Same here.
I somehow got a triple sunderer kill with 2 mines at one time. Made me and my friend laugh, and laugh, and laugh...
And then I opened the silencer for my sniper rifle, and went to playing infie/engie 40/40% of the time XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 18, 2013, 12:12:25 pm
Well, there were about, I dont know? Must have been about, 9-11 tanks in this area? I did nab some screenshots of it all >: the minimap only manages to show about half the aircraft and vehicles in the area.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

That 'you have committed suicide' in the chat is from where I'd been pushed off the cliff in my Lightning, but screw you guys I still got a Prowler.

Spoiler (click to show/hide)

And then we were finally able to push across the bridge cause some nutjob in a Max was killing anyone who dared approach their vehicle spawn and prevented tanks from shooting back. So yeah, this was my the first time I enjoyed the game, because two squads were actually coming together to push across the bridge, my usual experience in the game has been a squad of 12 random individuals who all want to do their own thing so more often than not I'm stuck behind enemy lines on my lonesome with a sniper rifle and all the time in the world as I hang around for people to pop up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 12:17:22 pm
Let me second the recommendation that instead of joining random squads, look for outfit-based squads in the social list.  You'll quickly figure out which outfits are organized and competent versus which ones are filled with morons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 18, 2013, 12:20:20 pm
I see what you're doing wrong: You're not fighting for freedom :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 12:21:13 pm
Well yes, that too.


At least he's not Vanu.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 18, 2013, 12:22:00 pm
True.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 18, 2013, 12:23:54 pm
No, your wrong. Join Vanu and fight for purple spandex.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 18, 2013, 12:24:18 pm
I created a TR for the server because it was the middle of the 3 xD I'll be deleting my characters off the US server soon though because the population on there is like, 30% terran, 10% Vanu and 60% are conglomerate. Screw that, felt way too onesided xD and made my third character on EU. That's where I really enjoyed the game. So I'll probably end up moving all characters there. ( I only joined the US server because that's where friends are, but it's not great D: )
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 18, 2013, 12:28:33 pm
Join Miller if you want a VS char. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 18, 2013, 12:33:29 pm
My new, more complete strategy for rigging a biolab ahead of a zerg.

Switch to engineer with tank mines. Go down to the vehicle spawn and pull a flash with 100m radar.

Rush to the space under each of the jump pads up to the launch pads and plant a single AT where Sunderers usually park.

Now go back to the vehicle spawn room and switch out for any loadout with 2x C4 (I use my HA). Place one stick of C4 on top of each of your AT mines. Note that a level 3 (IIRC) utility pouch (200/400/500) with level 2 each C4 (200/500) and AT mines (100/200) will let you plant 4 of these AT+C4 mines, each able to destroy any vehicle without mineguard. Alternatively use it with AP mines to wipe out MAXes and flack armour infantry.

Now go back and leave your flash directly under the centre of the biolab. This will give you vision of anyone inside. It will need touching once every five minutes to keep from despawning, and will likely be blown up if they take down the interior generator, but it's worth it.

Switch out for and place all the AP mines you have around the shield generator, then switch to your favourite combat class and try to defend the outposts. If the fight comes indoors try to keep replacing mines as and when makes sense.


The name of the game is delaying them till your side can throw people at the problem. The mines plus radar make for excellent force multipliers, letting a small squad put up a good fight even when outnumbered, while the AT mines should help prevent them getting fast, close-in spawns. This is also a very good way to break zergs, as it denies them their vehicle advantage. I love it when there are a dozen tanks swarming around the outside of the biolab unable to do a damned thing about their infantry being locked inside a teleporter room.

And the great thing is you get bonus infantry resources from gaining experience in biolabs, so the heavy resource investment usually pays off by dragging the fight out, rather than just scrambling to grab some kills before you get overrun and camped.



EDIT: Undocumented changes post (http://www.reddit.com/r/Planetside/comments/1cm1te/gu7_undocumented_changes/). So far one important point;
Quote
Healing an ally damaged by friendly fire will no longer grant XP

I just wanted to clarify on this. It was a pretty nasty bug before. It's a bit convoluted so hopefully I can explain it. If you were playing as a medic, got team killed, then revived, it would save the teamkiller as your last killer. Now when you tried reviving people, it looked at your last killer, not your patient's last killer. Thinking it was a teamkill, the xp system wouldn't give you revive xp. This caused some medics to think they were locked-out. This should fix all that.

Also, if a guy is killed 100% team damage, reviving and healing them up to full won't grant any xp. Before you wouldn't get revive xp, but you would get heal xp healing him back up to full. That's more what the patch note was about. They left out what I thought was the more important part of the same bug fix.
Apparently the mini-chaingun changes (or at least the wind-up time change) didn't make it into the game despite being in the notes.

There are also some nasty bugs being reported, with some bases being uncappable and at least one spawn dumping you into an infinite suicide/friendly fire pit of hell. (http://www.reddit.com/r/Planetside/comments/1cm14s/psa_dont_spawn_at_zurvan_pump_station_western/)

Also reports of a huge increase in population XP bonuses, with people having 50+% bonuses when their faction has low population.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 18, 2013, 02:54:47 pm
I think this is the second time I've seen them spell "reticule" instead of "reticle" in the patch notes. I can forgive stuff like forgetting "w" from the word "now" because it's obvious by context a different word was meant. But when you're accidentally teaching people the wrong spelling of an uncomminish(outside FPSs) word that is HUGE in your product, come onnnnnnnnnn
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 03:13:30 pm
Bugs in a PS2 game update?  Surely you jest.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 18, 2013, 03:20:50 pm
I think this is the second time I've seen them spell "reticule" instead of "reticle" in the patch notes. I can forgive stuff like forgetting "w" from the word "now" because it's obvious by context a different word was meant. But when you're accidentally teaching people the wrong spelling of an uncomminish(outside FPSs) word that is HUGE in your product, come onnnnnnnnnn

Reticule is (http://en.wiktionary.org/wiki/reticule) listed (http://www.merriam-webster.com/dictionary/reticule) as a variant (http://dictionary.reference.com/browse/reticule). They seem roughly equally used (http://books.google.com/ngrams/graph?content=reticle%2Creticule&year_start=1800&year_end=2008&corpus=15&smoothing=3&share=), so unless there is a hell of a lot more writing about draw string purses than I'm aware of...

Bugs in a PS2 game update?  Surely you jest.

I know, right? Especially now there is a public test server which means no bug will ever make it to production ever again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on April 18, 2013, 03:24:30 pm
I think this is the second time I've seen them spell "reticule" instead of "reticle" in the patch notes. I can forgive stuff like forgetting "w" from the word "now" because it's obvious by context a different word was meant. But when you're accidentally teaching people the wrong spelling of an uncomminish(outside FPSs) word that is HUGE in your product, come onnnnnnnnnn

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 18, 2013, 03:33:23 pm
I've got another video up, this time of me dogfighting in the reaver.

God bless the air hammer.

http://www.youtube.com/watch?v=JyOVogVa4nU&feature=youtu.be (http://www.youtube.com/watch?v=JyOVogVa4nU&feature=youtu.be)

Also another good song I found on overclocked remix, check them out sometime. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 03:49:46 pm
That's not a reticule* bug- that's a hidden base in Indar.  Hadn't you seen it yet?




*Firefox only recognizes this spelling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 18, 2013, 04:36:21 pm
Reticle is american english.

Reticule is British english.

http://www.youtube.com/watch?v=pele5vptVgc (http://www.youtube.com/watch?v=pele5vptVgc)

Now for a legitimate question, when I'm flying a mosquito the thing swings around at impossibly high speeds that makes me overshoot a target when I bank, if I try and yaw instead it's at a ridiculously slow speed that can't keep up.

Am I missing something when I'm piloting these? I've only managed 2 lucky fighter kills because I've accidentally slotted in behind a Scythe. Otherwise I'm either overshooting things by a wide margin or I can't turn fast enough to keep up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 18, 2013, 04:53:42 pm
Reticle is american english.

Reticule is British english.

http://www.youtube.com/watch?v=pele5vptVgc (http://www.youtube.com/watch?v=pele5vptVgc)

[superpedant]See, I though that. But if you check that google ngram search I linked, there are no notable differences in British English and American English usage of the spellings. I think they are straight variants.[/superpedant]

Now for a legitimate question, when I'm flying a mosquito the thing swings around at impossibly high speeds that makes me overshoot a target when I bank, if I try and yaw instead it's at a ridiculously slow speed that can't keep up.

Am I missing something when I'm piloting these? I've only managed 2 lucky fighter kills because I've accidentally slotted in behind a Scythe. Otherwise I'm either overshooting things by a wide margin or I can't turn fast enough to keep up.

I think you just have to tweak the mouse settings, practice a lot or give up and just play ground all day.

I did the first and third of these. I can now just about control the Reaver well enough that I can tell it's me sucking and not the controls.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 18, 2013, 05:19:00 pm
I've got no issue flying the Liberator and Galaxy, everything works perfect with them and I havent tried the other faction's fighters so I'll have to jump into it in a little while and play with the settings ( In-flight, I have a nasty habit of opening the menu while hurtling several hundred Km/h at a waypoint to change something >: open sky I won't crash D: )
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 18, 2013, 06:19:12 pm
Wow, lots of VS updates, with a lot of weapons getting more accurate, faster projectile speeds and all of them getting less damage drop-off.

But the big one is the Comet for AT MAXs. It now has 2 shots per magazine. Damage has dropped from 550 to 350, but that raises per mag damage to 700 (1400 with two of them). It takes 3 shots to kill an un-flak-certed infantry soldier (4 with certs? No HA flak/shield stack now), so with 2 Comets you might be able to burst down whoever you want. Yep, it's still a slow, unwieldy weapon, but this might be as close to a shotgun MAX that the VS will ever get. Except it's explodey and disco-ball'y at the same time. Like all VS things should be. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Haschel on April 18, 2013, 07:15:02 pm
Wow, lots of VS updates, with a lot of weapons getting more accurate, faster projectile speeds and all of them got less drop-off.

But the big one is the Comet for AT MAXs. It now has 2 shots per magazine. It takes 3 shots to kill an infantry soldier, so with 2 Comets you might be able to burst down whoever you want. Yep, it's still a slow, unwieldy weapon, but this might be as close to a shotgun MAX that the VS will ever get. Except it's explodey and disco-ball'y at the same time. Like all VS things should be.
The actual changes they made to the comet are a very marginal overall increase in damage. To be perfectly honest the only significant changes to how they work is that you can now miss one or two shots but still keep up on some DPS, making it an overall easier to use weapon. Sadly this doesn't make a big difference when fighting tanks, which is what it's really designed for. The extra projectile speed is definitely a huge plus though, and the extra shots will definitely make it a slightly more viable weapon against infantry, where before it was quite literally a gamble. Either you would one-shot your target or be slightly off and do less than half damage to their shields while they happily unload three magazines of bullets into your face.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 18, 2013, 07:31:18 pm
It'll be interesting to see how it goes. As you said, I think it'll still be pretty bad as an AT weapon (although slightly better than it was). But as an AI weapon and room cleaner it should work quite a bit better. The tiny splash damage will hopefully be a little better at setting off any C4, AI/AT mines around the place when you fire it through a door-way, and the far better burst potential might be very handy. It's mainly because it just reaches those 1050 (25% damage reduction from flak armour) damage break-points needed to burst down heavily certed infantry. Plus, the follow-up burst due to misses will be all the better.

AT? Probably not (or about as good as a lock-on rocket, with faster reload). AI and a room clearer? Maybe. I'll have to test it out. It's still about 25% better than it was, at least on a magazine-by-magazine basis, which is a pretty huge improvement.

Still, a crap long-range shotgun with some AT abilities and some close-range abilites makes it a lot better than it was. Plus, who doesn't like disco-balls of death?
 
Sergeant: "MAX's, clear that room."
MAXs: "Let's start the party!"

Bonus points for having a smoke generator being thrown in and laser strobes (lashers).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 18, 2013, 08:06:16 pm
...and all of them getting less damage drop-off.

Actually, VS weapons used to have a lower damage drop off than other factions, but a lower minimum damage. So, beyond ~60 to ~80 meters (Depending on the weapon), VS weapons have been buffed, but a little below that range they've been nerfed.

The difference was fairly negligible, though, and only relevant if it really can down to the wire under very specific circumstances.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 18, 2013, 08:19:53 pm
You're right (kind of). It does fit into my grand scheme of fitting a 2x or 3.4x scope to virtually every VS weapon though. Especially with the almost faction wide buff to bullet speeds. It's not going to be sniping, but it'll certainly be fun while you're waiting for the zerg rush against you to get into killing range.
 
Pew-pew-pew. We'z haz lazors!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 18, 2013, 09:31:56 pm
I'm pretty much done, apparently. Unending G12 error crashes whenever I try to log in to one of my characters. I've tried deleting UserOptions.ini, several fresh installs, and even the method recommended by a SOE support ticket. Blah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 18, 2013, 09:57:22 pm
Just because I'm wondering, and can't log-in right now, does the Comet have extended mag options? Noob Q, but that would make it semi-demi-god tier. Even one more shot would do it.
 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 10:06:17 pm
Warden changes are interesting.  Going to playtest it a bit now, but one comment first.


In VR only, you can put an UNDERBARREL GRENADE LAUNCHER on the rail.  SOE, don't taunt me like that- that's damned heartless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2013, 11:17:54 pm
Now for the real meat of the post.


I did some screwing around with Warden in the VR, and I made some interesting observations.  First, for the one that I actually field tested:  High Velocity Ammo.


I played with this in VR, and decided it'd be worth the 100 certs to test out.  I used it for a while, and really felt it improved my ability to kill with the Warden.  Faster muzzle velocity is the true thing battle rifles needed to be great.  I rec commend it to any BR user.  This buff was meaningful- the rest is just gravy.


Or is it?

With the faster recovery from recoil, the Warden jerks hard but fixes fast.  Unless you have inhuman reflexes, it's best to just let it settle back down when firing at range.  That said, what are the compensator and foregrip doing for it?  Not much.

I did some quick VR tests with the laser sight, of all things, and think that might be a good investment for it now.  It goes a long way to fix the Warden's poor hipfire accuracy, which can save you in a surprise CQC situation.  I haven't field tested that one, but it might be worth it.  Ditto with the flash suppressor if you like to hide.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 18, 2013, 11:22:11 pm
I get the laser sights for all of my guns. It helps with full auto, and I imagine it's almost necessary in CQC with a semi-automatic weapon. You need all of the help you can get in that situation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 18, 2013, 11:25:26 pm
Quote
reticles vs purses

wow i guess i'm just entirely wrong! Sorry about that and thank you for correcting me. I don't know how I've never noticed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 19, 2013, 01:42:28 am
The next time you have reticles in reticules, you'll understand that translators can be wrong in so many ways.......
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 19, 2013, 09:48:17 am
Hotfix cleaning up the last of GU7 (http://forums.station.sony.com/ps2/index.php?threads/server-hotfix-04-19-2013.117818/#post-1596874). Mostly bug fixes, but also;
Quote
All capture times have now been standardized:

    Small Outposts take 4 minutes
    Large Outposts take 7 minutes
    Facilities take 10 minutes
        Influence bonus during capture has been removed
        Bonus for number of players on the point has been removed
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 19, 2013, 09:53:25 am
Am I the only one who thinks ten minutes is a trifle long?  I'd rather see 4/6/8.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 19, 2013, 09:59:27 am
I dunno. I usually live long enough in a MAX laying down suppression fire and AA duties.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 19, 2013, 10:09:38 am
Ten minutes is maybe two good coordinated attempts to push up from the next base if they've destroyed the facility SCU and taken the satellites. That sounds fair to me.

It'll be a pain to wait if there is no-one pushing back, but now you don't need to stand on points to speed things up you can get other things done while you are waiting. Hell, if you are rushing around in an ESF you could probably cap a nearby small outpost and get back in time for your 1k XP.


Oh, and the new population bonuses are fantastic as well. Was playing on Indar late last night and had +50% bonus just from population. Could even afford to ignore an alert on Amerish. Admittedly you are playing massively outnumbered, but that just means lots of shooting gallaries of TR standing around outside your spawns, Prowlers and Lightnings looking the wrong way, unprotected Sunderers and Mossies hovering stupidly still.

And I still ended up playing against VS half the time, despite them being on a 50% bonus as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 19, 2013, 11:04:26 am
Quote
Fixed issue causing players deploying at The Crown to end up at the wrong location
Am I the only one who thinks this was done on purpose? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 19, 2013, 11:35:18 am
And in one day my enjoyment of Planetside 2 turned around.  Created a Vanu, because I'm determined to try out all three factions and see which I like the most to focus on, and yes, I am loving the Vanu greatly O:

Found myself spawned in at the Allatum Bio lab under heavy attack by the conglomerate and figure 'This battle is pretty stationary and not going anywhere' so I spawned myself a Max, noone else was doing it and I do enjoy the walkers. What I didn't realise was that because I spawned a Max and started firing it's weapons like I was handing out candy ( OF DEATH ) that the infantry around me found their brave pills and started pushing forward a little.

What I thought would be a long, drawn out stationary battle turned into me sprinting ahead with about 20 soldiers behind me in a charge to take NS Secure Data lab, and Hvar tech plant before I was overrun by 3 conglomerate Max that focused me down >:

First time in a Max:

Lead an assault that resulted in the defense of one territory and the taking of two more.
Killed approximately 16 conglomerate infantry
Destroyed a lightning with the anti everything gun ( They say anti vehicle, but that thing just kills everything )
Took 3 conglomerate max to finally put me down.

It only takes that one good time to change your perspective on a game in entirety. This was that time for me >:
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 19, 2013, 11:44:55 am
To be fair, NC MAX usually packs around anti-infantry weapons while you packing an anti tank weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 19, 2013, 12:21:08 pm
The falcons ( NC anti armor MAX arm ) got updated to fire rockets now. They are way way way more fun that the little AP grenade it used to shoot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 19, 2013, 12:27:16 pm
You played MAX as VS?

Bwahahaha. The general consensus is that VS MAXs are best at making people laugh long enough to let their guard down so somebody else can come finish them off.

Altough from your story, you did pretty well. I wonder how many people tought "That guy must be hacking...".

I look forward to battling you, I'll probably be the heavy that storms in with a grenade and dumbfire launcher at the ready. Because seriously, why use bullets when you have ROCKETS?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 19, 2013, 12:29:23 pm
From what I read, they got boosted lately. Their basic AT weapon got magazines of 2 instead of 1, and muzzle speed got buffed by 25%. among other things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 19, 2013, 12:52:25 pm
Oh man, I totally forgot to give dual Falcon a whirl.  I wanted to rock them some before the got buffed, so I'm curious how they are now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 19, 2013, 01:43:27 pm
I did really enjoy the VS max, and since that post I've seen quite a few more Max running around and everyone seems to have the problem I am now deeming Walker-syndrome D:

Quite a few people I've seen have treated the Max as if it were invincible, that they can charge in without consequence. When I say I lead an assault on a new territory in the Max, I actually mean "I charged forward making sure that there was always something between me and their guns and the only time I popped out was if I had a height advantage over the battlefield and knew it would take a while to find out where I am"

People run out into the middle of the battle on open field in the Max ( I saw this happen several times ) and then let themselves get shot, the Max is just an exosuit with better weapons than the standard soldier and a little more health,  I played the VS max how I thought would be most efficient and it netted me 16 kills. What I mean by this is that I was stood on a roof or near a corner where I can easily vanish out of view when people realise where the Max is. Treat the Max as if it's fragile and you get a lot more out of it for a lot longer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 19, 2013, 01:55:30 pm
I treat MAX like a sniper sponge. They try to snipe me and lets the infantry run past. Then we manage to hold off 4 tanks with 2 MAX and no Sunderer. There was a 3rd MAX doing AA so it managed to keep the aircraft from bombing us. Then attrition got us.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 19, 2013, 02:51:25 pm
People knowing their role and working as a team?  You must be in the wrong game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 19, 2013, 02:53:27 pm
I remember getting a 1-AA-arm MAX and just scaring away air from a base. Then 10 other guys did it as well. XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 19, 2013, 03:29:59 pm
aaah, bandwagoning...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 19, 2013, 03:55:29 pm
I prefer using my Decimator as Anti-Air, especially if I have access to an Infantry Console nearby. I can take out ESF's in one shot, Libs in three or four (Not too common, but suddenly losing a quarter of their health sure scares them off), and continually resupply without having to reload.

Hovering planes, beware!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 19, 2013, 03:57:47 pm
You use an engineer and drop an ammo dump somewhere instead of running back to a console.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 19, 2013, 04:01:20 pm
Reloading takes a long time, though. I can just switch to my pistol, run to the console and as soon as I open it, it automatically reloads my rocket launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 19, 2013, 04:04:25 pm
I was playing around with the falcon on Esamir.

Its awesome. It basically turns you into a heavy assault with dumbfires, except you get A LOT more rockets. Only downside is how slow you are, and if you're dual wielding you're defenseless against infantry and aircraft (mostly). Though dumbfiring a hovering aircraft is always satisfying.

Since tanks can see the rockets coming, a neat thing to do is fire one straight at them, then fire the second in the direction you think they'll dodge, that way at least one hits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 19, 2013, 04:08:07 pm
Phoenixing a lolpodder is a great feeling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 19, 2013, 04:59:58 pm
I just found a glutton for punishment, he kept on getting in the turrets, and I'd just keep on destroying them. Must have killed the same guy 4 times in a row and he didn't seem to get the message that turret == death.

And for the most part people were right, as I've gotten better at the game the rate I gain certs has risen considerably.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 19, 2013, 05:51:29 pm
As soon as I knew the Phoenix was coming- and especially when the double XP hit- I started saving up certs.  I ended up SC-buying it, and having a ton of certs available to spend.  Since then I've had at least 500 in reserve pretty much all the time, and I don't think about gaining them even half as much- meaning I can focus on shooting dudes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on April 19, 2013, 05:55:12 pm
apparently I have a airhammer on my reaver, but there is also a airhammer that is locked... the one I have I can't get certs for.  tis odd.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 19, 2013, 08:23:32 pm
Infiltrator, cloak, and plenty of free time apparently results in easy caps and easier experience.

I've cloaked my way through 4 territories with no enemies in them along the border and slowly captured them for some very easy experience. The one time I did encounter enemies, I could take a few shots with the rifle and vanish again. They spent half the time running around like headless chickens while I slowly killed them off, and it got me an easy 35 certs.

Though it does feel like the cloak has a very long run time, and very short recharge time ( No upgrades for it yet either until after my tour of the conglomerate's territories ), is this because it's the Vanu cloak? Because I could easily move around an outpost cloaked a good 90% of the time and only had to drop it inside buildings briefly.

Next on my tour of classes to find what I like is engineer. Max and Infiltrator down D:
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 19, 2013, 08:55:25 pm
Pro Tip:  AT mines are an engy's best friend.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 19, 2013, 09:07:52 pm
Pro Tip: You can re-arm your aircraft without fully landing. See also: Pro Tip 1.

And wow, a well certed scythe absolutely destroys. A2G missiles with night vision + A2A main gun are an excellent combination, which when used effectively will absolutely dominate everyone on the ground and those in the sky in all situations but a zerg.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dermonster on April 19, 2013, 11:43:01 pm
Unless you can't see what's shooting you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 19, 2013, 11:53:59 pm
So my ticket re: being unable to log into any of my characters got a response.

"Uh, your dxdiag data showed that you're using your Intel chip, not the GTX 660M."

It. Fucking. Switches. I didn't pull the data with the game running because I can't alt-tab out of the game without it crashing. Fucking hell, I want to play, but... RAEG.

They also completely ignored me mentioning that I've been playing for months with absolutely no problems with crashes up until this last update. So yeah, it's definitely because my laptop switches to the intel chipset to save power when I'm not running a game.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 20, 2013, 12:17:11 am
Wow. Do you have one of those new, fancy processors with an integrated graphics card? I've been thinking about getting one, but if it causes the GPU to shut down in favor of integrated graphics...

If it's a hardware problem, you may be able to get some drivers for it. If it's a power saving problem, Windows normally lets you control whether certain things get turned off to save power. Control Panel > Hardware and Sound > Device Manager, find and right click on the thing you want to change, go to properties. It should be under the Power Management tab.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 20, 2013, 12:33:13 am
It automatically switches from the intel chipset to the dedicated card when you run anything graphics-intensive, but I had already set the nVidia card as the default for all of my games anyways because there have been reports of people having issues with the auto-switch. I've also got it running in high-performance whenever I'm doing more than typing or surfing the web, again because lappys are notorious for shenanigans when it comes to power saving. The drivers are pretty much the only thing I haven't touched at this point, so I suppose I'll get around to that eventually.

Still, PS2 is literally the only game that I've had problems with, and the error I've been getting is both common and without any definite solution, so I'm inclined to disbelieve that it's a hardware issue.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 20, 2013, 12:42:49 am
Keep making noise, and start complaining in the forums. Beyond that... Good luck. :\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 20, 2013, 01:08:50 am
20 minutes after the alert sounds, the 4th faction determines the fate of Amerish.  Most of the Vanoobs have switched to NC dropping from 35% and they were already the most active on Amerish before the alert sounded.  The TR buggered of to Indar, as they always do during an alert.
Spoiler (click to show/hide)

NC claimed the continent with 50-odd minutes left on the clock.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Snow Gibbon on April 20, 2013, 03:15:46 am
So I noticed that the new NS revolvers for all factions came out. Here's a few verdicts for you guys before you jump at them:

If you're VS or TR, go right ahead, their pistols are a little poor to start with. However, if you're NC, don't bother. In comparison to the Underboss 357, the Rebel has practically the same performance, though is cheaper and has more ammo. I'm not gonna stop you however if you want to live out your long-time fantasy of being a super space cowboy.

The larger 44 is supposedly better at range, with greater shot velocity, but with the lack of ammunition you get it is rather limited in that ability. It is noticeably more powerful than the Rebel/Underboss - 1 headshot will take out an Infiltrator straight, 2 for anything else. Anything with a moderate scratch to shields or health is basically toast.

Contrary to many many would expect, they are incredibly accurate. However, both only have 6 rounds per reload, and though the animation is super awesome, it does take ages to do so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 20, 2013, 03:50:39 am
Also if you fired 3 or less bullets, you reload faster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 20, 2013, 01:01:54 pm
They are pretty ridiculous, though. Compared to the NC Rebel, they do a heck of a lot more damage. 250 versus 350 and 450. So, basically, three body shots with the snub nose give you enough to take out anybody who doesn't have anything better than Rank 1 of Nanoweave, and three body shots with the Commissioner will take out anything except maybe a heavy with full shields. With the Rebel, you need at least four, five if they even have Rank 1 Nanoweave.

Having to deal with them in CQC is a pain, too, especially if the guy with it is lagging pretty bad and strafe spamming. I'm all for pistols that can dish a beating, but I can't say I'm a big fan, balance wise.

The damage is fine, but the high hip accuracy should be toned down. If you want to be acceptably accurate with a heavy hitter like that, you should have to look down the scope. The recoil should be much higher (It's pretty easy to keep firing bullets and still hit stuff with it, even though the Commissioner has the highest vertical recoil in the game), and the recoil recovery should be lowered, or at least lengthened significantly (Seriously: If you jump with it, you're fully accurate again by the time you hit the ground). Even at range they're pretty deadly, their minimum damage still dealing as much as the maximum damage of the highest damage, non-Sniper Rifle primary weapons.

Other, lower damage pistols should be given a mod that lets them be burst or fully automatic. That would help them be a bit close to par, since we're making secondaries that give primary weapons a run for their money.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 20, 2013, 02:12:02 pm
I haven't played with them myself yet, but just from the numbers and basic details they do seem at least somewhat balanced.

For starters, no silencer. A Rebel with silencer would make for a nice close-in weapon if you are sneaking up on people. You can't do that with the revolvers. Having a silenced secondary, especially a hard hitting one, is very attractive.

Then there is the reload system. The split reload is actually a disadvantage. On most guns you get a faster reload so long as you have a single shot left in the magazine (so you don't have to chamber a round after reload) hitting the long reload time only if you are completely empty. On the revolvers you hit the long reload even when you have two rounds left. And the long reload here is a full second longer than the short, so that's going to hurt. Not to mention that the short reloads are already longer than any other pistol reload time in the game (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&colid0=17&filterstr0=PISTOL&sortcolid=-1&sortasc=true&rowsperpage=250). Makes them much less attractive as a clutch weapon.

They do look like fun almost as an alternative primary weapon playstyle - say, on an infiltrator carrying a sniper rifle and switching given the situation - but I don't think they have a clear advantage over the other pistols as general secondary weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reyn on April 20, 2013, 03:39:08 pm
Uhh, don't know about the rest of you folks, but usually when I take out my pistol it's either to finish off a injured beast thanks to my inaccuracy with the primary which led to a reload, or when I'm playing an infiltrator.

In both cases, the target doesn't need an entire clip of my pistol to go down(maybe with shitty fps), which means that the reloading factor for the pistol never gives me any gripes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on April 20, 2013, 03:54:49 pm
Just a reminder that in 3 days this goes live, so save your SC up people!
(http://i.imgur.com/NS0nLkq.png)

In other news, I'm really loving the medic tool at second max level. Actually able to get people up in the open field at times now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 20, 2013, 04:47:08 pm
Blargh.

I hate the NC on Helios. The only reason we've captured all of the continents is because they're super zergy. Once an alert rolls around, we lose it half of the time because everyone's too busy using the zerg tactics to try and take a large base, rather than defend the front from the huge armor/air column that's rolling unmolested through our territory. We're lucky if we get more than 20%.

Seriously. It's sad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on April 21, 2013, 07:10:41 am
Remind me... Why do people think that NC is op again???

Lets look at the recent Empire Rocket Launchers...

TR - Locks onto Air/Armour. Can fire Multiple Times. Does ok damage to Armour but great damage to Air, 3-4 will finish off any ESF.
VS - Charge for more damage, can charge without lockon, Fires without lockon, Almost INSTANT FIRE TO HIT. Can Hit anything that the player renders at any distance. FIRES IN A PERFECTLY STRAIGHT LINE.
NC - Guided Missile. Must standstill after firing. Must "exit vehicle" to leave a Rocket to stop guiding. Has a Max Travel Time of up to 300m (TRAVEL TIME) Huge arse turning radius. Slow. Can be shot down. Can be heard easily, has a BIGHT GLOW ABOUT IT...

Synopsis - NC shafted...

Lets look at General Faction Breakdown vs Lore.

TR Lore - High Capacity Magazines. Medium Damage/RoF. Max Suit has High RoF, Medium to Low Recoil. Most Agile ESF, Tank shoots TWICE. Tank Rounds have nearly Zero Drop when Anchoured. Spos to be about Alot of bullets.
TR Game - High Compacity Magazines. Medium Damage/RoF. Medium to Low Recoil. Max Suit has High RoF Medium Range,  Most Agile ESF, Tank shoots TWICE. Tank Rounds have nearly Zero Drop when Anchoured. Are a Lot of Bullets.

VS Lore - Low Capacity Mags, Low Damage HIGH RoF. Low Recoil. Max Suit has Medium RoF/Range,ESF Fires Rockets two at a time, Tank strafes and always forward facing where armour is high. Spos to be about Accuracy.
VS Game - Low Capacity Mags, Low Damage HIGH RoF. Low Recoil. ESF Fires Rockets two at a time, Tank strafes and always forward facing where armour is high. Don't need scopes to shoot at large distances cause you just point and click (in loose terms)

NC Lore - Highest Damage Weapons, Medium Mags, Low RoF High Recoil, Spos to be CQC Kings. Max Suit has Shotguns. ESF has Shotguns, Tank has High Front Armour and Shotgun Secondary. All Vehicles have high Armour. Spos to be hit hard and Shotguns.
NC Game - High damage ON FIRST SHOT ONLY. Medium Mags. Low RoF Superhigh Recoil. RoF wins CQC not damage. Max Suit only has Shotguns as main weapon choice (OMG OP TOO MUCH IN CLOSE RANGE... No Shit...) ESF has Shotguns and Armour Levels equalized after launch. Tank has lower rear armour then normal by about 2% or such and secondary has shotguns. All armour buffs were removed at launch due to "OPness". Every Faction has Shotguns, out spammed by TR, Maxsuit is useless outside of 15m range...

Sorry but, the ONLY thing I could consider NC being OP with is the damn Maxsuit in CQC, CAUSE IT HAS SHOTGUNS. Outside of that its a sitting duck. Heck the fact that everything about our Vechiels screams SHOTGUNS, you would also think that NC would be the only faction that should have Shotguns, NOPE. Out classed even there tbh...

What am I missing that makes NC op? Is it cause NC players had to learn how to shoot all over again before we could be dangerous that when we finally started kicking arse the TR and VS were like "Oh shit, they can bite back when we poke them with our sticks, better put them down." Every time I see a "NC MAX IS OP" thread or complaint I feel like pointing out everything that is fucking OP about TR and VS which is part of their damn norm that every player starts with and everything like that. The list is larger for TR and VS compared to NC...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tack on April 21, 2013, 07:24:21 am
That's one issue I have.

Scattermax and Haxmax is incredibly powerful in biolab fights. And nowhere else.

Mercy max is incredibly powerful in biolab fights. And everywhere else.


I, personally have never played VS, but the fact their AT weapon has no noticeable drop is a bit painful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chosrau on April 21, 2013, 07:45:14 am
VS - Charge necessary for reasonable damage, charging cannot be aborted, can charge without lockon, Fires without lockon therefore needs to be aimed, has no scope making it a pain to aim at targets that are far away, Almost instant fire to hit. CANNOT hit everything that the player renders at any distance. STRAIGHT BRIGHT GLOWING LINE tells everyody where you are. Chargeup sound announces your presence to everybody.
NC - Guided Missile. Must standstill after firing. Can "exit vehicle" to leave a Rocket to stop guiding. Has a Max Travel Time of up to 300m (TRAVEL TIME) Actually has a turning radius. Can fire from cover. Slow. Can be shot down. Can be heard easily, has a BRIGHT GLOW ABOUT IT...

fixed that for you
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on April 21, 2013, 07:52:56 am
VS - Charge necessary for reasonable damage, charging cannot be aborted, can charge without lockon, Fires without lockon therefore needs to be aimed, has no scope making it a pain to aim at targets that are far away, Almost instant fire to hit. CANNOT hit everything that the player renders at any distance. STRAIGHT BRIGHT GLOWING LINE tells everyody where you are. Chargeup sound announces your presence to everybody.
NC - Guided Missile. Must standstill after firing. Can "exit vehicle" to leave a Rocket to stop guiding. Has a Max Travel Time of up to 300m (TRAVEL TIME) Actually has a turning radius. Can fire from cover. Slow. Can be shot down. Can be heard easily, has a BRIGHT GLOW ABOUT IT...

fixed that for you
Truth be told, those downsides are nothing mate, fucking nothing compared...
I have played VS to test out the rocket, I could hit a target nearly across the AV Trainning with it. The line means nothing cause it dissipates quickly, only those looking for it can find ya, even then. The charging sound matters little when your miles away from them. Dumbfiring a Nearly zero drop launcher is 100x better then locking onto something...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 21, 2013, 08:11:30 am
Eh, I don't know about that. I've definitely tracked down some VS HAs based on the light and sound of the Lancer.

And I hate to be a killjoy, but some numbers. (https://docs.google.com/spreadsheet/pub?key=0AmUavphHXmIxdFhHUzJfN1VYalRnWS0xMnBUdTJpM1E&gid=25) Not that much to go on, but I think the story they tell is fairly intuitive.

The Phoenix gets the most vehicle kills due to it's outright damage levels (bigger damage spike always means you are more likely to get the last hit). It's somewhat safer to use than the Lancer (equally obvious where you are, just easier to stay in cover during use) but strategically used in more direct confrontations than the Striker so you will still die more often than TR. Slow firing, so not the greatest cert farming weapon ever.

The Lancer is extremely effective when it comes to outputting damage, but less strategically valuable and less likely to get outright vehicle kills. This makes it less popular but with an overall higher damage output (and cert take) per user.

The Striker is largely an Annihilator replacement, even less likely to get outright kills and mostly useful in mass fire, area denial tactics. Guaranteed but low damage output, cert take close to the NC balanced along faction philosophy lines.


EDIT: while I'm talking about rocket launchers, the new Shrike reload animation bugs me. It looks cool and all, but it also looks like it has finished about half a second before it actually does. I've switched away thinking it's already reloaded more times than I care to admit, making me sit through the reload again once I switch back, and once tried to leave cover and fire only to completely mess up the timing and get taken down before it's ready.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on April 21, 2013, 08:23:35 am
Wait, your saying that because the Pheniox kills more means its the better weapon???
Those Numbers are faulty. There is no common factor that can be measured by. If the number of people using the damn thing was equal then you could say something but I very much doubt that the Pheniox would be anywhere near the top. There is no way you can use that statistic thing for anything to prove anything at all...

People need to stop doing this. If something has no COMMON FACTOR. You can not compare anything at all to something else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on April 21, 2013, 09:41:13 am
the Phoenix is a camera-guided missile, it can be far more accurate at its max range than the VS one, which for some reason does have some inaccuracy when scoped, or at least it did.

Also, it is one thing to hit a non-moving target and another to hit a moving one, as the VS ESRL has a bullet travel time, yes, it is very fast but it is not a hitscan weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on April 21, 2013, 09:59:36 am
the Phoenix is a camera-guided missile, it can be far more accurate at its max range than the VS one, which for some reason does have some inaccuracy when scoped, or at least it did.

Also, it is one thing to hit a non-moving target and another to hit a moving one, as the VS ESRL has a bullet travel time, yes, it is very fast but it is not a hitscan weapon.
FAR MORE ACCURATE!?!?!
The thing will self destruct as soon as it hits 300m, that means that it will do no damage, not hit anything or anything like that. Its MAX RANGE is Zero Damage. Its turning Radius is fucking slower then fuck, taking forever to turn or even move higher or lower. Do you think we can shoot from the ground to the top of a biolab or something...
That stupid arse VS Launcher is too powerful for its own good, your just a speck on our screens when your shooting at our tanks with it...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 21, 2013, 10:05:39 am
Wait, your saying that because the Pheniox kills more means its the better weapon???

Erm, no. The only word I used to describe any of them was balanced. I was just trying to go from the impressions people get of the weapons and their basic statistics/mechanics to the actual effects these have on the battlefield, which is all I really care about. I'm using those numbers, what I've seen in game and what I've seen in videos/posts elsewhere to try to work out how the weapons are being used and what that means about faction balance. Long and short of it, they seem to have a reasonable asymmetric balance going.

As an exclusive NC player I certainly don't think NC are overpowered. I actually think balance is pretty good right now, with the possible exception of the Reaver being straight up worse than the other ESFs. You could make an argument for the Vanguard deserving a buff, but I feel it's nearly balanced if you have a gunner in the secondary weapon, with any secondary and I think the imbalance there is mostly the Prowler still being a great AI platform.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 21, 2013, 02:17:57 pm
Remind me... Why do people think that NC is op again???

They outnumber me and have the Gauss SAW.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on April 21, 2013, 02:19:18 pm
Remind me... Why do people think that NC is op again???

They outnumber me and have the Gauss SAW.
Will happily swap for that Orian or Carv you have. I am sure a lot of NC would agree too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: The Scout on April 21, 2013, 03:04:41 pm
How do you guys get enough certs to buy anything? I've killed atleast 50 people by now and I've only gotten 10 certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 21, 2013, 03:19:00 pm
Fifty kills is nothing. By themselves 50 kills gets you at least 20 certs.

The solution is to kill a lot more people, or to pony up the cash to buy stuff directly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 21, 2013, 03:20:15 pm
Or do your 5 daily ribbons everyday + your log-in bonus. That's like 50 certs a day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 21, 2013, 03:31:21 pm
Remember, ribbon bonuses stack with percentage bonuses, such as you get when outnumbered, defending, or during Alerts. A single daily bonus ribbon with the 20% bonus for being on an Alert continent will net you about 4 certs by itself.

But, really. Just play for fun. It's a lot easier to get certs than it used to be, with Alerts and Ribbons and stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on April 21, 2013, 04:20:55 pm
How do you guys get enough certs to buy anything? I've killed atleast 50 people by now and I've only gotten 10 certs.
Play the points, repair, heal and most of all work with others to get things done...
Find a group that communicates well and stick together. 2 People shooting at 1 person will kill them faster then they will kill you...
Stay up stay moving.
Keep on pushing the point and capture territory. Do NOT stand in los of any Shielded Doors as they can shoot out but you can't shoot in...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 21, 2013, 04:32:28 pm
Unless you are particularly good, trying to get all your xp, and hence certs, from just kills is really not the best way to go about things. Cert gain does speed up as you cert up your classes and vehicles as you become more capable.

Being logged in when an alert ends will net you an average of 13-14 certs dependant on how your empire did. It can range up to 40 certs if your empire manages to capture the continent.

You gain 15 certs from doing the 5 bonus ribbons each day, 1 from each ribbon and 2 from each bonus. You can gain significantly more as there is no limit on the number of ribbons each day.

You passively gain 12 certs over each 24 hour period. You will gain them regardless of whether you are logged in but they cap at 24 hours time after your last log in.

Drive an ammo sundy following a tank zerg, you will frequently get mobbed by hungry tanks, giving you large amount of xp and hence certs.

Drop ammo packs. If you learn to place these well you can gain huge amounts of xp, particularly if no one else is doing so.

Repair everything. I gain a huge number of certs simply repairing the turrets and terminals at towers and large bases just after they are captured. This also racks up repair ribbons really fast for even more certs.

As an infiltrator hack terminals and turrets you gain about half a certs worth of xp from each one. This is limited to around 5 terminals and 5 turrets in a 5 minute period however.

Be a medic and accompany a zerg. You can gain huge amounts of xp from healing and reviving, particularly if you cert into the heal device.

Be present at base captures, if you are in a flash or aircraft you can frequently rush between a string of bases that are getting captured grabbing the xp at each one. This is a lot easier now that the capture times are shown on the map.



Note that you can replace most of the cases of following zerg in the above with joining a decent platoon. This does require you to pay attention to orders in a well run platoon however.

Over a 4 hour play session I average around 300-400 certs in normal play so that's around 3-4 days to get enough to purchase pretty much any weapon, which is a pretty decent rate for a game that expects to be running for many years.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 21, 2013, 07:06:15 pm
Had an amazing extended ops session today.

Logged in early and was messing about in a pubby platoon during an Amerish alert. Once other came online I found out our outfit was merging again. Switched to Indar for the new and improved ops only for it to be the usual mess, except with two squads bearing our new tag instead of just one. We were dedicated air so I burned a few hundred certs trying to get a reasonable Air Hammer Reaver. Turns out I'm still a worthless pilot though, and TR are packing obscene levels of AA these days, so mostly ended up rear seat gunning in a Liberator then switching to ground support. Did get a Prowler and Sunderer kill with the AH though, despite being utterly useless at avoiding returning fire.

Had an awkward period of straight up rolling over easily attacked bases then getting overextended on the next push and having to fall back again. A couple solid defences and mostly avoided getting completely overrun. Had a really ugly framerate and even crashed a couple of times, but focused on vehicle support and a little AA/sniping so didn't feel completely worthless. Even got to make a fun Lightning suicide run when we were ordered back to the warpgate.

Then we got ordered to switch to Esamir for reasons. After rolling out in Vanguards and securing roughly 50% of the map an alert started on Esamir and the real fight started. We were getting hit by the main TR zerg for nearly two straight hours. Within ten minutes of the alert starting we were outnumbered locally by 3 to 1, although this did drop as low as 2:1 at times.

We managed a literal last second defence of the Traverse, rolling in with a couple of squads just before it could be capped and then holding it till we were needed elsewhere, then doing the same thing with Glacier Station where we made a longer stand.

At one point we made a combined Liberator and Galaxy gunship run on them where no plane survived more than thirty seconds past first contact, but every single one of us got at least five kills, including the guy who just ploughed his Galaxy into the enemy forces. I was gunning for a Zephir Lib and got 10 kills plus a Sunderer assist from the two magazines I could unload before we blew up.

At another point I managed to unload a complete 100 round Gauss magazine on full auto, without pausing and scoring a shocking number of hits simply because most of my cone of fire was filled with TR charging at us. That kind of situation came up a couple of times, where I was having more trouble taking down targets as they appeared than I was avoiding getting killed. I felt like playing a TF2 Heavy instead of a PS2 one.

Then there was the extended valley fight where each side had their Sunderers behind opposite hills. Both sides had excellent anti-armour and air, so we were using infantry rushes and solo suicide runs to try to take down the Sunderers. It was hugely entertaining, especially as most of the TR were pubby zergers and couldn't coordinate rushes. We kept marking their Sunderers, getting C4/mines on target then calling in Phoenix hits to detonate. After we won that we pushed all the way to the next base, cleaning up wave after wave of infantry and surviving AA MAXes along the way. I swear I got about twenty kills in that push. It was the most satisfying counter attack I've seen in a while. Although it did stall once we were under their AT/AI base defences and they got some Prowlers back up.

But my highlight was from shortly after the alert ended (we finished with 42%, Vanu on ~40 and TR were contained to <20%, which was our job). Me and another guy were riding on Kobalt equipped Flashes and came across an enemy squad on foot, nicely lined up on the side of a hill. We just sprayed them with the Kobalt bullet hoses and accounted for the full squad in about ten seconds. Utterly brutal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Bikari on April 21, 2013, 10:25:54 pm
Spent the whole game session today repairing things and handing out ammo like Halloween candy and just being a support engineer. Barely fired a shot because I was too busy dealing with everyone yelling for ammo, I actually got more certs from doing this than I ever did from kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 22, 2013, 12:11:58 am
My outfit wasn't on and there weren't any major platoons going that were open, so I just freeplayed and followed the zerg around.

Not fun.

It just went from one farm to the next.

and I prefer being able to BS with the team.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 22, 2013, 02:17:08 am
I actually never go with a zerg or an outfit. I mean, I'm in an outfit, but they're always really dumb about picking targets, and so always end with a Monty-Python-esque "Run away! Run away!" As such, I pretty much never do anything with that group. I steer clear of zergs, as those are usually just not-fun clusterfucks anyway, regardless of whether they are friendly or hostile. I do more of a border patrol, hunting solo or small groups of enemies crossing into our territory or joining up with small to medium groups to take a point.

The key to keeping that enjoyable is to be able to do things on your own. And by that I mean be very capable at anti-vehicle work and being that one sneaky sonofagun who they know is around somewhere, but will only be alerted to my position when their tank explodes, as their neighbors' did a minute earlier. Going solo in a cert'd up scythe is also quite viable, particularly if you're packing the AA cannon and AG rockets.

So you can certainly still have just as much fun going solo, you just need to be much more cautious and play in a different way. Don't overcommit to a fight, and instead base your attack style on psychology. I've defended small facilities against several people in tanks simply by making them too nervous to get out of their tanks and cap the point. Your own mobility and the enemy's complacency are your best friends when you don't have any best friends nearby :3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 22, 2013, 02:53:44 am
Nothing says "Fuck off outta my territory!" quite like a high velocity Warden slug hitting the back of your helmet.........especially when it entered at the front.

Having to get used to the new dynamic of high velocity ammo, but tbh it doesn't seem that much different, I do think it should be louder though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 22, 2013, 03:00:45 am
Well yes, but everything should be louder.

Especially footsteps. Delicious, delicious footsteps.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 22, 2013, 07:21:19 am
I feel like a jerk for doing it but its a silly amount of fun just flying behind enemy lines and breaking or hacking every single turret and terminal in as many bases as you can get to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 22, 2013, 07:51:10 am
I'm still upset at how loud they made the jetpacks. People can hear me flying halfway across the continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on April 22, 2013, 07:54:35 am
Really? I can hear anything over the sound of EXPLOSIONS!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 22, 2013, 09:49:13 am
I agree with everything Metalax said, the thing that shocked me was:
Over a 4 hour play session I average around 300-400 certs in normal play so that's around 3-4 days to get enough to purchase pretty much any weapon, which is a pretty decent rate for a game that expects to be running for many years.
o.o
I typically get only 50-80, though I haven't played much after ribbons and alerts came out, so... eh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 22, 2013, 09:56:36 am
I'd be gloriously happy if I could average 80 certs in an hour.

I'm not very good though, so that probably has something to do with it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 22, 2013, 10:06:20 am
Not an hour, rather in about 2.5
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 22, 2013, 10:10:51 am
Yeah, that was in reference to what Metalax said.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 22, 2013, 11:20:41 am
I would be happy to reach this rate, too! I am more around 20 an hour...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 22, 2013, 11:54:41 am
Looking at statistics, my all-time rate is roughly 27 certs/hour, including time spent idling, being an underequippped newb, having terrible FPS, etc. I'd guess I'm closer to 40-50 during actual play time these days.

Looking at that spreadsheet I posted before, the average for everyone on every server is only 19 certs/hour. Again, that includes all other factors. My outfit, which is of fairly mixed ability but at least puts in some minimum threshold, has an all-time average of 31 certs/hour.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 22, 2013, 12:16:10 pm
My stats say I get 11 certs/hour... heh.
Sucks that that includes a lot of AFK time :/

Also, I somehow got 50 score using proximity mines, though I don't have them unlocked anywhere...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 22, 2013, 12:17:26 pm
Checking by outfit would probably give some interesting results, but I'm not sure how to interpret them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 22, 2013, 01:40:21 pm
Checking by outfit would probably give some interesting results, but I'm not sure how to interpret them.

Using Planetside Universe to read my outfit's stats (http://www.planetside-universe.com/outfit-37512884829821466.php) I just took the average experience and divided by the average time played, converted to hours, then divided by 250. It ignores passive cert gain and medal bonuses which give certs without XP, but I just tacked on 2 certs per hour as an estimate of those.

Actually, checking that last assumption... I think I'm low. Checking my own total certs divided by time played gives me 32.6 certs/hour compared to 27.3 for (experience/hour)/250. I have one Auraxium medal and a handful of gold/silver, but nothing special. The Auraxium medal alone counts for nearly 1 bonus cert/hour.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 22, 2013, 01:45:48 pm
Daamn. Auraxium medal is 1k kills?
Heh. I need to play more. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 22, 2013, 01:59:03 pm
Daamn. Auraxium medal is 1k kills?
Heh. I need to play more. :P

Worse than that.

It's 1000, but each medal requires you get the kills on top of the kills for the previous medals. Gold is 100, silver 50, copper 10. That means you actually need 1160 for the Auraxium, giving a total of 232 certs. Think of it as a bonus 50 XP for the first 1160 kills with each weapon. Which, oddly enough, is the same as the new ribbon system.

I actually have 2.9k kills on my SAW now. When I say I love that thing...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 23, 2013, 07:24:23 am
This is getting emberassing, I cannot take down liberators in my reaver anymore. I don't know what it is general increase of liberator pilot and gunner skill level or I just got rusty, but nowadays engaging a lib alone is certain death for me. It's gotten to a point I actively avoid liberators at all cost and let ground AA take care of them.
I've no problem taking down other ESF but just those libs... Close in from behind you get the tail gunner on you, close in from the sides and the pilot will face the belly gun on you, front is definatly not an option unless you want to get shredded by a tankbuster. I can engage from above when unseen but then still most lib pilots seem to be able to make the climb up and face the belly gun at me effortlessly. Cue instagib by dalton/zephyr.
Argh, what am I doing wrong.

Again, trying everything I can to get out of the libs danger zones but no matter what I do it easily faces me with its nose or belly gun. Didn't even survive 10 seconds doing nothing but trying to avoid getting shot. Why are these damn things so agily.


On the topic of ESFs, does anyone know what's up with scythe ram damage? Just had a dogfight where I got a scythe to half and me nearly full health. We make a low speed collision blowing me up instantly and leaving the half damaged scythe with about 1/10 of his health left. Weird.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 23, 2013, 07:39:03 am
This is getting emberassing, I cannot take down liberators in my reaver anymore. I don't know what it is general increase of liberator pilot and gunner skill level or I just got rusty, but nowadays engaging a lib alone is certain death for me. It's gotten to a point I actively avoid liberators at all cost and let ground AA take care of them.
I've no problem taking down other ESF but just those libs... Close in from behind you get the tail gunner on you, close in from the sides and the pilot will face the belly gun on you, front is definatly not an option unless you want to get shredded by a tankbuster. I can engage from above when unseen but then still most lib pilots seem to be able to make the climb up and face the belly gun at me effortlessly. Cue instagib by dalton/zephyr.
Argh, what am I doing wrong.

Again, trying everything I can to get out of the libs danger zones but no matter what I do it easily faces me with its nose or belly gun. Didn't even survive 10 seconds doing nothing but trying to avoid getting shot. Why are these damn things so agily.
Are you using the A2A missiles? You should be.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 23, 2013, 09:14:33 am
Are you using the A2A missiles? You should be.

Sometimes but more often not. I'm not a huge fan of A2A missles against liberators, takes a little while to get a lock and maintaining max lock distance usually ends up with the lib facing me with the nose gun. I can manage hit and runs this way though.
When I outfit the A2A's it's usually to chase down fleeing ESF. I use the airhammer without the speed aiframe so I need some way to stop runners. Otherwise I use pods, for the odd chance there's unprotected armor to bust.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on April 23, 2013, 09:40:12 am
Epic Moment before logging for work...

After taking Stronghold from the TR their normal procedure of countering any of our movements is to spam Prowlers down that hillroad from Fieldspar Canyon Base. Around 15 Prowlers halted the NC Swarm of Pubs and mindless zerglings. I Switched to Light Assult and climbed the nearby hill, dropping the spawn beacon for my squad to drop in from above and rain down rockets onto the unsuspecting Prowlers, it worked well until some Libs and Mozzies swarmed over them taking them and the sundy that came in for a couple of AAMaxes to spawn in...

Meanwhile I had switched to Infiltrator and hotdropped onto my own beacon. Landing behind the lines and instantly cloaked. A couple of the AT Turrets were manned so I headed to the one cloeset to the front lines. It was less defended and nearly unnoticed except for a few players that even knew it was there. It too was manned...

Dropping a Proxie Mine near where the Occupant would be ejected to, I began my hack, naturally the occupant did explode with myself a little closer to it then I thought leaving me slightly wounded. But none the less unnoticed. I climbed into the AT Turret. There was around 8 Prowlers and 2 Sundies still up on the TR side. A couple pulled back to repair due to damage. I saw to them quickly with a shot each to their arse. The rest of the Prowlers were left wondering why they were taking damage from behind so suddenly before exploding in 2 shots. The Sundies were next, quickly picking them off...

My heart was beating like mad, the armour was removed so I left the Turret, only to run into a TR Infiltrator with the OP Hailstorm (IT IS FFS, TOO MANY BULLETS PER CLIP, NOTHING BALANCES THAT FFS SOE)...

I dropped again this time heading for the tower, hacking turrets and taking down a Prowler or Sundy that was spawned. Sadly what I wasn't informed was the TR chose to enter the Stronghold from the Sky, looking up I saw over 20 Mozzies, 10 Libs and 3 Gals dropping death onto the Stronghold. Oh well...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 23, 2013, 12:40:31 pm
What class do you want to upgrade? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 23, 2013, 12:47:20 pm
Generally when using the Air Hammer, I find that A2A missiles or rockets (lolpods) aren't as useful as having the fuel tanks.

A2A missiles are really finicky at the moment, when I shoot mosquito's with them, it usually hits their tail fin and deals zero damage, while with scythes I do damage about half of the time. A2A missiles will pretty much always do damage to liberators and galaxies, but you could do a lot more damage with direct fire from rocket pods.

I discovered something with my reaver. Mosquito's are below me on the ramming food chain. It goes: Scythe -> Reaver -> Mosquito. Turns out if you ram a mosquito on its tail fin you can cause them to do all kinds of flips and if you're lucky the pilot will panic and crash into the ground. Sometimes if you've dropped his health you can kill him with the ram.

If you ever see a scythe flying directly at you, run bro, FUCKING RUN.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 23, 2013, 12:48:23 pm
That's really not terrible XP if you're on at an oddball time of day.  Especially since you can go deep into enemy territory and do it.  Just hop in a Reaver and cruise around- too bad you can't yet take vehicles to other continents.

Throw proxy mines into enemy biolab SCUs for extra giggles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 24, 2013, 11:23:10 pm
I feel like this update is very VS lovey...

Unrelated, I have a personal useless project i'm working on and I'd be interested to see all the data from the game through the months(vehicle deaths etc w/e). I'd like to compare it to the updates and see what I can see, I guess. Are there any resources or aggregation of data somewhere on the internet of stuff like that?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2013, 11:43:19 pm
There's an official API.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 25, 2013, 01:55:50 am
I feel like this update is very VS lovey...
Considering the current player count on the server I'm on is VS25%/TR37%/NC38%, that's probably for the better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on April 25, 2013, 02:49:43 am
same here on Ceres. On the six/seven alerts I participated so far, VS won 1 (despite controlling often nearly half the continent in the first half hour), TR 2 and NC 3-4. And while the population and warpgate placement might play a role, it is not everything. We lost Indar pretty hard despite being 33%-33%-33% and having the northern gate. (but we were holding the Crown and Allatum bio lab, so there's that.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 25, 2013, 10:15:30 am
There's an official API.

There's an official API for current data. I want data going back into beta, if possible.

EDIT:

Also, check this out: http://www.battleforauraxis.com/

it's a neat way to see who's winning the resource game
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 25, 2013, 11:29:32 pm
What is better to spend my next 1k certs on?

Option A: Get the Skyguard for the lightning and then concentrate on developing the tank for best effect....
Option B: Get the second Burster and develop the MAX to the, um, max......

Just fifty certs short of the target so I'm getting in early.
I have developed my engy as far as I need to at present, there's still things to upgrade but I want to branch out a bit.  My skills with the AA turrets and the one Burster are the major motivation for getting my own AA platform built.

I value any input/insight you guys care to offer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 26, 2013, 03:10:00 am
I'd go with the burster max out of those two. You are not as obvious to incoming air and it is easier to grab when needed. You can also defend places such as biolabs and airdocks far easier. You'll probably want to build up the certs to pick up the expanded ammo for each burster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 26, 2013, 03:34:11 am
Burster max is by far the superior choice for AA duty. You're hard to spot and can utilize cover and buildings. You can easily change role to AI (and perhaps AV with the upcoming new max weapons) at an infantry console, wich are also far more common then vehicle consoles that can supply tanks. Lastly the burster arms aren't all that bad for AI duty either, can't really say the same about the skyguard. The max burster weapons are also flat out superior because, as far as I know, they have less spread and similar damage.


Alright so in order to figure out how to best those pesky liberators I've decided to figure out how to use them. Spot their weaknesses things I'm doing wrong when I'm the one piloting the thing. Naturally I won't be able to experience the gunner role much, seeing as you rarely have other players waiting for you to man their gun. I rarely have anyone who wants to man my gun in fact, rather odd...

Anyho wich certs do you guys reccomend? Flares seem like a nobrainer, but I am honestly considering the ejection system or afterburner. Nanite repair for defense looks good given how flak armor only gives a measly 10%, and I think the precision bomber would suit me best for performance. As for weapons the tank buster dalton and walker seem nice.

Getting the hang of handling it a bit. Not to much different from an ESF, so long as you take in account the wonky movements when rolling past a 90 angle. Have even been able to fly it upside down already. My escape manouver underneath a biolab didn't turn out to good though.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 26, 2013, 03:59:46 am
  Hmmm.  I already purchased the extended mag for the initial burtser, but the ex-mags are still buggy atm, SOE really need to fix that.
  The only reason I was undecided between the two was the fact that the lightning is more mobile and as an engy, I can fix the thing when it breaks.  The MAX is slower if you need to travel long distances and there seem to be few people around willing to transport a random - but it can hide in a lot of unusual places.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on April 26, 2013, 06:12:18 am
http://youtu.be/2Nj58znu8nw

This video describes the advantages of the skyguard. The most important I think is surviveability. It's fairly easy to dodge ESF rockets and even sometimes liberator shots in a lightning. As a max you're a sitting duck. Also, anyone who thinks the skyguard doesn't rip through infantry is crazy. I can't kill them as a heavy. It's fairly easy to sneak up on a lightning, place a rocket in their back, dodge their shots while reloading and then putting another one on them to finish them off. I can't do that against the skyguard. It rips me to shreds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 26, 2013, 06:43:43 am
For burster MAX vs skyguard, I'd say if you have to ask the question it's burster MAX. It is more universally useful. It fits in with PUG play better, is more versatile and is still incredibly useful in organised group play.

Skyguard is fantastic, but mostly in platoon/ops play. If you ever play an anti-air role in such a group then having the Skyguard available can be invaluable. Often people playing different roles will end up being asked to pull them for those who don't have them, so just being able to pull one can really help your group even if you don't play it personally. The same goes for AA support Sunderers (dual Walkers plus vehicle ammo resupply) which are fantastic, especially filled with burster MAX.



And Orb, to kill Skyguards as HA carry C4. One brick + rocket to the back or 2 bricks anywhere (useful if they face backwards to fire). They are harder to take down than regular Lightnings, but I've been prioritising them during big fights for a while now and they aren't as impossible as it seems at first.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 26, 2013, 11:16:37 am
Alright so in order to figure out how to best those pesky liberators I've decided to figure out how to use them. Spot their weaknesses things I'm doing wrong when I'm the one piloting the thing. Naturally I won't be able to experience the gunner role much, seeing as you rarely have other players waiting for you to man their gun. I rarely have anyone who wants to man my gun in fact, rather odd...

Anyho wich certs do you guys reccomend? Flares seem like a nobrainer, but I am honestly considering the ejection system or afterburner. Nanite repair for defense looks good given how flak armor only gives a measly 10%, and I think the precision bomber would suit me best for performance. As for weapons the tank buster dalton and walker seem nice.

Getting the hang of handling it a bit. Not to much different from an ESF, so long as you take in account the wonky movements when rolling past a 90 angle. Have even been able to fly it upside down already. My escape manouver underneath a biolab didn't turn out to good though.  :P

The biggest difference from ESFs, I think is the much increased hover and descend power. I am usually flying at an angle while smashing the hover button(space default, I think?? I use crazy keybindings because I'm crazy... but I'm sure it'll change when they add an option to change mouse x to yaw instead of roll)

I have precision bomber 3, Afterburner 1 or 2, and vehicle stealth. actually, I have auto repair almost maxed out, but I find it easier to sneak up on a base with just the first level of stealth. I'm not going to bother with the rest of the levels, and honestly, I'm probably going to switch back to auto repair. Afterburner is a life saver, every time. Precision bomber feels like you're flying an esf, except that your hover is much more powerful. And you fall much quicker while upside down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 26, 2013, 11:38:34 am
One recommendation I saw is to have the thrust performance perk for the liberator, and then to fly sideways at great speed and shoot everything that attacks you with the main cannon.

There was a video I saw of someone doing this with the Shredder. Apparently it's a really good against ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 26, 2013, 12:35:02 pm
People who have certed into the liberator do love getting gunners, its just there aren't that many people who've done it.

Its also a really bad time when you get your lib out you fly around and your gunner sucks. Which is hard to imagine its point and click! So yeah, outfits with a lot of pilots are probably your best bet, just ask around. All lib gunners should be in constant communication with their pilot, mics are good for business.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on April 26, 2013, 12:46:23 pm
its not really point and click, you have to accomodate for shell drop, while moving in three dimensions and probably rotating too.

using a dalton is much much harder than firing a MBT cannon, since you've got the extra axis of movement to compensate for, and you never know when your pilot is gonna change direction

also theres not really much reason to even use a dalton, imho. zephyrs can take out tanks with relative ease anyway, and the dalton is harder to use because of the lower mag size, and it being useless against infantry
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 26, 2013, 01:30:07 pm
Dalton's best use is as an anti aircraft gun.

It one shots ESF's and can drop galaxies in good time.

I've never felt the liberator mortars to be that hard to control, I found them to be easier than tank cannons to use since you don't have to bother yourself with driving around and evading.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on April 26, 2013, 02:05:54 pm
You also don't have to worry about every little rock that you drive over throwing your aim off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 26, 2013, 02:07:13 pm
I just remember getting in the lib for the first time and wondering where the bombing sight was...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 26, 2013, 04:04:34 pm
For any Americans, there is a double station cash weekend on cards bought from 7-11 only. (https://www.planetside2.com/news/double-sc-7-11-this-weekend) US only of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 26, 2013, 05:27:14 pm
People who have certed into the liberator do love getting gunners, its just there aren't that many people who've done it.

Its also a really bad time when you get your lib out you fly around and your gunner sucks. Which is hard to imagine its point and click! So yeah, outfits with a lot of pilots are probably your best bet, just ask around. All lib gunners should be in constant communication with their pilot, mics are good for business.

I knoooow, of the few randoms that have hopped in for a ride almost every single one seemed to be completely oblivious as to what to do.
This last time I snuck up on an enemy liberator hovering over a base from above. Just a few inches hovering perfectly still above the enemy lib and I had to type out to the gunner to shoot the damn liberator. I ended up having to reposition and just do it myself with the nosegun.
Every single time I end up more effective one manning the thing, switching to secondary for a few shots before I lose altitude, climb back up rinse repeat. Must be only the complete idiots who dare to hop in a random lib.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 26, 2013, 07:01:20 pm
This is just one reason I love my outfit, we're all pilots, every one of us can fly the lib, and most of us can gun.

I'm a pretty good gunner if I say so myself.

Still, the key is good communication and everyone knowing what they're doing, the pilot better know how to look for targets and when to start getting out of the area when taking flak. The gunner better tell the pilot when he's got a good sight on enemies and when to move.

I wish there was a feature where the lib pilot could see a screen of what the gunner was seeing, even if its just in the cockpit view, it would be tremendously helpful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 26, 2013, 08:00:37 pm
  So many times as a gunner in a lib or gal and I have bashed a target down to about 10% health and the pilot decides to hit the afterburner and the recipient of so much FreedomTM gets to survive.[/pissed off]

  Also.  Purchased the second burster and ripping aircraft faster than before, it is wonderful.  One lucky engy doing the repair rounds while I was ruining the duco on some scythes, actually dropped an ammo-pack for me and whenever he heard me start up firing, he'd come back and drop a new one, keeping me supplied for almost an hour, he only had to repair my MAX once when an infil snuck up on us.
  Odd thing is, the burster with the ex-mag has 210 ammo-pool, while the new burster has 224 ammo-pool, the addition of the ex-mag has really fucked up the MAX at the moment.  I think the extra ammo-cannisters I'm investing in must also be completely throwing things off.  I'll take them off today and look at the results, see if I can nail down which bits are causing the problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 26, 2013, 09:08:08 pm
I have no idea what it is, but when I get into the pilot seat of a lib, I set myself up on a date with the ground.  I seriously think I've never been shot down in a lib- I just crash it.

Reaver, sure, I'm up to merely "lame" skill level instead of "terrible," but libs I absolutely cannot fly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on April 26, 2013, 09:58:30 pm
  Odd thing is, the burster with the ex-mag has 210 ammo-pool, while the new burster has 224 ammo-pool, the addition of the ex-mag has really fucked up the MAX at the moment.  I think the extra ammo-cannisters I'm investing in must also be completely throwing things off.  I'll take them off today and look at the results, see if I can nail down which bits are causing the problem.
IIRC, that's how it's meant to work. You have the same total number of rounds, just that you start with an extra 14 of them in the gun.

Or you are meant to. I know there was a bug in VR with the scat cannons where you started without the extended magazine loaded and had to reload every time you resupplied, but I can't remember if that changed your ammo pool or not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 26, 2013, 10:19:41 pm
I think you are right.
Once you've spawned the MAX and reloaded to fill up the ex-mag, you have 8 reloads for the non-extended and 5 reloads for the extended.  It just fucks up that first time and afterwards it works properly.
It still needs to be fixed.

Also.  I hope they add some Optics to the MAX, every vehicle weapon can purchase magnification, thermal and NV, the classes can purchase scopes to improve different vision aspects, so why not the MAX?  It's not like the MAX is OP, is it?

{All of my kills with the Bursters so far have been infantry...}
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on April 27, 2013, 07:45:19 pm
I believe I could fly decently,  if I didn't get horrid framerates when I tried to do so.

some of the reason why a MAX lacks optics is you can't really put it on the right mouse button, can you?  I guess you could put it on the middle mouse if it comes to that...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 27, 2013, 09:11:07 pm
Put it on the "honk" bind.  Of course, where will the totally-needed MAX horn go?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 27, 2013, 09:11:25 pm
Actually, there's no reason every class can't have a horn.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on April 27, 2013, 09:16:14 pm
Actually, there's no reason every class can't have a horn.
And banana peels. HONK HONK HONK.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 27, 2013, 09:38:43 pm
Still need the General Lee Flash horn, though I suppose it'd be okay on the Harasser.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 27, 2013, 09:56:36 pm
Damn, now I want an air horn for my MAX.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 28, 2013, 07:57:38 am
Or MAX vuvuzelas.


BZZZZZZZZZZZZZZZZZ
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 28, 2013, 08:02:52 am
Or MAX vuvuzelas.


BZZZZZZZZZZZZZZZZZ
You have to put the vuvuzelas on one arm, too. You can buy range upgrades for them.

DUAL VUVUZELA MAX SQUADS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 28, 2013, 08:19:04 pm
I'm pretty dedicated NC, but today I went into VR for the TR and VS just to play around.  Notes:


VS:

Magrider:  Fun to drive
Scythe:  Damn that thing is smooth
Lancer:  Good in concept, but I'm not sure how it'd field test
Dual Cosmos:  Awesome
Whatever that MAX AI weapon I tested (the default, I think):  Lame
Eidolon (Battle Rifle):  Damn this is a lot better with no bullet drop
Lasher:  Shit


TR:

CARV:  Awesome
Dual Mercy:  So that's what it feels like to be able to kill infantry at range with a MAX
Cycler:  Nice gun
Striker:  This one's tough to test in VR.  I think I can see the view of both the haters and the lovers, though- while the damage isn't a lot, it can quickly create no-fly zones.
Mini CG:  While it's a blast to unload 200 rounds, I can see why I almost never see this in action.  Why do all the old-school heavy weapons suck?  IMO this is the best of the three.  For you TR out there, does the laser sight help any?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 29, 2013, 05:56:44 am
  Red-letter day, guys, I used my Bursters to actually shoot down, not one, but two ESFs - a scythe and a mozzie.  I was surprised that, at extreme close range, they assploded so quickly, dual Bursters will wreck your day, especially when you fly in a straight line while trying to avoid source the incoming fire.

  Jinking is obviously not covered in training.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 29, 2013, 08:41:43 am
Tagging a lolpodder with a Phoenix that you fire straight at his face that there's no way he couldn't have seen coming and yet he just hovers there... great way to put a smile on your face.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on April 29, 2013, 09:20:12 am
I hate the pheonix so much.  It's a basically a less maneuverable lock on rocket that doens't give lock on warning, ignores IR smoke/flares, and ignores LOS restrictions. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on April 29, 2013, 09:35:45 am
my AA reaver is so much better with the vortek, it is actually ridiculous.

why didnt i get it sooner?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 29, 2013, 09:52:34 am
The Phoenix's TTK also gets lower the farther from the target the user is, given you can't start reloading it until you no longer control the rocket.

You could say most of that about the Lancer as well (minus LOS of course) , except the Lancer has over double the range and has a monstrous projectile speed.  You don't know rage until your rocket despawns three feet from the rear end of a smoking tank.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on April 29, 2013, 06:36:32 pm
They're removing the vertical recoil reduction from the foregrip on LMGs.
6x scopes get sway.

My SVA-88 days are numbered, it seems. Close range, get screwed by shotguns and SMGs. Medium and Long range, increase recoil will hamper efficiency.

Lovely.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on April 29, 2013, 07:05:27 pm
Anybody on right now? I'm getting sick of VS a tad. :O I want to play NC to remind me why I hate them too much to support them!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 29, 2013, 09:31:03 pm
Good thing I don't use a 6x scope on the Warden.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 29, 2013, 11:02:39 pm
Now if only they'd remove sway for 4x scopes and under, I could buy one of those semi-auto sniper rifles and have a decent gun that actually kills people in under 9 shots at range.

Oh, wait. That's a slug shotgun...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 30, 2013, 09:31:26 am
Had a great night in the liberator with one of my outfit peeps. Finding competent gunners is always rewarding, just wish you'd get a little more experience in the pilots seat.

Shredder needs a bit of a buff though, Zepher can outperform it against every target but air. And I swear the shredder can't pitch up as much as the zepher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 01, 2013, 03:47:56 am
New buggy incoming! 3 places, got a pilot, a gunner, and a passenger. Who can shoot from the back. And can be a MAX. Oh dear...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 01, 2013, 04:19:56 am
New buggy incoming! 3 places, got a pilot, a gunner, and a passenger. Who can shoot from the back. And can be a MAX. Oh dear...
This is going to lead to totally hilarious situations.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 01, 2013, 04:37:58 am
Why do I suddenly feel like the Skyguard is crying alone in a corner?
(dual-burster MAXes in a buggy? Sorry for aircrafts...)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 01, 2013, 07:34:31 am
Isn't there a new grenade launcher weapon for the MAXes too?  That plus a Fury/Enforcer would make a nice murder buggy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 01, 2013, 07:46:45 am
Don't forget that the buggy has shield busting certs just like the sunderer too, so you can get people inside those pesky gate shields.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 01, 2013, 07:51:20 am
Don't forget that the buggy has shield busting certs just like the sunderer too, so you can get people inside those pesky gate shields.

Good thing I totally forgot to start the test server download last night!


Man, why does that have to be eight gigs?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 01, 2013, 09:41:23 am
Why do I suddenly feel like the Skyguard is crying alone in a corner?
(dual-burster MAXes in a buggy? Sorry for aircrafts...)

It isn't crying alone, the phalanx anti-air turret is right there with him.

Burster MAX suits are just so absurdly powerful, and have greater range and accuracy.

Also harassers, harassers everywhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 01, 2013, 11:03:16 am
Lightning's Skyguard isn't that bad.  It's very helpful in tank formations.  Maxes just can't keep up with a tank formation without hopping in and out of a Sundy.  You just have to look at it as support for your armor column and not a defender for your base. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on May 01, 2013, 11:31:21 am
Honestly, one of the major reasons I pull a Skyguard is that it is a really fast way to move around the map, while also providing some value to the team.  It kinda sucks being a Max and thumbing for a ride all the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on May 01, 2013, 02:20:43 pm
Skyguards are also significantly tougher than buggies/maxes too. It's near suicide to try to kill a skyguard as a plane. I look forward to popping buggies in my reaver.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on May 01, 2013, 02:31:22 pm
Don't forget that the buggy has shield busting certs just like the sunderer too, so you can get people inside those pesky gate shields.
Now that is really interesting!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 01, 2013, 02:52:59 pm
Should I get the Kobalt gun or Scrapper chassis first, for my Flash? I wanna do infiltrator charges into bases with the Wriath...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 01, 2013, 02:56:30 pm
Scrapper. Basilisk is a waste on the Flash- get the Fury.  Kobalt is good too if you want a cheap anti-infantry solution.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 01, 2013, 03:00:48 pm
Derp, I meant Kobalt, the 100 cert one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 01, 2013, 03:04:38 pm
Get the Kobalt, then.  Do note that it's much better at long range than you would think it would be- it turns you into a mobile turret.  To be an in-your-face infantry terror, you need the Fury.  Kobalt is good damage and very surprisingly accurate with its tiny cone.

Scrapper is certainly my choice of chassis, but if you want to kill with it, you sort of need the weapon.



I say sort of, because you can still run dudes over with it.  You don't even have to uncloak to do that!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 01, 2013, 03:28:09 pm
Yeah, already got about 7 TR's doing that XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 01, 2013, 03:30:54 pm
Two FYIs, though:

1.  There is a Fury nerf in place on the test server.  There's no information on if/when that will make it to live, though.
2.  The Renegade is terrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on May 01, 2013, 03:34:25 pm
Get the Kobalt, then.  Do note that it's much better at long range than you would think it would be- it turns you into a mobile turret.  To be an in-your-face infantry terror, you need the Fury.  Kobalt is good damage and very surprisingly accurate with its tiny cone.

Scrapper is certainly my choice of chassis, but if you want to kill with it, you sort of need the weapon.



I say sort of, because you can still run dudes over with it.  You don't even have to uncloak to do that!


Unless your outfit does ops that call for a Basilisk (I have a ton of Prowler/Sundy kills on my Basilisk Flash due to ops), I'd argue that it's probably better to skip a gun for the Flash altogether.

The high TTK of the Kobalt and the bounciness of the Flash in general means that any decent infantry player can win against a Kobalt Flash 1on1. You would need to stand still to be competitive with the Kobalt, and that destroys the whole advantage of being on a Flash. The Fury is great but it has a nerf coming, so it's not worth buying until we see the final tweaks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 01, 2013, 03:46:34 pm
My SMG has a flashlight, all your arguments are invalid.

Its OP as all hell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 01, 2013, 03:52:56 pm
I got the Fury and Kobalt long ago in a bundle sale.

The Kobalt can also kill from 100m, and easily outrange pretty much everything but the more accurate LMGs and the long rifles.  If you're close enough to be threatened, back up.  I will agree that it's better for open field scenarios, and is thus good in places like northern Indar and Esamir.  You do run the risk of getting sniped, of course.



On that note, after I picked up a SMG I actually play Infil now (I hate sniping).  It's amazing how easy it is to blink in and out of cloak and pick people off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 01, 2013, 11:10:44 pm
I got the Fury and Kobalt long ago in a bundle sale.

The Kobalt can also kill from 100m, and easily outrange pretty much everything but the more accurate LMGs and the long rifles.  If you're close enough to be threatened, back up.  I will agree that it's better for open field scenarios, and is thus good in places like northern Indar and Esamir.  You do run the risk of getting sniped, of course.
Never got sniped while on the flash. Only deaths while actually on the flash are tank mines, and tank shells right to the face...

Quote from: Toaster
On that note, after I picked up a SMG I actually play Infil now (I hate sniping).  It's amazing how easy it is to blink in and out of cloak and pick people off.
Exactly. That was the best 1k certs I've invested the whole game. I still haven't gotten up to my semi-auto (default) sniper kills, though, but I'm closing in a lot faster.

Part of why I'm thinking I actually want Scrapper first is because I like to do drive-by mining trips with my friend (it still works :P). I've played around with Scrapper 3 in the VR, but it just doesn't seem to really improve all that much for 3 ranks. Is it most evident at rank 1?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 02, 2013, 03:25:54 am
Looks like I'll be saving up for the Raven.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 02, 2013, 03:44:50 am
My SMG has a flashlight, all your arguments are invalid.

Its OP as all hell.

So is it capable of blinding people like the tac light attachment in Battlefield 3, or is it completely useless?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 02, 2013, 04:10:47 am
Looking at the GU08 notes, it seems VS gets screwed. Again. Aesthetics notwithstanding, the Vortex appear to be the worst of the three new AV MAX weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 02, 2013, 04:20:25 am
The day the VS MAX gets on par with the other two, I'm moving to hell. First because the complaints of the eternally damned would be less unnerving than the whining of the TR and NC (not all of them, no offence.), and second because by then hell would be cold enough to be a good vacation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 02, 2013, 04:22:17 am
Looking at the GU08 notes, it seems VS gets screwed. Again. Aesthetics notwithstanding, the Vortex appear to be the worst of the three new AV MAX weapons.

Not enough purple spandex on it for you?  Hmmm?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 02, 2013, 04:30:59 am
looking at it, these weapons appear to be pretty unbalanced.
The VS weapon is basically the ESRL. And the ESRL sucks, because fully charged it is weaker than a basic RL, and charging takes AGES. And sometimes fail. I can accept the non-charged shot to deal next to no damage, but not a 3-sec charged shot to hit an INF in the head and not kill it.
The TR weapon is apparently some sort of Prowler turret, and the NC is the Engi's AC turret...

A guy did the maths:
Quote
NC: 23,520 damage per minute at all ranges
TR: 25,200 damage per minute at all ranges
VS: 15,300 damage per minute close, 9,180 damage per minute at 300m
Charge doesn't change the DPS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 02, 2013, 05:30:04 am
Looking at the GU08 notes, it seems VS gets screwed. Again. Aesthetics notwithstanding, the Vortex appear to be the worst of the three new AV MAX weapons.

Not enough purple spandex on it for you?  Hmmm?
I don't mind the purple spandex, just wish it had some more menacing alien features on top of it. Same with the minilancer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 02, 2013, 06:36:44 am
looking at it, these weapons appear to be pretty unbalanced.
The VS weapon is basically the ESRL. And the ESRL sucks, because fully charged it is weaker than a basic RL, and charging takes AGES. And sometimes fail. I can accept the non-charged shot to deal next to no damage, but not a 3-sec charged shot to hit an INF in the head and not kill it.
The TR weapon is apparently some sort of Prowler turret, and the NC is the Engi's AC turret...

A guy did the maths:
Quote
NC: 23,520 damage per minute at all ranges
TR: 25,200 damage per minute at all ranges
VS: 15,300 damage per minute close, 9,180 damage per minute at 300m
Charge doesn't change the DPS.
Wait are you talking about the Empire Specific Rocket Launchers that came in recently???
Cause if so...
NC doesn't have an ALL RANGE... It is limited to 300m of travel time, that is, total distance it travels before self destructing which does no damage. It just goes "Poof I never existed"...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 02, 2013, 06:58:33 am
It's the stats of the MAXes brand new weapons. I brought up the ESRL because it is useless and the new VS MAX AV weapon is basically the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 02, 2013, 07:15:37 am
looking at it, these weapons appear to be pretty unbalanced.
The VS weapon is basically the ESRL. And the ESRL sucks, because fully charged it is weaker than a basic RL, and charging takes AGES. And sometimes fail. I can accept the non-charged shot to deal next to no damage, but not a 3-sec charged shot to hit an INF in the head and not kill it.
The TR weapon is apparently some sort of Prowler turret, and the NC is the Engi's AC turret...

A guy did the maths:
Quote
NC: 23,520 damage per minute at all ranges
TR: 25,200 damage per minute at all ranges
VS: 15,300 damage per minute close, 9,180 damage per minute at 300m
Charge doesn't change the DPS.
Wait are you talking about the Empire Specific Rocket Launchers that came in recently???
Cause if so...
NC doesn't have an ALL RANGE... It is limited to 300m of travel time, that is, total distance it travels before self destructing which does no damage. It just goes "Poof I never existed"...
I think he was saying that range doesn't change the damage dealt for the NC launcher, where with the VS launcher it does next to no damage at point blank and EVEN LESS at range
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 02, 2013, 08:20:52 am
That's the cone of fire. In other words, it's a buff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 02, 2013, 08:31:34 am
Quote
    Reaver M30 Mustang AH
        Damage per pellet reduced from 175 to 150

    Scythe Light PPA
        Increased projectile speed from 250 to 300

    Mosquito M14 Banshee
        Direct hit damage increased from 140 to 150

Because the Reaver is obviously too powerful compared to the other ESFs.


Quote
Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.

That's funny.


Quote
Squad Deploy and Instant Action can no longer be utilized as a MAX. Squad deploy will now give the option of deploying as a different class.

That's lame.


Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.


Quote
Consumables no longer require resources to resupply in the VR training zone.

It took them that long to fix this?


Quote
Fixed issues with loadouts being reset after leaving VR training

Thank you.  This was a pain in the ass.



Curious to see how the weapon changes will play out.  I like the Falcon and MAX armor buffs- maybe I can actually play MAX to some real extent now.


(Yay for rebel buff too)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on May 02, 2013, 10:24:53 am
Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.

It's a hazard detector built into your suit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on May 02, 2013, 10:50:55 am
Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.

It's a hazard detector built into your suit.

Then why wouldn't it make a huge, easily noticable marker instead of a small blinking light?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chosrau on May 02, 2013, 11:11:01 am
Quote
The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources.

Finally.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 02, 2013, 12:23:35 pm
Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.

It's a hazard detector built into your suit.

I was mad about this update until you explained it as such. It IS the damn future, afterall...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 02, 2013, 12:35:28 pm
Can't really comment on many of these changes till I've played around given how many are minor tweaks and QOL changes, but a few things that I just have to mention.

Firstly, the greatest buff ever;
Quote
TR TRAC-5

    Short Reload: 2.6 to 2.595 seconds

The tank changes are worrying as a Heavy Assault player. On the other hand it makes me want to dump some more certs into my Vanguard/Lightning. AP Vanguard with Enforcer was already a great tank killer and it just became more valuable after these changes. And the Lightning just became an even greater threat against infantry. It also pushes me even more strongly towards the Dalton for the Liberator, given the Zepher is even worse against armour now.

UBGL resupply being cut down to once every 4 seconds... OK. I'll admit I abused the hell out of this. It was just obscene when one side was being camped in a biolab, no matter which side you happened to be on. I haven't checked but I think the reload time was around 3 seconds. You still have the same initial/mobile engagement ability, just can't hole up in a fixed position and spam quite as quickly. I'm fine with this and actually think I might have pushed it to 5 seconds. Nice to see a minor buff to the Gauss Compact S to compensate.

The similar change for rocket launchers doesn't worry me that much. Being able to constantly spam rockets as fast as you can reload was rare, and more rarely actually effective. And in many cases I'd rather resupply from a terminal to skip the reload time altogether.

The MAX armour buffs seem significant and, again as a HA, worrying. High level MAXes are going to be even more of a pain in the arse to take down now.


As far as the mine changes, I doubt it will make them as useless as claymores and I still die to those occasionally. Worse, I still see people running into the most blatant claymore traps on the planet. One had a brick of C4 sitting on top of a tank mine with a claymore next to them. You couldn't make a more obvious explosive trap short of surrounding it with grenade icons. And a friendly infiltrator still ran straight into it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 02, 2013, 12:48:17 pm
I think the rocket launcher/ammo effect will depend on what you're using as well.  If you're using a Phoenix, you won't notice because you can load your last rocket, fire, and be full by the time you're done guiding it.

But yes, the 0.005 second change is hilariously pointless.


Makes me feel a bit better about grabbing the Dalton on sale a week ago!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 02, 2013, 02:00:09 pm
Some major early GU bug/undocumented change notes from Reddit;

- The VR/utility slot bug still seems to be a problem for vehicles.
- Resist shield now can't be deactivated once turned on. You have to wait till it runs out.
- Reversing a Harasser while a burster MAX fires from the rumble seat will cause the shots to hit the Harasser.
- The self-repairing Flash bug still exists and has been extended to the Harasser.
- ESF fuel pods aren't an item to be equipped but instead are equipped when the slot is empty.
- Some turrets can't be hacked while manned (not clear which or why).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 02, 2013, 02:24:17 pm
Only have experienced 2nd to last...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 02, 2013, 02:28:04 pm
Interesting.  The 30mm resist is only for the Liberator weapons.  It doesn't effect my G30 Vulcan.  :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 02, 2013, 03:30:55 pm
Quote
Fixed issues with loadouts being reset after leaving VR training

Thank you.  This was a pain in the ass.

Pro tip:  this was removed from the patch notes because the fix didn't actually make it in the patch.  So watch yourself if you go into VR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 02, 2013, 04:03:23 pm
"Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot."

Do they honestly expect people to be stupid enough to believe this? But hey, at least they're even shittier than autoshotties, and everyone's going to whine just as much about getting one shotted as they did before...

Also, you can slap the Enforcer onto the Harasser in VR, but you can't actually cert it. Way to tease, SOE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 02, 2013, 06:03:40 pm
Quote
    Reaver M30 Mustang AH
        Damage per pellet reduced from 175 to 150

Because the Reaver is obviously too powerful compared to the other ESFs.
Sigh...
Again, I bet its from TR and VS players crying cause a Reaver didn't explode when they looked at it but killed them instead...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 02, 2013, 07:04:03 pm
As a Phoenix pilot, how many times are you killed by the PPA or the TR's empire specific weapon? I think they're just bringing the esf es weapons in line with each other. It's much easier for me to kill ESFs with the Air Hammer than it is with the PPA. The nerf to the AH will make it worse vs esfs, but still rapes face against infantry and armor buttshots. The buff to the PPA makes it easier to get at esfs without really changing the infantry game.

As I understand it, the empire specific weapons should be anti-infantry, mostly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on May 02, 2013, 07:18:01 pm
So there's a patch, I download it and go to check it out, the new buggy seems interesting enough.

NOPE!

As soon as I wait out the two loading screens I am greeted with the disconnected message which automatically shuts the game down, forcing me to starti up again before trying again.

So I fire up the game again and jump into my TR char. The buggy for one is incredibly ugly, entirely too big for something that's supposed to be a nimble vehicle and is rather floaty in terms of steering, no real feeling that you're driving on solid ground or anything, it just sorta glides over terrain. Also it's terrible at jumping, and again, way too big. Maybe its armour is good, who knows, haven't tested it out in a real combat situation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 02, 2013, 08:05:37 pm
Had fairly obscene lag at times today. Admittedly it was during an Indar alert, but still. I was trialing the Phoenix and couldn't hit anything due to lag spikes as soon as the camera switched. I did get a couple ESF kills and a Liberator assist at a quieter base, and pushed back a few tanks and a Sunderer from a tower, but didn't really get to test the thing during mass fire situations. It's fun but just so sensitive to FPS that it's dangerous for my setup.

Everyone and their mother were testing the Harasser. It's a real pain to kill but doesn't seem that effective at hurting things. For how many I saw I got roadkilled twice and shot maybe three times. In return I got a whole mess of assists and couple kills on the things.

Tank play feels a little different, but still closer to how it was before than I had originally feared. AV play as a HA is still plenty viable. I tried my usual C4 + Shrike rocket and for some reason the C4 didn't detonate in the Shrike explosion. The tank still died after I detonated the C4 though, so seems it should work. Maybe you need a direct hit on the C4 now? Will probably test shortly now VR doesn't cost resources.

The resupply on rockets and grenades doesn't feel all that different from before. I was spamming Shrike missiles as fast as possible and was still full constantly. The Phoenix as well, obviously. You do notice a slight delay with the UBGL, but maybe half a second or so. Seems you resupply at the end of the firing animation instead of the end of the reloading animation. That said, it felt a little less reliable, with some slightly longer delays and a few times where there was an obvious wait as though I missed a reload opportunity and had to catch the next one. Not much of a nerf in the end.

Switching weapons as the HA did feel more clunky. The time added to equip a foregrip SAW is noticeable and somewhat painful. The reload time increase is harder to notice but still threw my timing off once or twice.

Noticed lots of MAXes playing with the new toys but none seemed any tougher to kill. Guess not that many people have bothered with the armour upgrades so far.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 02, 2013, 08:12:32 pm
The nw VS anti-armor weapon... its complete crap as far as I can tell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 02, 2013, 09:02:35 pm
The nw VS anti-armor weapon... its complete crap as far as I can tell.

It matches the rest of the VS MAXes!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 02, 2013, 09:39:28 pm
By the by, everyone has entered the code "MLGREPORT" right?

Free MLG logo decals for infantry and vehicles (ugly as sin), 1 hour 50% XP boost and 1 hour 50% resource gain boost.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 03, 2013, 12:18:07 am
By the by, everyone has entered the code "MLGREPORT" right?

Free MLG logo decals for infantry and vehicles (ugly as sin), 1 hour 50% XP boost and 1 hour 50% resource gain boost.

Thank you sir!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 03, 2013, 01:42:53 am
Ugh!  I'll stick with my Beta decals, thanx.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 03, 2013, 01:54:41 am
Ugh!  I'll stick with my Beta decals, thanx.

me too, but i can't help but collect it anyway!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 03, 2013, 02:06:30 am
Does the exp reward start right away? I'd not want to grab it in the dead of night then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 03, 2013, 02:12:09 am
No, its a regular boost, when you equip it, it starts, do it near the end of an alert.

Speaking of......In the last 1500 certs, I've probably earned about 200 certs, the rest have come from alerts, they really need to rethink this mechanic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 03, 2013, 02:35:59 am
Yeah. It feels like the only time worth playing is during alerts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 03, 2013, 08:32:53 am
By the by, everyone has entered the code "MLGREPORT" right?

Free MLG logo decals for infantry and vehicles (ugly as sin), 1 hour 50% XP boost and 1 hour 50% resource gain boost.

I was wondering where those were coming from.  Screw the decals, but hey, free boost!


Mattherson alerts hate me- they usually start when I am about to get off.  Or worse yet, when I should be getting off, making me stay up later than I should, enticed by that sweet 20% boost.



In other news, the Harasser is an absolute blast, especially when you load up a bunch and go all Mad Max across the countryside.

Anyone tried dual Ravens yet?  I hear they're much better than Falcons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 03, 2013, 09:21:46 am
Quote
    Reaver M30 Mustang AH
        Damage per pellet reduced from 175 to 150

Because the Reaver is obviously too powerful compared to the other ESFs.
Sigh...
Again, I bet its from TR and VS players crying cause a Reaver didn't explode when they looked at it but killed them instead...
Biggest VS weakness (MAX)? Buffed.
Biggest NC weakness? Nerfed.

:/

They could at least give Reavers an armor buff, so they, you know, correspond with the lore and their description.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 03, 2013, 10:23:36 am
Biggest VS weakness (MAX)? Buffed.
Biggest NC weakness? Nerfed.

:/

They could at least give Reavers an armor buff, so they, you know, correspond with the lore and their description.

When the shit did they buff the VS MAX? If they did, then they also completely negated it with the new empire specific AV weapons.

And are you seriously calling the Air Hammer the "Biggest NC weakness"? A random and I were both in Scythes with PPAs attached. We saw a reaver picking on some infantry at Dahaka, so we engaged(with poor timing; before the bullets got to him, he flipped out). Well both of us never hit him; meanwhile he was able to take the other scythe down and get me to halfish health. This was yesterday. After the AH nerf and PPA velocity buff -_-
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 03, 2013, 11:10:43 am
The Air Hammer was a single weapon that you could engage all targets with effectively. It allowed you to equip the afterburner fuel pods as you no longer needed a second weapon.

Pretty much me and all other NC pilots have just flipped on over to the vortek for air to air combat, breaker rockets optional depending on what you plan to be doing.

The popular thing with the new buggy is to strap a halberd rocket launcher on it and run around the battle field shooting tanks, there's a huge problem with it though, the damn things near impossible to aim when you're driving around, and you don't want to stand still engaging tanks because it only takes three tank rounds to end you.

However, I'm definitely getting the kobalt, I have a kobalt on my flash, and its nice, but you get shot off the seat of the flash way too damn fast, and you have to sit still to practically aim the kobalt on a flash, but with this buggy, standing still won't be asking to die, you'll basically be a better mobile turret.

One of my outfit-mates bought the fury for his buggy, and we were running around just obliterating infantry with it, while a guy with a pheonix sat on the back and shot out at tanks. Though later we upgraded to a dual falcon MAX sitting on the back, at least until I get my hands on those ravens... mmm, ravens you look so fine.

My SMG has a flashlight, all your arguments are invalid.

Its OP as all hell.

So is it capable of blinding people like the tac light attachment in Battlefield 3, or is it completely useless?

No, you can't even see it if you have shadows turned off. When its turned on you have a really nice effect, which you can only really notice at night. It has absolutely zero combat practicality, friendlies keep yelling at me to turn the damn thing off and I just start blinking it and shining it in their face.

I bought it for the lols and because I don't like laser pointers, and SMG's have no need of foregrips, probably getting the flashlight on my mag-shot pistol next, just so they match.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 03, 2013, 11:13:43 am
My outfit has long been using dual-Fury sunderers as damned powerful murderwagons.  Cert up two Furies with a huge mag, throw on blockade armor, proxy radar, and go to town.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 03, 2013, 03:15:10 pm
Seems anyone who has made a SC purchase prior to April 3rd is getting a Loyal Soldier bundle for free. (https://www.planetside2.com/respawn)

Armour/Vehicle/Weapon camo, a new title and one month's free membership.

I'm not sure if I qualify and just haven't gotten it yet or don't qualify. I bought SC at the end of March but didn't buy any items with it till mid April.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 03, 2013, 06:15:49 pm
Insert pay to win joke here

The month of membership is just the dealer giving us the first hit for free.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 03, 2013, 08:01:41 pm
Seems anyone who has made a SC purchase prior to April 3rd is getting a Loyal Soldier bundle for free. (https://www.planetside2.com/respawn)

Armour/Vehicle/Weapon camo, a new title and one month's free membership.

I'm not sure if I qualify and just haven't gotten it yet or don't qualify. I bought SC at the end of March but didn't buy any items with it till mid April.

I bought SC a few months back (last year some time) and dont appear to have qualified... ah well
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 03, 2013, 08:06:26 pm
I wholly disagree- lately I've had evenings where the fighting is intense, yet thanks to numbers elsewhere, low population gives us a 30% or more exp boost. I made about thirty certs in ten minutes after a few little scuffles and an amazing ride in someone's Vanguard, prompting me to kill about eight guys and three Lightnings.

Alerts are just icing on the cake- if you get the timing right, you can log in, stand around for a bit, and then catch another 15 certs. It's not huge, but it helps a lot.

About a week ago, I was on very late at night and there were few other locals on, an alert was rampaging on Esamir, but I was on Amerish, the forgotten continent - on Briggs anyway - had a 50% pop bonus in the WG, but Wokuk was calling me so I got in a lightning and went for a drive, by the time I got there, NC was well on top and the 4th were clogging up Indar as they always seem to do.  I was getting nearly 1200 exp for repair ribbons and 16,500 exp for the alert when NC capped Esamir about 15 minutes before the end of the alert.  65% pop bonus!

But.  With the latest patch, I think they have removed the pop bonus from adding to experience earned from alerts - can anyone else confirm this?  Does it affect the continent where the alert is?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Paul on May 03, 2013, 11:43:08 pm
Seems anyone who has made a SC purchase prior to April 3rd is getting a Loyal Soldier bundle for free. (https://www.planetside2.com/respawn)

Armour/Vehicle/Weapon camo, a new title and one month's free membership.

I'm not sure if I qualify and just haven't gotten it yet or don't qualify. I bought SC at the end of March but didn't buy any items with it till mid April.

I got it for having bought the Gauss S using free station cash they gave me for signing up (but never playing, lol) the other Station games. I wonder if I'll be getting 500 free station cash at the end of the free month of premium?

Funny since I got this and haven't spent a penny on SC, but other people who actually bought SC aren't getting it. I don't really even play the game that much (which is why I haven't spent any money on it).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 03, 2013, 11:46:28 pm
You have to have your credit card in their system in order to get the SC, and your subscription has to be active. So, if you buy a year's worth of premium and then take your card off or turn off automatic renewal, you don't get the SC.

It's pretty bullcrappy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 04, 2013, 03:16:21 am
The Air Hammer was a single weapon that you could engage all targets with effectively. It allowed you to equip the afterburner fuel pods as you no longer needed a second weapon.

You can't be serious.

For dogfighting it's a situational weapon, a viable alternative to the other two nose guns. Some situations the airhammer will come on top, sometimes the rotary will be the better choice. Data shows it was a little to good in this respect so a small nerf was in order.

For fighting libs it's an awful weapon. If you get as close as you need to a lib with the hammer you're asking for dalton in the face. Only way it's effective in taking down gunships is when the pilot panics and you can burst him down and maybe throw in some rocket pods real quick if you have them.

As for armor...yeah no. Sure it's more effective then the standard nosegun but not by a large margin. It's takes ages to get a tank down with the hammer, that long close to the ground is a death wish. Either you approach from above but slowly or you swoop in at an angle at great speed, either way you're vulnerable to tank fire and flak. I'd rather use the standard nose gun and chip away the armor at a safe range. Or use rocket pods of course.

Now infantry is where the gun is also useful. It is mostly easy to land the shots whereas the other noseguns can also take down infantry but you need greater aim. Downside again is you need to be so close to the ground you'll be incredibly vulnerable to AA or even dumbfire launchers. Furthermore if you ask me taking down infantry is hardly the job of an ESF, it is better suited to taking on vehicles, especially due to render distance being the way it is. I bet most will simply use rocket pods to take down infantry instead of getting dangerously close with the hammer to.


The reason you'd need to equip the afterburners is because you need some way to stay close to your target to be effective vs other ESF. Else you can very easily dash away from a reaver and be relatively safe from the hammer. That is of course against a fleeing opponent, you wouldn't need the extra speed when you're dancing the dance. Personally I prefer the A2A lockon for taking out fleeing opponents.

If you ask me all this complaining is due to the reaver having a viable alternative to the standard noseguns, a gun that can fill its own niche, while the mosquito and scythe have no such luck. The light ppa is useless outside of bombarding infantry (I would say it is better at killing infantry then the hammer though), and I've only heard bad things about the mossy's chaingun however never used it so can't comment. I just hope all this nerf hate won't result in an overnerf as it usually does, better one viable faction specialty nosegun then three broken ones.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 04, 2013, 01:00:44 pm
I don't know how you think its not that great against air or tanks. It was actually better at engaging liberators than ESFs, because you could fire from further away and still hit with all the pellets, and the dalton has never been a problem for me, you can evade the underbelly gun if you're a good pilot. I engage libs all the time, and I don't get dalton'd too often past a lucky shot (shredders a bigger threat anyway), the most skilled lib teams can keep their belly gun pointed at me consistently, I dodge away and eventually leave them alone if I can't get a safe shot.

You could kill full health sundies with 3-5 passes with the air hammer pre-nerf, tanks weren't too much of a problem either, as long as you don't hover or fly straight you'll be fine.

Quote
The reason you'd need to equip the afterburners is because you need some way to stay close to your target to be effective vs other ESF. Else you can very easily dash away from a reaver and be relatively safe from the hammer. That is of course against a fleeing opponent, you wouldn't need the extra speed when you're dancing the dance. Personally I prefer the A2A lockon for taking out fleeing opponents.

This is so wrong I can't even. No, if an enemy ESF is fleeing, just don't even bother chasing him with the air hammer, it can't take them out from behind unless you are right on them, and the fuel pods don't give you enough extra boost to chase an ESF of the other two factions (they are faster).

The fuel pods aren't an offensive attachment, they're defensive.

Fuel pods are equipped for three reasons, A) when flak starts hitting you, you can boost the hell away, MAX bursters have incredible range and often won't open up immediately, the extra boost has saved me countless times. B) If you get locked by a missile, you can boost away and take cover so the missile guides into a rock, without the fuel pods its much harder to reach cover if you're not already right next to it. C) in dogfights you can verticle afterburner with the reaver, it greatly enhances your dodging ability.


The thing that's OP about the Air Hammer is that when equipped you don't lose all effectiveness against air targets like you do when equipping the Banshee or light PPA. Its not as effective against air as the vortek, but you can engage any target you wish with it, few other weapons in the game can.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 04, 2013, 07:08:58 pm
You have to have your credit card in their system in order to get the SC, and your subscription has to be active. So, if you buy a year's worth of premium and then take your card off or turn off automatic renewal, you don't get the SC.

It's pretty bullcrappy.

I don't have an active account and I received it. I did purchase about 20$ combined of SC, $10 on a triple sc very early on, and then $10 on a double sc day more recently.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 06, 2013, 08:56:17 am
I rolled as Engy supporting a bunch of MAXes in Mani and its tower.  In 30-45 minutes or so, I picked up four repair service ribbons.  Since most of that was squad MAX repair boosted by the free membership, I got a seriously large pile of certs from that.


I think I'll be saving up for dual Ravens.  How are people liking those?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 06, 2013, 09:28:49 am
Heh, I had an over 200% xp bonus running during parts of an alert last night on Amerish over on Cobalt, the free membership and my alpha squad boost putting me at a base of 75%. The population difference bonus was at 80%-90% for 3/4 of the alert as the rest of the VS focused on ensuring we didn't lose our Indar cap bonus, before coming over for the last half hour and blitzkrieging across the map to secure a 60% win. So many certs from being an engineer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 06, 2013, 01:42:59 pm
Oh yes, that free membership is nice.  Nice enough that I'm considering buying that discounted three month membership.  Damn their effective marketing!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 06, 2013, 02:50:50 pm
Welp, I was just banned for "Account found to have used cheat programs while in Planetside 2".

Not sure what that's about. Someone did accuse me of using an aimbot once when I shot them out of the trees in a biolab but that's the only thing I can think of. Was fun while it lasted SOE but if you're banning people without investigation or cause now I'd rather take my money elsewhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 06, 2013, 03:05:48 pm
That's... harsh. Especially if you spent money on it.


Having paid not a cent, I'm pretty sure my bad aiming skillzz will keep me safe from such an event...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 06, 2013, 03:08:55 pm
That's... harsh. Especially if you spent money on it.


Having paid not a cent, I'm pretty sure my bad aiming skillzz will keep me safe from such an event...
My aiming skillz aren't terribly much better, I just happened to kill a LA twice in a row in the biodome. He thought creeping about in the trees was awesome and got really upset when I saw him both times.

I don't even know if he reported me or if that's what did it. For all I know they could have just mass banned people. I'm just glad I hadn't spent much on it. I think $30 total on various double/triple SC events.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 06, 2013, 03:11:20 pm
Harsh... For the record, I do think that climbing in biolabs' trees IS awesome, but also risky. I'm not reckless enough to go camping where I just got killed, though. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 06, 2013, 03:21:25 pm
If SOE has any idea of what they're doing there should be recourse for those wrongly banned for cheating.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 06, 2013, 03:36:50 pm
If SOE has any idea of what they're doing there should be recourse for those wrongly banned for cheating.
As I said to my friend just a bit ago, why should I have to spend my time and effort fighting an unwarranted ban just so I can play their game? I'll quite happily spend my money elsewhere. By banning me for no reason they've shown that they don't actually want me as a customer.

It would be like a movie theater sending you a letter saying you've been banned from their chain of theaters because someone said you were noisy during a show, without actually checking to see if you were in fact noisy or making any other effort to verify the accusation. I'll take my business elsewhere.

I only posted here to let you guys know to watch out because the simple accusation of aimbotting or whatever can get you banned now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 06, 2013, 04:08:12 pm
Someone sent me a hate tell of "enjoy your ban aimbotter" a month or so ago.  I laughed, because anyone viewing me at the time would have seen me spraying half a clip of my Gauss Saw at this dude before finally getting me.  I guess if his aim was as bad as mine, he couldn't kill me in that time either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 06, 2013, 05:12:03 pm
Someone sent me a hate tell of "enjoy your ban aimbotter" a month or so ago.  I laughed, because anyone viewing me at the time would have seen me spraying half a clip of my Gauss Saw at this dude before finally getting me.  I guess if his aim was as bad as mine, he couldn't kill me in that time either.

I had five TR send me ban threats for shooting them when they were behind cover in the biolabs. When I was using the grenade launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 06, 2013, 05:41:37 pm
:D I rarely get hate tells, but I've gotten tells from TR pilots before saying they enjoyed the fight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on May 06, 2013, 06:50:56 pm
I got some hate tells from my own team after I locked the guy out of my Harasser. Deserved it though, he was taking potshot at our own ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 06, 2013, 06:52:53 pm
I got some hate tells from my own team after I locked the guy out of my Harasser. Deserved it though, he was taking potshot at our own ESFs.
I had a friendly teammate follow me around while I was in the gunner slot of a magrider. He shot up our tank until it was on fire, so I hopped out to repair once he'd left. He returned immediately, shot me in the head and killed me, then jumped in the gunner spot and started firing into our own armor and infantry.

Some people...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 07, 2013, 03:03:15 am
I come here today to announce a hopeful plan of an alliance between the Something Awful Forums and the slightly smaller but no less noble Bay12 Forums in the effort of combating the enemy realms inside the game Planetside 2. Whilst both B12 and SA can claim victory opposed against the other in various other games, in Planetside 2 we seem to be aligned with each other on the server Mattherson. I'm hereby requesting input on whether or not I should merge Slaves to Armok to SA's outfit, and thus create a sweeter outfit as a whole.

EDIT: Note that this only applies to the guys on that server. I'd like to bring everyone who was in StA over to this new outfit so we actually have outfit people to play with on occasion. Their requirements are to have a sense of humour so most humans may apply. They don't organize on SA so no need to register there.

As an experienced forums reader, please allow me to add my short opinion that the opportunity to merge our outfit with the veteran video game players of SA will probably result in a better PS2 for everyone.

Also, all you people on other servers, if you aren't terribly attached to your character, possibly by having not spent SC on it, could I recommend you keep an eye upon this affair?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 07, 2013, 03:28:39 am
I got some hate tells from my own team after I locked the guy out of my Harasser. Deserved it though, he was taking potshot at our own ESFs.
I had a friendly teammate follow me around while I was in the gunner slot of a magrider. He shot up our tank until it was on fire, so I hopped out to repair once he'd left. He returned immediately, shot me in the head and killed me, then jumped in the gunner spot and started firing into our own armor and infantry.

Some people...
Oh god so many of those guys. I eventually just lost my patience and will now TK everyone who is shooting at me outside of combat. Trigger etiquette, people. We're waiting for the cap, there's no enemy in sight, and still you damage my turret/tank/health? How about some lazorz in your face.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on May 07, 2013, 03:54:44 am
I come here today to announce a hopeful plan of an alliance between the Something Awful Forums and the slightly smaller but no less noble Bay12 Forums in the effort of combating the enemy realms inside the game Planetside 2. While both B12 and SA can claim victory opposed against the other in various other games, in Planetside 2 we seem to be aligned with each other on the server Mattherson. I'm hereby requesting input on whether or not I should merge Slaves to Armok to SA's outfit, and thus create a sweeter outfit as a whole.

Is their outfit stuff done on their forum or a seperate site? Because I'm sorry but there is no way I'm forking over $10 just to get involved with a PS2 outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 07, 2013, 04:07:18 am
Is their outfit stuff done on their forum or a seperate site? Because I'm sorry but there is no way I'm forking over $10 just to get involved with a PS2 outfit.

Unless they have changed drastically since last time I played in a game with them, it's all done through the main forums and they traditionally only recruit existing members as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 07, 2013, 04:14:33 am
I just chatted with them in game after I asked to join their platoon because I didn't feel like joining yet another TAS platoon. Also they said they use another site for communications, though I'm not sure if they would appreciate me posting which in this thread. If an SA member who plays PS2 is watching, feel free to post whatever infos you want to.

Also, agreed, I'm not going to register with SA or anything, I just want to play PS2 with an outfit for mutual benefit. Our powers combined and all that.

Is their outfit stuff done on their forum or a seperate site? Because I'm sorry but there is no way I'm forking over $10 just to get involved with a PS2 outfit.

Unless they have changed drastically since last time I played in a game with them, it's all done through the main forums and they traditionally only recruit existing members as well.

I think they've changed drastically, or at least regarding PS2 they did. There was a ton of drama in SA land or something. I don't really need to know the details so I don't ask. Main thing is that SA membership wouldn't be necessary to be in the outfit.

What's up though is it's possible now if you all want to. I'd certainly enjoy having a platoon to roll with.

In addition, this might be the last chance to be a part of a viable outfit that respects Dwarf Fortress and B12 through knowledge of it, prior to being able to move characters over servers for free. (it probably won't be free but a man can hope)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 07, 2013, 05:25:24 am
After yet another patch, I got to the splash screen and saw the population spread -
VS 22%,
TR 29%,
NC 50%.
I thought to myself, there must be an alert on Briggs, NC are winning, and the chequered flag is out.

Sure enough, after loading up, Esamir is in full alert, there is <8 minutes left and NC has 81% territory.
VS at 20%, TR 15% and NC 65% on Esamir.  {Damned 4th faction}.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 07, 2013, 08:18:17 am
Better than the other night on our server.  The TR was doing great holding down easimir through the alert.  We had like 52% of the territory.  Then at about 20 minutes left things went down hill.  We ended with 18%. >_<
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 08, 2013, 03:08:35 am
It's mostly the Vanoobs on Briggs that form the 4th faction, when the TR start losing ground, they go to a different continent and try to lock that one.  I tend to follow them and farm them as hard as possible.
TR is almost constantly at 29% population, Vanoobs go as high as 40% and as low as 20%, depending on how well the NC is doing an the alert.  I've seen NC world pop as high as 65%.  Again, this is Briggs. I don't often log on with my alt on Mattherson, the lag is harsh around medium sized combats.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 08, 2013, 03:14:59 am
After yet another patch, I got to the splash screen and saw the population spread -
VS 22%,
TR 29%,
NC 50%.
I thought to myself, there must be an alert on Briggs, NC are winning, and the chequered flag is out.

Sure enough, after loading up, Esamir is in full alert, there is <8 minutes left and NC has 81% territory.
VS at 20%, TR 15% and NC 65% on Esamir.  {Damned 4th faction}.
The problem is that looking at this you would think that everyone playing NC is there for the faction itself. But no. What it is is that TR and VS memebers decide that there is no point in playing their mains and go NC for the easy EXP. BUT The fact is, they are missing the point. I went TR during one alert and was getting nearly 500EXP per kill as a base with around 210% Exp gain. It was fantastic. But no. TR and VS that stay on their mains will cry and cry and cry about how NC is OP or something like that, NC will be nerfed like it always does when TR and VS cry. Yet if the stupid TR/VS would only just KICK THE ARSEHOLES ON TR/VS WHO 4th FACTION THEN ALL THE BETTER!!!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 08, 2013, 03:21:35 am
Hey, I play NC because it's my favorite faction. Haven't tried VS tough, but I already spent a lot of SC on the NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 08, 2013, 03:31:35 am
That's not the case on Helios. Most alerts glide along with all factions at 33%, but the NC has a hard time holding more than 20%. The VS typically get 45% or so, and the TR not too far behind.

The big thing that helps a faction win is organization. If your outfit is organized and intelligent enough to have a squad hitting each of the undefended outposts along the enemy's border and the other faction's strategy boils down to "throw infantry at Amp Stations and Tech Plants", then you're obviously going to do great.

It's a shame that most of Genudine's outfits dissolved into mindless hoards after it merged with Helios.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 08, 2013, 03:34:53 am
By the way, I'll come on later today. The SA outfit sounds cool if they don't mind that I won't play this very often. (due to SS13, but not goonstation )

E: Somebody send MrMiauw on Mattherson a friend invite so I can join the outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 09, 2013, 01:13:08 am
I sent the friend invite.
EDIT: Ok, Now I sent the friend invite. Sorry Mr. Miuwuio, if that inconvienced you. This time I spelled it right, but I forgot the add in /friend add <name> ; walked away as I hit enter and was it was telled upwards.

I'm about to drop out of the outfit and join the SA outfit. If most people think we should do this, or at least if people don't object overmuch, I'll start inviting everyone currently in StA by having written down the names beforehand, and sending a friend invite. If you are not invited in a timely manner I'll compose a list of people in the SA outfit to contact. In addition new players on B12 looking for an outfit could join ours and we'd actually have a goodly sized one. If there is a big objection I'll go back to StA, but I still think it's a good idea. Keep in mind from my point of view, the Goons are being quite generous in their point of view as they are a closed forums, with the ability to keep whatever game secrets may be useful from people not willing to pay the extra 10$, and that our invitation is something I respect.

EDIT: I've spoken to at least three of the officer types and they are all affirmative. The last guy I need talk to /tell to /tell is their absolute leader. It sounds like it won't be Useful Nobility (StA's highest rank) for everyone anymore would be the main downside, but this is the type of game that diplomatic decisions and stuff like that isn't so important other than accepting info from a leadership standpoint. I don't plan to be leading anyone as I don't use a mic, but I do think we (or at least some) from B12 ought to be able to invite so I can invite the inevitable recruits this thread will generate over the years.

Also what StA brings to the table is that in my days of playing in public squads, I've friended exemplary platoon and squad commanders and could coordinate with them as a sort of liason. That plus the 10-20 peoples who've logged in the past month, plus any new recruits who find themselves in possession of a computer that can play this wondrous game. Myself, I also have command chat, smoke drops, and reinforcement map markers yet no platoon or squad to lead. If SA can put up with me not using a mic, old school FPSer that I am, I could perhaps make up for that command deficiency with a bit of striving to do something awesome. In addition I also have the flash turbo certed up to the second to last level, and if the outfit doesn't already have a Racer 3 Turbo Max Flash with a grenade launcher puller I'll cert that awful long aquisition bar into infinite flashes for the outfit.

EDIT2:
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 09, 2013, 07:12:39 am
Some time ago, I read a suggestion on the official forum, about "continent-specific vehicles". By that, the OP meant vehicles unlocked to the faction controlling a continent. I thought it would be cooler if it was vehicles everyone could spawn, at any time, but only on a specific continent. Do you think they should add such things, and if yes what should they be?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on May 09, 2013, 07:17:18 am
I've found that one of the latest patches has made the game not work properly for me. I can play it for half an hour maybe after which it freezes after the respawn screen. That is fairly annoying, moreso by the fact I got that premium thingy which I'd like to use a bit more than half an hour each day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 09, 2013, 09:32:54 am
Some time ago, I read a suggestion on the official forum, about "continent-specific vehicles". By that, the OP meant vehicles unlocked to the faction controlling a continent. I thought it would be cooler if it was vehicles everyone could spawn, at any time, but only on a specific continent. Do you think they should add such things, and if yes what should they be?
Self-propelled artillery on Esamir, please.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 09, 2013, 09:33:44 am
Wow...
I don't know who actually made this, but this was just shared with me about our Briggs AU NC Outfit, 41st Battalion...

Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 09, 2013, 09:52:26 am
Duuvian:  Is that GOON or LWTX?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 09, 2013, 09:36:19 pm
I think Goon, but not 100%

EDIT: Yeah, it's Goon and not LWTX.

I've friended everyone who was in StA's member list so I can invite you to the Goon outfit when we're on at the same time if you'd like to join. If you see a Goon member before you see me logged in, you could also ask them to invite you and look on their platoon MoTD for info on the voice program they use. You don't need a mic but the outfit does all their voice chat on that, so it's highly recommended to at least listen. I used it today with no problemo, took about two minutes to setup.

If you ask a Goon member for an invite, let them know you are from Duuvian's outfit, the one that's merging with Goon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 10, 2013, 02:18:20 am
Agh, I hate the invite system of this game so much. I don't want to have to be online to get a friend invite.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 10, 2013, 06:19:18 am
Agh, I hate the invite system of this game so much. I don't want to have to be online to get a friend invite.
What are you talking about. I come online every now and then with tons of friend requests...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 10, 2013, 10:38:57 am
Agh, I hate the invite system of this game so much. I don't want to have to be online to get a friend invite.
What are you talking about. I come online every now and then with tons of friend requests...

lucky

i send out invites all the time to people who aren't on and they'll eventually accept. Most of the time while I'm offline! :O
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 10, 2013, 11:35:00 am
Argh I hate it when people refuse to try and secure a facility, instead prefering to stay in the safety of the spawn and get the occasional free kill on enemies foolish enough get near the spawn. Does not help us secure the base whatsoever...

On the other hand I'm enjoying myself with some creative use of c-4 in these situations. Drop two sticks to more or less cover the entire interior of the spawn room, then inform all inside of the importance of trying to secure the capture node. If they're not out by the end of the countdown...well.  :P

Sadly my teamkills speak volume on how ineffective it is, but I enjoy it nevertheless. Can't hurt to try right. Unless you try with explosives.  8)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 10, 2013, 01:15:46 pm
Does anyone know of a good long range weapon for VS HA? Ever since GU08, the 100m+ kills I usually got with the SVA-88/6x/Forward Grip/Compensator/HVA have disappeared due to the scope sway and not enough damage downrange.

If only they'd implement bipods for LMGs...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 10, 2013, 04:38:08 pm
Imagine bipods on sniper rifles, would make my day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 10, 2013, 04:42:36 pm
They don't want snipers in this game - snipers don't play as part of a team and the Team is law.

Having a lot of fun with my twin deliverers of freedom, {AKA bursters}, making Scythe pilots panic from further away and higher.  Even getting some liberator pilots to panic.  Just a couple of hits the other night and a liberator pilot dove into the ground and suicided, I had not done enough damage to scratch the duco and did not even get an assist.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 10, 2013, 05:05:10 pm
An SMG on the infiltrator class makes it useful in bases. But sometimes heavy assaults on a ridge are just begging to get sniped, best use of sniping.

Twin bursters are the go to anti air weapon, every other one is just not as effective. I wish they'd nerf the bursters to the level of other anti-air cannons, or at least raise the others up to par (*cough* skyguard *cough*).

On that note, despite it being universally considered terrible, I use the ranger as the secondary weapon on my vanguard, you can hop in and start flaking ESF's so they fly away thinking the much much much more deadly AA MAX is sitting around somewhere, and you can get them to stop strafing you. Best part is even a noob pubber can use the ranger for this cause and be effective.

Also, C4 is freaking amazing, I went from owning 40 sticks to having zero infantry resources and 0 sticks in a day. I've killed all kinds of MAX's with C4 and it really makes the light assault an amazing class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 10, 2013, 05:06:47 pm
The problem with snipers in ps2 imo is that they can contribute very little to gaining and holding ground. Sure you can snipe people down, or skulk around for a kill here and there, but ultimately there's very little point in that unless it brings your side closer to the objective. Also render distance, don't know how much of an issue it still is.

Off the top of my head the only really crucial roles an infiltrator can fullfil in this regard is taking down engineers behind turrets and phoenix heavies when fighting nc. Hacking turrets or even terminal for a surprise attack or general sabotage can also help capture a base. Going around stalking for kills barely does, especially when you can respawn within seconds...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 10, 2013, 10:07:11 pm
On the other hand, if you're smart about your targets, you can make a difference.  Last night I was cloaking around with my SMG, picking off engies repairing MAXes and medics trying to res them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 11, 2013, 04:17:21 pm
I've been playing with the infiltrator using a sniper at close-medium range the last few days. It's surprisingly effective and fun. The first rule is to avoid fair fights. Use cloak to get behind them and choose easy targets, like people taking cover or people on turrets. I use a silencer on my sniper, and it helps a lot, I think. Sure it makes your bullet drop atrocious, but you can still use it pretty effectively out to ~100 metres. I also use the underboss for killing wounded people. One shot kills someone who's gotten a sniper rifle shot to the chest at close range. A single sniper rifle body shot (or two underboss shots) also kills anyone that's been hit by an EMP grenade.

I haven't played that much lately, though, since the TR are pretty overpopulated on Miller. Every night I play we (NC) advance on one continent, trying for a cont lock when the TR drops an enormous zerg on us. It usually ends up with my outfit and a few others with ~20% pop on a continent, against the TR +60% pop on the same continent. The VS are almost only playing on Indar these days, since they have had it locked for months now and have an even worse underpopulation issue than we do.

A usual peak-hour population on Miller these days is something like 27% VS, 40% TR and 33% NC. It's getting boring being overrun by prowlers and mosquitoes every night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 12, 2013, 09:51:26 am
I've been playing with the infiltrator using a sniper at close-medium range the last few days. It's surprisingly effective and fun. The first rule is to avoid fair fights. Use cloak to get behind them and choose easy targets, like people taking cover or people on turrets. I use a silencer on my sniper, and it helps a lot, I think. Sure it makes your bullet drop atrocious, but you can still use it pretty effectively out to ~100 metres. I also use the underboss for killing wounded people. One shot kills someone who's gotten a sniper rifle shot to the chest at close range. A single sniper rifle body shot (or two underboss shots) also kills anyone that's been hit by an EMP grenade.
I did this with the stock Vanu sniper before (100 for the silencer and I was good). NO bullet drop also helped... but I prefer my SMG now.

Prox mines really helped me... I can now efficiently take out MAXes, and annoying heavies. Now gonna cert those EMP's.

Quote
I haven't played that much lately, though, since the TR are pretty overpopulated on Miller. Every night I play we (NC) advance on one continent, trying for a cont lock when the TR drops an enormous zerg on us. It usually ends up with my outfit and a few others with ~20% pop on a continent, against the TR +60% pop on the same continent. The VS are almost only playing on Indar these days, since they have had it locked for months now and have an even worse underpopulation issue than we do.
Tell me about it. Was just in an alert... each continent has a 50-60% population of one side, a 30% of another, and a 10-20% of the third. Indar is ours (Vanu's), Esamir is TR's, and when I left the TR were losing Amerish quickly to the NC.

Quote
A usual peak-hour population on Miller these days is something like 27% VS, 40% TR and 33% NC. It's getting boring being overrun by prowlers and mosquitoes every night.
Yeah...

Hey, I just had a really stupid idea. Have people from 2 different factions get on Skype and coordinate in trolling the third faction.

On the other hand, if you're smart about your targets, you can make a difference.  Last night I was cloaking around with my SMG, picking off engies repairing MAXes and medics trying to res them.
Exactly - I helped take down seven sunderers in one play, just by killing those folks with repair tools out. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 12, 2013, 10:49:56 am
I actually got all my special grenades without spending any certs. There was a bug (I think they fixed it, but I'm not sure) with the VR training are, where you would go there, throw a grenade and then resupply. This would enable you to use that type of grenade outside of VR. You had to only do one grenade per trip to the VR area, though, otherwise it wouldn't work.

If the bug's still there you should all go do it. All special grenades are easily 1000+ certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 12, 2013, 10:51:56 am
I think patch notes said they disabled flash and concussion grenades in VR...
but yeah, thanks for the tip. The more people break it, the faster it will get fixed. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on May 12, 2013, 01:21:33 pm
The harassers can be really nasty. Had fun as the gunner tonight outmanoeuvring armour and using the bulldog to take them down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 12, 2013, 02:17:23 pm
i really wish they would buff the standard vehicle guns so that they are actually useful...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 12, 2013, 02:20:03 pm
i really wish they would buff the standard vehicle guns so that they are actually useful...
+3464342516437986531346427559865315122119197976773777
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 13, 2013, 08:10:37 am
@#$%^ TR Lib who singlehandedly killed me like 6 times before I got him. Even when I forced him got out he shotgunned me in one or two shots.

Satisfaction, seeing that lib burn.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 13, 2013, 08:16:18 am
I just don't get it...
I am an infiltrator, being all sneaky, don't cloak or decloak stupidly or move around in the open. YET EVERY TIME I AM SEEN...
I ask how, they say they set their graphics to low, makes it easier to see Infiltrators...
I do the same. Can't see any difference at all and still I can't pick out every infiltrator that I come near all the time...

I am even getting spotted when I crouch and stay cloaked...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 13, 2013, 08:19:54 am
I don't know what setting it is, but I can usually see infils.  I think they fixed it a bit though because it's harder than it was.

Play cloaky-bastard SMG-in-the-back infil while it's night time- that makes you much harder to see.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 13, 2013, 08:32:27 am
The Vanu and the NC regularly work together on Waterson.  I could count maybe 2-3 platoons worth of enemies along the NC/Vanu lines with the rest of their forces working to push us back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 13, 2013, 09:17:01 am
I am an infiltrator, being all sneaky, don't cloak or decloak stupidly or move around in the open. YET EVERY TIME I AM SEEN...
Because it doesn't make you invisible, just "shadowy". Now you really need to watch the background against which you're seen, still use cover, etc.

This vid (http://www.youtube.com/watch?annotation_id=annotation_647384&feature=iv&src_vid=cn6YyfzHsWs&v=O2-MKFZ5S28) shows it well. The cloak is a tool helping you stay hidden, but won't do the job for you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 13, 2013, 10:29:34 am
I just don't get it...
I am an infiltrator, being all sneaky, don't cloak or decloak stupidly or move around in the open. YET EVERY TIME I AM SEEN...
I ask how, they say they set their graphics to low, makes it easier to see Infiltrators...
I do the same. Can't see any difference at all and still I can't pick out every infiltrator that I come near all the time...

I am even getting spotted when I crouch and stay cloaked...

Keep in mind that cloaking and decloaking also make a sound. Alert enemies will notice the sound even if you're being perfectly stealthy otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 13, 2013, 10:32:11 am
I just don't get it...
I am an infiltrator, being all sneaky, don't cloak or decloak stupidly or move around in the open. YET EVERY TIME I AM SEEN...
I ask how, they say they set their graphics to low, makes it easier to see Infiltrators...
I do the same. Can't see any difference at all and still I can't pick out every infiltrator that I come near all the time...

I am even getting spotted when I crouch and stay cloaked...
I think it's the other way around. Graphics on High help spot moving infiltrators. There are still quite a few people who have a good eye for such things (I almost fit in this group, but not quite).
When I infiltrate, I try to move as if I don't even have a cloak (unless there's no other way to get to the destination), that almost always works... until I hit a stray claymore. -.-

I don't know what setting it is, but I can usually see infils.  I think they fixed it a bit though because it's harder than it was.

Play cloaky-bastard SMG-in-the-back infil while it's night time- that makes you much harder to see.
So much this.


Oh, and they fixed the VR-grenade-unlock bug.

PPE:
I just don't get it...
I am an infiltrator, being all sneaky, don't cloak or decloak stupidly or move around in the open. YET EVERY TIME I AM SEEN...
I ask how, they say they set their graphics to low, makes it easier to see Infiltrators...
I do the same. Can't see any difference at all and still I can't pick out every infiltrator that I come near all the time...

I am even getting spotted when I crouch and stay cloaked...

Keep in mind that cloaking and decloaking also make a sound. Alert enemies will notice the sound even if you're being perfectly stealthy otherwise.
He said he doesn't cloak or decloak stupidly, I think he meant in terms of the sound as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 13, 2013, 10:53:52 am
Mining the exit point of an occupied turret and then hacking a chump right into the mine never gets old. Ever.

Hell, once doing that I had dropped onto an enemy tower, did that to an AA turret, hopped in, started shooting at scythes, and did some considerable damage- including against some burster MAXes standing on the pads- before someone finally wised up and started shooting up the turret.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 13, 2013, 12:00:38 pm
Had an awesome time playing with the 252nd a few days back. Won an alert with gal drops first on indar, then had a harasser deathrace, probably 60-70 harassers all with one or two passengers, seeing who could get the furthest along the preset course. Sadly like 90% of the people didnt follow the track, but i did get a free prowler kill. Then the platoon moved to another continent, where the NC had only 3 or 4 territories. We capped the whole thing (several platoons together) in a shockingly quick time. and I had one of my free boosts active, so I gained like 130 certs in under 2 hours.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 13, 2013, 12:25:05 pm
I just don't get it...
I am an infiltrator, being all sneaky, don't cloak or decloak stupidly or move around in the open. YET EVERY TIME I AM SEEN...
I ask how, they say they set their graphics to low, makes it easier to see Infiltrators...
I do the same. Can't see any difference at all and still I can't pick out every infiltrator that I come near all the time...

I am even getting spotted when I crouch and stay cloaked...

Keep in mind that cloaking and decloaking also make a sound. Alert enemies will notice the sound even if you're being perfectly stealthy otherwise.

Not only does it make a sound, the sound is faction-specific, so you can hear what faction the guy that just uncloaked behind you is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 13, 2013, 12:30:50 pm
I just don't get it...
I am an infiltrator, being all sneaky, don't cloak or decloak stupidly or move around in the open. YET EVERY TIME I AM SEEN...
I ask how, they say they set their graphics to low, makes it easier to see Infiltrators...
I do the same. Can't see any difference at all and still I can't pick out every infiltrator that I come near all the time...

I am even getting spotted when I crouch and stay cloaked...

Keep in mind that cloaking and decloaking also make a sound. Alert enemies will notice the sound even if you're being perfectly stealthy otherwise.

Not only does it make a sound, the sound is faction-specific, so you can hear what faction the guy that just uncloaked behind you is.

Those Terran Infiltrators...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on May 13, 2013, 04:52:11 pm
When I do play infiltrator, I've noticed the cloak is for long distance. You can't spot a cloaked infiltrator at long distance. It's impossible. I've tried. I look where an infiltrator cloaked, and it's impossible to see them. This complements their long range support role well.

For close range, the cloak is still useful, but not -that- useful. You will be detected if one of two things occurs: You're moving, or you've been spotted recently before. The human eye is quick to detect motion, and will see the blur (you) quite easily at close range. The blur is also pretty easy to spot when you're looking for it. This is why you should not sit in a corner and hide when being chased. You'll be found. Just keep running, try to get some distance, and then cloak and go in a random direction.

If you do decide to do an SMG build, try to think like an LA. Be sneaky, come in at unorthodox angles, flank. Only shoot if you can kill them, and get out if things get hot. Use the cloak to complement your movements, not be your crutch.

Also, Infiltrators are pretty hard to spot when you're in a vehicle, so it's great for sneaking out of camped spawns (after you've sniped all the idiots waiting outside the window, of course).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 13, 2013, 05:12:48 pm
Not had a chance to play much recently and probably won't till the weekend, but wanted to mention some interesting sales.

Today the right arm Hacksaw/Onslaught/Nebula anti-infantry weapons are on sale for half price. Note that the default AI weapon is on the left arm. For any NC that doesn't own a second AI gun this is a no-brainer, even after the nerf.

There is also the MAXed Out bundle coming back on sale soon. That contains a long range AI gun (Mattock/Mercy/Blueshift) and the second Burster arm. Not sure what the discount will be or which arm the AI gun is for yet. I'd kinda love it if it were left. Mattock/Hacksaw is a nice combo with extended mags. The Mattock has a little more range and you can (or have to) to pick your shots, while the Hacksaw is for spraying anything nearby.



On infiltrator cloak, remember it stops the tracking effect from being spotted and hides you from proximity radars. When I'm in a half decent group I tend to depend on those two things combined with map awareness to track enemies during a push or base secure. A good infiltrator can be a real pain to hunt down when they break those tools.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 13, 2013, 05:24:09 pm
I think I've a newfound love for the skywhale. Sure it's slow and clumsy and very few players will actually hop in for transport, seeing as the alternatives are far better and AA is so problematic.

But still, there's something about flying something with such inertia I love it. Requires a good feeling for the controls and planned movement, so beautiful when it all comes together. And sky drop assault, an awesome tactic yet executed so rarely.

But most of all the ramming. Oh ramming stuff with the skywhale is just amazing. ESF are likes flies to be swat, not once been shot down and always managed to manouver in a way to slam those pests with the wing or tail, man that's satisfying. Not tried against a lib yet, might be a tad riskier.
Just earlier I tried ramming a lightning tank in a skywhale. Ramming a tank...with a plane. I crushed the tank and lived to tell the tale, if just barely. I wonder what else the power of sheer mass can destroy, MBT maybe?  :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chosrau on May 13, 2013, 05:41:13 pm
Ramming a tank...with a plane. I crushed the tank and lived to tell the tale, if just barely.

I once rammed a Reaver out of the sky with a Magrider, using the Magburner and a small ramp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 13, 2013, 06:12:29 pm
I discovered today that you can (i think) kill people at point blank range in a sundy. normally theres a dead zone to the left and right of the sundy where you cant aim, but since the third person view is implemented so badly, it seems like you can shoot in the dead zone if you continue dragging the mouse down - though it snaps back, it does let you depress that far, whereas in first person that much depression is impossible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 13, 2013, 08:41:53 pm
This vid (http://www.youtube.com/watch?annotation_id=annotation_647384&feature=iv&src_vid=cn6YyfzHsWs&v=O2-MKFZ5S28) shows it well. The cloak is a tool helping you stay hidden, but won't do the job for you.

Super useful.  Thanks!


Today the right arm Hacksaw/Onslaught/Nebula anti-infantry weapons are on sale for half price.

O RLY
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 14, 2013, 02:32:44 am
Spent some certs on the infiltrator (such as getting a decent bolt-action rifle), but I still suck at it. LA-rush is more my style. Think I need a shotgun though, but those are expensive.

On Cobalt, NC and TR teamed up against the VS on Indar, but even their combined forces could not take our last 3 territories. It was intense, though. Hours of fighting over just a few meters of land. Every hill conquered was an achievement. It was glorious slaughter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 14, 2013, 09:45:37 am
If you play LA, then C4 is a must have.  As for shotguns, it's all personal preference.  I play LA sparingly, but I do like getting up on a small ledge and killing people with my Jaguar carbine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 14, 2013, 09:59:57 am
That's what I do most of the time, but up close a carbine is really lacking firepower. The underbarrel grenade launcher is also somewhat underwhelming in usefulness. The C4 is more useful, so I think I'll spend my certs on a second brick. Mostly I just play engineer, and putting a relatively decent sunderer in great places.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 14, 2013, 10:01:47 am
As far as I am concerned, C4 is a must on every infantry class. The amount of maxes I've blown up without breaking a sweat!
Especially with a shotty you'll be close quarter near and in buildings, c4 is an excelent tool in those situations. The times I've singlehandedly ended a stalemate when opposing forces are holding one another at a doorway. You'll scare them off enough with your shotty so they'll stay put, just have to toss a stick of c4 in the next room and boom, 10+ dead enemies. :)
As far as shotguns are concerned I'm not sure, the fast fire rate shotty used to be my go to auto shotty but I'm not so sure now, and pump action might be flat out better if they suit you. If you're NC and don't mind going HA I can but praise the jackhammer, that thing is amazing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 14, 2013, 10:04:21 am
Nah, C4 is nice, but tank mines is where it's at. Drop drop drop run, turn around and shoot them. The worst thing about C4 is that you can't hold your main gun and detonate at the same time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 14, 2013, 10:20:46 am
That or anti-personnel mines.  When defending a base it's great to drop some at the doors.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 14, 2013, 10:25:12 am
Cloak to get beside a doorway, uncloak, throw it in, recloak, boom.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 14, 2013, 11:47:31 am
So getting tired of getting into A2A battles with Mozzies and Scythes that seem to be able to move around SO FUCKING EASILY while looking at you the whole time. WTF are they doing and how can I DO IT!?!?!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 14, 2013, 06:40:33 pm
Dogfighting airframe helps tremendously at pulling off that kind of manoeuvrability. Also from talking to some of the better performing fliers in my outfit, quite a few of them use a flight controller rather than mouse/keyboard when flying and this certainly seems to be effective. The "keep vertical thrust engaged all the time except when landing" advice that I was given does also seem to help a great deal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 14, 2013, 06:48:47 pm
You also wanna check your use of the spacebar when you're doing tricky flying. If you're trying to land inside an amp station forcefield while under fire, you don't want to have to compensate for vertical thrust and risk hitting stuff above you. same thing goes for circling underneath biolabs, diving under bridges, and other generic closed spaces.

Personally I also hold down the w key all the time. its not necessary but if i decide to brake it makes sure i get back to full speed asap and dont forget to do that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 15, 2013, 05:21:23 am
If you'd still like to join the Goon outfit Mrmiauw, try sometime between 5pm and late, that's when you are most likely to see a decent number online and thus request an invite.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 15, 2013, 06:22:23 am
5pm in what timezone? I'm Belgian, so that's the main problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 15, 2013, 09:21:58 pm
I'm having trouble enjoying this game as much as I had before.

I can't find nearly any one on one dogfights anymore, as it seems every ESF pilot just stays under his factions flak curtain, so when you do find enemy ESFs you find 6 of them well intent on killing you and only you (you're the biggest threat), while taking flak fire.

And every ground battle seems to reduce itself to the higher population faction containing the enemy in their spawn room, then waiting for cap.

The only time I do seem to have fun now is during successful defenses of facilities, no spawn camp, but still a lot of fight to be had. Attacking a territory being successfully defended is now a lot more fun than actually capturing it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 15, 2013, 09:50:58 pm
I think 5pm US Eastern, but I'm not sure. I'm never on at the start of that magical time, but I sometimes catch the tail end of the platoon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on May 16, 2013, 01:54:27 pm
Dogfighting airframe helps tremendously at pulling off that kind of manoeuvrability. Also from talking to some of the better performing fliers in my outfit, quite a few of them use a flight controller rather than mouse/keyboard when flying and this certainly seems to be effective. The "keep vertical thrust engaged all the time except when landing" advice that I was given does also seem to help a great deal.
This combined with headphone sound. Always keep your volume turned way up, as you can very easily track an ESF's location relative to you simply using sound.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 16, 2013, 02:14:06 pm
One role the ESF can still fullfill regading anti air duty is to lay low within enemy territory. Figure out where most of the enemy air reinforcements will spawn and lay in wait between that base and the base being fought over. That way you can play the role of interceptor, taking down enemy air before they are a threat whilst avoiding excessive flak within the actual battlefield. It's risky business though, and hardly rewarding if you're unlucky.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 16, 2013, 02:25:27 pm
It's risky business though, and hardly rewarding if you're unlucky.

That could be said of pretty much any role, from grunt to bomber pilot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 16, 2013, 05:53:45 pm
Every ground battle seems to reduce itself to the higher population faction containing the enemy in their spawn room, then waiting for cap.

The only time I do seem to have fun now is during successful defenses of facilities, no spawn camp, but still a lot of fight to be had. Attacking a territory being successfully defended is now a lot more fun than actually capturing it.

Yeah, I've grown quite disillusioned with PS2 precisely because of that. Initially this whole "one big continent, hundreds of players" idea seemed terrific, but the more I play the more I realize this makes the game impossible to balance and therefore impossible to make fun. And it's not a question of equipment, it's a question of player numbers. It'd be a problem even if all three empires had the same equipment. Individual player skill doesn't matter at all, battles are simply a question of numbers. The side that brings more guys to a fight wins, it's that simple. And then they sit around the enemy spawn room and wait for the cap timer to tick down, as you said. And it's so exceedingly rare that you get an even (and therefore fun) fight it's not even funny.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 16, 2013, 06:47:27 pm
I'm curious as to how the lattice will change that, especially if the 2/3/5 timers hold up.  Once the SCU blows, the defenders can then either fall back to the next base or to a satellite that they still control, and the attackers can stop camping the spawn and instead go on to new and better fights.

The focus test of it last Saturday was a bust because the server was a ghost town, but I think it had potential.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 16, 2013, 07:10:19 pm
Eh, I'm skeptical. We'll see.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 16, 2013, 10:35:41 pm
I think the lattice system is just going to reinforce the "zerg". Which is okay I guess, it'll funnel randoms away from ghost caps.

It would be great if there were more strategy to taking a base than just throwing more numbers at it. When you're fighting 2:1 player skill becomes meaningless. Even fights are rare enough that when I see a 1:1 ratio I redeploy there as fast as I can.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 16, 2013, 11:07:44 pm
If you want to have an impact, find a small fight. Killing four out of a hundred in a bio lab doesn't matter much, but if you can pick off four out of ten attackers in a small base, you've likely won your team the fight.

Perhaps the lattice will result in more minor skirmishes, since you have less options to attack/defend, so you're more likely to run into more than one or two guys when you approach a minor base. Or it might not.

Personally, that doesn't bother me too much though. I just enjoy running around shooting people, 'eh? What really bothers me is lag. Found an AFK dude today, sitting perfectly still. Knifed him five times, only hit him once somehow. Then for the rest of the session every time I died from someone around a corner, or failed to kill someone with a shotgun to the torso, I sorta wondered about it -- slightly disenchanting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 16, 2013, 11:40:26 pm
I'm not getting any lag, except for that based on my own computer (GPU).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 17, 2013, 01:47:42 am
I've been getting back into this game and started playing as a Heavy recently.

Seems pretty easy mode to me.

Too bad, clever enemies who get the drop on me, I have a shield.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 17, 2013, 03:13:31 am
I'm not getting any lag, except for that based on my own computer (GPU).

What server do you play on? Mattherson definitely lags like a bitch at times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 17, 2013, 03:16:25 am
Individual skill often doesn't matter much, but when you pull something off (two guys defending an outpost against 5 attackers or something), it's awesome. PS2 is about moments.

Such as this: The lasher is awesome in large numbers:
http://www.youtube.com/watch?v=kYpzF8dsfYI&feature=player_embedded
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 17, 2013, 03:26:49 am
I know a way to make the faction weapons even more unique... Ifluence them by Borderlands 2 Weaponry...

TR = Vladof and Hyperion. The longer you hold the trigger the better your accuracy becomes, you also have a high firerate/volume gun, so this makes TR more Mid to Long Range...

NC = Jacobs and Banditz. No more Full Auto weapons, but your guns fire at a much higher velocity and hit harder, but if your moving your pretty much lose all your accuracy. Fire as fast as you can click too, or maybe something like that...

VS = Darl and Edilon perhaps. Burst fire when scoped but perfect accuracy when doing so. All your guns have different effects to the point that the Lasher isn't the only one that is the most unique weapon in the game. Maybe, not sure...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 17, 2013, 04:44:55 am
Considering that a high RoF is still king in most conflicts, the current non-sniper semi-auto weapons are outpaced by even the burst fire ones, and movement is incredibly important to staying alive in any FPS, the NC would quickly be dominated in any and all situations.

That said, it's a cool idea if they could balance it properly. Unfortunately, semi-auto weapons usually look good on paper but still pale in comparison to their fully automatic brethren. The only reasons in BL2 to use a high damage, semi-automatic or 'as fast as you click' weapon is because 1) Ammo conservation and 2) it's friggin awesome. Neither of those are concerns when you can rearm yourself instantly at a terminal or ammo pack, or when friggin awesome still isn't awesome enough to keep you from getting gibbed by a guy with a faster weapon than yours. Borderlands is specifically designed towards allowing variant playstyles, mostly because it's not a competitive game - It's an NPC grinder. Planetside 2 would have to undergo major rebalancing, especially in terms of damage, twitching, and accuracy, to make the factions' weapons significantly unique from each other. I'm happy as it is, but would love to see some more of what you suggested worked into the game without being over or under balanced.


Until then, I think they should work on just making localized conflicts more balanced. The other day I was part of an NC offensive on a TR controlled tower, and there were easily 200 people involved. The teams were mostly even, with the NC having more armor and air and the TR having control of the entirety of the tower and probably a few more people. We had two of the flags in our control around the base, with one the scene of a constantly shifting front line that was the focus of the combat. The TR even managed to capture the point a few times, and at others was barely pushed thanks to some quick revives under enemy fire by an incredibly handsome and brave medic*.

It was great seeing coordination and teamwork on both sides, and it was brought about mostly because the teams were balanced in some fashion or another. I don't relish the dev team's task in encouraging such fights without breaking the game, but it's definitely doable.


*I may or may not have been said medic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 17, 2013, 05:41:27 am
I wish that, when the lattice will come in play, SOE implement a "minor alert" system asking people to capture/defend specific facilities. Said minor alerts being player-specific, so if everyone follow their orders, the fights would be balanced all over the lanes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 17, 2013, 06:01:02 am
I would personally like it if squad leaders and platoon leaders got extra xp for the actions of their squad. like 1/20th or 1/100th of the xp that the rest of the squad gained. because its pretty damn hard to maintain a decent cert rate when you're on the map for a third of your total playtime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 17, 2013, 07:06:46 am
I've been getting back into this game and started playing as a Heavy recently.

Seems pretty easy mode to me.

Too bad, clever enemies who get the drop on me, I have a shield.

Like 50% of people play heavy assault. Seriously, every time I see a heavy I know I have to drop him to dead before he flips his shield on, then it's like I've got to kill him twice. If I'm infiltrating with my SMG, just forget it, it takes multiple headshots to win that fight unless I get the drop from behind.

I'll never give up my light assault to play heavy though, C4 is just too worth it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 17, 2013, 08:46:16 am
I'm not getting any lag, except for that based on my own computer (GPU).

What server do you play on? Mattherson definitely lags like a bitch at times.
I'm in the EU, play on Miller.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on May 17, 2013, 09:15:15 am
I honestly think it's some sort of hardware problem, because I've been on poplocked fights on Esamir and Amerish, and never seen the horrible lag I see on Indar for Matherson. Hell I've not seen that kind of lag on other server's Indar either, so really to me it seems like there is something wrong with whatever is handeling Matherson indar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 17, 2013, 09:46:52 am
SMG Infil is still a blast to play.  Fracture MAX holding back the tanks?  No problem, I'll get behind him and blast his engy.  Medic ressing dudes?  Gone.


Sooo much more fun than LOL SNIPE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 17, 2013, 10:12:52 am
I've been getting back into this game and started playing as a Heavy recently.

Seems pretty easy mode to me.

Too bad, clever enemies who get the drop on me, I have a shield.

Like 50% of people play heavy assault. Seriously, every time I see a heavy I know I have to drop him to dead before he flips his shield on, then it's like I've got to kill him twice. If I'm infiltrating with my SMG, just forget it, it takes multiple headshots to win that fight unless I get the drop from behind.

I'll never give up my light assault to play heavy though, C4 is just too worth it.
I barely notice the shields when I play LA. Typically I'm somewhere on the flank, and I spot enemies like crazy. Usually a spotted heavy gets focus fired by our centre, and depletes his shields while he scrambles for cover. Of course, cover from our centre isn't cover from me, so I finish him off before he realizes where it's coming from. Heck, I use single fire on my carbine most of the time, since I'm usually 50-100m away. Speaking of which, what gun would be the best for NC LA at these distances?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 17, 2013, 10:36:25 am
I am SO saving up for a Nova with slugs. Man, does that thing kick ass...

For dueling heavies as an LA, taking potshots and hiding while their shields drain seems to work well for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 17, 2013, 11:05:03 am
I've been getting back into this game and started playing as a Heavy recently.

Seems pretty easy mode to me.

Too bad, clever enemies who get the drop on me, I have a shield.

Like 50% of people play heavy assault. Seriously, every time I see a heavy I know I have to drop him to dead before he flips his shield on, then it's like I've got to kill him twice. If I'm infiltrating with my SMG, just forget it, it takes multiple headshots to win that fight unless I get the drop from behind.

I'll never give up my light assault to play heavy though, C4 is just too worth it.
I almost always play HA because rockets. I fucking love rockets. Shooting people with a packet of explosives ment to destroy armor strapped to another packet of explosives to propulse the first packet of explosives is too fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 17, 2013, 12:06:22 pm
I've been getting back into this game and started playing as a Heavy recently.

Seems pretty easy mode to me.

Too bad, clever enemies who get the drop on me, I have a shield.

Like 50% of people play heavy assault. Seriously, every time I see a heavy I know I have to drop him to dead before he flips his shield on, then it's like I've got to kill him twice. If I'm infiltrating with my SMG, just forget it, it takes multiple headshots to win that fight unless I get the drop from behind.

I'll never give up my light assault to play heavy though, C4 is just too worth it.
I almost always play HA because rockets. I fucking love rockets. Shooting people with a packet of explosives ment to destroy armor strapped to another packet of explosives to propulse the first packet of explosives is too fun.
Also HA has C4 too...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 17, 2013, 12:14:43 pm
My playtime as HA has shot up dramatically since I got the Phoenix, because who doesn't love driving SCREAMING FREEDOM EAGLES into the back of a Prowler?

Carbine for long range?  Uh... I barely play LA any more, come to think of it.  I only use carbines on the LA, since my engy usually either wields the Warden or the Piston.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 17, 2013, 12:44:08 pm
SMG Infil is still a blast to play.  Fracture MAX holding back the tanks?  No problem, I'll get behind him and blast his engy.  Medic ressing dudes?  Gone.


Sooo much more fun than LOL SNIPE.
So this.
I love the EMP grenades and Prox Mines I just certed in, I've recently taken down 3 maxes singlehandedly using that and the SMG.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 17, 2013, 12:47:15 pm
Hm, how's shotgun slugs for 50-100m range?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 17, 2013, 01:17:01 pm
I hate the Pheonix so much.  Every other weapon in the game requires some sort of LOS to work.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 17, 2013, 01:25:04 pm
NEVER been killed by a Pheonix. Never.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 17, 2013, 01:30:52 pm
I don't see why people are yelling "PHOENIX IS OP!" when it has an ABSOLUTE max range. If you reach the max range, it does no damage at all. I think all of you are just jealous that NC has the  best gimmick launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 17, 2013, 02:43:17 pm
I hate the Pheonix so much.  Every other weapon in the game requires some sort of LOS to work.

Arguably, not the engy AV turret, the Raven, or anything with significant arc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 17, 2013, 02:50:05 pm
Including the standard dumbfire launchers. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on May 17, 2013, 03:00:02 pm
I consider heavies the "mainstay" of any army. They have anti-vehicle capabilities and win in a straight up fight. Any platoon that doesn't come with a high proportion of them isn't going to fair well.

To beat a heavy, you have to realize their shields drain over time. Once their shields are down, it's pretty easy to take one out. Just kite them and keep taking pot shots at them so they have to leave their shields on. Also, you have to try and stay out of their view. If you're a light assault, this is pretty easy. Flank around at an unorthodox angle and hit them hard in the side. Sometimes they'll be so surprised they won't even flick their shields on, easy kill.

Another thing to note, is that heavies have a hard time moving their aim. The gun has such heavy kick that adjusting your aim is extremely difficult to do accurately. This makes kiting, getting out of tight situations, and other things fairly easy to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 17, 2013, 05:06:52 pm
My regular sale PSAs continue;

Right now there is a 50% sale on the 5,000 and 10,000 SC bundles bought through the Wizardry online site. (https://www.wizardrythegame.com/shop.vm) That's 5,000 for $22.50/£18.50/€21.50 and 10,000 for $42.50/£36.00/€42.50.


Also it seems there is a bug with certain gun's HVA that makes them hitscan with it equipped. Might want to be careful in case this is treated as an exploit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 17, 2013, 11:40:43 pm
Thanks for the info, palsch, as usual.

I consider heavies the "mainstay" of any army. They have anti-vehicle capabilities and win in a straight up fight. Any platoon that doesn't come with a high proportion of them isn't going to fair well.

To beat a heavy, you have to realize their shields drain over time. Once their shields are down, it's pretty easy to take one out. Just kite them and keep taking pot shots at them so they have to leave their shields on. Also, you have to try and stay out of their view. If you're a light assault, this is pretty easy. Flank around at an unorthodox angle and hit them hard in the side. Sometimes they'll be so surprised they won't even flick their shields on, easy kill.

Another thing to note, is that heavies have a hard time moving their aim. The gun has such heavy kick that adjusting your aim is extremely difficult to do accurately. This makes kiting, getting out of tight situations, and other things fairly easy to do.
It's even easier fighting them as an infiltrator. Shoot them with your pistol several times (unless it's a revolver :P) from behind some sort of cover, they put their shields up, throw an EMP grenade and start shooting them with your SMG. ALL their shields go down if they were using them (might be a bug, but their power doesn't drain when the shields are off), so they're easy pickings. Bwahahaha.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 18, 2013, 04:53:53 am
Hmmm, those new upcoming max weapons look delicious.

Edit: I mean these (GU 8 roadmap): http://www.youtube.com/watch?v=yjjbyDyqn7c&list=PLBt3eoUxEx97OUzs3B-KkcHI4ki7cqpl8
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on May 20, 2013, 10:36:04 pm
So I know we didnt have much luck with making a Ps2 outfit but here's the thing, A lot of people just got Ps1 subs for 6 months, so I was thinking we could get something together for Ps1 instead. However we do need to choose an empire and stick with it, but at least in this case it isn't like we are going to get spread out across several servers. Anyway, all in favor of making a Ps1 Outfit? I was thinking we stick with NC, since that's what I've gone into already, but I'm open to TR or VS.

EDIT: Actually seems VS has a consistant underpop, so how about we help them out. All in favor of doing Slaves of Armok for the Vanu Soverginity in PS1? We would need 10 people online at once to make it happen. Also made a seperate topic for PS1 here (http://www.bay12forums.com/smf/index.php?topic=126262.0)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Parsely on May 20, 2013, 10:39:27 pm
I know I'm going to regret this, but I have to ask.. *deep breath* Here goes:

What's the word on a Mac port, if any? *ducks behind steel wall*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 21, 2013, 03:10:09 am
/me lobs his overpriced iGrenade over the steel iWall. It explodes in a user-experience centric satisfactory explosion. It is, however, ineffective. Looked nice, though.

When my sunderer, inside the shielded interior of an Amp Station, suddenly goes kaboom and there's instantly a new sunderer there and you act all "what?", you can be sure that new sunderer is going to go kaboom as well. Faction be damned (and there was a third undeployed sundy so the faction wasn't actually that affected by it). Had to lol as my initial reaction was "wtf?" and so was the new guys.

Never before had I a friendly kill my sundy (I usually place them pretty well), and it's aggravating to say the least. Know how expensive those things are?!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 21, 2013, 03:42:40 am
I don't see anything about the Mac port on the Roadmap. Not even sure it would show up there, though.

Can't you just run Windows on it? Or is that what you're already doing?

There, I did it! I posted a reply to a Mac question without mocking anything or anyone! I feel so ... zen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 21, 2013, 03:57:24 am
There, I did it! I posted a reply to a Mac question without mocking anything or anyone! I feel so ... zen.
Wow. That must've taken years of meditation. I'm still unable to do such a thing. Almost broke up with my Fiancee 2 weeks ago because she bought me the Steve Jobs biography, even though I hate everything that man stands for (stood for?). True story.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 21, 2013, 06:11:19 am
There, I did it! I posted a reply to a Mac question without mocking anything or anyone! I feel so ... zen.
Wow. That must've taken years of medication. ...<snip>
FTFY
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Intrinsic on May 22, 2013, 02:33:30 am
If you had a sub for PS1 soon you will get 6 months free membership to PS1! So i'll be back there, PS1 is much better in certain areas than PS2, apart from visually of course ;p but gameplay matters more to most of us here i'd guess seeing as we play DF too :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 22, 2013, 12:00:38 pm
Happy patch day! (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-game-update-09-05-22-2013.127601/#post-1753938)

Big one this week.

- The lattice is being introduced on Indar.
- They are merging the west cost servers (Helios and Connery).
- They have added a tutorial for new characters.
- New sensitivity slider for ADS (<4x, others covered by scope sensitivity)
- Empire specific secondary tank weapons are now available on the Harasser and have seen some tweaks.
- MAX abilities added.
- Loads of other bits and pieces

Anyway, some specifics I'm particularly interested in;

Concussion and flash grenades will now take into account cover (to some degree), have reduced effects with range and reduced duration overall. On paper it looks like a nerf, but I'm hoping it comes out as a quality of life change. Accidentally catching myself on the edge of a concussion grenade's range meant I was stunned as long as the guy I just threw it at making them only useful in situations where you already had a tactical edge as a HA. This should help make them useful in more desperate situations.

There is a 'reload threshold' after which you can switch or otherwise interrupt a reload and it still counts. This sounds really useful to me.

Uncerted medics revive at 50% rather than 20%. (http://www.youtube.com/watch?v=usfiAsWR4qU)

The Enforcer is now a 10 round rocket launcher rather than more accurate version of the Halberd. DPS is supposedly better, without the one-shot on infantry EDIT: Looks like the direct hit one-shot is still there unless there is an undocumented change to splash damage. I'm hoping this is a sweet as it sounds. However, I think that they have swapped it's price with the shotgun version, so it's now 1000 certs rather than 250. The shotgun also saw a buff and can do some damage to armour, but still sounds worthless.

Instant deploy to warpgates. This sounds fantastic for outfit/platoon ops. /suicide, regroup, load air/tanks should be a lot faster now.

Also looks like some weapon price changes. (http://www.reddit.com/r/Planetside/comments/1eu697/gu09_new_weapon_prices/) MAX original AV arms now 250 certs, along with the high capacity AI guns. Battle rifles and rapid reload shotguns down to 250, high capacity and automatic shotguns down to 750.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 22, 2013, 12:43:14 pm
I know the lattice system is pretty controversial, but I'm very excited to see it in action. If it doesn't work out I imagine they would be open to removing it, but I thought it would be fun. Guess I'll find out!

The uncerted medic change is good, too. I started a new character and was afraid to revive people since I hadn't made enough certs to improve it. Didn't want to revive a guy just to have the edge of an explosion take him out again.

Warpgate instant deployment is fantastic.

I wish they'd bump battle rifle damage up / reduce the damage decay on them. I'd love to use one, but everyone says they suck ... and VR training doesn't let me really get a feel for it in an actual fight.

Edit: dat spotting bonus! Missed that the first time. Doubled the XP on it, maybe I won't be the only other guy in the 100 man zerg to press "Q" during the entire fight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 22, 2013, 01:01:28 pm
Ooh, spotting boost. I get like half my XP from spotting already :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 22, 2013, 01:17:52 pm
Sigh, either this guy was hacking or I am not sure about the VS MAX ability. Does it increase movement speed or something, cause this Max was firing constantly without ever fucking reloading and nearly skating around.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 22, 2013, 01:18:34 pm
I can put a Vulcan on the Harasser?  (https://www.youtube.com/watch?v=Lm_GPkOfVKI)

Okay it's not as damaging as the Prowler's Vulcan but still...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 22, 2013, 01:22:36 pm
Sigh, either this guy was hacking or I am not sure about the VS MAX ability. Does it increase movement speed or something, cause this Max was firing constantly without ever fucking reloading and nearly skating around.

It does.  It's pretty damn strong.

Quote
New VS MAX Ability: Zealot Overdrive

    Increases movement speed while active
    Speed buff does not increase with cert level
    Decreases armor effectiveness while active
    Increases weapon damage while active
    Damage increases with cert level


Also, Battle Rifles on the cheap now.  And Falcons at 250 certs!  Picking the other arm up for that tonight.


Too bad the Enforcer price went up, or I would have grabbed that for the Harasser straight away... but I might anyway.  Saved up 1400 certs before this went live, so I can do some splurging.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 22, 2013, 01:30:45 pm
Wait, its so good it got mistaken for a hack? Nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 22, 2013, 01:35:37 pm
Wait, its so good it got mistaken for a hack? Nice.
Yeah, I miss read. Still quite overpowered atm I feel... I mean seriously, the Max wasn't even animating correctly considering how fast he was moving, there is also the fact that they Nerfed NC Max weapons earlier, so we don't even have a chance anymore...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 22, 2013, 01:38:17 pm
Not sure what you're talking about but my test in VR doesn't really show any OP movement boost - it's there just not OP. (Granted, perceived OP is relative.) Official forums also claim ZOE max has strafe momentum thus mitigating ADAD. Damage increase is 1-2 less bullets from a single Quasar as well.

EDIT: Corrected BTK.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 22, 2013, 01:46:10 pm
Not sure what you're talking about but my test in VR doesn't really show any OP movement boost - it's there just not OP. (Granted, perceived OP is relative.) Official forums also claim ZOE max has strafe momentum thus mitigating ADAD. Damage increase is 1-2 less bullets from a single Quasar as well.

EDIT: Corrected BTK.
The ability to strafe in a Lumbering Max suit. Think about it...
The Weapons with a giant rof/mag or such...
The ability to move BACKWARDS at the same speed you move forward at a normal speed.
Higher RoF/Mag guns with the higher dmg rate and then finally being able to dodge faster then normal...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 22, 2013, 02:05:21 pm
Not sure what you're talking about but my test in VR doesn't really show any OP movement boost - it's there just not OP. (Granted, perceived OP is relative.) Official forums also claim ZOE max has strafe momentum thus mitigating ADAD. Damage increase is 1-2 less bullets from a single Quasar as well.

EDIT: Corrected BTK.
The ability to strafe in a Lumbering Max suit. Think about it...
The Weapons with a giant rof/mag or such...
The ability to move BACKWARDS at the same speed you move forward at a normal speed.
Higher RoF/Mag guns with the higher dmg rate and then finally being able to dodge faster then normal...
Except the strafing is pretty much standard infantry hip strafing speed, give or take.
VS Max ROF is at max 426 RPM with a magsize of 75 at most (barring certs).
With the current speed, moving forward or backwards means that either it doesn't change anything other than apparent size at a quite acceptable rate or it's pseudostrafing while being unable to shoot the enemy at the same time.
This is no more than a glorified HA with less RPM, restricted weapons and roughly the same health using the overshield.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 22, 2013, 02:07:35 pm
Not sure what you're talking about but my test in VR doesn't really show any OP movement boost - it's there just not OP. (Granted, perceived OP is relative.) Official forums also claim ZOE max has strafe momentum thus mitigating ADAD. Damage increase is 1-2 less bullets from a single Quasar as well.

EDIT: Corrected BTK.
The ability to strafe in a Lumbering Max suit. Think about it...
The Weapons with a giant rof/mag or such...
The ability to move BACKWARDS at the same speed you move forward at a normal speed.
Higher RoF/Mag guns with the higher dmg rate and then finally being able to dodge faster then normal...
Except the strafing is pretty much standard infantry hip strafing speed, give or take.
VS Max ROF is at max 426 RPM with a magsize of 75 at most (barring certs).
With the current speed, moving forward or backwards means that either it doesn't change anything other than apparent size at a quite acceptable rate or it's pseudostrafing while being unable to shoot the enemy at the same time.
This is no more than a glorified HA with less RPM, restricted weapons and roughly the same health using the overshield.
Yeah no, actually try it in battle...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 22, 2013, 02:10:10 pm
Are the new TR/VS MAX abilities less effective with Bursters?  It was implied at some point that this would be the case, but I don't recall hearing a final statement.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 22, 2013, 02:15:14 pm
Are the new TR/VS MAX abilities less effective with Bursters?  It was implied at some point that this would be the case, but I don't recall hearing a final statement.
Nope... TR Busters are effected by locking down...

Once again I am seeing this happen...

"OH LOOK NUMBERS!!! NUMBERS MEAN SOMETHING RIGHT!?!?!?! QUICK NERF/BUFF CAUSE OF NUMBERS!!!!"

Numbers mean nothing if not taking into the practical side. NC Maxes were Nerf'd due to numbers saying that NC Maxes killed everything. NOPE. NC Maxes killed everything cause on the battlefield NO ONE KNEW HOW TO HANDLE THEM. I see countless squads rip apart NC Maxes all the time before the nerf they took to their weapons, do you know why? Cause they Baited, they trapped, they whittled. THEY DIDN'T GO AND TRY AND KNIFE THE MAX!!! But numbers said NC Maxes were overpowered, so they were nerf'd. As an NC Max, point blank, with Hacksaws, I will can not even kill another TR/VS Max even with getting the drop on them, this new toy for the VS Maxes also make it even harder. A Half health VS Max killed a Full Health NC Max at pointblank range...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 22, 2013, 04:19:42 pm
The new cert prices look wonderful. Everything I ever wanted just got cheaper. *buys shotguns*

Also the Enforcer got an enormous buff, I suspect it'll get nerfed, but I hope it won't -- it's gonna be really effective on a Harasser.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 22, 2013, 04:42:12 pm
Cool, things are getting cheaper? I'm at like 740c atm, hopefully i'll be able to buy a few things rather than just the longshot i was aiming for.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 22, 2013, 05:20:12 pm
Quote
SCU Shields functionality changes – The generators that powered the SCU Shields have been removed. The SCU Shields now power down automatically when the base is 75% captured.
Quite a major change, no more dropping the scu quickly in a cap or before even starting a cap making it much harder for smaller forces to cap the facility.
Quote
Generators can no longer be overloaded without having proper territory adjacency
No more sabotaging bases behind enemy lines to prep for attack.
Quote
Crown Capture Points relocated. We moved two capture points for the Crown down onto the nearby bridges. We also moved the spawn room back into the tower
This should make the crown far less of a meatgrinder tying up a large portion of an empires forces to hold/take. This should effect combat elsewhere by freeing up those forces.

I see no downside to the new NC max ability unlike the other two empires, so I'm expecting a future nerf there.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 22, 2013, 05:32:27 pm
The NC ability? It's a shield. A LITTERAL shield. I saw a demonstration video (might be outdated though) where the guy plopped out a blue freedom shield, spartan-like. Pretty sure you cant fire with that thing on.
Or I am completely mistaken and it works just like a HA shield.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 22, 2013, 06:29:24 pm
A shield seems pretty lame compared to VS rollerskate-mode.

A thought occurred to me while I was looking at all these cheap guns: while certainly they're not all best in class, it's much easier to select a different loadout for different situations now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 22, 2013, 08:04:29 pm
You can only reload and move (Not sprint) while using the MAX shield. It basically makes them better at what people were complaining about: Defending buildings, especially Biolabs.

It would be cool to see a MAX turtle shield, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 22, 2013, 08:28:58 pm
Quote
SCU Shields functionality changes – The generators that powered the SCU Shields have been removed. The SCU Shields now power down automatically when the base is 75% captured.

Quite a major change, no more dropping the scu quickly in a cap or before even starting a cap making it much harder for smaller forces to cap the facility.

In my mind that's a step in the wrong direction. Battles are entirely a matter of numbers now, the side that brings more guys wins. They took away the only tiny little piece of strategy and subterfuge that it was possible to employ. Now it's all about brute force and sieging the fuck out of the spawn room. Which they still did nothing about. I feel that if they wanted to make battles more interesting, that's where they should have started, by doing something about the ridiculous spawn room siege situation that seems to take the majority of any battle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 22, 2013, 08:34:42 pm
Quote
SCU Shields functionality changes – The generators that powered the SCU Shields have been removed. The SCU Shields now power down automatically when the base is 75% captured.

Quite a major change, no more dropping the scu quickly in a cap or before even starting a cap making it much harder for smaller forces to cap the facility.

In my mind that's a step in the wrong direction. Battles are entirely a matter of numbers now, the side that brings more guys wins. They took away the only tiny little piece of strategy and subterfuge that it was possible to employ. Now it's all about brute force and sieging the fuck out of the spawn room. Which they still did nothing about. I feel that if they wanted to make battles more interesting, that's where they should have started, by doing something about the ridiculous spawn room siege situation that seems to take the majority of any battle.

Agreed.

Just fought an NC MAX with the aegis, and they are scary.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 22, 2013, 08:39:57 pm
is it actually penetrable with explosives? did ubgls become more useful?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 22, 2013, 09:08:55 pm
I've grown a habit of taking screenshots of the TR zergs whenever I encounter them. Except for the lib gunner one, these pictures are from today during the new lattice update.

http://imgur.com/a/F57Nh#0 (http://imgur.com/a/F57Nh#0)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 22, 2013, 11:54:07 pm
the lattice seems fun. Can't really tell without extensive testing though. At the very least the auxiliary installations around the big power plants/biolabs/amp station will see more action as their capture is actually worth something now ^^
About the SCU shields: I'm a bit ambivalent on this one. I think that would make the fight longer, at least on biolabs and amp station. Beyond that... There was never a lot a strategy in taking a base to begin with, anyway :/ (there should be!)

And my (TR) friend whined and whined when I told him about the update... -_-
Extract:
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 23, 2013, 12:10:26 am
TR guns are awesome, what the hell is he talking about.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 23, 2013, 12:51:30 am
Beats me :V
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 23, 2013, 01:30:33 am
Quote
SCU Shields functionality changes – The generators that powered the SCU Shields have been removed. The SCU Shields now power down automatically when the base is 75% captured.

Quite a major change, no more dropping the scu quickly in a cap or before even starting a cap making it much harder for smaller forces to cap the facility.

In my mind that's a step in the wrong direction. Battles are entirely a matter of numbers now, the side that brings more guys wins. They took away the only tiny little piece of strategy and subterfuge that it was possible to employ. Now it's all about brute force and sieging the fuck out of the spawn room. Which they still did nothing about. I feel that if they wanted to make battles more interesting, that's where they should have started, by doing something about the ridiculous spawn room siege situation that seems to take the majority of any battle.

Absolutely agree, removing the scu from the picture takes away from any strategy left in capturing bases. We already lost the capture nodes as key locations to secure, now the scu is done away with to...
Personally I much prefer capturing stuff being about securing key locations in a facility rather then it being a game of get the enemy camped in their spawn until you're done. I'm one who wanted to see some sort of scu to be added into medium tower outposts in fact, to avoid obnoxious spawncamping.

If anything they should've put more emphasis on securing the scu by making the spawn a forbidden zone for all once it goes down. No more camping because one or two enemies waste your time staying in the spawn til cap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 23, 2013, 02:19:58 am
So far I really like the lattice update. Huge battles are why I wanted to play, and last night definitely delivered them. Always room for improving how a base is won over, though. Defending bases with fewer numbers should be doable more often.

Being spawn camped is my time to pad whatever my K/D is. I can't believe how many people will sit right outside the shield and try to shoot in without even trying to find cover.

I get the raw numbers complaint, having been on the lower population end of things in most hexes I chose to fight in. We are certain to see lots of adjustments in future updates.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 23, 2013, 02:24:12 am
Indar was full and I didn't want to wait, so did not get a look at the lattices yet.

But... VS shotguns are cheaper now?! YESSSS I've been saving FOREVER to buy a Nova.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 03:38:02 am
Indar was full and I didn't want to wait, so did not get a look at the lattices yet.

But... VS shotguns are cheaper now?! YESSSS I've been saving FOREVER to buy a Nova.
Just a little Rant, but I really do Hate how they handled the Shotguns...
If anything there should have been two kinds of Shotguns...
1: NS Shotguns avaliable to every faction.
2: NC Shotguns. The ONLY FACTION that gets special shotguns cause ITS THE NC'S FUCKING FACTION SPECIALTY.

The Max only has Shotguns, the ESF has a Shotgun, the MBT has a Shotgun. NC is about Shotguns. Now everyone has Shotguns, WHAT IS SPECIAL ABOUT THE NC??!?!?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 23, 2013, 03:46:48 am
It is kinda weird that each faction has it's own shotgun, but they all have the same stats. It does seem like something they could have just NS'd. People might complain about there being 5 NS shotguns though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 03:53:36 am
It is kinda weird that each faction has it's own shotgun, but they all have the same stats. It does seem like something they could have just NS'd. People might complain about there being 5 NS shotguns though.
There is some suttee differences with the guns though. I know for a fact that many of the TR shotguns actually fire faster then the others and larger clip while the VS shotguns have a slightly longer range and tighter spread. NC, buggered if I know, cause they got Nerfed the moment they were released cause hey, Fuck the NC. Or so it appears that SoE have in mind when they make anything for the NC...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 23, 2013, 05:01:07 am
The Max only has Shotguns, the ESF has a Shotgun, the MBT has a Shotgun. NC is about Shotguns. Now everyone has Shotguns, WHAT IS SPECIAL ABOUT THE NC??!?!?
Well, the NC used to be (PS1) about hard-hitting slow-firing. Shotguns as a type fall into that category, but they're a type-of-gun of their own, for instance sniper rifles also fall into that category. We also all have tanks, and we also all have sniper rifles.

Edit: I'm getting the Nova as it seems to me the most VS-like of the shotties.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 05:21:45 am
Exactly, the ability of NC has been removed cause it is too powerful in todays standings of games. Anything that hits for higher damage the first time will always be called overpowered. Infact before launch NC WAS as they were in Planetside, then they nerfed them due to how powerful they really were. Now NC is both underpowered compared to the other two yet balanced when compared to common imagining of weapons. YET, there is nothing to make the NC unique about them like there is about the TR and VS...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 23, 2013, 05:48:13 am
What happened to ROF is king? Isn't that what they always yell?

It has always been ROF/DAM/ACC -> TR/NC/VS, with the VS getting added mobility (FLYING MAX FUCK YEAH), NC getting added defense (shields, armor) and the TR getting the fastest stuff. I love how the dev team listens to the community, but sometimes they need to listen less and just let imbalances balance themselves. Nothing is OP in every situation, it's always very contextual. If it's not and it's OP in almost every situation and countertactics do not arise, THEN you should nerf it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 06:04:46 am
If that was the case, NC would have never been Nerfed at launch and Higby would still be doing balancing among other things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 23, 2013, 06:53:42 am
Well, balance is important, and needs constant re-adjusting. However, players can re-adjust as well, new counter-tactics and strategies are developed against "OP" tactics all the time. So maybe they should balance just a bit less.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 06:58:12 am
Well, balance is important, and needs constant re-adjusting. However, players can re-adjust as well, new counter-tactics and strategies are developed against "OP" tactics all the time. So maybe they should balance just a bit less.
If that was so, like I said before, NC Maxes would never have seen a Nerf...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 23, 2013, 07:01:57 am
I originally picked NC because I like hard hitting weapons that take skill to use (due to low rate of fire and/or high recoil). I didn't get what was advertised. Carbines in particular are a bad joke, it takes bloody ages to kill anything as NC LA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 07:04:15 am
I originally picked NC because I like hard hitting weapons that take skill to use (due to low rate of fire and/or high recoil). I didn't get what was advertised. Carbines in particular are a bad joke, it takes bloody ages to kill anything as NC LA.
If you played before Launch, you got that. Then they Nerfed...
Apparently that thing that made NC Unique wasn't what they wanted...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 23, 2013, 07:12:05 am
Unfortunately, I didn't. But still, it's kinda infuriating that 2-3 consecutive headshots at 70-80m don't kill when it's supposed to be a faction that's all about this kind of shooting. I mean seriously, is there any situation in which NC carbines aren't inferior to every other weapon in the game?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 07:17:39 am
Unfortunately, I didn't. But still, it's kinda infuriating that 2-3 consecutive headshots at 70-80m don't kill when it's supposed to be a faction that's all about this kind of shooting. I mean seriously, is there any situation in which NC carbines aren't inferior to every other weapon in the game?
Um.... When there are two of you shooting at one enemy...
NC now days are all about numbers due to the amount of people falsely coming to NC for their promised abilities. So the balance made to them due to Numbers is the only way to win these days. Get a friend and work out fire orders where you move from target to target together... T_T
Or play TR and get over 20 people Killstreaks each life.... (Which I did)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 23, 2013, 07:20:11 am
I played VS when I started and enjoyed using their vehicles and guns, though I hated their spandex purple uniforms so much that I wanted a change. The VS players seemed pretty decent overall (general attitude).

I played TR and fell in love with their guns for different reasons -- spray and pray actually worked more during panic fire moments and they sounded/felt like GUNS. I didn't like the graphics of the guns, but they felt good to use. I did really well with them, too. HATED their community on Mattherson. My first hour was staring in shock at my screen watching the trash talk, then listening to dozens of players screaming at each other over prox chat with so much rage that I didn't even want to play. I'll try again over the weekend maybe.

I played NC and ... well, the gun models are sweet (along with the vehicle models), but they don't quite FEEL right. Maybe it's the sound effects. Maybe it's getting used to the recoil -- hopefully that's what it is, because I'm a little underwhelmed right now. Still not sure about their community on Mattherson since the big update hit and everything is crazy anyway. Mid-long range combat was okay with careful bursts, but nothing I couldn't repeat with the other factions.

I guess nothing really stands out to me when it comes to NC guns. On paper it looks obvious: more damage per bullet, more recoil. In practice it doesn't seem that clear. Eh, I'm on BR 9 or something on my NC. I'll keep practicing.

(Side question: is the Phoenix fun to use? Not asking if it gets lots of kills since I don't care about K/D, but asking if it's just fun to own and worth the SC.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 23, 2013, 08:06:53 am
Had a chance to play this morning so I got a chance to see the lattice in action. I'm a bit disappointed that they made it so you have to go through the main facility to capture the other outlying bases around the main facilities, removing any possibility of a smaller force bypassing the meatgrinder, leaving it to the zerg, while strategicly cutting off reinforcements.

Biolabs are now far easier to defend, as excepting very unusual circumstances, the defenders will always keep at least one exterior base. Coupled with the change to SCU shields this makes cutting off reinforcements far harder, if not impossible.

On the other hand I've seen many more massive battles now that you normally only have one or two directions to continue an attack in, so people don't disperse as badly after a base cap. The redesign of the road network has helped, leading to more armour columns.

I've yet to see any MAX's using the new abilities so can't really comment on them, probably start seeing them in the next couple of days as people build up the certs for them.

There seem to be some server instability introduced in this patch, we twice in 3 hours had pretty much everyone in our platoon suffer a disconnect at the same time. I'm hoping that someone hasn't managed to find a way to again use an exploit that existed back in beta that forced everyone in a region to disconnect, that was abused by a few outfits back then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 23, 2013, 08:25:11 am
Seen one aegis NC MAX, he was just tanking behind a shield while his mates shot at us from behind him. I just NOPED out of there. When used well, in a team, it's pretty good.

Seen one VS Burster MAX use his overload ability. That cleared up the skies pretty quickly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 23, 2013, 08:38:29 am
The Aegis shield is great like that. On it's own it's not too exciting, but in a team it's fantastic cover AND a moving wall to hide behind while pushing out and blasting people.

The VS ability is downright terrifying since it's so popular and everyone wants to try it out. You don't have a lot of time to react when a 6 or more VS ZOE MAX units come charging into your flanks, half of them toting anti-vehicle weapons and the other half melting infantry. It's pretty good. Made me wish I was an HA with a Deci' at the time, wanted to see how squishy they were against a real threat.

The biggest impact I've personally seen of the new TR MAX is keeping the skies clear. Deploy + bursters = lots of burning aircraft. Haven't noticed it on the ground really, but only had a couple fights against TR last night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 23, 2013, 08:53:32 am
(to him Mercy and Fracture are worthless...)

Oh man.

Being spawn camped is my time to pad whatever my K/D is. I can't believe how many people will sit right outside the shield and try to shoot in without even trying to find cover.

I was doing this in a biolab one day.  There were TR everywhere standing in full view of spawn, picking their noses.  Twenty easy kills or so later I head off to the next fight, laughing all the way to the bank.

It is kinda weird that each faction has it's own shotgun, but they all have the same stats. It does seem like something they could have just NS'd. People might complain about there being 5 NS shotguns though.

Ironically, the only shotgun I have (NC) is the Piston auto shotty.  So much for following the faction philosophy, right?  (PS it was on sale)

I played NC and ... well, the gun models are sweet (along with the vehicle models), but they don't quite FEEL right. Maybe it's the sound effects. Maybe it's getting used to the recoil -- hopefully that's what it is, because I'm a little underwhelmed right now. Still not sure about their community on Mattherson since the big update hit and everything is crazy anyway. Mid-long range combat was okay with careful bursts, but nothing I couldn't repeat with the other factions.


(Side question: is the Phoenix fun to use? Not asking if it gets lots of kills since I don't care about K/D, but asking if it's just fun to own and worth the SC.)

There are some good NC outfits on Mattherson- TENC and CML are both well-coordinated and that's where the SA goons mostly play as well.

And hell yes it's fun to use.  Chasing down tanks with it is great.


Seen one aegis NC MAX, he was just tanking behind a shield while his mates shot at us from behind him. I just NOPED out of there. When used well, in a team, it's pretty good.

What?  Teamwork in an online shooter?  Surely you jest.



Sounds like between lockdown bursters and the Striker, bringing air against the TR is going to be an exercise in futility.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 10:11:41 am
You know what the Lattice proves to me now days. It just proves what we have always known on Briggs...
TR and VS target NC 1000x more then eachother...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 23, 2013, 10:21:28 am
D117 and GIGS are also very good outfits on NC Mattherson, with D117 being the larger of the two and GIGS being outstandingly effective in large part due to their leader despite not having a lot of prescence usually.

EDIT: Blue Lions are pretty good too and often run public squads.

TAS has large numbers, but I've noticed they have a core of skilled players and leaders while a decent percentage seem to be childrens. I don't have anything against childrens, but they often don't have the years of FPS experience older peoples had the opportunity to achieve. Also TAS will advertise that they are recruiting in every public TAS platoon ever run, though that is only a temporary annoyance and the fact they run so many public squads makes up for it, as some teamwork is better than individuals as long as the task at hand is not ghost capping. In addition they are improving gradually, though this is somewhat difficult to ascertain oftentimes as they are always adding new players to their ranks, for which I salute them, as long as the new ones are being informed how to spot with q and about the differences between sometimes broken /re and /yell.

One thing that could be of use for NC Mattherson is greater cooperation between TAS leadership and GOONS, when GOONs are rolling en force. Though I'm sure it will pain the latter a bit to make the attempt, if TAS leadership is not too fractious when GOON tries to coordinate I think defending the right places while others are attacked by a squad or two would make alerts turn out much better.

EDIT: With lattice though we'll see if that's as good idea as it was before. I haven't tried it out yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 23, 2013, 11:44:29 am
You know what the Lattice proves to me now days. It just proves what we have always known on Cobalt...
TR and NC target VS 1000x more then eachother...

Fixed for cobalt :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 23, 2013, 12:26:51 pm
Soo... my new PC came just today and i'm somewhat interested in playing one of those things called new games...
(After i finish Dark Messiah of Might and Magic of course)

So my first second guesses (due to a distinct lack of new games for somewht obvious reasons) were WoT and PS2.

Could anyone tell me the following:

1 - EU Server with highest # of B12 people.
2 - What faction those people generally play.
3 - What can i buy for 55 Euro (i got a coupon with the graphics card).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 23, 2013, 12:43:59 pm
Can't tell you the first two, but the answer to the third is quite a bit, actually.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 23, 2013, 01:05:38 pm
Looking at how much they are charging for station cash, you should get around 5,500 SC for your euros. If you wait and purchase weapons when they appear on the daily deals for half price at 350SC each that translates to 15 weapons. That is plenty to equip you for any role. You can also get 150SC free by signing up to a couple of SOE's other online games which would tip you into enough to get you another weapon. Only purchase weapons that cost 1000 certs to unlock to make the most of your SC. Also note that certain weapons can be used on any character regardless of empire if you purchase them, which can make them more favourable to purchase if you think you are going to try out different empires.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 23, 2013, 01:06:44 pm
Soo... my new PC came just today and i'm somewhat interested in playing one of those things called new games...
(After i finish Dark Messiah of Might and Magic of course)

So my first second guesses (due to a distinct lack of new games for somewht obvious reasons) were WoT and PS2.

Could anyone tell me the following:

1 - EU Server with highest # of B12 people.
2 - What faction those people generally play.
3 - What can i buy for 55 Euro (i got a coupon with the graphics card).

Back at launch, most EU players went for Miller, but I can't say how many of those are still playing.

I'm playing on Miller myself, though I've been pretty inactive for the last week or so due to being busy with RL and playing other games. I'm playing NC, and we could certainly use some new NC, we're underpopulated compared to the other factions, though it's been improving slightly recently, I think. I'm in the outfit Digital Legion (http://digital-legion.com/index.php?/page/index.html) a wonderful collection of mostly Brits with small sprinkles of other nationalities (me and a couple of others being the Swedish sprinkles). If you want to join an outfit, and I really recommend doing so since it makes the game so much more enjoyable, I can recommend us. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 23, 2013, 02:56:45 pm
Not only the NC is underpopulated on Miller, Silfurdreki. Vanu as well. :P

Damn TR win-with-numbers style. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 23, 2013, 03:06:27 pm
Until recently the NC owned everything on Ceres. Now it appears it is the TR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 23, 2013, 06:29:51 pm
Not only the NC is underpopulated on Miller, Silfurdreki. Vanu as well. :P

Damn TR win-with-numbers style. :P

Very true. Last week or so, we've been dropping even lower than VS, though, and I can imagine that the ZOE will draw VS players. The NC really got shafted with the new MAX abilities.

Miller TR is literally and figuratively the Red Army, they just throw bodies at the problem until it solves itself. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 23, 2013, 06:32:40 pm
Double XP weekend again.

And me out of town till Monday.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 23, 2013, 06:41:47 pm
I don't think the NC was shafted with the new Max Abilities, as the Shield is very strong when used correctly. THOUGH, it doesn't look like the other Max Abilities were balanced properly...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 23, 2013, 06:48:08 pm
The shield is extremely situational. It doesn't work against anything that's faster than you since they can just run through you and C4 you/shoot bullets into your back. Keep in mind that when you have the shield up you're the slowest thing in the game, since you can't sprint. It might be possible to use in larger groups, where someone can shoot the people coming through the shield MAXes, but that's just friendly fire kills waiting to happen.

It's also not possible to shoot above a crouched MAX with (or without, I guess) the shield when standing right behind it since the bullets exit your gun at a too low height.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 23, 2013, 07:12:22 pm
Defended Dahaka Amp against the TR. On my own. For a reaaally long time. Hours.
Tip: Use Those Tunnels. You can outmaneuver them easily, giving you a great advantage.

I did get their respect for being a total pain in the ass (kept repairing the gens one by one, mining their sundys so they had to start over etc), and defending until death, on my own, against a sizeable force (12+), even though all surrounding territory was already captured and I had no real chance of winning. I killed lots of them.

Oh and I LOVE my new Nova. With and without slugs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 23, 2013, 07:36:36 pm
I've seen the max shield being used by an organised platoon in a phalanx style and it can be terrifying to fight against. They were coming down the road from Regent Rock to Peris Eastern Grove and shrugged off truly enormous amounts of fire from the multiple platoons of VS infantry and tanks entrenched there. They were only stopped when a flight of liberators came overhead to bomb them into submission when they moved on towards Peris. If they'd had aircover they likely wouldn't have been stopped before taking the amp station even outnumbered as they were.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 24, 2013, 01:56:32 am
I bought a scout rifle, put a suppressor on it, and that seems to be working out pretty well.

Cloaking provides a lot of utility even within close range firefights, and the scout rifle seems to be pretty good at putting five or six bullets within a roughly head-sized area. Additionally, it's pretty good at ranged shooting.

Magazine size is pretty piddly but that's what cloaking is for.

It also means I don't have to hang around the back of a firefight like a dillweed, which is probably the most satisfactory thing about the scout rifle compared to the sniper rifles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 24, 2013, 03:01:10 am
I might have to get a scout rifle. I like infiltrator ... but I don't like sniping all that much since it keeps me too far away from the stuff I enjoy more. I'll have to play with them in VR training.

And ... are you guys ready? Double XP weekend! -- Twitter (https://twitter.com/Arclegger/status/337676685740765184) | Reddit (http://www.reddit.com/r/Planetside/comments/1exi6l/double_xp_this_weekend/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 24, 2013, 03:01:48 am
I was having a hell of a good time with my Aegis shield last night. I walked into a door and saw a VS MAX flip on his purple shimmer device, I pull out my lvl 1 Aegis and it just absorbs all of his bullets without a problem. I then hit 'v' and 6.

The absolute best reason to carry the Aegis shield is to reload your shotguns, and to peek around corners without taking damage. Especially when using hacksaws as they have a long reload time. There's an issue where explosive damage will affect you despite the shield, but certing out MAX flak armor will significantly help with that (flak armor on the MAX is well worth it anyway).

So basically this makes the NC MAX even better at the situations it was already really good at, Biolabs and Towers. Because anytime the NC MAX doesn't have his shield out laughing off your bullets, he's busy shooting you. Which is great in Biolabs and Towers since that's the ideal range for the NC MAX, but it quickly becomes impractical anywhere except inside a building.

The only real downside to the Aegis is that it's on the NC MAX and you're limited to freaking shotguns.

The change I'd like to see is the ability to melee with the shield, that and the removal of that little window in the front, you can see through the thing anyway what's the point of the window?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 24, 2013, 03:42:28 am
I am eagerly awaiting MAX melee weapons. One handed and two handed. And two handed MAX guns.
The NC MAX would become an ultimate badass spehss marine assault terminator. I'd play NC just for this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 24, 2013, 03:51:41 am
Demoknight MAX?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 24, 2013, 05:29:30 am
I've already seen people clamor for claymores, and ask for axes, instead of the normal knives that infantry carry. A bayonet as a rail attachment would be awesome, too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 24, 2013, 06:00:09 am
Knife attacks are already freaking fast. Bayonets would almost be overpowered or equal to knifing someone unless they did something fun (Like stuns) or nerfed knives a bit.

Actually, if knives killed in three hits normally, and in two hits from behind, and the bayonet killed in two either way, that'd be pretty nifty.

I don't even see myself using a bayonet, though. You're better off shooting 90% of the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 24, 2013, 06:05:35 am
I want a knife sneak attack! Sneak up behind someone and hold for 2 seconds, instant melee kill on anything but maxes. Be pretty sweet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 24, 2013, 06:08:27 am
I'd like a 'rifle butt' attack that just knocks back and applies a short stun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 24, 2013, 07:45:41 am
IMO, only MAXes should have melee weapons. Although cosmetic changes for the knife may be cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 24, 2013, 09:06:09 am
Demoknight MAX?
Demopan MAX weapon 1000 certs 700 SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 24, 2013, 09:10:57 am
IMO, only MAXes should have melee weapons. Although cosmetic changes for the knife may be cool.
I fully support knife cosmetics. And melee MAXes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 24, 2013, 10:28:03 am
A ball-and-chain MAX would be untold levels of awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on May 24, 2013, 10:34:58 am
I've already seen people clamor for claymores, and ask for axes, instead of the normal knives that infantry carry. A bayonet as a rail attachment would be awesome, too.

I for one am ready to petition for pikes and simper for scimitars.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 24, 2013, 11:23:28 am
And what about a planetside/chivalry crossover? like, Planetside: Medieval Total Warfare
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 24, 2013, 11:55:54 am
Now that you mention it, explosive-tipped lances on Flashes would be awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 24, 2013, 12:56:01 pm
Now that you mention it, explosive-tipped lances on Flashes would be awesome.

FTFY. hmmm. can you do that with c4? just slap a couple bricks on the front, get to full speed, aim, jump off, boom?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 24, 2013, 12:58:39 pm
You can throw proxy mines in the rumble seat of a Harasser and drive past infantry and blow them up that way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 24, 2013, 01:01:57 pm
Now that you mention it, explosive-tipped lances on Flashes would be awesome.

FTFY. hmmm. can you do that with c4? just slap a couple bricks on the front, get to full speed, aim, jump off, boom?
Not fully, but if your willing to be the Sacrifice for destroying that Enemy Sundy. Get them to put C4 onto your Wraith Flash and drive it up next to the Sundy. Its a little more successful then you trying to do it yourself incase they see you and kill ya before you can set off the C4...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on May 24, 2013, 02:05:34 pm
Guys.
How to not suck at Light Assault Planetside 2?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 24, 2013, 02:24:32 pm
I believe the traditional method is to whine on the forum about anything that kills you until it gets nerfed.


Joking aside, LA excels at flanking enemies and taking them from blind spots.  Use, abuse, and love your jumpjets, as it lets you get on rooftops with ease, and fly up the side of towers.  A shotgun isn't a terrible investment for the LA, since coming up behind someone and blasting them is totally feasible.  C4 is also very valuable for tossing from above into a crowd, taking out MAXes, and killing sunderers.

As for not sucking in general, find a class you like and play it until you get better at it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 24, 2013, 03:30:44 pm
Guys.
How to not suck at Light Assault Planetside 2?

Collect weapons and other items that are more effective at killing people than the default equipment.

Skill is a secondary, less important concern.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 24, 2013, 03:32:16 pm
(C4)

Also, what empire are you?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 24, 2013, 04:03:46 pm
Guys.
How to not suck at Light Assault Planetside 2?

Collect weapons and other items that are more effective at killing people than the default equipment.

Skill is a secondary, less important concern.
More effective then Default equipment??? For which Faction? NC, NC or NC??? Stock Weapons for both the TR and VS are well situated for LA. Flash Bangs are never used by anyone, its a shame though they seem to work but tbh they hit you just as easily as they hit them. The only thing you need other then that is C4. Lots and lots of C4...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on May 24, 2013, 04:12:21 pm
C4 is incredible when you toss it in the middle of a MAX / Medic / Engie huddle. Oh man. Oh man oh man. So many delicious certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 24, 2013, 04:16:21 pm
C4 is incredible when you toss it in the middle of a MAX / Medic / Engie huddle. Oh man. Oh man oh man. So many delicious certs.
the problem is detonating it before you die. Ah, the good ol' days where you could toss, die, respawn, press the button and reap the XP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 24, 2013, 04:36:47 pm
C4 is incredible when you toss it in the middle of a MAX / Medic / Engie huddle. Oh man. Oh man oh man. So many delicious certs.
the problem is detonating it before you die. Ah, the good ol' days where you could toss, die, respawn, press the button and reap the XP.
Why did they ever stop this? Its prob like the damn Tankmines... Crying...

THE TANK MINES WERE MAGNETIC NOT PRESSURE!!!

The thing I hate about C4 is that people time and time again say, "its only a second before you can detonate," Yet I have thrown, held down mouse button for detonate and have NOT DETONATED IT EVEN AFTER WHAT FELT LIKE FOREVER.... T_T


Also, hating so much right now some people on Briggs, clear cut Aimbotter/Rader abusers. Clientside Hitbox dodging players to, who force their ping to stupid levels which allows them to shoot around corners they aint even at or even shoot at you when your well past that corner cause your still on their screen or some other BS reason. Almost all of the Major VS Outfits do it...
A Magrider was sitting above Broken Arch Road, we climbed up the side with LA off to the side where not even WE could see the damn Magrider if it wasn't for the damn thing firing every second at something down below. All of a sudden he was shooting at us before we even got half way up the damn side of the thing way way way out of the way of either of them to be looking let alone "checking". I survived and was able to cling to a safe spot, even made it look like I jumped BUT he kept his distance and constantly kept looking towards where I was, there was no way for him to be sure I was there still or not yet he did so. Even when we came at him from another angle (drop podding) he knew exactly where we all where all the time...
Moments later after finally getting rid of him he is running around in that stupidly overpowered Max chasing people and stuff (no max should be able to outrun someone). After nanoseconds after killing this guy he SNAPPED like straight around and shot at us who were watching him through those Tiny arse windows on the second floors of the buildings, perfect aim too, no fucking way he could have know exactly where we were or that we were there considering we only went to the window by chance to see him running after the guy in the completely opposite direction, not even a second VS player in sight so no "Oh someone else could have spotted ya" either...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 24, 2013, 05:00:50 pm
Guys.
How to not suck at Light Assault Planetside 2?

Collect weapons and other items that are more effective at killing people than the default equipment.

Skill is a secondary, less important concern.
More effective then Default equipment??? For which Faction? NC, NC or NC??? Stock Weapons for both the TR and VS are well situated for LA. Flash Bangs are never used by anyone, its a shame though they seem to work but tbh they hit you just as easily as they hit them. The only thing you need other then that is C4. Lots and lots of C4...

Yeah, Neyvn's right. If you're NC you might as well just give up because you're at a disadvantage in literally every way.

Literally.

Every.

Way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 24, 2013, 05:27:58 pm
Guys.
How to not suck at Light Assault Planetside 2?

Play heavy assault.

If you can't not play LA, get C4 and an auto shotgun.

But really, play heavy assault.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 24, 2013, 05:58:13 pm
Quote from: hotfix notes
Saron HRB
 COF Max reduced from 6 to 2 (recovery rate changed from 12 to 4)
 Changed to semi-automatic fire instead of full auto
 Inner Blast damage increased from 350 to 850.

My Saron! It is unbroked!

Also double XP this weekend.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 24, 2013, 06:02:50 pm
isn't that the Harasser version of the Saron?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 24, 2013, 07:38:16 pm
Spoiler (click to show/hide)

Report, relocate. There's no point staying in the same area as the cheater, all that does is provide fun for him and frustration for you.

C4 is incredible when you toss it in the middle of a MAX / Medic / Engie huddle. Oh man. Oh man oh man. So many delicious certs.

Or into a group of enemies taking cover behind a corner.  :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 24, 2013, 08:08:14 pm
While defending against large invasions in towers and biolabs, I go C4'ing with wreckless abandon. Enemies tend to group up into tight groups, complete with MAXes, Engies, Medics, etc. I just use the vertical element to get above them and start dropping C4 and grenades. Just drop the first loaf, wait a second for medics/others to come rushing in, and drop another one. Grenades are harder to use, but can still be devastating. I can easily get 4 or more certs per life while doing this, and it's turned around the battle a couple of times.

Naturally, I die fast once people realize what's going on, but they're right back to ignoring what's above them by the time I've respawned.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 24, 2013, 08:20:18 pm
C4 is amazing. I never have enough infantry resources since I spend it all on C4.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 24, 2013, 08:38:34 pm
Grenades are harder to use

God I wish there was a button for just dropping the grenade rather than lobbing it with all your strength.
And I wish they weren't made of sodding rubber. >:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 24, 2013, 08:47:33 pm
They are a lot better at landing where you actually aimed them than they used to be at least, though I agree a drop grenade command would be incredibly useful.

The double xp is resulting in a huge amount of certs, I made over a thousand in 2 1/2 hours during an alert this evening, almost maxed out my zealot from it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 24, 2013, 08:48:10 pm
Guys.
How to not suck at Light Assault Planetside 2?

I don't play LA much so a lot of this is just general advice focusing on LA default weapons and mechanics. I'm focusing here on NC because that's all I really play.

Assuming minimal cert investment (so no C4 or new weapons);

- Altitude is your friend. People don't look up, so even a fairly naff hiding place will often work. Being above people means more headshots as well.

- Know the strengths and best range for your gun - no matter what you are using - and practice putting bullets into a target at that range. The Mercenary is actually a fantastic gun if used for mid/close ADS. Watch MattiAce's aim and skill tutorials (http://www.youtube.com/watch?v=5PFi3hwwyvU) series. He used the Merc almost exclusively (although on engineer) until switching to TR.

- Outside that range have an idea of how you will react. Know how far out you can still snipe with single shots without it being a pure waste of ammo. Work out your best closing methods - usually over the top of cover for LA. Have a plan for in-your-face close quarters, even if it's just spray and pray.

- Cert to cover your weaknesses. This is the opposite to my HA play where all my attachments are focused on further buffing mid/long-range ADS focus fire. On my Mercenary I ran a laser dot to increase my hipfire, despite primarily used it ADS. This gave me an improvement in the otherwise weak area of close range hip-fire, while the close/mid ADS was already strong. This is just 100 certs and greatly improves your LA and engineer default weapon versatility.

- The only real class feature is the jump jets. If you aren't using them you are just an engineer without the ammo packs, repair tool or extra explosives. As such, put yourself in situations where you are using them as often as possible. If you aren't getting any use out of them then be the engineer instead. You may want to put some early certs in. Play in a biolab and see if you are confident getting around. If not, upgrade them another rank and try again.

- Flash grenades aren't a bad option but rarely used to their potential. I'd ignore them until after making bigger investments. Smoke grenades are probably more useful but can be used from an under-barrel launcher on the S-type carbines without costing any resources. Paying 200 certs for one smoke grenade that costs 75 infantry resources is only worthwhile if you are going to pay out for the grenade bandolier and feel you need smoke when using a gun other than the S-type.

- Nanoweave is the best armour option as a beginner, even just at rank 1. I wouldn't bother investing too much further though. There is no obvious advantage for the LA from going deep into any of the suit slot options so it's personal preference.

- Remember that guns have a slow and fast reload, depending on if you have run them empty or not. The Mercenary takes 2.75 seconds to reload from empty, only 1.8 with at least one round left in the magazine. 'Tactical' reloads to top off after each exchange are usually worthwhile. This is more true on some guns than others (the GD-7F only saves 0.3 seconds from a 3 second reload), so experiment or look up the times.

- Grenades are very effective but a lot of the time their value lies in the huge red marker they put on other people's screens. Using them to control where people move can be more valuable than the kills, especially when you can move around easier than they can.


If you are looking to change weapons, some thoughts (heavily NC here);

The Blitz (high capacity SMG) is the best value investment of any gun in the game. It can be used on all non-MAX classes effectively. With a fair investment in attachments it is scarily accurate in hipfire and no slouch for ADS (although very limited effective range). Because the LA can close so well this makes a hell of a lot of sense.

The GD-7F is tied for highest RoF (and, IIRC, DPS) carbine in the game, giving the NC a gun that outclasses everything the TR has at their own game. Before the SMGs were added it was the best at what it did. Unfortunately now it's pretty limited as an LA only weapon (engineer is unlikely to use it) compared to the Blitz. Maybe if you can get it cheap compared to the SMG and are unlikely to use it on any other class anyway.

The Gauss Compact S is a platform for a grenade launcher. While it's not the best carbine ever it's not that much worse than the basic Mercenary. Running it without an UBGL or UBSL is a waste though, so you have to make do without a rail attachment when using the main gun. I don't find the grenades offer much to an LA (only get two shots) compared to a high RoF gun or even just a Mercenary with laser dot. It's more of a support weapon; I run it constantly on my engineer. May find some use for laying down smoke or hunting Sunderers with C4.

The AC-X11 is a Gauss SAW with only 20 rounds in the magazine but a far shorter reload time. Given that getting the drop on someone with the SAW should kill in less than a dozen rounds (3 to 8 ideally) this is actually viable. That said you will have problems with multiple opponents, the recoil is a serious problem and demands bursting, and you are giving up close quarters power which LA is often supposed to focus on.

Shotguns... yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 24, 2013, 09:22:32 pm
Guys.
How to not suck at Light Assault Planetside 2?

Collect weapons and other items that are more effective at killing people than the default equipment.

Skill is a secondary, less important concern.

Default infantry weapons are rather balanced. As are most default primary weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 24, 2013, 11:20:19 pm
Briggs is losing NC and gaining TR - looks like the dev team has succeeded where the TR and VS have failed - the NC will be whittled away to the diehards and will be reclassified as "Endangered"

I haven't seen the TR at less than 37% server pop since update 9.  During primetime last night, NC was steady at 25% server pop, VS continues to bounce around with the 4th faction being highly variable - even more than usual.  TR was at 40% and that was not during an alert.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 25, 2013, 05:02:51 am
So i gave it a go last night...

Spawning as NC in the tutorial...

Getting taught basic stull and raging at the "Now use hipfire/aimed fire mode." that took way WAY too long *At least 3 resuplies at the terminal and spraying at holograms later.*

Press Delete and respawn here.
Ok done.

Select a continent.
Done.

Now press insert...
HOLY S@&#.

I died in what appeared to be biolabs (Full of trees'n'muchrooms.)
Reclassed to HA and begans shooting people with the rocket launcher.
2 kills later i ran out of ammo.
OUTRAGEOUS!

Deleted the character and joined TR because NC rocket launchers suck.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 25, 2013, 05:13:54 am
Basic rocket launchers are pretty much all the same.

And it's meant to be an AV weapon used in conjunction with an engineer to keep you supplied with ammo. The fact that it clears the map of infantry is an incidental bonus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 25, 2013, 05:23:36 am
You're raging because you can't carry around a tank cannon? Go back to TF2 for that. Rocket launchers are awesome weapons and I shoot infantry with them all the time. Their ammo is fine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 25, 2013, 05:34:42 am
Indeed. If you are wanting to use the launcher as more of a main weapon, cert into the missile ammo belt that increases your carried rockets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 25, 2013, 05:35:25 am
You're raging because you can't carry around a tank cannon? Go back to TF2 for that. Rocket launchers are awesome weapons and I shoot infantry with them all the time. Their ammo is fine.

That was my PS2 forums impression... then again i probably should say that the basic NC rocket launcher is overpowered tho.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 25, 2013, 05:46:22 am
Yes, nerf the NC even more, that will fucking help game balance. NC are still super-OP!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 25, 2013, 05:49:02 am
Yes, nerf the NC even more, that will fucking help game balance. NC are still super-OP!

Didn't you see it kill infantry with one hit?
Totally out of whack.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on May 25, 2013, 05:53:08 am
Yes, nerf the NC even more, that will fucking help game balance. NC are still super-OP!

Didn't you see it kill infantry with one hit?
Totally out of whack.
It's an anti-tank weapon. It's going to do a lot of damage.
Plus, all of the rocket launchers do that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 25, 2013, 05:57:17 am
Yes, nerf the NC even more, that will fucking help game balance. NC are still super-OP!

Didn't you see it kill infantry with one hit?
Totally out of whack.
It's an anti-tank weapon. It's going to do a lot of damage.
Plus, all of the rocket launchers do that.
Exactly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 25, 2013, 06:35:02 am
???

All the default HA rocket launchers are exactly the same, except for their looks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 25, 2013, 06:36:52 am
That's still no reason not to nerf the NC one. Hell, they should go ahead and replace all NC weapons with slingshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on May 25, 2013, 06:43:11 am
That's still no reason not to nerf the NC one. Hell, they should go ahead and replace all NC weapons with slingshots fruit.
Fixed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 25, 2013, 06:44:36 am
As long as it's nothing dangerous, like coconuts or cherries with pits still in them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 25, 2013, 06:55:04 am
My 2cents on the basic rocket launcher as infantry weapon: I think it needs a half second ignition time or something, it's really annoying to get killed by these things in cqc. No problem with it used as a kind of splash anti infantry weapon, but I don't think it should be used point blank with any effectiveness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 25, 2013, 07:03:16 am
They're not too bad, they'll get one kill and then die due to the long switch time of LMG's or the long reload time on rocket launchers. This also applies if they miss.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Yoink on May 25, 2013, 07:08:44 am
I... could be wrong, but I thought that was sarcasm on Sonlirain's part... :-\

But then again, a food-fightin' MMO FPS would be awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 25, 2013, 07:39:59 am
My 2cents on the basic rocket launcher as infantry weapon: I think it needs a half second ignition time or something, it's really annoying to get killed by these things in cqc. No problem with it used as a kind of splash anti infantry weapon, but I don't think it should be used point blank with any effectiveness.
The only problem is that they have basically no splash range and are shitty splash weapons due to low RoF. The only way you can kill infantry with them is direct hits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 25, 2013, 07:50:08 am
They are also pretty okay area denial weapons (as in, rockets hit nearby, OH NOES WE'RE BEING SHOT, RUN AWAY).
So funny.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on May 25, 2013, 07:50:39 am
I'm getting better results picking rocks up off the ground and clubbing them about the head.

Even my twin-bursters seem to be firing sparklers lately.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 25, 2013, 08:24:57 am
I... could be wrong, but I thought that was sarcasm on Sonlirain's part... :-\

But then again, a food-fightin' MMO FPS would be awesome.

Yup.
Altho i think everyone else rolled with it and treated my post seriously.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 25, 2013, 09:07:28 am
They are also pretty okay area denial weapons (as in, rockets hit nearby, OH NOES WE'RE BEING SHOT, RUN AWAY).
So funny.
More like: rocket hits nearby, run forward before they can reload!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 25, 2013, 09:12:27 am
I just had an amazing hour of fighting. I've gotten into the habit of hopping onto continents with higher bonuses, and this morning Amerish happened to have a 50% bonus. Naturally, I was excited to combine this with both the double experience and the free membership bonus, so I jumped right over.

After piddling around for a little bit, I ended up defending a tech lab from five or six VS. I figured I'd just get some kills and bail, but I ended up dominating these guys. It was so bad that I was little flabbergasted, and am worried that I might get a temporary ban on suspicion of hacking. In just over an hour, I'd nearly earned 300 certs and they all ran before my lone wolf fury. It was awesome.

The best part was that I ended up killing a dude several times that had taunted me because he somehow found me hiding in a remote part of a base. Naturally, I taunted him back. He did not respond.


Unfortunately, I grossly underestimated the amount of space videos taken with Fraps consume, so my hard drive filled up with video before I could record much of the action.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 25, 2013, 09:20:55 am
On rockets...
TR and VS rockets actually have a larger splash aoe then the NC. This was because the NC rocket did alot of dmg before launch but little to no splash to compensate. Of course a few people got good at sniping infantry with them that TR and VS tears drowned the Striker to Nerf. Lowering the dmg to all other rockets but leaving the lack of splash...


This is the reacurring theame to ALL NC nerfs. People spend a good time learning how to use the AH Mustang. NERF. NC Harraser. NERF. And so forth....
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 25, 2013, 01:10:43 pm
Nerf Skill?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 25, 2013, 01:22:46 pm
Nerf Skill?
No those that snipped with Rockets still do, but those that are not of that level are the ones that feel the nerf big time...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 25, 2013, 03:15:36 pm
NC should totally get Nerf guns. :P
I feel sorry for you folks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on May 25, 2013, 03:33:24 pm
Is it just my imagination or is everywhere TR? They seem to be consistently almost 40% on Miller, while NC is only occasionally above 33, and VS way below.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 25, 2013, 04:07:34 pm
Nerf Skill?

Only NC skill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 25, 2013, 04:59:14 pm
Is it just my imagination or is everywhere TR? They seem to be consistently almost 40% on Miller, while NC is only occasionally above 33, and VS way below.

It's not your imaginagtion. (http://sirisian.com/planetside2/population.php?world=10&timezone=0&allfactions=false) At least the double XP weekend has brought some people so we're not as badly outnumbered as usual.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 25, 2013, 06:35:16 pm
Oh, great. Of course I picked the server where my empire is constantly outnumbered. Wonderful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 25, 2013, 06:54:05 pm
Think of it as a constant pop bonus to XP, which can get significant quickly.

NC FOR LIFE!  FREEDOM!  SPACE AMERICA!

All other empires are jealous of the Screaming Freedom Eagles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 25, 2013, 07:42:39 pm
I assume that the freedom eagles are screaming because they are on fire?
I keep wavering between TR and NC. I like everything about the NC apart from the ridiculous color scheme and the fact that they're corporate terrorists.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 25, 2013, 07:56:34 pm
Right-o.

You know you want some bonus checks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 25, 2013, 09:10:30 pm
No, no, join the Terran Republic, for the glory of the Terran Republic.

It also has moving nationalistic music instead of Firefly wannabe guitar twangs all the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 25, 2013, 10:17:21 pm
Goon outfit on Mattherson is open recruiting. The right honorable AdmiralSnuggles declared it's title 'Operation StrongBabby'. Everyone gets officer rank so you can invite your pals. It's in my opinion a good tactic to make new Goon Swarms to counter TR and VS coordination and form a core outfit for the NC to swarm around. Goons are willing to shoulder the noble burden of shepards of the public squads who would accept both their wisdom and even the rare act of folly, along with publically sharing the burden of education of new players as to what weapons to get with certs. Leader types are also welcome and can run their own squads or platoons independantly if they'd like, though that would almost defeat the purpose.

Anyone is welcome as long as people joining can tolerate the words individuals say on the Goon's easy to use voicechat program of choice. They seem like cool bros to me, and really aren't so out there if you've used the internet for long enough to have studied the more arcane of Memes on cold nights with only your neckbeard to keep you warm.

Also there is a music server to listen to optionally that lets you vote to choose what songs to play.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 26, 2013, 04:46:50 am
So I bought the 250 cert shotgun, and only now do I realize the full extent of Mercenary's suckiness. My kill rate has easily tripled, and I didn't even get slug ammo yet (11 certs short ATM). I mean, seriously, compared to even this cheapest of shotguns the default NC carbine is a freaking BB gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 26, 2013, 05:01:26 am
plz, it's just a sidegrade -- default weapons are fine. Also, pump shot OP, but auto shot balanced.

People are idiots. Especially the pumpshot whiners. Especially them. Presumably now that autoshots are so cheap, they'll just call all shotguns OP.

On an unrelated note: Just played on Indar, with Vanu at 50% pop, NC 11%. Max pop bonus + double XP weekend results in your daily service ribbons giving 2400 exp each. Made 110 certs in a little over a half hour, with only 20 kills. Sweet!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 26, 2013, 05:04:19 am
I'd go as far as saying that beta probably was the most balanced time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reyn on May 26, 2013, 05:13:19 am
I'd go as far as saying that beta probably was the most balanced time.

Back when rocketpods, zephyrs and HE ruled the world? Yeah, no.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 26, 2013, 05:17:32 am
I'd go as far as saying that beta probably was the most balanced time.

Back when rocketpods, zephyrs and HE ruled the world? Yeah, no.
Hm, good point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SharpKris on May 26, 2013, 05:31:34 am
so does Bay12 have an outfit or anything? how do i join?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 26, 2013, 05:31:53 am
plz, it's just a sidegrade -- default weapons are fine.
I have to disagree. With carbine, if I ran into an enemy around the corner, and we both opened fire, I would die 9 out of 10 times. With shotgun, it's like 7:3 for me. And yeah, I know that shotgun is a close quarters weapon, but Mercenary isn't any quarters weapon because it's DPS at any range is just terrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 26, 2013, 05:52:29 am
So i redeemed my Nvidia code expecting 2500 SC.
Instead o got a Circuit board camo for infantry armor and guns + a Zephyr gun for the liberator (a unique (?!) version with a shortened barrel).

Oh and a 7 day exp boost.

I'm not sure if i'm disapointed or not.

Also i started certing into the mossi.
I'm planning to get a racer airframe to zip in and out of danger zones.
Oh and i killed 2 reavers ever before certing into it.

Mercenary isn't any quarters weapon because it's DPS at any range is just terrible.
But its first shell does more damage than any stock TR gun right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 26, 2013, 06:40:14 am
Dunno, because a single shell doesn't do any appreciable damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 26, 2013, 07:02:59 am
plz, it's just a sidegrade -- default weapons are fine.
I have to disagree. With carbine, if I ran into an enemy around the corner, and we both opened fire, I would die 9 out of 10 times. With shotgun, it's like 7:3 for me. And yeah, I know that shotgun is a close quarters weapon, but Mercenary isn't any quarters weapon because it's DPS at any range is just terrible.

I was being bitterly sarcastic. The Mercenary is fucking trash.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 26, 2013, 07:36:50 am
The Vanu were trying to take Indar on Mattherson while the population was low due to being early and everybody was on Esamir for an alert. Some guy in TAS noticed this and we made a squad and narrowly stopped them from capping the continent.

The best part was when I was stuck behind a rock and a magrider noticed me, so I unloaded a rocket in his front. While reloading, I took cover behind another side of the rock. I circled around it, and when I came back to where it was, the magrider was still facing where i dissapeared, probably waiting for me to peak out. So I unloaded a rocket in it's back and got 1500 points. Hehe.

E: It became even more fun when I started yelling bullshit like "Freedom never sleeps!" and "You can nerf our guns, but you'll never nerf our spirits!" over the /yell channel.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 26, 2013, 07:47:17 am
E: It became even more fun when I started yelling bullshit like "Freedom never sleeps!" and "You can nerf our guns, but you'll never nerf our spirits!" over the /yell channel.
That's pretty good, actually :)

Yesterday jumped in a harasser (as everything else was on cooldown), drove through the front lines of a major battle, jumped on a hill, jumped out, harasser landed on top of an engy+turret, killed another one by shooting him, mined a very busy sundy and destroyed it in a glorious 1500XP explosion.

God, I love successful suicide runs. Screw K/D ratios.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 26, 2013, 07:47:56 am
So I got slug ammo too, and oh boy I had no clue what I was missing. I'm happily pwning heavies as LA at 50-ish meters, where neither of us has any cover. Headshotting infiltrators is the best, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 26, 2013, 07:51:39 am
So I got slug ammo too, and oh boy I had no clue what I was missing. I'm happily pwning heavies as LA at 50-ish meters, where neither of us has any cover. Headshotting infiltrators is the best, though.
Yep, been doing that for a few days now as well and I have no intention of ever returning to a carbine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 26, 2013, 09:43:51 am
So I bought the 250 cert shotgun, and only now do I realize the full extent of Mercenary's suckiness. My kill rate has easily tripled, and I didn't even get slug ammo yet (11 certs short ATM). I mean, seriously, compared to even this cheapest of shotguns the default NC carbine is a freaking BB gun.
Don't get Slug Ammo, waste of Certs if you try and use them in CQC style...
The only time its ever good is when you think you want to try SNIPING With your shotgun. Which is as effective as it sounds when it comes to be sneaky but is awesome when you can do it. I have Sniped someone at the bottom of Crown Hill with SlugShotgun once...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 26, 2013, 09:45:21 am
What are you talking about, slug shotty is much better than a carbine at medium range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 26, 2013, 09:46:32 am
What are you talking about, slug shotty is much better than a carbine at medium range.
Edited for make it clear I meant in Close Quarters...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 26, 2013, 09:48:06 am
Nah, I mostly fight at medium range. I hate biolabs. Though yeah, plain shot is amazing in CQC, I managed to take down a Vanu Max in a duel at like 3m distance (I had a streak of lucky headshots).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 26, 2013, 09:55:16 am
Shotgun headshots. Their impossibility reminds me of rocket headshots, which are undoubtly the best headshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on May 26, 2013, 10:23:02 am
I am kind of fed up now :/
Before I at least had C4 to aim for, but now I'm just sick of staring at the deployment screen for the majority of my playtime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Doomblade187 on May 26, 2013, 12:03:39 pm
I am kind of fed up now :/
Before I at least had C4 to aim for, but now I'm just sick of staring at the deployment screen for the majority of my playtime.
Fed up with what?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 26, 2013, 12:17:27 pm
Dying, I imagine.

Planetside 2 is anything but newbie friendly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 26, 2013, 01:15:45 pm
I wish they would fix the grenade physics. Almost every time I try to lob a grenade through a window or door from a narrow angle by bouncing the grenade off the side it disobeys conservation of momentum. Instead of bouncing into the area on the other side of the wall, it bounces right out! Usually resulting in a TK.

Expected path:
....||...
...._....
..../\...
.../..\..
../._.\..
G..||...

PS2 Path
....||...
...._....
...//....
././.....
../._....
G..||...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 26, 2013, 02:17:57 pm
I've had some very successful grenade bank shots, so I'm not sure I see it.


Slug shotguns aren't impossible- a slug is a single "pellet" so a headshot with it makes perfect sense.


A rocket headshot is a bit silly but it's equally plausible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 26, 2013, 02:22:36 pm
Shotgun headshots. Their impossibility reminds me of rocket headshots, which are undoubtly the best headshots.

Um, why exactly would it be impossible to shoot someone in the head with a shotgun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 26, 2013, 11:53:02 pm
I love shotgun headshots in all games. Favorite one was in Ace of Spades.

But I hate the slugs, at least right now, due to low FPS. Initially I wanted a sniper rifle for my LA, but it didn't work out... eh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 27, 2013, 12:36:44 am
I'm working my way up the cert ladder to dual Mattocks for my NC MAX, that's 2000 certs for both arms, and another 1000 for extended mags on both, then 400 for the final level of MAX FLAK armor.

I've got one arm at the moment and the base scattercannon left arm, its pretty decent out to ~30 meters.

You can even take it outside sometimes.

Does anyone have an opinion on slug rounds for the NC MAX?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 27, 2013, 04:02:02 am
Shotgun headshots. Their impossibility reminds me of rocket headshots, which are undoubtly the best headshots.

Um, why exactly would it be impossible to shoot someone in the head with a shotgun?

Up close?
No problem.
Medium/long range with everyone constantly moving?
Nearly impossible,
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 27, 2013, 09:01:05 am
So now that the merge is in place, Connery players, sound off!

[LNML]Sysion, VS
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 27, 2013, 01:17:58 pm
JimGroovester, TR.

Does anyone know enough about the TR MAXes to say whether dual Mutilators is a good investment?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 27, 2013, 07:40:57 pm
So I felt like I was playing beta tonight.

Only instead of TR all MAX armies it was VS all MAX armies. VS MAXes that move as fast as regular infantry and deal bonus damage. That they take extra damage doesn't seem to matter given they still have a vast amount more health and damage reduction than infantry, can still be repaired and can move to break line-of-sight easily. And unlike beta you can't one-shot them with rockets.

I'm hoping it feels less excessive once the hype dies down and not everyone with the certs to spend is spamming MAX suits on cooldown, but until then I think I might focus on fighting TR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 28, 2013, 02:54:32 am
Yes, finally. A VS MAX used to be a rare sight, they're finally getting some attention. It'll level out, it's just that all us VS people never successfully played a MAX before, so we're all trying it out :)
It's too bad I use so much C4 and Tankmines that I rarely have the resources for a MAX.


Also, over 1100 certs to spend after this weekend. No idea what to spend it on. Better mag? Or even a different cannon or Saron on top? Start certing into the lightning? Or maybe the lib? Or make my scythe better even though I suck at it? Or maybe just get some decent armor for my infantry classes? Or get an SMG for close quarter infiltrator annoyance? There's so much that I want to do......
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 28, 2013, 04:55:01 am
I never understood why the VS so rarely used their MAXes before, in normal battles (i.e. not one-on-one) they were roughly as potent as the TR MAXes, it's just that there were usually less of them.

The ZOE is insane, though. It's not that it wins you all that many battles that you wouldn't win before, but it allows you to back out of the ones you don't win. Choosing your battles is an amazingly powerful ability, since it allows you to stay alive a lot longer, and it's a luxury that is afforded only to the VS MAX. There's a reason that the MAX crash was always the most effective MAX tactic, and that almost all other tactics involved defending. The VS MAX is now a defensive powerhouse, by virtue of being a MAX, and an offensive powerhouse, able to keep up with infantry pushes by pressing F. On top of this, they get a (not amazing) damage bonus and can freely toggle between the two without any form of cooldown.

There's simply no real downside to the VS MAX in the same way the two other abilities have downsides. The TR can't move, and the NC can't shoot with their ability, and they take a second or a few to toggle. Meanwhile VS gets to instantly shut off the ZOE whenever the armour reduction is more of a downside than the damage + movement speed buff is an upside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 28, 2013, 05:36:04 am
Just keep shooting them. They really die easily, the problem is just that there are so many of them.

The rest of the VS is all like
(http://i.imgur.com/TlQGLPl.jpg)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 28, 2013, 05:41:27 am
It's very difficult to keep shooting them when they can retreat and reengage at will due to a much faster speed. Remember that a ZOE MAX has 50% higher walk/strafe speed than infantry and roughly the same sprint speed while retaining their much higher HP pool (even after armour reduction, a ZOE MAX has more effective HP than infantry) and damage than infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 28, 2013, 06:30:01 am
I never understood why the VS so rarely used their MAXes before, in normal battles (i.e. not one-on-one) they were roughly as potent as the TR MAXes, it's just that there were usually less of them.
IIRC, the weapons were simply subpar compared to TR or NC for most useful ranges (CQC in particular), attributed to bugs (Blueshift) and relative differences in accuracy and DPS. (Occasionally, lack of unique features to set them apart as is often the case when comparing TR and VS, further attributing to the negative image). This relegated most of them to mostly AA duty.
Granted, several passes has been made and Blueshift is finally working as advertised so now with ZOE, the VS MAX has finally moved out of the "worthless" club.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 28, 2013, 06:36:30 am
It's very difficult to keep shooting them when they can retreat and reengage at will due to a much faster speed. Remember that a ZOE MAX has 50% higher walk/strafe speed than infantry and roughly the same sprint speed while retaining their much higher HP pool (even after armour reduction, a ZOE MAX has more effective HP than infantry) and damage than infantry.
MAXes are supposed to be better than infantry, right?
The mobility now makes it a better all-round unit than the TR and NC MAXes, where before it was the laughing stock of the entire game. All of the VS is now "YAY WE GET MAXES TOO" and that'll die down eventually. I'd rather have had the flying MAXes from PS1 though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 28, 2013, 07:12:11 am
MAXes are not supposed to be better at infantry at everything, they have strengths and weaknesses. Their strength was higher defensive and offensive presence in the form of higher HP and firepower. Their weakness was always lower mobility. Now, the VS MAX has gotten the ability to at any time invert the weakness into a strength for the cost of reducing one of the original strengths of the MAX.

I'm not against the VS having a good MAX, I'm against them having one with no weaknesses compared to the other MAXes. I would reduce the movement speed buff of the ZOE to normal infantry levels, which is still a substantial buff. it's ridiculous that a MAX moves faster than normal infantry while still retaining high damage and health. Or maybe add some form of cooldown, like the HA overshield or the infiltrator's cloak. Or, finally, have the ZOE spool up over a second or so when toggled, during which it has the armour reduction but not the speed or damage buffs.

Either one of these things would level it out more with the other MAXes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 28, 2013, 08:18:29 am
Hmm, I always gathered that the MAX's disadvantages were no weapon swapping (you're stuck with what you picked), no way to interact (cap or overload), and they cost resources, not specifically the lack of mobility. Perhaps because, again, PS1 MAXes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 28, 2013, 08:22:26 am
What? No, you can swap weapons with a MAX at a weapon terminal just like with any other class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 28, 2013, 09:49:15 am
Oh, I meant while running. Virtually every class has "extra abilities and weapons" (mines, hacking, healing, repairing), and the MAX just has more health and double pewpews. Only the HA is more of a "MAX-lite", although he has RocketLaunchers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 28, 2013, 10:12:54 am
Egh zoe maxes, I hate these guys.

Where NC and TR max get a situational ability, VS gets a max ability that's beneficial to use in just about any situation. I don't think I've seen a VS max ever not use his zoe unless he was a low br and probably didn't have it yet. Really it's a flat out performance upgrade, you will likely take less damage due to the incredible movement speed regardless of armor lost.

Imo if it's going to be a flat power boost I think zoe should be limited in its use. Seems fair, lockdown and aegis usable in certain situation, zoe usable in certain limitations. I think the zoe max should get some form of power gauge that depleted while zoe is activated, and gradually refills when its inactive. This way a zoe max will at least have to back down after his rampage once he's out of juice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 28, 2013, 11:03:36 am
Really it's a flat out performance upgrade.
Since the VS MAX used to be flat out worse than the others, it's kinda fair IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 28, 2013, 11:13:59 am
Really it's a flat out performance upgrade.
Since the VS MAX used to be flat out worse than the others, it's kinda fair IMO.
Keywords: USED TO BE. There's been a lot of buffs for the VS max unrelated to the ZOE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 28, 2013, 12:04:57 pm
Really it's a flat out performance upgrade.
Since the VS MAX used to be flat out worse than the others, it's kinda fair IMO.

*ahem* no.

We will not talk like that in this thread.

I'm goddamn tired of hearing VS players state that the NC MAX was OP for three months every time someone so much as tries to discuss ZOE. It's a heavily implied statement that if one faction was OP for a while, then to balance that out the next faction should be OP, then all's fair. And vice versa UP things become OP, cycle continues.

No. We will not throw game balance out the window because something was OP at one time.

Every goddamn time I discussed air vs ground balance (pre - GU09) I received the argument that "It's you pilots fault for lolpodding everything in sight for 3 months straight".

This mentality is not only sidetracking the conversation, its a detriment to the genuine attempts to balance the game.

Keywords: USED TO BE. There's been a lot of buffs for the VS max unrelated to the ZOE.

After GU08 abouts I noticed a lot more vanu max's being used, up to the level where they were pulled just about as often as TR would pull max's. But after GU09 the ZOE makes the vanu MAX flat out better than using an infantryman, there is no downside to it. The extra damage taken is so easily negated its laughable, there's an engie practically anywhere there's a max, and you've got several different suit slot options specifically built to increase your resistance to damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 28, 2013, 12:12:14 pm
Really it's a flat out performance upgrade.
Since the VS MAX used to be flat out worse than the others, it's kinda fair IMO.
Keywords: USED TO BE. There's been a lot of buffs for the VS max unrelated to the ZOE.
I really don't get why people are all about this, the VS Max always used to be a good Max. Just no one ever did so cause a people cried about them and those that saw the crying just joined in without even trying the Max. I remember going toe to toe with many VS Maxes as both NC Infantry and Max and at least 8/10 lost as infantry and 4/10 as Max. This is at Full Health. The main reasons I would lose as a Max is cause they kept range on me, like smart people. The times I won they just seemed to give up and not even try...
 
"Oh no, that NC Max is Charging, I ain't standing still, just gonna charge past/around him so that we keep the sameish distance then turn around and continue kill him. His Shotgun arms are shotguns, stay out of range and they do little to no damage..."
OR
"Hey NC Max, BOOM BOOM BOOM, Surprise MOFO!, Oh your charging at me, woop woop woop, I ducked into this building and out the other door with my charge. Keep close if you can, oh your coming out the other door? SURPRISE MOFO!!! BOOM!!!"

The times I won is when the VS Max just gave up for some stupid reason...

A few months ago, I was being Gibbed as a NC Max by VS Maxes. One on One, you know why, they used their brains...

People really should have stopped trying to hug or let a NC Max hug them. When you don't let them hug you win...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on May 28, 2013, 12:25:39 pm
Downside to ZOE: You outrun the engineer trying to repair you.

:P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 28, 2013, 03:29:05 pm
Downside to ZOE: You outrun the engineer trying to repair you.

:P
Upside to ZOE: Your Engineer is further away from the gunfight, less likely to die and only takes a moment to return to him...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 28, 2013, 04:27:19 pm
Really it's a flat out performance upgrade.
Since the VS MAX used to be flat out worse than the others, it's kinda fair IMO.

*ahem* no.

We will not talk like that in this thread.

I'm goddamn tired of hearing VS players state that the NC MAX was OP for three months every time someone so much as tries to discuss ZOE. It's a heavily implied statement that if one faction was OP for a while, then to balance that out the next faction should be OP, then all's fair. And vice versa UP things become OP, cycle continues.

No. We will not throw game balance out the window because something was OP at one time.

Every goddamn time I discussed air vs ground balance (pre - GU09) I received the argument that "It's you pilots fault for lolpodding everything in sight for 3 months straight".

This mentality is not only sidetracking the conversation, its a detriment to the genuine attempts to balance the game.

Thank you! I can understand people feeling like that, but to actually use it as an argument for game balance? The official PS2 forums are an infuriating and strange place to be around.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on May 28, 2013, 04:55:22 pm
This mentality is not only sidetracking the conversation, its a detriment to the genuine attempts to balance the game.
Amen

So I had a lot of certs earned over the double xp weekend and I decided to expand my repertoire with a few additions to my arsenal. Decided to invest in the vanguard and learn how to drive one of these hunks of metal.

I should note I've had a lot of previous experience driving the lightning. Not that I ever was to interested in spending to much time in a tank, I mostly felt like it was a waste to not use my vehicle resource. Got me a HEAT cannon for my lightning a long time back and got pretty good at it if I do say so myself. Hitting infantry with direct HEAT round hits every day all day at just about any range. Have no problem going for a head shot on infantry in medium to close range, and hit most shots at long range provided I take a good 5 seconds to take aim. Bottom line, I know how to handle my lightning. :)

I thought making the transition to a vanguard wouldn't be much effort, I thought wrong. I don't know what it is about this thing, I'm using the very similar titan HEAT cannon as the one I'm used to on my lightning. I don't know, it just doesn't seem as accurate as the one on the lightning. I find that I have to consistently aim a bit more to the right (or was it the left, not sure) of the reticule, as if the reticule is off the cannon by a significant margin. Maybe it's some kind of convergence issue, no idea really all I know is I'm having a hard time pulling off those perfect acccuracy shots.
Additionally where I love having enemy infantry close range in my lightning, it's hell on my vanguard. I simply cannot hit infantry in close range with this cannon. Don't know what it is, maybe the lower profile of the lightning lends itself more to taking shots at infantry, but on a vanguard I find myself incapable of scoring direct hits up close. Really annoying when I have to turn tail from two heavies in close range because I cannot hit them for the life of me.

Otherwise it's smooth sailing. Amazing velocity and low bullet drop make this thing a beast at taking down liberators and even esf. The accuracy issues seem a bit less on long range, so I've had good results playing more like mobile artillery.

Anyway certs! I already bought the enforcer secondary, wich appears to be amazing, front armor and the shield. Right now I'm trying to figure out wich performance cert I want and wether I want a new cannon. On one hand I'm used to the HEAT and it has served me well thus far, on the other hand I'm used to scoring direct hits in infantry wich I believe is just as possible with armor piercing rounds. I used the rival chassis on my lightning, but I honestly can't decide wich the vanguard needs more. Both it's turning speed and acceleration are incredibly poor. First thought is rival, to make sure I can turn to face with front armor in a close quarter tank showdown.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 28, 2013, 05:25:49 pm
The accuracy troubles you have sound very much like a convergence issue. The vanguard's main cannon barrel is probably more offset from the camera than the lightning's. I hear the issue is even worse for prowlers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 28, 2013, 07:51:06 pm
Any TR people out there besides me?

I have 500 certs to spare and I'm considering getting the following guns:

LC3 Jaguar (250c)
TAR (250c)
TMG-50 (500c)
Dual Mutilators (250c x 2)
The second H3 Pounder (250c)

The MAX guns didn't impress me that much, but the other three guns do. But I obviously can't get all three of them. Which ones are worth it?

The accuracy troubles you have sound very much like a convergence issue. The vanguard's main cannon barrel is probably more offset from the camera than the lightning's. I hear the issue is even worse for prowlers.

It's alright enough for shooting tanks. But it's damned hard shooting that heavy who's fifty meters or so away and about to shoot you with a rocket. I'm not sure either barrel is aligned with the optics.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 28, 2013, 07:53:24 pm
That's the one thing I hate about dual falcons on the NC MAX- they're both offset and I can't hit infantry (and usually MAXes) for shit with them.  The problem is exacerbated by my nonstandard keybind.  (I have jump on right click and alt fire on space- that means I shoot the right arm with my left hand and vice versa.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 28, 2013, 10:37:38 pm
ERMAGERD NC MAX NO TAKE DAMAGE WHEN SHIELD IS UP PLZ NERF
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 29, 2013, 01:16:17 am
ERMAGERD NC MAX NO TAKE DAMAGE WHEN SHIELD IS UP PLZ NERF
SoE's Reply - OMG YOU TOTS RIGT, TR AND VS SHOD ALWY B BETTA DEN NC!!! NERF!!!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 29, 2013, 03:58:48 am
I retract my stupid earlier statement.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 29, 2013, 05:22:02 am
That's the one thing I hate about dual falcons on the NC MAX- they're both offset and I can't hit infantry (and usually MAXes) for shit with them.  The problem is exacerbated by my nonstandard keybind.  (I have jump on right click and alt fire on space- that means I shoot the right arm with my left hand and vice versa.)

All MAXes have the convergence problem, and yeah, it's really annoying. It's a difficult problem to fix well, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on May 29, 2013, 07:55:22 am
Any TR people out there besides me?

I have 500 certs to spare and I'm considering getting the following guns:

LC3 Jaguar (250c)
TAR (250c)
TMG-50 (500c)
Dual Mutilators (250c x 2)
The second H3 Pounder (250c)

The MAX guns didn't impress me that much, but the other three guns do. But I obviously can't get all three of them. Which ones are worth it?

The accuracy troubles you have sound very much like a convergence issue. The vanguard's main cannon barrel is probably more offset from the camera than the lightning's. I hear the issue is even worse for prowlers.

It's alright enough for shooting tanks. But it's damned hard shooting that heavy who's fifty meters or so away and about to shoot you with a rocket. I'm not sure either barrel is aligned with the optics.

The Jaguar is a great carbine.  If you play LA or Engie and want a gun for up close and mid range then this is your gun.  I threw a 3.4x scope on it and advance laser sight.  I can hip fire up close and then zoom in for anything else.  It's no shotgun, but it gets the job done.  Feel free to trial it before buying just to make sure you like it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 29, 2013, 08:24:08 am
That's the one thing I hate about dual falcons on the NC MAX- they're both offset and I can't hit infantry (and usually MAXes) for shit with them.  The problem is exacerbated by my nonstandard keybind.  (I have jump on right click and alt fire on space- that means I shoot the right arm with my left hand and vice versa.)

All MAXes have the convergence problem, and yeah, it's really annoying. It's a difficult problem to fix well, though.
Are you talking about AT Guns on Maxes??? Haven't you heard? TR ones double as Anti Infantry. SOE decided to make the AH Mustang Better then what it was before its nerf then give it to TR Maxes...
TR Empire AT MAX Guns are Flechette Explosive Guns. Which is basicly, Shotgun with Explosive Rounds. BUT IT HAS RANGE OF FUCK OFF. I was climbing around the edge of the mountain at Splitpeak Pass. Getting Peppered by TR AT rounds who was at his SPAWN ROOM. It was lucky I was in a Max Suit else I would have been dead...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 29, 2013, 09:30:51 am
ERMAGERD NC MAX NO TAKE DAMAGE WHEN SHIELD IS UP PLZ NERF

Seriously this is what you guys sound like when you complain about the ZOE. Instead of bitching, learn how to counter. I don't shoot the aegis shield, I flank and shoot the max. They're vulnerable to damage while ZOE is on. Suppressing fire will make them all run. That's it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 29, 2013, 09:45:17 am
Not if they can dodge all of said surpessing fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on May 29, 2013, 09:45:38 am
ERMAGERD NC MAX NO TAKE DAMAGE WHEN SHIELD IS UP PLZ NERF

Seriously this is what you guys sound like when you complain about the ZOE. Instead of bitching, learn how to counter. I don't shoot the aegis shield, I flank and shoot the max. They're vulnerable to damage while ZOE is on. Suppressing fire will make them all run. That's it.

^  8)
So true.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 29, 2013, 09:46:13 am
That's the one thing I hate about dual falcons on the NC MAX- they're both offset and I can't hit infantry (and usually MAXes) for shit with them.  The problem is exacerbated by my nonstandard keybind.  (I have jump on right click and alt fire on space- that means I shoot the right arm with my left hand and vice versa.)

All MAXes have the convergence problem, and yeah, it's really annoying. It's a difficult problem to fix well, though.
Are you talking about AT Guns on Maxes??? Haven't you heard? TR ones double as Anti Infantry. SOE decided to make the AH Mustang Better then what it was before its nerf then give it to TR Maxes...
TR Empire AT MAX Guns are Flechette Explosive Guns. Which is basicly, Shotgun with Explosive Rounds. BUT IT HAS RANGE OF FUCK OFF. I was climbing around the edge of the mountain at Splitpeak Pass. Getting Peppered by TR AT rounds who was at his SPAWN ROOM. It was lucky I was in a Max Suit else I would have been dead...

Are you talking about the Fractures? If you are, they are not explosive fletchette guns, they fire mini-rockets, one at a time. The game describes them as "explosive darts" which I guess could be interpreted as fletchettes. They have a magazine of 6, 8 or 10 shots (I can't remember) and fire pretty fast, though. Three hits is enough to kill basic infantry, I think. They are in general seen as the best new AV MAX weapons.

Just to be clear, the Airhammer never fired explosive pellets, even though the description said so, it's just a shotgun like any other.

ERMAGERD NC MAX NO TAKE DAMAGE WHEN SHIELD IS UP PLZ NERF

Seriously this is what you guys sound like when you complain about the ZOE. Instead of bitching, learn how to counter. I don't shoot the aegis shield, I flank and shoot the max. They're vulnerable to damage while ZOE is on. Suppressing fire will make them all run. That's it.

All complaints about the ZOE that I have is just that it's extremely difficult to counter. Everyone that's pro-ZOE says to focus fire, or to use concussion grenades, and that's fine, but the point is that these tactics work just as well on any MAX, and the ZOE reduces their effectiveness, they would be even more effective on any other MAX.

The point is that when you come up against a TR or NC MAX with the new abilities you have options. NC MAX raised the shield? Either run through it and shoot him in the back, C4 him or run away. TR MAX in lockdown? flank it so that it cannot fire back and unload or snipe it from afar if applicable. VS ZOE MAX? Now he has the initiative. If you run away, he'll catch up because he moves as fast, or faster, than you. C4 is less effective due to their quick movements, and so is rocket launchers. The bottom line is that the ZOE is too versatile. It, pretty much, has no disadvantages because it can be instantly turned off as soon as the disadvantages turns out to be a problem.

I'd welcome a scenario where the ZOE is a liability, but where it is more advantageous to keep it turned on. I can't come up with one myself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 29, 2013, 10:46:43 am
Multiple vanu players have admitted that it is way too good.

If they want to nerf this thing right they have to get rid of the speed boost, and increase damage taken by another 10%.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 29, 2013, 03:06:01 pm
Ok question...

Night vision vs thermal vision.
Thermal is 4 times more expensive so it's supposedly better.

HOWEVER.

People say it's just like night vision but with a grey tint instead of green AND has a shorter drawdistance.
Could anyone confirm?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 29, 2013, 03:35:07 pm
Ok question...

Night vision vs thermal vision.
Thermal is 4 times more expensive so it's supposedly better.

HOWEVER.

People say it's just like night vision but with a grey tint instead of green AND has a shorter drawdistance.
Could anyone confirm?
Yes.
Night vision is white-green.
Infrared is black-grey-yellow-orange-red, with a bi shorter distance (easier to make folks out thought).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 29, 2013, 03:35:55 pm
You can try all this stuff out in VR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 29, 2013, 03:37:25 pm
If I remember right thermal shows enemies as a nice bright color against that grey, which means they contrast well. It's very good when enemies are up close.

I just use zoom on most weapons because I like shooting at long range. Both the night vision and thermal are very short ranged in that past a point nothing renders and don't zoom besides.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 29, 2013, 03:58:14 pm
You can try all this stuff out in VR.

This. The days of having to ask people what a particular scope looks like or which night vision cert is better are thankfully over. The VR training area is a fantastic place.
You access it via the continent warp console, btw. There's a little VR Training button at the bottom. Easy to miss. ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 29, 2013, 04:32:51 pm
Multiple vanu players have admitted that it is way too good.

If they want to nerf this thing right they have to get rid of the speed boost, and increase damage taken by another 10%.

Getting rid of the speed boost would make the ability pretty crap, honestly. Getting rid of it completely would be an over-nerf by far, in my opinion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on May 29, 2013, 04:57:32 pm
I havent much experience with it, but the fact that it hasn't a gauge like the HA's overshield shocked me. That could be a good start.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on May 29, 2013, 04:59:48 pm
I'm sitting on a thousand certs at the moment. I'm torn - do I get a new Vanguard gun, a new Lightning gun, a Lib rear gun, a Zephyr, a Longshot, a Missile MANA, a new HA LMG, a shotgun, or an SMG?

I'm thinking the 50-round SMG atm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 29, 2013, 05:04:24 pm
I have the NC 25 round SMG and love it.  What do you have for the tanks?  The HEAT is versatile as is for the vanny.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on May 29, 2013, 05:15:19 pm
I actually really like the AP cannon for the lightning. That and the Rival Combat Chassis makes for a rather agile little Tank Destroyer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 29, 2013, 05:21:12 pm
ERMAGERD NC MAX IS OP CAUSE IT GIB ME POINT BLANK PLZ NERF

Seriously this is what you guys sound like when you complain about the NC Max. Instead of bitching, learn how to counter. I don't run close to an NC Max or let it get a clear path to me to charge easily, I flank and shoot the max. They're vulnerable to damage at a distance, even in Biolabs if you use traps like C4 or Mines. Ranged fire will make them all run. That's it.
WOAH WOAH WOAH WOAH WOAH...

Let me just do a little bit of editting...
Strange huh...

ALSO...
A Max taking 1.2x damage isn't anything worth wild mate. The difference is what, 2-4 bars of health extra from constant damage from most stock Carbines. And thats if all shots hit and the person is still alive to reload. Not even a Decimator's damage increase would be a threat to a ZOE Max with full Flak Armour on, it would prob reach the red sure, but if it got himself hit, he ain't moving around like ZOEs should be...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 29, 2013, 05:34:04 pm
While you're at it, why don't you tell everyone to just not get shot by the NC MAX as well, because that's useful and constructive advice and definitely an adequate counter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 29, 2013, 05:44:19 pm
While you're at it, why don't you tell everyone to just not get shot by the NC MAX as well, because that's useful and constructive advice and definitely an adequate counter.
Seriously, The biggest death by NC Max is when the person runs around a corner inside a biolab and runs into a Max...
Lets look into this...

1: Biolabs, lots of buildings and small rooms.
2: NC Max, only useful within 15m.
3: LA Can fly onto rooftops.
4: LA Has C4.
5: Maxes are not immune to C4.
6: LA can out flank an NC Max focused on a certain door cause (See 7)
7: Like lemmings, people WILL STILL KEEP RUNNING AROUND THE CORNER DESPITE THE FIRST GUY DIED NANOSECONDS BEFORE HAND.
8: Most doorways are open to long distance openings, giving many players the ability to line up a shot to about 40% of the inside of a building.
9: TR/VS Rockets have a considerable splash aoe.
10: Maxes are not immune to Rockets.
11: A charging Max needs a clear path with nothing between to get from point a and b easily.
12: Biolabs are full of Treeroots/Doorways/Plantboxes/Fences/Uneven flooring.

From all these points. You know what people take into consideration the most...
Number 7...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Urist McScoopbeard on May 29, 2013, 05:54:30 pm
guys guys, lets just all agree that, regardless of faction, when you kill a max it is almost always hilarious, amirite? Rapid succession of headshots, LA continuous flanking, jumping onto a damaged max and firing your rocket it at it, ah yes the joys of max hunting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 29, 2013, 10:32:26 pm
Don't forget running them over with a harasser.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 30, 2013, 12:12:40 am
The TAR, holy crap, the TAR. You should get it. If you're not TR, you should switch to TR and get it.

I bought it all of tonight and I think I won nearly every CQ engagement I was in. The hipfire accuracy and the ROF make it extremely suitable to panicky pray-and-spray situations.

Heavies would pop their shields and turn corners and I would spray them down and stab them. And then their buddy would turn a corner and I would spray them down and stab them too. Then I would heal up using the nano regen device and then do it all again.

Gun is freakin' good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 30, 2013, 01:09:46 am
If its anything like the NC GR-22 (medic), then yeah, its awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 30, 2013, 01:23:43 am
The more I play medic, the more I wish my HA had an assault rifle. Those weapons are awesome and insanely accurate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 30, 2013, 03:05:57 am
I'm sitting on a thousand certs at the moment. I'm torn - do I get a new Vanguard gun, a new Lightning gun, a Lib rear gun, a Zephyr, a Longshot, a Missile MANA, a new HA LMG, a shotgun, or an SMG?

I'm thinking the 50-round SMG atm.

I'm at a similar crossroads. So many options and I want them all!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on May 30, 2013, 04:13:28 am
I'm sitting on a thousand certs at the moment. I'm torn - do I get a new Vanguard gun, a new Lightning gun, a Lib rear gun, a Zephyr, a Longshot, a Missile MANA, a new HA LMG, a shotgun, or an SMG?

I'm thinking the 50-round SMG atm.

I'm at a similar crossroads. So many options and I want them all!

You can immediately discard the Zepher, at least. The Lib has gotten so many indirect nerfs in the form of buffed AA that it's incredibly difficult to use right now. The emergence of the lattice has also concentrated players, which means that the few small fights there were where you would not be ripped apart before killing anything are now even rarer.

As for the others: Vanguard unlockable guns are more of a specialization thing, unlock them if you do a lot of vanguard driving. The lightning HEAT cannon is a nice upgrade and is only 250 certs, so that's nice. Longshot is the same as the default NC sniper, but with higher bullet velocity and slower refire time, get it only if you do a lot of sniping. AV MANA is a very good AT weapon, and makes the engineer helpful in long range combined arms battles, and can snipe infantry surprisingly well. Completely worthless at close range, though. HA LMG I can't comment on, don't play much HA, and when I do I use the SAW since I didn't have to pay anything for that. A shotgun is always nice, both pump-action and semi-automatic ones. I've tended to use the semi-auto one since they nerfed pumps, but both work fine as far as shotguns go. I'd get the cheapest one as there's not that great a difference between them. SMG is also nice. I prefer the blitz over the cyclone, personally.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 30, 2013, 04:19:12 am
Hmmm, so it's going to be AT MANA for a class I play a lot or an SMG for my infil which I've hardly played at all but might in the future... AT MANA it is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 30, 2013, 04:57:00 am
oK... QUESTION.


iF i unlock a gun for the medic will that gun be availble for all other classes (that cna use it) or will i have to buy and upgrade it for every class seperately?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 30, 2013, 05:16:54 am
Guns are unlocked character wide no matter what.

NS guns unlocked with SC will be available account wide.

The exceptions are vehicle guns which are vehicle/slot specific.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Talvara on May 30, 2013, 05:37:30 am
I got the Hailstorm SMG with certs a week ago, and its available on all classes on the same character.

Unlocked it on my medic, but use it on me engineer and light assault aswell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 30, 2013, 05:47:05 am
Just to be clear, what classes it's available on depend on the gun type.

SMGs and pistols are on all non-MAX classes.
Carbines are LA and engineer.
Shotguns are HA, LA, engineer, medic.
Battle rifles are HA and engineer.

Everything else is exclusive to one class; so assault rifles on medics, LMG on heavies, sniper/scout rifles on infiltrators.

Once unlocked the same gun is used on all classes it's available on, so things like attachments, medal and ribbons kill counts, and accuracy will carry across all classes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 30, 2013, 09:11:57 am
I can agree that ARs are nice weapons in general.  I got the NS-11A on my medic and it's awesome.


Also, did I mention that the new Enforcer is awesome?  Because it's awesome.  Jim and I had wild rides on Esamir last night with it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on May 30, 2013, 09:28:39 am
Allright, I'm probably late to the party, but apparently there's a page for everyone with their statistics. I never knew!

So I have a K/D of 1.21 (perfect: I'm better than average but it's low enough to show that I don't give a shit about K/D :) ) and 144.4 "Score per minute" or whatever that means. About 1.5 kill per minute? Sounds about right.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 30, 2013, 09:34:48 am
Just to be clear, what classes it's available on depend on the gun type.

SMGs and pistols are on all non-MAX classes.
Carbines are LA and engineer.
Shotguns are HA, LA, engineer, medic.
Battle rifles are HA and engineer.

Everything else is exclusive to one class; so assault rifles on medics, LMG on heavies, sniper/scout rifles on infiltrators.

Once unlocked the same gun is used on all classes it's available on, so things like attachments, medal and ribbons kill counts, and accuracy will carry across all classes.
Only set of guns that don't carry for each character seems to be the Revolvers...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 30, 2013, 12:20:36 pm
No, revolvers are pistols, they also can be equipped by any (non-MAX) class.
If not, then it's a bug, and go report it now. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kurskovich on May 31, 2013, 09:03:11 am
Heh, Briggs Vanu just just won an alert by a large margin.

Everyone felt pretty good about themselves and the resulting afterparty was crazy.
After everyone had far too many concussion grenades (it was only very recently that the VS discovered their usefulness in combat, we just thought they were for raves), we decided to get a galaxy each and fly into the TR warpgate.
Amidst Ride of the Valkyries from at least four sources (and people yelling it through chat) and zealous /yells, a wave of Galaxies crashed into the TR warpgate.

There was like one TR there, he was all "Oh, hey guys"

I love this game :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 31, 2013, 12:14:23 pm
No, revolvers are pistols, they also can be equipped by any (non-MAX) class.
If not, then it's a bug, and go report it now. :P
What I was meaning is that it doesn't carry over to each class, meaning buying one for a medic will not allow you to equip it to your LA...

ALSO!!!

IF your telling me a SIX SHOT (there is larger chambers, but lets stick to classics), CHAMBER LOADED, ROTATION CYLINDER, HANDCANNON is an everyday Pistol. I will smack you. When you reload the Revolvers in game you will note that each shell is technically loaded separately...

Just cause it has the body of what looks to be like any other pistol in the game, DOES NOT MAKE THEM A BASIC PISTOL...
A Pistol is a light arm, magazine loaded Handgun. That is that its feed from below into the grip itself and is slide loaded with a hammer mechanism...

From the Wiki...
Revolvers have a number of firing chambers or "charge holes" in a revolving cylinder; each chamber in the cylinder is loaded with a single cartridge. Semi-automatic pistols have a single fixed firing chamber machined into the rear of the barrel, and a magazine, usually removable, so they can be used to fire more than one round.

Heh, Briggs Vanu just just won an alert by a large margin.

Everyone felt pretty good about themselves and the resulting afterparty was crazy.
After everyone had far too many concussion grenades (it was only very recently that the VS discovered their usefulness in combat, we just thought they were for raves), we decided to get a galaxy each and fly into the TR warpgate.
Amidst Ride of the Valkyries from at least four sources (and people yelling it through chat) and zealous /yells, a wave of Galaxies crashed into the TR warpgate.

There was like one TR there, he was all "Oh, hey guys"

I love this game :D
Hmmmm... Sounds like its the VS's turn to be 4th Factioned. For once the 4th Faction is actually going VS instead of NC. The only ever reason NC really won the Alerts on Briggs all the time at the start was cause the VS and TR never came, oh sure some outfits brought people over, but the main forces of the TR/VS stayed on Indar like they always do...

Now with the Lattice system on Indar, those that don't like/understand it come to the Alerts or just play on the other maps now...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 31, 2013, 12:18:39 pm
Sounds like a pistol to me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on May 31, 2013, 12:21:45 pm
Sounds like a pistol to me.
Ok, you got me on a Technicality, they are a Subclass Pistol, but you can't just put them into the pistol group due to that. Their Mechanisms are completely different...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 31, 2013, 12:34:06 pm
Now with the Lattice system on Indar, those that don't like/understand it come to the Alerts or just play on the other maps now...

There are maps besides Indar?


Seriously, anything to break up the Indarside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 31, 2013, 01:15:36 pm
I mostly stay on Esamir, it's the easiest one on my poor 3GBs of RAM.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 31, 2013, 01:17:48 pm
I move with the outfit, so I generally get a fair bit of all the continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 31, 2013, 01:22:33 pm
My outfit has an obsession with ensuring The Ascent on Amerish remains Freedom Blue, so I spend a reasonable amount of time there.  Lately as well we've been doing armor columns on Esamir.  Having harassers living up to their name and baiting tanks to come to a line of Vanguards works fairly well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 31, 2013, 01:49:31 pm
No, revolvers are pistols, they also can be equipped by any (non-MAX) class.
If not, then it's a bug, and go report it now. :P
What I was meaning is that it doesn't carry over to each class, meaning buying one for a medic will not allow you to equip it to your LA...

ALSO!!!

IF your telling me a SIX SHOT (there is larger chambers, but lets stick to classics), CHAMBER LOADED, ROTATION CYLINDER, HANDCANNON is an everyday Pistol. I will smack you. When you reload the Revolvers in game you will note that each shell is technically loaded separately...

Just cause it has the body of what looks to be like any other pistol in the game, DOES NOT MAKE THEM A BASIC PISTOL...
A Pistol is a light arm, magazine loaded Handgun. That is that its feed from below into the grip itself and is slide loaded with a hammer mechanism...

From the Wiki...
Revolvers have a number of firing chambers or "charge holes" in a revolving cylinder; each chamber in the cylinder is loaded with a single cartridge. Semi-automatic pistols have a single fixed firing chamber machined into the rear of the barrel, and a magazine, usually removable, so they can be used to fire more than one round.

I meant that they go into the pistol slot. I know how they work, played in VR a bit, and I know what a revolver is IRL. :P
And WHAT? They don't unlock for all classes at the same time?
...
Lame.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on May 31, 2013, 02:37:46 pm
Yes they do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 31, 2013, 03:51:01 pm
That's what I thought, too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on May 31, 2013, 10:26:50 pm
pistol

i've been having fun with the 4x on my ghost...! (EDIT: that's the vs fast reload sniper rifle. affects bolt-action time too)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 01, 2013, 03:35:58 pm
So i've been certing into the mossie since the beginning and going for AA duty with it.

Several minutes ago i had a scrap with a fully manned Liberator and had the luck of not getting dalton'd (partially due to my tactic of abusing the racer frame + boosters).

So i got it to the state when it begins to burn but couldn't make another pass in time (racer airframe is not neraly as good as the dogfighting one and i was getting fired at) and they landed and began repairing it.

So i make another minigun pass but it's barely enough to make it burn again.

Another pass and it's back to half health again...

So i go kamikazi on it with boosters on.

20 aintiair damage exp
20 aintiair damage exp
20 aintiair damage exp
20 aintiair damage exp
20 aintiair damage exp
20 aintiair damage exp
Liberator kill 500 exp.

So yeah... totally worth it.
And i'd love to hear their voice chat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 01, 2013, 06:28:09 pm
a fully manned Liberator

I haven't seen one of those in a looong time. Come to think of it, I haven't seen a full Galaxy in a long time either. They're a rare sight nowadays, and usually they have just one guy. Why anyone would pull a Gal and then fly it alone, I have no idea.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 01, 2013, 07:09:03 pm
a fully manned Liberator

I haven't seen one of those in a looong time. Come to think of it, I haven't seen a full Galaxy in a long time either. They're a rare sight nowadays, and usually they have just one guy. Why anyone would pull a Gal and then fly it alone, I have no idea.
ESF on cooldown. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 01, 2013, 08:37:13 pm
Well yeah, but all that it accomplishes is to put the Gal on cooldown as well when you get shot down, which you will because you're presumably covering a lot of distance (otherwise you'd just take a Flash or a Harasser) while completely defenseless. :-\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 01, 2013, 08:47:34 pm
Well yeah, but all that it accomplishes is to put the Gal on cooldown as well when you get shot down, which you will because you're presumably covering a lot of distance (otherwise you'd just take a Flash or a Harasser) while completely defenseless. :-\
I never understand the Solo Gals, but when I get up a Gal I keep two or one gunner on at all times. Circling around the bases my Infantry is capping, dropping low to pick them up and then moving on...
ESFs come and get in the way, my Infantry drops but for 2 gunners that move around the 4 guns while the rest land and set up a beacon/AA defense while I do some crazy arse flying which puts their ESFs into my wings and shit making them blow... Occasionally they do this stupid arse glitch where the Gal goes from Full Health to nothing in one ram which confuses the hell out of me...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 01, 2013, 09:22:01 pm
A Scythe tried to ram the Lib I was tailgunning today.  I did ~25% damage with the TG before he impacted, turning the scythe into so much fine paste.  The lib barely noticed.


EDIT- My outfit gal-drops fairly often.  The pilot just rams straight into any enemy air in the way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on June 01, 2013, 10:01:31 pm
Solo Gavs can be nice for leading an air charge, and exposing all the AA in adjacent sectors. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on June 01, 2013, 10:04:10 pm
Solo Gavs can be nice for leading an air charge, and exposing all the AA in adjacent sectors.

Actually the best thing for Solo Gals are for stealth insertions oddly enough. Drop as a LA with your C4 bricks, or as a Cloaked SMG infiltrator, and you can usually get a good chunk of kills before respawning and joining the battle proper, as everyone who does look up (AA usually) is too focused on the giant cert pinata.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on June 02, 2013, 02:31:17 am
I thought the best use for Galaxies was ramming?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 02, 2013, 05:27:45 am
I thought the best use for Galaxies was ramming?
When you're alone, yes.

I once had a kill-streak with the Galaxy (on my test character).
I killed several ESF's and a Lib, when I was almost in the red I landed right next to a sunderer and squished a few folks. Then I got out (as an infiltrator) and pew pew pew.

However, much more effective to have them as droppers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 02, 2013, 06:46:44 am
So i've been getting close to 250 certs and decided to upgrade my weapons.

Now since shotguns are usable by most classes it's obviously going to be a shotty...

Now i was thinking about the haymaker (possibly adding slugs later) but its only shtick appears to be having 2 more rounds in the magazine and slower bullet velocity (don't think it's important for shotguns at all).

Question is... is that gun even worth it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 02, 2013, 07:21:53 am
Slug shotguns are really only good if you're sniping still targets (engies behind turrets, etc.) or if you have good FPS *and* you are good at leading. Extended mags for shotguns depend on what they are - I don't know about the haymaker (NC right?) but if it's an auto-shotty I'd go for it, if it's a semi-auto... I dunno.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 02, 2013, 08:03:24 am
TR semi auto. That's why i was thinking about slugs since they might turn it into a rifle of sorts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 02, 2013, 08:11:29 am
I bought the VS semi-auto for 250, tried the slugs... eh, don't like it personally, but I have low FPS in firefights, so that could be part of the problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 02, 2013, 08:55:55 am
I have crappy FPS too (~15), and I find slug shotguns to be perfectly fine. Leading isn't that hard, you just have to give up on sniping and just spam 3-4 shots to have one that hits. It's still better than a carbine, because slugs hit like a freight train. What I'm actually struggling with is the huge bullet drop, you need to be a lot better at judging distance with a slug shotgun than with a carbine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 02, 2013, 11:12:58 am
So... i bought the shotgun and rushed into battle as a LA.
NC guys were totally clueless as the shotty moved them down.
Ended up with 10 certs in like... 15 minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 02, 2013, 11:16:22 am
I have crappy FPS too (~15), and I find slug shotguns to be perfectly fine. Leading isn't that hard, you just have to give up on sniping and just spam 3-4 shots to have one that hits. It's still better than a carbine, because slugs hit like a freight train. What I'm actually struggling with is the huge bullet drop, you need to be a lot better at judging distance with a slug shotgun than with a carbine.
This is where the Vanu help - no bullet drop for me. :D
No, 15 FPS is good for me. I mean about 5 FPS. ;(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 04, 2013, 07:04:13 pm
I only get lag in battles, especially when I have only a short window of opportunity to get an advantage. It's a conspiracy I tell you.
And shortly after joining too, with the menus and stuff not showing up for a few minutes and things not rendering, but I think that's meant to happen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 04, 2013, 10:14:58 pm
And shortly after joining too, with the menus and stuff not showing up for a few minutes and things not rendering, but I think that's meant to happen.

I'm pretty sure that's everyone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 05, 2013, 05:30:30 am
Yeah, that's normal loading time I think.

My worst lag is when changing views in large battles (switching into/out of ADS or similar), especially when I've just joined in a new zone and there are things loading. The worst worst is when I run the Phoenix and it lags out for a full second or so before I get control of the missile.



Oh, and GU10 up today (http://www.reddit.com/r/Planetside/comments/1fp6wv/gu10_patch_notes_up/), hopefully. Not a huge patch this time but some nice bits and bobs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 05, 2013, 05:33:00 am
I don't get lag on loading new things, I freeze :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on June 05, 2013, 09:23:09 am
Quote
Vehicle Updates
Vehicle Projectiles Now Originate from the Camera
This should makes shots more reliably line up with the crosshair and reduce issues when the muzzle of the weapon is offset from the camera by a large amount.
AMS Sunderer Deployment Area Change
The anti deploy radius for AMS Sunderers has been reduced to 130 meters, so Sunderers are able to deploy more closely to each other than before.
Flash and Harasser Airborne Control
Steer left and steer right will now cause the Flash and Harasser to roll slightly when airborne.

YES!  YES! (http://youtu.be/j_W9WK7JtsM)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 05, 2013, 09:27:22 am
YEEESSSS
WE CAN DO BARREL ROLLS WITH FLASHES NOW
THIS IS THE BEST UPDATE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on June 05, 2013, 09:32:57 am
And if I'm interpreting it correctly, they're only nerfing the jerk of the ZOE. Top acceleration and top speed are still the same.
So happy, hopefully.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 05, 2013, 09:34:52 am
The worst worst is when I run the Phoenix and it lags out for a full second or so before I get control of the missile.

*Fires Phoenix*
*Watches it arc downward into the ground*
*Sad trombone*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on June 05, 2013, 10:41:21 am
Darnit, I can't seem to load past 98% after GU10. Hope it's just a little server blip.

EDIT: Never mind. Validating stuff fixed it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 05, 2013, 02:01:58 pm
*Fires Phoenix*
*Watches it arc downward into the ground*
*Sad trombone*

More along the lines of;

*Aim Phoenix towards enemy tanks*
*Fire Phoenix*
*Screen freezes for a second*
*Gain control of Phoenix just as it soars past tanks*
*Desperately wheel mouse around on maximum sensitivity trying to find a new target*
*Hit rock*
*Sad trombone*

And if I'm interpreting it correctly, they're only nerfing the jerk of the ZOE. Top acceleration and top speed are still the same.
So happy, hopefully.

I'm just hoping the numbers keep going down. That was the biggest problem. Higby spoke about this in a twitch chat (http://imgur.com/KWkjQKQ) and noted that VS MAXes have always had the best KDR, just they were the least used MAXes. Now they are even better and absolutely fucking everywhere.


In unrelated news, PS2 on the PS4 (http://www.ign.com/articles/2013/06/05/dc-universe-online-and-planetside-2-coming-to-playstation-4).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 05, 2013, 02:08:24 pm
In unrelated news, PS2 on the PS4 (http://www.ign.com/articles/2013/06/05/dc-universe-online-and-planetside-2-coming-to-playstation-4).

I fully support this change.




People trying to FPS on gamepads will be excellent easy points.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on June 05, 2013, 03:41:19 pm
In unrelated news, PS2 on the PS4 (http://www.ign.com/articles/2013/06/05/dc-universe-online-and-planetside-2-coming-to-playstation-4).

I fully support this change.




People trying to FPS on gamepads will be excellent easy points.
My thoughts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 05, 2013, 04:45:59 pm
Sadly the PS4 won't mean free cannon fodder. (http://www.reddit.com/r/Planetside/comments/1fqrx8/according_to_smedley_pc_and_ps4_will_not_share/)

Happily it will mean better multi-thread support.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 05, 2013, 04:55:45 pm
Oh good, so instead of having one healthy game we're going to have two identical ones, both underpopulated. Wonderful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on June 05, 2013, 04:59:52 pm
Oh good, so instead of having one healthy game we're going to have two identical ones, both underpopulated. Wonderful.

Better that than having the PC version Shadowrun'd (i.e. introducing artificial lag and sluggishness to the PC version in order to keep the console players from whining).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 05, 2013, 05:30:52 pm
Oh good, so instead of having one healthy game we're going to have two identical ones, both underpopulated. Wonderful.

Better that than having the PC version Shadowrun'd (i.e. introducing artificial lag and sluggishness to the PC version in order to keep the console players from whining).
Does it really need artificial lag and sluggishness? It seems to be pretty good at being those things already.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 05, 2013, 05:56:29 pm
Maybe Sony was planning this all along?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 05, 2013, 08:24:51 pm
Oh good, so instead of having one healthy game we're going to have two identical ones, both underpopulated. Wonderful.

Better that than having the PC version Shadowrun'd (i.e. introducing artificial lag and sluggishness to the PC version in order to keep the console players from whining).
Does it really need artificial lag and sluggishness? It seems to be pretty good at being those things already.
Ran fine on my PC, no lag or slowdown.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 05, 2013, 08:43:23 pm
Maybe Sony was planning this all along?
Given that the console is made by Sony and the game is made by Sony Online Entertainment, that's definitely a possibility. ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 05, 2013, 08:45:46 pm
IIRC its optimized for Nvidia cards, and I'm using AMD, can't turn physx on. :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 05, 2013, 09:46:16 pm
Oh good, so instead of having one healthy game we're going to have two identical ones, both underpopulated. Wonderful.

Better that than having the PC version Shadowrun'd (i.e. introducing artificial lag and sluggishness to the PC version in order to keep the console players from whining).
Does it really need artificial lag and sluggishness? It seems to be pretty good at being those things already.

*rimshot*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 06, 2013, 03:05:55 am
So... i pimped out my shotgun with various mods (ammo, NV scope, slugs) and discoveded the ugly truth.

I knew you can't oneshot people with shotguns but i was chasing some guy at close range and he took 4 bullets to the chest before he dropped.

FOUR.

I was expecting being able to 2-3 shot people but...
Well i shouldn't have expected to get the god of guns for 480 certs and it's still better than the stock guns.

Saving now to max out nanoweave and repair tool on my engy (found out repairing things gives decent exp when you use a upgraded tool for it).

I bought AP mines BUT they take up the ammo box slot making them useless for cert grinding (better find a hill with lots of infantry holding out and repair MAX/drop boxes all day instead).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 06, 2013, 03:22:36 am
I bought AP mines BUT they take up the ammo box slot making them useless for cert grinding (better find a hill with lots of infantry holding out and repair MAX/drop boxes all day instead).

You'll be very pleased to know that you can select your turret, hit 'b', then drop the ammo box, even if it's not in the utility slot. You can hit 'b' again to switch back to your turret.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 06, 2013, 03:28:28 am
So... i pimped out my shotgun with various mods (ammo, NV scope, slugs) and discoveded the ugly truth.

I knew you can't oneshot people with shotguns but i was chasing some guy at close range and he took 4 bullets to the chest before he dropped.

FOUR.

I was expecting being able to 2-3 shot people but...
Well i shouldn't have expected to get the god of guns for 480 certs and it's still better than the stock guns.

VR has slugguns killing in 3 up to 50 meters, and probably further than that. 'course that doesn't take into account nanoweave and stuff, but...

Meanwhile, the battle rifle takes 5. Outside of infiltrator, you're not going to find a harder hitting single bullet than a sluggun.

'course, if that doesn't hit hard enough for ya', just use shot. It is, after all, a shotgun. A hilariously effective one, at that.

Edit: The new Alert Alerts are clearly brought to you by the Department of Redundancy Department.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 06, 2013, 04:34:23 am
Hmmm. NV is now useless half the time. That is unfortunate as I loved using it with my slug-shotty.

PS4 users will have their own servers (https://twitter.com/j_smedley/status/342358966631817216), and better multi core support (https://twitter.com/j_smedley/status/342359277706547200) is coming up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 06, 2013, 05:00:03 am
Slugs can 2 shot people if you do headshots. If the target is unaware, the first shot should always be a headshot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 06, 2013, 05:07:14 am
Hmmm. NV is now useless half the time. That is unfortunate as I loved using it with my slug-shotty.

PS4 users will have their own servers (https://twitter.com/j_smedley/status/342358966631817216), and better multi core support (https://twitter.com/j_smedley/status/342359277706547200) is coming up.

Yeah it's kinda situational but sometimes it really shines.
Yesterday for example i had a purple latex sniper hiding on a tree in the leaves.
Pretty darn impossible to see (especially at night) but i grabbed the NV scope and he lit up like a light bulb.
Pew pew two hits and he hid behind a large branch.

He peeks out to find out who's shooting him and pew pew he's dead.
It also shows enemies who are in "easy" sluggun range (assuming you're not wearing purple latex).

Oh and it apparently helps spot cloaked infiltrators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 06, 2013, 05:29:22 am
Yep, it was and still can be totally awesome, but now it's often "AAARGHJ BRIGHTLIGHT! BRIGHTLIGHT!". Changing scopes all the time is annoying as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on June 06, 2013, 05:41:42 am
Man, my longshot is very disappointing.

I forgot to take into account the max draw distance on infantry. So at the longest range I can actually see enemy infantry, I need to aim only 1, 1.5 mildots above (w/ x12). So I have a massive amount of range where, if I could SEE enemy infantry, I could hit them reasonably easily. But I can't effing see them!

And if I use it in medium range I light up like a bulb for everyone to see thanks to the additional detection radius. SIGH.

So yeah, infils need extra draw distance. And being able to hack unoccupied enemy vehicles (probably not sundies, though) would be nice. Add a requirement to kill the pilot/driver first, use an action on their body, then use another action on the vehicle. For bonus points, make the vehicle appear as normal to enemies and allies.

I have a feeling that would lead to massive abuse though :<
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 06, 2013, 06:25:38 am
I have a feeling that would lead to massive abuse though :<

I'd love to see engineers being able to unhack hacked turrets/consoles (not hack just dehack hacked ones). It's so freaking annoying when a infil runs amok in the base and hacks EVERYTHING EVERYWHERE and no derp on your team decides to unhack them so the lone person on your team that wants to keep things in shape has to constantly change classes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 06, 2013, 06:45:11 am
I have a feeling that would lead to massive abuse though :<

I'd love to see engineers being able to unhack hacked turrets/consoles (not hack just dehack hacked ones). It's so freaking annoying when a infil runs amok in the base and hacks EVERYTHING EVERYWHERE and no derp on your team decides to unhack them so the lone person on your team that wants to keep things in shape has to constantly change classes.
Blow up and repair. :P You get 2x the XP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on June 06, 2013, 06:51:04 am
Is the Participation Bonus broken since GU10?
Just did a "All Domes on Indar" alert and was only getting +5% from population - was much more profitable to go to Americash, where it was +50% pop bonus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 06, 2013, 07:08:31 am
So yeah, infils need extra draw distance.

So the rest of us get shot at by something that doesn't render on our screen? No thank you. That's exactly what pilots complain about all the time with respect to AA MAXes and everyone agrees it's a problem. Putting even more of it into the game is a bad idea.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 06, 2013, 07:10:46 am
I have a feeling that would lead to massive abuse though :<

I'd love to see engineers being able to unhack hacked turrets/consoles (not hack just dehack hacked ones). It's so freaking annoying when a infil runs amok in the base and hacks EVERYTHING EVERYWHERE and no derp on your team decides to unhack them so the lone person on your team that wants to keep things in shape has to constantly change classes.
Blow up and repair. :P You get 2x the XP.
But then i'd have to either have a AT mana turret or ton of C4 (Inf resource) OR run back and forth as a HA (takes ages to do).
Not to mention those turrets are pretty resiliant to basic rockets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 06, 2013, 07:14:16 am
So yeah, infils need extra draw distance.

So the rest of us get shot at by something that doesn't render on our screen? No thank you. That's exactly what pilots complain about all the time with respect to AA MAXes and everyone agrees it's a problem. Putting even more of it into the game is a bad idea.
I'd be okay with it if infiltrators always rendered for everyone at any distance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on June 06, 2013, 07:56:35 am
It is annoying when you own the forward spawn, but blowing up the hacked terminal doesn't revert ownership.  >:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 06, 2013, 07:57:15 am
So yeah, infils need extra draw distance.

So the rest of us get shot at by something that doesn't render on our screen? No thank you. That's exactly what pilots complain about all the time with respect to AA MAXes and everyone agrees it's a problem. Putting even more of it into the game is a bad idea.
I'd be okay with it if infiltrators always rendered for everyone at any distance.
Only if changing your visual settings doesn't make a cloaked Infiltrator stand out like a sore thumb...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 06, 2013, 09:10:23 am
So yeah, infils need extra draw distance.

So the rest of us get shot at by something that doesn't render on our screen? No thank you. That's exactly what pilots complain about all the time with respect to AA MAXes and everyone agrees it's a problem. Putting even more of it into the game is a bad idea.
I'd be okay with it if infiltrators always rendered for everyone at any distance.
Only if changing your visual settings doesn't make a cloaked Infiltrator stand out like a sore thumb...
So... what visual settings i'm supposed to change?
I bought that NV scope just to have a chance against them on the ramparts but apparently it got "fixed" and cloakers are even more invisible when looking through it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 06, 2013, 11:12:35 am
So... what visual settings i'm supposed to change?
I bought that NV scope just to have a chance against them on the ramparts but apparently it got "fixed" and cloakers are even more invisible when looking through it.

If you set your Graphics Quality to low, infiltrators lose their Predator effect and get a simple translucency instead, which makes them easier to see, especially when they're moving.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on June 06, 2013, 12:11:38 pm
So... what visual settings i'm supposed to change?
I bought that NV scope just to have a chance against them on the ramparts but apparently it got "fixed" and cloakers are even more invisible when looking through it.

I assume vehicle thermals work for that? Not that that'd help you, just wondering :p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 06, 2013, 12:37:00 pm
I assume vehicle thermals work for that? Not that that'd help you, just wondering :p

I have a NV scope (the cheaper green one) on my mossie and cloakers are invisible on it.
No experience with the 200 cert thermal bt i assume it's just the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 06, 2013, 01:26:06 pm
So... what visual settings i'm supposed to change?
I bought that NV scope just to have a chance against them on the ramparts but apparently it got "fixed" and cloakers are even more invisible when looking through it.

If you set your Graphics Quality to low, infiltrators lose their Predator effect and get a simple translucency instead, which makes them easier to see, especially when they're moving.

Yeah there's a good number of people who turn their graphics to low just for that effect. I've been shot to death while cloaked so often it hurts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 06, 2013, 03:00:41 pm
Yeah there's a good number of people who turn their graphics to low just for that effect. I've been shot to death while cloaked so often it hurts.

To be fair, it's not like the standard Predator-style cloak is hard to see either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 06, 2013, 03:33:27 pm
And they're still invisible when standing still, either way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 06, 2013, 03:40:01 pm
Not true.  What is behind the cloaker makes a big difference.  There's a youtube video (posted in this thread somewhere) that illustrates this well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 06, 2013, 04:35:35 pm
HEY GUYS...
Remember how we were talking about the ZOE and how VS says that its totes balanced, I mean not just the strafing but the damage boost too...
Check out the results of ZOE + the Upcoming Flamethrower...

http://www.youtube.com/watch?v=uxqJMvQVL-o

Yep nothing wrong here. SoE knows exactly what they are doing when the Balance anything in this game...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 06, 2013, 04:42:45 pm
Who in Vanu says it's balanced?
I play Vanu and pretty much everyone I know who does thinks it should be nerfed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 06, 2013, 04:52:38 pm
It's totally balanced. It's means to be powerful so you only need one weapon for infantry/vehicles so you can use the second free arm for a burster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on June 06, 2013, 04:54:13 pm
HEY GUYS...
Remember how we were talking about the ZOE and how VS says that its totes balanced, I mean not just the strafing but the damage boost too...
Check out the results of ZOE + the Upcoming Flamethrower...

http://www.youtube.com/watch?v=uxqJMvQVL-o

Yep nothing wrong here. SoE knows exactly what they are doing when the Balance anything in this game...

That's a known bug on the test server. It won't hit the real game until they fix the fact that it insta-kills when using the ZOE. That bug actually completely ruined one of the big lattice tests on the test server since all the VS got ZOE MAXes with flamethrowers and completely stomped everyone else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on June 06, 2013, 05:22:31 pm
I guess that's a bug... Probably a matter of increased damage per particle going through the roof for some reason.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 06, 2013, 05:28:21 pm
HEY GUYS...
Remember how we were talking about the ZOE and how VS says that its totes balanced, I mean not just the strafing but the damage boost too...
Check out the results of ZOE + the Upcoming Flamethrower...

http://www.youtube.com/watch?v=uxqJMvQVL-o

Yep nothing wrong here. SoE knows exactly what they are doing when the Balance anything in this game...
So once you got over your alarmist fit, did you realize that it was a bug on a test server? That isn't uncommon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 06, 2013, 06:03:07 pm
HEY GUYS...
Remember how we were talking about the ZOE and how VS says that its totes balanced, I mean not just the strafing but the damage boost too...
Check out the results of ZOE + the Upcoming Flamethrower...

http://www.youtube.com/watch?v=uxqJMvQVL-o

Yep nothing wrong here. SoE knows exactly what they are doing when the Balance anything in this game...
So once you got over your alarmist fit, did you realize that it was a bug on a test server? That isn't uncommon.
Ok Sorry I forgot to add the /sarcasm to the end of that post... FFS...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 06, 2013, 06:21:27 pm
Its hard to judge whether or not someone is serious with a post like that, I cannot read minds. Apologies if I came off overly harsh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 06, 2013, 06:24:03 pm
Its hard to judge whether or not someone is serious with a post like that, I cannot read minds. Apologies if I came off overly harsh.
The last sentence...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 07, 2013, 11:08:32 am
HEY GUYS...
Remember how we were talking about the ZOE and how VS says that its totes balanced, I mean not just the strafing but the damage boost too...
Check out the results of ZOE + the Upcoming Flamethrower...

http://www.youtube.com/watch?v=uxqJMvQVL-o

Yep nothing wrong here. SoE knows exactly what they are doing when the Balance anything in this game...
So once you got over your alarmist fit, did you realize that it was a bug on a test server? That isn't uncommon.
Ok Sorry I forgot to add the /sarcasm to the end of that post... FFS...
Actually you'd need two sarcasm tags. One for criticizing the balance of ZOE Max and one to show that that was sarcastic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 07, 2013, 11:51:59 am
ZOE honestly needs a timer like the HA shield and the incoming damage increase should be increased to actually be significant.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 07, 2013, 12:12:28 pm
ZOE honestly needs a timer like the HA shield and the incoming damage increase should be increased to actually be significant.
Give the thing a damn timer, and I think it will fix it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: CognitiveDissonance on June 07, 2013, 12:15:42 pm
Hey all! I was crazy about this game on release, but gaming interest wandered away from MMO's... and I have not played since the new year.

I have been tempted to go back in, but I'm intimidated by the changes.

So uh... can anyone sum up for me what has changed?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 07, 2013, 12:22:38 pm
ZOE honestly needs a timer like the HA shield and the incoming damage increase should be increased to actually be significant.
Give the thing a damn timer, and I think it will fix it.
Altough then VS will complain that the others don't have a timer etc etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on June 07, 2013, 12:31:02 pm
If you haven't played since the new year, you've missed (among random patches and hotfixes) Game Updates 2 through 10. I'll give ya an outline:

GU2 (http://wiki.planetside-universe.com/ps/Game_Update_2_(2013/02/02)): Quite dull, only thing of real note is the change to XP, so you get more or less depending on how well that person was doing in that life. Oh, and surface-to-air damage XP.

GU3 (http://wiki.planetside-universe.com/ps/Game_Update_3_(2013/02/21)): Bug fixes and UI changes. Meh.

GU4 (http://wiki.planetside-universe.com/ps/Game_Update_4_(2013/03/13)): Virtual Reality training area added, fo' testing things, and a module for infils on Flashes allowing them to be invisible.

GU5 (http://wiki.planetside-universe.com/ps/Game_Update_5_(2013/03/21)): Unlocks made with SC made available to all characters on the same account. Oh, and new helmets. Wooh.

GU6 (http://wiki.planetside-universe.com/ps/Game_Update_(2013/04/03)): Daily achievable service ribbons worth moderate amounts of XP added. Alerts to capture continents which give huge XP boosts also came in

GU7 (http://wiki.planetside-universe.com/ps/Game_Update_7_(2013/04/18)): Mostly balance things, but also gave more detailed stats for weapons and added revolvers.

GU8 (http://wiki.planetside-universe.com/ps/Game_Update_8_(2013/05/02)): Added the Harasser (http://planetside.wikia.com/wiki/Harasser), a 3 person buggy, along with some new MAX weapons.

GU9 (http://wiki.planetside-universe.com/ps/Game_Update_9): Changed Indar to work on a hybrid lattice system, whereby you can only take certain places depending on ones you already own. MAXs also got more stuff, with some crazy new ability things that are specific to each faction.

GU10 (http://wiki.planetside-universe.com/ps/Game_Update_10_(2013/06/05)): Added new alerts (such as capture all the biolabs on x continent) as well as the usual balancing and bug fixing.

Hope that got you up to speed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: CognitiveDissonance on June 07, 2013, 12:35:57 pm
Hope that got you up to speed.

Yes, thank you! That is... a lot less intimidating than I expected.

I'll have to run the updater, and get my gunfire fix soon. Thanks again!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 07, 2013, 12:36:40 pm
Hope that got you up to speed.

Yes, thank you! That is... a lot less intimidating than I expected.

I'll have to run the updater, and get my gunfire fix soon. Thanks again!
I hope you're not NC, because they got a LOT of nerfs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on June 07, 2013, 07:20:11 pm
Hope that got you up to speed.

Yes, thank you! That is... a lot less intimidating than I expected.

I'll have to run the updater, and get my gunfire fix soon. Thanks again!
I hope you're not NC, because they got a LOT of nerfs.

Has anyone else noticed that they do passes on the balance and attractiveness of the factions? As in they'll focus on a faction for a long period of time, then stop and work on another. Lately, the focus has been VS. TR had a very early pass, but short since they were already the 4th faction also. NC had a lengthy pass, with a pass of regression, where they'd overbuffed early on. Now they're definitely laying it on thick with the VS. We're likely to see much nerfing.

I could be wrong but that's how I saw the shifts of attention
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on June 07, 2013, 07:20:59 pm
NC may as well be equipped with these..........
(http://tnypic.net/images/ie1qt.jpg) (http://tnypic.net/)

Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 07, 2013, 07:28:55 pm
I haven't played this in so long. I would love to play organized sessions with groups of people but I don't know how I feel about doing it with some random guys.

I did play NC because that's what our little group decided to play as. If I had to pick another faction it would be TR simply because I don't really like the Vanu's aesthetic...

I like the way the NC's guns handled, though I haven't tried the other factions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 08, 2013, 12:19:42 am
I like oodles and oodles of recoil the way the NC's guns handled, though I haven't tried the other factions.

ftfy >_>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 08, 2013, 07:57:04 pm
I'm liking the station alerts a lot more than the continental alerts.

Last night I helped defend Kwahtee during an amp station alert. The TR held for a good hour and a half, against multiple pushes from the NC and the VS. I got third on the scoreboard with that, and got 150 certs from the fight. (The TAR is pretty good.)

Just now the TR won a Biolab alert, by capturing Mani Bio Lab with about twenty seconds left to spare. The NC were desperate to push out from the teleporter rooms, and even the VS started attacking the lab to prevent the TR from capping.

I think these new alerts are, dare I say it, fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 08, 2013, 07:58:34 pm
TR win all of every alert.
It is inescapable.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 09, 2013, 08:30:16 pm
So I finally got a chance to try out the patched Enforcer. Shows how little I've played since GU9... I loved the old version as both AI and AV. Easy to bullseye infantry and it would easily demolish any armour you ran into if you had a halfway sensible driver.

The new version is absolutely obscene against infantry. It is incredibly accurate and direct hits are instant kills. Even if you miss the next shot is available in no time so long as you don't waste all ten rounds. First time using it, ten kill streak, all infantry, all direct hits.

Against armour it's more questionable. You have to put lots of shots into them to feel like you are doing anything, especially now you can't see their health going down. That means firing while moving rather than getting a quick burst from the main cannon and Enforcer, repositioning while both reload and repeating. Not a huge disadvantage and arguably better if you aren't being targeted (better DPS if you can concentrate your fire, although again it's hard to tell).

I really regret not buying it when it was still 250 certs. Well worth hopping into any tank running one. Compared to my best Basilisk streak of the night; 8 kills over 10 minutes while defending a heavily assaulted position (god knows how many assists though). Enforcer; 10 kills over 5 minutes pushing into a moderately defended base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 09, 2013, 09:32:44 pm
It's great AV when it's on a Harasser, despite its slightly lower damage, because it's much easier to get behind the tank with it.  Shooting front armor with it, you might as well be throwing rocks, but the rear armor it does considerable damage against.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Fayrik on June 09, 2013, 09:35:14 pm
Has anyone else noticed that they do passes on the balance and attractiveness of the factions? As in they'll focus on a faction for a long period of time, then stop and work on another. Lately, the focus has been VS. TR had a very early pass, but short since they were already the 4th faction also. NC had a lengthy pass, with a pass of regression, where they'd overbuffed early on. Now they're definitely laying it on thick with the VS. We're likely to see much nerfing.

I could be wrong but that's how I saw the shifts of attention
That makes a lot of sense.
Having just logged in after quite some time, I've just noticed how even on the character selection screen, the new VS character models are virtually invisible. When'd that happen?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 09, 2013, 09:45:10 pm
I've been killed by several headless VS snipers.  It's kind of funny.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on June 10, 2013, 12:08:47 am
I had to log out suddenly, so I decided to book it to the nearest prowler and hop on. As I'm running towards him, I see the large tank rounds fly past my face, one after the other. Thinking I had a good amount of time before he could shoot again, I suddenly died. I was TKed by none other than "leeroyjenkinz"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 10, 2013, 03:37:48 am
I had to log out suddenly, so I decided to book it to the nearest prowler and hop on. As I'm running towards him, I see the large tank rounds fly past my face, one after the other. Thinking I had a good amount of time before he could shoot again, I suddenly died. I was TKed by none other than "leeroyjenkinz"
At least he takes his name seriously.

Bought the Saron. When I'm equipped with a decent gunner, it's pretty damn awesome against infantry AND armor.

edit: and a movie for funz0rs: BAM! That's the BAM! (http://www.youtube.com/watch?v=C9Yj5SaURwk)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 10, 2013, 07:01:33 am
Man the difference between the EU server and US must be huge.
I'm playing on Woodman and the population is more or less 35% NC 45% Van and 20% TR.

Every single alert i get to see has TR getting stomped hard and pushed out of everything of value by Vanu swarms.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on June 10, 2013, 08:24:31 am
There is no real % ever in my opinnion.
All who is after easy cert points switch sides in a blink.
Kinda ruins some parts of game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 10, 2013, 08:33:23 am
AH, the "4th faction". There have been many complaints about that recently, and I'm guessing they're going to fix that soon, at least for same-server-accounts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on June 10, 2013, 09:36:01 am
That issue is easy to fix but hard to introduce in game.
I wouldn't mind 1-2 hour timer on character switch on same server, though "4th faction" will cry and things remain the same :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on June 10, 2013, 10:10:41 am
That issue is easy to fix but hard to introduce in game.
I wouldn't mind 1-2 hour timer on character switch on same server, though "4th faction" will cry and things remain the same :/

I'm not a 4th faction player (I'm on the NC buffing/gimping train ride for the duration), but the massive amount of 4th faction at the moment is a symptom of how heinously terrible SOE's balancing decisions have been. The mindset of my 4th faction friends is "I pump all factions because I have to hedge my bets against Sony's track history of rolling out massive faction buffs/nerfs on a whim."

There will always be 4th faction players, so putting in a timer wouldn't be a bad thing, but a timer put in today would cause people quit, not play a single faction. A large part of the 4th faction problem would be fixed if Sony didn't keep pulling a zealot overdrive (the latest example in a long line of things that should never have left testing the way they were implemented).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on June 13, 2013, 04:42:46 pm
Aaand on the PTS the ZOE is killed. GG Higby, you caved in and sold your integrity. What was left of it. Time to put the ZOE on the shelf as well as the MAX until I can shell out for dual blueshifts and max out charge and kinetic armor.

Quote
    Increased Zealot Overdrive armor debuff to 30%
    Added a fuel cost to the Zealot Overdrive, allowing up to 8 seconds of sustained use
    Reduced the indirect damage buff for Bursters when using Zealot Overdrive

    Indirect vs ESF
        Rank 1: +5% (~93 damage)
        Rank 2: +7% (~95 damage)
        Rank 3: +9% (~97 damage)
        Rank 4: +12% (~100 damage)
        Rank 5: +15% (~103 damage)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 13, 2013, 05:02:34 pm
You do realize that the VS MAX had the highest K/D ratio of any other MAX, even before the ZOE, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on June 13, 2013, 05:17:49 pm
Without any knowledge of the distribution and underlying factors, comparing K/D is pretty much moot.

That aside, with the incoming nerfs ZOE will be nothing more than a subpar charge. Not to mention that the armor debuff is definitely going to hurt now. 20% was just about right.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 13, 2013, 05:37:48 pm
Some things I think would be cool would be a large magazine machine gun shotgun that covers a decent area with obscene amounts of weak pellets for the Reaver for anti infantry, with the current airhammer being retooled as a general purpose weapon for close range since that's pretty much what it is in my opinion, though I've been using the stock gun as of late since it's the best at long range so recent changes may invalidate that.

To compensate I'd give the Mosquito: 4, 6 or 8 wing mounted anti infantry machine guns that you can modify the zeroed in range by pushing a button. It would be a good idea to make the 4 gun loadout be higher damage and lower rate of fire per gun than the six or eight gun loadout. A real life example would be the difference between a few of the most popular in their stage of the war loadouts of some WW2 fighters, the Hurricane (eight .303 caliber machine guns which are close to rifle bullets), the Mustang (6 50 caliber machine guns), and the Typhoon (four twenty millimeter cannons). That way if you are on the wrong zero range the bullet streams crisscross on your strafe run and cover a larger area with bullets for suppression, or you could get the zero range correct and have faster TTK due to the bullets landing. I'd suggest making the rifle bullet equivalent and the 50 caliber not damage armor and the difference between the two being rate of fire and damage, while the 20 milimeter is basically 4x forward mounted bassilisk. The downside to the basillisk loadout would be greatly decreased maneuverability due to increased weight, if it were my choice. That way it would be pretty terrible in dogfights but it would be good for ground support.

VS I dunno, maybe an anti infantry laser. If it could be like a solid beam that you can 'drag' over infantry for light hitscan damage that might be cool, especially if it was tied to some kind of launcher, either infantry or vehicle, that shoots straight up then tracks to the spot the laser is aimed at. That means they would have to hover a scythe to guide the missiles.

I'll suggest all these suggested new weapons do no damage to heavy armor and that they be badly subpar in dogfights against other ESFs armed with appropriate anti air weaponry as the tradeoff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 13, 2013, 07:02:06 pm
Not everything that hits test hits live, remember.  See:  Fury nerf, 2/3/5 minute cap timers on lattice, that mythical UBGL attachment for battle rifles, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on June 13, 2013, 09:30:25 pm
Last night on Briggs.

Incoming alert sounds, just when I'm fixing up a tech plant, {Mao, I think}, on Indar.  Rush back to my lightning and navigate back to the warp-gate.  In the process finding out that the lightning can survive going down those deep ravines, especially for the few shortcuts.
After fifteen minutes, the alert comes in - capture and hold all three Amp stations on Esamir - a quick TAB reveals that VS own two and NC owns Freyr.  I jump over to Esamir, pull a Burster MAX and go out to the defensive towers, then I decide to check the map.  Vanoobs own 70% of the map and are already 6 minutes into capping Freyr - about five minutes into the alert, it is over, dominating victory to Vanoobs.

Cue RAEGQUIT.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 13, 2013, 11:16:25 pm
I have no idea if it's because the TR has the crappy warpgate on every continent or TR command can't get its act together or the NC and VS are just on a roll, but the TR have been getting their asses kicked on Connery all this week. Kind of frustrating.

So, I've got a 1000 certs to blow on whatever I feel like. Should I throw money into MAXes or into MBTs?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 14, 2013, 04:57:41 am
Yeah, I logged onto Woodman last night and TR had the least population on every continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Azated on June 14, 2013, 06:34:16 pm
So I'm starting to get back into the game and thought I might join a platoon on Briggs. Any opinions?

I have a TR char currently, but I'd be fine with a vanu platoon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 14, 2013, 07:19:19 pm
Planned Game Update 11 Changes (https://forums.station.sony.com/ps2/index.php?threads/gu011-weapon-and-vehicle-changes.134128/)

Those resource costs, ouch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 14, 2013, 08:33:50 pm
Shit, son, I might just be getting a Jackhammer.


150 for the flash is... ouch.  Sucks for the people who maxed out the timer for it to pull Flashes for all their buddies.

I can see the thinking behind the cost changes, but I would like to see an increase in the resource cap to compensate- maybe 1000 or so.  Especially MAX- 350 is rough.  I'm guessing that's part of the Burster nerf- pulling them just for three minutes of AA duty is far less feasible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 14, 2013, 08:36:28 pm
Also, I'm in favor of changing the MCG to double its fire rate and ammo counts while halving its damage.  MORE DAKKA.

They're doing a good job stepping out the ZOE nerfs.  Put live the little one and test the big one.

Speaking of shotguns, I might be shelving the Piston- considering the Sweeper instead.  Anyone played with it (or factional equivalent big-mag shotguns?)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 14, 2013, 08:37:28 pm
I think I'll just give up on this game until I can buy a NASA supercomputer and also move in next door to the servers; because that seems to be the only way I'll ever do any good at this game. I'm awful anyway and the lag just tops it off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on June 14, 2013, 09:33:44 pm
@Toaster

  I've practiced in VR with all the shotguns, and my next purchase in 10 or so certs is going to be the Sweeper, it just seems to be the smoothest operating of the shotties.  The pump-actions are only good for the reloading anims, but that gets tiresome real quick.  I also found that the pump-actions took a little longer to settle from recoil/pumping, so ymmv.
  I guess it depends from there how you intend using it, what situations you get into and so on.

Edit: and they're going to nerf the pump-actions by reducing the ammo-count, so that's anther strike against them for me, even though as I spend most of my time as an engy, ammo is the least of my concerns.  But the time taken to reload can be critical at times.  Also, shotgun damage looks like it is going to be reduced.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 15, 2013, 12:35:40 am
lolwut. They're nerfing pumpshots further? It's okay, 'cause they made Sweeper 250 certs, but... why?

IRNV nerf is kind of annoying, but I suppose it can be dealt with. By just hipfiring a shotgun...

Underbarrel change is pretty nice, I just got mine and haven't yet shot a MAX by mistake when reaching for my repair gun, but have come close a couple of times. This'll stop that.

Vehicle cost changes, I can't really know about. I imagine they're good, but I don't tank, so I always have 750 of both.

Flash being only slightly cheaper than a ESF is really silly, though.


Toaster: Sweeper is awesome. It's a shotgun, but it also has infinite ammunition. Even if you suck horribly, one of you will die before you need to reload. I don't have the other auto-shotties, so I can't say how it compares... but it's completely workable. I've barely touched any other weapon since the Sweeper was reduced in price.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on June 15, 2013, 01:43:55 am
At least they're not putting on the ZOE that 8-second timer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on June 15, 2013, 03:11:49 am
The problem with the increased resource costs for vehicles is that it makes griefing while cross-dressing a much more viable option, even strategic, as it can cripple even the best players.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 15, 2013, 03:21:06 am
I can only sing hymns of praise about Sweeper, it is the best gun in the game when you get slug ammo.

Anyway, the vehicle cost increase seems fairly reasonable to me, I always wind up with maxed out air and mechanized resources even if I do pull vehicles fairly regularly. What I'm really scared of is that they might increase cost of infantry stuff, I've recently bought my 2nd brick of C4 but more often than not I can't afford to actually equip it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 15, 2013, 06:50:09 am
Vehicle nerf is huge. I agree that making resources count is worthwhile (I was spamming Lightnings and Vanguards on cooldown last night as part of a continuous push into a heavily fortified VS position) but this seems to be a bad way of going about it. Full disclosure; I just put ~700 certs into the two NC tanks last night.

Firstly it's a snowball mechanic.

The only time I remember people not having the resources to pull vehicles was when we were warpgated and trying to push back out. Your income is based on the territory you control on the continent you are playing on. No territory, no income. Given the new alerts force fights onto continents that might otherwise be abandoned as impossible that's going to leave a lot of people trying to push into superior enemy forces without any resource income. Used to be you could still pull at least a few vehicles on cooldown before going bankrupt. That's massively decreased now.

Secondly it's going to dictate where people fight.

Back when I was stocking up on all the infantry resources (I try to keep 40/40 on at least the various explosives) I was focusing on biolab fights. Because you get some bonus resources alongside XP based on the resource granted by that facility fighting in a biolab would quickly max out my infantry resource. Actually, that's not true. Camping in a biolab would max out my infantry resource multiple times in a few minutes. If I was lucky enough to get inside the spawn of a zerg camped biolab I could earn and spend a couple thousand infantry resources from the turkey shoot. Without doing a damned thing to help my faction.

If other people know this and these changes go through expect to see dedicated pilots and tankers who are out of their favoured resource focusing on fights that grant them that resource rather than the most useful place to actually fight.

Thirdly it's a stealth fury nerf.

The fury was listed for a nerf (reduced to a two-hit kill while the Renegade got buffed to one-shot infantry on the PTS). Then it went on premium sale. Then it didn't get nerfed. Nerfing the Flash altogether seems to be their solution to avoid changing the weapon itself. Also seems to be targeted at people who pull multiple Flashes to hand out to their squad (although they can still get five to play with if they want to burn all their resource).

My preferred solution to this would be add a weapon cost when pulling a Flash. Make base Flash 25, one with a gun 100. Or even add scaling for other attachments as well. I'd happily pay 150 for my radar/Kobalt/stealth Flash if I could drop the attachments and grab a 25 resource transport or 50/75 version with radar alone. I don't think this is needed anywhere else (no other vehicle has such direct and significant upgrades) but for Flashes it makes sense.

Fourthly it's a stealth nerf to MAX spam.

The biggest problem with ZOE MAXes wasn't how good they were but that suddenly every VS player realised they could play a MAX. When they pretty much replace standard infantry in most fights it's getting a little excessive. Add to that that they were a cheap and effective source of AA and pulling a MAX was just the default option in a lot of cases.

Of course, this is hard to balance in any case. A MAX can be revived and swap out weapons so even resource/timer changes aren't always that effective at limiting their numbers. People who choose to MAX spam can probably afford to give up spending infantry resources on other things because, well, MAXes don't use other resources. If you get a good MAX pull in a biolab you can probably farm up enough infantry resources during that life to pull another one on cooldown.


The only real positive aspects I can think of are;

1) It makes engineers and gunners far more valuable. A MBT is now worth a lot more. Keeping it alive is more important and maximising it's usefulness is even more important. I happen to love running as a gunner, especially in the new Halberd Vanguard, and always make sure I change to engineer first to be the first-responder repairer while doing so. A Halberd Vanguard with a halfway awake gunner (I think I'm at least decent; I've started hitting Scythes semi-reliably with the thing) is more than doubly effective compared to a basic HEAT/AP Vanguard, regardless of the other upgrades. If that gunner can occasionally jump out to repair through incoming damage all the better.

Not everyone enjoys this playstyle and it can be a crapshoot finding a decent driver (let alone a decent driver who doesn't already have a dedicated outfit-mate gunner) but it makes me feel valuable damnit.

2) It encourages outfit ops. If you are coordinating and playing as an organised group you are going to be doing everything more slowly and conservatively than solo/PUG/zerg players would. Playing ops already means keeping your vehicles available as much as possible so you can drop into a new role when required. It means having other players around to give you more ways to be effective. Even in a dedicated armour or air squad you can usually find a gunner, repairer or other support position while waiting for a cooldown. Trying to do this in a PUG is often an exercise in frustration (and in a zerg an exercise in being run over or the vehicle you jumped into charging an enemy stronghold).

This will hurt coordinated outfits as well, but somewhat less so than the general PUG/zerg.

3) Vehicle certs will feel more valuable now. Even if you get to use them less. Oh, and except cooldown timer certs.



As for the other changes...


Shotgun nerf;
Hits the Scat MAX hard. Again. (http://www.reddit.com/r/Planetside/comments/1gdzfn/incoming_shotgun_nerf_includes_nc_max_ai_weapons/) And I've already seen Falcon MAXes inside biolabs (and by seen I mean been TKed by).

Other than that I'm kinda OK with it. I've been messing about with the Piston and Light Assault and it is a disgustingly easy playstyle. Making it a little harder (less range spraying) without completely destroying it seems sensible to me. I shouldn't be able to beat a carbine/SMG user who gets a line on me outside 10m.

ZOE;
Sure, sounds good.

IRNV;
Wait to see. Sounds like it might be useless as a general scope now. Adding sway to the soft range limitations seems like a little much. I tend to go between this and the reflex on the guns where it's useful and I always end up missing the one when I'm using the other. Adding any further drawbacks to the NV suggest I'm going to be maining reflex sights again.

Faction heavy weapons;
Dunno about the Jackhammer, but might be a worthwhile alternative to the Piston. Already started seeing more Lashers and MCGs so this might mean a new round of their being spammed. Could be interesting, could be annoying. Wait and see.

Sunderer no-deploy zones;
Sounds fun to me.

UBGL change;
I've used this enough that I'm sure I'm going to pull the wrong weapon a lot, but makes sense for those who aren't already used to it. That said, I don't like not being able to switch using the mouse wheel or directly to the GL from a weapon other than the carbine. If there was an option to list it as a separate weapon I'd take that.

Flak/Skyguard changes;
Hopefully this makes the Skyguard more valuable while still letting burster MAXes be somewhat effective. Sounds reasonable so far, except that the resource changes are going to hurt both options anyway. I still doubt we will see many Skyguards. I can actually see dedicated pilots having a field day if this leads to reduced AA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Azated on June 15, 2013, 07:10:36 am
*wall of text*

Yes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 15, 2013, 07:49:35 am
*wall of text*

Yes.
Indeed. Except for the Underbarrel, I think I will love that one...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on June 15, 2013, 08:07:07 am
maybe they'll end up fixing it one day. Mine works like 1/3 of the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 15, 2013, 11:27:21 am
You do realize that the VS MAX had the highest K/D ratio of any other MAX, even before the ZOE, right?
Is it me, or is it because the only people that bothered pulling MAXes were the ones that had certed them out well, along with some taking vanilla ones for AA duty.

@ Increased resource costs: I'm fine with everything, except...
150 for a Flash? Shilly shilly folksh.

I'd prefer, I dunno. 25 or 50 for a Flash, then +25 or +50 for adding a weapon on it. And have the second 25 or 50 cost infantry resources would be interesting as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on June 15, 2013, 11:39:36 am
You do realize that the VS MAX had the highest K/D ratio of any other MAX, even before the ZOE, right?
Is it me, or is it because the only people that bothered pulling MAXes were the ones that had certed them out well, along with some taking vanilla ones for AA duty.

@ Increased resource costs: I'm fine with everything, except...
150 for a Flash? Shilly shilly folksh.

I'd prefer, I dunno. 25 or 50 for a Flash, then +25 or +50 for adding a weapon on it. And have the second 25 or 50 cost infantry resources would be interesting as well.

Higby said that's something that they are looking into longterm, but its a much more involved effort to add, while the current changes are around 2-3 minutes of database value changing. This also according to him allows them to tune it much more quickly after getting more data. This way they can adjust or even remove the changes if need be. This is just the first step in a balance pass. TL:DR the live server is used for balance tests it seems because nobody ever showed up in enough numbers to actually test changes that need large numbers. At least that's what I gathered from reading between the lines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 15, 2013, 05:47:49 pm
Or balance tests are ruined by ZOE maxes. </mostlyjoke>

I'm interested in how all this plays out.  A bit bummed that the certs I've been dumping into my Harasser are losing value, but we'll see.  Alas for the MAX, though- I loved playing MAX in PS1 and have yet to really get the fun factor playing them here, except the few times that I've been in a good situation to run my dual Falcon.

I'd totally be for a AI MAX weapon that was basically a souped up battle rifle.  Semi auto, does 300 damage/shot, so four chests shots or three headshots, about the same firing scheme (CoF/bloom/etc) with the guns zeroed at about 50 m.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on June 15, 2013, 08:38:11 pm
lolwut. They're nerfing pumpshots further? It's okay, 'cause they made Sweeper 250 certs, but... why?

Could be an indication that further NERFage is on the way for the sweeper.
Still, a nice shotty for 250 certs is difficult to pass up.

It was an absolute farm last night on Briggs, the VS had completely locked in the 8% TR and the 12% NC in their WG's and insisted on throwing themselves at the resistance in the defensive towers, I was sitting on a 20 strong streak when they finally buggered off - over 26000 exp for 45 minutes work, not bad for me.  One idiot stayed still long enough for me to plug him with two Raven missiles, the second a headshot - btb, all three kills with my Raven have been infantry, not bad for an AV weapon.

Speaking of - I now have over 1100 certs and am looking to spend, I was going to invest in my Burster MAX, but it looks like that won't be viable now.  I can keep my MAX alive for over an hour so the resource cost does not affect me much, however, the continued weapon degradation program means there is very little to recommend the MAX except perhaps for the MAX punch, until that gets NERFed, {it's a pity you can't cert it to make it better}.
I was also going to cert up a lightning as a fast transport, but 400 resources to get from point A to B is a bit much, even when B is close to combat.  Could still do this and make it a replacement AA platform - AA is my chosen vocation - and the proposed buff to Skyguard does make this more of an option.

As always, your advice is valued.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: majikero on June 15, 2013, 08:47:20 pm
Man, the reason I picked VS is because we were always outnumbered and outgunned, plus lasers. Can't forget the lasers. Its popular now it sucks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on June 16, 2013, 03:34:42 am
Unbalanced populations sucks for everyone. The outnumbered spend more time dying and respawning than actually fighting, and the outnumberers spend more time running toward the fight than actually fighting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 16, 2013, 09:26:05 am
Well i'd start investing in the lightening skyguard OR HE gun.

Skyguard because it's getting buffed.
HE cannon because vehicle availbility is getting nerfed (so more infantry to farm with the main gun).

As for me... i'm going sit back and collect my 12 certs/day waiting for less insane faction ratios because VS seem to roll over everything and everywhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on June 16, 2013, 09:33:57 am
Hmm so if VS is now the OP faction then what is the underdog now?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 16, 2013, 09:49:05 am
Hmm so if VS is now the OP faction then what is the underdog now?

NC
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mistercheif on June 16, 2013, 10:31:07 am
Hmm so if VS is now the OP faction then what is the underdog now?

NC

Won't stop them from nerfing the NC even more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 16, 2013, 10:31:59 am
Hmm so if VS is now the OP faction then what is the underdog now?

NC

Won't stop them from nerfing the NC even more.

Nerf ALL the shotguns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 16, 2013, 12:22:44 pm
Hmm so if VS is now the OP faction then what is the underdog now?
NC
Won't stop them from nerfing the NC even more.
Nerf ALL the shotguns.

NC = Nerf Corps
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 16, 2013, 04:05:00 pm
Nerfside


Buff the Warden some and I won't complain.  That and the Falcons.


At least the Enforcer is still awesome, even if it's harder to pull now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: inteuniso on June 16, 2013, 04:46:55 pm
High recoil, shitty MAXes, now nerfing the shotguns...

Man. They fucking HATE NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 16, 2013, 05:24:11 pm
High recoil, shitty MAXes, now nerfing the shotguns...

Man. They fucking HATE NC.

And yet NC has a good population for some reason...
Why do people willingly play NC is baffling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: inteuniso on June 16, 2013, 05:30:39 pm
Willingly want to be the underdogs. It's sort of fun fighting a battle for the side designed to lose. Especially when you win.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 16, 2013, 05:32:20 pm
That, and a lot of folks like me are already invested in the NC. I'd rather wear out the storm than start over from scratch, especially when I've dropped a bit of real cash into my character.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 16, 2013, 08:31:08 pm
I played and loved NC in PS1.  I've played and enjoyed NC in PS2, and the time I have needs to go to one character if I want to really progress.


Though it's worth noting many in my outfit now play TR on Tuesday and Thursday.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 16, 2013, 08:45:21 pm
Today I officially shot down a Scythe with a Piston shotgun.

Today was a good day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on June 16, 2013, 09:30:28 pm
Had a really fun alert on Miller earlier. It was a capture the amp station one. The outfit I roll with captured a few ending up on Elli for the last hour or so. By the end it was deep in enemy territory with both VS and TR attacking. Our three squads managed to hold it against superior forces. NC won with only three amp stations not under our control. The truly rare thing is that the pop stayed level with TR slightly behind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 17, 2013, 10:45:05 am
So there was an enemy Sundie deployed under a hill. I C4-ed it, but it survived, then I tossed a grenade down there and finally just jumped in to go out in a blaze of glory. Well, the enemies weren't really noticing me because they were too focused on my allies that were laying fire down from a distance, so I managed to get like 8 knife kills before I died.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on June 17, 2013, 12:36:18 pm
i managed to enter a 3-way dogfight in my reaver. start maneuvering and lose any ground references. blue sky everywhere. its cool, though, i have my artificial horizon, manage to line it up.


BOOM. im dead. i was concentrating on the fight too much and didnt realise i was upside-down, went straight into the ground.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 17, 2013, 02:52:12 pm
Today I officially shot down a Scythe with a Piston shotgun.

Today was a good day.

One time I was taking pot shots with my DMR at an engineer that was repairing a tank. A Scythe flew right in my cross hairs as I took a shot.

BAM. Scythe kill.

I think I got it on video, too. It was pretty amazing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 17, 2013, 03:21:57 pm
I've killed 3 aircraft with my Flash, twice by ramming it.
And I don't even have turbo.

Ah, I wish I could record at a normal quality...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 17, 2013, 03:26:20 pm
So last night I learned if you park a Sunderer over the tunnel exits in the large stations, you will kill anyone who tries to come up.

Sadly I learned this as a victim.

It was not as hilarious to me as it might have been to the NC who parked his sundy there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 17, 2013, 03:29:38 pm
I've seen the NC do that a lot, especially in tech plants.  It's a great stalling tactic, but it invites great volumes of C4.


Also, I saw someone using Aegis Shield very well last night.  We were attacking the Ascent, which is damn hard to get vehicles to if you don't hold Raven Landing (we didn't).  We hacked out a Sundy and parked it in the garage.  The TR were hellbent on destroying it, but their efforts to fire rockets at it from the garage spawn exit were hampered by a brave MAX standing their shields up tanking the rockets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 17, 2013, 03:46:18 pm
I've seen the NC do that a lot, especially in tech plants.  It's a great stalling tactic, but it invites great volumes of C4.


Also, I saw someone using Aegis Shield very well last night.  We were attacking the Ascent, which is damn hard to get vehicles to if you don't hold Raven Landing (we didn't).  We hacked out a Sundy and parked it in the garage.  The TR were hellbent on destroying it, but their efforts to fire rockets at it from the garage spawn exit were hampered by a brave MAX standing their shields up tanking the rockets.

Shush. Don't day the shield is useful for something or they will nerf it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 17, 2013, 04:01:49 pm
Good call on that- I'd hate to delay GU11 because they didn't nerf NC MAXes enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 17, 2013, 04:34:13 pm
Oh wow.
Funny thing...

(http://cs417024.vk.me/v417024734/4fab/gVPThG05sf0.jpg)

(print screen button don't work :/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Azated on June 17, 2013, 04:45:03 pm
Might want to grab a biscuit and cup of tea, that could take a while.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 17, 2013, 04:46:22 pm
Funny thing is, I can't actually get rid of it.
*twiddles thumbs*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 17, 2013, 05:03:27 pm
If you go to a Warp Gate terminal you can cancel the queue message.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 17, 2013, 05:19:20 pm
A crash solved my problems.
However, before that I was able to find a floating ghost teleporter.

Also, this: https://www.youtube.com/watch?v=9xczFEviGY8
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 17, 2013, 06:53:46 pm
Our whole outfit had that the other day. Just randomly appears and there seem to be a couple of different numbers you can get. Thinking of incorporating it into some sort of lottery.

I've been playing MAX a little more than usual. Not liking having one arm Hacksaw one arm Scatter. It's awkward to hold one button and spam the other. Might swap out the Hacksaw till I can be bothered to buy the second or at least get extended mags on it. Kinda want the shield but not sure how much I'll use MAX after this next patch.

May have some interesting news this weekend, but want to see if anything comes of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 17, 2013, 07:28:32 pm
Yeah, I've had that one before- the whole platoon at once.

Also, this: https://www.youtube.com/watch?v=9xczFEviGY8

https://www.youtube.com/watch?v=VJSt91Ed5d0


I've been playing MAX a little more than usual. Not liking having one arm Hacksaw one arm Scatter. It's awkward to hold one button and spam the other. Might swap out the Hacksaw till I can be bothered to buy the second or at least get extended mags on it. Kinda want the shield but not sure how much I'll use MAX after this next patch.

A fellow Hacksaw on sale buyer?  I'm doing the same thing too.  I put slugs on the Scat arm, but find myself just semiauto firing both of them.  It's... okay.  I'm just overall very disappointed with the NC MAX.

On a side note, though, I'm ditching MAX flak in favor of kinetic.  I almost never die to explosions, unless it's a C4 in the face where I'm probably screwed anyway.  I think kinetic is better for the NC- their AI options require you to be up in their face, so explosives are just as dangerous for them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SalmonGod on June 18, 2013, 12:19:51 am
Trying to get back into this a bit.

Sniper rifles still seem horrible.  Makes me sad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 19, 2013, 09:18:24 am
Skyguard on sale today ahead of it's buffs. Also worth noting that this week the SMGs are on sale at 600SC for both. So basically 100SC discount on an SMG with a free spare.

They have tweaked the vehicle resources down a little (Flash 100 rather than 150, Harasser and Lightning 300 from 400) but I'm still a little apprehensive about that change.

The shotgun changes are a little different as well;
Quote
    134/60 max/min damage shotguns are being reduced to 130/50.

    134/50 max/min damage shotguns (full-autos) are being reduced to 125/45.

    112/90 max/min damage shotguns are being reduced to 112/70.

    The NC MAX damage values are also being updated to match the above, though this is being offset by increasing the distance before damage scaling starts and ends (they will now now match the infantry ranges at 8/18 meter, and 10/30 for the Mattock). The end result is a small trade of upfront damage for more damage at the medium shotgun ranges.
So basically the Scatmax gets an extra 2-3m of instagib range at the cost of being even worse at range. Regular shotguns just get a flat nerf particularly aimed at reducing their ranged effectiveness.

EDIT: graphs. (http://imgur.com/a/RwbM2)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 19, 2013, 09:22:19 am
Skyguard buy is tempting.  Several times I've been caught lacking it, and since I still don't have a second burster arm... hm.


The scatmax change would be great if they tightened the spread all around to go with it.  Oh, how I miss the choke setting from PS1 now...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on June 20, 2013, 03:58:54 pm
Quote
Continent domination thresholds have been adjusted to make achieving OR breaking continent domination a viable goal during primetime. Continents will change ownership when an empire owns 75% of the territory, and their ownership will break when they're reduced to below 15%.

Something I haven't seen brought up that is in today's update. Should make continent captures during alerts a lot more common and a lot harder to hold on to multiple continents.

edit: also
Quote
The last rank of the Repair Tool now allows Engineers to deconstruct enemy tank mines. This will reward the Engineer experience.

Engineers now get to play minesweeper.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on June 20, 2013, 04:02:46 pm
Skyguard buy is tempting.  Several times I've been caught lacking it, and since I still don't have a second burster arm... hm.


The scatmax change would be great if they tightened the spread all around to go with it.  Oh, how I miss the choke setting from PS1 now...

picked one up earlier for like 300 SC i think
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 20, 2013, 05:15:55 pm
So the big undocumented change this patch is that destroying an SCU also disables spawn room shields and pain field. No more spawn room camping on large facilities.

The Enforcer is notably nerfed, but still awesome. You need two hits on infantry to kill them now. Which happens often enough.

Didn't notice much of a change on my Piston shotgun. Maybe slightly worse at blasting away at range but it always sucked at that so hard to tell. Still had a eleven kill streak with nine of them coming from the Piston (the other two were one-manned Prowlers destroyed with a base turret), so not nerfed into the ground.

Didn't get a chance to try out the MAX changes (scat or bursters) or pull a skyguard, so can't comment on them. Actually I can't remember using the Bursters since beta (fakedit: after checking I've fired less than 2000 rounds with them) and have only run Skyguard three or four times, so probably couldn't comment on them anyway.

Still early days on the resource cost change. Saw plenty of MAXes, tanks and air. Was fractionally more satisfying to destroy them.

The KDR change is nice, especially as a medic. Certainly more people staying down till I could revive them than usual.

Time to max out the engineer tool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on June 20, 2013, 05:33:50 pm
Just a warning if you play on Cobalt, since the update, opening the social tab in any way seems to cause the game to freeze. This doesn't seem to be effecting other servers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 20, 2013, 05:52:22 pm
Time to max out the engineer tool.
This.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 20, 2013, 07:31:19 pm
Just a warning if you play on Cobalt, since the update, opening the social tab in any way seems to cause the game to freeze. This doesn't seem to be effecting other servers.

Looks like it's local for you or something on your particular tab? I put in more hours on NC Cobalt than is healthy today (NC just capped Indar while also winning an alert on Amerish) and neither saw or heard of this. And there was a lot of platoon/outfit management going on. Not seeing anything on Reddit either.

I do remember seeing a similar thing about Miller. I believe it was a squad with illegal characters in their name that would crash when they tried to load. Could be something similar.

And checking Reddit... looks like Buzzcutpsycho has just quit the game. (http://www.reddit.com/r/Planetside/comments/1grdgd/the_enclave_quits/) Odds on him staying gone?

Also this tip (http://www.reddit.com/r/Planetside/comments/1gq80j/pro_tip_gain_bonus_resources_from_alerts_by_being/) is worth keeping in mind.[/url] Basically the XP you get from alerts counts towards the resource gain based on the region you are in when the alert finishes. So being in, say, a biolab will reward you with thousands of experience worth of infantry resources. Could be very useful if you are resource starved, although actually being able to access such a base might be tough during the worst lockouts.


One thing I forgot to mention; the Viper on the Lightning (default cannon) has been changed considerably. It has less splash damage but still one-shots infantry on a direct hit and has considerably less drop. It sounded like a nerf (300 damage per shot lost) but actually is one hell of a buff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 20, 2013, 07:54:31 pm
So I ahven't been following the topic, what server and faction does Bay12 play on, if any? Or are we all separated?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 20, 2013, 08:02:03 pm
Well i'm on woodsman playing TR.
Not really active right now tho.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 20, 2013, 08:03:52 pm
I think the biggest concentrations are NC on Matherson and VS on Miller.

But we're talking about a mere handful of people actively playing in either place. Otherwise we're all spread out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 20, 2013, 08:08:40 pm
I think the highest concentration of B12 I ever saw was five, and that was NC Mattherson.


So the big undocumented change this patch is that destroying an SCU also disables spawn room shields and pain field. No more spawn room camping on large facilities.

This is mentioned in the full notes, unless they edited it in by the time I read it.


I'm curious how the NC MAX changes will play out- the Mattock in particular looks like it got slapped.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 20, 2013, 08:18:06 pm
This is mentioned in the full notes, unless they edited it in by the time I read it.
They must have edited it in. For sure no-one knew about it before we blew the first tech plant SCU and all had a party in the suddenly open spawn room. From the reactions of VS in the room they knew about it either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on June 20, 2013, 08:24:26 pm
Just a warning if you play on Cobalt, since the update, opening the social tab in any way seems to cause the game to freeze. This doesn't seem to be effecting other servers.

Looks like it's local for you or something on your particular tab? I put in more hours on NC Cobalt than is healthy today (NC just capped Indar while also winning an alert on Amerish) and neither saw or heard of this. And there was a lot of platoon/outfit management going on. Not seeing anything on Reddit either.

I do remember seeing a similar thing about Miller. I believe it was a squad with illegal characters in their name that would crash when they tried to load. Could be something similar.

From what we have been able to gather in game tonight, it seems to only be effecting VS on Cobalt and is happening to everyone, regardless of characters in names. If you are not already in a squad/platoon then opening the social tab will cause the game to hang. If you have already joined a squad by being invited you can then open the tab, but it reacts slowly compared to normal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on June 20, 2013, 08:32:02 pm
Interesting planned changes on Esamir (http://www.reddit.com/r/Planetside/comments/1f0bms/esamir_battle_flow_improvements/) (and later Amerish and Indar). Really liking the more infantry focused bases.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 20, 2013, 08:51:03 pm
Eisa's an odd choice, though- since it's a tech plant, it begs vehicle combat.  It looks like they're adding in several hills as well- my initial impression is negative.


The concept is good, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on June 20, 2013, 11:18:21 pm
Hey why don't we try a Bay12 night? like Fridays or something
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 21, 2013, 01:27:49 am
I'd be for it, except:
- different timezones
- different servers
:/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 21, 2013, 01:52:53 am
Blargh I was on like a twenty MAX kill streak (dual Mercies are pretty good) and then the game crashed.

Also by pure chance I ran into Tylui on Amerish. Literally, even. Sadly he got the best of me in our sole engagement.

Hey why don't we try a Bay12 night? like Fridays or something

I'd be up for it, if all the obstacles could be sorted out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on June 21, 2013, 02:12:33 am
I'd be in, but it would have to be on Matherson or Miller. During that free membership month I dumped all of my Alt slots on those 2 servers just so I wouldnt lose them at month's end, so I can't switch without permanantly losing Alt slots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 21, 2013, 03:54:20 am
From what we have been able to gather in game tonight, it seems to only be effecting VS on Cobalt and is happening to everyone, regardless of characters in names. If you are not already in a squad/platoon then opening the social tab will cause the game to hang. If you have already joined a squad by being invited you can then open the tab, but it reacts slowly compared to normal.
Oh damnit. And I was to play today :(

You in an outfit btw? I'm in PTMC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 21, 2013, 09:04:32 am
Ohh new patch, lots of changes in this one.

My hammer! It's completely different! The regular fire mode appears to have remained the same, but burst mode now fires the three shots very rapidly followed by a short reload. Also now have a 12 round magazine wich is very practical for burst fire.
Not sure what to think, not had much to shoot at with this new jackhammer. My impression is regular mode is as it was a slower but more accurate version of the auto shotty, and burst mode now appears to shoot more like a pump action without the benefit of it being pump action. Buff nerf? No idea

Resource changes, good good. The resources cost was a little rediculous compared to resource gain before, glad they finally changed it so vehicle spam may be a thing of the past. So many ugly balance changes were needed to curb vehicle spam before. Only wish  they'd have nerfed resource gain instead of cost, more resource buffer. I'm sure they did it like this for a reason I guess.
Now they just need to tone down heavy's anti verhicle capabilities to compensate. Only reason they had any business being vehicle destroying monsters was because of vehicle spam. Either that or buff vehicle health across the board I suppose.

Nice changes overall, I just hope they don't forget to tackle the horrific state of air right now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 21, 2013, 12:50:55 pm
Perhaps they did it that way to bring back the classic 1-2 punch from PS1; a single followed immediately by a burst.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on June 21, 2013, 01:17:19 pm
From what we have been able to gather in game tonight, it seems to only be effecting VS on Cobalt and is happening to everyone, regardless of characters in names. If you are not already in a squad/platoon then opening the social tab will cause the game to hang. If you have already joined a squad by being invited you can then open the tab, but it reacts slowly compared to normal.
Oh damnit. And I was to play today :(

You in an outfit btw? I'm in PTMC.

Yeah character is ErrorError and I run with OWND. Seen some good cooperation with PTMC in the past during alerts.

edit: looks like there has been a hotfix, going to check if it has fixed this.
edit2: and it indeed seems to have fixed it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on June 21, 2013, 05:05:21 pm
Also by pure chance I ran into Tylui on Amerish. Literally, even. Sadly he got the best of me in our sole engagement.

It was quite the brief encounter! I was testing out the speed boost to drifter jets. I couldn't tell a difference at first, but you can really tell the difference running from one side of a bio lab to the other and count the seconds. Since I was playing light assault, I had my shotgun out. Poor infiltrator groovestar :(

I was quite excited to see a bay12 member though I think I typed ogm by accident even
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 21, 2013, 05:30:27 pm
Can't say I've seen that name, but I've sure shot down plenty of you OWND vanu it's like a hobby of mine. They seem like a large outfit, never seem to recognize any of them.
I mostly play on esamir anyway, pc is getting a little old to manage good framerate in the larger fights of indar. Here's hoping they do some multithreading improvements sooner rather then later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 21, 2013, 05:59:08 pm
Yeah, OWND is the biggest one, by far. I like PTMC as they really organise their daily platoons, mixed with goofy/serious stuff. Had to pass on the MLG thing tonight, though.

Tried out the drifters as well. I'm... getting used to them, I guess.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on June 21, 2013, 08:49:03 pm
Is UristIronblood one of us? Saw a Vanu soldier with that name while holding a tech plant today.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on June 21, 2013, 09:09:22 pm
So if anyone is reading this I am about to log into Mattherson NC... Let's do this thang fellow dorfs!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 22, 2013, 05:42:31 am
So, what does everyone think of the new night vision?

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 22, 2013, 05:43:59 am
What is the range on that thing, 30cm?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 22, 2013, 05:52:14 am
They seem like they'd work....in beta nights. No real use for them now what with how light the nights are as I see it.
On a seperate note, I want beta nights back.  :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 22, 2013, 05:53:41 am
I've not experienced the beta nights before, but I suspect they'll make a return once SOE has some time to code in more illuminating options. Flares, perhaps NV goggles rather than scopes/optics. Stuff like that.

At least, that's what I hope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 22, 2013, 05:54:53 am
I bought NV for a magrider secondary, and played it with a dude right before the update...
Well, 50 certs for 50 minutes of playtime, seems legit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twiggie on June 22, 2013, 06:03:42 am
Oh man, I would love proper nights and NV goggles. None of this highlighting rubbish, just plain old green
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on June 22, 2013, 06:08:27 am
Vehicle NV is now non-highlighting, just plain green. Also has horrible contrast in most places.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 22, 2013, 06:22:48 am
I'd also like a rangefinder, please.
Or actually, I'd like to have something such as HUD customizations. Of course, not getting that, since it probably requires a HUD rewrite.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on June 22, 2013, 07:11:02 am
What is the range on that thing, 30cm?

For vehicles Night Vision is 500m, Thermal is 350m. Infantry NV starts fading out at 50m and becomes completely dark at 130m.

I still find the NV on my magriders main gun to be useful, you just now need to pay as much attention as during the day to spot infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 22, 2013, 07:15:15 am
So why can't I see anything at all on that screenshot?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on June 22, 2013, 07:44:47 am
So why can't I see anything at all on that screenshot?
I think that was the point. Kanil was trying to say how awful he thought the new night vision was, because it gave you no vision at night. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 22, 2013, 08:18:13 am
I have a couple of other screenshots that paint NV in a slightly better light... but it's virtually useless. At least in that section of Indar, at that time of night, with my graphic settings.

Spoiler: Comparison (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 22, 2013, 08:32:45 am
I have a coupon for a small pack of Expboosts and Lib decal and hood ornament.
I was thinking I would give it away here. BUT heres the catch. I am going to post only 1 part of the 5 part code every 12hrs or so from now. Its first come first served in getting the pack. And also for the one that is paying attention... BWAHAHAH

For extension of whats in it;
1x 7day Resource
1x 7day EXP
1x 1day Squad
Chrome Wings Hood Ornament
Liberator Lighting Glass Decal


ANYWAY...

A9XZ
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Urist McScoopbeard on June 22, 2013, 01:05:13 pm
mmm, so I went and started playing again (Vanu for all, and all for Vanu!) and now that it's summer and I got some time does anyone know a good VS outfit on Mattherson?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 22, 2013, 02:46:08 pm
I have a couple of other screenshots that paint NV in a slightly better light... but it's virtually useless. At least in that section of Indar, at that time of night, with my graphic settings.

Spoiler: Comparison (click to show/hide)
Hey, you must have graphics on Low. I had that before I changed them.
Putting it on Medium helps with that, and (how funny it might not sound) actually helps with FPS on low-end computers (such as mine). If you're interested, just ask.

And thanks Neyvn, hopefully timezones work in my favor. >:}
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 22, 2013, 03:53:12 pm
Yeah, I turned everything to low when they mentioned they were nerfing IRNV, to see what it was like. I kinda liked spotting infiltrators easily, and haven't really changed it. This might be a reason to switch it off, but I don't ever really tank.

It just sort of made me laugh. I wasn't knowing what to expect, but basically all black with a little green wasn't it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 23, 2013, 05:11:52 am
4XJT
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 23, 2013, 05:55:53 am
So i was playing as a engy in a lightening armed with the stock gun AND ran into 3 Vanguards preocupied with something far away thinking they're artilery.

So i drove behind them... no reaction.
I fired a full salvo at the nearest Vanguards rear... i don't know if it was damaged before but it freaking exploded andi got the kill exp.
I hide expecting the remaining 2 will slaughter me in the next 10 seconds nut no.
They retreated and hid behind the ammo tower thinking they were getting killed by whatever they were aiming at in the distance (It was probably a prowler) and one of them took a hull down position exposing his rear to me... so yeah another salvo and another boom (actually 2 slavos but he didn't seem to care enough so swing the turret in my direction) the driver ran away but i saw and killed him...

AND THE THIRD VANGUARD WAS STILL TOTALLY OBLIVIOUS... so i unloaded another clip into his side armor...
HE FINALLY NOTICED ME.
Swung his mighty turret in my direction and began aiming down at me (fired and took half of my health) while crawling towards me backwards with his REAR armor facing me.
Another salvo and he was dead as well.

I jumped out to repair my beloved light tanks and got killed by a Scythe.

The end.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 23, 2013, 06:50:50 am
Seems typical.
I remember even before getting my SMG, I was running around with a silenced stock semi-auto sniper rifle.
I come up to a small base, see about 15 heavies, engineers and MAXes standing on the ridge, just shooting down.

I knifed about 6 people before someone realized I was killing them. I hid for 30 seconds - they forgot about me.
I then come behind folks and headshot-then-knife them. Killed everyone but the MAXes.
I throw down a grenade. One guy panics and runs off the cliff, the other guy chased me for several minutes before I got him.

That was the single most fun moment ever.


Oh, and then I got run over by a scythe in several minutes. And I play as Vanu... >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SquatchHammer on June 23, 2013, 03:16:11 pm



Oh, and then I got run over by a scythe in several minutes. And I play as Vanu... >.>


I jumped out to repair my beloved light tanks and got killed by a Scythe.

The end.

I used to be a PS2 player just like you, then I got killed by a Scythe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 23, 2013, 05:33:00 pm
D3N3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 23, 2013, 06:13:52 pm
The episode of MLG War Report featuring my outfit is now live. (http://www.twitch.tv/mlg)

It was something of a lagfest thanks to the latest patch, but should be interesting to watch anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 23, 2013, 11:46:01 pm



Oh, and then I got run over by a scythe in several minutes. And I play as Vanu... >.>


I jumped out to repair my beloved light tanks and got killed by a Scythe.

The end.

I used to be a PS2 player just like you, then I got killed by a Scythe.
Exactly.

Sorry to about 27 people I've teamkilled by ramming with a Scythe... >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 24, 2013, 02:21:23 am
Most people I killed in a Scythe is myself, over and over.

Too bad that they nerfed the slugs (or at least they feel that way, it's a bit harder to snipe now), but I still LOVE my Nova shotgun. Best 1000 certs spent so far. And getting that second brink of C4, makes all the difference. I am become sundyhunter, blower-upper of spawnpoints (and when you choose blockade armor, I'll just switch to engy and mine you).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 24, 2013, 02:33:15 am
Only 2 more left, BUT NOW. I am going to add some difficulty to getting them...

RIDDLES!!!

I mean I could have gone with Pushing little Boxes and stuff (http://www.vgcats.com/comics/?strip_id=317). But that's old school...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 24, 2013, 07:50:13 am
Here is the 4th part. Riddle time!!!
These are all my own riddles, I MAKING THEM UP!!!

The First starts now and end when you own.
The Second is never without being ever alone.
The Third is that of the count of a Red Rock in the stars.
The Last is needed to begin building a dome.

If no one can work these out when I release the last past I will give the answer away...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 24, 2013, 07:59:22 am
I got it, if it makes you feel better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 24, 2013, 08:24:56 am
I got two of them, the others are just making my eyes blur.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 24, 2013, 11:10:18 am
Can ya pm it to me just to be sure...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 24, 2013, 03:57:47 pm
Some days you just feel like shooting your teammates over and over until you get weapon lock.

NC was holed up in the Rashnu tower, 48+ guys there. VS walked up and capped the point, which is outside the tower. I spent about two minutes trying to attack the point back. During those two minutes, I only spotted a single fellow NC leave the tower and head in the general direction of the point.

That's right. For two minutes, about 50 NC players literally made no attempt to retake the base they were standing in, just watching the timer tick down. I'll concede a few of them probably picked off defenders from their tower positions, helping the cause, but... c'mon, really.

Also people hiding in bio lab spawn rooms... but you can see that level of passive-stupid every day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 24, 2013, 04:02:28 pm
Ok this reminds me... anyone knows how to shoot through spawnroom shields?

Every time my team is sieging some outpost the defenders shoot freely through the shield but when its my team that defends i can't do it for the life of me.

At fist i thought it's just some cert upgrade but i can't find anything related to it... so i'm kida stumped because noone is whining on the forums about it as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 24, 2013, 04:06:29 pm
You just shoot out.

There are some spawn room shields that you can't shoot out of, like the ones in towers. I think those are the only exceptions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 24, 2013, 04:11:16 pm
You can't shoot through tower spawnroom shields and through vehicle shields in any place. That's all I can recall right now...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 24, 2013, 04:19:29 pm
I'm pretty sure you can shoot through the wall vehicle shields now, the ones that are outside and don't lead directly into a building. That was changed in a patch a while back.

Unless they unchanged it. I don't run into those during a fire fight too often.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on June 24, 2013, 04:58:01 pm
Shields are very inconsistent in what you can do through them. Vehicle shields (ones with a tank in a shield) can't be shot or driven through, but can be walked through. Amp station bay shield can be passed by the owners of the facility, but not defenders. Neither can shoot through them. Spawn shields can be shot through by the defenders, unless they're tower spawn shields. SCU shields (the yellow ones) can be shot through and walked through by the defender. Not sure about vehicles, it very rarely comes up as an issue.

I think that's all the shields.

Regarding being shot through shields as the defender, I think there's a bug or unintended feature where splash damage propagates through a player that's halfway through the shield. I.e. if a player that is halfway outside is shot by a HE shell, the splash damage will affect the people just inside the shield as well. Spawn shields now also go down when the SCU does in facilities since last patch, apparently. If you're getting shot in some other scenario, then I have no idea. Maybe some sort of exploit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 24, 2013, 05:05:00 pm
Some days you just feel like shooting your teammates over and over until you get weapon lock.
Pfft. Attacked biodome, and there's a standoff at the landing pad as we were greatly outnumbered.

So I run in, fly up, turn around, and shoot/C4 the TR in the back until I get killed. 4/5 kills per life. And I was the only one doing it, the entire rest of my team just stayed there on the pad firing potshots...

In a game with almost instant respawn, death means nothing. Shooting a guy and then not advancing to take advantage of that just gives him the opportunity to get back in place in at most 20 seconds, making your entire shot futile.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 24, 2013, 05:24:02 pm
I'm always nervous about shooting a rocket through a spawn shield. Never know that particular shield doesn't let you shoot through it, and your rocket promptly explodes in your face.

Getting pretty darn annoyed by how effective c4 is to take out armor now, coming from someone who uses a lot of c4 and drives the occasional tank. All those resources down the drain when a single light assault decides to ruin your day. It's probably a good idea to tweak c4 effectiveness now  that armor and max suits have dramatically increased in cost.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on June 24, 2013, 05:37:05 pm
What server are most of the Bay12 people playing on? Just finished downloading, haven't played since beta.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 24, 2013, 06:19:01 pm
NC Mattherson has the highest concentration, but we're pretty spread out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 24, 2013, 09:08:48 pm
I think I shall start calling the people who play on Indar during primetime the Inderps.

Whenever I play on Indar I regret it, save for the sweet, sweet cert farm that everybody else is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on June 24, 2013, 09:20:52 pm
Now on VS Mattherson, Rakonas of course. If any other VS are on add me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on June 25, 2013, 01:21:38 am
Last part of the Code...
Good luck for this grab folks...

FAF3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 25, 2013, 02:18:04 am
It's probably a good idea to tweak c4 effectiveness now  that armor and max suits have dramatically increased in cost.
Whoah there, cowboy. That precious tank of yours is only marginally more expensive than two blocks of C4. While you can re-use your tank to blow up many other people and tanks, those C4 blocks have one use only and boom, there go my resources. Honestly, if infantry can reach your tank, you're doing it wrong.


Unless of course you do what I did, MAGMOWERTIME, completely obliterating a nest of 8 encroached heavies+medics by magmowing. Wow, that felt good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 25, 2013, 06:43:51 am
Last part of the Code...
Good luck for this grab folks...

FAF3

The following item has been activated for your account:
   
- In game item: Gamer Bundle

:P  Thanks!  Now I can cruise in style with a hood ornament.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 25, 2013, 09:15:45 am
I'm saving up for a AV mana turret.

I have 250 certs and slowly going insane.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 25, 2013, 09:17:42 am
Being a planetside vet of several years I was really looking forward to playing this but was in a situation where I didn't have decent internet.
Finally got decent broadband back the other week and decided to give this a go.


And wow what a disappointment, I was expecting a tuned up Planetside and instead was given a Battlefield.
Performance is dismal especially around the main facilities
The facilities are far far too big making them impossible to defend with the player numbers I see (which aren't that high compared to PS1 in its heyday - probably due to facilities requiring a super computer to play with).
Base resources were removed. No longer can you experience an epic struggle to hold a base, the enemy fighting a war of attrition waiting for your base supplies to run out, only for a Gal to swoop in to drop a loaded ANT to save the day at the last moment.
Cloaker is a sniper.... I loved being an invisible bastard going around hunting MAXes and knifing snipers, but now your cloak only lasts a few seconds and you can't even attack whilst cloaked
MBTs are gunned by the driver.... noooooo - theres no choice of "Do I pull an MBT or do I solo in a fast attack lightning."
Progression is slow but also pointless, BR doesn't really do much except give you a meaningless title and load out slots. Cert points are slow to come, even if you subscribed it would take two months to accumulate enough 'bonus' station cash to buy a new gun. So the only way to unlock extra weapons in a reasonable time frame is burn real money on station cash, which would end up costing you more than a traditional subscription based game would - no thanks SOE.


PS1 had a formula that had people coming back for years, a shame SOE had to change it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 25, 2013, 09:31:40 am
You're wrong :)

1. New game means new specs. It's a new game, you should have a computer that can play new games. Mine is 5 yrs old (but was high end back then) and can run large battles fine.
2. See one. Even then, facilities are perfectly defendable especially with small numbers. The tunnels in the large plants give the defending team a definite edge, you can be everywhere in a really short time.
3. Nanite resources and ANTs... Yeah that's a shame. I miss that one too. Okay, you get one point.
4. Cloaker is a sniper by default, but you can get an SMG for the short range now. It's still quite effective even with the altered cloaking.
5. MBT's... well yes. They have no downside to a lightning now. OTOH, I really hated to have a lousy gunner, and even more if you get kicked out of tank after tank because they were "waiting for their friends". I can finally MBT on my own now.
6. Progression is fast enough, I've got a few new guns and certed mostly into my MBT and infantry classes. 2 months is quite the exaggeration. Subscribing makes it faster, and PS1 had slow certs as well, btw. And wouldn't even let you drive anything cool from the start.

The game has changed, yes; it's less cooperative (MBT), less open (bye inventory :( ), and the runnin'n'gunnin' has become faster. However, they're listening to the players a lot, and are constantly adding stuff/changing stuff. Once I stopped comparing it to PS1, I started liking it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on June 25, 2013, 12:49:36 pm
To be fair the game does run badly. SOE have even said they mean to optimise it a lot more.

I also think MBT's would be more powerful with a separate gunner, but would require two decent players.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on June 25, 2013, 12:55:06 pm
Wait, really? Prowlers have two guns controlled by the driver now?..
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 25, 2013, 01:09:47 pm
I'm saving up for a AV mana turret.

I have 250 certs and slowly going insane.
I've gotten to 1k certs now twice. And I agree with you. XD

To be fair the game does run badly. SOE have even said they mean to optimise it a lot more.

I also think MBT's would be more powerful with a separate gunner, but would require two decent players.
1. Yep, my gaming laptop cries when there are a lot of folks.
2. If you get a good gunner who's able to voice comm, it works really well.

Wait, really? Prowlers have two guns controlled by the driver now?..
No...



I decided to buy the Fury for my Flash despite the changes...
I trialed it first, and absolutely LOVED it. Bought it, sunk ~150 certs in it so far...

If it was nerfed, I can tell why they nerfed it. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 25, 2013, 01:18:11 pm
There does seem to be a bug in the new patch that hits in certain facilities and drops FPS to absolute zero. I've been on TS with my outfit and had at least five people with different quality rigs drop to 0 FPS at the same time, without any notable population spikes. Cost us a Vanguard push. That same group can take part in huge biolab brawls without abnormal drops, but seems that particular tech plant and amp stations will kill our ability to play.

The Fury hasn't been nerfed yet. It was going to be (and the nerf went through to the PTS) but then it went on members only sale and people complained and the nerf was cancelled. It still needs to be reigned in a little. Something similar to the Enforcer nerf maybe. That's still useful as an AI weapon but doesn't dominate by default any more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on June 25, 2013, 01:28:29 pm
Wait, really? Prowlers have two guns controlled by the driver now?..
Pedant much? :P

I meant that I think MBT's would be more powerful if the driving and main gun/turret were handled by separate players, but I think you know that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on June 25, 2013, 01:58:32 pm
Wait, really? Prowlers have two guns controlled by the driver now?..
Pedant much? :P

I meant that I think MBT's would be more powerful if the driving and main gun/turret were handled by separate players, but I think you know that.
Sorry, I meant, are Prowlers still essentially the same despite there being only one player per MBT? I don't remember the 1 player per MBT thing from beta or just totally missed this change. Prowlers were the epitome of why more than one player for an MBT is great, as you have the one player blasting stuff, the one player looking out for infantry, and the driver focusing on, well, driving.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on June 25, 2013, 02:25:59 pm
I was agreeing with zombat and Siquo's complaints that, unlike PS1, the driver of a MBT also controls the main gun. It's always been two players per MBT in PS2 as far as I know, with the additional player controlling whatever gun is mounted on top.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 25, 2013, 03:52:59 pm
Ahahaha XD
http://www.youtube.com/watch?v=NmnzhmAXRiU
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 25, 2013, 04:36:43 pm
Ahahaha XD
http://www.youtube.com/watch?v=NmnzhmAXRiU

Magriders... magriders never change.
Hell Vanu related stuff never change.

http://www.youtube.com/watch?v=bES2lz79N_s

EVER.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 25, 2013, 09:01:31 pm
The Fury hasn't been nerfed yet. It was going to be (and the nerf went through to the PTS) but then it went on members only sale and people complained and the nerf was cancelled. It still needs to be reigned in a little. Something similar to the Enforcer nerf maybe. That's still useful as an AI weapon but doesn't dominate by default any more.

It was, a bit.  The Flash version now has a tiny ammo pool, giving you around forty shots.


Also, the new Vulcan is incredible.    I was in a low-flying Galaxy that passed over a Harasser armed with one (so the weaker non-Prowler version) and it unloaded into us, doing over 60% damage to us in its first clip.   We got away with maybe 15% health left.  Damn.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 25, 2013, 10:57:04 pm
1. New game means new specs. It's a new game, you should have a computer that can play new games. Mine is 5 yrs old (but was high end back then) and can run large battles fine.

Mine's only three years old and was pretty decent spec at the time
Windows 7 64bit
AMD Phenom II X4 945
ATi HD 5870
8GBx2 DDR3 1600 (PS2 and Rising Storm finally spured me replaced the 1GBx4 DDR3 I'd put up with for years, heh 4GB on Win7 - talk about a budget compromise)
Creative Xfi (Incidently have Creative become a decent company again or are they still churning out branded rubbish like card?)

I get 60-80fps in warp gate
A passable 40-60 in the field and outpost battles
Facilities I get 10-20, biolabs and AMPs are the worst, battles dip even further being unplayable.


Another thing I hate is camo, especially the desert one as I'm used to Yellow Bellies = NC
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 26, 2013, 01:02:07 am
Incidently have Creative become a decent company again or are they still churning out branded rubbish like card?

Eh. Sort of.

I have an X-Fi Titanium. It's frustrating to own but it does sound good to my audiophile wannabe ears. The frustrations aren't unique to the card, or even Creative. Sound cards less than $100 are kind of junky.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 26, 2013, 02:16:27 am
Mine's only three years old and was pretty decent spec at the time
Okay, that is just odd.
Another thing I hate is camo, especially the desert one as I'm used to Yellow Bellies = NC
Well, one way to handle those: if you really want to look like the enemy, don't be surprised if I shoot you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 26, 2013, 07:45:36 am
Yeah... I've learned to live with the grief points

Another thing, why did they reduce the voice macros, too bad they couldn't reuse the voices and system from PS1
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 26, 2013, 08:45:21 am
Note that AMD processors - especially multi-core - are still not really optimised for in the game, so those framerates are pretty good for your rig. Hopefully the Playstation 4 optimisations will help on that front. Like I said before, some of the larger facilities do seem to have FPS drops that are hitting everyone since the last update, so I wouldn't judge it from that.

I think they wanted the in game VOIP to replace the macros, but people still just use external VOIP tools and macros in game so hopefully they will expand them.

As far as tanks go, I usually feel I make more of an impact solo in a Lightning than solo in a Vanguard. Maybe it's different for Prowlers or Magriders, but running on your own in a Vanguard you just feel like a big target with relatively few options other than taking whatever damage people choose to dish out while carefully picking off single targets. I love gunning for them and a two man crew becomes immensely powerful, but for one person a Lightning is just easier to keep alive and dealing pain.

OK, part of that might be racer 2 and side armour on my Lightning, but still.


By the by, AV Mana turret is on sale today for half SC. Just to further taunt people I guess.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 27, 2013, 02:48:57 am
The no-deploy zones inside the facilities can't come soon enough.

I was defending Mekala during a tech plant alert when VS infiltrators hacked the terminal and pulled not one, not two, not three, but four sunderers into the vehicle bay. Mind you the shield wasn't even down yet. I considered destroying the terminals but it wouldn't have mattered since some brilliant TR engineer swung by and repaired the terminals anyway.

Joke's on them, I got a sundy double kill with just two mines since they were parked so close together. This was after they had taken the base though. :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on June 27, 2013, 03:41:04 am
Don't know if you guys are aware of this but the NC Warden battle rifle is now 250 certs to purchase.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on June 27, 2013, 04:53:10 am
Anyone have any tips on fighting aircraft? I can tell from personal experience that trying to shoot them down the seemingly reasonable way with lock-on G2A missiles is an excercise in futility, as everyone and their mother has decoy flares and automated repair systems. Not to mention that it still takes your entire supply of rockets to take down one Mosquito/Scythe, and that's if you find one that's stupid enough to both lack decoy flares and the sense to get the hell out of dodge when the lock-on alarms start blaring.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 27, 2013, 05:26:37 am
I fly quite a lot and yes, lock-on missiles are not a threat unless you're stupid enough to stick around while your flares are on cooldown. I'd say use flak to keep them away though that most likely won't be enough to actually kill them. The more I fly, the more I learn the basic advantage aircraft have over ground units, namely that they can just leave at any time. So if I'm taking hits, that's what I do. I mostly die to things that one-shot me, because if it doesn't one-shot me I just leave. Unguided missiles if I'm stupid enough to hover in one place too long. Tank cannons, since in this game tanks can apparently aim their gun upwards at a 45° angle. Liberator cannons. I've noticed liberators now almost never use the tail gun. You'd expect the bombardier to switch to the tail gun when under attack by a fighter but no, instead the pilot tilts the liberator to the side and the bombardier tries to shoot me down with his big gun. Occasionally other aircraft, though getting the anti-aircraft cannon and the maneuverability airframe helped a lot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on June 27, 2013, 05:35:55 am
Most of my Scythe kills come from this simple tactic;

HA
Gauss SAW
Shrike
Flack armour rank 4
Nanomesh armour (rank 3 is nice)

Get their attention with the SAW and be a squishy, attractive target for their rocketpods. Throw up your Nanomesh when the salvo starts and send a Shrike rocket back up the stream towards them. A hit is a kill and unless they switch to their primary weapon I'm going to survive the damage.

Used to be that the resist shield was better for extra damage reduction, but no more.

Phoenix rockets can work against hovering and unaware targets, but good luck with that.

Skyguards/burster MAXes/Walkers on any vehicle are obvious answers. A Sunderer with both Basilisks manned is surprisingly good at closer range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 27, 2013, 06:23:47 am
I C4ed a low hovering Lib once as LA. Best aircraft kill ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 27, 2013, 06:25:35 am
Anyone have any tips on fighting aircraft? I can tell from personal experience that trying to shoot them down the seemingly reasonable way with lock-on G2A missiles is an excercise in futility, as everyone and their mother has decoy flares and automated repair systems. Not to mention that it still takes your entire supply of rockets to take down one Mosquito/Scythe, and that's if you find one that's stupid enough to both lack decoy flares and the sense to get the hell out of dodge when the lock-on alarms start blaring.

Lockon missles. If you're the only one shooting at the target it'll only serve as a deterence, but if there's enough lockons around it creates a no fly zone. Just like other long range anti vehicle weaponry, on its own its nothing special, but once you reach a treshold where you have enough firepower to blow something up before it can be repaired its an amazing weapon.

Especially now that maxes have increased in cost and the bursters have been toned down, and lockons have recieved no real changes, the heavy with a lockon launcher is the best anti air measure now.

*awaits hurdurr everything is stronk when used in large numbers comment*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 27, 2013, 06:30:46 am
I use AA missiles all the time. They're nice for forcing small aircraft to fuck off for a while until they feel safe again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 27, 2013, 07:46:30 am
If you're TR, you and your 500 friends with the Striker can get air cover to piss off rather quickly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 27, 2013, 07:50:28 am
Anyone have any tips on fighting aircraft? I can tell from personal experience that trying to shoot them down the seemingly reasonable way with lock-on G2A missiles is an excercise in futility, as everyone and their mother has decoy flares and automated repair systems. Not to mention that it still takes your entire supply of rockets to take down one Mosquito/Scythe, and that's if you find one that's stupid enough to both lack decoy flares and the sense to get the hell out of dodge when the lock-on alarms start blaring.
That's strange.
I bought the G2A launcher today and had a LOT of fun. I got most aircraft down to half-health, about half of those I ended up killing.

How I got around the flares: most pilots use flares right after they've been locked onto, so I wait a second or two before firing (unless they're getting out of range). Hits nearly all the time.

If you're TR, you and your 500 friends with the Striker can get air cover to piss off rather quickly.
Damn TR and their high-ROF-Lockon-Launcher >.>

And I really hate the situation on Miller - the TR has the population advantage over both us and the NC, and they can typically afford to send 1.5 times more people than VS and NC combined...
Obviously, they win nearly all alerts (95% of them which are not on Indar). Even those that start with VS or NC leading are usually lost.

I really hope they fix that some time.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on June 27, 2013, 09:45:15 am
How I got around the flares: most pilots use flares right after they've been locked onto, so I wait a second or two before firing (unless they're getting out of range). Hits nearly all the time.
You're not actually getting around flares, the ECM effect lasts longer than the time it takes to reload a rocket launcher anyway. They are serving exactly their purpose, throwing off a rocket for long enough for them to bombard you with their rocket pods, leaving plenty of time to retreat before any substantial retaliation hits. Then it's merely a matter of waiting half a minute (during which a buddy with an identical loadout can do exactly what you just did) for the flares to come back and your aircraft to repair itself, before repeating the cycle. The only reliable way I've found of taking down enemy ESFs is to man one myself, which sort of defeats the purpose of surface-to-air weaponry in the first place.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 27, 2013, 09:55:44 am
Well, you can't really expect to be able to 1-on-1 an aircraft as infantry. You don't 1-on-1 a tank with your RPG either.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on June 27, 2013, 10:20:03 am
Aircraft are always very difficult to balance. Currently, they're very good in small fights, where there's ~<15 players in a base from any faction. Any more than that, however, and you'll always have one or two people as burster MAXes or heavies with lock on launchers. As Jelle said, you hit a critical mass of AA lock-ons and you completely wipe any aircraft in the air off the map. Currently, that critical mass is 3 HA's (or 2 if you're TR with the striker). This means that in any bigger fight aircraft are almost completely useless because they have to retreat as soon as they get locked on since there's no way of knowing how many people are locking onto you on the ground. In big fights getting locked onto happens more or less as soon as someone with an AA launcher sees you, and there are usually a lot of people with them around, especially when they're TR.

Aircraft are very frustrating to play right now, since your tactics have to be swoop in, hope the enemy renders early enough for you to actually line one of them up, fire and get out of there, hoping that you can get behind something before the enemy gets lock-on missiles off. If they do, you're generally dead since there will almost always be more than enough to kill you and they now intelligently go around mountains. If you're not dead, repeat when flares have recharged. That time is usually long enough that the guy you just killed have respawned three or four times already, though, so you actually have very little impact on any given battle.

The Liberator in particular is in a bad spot right now since it cannot flee with nearly the same speed as an ESF. It's in a rather annoying catch 22 situation where it's supposed to be a ground-to-air bomber, but if you're flying high you don't actually render your targets and thus cannot damage them. If you're flying low, you're instead such a large and slow target that tanks and dumbfire launchers reliably hit you, and two or three of those will kill you. In short, flying a lib is an exercise in frustration and I wouldn't recommend it.

Sorry for the lengthy and slightly ranty post, but as a pilot that's been constantly nerfed since release and having seen AA get constant buffs since release (except last patch where bursters were toned down slightly at range, Skyguard got buffed though), it's kind of annoying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 27, 2013, 10:27:47 am
Well, you can't really expect to be able to 1-on-1 an aircraft as infantry. You don't 1-on-1 a tank with your RPG either.
Tanks are now considerably more expensive then aircraft though so not the best comparison. Not that I'd argue a single infantry should be able to destroy an ESF just like that.


You know what they ought to do to make libs more useful. Have infantry that's been spotted render from further away, allowing libs to bomb spotted targets. Fun for the guy spotting enemy infantry to, mark 'em up and watch your ally rain fire from the sky.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on June 27, 2013, 10:31:32 am
Well, you can't really expect to be able to 1-on-1 an aircraft as infantry. You don't 1-on-1 a tank with your RPG either.
I'm not expecting to 1-on-1 it, I'm expecting actually being able to be a significant deterrent when using the unlockable weapon that's specifically designed for it. Granted, the reverse should certainly not happen, it would equally suck if your fully certed aircraft could be nullified by any punk with a rocket launcher, but when I bought that weapon I expected it to be more effective than harsh language. As it stands, it's usually a better idea to switch to small arms fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on June 27, 2013, 10:38:36 am
I don't think infantry based AA should really exist. It's a challenge to keep AA guns on towers up and running or keep a harasser alive in the middle of a large battle, and it should be. Honestly, AA that can lock on is just ridiculously superior to the unguided flak in some ways, why bother with it? Maybe I'm just in the PS1 camp and think that mass vehicle movements should be the best thing ever in open battles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on June 27, 2013, 10:39:07 am
Well, you can't really expect to be able to 1-on-1 an aircraft as infantry. You don't 1-on-1 a tank with your RPG either.
I'm not expecting to 1-on-1 it, I'm expecting actually being able to be a significant deterrent when using the unlockable weapon that's specifically designed for it. Granted, the reverse should certainly not happen, it would equally suck if you're fully certed aircraft could be nullified by any punk with a rocket launcher, but when I bought that weapon I expected it to be more effective than harsh language. As it stands, it's usually a better idea to switch to small arms fire.
As a pretty keen ESF pilot, I can't see how it's not a good deterrent. Even if someone is pulling flares, a simple lock-on where they use them and you don't even fire should put them out of the battle for 20-40 seconds, depending on flare level. If they don't pull away, you can shoot them down. Personally, I pull away as quickly as possible whenever somebody locks on to me, because you don't stand a chance otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 27, 2013, 10:56:28 am
Well, you can't really expect to be able to 1-on-1 an aircraft as infantry. You don't 1-on-1 a tank with your RPG either.

Why not?

I find it weird that people think vehicles should be better than infantry, then complain when the vehicle prices go up making it harder to 24/7 a vehicle. Either they're going to be freely available and not any better than a regular soldier, or they're going to be more useful, but with some drawbacks. Such as limited availability (this doesn't really work in PS2), or with teamwork requirements (Liberator, Harasser are the only ones that really fall into this category).

I get the feeling an experienced pilot probably doesn't have much difficulty in keeping his ESF alive for 5 minutes and accumulating 250 resources in the process... so if a pilot can expect to fly 24/7, then why can't you expect to solo him? (Or, at least, chase him off.)

Anyway, as for air/ground balance... I think in the small scale, it's good (probably favors air), but the problem is that AA reaches critical mass way too easily. Not sure what to do about that, but just straight nerfing damage is going to make other problems. Perhaps adjusting the ranges of the weapons so there's less overlap between players spaced out somewhat? That wouldn't help with lock-ons, but I don't have an idea off the top of my head.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 27, 2013, 11:24:08 am
I get the feeling an experienced pilot probably doesn't have much difficulty in keeping his ESF alive for 5 minutes and accumulating 250 resources in the process... so if a pilot can expect to fly 24/7, then why can't you expect to solo him? (Or, at least, chase him off.)
I bolded the problem. If newbie pilots get shot down constantly, they won't become experienced pilots and aircraft will gradually dissapear from the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 27, 2013, 11:48:40 am
So if aircraft has to be better than infantry, and common enough that newbies get lots of time to practice it, why would anyone do anything other than fly?

Seriously, vehicles don't deserve to be better than infantry and be able to be used exclusively at the same time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on June 27, 2013, 12:20:14 pm
So if aircraft has to be better than infantry, and common enough that newbies get lots of time to practice it, why would anyone do anything other than fly?

Seriously, vehicles don't deserve to be better than infantry and be able to be used exclusively at the same time.
I don't think anyone thinks vehicles should be able to be used exclusively unless you're both good and lucky sustainably (and probably subscribe for more resources). The question 'why would anyone do anything other than fly?' is silly, flying is difficult and can't capture bases. most people have no interest in it. Vehicles should always be better than infantry 1 on 1 except for some scenarios with MAXes, because otherwise vehicles don't make any sense in a strategic sense and vehicles would never be used for warfare because everyone is a super soldier. A group of infantry working together or using the element of surprise should certainly be able to destroy vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 27, 2013, 01:15:33 pm
I get the feeling an experienced pilot probably doesn't have much difficulty in keeping his ESF alive for 5 minutes and accumulating 250 resources in the process... so if a pilot can expect to fly 24/7, then why can't you expect to solo him? (Or, at least, chase him off.)
I bolded the problem. If newbie pilots get shot down constantly, they won't become experienced pilots and aircraft will gradually dissapear from the game.
If he keeps flying aircraft and kills things with relative impunity he won't learn either.
Now if he gets killed by a Skyguard and ask himself the question... why did i get killed?
AND if he finds a solution to it then you have a pilot that just gained some RL experience.

A pilot that repeats hes mistakes over and over and over again will never improve (and become an experienced pilot).

As for the Vehicle/Infantry problem...
There is a LOT more infantry running about than vehicles so if ANYONE wants infantry to be on par with vehicles... than what's the point of vehicles in the first place?

A ESF that flies around an infantry blob will sooner or later get shot at by 2 AA missiles or punctured by flak.
A tank that drives into a infantry blob will get mined/c4'd/rocketed to death before it reloads them ain gun.

Vehicles are ALREADY balanced against infantry by the fact there always WILL be more infantry than vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 27, 2013, 01:19:48 pm
Exactly. Getting shot down is becoming more experienced. We learn from failures, not successes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 28, 2013, 03:44:09 am
Problem is in the case of lockon launcher there's not a lot of experience involved. It really takes minimal skill for the player using it and the player in the plane it being used on. There really is no counterplay involved apart from flare usage, unless you consider holding your reticule near an air target for a few seconds, and turning tail and flying away, skillfull plays.

Contrary to flak where there is constant counterplay between the player using the weapon and the player being shot by it, namely the shooter's ability to aim and predict movement when leading shots and the pilots ability to dodge and avoid fire, there really is no skillful or fun interaction in the case of lockons. There is for the pilot being targeted really nothing to learn, or to improve upon. Only possible interaction is when you're getting locked use flares turn tail and run. Not even any way to 'outplay' the rocket as you can no longer use terrain since the rocket ai goes around obstacles, or manage to get a rocket off your tail with sharp turns like you used to be able to way back.

Only lesson you learn through experience as pilot is don't go near large fights with enough heavies with lockons. You don't need to become experienced and gain skill, just to learn this simple but sad fact.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 28, 2013, 04:52:57 am
When I was flying I avoided most lockon missiles shot at me by terrain dodging.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 28, 2013, 05:05:50 am
From my experience a mossy with racer can often outrun missiles... and i say that as a mossy pilot.
Most of my deaths in a mossy came from another aircraft and flak guns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Parsely on June 28, 2013, 05:23:09 am
I bolded the problem. If newbie pilots get shot down constantly, they won't become experienced pilots and aircraft will gradually dissapear from the game.
I doubt aircraft will ever come close to disappearing from the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 28, 2013, 06:00:15 am
When I was flying I avoided most lockon missiles shot at me by terrain dodging.
Then you were flying before lockons started going around terrain, or you're making things up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on June 28, 2013, 06:06:43 am
The missiles go around terrain (but only recently), but you can interrupt the locking-on-process by going around terrain. If you fly low and fast and have some stealth certed for longer lockon times, it's quite possible, I think.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on June 28, 2013, 06:09:17 am
When I was flying I avoided most lockon missiles shot at me by terrain dodging.
Then you were flying before lockons started going around terrain, or you're making things up.
Indeed, it was before they added terrain avoidance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on June 28, 2013, 07:18:46 am
When I was flying I avoided most lockon missiles shot at me by terrain dodging.
Then you were flying before lockons started going around terrain, or you're making things up.
Indeed, it was before they added terrain avoidance.
From what I can tell, the new terrain avoidance isn't foolproof, I've seen non-ECM'd missiles fly into terrain before, though it seems to be a rare occurance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on June 28, 2013, 10:14:17 am
When I was flying I avoided most lockon missiles shot at me by terrain dodging.
Then you were flying before lockons started going around terrain, or you're making things up.
Indeed, it was before they added terrain avoidance.
From what I can tell, the new terrain avoidance isn't foolproof, I've seen non-ECM'd missiles fly into terrain before, though it seems to be a rare occurance.
Yeah, I've managed to dodge them like that before but you have to pull some real crazy moves.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 28, 2013, 10:23:47 am
(*quote pyramid*)

I've managed to dodge 2 simultaneous Strikers that were shot at me. Well, less, dodge, more "fly next to an enemy plane and have them hit it" XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 28, 2013, 04:27:28 pm
You would've thought that they wouldve gone with a require constant lock system, like the ps1 striker. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: scout890 on June 28, 2013, 06:17:32 pm
That's how it was going to work but I guess they got lazy or figured they'd work on that later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 29, 2013, 04:13:20 pm
I wish they'd return to the fundamental issue with the esf being a very capable air to ground platform now that ground to air is getting tweaked (I can only hope they follow through on lockons).
As I remarked when I first got my reaver outfitted with rocket pods, it's silly that a secondary weapon is so very effective. You'd expect an esf's secondary weapon to be very situational rather then an all purpose air to ground weapon as the rocket pods are. I honestly think the focus of the esf should be on its main gun with the secondary to give it an edge in certain scenarios.

That and rocket pods don't make a lot of sense to me. The magazine size is way to large and the travel speed way to low for a hit and run tactical strike playstyle, as is required in a battle with AA. It's also way to freaking damaging if there's no AA threat, busting tanks as if they are nothing. Especially now that tanks are so pricy it's silly how easy a fighter plane can take out heavy armor with no anti air nearby.

What I'd love they'd do with the rocket pods is scrap them for armor piercing missles. Cut the magazine to say 4 missles (and have the missles be on the wings visually, like they use to I think?), buff up the velocity by a lot so you can use them as hit and run precision weapons, and quintuple the reload speed. Armor piercing explosives with no blast radius, like the anti tank rounds on tanks so they're for busting tanks exclusively. The esf should not be a air to ground bomber, that's the liberators job. Swift surgical strikes is what it should be able to do, imo.


That, and I think the lib could use some increased velocity on its secondary gun. Have it be able to hit targets from higher up, get the air battle up in the sky rather then hugging the ground. Flak ought to deter air units getting to close to the ground, and perform as mild supportive fire at long range. Something ought to be done about libs being humongous targets for flak, they're just to easy to hit. Lib bombing from up close would be high risk high reward, from high above would offer less reward at less risk, meaningful tactical decisions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 29, 2013, 05:47:50 pm
When did they silently remove disabling the SCU also disabling the spawn room shields and pain field?

I thought that was a positive change.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on June 29, 2013, 06:09:12 pm
When did they silently remove disabling the SCU also disabling the spawn room shields and pain field?

I thought that was a positive change.
It was working yesterday. Not played any today.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on June 30, 2013, 01:56:34 am
So the Launch Trailer for PS2 in China has been released.

http://v.youku.com/v_show/id_XNTcyODU3MjI0.html

I'm not entirely sure what I just watched.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on June 30, 2013, 03:19:56 am
I was first surprised they were releasing PS2 in China.

That trailer surprised me more. I mean really, no game play footage at all? I don't understand. It's not like the graphics are terrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on June 30, 2013, 03:23:52 am
So the Launch Trailer for PS2 in China has been released.

http://v.youku.com/v_show/id_XNTcyODU3MjI0.html

I'm not entirely sure what I just watched.
dafuq was that. o.O
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 30, 2013, 03:54:42 am
So the Launch Trailer for PS2 in China has been released.

http://v.youku.com/v_show/id_XNTcyODU3MjI0.html

I'm not entirely sure what I just watched.
0:54
Why even 0:54
I don't understand. What point is this trying to make with no gameplay footage, and implications of playing the game getting you laid?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 30, 2013, 05:16:17 am
I wish they'd return to the fundamental issue with the esf being a very capable air to ground platform now that ground to air is getting tweaked (I can only hope they follow through on lockons).
As I remarked when I first got my reaver outfitted with rocket pods, it's silly that a secondary weapon is so very effective. You'd expect an esf's secondary weapon to be very situational rather then an all purpose air to ground weapon as the rocket pods are. I honestly think the focus of the esf should be on its main gun with the secondary to give it an edge in certain scenarios.

That and rocket pods don't make a lot of sense to me. The magazine size is way to large and the travel speed way to low for a hit and run tactical strike playstyle, as is required in a battle with AA. It's also way to freaking damaging if there's no AA threat, busting tanks as if they are nothing. Especially now that tanks are so pricy it's silly how easy a fighter plane can take out heavy armor with no anti air nearby.

What I'd love they'd do with the rocket pods is scrap them for armor piercing missles. Cut the magazine to say 4 missles (and have the missles be on the wings visually, like they use to I think?), buff up the velocity by a lot so you can use them as hit and run precision weapons, and quintuple the reload speed. Armor piercing explosives with no blast radius, like the anti tank rounds on tanks so they're for busting tanks exclusively. The esf should not be a air to ground bomber, that's the liberators job. Swift surgical strikes is what it should be able to do, imo.


That, and I think the lib could use some increased velocity on its secondary gun. Have it be able to hit targets from higher up, get the air battle up in the sky rather then hugging the ground. Flak ought to deter air units getting to close to the ground, and perform as mild supportive fire at long range. Something ought to be done about libs being humongous targets for flak, they're just to easy to hit. Lib bombing from up close would be high risk high reward, from high above would offer less reward at less risk, meaningful tactical decisions.
I like how this guy thinks.

So the Launch Trailer for PS2 in China has been released.

http://v.youku.com/v_show/id_XNTcyODU3MjI0.html

I'm not entirely sure what I just watched.
...
Really, what?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 30, 2013, 05:49:48 am
I predict that the NC will have a population advantage on Chinese servers for the first few weeks when these go up, because of that trailer. I hope that won't be true, because it'll mean they'll nerf the NC even more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on June 30, 2013, 06:18:44 am
When did they silently remove disabling the SCU also disabling the spawn room shields and pain field?

I thought that was a positive change.
It was working yesterday. Not played any today.
It may be just certain facilities, as I had that occur yesterday at an amp station on Esamir.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on June 30, 2013, 08:36:00 pm
I predict that the NC will have a population advantage on Chinese servers for the first few weeks when these go up, because of that trailer. I hope that won't be true, because it'll mean they'll nerf the NC even more.
Why? All I could really gleam from the video is that they're portraying the NC as socialist, when that's totally not how I remember them being portrayed ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 30, 2013, 09:33:29 pm
So the Launch Trailer for PS2 in China has been released.

http://v.youku.com/v_show/id_XNTcyODU3MjI0.html

I'm not entirely sure what I just watched.
0:54
Why even 0:54
I don't understand. What point is this trying to make with no gameplay footage, and implications of playing the game getting you laid?


To be fair, playing engy will often get MAXes wanting to hump your leg, at least.


I predict that the NC will have a population advantage on Chinese servers for the first few weeks when these go up, because of that trailer. I hope that won't be true, because it'll mean they'll nerf the NC even more.
Why? All I could really gleam from the video is that they're portraying the NC as socialist, when that's totally not how I remember them being portrayed ever.

Because they don't want capitalists?  I don't know.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 30, 2013, 11:06:20 pm
I look forward to playing with Chinese people in PS2. I've never met a more efficient group of video game players. While efficiency can be mostly good in story driven mmos like Dungeons and Dragons Online, there are some times you just want to take a few minutes to read new content and not rush through it. In PS2 it should be a much better environment for both extremely efficient people and those who aren't at times. The language barrier is surprisingly minimal usually, as Chinese players often know enough English for the task at hand; certainly more than my nonexistant skill with their own language.

Or am I missing something by not reading the article and there will be a seperate Chinese server group inaccessible to Westerners and vice versa?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 30, 2013, 11:39:57 pm
I predict that the NC will have a population advantage on Chinese servers for the first few weeks when these go up, because of that trailer. I hope that won't be true, because it'll mean they'll nerf the NC even more.

Oh, I thought it was just a nerf NC quota they had up there at Sony. They have reasons?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 01, 2013, 05:29:08 am
Or am I missing something by not reading the article and there will be a seperate Chinese server group inaccessible to Westerners and vice versa?
IIRC they already set up the IP blocks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on July 01, 2013, 07:00:42 am
From the planetside 2 website for the China laucnh, it appears they're using a seperate version of the client, completely cutoff from the Western servers. I say appear because this WAS Simplified Chinese fed though the Google Chrome Translate filter, so take it with a grain of salt if you will.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 01, 2013, 07:13:37 am
I don't know if its something I've done or the recent update but performance feels a bit more stable. Not better, I still get at most 60-80 fps but it doesn't dip as much during field battles, although main bases still make my computer cry a paltry 10-20
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 01, 2013, 07:19:45 am
Because things were so horrific after the last update I did a complete overhaul of my settings and I am getting more consistent FPS now. But whether it was my changes or I missed a hotfix somewhere I don't know.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 01, 2013, 08:17:55 am
   They need to replace the 386 that Briggs is obviously using, takes up to half an hour to log on, then you're lucky to get a solid half hour of play without being disconnected.  My alt on Mattherson never takes more than 15 seconds to log on, and the server is over on the other side of the world, but, geez, try one on the same continent - no hope.
   I've even had the message, I can't remember exactly but it is close to, "The server has disconnected and logged off your account", but continued playing for another twenty minutes before the client actually crashes out to desktop.

   Lotsa pissed Aussies that just wanna spank the TR, who, by the way, are now winning, or taking the major part of, almost all alerts since GU11.  Just had a "Take and hold all nine Amp stations" alert - elmoes had seven at the end of the alert, smurfs and barneys just one each.  Can't wait for the NERF cricket bat to swing red for a while.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 01, 2013, 08:43:50 am
Mattherson is was about 60% VS population in the wee hours. It's kind of fun blowing up vehicles at 50% bonus if you can find some guys trying to cap a base with under a dozen people or so, but eventually your territory is shrunk down to the only place you and the purple zerg can be.

Also, making it EASIER for the dominant realms to win alerts was really a terrible mistake, it was actually kind of nice to be able to pile everyone who wants to fight for an alert into one square and at least not lose that way.

I think there ought to be an avenue for victory of course, which that makes quite rare. However, with the curret situation, the players think sometimes why should we bother with that alert because besides the fact it's a forgone conclusion already who is dominant, but also that they can win easily. The main reason to fight in those situations is to play engy, set tanks mines, and hope a lightning that's survived from the beginning of the zerg runs over it because, if he is a smart zerg player, he has pulled back when damaged, repaired, and continued exploding the infantry trying to destroy his vehicle. Since he is in an overwhelming zerg there is a chance he has accumulated enough to be very valuable to kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Urist McScoopbeard on July 01, 2013, 09:16:30 am
Just a few days ago, I played on Mattherson as Vanu. We were doing pretty good on all the continents that day, and then a bio-lab alert came on, we got most of them, but we were successfully stopped at two bio-labs; it's not impossible to stop the dominant faction from winning alerts!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 01, 2013, 09:20:25 am
About alerts, I remember the alert timer coming up and there were little people online in the TAS outfit. The alert was on Esamir, and NC was rocking it.
But one of the TAS leaders noticed that the VS were trying to use the alert as a distraction to cap Indar, which is insanely hard to (re)cap. So he rung the alarm bells and we managed to push the VS back and even retake Rashnu.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mistercheif on July 01, 2013, 10:02:23 am
About alerts, I remember the alert timer coming up and there were little people online in the TAS outfit. The alert was on Esamir, and NC was rocking it.
But one of the TAS leaders noticed that the VS were trying to use the alert as a distraction to cap Indar, which is insanely hard to (re)cap. So he rung the alarm bells and we managed to push the VS back and even retake Rashnu.
Was this yesterday?  I was playing in an open TAS platoon for most of the afternoon, and we did a lot of fighting around Rashnu and that general area.

And 500+ meter infantry charge across open ground toward the Indar excavation site, which we actually survived and were able to wreak havoc in the base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 01, 2013, 10:27:46 am
I don't know if its something I've done or the recent update but performance feels a bit more stable. Not better, I still get at most 60-80 fps but it doesn't dip as much during field battles, although main bases still make my computer cry a paltry 10-20
Lucky man.
I get ~20 FPS in a nearly open field.  :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 01, 2013, 11:14:36 am
About alerts, I remember the alert timer coming up and there were little people online in the TAS outfit. The alert was on Esamir, and NC was rocking it.
But one of the TAS leaders noticed that the VS were trying to use the alert as a distraction to cap Indar, which is insanely hard to (re)cap. So he rung the alarm bells and we managed to push the VS back and even retake Rashnu.
Was this yesterday?  I was playing in an open TAS platoon for most of the afternoon, and we did a lot of fighting around Rashnu and that general area.

And 500+ meter infantry charge across open ground toward the Indar excavation site, which we actually survived and were able to wreak havoc in the base.
No, some time ago. Not even GU11, I think.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 02, 2013, 05:07:25 am
What's everyones opinion on the enforcer modified secondary for the vanguard? That's the shotgun secondary for the vanguard in case you are not familiar with it, it's rare to see one on the battlefield.
Me being a dirty nc shotgun lover wants to strap one of those on every vehicle I have. I've got my airhammer on my reaver (I want one on my liberator ;)) and I had some spare certs so I got one on my vanguard. Except I never really use it wich is a shame.

My impression is it's not really good at anything. It can only really take out infantry from up real close due to it's enormous spread, so the regular enforcer is better at taking out infantry at most ranges. It's not like the airhammer where a well placed shot at a decent range will one hit kill, even at point blank it takes two to three shots, at medium range an entire magazine or more. It deals some damage to vehicles but even at point blank it's pretty laughable, taking about 4 times as long it takes with the regular enforcer against enemy armor. It's ammo capacity is also quite terrible. I'm not sure what it's intended purpose is?
I wouldn't mind seeing its damage to armor increased, making it a viable close range anti vehicle weapon, and it's spread reduced by a lot. Right now I don't see me ever using it, but I really wish I could. :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 02, 2013, 06:56:24 am
An outfit mate bought one just to have something other than the Basilisk. I used it a couple of times. I think I got one kill assist on a Lightning that we basically parked behind and that was it. Maybe some hits on infantry at range by spraying the full magazine towards a clump of them. As it is I'd rather use a Basilisk any day, any range.

Honestly, if they want a usable shotgun on the Vanguard, make it a primary cannon. Basically just do a version of the AH with only one shot per magazine. I don't think the modified will ever be anything more than a gimmick.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jakeread1 on July 02, 2013, 07:20:06 am
Oh god, I love dropping into an enemies base via drop pod into an enemy base.

"Errr.. Hello there gentlemen can we just tal-"

*Riddled with bullets*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 02, 2013, 07:29:40 am
More like:
*spawns on top of base*
*waits a while to pick the right moment to open fire*
*starts firing*
*kills one guy, then gets sniped*
*fuuuuuu*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 02, 2013, 07:30:22 am
Quote
NS-50 Mass Drivers

Current Description: "Mass Drivers are capable of launching two 50mm rounds accurately and at a high speed. The Mass Driver must reload after each shot."

The intent of the mass driver is to create a long range air to air weapon. Although a single shot is high damage, by itself its damage over time is low compared to a nose cannon. It will have limited usefulness against ground targets.

I WANT this! Supplements my close range airhammer nicely.

I wish they'd return to the fundamental issue with the esf being a very capable air to ground platform now that ground to air is getting tweaked (I can only hope they follow through on lockons).
Quote
All anti-air lock on weapons will become maintained on lock. The shooter must keep the target locked for the duration.
Yes!

Time to bust out my reaver again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 02, 2013, 08:30:05 am
The full ESF update plans. (https://forums.station.sony.com/ps2/index.php?threads/current-esf-update-plans.138396/) Pilots who suicide giving XP and kills to the last person to damage them is a nice touch.

Lock on could be hugely nerfed. Expect much TR wailing and gnashing of teeth before the nerfs are walked back a little.



Oh shit;
Quote
We’re planning, for all vehicles, to adjust each rank of stealth so that the final rank removes you from the mini-map while the previous ranks lower the range.
Welp, there goes the stealth/radar Flash. The full stealth tree is 2430 certs, offering effectively no benefits other than removal from the minimap (I have been killed by a lock on missile exactly once on my Flash, and even max rank stealth wouldn't have prevented that particular situation). I guess nanite auto repair rank 1 would be a better choice now unless they massively buff the rest of the tree.


The Galaxy repair/ammo certifications should be nice. My outfit loves running our particularly ugly BUFFs (http://www.youtube.com/watch?v=Jr0tNus8WwA#t=4m15s) (and yeah, that's the MLG War Report commentators not recognising the MGLReport decal on a palm camo/lumifiber Galaxy) so making them even more useful would be nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on July 02, 2013, 09:21:39 am
The full ESF update plans. (https://forums.station.sony.com/ps2/index.php?threads/current-esf-update-plans.138396/) Pilots who suicide giving XP and kills to the last person to damage them is a nice touch.
Eh, looks okay, but nothin' there I was really hoping for. I was looking for some more bomb-type secondary weapons for ESFs.
To me it seems ridiculous that the only air to ground weapon is an incredibly spammy one when ESFs are made out to be more hit and run aircraft due to the ease of them being shot down now. I'd prefer a more high damage but far lower magazine size missile or bomb which would fit what they're doing with the aircraft a whole lot more.

But maybe that's just me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 02, 2013, 09:23:57 am
Plain old dumb bombs would be pretty sweet. Dive bombing is just too cool not to be used in a game that features aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 02, 2013, 09:53:46 am
Exactly.
Dumb bombs are nice.

I think they're getting ideas from battlefield, though...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 02, 2013, 10:31:55 am
So basically ESFs will get miniature wing mounted daltons?
And of course those things will cost 1000 certs i presume?
Yeah great...

But bombs... i'd love the idea of bombs being dropped from my racer mossie.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 02, 2013, 12:23:16 pm
High-speed dive bombers would be pretty awesome.


Then let's also put the carpet bombing back on the lib.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 02, 2013, 12:25:03 pm
Damn, that needs to be in a different game. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 02, 2013, 12:36:09 pm
Hmm just saw the AA missile changes... well snap... good thing i didn't buy a AA missile launcher because those are going to become freaking useless since everyone and their mother will just turbocharge the hell away the second they see a lock on.

The AA trooper will lose sight (either by terrain or the ESF will get outside of his sight range) and the missile will become useless.

Yay changes... Well at least i'm certed into a mossie.

Oh and liberators/galaxies will get banged up even more because they can't run away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on July 03, 2013, 08:05:22 am
So I found this (http://forums.steampowered.com/forums/showthread.php?p=33569390) and figured it would be worth a shot trying to play this game again.
Oh cool, 8 gigs of updates.
Alright, guess I get to play Mount and Blade for like, 20 hours this week.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 03, 2013, 08:28:31 am
Oh this weekend is going to be wild.

2X XP all weekend already announced.

Now they are going to add a firework gun (http://www.youtube.com/playlist?list=PLBDwsttAIcVGteTqFPn3zxP3ZBwJao6Zo) for each faction. It is a three-shot-kill, one-shot-per-reload weapon, with the usual medals plus a custom title (Pyro) for achieving 50 kills. Except that it is only in the store for 5 days, and you can only use it during a 3 day trial during that period.

So expect the weekend to be a mix of people farming certs as fast as they can and people spamming obnoxious fireworks at everything that moves. Should be glorious.
So I found this (http://forums.steampowered.com/forums/showthread.php?p=33569390) and figured it would be worth a shot trying to play this game again.
That is somewhat outdated, although a lot of it is still relevant. It's an OK starting point but I'd recommend experimenting around the settings to find something that's playable for you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 03, 2013, 08:49:59 am
Firework gun is a cool idea.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 03, 2013, 09:19:33 am
So now lockon launchers are basically a worse alternative to the Phoenix, except every faction has them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 03, 2013, 10:00:11 am
The Phoenix is still 99% useless against aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 03, 2013, 11:48:48 am
Doesn't seem like the lockons are getting their anti armor capabilities reduced, so I wouldn't start calling them useless. Except for the dedicated g2a lockons, I suppose those are hit hardest but then I've never seen anyone use those as is.
Lockons to air will be just fine against liberators, they're slow and large should be no problem to maintain lock on them. And galaxies but again, hardly anyone uses those.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 03, 2013, 12:02:06 pm
Correction to the firework gun stuff above; It's only available in the store for 3 days (or so, starting from now), but will be a permanent unlock for the usual 700SC/1000 certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 03, 2013, 12:09:02 pm
Doesn't seem like the lockons are getting their anti armor capabilities reduced, so I wouldn't start calling them useless. Except for the dedicated g2a lockons, I suppose those are hit hardest but then I've never seen anyone use those as is.
Lockons to air will be just fine against liberators, they're slow and large should be no problem to maintain lock on them. And galaxies but again, hardly anyone uses those.
I bought the G2A dedicated lockon, so far I'm doing great at (at least) scaring away aircraft, if not killing about a quarter of them.

It would be nice if flares would be tweaked to lowering the "tolerance" to keep guiding a rocket, so you would have to keep the crosshairs right on the aircraft for the rocket to hit. However, rocket speed would have to be greatly increased, as of now it takes a long time for them to even get to their destination.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 03, 2013, 12:12:20 pm
Doesn't seem like the lockons are getting their anti armor capabilities reduced, so I wouldn't start calling them useless. Except for the dedicated g2a lockons, I suppose those are hit hardest but then I've never seen anyone use those as is.
Lockons to air will be just fine against liberators, they're slow and large should be no problem to maintain lock on them. And galaxies but again, hardly anyone uses those.
You get it wrong. The entire point of lockon launchers was to harass ESFs so they would stay away for 5 seconds. Nobody ever fired one of them at liberators or galaxies. I don't see why their lifespan has to be reduced either. They almost never hit anyway.

And I use the defaut faction-specific lockon launchers. I once bought an AA bundle but it came with the AT launcher, so to correct their mistake the devs gave all the people who bought the bundle both :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 03, 2013, 12:12:25 pm
So Goon on Mattherson the last few times I've logged on has been dead more or less.

I think there is a big war going on in EVE so I'm willing to cut them some slack, but today I logged in and saw a Goon platoon located in VR training and made up of not a single Goon outfit member.

I'm wondering how that war in EVE is going and how long it will last, because there is nary a legit Goon in sight, and as you know Goons are best in swarms, which is the main reason I was willing to join the PS2 outfit in the first place. You know, because they were like the one major force on the NC side and I thought I'd put my 2 cents in, instead of leading 6 dudes or so.

So anyways, if any Goonfriends in the know who also like Dorfs would let me know what the heck is up with the Goon outfit lately I'd appreciate it, because it kind of pisses me off that I don't know what's going on yet because I know Goons are good at the sort thing where they make people mad on purpose. That's cool and all but I'd like to think I was a pretty cool and chill dude who tried to help the Goons, so if it's not because of EVE and the SA Goons up and left for GOKU or something ridiculous like that I'd be pissed and leave the outfit like a whiny baby or what not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SeaBee on July 03, 2013, 12:54:59 pm
Not a Goon, but didn't GOON split down the middle and half of them join VS as GOKU or something? Some sort of big drama with their outfit leader. I don't know.

And they were definitely around in force yesterday NC side. NC won an alert (!!) and a bunch of people in chat were saying that the victory was "courtesy of GOON." I took that at face value since I saw dozens of GOON tags around me during the fighting. Though, to be fair, VS and TR were farming each other on Indar and didn't send more than a platoon or so to capture the alert continent.

I like playing my TR alt a lot more with the TE drama gone.

Looking forward to getting killed by fireworks! Wish they weren't so expensive ... 700 SC/1000 certs is what I was hearing on Reddit. Maybe we'll get a 3X SC day to compensate. *fingers crossed*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 03, 2013, 01:56:58 pm
And I use the defaut faction-specific lockon launchers. I once bought an AA bundle but it came with the AT launcher, so to correct their mistake the devs gave all the people who bought the bundle both :D

There is no faction specific lockon launcher? They have different names but I'm sure they are the same regarding stats. Or maybe some minor differences idk.
You're not firing them at liberators because liberators have been rubbish since the AA buffs, they are the primary air to ground platform so if you're not shooting back with lockons you've got a problem.

You get it wrong. The entire point of lockon launchers was to harass ESFs so they would stay away for 5 seconds.
Add in the flare cooldown time wichever rank it is  the pilot is using, and the time it takes to fly back. Longer then 5 seconds that's for sure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 03, 2013, 02:40:58 pm
Not a Goon, but didn't GOON split down the middle and half of them join VS as GOKU or something? Some sort of big drama with their outfit leader. I don't know.

And they were definitely around in force yesterday NC side. NC won an alert (!!) and a bunch of people in chat were saying that the victory was "courtesy of GOON." I took that at face value since I saw dozens of GOON tags around me during the fighting. Though, to be fair, VS and TR were farming each other on Indar and didn't send more than a platoon or so to capture the alert continent.

I like playing my TR alt a lot more with the TE drama gone.

Looking forward to getting killed by fireworks! Wish they weren't so expensive ... 700 SC/1000 certs is what I was hearing on Reddit. Maybe we'll get a 3X SC day to compensate. *fingers crossed*

Neat, good to hear, thanks Seabee. My sporadic logins must have been on very bad days or times for Goonswarming. Glad to hear NC won an alert, that would have been nice to see.

EDIT: Also that Goku thing was a fair while ago. I meant Admiral Snuggle's Goons weren't on the admitably few sample times I was on and I guess I was just worried about those boys.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 04, 2013, 02:42:21 am
I played for three hours tonight and got 400 certs. Double XP weekend best weekend.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Azated on July 04, 2013, 04:13:12 am
I played for three hours tonight and got 400 certs. Double XP weekend best weekend.

It's more like a double XP five days, because this is the earliest I've ever seen the weekend start.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 04, 2013, 05:01:24 am
And I use the defaut faction-specific lockon launchers. I once bought an AA bundle but it came with the AT launcher, so to correct their mistake the devs gave all the people who bought the bundle both :D

There is no faction specific lockon launcher? They have different names but I'm sure they are the same regarding stats. Or maybe some minor differences idk.
You're not firing them at liberators because liberators have been rubbish since the AA buffs, they are the primary air to ground platform so if you're not shooting back with lockons you've got a problem.

You get it wrong. The entire point of lockon launchers was to harass ESFs so they would stay away for 5 seconds.
Add in the flare cooldown time wichever rank it is  the pilot is using, and the time it takes to fly back. Longer then 5 seconds that's for sure.
I know they don't have differences. I really just ment "not that NS-whatever locks-onto-everything". Also, why would you lock onto a liberator if it only does scratch damage anyway?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 04, 2013, 06:10:11 am
My understanding is that they're upping the velocity on lock-on missiles a ton, so you'll be rewarded for coordinated fast lock-ons and launches.  We'll see when it goes live, but my guess is that g2a launchers will be more effective against hovering ESF, even ones with flares.  Depends entirely on how fast the projectile is.  If it's only 100 m/s more or so, it'll probably be better for me to use a Lancer against air.

It's not scratch damage, it's just not enough for a solo player to matter.  If you have friendly esf or flak, it'll help a bit and net you an assist.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on July 04, 2013, 06:24:15 am
So I found this (http://forums.steampowered.com/forums/showthread.php?p=33569390) and figured it would be worth a shot trying to play this game again.
Oh cool, 8 gigs of updates.
Alright, guess I get to play Mount and Blade for like, 20 hours this week.

From that: apparently it hates AMD CPUs and AMD cards.

Brill. AMD cards run PS2 worse than an INTEL HD 3000.

Hopefully that gets fixed, I dunno, THIS YEAR?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 04, 2013, 06:30:16 am
What do you guys think about A2A missiles? I'm nearing 500 cert so I'm not sure whether to buy them or save up for A2G. I'm guessing A2G would earn me a lot more certs, but A2A would be handy for chasing away other ESFs which are always stopping me from properly focusing on ground targets. I want to have both eventually, but I'm not so sure A2A would be all that good for earning certs for A2G.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 04, 2013, 06:41:54 am
Hold off on them until the ESF update, then trial them.  For esf, you won't be able to Fire-and-Forget, so you can't fire your nose-gun while your missile is traveling. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 04, 2013, 06:51:34 am
Def save up your certs for when the new secondaries go live, they are even adding a new set of a2a missles so it'll be worth comparing at least. My opinion on them is they're cheesy weapons and a crutch for bad pilots, but they're there to be used so if feel you can use them why not.

have you guys seen the vanguard's new turret? Looks sweet as heck.
Spoiler (click to show/hide)

Also been trying to get some dogfighting skill again, got to get good if flying will be worth it once more.
Only one problem, I've been using the dogfighting airframe since forever, but more and more I realize you're not going to win any challenging fights without reverse manouvers. Problem is the reaver's air brake sucks so you really need the airbrake improvement from the hover airframe. I could do without the vertical thrust improvement as the reaver already boasts great vthrust. So now I have to get used to flying with close to insignifcant turn speed, something I heavily relied on to adjust my aim in dogfights. Feels like learning to fly all over again.  :(
Also, I found myself compensating for nose gun offset that doesn't exist anymore. Took me a while to figure out why I kept shooting over my targets, I actually need to aim the reticule now.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 04, 2013, 07:10:44 am
Best thing they could do to fix g2a and a2a is make flare and lock-on interaction more complex.  Right now, it's just: lock-on, fire missile, ESF flares if they have them, try to lock them again after their invulnerable period is over if they haven't flown out of range to wait for flares to recharge.  Neither side does anything but press a button and hope the other isn't in a position to counter them.  What if, gasp, they worked like real flares and were supposed to distract the missile from the engine heat?  So, when the pilot pops flares, you suddenly have a myriad of lockable signatures, as well as the ESF.  En route missiles get confused and always miss, but the launcher can attempt to pick out the real target and fire.  The pilot can make this harder by dropping behind the falling flares, hiding his engines, and general evasiveness.  You've got a higher skill ceiling on both ends.  Unfortunately, this would require SOE to bring their air model into something resembling realism, which appears to be a mortal sin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 04, 2013, 07:51:30 am
Bought an AV turret while drunk. Tip: Don't drink while having 1000 certs to spend.

It's... moderately useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 04, 2013, 08:58:14 am
I played for three hours tonight and got 400 certs. Double XP weekend best weekend.
Played for 3 hours (morning-day) and got 300 certs, a lot due to killstreaks.

But, note to everyone: the flare gun is less than useless. Only buy it if you want to be a "cool dude". :P 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 04, 2013, 09:00:57 am
Got killed by one once. It does make you look like a badass if you pull it off :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 04, 2013, 09:11:00 am
There was an infiltrator trying to kill me with one. I just ran around (he couldn't aim at all) and talked to him in proximity chat to stop trying.
Then I took him out with a beamer.

I felt sad for him... after I laughed for like 5 minutes. XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 04, 2013, 09:36:51 am
WOW. One of our Factions/Outfits strongest players just got BS Banned...
Third Party Ban apparently. But he only uses the basic things that EVERYONE uses...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on July 04, 2013, 09:48:22 am

From that: apparently it hates AMD CPUs and AMD cards.

Brill. AMD cards run PS2 worse than an INTEL HD 3000.

Hopefully that gets fixed, I dunno, THIS YEAR?

well, the HD 3000 on this laptop can run it... decently? with 8 gigs of ram,  (something around 20-40 FPS average alone and in a medium fight, might of been a bit lower in the fights, but playable by me.

also, if you can get up close to the enemy and knife them at the same time as shooting the firework gun at them, it is a one shot kill on most people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 04, 2013, 09:53:02 am
WOW. One of our Factions/Outfits strongest players just got BS Banned...
Third Party Ban apparently. But he only uses the basic things that EVERYONE uses...
I don't use anything, so that is untrue. What was he using?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 04, 2013, 09:59:13 am
What do you mean, EVERYONE uses?
I don't use anything...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 04, 2013, 10:58:16 am
Yeah, my understanding is that any third party program can get you banned outside a couple very narrow exceptions. We've even had to get people to switch which Team Speak overlay they use because they were likely to get banned for that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on July 04, 2013, 12:04:54 pm

From that: apparently it hates AMD CPUs and AMD cards.

Brill. AMD cards run PS2 worse than an INTEL HD 3000.

Hopefully that gets fixed, I dunno, THIS YEAR?

well, the HD 3000 on this laptop can run it... decently? with 8 gigs of ram,  (something around 20-40 FPS average alone and in a medium fight, might of been a bit lower in the fights, but playable by me.

also, if you can get up close to the enemy and knife them at the same time as shooting the firework gun at them, it is a one shot kill on most people.

yeah, my AMD Vision A8 2.0/2.8Ghz quad core (two numbers because it overclocks when needed) with ATI Radeon HD 7460M+7610G dual, and finally 8GB of ram barely gets 10fps in big fights, and maybe 20 tops alone.

Like I said, either SOE really hate AMD or they're doing a lousy job of optimising for non-NVIDIA cards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 04, 2013, 12:56:33 pm
Yeah, my understanding is that any third party program can get you banned outside a couple very narrow exceptions. We've even had to get people to switch which Team Speak overlay they use because they were likely to get banned for that.
This was one of the things I was referring to, others can be that of Mouse Programs that come with said mouse and everything to do with gaming soft/hardware. Even after contacting a high ranked member of SOE, my friend has been told that the Evidence against him is valid and the ban will stand...

Which in itself is a load of bull. I know this guy, he is actually getting emotional from this due to the fact that he is one of those guys that have Never done anything wrong in regards to hacking/cheating or anything of the like in many Online games and yet he is being punished for something he didn't do. Or heck, because he has a good amount of skill that it can be confused with a hack or something...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 04, 2013, 12:59:00 pm
I feel his pain, I've been called a hacker so many times in games like AoS. -.-
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 04, 2013, 12:59:59 pm
I feel his pain, I've been called a hacker so many times in games like AoS. -.-
Yeah but have you been banned for it?
This is SOE, SOE bans you once, its forever on their system, meaning anything that is released by SOE...


EDIT:: Update; He has just been told that they are 100% satisfied with their evidence and that if he comes forth and admits that he was cheating his ban would be looked over for a decrease in severity, but if he still claims innocence, the ban stays...

WTF, HOW DO YOU ADMIT A WRONGFUL ACT WITHOUT ACTUALLY KNOWING WHAT ACT YOU DID WRONG! THAT'S ENTRAPMENT!!!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 04, 2013, 01:42:57 pm
Have you considered that he might have been cheating?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 04, 2013, 01:55:53 pm
Have you considered that he might have been cheating?
He wasn't... I have been playing with him since the start of PS2...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 04, 2013, 05:11:53 pm
EDIT:: Update; He has just been told that they are 100% satisfied with their evidence and that if he comes forth and admits that he was cheating his ban would be looked over for a decrease in severity, but if he still claims innocence, the ban stays...

Oh wow. Because a confession like that is totally credible. ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 05, 2013, 12:42:22 am
Say you're sorry or we'll punish you.

Always guaranteed to produce ingenuous behavior.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 05, 2013, 01:08:05 am
I feel his pain, I've been called a hacker so many times in games like AoS. -.-
Yeah but have you been banned for it?
This is SOE, SOE bans you once, its forever on their system, meaning anything that is released by SOE...


EDIT:: Update; He has just been told that they are 100% satisfied with their evidence and that if he comes forth and admits that he was cheating his ban would be looked over for a decrease in severity, but if he still claims innocence, the ban stays...

WTF, HOW DO YOU ADMIT A WRONGFUL ACT WITHOUT ACTUALLY KNOWING WHAT ACT YOU DID WRONG! THAT'S ENTRAPMENT!!!
I've been banned, not permabanned though.

But that is just fucking ridiculous. I'd rather they let the smart (less obvious) cheaters stay than getting false positives.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 05, 2013, 04:04:07 am
Yeah, that SOE reaction is pretty ridiculous.
Nevertheless, using 3rd party programs can get you banned. You may not call it cheating, but I do. I can't really empathise with your friend.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 05, 2013, 04:10:10 am
I only use skype/teamspeak, that's okay, right? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SalmonGod on July 05, 2013, 04:38:50 am
Yeah, that SOE reaction is pretty ridiculous.
Nevertheless, using 3rd party programs can get you banned. You may not call it cheating, but I do. I can't really empathise with your friend.

I am pretty damn purist when it comes to stuff like this, but unless I'm misunderstanding, the stuff below does not sound to me like cheating...

Yeah, my understanding is that any third party program can get you banned outside a couple very narrow exceptions. We've even had to get people to switch which Team Speak overlay they use because they were likely to get banned for that.
This was one of the things I was referring to, others can be that of Mouse Programs that come with said mouse and everything to do with gaming soft/hardware. Even after contacting a high ranked member of SOE, my friend has been told that the Evidence against him is valid and the ban will stand...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 05, 2013, 06:50:47 am
How can a mouse program be used to cheat, about the only thing I can think of using it for is making a button that will fire a single shot each press, giving every weapon selective semi auto fire
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 05, 2013, 06:56:30 am
That's "cheating" since it takes skill to press your mouse for one fire only. :P
...
But I agree.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PanH on July 05, 2013, 07:05:19 am
Actually, you could remove the recoil, by doing so that the mouse would auto correct it after each shot (which would be different for each weapon).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SalmonGod on July 05, 2013, 07:20:59 am
Those examples are something entirely different from the software that is typically packaged with a gaming mouse, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 05, 2013, 08:23:28 am
Exactly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 05, 2013, 06:54:03 pm
Oh man. Laughed my ass off:

http://www.youtube.com/watch?v=Mz6AlHQGY_Q
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 05, 2013, 07:31:41 pm
After some excessive grinding i got the 1000 certs needed for the AV MANA turret...

No kills with it so far with a exeption for some liberator i hit in flight (67 AA exp) who then crashed and awarded me a nice chunk of assistance exp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 05, 2013, 07:51:09 pm
I looked at that.  Not worth it to me if I can't get magnified vision on it.  You can't use it to secure infantry chokepoints, so I want to use it at long range to bombard tanks.  Too bad tanks have optics and the turret doesn't.  Only time I see them used to any particular effect is when a zerg rolls up and don't need turrets to camp vehicles and infantry.

On the plus side, there isn't excessive grinding this weekend.  Massive cert bonuses cause 'Merica.  I've farmed 1400 certs at least over the past 2 days.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 05, 2013, 08:21:31 pm
Well i jst wanted my engy (the class i'm mainly using and abusing) to have some ranged firepower against vehicles.
Basicallt i have a slug shotgun for close/medium and the turret for range.

I also hate the normal turret since i feel like shooting peas (i don't thing i got even 10 kills with it) and everyone instantly turns into snipers that can snipe me through the visor 0.5 second after turning a corner.

So yeah...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on July 05, 2013, 08:40:46 pm
I like the AV turret, have the best runs with it if I get to a overlook or above the enemy and can set it up.  have gotten a lot of certs with it, taking down a sundie that has a max and several high-threat targets is always nice.  and with some skill you can snipe with it.  direct hit kills most people.

UBGL is also very nice if you can get into a position to use it.  Twice I have gotten into such possitions, latest was when I was part of a base defense and managed to get to a fairly safe point above the enemy and started raining explosives onto them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 05, 2013, 08:42:54 pm
Oh man. Laughed my ass off:

http://www.youtube.com/watch?v=Mz6AlHQGY_Q

The internets has been won......you can all go home now and have a life.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 05, 2013, 08:44:22 pm
I feel you.  I definitely dislike the limitation on the engie when it comes to AV.  C4 is nice, but the engie relies on the vehicles driver being stupid or inattentive, whereas LA has significantly more tools for planting C4.  Most of the engineers AV kit is their anti-tank mines, which are pre-battle countermeasures.  I guess engineers do have the tools, but it's not the same as an HA, and if you can do the AV missile thing with an engineer, you never have to pull HA.  I'm Vanu not NC, so my faction launcher is decent and fits my play-style fairly well..  Generally speaking, though, I like to stay as engineer, because of the utility is provides for keeping allied vehicles alive and removing a lot of the munition constraints.

The engi AI turret needs to get an upgrade to its CoF.  Right now, it excels at one thing only: camping doors.  Arguably, that's a job better suited for MAX's, since they can actually shoot people through the doorway without getting instagibbed by snipers, rockets, and under-barrel grenade launchers.  Giving it a better CoF would let it be used to cover advances and so on, while still making the engineer food for the myriad of vulture snipers.  Given the number of snipers in every battle, there's really no reason for the turret to not be much, much stronger.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 05, 2013, 09:20:21 pm
I like the engy due to being the most versatile soldier on the battlefield.  Let's review:

Slot 1: Carbines, Shotguns, SMGs, Battle Rifle (some with underbarrel options)
Slot 2: Pistols  (okay not here)
Slot 3: Become the best buddy of a MAX, and keep those now more expensive tanks going.  Now with mine defusal!
Slot 4: More ammo or C4, tank mines, proxy mines (and the ability to carry more of these than anyone else)
Slot 5: Two turret options that each flip into an ammo pack.

Also, sticky nades.

There are several roles that can be filled here.  Mix and match to any situation, and any engineer update is only going to result in more choice.



I'll agree that the engy AI turret is unimpressive.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 05, 2013, 10:21:59 pm
I've been playing engineer a bit more lately, too. It's so flexible on defense. UBGL for clustered infantry, AV turret for general awesomeness, AP mines to keep LAs away when you're preoccupied with your turret. Not to mention being able to repair and rearm nearby MAXes. Haven't tried sticky grenades, but regular grenades are kinda obsoleted by the UBGL, so might as well pick 'em up.

You might even argue that the flares help your friendlies see Vanu in the dark.

All it needs now are some deployable walls or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 05, 2013, 10:31:44 pm
Deployable czech hedgehogs or dragon's teeth would be great.  Destroyable by engineer gun or C4 only.  No limit on number placed or a high limit, but only allow them to be placed within 1 or 2 meters of each other..

It'd completely change the dynamic of the game if you could force vehicle zergs to stop in between bases.

Seems to me that deployable walls would be really easy to abuse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 05, 2013, 10:58:24 pm
They'd be insane for setting up chokepoints in canyon Indar, and defending places like the Ascent.  More ACE tool options please!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 06, 2013, 12:37:00 am
I'll agree that the engy AI turret is unimpressive.

I use it as a decoy. As in, hey enemies, look over here and shoot this.

I have no idea how effective it is in that role. It worked on a lightning once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SalmonGod on July 06, 2013, 01:05:07 am
Yeah... every time I try to set up an engie turret, I can't even man it for more than a couple seconds, because it immediately draws such a massive hailstorm of every kind of enemy fire.  And if I manage to hold through that, a sniper will still pick me off before I can do anything meaningful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 06, 2013, 02:01:31 am
Like I said, the inaccuracy and the priority it attracts mean it's only good for gunning people down as they run into doorways or around corners.  Inaccuracy means it's only good for volume fire or close fighting (which is bad for someone who is stationary).  The priority means that in close and long fighting, you will almost always be prioritized over anyone else; I do mean everyone.  The priority is because TTK with the turret is awesome at point blank and you're an incredibly easy shot for a sniper, tank, ha, etc.  The only way to play around these issues is to make sure the people you're shooting don't know you're there until they're dead and to fight in the 1-10 meter range with it.

For example, I dropped my turret at the top of the short stairs in the biolab cap/shield gen building (the pair of curvey walkway buildings).  I could fire out of the doorway easily, but the only way for someone to have vision of me was to walk into the doorway.  I got a ton of kills before people stopped running through willy-nilly and then I still got kills for about 3 minutes while they were figuring out a way to neutralize the building.  Wouldn't have worked if that building hadn't already been full of MAX's and other stuff, because they'd just flank with a single person and kill me from behind.

So there are instances where it is very effective, but, in my mind, the only positive the turret has over an AI MAX is that it takes one person to operate while it is laying down fire.  My experience is that MAX's essentially require constant repairing if they're fighting.  That means at least one engineer and one MAX.  The turret doesn't take very much damage at all from small arms and you can replant it every 10 seconds, so you don't need any repairs on it, ever.  That advantage is far offset by the disadvantages: 120 arc or so, low base overheat limit, and no mobility.  So, in reality, it takes multiple people to maintain that fighting position, as well, to revive the engineer, to prevent them from getting flanked, etc..  Generally speaking, AI MAX gives you both the short TTK of the turret and all of the things the turret doesn't give you.

Because the engineer is already so versatile, I think it's alright for the turret to have a narrow range of applications.  There are ways to make it stronger without making the turret OP, but maybe not without making engineers OP.  No other class gives you the range of actions you get from the engineer.

Slot 2: Pistols  (okay not here)

Maybe they'll patch an actual flare launcher and implement it as a secondary, like our fireworks launchers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 06, 2013, 02:42:44 am
Like I said, the inaccuracy and the priority it attracts mean it's only good for gunning people down as they run into doorways or around corners.

It's actually extremely accurate in short bursts. The first four or five bullets are right on the crosshairs, and the CoF reset once you stop firing is almost instantaneous. In practice, it's easy to maintain nearly the same RoF and have incredible accuracy if you fire it like it's a burst weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 06, 2013, 04:48:39 am
My own thoughts and loadouts for the engineer;

The engineer is the most generally useful class, but has no combat abilities* making it the weakest (IMO) for deliberate direct combat. As such I usually go for even more utility with the UBGL and IRNV scope on a Gauss Compact S. I massively prefer the Mercenary as a carbine and reflex sights for most situations, but here I'm looking to fill roles others can't, and that means suppression with grenade spam and shooting through smoke when my allies are blinded.

I throw on the suppressor as well as it gives a slight advantage in most situations an engineer might find themselves in. In particular, if you have just had your vehicle blown up then the enemies might not know if you survived for a few seconds. Being able to fire without giving up your position to everyone helps that confusion. This costs you a little more default firepower when you are already hurting, but you are already losing a straight up fight and this helps you avoid them.

It's also worth remembering that the UBGL grenades don't arm unless they travel at least 10 meters. They do still do direct hit damage but can't one-shot without the explosive damage, which is OK given the hit box is huge and you will shoot friends in the back of the head a lot when trying to fire over them.

Oh, and the UBGL does damage to tanks. I've actually gotten a kill this way, when an enemy lighting took out my own after I'd got him nearly on fire. Put both grenades into him before he could repair or work out what that noise was. It's not a viable AV weapon, but as a last resort or distraction (getting them to think an AV threat is above/beside/behind them rather than concentrate on that actual AV/armour nest they were about to wipe out) it works fine and is surprisingly easy to get hits with.

Sticky grenades go on every build. They are the best way to detonate tank mines under an enemy sunderer, but they are also a really fun way to kill infantry. Sticking a flashing grenade to one guy who then carries death to his friends is hard but rewarding. This does leave me without any fully indirect room clearing grenade (UBGL can't bounce either) but I'm already avoiding the direct assault role when possible. Leave that to allies.

I split my engineer loadouts into one AV/driver/gunner and one AI/indoor build. Stickies/Compact S/UBGL are the same on all of these. For AV I use the AV turret, tank mines and flak 4. For AI it's the AI turret (rarely if ever used, but a more useful decoy/doorblocker for indoors fights), AP mines and nanoweave 4. These days I only really use the AI build in biolabs as a dedicated support/suppression role, mostly keeping spawn rooms secure, MAXes up and similar. I tend to swap my third loadout to be AV with AI mines or (much more rarely) vice versa for times when I still have active mines of one kind but want to use the other build and don't want to mess up my defaults.


* For reference, I split the other classes into tanking abilities (medic with AoE heal and HA with shield) and closing abilities (LA jetpack and infiltrator cloak). The first set should survive longer than you in a straight up fight while the second should get the drop on you before you can bring your own damage to bear. Not that a good engineer can't beat any of these and plenty of people fail to use their abilities, but any of those classes is generally better for direct combat if played right.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 06, 2013, 04:50:59 am
Best use for the engie AI turret?
Block off tower A-points. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 06, 2013, 05:35:39 am
Ah yes the sticky grenade...

I had tons of fun with it.
One time in biolabs defending checkpoint C i saw a Vanu MAX coming up the stairs.
I dropped one AP mine at the nearest door and waited... here he comes... BOOM AP mine detonated.
I throw the grenade at him... it sticks.
I start unloading my shotgun on him and managed to put 6 rounds into his torso before he finally understood what's going on and fries me with his zappy blasters...

BOOM.

Extreme menace kill.
Revenge kill.
MAX kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 06, 2013, 05:38:38 am
The AI turret is good in some situation, but those are pretty rare. It's not common that you need to hold ground in an infantry fight, it's usually a blitz to get the enemy camped in their spawn.

I just unloaded all of my armor piercing rockets and a block of c4 on a harasser. The harasser survived and promptly roadkilled me....seems balanced.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 06, 2013, 12:35:59 pm
I've had decent results with AI turret when providing covering fire for advancing allies. Enemies can't really afford to focus on me because my allies will then freely advance into their ranks.

Anyway, is there any ETA for that ESF update?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 06, 2013, 01:10:59 pm
Is there ever a time of day when the NC aren't outnumbered in major conflict on the map? And I don't just mean total population, I mean that anything that NC tries to take is soon met with at minimum of 1:1 reinforcement force and often much more than that.

I can't imagine what it would be like to play TR, who I presume are just completely forgotten about 90% of the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 06, 2013, 01:36:57 pm
Wich server is this on? Here on cobalt there's plenty of NC, but most of them are incompetent and cannot deal with the VS without outnumbering them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 06, 2013, 01:38:25 pm
Matheson. I forgot that PS2 isn't a one-server game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 06, 2013, 02:20:25 pm
Huh, you'd expect the US servers to have lotsa NC, space murica and all that.

I'm practicing my single man lib skills, pretty fun! Requires you set your lib just right so it doesn't spin out of controle when you enter the belly gun, and taking aim within a second. A lot of micromanagement and very clunky, but surprisingly effective for a one man effort. Might do this more often if I'm sitting on a lot of aerospace resources.
Just got to work on fighting esf this way, definatly challenging in regards to both piloting and gunning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 06, 2013, 02:49:57 pm
Welp my friend has been Unbanned but is now Monitored for what ever reason they feel that he had cheated. Which still in itself impossible...
I wish they could at least say, "We banned you cause you were flagged for Aimbotting" or something, I mean come on. Still who is to say what is Skill or what is hacks...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 06, 2013, 03:06:35 pm
One more note on engineers.

The turret IS their roadblock.  It'll stop any vehicle dead, including aircraft.  Two magriders were coming in to the underpass of a tech plant, so I threw down the turret to see if I could get a couple shots off.  I had to split, but one tank rammed the turret- and got rejected up at a 45 degree angle, providing everyone else plenty of time to blow it to chunks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 06, 2013, 08:37:30 pm
Question time, guys.....

   So, imagine you are a Vanoob HA, BR 7, so, yes a real noob.  You are running up a hill in Northern Weigh Station and there's about twelve other Vanoobs on a neighbouring hill shooting like madmen providing covering fire, there's also a couple of magmowers, a sunderer and several lightnings all spewing plasma at the defensive tower.
   'THWACK'  Something really solid and ballistic-like smacks into the top of your head, so you keep running up that hill.
   'THWACK'  Another thing that's just as solid and ballistic hits the top of your head.  You decide it must be coincidence and keep running, without dodging, bunny-hopping or even pausing to look around.

Question: did he deserve that third solid-slug from my Sweeper in the top of his head, the one that killed him?

{And the other Vanoobs across the way had worse aim than any Star Wars storm-trooper in any film, including then next two my Sweeper ventilated.  I wish I had taken screenshots of the sheets of purple energy coming across from the hill, it was everywhere.  The worst damage I took was to lose my shields and two bars of actual health - I must save up the 1k certs and get the last level of nano-weave for my engineer}.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mistercheif on July 06, 2013, 08:53:31 pm
Wich server is this on? Here on cobalt there's plenty of NC, but most of them are incompetent and cannot deal with the VS without outnumbering them.
It could have something to do with what seems to be SOE's method of balancing:
VS is OP? Nerf NC.
TR is OP? Nerf NC.
NC is OP? NERF DAT NC INTO OBLIVION!

Bug makes some VS weapon more effective against TR?  Nerf NC!

I kid, but it seems like the biggest part is that they listen to the idiots screaming on the forums because they got killed by someone playing NC.  And because it seems whenever I'm in a platoon with NC, and trying to take somewhere, we suddenly have at least two of that factions platoons, and often a surprise third faction platoon.  Especially when there's an alert.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 06, 2013, 09:15:26 pm
   I think it has more to do with the NC mindset of being loners, resulting in most of the faction being disorganised and chaotic - but individually, they are highly skilled and effective, Armok-help the server if the NC ever decided to lower their standards and get organised.

   Last night on Briggs, the alert came through to capture and hold the three working toilets Amp Stations on Esamir - NC held Freyr and was already trying to take over Nott and Eli, which was converting, we had 40% continent pop.  30 minutes into the alert, we were pushed out of Nott and Eli by the Vanoobs, the TR were all jumping into their VS alts expecting a whitewash, the NC barely held onto Freyr until the end.

   It was after this alert that the events of my previous post transpired.  Also, I have now shot down three Scythes with the Phalanx AV cannon, and one Mozzie by-proxy, (I didn't one-shot the mozzie, but the pilot bailed).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 07, 2013, 02:33:40 am
Things I like:
-Losing
-Being outnumbered by purple assholes
-Losing alerts by huge margins

VS won a biolab alert with seven biolabs. NC and TR held one. Population count at the end was 43% VS, 29% TR, 28% NC.

Tonight was the night that Connery became Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 07, 2013, 09:47:27 am
So i have my AV mana turret. HOWEVER now i'm thinking about a AA unit... And i'm torn between Skyguard and Striker.

The skyguard is obviously the go to mobile AA platform...
BUT
It's also a far bigger target for ESF/Liberators to blow up.
And it has a cooldown... and cost mech res.

Then there's AA max but it still costs resources and it's probably not as good as the skyguard and costs inf res (something i'm not overflowing with since i'm playing engy) and can't do jack if enemy vehicles attack (the skyguard could at least run like a pansy).

And last but not least...

Get a striker for my Infantry dude.
Excelent availbility.
Can take out both Air and ground.
Con be a monster against infantry due to his shield and main gun.

but...

Umm... he's infantry and squishy?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 07, 2013, 10:00:09 am
An awesome spot for the AV turret is behind those stupid-too-small-windows, like in a lot of tower-A-point-rooms. I was not a fan of my AV, but using it as an AI sniper gun is actually pretty cool...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 07, 2013, 10:47:17 am
In my opinion get the skyguard. If only because the AV mana turret is super cheesy, and so is the striker. Purchasing two of these really lame weapons in a row is just incredible cheese.
When I'm looking at a death recap filled with strikers I have the habit of noting the names, getting in the infantry fight and hunting the players in question down relentlessly. Very satisfying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 07, 2013, 12:13:27 pm
I have both bursters for my MAX and the Skyguard. I wanted them both to cover different situations in organised play. At a guess I've pulled them both about the same but not gotten all that much use from either.

The MAX is far more diversely useful, even if slightly less so than it has been in the past. I certainly wanted the option to fill all three role (AI/AA/AV) once I've spent the resource cost for a MAX, so even if I rarely bother with a dedicated AA role I want the option.

The Skyguard works well with my racer 3 Lightning, but I wouldn't pull it unless I was part of a substantial ground force. It's too vulnerable to other tanks and easily focused if stuck on it's own. You want to be able to focus on hitting air targets before they can focus on you, not worrying about infantry or tanks getting the drop on you while looking up.

Remember that the Striker will be nerfed (along with all lock-on launchers) with the next update. That's a big investment to lose value.

I'd also mention that a Sunderer with two Walker turrets is a viable anti-air tool. You give up a lot of anti-infantry and vehicle potential, but if you are running an ammo Sunderer along with an armour column then you can essentially replace a Skyguard, so long as you have two competent gunners and some coordination (eg, don't try to make them hit ESFs while you drive over bumps). Only 250 certs for each gun, so affordable even if you rarely use the option. More common is one Walker with an anti-infantry weapon in the other slot. I just feel that isn't enough damage against air targets to actually do much and just an invitation for them to focus on you even before other Sunderers. Better off just with two Basilisks in that case.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 07, 2013, 12:35:11 pm
Remember that the Striker will be nerfed (along with all lock-on launchers) with the next update. That's a big investment to lose value.

This.  I'd suggest waiting and seeing how this update pans out.


Just keep playing a lot today and get enough certs for both!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 07, 2013, 02:24:14 pm
If you can't aim, or play infiltrator to preserve your K/D, or feel like waving your dick around, or just hate people in general, get a Striker.

Striker Summary
Advantages: Good at everything.
Disadvantages: ???
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on July 07, 2013, 02:55:57 pm
Unlike the normal lock ons, you can't dumb fire the striker. Not a big deal, but it's nice in close quarters situations.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 07, 2013, 02:57:22 pm
Striker Summary
Advantages: Good at everything.
Disadvantages: ???
This is quite a problem. I think we should nerf the NC to solve it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 07, 2013, 04:32:10 pm
So i read the PS2 forum about the striker.

Apparently the rockets hit the ground when aircraft fly low enough with their nose pointing at the ground.
So yeah...

I'm upgrading the racer airframe on my mossie now... I'm going to turn it into a speed demon... hopefully it'l be able to outrun missiles  ;D.
300 certs to go.

Ah and i read on the wiki that the primary lightening gun (viper 75) has shells that double up as flak shells (IE explode in the air) so they might be a poor mans alternative fot the skyguard...
Then again the gun elevation is pretty darn poor on it but i guess that's what you get if you want a universal weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 07, 2013, 04:36:14 pm
I don't know what wiki you are reading... It is possible to hit ESFs with Viper shells, but it's hard and they don't do much damage. I have managed at most two hits out of a full salvo and didn't get the kill. It's slightly easier to hit since they improved the drop on the shells, but the velocity and accuracy are still pretty naff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 07, 2013, 04:38:38 pm
http://wiki.planetside-universe.com/ps/Lightning

"It is fitted with a cannon that is useful for both air and ground targets at 2 rounds per second which can explode like flak cannons."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 07, 2013, 04:47:54 pm
Huh, just looked at the pages for the Viper itself on that (http://wiki.planetside-universe.com/ps/C75_Viper) and the other wiki (http://planetside.wikia.com/wiki/C75_Viper) and neither had anything about that. Also every discussion about AA Lightnings has either been about the Skyguard or how the AP turret should one-shot ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on July 07, 2013, 08:29:11 pm
a lot of the problem with balancing I believe is due to the players thinking in a lone wolf type approach to things, while the game ends up having a lot more than just one of each class at a base that is being taken over.  A bit hard to make a plane be able to survive flying and not blow up above a battlefield and still have the ability to kill it outside of large fights...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 07, 2013, 11:24:44 pm
In my opinion, it's simple to balance, but would require a ton of work. Get a real flight model.  Retain current levels of HP and armor and increase missile and main gun damage.  Reduce flak inaccuracy and reduce missile lock time, because ESF are going to be going a lot faster.  Like, a lot.  The A10 "Warthog" has a cruising speed of 560 kph.  The F35 has a top speed of 2000 kph.  Even the Super Tucano, a regular turboprop aircraft has a cruising speed of 500 kph.  There you go.  ESF that is viable in both big battles and small ones, because killing them is dependent on spotting them coming in for their CAS run, which they have to do at an oblique angle or they'll crash.  They can no longer do the arbitrary flips and drops, because inertia and lift.  Air superiority matters more, because it is actually hard to spot incoming aircraft and uncontested air superiority allows the more damaging CAS free reign.   A2A combat suddenly isn't a mess of who can do the cutest flips and twirls in the air and is dependent on real maneuvering and air tactics. Real air combat maneuvers would be a lot more exciting than what's in game right now.  Mossies and reavers turn into dedicated energy fighters, while the scythe becomes the turn fighter.

A helicopter model could work, but I imagine most people would rather fly fast with a few armaments, than have Hinds or Havocs and need to hug the ground to evade AA.

I guess it's makes SOE squeamish to consider balancing by making things more realistic, but the root of the ESF problems is that they completely ignore physics.  The mossie and reaver can do bizarre maneuvers that would stall any legit jet aircraft and cause any helicopter to plummet from the sky and I don't think even the scythe has the agrav that would make such maneuvers possible.  That completely borks A2A combat and lets you do absurd things like use the lib's howitzer as an aa gun.  The same borked non-existent physics let ESF hover with their nose pointed directly down, allowing it to do what should be the domain of Liberators and heavy armor.  If they ever bring us gunship galaxies, what is the point of certing them if you can provide just as much fire support in 5 ESF?  1250 certs is easier than the 6000 or more they'll want for a special role galaxy.

TLDR: ESF are kings of all trades, due to PHYSICS.

I guess I should just go play ARMA3.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on July 07, 2013, 11:34:42 pm
Well, they're all basically super helicopters aren't they? Not actual planes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 07, 2013, 11:39:58 pm
I guess that's supposed to be the idea.  Should super helicopters be able to fly upside down and hold position with the fuselage vertical to the ground?  I don't think so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on July 08, 2013, 01:28:10 am
Yeah, I'm with Rez here. I'd prefer air combat a hell of a lot more if it were dependent on POSSIBLE maneuvers rather than who can do the fastest hovering-upside-down-360s.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on July 08, 2013, 02:32:11 am
Same, but mostly because I'm not terrible with more realistic flight models than the current one. Can't seem to break the habit of treating them like real aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 08, 2013, 03:02:27 am
Alright, double XP weekend is over. Tally 'em up. How many certs did you get?

I got around 2700.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 08, 2013, 03:09:52 am
I lost the last two days. :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 08, 2013, 03:13:40 am
About 3400
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on July 08, 2013, 03:49:23 am
I only picked up around 600 in the few hours I had available. They had to put this on the same weekend as the local cider festival and the first prolonged decent weather we have had for months.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 08, 2013, 03:59:31 am
I ended up with as many as I started with. I have no idea how to check how many certs I earned, how can you tell?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 08, 2013, 04:17:23 am
On the stats page from the player's screen you can check how many certs you earned by looking at the charts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 08, 2013, 04:40:09 am
Hmm, I can see my "total" I guess... You mean on players.planetside2.com, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 08, 2013, 04:42:25 am
I don't know exactly how much I earned, but I spent 1250 and back up to almost 200, so I'm guessing around 1100 - I had over a hundred before the weekend started.

Edit: trying to remember what I was saving up for at the start, but, the weekend has taken it's toll on my memory, it's only 4 x DDR2 1gb sticks so an upgrade is in order.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 08, 2013, 06:18:30 am
I spent a lot on small stuff. Like certing up my medic (was completely unused until now), sprucing up my swagrider, etc. All those little upgrades add up to a lot, apparently...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 08, 2013, 06:55:52 am
Hmm so i started with about 500 and ended up with 250.

Spoiler (click to show/hide)

So yeah... 1100 certs farmed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 08, 2013, 07:51:20 am
More than most weekends, that's for sure.  If I had more time or sucked less, I probably would have gotten even more.

I did trick out my Harasser quite a bit more, though.  As a bonus, I'm starting to suck less with my Reaver, and even took out two enemy planes in one run!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 08, 2013, 08:34:11 am
Framerate drops and outfit play killed a lot of the time I did have to farm certs, but still managed about 2k. Bought a flare gun because why not, 2 sticks of C4 on the medic and revive grenades. Been playing medic enough lately that it made sense to finish maxing him out.

Trying to work out what's best to go with on my Vanguard. I'm thinking pure tank killer right now. AP cannon plus Enforcer, side armour (fun fact - side armour makes the Vanguard's side armour stronger than the front, even with the upgrade, and pretty much the toughest target in the game) and Vanguard shield. Enforcer and AP are huge AT DPS, while the armour and shield mean anyone who doesn't get directly behind you has a hard time doing much in the way of damage.

I'm less sure about the racer/rival chassis decision. Being able to reliably turn to keep side armour facing the enemy is tempting, but less vital than if you only have the front to soak up damage. Racer is always nice. Except on Amerish where it makes you wish you had never pulled the tank in the first place (I need to buy rival for my Lightning just to have for Amerish before I try that nonsense again).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 08, 2013, 09:28:58 am
Enforcer looks to be one of the best AI weapons for a tank too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 08, 2013, 09:39:35 am
Enforcer looks to be one of the best AI weapons for a tank too.

Arguable, since it was nerfed.  It no longer one-shots infantry, so the Fury is better for clusters of infantry at short range.  At long range, the reduced size of the hitbox makes it harder to hit infantry, so the Kobalt shines at range.  It's still good at AI duty and awesome against vehicles, but I'm not sure I'd pick it specifically for AI duty.

That said, on a heavy tank, I'd probably want something AV anyway, and the Fury sucks at the range tanks should be typically engaging, so the Enforcer shines.  It's an awesome weapon and a blast to shoot.  I run it on my Harasser and wouldn't have it any other way (though the Harasser Fury works much better, since its speed allows it to close and escape quickly.)



Has anyone tried an AA Harasser?  Give it a Walker or Ranger and put a Burster MAX in the back?  I doubt it'd be worth it, but I wonder if it's been tried.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 08, 2013, 09:43:34 am
Enforcer looks to be one of the best AI weapons for a tank too.

Close to. Definitely the best NC AI weapon.

It used to be god tier. A one-shot-kills, spammable rocket that fired like a laser for a goodly distance, plus decent splash damage. Then they nerfed the splash damage. Now you need two direct hits to kill any infantry. It's still great, but no longer the best way to snipe infantry in the
game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 08, 2013, 09:50:28 am
I <3 my Saron :)

It even works when driving solo: Fire the main gun, while it reloads switch seats, unload the Saron, switch back, etc. I don't need no second gunner. Also: laser accuracy and one-shotting infantry.

Has anyone tried an AA Harasser?  Give it a Walker or Ranger and put a Burster MAX in the back?  I doubt it'd be worth it, but I wonder if it's been tried.
Have you tried shooting while in a driving Harasser? It's close to impossible to hit anything. The only upsides to sitting in the back that I've found is to be an engineer, drop tankmines while being pursued, and being able to repair while driving.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on July 08, 2013, 09:54:20 am
Imagine the situation.
You're in a Sundy that does a drive-by of an enemy Sundy. You jump out and jetpack towards it, chucking down a brick of C4 as you narrowly miss getting run over by a friendly Harasser that drives beneath you.
Falling back down to the ground and getting to a safe distance you look around for the HUD icon of your explosive, unable to find it among all of the explosions around the enemy spawn vehicle.
Hoping that it hasn't already detonated, you spam the little red button anyway in a vague hope of getting a kill.

BOOM! The kill indicator springs up on your screen, but oddly with no XP accompanying it. Then you realise that the large explosion you saw off to the side the moment you pressed the trigger was the same friendly Harasser going to meet its maker.
...
Go figure. :P

Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 08, 2013, 10:40:26 am
I <3 my Saron :)

It even works when driving solo: Fire the main gun, while it reloads switch seats, unload the Saron, switch back, etc. I don't need no second gunner. Also: laser accuracy and one-shotting infantry.
This even works for the anti-infantry 50-round one (the Proton II). Was going like a baws, then I got a gunner, and we got about 40 kills total before dieing... then he pulled his magrider, with the saron, and did anti-armor runs. <3 the saron.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on July 08, 2013, 10:49:01 am
Here's hoping this humongous patch (8GB of which I've got what, 2GB downloaded? darn internet) fixes some of the AMD issues PS2 has.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on July 08, 2013, 12:22:00 pm
So i have my AV mana turret. HOWEVER now i'm thinking about a AA unit... And i'm torn between Skyguard and Striker.

The skyguard is obviously the go to mobile AA platform...
BUT
It's also a far bigger target for ESF/Liberators to blow up.
And it has a cooldown... and cost mech res.

I run a Skyguard frequently, with stealth for defense.  ESFs never get me unless I am getting tag-teamed, end even then I can frequently hold off two.  Even when they sneak up on my rear, I can survive the barrage, pump enough rounds into them to disengage, and heal the vehicle back to a safe buffer (I have nearly full repair certs) before they can return, and if they do they're toast.  I feel awful for Liberators, they are just so visible from so far away that I can chase them off way before they can put accurate rounds on me.  They still get Dalton kills on me, but only if I'm a) snoozing and let one get close or b) in a massive furball where there's just too many targets and one gets close enough.  Overall, the Lightning is fast enough and the Skyguard deadly enough that ESFs and Libs are not a serious problem so long as you're watching the sky, and not say, doing endless donuts trying to run over a medic or something.

What are a problem are Harassers.  Most vehicles you can get away from easily, but a Harasser vs a Skyguard is just a bad scenario.  I do my best to stick around with either infantry or vehicles that can fend them off.  HEAT/AP Lightnings are also nasty if you let them get near.  I've maxed my radar so I can see vehicles approaching; that allows me to get a head start away.  Generally, survivability in a Skyguard IMHO is high enough that it easily surpasses the cooldown/resources issue, as long as I'm not taking stupid risks with it.

Anyway, I've never used infantry AA.  The main reason I am not interested is the mobility issue - AA empties the skies pretty quick sometimes, and I liked that the Skyguard is mobile enough that I can move with the fight and quickly go hunting elsewhere once the sky is empty, or respond quickly to other nearby conflicts.  I can ditch it to take flags or mine a flag, or lay down a turret for AV.  I can repair other vehicles I'm running with.  Its really versatile.  I don't play in squads or units so that fits my play style; someone in a unit is more likely to have the ride problem solved.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 08, 2013, 02:21:09 pm
Oh so the skyguard looks tempting. Guess i'll look into it once i cert up my mossie.

Speaking of which...

I decided to test drive the Tomcat A2A missile rack for 30 minutes.

Spoiler (click to show/hide)

Now i understand PS2 forum trolls like IronfistNC.
Those missiles are just hilariously bad and it would be a shame if they ever fixed them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 08, 2013, 02:25:45 pm
I've never heard a good word about the A2A missiles- the word I see most associated with them is "crutch."


Anyone have a good breakdown of the difference between the Reaver primaries?   I've been getting very slightly better with flying it and I'm considering branching out from the default.  I am aware that the AH needs many magazine size certs to be good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 08, 2013, 02:34:03 pm
Grab the vortek.
You CANNOT go wrong with it.

The shotgun for nerfed so much it's probably a gimmnick weapon by now.

As for the A2A missiles... they're just terribly bad.
You get 5 missiles with a standard (uncerted) load and you need 3 to kill a ESF (assuming you're not using your nose gun) and a whooping 7 to kill a liberator (and probably even more for a galaxy).
And all that would be even understandable if they didn't go dud on you every other shot.
Oh and since you forsake the external fuel pods your AB duration is cut in almost half.

Basically those pods are not a "crutch" but a huge handicap and the A2G missiles are magnitudes better at killing aircraft then the A2A.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 08, 2013, 03:03:27 pm
Hmm, I can see my "total" I guess... You mean on players.planetside2.com, right?

No, you hit escape in game, and click on the person icon on the far left of the menu tabs, and click on stats. There are line graphs you can look at, and when you hover over each point it will give you your total kills/deaths/score/certs for that day, week, or month, depending on what time scale you have it set to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 08, 2013, 03:59:45 pm
Grab the vortek.
You CANNOT go wrong with it.

Even for A2G?  I tend to do more of that when I fly.  I lack lolpods, so I use the extended AB for Plan GTFO when trouble strikes?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 08, 2013, 04:05:11 pm
So, nearing 1k certs for the third time.

Should I grab the AV turret, rocket (photon) pods, saron for magrider, saron for harasser, fury for harasser, AP for lightning, or should I go do upgrades?

I'm currently thinking the dual photon pods would be the best investment, seeing as I'm already okay enough at flying to dogfight decently and dodge some missiles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 08, 2013, 04:55:32 pm
Are battle rifles worth it? I hear they kind of suck. I'm thinking I might want to cart one around while I'm running around in a tank or supporting a tank column. Is it useful in that capacity?

Grab the vortek.
You CANNOT go wrong with it.

Even for A2G?  I tend to do more of that when I fly.  I lack lolpods, so I use the extended AB for Plan GTFO when trouble strikes?

The Vortek is pretty good against vehicle targets, from anecdotal accounts I've read. Not so much that you'd want to make that the primary way you engage ground targets, of course, but enough to finish off a damaged tank after a lolpod blast, for example, or to shred down an enemy ESF in no time flat.

For the air game I think it's rotary or bust. The default nose cannon doesn't have fast enough TTK to shoot down or kill anything quick enough and the AI nose cannons have too little utility.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 08, 2013, 05:25:33 pm
So, nearing 1k certs for the third time.

Should I grab the AV turret, rocket (photon) pods, saron for magrider, saron for harasser, fury for harasser, AP for lightning, or should I go do upgrades?

I'm currently thinking the dual photon pods would be the best investment, seeing as I'm already okay enough at flying to dogfight decently and dodge some missiles.
I'd say Photon or Saron, depending on what you play most, and if you play more with others or alone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 08, 2013, 06:31:08 pm
Are battle rifles worth it? I hear they kind of suck. I'm thinking I might want to cart one around while I'm running around in a tank or supporting a tank column. Is it useful in that capacity?

Imo you'd be better of with a slug shotgun. Suprisingly they (at least my haymaker) have pin point accuracy when fired stationary. The only downsides would be the somewhat large bullet drop but for most ranges they do what the battle rifle should... and they're availble for more classes.

Also i noticed our (TR) tactics during the last alert.
"Stall the VA and grab land from NC".
It even worked because we had 47% of the continent under control (NC being squeezed in 20%).
However 3 minuted before the end VA finally broke through and capped several TR territories leaving TR with 38% and giving VA the lead (and victory as usual).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 09, 2013, 02:38:34 am
Are battle rifles worth it? I hear they kind of suck. I'm thinking I might want to cart one around while I'm running around in a tank or supporting a tank column. Is it useful in that capacity?
I've heard good things about the warden for nc, but I've never used it myself. I believe they're weapon that reward great aim, what I can tell.

Any non nc esf pilots on cobalt here? I need some practice!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 09, 2013, 02:57:59 am
So, nearing 1k certs for the third time.

Should I grab the AV turret, rocket (photon) pods, saron for magrider, saron for harasser, fury for harasser, AP for lightning, or should I go do upgrades?

I'm currently thinking the dual photon pods would be the best investment, seeing as I'm already okay enough at flying to dogfight decently and dodge some missiles.
I'd say Photon or Saron, depending on what you play most, and if you play more with others or alone.
I typically fly to destinations a lot (sometimes alone), when I'm with another dude I'm usually the one manning the secondary (my magrider needs upgrades to be more useful >.>)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 09, 2013, 03:02:00 am
Are battle rifles worth it? I hear they kind of suck. I'm thinking I might want to cart one around while I'm running around in a tank or supporting a tank column. Is it useful in that capacity?
I've heard good things about the warden for nc, but I've never used it myself. I believe they're weapon that reward great aim, what I can tell.

Any non nc esf pilots on cobalt here? I need some practice!
VS here. Tried my hand at dogfighting again, last night. I really need to work on that. Man, I suck (Scythe: Dogfighting airframe, Hailstorm, Afterburner).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 09, 2013, 03:08:31 am
I heard that the hover stability airframe is better for dogfighting...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 09, 2013, 03:13:38 am
Yeah, I think I need to spend some more time in VR to try them out...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 09, 2013, 03:17:46 am
Sweet, ingame name?

I wish there were a cert line for something like kinetic armor. Protects against vehicle impact, to deter all those suicide pilots.  >:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 09, 2013, 03:46:12 am
@Groovester.
   I have the Warden battle-rifle and it is great for long range shots, especially with the high vel ammo - however, you are not likely to see many viable targets to make it worth buying even for 250 certs.  Most players have learned to never stand still and be a target and you need four head-shots, at range, to kill most targets with the battle rifle, three if you are close.
   It might be better to go with the Sweeper with solid-slugs, get some decent practice in VR shooting at targets up to 100 metres, two headshots for the kill, (except for HA's they need three, oh, and don't tangle with MAXes).

Edit: in GU10, they increased the projectile velocity for battle rifles, so bullet drop is not as drastic as it once was.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 09, 2013, 07:43:59 am
Sweet, ingame name?

I wish there were a cert line for something like kinetic armor. Protects against vehicle impact, to deter all those suicide pilots.  >:(
Imajica. And that is a sweet idea, although it would remove my #1 method of killing enemy aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 09, 2013, 08:45:11 am
I heard that the hover stability airframe is better for dogfighting...

Because its good for the reverse maneuver.
The ONLY maneuver you're ever going to need.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 09, 2013, 08:45:36 am
Which shotgun should I get as TR?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 09, 2013, 09:00:41 am
Which shotgun should I get as TR?

I'm quite happy with the haymaker with slugs + extended ammo (and whitchever scope you like).
It kills with 3 body shots (4 if they're running nano) and 2 shots if one is a headshot.
The accuracy with is suprisingly good (assuming you're stationary and using the sights) but you'll need to adjust for massive bullet drop over larger distances.

Or if you're good at blowing heads off take Blackjack since one slug to the head kills just about everything (not sure about maxed nano) at close range.
It can also kill with 2 body shots up close BUT the haymaker can fire 3 shots by the time you fire the second so TTK is more or less the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on July 09, 2013, 02:24:00 pm
... the reverse maneuver.
The ONLY maneuver you're ever going to need.
I still can't pull it off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 09, 2013, 02:44:23 pm
... the reverse maneuver.
The ONLY maneuver you're ever going to need.
I still can't pull it off.
I always pull it off when dogfighting.
Accidentally. >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 09, 2013, 04:08:36 pm
In a fit of insanity i decided to buy the A2A missiles... because i could!
Most ESF pilots at PS2 forums have a hissy fit every time those things are mentioned so they have to work at least well enough that the PS2 forum elitists rage at the very mention of them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 09, 2013, 04:17:54 pm
You can lock on and fire with free look with the A2A missiles.

Cause that rage!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 09, 2013, 05:50:43 pm
Now, THAT is something interesting.

Wish they added dumb bombs though. :(


I guess that's for a space fighter sim though...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 09, 2013, 05:55:26 pm
Now, THAT is something interesting.

Can you do the same with rocket pods? :P

You can fire any weapon from that view.
However since you don't get any targeting recticle you can expect the accuracy of a blind dabbling crossbowdwarf.

The A2A missiles however... those things are lockons and the area that locks is fairly large so you can lock and fire at aircraft from TPP with fair accuracy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 09, 2013, 05:57:11 pm
Wait wait wait
I haven't been able to shoot sideways with a Scythe... is that intended?
And afair you *do* get a reticle... or am I just going bonkers?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on July 09, 2013, 06:00:31 pm
Now, THAT is something interesting.

Can you do the same with rocket pods? :P

You can fire any weapon from that view.
However since you don't get any targeting recticle you can expect the accuracy of a blind dabbling crossbowdwarf.

The A2A missiles however... those things are lockons and the area that locks is fairly large so you can lock and fire at aircraft from TPP with fair accuracy.
Just put a black dot on your monitor where the crosshair usually is. Use a dry erase marker or even a removable sticker.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 09, 2013, 06:10:01 pm
Now, THAT is something interesting.

Can you do the same with rocket pods? :P

You can fire any weapon from that view.
However since you don't get any targeting recticle you can expect the accuracy of a blind dabbling crossbowdwarf.

The A2A missiles however... those things are lockons and the area that locks is fairly large so you can lock and fire at aircraft from TPP with fair accuracy.
Just put a black dot on your monitor where the crosshair usually is. Use a dry erase marker or even a removable sticker.
And if you're feeling ballsy there are programs that do that (put a red dot on your screen).
Might get you banned tho...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 09, 2013, 06:18:39 pm
Nah, those aren't cool. :/
...
Should I get thermal or zoom optics on dual photon (rocket) pods? I'm leaning thermal, but having 1.25x while I get the 200 certs for them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 09, 2013, 06:43:13 pm
I'd go for the photons.
They turn any ESF into a insane anti ground murdermachine.

I wouldn't bother with thermal on ESFs since the range is kinda limited and you shouldn't be slowing down too much in a ESF around infantry anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 09, 2013, 06:47:25 pm
Should I get thermal or zoom optics on dual photon (rocket) pods? I'm leaning thermal, but having 1.25x while I get the 200 certs for them.

Thermal.

If you have a primary weapon with zoom and a secondary with thermal (or the other way around), if you swap between the two while holding down the right mouse button you can get 2x thermal zoom, for example.

Or, at least, you can in the VR.

Thermal is probably better anyway. Do you really need to see what you're blasting with rockets that closely?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 09, 2013, 08:49:16 pm
Are battle rifles worth it? I hear they kind of suck. I'm thinking I might want to cart one around while I'm running around in a tank or supporting a tank column. Is it useful in that capacity?

The Warden is my #1 usage weapon, and #2 for kills, so I think I know a bit about it.  To sum it up in one sentence, it is situational.

I love using it, certainly, but it's not for all cases.  It's good when you're outside pushing over somewhat open terrain, and infantry are exposed enough to hit more than once.  HV ammo is a must with it, simply for the increased muzzle velocity- you won't notice the damage.  The CoF reset is pretty fast, so if you fire it a bit under max rate, every shot will be accurate.  That said, you must have good aim, because it's going to take several shots to drop a target.  If you can't score headshots well, you're probably better off sticking with another weapon.  My engy has three near identical loadouts, just with a shotty, carbine, and the Warden, depending on engagement range.


Also, never take it into a biolab.  Damn near any other weapon will school you in CQC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 09, 2013, 09:08:50 pm
My impressions with it so far seem to be that in the ranges it's supposed to be useful at, there are snipers waiting to shoot you, and that any other range you're dead by every other weapon.

I've only had it for two days, and I don't have any attachments for it. Maybe my stubbornness to justify my purchase by carrying it around and try to find a use for it will pay off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 09, 2013, 10:10:16 pm
I cannot stress enough getting HV ammo.


Also, a good scope.  That's pretty much all you need for it.  Compensator is really not required, given the CoF reset is so fast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 10, 2013, 03:52:22 am
Go the 4x scope, (no sway), and definitely the HV ammo, best purchase I made.

It is not a close-up and personal weapon, and as for the sniping infils, they are what my Warden eats for brekky.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 10, 2013, 04:21:31 am
Why use a scoped battle rifle when you, TR and VS, get semi-auto sniper rifles for free (which no one likes because you can't put someone down in a single headshot)


Also don't use white board markers on your monitor, most are alcohol based and will damage the surface of an LCD screen.
I used to use a bit of post it note for my leet360noscope days
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 10, 2013, 04:34:23 am
Why use a scoped battle rifle when you, TR and VS, get semi-auto sniper rifles for free (which no one likes because you can't put someone down in a single headshot)

Because when rolling with a tank colums they probably want to fix damaged vehicles and pew pew with the BR when the repair tool is cooling down.
You just can't grab repair certs as an infiltrator sadly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 10, 2013, 05:11:48 am
Why use a scoped battle rifle when you, TR and VS, get semi-auto sniper rifles for free (which no one likes because you can't put someone down in a single headshot)

Because then you have to be an Infiltrator instead of an Engineer.

And the semi-auto sniper rifles blow. They have scope sway and the COF increase per shot is so ridiculous that if you even try to fire a follow up shot as fast as you can you will miss your second shot even if your crosshairs are right on target. Not to mention you can't put someone down in a single headshot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 10, 2013, 05:44:02 am
GU12 notes. (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-game-update-12-july-10-2013-6am-pdt-3pm-cest.140010/)

Mostly quality of life changes. My favourites from the (long) list;

- Recommended servers now faction specific
- Alerts will be less frequent and have different requirements for starting
- Members get 3 new loadouts for each class/vehicle, another 4 can be bought (if same as PTS, SC only)
- "Improved damage feedback" for infantry and vehicles
- "Fixed" the no-revive bug (!!!)
- Can now see the squad details for each squad in a platoon.
- New effect for 'safe' ejection from air vehicles
- Notification for when you are in range of a point but can't capture it for whatever reason
- UI notification for when vehicle gunners are hitting enemies (!!!)
- Score screen can be viewed while dead
- Instant action/squad deploy systems merged between map and HUD (no more cancelling redeploy when you go to look at the map I hope)

The gameplay changes;

Fury nerf finally goes live. Direct hit damage reduced from 750 to 300. That makes it two-shot against infantry without changing it's splash damage (550 central radius) at all. It's damage type against armour has been changed so it's still viable AV, which is it's intended purpose after all (Bulldog is the AI grenade launcher). Compare to the Enforcer nerf that dropped splash damage to 150 leaving direct-hit intact, with the reasoning that it's an AV weapon and so shouldn't do splash damage.

Nice that it won't be one-shotting any more, but the thing will still eat groups of non-flak-armour infantry. Two shots within 2 meters will kill any infantry with nanoweave 2 or less, which means flak armour all day when defending Sunderers. There is also a 0.5 second reload time increase, but that's not going to stop it being the smartest and most annoying choice on Harassers.


Sunderer no-deploy zones put in on Indar and Amerish (ahead of the Amerish lattice which has been delayed). Intended to increase defenders advantage by stopping sunderers from deploying closer to the point than the defender's own spawn. Should make medics more valuable yet again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on July 10, 2013, 08:08:11 am
So as it would turn out, this game runs pretty damn amazing on my computer.
Somehow.
Is anyone else playing NC on Waterson?
I'm saving up for one of the 1000 Cert shotties, do you guys recommend the Claw or the Bruiser?

EDIT: Also, when are the servers going to go back up?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 10, 2013, 08:12:33 am
Huh.  I kind of thought the Flash Fury ammo count nerf was the last we'd see of Fury nerfs.  That tool has pretty much fallen out of my bag of tricks- I typically find myself pulling my Enforcer Harasser for Vehicle Funtime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 10, 2013, 08:28:06 am
I'm saving up for one of the 1000 Cert shotties, do you guys recommend the Claw or the Bruiser?

I'm not a specialist on shotguns but i know for a fact that pump shotguns kill with 2 bodyshots or 1 headshot up close
If you're good with landing headshots then take the Bruiser.
If not then take the Claw because it has a slightely higher RoF.

Oh and personally i'd take the bruiser BUT i'm not a credible source of into on that matter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 10, 2013, 09:58:48 am
Is a 1000 cert shotgun really necessary? I don't have any complaints about my Sweeper.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on July 10, 2013, 07:28:33 pm
Going above and beyond necessity is ALWAYS necessary.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 10, 2013, 09:21:49 pm
I can't really recommend the Bruiser. The extra pellet of the Bruiser makes it more suitable to people with lesser accuracy, but you should only be using a PA if your accuracy is absolutely spot on. With spot on accuracy, the Claw will be better.

With anything less than spot on accuracy, you're better off just getting a Sweeper.

Having auraxiumed the Bruiser, I'll never use it again. Those last 300 kills last week were miserable. The Sweeper is just so much better, I can't recommend looking beyond it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 11, 2013, 08:09:01 am
With double the ammo count as well, the Sweeper really looks to be the better option unless you have laser accuracy.  I have the Piston and am not a huge fan- I can see the appeal of shotgun-class weapons with it, but its accuracy is so miserable in full-auto that I don't even use it that way- I just single fire it (and therefore should drop it in favor of the Sweeper whenever I get around to actually buying it.)

Seriously, don't full auto the Piston unless you're in knife range.



EDIT- My outfitmates who have it also sing the praises of the Jackhammer, assuming you love Freedom and Liberty.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 11, 2013, 08:24:48 am
Seconded, piston is trash for sustained fire. It used to be my main weapon but I switched to the hammer when the nerfs started coming in.
Recently tried it again, its accuracy is appaling. How is that thing even a gun, might as well be an upgraded knife. Maybe useful if you're shooting a large group of people and the pellets can go fuck all direction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 11, 2013, 08:56:13 am
Maybe if they ever put in SABOT rounds- it'd be great for shooting tanks in the rear.


If you're no more than ten, maybe fifteen, meters, that is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 11, 2013, 10:21:50 am
Piston is my only shotgun and, despite testing the others in VR, I don't feel the need to buy another.

I only use it on the light assault. Realistically you do need to be inside 5m, maybe with a 10m viable killzone if you don't mind losing health and wasting a full clip. The best way to manage this is to jetpack over enemy lines or around terrain. In most bases there are choke points or semi-static lines where enemies can be ambushed this way. Combine a C4 drop with a full piston clip and you can wipe out a whole squad.

If you wanted to use a close quarters weapon that's still viable outside 10m then go for a second generation SMG. If you want a shotgun for straight up fights go for the one-shot pump actions. If you want to ambush and flank people then the piston is fine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 11, 2013, 11:28:28 am
Finally bought rocket (dual photon) pods.
Thoughts?
1. Run out of ammo WAY too quickly.
2. I gotta get better at flying :D

What's best to get for flying? I'm thinking hover stability, composite armor (or scout radar, dunno yet), and flares.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 11, 2013, 12:00:56 pm
Well i got nanites repair. Fire extinguisher and the racer frame mostly for hit and run attacks with A2A missiles (if they run i continue chasing people with missiles and rotary if not i attempt to GTFO myself).
I'm going to switch the extinguisher for flares tho since the extinguisher is far too situational (i can count the situations it was useful with one hand) and i'm getting molested by lockons ALL THE TIME.

As for A2G rockets i dare say it depends on how do you want to use them.

I'd say there are 2 "styles".

Rush in fire as many rockets as you can and get out:

- Racer (for extra speed when getting in and out)
- Composite/Stealth (to lower damage from flak OR (hopefully) prevent a lock)
- Flares

Get in and fire at people till they die:

- Hover
- Composite (you WILL get fired at by infantry).
- Flares (Because infantry has lockon missile launchers and WILL use them on you)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 11, 2013, 12:04:45 pm
I will say that hovering around in an ESF lolpodding people is a great way to get tagged by a dumbfire rocket/MBT cannon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 11, 2013, 12:25:06 pm
Haven't gotten hit by those yet.
But I've been hit a bunch by Daltons in liberators I was chasing -.-
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 11, 2013, 12:46:06 pm
I'm always impressed when a Dalton takes out an ESF- that's a hard shot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 11, 2013, 01:35:08 pm
It's not that hard in my opinion, just takes a little practice. I shot down my first esf within the first 10 mins of gunning for a decent pilot, another one 5 mins after that. I'd go as far as to say it's even a little op.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 11, 2013, 04:33:01 pm
I took out a scythe the other day in a vanguard. With its main cannon, that is. I guess skilled players can probably manage that frequently, particularly if they're experienced with the drop, but I'm not that good of a player so it was pretty lulz-worthy. I then moved on to a biolab and sniped two maxes that were trying to flank around the outside on the upper level (between helipads). Very surprised that I managed that since I had no zoom, just dumbfiring because I saw things moving around up there. Unfortunately, they also had a medic that I didn't manage to kill.

Still, that was pretty much the high point of my week. Just the idea of getting blind sided by a tank shell out of nowhere. Not once, but twice.

Compensating for bullet drop in general is something I have a hard time with, because so few other FPS games even bother with it (given distances aren't usually so far as to make it necessary). Leading targets too; I have trouble hitting things with the sunderer's turrets, for example.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on July 11, 2013, 04:37:43 pm
I took out a scythe the other day in a vanguard. With its main cannon, that is. I guess skilled players can probably manage that frequently, particularly if they're experienced with the drop, but I'm not that good of a player so it was pretty lulz-worthy. I then moved on to a biolab and sniped two maxes that were trying to flank around the outside on the upper level (between helipads). Very surprised that I managed that since I had no zoom, just dumbfiring because I saw things moving around up there. Unfortunately, they also had a medic that I didn't manage to kill.

Still, that was pretty much the high point of my week. Just the idea of getting blind sided by a tank shell out of nowhere. Not once, but twice.
It takes an unskilled pilot more than a skilled tank gunner. If the scythe was flying predictable enough to be hit with a tank cannon, I mean.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 11, 2013, 04:58:50 pm
I've killed several esf's with my flash's fury (pre nerf) :P
And only counting those that were flying :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 11, 2013, 07:51:53 pm
A couple of the hardcore tankers I roll with can hit Scythes often enough that it's not just luck any more. Always fun to see when you are gunning for them.

I decided to test what I said about the Piston tonight after the rest of my outfit went offline. Spent a few hours running around Esamir as a LA with the auto-shotty and C4, mostly doing low pop base defences. It was damned good fun.

I did manage to solo one MAX with just the shotgun. Took around 16 rounds, including a couple clear misses and a few partials but with maybe a headshot or two evening it out. Got a clearer clip into the back of a VS MAX at point blank, taking it from >90% to <10%. Then someone stole the kill.

I'll probably go back to mostly medic/SMG tomorrow, but I'll probably get the auraxium on the Piston in another four or five sessions like that.

Had an interesting duel against a Liberator as a Harasser gunner. Just using a basic Basilisk against a 2/2 Dalton lib. We could chase him off repeatedly, but neither of us could kill the other. Went on for a good five or six exchanges and repairs (with my getting plenty of air-to-ground bonus experience) before my driver managed to flip the Harasser. Fortunately without the Lib being anywhere near.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 11, 2013, 09:37:47 pm
I see people with underbarrel grenade launchers but i can't seem to find on any of the weapons in VR
How do you get them?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 11, 2013, 09:42:19 pm
Buy any weapon (carbine and assault rifle mostly) with an S designation (Gauss Compact S, for example).  Once you have it, it's a rail attachment option.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 11, 2013, 09:51:52 pm
The UBGLs don't properly hit targets in the VR; the grenades pass right through the dummies. Normally when you shoot people direct hits are kills. Keep that in mind when you're looking at it in the VR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 12, 2013, 08:22:39 am
So just yesterday I found out you can hold shift to steady aim. I actually managed to score a couple of headshots before that 8) Anyway, now that I'm sniping properly I'm rolling in certs. I may not be of much use to my faction as an infiltrator, but I'll pay it off when I buy stuff for useful classes with all these sniping certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 12, 2013, 09:08:34 am
Wish my frame rate was high enough to snipe smoothly.


Have they given any mention when they expect the AMD optimisations?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 12, 2013, 11:07:57 am
I took out a scythe the other day in a vanguard. With its main cannon, that is. I guess skilled players can probably manage that frequently, particularly if they're experienced with the drop, but I'm not that good of a player so it was pretty lulz-worthy. I then moved on to a biolab and sniped two maxes that were trying to flank around the outside on the upper level (between helipads). Very surprised that I managed that since I had no zoom, just dumbfiring because I saw things moving around up there. Unfortunately, they also had a medic that I didn't manage to kill.

Still, that was pretty much the high point of my week. Just the idea of getting blind sided by a tank shell out of nowhere. Not once, but twice.

Compensating for bullet drop in general is something I have a hard time with, because so few other FPS games even bother with it (given distances aren't usually so far as to make it necessary). Leading targets too; I have trouble hitting things with the sunderer's turrets, for example.

Are you using the vanguard's ap cannon? The velocity on that thing is mental, and it will take down esf in a single shot, liberators in three two. Destroying hovering esf has never been easier, plenty of occasions where I shot down two nearby esf in rapid succession using only 4 shells.
I just hate it when it happens to me!  :-X
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 12, 2013, 02:13:16 pm
Well it happens because tanks have ludicrously high maximum gun elevation. That's what pisses me off. A tank should not be capable of engaging aircraft with its main cannon unless the aircraft is actually on the ground. It's one of the worst violations of common sense that this game commits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 12, 2013, 02:25:16 pm
Technically, tanks need to be able to shoot up hills while going down the neighboring hill.
So...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 12, 2013, 02:33:24 pm
So just yesterday I found out you can hold shift to steady aim. I actually managed to score a couple of headshots before that 8) Anyway, now that I'm sniping properly I'm rolling in certs. I may not be of much use to my faction as an infiltrator, but I'll pay it off when I buy stuff for useful classes with all these sniping certs.

Don't be afraid of being an active, productive member of the team just 'cause you have a sniper rifle. If you're not afraid of dying -- or your pistol -- then you can definitely help press an attack better than you might as a engineer with a carbine or something. The only infiltrator bastards are the ones that stand on the side of a hill and just mother their K/D along.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 12, 2013, 03:35:15 pm
Well no, common sense would be aircrafts being up in the sky, not hugging the ground sitting under 100 meters all the time. Game needs incentive for air to be well...in the air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 12, 2013, 04:02:01 pm
I took out a scythe the other day in a vanguard. With its main cannon, that is. I guess skilled players can probably manage that frequently, particularly if they're experienced with the drop, but I'm not that good of a player so it was pretty lulz-worthy. I then moved on to a biolab and sniped two maxes that were trying to flank around the outside on the upper level (between helipads). Very surprised that I managed that since I had no zoom, just dumbfiring because I saw things moving around up there. Unfortunately, they also had a medic that I didn't manage to kill.

Still, that was pretty much the high point of my week. Just the idea of getting blind sided by a tank shell out of nowhere. Not once, but twice.

Compensating for bullet drop in general is something I have a hard time with, because so few other FPS games even bother with it (given distances aren't usually so far as to make it necessary). Leading targets too; I have trouble hitting things with the sunderer's turrets, for example.

Are you using the vanguard's ap cannon? The velocity on that thing is mental, and it will take down esf in a single shot, liberators in three two. Destroying hovering esf has never been easier, plenty of occasions where I shot down two nearby esf in rapid succession using only 4 shells.
I just hate it when it happens to me!  :-X

Nope, just a stock tank because I suck too much to have built up much in the way of certs - and what I have collected so far, I've pretty much on superfluous things rather than useful upgrades likes better weapons and vehicle parts.

Like the guy suggested earlier, it was pretty much a case of a bad pilot. He was flying low chasing something, probably a liberator, and things just happened to line up in a way that he flew into my shell when I took a pot shot at him.

.

I will say that if aircraft mimiced real life, they'd pretty much rule the fight unless there were other aircraft around, or hard-countered by emplaced ground munitions (SAM/flak). Even helicopters can strike from kilometers away, let alone jets flying miles high using laser-guided precision ordnance. Some concessions have to be made for gameplay/fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 12, 2013, 04:15:07 pm
Sorry to... whoever it is that I agreed to dogfight with, if I'm not responding it's because I'm probably in the middle of outfitthingy. In this case, the Massive Galaxy Crown Attack. Which was fun even though the VS won. Again. And KAIN decided to bring Reavers. Don't bring Reavers to a Galaxy fight guys. And if you do, make sure you bring enough :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 12, 2013, 04:16:33 pm
Had fun ramming planes with my Galaxy, then repairing, then ramming. XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on July 12, 2013, 04:20:35 pm
I'm primarily playing as Vanu right now, and I have to say that I love the Thanatos with slug rounds. 3 shot kills from decent ranges make me happy.
3.4x scope to hit mid range targets, laser sight for close range targets, victory all around.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 12, 2013, 04:25:11 pm
Yeah, Thananos slugs are awesome. Esp. on light assault, where you can get to fun sniping places easier.
But with a 4x scope (the one with less stuff in the way >.>)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 12, 2013, 05:04:05 pm
Well no, common sense would be aircrafts being up in the sky, not hugging the ground sitting under 100 meters all the time. Game needs incentive for air to be well...in the air.

Here's the problem.
Flying low - Bad because every infantryman tank and sundere will fire at you.
Flying high - Bad because AA will shoot at you from 500 meters away and you have no cover to break locks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 12, 2013, 05:31:56 pm
Sorry to... whoever it is that I agreed to dogfight with, if I'm not responding it's because I'm probably in the middle of outfitthingy. In this case, the Massive Galaxy Crown Attack. Which was fun even though the VS won. Again. And KAIN decided to bring Reavers. Don't bring Reavers to a Galaxy fight guys. And if you do, make sure you bring enough :)

I know, I heard the vanu crashed that gal party. Not entirely sure what the plan was but apparently it went south pretty quickly.

Here's the problem.
Flying low - Bad because every infantryman tank and sundere will fire at you.
Flying high - Bad because AA will shoot at you from 500 meters away and you have no cover to break locks.
Yep, you can thank lockons for that. Hey guys, let's have universal 500 range lockons, it sure won't be gamebreaking!
Let's also give a single faction an even better version of said universal lockon.
We'll also make it cost no resources to use and have heavies carry one around so they can use it whenever and it can be used en masse, yaay!
...yeah I dislike lockons.  :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 12, 2013, 05:55:04 pm
Well they're nerfing lockons in a near patch... so yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 13, 2013, 05:06:08 am
I tried the minichaingun today.

Oh what a beast, hip fire accuracy better than any other lmg, nearly as good as an smg.
And aimed fire maintains pretty good accuracy during the spin up phase so by tap fire or burst fire its pretty effective at medium range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 13, 2013, 08:28:08 am
First part of the ESF updated pushed to PTS. (https://forums.station.sony.com/ps2/index.php?threads/test-patch-notes-july-12-2013.140689/) Obviously not clear what is going to go live or be changed in the meantime. Not going to get into the ESF stuff as I don't use any of it. Still a couple of interesting points;

- Big buff to the Basilisk at range. Falloff is between 75 and 200m, and minimum damage is 200.
- Change to ammo belt cert lines, from 150/200/400/500 to 1/10/100/1000. So an overall discount but price spike on that last upgrade. If anyone happens to have rank 3 then buying rank 4 before the patch would be a good idea. The HA version is changing as well, from 200/500 to 50/500.
- Advanced shield capacitor is changing from 0.5s per rank to 0.8, giving you a 4 second faster shield recharge at rank 5. That suddenly looks a lot more attractive on light assaults and infiltrators, especially if it remains the cheapest suit slot to max out (ignoring the adrenaline pump) at 341 certs for the full line.
- Enemy explosives can be spotted.
- Amp station and tech plant cap times are decreased to 7 minutes. Biolabs are decreased to 7 minutes with a majority of points. Holding all points will supposedly be even faster. This is something I'm expecting to be changed a few times before going live though; biolab tweaks tend to end badly the first few attempts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on July 13, 2013, 09:26:57 am
- Amp station and tech plant cap times are decreased to 7 minutes. Biolabs are decreased to 7 minutes with a majority of points. Holding all points will supposedly be even faster. This is something I'm expecting to be changed a few times before going live though; biolab tweaks tend to end badly the first few attempts.
The bulk of NC on Miller tend to be stuck in entrenched biolab fights. Hopefully lower cap times will help some.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on July 13, 2013, 07:13:38 pm
- Amp station and tech plant cap times are decreased to 7 minutes. Biolabs are decreased to 7 minutes with a majority of points. Holding all points will supposedly be even faster. This is something I'm expecting to be changed a few times before going live though; biolab tweaks tend to end badly the first few attempts.
The bulk of NC on Miller tend to be stuck in entrenched biolab fights. Hopefully lower cap times will help some.
The bulk of everyone on everywhere tend to be stuck in entrenched biolab fights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 13, 2013, 07:42:27 pm
Granted, some populations are worse about getting stuck there and letting the third side go around and cap the rest of the continent out from under them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 16, 2013, 08:14:13 am
A flyover of the new Esamir from the PTS. (http://www.youtube.com/watch?v=sa5CnvndXMs)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 16, 2013, 08:41:18 am
A flyover of the new Esamir from the PTS. (http://www.youtube.com/watch?v=sa5CnvndXMs)
That looks awesome!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 16, 2013, 09:18:06 am
That looks like it'll ruin my decent FPS on Esamir :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 16, 2013, 09:24:00 am
Meh... great trees on Esamir.
Soon trees will grow all over Indar too and G2A rockets will become totally useless.

Signed
The lockon launcher master race.

Seriously tho locks breaking due to a 10 cm thick branch are VERY annoying.


in other news.
I got 150 certs and ended up 6'th in a giant biolab fight last night on woodman... all i ever did was constantly repairing turrets and generators... oh and putting AP mines near generators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 16, 2013, 09:38:00 am
Looks really interesting, waiting to see how it plays though. From first glance it looks as if tanks might have it harder with all the rocky terrain. I just hope this won't cause more fps problems, esamir always was my fps drop free haven.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 16, 2013, 11:55:44 am
First look at some implants. (http://imgur.com/a/7umIQ)

Note that these are just images, descriptions and names pulled from PTS files, not anything that's actually active even on the test server yet. So the following is incredibly speculative.

These look very, very powerful. If possible I'd want to keep one of these running constantly. That's going to mean a constant cert drain or paying real money to keep the edge. The proposed cost I can find was 50 certs or 25 SC for an unknown duration. That would put them beyond the reach of most F2P players who don't have everything certed out completely.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 16, 2013, 12:32:52 pm
I'd hate for them to come out like that, because I'd have to stop defending PS2 as not pay to win.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 16, 2013, 12:59:55 pm
Honestly, do not want.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 16, 2013, 02:10:15 pm
Well snap... that's the EXACT same thing SDE did to Navyfield and the exact same reason i stopped playing that game.
At least in NF they would drop (quite frequently) after battles but here... the only people i would see that wouldn't mind are all of the four people in the world who certed out absolutely EVERYTHING.

It would be a bit better if implants were permanent BUT used energy when active. Energy would gradually regenerate when the implant is not in use and for the impatient people there would be energy packs buyable with certs or SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 16, 2013, 02:16:00 pm
I'm in wait-and-see mode for that.

Also for this. (http://www.reddit.com/r/Planetside/comments/1if7xs/pts_c4_nerfed_against_lightnings_and_mbts/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 16, 2013, 02:25:49 pm
I'm in wait-and-see mode for that.

Also for this. (http://www.reddit.com/r/Planetside/comments/1if7xs/pts_c4_nerfed_against_lightnings_and_mbts/)

So... people are crying that their C4 suicide bombings won't instakill tanks but leaves them burning with a silver of health and most likely noone alive around to repair them aside of the driver/gunner who's likely to get gunned down the second he leaves the tank?

Nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 16, 2013, 02:45:32 pm
So... people are crying that their C4 suicide bombings won't instakill tanks but leaves them burning with a silver of health and most likely noone alive around to repair them aside of the driver/gunner who's likely to get gunned down the second he leaves the tank?

Nice.

Like I said, wait-and-see mode. But C4 is easily the most reliable way of killing armour outside of a dedicated anti-armour MBT build (and I'm still working on mine) or Liberator. This is going to make it a lot harder to deplete tank zergs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 16, 2013, 02:46:53 pm
Egh I'm actually fine with two sticks instantly blowing up a mbt, I just dislike how you can rambo suicide rush with them due to how easily and quickly you can throw them. The whole squad deploy with c4 to take out sunderers especially irks me.
If someone manages to legitmilatly sneak up on your tank and blow you up it's on you as tanker, due to not having someone cover you, your gunner keeping tabs on surrounding if in mbt, or not using radar. c4 pooping shotgun fairies...not so much.

Not that this changes anything for me, I almost always play heavy even when on c4 duty. Will just require a rocket to the back to set off the charges.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 16, 2013, 02:52:07 pm
Hurrah, more catering to the bad tankers who die to C4.

Edit: Anyone else find it funny that they add lots of new tankless areas to Esamir, because people are tired of getting farmed by tanks, while simultaneously nerfing one of the few tools infantry has to not get farmed by tanks?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 16, 2013, 02:57:57 pm
If you aren't paying attention in a tank, you're going to get blown up.

Just a couple times ago when I was on, we were pushing the SW Dahaka satellite from Indar Excavation.  I snuck around the wall where the gate shield was still up and came in from behind.  There's a Magrider chilling there with its rear toward the wall.  I casually walk up to it, chuck two mines under it, back up, and shoot the mines.  Magrider kill, Extreme Menace kill, Extreme Menace kill.  $$$$



I must say, as an engineer, I like how so many fewer people are running mineguard.


EDIT:  But I do agree that C4 should get locational damage, especially if it's directly attached to the tank.  A buddy of mine likes to crouch under magriders and affix two bricks of C4 to the underside.  THAT should be a one hit kill, because it's hard to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 16, 2013, 04:10:57 pm
What a load of BS. If you let infantry get that close to you, you deserve to have your tank blown up. This is a completely unneeded buff to tanks in terrains where infantry should rule anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on July 16, 2013, 05:15:17 pm
Ooh, a balance issue?
Has anyone tried nerfing the NC yet? That usually fixes out balance problems amirite.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 17, 2013, 08:08:57 pm
Implants going back to the drawing board. (http://www.reddit.com/r/Planetside/comments/1iiwdc/smedly_back_to_the_drawing_board_with_implants/)

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 17, 2013, 10:06:52 pm
I'm rather impressed they dropped something that the community largely hated.  I don't expect anyone Sony related to listen to consumers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 18, 2013, 03:17:18 am
I'm rather impressed they dropped something that the community largely hated.  I don't expect anyone Sony related to listen to consumers.
PS2 has a decent track record of listening to the majority (instead of the vocal minority, byebye enclave).

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 18, 2013, 07:18:27 am
I'm rather impressed they dropped something that the community largely hated.  I don't expect anyone Sony related to listen to consumers.

They didn't do it out of the kindness of their hearts, you know. They're a business, every single decision they make is based on the belief that it's going to make them more money.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on July 18, 2013, 07:36:21 am
They didn't do it out of the kindness of their hearts, you know. They're a business, every single decision they make is based on the belief that it's going to make them more money.
True, but the belief that listening to your customers will make you more money is still rare among businesses, for some reason. Nobody says they're kind, we say that they're cool because they listen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on July 18, 2013, 12:06:48 pm
I'm rather impressed they dropped something that the community largely hated.  I don't expect anyone Sony related to listen to consumers.

They didn't do it out of the kindness of their hearts, you know. They're a business, every single decision they make is based on the belief that it's going to make them more money.

You say that like it's a bad thing. Companies that listen to their customers and use feedback to create a better product is how Capitalism is supposed to work.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 18, 2013, 05:30:25 pm
The recruitment system is here. (https://recruit.soe.com/)

A recruit only counts once they spend $10/€9/£8 in game. Every recruitment gets you a boost (50% XP or resource, or 30% XP and resources, doesn't say duration so assuming 1 day). There are additional rewards after 2, 5, 10, 15, 20 and 25 recruits. Each stage gives you a new decal and the following items (I've lumped faction specifics into one and included an estimated SC value one faction/three factions);

2: Platinum Underboss, Pixelate Camo Set
5: Platinum NS-11C and M (carbine and LMG)
10: Compound Helmet, MAX Lumifiber, Recon Camo Set
15: Decals and ESF fins
20: MBT default turret remodel, ESF Lumifiber
25: Closed version of the open face helmets, 6 month Heroic Boost (50% XP)

Some people are pissed off by the popular cosmetics only being available this way. Notably the promised black crystallize camos being branded now as the recon camo and only available to those who recruit 10 people, and the closed face helmets. If anyone here was holding out for those cosmetics time to get spamming recruitment links. For myself it's a decent set of rewards, especially up to 10 recruits, but nothing I can't live without. Worth paying a little bit of attention to but not investing much time into. Or money (as some people already seem to be doing) for that matter.

Anyone making an account through a reference link like this one (https://recruit.soe.com/recruit/smlanding.action?iId=YR2C141DBJFGHUFYS8J1&gamecode=PS2) (yeah, mine) will get a welcome kit of a 50% XP boost (1 day) plus a long distance LMG for each faction (EM6, TMG-50, SVA-88).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 18, 2013, 07:14:48 pm
Ok so i encountered something odd when flying my ESF yesterday around biolabs.

Something INSTANTLY locked on to me and hit me for a quarter of my health several seconds later.
I don't think the VA empire specific rocket launcher gives a lockon warning and it couldn't be the striker because i'm playing TR...

So yeah... instant lockon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 18, 2013, 07:36:40 pm
Could also have been hax maybe, they apparently exist. GMs sometimes do a global announcement that they're looking for them. Not sure if that's just a joke I'm not in on or an actual Thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 18, 2013, 07:45:41 pm
Yeah but thing is...
No lockon rocket launcher in the game i know of can hit for a quarter of a ESFs health.

most of them hit for roughly half of an ESF health probably with the exeption made for the TR striker that does around 70% IF all the rockets hit.

The instant lockon can be explained by hacks but the low damage is something i just don't get.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on July 19, 2013, 01:39:00 am
I've seen quite a few hackers and reported my fair share. Most rememberable one was the flying max. Was hilarious...for about 5 seconds until he started killing my tank.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on July 19, 2013, 04:51:01 am
Most memorable hacker was that immortal guy. We were both LA. I found him on a roof, and I was behind him. I emptied my entire carbine magazine, plus two knifings, amd didnt even get a single hitmarker. I stood there dumbfounded long enough for him to turn around and kill me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 19, 2013, 05:03:22 am
Yeah, obvious hackers are almost funny in their naivety. Far more insidious are those stealthy ones. I've had many fights where I'm winning, the other guy's bullets are going every which way, then he dodges behind cover, comes out again a second later, and pops me with five perfect headshots in a row. Someone who uses an aimbot all the time, well, that's just pathetic. But someone who only turns it on once in a while, like in an important fight or when they're about to lose, that's actually infuriating.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on July 19, 2013, 05:49:38 am
   I like the speed-hacked Galaxies that zoom through the air, ramming everything in sight, then coming back to the warp-gate to repair before doing it all over again.
   It's a little obvious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 19, 2013, 08:45:10 am
One time a guy had dodge hacks on, I was chasing him up stairs with my NC duel skillsaw max, firing my arms in tandem, left right left right, and he dodges every one without taking a single hit, something like 5m in front of me the whole time.

unfortunately I couldn't get his name. -.-
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 19, 2013, 08:47:06 am
I saw a MAX run through a wall, but I won't dispute that lag could have been involved.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 19, 2013, 09:31:41 am
My most fav hacker that hit Briggs was a duo, they both played TR and was a Bane of any of my Outfits manuvours due to them just coming around and farming us, making TR win when they should not have. Gave us such a bad name on how easy we were to defeat, but that was only cause of Fucking Hackers getting in the way...

They Speedhacked Maxes, and a TR Max that moved at what is now the ZOE's speed back then was impossible to hit/kill. They were banned countless times but they knew how to get around that and would be back literally minutes later doing the same shit with a slightly different name so you knew it was them. One day we were defending the Crown when they appeared, fed up with them swaying the battle so quickly I sent a Tell, surprisingly enough they were quite Merry about shit, and not all douchebaggy as most hackers are. He told me that he and his friend were bored of the game already and were just hacking it to be arseholes towards SoE for making "a Crappy game". Slightly annoyed that they would stoop to that I jested that they should go NC next time they were banned, which luck would have it, was then and there, they were banned after a GM came on with his announcement things...

5mins later, we watched as 2 NC Maxes speed across the bridge from Zurvan to Ti Alloys faster then a Flash could go...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 19, 2013, 12:31:28 pm
Amount of times I pop my head up and get double tapped in the head by a br1 with the default vanu sniper rifle, or headshotted whilst sprinting and zigging by the bolt driver are staggering.

Considering it was the amount of hackers that finally killed PS1 you'd think SOE would know better
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on July 19, 2013, 03:02:31 pm
Free to Play games will always be plagued by hackers. It's just a matter of how fast they can be gotten rid of.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 19, 2013, 06:32:54 pm
Is it just me or do a lot of squads not have any experience with the surprisingly effective "just go fucking kill them" strategy?

Watching people fuck around with galaxies, and sunderers, and waypoints, and holding useless sections of land because they're 'tactically valuable!'... it's just kinda sad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 19, 2013, 06:59:24 pm
Squads that fuck around with galaxies and sunderers and waypoints and focus on useless territory capture are some of the better squads I've been in.

Running around with squads/platoons that do that means you get to frequently engage in 12v12 or 24v24 fights, which I find a lot more fun than larger battles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 19, 2013, 07:24:55 pm
I dunno how spending 5 minutes loading a galaxy and slowly flying it somewhere has any affect on the size of the battle when you get there, but... alright.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 19, 2013, 08:37:57 pm
Yeah, I don't really like the big meat grinders either.
Is it just me or do a lot of squads not have any experience with the surprisingly effective "just go fucking kill them" strategy?

Watching people fuck around with galaxies, and sunderers, and waypoints, and holding useless sections of land because they're 'tactically valuable!'... it's just kinda sad.

Why would you care? It's a game, its purpose is to entertain. If that's what they find fun, good for them. :) Nobody's stopping you from going into one of those big meat grinder fights if you prefer that sort of thing...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 19, 2013, 09:03:37 pm
I dunno how spending 5 minutes loading a galaxy and slowly flying it somewhere has any affect on the size of the battle when you get there, but... alright.

I underlined your problem.

My outfit has this down- from the leader's call, we can get back to warpgate, load two gals, and get going in sixty seconds.  We've pulled off incredible saves.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 20, 2013, 03:55:39 am
Yeah, I don't really like the big meat grinders either.
Is it just me or do a lot of squads not have any experience with the surprisingly effective "just go fucking kill them" strategy?

Watching people fuck around with galaxies, and sunderers, and waypoints, and holding useless sections of land because they're 'tactically valuable!'... it's just kinda sad.

Why would you care? It's a game, its purpose is to entertain. If that's what they find fun, good for them. :) Nobody's stopping you from going into one of those big meat grinder fights if you prefer that sort of thing...

I don't really care. It's just that people always talk about how it's a team-oriented game, but my team always seems in a drunken stupor, and I'm just curious if anyone else feels the same.

Like, they get so caught up in trying to be a good teamwork-y and organized squad that they sort of stop actually playing well. It just struck me as kinda funny, is all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 20, 2013, 05:03:35 am
Two big updates just went onto the roadmap.

September - Resource Revamp (https://forums.station.sony.com/ps2/index.php?threads/september-resource-revamp.83018/page-16)
There is a second dev post on the page I linked giving more details.

In brief;
-The three resources are replaced by a single resource pool (calling it nanites till told otherwise).
-No acquisition timers at all (cert lines seem likely to be refunded).
-No inventory of items; all resources consumed on use rather than on resupply.
-Nanites are resupplied over time based only on the power level of the base you are in.
-Resupplying nanites reduces the power level of the base based on how many people are there.
-That power level recharges over time based on the connection to the warpgate.
-Power can also be recharged by bringing auraxium crystals from nearby mines.

November - Continent Locking (https://forums.station.sony.com/ps2/index.php?threads/november-continent-locking.82996/)

- Each faction will have a home warpgate on one of the three current continents. These can't be captured.
- Other warpgates can be captured.
- The three current continents will be connected by a continental lattice with battle islands set between them.
- Hossin will be connected to the three current continents directly through the warpgates with no home warpgate.

Still need a lot more details here to fully understand it, but it sounds like it could be cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 20, 2013, 06:08:14 am
Quote from: September - Resource Revamp
Addition of Auraxium Crystals/Mines as a power source
    These are resource nodes added in between facilities
    Vehicles fitted with appropriate equipment can load up auraxium at these nodes
    This auraxium can be transported to a base to manually refill it’s power reserves

Being a trucker in a combat zone is everything I have ever wanted out of a video game ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 20, 2013, 06:10:36 am
Oh good they're bringing ant runs back.

But what are they replacing faster resource gain for members with?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 20, 2013, 06:23:01 am
Quote from: September - Resource Revamp
Addition of Auraxium Crystals/Mines as a power source
    These are resource nodes added in between facilities
    Vehicles fitted with appropriate equipment can load up auraxium at these nodes
    This auraxium can be transported to a base to manually refill it’s power reserves

Being a trucker in a combat zone is everything I have ever wanted out of a video game ever.
The way you put it, it does actually sound fun, no sarcasm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 20, 2013, 06:46:21 am
Driving an ANT into a base that's on 10% power and saving the day was massively fulfilling.

But its going to be a lot harder this time around as you can't do gal drops

I do wonder though if ANT bombing will make a return.
ANTs explosion radius depended on how full it was, a fully load ant had the explosive power of an orbital strike.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 20, 2013, 08:55:58 am
Quote from: September - Resource Revamp
Addition of Auraxium Crystals/Mines as a power source
    These are resource nodes added in between facilities
    Vehicles fitted with appropriate equipment can load up auraxium at these nodes
    This auraxium can be transported to a base to manually refill it’s power reserves

Being a trucker in a combat zone is everything I have ever wanted out of a video game ever.
The way you put it, it does actually sound fun, no sarcasm.

Well Galaxies will have a use now!
Also my sundered will be turned into a cargo truck the second this update goes live... assuming ferrying auraxuim is at least mildly rewarding.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 20, 2013, 10:21:26 am
Inb4 30 gals swarming above one crystal and all exploding in one big boom.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 20, 2013, 02:40:06 pm
Now I want to see some Red Faction: Guerilla style building destruction.

Fly a loaded galaxy into a biolab dome support and watch the thing collapse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on July 20, 2013, 05:09:16 pm
Now I want to see some Red Faction: Guerilla style building destruction.

Fly a loaded galaxy into a biolab dome support and watch the thing collapse.
I would love a Planetside2-scale game that is basically Red Faction Guerilla.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 20, 2013, 05:14:51 pm
Now I want to see some Red Faction: Guerilla style building destruction.

Fly a loaded galaxy into a biolab dome support and watch the thing collapse.

So basically what the CGI trailer for the game showed? ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 20, 2013, 09:32:22 pm
I don't really care. It's just that people always talk about how it's a team-oriented game, but my team always seems in a drunken stupor, and I'm just curious if anyone else feels the same.

Like, they get so caught up in trying to be a good teamwork-y and organized squad that they sort of stop actually playing well. It just struck me as kinda funny, is all.

I don't see this specifically.  I see indecisive, stupid leaders committing to fights they can't win and being afraid to pull back and reassess the situation.  Further exacerbating this problem are soldiers who aren't good at FPS and can't follow directions.

Many strategic options are removed by the lattice system, imo.  In most places on Indar, you have to backtrack and cap through several bases to cut-off or flank things.  In the north, there are routes you have to fight through multiple amp stations to flank with.  Right now, the primary thing the lattice system does is make sure that there isn't an alternative to a meat grinder.

Hopefully with the introduction of ANT's, we'll see more strategic options, since you'll actually need to hold the things behind your front.  Right now, each faction has maybe 6 bases where their territory can even change and there's no reason to have troops anywhere else.  That needs to change.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 21, 2013, 02:09:46 am
Supply vehicles? Great, a good reason to field armor! With the changes in esamir they're moving towards having bases completely cut off from vehicles, so I'm glad to see they're going to be adding some vehicle interaction still.
I just hope it'll be balanced to be useful. They've had the habit of offering players an abundance of resources so far, especially if you buy a resource boost, so I hope there will be more strategy involved when resources are a little more scarce.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 21, 2013, 07:39:40 am
Supply vehicles? Great, a good reason to field armor! With the changes in esamir they're moving towards having bases completely cut off from vehicles, so I'm glad to see they're going to be adding some vehicle interaction still.
I just hope it'll be balanced to be useful. They've had the habit of offering players an abundance of resources so far, especially if you buy a resource boost, so I hope there will be more strategy involved when resources are a little more scarce.

There's a problem. All cutting off the supply routes will do is making special equipement like mines/grenades more scarce and limiting the # of vehicles they players can pull.
That's all the base power levels do.
Turrets still work and people can still shoot you with their guns/rocket launchers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rakonas on July 21, 2013, 08:01:09 am
Yeah, I really think the game would benefit from base-based resources like PS1. Bases needing to be resupplied to continuously get vehicles/special items out of them would be great.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 21, 2013, 08:41:10 am
If its like PS1 then when bases run out of resources they'll loose power and flip neutral
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 21, 2013, 04:31:10 pm
There's a problem. All cutting off the supply routes will do is making special equipement like mines/grenades more scarce and limiting the # of vehicles they players can pull.
That's all the base power levels do.
Turrets still work and people can still shoot you with their guns/rocket launchers.

Ah but you're forgetting about max suits, the largest factor in an all out infantry fight (and its 'counter' c4 to) costs lots of resources.
Unless you're NC in wich case your max sucks (if okish in biolabs and medium facilities), fielding more maxes then the enemy wins the facility for pure infantry vs infantry.
Don't underestimate the worth of nades either, especially concussion grenades, they're very good in large fights to flush enemies from cover.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 23, 2013, 04:08:16 pm
IMO, the changes to resources could be a stealth buff to aircraft, since there are few penalties for spawning at the warpgate as a pilot and their statement about nanites given being a function of power level and total number of players in a region.  People at large battles will regen nanites more slowly than people at warpgate.  That seems like a pretty bad way of implementing things; rewarding people for being away from the fighting. 

Also, I've got some concerns about the changes to resource pools.   Malorn says, "Roughly speaking you should be able to go from empty to full resources in about 10 minutes in ideal conditions.... The goal is that if you want to do one thing like drive tanks or fly aircraft, you can do that if you save your resources for those things."  So... they want everyone to do MAX, ESF, and tanks.  If your capacity for resources is too high, we'll see never-ending zergs of high threat assets.  If you can stockpile several vehicles/assets/what-have-you worth of resources, you'll almost never run out, unless you lose your assets very, very quickly.  10 minutes is not a particularly long time, considering a well-kept sunderer or tank can last hours.  A MAX with engie and medic support can easily last 10 minutes.  I really, really hope they use a low resource cap.

On the other hand, if attacking forces don't gain resources in hostile territory, they've introduced a much, much needed attrition mechanic to slow or stop zergs and pushes.

According Malorn, ANT's will be marked on the global map.  So... they're never, ever going to make it their destination without special mechanics or broken amounts of HP.  I'm imagining squad dropping 11 Lancer or Striker heavies on a hill above it and instantly popping it.  Or a squadron of ESF all rocketing the same target at the same time.  Or just a few engineers mining chokepoints.  You get the idea.

That patch could be really good for the game.  I hope they've thought a lot about the unintended consequences of how they implement it, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 23, 2013, 04:14:18 pm
IMO, the changes to resources could be a stealth buff to aircraft, since there are few penalties for spawning at the warpgate as a pilot and their statement about nanites given being a function of power level and total number of players in a region.  People at large battles will regen nanites more slowly than people at warpgate.  That seems like a pretty bad way of implementing things; rewarding people for being away from the fighting.

I'd have though they'd learned that lesson back in beta when they still had Auraxium as a resource and there were 50+ people idling in Warpgate at all times.

Quote
On the other hand, if attacking forces don't gain resources in hostile territory, they've introduced a much, much needed attrition mechanic to slow or stop zergs and pushes.

Oooh, that'd be good!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 23, 2013, 04:46:52 pm
It's not like you're getting something that has a comparison irl though, so it won't be as toxic as auraxium was.  Just a weird mechanic that encourages taking a break to let your resources regen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 23, 2013, 05:00:02 pm
Playing TR during alerts was never so much fun.
Spoiler (click to show/hide)
Not seen: 55 minutes till the end of the alert (that ended 30 minutes sooner bacause VA capped all bio labs).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 24, 2013, 05:19:41 am
GU13 notes. (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-game-update-13-july-24-2013-6am-pdt-3pm-cest.142483/) Goes up later today, reportedly 2GB.

Mostly stuff already posted here but a couple bits that snuck in under the radar. Also a strange mix of things that went up in various past PTS updates, so worth checking the full notes to see what bits went live.

Alert experience (anti-4th faction);
Quote
Alert empire rewards are now proportional to the amount of time you participated in the alert. Only characters that participate throughout the entire duration of the alert will receive the full empire reward. This participation time is specific to individual characters (i.e. it’s not account-wide).
Infantry explosives;
Quote
All faction Frag & Sticky Grenades
    Increased inner max damage radius from 0.5 to 1.0 meters.
NC Bouncing Betty & VS Proximity Mine
    These now animate and play audio before detonating.
    Internal maximum damage radius increased from 0.5 to 2.0 meters.
    Minimum damage now drops to 200 at 6.5 meters, up from 10 at 6 meters.
    Activation time after being placed increased from 1.5 to 2.0 seconds.
TR Claymore
    Added audio when claymores trigger.
    Maximum damage increased from 1275 to 1300
    Internal maximum damage radius increased from 1.5 to 3.0 meters.
    Minimum damage is now 350 at 6.5 meters, up from 10 at 6 meters.
    Activation time after being placed increased from 1.5 to 2.0 seconds.
NC Bouncing Betty, VS Proximity Mine, TR Claymore, & all faction Tank Mines
    Throw time increased from 0.250 to 0.650 seconds.
Radar changes;
Quote
    Proximity Radar range increased from 20/30/40/50 to 30/35/40/50
    Proximity Radar now updates every ½ second instead of 2 seconds
    Proximity Radar now detects cloaked infiltrators, like the recon tool
    Proximity Radar now only detects moving players, like the recon tool
Quote
    Scout Radar now detects cloaked infiltrators, like the recon tool
    Scout Radar now only functions if the vehicle is occupied
    For the Flash version:
        Scout Radar range increased from 25/50/75/100 to 40/60/80/100
Harasser armour nerfs;
Quote
    Stock resistance to small arms fire reduced from 85% to 80%
    Composite Armor bonus reduced from 6/12/18/24 % to 5/10/15/20%
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 24, 2013, 06:09:09 am
Great so basically mines are useless now since the places you would normally plant them are narrow corridors most people run through without even looking (because otherwise they will just shoot it for extra 5 xp.

Not only that but they also animate and play a tune before going boom... it's like they wanted people to stop using AP mines altogether.

Used to be:
Boom
Oh someone placed a claymore there and i'm dead.

Will be:
Oh someone placed a claymore there but it exploded 10 meters behind me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 24, 2013, 06:44:47 am
Great so basically mines are useless now since the places you would normally plant them are narrow corridors most people run through without even looking (because otherwise they will just shoot it for extra 5 xp.

Not only that but they also animate and play a tune before going boom... it's like they wanted people to stop using AP mines altogether.

Used to be:
Boom
Oh someone placed a claymore there and i'm dead.

Will be:
Oh someone placed a claymore there but it exploded 10 meters behind me.

You say that as if it's a bad thing. IMO they should just remove them completely.

Quote
Scout Radar now only functions if the vehicle is occupied

Sheeeit. Welp, I guess I'm glad I only got the penultimate rank of it. I'd be much more pissed if I'd wasted 850 certs on it instead of only 350.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 24, 2013, 06:58:12 am
Sheeeit. Welp, I guess I'm glad I only got the penultimate rank of it. I'd be much more pissed if I'd wasted 850 certs on it instead of only 350.
:'(

To be honest I got more use out of it than many other 500+ cert buys, so can't complain too much. Hadn't been pulling it nearly as much as before thanks to the resource price hike combined with my playing more Lightnings and Vanguards. But did win a low-pop biolab defence last week by being able to pull it for complete dome radar coverage, so I'll miss that.


As for the mines, I'd wait and see what the animation/sound are like before saying it's a nerf. That explosion radius increase is pretty significant and may well make up for the change. The biggest nerf is dropping mines in groups of people with the extended drop time and delay before exploding. The drop time is also going to make mining parked Sunderers even harder.


EDIT: PTS video of new mine animations. (http://www.youtube.com/watch?v=O82nTAXD2Lw) Honestly looks like the 'oh-shit' factor I usually get seeing the mine just before running over it, only now you get that on every death rather than only most of them.

Only thing I can think of is an HA might get their shields up in time to eat the blast, but HA is the only class I always run flak on anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 24, 2013, 07:53:34 am
As much as I like doing it, I think the mine time throw change is a fair way to nerf mine suiciding on sunderers.  Can we get the automatic detonation back, though?


Scout radar change... not sure.  I get they're trying to make that not obvious strategy, but now people will bitch about needing the sucker of the squad to sit in a flash somewhere so people get radar.  At least you now know where to go AFK!


Can an expert pilot explain the ESF gun changes to me?  NC, if it matters.


The Harasser armor nerf's fair- they were pretty damn stout for a buggy with that maxed out.  It's not a huge change, anyway.


Also yay for Rebel buffs.  I knew it was good ever since they changed the weapon sound on it to be a damned hand cannon.


Also, they need to make up their damn minds how the Basilisk needs to work.  It's been on a roller coaster for several updates now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 24, 2013, 08:44:21 am
Stock guns

Larger magazine size.
More damage.
Lower RoF

The basic guns will be probably easier to use compared to rotaries because they will be capable of longer substained fire.

Damage fallof was added but those guns have a generous ammount starting at 200 meters.

The stock Scythe laser cannon got basically buffed.

A2A rotaries

Buffed damage (The vortek now hits for 500 per shell so have fun)
Smaller clips (since the firepower got increased by a LOT)
longer reload.
Can down other ESFs in a single clip without mag size certs.
Damage fallof (starts sooner than stock guns).

In short:

Massive buff to the scythe ESF guns.
Stock guns are now less pointless (and easier to use).
Rotaries are a bit worse at taking down (good) liberators at range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 24, 2013, 09:18:41 am
EDIT: PTS video of new mine animations. (http://www.youtube.com/watch?v=O82nTAXD2Lw)

Oooh, so the Bouncing Betty now actually, y'know, bounces. :D

Rotaries are a bit worse at taking down (good) liberators at range.

Damn. As if libs weren't strong enough already. Plinking at them from far away was the only way to down them due to the fact that, idiotically, they can just tilt to the side and swat you out of the sky with the Dalton if you get too close. And sometimes even if you stay away if they get a lucky hit. So now they've taken that away. Great. Just great.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 24, 2013, 11:36:26 am
It's not going to be that bad i think.
The stock guns inflict maximum damage over 200 meters (225 meters for vanu)
And the rotaries lose their damage after 150 meters (aside of vanu that lose damage after 125)

Also their minimum damage doesn't look all that bad really.

The vortek minimal damage would be 425 (500 max) while now the vortek hits for 388 per shell.
Also the RoF got reduced by 1/4'th but i don't think it's going to make liberators much harder to kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 24, 2013, 01:17:07 pm
YAY another game and strong push ruined by yet another group of VS Hackers...
Sorry but if I am hearing, TINTINTINTINTITNITNITNTINTINTINTIN as a FUCKING MAX SUIT, YOUR FUCKING HACKING....
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 24, 2013, 11:27:52 pm
We had a hacker (NC) play around in the VS warpgate, flying/driving/whatever. Was pretty fun...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on July 25, 2013, 02:56:17 pm
YAY another game and strong push ruined by yet another group of VS Hackers...
Sorry but if I am hearing, TINTINTINTINTITNITNITNTINTINTINTIN as a FUCKING MAX SUIT, YOUR FUCKING HACKING....
I don't understand what TINTINTIN represents here
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 25, 2013, 03:07:50 pm
YAY another game and strong push ruined by yet another group of VS Hackers...
Sorry but if I am hearing, TINTINTINTINTITNITNITNTINTINTINTIN as a FUCKING MAX SUIT, YOUR FUCKING HACKING....

I don't understand what TINTINTIN represents here

The sound of headshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 26, 2013, 12:03:43 am
If I ever think Goon platoons are being led somewhere for a Goku certfarm again, I'm going to start warning the pubbies in /os and start my own platoon. Just so any cheeky Goku fellows know. That shit wasn't legit today. Either tell SoE to do server transfers so you can have purple GOON on another server and blue GOON on Mattherson; or play NC only (or VS if you like the bandwagon). If the issue is that pubbies are in Goon, then kill the outfit, kill Goku, and I'll recruit all the players on the NC side into DORF. Then you can restart the Goon tag on purple with your Vanu Goku chars and you can ruin the server in a legit way.

Any Goons actually read this thread?

I like the NC Goons when I'm in the platoon with them, but when a few of them are talking about cross factioning every day and how they login their VS for alert experience at the last second (before the recent change where that won't work anymore,) and now when a platoon made up of (mostly) pubbie outfit recruits led by a BR 15 or 20 SA Goon (who is yet obviously really experienced in the game) is led to a biolab being defended by more than us Goku while the only tech plant on Esamir is under attack, and it keeps happening more than once or twice, that's not right.

(http://i2.photobucket.com/albums/y12/Dervish_Candela/Internets/sbahj_stairs_it_keeps_happening.jpg)

I'm going to type to AdmiralSnuggles next time I catch him in game and see if it's cool with him if I can help fix this mess up when I see it by pulling rank and starting a new platoon. This situation isn't too common but when it happens it helps break the server by diverting forces we could use to defend to an attack, which must be great if you are VS; though surely there must be sometimes when it's just boring because no one wants to fight you unless they are cornered; and then you have to chase them to another continent.

I think Goon Platoons should be led by people who play on one realm per server. If those people aren't around, the Goons should try to disperse to bolster public squads. How that would work I don't know but I'd guess the ranking system would help. I never used it in Dorf because there wasn't any useful reason to pull rank, but with Goon it might be a different story. It would be pretty easy to circumvent but at the very least people would be aware of the issue and might be able to notice when it happens.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 26, 2013, 02:23:40 am
I got myself a skyguard yesterday after around 5 days of cert farming.
I killed several ESFs with it but my favourite kill must have been the magrider.
He wanted to get me but i charged and drove UNDER him while continuously fireing.
It went down in 4 clips but the driver bailed nad landmine'd me... still a magrider kill is a magrider kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 26, 2013, 02:37:16 am
I got myself a skyguard yesterday after around 5 days of cert farming.
I killed several ESFs with it but my favourite kill must have been the magrider.
He wanted to get me but i charged and drove UNDER him while continuously fireing.
It went down in 4 clips but the driver bailed nad landmine'd me... still a magrider kill is a magrider kill.

Yeah, it seems the not exploding Skyguard bug is fixed from my limited usage of it today. Skyguard should be worth pulling again. Before it would get stuck on stun and explode on hitting an aircraft, but do no damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 26, 2013, 05:51:46 am
-Expecting Goon to do what's best for a game.

Are you off your meds?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 26, 2013, 09:11:42 am
So, Goon is now basically TAS?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 27, 2013, 01:17:30 pm
Finally had some time to try out the new patch. Spent about half an hour on the redesigned Esamir and dropped the certs to max out the LA jump jets. So damned useful on that continent now. I'm also getting pretty close to Auraxium on my Piston. Can't decide whether to go back to the Mercenary to try to get medals on that or finish off the Auraxium on my Blitz (been using it on medic anyway, so likely to get it before the Merc regardless).

It also means I'm twice as annoyed with people not leaving spawn rooms when the base is far from lost. At one point we had a 70-30% local population and half the TR who were there sitting outside in Prowlers that couldn't do anything due to the new walls, but no-one was leaving the spawn. So tempted lay down some C4 or mines, but resources are too precious these days.

Speaking of resources, some more information on the ANT plans. (http://www.reddit.com/r/Planetside/comments/1j5vwl/malorn_resource_revamp_fno_qa_summary/)


The other biggest change I've noticed (well, ignoring the new SMG being absolutely everwhere) is suicides being attributed to whoever last hurt in the last ten seconds. Took a little while to get used to then had some amusing results.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on July 27, 2013, 04:18:02 pm
Going to take some time to get used to the walls (which to be honest look slightly plain and boring). I swear, they've turned bases into labyrinths. I do like the forest elements, though. A small step to some semblance of tree lines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on July 27, 2013, 04:41:21 pm
The size of trees on indar and the lack of underbrush really detracts from infantry fights in fields.  There really is very little natural cover on any of the maps, apart from the ground, of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 27, 2013, 05:01:21 pm
Oh, meant to mention this.

There is going to be a retail box version of the game released soon.

RRP is £7.99 (only seen UK prices so far and at least one site already discounts that a little) and it comes with a code for 1000SC, worth £7.99 in itself. You also get a golden first gen SMG for each faction, 7 day XP boost and a 3 day buddy XP boost to be given to a friend.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on July 27, 2013, 06:29:35 pm
Yeah let's not go for more cover in the open fields. Tanks have a hard enough time with the new esamir with all these hills and stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 28, 2013, 12:29:38 am
SOE's balance team really perplexes me. Buff the Vulcan and nerf LA.

GU14 Prediction: Striker gets an extra missile (or two), Infiltrator cloak removed from game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 28, 2013, 12:01:05 pm
Honestly, more missiles in the Striker wouldn't change much, since you're so rarely dealing with just one of them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 28, 2013, 12:33:28 pm
I don't see the reason people say the striker is OP really.

2 shots from the grounder will nearly always take a ESF down... and the striker needs 2 salvos to shake an ESF down as well.
Same thing goes for the NS annihilator.

Basically 1 striker HA won't take out an ESF with one salvo nor will any other launcher in the game.
And if 2 HAs locked onto you then it doesn't really matter if it's a striker grounder or annihilator locking on because if both hit you're dead anyway.

I'm not sure about it's AG capability tho.
On one hand you have to stand/strafe around in the open while locking and fireing the missiles on the other hand it does more damage than any other launcher out there.

So it's a tradeoff. More damage for more exposure time since not only you have to lock on but also fire the darn things.
I'm not sure how does it compare to other launchers in that role tho but during my trial time i downed a magrider... which used ALL of my launcher ammo... i must admit that i shot the front armor... so yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 28, 2013, 12:54:33 pm
Basically 1 striker HA won't take out an ESF with one salvo nor will any other launcher in the game.

To be fair, a Phoenix shot will put an ESF burning with a few seconds to live.  That said, if you're an ESF pilot and a Phoenix tags you, you deserved it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on July 28, 2013, 01:09:41 pm
Also to note is that the normal launchers have a dumbfire option, which comes in handy quite a bit.

I hope they fix locking on to ground targets. I can understand getting behind cover, but if the target is moving even a decent speed (including Sunderers) the missile hits the ground behind them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 28, 2013, 02:57:42 pm
I hate the NC of Briggs...

Stupid Pub standing at his Turret inside Spawnroom...
"OH LOOK THERE IS A PILE OF DEADBODIES, LETS GO JOIN THEM!!!"

Me
"Its a game where life and death is 3 seconds difference, why are you cowering like a child???"

Stupid Pub again.
"Don't be telling me how to play...... *add stupid Instults and everything..."

I open the leader board. I am the top in the whole area. I just arrived... YEP....
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 28, 2013, 10:43:02 pm
I'd say there's a few reasons why the Striker stands out.

It's a really distinctive weapon. It can be hard to tell the difference between getting hit by a tank shell, a MANA turret, an annihilator, but there's no mistaking thump, thump, thump, thump, thump.

It's ubiquitous. It's good for almost every situation, so you see it in almost every situation, on multiple heavies.

It hits like a ton of bricks. A single salvo from the Striker puts a harasser in the red, and if it doesn't run immediately it's dead. The annihilator takes three shots to kill, the Striker just 2 (7, technically).

It's a highly effective and very distinctive weapon, so it's pretty memorable. Terran has it and we don't, so we whine about it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on July 29, 2013, 01:20:58 am
I'd say there's a few reasons why the Striker stands out.

It's a really distinctive weapon. It can be hard to tell the difference between getting hit by a tank shell, a MANA turret, an annihilator, but there's no mistaking thump, thump, thump, thump, thump.

It's ubiquitous. It's good for almost every situation, so you see it in almost every situation, on multiple heavies.

It hits like a ton of bricks. A single salvo from the Striker puts a harasser in the red, and if it doesn't run immediately it's dead. The annihilator takes three shots to kill, the Striker just 2 (7, technically).

It's a highly effective and very distinctive weapon, so it's pretty memorable. Terran has it and we don't, so we whine about it.
Actually there are some more problems then just that...

1: It has a long arse range, I mean super long, something close to around 1000m or just under, heck that was acutally buffed from its first appearance. Thus making it the only Lockon that can target something at this range...
2: It targets both Ground and Air, thus making all previous Lockon Launchers a joke for the TR.
3: If targeting an ESF, after you fire the first few shots, nearly 89% of the time the Rockets will actually bug and ignore the fact that the ESF popped flares thus still resulting in the ESF being hit...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 29, 2013, 06:31:49 am
I'd say there's a few reasons why the Striker stands out.

It's a really distinctive weapon. It can be hard to tell the difference between getting hit by a tank shell, a MANA turret, an annihilator, but there's no mistaking thump, thump, thump, thump, thump.

It's ubiquitous. It's good for almost every situation, so you see it in almost every situation, on multiple heavies.

It hits like a ton of bricks. A single salvo from the Striker puts a harasser in the red, and if it doesn't run immediately it's dead. The annihilator takes three shots to kill, the Striker just 2 (7, technically).

It's a highly effective and very distinctive weapon, so it's pretty memorable. Terran has it and we don't, so we whine about it.
Actually there are some more problems then just that...

1: It has a long arse range, I mean super long, something close to around 1000m or just under, heck that was acutally buffed from its first appearance. Thus making it the only Lockon that can target something at this range...
2: It targets both Ground and Air, thus making all previous Lockon Launchers a joke for the TR.
3: If targeting an ESF, after you fire the first few shots, nearly 89% of the time the Rockets will actually bug and ignore the fact that the ESF popped flares thus still resulting in the ESF being hit...

1 - All lockon launchers have a 500 meter lockon range without exeptions and the projectiles move at 100 m/s with 8 seconds of fuel (so they have a maximum range of 800 meters)
Also i doubt vehicles ever render at 1000 meters.

2 - Other launchers are still useful because they CAN dumbfire. With a striker or annihilator you can't do anything against base turrets and you're as good as dead if you get ambushed by infantry or have to fight vehicles at short range.
Also buying a skep and grounder is 500 certs cheaper (and let you dumbfire to attack turrets/vehicles.

3 - As someone who only used the striker during a 30 minute trial... the rockets often derped out even without the ESF using flares (usually only 4 hit on average) and flares made them contunue going straight... HOWEVER the way they track may have something to do with it.
Unlike normal missiles that go straight for the center of the mass strriker rockets try to intercept them so technically if someone flies straight and pops flares they would still hit him.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 29, 2013, 10:25:53 am
The Striker has two main drawbacks, because it can't dumb fire it can't:
-Be used against base turrets
-More importantly can't be used against MAXes

Also it can't target a vehicle that is hull down, if the centre point of the hull is in cover you can't target that vehicle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Squill on July 30, 2013, 08:53:56 pm
So... I'm kinda wanting to get back into this game, is there a specific server/faction we're playing on?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on August 01, 2013, 04:03:15 pm
Hossin just went up on the PTS. Patch notes here. (https://forums.station.sony.com/ps2/index.php?threads/test-patch-notes-8-1-2013.144413/) All PTS and subject to change.

Have some screenshots (http://imgur.com/a/zibhs). And the map (http://i.imgur.com/0ruGglj.jpg)

I'm not playing for a little while, but there is a major EU event being planned over on Reddit. They want each of the three biggest EU servers to pick a faction and have a server battle on Hossin on the PTS. Thread and relevant links here. (http://www.reddit.com/r/Planetside/comments/1jhp53/woodmanmillercobalt_fighting_on_hossin_when_pts/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on August 01, 2013, 05:47:00 pm
Wow that looks nice. Too bad it'll probably lag more than the other continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 01, 2013, 08:04:13 pm
Ok i had something odd happen to me when i was playing with my skyguard.
I was driving along with a tank zerg  when suddenly plinkplinkplinkplink!
Some machinegun that can damage armor so i swing my turret in the direction but there's nothing there... only a (rather tall and steep) hill.
Ok so maybe it's a solo liberator? I look up but nothings there.
Plinkplinkplinkplink! Here it goes again and i'm going into critical now but i drove back to "cover" (you can't really find cover against something attacking you from god knows where) got out and started repairing but plinkplinkplinkplink! And it overpowered my repair tool and there went my tank.

Seconds later i saw a fellow skyguard suffer from the same problem (being killed by invisible bullets from nowhere) and it went boom as well.

No idea what was that or who... maybe i shouldhave get myself killed in that skyguard and made a screenshot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 01, 2013, 08:38:50 pm
They even made Hossin vaguely triangular instead of square!  Nice!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on August 02, 2013, 02:31:49 am
Oh wow Hossin looks magnificent. Kinda wish they'd give amerish a make over to look as great like that. (not that I can enjoy fancy graphics, gives me terrible screen stuttering)

Some more esf changes on test, this time on vertical thrust through afterburner.
Quote
We’re also trying out a change to the lift factor granted by afterburners when in hover mode. We’ve reduced it from a factor of 8 to a factor of 2. This should make the reverse thrust still doable but will lower its abruptness and diminish your top speed while doing so.
Kind of glad they're looking at toning down the whole vtol dogfighting, I'm not a huge fan of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on August 02, 2013, 04:22:10 am
They even made Hossin vaguely triangular instead of square!  Nice!

Yeah, but there is only three warp-gates....Where do the 4th faction spawn?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 02, 2013, 05:18:09 am
Whenever a faction gains more than 50% of the territory a warp gate to the basements of sweaty nerd hell opens up and unleashes the 4th faction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 02, 2013, 05:32:19 am
Some more esf changes on test, this time on vertical thrust through afterburner.
Quote
We’re also trying out a change to the lift factor granted by afterburners when in hover mode. We’ve reduced it from a factor of 8 to a factor of 2. This should make the reverse thrust still doable but will lower its abruptness and diminish your top speed while doing so.
Kind of glad they're looking at toning down the whole vtol dogfighting, I'm not a huge fan of it.
I can see the tears of pro ESF pilots now as their ultimate (and only) cambat move gets nerfed to hell.

Whenever a faction gains more than 50% of the territory a warp gate to the basements of sweaty nerd hell opens up and unleashes the 4th faction.
Not really... at least alert wise.
The exp gain from alerts now is proportional to the time you spend fighting for a faction so it's probably better to stick with your faction for the full 2 hours then switch to Vanu in the last 15 minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on August 02, 2013, 09:49:47 am
Some more esf changes on test, this time on vertical thrust through afterburner.
Quote
We’re also trying out a change to the lift factor granted by afterburners when in hover mode. We’ve reduced it from a factor of 8 to a factor of 2. This should make the reverse thrust still doable but will lower its abruptness and diminish your top speed while doing so.
Kind of glad they're looking at toning down the whole vtol dogfighting, I'm not a huge fan of it.
I can see the tears of pro ESF pilots now as their ultimate (and only) cambat move gets nerfed to hell.
As long as something is done about Scythes being able to
A: Almost seemingly stop mid flight, turn around without losing altitude and then able to shoot at a target that is on the move without seemingly moving itself then Great... Always lose to Scythes that can do that...
B: Being the apparent strongest Ramming ESF. I SWEAR that NC was spos to have the Strongest ESF. Oh wait, they nerfed that ages ago... Still, due to the way the Scythe is designed, the prongs in front of it impact with the ESF sooner then the other craft meaning that they do Ramming damage first, this is the only otherway I lose to Scythes...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 02, 2013, 10:04:44 am
Hmm well i never had problems with scyther since i'm playing the mossie as a power fighter with maxed racer and A2AM.
Sticking near friendly tank zergs and look for lolpodders launch a missile at them and follow up with the rotary.
They won't even try to engage me since they are too busy running from the nonexistant heavy with G2A missiles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 02, 2013, 11:06:43 am
Gotta buy the rotary cannon, always get outgunned. ;(
Then again, I should probably get some FPS...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on August 02, 2013, 11:46:16 am
Well the esf nose guns have been tweaked, so rotary might no longer be the go to weapon. I don't have that much experience so I can't know for sure, but I think the rotary is now primarily a close range nose gun, rather then the best anti air nose gun at any range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 02, 2013, 02:16:08 pm
And I typically get killed in close range, so it still stands. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on August 02, 2013, 02:28:14 pm
T_T
I HATE THE NC ON BRIGGS
We had 44% of the Pop on Esamir Alert, nearly double both TR and VS at most times, yet no one ever pushed execpt the squad I lead and if the NC DID PUSH it was all to one point where there was 1-12 Enemy there, WTF BRIGS NC!!! WTF
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on August 08, 2013, 03:54:42 pm
An important video to watch. (http://www.youtube.com/watch?v=n3fUok2AoaU)

The TL:DW version;

Your location on anyone else's screen (remembering that hit detection is based on their client) is always going to be delayed about 0.2s or so behind your current location on your own screen. Taking advantage of this is one of the best ways to get an edge in fights. Especially remember that the player breaking cover will still appear behind that cover for a few moments, even as they already have eyes on their target. This gives a huge advantage to attacking players in most situations.

I'd say it's also something you should consider if defending. Making sure you have a position where you can't be taken down by someone immediately breaching a room - even with the advantage - is critical. That means your TTK on anyone who might pop in for a visit needs to be >0.2s less than their potential TTK. But remember you can swing the advantage back your way by using cover intelligently.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 09, 2013, 09:26:49 pm
I'd like my outfit better if I could understand a word they were saying. There's one frequent platoon leader who gives lengthy orders that are almost entirely incomprehensible. I used to be able to understand him, and everybody else seems to understand him, so I'm wondering if it's a problem on my end somehow.

Also, somebody said you run faster while carrying a pistol, explaining that it was related to weapon weight. Can anyone confirm that? I've never noticed a difference in running speed based on what weapon I'm carrying.

Also, I've been certing out the ammo pack. I think the vastly increased amount of resupply pings deceives you into thinking that the certs are worth it. Plus, there's a cap on how much xp you can rake in over a certain period of time. I reached it once today. It was very unsatisfying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on August 09, 2013, 11:41:25 pm
Running with a pistol makes you feel like you're running faster...but you don't actually run faster.

Considering that supposedly all the weapons you're carrying are "on" you somewhere, weapon weight wouldn't matter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on August 10, 2013, 04:28:29 am
Also, I've been certing out the ammo pack. I think the vastly increased amount of resupply pings deceives you into thinking that the certs are worth it. Plus, there's a cap on how much xp you can rake in over a certain period of time. I reached it once today. It was very unsatisfying.
Yep, there is. Reached it with my sundy a few times. Understandable, but it sucks.

I'm sitting on 1000 certs, not knowing what to spend them on this time. Harasserpimpin? Skyguard? Medigun+MediC4? Infil SMG? Argh, the choices!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 10, 2013, 05:21:48 am
TAR on the medic is a very nice run and gun gun, especially as its the only rifle you can stick an adv laser sight on (for TR - don't know if the smurfs and barnies have an equivilent CQB gun)

C4 is good on the medic in case of MAXes pushing your squad as you can freely C4 them as you can rez the bits of your squadmates

Skyguard is pretty useful, you won't kill many fighters except the really dumb ones that don't jet off or jink like a spastic break dancing, but it does scare them off.
Am I the only one that, on the ground, gets more annoyed at the sight of esfs than the designated air-to-ground attack platforms?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 10, 2013, 05:27:58 am
Siquo, I'd take either the high-capacity SMG, or the new NS one - VERY fun for infiltrators, and useful on the other classes as well. Haven't actually tried the NS one, but it's supposedly better at range, so that should be neat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on August 10, 2013, 06:33:06 am
Don't cert the ammo pack it is worthless. Take your mana turret, wichever you're using, and switch fire mode. It'll turn into an ammo pack.
...unless you want to have two ammo packs out at once, I suppose it's useful sometimes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 10, 2013, 06:39:46 am
(Switch fire mode button is 'b' by default)

What do you guys think of the NS weapons over the VS ones? (Specifically, PDW vs hi-capacity SMG, the revolvers and ns pistol vs the manticore and beamer :P)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reyn on August 10, 2013, 06:46:27 am
Don't cert the ammo pack it is worthless. Take your mana turret, wichever you're using, and switch fire mode. It'll turn into an ammo pack.
...unless you want to have two ammo packs out at once, I suppose it's useful sometimes.

The ammo box from "B" on the turret slot has been fixed, so it receives whatever level you have on your default ammo box. In other words, you can't pull out two ammo boxes any more, since they're both the same level, and you could've dropped 2 before since the one from "B" was stuck on level 3.

It's worth it. A upgraded ammo box also overrides every other shittier ammo box in it's vicinity(they get ammo from yours, not theirs), if you place it before or after other ammo boxes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on August 10, 2013, 07:17:54 am
It's worth it. A upgraded ammo box also overrides every other shittier ammo box in it's vicinity(they get ammo from yours, not theirs), if you place it before or after other ammo boxes.
Ooh, didn't know that. The exp is nice, but negligible, though. Remember you drop ammo to be ASSET TO TEAM.

What do you guys think of the NS weapons over the VS ones? (Specifically, PDW vs hi-capacity SMG, the revolvers and ns pistol vs the manticore and beamer :P)
I've trialed the NS-PDW(or something), but I'm not that good at infil-runnin-and-gunnin yet. I have more luck with my LA-shotgun build. The PDW felt a lot more accurate AND powerful than the VS SMG's (in the VR), though. I never use the pistols. At range I'll just take cover and reload, and up close I start knifing.

I think I'll either beef up my medic (been playing him a lot more and I like the default VS assault rifle), or go with the harasser-pimpin'. I get frustrated if I'm at some base with just a light-vehicle terminal and I have no transport, and sundies are expensive.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on August 10, 2013, 10:54:25 am
What do you guys think of the NS weapons over the VS ones? (Specifically, PDW vs hi-capacity SMG, the revolvers and ns pistol vs the manticore and beamer :P)

What you have to understand about the NS SMG is that it's not an SMG. What it really is is a carbine for infiltrators, who until its introduction had been lacking a mid-range weapon. There's no point using it with any other class since it's worse than empire-specific SMGs up close and other classes have better weapons for the mid-range role.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on August 10, 2013, 12:49:33 pm
I obviously haven't been playing enough lately.

The first sign was that I wasn't in my outfit any more.

The second sign was that the crosshairs turning red when you are aiming at someone completely destroyed my ability to aim. Mostly talking about using the auto shotgun here, but it goes red before you are actually on target. That got me to open fire early a good dozen times, getting me killed most of those.

I also seem to have lost 5 FPS, but that could just be playing in a Saturday afternoon alert on Indar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 10, 2013, 01:45:28 pm
Were slug rounds stealth nerfed recently?

My haymaker seems a lot less effective the last couple of weeks.

Although that could be due to my even lower FR recently
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on August 11, 2013, 12:55:37 am
Skyguard is pretty useful, you won't kill many fighters except the really dumb ones that don't jet off or jink like a spastic break dancing, but it does scare them off.

I get tons of ESF kills.  Mainly because there's a lot of dumb ones, but setting up near a good piece of 'bait' like a Sunderer allows you to get killing bursts into ESF's that come in for strafing runs.  If there's another Skyguard around, its also pretty easy to rack up assists and kills.  Even a good pilot may jink away from one Skyguard only to get lit up by another.

Another technique that gets kills is to watch the ESF's vector - if its coming towards you, hold your fire until they're close in and then let it rip.  If you're always opening up at max range, you're just giving smart pilots plenty of head's up to bugger off and avoid your sector.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on August 11, 2013, 10:59:28 am
Skyguard comes unto its own when used in large enough numbers. Just large enough to manage to kill an esf fast enough before it can retreat. If you can focus fire and maintain operational you clear the skies in no time.

If you're always opening up at max range, you're just giving smart pilots plenty of head's up to bugger off and avoid your sector.
And very much this. :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on August 11, 2013, 12:44:26 pm
If you're always opening up at max range, you're just giving smart pilots plenty of head's up to bugger off and avoid your sector.
To be fair, making ESFs straight up avoid your general area is a viable strategy in its own right.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spaghetti7 on August 11, 2013, 12:49:02 pm
If you're always opening up at max range, you're just giving smart pilots plenty of head's up to bugger off and avoid your sector.
To be fair, making ESFs straight up avoid your general area is a viable strategy in its own right.
A viable strategy, but not one that rewards you much XP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Werdna on August 11, 2013, 01:41:51 pm
If you're always opening up at max range, you're just giving smart pilots plenty of head's up to bugger off and avoid your sector.
To be fair, making ESFs straight up avoid your general area is a viable strategy in its own right.
A viable strategy, but not one that rewards you much XP.

When that happens (clear skies), and it's important for them to remain clear, I hop out of my vehicle and get my certs by repairing local armor, maybe plunking away from a mana turret.  Hop back in if air targets show up again.

The beauty of a Skyguard though is that it is pretty mobile and if an area dries out, you can head to greener pastures.  You should be moving around a fair amount anyway, a Skyguard that sticks to one spot is just asking for C4 or a Harasser to come seek you out.  Still, occasionally the enemy gives up on the air-game completely, particularly in smaller skirmishes, and at that point certs can be real hard to come by.  Time to switch roles at that point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 11, 2013, 01:47:32 pm
Things to know about the skyguard.

1 - There is little to no bullet drop.
2 - The bullets fly in the general direction rather than at the target.
3 - The bullets are SLOW.

The wide spread causes the weeapon to lose effectiveness at range but coupled with the proxy flak ammo it actually helps with aiming because you just have to shoot in the general direction rather than on target (assuming you lead your shots since the bullets are so unbelievably slow).

Basically the skyguard is awesome at all rnages but is at its best when you let those pesky ESFs get close.

Also it's suprisingly effective against infantry and some vehicles at close ranges.
Obviously you're not going to outgun and outtank a MBT but the gun itself can damage them and earn you assist points.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 11, 2013, 09:14:23 pm
Okay I take back what I said about the Skyguard.

Just spent about an hour on Indar in one, ended up 20,000 xp richer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on August 12, 2013, 10:36:07 am
Upgraded the medic and played it some more.

I like my Assault rifle, but I LOVE my Nova:
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 12, 2013, 05:46:35 pm
Game Update 14 is live (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-game-update-14-august-12-2013-6am-pdt-3pm-cest.145926/).

Mostly QOL improvements.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on August 13, 2013, 03:25:56 am
Looks like they still haven't fixed the shotgun exploit, obviously not enough people reporting it as a bug.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jocan2003 on August 13, 2013, 03:46:26 am
Looks like they still haven't fixed the shotgun exploit, obviously not enough people reporting it as a bug.
What exploit?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on August 13, 2013, 05:30:10 am
Did some experiments and found out that the VR/Ammo exploit works on MAX's.  That's a game changer.

Instead of my Twin Burster MAX having 42+96 shots per cannon, I have 42+294 shots per cannon - after a quick trip through VR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 13, 2013, 05:45:47 am
You're not even supposed to be able to return from the VR with a max suit, but that made a reappearance with the latest update.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on August 13, 2013, 06:00:19 am
  Never noticed before, I've only ever done this with my engy and his sweeper - its nice having 84 in reserve instead of 36.  Gets a bit fiddly though and I have had it bug out once when hits stopped registering, though that might have been due to something else.
  I've been trying to reproduce the bug - no luck so far.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on August 15, 2013, 06:39:59 pm
Man, I haven't played in months. But I'd like to start playing again. I have a few questions:

-What's new since Beta?
-Do we have a Bay12 clan still?
-What faction would you recommend/is our clan on?
-What certs are most worth going for?

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 15, 2013, 06:57:41 pm
Man, I haven't played in months. But I'd like to start playing again. I have a few questions:

-What's new since Beta?
-Do we have a Bay12 clan still?
-What faction would you recommend/is our clan on?
-What certs are most worth going for?

Vanu became the FotM, beware of purple stampedes. Oh and their MAX suits became the hands of the gods upon the land moving at high speed and mowing down infantry vehicle and MAX as if they were nothing.

No idea.

Most play NC i guess.

No idea, i'm too busy pimping out my mossy.
Currently no invenstments are sure... especially lockons and ESFs due to a large content patch aimed at ESFs and G2A warfare.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on August 15, 2013, 07:05:14 pm
Is there any given server/faction with a good Bay12 concentration?

Come on, game is halfway installed and I'll need to know where to start. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 15, 2013, 07:10:19 pm
-What's new since Beta?

Lots of stuff.

I think the biggest changes are that there are lattices on Indar and Esamir, which were met with mixed reactions, and there's a VR room you can go to test out weapons and vehicles, which is very handy.

Everything else is balance tweaks, bug fixes, or new guns.

-Do we have a Bay12 clan still?

Sort of, but for the most part I think we're off doing our own thing.

There's an NC B12 outfit on Mattherson but most of the time I don't see anyone else online when I log in there.

Basically go do your own thing.

-What faction would you recommend/is our clan on?

You should pick whatever faction you like best, except NC or VS, unless you like losing or have no self-respect, respectively.

-What certs are most worth going for?

Get some of the good, cheap 250 cert guns, cert them out, then max out your medic and repair tool for mad xp.

I wouldn't cert into any vehicles unless you have the certs to throw at them, and you like the idea of some BR100 buttwipe destroying your tank or ESF every time you pull it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on August 15, 2013, 07:14:39 pm
*Ninja...ah I'm posting it anyway*

C4 and Lockons are currently under the light in Planetside 2 and are expected to change. I would hold out on them (though C4 looks to still be a sure buy).

Other than that, what is most worth going for depends on your play style. I've been doing fantastic lately with a sniping carbine on my Light Assault.

They did add VR where you can try out any weapon or cert line. So you can tinker around in VR and find what you want.

Bay12 concentration is...sparse. We pretty much dispersed and everyone is doing their own thing. Personally the few Bay12 I know playing Planetside are on Matherson, either as TR or NC. Just beware the purple mob and never expect to win an Alert.

You might be better off joining a different community in PS2. They've greatly improved the squad aspect of the game and its very easy to jump into a nearby squad.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 15, 2013, 08:34:27 pm
Is there any given server/faction with a good Bay12 concentration?

Come on, game is halfway installed and I'll need to know where to start. :P

Join Mattherson NC if you can do US East servers please. We are a recommended server/realm combo for NC anyways.

The B12 outfit is DORF; I think Kanil is the most active member so /friend Kanil. Everyone in DORF should be able to invite. I'm not sure how active members are.

Also GOON is inviting anyone who wants to join, and I can invite you to that. I joined as it usually has enough people on doing stuff to form at least the core of a public squad. I'm not a member of SA so don't worry about that. The only rule is you have to use the mumble software to at least listen to voice chat through that; speaking is optional. It's not really an enforced rule, though that could change I suppose.

As for what to get first, I would say a scope for the starting gun you like most as it's 30 certs. Then go through all the class and vehicles and get all the 1 cert cost things because you might as well. That would be your first 50 certs or so I'd guess, maybe a little more. (After that go through your vehicle loadouts and put the 1 cert zoom on all the default weaponry. Then go through your infantry loadouts and put on a suit.) Then I'd say upgrade medic or engineer tool a bit, then unlock scopes for any more default guns you like. If you like a 100 cert weapon in VR more than the stock class weapon, skip the 30 cert scope on the starting weapon for that class and save 100 certs for the weapon.

A good thing to get early after you upgrade cheap class abilities and such might be the 250 cert cost shotgun, as all the classes can use it except infiltrator.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on August 15, 2013, 10:32:39 pm
The tears from solo tankers have been that loud and that persistent?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 15, 2013, 11:15:09 pm
Be warned that our outfit is largely dead, however. So you'd only want to join if you just want to have that shiny DORF tag on the killscreens of all your victims.

I also agree with Duuvian that the 250 cert shotgun is a great buy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: 0cu on August 16, 2013, 03:41:53 am
Haven't touched this game for months. So, did they tweak the engine? I remember it as a laggy experience in some situations, even with a good machine and .ini tweaks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 16, 2013, 03:56:55 am
It's better than it used to be, but when there are two hundred people and fifty tanks all in the same area, it's still pretty laggy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: 0cu on August 16, 2013, 04:09:17 am
It's better than it used to be, but when there are two hundred people and fifty tanks all in the same area, it's still pretty laggy.

I guess I'll just download it again for a clean install and see myself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 16, 2013, 04:30:23 am
I mostly had lag in installations, and it feels like those have improved.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 16, 2013, 05:56:31 am
Does anyone else hate the way they've implemented the lattice system?

More often than not you've got one option, follow the line and the zerg to the next base. There's no more strategic play, blitzing through enemy territory, encircling well defended bases to cut them off from supplies and benefits.

The worse aspect is that several points of the lattice the enemy is within walking distance to the base you're attacking from a second, uncapable base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on August 16, 2013, 06:02:25 am
I am very much in agreement. While I do like the concept of the lattice system, I feel like facilities could stand to be a lot more interconnected. Capturing territories feels less like a strategic maneuver and more like pushing lanes in a Moba.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 16, 2013, 06:11:13 am
The point of the lattice in the first game was to stop people taking back bases, which the territory control system worked perfectly for.

Most of the my outfit has lost interest after the Esamir update
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on August 16, 2013, 06:21:21 am
The original lattice was better, too. Compare:
Spoiler (click to show/hide)

Almost all bases that are close together, are also linked together, with just a few exceptions (Hvar in this case).
Compare that to this
Spoiler (click to show/hide)
where it's just a few lanes. It sucks.

And even if the lattice is bad, I really love the new Esamir.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 16, 2013, 03:46:50 pm
Does anyone else hate the way they've implemented the lattice system?

Ugh, yes.

And even if the lattice is bad, I really love the new Esamir.

The redesigned bases are fantastic.

The only issue I see with it is that with all the high walls vehicles are almost entirely irrelevant, except to go around the perimeter of the wall and blow up a sundy or another vehicle.

Yet another reason why I'm not going to cert out any vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 17, 2013, 08:27:16 pm
Have slug rounds for pump action shotguns been nerfed?

I seem to remember testing them the other day on the firing range and getting one shot headshot kills to 40 meters, and two in the body at 50, with a very flat bullet drop and high accuracy.
Tried it again today whilst picking out a scope, finding I can only one shot at ~25 meters, 50 meters was taking three body shots, had to aim a little bit high to headshot at 50m, and the accuracy wasn't as tight.

This is with the TR's Blackjack
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 18, 2013, 12:51:26 am
I believe at some point they were nerfed, maybe a game update or two or three ago.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 18, 2013, 05:09:08 am
Huh, I always needed one headshot and one bodyshot with Sweeper slugs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 18, 2013, 09:49:23 am
Huh, I always needed one headshot and one bodyshot with Sweeper slugs.

That's because at close range semi auto shotguns need either 3 torso shots or 1 headshot + 1 shot aimed at whatever.
Pump action shotguns now need you to be pretty close to whomever you want to kill and you can't oneshot anyone with slugs unless it's a headshot at close range.
You still can however oneshot someone with torso hit if you are NOT using slugs.

Note that it's mostly based on my VR experience so nanoweave might muddy up my tests.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 18, 2013, 12:48:17 pm
The difference is between a few days, I originally tested slugs when heavy shotguns were on sale last week
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on August 24, 2013, 04:25:28 pm
OH SOE and their TERRIBLE Customer Service...

Quote
Greetings,

I have removed a thread with the title “Ok TR is Overpowered, VS is Overpowered. Lets make NC back to Normal.” for trolling. Trolling is not a permitted form of communication on our forums and is defined by SOE as posting provocatively with reasonable expectation of provoking an emotional response (intentional or not). Openly calling for "Nerfs" (blanket reductions to abilities) is not allowed. If you feel something is overpowered or needs to be toned back, post your constructive comments and explanations. Please take a moment to review the forum guidelines and abide by them in the future.




Thank you,
-20
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 24, 2013, 07:13:11 pm
Yeah even as TR i'd rather fly my mossy over NC space rather than VS since the VS get that annoying hitscan laser cannon while NC get a situational toy that's only really dangerous when you sit and lolpod... oh and the basic lockons people just outrun with AB.

The only good thing about the NC i is probably the vortek rotary... it's just a sick gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on August 24, 2013, 10:24:03 pm
nah, the VS laser cannon is not hitscan, just travels at 850Mps at its max charge I think, 650 or 750 at its first/second if I recall correctly.  just enough that it makes shooting at a plane a tad bit challanging at range if the plane is moving.

Also, shooting a plane with a tank round (not skyguard) is very rewarding, it was coming straight at me firing on me and did not try to dodge when I missed it, so I managed to hit it the second time.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 25, 2013, 04:28:32 am
Last night a reaver strafed my prowler's back plate, I went from full health to red health in a matter of seconds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on August 25, 2013, 04:57:22 am
Last night a reaver strafed my prowler's back plate, I went from full health to red health in a matter of seconds.
Wow... Better Call Nerf on Reavers now...
Seriously though, 9/10 Mozzies and Scythes seem to be able to do that to my Vanguards from ANY Angle as long as its from behind, If I go for a rear of a Mag or Prowler, I would be lucky to even get it down half at the angles I get attacked from...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 25, 2013, 06:17:58 am
Speaking of angles...

What's the top armor of tanks anyway?
The front is the toughest.
The sides are relatively strong.
The rear is paper.
The top is... a mystery for me... yet apparently strong enough for ESFs to avoid pummeling tanks from straight up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on August 25, 2013, 07:21:03 am
What's the top armor of tanks anyway?
The front is the toughest.
The sides are relatively strong.
The rear is paper.
The top is... a mystery for me... yet apparently strong enough for ESFs to avoid pummeling tanks from straight up.

Depends on the tank. I'm taking this from PS2 calc (http://www.ps2calc.com/) and hoping it's not outdated, although some of the damage types do seem dodgy right now. The percentages are the reduction before damage type is taken into account (usually means a further huge reduction), split into base and upgraded.

Lightning;
Front armour 65/72%
Side armour 58/66%
Top armour 58/66%
Rear armour 0%

Magrider;
Front armour 63/65%
Side armour 58/66%
Top armour 58/66%
Rear armour 30%

Prowler;
Front armour 63/68%
Side armour 58/66%
Top armour 58/66%
Rear armour 30%

Vanguard;
Front armour 68/72%
Side armour 65/75%
Top armour 65/75%
Rear armour 35%

Remember again that this is only damage reduction before damage type alterations. A Lightning may have stronger front armour than a Prowler, but its lower health means it takes one less round from an AP Vanguard to kill the Lightning.

So basically top is always the same as side, but you can only have one of the two upgraded so have to choose. On a Vanguard upgraded side/top armour is the toughest armour in the game - even stronger than upgraded front armour - and given you mostly play anti-tank in a Vanguard it makes sense to go with the upgraded side armour. Unless you prefer nanite auto repair, which works really well with the shield.

My dream Vanguard would be side armour, maxed shield, rival chassis and fully upgraded AP cannon and Enforcer. Rolled as a gunner in similar in the past and they dominate with a halfway competent crew.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 25, 2013, 04:36:46 pm
Do you have the HP numbers for each of the tanks?

Bit weird that the tank that's designed to pill box has the same armor as the ones that's highly manoeuvrable
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on August 25, 2013, 05:37:41 pm
HP is at the link, but 3k for Lightning, 4k for all MBT. Vanguard shield is an extra 3k when it's up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on August 25, 2013, 09:15:21 pm

So basically top is always the same as side, but you can only have one of the two upgraded so have to choose. On a Vanguard upgraded side/top armour is the toughest armour in the game - even stronger than upgraded front armour - and given you mostly play anti-tank in a Vanguard it makes sense to go with the upgraded side armour. Unless you prefer nanite auto repair, which works really well with the shield.

My dream Vanguard would be side armour, maxed shield, rival chassis and fully upgraded AP cannon and Enforcer. Rolled as a gunner in similar in the past and they dominate with a halfway competent crew.
I go with the Auto Repair, Shield and a wonderful AP Titan. I have the Enforcer on top too. Funny enough these days I don't really need a secondary unless I know that the area is going to be swamped with Infantry as the Secondary has a better sight value, great for keeping watch for C4ers...
The other day I liturally took down around 20 Prowlers, one after the other with tons of lightnings mixed in all by myself. WAS FUCKING FUN. I mean I was just going around popping them then retreateing to repair then forwards again. A couple of Friends and myself in just 2 Vanguards pretty much halted a Prowler Push by ourselves, took out what seemed to be 15 Tanks and 5 Sundies in total before backup arrived. They just kept coming over the hill into our cannon fire...

When that went down I pulled my AP Lightning, still OWNED with that as well. One moment I was over extended, so I start retreating, take a hit, tap reverse and jump out, repairing as I run beside my rolling lightning, jumping back in, reverse, jump out repair while running, rinse and repeat to almost safety, then I hit a wall and lose the lightning to an ESF... Still think it looked and felt funny as hell too...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on August 28, 2013, 05:13:39 am
So uh, if anyone's interested, I have a few videos of planetside up on youtube.

I'll just leave em here for y'all.

http://www.youtube.com/watch?v=4Kh0v8z4y24 (http://www.youtube.com/watch?v=4Kh0v8z4y24)
http://www.youtube.com/watch?v=x1P8hxVZRDo (http://www.youtube.com/watch?v=x1P8hxVZRDo)
http://www.youtube.com/watch?v=JyOVogVa4nU (http://www.youtube.com/watch?v=JyOVogVa4nU)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 30, 2013, 03:26:27 am
The ESF update has been taking longer than I expected, and certs were burning a hole in my pocket, so I went ahead and got lolpods. Now I wish I saved up for them sooner, they're ridiculously fun. Though I've developed an intense hatred for mosquitos now, so my next big purchase will be skyguard, and I'm starting to save certs for it right away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 20, 2013, 11:08:12 am
So, people still playing this? I finally upgraded my computer and now I can run the game smoothly at high details, whereas before I'd run out of RAM and crash like every 20 minutes.

Anyhow, I just had to brag about an epic duel I had. I was an infiltrator deep in enemy territory. Just for laughs I took two shots at a mosquito that was filling up on a landing pad. Well, the pilot didn't take kindly to that so he decided to hunt me down. After like 10 minutes of me taking shots and then running away and him barely missing me with missiles, I managed to knock out quite a bit of his health. He landed, I thought to repair, so I emptied two pistol clips into the mosquito, having run out of bullets for my sniper rifle. Well, turns out he just did it to lure me out, and he killed me. But right after I died the mosquito blew up (turns out I did just enough damage) and took him out as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 20, 2013, 11:15:59 am
I'm waiting for a better computer and/or the performance upgrade to hit live myself. While I enjoyed playing, the framerate just got unbearable.

I'm curious as to what direction they are going to take the game when they're done with working on performance, them having undergone quite a bit of...restructuring. Didn't like the direction they took with developement post launch (lockons, harassers, ground to air, other problemetic design and imbalances), so I'm waiting to see where they take it next. Resource overhaul is a step in the right direction, I'm hoping they do a 180 on continuisly seperating vehicle from infantry combat to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 20, 2013, 11:37:47 am
I don't see anything wrong with ground to air.
Mos of those missiles are easely outran by ESFs and you need more than a heavy can carry to down a Liberator or Galaxy so thay have plenty of time to get out unless you're there with 6 friends camping a hill.

As for performance... when i first installed the game it ran perfectly and only got worse from that point on.
Now i'm barely able to fly a ESF because the darn thing slows to like 14 frames per second at times.
I bought this PC less than half a year ago for petes sake!
Hell it even has a Nvidia card (the one officially supported)... maybe the game hates AMD processors?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on October 20, 2013, 11:38:59 am
I'm getting back into it. It seems getting certs is a lot easier than it used to be, I got over 100 last night in a few hours.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: OREOSOME on October 20, 2013, 11:39:58 am
Through a wineskin installation of the windows client for Steam, I can now install Planetside 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 20, 2013, 06:29:32 pm
Yeah, still playing.

If you don't have alts from the other two empires, make them and log in once a week with them, so that you get the free 3-day xp boost from the World Domination Series they have going on. There's no need to participate, you just need to log in to get the rewards.

Having a 50% boost is pretty addicting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 20, 2013, 08:57:52 pm
I got distracted by Minecraft and haven't been back.  I might... sometime.  Maybe.  Probably check it when the performance upgrade hits or maybe Hossin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 20, 2013, 11:07:58 pm
I don't play all that much anymore. I still enjoy the game, but Mattherson is usually empty most hours of the day. It's midnight right now (late, but hardly that late) and there isn't a single battle that isn't 1-12.

A shame those server transfer tokens never materialized...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on October 21, 2013, 03:32:49 am
Have to say things have gotten tad boring lately.
Always tried to find side that is underdog given moment but still end up being on side that has
highest population. It gets boring for me to just follow the big group and take bases so easily.
Can't really say but it felt much balanced and more fun on PS1 ?
Still.. PS2 is tons of fun compared any other mmofps :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on October 21, 2013, 03:46:49 am
Still playing, about 3-4 evenings a week, PTMC (semi-hardcore) outfit on Cobalt (VS).

Yesterday tried out the striker on a TR alt. WOW that thing is good. Now I know why I fear it.

Cobalt used to sport a steady 33/33/33 population, but lately it's been going all over the place, where TR or VS have the most pop. It's still a fun server, though, the "downside" being good airplay by some outfits, making it hard to make a name as a pilot. Both solo and doing outfit-ops I tend to avoid the zerg, I get a lot more satisfaction from the smaller fights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 21, 2013, 12:31:11 pm
The lattice removed all the strategic play, now its just a case of who has the bigger zerg.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 21, 2013, 12:34:35 pm
I find the largest detractor to playing to be the incessant shadow capping and hacking, if I hit you FIVE times in the head with my rocket launcher you are supposed to be dead, not knifing me from behind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 21, 2013, 12:40:05 pm
I stopped playing because:
1. You basically need an insane computer to play it with good FPS
2. lel more nc nerfs xD xD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 21, 2013, 01:16:26 pm
I stopped playing because:
1. You basically need an insane computer to play it with good FPS
2. lel more nc nerfs xD xD

1 - It's not as much a case of "insane computer needed" but more of a case of "You need the hardware supported by our sponsors to play smoothly"
2 - What did they nerf this time?
The good thing about NC are their tanks... the rest is more or less junk unless it's a exact copy of TR/VS gear.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 21, 2013, 01:33:25 pm
To clarify: I've stopped playing two months ago just because NC was constantly getting nerfed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 21, 2013, 01:40:44 pm
Oh... the shotgun nerf then?

Well good thing i went TR... the only bad thing about them is the hilarious tank they get... my only idea of using it would be packing HE and acting as a siege tank from star craft by throwing shells at targets 800 meters away from me while being behind a hill or some other obstruction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on October 21, 2013, 01:42:34 pm
Oh... the shotgun nerf then?

Well good thing i went TR... the only bad thing about them is the hilarious tank they get... my only idea of using it would be packing HE and acting as a siege tank from star craft buy throwing shells at targets 800 meters away from behind a hill or something.
TR is definitely OP at the moment, and also SOE's favoured faction. Like VS was for the time during and before the faction-specific max upgrades, and the NC was at launch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 21, 2013, 01:48:09 pm
Oh right... the striker.
Basically the best lockon in the game but those are probably going to get nerfed to hell once the ESF patch hits.

Also personally i think VA are the OP ones.

The logic behind VA weapon balancing.
Lets make them have no bullet drop but reduce their firepower at range more than other factions!
*some time later*
Why are VA guns dealing less damage than other factions? Get them in line!

And this is how VA slug shotguns became the best (and the only good) battle rifles in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on October 21, 2013, 01:50:34 pm
Oh right... the striker.
Basically the best lockon in the game but those are probably going to get nerfed to hell once the ESF patch hits.

Also personally i think VA are the OP ones.

The logic behind VA weapon balancing.
Lets make them have no bullet drop but reduce their firepower at range more than other factions!
*some time later*
Why are VA guns dealing less damage than other factions? Get them in line!

And this is how VA slug shotguns became the best (and the only good) battle rifles in the game.
The stunted visibility is Planetside 2 makes the lack of bullet drop utterly useless. I've played both NC and VS and the bullet drop is not noticeable at all at any reasonable ranges.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on October 21, 2013, 01:52:02 pm
1 - It's not as much a case of "insane computer needed" but more of a case of "You need the hardware supported by our sponsors to play smoothly"
Did they ever do any hardware optimizations?  Because I ran this game at minimum settings and often had terrible stuttering if I ever got into a big fight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 21, 2013, 02:03:39 pm
The stunted visibility is Planetside 2 makes the lack of bullet drop utterly useless. I've played both NC and VS and the bullet drop is not noticeable at all at any reasonable ranges.

For standard guns yeah.
Not for shotguns tho. The drop on those is massive.
I'm using a x1 reflex scope on mine and anyone further away has to be pretty much on the bottom of my sight (not the crosshair but the sight itself!)
It's almost like using a slingshot.

VA don't get the same problems with their slugs because they fly straight no matter what.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 21, 2013, 03:33:35 pm
Did they ever do any hardware optimizations?  Because I ran this game at minimum settings and often had terrible stuttering if I ever got into a big fight.

SOE is working on a big optimization update, and have been for a month or two. It's all they've been working on, in fact.

Oh right... the striker.

Don't forget Vulcan and Marauder Harassers.

I gunned one of those once. It was awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: guitarxe on October 21, 2013, 04:00:35 pm
Hey, sorry to go off-topic a bit... I played the game when it launched and liked the fighting on the whole, but really didn't like one thing that I wanted to know if it was changed or not. You cannot attack zones that are not directly connected to other zones under your faction's control.
So you couldn't take a band of friends, drop behind enemy lines, and take some zones. Did this ever get changed or is still the same?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 21, 2013, 04:04:30 pm
Nope, Lattice still removes all possibilty of multi-pronged assaults and deep insertion attacks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 21, 2013, 04:27:01 pm
Well i don't have eny of them but i co-drove some tanks equipped with Marauders and Vulkans.
A Marauder (especially certed in thermal vision and extra ammo) is a terror against infantry and pretty darn strong against vehicles so i agree it's OP (especially for the price).

The Vulcan tho?
I fail to see what's the fuss about it.
Seriously.
Every time i get to use it on a tank (as a gunner) i find it constantly underwhelming.
Sure it could tear through aircraft for some time (NERFED!) but you had to HIT them first and the accuracy is atrocious.
It's even worse than basilisk so unless you're jamming the barrel into someones throat half of the ordenance will miss

Every time i use it sprays bullets EVERYWHERE around the target.
Personally i'd take a saron over vulcan any day if only for the luxury of being capable of HITTING anything more than 10 meters away with a bit or reliability.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on October 21, 2013, 06:24:47 pm
Every time i get to use it on a tank (as a gunner) i find it constantly underwhelming.
The complaint is usually about the Vulcan on a Harasser. That combination is really OP. The saron is really hard to aim at high speeds, but the Vulcan sprays so much that enough of em hit.

Also, the slugs were nerfed somewhat a while ago. I used to use them a lot, but stopped getting kills with em for some reason. They're also completely useless at close range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 21, 2013, 06:42:49 pm
Slugs still feel plenty useful to me at medium range. Much better than Mercenary, at least.

Anyway, as far as hardware is concerned, mine isn't exactly top notch and I run the game perfectly smooth, even in towers. I got AMD FX 6300 six core CPU @ 3.5GHz, 4Gb of DDR3 and ATI EAH 6670 with 1Gb GDDR5.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on October 21, 2013, 07:38:34 pm
The stunted visibility is Planetside 2 makes the lack of bullet drop utterly useless. I've played both NC and VS and the bullet drop is not noticeable at all at any reasonable ranges.

For standard guns yeah.
Not for shotguns tho. The drop on those is massive.
I'm using a x1 reflex scope on mine and anyone further away has to be pretty much on the bottom of my sight (not the crosshair but the sight itself!)
It's almost like using a slingshot.

VA don't get the same problems with their slugs because they fly straight no matter what.

As a light assault, who spends more time marking targets and only rarely shoots targets of opportunity: I find that bullet drop is pretty damn noticeable. It's just not obnoxiously overdone *cough Battlefiend 3 cough*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 21, 2013, 09:09:36 pm
I think it was pre-nerf, but I nearly got shot out of the sky as a Galaxy by a Vulcan Harasser once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on October 22, 2013, 12:59:35 am
Those that think that the Lattice removes strategy are not actually using their mind when it comes to tactics...
1: If you can keep a Zerg distracted you can easily capture more territory around them, giving you the ability to stop any MBT being pulled from their front lines on that lattice...
2: Just cause its not connected via the Lattice doesn't mean that it isn't a choice for a direction of attack...
3: No one, even now, expects to be attacked from behind...

The props I love about the Lattice is that there is no more of this 1 man fucking over everything cause you can't catch him capping the territory behind you. At least now you can control that via having people prepped for cap on the next point, if you can hold off long enough for a point to capture for your faction while your foes are pressing back in, have someone on the next point. The moment the current flips, redeploy directly onto the next point. Your Foes will take a moment to realize that they can not recapture their lost territory which gives you at least a minute or two to have the next point capped and flipping...

Also, on the reverse. it is better to fall back to the territory behind you when its clear that the point is lost completely, set up defenses with MBT or simple knowledge of average places Sundies are placed and so forth, This can seriously delay the Zerg from pushing directly onto the next point, then sending someone deep to the last lost place can recapture the point and then result in a force trying to break a defense only to find they can't cap it...

Sure, there are some lines which leave you going WTF! (Esamir, FUCKING OCTAGON, its a chokepoint for the north west faction to attempt to reach the south east.) Mainly due to the fact that some chokepoints leave you unable to reach territories that you should be able to if not hard to reach...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vattic on October 22, 2013, 01:30:23 am
A combination of real life and other games distracted me from this for nearly a month now; I am planning to get back into it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 22, 2013, 02:33:14 am
I like the game better with the lattice system, before it was implemented I spent way too much time looking for enemies to shoot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on October 22, 2013, 05:25:51 am
I like the lattice, but the Hex system allows for tactical ghost/backhacking. I know it's annoying, but we actually managed to outmaneuver a far larger force by capping around them on Amerish recently. That felt good.

OMFG on schedule: https://forums.station.sony.com/ps2/index.php?threads/omfg-phase-1-to-test.155029/

Is the Octagon the new Crown now btw? Except one that you can't leave?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MorleyDev on October 22, 2013, 05:44:42 am
The stunted visibility is Planetside 2 makes the lack of bullet drop utterly useless. I've played both NC and VS and the bullet drop is not noticeable at all at any reasonable ranges.

The only time I ever notice bullet drop is when sniping. I've sniped people over obstacles before just by being at that exact sweet spot to get the bullet to curve over a boulder and get a headshot. I mean it was total dumb luck that it worked, but daaaamn if it didn't feel cool...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 23, 2013, 02:01:42 pm
I don't see anything wrong with ground to air.
Mos of those missiles are easely outran by ESFs and you need more than a heavy can carry to down a Liberator or Galaxy so thay have plenty of time to get out unless you're there with 6 friends camping a hill.

As for performance... when i first installed the game it ran perfectly and only got worse from that point on.
Now i'm barely able to fly a ESF because the darn thing slows to like 14 frames per second at times.
I bought this PC less than half a year ago for petes sake!
Hell it even has a Nvidia card (the one officially supported)... maybe the game hates AMD processors?
Dude, have you tried deleting some of the files (such as planetside2.exe, or maybe some of the "big" data files) and redownloading? Helps quite a bit, since they get fragmented a lot. Or running a defragging program several times...

Octagon's easy to cap on Miller, usually. Since there's little lolpodspam. Dunno what your situation is.

Damn, I've gotten better at flying, but I still can't do much in the A2A role - once a mosquito is on my scythe, my health plinks down unless some friendly is in the area.
Any ideas for A2A when flying in a bomber-config? I've got the "rotary" aa cannon, photon pods, hover stability, and flares.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 23, 2013, 03:16:53 pm
Well i consider myself ok-ish when it comes to AA (both ground and air).

As someone who invested in racer 3 and tomcats i usually try to fire a missile and finish off whoever i "painted" with the rotary.
If things look bad then i'll just AB away towards the nearest zerg or warpgate.
Since mossie is the fastest one around (outruns missiles when ABing) there is not much anyone can do unless they decide to chase it all the way to the warpgate and take potshots from far away... most won't bother.

Of course i assume there are better ways of going about the problem of having someone on your tail but that's my method.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 24, 2013, 09:54:32 am
Operation make faster game is bearing fruit! Since yesterday the first performance patch is available on the test server, so if the game and its performance still interests you, or you want to help test it's definatly worth checking out.

Alternatively if my opinion is enough to go on, I can honestly say in my experience the improvement in framerate is impressive. Just had an enjoyable (and fairly large) biolab fight with little to no fps issues and minimal stuttering. Can't wait for it to go live!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 24, 2013, 11:23:15 am
When is it planned to go live?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 24, 2013, 11:26:21 am
They said end of the month is part 1.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 24, 2013, 11:41:06 am
They also said

Quote
We will NOT put this patch live in a hurry. We want to smooth out any rough edges and get the stability BETTER than Live.

So take any date with a grain of salt.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on October 24, 2013, 12:22:36 pm
I don't really have the time for this game any more, but hypothetically would make the time if the optimisation works. The lag was killing my outfit play even before inactivity got me kicked. Hitting 0FPS patches while gunning for a high level tanker is frowned upon.

I'm not expecting miracles from my laptop, but being able to be a satisfied dirty casual again would be nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 24, 2013, 02:10:20 pm
I didn't notice a huge fps increase when I was on test last night but I may have been running with more intense graphics settings. I was GPU bound more often than not, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 24, 2013, 02:14:47 pm
I should check some time and see if this damned game will actually let me log into one of my characters. Still pissed that I ended up having to drop from a really great outfit because someone screwed the pooch and there weren't any fixes out there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 24, 2013, 05:00:42 pm
I didn't notice a huge fps increase when I was on test last night but I may have been running with more intense graphics settings. I was GPU bound more often than not, though.

Well the optimizations are, afaik, aimed at decreasing cpu load. If you have a gpu bottleneck, the optimization will probably do very little. Also, but this is just something I heard so who knows, part of the changes is putting more of the load from cpu to gpu, so I imagine that could even cause a performance drop in that case.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 24, 2013, 06:31:33 pm
I sure hope that's not the case. My CPU is significantly better than my GPU, since the GPU's the only major part I haven't gotten around to replacing on my computer yet. Still, I'm looking forward to the potential bump in player membership that'll come with the patch. I suspect a lot of the NC on my server are from China and the like, since after a few patches killed the frame rate for a lot of people we started bleeding members pretty quickly. We went from having the only server with NC capable of standing their own to VS dominating everything with impunity in a short span of time.


In other news, I recently unlocked the second burster on my MAX and it's freaking awesome. I get so many certs from sitting near a fight doing AA. I've also discovered the joys of slug rounds with dual MAX shotguns. It's kind of funny seeing infantry poke out at mid-range expecting to get a few easy hits off on me and nailing them to the ground with a few quick shots. I've gone from getting an average K/D ratio of 2.0 - 3.0 with just infantry to 6.0 - 10.0 just with my MAX.

I'm working towards unlocking extended magazines for my bursters, and then I'll go for longer range MAX shotguns since grinders are pretty inaccurate. It'll only take me 3400 certs to get there, 4400 if I want extended magazines on the new shotguns, too...

MAXes sure are expensive.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 24, 2013, 06:45:58 pm
Last time I MAXed, I ran slug scat on one arm and hacksaw on the other.  It gives a bit of variety.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 24, 2013, 08:04:31 pm
So i bought a Trac-5S installed a NV scope, flash suppresor and slapped a smoke grenade launcher on it.

It has the awesome ability to control both allies and enemies during fights because people for some reason just LOVE rushing through or at smoke.
Sure it provides cover but that's why i take the NV scope along with the launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on October 25, 2013, 02:31:32 am
So i bought a Trac-5S installed a NV scope, flash suppresor and slapped a smoke grenade launcher on it.

It has the awesome ability to control both allies and enemies during fights because people for some reason just LOVE rushing through or at smoke.
Sure it provides cover but that's why i take the NV scope along with the launcher.
Now to combine the smoke launcher with AI mines -> Profit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 25, 2013, 02:32:52 am
Don't know if its because I have everything set to low but smoke doesn't seem to last that long to me.

Although if I'm a engi I can just shit out an ammo box and go cheech and chong on the enemy positions
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 25, 2013, 02:45:04 am
Some dudes on the Planetside subreddit said that TR AI MAX weapons had a CoF nerf of about 40%, so I checked it out in the VR.

I couldn't tell if that was true, but I started dinking around and discovered that they've altered the arc for the Pounder grenades. They're zeroed significantly further away, I think around 100m or so, and the grenades don't retardedly cross paths with each other midway through the air.

So not only is it now easier to hit vehicles from further away, interestingly enough, it's also now easier to hit infantry at all ranges. The direct damage of the pounders was nerfed (it 4 shots infantry instead of 3 shotting them), but being able to hit stuff seems to make up for it.

Now when I pull my Pounder MAX when I'm feeling bored or daring, I can be slightly deadly instead of hilariously handicapped.

Hurrah for stealth buffs.

Now to combine the smoke launcher with AI mines -> Profit.

If only you could alternate between smoke grenades and the regular grenades.

Don't know if its because I have everything set to low but smoke doesn't seem to last that long to me.

It doesn't last very long anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 25, 2013, 03:45:34 am
I couldn't tell if that was true, but I started dinking around and discovered that they've altered the arc for the Pounder grenades. They're zeroed significantly further away, I think around 100m or so, and the grenades don't retardedly cross paths with each other midway through the air.

That's interesting. I wonder wether they have given the NC max Falcons a similar treatment, being another anti vehicle weapon suffering from horrible convergence.  I wouldn't mind switching over to those if they improved them, I dislike the Ravens.

In other news, I recently unlocked the second burster on my MAX and it's freaking awesome. I get so many certs from sitting near a fight doing AA. I've also discovered the joys of slug rounds with dual MAX shotguns. It's kind of funny seeing infantry poke out at mid-range expecting to get a few easy hits off on me and nailing them to the ground with a few quick shots. I've gone from getting an average K/D ratio of 2.0 - 3.0 with just infantry to 6.0 - 10.0 just with my MAX.

Try the Mattocks, it's what I've been running and it delivers. Most accurate max shotty available, having accuracy and range similar to the jackhammer wich is another awesome weapon. Put some slugs in there for more range if that's what you want, but I run them with standard pellet shots. Reliably kill targets 30 meters away no problem, and one shot targets close range provided your aim is on. Just don't spray and pray, the cone is to small for that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on October 25, 2013, 04:58:32 am
In other news, I recently unlocked the second burster on my MAX and it's freaking awesome. I get so many certs from sitting near a fight doing AA. I've also discovered the joys of slug rounds with dual MAX shotguns. It's kind of funny seeing infantry poke out at mid-range expecting to get a few easy hits off on me and nailing them to the ground with a few quick shots. I've gone from getting an average K/D ratio of 2.0 - 3.0 with just infantry to 6.0 - 10.0 just with my MAX.

I'm working towards unlocking extended magazines for my bursters, and then I'll go for longer range MAX shotguns since grinders are pretty inaccurate. It'll only take me 3400 certs to get there, 4400 if I want extended magazines on the new shotguns, too...

MAXes sure are expensive.

     They were so good, the forum whined until SOE nerfed 'em.  I hardly use my Duo-Burster MAX now, and I had just bought the extended mags for both when the nerf-hammer fell.

     In other news, I'm going back to hunting Vanoobs, when you shoot them, they have the decency to die......if they're in the mood that is.  You can shoot the TR until you've gone through a few magazines and all you accomplish is getting their attention, then it's run and/or die.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 25, 2013, 05:26:49 am
So i bought a Trac-5S installed a NV scope, flash suppresor and slapped a smoke grenade launcher on it.

It has the awesome ability to control both allies and enemies during fights because people for some reason just LOVE rushing through or at smoke.
Sure it provides cover but that's why i take the NV scope along with the launcher.
Now to combine the smoke launcher with AI mines -> Profit.
Actually i do that because i'm running an engie with AI mines. Throwing mines around is kinda natural for me so i didn't mention it.
Basically i'm running either engie or HA... and i use HA only for AV/AA duties with either skep or grounder.
Everything else? engy engy engy.
Might explain my pretty bad K/D ratio of 0.9 since engies don't really get any combat abilities like flying (LA) or extra shields (HA).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 25, 2013, 09:07:40 am
Are you kidding? Engineers are hands-down the best camping class with the right setup especially in places like biodome tele rooms. Just get the carbine with the UGL, set up your turret to cover your back, drop your ammo box, and pop people with rifle grenades whenever they show their heads. I've gone up to absurd session KDRs doing that, especially when running with an outfit to help block other entry routes. Pretty much any time you find a pitched fight, find a good vantage point and start putting grenades into clusters and around likely corners.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 25, 2013, 09:50:31 am
They were so good, the forum whined until SOE nerfed 'em.  I hardly use my Duo-Burster MAX now, and I had just bought the extended mags for both when the nerf-hammer fell.

Oh yeah, I'm quite aware. NC MAXes still consistently under perform compared to the other MAXes just because of our poor AI and AV weapons. Whenever I see another MAX, I simply use my charge ability to get the heck out of there. It's no contest. I've pumped entire clips of my extended mag, slug Grinders into ZOE MAXes and still not killed them. It's ridiculous.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 25, 2013, 10:03:35 am
They were so good, the forum whined until SOE nerfed 'em.  I hardly use my Duo-Burster MAX now, and I had just bought the extended mags for both when the nerf-hammer fell.

Oh yeah, I'm quite aware. NC MAXes still consistently under perform compared to the other MAXes just because of our poor AI and AV weapons. Whenever I see another MAX, I simply use my charge ability to get the heck out of there. It's no contest. I've pumped entire clips of my extended mag, slug Grinders into ZOE MAXes and still not killed them. It's ridiculous.

NC complaining about their MAXes? HAHAHAHA. Try playing VS MAXes. They're shit for absolutely everything, and they didn't even get their special ability from PS1 to make them slightly less shit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 25, 2013, 10:13:15 am
You're not ZOEing hard enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 25, 2013, 10:38:58 am
They were so good, the forum whined until SOE nerfed 'em.  I hardly use my Duo-Burster MAX now, and I had just bought the extended mags for both when the nerf-hammer fell.

Oh yeah, I'm quite aware. NC MAXes still consistently under perform compared to the other MAXes just because of our poor AI and AV weapons. Whenever I see another MAX, I simply use my charge ability to get the heck out of there. It's no contest. I've pumped entire clips of my extended mag, slug Grinders into ZOE MAXes and still not killed them. It's ridiculous.

Get Aegis shield. The trick is to raise the shield once you're empty and reloading, then lower it once you're ready. You can keep reloading while holding the shield.

NC complaining about their MAXes? HAHAHAHA. Try playing VS MAXes. They're shit for absolutely everything, and they didn't even get their special ability from PS1 to make them slightly less shit.

...

...

No, can't figure it out. Are you trolling or genuinly think vanu maxes are shit?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 25, 2013, 12:46:46 pm
They're shit unless you have ZOE and armor.
Basically, standard other-faction MAXes pwn standard VS MAXes, but MAXed-out VS ones are better than the other ones statistically.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 25, 2013, 12:46:59 pm
They were so good, the forum whined until SOE nerfed 'em.  I hardly use my Duo-Burster MAX now, and I had just bought the extended mags for both when the nerf-hammer fell.

Oh yeah, I'm quite aware. NC MAXes still consistently under perform compared to the other MAXes just because of our poor AI and AV weapons. Whenever I see another MAX, I simply use my charge ability to get the heck out of there. It's no contest. I've pumped entire clips of my extended mag, slug Grinders into ZOE MAXes and still not killed them. It's ridiculous.

Get Aegis shield. The trick is to raise the shield once you're empty and reloading, then lower it once you're ready. You can keep reloading while holding the shield.

NC complaining about their MAXes? HAHAHAHA. Try playing VS MAXes. They're shit for absolutely everything, and they didn't even get their special ability from PS1 to make them slightly less shit.

...

...

No, can't figure it out. Are you trolling or genuinly think vanu maxes are shit?

Well, thanks to fuckups with the client, I haven't been able to play since... June or so. Did they actually get buffed? Because if so it must be snowing in hell, too. Back when I was still with the Vindies we only pulled MAXes for AA, or because we were losing a biodome and needed something to soak up bullets while everyone else did something meaningful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 25, 2013, 12:54:16 pm
Well ZOE Maxes were the fucking bane of the game for some time.
They got toned down a bit and now a MAX with ZOE on can get oneshot by a decimator (or was it the annihilator? the one with the big damage anyway).

Are you kidding? Engineers are hands-down the best camping class with the right setup especially in places like biodome tele rooms. Just get the carbine with the UGL, set up your turret to cover your back, drop your ammo box, and pop people with rifle grenades whenever they show their heads. I've gone up to absurd session KDRs doing that, especially when running with an outfit to help block other entry routes. Pretty much any time you find a pitched fight, find a good vantage point and start putting grenades into clusters and around likely corners.

Here's the problem... i bought the gun NV sight and smoke launcher yesterday.
Might get a proper sight and a nade launcher now tho.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 25, 2013, 01:01:28 pm
Well, thanks to fuckups with the client, I haven't been able to play since... June or so. Did they actually get buffed? Because if so it must be snowing in hell, too. Back when I was still with the Vindies we only pulled MAXes for AA, or because we were losing a biodome and needed something to soak up bullets while everyone else did something meaningful.

Oh, dude, you don't know about ZOE?

No wonder you think VS MAXes are crap.

ZOE lets you with a press of a button become a rollerskating disco lobster of death. You get an increase in mobility (faster than infantry sprint speed) and a damage boost (that increases with each level of ZOE), but you take more damage than normal.

Taking more damage is actually an excellent tradeoff since you're so much faster and everything dies around you so much faster. Also, the increased mobility means you can run away from any unfavorable situation, and dodge rockets and scoot away from C4 more often than not.

Spoiler: A demonstration (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on October 25, 2013, 02:11:16 pm
They were so good, the forum whined until SOE nerfed 'em.  I hardly use my Duo-Burster MAX now, and I had just bought the extended mags for both when the nerf-hammer fell.

Oh yeah, I'm quite aware. NC MAXes still consistently under perform compared to the other MAXes just because of our poor AI and AV weapons. Whenever I see another MAX, I simply use my charge ability to get the heck out of there. It's no contest. I've pumped entire clips of my extended mag, slug Grinders into ZOE MAXes and still not killed them. It's ridiculous.

Get Aegis shield. The trick is to raise the shield once you're empty and reloading, then lower it once you're ready. You can keep reloading while holding the shield.

NC complaining about their MAXes? HAHAHAHA. Try playing VS MAXes. They're shit for absolutely everything, and they didn't even get their special ability from PS1 to make them slightly less shit.

...

...

No, can't figure it out. Are you trolling or genuinly think vanu maxes are shit?

Well, thanks to fuckups with the client, I haven't been able to play since... June or so. Did they actually get buffed? Because if so it must be snowing in hell, too. Back when I was still with the Vindies we only pulled MAXes for AA, or because we were losing a biodome and needed something to soak up bullets while everyone else did something meaningful.

I see others have enlightened you about the ZoE (the most BS in need of a nerf thing in the game right now imo).

But as for the rest, VS maxes have *ALWAYS* had the best K:D ratio, they have never been bad... VS just likes to whine and it became self-reinforcing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on October 25, 2013, 02:26:56 pm
VS just likes to whine and it became self-reinforcing.
No need to get like that. Unless you're VS yourself, then you're proving yourself right.

The problem is as said before: Dedicated VS MAXes are great, but the vanilla VS MAX is not impressive at all. That great K:D comes from those dedicated MAX users. ZoE is also very much useless when using the MAX as a tank in large fights (which is one of its main roles). I think MAXes are pretty balanced (except for the fracture), but I won't often pull a MAX because I don't like playing it that much, and therefore only have a vanilla one. The Aegis shield, when used correctly, is fucking scary. ZoE in medium to small fights is scary. Lockdown is not scary unless you're in their arc of fire, then it's only scary for a very short time until you're dead, but TR MAXes have some really scary weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 25, 2013, 02:39:14 pm
Yeah, that ZOE thing puts in a different light. Re: Earlier VS MAXes, though, they were shit. One of the guys I played with was a MAX specialist, and he had to dump pretty much everything he earned into it just to be effective. Anything that requires you to superspecialize in order to be competitive is shit, even if it's good once you've ground your way all the way to the top. Incidentally, we also ran NC alts on another server, and all it took to be good with them was a scatcannon. Not even a second one, just the default setup alone would let us roll positions easily.

I also played some with the default TR MAX on my other alt, and while it wasn't as EZmode as NC, it was still respectable. VS MAX without a pile of upgrades is a waste of resources, at least pre-ZOE. Sounds like it might actually have shifted more towards a balance now.


On an unrelated note, is the Skyguard Lightning still a hilariously effective anti-infantry weapon? Not necessarily in the "gets tons of kills" sense, but in that anyone you shoot at is going to shit themselves and run for cover.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 25, 2013, 03:10:02 pm

No need to get like that. Unless you're VS yourself, then you're proving yourself right.

The problem is as said before: Dedicated VS MAXes are great, but the vanilla VS MAX is not impressive at all. That great K:D comes from those dedicated MAX users. ZoE is also very much useless when using the MAX as a tank in large fights (which is one of its main roles). I think MAXes are pretty balanced (except for the fracture), but I won't often pull a MAX because I don't like playing it that much, and therefore only have a vanilla one. The Aegis shield, when used correctly, is fucking scary. ZoE in medium to small fights is scary. Lockdown is not scary unless you're in their arc of fire, then it's only scary for a very short time until you're dead, but TR MAXes have some really scary weapons.

Out of curiosity, how is the Aegis shield used correctly then? I've been using it for quite some time myself, but I've never really been impressed by it. Mind you it's a good ability, a good alternative to charge, but nowhere near as impressive as the zealout overdrive engine.

Practical strategic uses I think think of off the top of my head are:
-Shielding a fallen ally for a revive.
-Mobile cover while advancing position. The shield breaks fairly quickly under heavy fire and the max moves incredibly slowly however, so you can't advance particularly far.
-Oh and the reloading bit, that's useful although that's mostly covering an incredible weakness of the NC max.

But I'm curious now, what kind of scenario is it so amazing as you claim?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on October 25, 2013, 03:24:17 pm
Yeah, that ZOE thing puts in a different light. Re: Earlier VS MAXes, though, they were shit. One of the guys I played with was a MAX specialist, and he had to dump pretty much everything he earned into it just to be effective. Anything that requires you to superspecialize in order to be competitive is shit, even if it's good once you've ground your way all the way to the top. Incidentally, we also ran NC alts on another server, and all it took to be good with them was a scatcannon. Not even a second one, just the default setup alone would let us roll positions easily.

I also played some with the default TR MAX on my other alt, and while it wasn't as EZmode as NC, it was still respectable. VS MAX without a pile of upgrades is a waste of resources, at least pre-ZOE. Sounds like it might actually have shifted more towards a balance now.
VS just likes to whine and it became self-reinforcing.
The problem is as said before: Dedicated VS MAXes are great, but the vanilla VS MAX is not impressive at all. That great K:D comes from those dedicated MAX users. ZoE is also very much useless when using the MAX as a tank in large fights (which is one of its main roles). I think MAXes are pretty balanced (except for the fracture), but I won't often pull a MAX because I don't like playing it that much, and therefore only have a vanilla one. The Aegis shield, when used correctly, is fucking scary. ZoE in medium to small fights is scary. Lockdown is not scary unless you're in their arc of fire, then it's only scary for a very short time until you're dead, but TR MAXes have some really scary weapons.

Vanilla maxes all suck for all empires, and ALL requires a heavy investment and super-specialization to be good. VS and TR default max AI weapon is almost exactly the same, meanwhile pounder is completely worthless and comet is... not good but not as bad as the pounder. Any difference in vanilla max performance was only in your head.

Edit: between TR and VS vanilla max performance. NC scattercannon used to be kind of crazy before they nerfed it and still works differently of course.

The only "problem" vs max ever had was they accidentally swapped the stats for the accurate, long range gun and the short range high damage gun so everyone bought the wrong one but that was fixed a very very long time ago.

As for shield vs lockdown vs ZoE... shield and lockdown are VERY situational, and it's always a gamble taking them over charge. ZoE is always useful in every situation since it can be toggled instantly with no cooldown and the speed boost mostly obsoletes charge. Force a 5s "warmpup" and "shutdown" period on toggling ZoE where they still take extra damage and maybe I won't mind it so much since it will be more situational.

Fakeedit: shield is good for reloading, for running between buildings, for sucking up fire while busting into a room, and for annoying spawn room champions who insist on shooting at you anyway ( :P). I think it's not that great, but it's not as bad as some people make it out to be.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 25, 2013, 04:08:10 pm
On an unrelated note, is the Skyguard Lightning still a hilariously effective anti-infantry weapon? Not necessarily in the "gets tons of kills" sense, but in that anyone you shoot at is going to shit themselves and run for cover.

It's OKish against infantry. Not nearly as good as a HE cannon but it kills infantry just fine.
Its accuracy is crap however so don't expect to be very dangerous on distances longer than 50 meters.
Oh and it can damage ANY unit even MBTs so a skyguard can heavily damage a MBT if it can get rear shots in... of course it's not safe and very situational but i even got a critical assist several minutes ago in a skyguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on October 25, 2013, 04:34:15 pm

No need to get like that. Unless you're VS yourself, then you're proving yourself right.

The problem is as said before: Dedicated VS MAXes are great, but the vanilla VS MAX is not impressive at all. That great K:D comes from those dedicated MAX users. ZoE is also very much useless when using the MAX as a tank in large fights (which is one of its main roles). I think MAXes are pretty balanced (except for the fracture), but I won't often pull a MAX because I don't like playing it that much, and therefore only have a vanilla one. The Aegis shield, when used correctly, is fucking scary. ZoE in medium to small fights is scary. Lockdown is not scary unless you're in their arc of fire, then it's only scary for a very short time until you're dead, but TR MAXes have some really scary weapons.

Out of curiosity, how is the Aegis shield used correctly then? I've been using it for quite some time myself, but I've never really been impressed by it. Mind you it's a good ability, a good alternative to charge, but nowhere near as impressive as the zealout overdrive engine.

Practical strategic uses I think think of off the top of my head are:
-Shielding a fallen ally for a revive.
-Mobile cover while advancing position. The shield breaks fairly quickly under heavy fire and the max moves incredibly slowly however, so you can't advance particularly far.
-Oh and the reloading bit, that's useful although that's mostly covering an incredible weakness of the NC max.

But I'm curious now, what kind of scenario is it so amazing as you claim?

Additionally, another big problem is that Aegis Shield hits are (or were as I stopped playing after ZoE came out) determined client-side. This means that even if your facing is perfect on your machine, people shooting at you can hit you if you appear to be at a slightly different angle on their machine. What this is amounts to is a constant amount of phantom hits which, in large fights, can mean that you're only delaying your death by a second or two.

ZoE, on the otherhand, never should have made it off the test server. People had long suspected that Sony was testing balance live and only using the test server for bugs, but ZoE confirmed it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 25, 2013, 04:41:43 pm
ZoE, on the otherhand, never should have made it off the test server. People had long suspected that Sony was testing balance live and only using the test server for bugs, but ZoE confirmed it.

Given that they buffed the Vulcan, I'm more in favor of assuming they just have no idea what the fuck they're doing, rather than that they don't bother test anything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silfurdreki on October 25, 2013, 04:43:39 pm
Yeah, that ZOE thing puts in a different light. Re: Earlier VS MAXes, though, they were shit. One of the guys I played with was a MAX specialist, and he had to dump pretty much everything he earned into it just to be effective. Anything that requires you to superspecialize in order to be competitive is shit, even if it's good once you've ground your way all the way to the top. Incidentally, we also ran NC alts on another server, and all it took to be good with them was a scatcannon. Not even a second one, just the default setup alone would let us roll positions easily.

I also played some with the default TR MAX on my other alt, and while it wasn't as EZmode as NC, it was still respectable. VS MAX without a pile of upgrades is a waste of resources, at least pre-ZOE. Sounds like it might actually have shifted more towards a balance now.

MAX balance is pretty funny, because it was initially NC that were dominating, but now, since being hit with a targeted nerf and then the blanket shotgun nerf, NC MAXes are quite possibly the worst of the MAXes. The problem isn't mainly that the NC MAX shotguns are short-ranged, but rather that their damage is incredibly front loaded and they need to reload more than half of the time if they want to be continually firing. This is a very big negative in the current organised "metagame" where multiple medics with maxed medtools are more common than not. Killing one MAX with the NC MAX is easier than with the others, but then you have to reload for several seconds, which is more than enough time for the enemy to shoot you dead and revive his buddy. Especially since the NC MAX was probably very close to you and were he using aegis shield now has a hard time getting away. Being able to continuously dish out damage is definitely preferable in most situations were I've used a MAX lately.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 25, 2013, 05:04:30 pm
A little bit ago I was on the test server trying out dual Pounders in a biolab. I ran Kinetic Armor V for the most part. I think whatever success I had had more to do with that than the Pounders.

Any MAX I met in 1v1 died. I did not fare as well against the many heavies carrying decimators. I very frequently had to punch people because you have to aim two feet to the side of anybody at ridiculously close range to hit them. I had lots of fun.

I consider these results promising.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 25, 2013, 05:31:23 pm
A little bit ago I was on the test server trying out dual Pounders in a biolab. I ran Kinetic Armor V for the most part. I think whatever success I had had more to do with that than the Pounders.

Any MAX I met in 1v1 died. I did not fare as well against the many heavies carrying decimators. I very frequently had to punch people because you have to aim two feet to the side of anybody at ridiculously close range to hit them. I had lots of fun.

I consider these results promising.

And I can confirm being at the receiving end of dual pounder tr max on more then one occasion. Those things just rip maxes to shreds, but I would guess infantry to be slightly harder to hit. Still, really quite powerful considering I was running flak armor.
Who knows maybe it was you eh. :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 25, 2013, 05:40:00 pm
Ma, this is depressing. Still getting the same generic G12 (graphics/display) error for no apparent reason. I've gone through and done everything I can again; my GPU drivers are up to date, DirectX is up to date, my specs are far above the minimum requirements, I've done multiple file validation cycles and fresh installs, and tried the one workaround I've found. Absolutely nothing, I still crash when trying to load a character. Let's see if SOE actually responds to my ticket this time.

/me sighs.


e: And now... it lives! No idea what how. Nice to see that Loyal Soldier bundle in my notifications, though. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on October 25, 2013, 08:20:22 pm
On an unrelated note, is the Skyguard Lightning still a hilariously effective anti-infantry weapon? Not necessarily in the "gets tons of kills" sense, but in that anyone you shoot at is going to shit themselves and run for cover.

It's OKish against infantry. Not nearly as good as a HE cannon but it kills infantry just fine.
Its accuracy is crap however so don't expect to be very dangerous on distances longer than 50 meters.
Oh and it can damage ANY unit even MBTs so a skyguard can heavily damage a MBT if it can get rear shots in... of course it's not safe and very situational but i even got a critical assist several minutes ago in a skyguard.

     In a recent buff, the accuracy of the Skyguard was increased and made better than the MAX' Burster in the over 100 metre range, and the Burster was also nerfed, accuracy-wise, in that range..  And, I'm probably running 50/50 on the infantry kills and actual aircraft kills with the Skyguard, not that can be confirmed - there's probably a lightning or three in that as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 25, 2013, 08:32:53 pm
On an unrelated note, is the Skyguard Lightning still a hilariously effective anti-infantry weapon? Not necessarily in the "gets tons of kills" sense, but in that anyone you shoot at is going to shit themselves and run for cover.

It's OKish against infantry. Not nearly as good as a HE cannon but it kills infantry just fine.
Its accuracy is crap however so don't expect to be very dangerous on distances longer than 50 meters.
Oh and it can damage ANY unit even MBTs so a skyguard can heavily damage a MBT if it can get rear shots in... of course it's not safe and very situational but i even got a critical assist several minutes ago in a skyguard.

     In a recent buff, the accuracy of the Skyguard was increased and made better than the MAX' Burster in the over 100 metre range, and the Burster was also nerfed, accuracy-wise, in that range..  And, I'm probably running 50/50 on the infantry kills and actual aircraft kills with the Skyguard, not that can be confirmed - there's probably a lightning or three in that as well.
It was buffed but it's still compearable to the Vulcan during substained fire.
It's good against aircraft at range because the shells explode near them and obviously it's not the case with infantry that requires direct hits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on October 25, 2013, 09:29:50 pm
Scatmaxes were never truely OP...
People were just weak and new to dealing with them...
At that time, you didn't have Nanoweave 5, you did not have C4 in multiple packs.
TR/VS Maxes didn't have K5 on their Maxes...

Scatmaxes were only powerful cause of how new and weak everyone was at the start. Now, they are pisspoor terrible...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 25, 2013, 09:52:14 pm
Scatmaxes were never truely OP...
People were just weak and new to dealing with them...
At that time, you didn't have Nanoweave 5, you did not have C4 in multiple packs.
TR/VS Maxes didn't have K5 on their Maxes...

Scatmaxes were only powerful cause of how new and weak everyone was at the start. Now, they are pisspoor terrible...
Lol, no. I still remember some of the Biodome fights I had with my old outfit. Not random pubbie newbs, a lot of guys and gals who'd been playing pretty much since PS2 was available to the public (many of whom were also PS1 vets, though that doesn't affect certs, just experience). They were only OP in a certain situation (areas where the typical engagement range was <20m), but in those situations there was literally nothing that could stop them in a toe-to-toe fight. One or two wasn't bad when you're an organized group, just sneak someone behind or above, but when there was an enemy outfit pulling a organized MAX crash with a dozen of them and engineer support, you either died a lot or you left--and that was when you were also organized and of roughly equal numbers.

Granted, if you tried to take them anywhere except a biodome or camping inside a building, you're going to get wrecked. They were situational weapons, but they were also far too good in that situation. It's like what would happen if (this example chosen completely at random) VS got a semiautomatic sniper rifle that was hitscan, had no round drop, a twenty round magazine, no recoil, and an effective range of 2km.

There's nothing wrong with admitting that something is or was OP. Magrider climbing abilities used to be absolutely obscene, to the point where you could easily boost up near-vertical cliffs, surf sideways along the same, and get into bases that were supposed to be vehicle-proofed. It was fun as hell, but it was also OP, and it got nerfed. I'm not going to feel bad about using them, or try to justify it in hindsight. :|
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 26, 2013, 03:18:57 am
NC MAXes just need a viable mid-range option comparable to other empires' MAXes. ZOE needs to choose between movement speed and damage, but MAXes are fine otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 26, 2013, 06:12:31 am
ZOE really is terribly balanced

Even at a low level of two (maybe just one) double comets will kill in a single volley - it can do two volleys and the reload speed isn't exactly long
The damage boost is probably comparable to TR maxes that are locked down and can only shoot in a 160 degree angle.

Movement speed is boosted to be almost as fast as a max sprinting, which is faster than a sprinting infantry.
This not only applies to straight line speed but also to strafe speed, meaning VS maxes can ADAD like a PS1 trooper in his pjs

So what you've got is a max that looks a lot like a standard infantry at a glance.
Has the smallest hitboxes of maxes (I would guess)
Deals as much damage as a TR locked down whilst maintaining 360 field of fire and freedom of movement
AND is more manoeuvrable than standard infantry.

For the tradeoff of taking a little more damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 26, 2013, 08:43:15 am
As an NC and terran MAX, I have to say that the ZOE either makes it too easy to be good in the VS max or there are a totally disproportionate number of highly skilled VS maxes, as I can dump an ENTIRE clip from my shotguns into a ~20 BR VS max with ZOE and be completely unable to kill him/her (and I am hitting on at least 90% of those shots)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 26, 2013, 04:19:24 pm
So i decided to test the striker again.
It's probably the most insane lockon in the game... literally.
The rockets are randomly either unavoidably supersmart or criminally retarded.

For example one salvo i fired at a reaver just radomly crashed into a hill next to me (said hill was nowhere near the trajectory needed to hit hte ESF but the rockets had none of it).

Another time i locked onto a ESF just as it got behind a hill but hte launcher let me fire all 5 rockets anyway... and all of them hit.

Later i fired a volley at some ESF flying around... 2 of them randomly went off course and exploded while the remaining 3 hit.

And one time when they got superinteligent i locked onto a nearly dead tank that managed to hide just as i locked... i still got a lockon (probably lag) and got to fire all 5 of them... they zig zagged between trees and hills ending hteir journey on the tank giving me a kill.


I'd really want to call striker awesome but it just has so many random fits of retardation...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 26, 2013, 06:58:22 pm
Speaking of special launchers, is the VS particle cannon worth certing into?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 26, 2013, 07:05:53 pm
Speaking of special launchers, is the VS particle cannon worth certing into?

I'd suggest testing it and seeing yourself.
The shots have no drop and travel faster than sniper bullets from the high velocity sniper rifles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 26, 2013, 08:03:59 pm
Supposedly, it's great in groups but not on its own.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 26, 2013, 10:12:56 pm
Which is also true of the Phoenix, the Skyguard, sort of the Striker, MAXes, and damn near anything else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on October 27, 2013, 02:01:06 am
NEVERMIND
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on October 28, 2013, 09:41:21 pm
After some digging I've found out PS2 gives you no way to check your ping, which is dumb.
So, I slapped something together on my own. Just throw this in a batch file if you're wondering about your ping:
Code: [Select]
@echo off
echo ___Briggs___
ping 69.174.220.23
echo .
echo .
echo .
echo ___Ceres___
ping 195.33.132.167
echo .
echo .
echo .
echo ___Cobalt___
ping 195.33.132.169
echo .
echo .
echo .
echo ___Miller___
ping 195.33.132.168
echo .
echo .
echo .
echo ___Woodman___
ping 195.33.132.169
echo .
echo .
echo .
echo ___Connery___
ping 64.37.174.140
echo .
echo .
echo .
echo ___Mattherson___
ping 199.108.194.38
echo .
echo .
echo .
echo ___Waterson___
ping 199.108.194.41
pause
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 31, 2013, 12:43:50 am
After the optimization patch goes live there will be a series of balance patches. Some of the changes are discussed here (https://forums.station.sony.com/ps2/index.php?threads/balance-pass-post-1-vehicle-weapons-and-the-harasser.156160/).

Everybody hates Harrassers, so those are getting nerfed. Here's what caught my eye:

Quote
Proximity Radar Change
  • Proximity Radar is being moved to the defense slot
    • Proximity Radar is intended to be the defensive warning against approaching infantry with C-4, but it’s become obvious that the other options are vastly preferred in the Utility slot.
    • We feel that moving it to the Defense slot makes more sense for the cert line and that this move gives players clearer defensive options to choose from.

Yessssssssssssss. Now I can equip Lockdown and Proximity Radar at the same time. Instead of getting blown up by a LA I didn't see, I can get blown up by a LA I should've seen.

This also means AMS sundies will be able to use Radar as well, which should make them easier to defend.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 31, 2013, 01:14:23 am
INVISIBLE RADAR FLASH WHOOO :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 31, 2013, 01:22:55 am
So what's the Harasser nerf going to be? IMO the main problem is that you just can't hit them with anything, lock on missiles included. So the logical thing to do would be cutting their speed by a good deal. Though backseat repairing is total BS too, and it definitely needs to go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 31, 2013, 01:39:59 am
Backseat repairing is fine if you keep shooting them from the back. :P
Basically, either making them more fragile (even at higher ranks) or slower would work. But I'd prefer to make them more fragile, i.e. dead from two-and-a-half normal rockets (maybe 3 of any lock-on),
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 31, 2013, 02:11:40 am
So what's the Harasser nerf going to be? IMO the main problem is that you just can't hit them with anything, lock on missiles included. So the logical thing to do would be cutting their speed by a good deal. Though backseat repairing is total BS too, and it definitely needs to go.

It looks like they're nerfing composite armor to some extent, and also tweaking Harasser weapons so that the effective range is shorter. MBT and other secondaries look like they will be unaffected. There are other fixes mentioned, like a balance pass at all vehicle weapons.

They're also making C4 and tank mines do more damage to Harassers, because, you know, the damage was the primary obstacle to using those as counters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 31, 2013, 03:03:10 am
Yeah, I really don't get that. In the extremely rare circumstances where I could attach C4 on a Harasser it worked just fine. The problem is landing a hit with anything other than small arms, which do virtually no damage so Harassers can drive straight through entire platoons with complete impunity.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 31, 2013, 03:23:01 am
I've heard several anecdotal accounts of harassers tearing apart tanks with impunity. Which is silly - They shouldn't be able to take more than one or two tank shells before becoming uselessly exploded.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 31, 2013, 03:33:11 am
IMO a single AP round from an MBT should instantly explode a Harasser, and a Lightning AP should set it on fire.

And yeah, the other day when we were besieging Vanu Archives the VS Harassers were driving straight through our ranks and decimating infantry despite the presence of 3 Vanguards and 2 Lightnings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 31, 2013, 05:34:23 am
My answer to harrasers is... striker.

All theo ther launcher missiles are downright retarded when dealing with fast ground vehicles but the striker... oh boy it will zig zag between trees arc around a rock and hit the scumbag regardless.

From what i hear the annihilator has the same type of tracking so it might do as good.


As for nerfing hte harraser so it gets blown up by a single tank shell... don't you think it's a bit too much?
Up to 3 kills for one shell?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 31, 2013, 06:04:14 am
If you actually hit a harasser with an MBT, you deserve it. It has enough time to get on your back and take you out if you miss 2-3 shots. Harasser should IMO be as tough as wet cardboard or a lot slower, because there's no way that being both fast and resilient can ever be balanced.

And yeah, in my experience Crow *never* hits a harasser moving at it's top speed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 31, 2013, 07:17:44 am
It takes 3 shots from a Halberd or AP round to kill a Harasser (including composite.) It takes the Harasser 4 shots from a Halberd to the rear, 8 to the front, to kill an MBT (not including upgrades -- I don't tank, so I don't know.)

If you and your gunner can't hit a Harasser 3 times with the 8-to-16+ shots you have, and the Harasser hits you every time, you deserve to die.

Except Vulcans, those things are stupid OP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 31, 2013, 07:34:22 am
Because hitting a small vehicle zipping around with turbo is same as hitting a house sized vehicle that moves like a snail. And I suppose AA and AI gunner weapons aren't meant to be used at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 31, 2013, 08:17:30 am
And I suppose AA and AI gunner weapons aren't meant to be used at all.

The Harasser has to devote all of it's weapons to AV, not getting a choice for an AA or AI weapon. It seems reasonable that you should be expected to do the same, no?

Two men manning a pure AV Harasser will lose to two men manning a pure AV tank pretty easily.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on October 31, 2013, 08:55:29 am
IMO a single AP round from an MBT should instantly explode a Harasser, and a Lightning AP should set it on fire.

That's absurd. And that's coming from someone who drives an AP equiped vanguard more then anything. Two shots? Maybe but one shot is ludicrous, it's still a 3 man (read 2 man) combat vehicle, and it's not that hard to hit a harasser especially with the high velocity rounds on an AP cannon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 31, 2013, 09:09:46 am
Two AP/HEAT shells should always be a kill. The range on Harasser weapons should (and looks like it will be) lower, so they can't just zip by and snipe you from retarded range in the rear. Most of all, back-seat repairing should be gone. It's never, ever been a good thing in any game that I can recall. Brings back memories of being a cheap bastard Blackhawk pilot in BF:BC2; two gunners + two people in the crew compartment with repair tools and almost nothing could kill you.

One shot from an AP MBT frankly should either be a kill or light them on fire if they don't have their defense certs maxed. That has always been the tradeoff with this type of vehicle: you get high speed, mobility, and firepower, but damned near anything can kill you.

Actually, I'd be happy with the default being two AP/HEAT shells to kill, if small arms fire was more effective. WHICH IT REALLY SHOULD BE, and for much the same reason that it's now more effective against ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 31, 2013, 09:33:06 am
Someone will make an idiotic comment about 'game vs. reality' after i say this, but as a US Army 19k (M1 crewman) I can say with absolute assurance that any F.A.V. struck by any tank shell should be reduced to flaming wreckage, I do not care what materials you think you have, I do not care if you can repair on the fly, the heavy tank is the undisputed king of cavalry warfare for a reason, and that reason is it's own capacity to survive incoming fire while destroying enemy equipment.

Now, to assuage the 'reality vs. game' people I will say this, in the interest of balance it would likely be best if a harasser can take one (1) hit from any tank shell and survive, the next shot should kill period.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 31, 2013, 09:37:01 am
Let's see... every single air vehicle in the game, light assault's personal jetpack (which generates fuel out of thin air,) a tank that levitates, and resurrecting people from the dead are all concepts I have a harder time accepting than a light vehicle that can withstand tank shells. Just throwing that out there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 31, 2013, 09:41:49 am
I really don't care whether or not you have difficulty accepting it.  I am not willing to even acknowledge the possibility that a vehicle massing less than 2 tons can withstand a munition massing 50+ lbs moving at any velocity beyond 40 mph, the kinetic force alone should flip the vehicle over and tear it to pieces.  The physics engine is obviously incapable of modeling that properly, so I would be very happy to accept the F.A.V.s 'HP' being removed in a logical manner. /argument
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 31, 2013, 09:44:16 am
What would you suggest be done about jetpacks, then?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on October 31, 2013, 09:48:17 am
What would you suggest be done about jetpacks, then?
Nothing, they're balanced just fine, able to get you just to the top of building less that three storeys tall, and vulnerable while doing so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 31, 2013, 09:49:33 am
What would you suggest be done about jetpacks, then?
Nothing, they're balanced just fine, able to get you just to the top of building less that three storeys tall, and vulnerable while doing so.

But they make absolutely no sense with regards to physics!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 31, 2013, 09:50:46 am
I'd like to point out that SoE tries to avoid oneshot kills and low TTK in general with some exeptions where things are just completely out of scale (Tank main cannon vs a Infantryman for example).

In fact a Lightening with a AP cannon can't kill a ESF with one shot if i recall correctly.

If the harrases was nerfed to the point it can't even take one shot then the only use for it would be... AA.
Just put a Walker on it and park near a zerg just as you would do with a skyguard and hope no ESF decided to blow you up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 31, 2013, 09:53:39 am
I don't care about the jetpacks, the mechanic frankly doesn't impress or interest me, I can kill a human in the air just as effectively as on the ground.  The harassers main role in battle should be anti-infantry (the role that F.A.V.s excell at) and scouting the damned thing should not under any circumstances be the 'best' anti-vehicle option in the game, and given how often I see them someone clearly thinks they are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 31, 2013, 09:56:41 am
So it's okay to not make sense as long as it doesn't kill you?

Got it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 31, 2013, 10:07:49 am
I don't mind being killed, my KD is actually pretty bad, but I usually HA, my issue is that vehicles have no kind of discernable balance at all, lightnings outfitted for AA or AI are halfway decent, but outfitted for Anti-Armor are garbage, ESFs are mysteriously good at everything  if you have just the tiniest bit of skill, heavy tanks can be effective against infantry (LOL) but can't kill another vehicle in an acceptable timeframe without scoring rear-shots exclusively (on a future tank? some modern tanks can't be reliable disbled with rear shots the Merkava for example) the balance is simply non-existant in vehicle warfare, when compared to the infantry balance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 31, 2013, 10:17:37 am
Harasser's natural defence is avoiding getting shot in the first place, it doesn't need to be able to take shots at all. With how fast it goes, an MBT really only has time to get one or two shots off before it's out of sight, and such a small and fast target is really hard to hit. Anyhow, my problem with harasser is that it's role is *everything*, when the damn thing should be the LA of vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on October 31, 2013, 10:26:24 am
Harasser's natural defence is avoiding getting shot in the first place, it doesn't need to be able to take shots at all. With how fast it goes, an MBT really only has time to get one or two shots off before it's out of sight, and such a small and fast target is really hard to hit. Anyhow, my problem with harasser is that it's role is *everything*, when the damn thing should be the LA of vehicles.
This, completely, the harasser is stupidly fast and very capable without needing any additional survivability, infantry should be able to take it out with concentrated fire if they can keep a freaking bead on it  it should not be able to one on one a tank, unless the tank pilot is completely garbage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 31, 2013, 12:23:17 pm
Everybody hates Harrassers, so those are getting nerfed. Here's what caught my eye:

Quote
Proximity Radar Change
  • Proximity Radar is being moved to the defense slot
    • Proximity Radar is intended to be the defensive warning against approaching infantry with C-4, but it’s become obvious that the other options are vastly preferred in the Utility slot.
    • We feel that moving it to the Defense slot makes more sense for the cert line and that this move gives players clearer defensive options to choose from.

Noteworthy also is the effect this has on murderwagons, given they liked to rock radar and blockade.  Now, however, they can instead go gatecrasher.

Will this change affect Scout Radar on the Flash?  It's more utility than defensive.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on October 31, 2013, 01:42:18 pm
I was lucky enough to gun for my platoon leader while he drove his tricked-out Harasser around leading. I basically just kept the air off his back. But it was cool to watch him keep an eye on everything and direct traffic without actually getting in the scrap personally. His Harasser was tough enough to survive, but fast enough to get from battle to battle ahead of the push. Also on the ground so it wasn't such a big target as a plane. If he did a sundy he'd have become a target because enemies would be trying to cut off the spawn, plus it's slow. I think the Harasser was just the best vehicle for the job he was doing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 31, 2013, 03:23:01 pm
So i had one of my very rare pure canon air victories against a rival ESF several minutes ago.
After a minute or so of sharp turns i managed to shoot down a scythe!
The name of the pilot?
WorstPilotEU.
Well that's one way of cockblocking your opponents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 31, 2013, 03:25:48 pm
Here's a neat thing I just found out.

If you subscribe then change your subscription through station account (might not work with the ingame system) you get 500sc as an upsell bonus, but it doesn't matter what period you choose.
So if you were planning on buying a bulk multimonth subscription you're much MUCH better off buying multiple single month subs instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on October 31, 2013, 04:08:28 pm
Hm, that sounds unbalanced. I think the best way to fix this glaring problem would be to increase Vanu rate of fire and nerf shotguns.
-SOE
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 31, 2013, 04:18:50 pm
There's nothing quite like the feeling you get when you shoot down an ESF with an AV Phalanx turret.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on October 31, 2013, 04:22:01 pm
I was doing quite well with a ... Hawk? Whatever the lockon AA heavy infantry gun is. Two nights ago VS completely dominated in a Tech Plant alert but I was able to down about a half dozen planes. Of course I died like a dozen times to snipers, planes, and tanks. It was a rough scene. But you know, I still wouldn't change to VS. Feels like cheating.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 31, 2013, 04:29:09 pm
The only think i would like to have from vanu is hteir faction specific rocket launcher.
This thing is just hilarious since its almost hitscan and gives NO warning to the pilot removing on of their no.1 defense consisting of flares.

I predict the lancer will become ridiculously OP once the ESF patch hits and nerfs lockons to obvilion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 31, 2013, 04:47:09 pm
Oh, no. If you want to talk about anything feeling like cheating, talk about TR. I main VS and my primary alt is NC, but recently I made a TR alt. It's absolutely obscene how easy it is to get kills, even with default gear. W+M1 will win 75% of close-range fights, and if you actually bother to play smart, it's incredibly easy to do really, really well.

I mean, I've always sucked with NC, and it took a good investment of time and certs+SC into VS before I started doing well, and even then I tend to prefer guerrilla tactics and cheese; my most-played infantry types are LA, UBL spam-centric engineer, and infiltraitor, either for long-range sniping or with my suppressed Artemis. TR, though, just pick any random class, find a fight, and start spraying bullets. >.>

I'll be frank, the lack of bullet drop on non-sniper weapons is not equivalent to TR RoF (neither is the NC damage bonus, IMO). Non-sniper bullet drop is largely irrelevant for VS because: a) few infantry engagements occur at >50-60m, and those that do almost never result in kills, even when the draw distance isn't fucking you; b) VS non-sniper weapons don't have the single-shot damage to reliably kill people at range, even if you land 4+ shots from a battle rifle or scout rifle; c) bullet drop doesn't matter at all in CQC, which is where most infantry fights occur (<15m). No bullet drop for sniper weapons would be horrendously OP and is obviously not an option. A better one would be to have no recoil, which is more in line with the level of advantage of TR RoF, and which fits the fluff equally well. Add a slight buff to NC small arms damage and we might actually be approaching a Starcraft style of "different but equal" balance. NC have high-damage, low-accuracy, medium-RoF guns; VS have low-damage, high-accuracy, medium-RoF guns; TR have low-damage, medium-accuracy, high-RoF guns; and they all work out to roughly equivalent TTK without just being carbon copies of each other.

Pretty much the only case where bullet drop matters at all for non-sniper weapons is in the rare case where you're trying to pick off a lone infantryman in open terrain with single-shot fire at a range around ~75m. Since auto and burst fire will fuck your aim with recoil, your only option is to fire semi-auto, and in that situation VS has an advantage because they can place those shots on target easier than TR or NC. As opposed to RoF or damage, both of which are excellent in the most common form of PS2 infantry combat: CQC clusterfucks.

Oh, and nerf the fucking ZOE and give us our MAX jumpjets instead.

--

On an unrelated note, I'm actually quite pleased with how the AA situation has worked out, both as a dedicated Scythe pilot and as an AA specialist. It's become easy to rack up absurd amounts of exp with a Skyguard, bursterMAX, or AA launcher simply by preying on stupid pilots. As a pilot, it's still possible to run rampant over ground forces if they don't pull AA, and if they do it can usually be avoided if you're careful, though you can't attack with impunity like you used to. Air's awesome against anyone without AA, terrible when assaulting places with heavy AA (typically limiting you to max-speed runs where you drop your rockets and hit the afterburner as you zoom away low and fast). I think it's a sign that on some level SOE is capable of effective balance, even if it takes bloody forever for them to do it.

The only think i would like to have from vanu is hteir faction specific rocket launcher.
This thing is just hilarious since its almost hitscan and gives NO warning to the pilot removing on of their no.1 defense consisting of flares.

I predict the lancer will become ridiculously OP once the ESF patch hits and nerfs lockons to obvilion.

Have you ever used it? It takes upwards of 5 seconds to fully charge a burst, IIRC takes two full bursts at minimum to kill an ESF, and leaves a glaringly obvious tracer for a couple seconds. Certainly much less powerful than flak or lockons fired from beyond render distance; it's only really great against idiots that fly slow, low, and stick around after taking damage. Also, unlike flak, it can be avoided by moving out of its effective range. Unlike missiles, it can be avoided by breaking line of sight. It's a good weapon, but only within a certain situation. That situation being against a stupid pilot/with several people using them in coordination, and if you fly into a coordinated AA nest you're fucked regardless of what they're using. TBH after testing and watching reviews of it, I'm probably going to pass over it and stick with my Bursters and Skyguard when I can, AA launcher when I can't.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on October 31, 2013, 04:54:13 pm
Thing is... lockons usually fail because just about everyone has flares.
The tracers are usually an on issue when fighting aircraft becuase you're probably shooting them from beyond his infantry render distance AND if you squad up with enough people you can ravage vehicles without even giving them a "lock" warning.

Also in solo use i never expect doing AA will give me kills. I usually expect assists while flaks and ESF nab the actual kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on October 31, 2013, 05:04:37 pm
In the fight I described above, I'd say out of all my shots, 60% hit. Only about 1 in 10 spazzed out completely. Another 1 in 10 got distracted by flares that I could see. Another 1 in 10 or so missed because the plane flew away or behind cover just before lockon. The other 1 in 10 would have struck but the plane died because of something else first.

Even if I'm misinterpreting 20% of the above spazzing and obstructions and they were actually flares I didn't see, 70% would have hit. I'm ok with that. Especially considering it was, as I said, a really rough patch where we were totally outnumbered, and I haven't had the launcher long.

I AA because I hate air. I just want to deny the player the use of his plane, or chase him off so he stops getting kills, because planes kill way too many people. My fondest moments in PS2 are when I've been blasting air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on October 31, 2013, 05:09:06 pm
My fondest moments in PS2 are when I've been blasting air.
Perhaps not fondest, but i get smugly satisfied when me and some friends forces liberators to duck and cover a few seconds after they become visible to us.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 31, 2013, 06:20:12 pm
I get inordinately pleased with AA. A proper AA rocket launcher will probably be my next investment for when I don't want to/can't afford my AA MAX.

The only major problem with the game right now, as I see it, is the disproportionate strength of armor against infantry. AA options evened the playing field a lot with Infantry versus Air (Though I wouldn't mind seeing the option for a Heavy to carry a single burster), but Infantry versus Armor needs something similar to the burster for Anti-Armor (That the Heavy can also carry). Rockets are just too slow to be effective against armor, and that's all infantry have for ranged engagements with armor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 31, 2013, 07:06:45 pm
If you really want to main AA, invest heavily in the Skyguard. Nothing says "FUCK YOU" like a Lightning with thousands of rounds of ammo. Once you learn how to lead targets you can easily down an ESF in <3 seconds. More importantly and more amusingly is seeing libs and gals spaz out when the pinging starts. I've gotten more than one gal kill when the pilot panicked and flipped over completely while trying to land.

On the topic of lockon launchers, I actually get pretty many kills with them. A lot of that has to do with ESF pilots being arcade scrubs, though. So often I'll launch my first and they'll only start running after it hits, by which point I've gotten a lock again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 31, 2013, 09:05:51 pm
I get inordinately pleased with AA. A proper AA rocket launcher will probably be my next investment for when I don't want to/can't afford my AA MAX.

The only major problem with the game right now, as I see it, is the disproportionate strength of armor against infantry. AA options evened the playing field a lot with Infantry versus Air (Though I wouldn't mind seeing the option for a Heavy to carry a single burster), but Infantry versus Armor needs something similar to the burster for Anti-Armor (That the Heavy can also carry). Rockets are just too slow to be effective against armor, and that's all infantry have for ranged engagements with armor.

You're forgetting about MAX AV weapons, lock-on launchers, the engi AV turret, mines, and C4.

Infantry have plenty of options against armor. They have more options against armor than armor does against infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 31, 2013, 09:12:07 pm
All you need is the AV turret and you get infinite free kills from beyond render range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 31, 2013, 09:25:16 pm
The render range thing has technically never been true; the AV turret renders at the same range as vehicles. It was just impossible to spot the teen weeny little AV turret halfway up some hill when you were getting pinged by invisible rockets.

SOE changed up the projectile code so that the missile is visible at those ranges now, and now it's easier to deal with AV turrets since there's now a (erratic) contrail pointing towards the cheap bastard. You can also dodge the rockets now since you know where they're going!

(In the process of this projectile code fix, they also broke it for close ranges; in dense fights, you can see heavies aim their rocket launchers, lower it, and then a second later, lose health equal to the amount of a rocket, all without seeing the projectile.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 31, 2013, 09:45:27 pm
Personally I'd be happy with optimization that lets me run it at more than 15-20fps. I die more to stuttering in larger fights than I do to all of the bullshit and cheese combined.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 31, 2013, 10:51:43 pm
I get inordinately pleased with AA. A proper AA rocket launcher will probably be my next investment for when I don't want to/can't afford my AA MAX.

The only major problem with the game right now, as I see it, is the disproportionate strength of armor against infantry. AA options evened the playing field a lot with Infantry versus Air (Though I wouldn't mind seeing the option for a Heavy to carry a single burster), but Infantry versus Armor needs something similar to the burster for Anti-Armor (That the Heavy can also carry). Rockets are just too slow to be effective against armor, and that's all infantry have for ranged engagements with armor.

You're forgetting about MAX AV weapons, lock-on launchers, the engi AV turret, mines, and C4.

Infantry have plenty of options against armor. They have more options against armor than armor does against infantry.

Yes, but armor is hardly helpless against infantry if it happens to have a particular build. Whether a tank has AI, AV, or AA, it's going to tear through Infantry with abandon. How much abandon depends on the exact situation, but you'll very rarely see a tank helpless against infantry just because it has a particular turret.

MAX AV weapons are typically rockets or slow moving projectiles, and all of them but the VS varients have a ton of drop. The only exception that are effective are the Ravens and the TR MAX lock-ons, but those cost 2000 certs to unlock both arms. Hardly something every infantryman will have. The VS MAX have the most effective long-range AV weapons among all the MAXes (And AI weapons, for that matter...), with the Vortex and Comet being actual projectiles instead of rockets.

C4 is useful mainly against small groups of tanks that don't have any radar or are too focused to check for people sneaking up on them. The larger the group gets, the higher your chances of getting caught are. You have to be right on top of the tank in order to use it, so it's hardly a viable long-range option (Which is mostly what I'm talking about). Since this is the only AV weapon for Light Assault and Medics, it makes their AV options extremely limited. Tank mines have the same limitations of C4, but are more "fire, forget, and hope something drives over it". It can be used like C4 against stationary targets, but it utility is very limited. C4 is more useful against MAXes and infantry than it is against vehicles.

Engineers have guided rockets that are very viable at the cost of 1000 certs, and heavies have lock-on launchers, but again, both of those are slow moving, with the additional warning for vehicles that have a lock-on. Any vehicle that sees it coming and has enough cover can easily avoid it.


And I meant something for infantry with an effective range and speed similar to the Burster. I just want a fast projectile weapon similar to the Burster, except with armor piercing. It should have the ability to a harasser similar to the Burster's ability to kill a fighter jet (Two non-extended clips of continuous hits) and similar accuracy, but without the near-hit flak damage that Bursters get. Nothing special, but powerful enough to make infantry more effective against armor that's more than a few feet away. These will be given to MAXes for both arms, and if they ever decide to let Heavies hold a single Burster Heavy Infantry would be able to use one.

Additionally, a new ammunition type "Armor Piercing" should be introduced, which is little more than a tool for harassing armor and making combat against lightly armored vehicles with small arms more viable. This will give all infantry something to hit armor with if they find themselves unable or unwilling to switch to a dedicated AV class (Like the Heavy). Its downside is that it is significantly weaker against infantry and doesn't do a whole lot of damage to armored vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 31, 2013, 11:01:09 pm
One possibility would be an anti-material rifle for Infiltrators. Give it a low magazine size, slow RoF, and long reload, along with limited ammunition. Say, 4-round magazines, and 8 shots to kill a MBT or 6ish to kill a Lightning. Obviously something would need to be done to make it largely ineffective against infantry, but that might be an interesting way of handling it. It'd give Infs an AV option (that would be an actual tradeoff), allowing them to harass and kill vehicles but preventing them from engaging soft targets or being sneaky bastards as effectively.

Basically the idea would be that it would be nearly impossible for tanks to pinpoint them, especially if they cloaked between shots, but their damage output would be low enough to allow vehicles to retreat safely if they weren't already at low health. Make them nearly hitscan and you also have an effective counter to Harassers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 31, 2013, 11:07:33 pm
So... the Lancer for infils?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on October 31, 2013, 11:32:57 pm
One possibility would be an anti-material rifle for Infiltrators. Give it a low magazine size, slow RoF, and long reload, along with limited ammunition. Say, 4-round magazines, and 8 shots to kill a MBT or 6ish to kill a Lightning. Obviously something would need to be done to make it largely ineffective against infantry, but that might be an interesting way of handling it. It'd give Infs an AV option (that would be an actual tradeoff), allowing them to harass and kill vehicles but preventing them from engaging soft targets or being sneaky bastards as effectively.

Basically the idea would be that it would be nearly impossible for tanks to pinpoint them, especially if they cloaked between shots, but their damage output would be low enough to allow vehicles to retreat safely if they weren't already at low health. Make them nearly hitscan and you also have an effective counter to Harassers.

No, just... no. No.

We don't need tanks being killed from 1000m away by someone who's literally invisible (and even if you somehow magically knew where he was, immune to your shots) because he's out of rendering range. It was bad enough when it was engineer turrets, now you want a sniper version?

Tanks are actually mostly fine (imo). In small to mid scale battles it's easy enough to kill them. HA have various rockets, LA has c4, engineers have AV turret, the base AV turrets are really powerful, etc.

The problem is once they hit a critical mass it's very hard to kill enough of them to matter, and everyone runs away instead of trying to fight them, so they just plod along in a huge blob largely unimpeded. The problem is not the tanks... it's the insane amount of zerging and fight avoidance behavior of the community (something soe won't, and probably can't ever fix).

Allthough I would be happy if MBTs were changed to require a gunner for the main gun, and the driver got to shoot the top gun instead. More teamwork = good thing. It's why I like harassers being as strong as they are... each harasser is 2 - 3 people, it should be strong compared to a 1 man vehicle. If you nerf it, might as well pull 2 MBTs instead and the harasser turns into another overpriced transport that nobody ever uses (like the flash is right now)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 01, 2013, 12:03:32 am
See, here's the thing. There are precisely two effective infantry AV weapons: the AV turret, and lockon launchers. Both are effective because they're nearly impossible to avoid, virtually impossible to detect (literally so if fired from beyond render range, at least currently), and able to kill faster than tanks can get to cover. In other words, cheese. So either you've got tanks splatting infantry with impunity because C4 and mines do fuck-all to a tank that keeps a healthy distance, or you've got infantry cheesing tanks that can't retaliate. Why, exactly, is a weapon with higher TTK and less damage per shot a worse thing than the AV turret, especially when you'd actually need to AIM and LEAD if the tank isn't stationary? If something that takes 8 shots to kill you starts pinging you, you've got time to scram and get out of range/to cover. If an AV turret round/lockon rocket hits you and you aren't already at long range and right beside cover, you're almost certainly dead.

I'll reiterate: C4 is fucking useless against tanks. It takes two bricks to kill a Lightning, which requires a) 700 certs, b) lots of infantry resources to keep your stock up, c) you to get into melee range with them without being killed, which is pretty much only possible in bases and certain parts of the mountainous regions of Indar and Amerish. And if it's a MBT, oh joy, you just wasted a bunch of resources because they're just going to drive off and repair.

Mines are even worse, being roughly the size of an ESF, and requiring the enemy to somehow not manage to see the giant warning signs on the road before driving over them. That's assuming you can a) find a choke point where mines won't be inadvertently avoided and b) do so in a place and time where enemy vehicles actually might come that way. Otherwise they're just a shittier sort of C4 for Sundie-killing.

As for the blindfire launchers? Heh, sure. Good luck landing enough shots to kill on a tank that isn't braindead even at close range, much less sniping you from 800m away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 01, 2013, 01:51:34 am
If you really want to main AA, invest heavily in the Skyguard. Nothing says "FUCK YOU" like a Lightning with thousands of rounds of ammo. Once you learn how to lead targets you can easily down an ESF in <3 seconds. More importantly and more amusingly is seeing libs and gals spaz out when the pinging starts. I've gotten more than one gal kill when the pilot panicked and flipped over completely while trying to land.

On the topic of lockon launchers, I actually get pretty many kills with them. A lot of that has to do with ESF pilots being arcade scrubs, though. So often I'll launch my first and they'll only start running after it hits, by which point I've gotten a lock again.
Even other ESF's.
Lock on, wait a few seconds for flares to pop up, wait several seconds, lock on again, then fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on November 01, 2013, 01:59:29 am
I think you're kind of missing the real problem here, tanks shouldn't be effective against infantry at all, the point of a tank is to be a huge mobile wall with a big gun for shooting other mobile walls, the counter to infantry is infantry (and air or light vehicles)  but conversely infantry have very few viable options against a tank, mostly placement charges and mobility.  If you want to point fingers at SOE for anything it should be that they inexplicably decided that armor is a hard counter to infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 01, 2013, 02:06:35 am
I think the Battlefield series, for as far as it's gone into BroShooterLand the past few years, did a wonderful job of balancing Infantry, Armor, and Air. Quite a bit of that had to do with their level design, but just looking back at Battlefield 2 makes me miss how... pleasant the whole experience was compared to Planetside 2's haphazard, and often blind, approach to balance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on November 01, 2013, 02:14:14 am
I could scream for hours about SOEs non-balance and total lack of anything approaching military knowledge, but it would be time wasted, they don't read this board, and they don't care what I have to say.  I just enjoy the game for flavor at this point, it looks very good, it plays smooth (most of the time) and while my NC heavy assault/MAX can't really kill anything without luck it's very enjoyable to play (until some lag-shielding scumbag shows up)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 01, 2013, 03:16:30 am
In my opinion infantry are fine against tanks. I use radar on both my Vanguard and Lightning out of fear of C4, and keep a Kobalt as my Vanguard secondary unless the squad I'm with is going tank destroying. Both the Lancer and the Striker are very good at stopping NC tank zergs if a half dozen or more people start using them from a decent spot. Phoenix could be good too, but I hardly ever see people using them in comparison to Strikers especially, and occasionally Lancer squads. Tank main guns, even HE, are really bad against people peeking over a hill looking down on you as you have to direct hit them as there is no hill behind them to splash them. You have to switch to Kobalt when they do that. I'd use the C85 modified Enforcer instead but it's just bad right now compared to the Kobalt with some zoom. If it had a 'choke toggle' to tighten the spread on it for long range use, I'd consider it. The AV turret can fire on tanks farther than an infiltrator with a 12x scope can have a reasonable hope of hitting the engineer (I think the AV turret should have less range). Tank mines are still pretty good even though they are now spottable, though I wish friendlies could not detonate them with gunfire or explosions.


I think tanks should be good against infantry at long range if they are specialized into that. Also, as an NC, 2 bricks of C4 will destroy enemy MBTs. I'm not sure if it's the same with the Vanguard but I think so. It might be Sunderers you are thinking of; those will take two C4 and only be set on fire. Two tank mines will explode it immediately without some number of mineguard, though you will have to shoot the mines or throw a sticky mine at them if the Sundy is parked.

EDIT:
Balance Pass Post 1: Vehicle Weapons and the Harasser  (https://forums.station.sony.com/ps2/index.php?threads/balance-pass-post-1-vehicle-weapons-and-the-harasser.156160/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Satarus on November 01, 2013, 09:15:58 am
Harrassers require a minimum of 2 people to be effective.  MBTs and Lightnings require 1 person to be effective.  I think they are fine how they are.  They lack a good AA option other than what you could put on a MBT secondary. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 01, 2013, 10:00:47 am
I think you underestimate how easy it is to find a second person in a game with hundreds of people playing at any given moment.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 01, 2013, 10:12:03 am
A moderately trained monkey could make for a passable gunner. Driving takes some skill, though. But driving and gunning at the same time is a real test of one's skill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 01, 2013, 10:28:17 am
Speaking of MBTs, it's sort of sad how I never play my Magrider any more. The nerfs to strafe speed apparently also fucked up turn speed and it's nearly impossible to aim the main gun now, especially against moving targets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 01, 2013, 10:41:45 am
Cross factions would work fine if there was a cool down between changing factions.

Y'know... like in planetside 1
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 01, 2013, 11:23:47 am
I still don't know why there isn't a cooldown.  Even if it was ten minutes, it'd discourage casual assholery.  A hardcore asshole would just have three accounts anyway.

An outfit-mate of mine swears by C4 against Magriders- since you can duck when one charges you, go under it safely, and C4 its underside.

I think you underestimate how easy it is to find a second person in a game with hundreds of people playing at any given moment.

Especially considering gunning for one is 1) fun 2) great XP
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 01, 2013, 12:46:36 pm
However, finding a good gunner is hard. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 01, 2013, 01:02:26 pm
Hence why I certed out my Scythe instead of my Lib. >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 01, 2013, 01:28:09 pm
Same here, same here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 01, 2013, 01:32:06 pm
I only accept outfit gunners, being on voip together is a major boon
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on November 01, 2013, 02:28:05 pm
I always leave my secondary open for anyone to enter. If I get someone who is trigger happy I just notify them and they usually stop. Good for new players to get some experience, and gunning for a mbt is easy enough anyway.

Not so much for libs ofcourse, but I do sometimes give random players a shot. Surprisingly funny how many randoms will exit the vehicle mid flight to fall to their death. Not so funny is how terrible players are at it most of the time, figuring out how much to lead can be challenging for the inexperienced. Hence why I fly my lib solo half the time. I have on occasion found some pretty good gunners though, who ask me to fly for them again some time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 01, 2013, 02:34:51 pm
See, here's the thing. There are precisely two effective infantry AV weapons: the AV turret, and lockon launchers. Both are effective because they're nearly impossible to avoid, virtually impossible to detect (literally so if fired from beyond render range, at least currently), and able to kill faster than tanks can get to cover. In other words, cheese. So either you've got tanks splatting infantry with impunity because C4 and mines do fuck-all to a tank that keeps a healthy distance, or you've got infantry cheesing tanks that can't retaliate. Why, exactly, is a weapon with higher TTK and less damage per shot a worse thing than the AV turret, especially when you'd actually need to AIM and LEAD if the tank isn't stationary? If something that takes 8 shots to kill you starts pinging you, you've got time to scram and get out of range/to cover. If an AV turret round/lockon rocket hits you and you aren't already at long range and right beside cover, you're almost certainly dead.

I'll reiterate: C4 is fucking useless against tanks. It takes two bricks to kill a Lightning, which requires a) 700 certs, b) lots of infantry resources to keep your stock up, c) you to get into melee range with them without being killed, which is pretty much only possible in bases and certain parts of the mountainous regions of Indar and Amerish. And if it's a MBT, oh joy, you just wasted a bunch of resources because they're just going to drive off and repair.

Mines are even worse, being roughly the size of an ESF, and requiring the enemy to somehow not manage to see the giant warning signs on the road before driving over them. That's assuming you can a) find a choke point where mines won't be inadvertently avoided and b) do so in a place and time where enemy vehicles actually might come that way. Otherwise they're just a shittier sort of C4 for Sundie-killing.

As for the blindfire launchers? Heh, sure. Good luck landing enough shots to kill on a tank that isn't braindead even at close range, much less sniping you from 800m away.

dumb fire launchers work fine, try popping around corners or ducking behind rocks, or whatever. No, you won't get the guys shelling the base from barely inside render range but they aren't being tremendously useful to their team either. It's a totally free starting weapon on a class that can respawn in a few seconds with no limits or costs, and it works great considering that's what it is.

C4 also works fine, I've killed LOTS of tanks with it as LA. 700 certs is a little expensive but not that much (the guy in the tank probably spent more then that on his tank). The infantry resource is annoying, but now that tanks cost more it's a good trade. Also, 2 bricks of c4 will 100% kill a MBT too so I don't know what you mean about him driving off to repair. If you think C4 is quote "fucking useless", you're doing it wrong, no you can't charge the front of a tank across an open field and expect to C4 it, but there's plenty of situations where you can fly over it and drop some or run up behind it (nobody uses radar, ever).

You also totally forgot base turrets, which are BRUTAL. They will shred any tanks have excellent range, unlimited ammo, and cost nothing (in fact you get certs for fixing them if they get blown up).

I agree mines were overnerfed. You can still use them sometimes if you find a road that twists behind a rock, or something, so they drive over them before they see them but mostly.. yeah. Old mines were too good because the render distance was so short you literally could not stop before you hit them even if you slammed the brakes the instant they rendered (and sometimes they sunk into the ground and never rendered at all). They fixed that.... and made them HUGE in the same patch for some reason.

As for the sniper thing, even if it takes 8 shots we don't need a team of 4 people being able to lock down an area and make it totally 100% invulnerable against all tanks (and if almost hitscan speed, libs galaxies and maybe even ESF) forever, or worse a team of 8 people coordinating to instagib tanks with no warning and no chance for retaliation ever. If you can't see how this is a terrible idea, I don't even know what else to say.

I'll say it again, tanks aren't a problem. It's tank zergs, but it's the zerg part of that not the tank part that's causing the problem, the tanks just make the problem somewhat worse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 01, 2013, 03:01:42 pm
As an LA player, I'm quite happy with infantry's AV capabilities.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 01, 2013, 04:02:19 pm
1 - A antimaterial rifle already exists. It's called the Lancer and is for VS only.
2 - The base turrets are often useless. When a proper base attack comes they are usually destroyed almost instantly because htey can't hide behinda rock and they cannot reliably kill any enemy vehicle because THEY can. Not ot mention they are often put in derpy places that limit their fireing arc leaving humongous blind spots for enemies to exploit... i had fun session of skeet shooting of infantry zergs tho... mostly because they die in one hit unlike tanks that run off and repair.
3 - Zergs are an integral part of the game. You literally cannot make a MMO without players sometimes bunching up and going on a rampage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on November 01, 2013, 04:10:39 pm
The zerging is mostly due to a lack of an over-arching command structure, the outfits are nice but they mostly lack the sheer numbers to effectively co-ordinate strategy beyond 'get a lot of guys and attack'  It is a general failing of the do whatever mentality of many gamers, I'm guilty of it too, I have no outfit, I just look for a fight and do my best to contribute.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 01, 2013, 04:42:48 pm
See, here's the thing. There are precisely two effective infantry AV weapons: the AV turret, and lockon launchers. Both are effective because they're nearly impossible to avoid, virtually impossible to detect (literally so if fired from beyond render range, at least currently), and able to kill faster than tanks can get to cover. In other words, cheese. So either you've got tanks splatting infantry with impunity because C4 and mines do fuck-all to a tank that keeps a healthy distance, or you've got infantry cheesing tanks that can't retaliate. Why, exactly, is a weapon with higher TTK and less damage per shot a worse thing than the AV turret, especially when you'd actually need to AIM and LEAD if the tank isn't stationary? If something that takes 8 shots to kill you starts pinging you, you've got time to scram and get out of range/to cover. If an AV turret round/lockon rocket hits you and you aren't already at long range and right beside cover, you're almost certainly dead.

I'll reiterate: C4 is fucking useless against tanks. It takes two bricks to kill a Lightning, which requires a) 700 certs, b) lots of infantry resources to keep your stock up, c) you to get into melee range with them without being killed, which is pretty much only possible in bases and certain parts of the mountainous regions of Indar and Amerish. And if it's a MBT, oh joy, you just wasted a bunch of resources because they're just going to drive off and repair.

Mines are even worse, being roughly the size of an ESF, and requiring the enemy to somehow not manage to see the giant warning signs on the road before driving over them. That's assuming you can a) find a choke point where mines won't be inadvertently avoided and b) do so in a place and time where enemy vehicles actually might come that way. Otherwise they're just a shittier sort of C4 for Sundie-killing.

As for the blindfire launchers? Heh, sure. Good luck landing enough shots to kill on a tank that isn't braindead even at close range, much less sniping you from 800m away.

dumb fire launchers work fine, try popping around corners or ducking behind rocks, or whatever. No, you won't get the guys shelling the base from barely inside render range but they aren't being tremendously useful to their team either. It's a totally free starting weapon on a class that can respawn in a few seconds with no limits or costs, and it works great considering that's what it is.

C4 also works fine, I've killed LOTS of tanks with it as LA. 700 certs is a little expensive but not that much (the guy in the tank probably spent more then that on his tank). The infantry resource is annoying, but now that tanks cost more it's a good trade. Also, 2 bricks of c4 will 100% kill a MBT too so I don't know what you mean about him driving off to repair. If you think C4 is quote "fucking useless", you're doing it wrong, no you can't charge the front of a tank across an open field and expect to C4 it, but there's plenty of situations where you can fly over it and drop some or run up behind it (nobody uses radar, ever).

You also totally forgot base turrets, which are BRUTAL. They will shred any tanks have excellent range, unlimited ammo, and cost nothing (in fact you get certs for fixing them if they get blown up).

Didn't actually read my post, did you? Here, I'll repeat the relevant bit:

Non-cheesy AV weapons are either not present or completely useless in field battles. If you aren't inside a base/in an area with a lot of vertical terrain and chokepoints, you aren't going to get close enough to C4 a competent driver, and you aren't going to be able to land enough shots with the dumbfire launcher to kill before you die/they drive away. Base turrets are strong, yes, but they have terrible positioning and can only hurt enemies that approach the base from within their arc of fire.

If you're on Indar in between bases and spot an enemy tank, say, 80m or so away, you've got terrible chances of getting close enough to kill it unless you're with a massive swarm of infantry and the tank is alone. Hell, you'll be lucky to hurt it. I get plenty of C4 kills on tanks, but I get them inside bases and mountainous areas, where there is little room for the tank to run away and plenty of cover for me to sneak around/over. I don't see why this is a hard concept to grasp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 01, 2013, 07:22:48 pm
I guess I'm confused about why you care about the tank who sitting 100's of meters away shelling the base. He's not going to get very many kills and he can't help capture the points or really contribute to the fight so.... just ignore him and let him derp away while you shoot the infantry in the base?

Sonlirain - yes, zerging is part of the game that's never going to go away.... which is fine except the enemy never counter-zergs, everyone just shuffles around in a big circle capping empty bases and feeling badass while they spawn kill the few defenders too stupid to realize they can't win a 10:1 fight no matter how many times they charge out to their deaths. If two zergs ever meet, whichever side starts to lose (even by a little bit) instantly disintegrates and it's back to capping with no opposition.

It gets pretty stale after a while, especially since small squad action simply does not exist at all (if you form a small squad you're just empty capping bases till you hit the zerg and instantly splat).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 01, 2013, 07:58:54 pm
I guess I'm confused about why you care about the tank who sitting 100's of meters away shelling the base. He's not going to get very many kills and he can't help capture the points or really contribute to the fight so.... just ignore him and let him derp away while you shoot the infantry in the base?
...

At this point, I honestly don't know. What part of "FIELD BATTLE" do you not comprehend? Y'know, the sort of back-and forth that happens when two large groups run into each other between bases? Where, rather than one side hiding in the base while the other attacks, both factions are trying to gain ground and force the enemy back into a base? Granted, it happens less often than it should, but it's not terribly rare, either. A couple of spots that tend to encourage it are: on Indar: the plains between Indar Excavation and Quartz Ridge; between Xenotech and Regent Rock; south of Mao Tech Plant; hell, pretty much everywhere on the W-SW third of the map; on Amerish: Nowhere, because it's Amerish; on Esamir: the whole frozen river/flatland running W-E from Jaeger's to East River Sky; the area around Snowshear; the area around the Rink; the area between Freyr and Rime Analytics; etc.

I mean, true, it's sort of fucked up how that sort of thing only happens when two zergs of equal force butt heads, but it does happen, and I relish it. The sort of situation where you've got a pair of opposing battle lines stretched across plains and low hills, armor trading shots, infantry clustered around rock outcrops, ESFs making suicidal runs on the same... It's a whole lot of fun, and I wish it happened more often. More often it's straggling resistance trying to slow down an enemy zerg on the same terrain. In either case, though, C4, mines, and dumbfire rockets are all near-useless because there aren't (m)any positions to ambush the armor from, while lockon launchers and AV turrets will already be positioned hundreds of meters away attacking with impunity. :/

Basically: Situations where enemy armor does not need to come to you to be effective, but where you need to push the enemy back to be effective. Not a tank stupidly driving into your base. Not a tank shelling your base from a kilometer away. A tank positioned in the field to block your advance towards an enemy base. The best you can do against a competent tanker would be to either wait for friendly armor, wait for someone to cheese it with an AV turret, or circle hundreds of meters perpendicular to your line of advance to get past it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 01, 2013, 08:39:33 pm
Basically: Situations where enemy armor does not need to come to you to be effective, but where you need to push the enemy back to be effective. Not a tank stupidly driving into your base. Not a tank shelling your base from a kilometer away. A tank positioned in the field to block your advance towards an enemy base. The best you can do against a competent tanker would be to either wait for friendly armor, wait for someone to cheese it with an AV turret, or circle hundreds of meters perpendicular to your line of advance to get past it.

I guess, I'll just say in my opinion in the situation you describe: footzerging across an open plain with absolutely no cover, air, or armor support, the infantry deserve to be slaughtered by the tank and I think it's working as intended, and leave it at that.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 01, 2013, 09:47:41 pm
Basically: Situations where enemy armor does not need to come to you to be effective, but where you need to push the enemy back to be effective. Not a tank stupidly driving into your base. Not a tank shelling your base from a kilometer away. A tank positioned in the field to block your advance towards an enemy base. The best you can do against a competent tanker would be to either wait for friendly armor, wait for someone to cheese it with an AV turret, or circle hundreds of meters perpendicular to your line of advance to get past it.

I guess, I'll just say in my opinion in the situation you describe: footzerging across an open plain with absolutely no cover, air, or armor support, the infantry deserve to be slaughtered by the tank and I think it's working as intended, and leave it at that.

Once again you apparently read this first and last line of my post.

e: What I'm saying is, it'd be nice to have an AV option for infantry that isn't the sort of single-role thing that C4/mines/dumbfire rockets are, but which also isn't cheesy hard-counter stuff like AV Mana turrets and lockon launchers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 02, 2013, 05:33:34 am
Why? They work fine for driving off tanks.
A pair of AV mana turrets working together on voip or just spotting are a very effective deterrent.

Aside from mines and C4 your foot zerg has no cost or cooldown associated with it, whereas a tank does have a significant resource cost and does have a significant cool down.

If you're in a field battle and haven't brought your own armor you're doing it wrong.


-----
My only complaint about infantry AV is that C4 costs 700 certs per class.
That's 2800 certs to unlock 2 blocks of C4 for all classes.
Way to be a bunch of extortionate pricks SOE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 02, 2013, 06:31:39 am
Planetside 2 is about massive mixed unit battles. If you want tank battles, check out World of Tanks. It's also F2P.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 02, 2013, 06:58:43 am
IMO dumbfire launchers would be just fine for breaking through tank lines if their damage wasn't so easily negated by repairing. If there was a certain cooldown on repairing after taking damage it would be a whole different game, and I think it'd be a better one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 02, 2013, 07:14:49 am
Maybe there could be a repair zone where repairs are enabled, but then it would be like people shooting out of spawns except tanks. I don't think that would be much of an improvement.

I will say though I agree that it's pretty easy to find cover to hide behind and repair up to full, and then there are harassers that can do that while moving as long as no one is shooting HE near them (splash can kill the backseater but doesn't damage the harasser itself)

I'd really like the Flash to be improved some. Not it's ability to get kills, but it's ability to travel safely at decent speed on non-flat terrain, preferably with stock hill climbing at least as good and hopefully better than the harasser is now. I wouldn't mind seeing them be able to muscle their way up steeper inclines than other vehicles. I'd also really like for it not to explode on landing after a particularly righteous turbo jump. Being able to now tilt the flash in midair means I usually land on the wheels or at least the rear (due to angle of launch) and then the wheels, but the flash just explodes anyways. It's kind of funny exploding the way it is now but it would be better if I could drive away from it. I usually only drive it to boost morale of a moderate to large friendly zerg with a death defying turbo jump up the nearest terrain with a sufficiently steep angle. The flash is so suicide prone that I'll just redeploy, squad deploy or wait for a sundie to go up instead of using a flash to go to a base <500m away even.

I really like turbo jumping when some random person gets on the backseat. I can't resist showing them what the flash can do. Too often though they lose faith in it and bail out to their death when they see the ground receding like they are on a spaceship taking off and to be honest I can't blame them sometimes because it's fairly likely to kill them anyways.

Turboing a hill and landing inside a small number of enemies is roadkill city though. I had that happen the other day where I careened spinning through a narrow passage between a rail and a spawn room and ran over a few TR on the way through, then got stuck for long enough to Affirmative and then absconded successfully with the surviving TR shooting at me.

I use Racer 3 and second to last turbo boost rank, perhaps without that setup the flash is less prone to explode upon landing though I'm not sure.

It would also be really cool if it kicked you off if you land upside down, perhaps smote your shields to empty and a little bit of health, and then either tumbled or slid a ways in relation to it's inertia at which point you could flip it and drive it again. I wouldn't mind if it took a bit of damage too, though catching on fire would be a bit much. It would make the flash a lot more enjoyable to drive if you didn't have to worry about two or three ways to lose your flash, easily capable of leaving you stranded or dead somewhere between your destination and the place you departed without having anything to do with an enemy realmer. That's what friendly fire is for.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 02, 2013, 09:02:26 am
The charger frame on the flash actually makes it a FAR safer ride (as far as potholes go) but you have to sacrafice racer of scrapper for it.
Imo they should make it standard on all Flashes but hey it's not like i have anything to say on this matter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 04, 2013, 01:17:06 pm
So NC has won the past two alerts on Mattherson I've been on for. They both were on Amerish so that could have been why. The second time we were outnumbered by TR the whole time. We almost had a dominating victory. People kept saying 'Don't push too hard or you'll just piss off both VS and TR enough to concentrate on us.' That's what usually used to happen no matter we are winning, and it did, but this time not until the last half hour, so I guess we did good by pushing for as much as we could early on. Since it was Amerish I spent the first half hour flying around ghost flagging points, which seemed to help a bit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on November 04, 2013, 02:07:36 pm
Haven't played for quite a while, did they ever do something about engineers mining deployed sunderers?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on November 04, 2013, 02:09:22 pm
Nope, that's still a prefered form of douchebaggery.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 04, 2013, 02:12:52 pm
You can buy a defensive item called a mine guard.

Even a fully pouched out engi can't mine a sundy (although level 1 pouch gives you a third brick of c4... Which will blow up a sundy - so not much point having mine guard beyond a few levels)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on November 04, 2013, 02:35:18 pm
Nope, that's still a prefered form of douchebaggery.
It's my prefered form =P
There was so much bitching about it so I assumed they would have done something about it, but the mines weren't/aren't very useful for anything else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 04, 2013, 02:39:12 pm
I exploded three or four deployed sundies with mines today. I agree it's kind of lame though. It's just the only feasible way for me to do it by myself as I haven't certed into c4 for my heavy, and LA can carry only two C4.

That said I wouldn't mind if deployed sundies became largely resistant if not immune to tank mines. All it takes is one sneaky engy who's spent the what, 200 certs and 150 infantry resources to take out the spawn point of a whole platoon.

As for them not being useful otherwise, I get tank and sundie kills all the time with them functioning like mines should. Just find a chokepoint on the road leading to a base that the enemy can attack, lay them down and switch to another class. It's especially easy to get them on lattice continents. Also, now that they are larger and can be spotted it helps if you put them at a place where it's hard to see them, like a small incline on the road that would be a descending angle to the person who would drive over them just after cresting the incline.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 04, 2013, 02:45:02 pm
I still don't see the big deal about mining sundies.  It's harder than C4ing them, since if you're doing that, you can probably fly.  If you can't see the engy walk his ass all the way over to your sundy, mine it, switch to his gun, and shoot them before taking him out, maybe you should have defended it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 04, 2013, 02:50:43 pm
It takes like 4 seconds to throw the mines and a sticky mine though, and forcing someone to guard the sundie during a five minute base cap not to mention a biofarm doesn't seem like something I'd want to try to do. The main issue is that it's one infantry guy who can do it; a LA with 2 C4 only puts the sundie into flames and needs to guard the thing for the ten or fifteen seconds or whatever it takes to explode eventually. Either that or have a friendly HA or aircraft finish it off which seems more reasonable to me than one guy able to instagib a deployed sunderer that would rather use something like stealth armor instead of mineguard.

Not to mention unlike C4 they persist past killing the engy, so if they have three seconds or whatever to throw the two tank mines you absolutely require someone around who has spent the pile of certs to get the engineer to max level where it can disarm them, or at that sundy will last at most the 30 seconds (if he doesn't tell teammates in /re or whatever) it takes for that same person to come back either as a cloaked infy or shielded HA for the half second it takes to splash the mines with a rocket.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on November 04, 2013, 02:56:43 pm
Of course the simple fact is that to effectively 'guard' anything in PS2 people would have to comprehend roles other than attack, attack, and attack.  The game actually does a damn good job of rewarding players for supporting from the rear, and that is a damn hard thing to reward, but almost everyone in a sector is rushing for the control point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 04, 2013, 02:57:54 pm
Like the ammo sundy being an XP fountain?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on November 04, 2013, 03:01:08 pm
...than one guy able to instagib a deployed sunderer that would rather use something like stealth armor instead of mineguard.
Use mineguard and leave it or stealth and guard it... but mine engineers can rarely get a sunderer unless you deployed it somewhere he can just jump down on it or similar. If a sunderer is deployed next to a wall and I just have to use the jump platforms once to reach it then the driver needs to deploy in smarter places.
People just tend to drive their sunderes as close as they can then leave them so they get points from the zerg respawning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 04, 2013, 03:06:23 pm
...than one guy able to instagib a deployed sunderer that would rather use something like stealth armor instead of mineguard.
Use mineguard and leave it or stealth and guard it... but mine engineers can rarely get a sunderer unless you deployed it somewhere he can just jump down on it or similar. If a sunderer is deployed next to a wall and I just have to use the jump platforms once to reach it then the driver needs to deploy in smarter places.
People just tend to drive their sunderes as close as they can then leave them so they get points from the zerg respawning.

This.  Remember, the zerg is coming OUT of the Sundy.  If it's poorly placed enough that an engy can get to it without getting force-fed a bullet sandwich, then he earned the kill.  Only other option is some sort of vehicular assistance, but Flash is risky, Harasser needs both a buddy and being a very visible target, and air-drops are resource intensive.  Those, of course, mean the engy deserves it even more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 04, 2013, 03:31:16 pm
Haven't played for quite a while, did they ever do something about engineers mining deployed sunderers?

I don't know if you were around for the change, but mines no longer asplode automatically and it takes more time to throw them down. Kamikaze mine runs are still effective, but not as effective as before.

I still don't see the big deal about mining sundies.  It's harder than C4ing them, since if you're doing that, you can probably fly.  If you can't see the engy walk his ass all the way over to your sundy, mine it, switch to his gun, and shoot them before taking him out, maybe you should have defended it.

I think the usual complaint is about drop podding onto sundies and throwing down mines, which is complete bullshit. The mines themselves are fine.

What else are you going to use them for, aside from kamikaze sundy runs. Mining roads? Ha!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 04, 2013, 11:50:14 pm
Mining roads around corners got me 12 extreme menace kills recently, but... :D
Yeah, usually they're useless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 05, 2013, 02:39:21 am
Psh, no. You mine the vehicle spawns right before a base flips to an enemy faction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 05, 2013, 07:08:34 am
As if it's possible to get out of the spawn room...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 05, 2013, 07:12:27 am
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 05, 2013, 07:38:38 am
I've found taking out my uppercut, putting on my hat, and playing WH40K commissar quotes over the in game voip helps immensely with shield maidens
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 05, 2013, 07:45:57 am
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.

That depends on the # of enemy troops around. If they are like 30+ dudes camping out there then even if they're NC only a infiltrator has a slight chance of sliping past.
People like their T/D for some reason and if you make a pain field inside THEIR spawn then they will just go elsewhere to pick up easy kills instead of being farmed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 05, 2013, 10:27:45 am
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.

That depends on the # of enemy troops around. If they are like 30+ dudes camping out there then even if they're NC only a infiltrator has a slight chance of sliping past.
People like their T/D for some reason and if you make a pain field inside THEIR spawn then they will just go elsewhere to pick up easy kills instead of being farmed.
At least then they're doing something useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 05, 2013, 12:33:27 pm
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.

That depends on the # of enemy troops around. If they are like 30+ dudes camping out there then even if they're NC only a infiltrator has a slight chance of sliping past.
People like their T/D for some reason and if you make a pain field inside THEIR spawn then they will just go elsewhere to pick up easy kills instead of being farmed.
At least then they're doing something useful.
Define useful.
Runniong out like a lemming just to be gunned down by camping hordes of VS one meter away from the spawn shield is anything but useful.
At least those camping inside get to grab some safe kills and suppport exp by repairing/rearming/ressuracting the more daring MAXes and healing/ressing the kamikazi infantrymen (quite a bit of exp is to be had since the rezzed toon usually dies 0.1 second later just to get rezzed again and again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on November 05, 2013, 12:57:36 pm
Also, a time activated pain field in a friendly base will only lead to even less defenders in critical positions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on November 05, 2013, 01:13:09 pm
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.

That depends on the # of enemy troops around. If they are like 30+ dudes camping out there then even if they're NC only a infiltrator has a slight chance of sliping past.
People like their T/D for some reason and if you make a pain field inside THEIR spawn then they will just go elsewhere to pick up easy kills instead of being farmed.
At least then they're doing something useful.
Define useful.
Runniong out like a lemming just to be gunned down by camping hordes of VS one meter away from the spawn shield is anything but useful.
At least those camping inside get to grab some safe kills and suppport exp by repairing/rearming/ressuracting the more daring MAXes and healing/ressing the kamikazi infantrymen (quite a bit of exp is to be had since the rezzed toon usually dies 0.1 second later just to get rezzed again and again.
Shooting out of the warpgate shield still requires leaving the spawn room.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 05, 2013, 03:38:59 pm
Define useful.
Runniong out like a lemming just to be gunned down by camping hordes of VS one meter away from the spawn shield is anything but useful.
At least those camping inside get to grab some safe kills and suppport exp by repairing/rearming/ressuracting the more daring MAXes and healing/ressing the kamikazi infantrymen (quite a bit of exp is to be had since the rezzed toon usually dies 0.1 second later just to get rezzed again and again.
Useful: if you're with too few to stop or even delay the zerg, go somewhere where you can be of use. If you're with enough that for instance a MAX rush is possible, go for it. If you manage to slip out and get the point that's even better. A single infil, going round the points in a 3-point base for instance, can be quite the annoyance, and can hold up a sizeable force for minutes just by having them run around defending points. During that time, that force is unable to move on and capture more territory.


This is all from the standpoint that territory matters. I realise that there are a lot of players out there who could not care less about territory and just want to farm kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 05, 2013, 04:18:51 pm
When I'm trapped inside a spawn room with a zerg around me, I typically grab Heavy Assault and try to whittle down their aircraft or armor. If I'm feeling lucky I'll grab my MAX. With enough dudes taking out vehicles, you can potentially break the enemy's next attack. In bases where you can't do that as easily, there's usually an SCU to take out so spawn room camping is kind of a moot point in those places.

Plus, certs are a long-term investment to having better soldiers. No one cannot have enough certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 05, 2013, 05:02:10 pm
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.

walk out of shield -> instantly blown up by the 20 tanks and 100 infantry who are spawn camping every exit -> back to waiting on the spawn screen.

Yeah, no thanks.

Adding a pain field is not going to get more people to rambo out to their death, It's just going to make even less people defend, which will contribute even more to the stale, boring zerg merry-go-round empty cap metagame we have.

They need to drastically increase the reward for defending, especially defending while outnumbered - maybe a 5 minute 50% exp bonus for reinforcing an outnumbered base?  Or some sort of exp bonus every 5 minutes you hold out, that scales up depending on how outnumbered you are? Something to get people where the bodies are needed, instead of having them all sit in a huge pile capping an empty base.

Then make it harder to spawncamp somehow. Honestly, I don't know what they could do here without redesigning every base from scratch (which won't happen). Maybe if they sink the spawnrooms underground so you can't shoot out, but the enemy can't sit there and watch you to blast you the instant you run out? I don't know.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on November 05, 2013, 05:09:20 pm
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.

walk out of shield -> instantly blown up by the 20 tanks and 100 infantry who are spawn camping every exit -> back to waiting on the spawn screen.
Do you know how much space there is between the spawn room and the shields? Well neither do I exactly but it's more than enough to stand in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 05, 2013, 05:53:16 pm
As if it's possible to get out of the spawn room...
I have no idea why this is so hard for people. GTFO there and at least try. What are you afraid of? Dying? HAH.

They should make a time-based pain field in spawn rooms. Stay there for longer than a minute and you start taking damage.

walk out of shield -> instantly blown up by the 20 tanks and 100 infantry who are spawn camping every exit -> back to waiting on the spawn screen.
Do you know how much space there is between the spawn room and the shields? Well neither do I exactly but it's more than enough to stand in.

What... what are you even talking about? I can't think of a single spawnroom that isn't easy to camp with sufficient numbers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 06, 2013, 01:22:21 pm
Man, if they also added an XP bonus for defending against larger numbers (significantly larger numbers, 1.5x or more), then it would be awesome.
 - More people defend
 - My friends and I get more XP as we run out with infiltrators and take out unsuspecting campers.

Also of note, when taking bases, an engineer and infiltrator should team up. As in, engie drops ammo packs, while the infie shoots recon darts to see the cloaked infiltrators that run out of the spawn room.
Just a tip.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on November 06, 2013, 02:45:48 pm
Ok so check this out. I play DDO and PS2, and both games started having login server errors. I'm working with Turbine and SOE tech support respectively on the issue. I can start the launcher, but when I try to log in I can't get to the character select screen. All my other games and applications work just fine.

I've been unable to play for 18 days now.

Win8 laptop, internet through a wireless router connected to cable landline.

I sent in my diagnostic files.

I've reinstalled. I've done the game file validation (through the launcher, not through steam). I've deleted my player config file. I've attempted to set my ports through the config.

I've deleted and re-added all of the executables through Windows Firewall several times, checking to make sure the outbound rules are configured correctly (One rule for TCP, one for UDP, all ports). I've make sure it's set up properly for my network type. I've reset it to default and done all of that again.

I've done a clean boot. I've tested with a disabled firewall and antivirus.

I've done a cold boot on my router, forwarded the ports on the router, and reset it to defaults.

I did a system restore to my earliest backup, which was around the time this started happening. No effect, though it broke my DDO installation and I needed to uninstall / reinstall again. I'm not sure I was able to recover from before whatever incident started all this, but I couldn't go back further.

Reinstalled Direct X in case that was an issue.

My accounts are still active and in good standing. I'm not testing while a server is down. I still have internet connectivity. Recent virus / spyware definition update, and scan shows clean.

Nothing has worked. Tech support has gone back around to suggesting things I've already told them I did.

The kicker is, my girlfriend has exactly the same laptop - we bought them at the same time and I wouldn't be surprised if the same workers assembled them on the same day. We're both on the same wireless network. Yet her machine can play DDO just fine.

Up until yesterday, when she got the dreaded "searching for logon server 20 of 20" error.

Now why in the goddamned world would her machine be able to connect, and mine not, for 18 days, and then suddenly hers can't connect either?

I really do suspect it's a firewall issue even though I've run out of buttons to push.

Also, I don't remember anything happening between me being able to connect and not. One night I'm playing PS2 and she convinces me to log in to do a dungeon with our guildies in DDO, then I log out for the night, and I don't do anything but surf some net a bit until a couple days later when I try to log into DDO and can't.

My last resort is reinstalling the OS, running the updates, downloading PS2 onto a fresh OS, and seeing if it works.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 07, 2013, 04:31:32 am
Adding a pain field is not going to get more people to rambo out to their death, It's just going to make even less people defend, which will contribute even more to the stale, boring zerg merry-go-round empty cap metagame we have.
Sitting in a spawn room is not "defending". It's boring for both sides. Attackers can't move on and have to watch the room, and "defenders" are just taking potshots hoping to hit an attacker.

If I remember correctly:
In PS1 they have a system similar to what TolyK proposed: when capping (or defending), you get XP that is proportional to the difference in numbers between allies and enemies, and the time you spent in that area. So you get similar XP for a 100v100 and for a 5v5 fight, and defenders get similar XP (after an X period of time) as attackers. The actual "cap" did almost nothing. So if you arrived late to a cap, you'd get minimal XP, so you couldn't fly around cap-farming, you actually had to contribute. Zerging was also less beneficial, as having more people on your side would decrease your XP.

Also, if you fought somewhere and you left before the cap was done, you'd still get the XP from the time you fought there, so "waiting for a cap" would be minimised (you'd leave a skeleton crew to make sure the base was secure until capped, and they could refill it while the brunt of your force could move to the next).

This is from memory as I can't seem to find how it really works right now Google's results are too cluttered with PS2 :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on November 07, 2013, 07:03:14 pm
That sounds great.

Currently they do something similar with how you get bonus XP for assisting with an alert (although I think everyone should get some XP for being in on the alert, though nothing close to the amount the winners get, but it would be nice to see maybe 1k xp per alert-relevant base your side holds +3k for winner, +1k for second place).

Although I really feel like you should get a bonus percentage, which means you actually have to get out there and do stuff.

I think the spawn room mechanic is just fine. Sometimes the enemy really is camping the spawn exits too closely to allow anyone to leave, and going out is just futile. By staying to fire out of the spawn room, you're keeping enemy forces tied up that could otherwise just zerg into the next base. You're also taking the potshots that occasionally kill one of them, depriving them of XP while they respawn and possibly resources from a vehicle they lost. They don't have to camp the spawn - they could leave! But if they all leave they might let some defenders slip through who could recap the base. Interesting choices with meaningful consequences all around. That's why I like it. Of course the attackers don't like being shot at by people who are behind one-way forcefields. But the attackers get to do that too when they cap the teleported bases going into a biolab. I really just think it's perfect. I hate to play games with spawn raping, it's just awful and no fun.

I will agree that too many people clog up the spawn room trying to get free kills. Those little doors really don't offer enough space for more than two guys crouched in the front and two standing behind them, yet you frequently see a dozen all standing and shooting each other, complaining because those 11 damn noobs won't get out of their way. And inevitably somebody nudges a little too close to the forcefield and gets blasted from outside.

What would be a nice tradeoff is if the defenders can, with a squad leader perk, use a console in the spawn room to vote for abandoning the base. It takes lots of resources to vote and you need like 3 votes to make it succeed. But if you do there's a 15-second countdown (which lets all the defenders despawn if they're fast) and then there's an orbital bombardment of the area and the spawn room screens go down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 08, 2013, 07:40:48 pm
Has anyone else read that Tech Plant capture guide that was on the news scroll? So many fucking failures I can't even begin to describe it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 08, 2013, 07:49:30 pm
Yeah, sometimes I wonder if they've ever played their own game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on November 08, 2013, 08:22:35 pm
When I see something like a news post about camouflage I feel like it's Yahoo News - Auraxis Edition.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 08, 2013, 08:50:26 pm
Right. let's change the topic.

Anyone now uses the stock ESF guns again?
Personally i started using the needler again because it can take down a Liberator in 2 clips and can do meaningfull damage from further away instead of having to expose myself to dalton shells and tail gunners. Also since the realod is longer it has better coherence with A2A missiles.

In short... it has less burst damage and is slightely worse against infantry (lower RoF and less spread) but at the same time its a terror for liberators and seems to be much more effective at damaging ground vehicles (less than 2 clips into the sidearmor kills a magrider).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 09, 2013, 12:30:14 am
I prefer the Needler instead of the Banshee for getting shot down in thirty seconds. That way it takes a quarter of a second longer for the guy who shot me down to nano armor his way back to full health.

Last night I played for at least six hours and earned around 300 certs, all the while rocking a K/D of 2ish. At one point during an Amp station alert, there was a huge NC footzerg pushing north towards Kwahtee, and they were trying to cross a field southwest of the station. They were densely clumped up behind a tiny little bump in the field. I could have shot them but then I wouldn't have had the pleasure of running them over. I think I got ten roadkills or so before trees, not seeing where I was going, and lock-ons ruined my fun.

It occurs to me that with proximity scanner moving to the defense slot in a few days sometime soon, I can equip both scanner and smoke on a lightning, and have a potent infantry farming tool that can hopefully repeat the same situation, but with greater effectiveness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 09, 2013, 07:11:28 am
I prefer the needler over the rotary mostly because my aim sucks so most of my rounds with the rotary go no where

Edit: although I generally fly around with the banshee now, using it as a ghetto rocket launcher to blast apart clusters of inf and maxes is fun
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 09, 2013, 08:52:34 am
Right. How good is the banshee actually is?
Since the splash damage is not working at all in VR i can't really tell how good it would be against infantry.
The terrible accuracy means it won't do really well against air and small clips won't do much to vehicles before you have to reload while the rotary with its massive RoF takes infantry out well enough while remaining mildly effective against vehicles (the clip is twice the size of a banshee while dealing similar damage).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 09, 2013, 01:14:30 pm
I can't speak to the banshee, but the Scythe's anti-ground primary is surprisingly effective in the right circumstances. It's almost more effective than rocket pods against clusters of infantry, and the damage against vehicles is decent enough to switch to it while your rockets are reloading. Actually, my favorite mixed build for my Scythe is to pull the Light PPA as primary and missile pods as secondary. Granted, you won't kill/i[] vehicles with it, but you'll scare them off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 09, 2013, 01:46:23 pm
Right. let's change the topic.

Anyone now uses the stock ESF guns again?
Personally i started using the needler again because it can take down a Liberator in 2 clips and can do meaningfull damage from further away instead of having to expose myself to dalton shells and tail gunners. Also since the realod is longer it has better coherence with A2A missiles.

In short... it has less burst damage and is slightely worse against infantry (lower RoF and less spread) but at the same time its a terror for liberators and seems to be much more effective at damaging ground vehicles (less than 2 clips into the sidearmor kills a magrider).

A2A missiles...

Rocketpods are far, far better anti-liberator (and galaxy) weapons then A2A missiles. Libs are too slow to dodge them, and such a huge easy target you can just melt them. Meanwhile, if you can't use the nosegun you won't beat a halfway competent enemy esf pilot anyway, the missiles won't do anything because flares (which EVERYONE has).

Banshee damage is pretty sad against vehicles, it's strictly an AI weapon. It's pretty decent at that, but rocketpods are anti-everything and rotary is pretty decent vs everything too so it's obsolete and there's really no reason to ever use it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on November 09, 2013, 02:15:18 pm
How could there POSSIBLY BE 8 Gigs of updates in just the few months I haven't played.
It's almost like they don't want me to get back into the game after hiatus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 09, 2013, 02:39:09 pm
Right. let's change the topic.

Anyone now uses the stock ESF guns again?
Personally i started using the needler again because it can take down a Liberator in 2 clips and can do meaningfull damage from further away instead of having to expose myself to dalton shells and tail gunners. Also since the realod is longer it has better coherence with A2A missiles.

In short... it has less burst damage and is slightely worse against infantry (lower RoF and less spread) but at the same time its a terror for liberators and seems to be much more effective at damaging ground vehicles (less than 2 clips into the sidearmor kills a magrider).

A2A missiles...

Rocketpods are far, far better anti-liberator (and galaxy) weapons then A2A missiles. Libs are too slow to dodge them, and such a huge easy target you can just melt them. Meanwhile, if you can't use the nosegun you won't beat a halfway competent enemy esf pilot anyway, the missiles won't do anything because flares (which EVERYONE has).

Banshee damage is pretty sad against vehicles, it's strictly an AI weapon. It's pretty decent at that, but rocketpods are anti-everything and rotary is pretty decent vs everything too so it's obsolete and there's really no reason to ever use it.

You'd be surprised at how many pilots don't have flares or don't use them well. I'd estimate that ~75% of the time, they pop flares the instant I start locking, so all I have to do is chase until they wear off and then pop them with a pair of missiles. I almost never run into competent dogfighters, but when I expect to, I pull my real A2A build.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 09, 2013, 03:11:14 pm
I just bought those missiles because htey were cheaper than rockets and there is no alternative.

And they do help quite a bit when enemy pilots decide to run away zig zagging instead of fighting since i don't trust my gunnery skills enough to take on them and tomcats are quite liberral when it comes to locking since you just have to aim in their general direction so spazzing about won't work.

And they work well enough for long range liberator pestering along with needler since rockets are not as easy to aim at long ranges.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 09, 2013, 03:54:03 pm
That's the other primary reason I use missiles: if you try to take down a Lib with guns, the competent ones will roll upside down and let their gunner start taking potshots at you. If you just stay inside lockon range, you can take them down without being herped by a lucky Dalton round or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 10, 2013, 04:07:32 am
That... seems like a good idea, actually. I never thought A2A missiles were that good when testing them >.>

Do they one-shot ASFs?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Digital Hellhound on November 10, 2013, 04:14:05 am
I'm thinking of getting back into this. Anyone still playing on Miller? I imagine the game's changed a wee bit from launch, but I've forgotten everything anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 10, 2013, 04:45:34 am
I have a red and a purple on miller. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on November 10, 2013, 05:08:35 am
So, did they ever change ESFs from being omnipurpose vehicles that's good against everything? I find it extremely tedious that what's supposed to be primarily an Air Superiority fighter ends up being that, a really potent anti-infantry option, and a fairly decent anti-vehicle option all at once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 10, 2013, 06:16:06 am
Esf overhaul got waysided by 'Operation: Make Game Ready for PS4 launch' aka 'operation make game faster'
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 10, 2013, 06:32:05 am
I don't think ESFs are as good against infantry as people make them out to be, except for spawn camping which is where everything is too good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 10, 2013, 07:11:19 am
That... seems like a good idea, actually. I never thought A2A missiles were that good when testing them >.>

Do they one-shot ASFs?

No you need 3 missiles to take down a fighter from full health to 0 so they aren't really good alone but if you mix it up with a nose gun you can gt nice effects... especially if the enemy ESF thinks he's being locked on by a heavy with a G2A launcher and tries to escape exposing himself to your nosegun.

I don't think ESFs are as good against infantry as people make them out to be, except for spawn camping which is where everything is too good.

They are quite good if the nosegun is equipped with thermal vision.
You need some precise aiming and one or two heavies with AA rocket launchers will crash your party in a hurry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 10, 2013, 07:23:32 am
As a pilot I thought lolpod Reavers were quite decent against infantry, but since I got me a Hawk I've started to pity the poor helpless pilots. Seriously, those rockets ignore flares like 80% of the time. And if there's another heavy firing at the same ESF, it's instant death. Though I also manage to shoot down planes on my own with alarming frequency, simply by finding a good position behind enemy lines so they retreat towards me when I hit them the first time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on November 10, 2013, 07:42:30 am
My experience with G2A rockets is the exact opposite. By the time you can actually get a lock-on, they've already emptied their rocket pods and will be retreating to reload. At worst you'll manage to get in one rocket, in which case their automatic repair perk will repair them while they go back and stock up on rockets, ready to repeat. And that's only if they just don't plain kill you with the rockets first.

I realize that they're supposed to be deterrents and not that great for actually killing aircraft, but in my experience they don't even work as a proper deterrent. Two or three ESFs are all it really takes to bring a group of advancing infantry to a grinding halt. It's even more tedious since they are in pretty much every respect better than the dedicated A2G bomber.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 10, 2013, 07:52:55 am
IDK, I think that lightnings and harassers are ridiculously more powerful AI platforms and they have a similar resource cost. And lock-ons *never* hit harassers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: GreatJustice on November 10, 2013, 10:23:14 am
I take it things have been seriously rebalanced in the time since I left about... a year or so ago? I got on earlier and discovered that flying a Liberator with a Dalton isn't quite such a straightforward and easy way to get ludicrous amounts of XP now, and that anti-air weapons were actually somewhat effective. I assume, then, that even if planes with rocketpods are a problem, they aren't as much of a problem as they were earlier, when one or two could basically demolish an entire armoured convoy and stop an offensive in its tracks with basically no danger.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 10, 2013, 11:09:53 am
IDK, I think that lightnings and harassers are ridiculously more powerful AI platforms and they have a similar resource cost. And lock-ons *never* hit harassers.

Suprisingly enough i never had problems hitting those when using the striker...
Assuming that it didn't go all out derp on me of course.
http://www.youtube.com/watch?v=AC5bayNjKmw

And since the annihilator has a similar tracking system i'd assume it can track and hit harrasers as well.

Oh and yeah rocket pods got nerfed a LOT so you don't see things like this anymore.
http://www.youtube.com/watch?v=7mW2Fpc2_eo
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 10, 2013, 11:50:46 am
I honestly don't get why people are still bitching about ESFs. It was justified back when pods had obscene damage and blast radius, but now you pretty much need a direct hit to kill infantry with them. That aside, I've had great success with all my AA--G2A missiles, burster MAX, and Skyguard lightning. In medium-large battles (especially against NC and their love for airzerg) a very large chunk of my certs comes from shooting down ESFs and Libs. One of the best parts about the missiles is that, often as not, the pilot will crash into shit trying to avoid them.


On a marginally related note, I shot down a Mossie with my Sirius yesterday.

Yeah, you read that right. He was damaged and hovering near a building shooting at someone, so I burned my jets up to him, unloaded a SMG magazine at the cockpit, and got the kill. XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 10, 2013, 01:16:58 pm
From what i heard you need 27 shots from the Commissioner to destroy a EFS.
I wonder when people are going to team up and shoot down ESFs with those for the hell of it.

Also i had an encounter with a scythe osme time ago when playing infiltrator.
Managed to get him to half health with my sniper rifle alone (he had rocket pods but i had stealth).
He ran off to a nearby tower for rearm and repair and got murdered by a lolpoddingm ossie on my very eyes.
He must have repaired most of the damage tho because i didn't get any credit for it.

In another instance i saw a scythe and mossie duking it out above ourr infantry zerg so i decided to spray away at the scythe with my trusty Trac-5s (i'm an engineer so ammo is a non issue).
Got a kill credit for that because i apparently hit him just as the mossie was finishing him up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 10, 2013, 01:27:35 pm
I honestly don't get why people are still bitching about ESFs. It was justified back when pods had obscene damage and blast radius, but now you pretty much need a direct hit to kill infantry with them. That aside, I've had great success with all my AA--G2A missiles, burster MAX, and Skyguard lightning. In medium-large battles (especially against NC and their love for airzerg) a very large chunk of my certs comes from shooting down ESFs and Libs. One of the best parts about the missiles is that, often as not, the pilot will crash into shit trying to avoid them.


On a marginally related note, I shot down a Mossie with my Sirius yesterday.

Yeah, you read that right. He was damaged and hovering near a building shooting at someone, so I burned my jets up to him, unloaded a SMG magazine at the cockpit, and got the kill. XD

People (or at least I...) bitch about ESFs because they are the ONLY vehicle in the game that's anti-everything... at the same time. Rotary + rocketpods makes it an air-superiority fighter + ground attack fighter in one package with no compromises. No other vehicle is capable of slaughtering infantry, vehicles, and air equally well. Probably 90% - 95% of my ESF deaths are... to other ESFs, it's only real counter is it's self (flak and missiles can chase you away but they won't usually kill you unless you derp or get back luck)

The dual-role thing also hurts liberators very bad. Any anti-air has to be able to deal with the nimble ESF (because it's an A2G platform) which means it absolutely slaughters the slow moving, easy target liberator. Throw in the fact you can get two ESFs instead which fill the exact same role (but are faster and more survivable) and it rarely seems like a good idea to pull a lib.

They will never do it now (even the ESF/air update seems like it's going to be a massive buff, not nerf, to ESFs) but they really, really should have forced pilots to specialize. Rocketpods should have removed the nosegun (or forced the banshee) so that you can't be good at killing air and ground at the same time. Or even better they never should have added rocketpods in the first place, balanced anti-air around killing libs not ESF, and made the ESF into an air-superiority platform that can only contribute to anti-ground via straifing runs with the nosegun.

but of course, it's F2P and I'm sure they made a *LOT* of money off lolpods when the game was new since it was inarguably pay2win at that point, and the cynic in me says that was the point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 10, 2013, 01:29:24 pm
A while back I was taking pot shots at some distant infantry with my DMR, just single shots with plenty of time to make sure I had a high chance of hitting them. Suddenly a Scythe flew down right as I took a shot, and it was apparently enough to blow it up. Probably one of the most surprising kills I've ever gotten.


The balance between ground and air has improved a lot since the beginning of the game, mostly propelled by cheaper G2A launchers and more people being able to afford bursters and sky guards. The AA buff a while back helped too.

Air still obliterates unprepared infantry, and most infantry are geared for anti-infantry combat. I've been gunned down almost instantly by ESFs with the high RoF cannons. I can survive a missile pod storm in the open if I'm lucky, which I'm fine with, but I can never do anything to retaliate unless I happen to have a G2A launcher. Dumb missiles are just too slow and innaccurate to be effective at anything beyond 50m.

Aircraft, including liberators, just need to feel more like actual aircraft and less like flying tanks. Not enough to be destroyed easy peasy, but it's kinda silly that ESFs can take a tank round, dumb missile, or an entire clip from a machine gun and survive. If a pilot is slow or dumb enough to take one of those things, then they deserve to die. Instead they just fly off and repair, costing them nothing but a little time.

Of course, the AA weapons we have now are perfectly fine against aircraft. If aircraft get nerfed, so should those. This means that ESF canons would get a nerf, but there could be some sort of damage bump to aircraft's canon damage against armor to keep them where they're at there, because armor-versus-air combat is just fine now (Except eating tank rounds and entire clips of MG fire).

One thing I'd really like to see is a burster for heavies. A single burster isn't really ever a massive threat to aircraft that aren't sitting around being stupid, but it'd be nice for non-MAX infantry to have a viable, non-lock-on AA weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 10, 2013, 01:34:11 pm
Ooh! There is a forum for this here? Good to know!

Spoiler: Things not liked (click to show/hide)
I love maxes. Shooting down aircraft with shotguns is just fun. And that second weapon that you get for free? Wondrous.

Also, the shield door things, that let you shoot through them but not get shot? Best exploit I have found in a game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 10, 2013, 02:16:36 pm
I have almost the exact opposite experience with ESFs. The only times they ever give me trouble are:

1. When one catches me alone, without AA, in the open. I'm running between bases, driving a Lightning back to reload my HE, etc. That's good, he gets me dead-to-rights, and he gets the kill.
2. When an air zerg rolls over a base with one of the tiny or small spawnrooms, and they're so saturated that they have more aircraft than we do burster MAXes and G2A launchers. More annoying, perhaps, but not unreasonable.

If it's just one or two ESFs harassing a base or a large group of people, they're going to be promptly driven away, and if they aren't, they'll die. No sensible pilot who's just had to run and repair because of a concentration of AA is going to go back to the same spot. Hell, as long as I have cover and ammo, I can deal with them myself, even more so now that the G2A launchers are two hits to kill on ESFs. I wait until they're overhead (or past me into friendly territory, since they don't get a directional indicator for the lockon), and either they burn flares and take one hit while getting away, or I kill them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 10, 2013, 02:20:54 pm
From what i heard you need 27 shots from the Commissioner to destroy a EFS.
I wonder when people are going to team up and shoot down ESFs with those for the hell of it.

(http://www.guns.com/wp-content/uploads/2013/08/patton_vs_planes.jpg)


I smile inside whenever I hit a lolpodder with the Phoenix.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 10, 2013, 02:31:54 pm
The reason people don't like ESFs is because an ESF can just pop flares and full burn out of there, escaping any retribution.

Tanks on the other hand have a much harder time of escaping, and the best way to kill a tank is for some dude with a jet pack and a couple of brick ambushing it - which isn't an option for air craft.



Also AA wasn't buffed it was nerfed, flak accuracy, damage, and prox det radius was all reduced a couple of months back
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 10, 2013, 02:52:51 pm
Oh, do we have a faction or whatever they are called?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 10, 2013, 04:07:43 pm
Oh, do we have a faction or whatever they are called?

We have an NC outfit on Mattherson, but it is completely and utterly inactive. So, not really, no.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 10, 2013, 04:12:09 pm
Shall we make a new one?

What servers are you guys normally on?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 10, 2013, 04:21:01 pm
IMO Harassers are a lot better at escaping and repairing than ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 10, 2013, 05:39:21 pm
IMO Harassers are a lot better at escaping and repairing than ESFs.
Mostly because ESFs can't have a guy hanging from the wing with a repair tool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on November 10, 2013, 05:45:57 pm
So decided to log back in today. May as well download the first 7+ gigs of updates before the OMGF patches hit...

Did they buff/un-nerf shotguns at all? I finished off my Piston's Auraxium medal in the first half hour of play and seemed to be hitting harder at longer range than before.

Then I also switched to the Mercenary which seemed even more accurate and hard hitting than before. I've always liked the thing more than most people, but now with the laser dot attachment it felt incredibly potent at most ranges. I wasn't even quickbursting particularly well for most of the play.

That said, it could just have been a framerate/latency thing, both of them seeming to have gotten better than my last attempts to play. The framerate was definitely improved from what I remembered, even in zergs and big facility alert fights. If I can get the performance I get in small skirmishes in big fights after OMFG I might have to dive back in properly, time permitting.

Hopefully I can find some time during the week to dive back in the vehicle play and spend some time on the Engineer and Infiltrator. I might even try sniping again...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 10, 2013, 07:31:47 pm
Also AA wasn't buffed it was nerfed, flak accuracy, damage, and prox det radius was all reduced a couple of months back

It was buffed at first, then it was too powerful and they nerfed bursters so the sky guard was more powerful than dual bursters. It also had the random "direct hit" damage taken away, where flak would occasionally hit the aircraft and explode, dealing even more damage. Flak was given slightly more damage as compensation, but you didn't have the potential to rip apart aircraft if you got some good direct hits in. Overall it was a buff, and honestly I think the flak/air balance is fine now. Non-max infantry just need some more options against armor and aircraft that isn't reliant on C4 and slow-as-cold-gravy rockets.

IMO Harassers are a lot better at escaping and repairing than ESFs.
Mostly because ESFs can't have a guy hanging from the wing with a repair tool.

I'm still baffled at who thought that it was a good idea to allow a fast, hard hitting vehicle to have someone repairing it from the back seat at all times. It makes no sense and makes an already powerful vehicle even more powerful. I'd prefer they encourage MAXes to use the back seat, because that's awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 10, 2013, 07:56:17 pm
from personal experience i can say that it's pretty hard to repair a harr going full speed since the repair tool usually won't work (probably due to lag).
Better yet the tool will overheat but won't repair any damage at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 10, 2013, 08:30:35 pm
And it's twice as fast to just stop behind a rock and get out and let the driver repair too...

Although, sometimes I wonder if it's better to let people think third seat repair is OP, that way they can get it removed and I largely won't notice, and hopefully the nerf cries will go somewhat away -- yeah, right.

*cough cough*

I mean, uh, third seat repair is how we super ez kill infinite amounts of MBTs and stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 10, 2013, 08:55:22 pm
Pft, no. It's how you survive to keep doing it over and over deep in enemy territory.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 10, 2013, 09:13:44 pm
Enemy territory still has a rock or two you can park at for a few seconds. It saves our life occasionally, but not enough to do anything more than send us to a nearby terminal slightly more often yet still not frequently enough to run out of resources.

It's removal would be little more than an annoyance, really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 10, 2013, 10:51:38 pm
And it's twice as fast to just stop behind a rock and get out and let the driver repair too...

This is true, but the backseat repair lets the Harasser escape from dangerous situations it really ought not to.

If a Harasser charges into an area with twenty infantry and two tanks, putting the Harasser into the red should mean it's dead. But the driver can just turbo away and the gunner can start repairing and the Harasser then tanks any remaining incoming damage, allowing it to come back at full strength ten seconds later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 10, 2013, 10:59:47 pm
And the Harasser is already ridiculous without the backseat repair.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 10, 2013, 11:48:47 pm
I'm just saying, removing backseat repair really isn't going to make the Harasser much worse... if you don't like it now, you're still probably not going to like it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 11, 2013, 04:43:00 am
I'm just saying, removing backseat repair really isn't going to make the Harasser much worse... if you don't like it now, you're still probably not going to like it.
Yeah, the backseat repair is not what makes it OP.



Sorry guys, I finally caved and bought the lolpods for my Scythe. Expect death from above, in the form of my debris raining on you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on November 11, 2013, 05:12:58 am
Performance patch soon to hit live woo time to play this again. If my pc can still handle it that is, playing on test causes it to bluescreen pretty often. Hope I won't have to wait until I get me some new parts till I can play again. At any rate, woo performance patch at last.

Yeah, the backseat repair is not what makes it OP.

Backseat repair is pretty much what makes it op. Constant repair+speed makes it more durable then vehicles meant to be the most durable. Removal of backseat repair would force the harasser to not just hit but also run (for repairs), rather then both outlast and outmanouvre tanks.
Backseat repair is pretty much the crux of the problem, compounded by the way to powerful composite armor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on November 11, 2013, 06:07:55 am
Backseat repair isn't solely what makes the Harasser OP, but it is a part of what makes it OP, along with the ridicluous effective health boost granted by composite armor and the difficulty of hitting the thing due to its speed. Not to mention that it is by all definitions of the word unintended behaviour (I do not buy for a second that SOE specifically designed it that way, despite what they might claim, because then you wouldn't have to jump through hoops in order to do it), and all in all doesn't do jack shit in making the game more interesting, and should be removed by that merit alone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 11, 2013, 06:13:42 am
I hate backseat repair because it heavily discourages having a 3rd player in the rumble seat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on November 11, 2013, 06:37:33 am
I'm pretty sure it's how they intended it. It baffled me when the harasser was first announced. A vehicle that can be repaired on the move waa?

I just hope they realize how stupid of an idea it was, instead of persevering in it and attempting to balance around the actual problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 11, 2013, 08:47:03 am
Have they made any mention of when the performance patch will go live yet?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 11, 2013, 01:14:03 pm
I hate backseat repair because it heavily discourages having a 3rd player in the rumble seat.
The third player is utterly irrelevant unless he's an NC heavy with a Phoenix. Even then, it doesn't seem that useful.

Backseat repair or not, I'm still locking my Harasser, because you're going to be a larger contribution to the team on the ground catching bullets then you are sitting back there trying to hit something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 11, 2013, 01:53:42 pm
I hate backseat repair because it heavily discourages having a 3rd player in the rumble seat.
The third player is utterly irrelevant unless he's an NC heavy with a Phoenix. Even then, it doesn't seem that useful.

Backseat repair or not, I'm still locking my Harasser, because you're going to be a larger contribution to the team on the ground catching bullets then you are sitting back there trying to hit something.

Burster MAX. I don't have any certs in my Harasser, but I tend to use it as a mobile AA platform in conjunction with AA MAXes when my Skyguard is on cooldown. Sometimes I drive them around while they shoot, other times I ferry them to good positions and drop ammo for them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 11, 2013, 02:55:52 pm
Have they made any mention of when the performance patch will go live yet?

Tomorrow, apparently.

https://twitter.com/mhigby/status/399964788346068992
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 11, 2013, 04:13:23 pm
IMO harasser is fine.

Is it strong? yes. But you have to remember:

It's a two man vehicle, the driver has no gun at all. Compare it's strength to two lightnings or even two MBTs and it looks a lot less OP. It requires teamwork, and anything that requires teamwork is good for the game, and deserves to be slightly more powerful then two 1-man vehicles.

You pretty much have to choose between AI and AV. For example, picking a fury lets you slaughter infantry, but it's TERRIBLE against vehicles. Picking the halberd lets you kill (bad) tank drivers, but you can only pick off infantry one by one and you have to get a direct hit to do it. There are no real good anti-everything weapons (unlike tank HEAT or rocketpods)

It's not that tough, especially after the latest composite armor nerf. You pretty much have to run away from anything but the most terrible of MBT drivers. Lightnings are a more even fight, the lightning will (generally) win if he's a decent shot. Racer chassis lightning is also fast enough to keep up with a harasser so it's hard to escape. Two lightnings (remember, two people in the harasseer) will absolutely destroy you.

Nobody uses IR smoke, because it takes the slot of turbo boost, so it's extremely vulnerable to lockons. The harasser simply does not have the health to absorb them like a MBT.

Repairing from the back while going full speed is HARD. You cannot "lock on" with the tool most of the time, and it's very easy to lose the sweetspot when you do. Slowing down to let the backseat repair defeats the purpose. Meanwhile, you either have to stop shooting to do it, or run 3 man harasser (so now compare it to 3 lightnings)

IMO the only change it needs is they need to decide if backseat repair is a bug or a feature. If It's a bug, just remove it so people stop complaining about it. If It's a feature, make it work 100% of the time then give the vehicle a little less health or something. It's stupid to leave it halfway like it is now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on November 11, 2013, 04:18:50 pm
The problem with the harasser is that without any weapons at all it can casually mow down infantry by the dozens without fear of repercussion right under the guns of a half dozen tanks!!  It's just so damned jfast and survivable that it can be used for mindless cert farming during major engagements it takes minimal skill for a driver to dash in, run five guys over, dash out, repair any damage and repeat the said process ad infinitum.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 11, 2013, 04:50:29 pm
The problem with the harasser is that without any weapons at all it can casually mow down infantry by the dozens without fear of repercussion right under the guns of a half dozen tanks!!  It's just so damned jfast and survivable that it can be used for mindless cert farming during major engagements it takes minimal skill for a driver to dash in, run five guys over, dash out, repair any damage and repeat the said process ad infinitum.

Racer 3 lightning could do the exact same thing (86 kph vs 90 kph top speed), plus it's bulletproof and has more life and the driver can actually shoot the gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 11, 2013, 05:50:43 pm
Lightning tanks can't turn as quickly, lose more velocity when they do turn, have less acceleration, and are a much larger target. The Harasser's guns are more versatile, whereas the Lightning's gun is basically shoehorned into whatever barrel you attach (AP, AI, or AA). Harassers also have the benefit of a dedicated driver, who can focus on driving and evading, without worrying about shooting stuff. Lightnings also lack the ability to carry a third person who can repair the thing in motion. Never mind that a Harasser can get a racer chassis too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 11, 2013, 06:04:57 pm
You know what the Halberd harasser reminds me of? The Gauss 'hog back in Halo 3. Same concept, pretty much: light vehicle, no driver-controlled weapons, and a high velocity anti-armor turret that requires a direct hit to kill infantry. The thing is, there are plenty of people with good enough aim to hit infantry with little/no trouble. So you've got an instagib AI weapon that can also fuck up tanks, mounted on a vehicle fast enough to outrun pretty much everything and durable enough to survive most of it.


What you're talking about is what one aspect the nerf is aiming to accomplish: forcing the AV/AI roles to actually matter.

In every multiplayer shooter with vehicles that I've played, the same thing has always been true: a light vehicle with a strong, turreted weapon will always outperform all but the very best armor and infantry players unless it's flimsy enough to die to one or two tank shells or sustained small arms fire. The three points of the vehicle combat triangle are firepower, mobility, and durability. The issue at hand is that the Harasser has all three in spades. The mobility is obviously the core; it needs to either be weak enough that it can't afford to loiter around or make what should be suicidal runs, or it shouldn't have the damage to actually kill much/anything by itself. Either a glass cannon or an annoyance, not a lightning bruiser.

Hell, I know there are problems with it, but there's one thing that Halo 3 did damned well: vehicle physics. When you hit a light vehicle with a shot from a tank, the fucker caught air and often flipped over. I'm honestly surprised, in retrospect, how much that game got right. There's certainly more of a rush for the driver when a single fuck-up means you're dead, rather than that you have to go hide for ten seconds while you repair. :x
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on November 11, 2013, 06:46:55 pm
Lightning tanks can't turn as quickly, lose more velocity when they do turn, have less acceleration, and are a much larger target. The Harasser's guns are more versatile, whereas the Lightning's gun is basically shoehorned into whatever barrel you attach (AP, AI, or AA). Harassers also have the benefit of a dedicated driver, who can focus on driving and evading, without worrying about shooting stuff. Lightnings also lack the ability to carry a third person who can repair the thing in motion. Never mind that a Harasser can get a racer chassis too.

The lightning doing the exact same thing was in reference only to the above post about a one-man harasser running people over, you can zoom in with a lightning, flatten a few people, and just zoom out without ever stopping just as well as you can with a harasser, so it's silly to say that's what makes the harasser OP.

You're right about the rest, though racer chassis makes the harasser hard to control and easy to flip for only ~10kph speed increase so it's not worth it IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 12, 2013, 01:00:21 am
Second balance post (https://forums.station.sony.com/ps2/index.php?threads/balance-pass-post-2-nanoweave-and-related-features.157414/).

Nanoweave gettin' nerfed.

Sniper headshot range gettin' nerfed.

I get the first. I don't really get the second.

If somebody can land a headshot outside of 150m, with the scope sway and the jerky animations, they earned it, and the person who got shot probably had it coming.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 12, 2013, 01:11:36 am
From the sounds of things, nanoweave will no longer protect against knives and flareguns. Might be time to get that title...  :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 12, 2013, 01:33:54 am
I have max rank Nanoweave on every class besides Infiltrator.

I am about to get a metric butt load of refunded certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 12, 2013, 09:59:01 am
From the sound of things the UBGL is going to be smashed with the nerf hammer. If it doesn't kill with a single shot any more there'd better be a bloody cert refund for that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 12, 2013, 10:55:22 am
So... its well past 4am - is it live now?
How well does it work?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 12, 2013, 11:11:19 am
The patch is up, but it looks like the servers aren't ready yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 12, 2013, 11:25:18 am
From the sound of things the UBGL is going to be smashed with the nerf hammer. If it doesn't kill with a single shot any more there'd better be a bloody cert refund for that.

And a refund for the rifle that can use it since it's otherwise worse than the stock gun... you could abuse smoke grenades and the IR scope tho.
Then again most people probably bought it for the free grenades for general infantry/max wrecking.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 12, 2013, 11:30:17 am
My big thing for the gun with the Gauss Rifle S (I think?) was the compensator you can stick on it. Makes it one of the few good NC weapons.

Of course, I haven't used it in ages since I've already gotten the Auraxian medal for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 12, 2013, 11:30:38 am
As they say, best for last!
Quote
Glass added to cockpit of Mosquito
XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 12, 2013, 11:35:39 am
I haven't played in pretty much a year, so I don't remember... but it seems every time I used smoke grenades it simply masked the presence of the enemy while they could see pretty clearly through the smoke. Did they change smoke to actually be effective?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 12, 2013, 11:47:02 am
I haven't played in pretty much a year, so I don't remember... but it seems every time I used smoke grenades it simply masked the presence of the enemy while they could see pretty clearly through the smoke. Did they change smoke to actually be effective?
That depends where you shoot it because smoke works best when its between you and them.
It also kinda works if you shoot it at enemies.
Trying to use it from inside the cloud is bad because it blocks your sight while people outside of it can see your outline.

Also of course people with IR scopes see you without problems so don't expect it to work 100% of the time (it's better now since they nerfed the NV scope and people stopped using it as much).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 12, 2013, 11:50:28 am
Okay, because in games like ARMA you fired smoke at the enemy to either force them to change into a less desirable position to be able to shoot you or to blind them so they can't shoot at you as you advance, which didn't ever seem to work in PS2 because there wasn't any fogging effect while inside the smoke like other games. Thus, standing inside the cloud means you could shoot out at people without too much hinderance but they couldn't see you inside the smoke, which is incorrect.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on November 12, 2013, 11:56:42 am
Quote
The Infiltrator’s recon dart will now send found enemies to the minimap of all allies in a 150m radius. Previously this tool had a range limit of 50 meters

Holy crap, those things are all ready annoying enough for non-Infiltrator stealthy builds. Now they might as well remove suppressors all together.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 12, 2013, 12:02:41 pm
You are aware that those things spot moving infiltrators too, right? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on November 12, 2013, 12:19:37 pm
You are aware that those things spot moving infiltrators too, right? :P

I think that it's going to be over powered in general. Infiltrators have an easier time avoiding them, just turn invisible and run away. Other classes need to plan their routes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 12, 2013, 12:23:28 pm
Nah, typically people who will even look for you won't go out of their way an extra 100 meters to kill you unless you're being a real pain in the butt.
And the detection range stays the same.

And I mean spots moving CLOAKED infiltrators as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 12, 2013, 01:25:52 pm
Is a discussion on headshots a good time to request a Battle Rifle buff?  No?  Okay, I'll be quiet now.


Sounds like I'll actually be playing tonight!  Assuming I can get patched in any reasonable amount of time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 12, 2013, 03:09:28 pm
So, people with low end computers noticing significant improvements? Mine ran just fine before so I can't really tell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 12, 2013, 03:15:32 pm
I saw the improvement. The game still starts tearing when things get hot but not nearly as much.
Otherwise its MUCh smoother.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on November 12, 2013, 03:55:02 pm
Still can't log in to PS2 or DDO :/
Resetting girlfriend's laptop (because she doesn't have anything else on it) to factory default and reinstalling to see if that works.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 12, 2013, 06:45:18 pm
I'm seeing about +10-15fps across the board. I hit 30-35 when nothing is happening and I'm alone, and bottom out at around 15-20 now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on November 12, 2013, 10:17:27 pm
Worth playing on an AMD Radeon HD7640G/7610M + AMD Vision A8 @ 1.9ghz / 2.8ghz turbo quad core now there's been that great speeding up?

I merely ask because I don't wish to download 11GB of updates for naught.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 13, 2013, 08:17:46 am
I've noticed a sizeable performance boost.

Getting a constant 60 in the field, was even getting a managable 30 in a large three way biolab fight at andarvi on miller last night.

Ati 5750, AMD Phenom X4 3ghz
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on November 17, 2013, 01:27:18 pm
what I have seen of the patch is the game desiding to stop work after a hour or so, and more stable but slightly lower framerates.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 17, 2013, 01:35:07 pm
I get freezes, but it runs much faster for me (very low end machine  :'().
I also suddenly started getting a MUCH better K/D (over 1, while before I was 0.3), I guess due to actually being able to aim.

My conclusion? Play with high FPS if you want to do well, and play with low FPS if you want to get better... :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on November 17, 2013, 09:42:06 pm
Good to see that I'm not the only one whose framerates are getting slaughtered by the "optimization" patch. Not really an optimization. Pessimization?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 17, 2013, 09:47:43 pm
One thing to keep in mind, if you're CPU-bound, is that turning your graphics settings up can actually improve performance, because IIRC a lot of the low graphics settings shunt their load from the GPU to the CPU. I'm running with some of my settings on high and I get better fps than with them all on the minimum.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on November 17, 2013, 09:50:24 pm
Double Post, Please ignore
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on November 17, 2013, 09:52:40 pm
Remember to disable "Smoothing" in the graphics options. For some asinine reason PS2 has it on by default, despite it being even more obnoxious than Vsync as far as cutting frames to a "stable" level.

With it off I'm hitting 50 fps in most situations, and bottoming out at 40 fps in 48+ 48+ Biolab fights on a i5 3570k at 3.8ghz and an AMD 6850 GPU, which is the limiting factor as it's nearly 3 years old at this point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on November 17, 2013, 11:27:10 pm
yea, that may be why I havn't seen any increased framerate, it is enabled and I didn't bother disabling it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 18, 2013, 07:30:05 am
Well I've gone from 10 fps in massive battles to 30+, so I'm happy
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 18, 2013, 09:49:13 am
Good to see that I'm not the only one whose framerates are getting slaughtered by the "optimization" patch. Not really an optimization. Pessimization?

Had this too. Delete userconfig.ini. Suddenly: Supersmooth.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on November 18, 2013, 10:17:29 am
Does anyone else have his game crash fairly regularly ever since the optimization? While my performance was rubbish before it, I almost never had my game crash on me. Now though it tends to last half an hour in a hot zone, give or take. Then suddenly without warning screen freezes and the application promptly closes itself.

I really had hoped to play this a lot more again, but at this rate it's just not doable. If anyone else has similar experience do tell, am trying to figure out if it can be helped.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 18, 2013, 10:20:48 am
I've had the opposite experience. Gained ~10 FPS, and the game stopped crashing with any frequency. In fact, I don't think I've crashed since the patch came out.

Best advice I can give is to take it over to the official forums and post your system specs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 18, 2013, 10:22:36 am
Used to crash a lot (after about 45 mins), then switched to a 64bit OS that actually used all the RAM I had unused....  ::) That fixed that.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on November 18, 2013, 06:09:07 pm
Don't know why I keep loading this up. Any time I try to do something my life expectancy is basically 5 seconds and that's assuming I can see what even killed me. Usually I can't, target acquisition is a bitch. The only certs I seem to get are the 12 for logging in.

Guess I'm just too old for FPS these days. Not that I was ever any good at them even in the Quake days.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on November 18, 2013, 06:21:54 pm
Ah don't give up, defeat is a harsh lesson but a good one. Just got to take the time to take in your surrounding and analyze what went wrong beforehand, then adapt your strategy. While twitch shooter skills are always a factor, I find that in this game maintaining good situational awareness and playing smart is far more important.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 18, 2013, 06:33:22 pm
Try shooting at the target dummies in VR. I want to say that it's helped my aim, but I can't really make that claim, but it does provide a relaxing, pressure-free environment to practice scoping in on targets and shooting them.

It'll also familiarize you with the recoil patterns of various guns, which is an important part of shooting people accurately.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on November 18, 2013, 06:39:35 pm
Eh, my performance in the game fluctuates between "epic killstreaks and singlehandedly infiltrating enemy bases" to "die as noobishly as possible in 10-20 second intervals".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on November 18, 2013, 07:41:27 pm
Also I suggest jumping in the turret of some vehicle. Especially vehicles with non-standard camo. I figure someone who puts camo on their vehicle has spent real money, and thus is more likely to be a serious player, meaning they will be more likely to do their part to stay alive.

Being in a vehicle might make you a bigger target, but you're also immune to snipers and basically immune to small arms fire. So it gives you a chance to aim against live targets and get used to how the environment looks.

I'd pick a sundy, harrasser, or tank (in that order) for these purposes. I'd stay away from air, as they're less stable for shooting and more of a target, and squishier.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 18, 2013, 07:50:35 pm
I'm in agreement with Jelle here. By far the biggest thing is staying aware of what's going on outside of your little cone of vision, much more so than reaction times. Times where you turn the corner into an enemy, neither of you prepared, are going to come down to who has the faster-firing gun most of the time, but if you're paying attention, there are tons of indicators (including footstep sounds that match the surface, the cloak-uncloak noise, jetpack noise, enemy voice macros, etc.) that really help you out if you pay attention to them.

Oh, and IMO the easiest class to fight with is LA, at least initially, because you can put yourself in all sorts of strange positions to let you get the drop on people, as well as circumventing choke points, and there aren't any of the secondary concerns you get with the other classes about healing/repairing/rocketing/dropping ammo/finding a place to snipe that doesn't instantly get your face blown off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 18, 2013, 09:21:56 pm
So, when I first started playing I unlocked the extended magazine for the EM6 for 100 certs, and it never would let me equip it.

Started playing a couple days ago, still cannot equip it. It shows that it's locked but I cannot cert into it.

I know it's in the game because I went to VR training and I could equip it there.

Grr anger.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 18, 2013, 11:33:57 pm
the cloak-uncloak noise

Advanced tip:  The noise is faction-specific.  Learn it and you can tell if that decloak behind you is friendly or aiming a SMG at you.


So, when I first started playing I unlocked the extended magazine for the EM6 for 100 certs, and it never would let me equip it.

I believe their support is pretty good- submit a ticket?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 18, 2013, 11:56:20 pm
Eh, my performance in the game fluctuates between "epic killstreaks and singlehandedly infiltrating enemy bases" to "die as noobishly as possible in 10-20 second intervals".
This.

And I must agree, AWARENESS IN PLANETSIDE 2 IS VERY IMPORTANT.
There's been so many times where I flank a camper-hill and kill at least half the people there before someone realizes what's going on and starts shooting at me. This is the reason that the recon-tool is so powerful, possibly as powerful as the cloak: you can see where everyone is. However, as was already mentioned, footsteps, voice macros and other sounds are very helpful as well, especially once you learn the faction-specific voices.

And a semi-pro-tip: don't freaking Q-spot people when you're going in secret!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 19, 2013, 12:22:01 am
I believe their support is pretty good- submit a ticket?
Is that something that's done in-game? I've never done any kind of customer support thing before.
And a semi-pro-tip: don't freaking Q-spot people when you're going in secret!
I know this very well, and yet I still can't help but do it anyways. It's just kinda an automatic thing.

I didn't know the cloak sound was faction-specific though, hmm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 19, 2013, 01:38:28 am
One thing that can help with the shitty, crowded minimap and HUD icon confusion is to make all friendlies a very distinctive color. I use hot pink. Everything that isn't stylish gets blasted.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on November 19, 2013, 01:52:28 am
One thing that can help with the shitty, crowded minimap and HUD icon confusion is to make all friendlies a very distinctive color. I use hot pink. Everything that isn't stylish gets blasted.

Eh, I just go with garish faction colors. Bright Blue for NC, Bright Red for TR, Bright Purple/Pink for VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 19, 2013, 03:15:52 am
So what's everyone's opinion on Gauss SPR? It seems a lot better to me than the NC bolt action when it comes to shooting moving targets (ie most of them). Or should I be looking into getting some other semi-auto rifle?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 19, 2013, 07:36:07 am
Honestly, the Semi-Auto rifles were great even before the recent Sniper Rifle nerf and much more consistent for me. Now they're just plain better than bolt-action rifles, since anything beyond 150m can't be one-shotted anyways.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 19, 2013, 09:08:26 am
Okay.... I go to play the game and instead of going to character select it goes to faction selection... where is my character? =o

EDIT: I select a faction and the server I play on has 100% NC poulation, 0% others. Did something happen?
EDIT2: I just saw the little red arrow that means the servers are down, nevermind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 19, 2013, 11:01:04 pm
For long range I used the SPR for quite a bit early on. It's much better than the NC's starter bolt action at first while you are getting better at aiming and leading targets, because it both allows follow up shots and doesn't lower the scope after firing the first time to pull back the bolt. I used the 12x scope with it with a grip.

I've used the Bolt Driver with a 12x scope lately for long range.

Close range bolt action is what I use on the infil usually though. I use a 2x reflex or 3.4 red dot sight plus a suppressor, or either a 3.4 red dot or 4x with chevrons and no suppressor for longer range. Flashlight is what I use because the grip isn't useful for bolt actions and with the performance patch I can turn shadows back on for infantry fights. Red dot 3.4 sight is probably my favorite of the sights for the SAS-R, but it really sucks against certain dark texture backgrounds because it blends in when aiming for a headshot at mid range or greater, because you have to aim slightly above the head where it blends with the background texture. It would be really cool to be able to change the color of the crosshairs or dot when aiming down the sight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 19, 2013, 11:58:57 pm
. . . The flashlight?

On a sniper rifle?

What?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 20, 2013, 01:33:56 am
Wait, people actually use the flashlight? Why?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 20, 2013, 01:54:03 am
I put a flashlight on my pistol because sometimes it's a bit hard to see at night, and sometimes people like hiding in dark corners.

The range on it is pretty terrible though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 20, 2013, 05:46:47 am
It's not that it's useful, it's that I wanted a flashlight on my rifle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 20, 2013, 05:57:51 am
Isn't flashlight basically a big "shoot here" sign? I really don't see why anyone would ever use it instead of a nightvision scope. Like seriously, I don't understand why the hell it's even in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 20, 2013, 06:47:52 am
It's the only option to put there for the rifle I put it on other than a grip which does nothing useful for bolt action rifles. You can toggle it off and it looks cool at night. On the infiltrator it turns itself off when you cloak then turns back on when you uncloak and I think it looks cool when I unstealth and headshot someone with it on, though usually I keep it off.

The only utilitarian reason I can think of is if it's one of those two short times when it's really dark and there are enough friendlies around that some light is useful to spot enemies without having you be the only target around, especially when fighting the dark colored VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on November 20, 2013, 07:15:27 am
With the absolutely sick range on infi's scannin darts now, I actually can see it being (very) vaguely useful as an all purpose setup when not sniping in night-time captures. You dart-tag the enemy point, then shine a light in the general direction the team should go. It'll work just as well for pubbers as anything else (ie: not at all, but they don't use teamspeak, listen to orders or anything else, so maybe something visual will work?), and it will give you some close range team utility beyond dart-scans, pistol assassinations and hacking.

"Go to the light little moths, towards the direction of the blips on the radar. No, not towards me. No, towards the big circle of light! God dammit......"

Plus, style points. Flash-bang! Just different........
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 20, 2013, 07:25:32 am
Hm, actually, flashlight might be kind of useful if it acted like a weak short-range flashbang, minus the bang part. Ie, if you could blind opponents with it at like <5m range for a couple of seconds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 20, 2013, 09:43:37 am
Hm, actually, flashlight might be kind of useful if it acted like a weak short-range flashbang, minus the bang part. Ie, if you could blind opponents with it at like <5m range for a couple of seconds.
No. Oh, hell no. You know how stun grenades currently affect allies? Tell me SOE wouldn't do the same thing with this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 20, 2013, 11:16:25 am
Only on people using NV scopes, so you can run around and shine it in people's faces and blind them for a bit!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on November 20, 2013, 11:20:05 am
Hm, actually, flashlight might be kind of useful if it acted like a weak short-range flashbang, minus the bang part. Ie, if you could blind opponents with it at like <5m range for a couple of seconds.
No. Oh, hell no. You know how stun grenades currently affect allies? Tell me SOE wouldn't do the same thing with this.
Anyone remember Battlefield 3 flashlights before they were toned down? yeah, no thanks.

Maybe if night actually DID something in this game (other than look generally fantastic and pretty) the flashlight would be useful. There have been suggestions for flashlights to just auto-spot everything in front of you, that would be kinda nice, I guess.

One day I want to see a FPS shooter with light mechanics where during night anything with zero light on it simply doesn't render. Put a light value on objects, the less light there is on an object the closer you need to be for it to render. Flashlights, floodlights, skylights, searchlights, muzzle flashes, scope glare, would be core mechanics of the game.

Want stealth? Flip your flashlight off and prowl around, you won't see anything in front of you, but you'll be able to see enemy flashlights.

None of this turn your contrast up and see everything crap. Every game I've seen that has done "night" has just done this "the moon is a second sun" crap. uggggghhhhhhhhhhharglebarglebalpfdshaklfewqyuiopv.

[/rant]
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SalmonGod on November 20, 2013, 12:49:23 pm
Flashlights, floodlights, skylights, searchlights, muzzle flashes, scope glare, would be core mechanics of the game.

When Doom 3 came out, I thought this was going to be the next big thing.  Then everybody complained about it being too dark and modded out all any effect the lighting system could have on gameplay, which is why I guess it never caught on.  I think the reaction was just because it was a Doom game, so people expected run & gun gameplay, and the lighting got in the way of that.  If a game were marketed more honestly on light management as a game mechanic, I'm sure it would do better, but publishers don't like to take that kind of chance.

I've been holding on to my own game concept that I came up with after first playing Doom 3, where you're kidnapped into a Forgotten Realms-style Underdark.  The core gameplay element would be managing light sources as a survival mechanic.  If you run out, your screen goes pure black.  No mercy.  Best you can hope for is to stumble about blindly and hope nothing eats you before you can find some glowing fungus or a friendly NPC or something.  That was back when I was still a wide-eyed 20-year-old who thought he was going to get into game development as soon as he graduated  ::).  I thought there would be a very small window of time for such a design to have any impact.  Looks like I was wrong.  I still think it would be a gripping experience, and want to make it happen someday.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 20, 2013, 01:44:46 pm
Well the one year anniversary things were a disappointment, was hoping for massive sales or discounted SC
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dariush on November 20, 2013, 01:46:27 pm
Holy shit, dat update. The difference is like night and day. Do we have any outfits on Miller?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 20, 2013, 02:03:30 pm
I'm in Dignity of War on Miller-VS, though I've recently been playing Woodman-NC more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 20, 2013, 02:35:23 pm
I'm in TENC (https://players.planetside2.com/#!/outfits/?outfit=37509675644735072) on NC Mattherson.  They're a chill bunch of guys who can serious up and cap bases.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 20, 2013, 04:32:31 pm
whatones miller again? I havent played in a bit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 20, 2013, 04:46:02 pm
I had fun yesterday using the grenade launcher as a makeshift mortar during a meeting of TR and NC infantry zergs.
The rnage on hte grenades is suprisingly small (if you try to fire at a very high angle the shot will simply disapear before hitting the ground but around 40 degree should work unless shooting downhill).

Watching the minimap and launching instakill packages from behind a rock is both cheap and satisfying... you just have to make out how far a grenade can go on the minimap at a given angle... to be honest i just stood there blasting away at 2-3 spots where NC liked to congregate and usede a tree nearby as reference (IE 2 pixels under branch A to hit spot B and 4 pixels above branch C to his spot D).

It even worked pretty well earning me at least ten kills before some infiltrator crashed my party.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 20, 2013, 06:10:19 pm
Sometimes I use the light on places that people approach from so that if they decide to peek around or run in the light everybody will be able to clearly see them. EDIT: (Accidentally hit post button). The problem as I mentioned before is the range on the FL is pretty limited which is unfortunate, as many times at the range you can see with the flashlight you could see the enemy without it anyways, unless it is really really dark.

If the light had a somewhat blinding effect I could see it being useful, but then it would also be firggen annoying.
It would also be useful if instead of thermal imaging Nightvision scopes and such would use light amplification, then shining a light at their face would blind them if they're using NV.

(Also cause of my derp everything I was going to say has already been said. Yup)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 20, 2013, 09:20:32 pm
Oh man. I got on for double exp and an alert, but got the surprise of my life. We were pushed back from Zurvan, so I pulled a HE Lightning. Pretty much the moment I arrived at the front, about two platoons worth of TR came swarming up this tiny little slope, and I had a shot directly on them, with a wall behind them. I got 18 kills in four shots, plus gods alone know how many assists, and a couple ribbons. I went from 20-ish certs to 75. That might be the best minute or so of Planetside 2 I've ever had.  XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 20, 2013, 09:23:05 pm
So... What servers are you on? I woundup on US west coast due to the east coast being down when I joined.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 20, 2013, 09:25:53 pm
Mattherson for my main. Two of the other east coast servers for my alts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 20, 2013, 09:27:59 pm
I play as an NC on Waterson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 20, 2013, 09:35:57 pm
TR Connery.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 20, 2013, 09:50:43 pm
arrg, not I have to loadup the never-closer to check what those are. Ah well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on November 20, 2013, 10:23:02 pm
Bahahahahaha! I just had a run of supa sneeky ninja caps on small bases no one cared about. Capped at least three before surprise-claymore-in-your-face. Still, actually being able to run the game well enough to do that is great. Still no large battles for me though, as they still make my poor PC chug along in the four to five fps range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 20, 2013, 10:34:50 pm
How bad is it? My computer seems to be killed by internet requirements.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 20, 2013, 11:44:08 pm
Oh man. I got on for double exp and an alert, but got the surprise of my life. We were pushed back from Zurvan, so I pulled a HE Lightning. Pretty much the moment I arrived at the front, about two platoons worth of TR came swarming up this tiny little slope, and I had a shot directly on them, with a wall behind them. I got 18 kills in four shots, plus gods alone know how many assists, and a couple ribbons. I went from 20-ish certs to 75. That might be the best minute or so of Planetside 2 I've ever had.  XD

HE lightning is my favorite lightning. If you can find a place where enemy infantry has to run in front of terrain or you can drop shots accurately onto the ground they are standing on you can clear out whole swarms of infantry. I put as much zoom on it as I can afford, and I use it with stealth armor, smoke, and the non-racer chassis. It's fast enough to run away backwards from infantry or to cover if you are careful, unlike the Vanguard, so I don't iuse proximity radar on it like I do with the Vanguard.

Skyguard is also good out of the Lightning guns I have. I only put limited zoom on it as more zoom will slow your tracking speed and viewing area compared to target to the point I find it less usefull with the amount of lead you need at the range zoom would be helpful for. Obviously it's a beast against aircraft, but if you can sneak to point blank range against armor it does a surprising amount of damage. It's very satisfactory to drive directly under a magrider and unload magazines into it's soft belly for as long as you can stay lodged there. It's probably not as good for that as AP or even HEAT, but it's much faster than with HE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 20, 2013, 11:59:05 pm
Skyguard is also good out of the Lightning guns I have. I only put limited zoom on it as more zoom will slow your tracking speed and viewing area compared to target to the point I find it less usefull with the amount of lead you need at the range zoom would be helpful for.
I love skyguard, partly because I like support roles in games. A single skyguard can pretty much lock down an entire base from air attack.
As for optics, sometimes I wish that they had a 'fish eye' optic that gives you better peripheral vision. Would make finding threats a little easier since you could see more of the sky at a time. Only problem is there's no guarantee that there will be enemy air and during times there is none you're pretty much sitting around waiting for everyone else to do the work. It's only really effective against infantry at closer ranges and I've not tried it on ground ehicles because it's probably better to just hide from them and let dedicated AT deal with them.

Also I've been seeing people mention how harassers are overpowered. I was gunning in one the other day and I realized just what makes them overpowered and how to make them more reasonable with a single change. Remove gyroscopic correction for the turret. Lighting does not posess aiming correction, yet the harasser does. It allows it to stay on target even while moving at high speeds and over all sorts of terrain, but if you remove that then it will become highly inaccurate while spinning all over the place and going over bumps.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 21, 2013, 12:13:47 am
Bahahahahaha! I just had a run of supa sneeky ninja caps on small bases no one cared about. Capped at least three before surprise-claymore-in-your-face. Still, actually being able to run the game well enough to do that is great. Still no large battles for me though, as they still make my poor PC chug along in the four to five fps range.

I do this when VS has 40-50% global population late nights and 60% on alert continents. Yesterday some VS lolpodder killed me after surprising me after I landed and jumped out of my reaver while I was doing it, then sent me a tell asking if I enjoyed ghost capping. I ignored that, and he sent another tell calling me 'yet another terrible NC player.' I had to respond then, because he had just killed me while I was an infantry with rocket pods while his arguably currently relatively easy mode realm is at 60% population on the alert continent that I was avoiding. Then he claimed that TR and NC both pick on VS, and I checked the Amerish map (where the alert was) and the only fighting was VS invading TR and NC territories, and NC and TR fighting each other. Right after I typed that info to him some NC started ghost capping Splitspeak, but I wouldn't really call that fighting, just trying to make the best of a bad situation.

Zoe max is still too strong. I think it should either be split into movement speed and damage output, or it should be a little easier to kill than it is now with bullets. I can't count the number of times I've been on a point and a zoe max runs in, and as quick as it takes to say pow pow pow you are down and he's turning to the next victim and ends up clearing a whole room of NC firing and desperately throwing explosives at him while being mowed down by the super strafing juggernaut.

Also I've been seeing people mention how harassers are overpowered. I was gunning in one the other day and I realized just what makes them overpowered and how to make them more reasonable with a single change. Remove gyroscopic correction for the turret. Lighting does not posess aiming correction, yet the harasser does. It allows it to stay on target even while moving at high speeds and over all sorts of terrain, but if you remove that then it will become highly inaccurate while spinning all over the place and going over bumps.

I'd rather they added Gyroscopic correction to other vehicles instead. My change would be to totally either totally remove 3rd seat repairs (should be easy from my unkowledgable laymans point of view) or keep from switching from F1 and F2 to F3 without jumping out first. If that wasn't enough like I'd guess, I'd make it take splash damage (I think the flash takes splash). I hate missing by inches with my HE lightning and have it not even scratch the harasser with the giant explosion animation a foot away, though if the gunner is in the 3rd seat it will hurt them. If that still wasn't enough, I'd make it less resistant to damage from small arms and give a new armor option that only resists that type of damage. I think composite covers tank rounds and such as well as bullets though I could be wrong.

One thing I absolutely despise about the harasser is that friendlies WILL NOT let you ride in the rear seat because it needs to be free for their engy gunner to switch to. I'd really like to be able to hop in the backseat with a heavy assault using a lockon launcher, or a fat suit using bursters or ravens if I ever obtain a pair of either.

I've noticed is the flash is much more survivable in this patch. It may be my imagination, but I think it's hill climbing has been improved. I climbed a fairly steep hill at a decent speed the other day, using turbo to go over a few very steep spots. I can turbo safely into altitudes normaly reserved for aircraft as well. The one exception is if you land on a building. Yesterday I was ghost capping and fell about 10 feet onto a piece of 'building' terrain, it might have been piping, and my flash exploded. It might have something to do with not landing cleanly on the wheels, from what I could see I landed at an angle with the nose of the flash pointing at the ground and with momentum driving me directly into the pipe. I think I also exploded another time when landing at an angle on flat ground, but it might have been a fluke. I think I landed on the rear foot rest for the rear seat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 21, 2013, 12:23:05 am
anyone else find it odd that you have to buy the same attachment for each class or craft??
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 21, 2013, 12:26:59 am
Not really, given the limited number of such items for each slot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 21, 2013, 12:28:37 am
If that still wasn't enough, I'd make it less resistant to damage from small arms and give a new armor option that only resists that type of damage. I think composite covers tank rounds and such as well as bullets though I could be wrong.
I thought I saw them mentioning that in a new patch they'd be more susceptable to small arms?

Looking at their design, it would be interesting if they made the driver and gunner inside more vulnerable perhaps, make it so you can shoot through the windows and hit them... maaybe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 21, 2013, 12:31:42 am
That would be cool, but it would make them incredibly vulnerable to HE weapons unless splash couldn't penetrate the windshield or what not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 21, 2013, 03:40:57 am
It's only really effective against infantry at closer ranges and I've not tried it on ground ehicles because it's probably better to just hide from them and let dedicated AT deal with them.
It does a fair bit of damage on armor, though. Gotten plenty of kill assists while pounding on MBT's with my Skyguard. Just... don't go out alone. Any other ground vehicle outclasses you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 21, 2013, 06:13:06 am
I was once killed in a stock lightning by a skyguard.

Yet the other day I unloaded on a halberd harasser point blank and hed barely taken half damage
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on November 21, 2013, 06:53:35 am
I was once killed in a stock lightning by a skyguard.

Yet the other day I unloaded on a halberd harasser point blank and hed barely taken half damage
Composite Armor at work.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on November 21, 2013, 07:06:43 am
I was once killed in a stock lightning by a skyguard.

Yet the other day I unloaded on a halberd harasser point blank and hed barely taken half damage
Halberd harassers have been my #1 enemy as a skyguard :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 21, 2013, 10:30:22 pm
So I sent a support ticket to SOE aboot my EM6 extended mag troubles and the response was surprisingly fast. It was the first time I've ever used any kind of customer support thing so I didn't know if I was doing it correctly or not.

Anyways, I have the attachment now, it's basically the 'never stop shooting' attachment and I love it. Throw a conc grenade into a room then run in and shoot everybody, and don't stop shooting everybody ever. It's also useful for holding down a chokepoint with an engineer giving ammo. Never stop shooting at the chokepoint and people will be too scared to even pop their heads out because it will pretty much guaranteed to be blown off. Grab an ammo bandoleer and you have 3 full 200 round magazines for funsies =D

I usually play medic primarily but I am having too much fun as heavy assault now, hehehe
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on November 21, 2013, 11:39:32 pm
Ah yes, the "I have a bullet with your name on it, and I'm going to keep firing until I figure out which one it is." stance towards accuracy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 22, 2013, 12:05:48 am
HYPER BOOST

HYPER BOOOOOOOOOOOOOST

DOUBLE XP WEEKEND AND HYPER BOOOOOOOOOOOOOOOOOST

I played for four hours and got 900 certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on November 22, 2013, 12:48:02 am
Well now, after a huge amount of time downloading patches, I'm proud to say Planetside 2 now runs at a passable framerate. It's still not too high, but it's not too low either. I don't get ridiculous slowdown in battle either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 22, 2013, 08:59:46 am
I hate the fact they patch-and-server-maintenance in the middle of the afternoon for EU servers...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 22, 2013, 09:09:44 am
Ah yes, the "I have a bullet with your name on it, and I'm going to keep firing until I figure out which one it is." stance towards accuracy.
In such tight quarters and with so many enemies sometimes accuracy doesn't matter so much =p
You can also enter a building while shooting, shoot all the corners you come across, simply point at any opposition you see and they'll already be shot without having to think of pulling the trigger. Haven't tested to see how well it works yet, as it obviously draws a lot of attention.
I hate the fact they patch-and-server-maintenance in the middle of the afternoon for EU servers...
I was hoping to get some play time in before work, but nope. Apparently they're fixing ESF's to render from further out which is nice for my skyguard =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 22, 2013, 11:44:15 am
I was getting terrible lag on miller last night until I rebooted my router
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 22, 2013, 01:30:44 pm
An outfitmate of was getting FPS fluctuation post-optimization until he revalidated his files.  It's worth a shot if you're getting FPS issues.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 22, 2013, 01:55:56 pm
I support that statement. Re-validating files, or even straight-up reinstalling, helps with fragmentation issues.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 22, 2013, 08:51:20 pm
What is this re-validation option, or is it just a fancy way of saying defragment?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 22, 2013, 10:17:48 pm
When you have the launcher up, there's a wrench icon on the left side, toward the bottom.  Click it and a menu pops up- revalidate is one option.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 23, 2013, 03:25:00 am
I defrag after every patch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 23, 2013, 08:52:51 am
That may fix my crashes...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on November 26, 2013, 04:00:35 pm
Not done this in a while...

People may be interested in this bundle. (https://www.planetside2.com/details?buy=PS2RE-IG-DD1114-WEBBUN) Seems poorly advertised and on the site only as far as I can tell. You get;

- NS-7 PDW. (http://planetside.wikia.com/wiki/NS-7_PDW) Other wiki (http://wiki.planetside-universe.com/ps/NS-7_PDW) with more info. It's pretty much the most general weapon in the game. Because this counts as a station cash buy it's unlocked on all characters on all factions and on all classes. It's an SMG with longer potential range than any of the faction specific ones. Arguably closer to a carbine than most other SMGs, most suitable on classes that can't use carbines directly or need a close range weapon that also has some close-mid range capability, seems to get used on everything by everybody. I get killed by this a lot, but that could just be due to how many characters have access to it.

- Indar Dry Brush camo. (http://planetside.wikia.com/wiki/Indar_Dry_Brush_Camo)

- 1 day experience boost.

Total cost: 200SC or direct buy for $1.99, €1.79 or £1.50. The direct buy is slightly cheaper if you don't get discounted SC.

That's less than any one of those items would cost you, and less than the NS-7 is on sale on its own.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 26, 2013, 04:02:30 pm
Interestingly enough, Indar Dry Brush is my outfit's official camo.  I'll pass that along to them- thanks!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 26, 2013, 04:17:47 pm
Bah. pay money for shit? Nah, Ill just stick with my shit weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 26, 2013, 04:46:14 pm
I bought it with some leftover SC. I guess I have something to do SMG infiltrator with now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on November 26, 2013, 05:17:35 pm
Bah. pay money for shit? Nah, Ill just stick with my shit weapons.
Pretty much. If they had an upgrade that made NC as good as VS I might consider buying that. But because of the vast gulf of difference between the two, it would have to be like a $150 upgrade.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 26, 2013, 09:26:36 pm
Tell you what- I'll promise to never again complain about ZOE MAXes if you make the Phoenix able to one-shot infantry again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 26, 2013, 09:46:43 pm
Bah. pay money for shit? Nah, Ill just stick with my shit weapons.
I've only tried the NC weapons because I've been too lazy to make characters for the other factions and I have a hunch I wouldn't like the feel of the weapons from the other factions anyways (I never liked cod-style laser rifles, and by laser rifles I mean no recoil death beams, just doesn't feel right in most kinds of FPS.). I will say however that the default weapons are not bad, they're usually good all-around for the kind of play that any certain class will do (except infiltrator which can be played as a sneaky bastard or a sniper.) and same goes for vehicles weapons. The basilisks on the battle bus for example does decent damage to all targets, and mass fire from them is devastating to a single target.

So, your weapons aren't shit, they're just not specialized.
The only real direct 'upgrade' for them are the versions that can mount UBGL and such, and even then they have slightly different stats.

The phoenix seems interesting, especially since I'm playing heavy assault more often nowadays. I will say that I've killed many MAXes by just popping around a corner and shooting them with my shrike then popping back around the corner, no ironsights required at shorter ranges. it's just pretty annoying that you can kill engineer turrets with them and yet it seems half the time I think i'm aiming the shot perfectly and yet the turret seems to eat the rocket completely, not even causing any splash damage. They need to add some kind of sight the the rockets because the ironsights are dumb and obstructive, at least when they're set vertically like it is on the shrike.

I do wish you could set your weapons to be zeroed like you can in ARMA and RO:HOS, or just have an option to have every weapon zeroed to 50 meters instead of not at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 26, 2013, 10:04:59 pm
Bah. pay money for shit? Nah, Ill just stick with my shit weapons.
Pretty much. If they had an upgrade that made NC as good as VS I might consider buying that. But because of the vast gulf of difference between the two, it would have to be like a $150 upgrade.
If our guns are really that good, you're welcome to come play in our shoes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 26, 2013, 10:09:05 pm
Dont know what you are talking about. I just play my shitty NC with the free guns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 26, 2013, 10:15:51 pm
There's been constant bitching from all quarters pretty much since the beginning. The general dynamic is this:

NC: High damage, high recoil.
VS: No bullet drop (except for sniper rifles), mediocre everything else.
TR: High RoF

Naturally people whine about VS as if they were hitscan no-recoil, and people whine about the TR because they're bullethoses. :V


All kidding aside, the various guns are pretty horizontal. The main direct upgrade is from the standard LA/Medic/Engi carbine to the version with multiple fire modes and the ability to mount underbarrel weapons. Other than that, you tend to start out with middle-of-the-road weapons and can specialize from there, though there are exceptions; the Orion, the default VS LMG, is the best one in the faction. The direct upgrades are the guns for aircraft and the Lightning, as well as the secondary turret weapons, but most of those are irrelevant unless you play one of them a lot.

The thing to remember about NC is that of all the factions they're the least spammy; TR can hold down the trigger and probably get kills because they're spammy like that, VS because they've got fewer variables to account for.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 26, 2013, 10:18:28 pm
Hmm.
Must be fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 27, 2013, 02:00:27 am
I wouldn't say aircraft guns are a direct upgrade. The AA rotary on TR aircraft starts losingg damage after only 100 meters compared to the needler that stays effective upto 300 meters... also then eedler is far more accurate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 27, 2013, 05:41:39 am
If the think NC has it bad try TR.

Peashooters that fire so fast its near impossible to aim, pretty much all our 'upgraded' weapons loose rate of fire in trade for anything else - so we loose a lot of dps for a bit more accurate gun
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 27, 2013, 07:12:02 am
Not this argument again...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 27, 2013, 08:31:15 am
Not this argument again...
Exactly.

If you want to argue, use actual statistics from all the servers combined. :P

(And we all know that TR has the most population, right?)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 27, 2013, 08:57:04 am
(And we all know that TR has the most population, right?)

I've noticed this depends on time of day.  Come late night US (after ~11 PM EST), the VS on Mattherson gets a population surge.  VS wins nearly every late-night alert- last night (or prior night maybe) they grabbed all nine biolabs with over half an hour to spare.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 27, 2013, 09:44:01 am
Late night on Mattherson is much less fun, you have to avoid the VS or at least find places where they aren't attacking in an organized way. I sometimes go to bases that are being captured by 1-12, that's about the only time I go after the VS that time of day.

On Mattherson what I've noticed is that afternoon and weekends NC sometimes has the most population. It's not terribly common, though I guess I'm not on at that time too often. TR and VS both have a good chance of having the most population at those times, but if whichever doesn't will be down in the 25% - 30% range.

Later in the night it's rare not to see 40%+ population on VS though. The best strategy when an alert is called when a faction has that much population is to go to a different continent and fight the 3rd faction there while the overpopulated one 'settles' for 10k+base capture experience. While losing the alert is disappointing it's not nearly winnable at that point and at most you can hope to defend one facility by stacking the whole realm into it and hoping you outfarm the over population realm and that the 3rd realm distracts them enough to keep them from getting 60%+ population in that facility. Unless it's a biolab alert, 60%+ population will win.

For example, one late night alert a few months ago NC was defending an Amp Station against the VS while outnumbered. Somehow we were keeping VS at bay, but then Dasanfall showed up and brought some Shield breaking sundies with furies on top packed with infantry. Now, since they can drive right into the main base the only reasonable way at low server population hours to beat that tactic is to tank mine all four doors they can drive through, including the vehicle spawn ramps, so we did that. After they lost two sunderers, some VS's NC alt logged on and shot out our tank mines, they drove in and took the base and won the alert.

In addition it's becoming more difficult to get your realm to commit once badly outpopulated, especially when it's VS that is overpopulated, because it's becoming known that it's best for non high population realms to just go to a different continent for the alert when one realm has 40%+ world population to get a reprieve while minimizing the amount the alert winner gets.

For example during the last double xp weekend, there was an alert to take all of Amerish. Goon made an attempt at a biolab but were evicted by VS immediately. Then VCO tried to get NC to go to Amerish but Goons went to Indar and fought TR instead. We warned VCO on Leader chat just to leave Amerish to VS or get farmed, which VCO responded with 'This is why NC loses alerts' while disregarding the 40% world population of VS. VS won a dominating victory on Amerish with like an hour left while I drove a lightning with HE shooting down on a swarm of BR 2ish TR at I think it was Xenotech Labs (if that's on Indar, I forget) and obtaining a silly amount of certs while sitting in the same spot next to an ammo and a repair sundies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 27, 2013, 07:07:38 pm
The thing to remember about NC is that of all the factions they're the least spammy; TR can hold down the trigger and probably get kills because they're spammy like that, VS because they've got fewer variables to account for.
Like I said in my last post, I may be crazy but I like the recoil on the NC weapons because they 'feel' more like an actual gun firing bullets. This is a sci-fi game though so I'm not saying that laser rifles and stuff are dumb, just that I prefer the more 'bang bang' weapons myself.

NC can also get some pretty fast firing weapons, I just don't play any of the classes that really need them such as light assaults and sneaky bastard infiltrators. You also have to take into account that if you stop firing for just a split second your gun's recoil and bloom will reset and you can fire again with first-shot accuracy once more, which is the tactic that NC weapons are supposed to use. You can't hold down the trigger, which means the other person will be able to probably get one or two more shots off on you, but if you do hold down the trigger you're punished by the higher recoil. It's pretty situational and you have to decide which course of action is best. This is of course offset by the much higher damage. Once upon a time I would use my Reaper DMR in closer quarters, and if I remember correctly you can kill somebody in about 5 body shots, fewer with headshots, but the magazine is only 20 rounds and the fire rate is pretty slow. You won't be winning duels against someone with an SMG unless you catch them off guard or get lucky headshots, but that gun is great at longer ranges as the DMR tag implies. It is... maybe somewhat silly that 'scoped' weapons have sway but if you have no scope you can aim as if you were a statue, as I can aim at someone then fire every 0.4 seconds and get consecutive hits on them no matter how far away they are. Also, many NC weapons have <=> recoil pattern.

Honestly, the only real VS specific complaint I have at the moment is maaaaybe the ZOE Maxes, but even those can be countered with direct-hit rockets but it is still very dangerous (as MAXes should be). You can run away from any other MAX but a ZOE will probably catch you regardless. Speaking of MAXes I should try playing them more, the aegis shield seems like it could be fun to use but I've only had major success with it once or twice, the main issue being coordination with other people.

As for population... on the server I play (forget the name, probably mattherson. It's one of the east coast ones) the population is usually fairly even, and I've even seen more NC on than other factions many times. Could just be the hours I play though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on November 27, 2013, 08:52:29 pm
(And we all know that TR has the most population, right?)

I've noticed this depends on time of day.  Come late night US (after ~11 PM EST), the VS on Mattherson gets a population surge.  VS wins nearly every late-night alert- last night (or prior night maybe) they grabbed all nine biolabs with over half an hour to spare.

I agree that I mainly remember the times when I'm on and there's a huge population disparity, because it's then that you see huge zerg disparity and thus huge pwnage disparity. If I'm always sticking with a buddy and we always encounter 5-7 guys, of course we're gonna have a hard time.

I find that on Connelly (am I getting that right? I never look. I'm west coast US) late at night, which is when I play, it seems like there's always a buttload of VS, only occasionally a buttload of TR, but rarely a pop advantage for NC. And when I think about it, the times my NC has totally wrecked VS and TR it's been when we had an overwhelming, sickening, apocalyptic majority. Otherwise we get shitcanned because we got no pop.

When you start to look at the pop as the issue, I guess everything makes sense. I feel like I'm getting sniped with impunity by VS ... but actually it's just that there's like 20 VS snipers hitting this base and 4 were watching that doorway. If I hop out and shoot, only to get blasted by several tanks ... well if we had pop it would be 4 of my guys hopping out and blasting one tank.

Consider my argument withdrawn!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 27, 2013, 09:08:10 pm
Someone posted some numbers on the official forums a few weeks back, right after the event where you had to gather points for your faction by holding territory. It measured kills and deaths in some way. VS was slightly better than TR, but they were pretty even. NC was significantly below both TR and VS up until about rank 50, after which they began to balance out and became even with VS and TR around rank 60 or so. The conclusion was that NC weapons have a higher skill ceiling but are initially difficult to use, but I suspect it was because higher ranking NC have access to a wider variety of weapons, including weapons that compare to VS and TR default weapons.

Another interesting set of numbers was the comparison between faction MAXes, and the differences were even more pronounced. VS ranked higher than the NC, and the NC ranked higher than the TR. Can't remember how much higher, but VS won no contest.

Both of these numbers were from across all servers. I'll see if I can find the posts, but they're probably buried somewhere.


Really, though, like Leo said, everything's pretty moot until SOE sorts out the population thing. I think that should be a priority before any major overhauls.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 28, 2013, 01:00:06 pm
Was playing yesterday and had an amazing time with an Indar alert on Waterson server. The outfit I joined recently had some great leadership and we had a lot of people doing what they were meant to be doing instead of going rambo.

I am getting kinda sick of Indar though, it seems there's never any alerts anywhere else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 28, 2013, 01:22:03 pm
Strange, I rarely get alerts on Indar.
Then again, getting 2 alerts in a row on two different servers did take 4 hours of my time... >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 28, 2013, 01:22:34 pm
Mattherson has had a lot of biolab alerts, at least when I'm on.  That and Amerish.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on November 28, 2013, 02:05:12 pm
@Duuvian: DasanFall should not be ranked among the VS regulars. These guys play really late into the night and like to employ any and every tactic, even on bases they can't capture (also using an alternate character that way is just about as low as it gets). One night we were fighting TR at Reagent Rock, there were like 5 different sunderers deployed, DasanFall dropped in, eliminated all NC sunderers, and then just left.

A couple nights ago NC took saurva biolab, held allatum, and TR held rashnu, on the entirety of indar, VS didn't have a biolab, this cut their infantry resources down a lot, and made pulling their max en-mass impossible. That fight lasted for like two hours, they were just utterly incapable of taking the base, despite hitting 60% pop on saurva alone at one point (granted, it is a biolab).

There were shouts of PRAISE HIGBY all over yell chat, regionsay filled with "PULL MAXES NC", and I got something like 80 kills on the god-SAW that day. It came as a total surprise to me when I saw the vanu acting genuinely unorganized in the offense on saurva, when usually I expect vanu to have every contingent covered.

There have been many times I've tried to exit through the tunnels in amp stations just to find 4 people sitting there at the exit (any exit) ready to kill anyone who comes out, is this smart play? No. These people are BORED, they are doing absolutely anything they can to get some points since the ZOE max is so efficient at cleaning up infantry, they just don't need to be there. That's why the vanu always have more spawn solutions, more vehicles, etc.

It was only later into the night when a lot of TR logged off, VS hit 40% server population, at 25% TR, VS took rashnu and not 10 minutes later, a swarm of 50+ ZOE maxes descended upon suarva and capped the base in a massive slaughter of the NC.

Someone posted some numbers on the official forums a few weeks back, right after the event where you had to gather points for your faction by holding territory. It measured kills and deaths in some way. VS was slightly better than TR, but they were pretty even. NC was significantly below both TR and VS up until about rank 50, after which they began to balance out and became even with VS and TR around rank 60 or so. The conclusion was that NC weapons have a higher skill ceiling but are initially difficult to use, but I suspect it was because higher ranking NC have access to a wider variety of weapons, including weapons that compare to VS and TR default weapons.

Its good design philosophy to make a weapon that is very difficult to use, very rewarding for those who can (this is why the elite pilots of planetside exist, the air game fits this method of balance perfectly). While the NC guns fit into the category of difficult to use, they are not massively rewarding for doing so (god-SAW excluded), on a pure stats based analysis, our guns are no better DPS wise than any other faction, so the reward for getting better is basically you get to be just as good as someone who just picked up the Orion/T9 CARV.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 28, 2013, 08:38:39 pm
I'll say it again- a *five minute* timer for faction switching would eliminate casual assholery without being an undue inconvenience to honest players.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on November 29, 2013, 02:48:39 am
     Carefully stalking some infantry in my Lightning, when suddenly, Magmower.  We stared each other down for a brief second, then he fired, taking half my tank's health - he'd fallen off a cliff and was smoking.  Knowing the skyguard would do less than bugger-all to the magmower, and with retreat a death sentence in the open fields of Esamir, I yelled, "RAMMING SPEED" and lurched toward the big purple croissant.
     Just before his second shot, I was under the MBT, skyguard barrels raised and shot out behind him, before I had a chance to turn or even slow down, there was a line on the screen "300 xp for Magmower destruction, good job bloke", but no pilot.
     Radar showed the git chasing me on foot and I considered road killing him, but Skyguarded him to death, instead.  Extreme menace kill, indeed.

     This was my first MBT kill.........with a Skyguard equipped Lightning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 29, 2013, 08:26:26 am
Yeah lightenings are suprisingly effective against magmowers at close range AND the skyguard autocannon is actually pretty effective against MBTs. Sure you won't out DPS a AP or HEAT cannon (but will outdamage a HE cannon on another lightening).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 29, 2013, 08:48:53 am
The Skyguard will indeed hurt anything, but you better not be hitting front armor.  HE's just a tickle cannon against armor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 29, 2013, 09:00:11 am
So you guys'd recommend getting the HEAT for the lightning? Or what?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 29, 2013, 09:48:12 am
I'm thinking of getting AP for my Lightning. Worth it? Can I hunt MBTs with it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on November 29, 2013, 12:12:19 pm
So I want to get a bunch of players together to create a "ninja clan". The idea is, we're all scouts who only use knives and cloaking.

And there's hundreds of us.

In small groups, we'd sneak up cloaked and take out isolated individuals, and in large ones, we'd collect, cloaked, behind enemy lines and then swarm-attack from behind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dariush on November 29, 2013, 12:12:42 pm
Why are VS Maxes so bad compared to TR and NC? :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 29, 2013, 01:14:44 pm
You're joking, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 29, 2013, 01:40:30 pm
So I want to get a bunch of players together to create a "ninja clan". The idea is, we're all scouts who only use knives and cloaking.

And there's hundreds of us.

In small groups, we'd sneak up cloaked and take out isolated individuals, and in large ones, we'd collect, cloaked, behind enemy lines and then swarm-attack from behind.
I do this all the time, except you won't get enough smart folks to do it. Also, faction. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on November 29, 2013, 01:44:33 pm
Why are VS Maxes so bad compared to TR and NC? :(
As stated above, I hope you're joking.

VS MAXes are terribly overpowered, and NC, IIRC, is second. TR MAXes are, with the default (i.e. non-PTW) weapons, absolutely horrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 29, 2013, 02:23:47 pm
Really? I find TR maxes absurdly evil.
That said, its fun shooting galixys with the max shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on November 29, 2013, 02:25:53 pm
Really? I find TR maxes absurdly evil.
That said, its fun shooting galixys with the max shotgun.
TR MAXes only have a wimpy Gatling gun that takes, like, two seconds to even start up, and a grenade launcher with a tiny magazine capacity, ridiculous arc which makes aiming either physics homework or a crapshoot, and doesn't do much damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dariush on November 29, 2013, 02:29:00 pm
wait what

Even letting the TR point slide, how are they overpowered compared to N "lol shotgun to the face one-shot" C?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 29, 2013, 02:51:34 pm
Because you have a thin hit box
Have weapons that are more damaging and more accurate than TR weapons
You're black and look just like the rest of your black softies at a glance

Oh, and you can turn on your disco lights and suddenly run faster than a sprinting light assault, do as much damage as a locked down TR max whilst ADADing out the arse, and (if you thought NC one shot you dead shotguns are bad) you can one shot kill people at range, really long range... for less than a measly 500 certs.


The only decent thing TR has is fractures, that's a total cost of 2000 certs for both.
Lock down can lock down a single door way - if people weren't dumb and bothered to flank the biolab alpha point instead of charging through that doorway like lemmings it would be completely useless
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: KingofstarrySkies on November 29, 2013, 04:14:38 pm
So, just joined the steam group, we got a outfit(s)?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on November 29, 2013, 04:48:59 pm
The problem with VS MAXes is than they are not only hyperactive disco lobsters of death but also vaguely look like normal foot soldiers.
While TR and NC MAXes can be rcognised at first glance (big burly and generally mean looking) the VS look like dancing queens just like the rest of its kin.

Lockdown on a TR MAX is a total waste that turns you into C4 bait.
NC MAXes are only good at short ranges (biolabs gais!) TR are "good" at med ium range while VS in theory are best at ranges longer than TR (where their chainguns are just too inacurate to do decent damage).
IN THEORY.
Because once they go rollerbladeing they are good at EVERY range and the only thing that can stop them is a decimator in the face in knifefight range (otherwise they will dodge it).
And even then they will probably get rezzed by a nearby medic anyway because VS MAXes usually come in swarms.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: KingofstarrySkies on November 29, 2013, 05:02:15 pm
Would anyone join/give a shit if I made a outfit for Vanu?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 29, 2013, 05:09:53 pm
We don't really have an outfit to speak of. There's one for NC on Mattherson, but it's basically barren. If you make an outfit, it's pretty much only going to be for the name+tag, rather than for any sort of organized play with other B12 members.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on November 29, 2013, 05:10:48 pm
I'm thinking of getting AP for my Lightning. Worth it? Can I hunt MBTs with it?

I would not recommend it. Given the state of ground vehicles as they are, lightnings are absolutely on the bottom of the food chain (flash excluding). MBT and harrasser both will eat you up and spit you out in a confrontation, even with ap roundsYou're not manouvrable enough to dodge mbt fire, and not durable enough take harasser fire. Only thing lightnings are good for anymore is anti infantry duty when the big dogs aren't out, and skyguarding.

While TR and NC MAXes can be rcognised at first glance (big burly and generally mean looking) the VS look like dancing queens just like the rest of its kin.
Quite the opposite, for me anyway. Zoe maxes are such a terrifying force on the battlefield I recognize them instantly and pray for my soul. The purple glow and fast erratic movement definatly helps, to.

Won't deny the vanu color scheme is harder to spot though, but that's a problem with the vanu standard camo in general. Me personally if I can't tell if it's NC or TR, I shoot it. Much to the dislike of players with harder to recognize camo as you can well imagine, but eh kind of feels karma.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on November 29, 2013, 05:49:32 pm
I can't tell TR/NC infils from VS, damned streamlined outfits.

I also have had my day made by the description of VS as "dancing queens".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 29, 2013, 06:33:29 pm
Now that you mention it there have been a few times where I've shot something I couldn't fully see thinking it was a regular infantry but it was actually a MAX. The most distinguishing thing is probably the lobster claws, but even then that assumed you can see them in their entirety.

NC max is good at close range. Biolabs obviously, but some outposts have pretty enclosed spaces as well. A mass of NC maxes can also form a shield wall, but I have not seen people with enough coordination to pull it off. For those that don't know, an NC max can reload their weapons and then pull their shield out to block incoming damage while they reload, making them have a bit more staying power.

EDIT: I don't usually play the tank or air game at all, so my lightning is pretty much specifically only for skyguard. It wasn't until recently that I put in some cert for my MBT just so it would have some basic abilities for a tank rush.
EDIT2: Oh, wihle I don't play tanks much I did gun for somebody the other day with the AAA cannon. It acts kinda like a 'my little skyguard' except it sounds like a beast =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 29, 2013, 07:48:59 pm
The only thing I've taken a ZOE MAX out with is C4 (If I'm above them) and dual Grinders with extended magazines (If I'm point blank with them before they start shooting at me). Otherwise, even in a MAX, I avoid VS MAX's like the plague and run away screaming like a little girl if one sees me. If I see one I take cover, no matter how far away the thing is.

Someone sees my NC MAX come around the corner, they just laugh and start shooting at me if they're not right in front of me. It's frustrating how much of a difference there is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 29, 2013, 08:57:34 pm
So... Whos on what server now?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on November 30, 2013, 02:57:00 am
The Vanu MAXs aren't just good due to their hyperspeed/damage boost, or their pseudo-camo, their weapons aren't that bad either. Or rather, they're pretty specific at what they do, but they're not completely useless in other roles. AA can do a bit of AI, AT can do a lot of AI (even after the nerf), plus you've got the best special and squad-mix-in-camo there is. Until it's disco time anyway.

I still don't know why I don't see more dual comets with extended mags though. It's the VS shotgun of choice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cheesecake on November 30, 2013, 07:00:00 am
Hey guys. I just started playing Planetside 2 today! Is there a Bay 12 Outfit that I could join?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 30, 2013, 09:33:09 am
Good luck.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on November 30, 2013, 09:38:21 am
Hey guys. I just started playing Planetside 2 today! Is there a Bay 12 Outfit that I could join?

Not as far as I'm aware. We all ended up spread out over different servers and factions, there were quite a few in the NC on Mattherson but I'm not sure how many are still there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 30, 2013, 09:45:54 am
Hey guys. I just started playing Planetside 2 today! Is there a Bay 12 Outfit that I could join?
Your best bet is to find an organized outfit, as Bay12 doesn't really have one.
Back when the game first came out I was part of an organized outfit that all played ARMA with ACE so they were super tacticool and stuff, but we got stuff done when it needed to be (but mostly just defend Splitpeak Pass again and again and again >__> ). I stopped playing just because they disbanded. So... find an actual PS2 outfit and you won't have to worry about not finding people online.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on November 30, 2013, 06:24:25 pm
I take it I basically shouldn't be spending certs on things unless they cost 1000. The idea being that these things, being so expensive, are ostensibly the "best" things (or at least the most useful or with the most bells and whistles). Examples include the skyguard for the lightning, dalton gun for the lib, vulcan for the prowler, rocket pods, the AT/AA launcher for TR, dual bursters, etc. Exceptions include low-end infantry/suit upgrades, such as health, armor, max's offhand weapon, etc. Is this logical?

On another note, I feel playing TR is almost a bit of interface screw. Objects in the minimap are colored according to faction, but in the game view they're colored only by friend/foe - which means TR's stuff looks like it belongs to NC stuff because it's blue, while NC's stuff is red because they're an enemy. It took me a while to realize this was why I kept getting turned around while looking for terminals and points of interest.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 30, 2013, 07:13:18 pm
Probably not a good idea. You have to learn what is good and what isn't -- things that are 1,000 certs aren't always good. For example, the best shotgun is probably the 250 cert option, and while I'm not so familiar with TR carbines, the NC and VS 250s are really good.

As for the map/doritos, you can specify which color each faction appears as, so if you want everything TR to be red, you can do that. If you want everything friendly to be blue, and NC to be yellow, you can also do that. If you want to make the VS hot pink, go nuts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on November 30, 2013, 07:37:03 pm
Quote
I take it I basically shouldn't be spending certs on things unless they cost 1000. The idea being that these things, being so expensive, are ostensibly the "best" things (or at least the most useful or with the most bells and whistles). Examples include the skyguard for the lightning, dalton gun for the lib, vulcan for the prowler, rocket pods, the AT/AA launcher for TR, dual bursters, etc. Exceptions include low-end infantry/suit upgrades, such as health, armor, max's offhand weapon, etc. Is this logical?
Largely, no. Few 1000 cert buys are essential or even all that worthwhile. Many open up new play styles while others are simply preference choices, but you can get by without most of them quite handily. All the ones you list offer new options to play with, but you are only likely to use each of them a few times a week unless you commit hard to that playstyle. Other upgrades are less sexy but will see use every hour in casual play.

As a rule I'd say upgrade the class/vehicle before buying new toys unless you need the toy to make the class viable. For example, I don't snipe so held off on most infiltrator upgrades till I owned an SMG. Some people build their lightning completely around the Skyguard.

I'd say the best bang for your certs are the mid range or cheaper top end upgrades.

Buying either a regen kit (30 certs) or preferably the medi kit (50 certs) lets you equip it on any class not carrying another utility item (usually an explosive). Worth grabbing early. Treat as an extra life when you barely escape an engagement, or as a win button when you and an opponent have traded but not killed and you want to re-engage after healing.

Similarly buy a suppressor for the default pistol. 100 certs and now every class has a silenced weapon they can use to execute enemies without showing up on the mini-map.

Every vehicle weapon has a 1 cert point zoom scope and 1 cert point ammo capacity upgrade. Buy them and equip them on everything. A 1.25x zoom and few extra rounds can make a world of difference if things get hot. On any vehicles you use a lot buy the 1.5x zoom for 50 certs and as many ammo capacity upgrades as you can. 91 certs, rank 4, +40% capacity is a nice sweet spot.

Nanoweave/flak armour 4 on any given class is 211 certs. The max level is 1k certs on top of that, but rank 4 gives you a nice survivability boost. Remember nanoweave is changing soon but is going to be refunded when it happens.

Broken down by class...

Medic;
Medical Applicator (medic gun, AKA best cert source as infantry) is 690 to max (worth it), but rank 4 only 190 total and Nano-Regen Device (AOE/self heal) is only 291 total, 200 in the last rank. While it may seem a support build, it's one of the most dominant solo classes out there. Infinite, rapidly regenerating self heal? The option to quickly and safely (thanks to extended range) revive a meat shield to distract enemies? Throw on nanoweave and grab a fun gun and you are laughing. TR medics are particularly nasty.

Engineer;
Nano Armour Kit (repair gun) is roughly equivalent to the medic's applicator, but less essential to max out as you don't gain range/revive health. I'd say grab rank 4 if you ever play engineer, take rank 5 when you spend a lot of time driving/MAX-sitting. The ammo pack is oddly expensive to upgrade, but worthwhile. You get a boosted range for rank 3 onwards, letting you feed ammo to more and more people while overriding other people's own packs. I'd say invest the 160 certs for that, maybe 150 to boost it to 5m range and 4min duration. Sticky grenades and the mines (especially tank mines) are well worthwhile and pretty cheap.

Light assault;
Jump jets are frankly worth maxing out. 810 certs total, 500 in the final upgrade. You are looking at a substantial fuel increase, letting you reach higher and use the jets more often. This is a huge advantage when playing rooftop tag in biolabs. I maxed this after being frustrated by not keeping up too often. C4 is great value even if seemingly expensive.

Heavy assault;
Upgrade the nano-mesh generator to at least rank 3 for 31 certs. Only a 10% regen boost, but that's not nothing and it's cheap. Concussion grenades are a must if you ever want to use HA to melt a room of infantry/MAXes.

Infiltrator;
Recon Detect Device is worth upgrading. Recently got a buff and is seeing a lot more use. The lower ranks aren't great compared to the higher, but they are still worth grabbing at 30/50 for 2/3. Similarly upgrading your cloak makes a lot of sense, especially the 10 certs for 10% regen rate. If you plan on playing much infiltrator then go to at least rank 5 at 310 certs total. No real reason not to buy the improved hacking speed either. Anti-Personnel Mines are a good buy as well.

On another note, I feel playing TR is almost a bit of interface screw. Objects in the minimap are colored according to faction, but in the game view they're colored only by friend/foe - which means TR's stuff looks like it belongs to NC stuff because it's blue, while NC's stuff is red because they're an enemy. It took me a while to realize this was why I kept getting turned around while looking for terminals and points of interest.
You can change the colours used in the menu. I have mine set to faction colours for everything. Keeps it simple. I have also changed my platoon colours to more obvious and distinct ones (can be done by clicking on the Alpha/Bravo/Charlie/Delta squad label in the platoon screen when that squad exists). Used to be I shot a lot of Charlie members...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 30, 2013, 07:47:35 pm
I'd work on upgrading some of the other classes before you start going 1337 SMG infiltrator pro.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on November 30, 2013, 08:01:12 pm
I'm a big fan of extra rockets when playing HA with a lock-on launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on November 30, 2013, 08:52:51 pm
I have done of the low-end survival and utility upgrades on engi and medic - the two classes I play the most, given their utility and the fact that I kind of suck at the whole "shooting" part, especially in a dogpile. I've considered upgrading my machine since it's about due and shooting for a smooth 60 outside of melee and a tolerable 20 (rather than the ~30 with it occasionally chugging down to 0 even when I'm driving around on my own, and ~5 in biolabs) seems like a good goal to shoot for, performance-wise.

My question came as a result some frustration in dealing with vehicles and especially air. I feel like none of the default equipment is useful against them. All you've got is the assault's dumbfire launcher and the only time I ever hit anything with it is if I get lucky judging the distance and thus elevation (something that would improve with practice to be sure) and if the target absolutely doesn't move at all. Obviously that's not going to happen for air, so I need to buy something to help with that, but why should I buy a low-end solution now when there are more effective ones that would completely replace those interim solutions? And since I'm not buying boosts or subbing, I need to be cautious how I spend the certs. But of course, those effective solutions are necessarily quite a grind...

I'm staying the heck away from the regular non-default weapons (pistols, shotguns, rifles, etc) since I have no way to reliably judge what's better (for me or generally so) and what's not. I know the VR is there but that is not helpful. I don't want to drop certs on something that ends up feeling no more effective than the default guns.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 30, 2013, 08:55:16 pm
Engies turret can be good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 30, 2013, 09:18:09 pm
You start with one burster arm for your MAX, as well. But yeah, get either a lockon launcher or a second burster arm if you want to spec in AA.

Also relevant: SMG is good. SMG is life. SMG with thermal scope is murder. That's the brilliant part, is that they aren't really effective beyond the range of the thermal scope, and it gives you a great way to scan crowded environments.


The Vanu MAXs aren't just good due to their hyperspeed/damage boost, or their pseudo-camo, their weapons aren't that bad either. Or rather, they're pretty specific at what they do, but they're not completely useless in other roles. AA can do a bit of AI, AT can do a lot of AI (even after the nerf)
You're acting like that isn't true for all MAXes. You do realize that all factions have the same bursters, right? And that all of the AT weapons can kill infantry?

Unrelated: Loving the patch so much. It's wonderful to see where my tank is being murdered from, and I've been cleaning up with my HE Lightning. On that topic, don't bother getting HEAT or AP cannons for it, you'll never outDPS a competent MBT, and you lose the ability to slaughter infantry or air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on November 30, 2013, 09:26:45 pm
Not sure about the TR AV, but the NC AV kinda sucks. Dual Ravens are okay, but Falcons blow. Their velocity is slow enough to make the VS AV weapons seem like hit scan weapons, and the damage they deal when you actually manage to hit something is mediocre. VS AV are almost good against infantry, but the NC AV might as well just try punching infantry.

I'm talking about MAX weapons, of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 30, 2013, 09:41:42 pm
I've been killed plenty by AV TR MAXes. Admittedly, I never see NC MAXes that aren't either dual scat or dual bursters, so that probably explains it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 30, 2013, 09:52:48 pm
You havent seen me.

I still have a scat I have to use.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on November 30, 2013, 10:06:40 pm
Fractures are good, Pounders are terrible.

If Fractures were any more point and click they would be VS weapons lololololololol

Oh yeah, just had a fun event with my outfit.

GALAXY WRESTLING

Wherein everybody goes to the VR, pulls a galaxy, and competes battle royale style to be the last gal flying.

The prize was 1500 SC. Sadly, I was not victorious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 30, 2013, 11:07:21 pm
would be nice if i didn't crash every 10 minutes, without any error to go off of

that aside, when about should i start saving up for an SMG for my infiltrator? let's just assume i haven't upgraded anything else

Reminder- you can buy the NS SMG on the website for 199 SC (or two bucks) right now, if you've dropped any cash on the game.  You get a camo and a 1 day XP boost to go with it.



Maybe one day they'll un-nerf the Falcon and they'll be useful again.  I bought the second one when the price dropped.  On rare occasion I'll pull it and do some good with it.  I don't like the ravens enough to justify the large expense on them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 30, 2013, 11:32:03 pm
would be nice if i didn't crash every 10 minutes, without any error to go off of

that aside, when about should i start saving up for an SMG for my infiltrator? let's just assume i haven't upgraded anything else

Reminder- you can buy the NS SMG on the website for 199 SC (or two bucks) right now, if you've dropped any cash on the game.  You get a camo and a 1 day XP boost to go with it.

Yes, do this. I personally prefer my Sirius, but the one in that great little bundle is still respectable, and certainly better than a carbine for CQC.

Joking or not, the one complaint about VS that I've never understood is the "point & click" one. VS gets no bullet drop (for non-sniper weapons). They still have recoil, and they still have travel time, and to top it off VS guns have sharp damage dropoff at longer ranges. The only time I bother taking small arms shots at ~>50m for anything other than suppression is when I'm playing medic and have my NS-11 out.

There's some merit in the ZOE complaints (though I'd still rather just have a kickass MAX jumpjet) and a tiny bit in bitching about Mags (though the people who complain about them have clearly never driven one since the past few updates; the turn rate is absolutely dreadful, which kills one of the two main advantages they should have). They've basically been reduced to direct-fire artillery because any other vehicle that gets close can literally run circles around them and still deal damage thanks to turrets, if they don't just drive underneath and kill the mag with impunity.

Unrelated: The Flash still needs a buff, or at least an upgrade that stops it from flipping and exploding if you drive over a 1" bump.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on December 01, 2013, 01:23:08 am
remember, you can trial weapons for 30 minutes, you do this by clicking the unlock button then selecting start trial at the bottom.

I think you get some SC from registering to other games by the same company.

Also, the default pistol for vanu is very accurate, and I don't use it nearly enough I think. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on December 01, 2013, 03:49:02 am
Joking or not, the one complaint about VS that I've never understood is the "point & click" one. VS gets no bullet drop (for non-sniper weapons). They still have recoil, and they still have travel time, and to top it off VS guns have sharp damage dropoff at longer ranges. The only time I bother taking small arms shots at ~>50m for anything other than suppression is when I'm playing medic and have my NS-11 out.

I just joke about it, but it does make shooting at range much easier. The only thing you have to account for is target movement.

I'm pretty sure that the VS have the same damage drop off that the other factions have though - That is, after 15 meters it decreases linearly until it reaches minimum damage. VS used to have an entirely different drop off calculation that gave them much higher damage at longer ranges, but SOE wisened up and nerfed it.

Their special AV projectiles are ridiculously fast compared to the NC and TR though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 01, 2013, 04:38:49 am
Did dual falcons in VR, it takes 14 rockets to kill a MBT from the front, that's six reloads of both arms, GOOD LUCK.

Dual ravens are almost just as bad, requiring 22 missiles to kill an MBT, which is two reloads and a whole lot of time firing and aiming the damn things. Though really, there's almost no reason to get dual ravens since the engineer AV mana turret outclasses them, and it requires no inf resources.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 01, 2013, 05:23:15 am
i happen to have 170 SC from... something, i forget

any way i can get some more without paying?

\ \

up to 250ish certs.. i-i guess 750 isn't that far away..!
Wait, how did you get 80 more SC? The first 170 were from logging into 2 SOE games, but how did you get 80 more?

that aside, when about should i start saving up for an SMG for my infiltrator? let's just assume i haven't upgraded anything else
Upgrade other things first, then get the SMG when you've spent about 700 certs total on everything else (that's basically what I did, and it was GREAT).




Quote
I take it I basically shouldn't be spending certs on things unless they cost 1000. The idea being that these things, being so expensive, are ostensibly the "best" things (or at least the most useful or with the most bells and whistles). Examples include the skyguard for the lightning, dalton gun for the lib, vulcan for the prowler, rocket pods, the AT/AA launcher for TR, dual bursters, etc. Exceptions include low-end infantry/suit upgrades, such as health, armor, max's offhand weapon, etc. Is this logical?
Spoiler: Good Tips (click to show/hide)
THIS, except: Don't buy the silencer for the default VS pistol, it kinda sucks. :P Get something like the Manticore first.
Also, as VS or TR, I typically change NC to Yellow instead of Blue, since it's kind-of a "warning color" as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 01, 2013, 05:25:13 am
would be nice if i didn't crash every 10 minutes, without any error to go off of

that aside, when about should i start saving up for an SMG for my infiltrator? let's just assume i haven't upgraded anything else

Reminder- you can buy the NS SMG on the website for 199 SC (or two bucks) right now, if you've dropped any cash on the game.  You get a camo and a 1 day XP boost to go with it.

Yes, do this. I personally prefer my Sirius, but the one in that great little bundle is still respectable, and certainly better than a carbine for CQCю

Joking or not, the one complaint about VS that I've never understood is the "point & click" one. VS gets no bullet drop (for non-sniper weapons). They still have recoil, and they still have travel time, and to top it off VS guns have sharp damage dropoff at longer ranges. The only time I bother taking small arms shots at ~>50m for anything other than suppression is when I'm playing medic and have my NS-11 out.

There's some merit in the ZOE complaints (though I'd still rather just have a kickass MAX jumpjet) and a tiny bit in bitching about Mags (though the people who complain about them have clearly never driven one since the past few updates; the turn rate is absolutely dreadful, which kills one of the two main advantages they should have). They've basically been reduced to direct-fire artillery because any other vehicle that gets close can literally run circles around them and still deal damage thanks to turrets, if they don't just drive underneath and kill the mag with impunity.

Unrelated: The Flash still needs a buff, or at least an upgrade that stops it from flipping and exploding if you drive over a 1" bump.
Dude, I agree with you on nearly everything here, except that I haven't felt much damage dropoff at longer ranges.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 01, 2013, 05:42:05 am
VS used to have more damage drop off in exchange for no bullet drop, but then VS whined about not being able to kill stuff at range so they got the same drop off rate as tr and nc - yet kept the no bullet drop
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 01, 2013, 08:24:41 am
If you have a smartphone that is compatible, plus facebook and twitter accounts, there is a chance you can get 500 free SC.

The Everquest Worlds (https://forums.station.sony.com/eq/index.php?threads/everquest-worlds-app-now-available.202562/) mobile app offers 250 SC for each of the first two quests. The first (IIRC) requires you to link it to your facebook and twitter accounts. The second requires you to scan a whole bunch of images (all handily contained in this video (http://www.youtube.com/watch?v=_NUILHH7qWM)).

It looks like it's buggy/unreliable as hell and I can't even try it myself, but worth a shot for some people.


Also note that the Fresh Meat bundle can be bought directly for cash at a slight discount compared to the smaller SC packages, although not as good as SC bought on sale or the two largest packages (only checked this in GBP). Still, will avoid you having to pay for 500+ SC when you only ever want the 200 for the pack.


For getting certs fast, focus on having a high bonus. Play on an underpopulated continent for up to +50%, then roll medic in a squad in a biolab defence. Try to log in each day, not for the passive certs but for the bonus ribbons. Each ribbon is worth 250xp (1 cert), but the first 5 a day get a 750xp bonus making them worth 3 certs on top of the base experience you are gaining. If you roll medic in a long, comfortable defensive situation you will be getting heal (10,000 HP healed), revive (15 revives), *base size* defence (5 'defences') and kill ribbons (10 kills on one weapon) at a solid rate.

Some of the most successful sessions I've had have resulted in nearly no certs. Rolling with a huge zerg and taking an entire continent means no bonus experience and support and kill XP shared among dozens of people. Rolling with an effective outfit means lots of downtime, abandoning effective farm situations and breaking up stalemate defences (easily the best XP/min generators). Both of these result in more captures and better alert outcomes, but those don't always make up for the potential experience loss and are still dependent on other outfits/players doing much the same.


I have to say, most of my AV/AA kills have come with the default launcher and/or C4. Oh, and tank mines. If you play NC the AP Titan on the Vanguard makes it a brutal anti-everything sniper, at the cost of nearly all splash damage against infantry. First time I rolled with it I one-shot a Mosquito (and yes, it was flying about).

My old anti-Scythe solution was to equip my heavy with flak armour. Make yourself an obvious target but have cover (preferably the spawn room) a few steps away and be somewhere cluttered where their angle of approach is limited. The Scythe will start rocketpodding you, but rarely get any direct hits. With your shield on you can usually get away with eating a full clip of the rockets while the Scythe is near stationary relative to you. Just send a dumbfire rocket back up the stream of rockets and you get an instant kill about a third to half the time, with no resource cost and relatively few certs invested (rank 4 flak, 211 certs, and can get away with lower ranks I think). Used to work better when resist shield stacked with flack, now just use either of the other two shields and don't worry too much about upgrades; they only effect regen not total health.

Note that I mostly used this back pre-OMFG. I'd always have <20 FPS when getting podded, and risked lag and death in high pop areas.

Every other anti-air solution is air deterrence/area denial. Lock ons tell pilots to dump flares and run, flak and HMGs just tell them to run or kill the source if it's on its own. A good pilot can kill a dual burster MAX or even a Skyguard that doesn't have more support. A dual anti-air Sunderer might get outright kills sometimes, if you let them get close, have two good gunners and they don't have easy cover anywhere. But that's true of a dual Basilisk Sunderer as well (arguably the best loadout for a battle bus anyway). Otherwise you just want to put as much damage down as possible and hope enough allies are doing the same that one of you kills them, or at least make it impossible for them to make effective attack runs on your positions.

If you want that deterrence option cheaply grab the 250 cert anti-air lock-on rocket launcher for your heavy. You won't get many kills but can chase at least some aircraft away. Otherwise the second burster arm is the most universally useful that will reliably allow you to put down damage on targets (giving that sweet ground-to-air XP). Next comes the Skyguard which is mostly useful when rolling with an outfit or other organised platoon that can provide additional damage and juicy targets to distract the aircraft while you tear them up.

Anti-vehicle, grab tank mines on the engineer, C4 on the light assault (and every class that you play enough - I get a lot of cheap tank/MAX kills as medic, not to mention occasionally planting it on parked ESFs and waiting for the pilot to return...), maybe the S-type carbine with under barrel grenade launcher for both. Going full AV on the HA can work, with the default launcher, 2x C4 and anti-vehicle grenades. But in every case you are either mining/C4ing targets of opportunity and just laying down damage where you can or making suicidal charges at parked vehicles trying to plant explosives while under fire. There is this (http://www.youtube.com/watch?v=LX170Zg4MB8&feature=youtu.be) but it takes a fair amount of certs/resources to pull off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on December 02, 2013, 06:25:43 am
I love Planetside 2! Unfortunately, my computer does not. I'm still running it on a Vista that I've had for a few years and haven't upgraded the GPU or CPU yet. I also have a pretty bad internet connection. I'm usually able to get on at times when the population is low, but if I even step into a hex that has over 20 players in it, my game crashes. Any suggestions other than get a better computer?

I still sometimes play when there aren't many people. Are we supposed to tell stories here?

Well, here's my favorite session. It was while Planetside 2 was still in the Beta and the only continent was Indar. This was also when you could capture a base anywhere on the map, even if it didn't have one of your bases nearby. My first character was NC. I took my first ever Reaver for a spin and accidentally flew deep into Terran territory. I was quickly shot down but, thanks to the magic of the light assault's jetpack, I survived the crash after bailing out. What happened next was what I loved.

The Mosquitos that shot me down scanned the area of my crash, looking for me. I was hidden behind a rock, so they flew away after a while. I was close to a Terran base so I decided that I might as well take it. After taking it, a Sunderer full of Terrans pulled up outside the base. I hid in one of the buildings and watched as they took it back. After they left, I retook it. They returned to take it back, but this time I opened fire from one of the buildings. I missed horribly and ended up running for my life. After fleeing for about 5 minutes, I saw that they weren't following me anymore. However, I was now only a while away from the Terran spawn. Instead of re-deploying, I decided to walk back so I could see the scenery. It took me about half an hour to an hour as I kept hiding from Terran patrols and troops headed for the front. I still think it was worth it as, even in Beta, the game was absolutely beautiful. My game crashed the second I entered the zone that the Terran's were attacking though.

Another time I used the instant action and only just ran out of my drop-pod before a Scythe smashed into it a second later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluephoenix on December 02, 2013, 06:27:06 am
I joined on the Australian server, this game is great fun.
I love Planetside 2! Unfortunately, my computer does not.
Strange, I think it might just be that your computer can't handle it and there is not much you can do about that other than get better hardware.
I have a 2 year old PC and it runs PS2 great and I only get crashes rarely if I pull up the map too often in a short amout of time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 02, 2013, 07:27:17 am
running it on a Vista
What. A vista? just... how?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 02, 2013, 11:23:05 am
VS used to have more damage drop off in exchange for no bullet drop, but then VS whined about not being able to kill stuff at range so they got the same drop off rate as tr and nc - yet kept the no bullet drop

Wait, they actually removed that? Ahahaha, I'd gotten so ingrained into the habit of not shooting at distant targets that I didn't even notice! Seriously though, what's the point of being the faction with better accuracy (sort of) if you're just trading an inability to hit at longer ranges for an inability to do damage at longer ranges?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 02, 2013, 12:13:11 pm
Lower average DPS, that's it.
Also, VS MAXes do not like being sniped, evidently. And tell you you're a hacker if you headshot them 6 times in a row while they move in straight lines. XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on December 02, 2013, 01:47:41 pm
...my friends and I can't all fit in one Lightning.

Also, are either the Kobalt or Bulldog significantly better than the Basilisk for making things dead, or should I just stick with this and maybe slap a night vision scope on it?
get all your friends into a AA-lightning each and its even better. alternatively, all but one go AA max and you ride around in a sunderer.
Either of these will scare away any air and you might even kill the ESF before they react if you focus fire.

They might have patched it away, but I liked the bulldog due to the large explosion. Good against infantry.
Like dual dogs, shield disruptor and go into a defended base and explode everything...
Though i expect that you'll just attract c4 LA now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Biowraith on December 02, 2013, 01:48:43 pm
So I'm wondering, is there any anti-air roles newer players can take on?

Besides AA turrets at bases (and the Basilisk), I think the only option you have as a newer player is the starting Max Burster arm.  But with only one of them (I can't remember for sure, but I think the 2nd arm is 1000 certs, same as Skyguard) it'll only really be good for scaring enemy pilots away rather than outright swatting them.  If there's other AA around you might still get some kills with it though (or at least kill assist credit) - certainly with dual bursters I get a fair few kills as an AA Max when the enemy is controlling the skies.  People say you'll only ever kill bad pilots even with dual, but eh, I find there's often a decent supply of bad pilots out there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 02, 2013, 01:54:06 pm
The Basilisk keeps getting nerfed in one patch then buffed in the next.  Right now it's in a pretty good place, so pulling a bus with the default Basilisks on them with some decent upgrades will get you some fun.


If there are more than three of you total, the third can pull a MAX and hop out when the fighting starts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on December 02, 2013, 01:59:23 pm
I recently tried out the Harasser and I believe I've fallen in love. Definitely waifu material. I assume its role is generally going to be anti-infantry/tank? A friend and I were trying to use it as anti-air with.. a little success, but the Basilisk wasn't really cutting it, and a bit of searching around told me anti-air Harassers are basically pointless.
I've heard of people using Harassers with a Burster MAX in the rumble seat as an Anti-Air platform, but other than that, harassers are primarily an anti-ground unit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on December 02, 2013, 04:23:52 pm
Spoiler: Perfect parking job. (click to show/hide)

God, the quality is so crappy. I need a better video card.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 02, 2013, 04:25:33 pm
A guy in my outfit got a Sundy stuck in a tree branch.  No one is sure how that happened, but it was there, on the branch, about two feet off the ground.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 02, 2013, 05:25:53 pm
Skyguard is the boss of AAA as its name implies and as it should be.
Burster max is a good option too, especially considering there are times where you are simply unable to spawn AAA, plus being able to move inside buildings and spawn rooms.
Not 100% sure about STA missiles, I imagine that everybody and their dog has countermeasure flares which makes STA missiles useless. (I sometimes use the NC specific AT launcher to shoot down ESFs who are content with just hovering in place.)

I've had some success gunning for somebody's MBT using the Ranger, it's basically a mini skyguard that can be mounted on most multi-seat vehicles, so if you're playing with friends you could get a sundy with dual rangers (or have a Walker Texas Ranger sundy if you want both kinds of AAA, but I've had little experience with the Walker).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 02, 2013, 05:52:47 pm
One time at band camp on Esamir I was gunner for a Vanguard trying to attack a flat-style base (not a biolab or anything special) and the driver went off a cliff into a canyon that was sealed off by a couple buildings. Could exit only as infantry. Best part was there were two harassers and a lightning also stuck down there. It was like a Venus Flytrap of ground vehicles.

EDIT: Oh yeah also I fixed my DDO connectivity problem by reinstalling and using the DX 9.something installation. I haven't tried installing PS2 again but will soon. Wish me luck!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 02, 2013, 06:09:20 pm
I usually have about as much success with G2A missiles as with dual Bursters. As long as you don't start locking on the instant an enemy enters range, even if they pop flares you'll usually be able to regain lock before they get out of range, and that's only against the ones with flares. I've noticed that Libs in particular tend to not carry flares (and even when they do, they still can't afford to stick around), so G2A missiles become quite effective both at scaring them off and at killing them if they stay.

A tip for other pilots out there, if you haven't figured it out already: Don't pop flares the instant someone starts locking on. Let them lock on, wait a second or two after the lock is confirmed, and then pop flares. That gives you a good few seconds more to get away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on December 03, 2013, 07:37:51 am
One time at band camp on Esamir I was gunner for a Vanguard trying to attack a flat-style base (not a biolab or anything special) and the driver went off a cliff into a canyon that was sealed off by a couple buildings. Could exit only as infantry. Best part was there were two harassers and a lightning also stuck down there. It was like a Venus Flytrap of ground vehicles.

EDIT: Oh yeah also I fixed my DDO connectivity problem by reinstalling and using the DX 9.something installation. I haven't tried installing PS2 again but will soon. Wish me luck!
I know which base you mean, and with a magrider+magboost it's possible to escape somewhere in a corner. Because VS rocks, that's why.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 03, 2013, 10:29:32 am
One time at band camp on Esamir I was gunner for a Vanguard trying to attack a flat-style base (not a biolab or anything special) and the driver went off a cliff into a canyon that was sealed off by a couple buildings. Could exit only as infantry. Best part was there were two harassers and a lightning also stuck down there. It was like a Venus Flytrap of ground vehicles.

EDIT: Oh yeah also I fixed my DDO connectivity problem by reinstalling and using the DX 9.something installation. I haven't tried installing PS2 again but will soon. Wish me luck!
I know which base you mean, and with a magrider+magboost it's possible to escape somewhere in a corner. Because VS rocks, that's why.
I also instantly knew which base this was. (It's the one with the staircase on one side of the trap, right?) I actually managed to get my Lightning out of it once, even though it took more time than just destroying it and waiting on the respawn timer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 03, 2013, 01:35:00 pm
One time at band camp on Esamir I was gunner for a Vanguard trying to attack a flat-style base (not a biolab or anything special) and the driver went off a cliff into a canyon that was sealed off by a couple buildings. Could exit only as infantry. Best part was there were two harassers and a lightning also stuck down there. It was like a Venus Flytrap of ground vehicles.

EDIT: Oh yeah also I fixed my DDO connectivity problem by reinstalling and using the DX 9.something installation. I haven't tried installing PS2 again but will soon. Wish me luck!
I know which base you mean, and with a magrider+magboost it's possible to escape somewhere in a corner. Because VS rocks, that's why.
I also instantly knew which base this was. (It's the one with the staircase on one side of the trap, right?) I actually managed to get my Lightning out of it once, even though it took more time than just destroying it and waiting on the respawn timer.
But more satisfying, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on December 03, 2013, 04:16:08 pm
One time at band camp on Esamir I was gunner for a Vanguard trying to attack a flat-style base (not a biolab or anything special) and the driver went off a cliff into a canyon that was sealed off by a couple buildings. Could exit only as infantry. Best part was there were two harassers and a lightning also stuck down there. It was like a Venus Flytrap of ground vehicles.

EDIT: Oh yeah also I fixed my DDO connectivity problem by reinstalling and using the DX 9.something installation. I haven't tried installing PS2 again but will soon. Wish me luck!
I know which base you mean, and with a magrider+magboost it's possible to escape somewhere in a corner. Because VS rocks, that's why.
I also instantly knew which base this was. (It's the one with the staircase on one side of the trap, right?) I actually managed to get my Lightning out of it once, even though it took more time than just destroying it and waiting on the respawn timer.
Oh man, I think I know what base it is too. I also got a Lightning stuck in there :|
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 03, 2013, 04:19:20 pm
One time at band camp on Esamir I was gunner for a Vanguard trying to attack a flat-style base (not a biolab or anything special) and the driver went off a cliff into a canyon that was sealed off by a couple buildings. Could exit only as infantry. Best part was there were two harassers and a lightning also stuck down there. It was like a Venus Flytrap of ground vehicles.

EDIT: Oh yeah also I fixed my DDO connectivity problem by reinstalling and using the DX 9.something installation. I haven't tried installing PS2 again but will soon. Wish me luck!
I know which base you mean, and with a magrider+magboost it's possible to escape somewhere in a corner. Because VS rocks, that's why.
I also instantly knew which base this was. (It's the one with the staircase on one side of the trap, right?) I actually managed to get my Lightning out of it once, even though it took more time than just destroying it and waiting on the respawn timer.
But more satisfying, right?
Naturally.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 03, 2013, 04:33:18 pm
As for someone talking about galaxy wrestling, I think that must have been inspired by people tipping over their teammates' gals at the warp gate. Seems like it happens pretty much anytime a platoon reorganizes for a gal drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: scout890 on December 03, 2013, 05:40:41 pm
One time at band camp on Esamir I was gunner for a Vanguard trying to attack a flat-style base (not a biolab or anything special) and the driver went off a cliff into a canyon that was sealed off by a couple buildings. Could exit only as infantry. Best part was there were two harassers and a lightning also stuck down there. It was like a Venus Flytrap of ground vehicles.

EDIT: Oh yeah also I fixed my DDO connectivity problem by reinstalling and using the DX 9.something installation. I haven't tried installing PS2 again but will soon. Wish me luck!
I know which base you mean, and with a magrider+magboost it's possible to escape somewhere in a corner. Because VS rocks, that's why.
This is proof the VS are OP and need to be nerfed into the ground. *sarcasm*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 03, 2013, 05:52:39 pm
Nah they'd just make a ramp out of NC corpses and drive up out of there. There are plenty of NC corpses at any battle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 03, 2013, 07:35:00 pm
Meanwhile TR would just have a couple HAs fire at the rim of the hole, allowing their vehicles to drive up the ramp of bullets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Gamerboy4life on December 03, 2013, 11:24:46 pm
Meanwhile TR would just have a couple HAs fire at the rim of the hole, allowing their vehicles to drive up the ramp of bullets.

TR might lack finesse, skill, damage, numbers... well, lacking everything, but we make up for it in bullet ruination.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 04, 2013, 12:46:47 am
330 certs

Just 170 more until I only need 500 certs to get an SMG..!

;_;

Ooh, I feel that one deep down. Don't worry, though, the mindless spray&pray fun makes up for the grind immensely. Just make sure you buy the right one, eheheh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on December 04, 2013, 12:53:53 am
I just got my Auraxium medal for both of my Grinders today. That makes 9 Auraxium medals total, meaning I've killed at least 9990 dudes for those medals.

That's a lot of dudes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on December 04, 2013, 02:50:58 am
Played a great round as TR last night on Briggs, I was part of a >90 v 90 v 90 player battle for Mao Tech Plant, and i was secondary gunner in one of the tanks, then later the gunner in a Harasser. So many kills, then later took out a GALAXY, which was piloted by one guy alone so he decided to try and squash our Sunderer. Didn't work so well when he flew straight into heavy fire, then crashed into the ground a second later.

So yeah, in this huge battle for Mao Tech Plant, we eventually managed to push hard enough to make the NC squads pull out, and the Vanu held on for maybe twenty minutes before our massive amount of bullets finally drowned them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on December 04, 2013, 03:11:42 am
  During that Alert I was defending Andvari - where the TR were trying to kill my Skyguard with Galaxy rams.  A tactic that worked the first time, but not the second or third.  And as I was the last to damage each Galaxy, I got several kills just by competent dodging.
   I even saw an epic battle between a TR Galaxy and a VS Liberator, The Galaxy looping around the lib, with the liberator flying upside down firing its Dalton at the Galaxy - the Liberator barely won, then I won by finishing off the Liberator and getting some vengeance points.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 04, 2013, 03:22:30 am
I was with my outfit during an amp station alert tonight, and we were on fire.

We managed to stop two NC capture attempts on Freyr and Kwahtee just in the nick of time, through the use of organized outfit tactics. (I.E., MAX crashes.)

Globally the NC had the population advantage, and in some of these battles we faced two to one odds against us, and yet we still turned the tide.

We didn't win the alert but we performed so well it didn't matter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on December 04, 2013, 05:40:20 am
Briggs is like 40% NC at all times. It also has a low population, so two of the continents are empty while one has constant fighting. Makes for some fun sneaky gameplay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on December 04, 2013, 07:17:35 am
That's true. A couple of days ago the NC conquered every territory but the warp gates in Amerish.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 04, 2013, 07:21:32 am
Woodman is the same, everyone is on Indar. I thought Indar is the only continent with major action on any server because Amerish and Esamir kinda suck (Amerish is too rough for vehicles, Esamir is too smooth for infantry).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 04, 2013, 07:34:57 am
Well Woodman TR is a bit derpy. Personally i remember winning an alert ONCE.
Everything else is won by VA P'n'C adventure games.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 04, 2013, 09:56:41 am
Bah, Woodman NC is basically only [GODS] and some random other folks. I typically go sniping or mid-range raping alone. >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 04, 2013, 11:14:43 am
Just make sure you buy the right one, eheheh.
D:

I'm leaning towards Armistice over the Hailstorm based on what people are saying. I'll have to trial them as well, I guess.

Unfortunately for you, the TR SMGs don't have a clearly better option like the NC and VS do. The Armistice is probably going to be the one to go for, though, between the higher ROF and muzzle velocity.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 04, 2013, 11:30:25 am
IMO the hail storm is better, the ability to ventilate two, maybe three, dudes in one mag is not something to pass lightly on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 04, 2013, 01:01:33 pm
IMO the hail storm is better, the ability to ventilate two, maybe three, dudes in one mag is not something to pass lightly on.
Adequate ventilation is important.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 04, 2013, 01:05:33 pm
Bah, bigger holes do better ventilation than several small ones.

That's why my (second) favorite sniper rifle is the VS Anti-Air Lock-On Launcher ('cause of the crosshairs :P)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 04, 2013, 01:11:59 pm
Bah, bigger holes do better ventilation than several small ones.

That's why my (second) favorite sniper rifle is the VS Anti-Air Lock-On Launcher ('cause of the crosshairs :P)
They made a rocket launcher specifically to destroy VS aircraft? I'll buy two!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 04, 2013, 01:20:32 pm
I'd rather have an Anti-ZOE lock on launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 04, 2013, 01:24:39 pm
I'd rather have a good TV missile
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 04, 2013, 01:28:04 pm
You mean a Phoenix that doesn't suck?  I'd like that too.  Might as well call the one we have the Pho to represent its range!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 04, 2013, 01:32:17 pm
Ah, how nice it is to play two and a half factions. I get the best of all worlds. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 04, 2013, 01:39:23 pm
I'll admit that the TR is tempting at times.  Both my PS1 and PS2 outfits all had secondary groups that were TR (though the PS1 one was mostly just a joke group.)


Damned if you'll ever catch me wearing purple spandex, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 04, 2013, 01:46:40 pm
The best part of VS, IMO, is that slugs from shotguns don't drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 04, 2013, 02:32:27 pm
You mean a Phoenix that doesn't suck?  I'd like that too.  Might as well call the one we have the Pho to represent its range!
Oh look, its the NC equivalent of that guy that said VS are underpowered
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 04, 2013, 03:08:42 pm
To be fair, the Lancer is unimpressive too.  The Striker may be the least exciting of the three, but it's the most potent.

NC does have nice things. (Vanguard, Jackhammer, AI MAX in spitting distance)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on December 04, 2013, 03:19:52 pm
You mean a Phoenix that doesn't suck?  I'd like that too.  Might as well call the one we have the Pho to represent its range!

The Phoenix is still a great weapon, it's just been made more situational (as it should be). 10 guys with Phoenixes taking out vehicle after vehicle from spots where the enemy has to use Liberators to retaliate is incredibly powerful. Plus, it allows organized squads a viable way to counter vehicle point camps from within a building without ever being exposed to vehicle fire.

As much as many of the NC nerfs have frustrated me, the Phoenix is one of PS2's big successes in balancing. It's been changed from a one-man cheese factory to a weapon that greatly rewards teamwork (which is what PS2 is all about).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 04, 2013, 03:20:38 pm
I will say that using the Jackhammer my kills in very short range (moving inside buildings, basically, though occasionally with an air drop) are much more common. And my under-barrel grenade launcher gets me most of my kills when I'm using that carbine. Definitely good purchases and I'm sure the people who get blasted by them feel they're OP. I just love those guns in biolab fights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Powder Miner on December 06, 2013, 11:42:43 pm
Played a glorious Power Rush on Waterson, as NC, on Esamir. I was part of a platoon that kept the alert tied at the last minute.
And also just joined the outfit it is from! Phoenix Battalion represent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on December 07, 2013, 12:01:24 am
To be fair, the Lancer is unimpressive too.  The Striker may be the least exciting of the three, but it's the most potent.

NC does have nice things. (Vanguard, Jackhammer, AI MAX in spitting distance)

The striker is not potent, it's completely and utterly worthless now that they nerfed it.

You have to maintain lock or the missiles shoot straight up. That means vs planes all they have to do is fly in a straight line and they move out of range and the missiles abort. Vs tanks you have to stand in the open scoped in with a red line of missiles point straight to you which as I'm sure you know is suicide.

Meanwhile because you can't reload while the missiles are inflight (have to maintain lock) the sustained dps is absolute garbage... the only advantage the striker had over the annihilator was dps and it lost that.

Phoenix and Lancer are situational, you could argue they are worse then the default dumbfire but at least they are useable. Striker is absolutely garbage, like totally and completely terrible now.

But I'm sure people will still say it's OP somehow.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 07, 2013, 01:35:04 am
SMG is still more worth it IMO. The Commissioner is nice, don't get me wrong, but it's ultimately a sidearm, rather than a CQC nightmare.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 07, 2013, 05:09:34 am
Underboss is actually better in QCB.


Speaking of QCB, wtf is up with that full auto scatgun the NC has?
A pair of those will strip an enemy max in no time within 20m (conservative estimate), I'd say quicker than even a locked down fracture max
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on December 07, 2013, 07:29:58 am
Its a pair of autoshotguns blasting away at you in close quarters, where shotgun is king. WHAT THE FUCK DO YOU EXPECT TO HAPPEN!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 07, 2013, 07:52:54 am
Its a pair of autoshotguns blasting away at you in close quarters, where shotgun is king. WHAT THE FUCK DO YOU EXPECT TO HAPPEN!
We expect NC max to get the proper nerf it deserves.
Duh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: JimboM12 on December 07, 2013, 07:53:41 am
Heya guys, I noticed we have a steam group for PS2, but do we have an outfit? If so what server; I'm tired of playing with randoms who think it's better to camp as infiltrators to defend a point rather then spreading out our classes so we can defend against threats like that fucking Vanu MAX suit that's running up on our right flank with dub anti-infantry weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 07, 2013, 11:09:43 am
Its a pair of autoshotguns blasting away at you in close quarters, where shotgun is king. WHAT THE FUCK DO YOU EXPECT TO HAPPEN!
We expect NC max to get the proper nerf it deserves.
Duh.
Obviously only VS have OP things and are the only ones who need to be nerfed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 07, 2013, 11:45:56 am
Engie turrets help, surprisingly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 07, 2013, 11:55:05 am
Rocket to the face
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 07, 2013, 12:10:56 pm
The guns you get at the start as a Max hep a good lot, as long as you pull away for healing during reloads. I have taken down mutable TR MAXes with the Gatling cannons this way.

The door shields may be slightly OP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 07, 2013, 12:50:10 pm
C4 is the most effective if you can get close. Otherwise peek and spam rifle grenades, or use the engie turret around a blind corner/at long range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 07, 2013, 01:39:24 pm
Underboss is actually better in QCB.


Speaking of QCB, wtf is up with that full auto scatgun the NC has?
A pair of those will strip an enemy max in no time within 20m (conservative estimate), I'd say quicker than even a locked down fracture max

That's the thing about NC MAXes (and many of the NC weapons in general.)  If you face it in its element, you're going to get smacked down.  If you come against it in its weakest, it's not a threat at all.   Try catching an NC AI MAX out in the open and seeing how much threat it poses.

Feel free to nerf the MAX shotguns (again) when you give us a weapon that is usable outside 20m.  I'd love to see what amounts to MAX-class battle rifles on each arm... assuming the weapon zeroing was sane.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 07, 2013, 01:56:17 pm
I'll just make my friend be our designated MAX killer then, kekeke.

Also, why is it that now that I'm less than 100 certs away from SMG, I'm suddenly falling for the sniper rifle? I swear it wasn't this effective a few days ago! I guess I'll always have the option of switching between them, but now I'm eyeing some sniper rifles.. argh, this game is dangerous. Must preserve certs..
Just use the base rifle then. I think the SMG can be used for more than one class, but snipers are only for infiltrators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 07, 2013, 02:11:41 pm
I'll just make my friend be our designated MAX killer then, kekeke.

Also, why is it that now that I'm less than 100 certs away from SMG, I'm suddenly falling for the sniper rifle? I swear it wasn't this effective a few days ago! I guess I'll always have the option of switching between them, but now I'm eyeing some sniper rifles.. argh, this game is dangerous. Must preserve certs..
Just use the base rifle then. I think the SMG can be used for more than one class, but snipers are only for infiltrators.
SMGs are universal, which is a big part of why they're one of the best buys. They give every class that really good close-mid range option.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 07, 2013, 02:16:18 pm
Also, which faction are you?
I'd recommend either the NS-7 PDW, or your faction's high-capacity SMG (the one with a bigger magazine).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on December 07, 2013, 02:27:15 pm
Vanu maxes are powerful because of their special ability, which allows them to move extremely fast,  increase their DPS, and take increased damage. The problem is, is that most of the ways you kill maxes involves exploitation of their slow speed/reactions. I can't plant a c4 on them if they're moving faster than me. They basically have no weakness, which is why they get a lot of gripe.

The other problem is that most Vanu maxes are used by good players. So it makes it even more difficult.

Personally, as a TR, I hate fighting Vanu for this very reason. They're combination of a relatively skilled player base on my server with the Vanu max makes me prefer to fight the legions of NC (who generally have terrible aim on my server anyway).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 07, 2013, 02:35:17 pm
Its fun going after vanu troops with a NC max, even with base weapons, if you have good support.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 07, 2013, 03:06:42 pm
Underboss is actually better in QCB.


Speaking of QCB, wtf is up with that full auto scatgun the NC has?
A pair of those will strip an enemy max in no time within 20m (conservative estimate), I'd say quicker than even a locked down fracture max

That's the thing about NC MAXes (and many of the NC weapons in general.)  If you face it in its element, you're going to get smacked down.  If you come against it in its weakest, it's not a threat at all.   Try catching an NC AI MAX out in the open and seeing how much threat it poses.

Feel free to nerf the MAX shotguns (again) when you give us a weapon that is usable outside 20m.  I'd love to see what amounts to MAX-class battle rifles on each arm... assuming the weapon zeroing was sane.
Those are called slug rounds.

Your max can equip those
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 07, 2013, 03:58:54 pm
Also, why is it that now that I'm less than 100 certs away from SMG, I'm suddenly falling for the sniper rifle? I swear it wasn't this effective a few days ago! I guess I'll always have the option of switching between them, but now I'm eyeing some sniper rifles.. argh, this game is dangerous. Must preserve certs..

Don't bother with any sniper rifles except the cheapest bolt action one, and possibly the 250 cert bolt action with CQ scopes if you really like sniping.

Sniping is really unrewarding and generally pointless in this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 07, 2013, 04:19:15 pm
With the nerf to headshot damage at a certain range people are saying that bolt actions are inferior to semi autos now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 07, 2013, 04:31:06 pm
Bolt actions are pretty much pointless now.

-Scope sway
-Reduced long range headshot damage
-Damage dropoff
-Not being able to accurately place fire at long range even without those factors

Yeah. I use my Artemis almost exclusively now, except when counter-sniping from a sieged base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 07, 2013, 04:45:51 pm
Sniping can be good in some situations. It's also usually from a good place to spot people. It's not so good if there are a lot of snipers and not as many support or assault classes ahead of them.

The close range bolt action is my favorite sniper rifle in PS2. I use it with the 3.4 red dot sight and at close range with the suppressor to mid range without it. Even if you miss the headshot it works well for supporting people ahead of you because one bodyshot will drop a non-heavy's shield and drop the NMG on the heavy. The second shot is faster than the long range bolt action too. With an emp grenade it will one shot with a body shot. Finally, one body shot and one firework gun shot get you a fireworks kill.

150 yards is a pretty good distance. It seems fair to me, especially since nanoweave won't resist headshot damage like it will bodyshots after the change. Currently it's a health increase, after the change it will be resistance based but headshots will bypass it for all weapons. Really, after having already been using the close range bolt action I can almost call it a buff for the bolt actions to not have to deal with occasional nanoweave blocking headshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 07, 2013, 05:16:52 pm
I *think* the nanoweave change from health bonus to resistance is already in, atleast the helper text on nanoweave has changed anyhow.

I thought they were doing a cert refund for nanoweave as well?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 07, 2013, 05:48:24 pm
It's not happened yet, someone just updated the tool tip ahead of schedule. Oops.


As for snipers, let me ask a question. You're 250 meters away from the enemy, standing behind your zerg. There's a dozen friendly heavies between you and your target. How often do you get shot at? Okay, now imagine you're 125 meters away, again with a dozen heavies between you and the target. How often do you get shot at?

From the other perspective. How often do you ignore the 12 heavies firing at you, and instead shoot the infiltrator 250 meters away? And 125?

Suffice to say, I don't think BASRs are going to be useless after the patch. But hey, after seeing those 3 infiltrators cuddling a rock next to the sunderer, every time I spawn, I must extend a welcome to all you soon to be ex-snipers. Feel free to grab a fuckin' shotgun, and charge in with me. The point isn't going to cap itself, after all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 07, 2013, 06:40:18 pm
Suffice to say, I don't think BASRs are going to be useless after the patch. But hey, after seeing those 3 infiltrators cuddling a rock next to the sunderer, every time I spawn, I must extend a welcome to all you soon to be ex-snipers. Feel free to grab a fuckin' shotgun, and charge in with me. The point isn't going to cap itself, after all.
For some reason now all I can think of is this https://www.youtube.com/watch?v=W1an0VCysP4
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 07, 2013, 07:13:42 pm
Suffice to say, I don't think BASRs are going to be useless after the patch. But hey, after seeing those 3 infiltrators cuddling a rock next to the sunderer, every time I spawn, I must extend a welcome to all you soon to be ex-snipers. Feel free to grab a fuckin' shotgun, and charge in with me. The point isn't going to cap itself, after all.
For some reason now all I can think of is this https://www.youtube.com/watch?v=W1an0VCysP4
Spoiler (click to show/hide)
It's funny because the sniper was the superior player in this.
Not only he was killing people at extreme ranges but he made two guys (or one cna't really tell) leave the place where the actual fighting was taking place (where they would be useful) and go ALL the way to his hideyhole... effectively being totally useless (cept for killing 1 sniper) for about 10 minutes while the sniper probably got at least several kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 07, 2013, 07:29:46 pm
Suffice to say, I don't think BASRs are going to be useless after the patch. But hey, after seeing those 3 infiltrators cuddling a rock next to the sunderer, every time I spawn, I must extend a welcome to all you soon to be ex-snipers. Feel free to grab a fuckin' shotgun, and charge in with me. The point isn't going to cap itself, after all.
For some reason now all I can think of is this https://www.youtube.com/watch?v=W1an0VCysP4
Spoiler (click to show/hide)
It's funny because the sniper was the superior player in this.
Not only he was killing people at extreme ranges but he made two guys (or one cna't really tell) leave the place where the actual fighting was taking place (where they would be useful) and go ALL the way to his hideyhole... effectively being totally useless (cept for killing 1 sniper) for about 10 minutes while the sniper probably got at least several kills.

Please tell me you're kidding. That sniper was terrible; anyone who sits still in the same spot for that many shots when they know they don't have support (or even a claymore watching the approach!) is a moron. If they can't take care of security, chances are they probably aren't a very good shot, either, at least in the sense of doing something more than taking potshots at anything they see. That's the core issue with that type of sniper in any game that isn't a pure deathmatch: they may pick off a few targets, but they're less effective than if they were doing virtually anything else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 07, 2013, 07:43:57 pm
Suffice to say, I don't think BASRs are going to be useless after the patch. But hey, after seeing those 3 infiltrators cuddling a rock next to the sunderer, every time I spawn, I must extend a welcome to all you soon to be ex-snipers. Feel free to grab a fuckin' shotgun, and charge in with me. The point isn't going to cap itself, after all.
For some reason now all I can think of is this https://www.youtube.com/watch?v=W1an0VCysP4
Spoiler (click to show/hide)
It's funny because the sniper was the superior player in this.
Not only he was killing people at extreme ranges but he made two guys (or one cna't really tell) leave the place where the actual fighting was taking place (where they would be useful) and go ALL the way to his hideyhole... effectively being totally useless (cept for killing 1 sniper) for about 10 minutes while the sniper probably got at least several kills.

Please tell me you're kidding. That sniper was terrible; anyone who sits still in the same spot for that many shots when they know they don't have support (or even a claymore watching the approach!) is a moron. If they can't take care of security, chances are they probably aren't a very good shot, either, at least in the sense of doing something more than taking potshots at anything they see. That's the core issue with that type of sniper in any game that isn't a pure deathmatch: they may pick off a few targets, but they're less effective than if they were doing virtually anything else.
We only saw a video made by the killer who was determined to humiliate him and was obviously hating snipers.
Chances are he triped on one or more claymores and just uploaded his succesfly attempt where the sniper was simply out of stock.
Hell the needlessly long spray at the end just assured me he got pretty damn frustrated when trying to kill him.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 07, 2013, 07:52:44 pm
Underboss is actually better in QCB.


Speaking of QCB, wtf is up with that full auto scatgun the NC has?
A pair of those will strip an enemy max in no time within 20m (conservative estimate), I'd say quicker than even a locked down fracture max

That's the thing about NC MAXes (and many of the NC weapons in general.)  If you face it in its element, you're going to get smacked down.  If you come against it in its weakest, it's not a threat at all.   Try catching an NC AI MAX out in the open and seeing how much threat it poses.

Feel free to nerf the MAX shotguns (again) when you give us a weapon that is usable outside 20m.  I'd love to see what amounts to MAX-class battle rifles on each arm... assuming the weapon zeroing was sane.
Those are called slug rounds.

Your max can equip those

That puts your useful range out about 10m, maybe 20m if you're using Mattocks.  I'd like something useful outdoors.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 07, 2013, 09:44:34 pm
-snip-
I've seen some of Dslyecxi's other videos along the same lines: catching stupid snipers with their pants down. He's got a good rationale for disliking snipers as a group leader, rather than as a player. And, more notably, this one, where he plays as a sniper (https://www.youtube.com/watch?v=F1dH73p3Yvc), a pretty damned good watch. For what it's worth, I follow a lot of game related channels, but Dslyecxi is the only person among them that I genuinely admire, in the sense that I think that he is very well-informed when it comes to stuff like this.


Blah. TR air arm was out in force on Mattherson Indar tonight. We never seem to get any non-Amp station alerts, either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 08, 2013, 05:57:35 am
On different characters, I have the Hi-Cap. SMG (1000), the auto-Scout Rifle (250), the low-power-optic sniper rifle (250), the cheapest bolt-action (0 'cause NC), and the default VS sniper rifle. They're all silenced.
:D
I use all except the last one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on December 08, 2013, 10:25:15 am
I saw there was some discussion about snipers and just wanted to point out what I saw one sniper doing. If you wait at any spawn, or the warpgate for safety, and have one engineer and one infiltrator you can easily farm xp. The engineer puts an ammo drop down and the sniper equips his recon detect device and keeps shooting it anywhere. Each shot, the sniper reloads automatically and gets ressuplied by the engineer's ammo. This pretty much gives the engineer a ton of xp, in small chunks; It's only a tiny bit of xp each time, but it builds up. I saw two guys doing it for almost 30 minutes straight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 08, 2013, 10:30:40 am
There is a problem with that method because the ammo box exp is capped.
After a while the endy gets 0 exp from it till it "cools down".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 08, 2013, 11:18:15 am
One tactic that I use a lot (and think is overpowered now :P) is by shooting recon darts everywhere as an infiltrator (while sitting on an ammo pack) - you see ALL the movement, plus the engie gets a lot of XP.
They really should add a cap to that, like they did with the underbarrel grenades, but I hope they don't. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on December 08, 2013, 12:24:12 pm
There is a problem with that method because the ammo box exp is capped.
After a while the endy gets 0 exp from it till it "cools down".

After the engineer hits their cap, they become the inflitrator and the infiltrator becomes the engineer and it repeats.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 08, 2013, 01:11:32 pm
Remember, enemies can see your recon darts on the map now. I've killed a bunch of infils just by seeing a red/purple scanning circle on the map and looking around for them nearby it, remember, resist the urge to stick a dart on the single tree you're hiding behind in that otherwise completely open field.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 08, 2013, 02:13:11 pm
Remember, enemies can see your recon darts on the map now. I've killed a bunch of infils just by seeing a red/purple scanning circle on the map and looking around for them nearby it, remember, resist the urge to stick a dart on the single tree you're hiding behind in that otherwise completely open field.
Exactly - do it where the enemy is, not where you are...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 08, 2013, 02:14:49 pm
One tactic that I use a lot (and think is overpowered now :P) is by shooting recon darts everywhere as an infiltrator (while sitting on an ammo pack) - you see ALL the movement, plus the engie gets a lot of XP.
They really should add a cap to that, like they did with the underbarrel grenades, but I hope they don't. :D
What cap on the UBGL? And when?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 08, 2013, 05:54:21 pm
using a base sunder with base weapons, two gunners and the driver as an engie is surprisingly effective until the driver is killed or you run into atleast two heavy tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 08, 2013, 06:18:46 pm
Just noticed something funny.
Hitting vehicles with the grenade launcher ALWAYS does full damage even at ranges where the nade does not explode.
Of course that's still 10 grenades to the rear of an lightening to kill it BUT at least you can do it from point blank.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 08, 2013, 09:24:39 pm
There are plenty of ways for an engineer to blow up an unsuspecting harasser, but I found a new one today.

Throw a tank mine and a sticky grenade in the bumper seat and run away giggling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 08, 2013, 09:40:26 pm
One tactic that I use a lot (and think is overpowered now :P) is by shooting recon darts everywhere as an infiltrator (while sitting on an ammo pack) - you see ALL the movement, plus the engie gets a lot of XP.
They really should add a cap to that, like they did with the underbarrel grenades, but I hope they don't. :D
What cap on the UBGL? And when?

The UBGL (and most rocket launchers IIRC) can only resupply so fast from ammo packs- slower than standard weapons.


There are plenty of ways for an engineer to blow up an unsuspecting harasser, but I found a new one today.

Throw a tank mine and a sticky grenade in the bumper seat and run away giggling.

For all I use Engy, I still don't have sticky nades.  I really should get them sometime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 08, 2013, 09:44:21 pm
One tactic that I use a lot (and think is overpowered now :P) is by shooting recon darts everywhere as an infiltrator (while sitting on an ammo pack) - you see ALL the movement, plus the engie gets a lot of XP.
They really should add a cap to that, like they did with the underbarrel grenades, but I hope they don't. :D
What cap on the UBGL? And when?

The UBGL (and most rocket launchers IIRC) can only resupply so fast from ammo packs- slower than standard weapons.
I've honestly always thought that that was still bugged, because there are times where they won't reload at all unless I switch weapons and reload something else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 08, 2013, 09:55:36 pm
One time I saw a friendly get sticky grenaded, he ran away into cover with a bunch of friendlies and blew them all up.
Yup

As for weapon reloading, it is fairly annoying how PS2 handles the ammo pool. Let's say you have a weapon with a 50 round magazine with a 50 round weapon pool for argument's sake. If you fire 25 rounds you should have 75 rounds in your weapon pool when you go to restock to account for not having the 25 rounds in your gun. This is the way I've seen it done in every other game, but for some reason you have to sit there and wait for your last magazine's worth to restock after you have already been restocking.
It's weird, and mostly noticeable with things like rocket launchers and UBGL.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 08, 2013, 10:08:28 pm
Honestly, it seems faster than it should be for me.


PS:  It was GU08 they changed it.

Quote from: GU08 Notes
All rocket launchers now have a short delay between ammo pickups from engineer ammunition packs.
--
[UBGL/Smoke]
These now have a 4 second delay between ammo pickups from engineer ammunition packs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 09, 2013, 01:36:46 am
If you sticky grenade an enemy, and he runs through the spawn/teleporter room shield, he'll blow up anyone close enough to him inside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 09, 2013, 02:28:27 am
Just noticed something funny.
Hitting vehicles with the grenade launcher ALWAYS does full damage even at ranges where the nade does not explode.
Of course that's still 10 grenades to the rear of an lightening to kill it BUT at least you can do it from point blank.

It always does the same damage to vehicles, not full.

Explosive damage in PS2 has two components; direct hit and splash/explosive. Most vehicles are immune to most splash damage (obvious exceptions are tank mines, C4 and flak). Generally, hitting an enemy tank with any projectile will do damage based purely off the direct hit damage times any modifiers (armour and damage type, see here (http://planetside.wikia.com/wiki/Vehicle_armor_and_damage_resistance)). Hitting infantry will do damage based off of the direct hit damage plus the splash damage. As a rule, AV weapons are direct hit based and AI are splash based.

I can't find the damage values now, but if you hit infantry with a UBG inside its fuse range you will only do the direct hit damage, without the massive splash/explosive damage that makes it a OHK and farming glory tool. Against vehicles you will always only do this damage, with the bonus of doing some splash to nearby repairing engineers.

Also worth noting that for all explosives (AFAIK) there is no damage falloff on either component. So you always do the same direct hit damage and splash damage with rockets/grenades at any range, often making AV weapons like the Enforcer/Halbard or AV turret preferable as long range AI weapons to the Basilisk or AI turret. Also, all weapons have a direct hit damage, even if it's tiny. See kills with revive grenades (IIRC concussion/flash actually do some minor splash damage to the tune of 1HP so that they give assists).

With regards to the resupply delay, I think there may be a way to bypass it. May count as an exploit. Will have to test when I get home this evening.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Micro102 on December 09, 2013, 02:37:10 am
I don't get why people are able to have perfect accuracy in the game and I can't. Other games are fine, but planet side seems to like to add in that extra recoil on automatics and make all snipers drunk unless they hold their breath, which they can do for about 3 seconds. Maybe it;s the FPS, but I have my settings down to the lowest and no way to check my FPS. And everyone else seems to have perfect aim, and be able to kill a heavy with mesh armor on in 3 shots, where as my SAW takes about 10 to take out a light infantry.

Are there just flat out better items in this game?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 09, 2013, 02:47:31 am
Yes.

But if you're having trouble getting kills as a heavy, then the problem is probably you rather than the guns used against you.

Try a different gun. The SAW has ridiculous recoil that makes landing shots difficult, and it's low ROF means you have to hit every shot (preferably in the head) to be competitive.

Also, aim for the head.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 09, 2013, 03:09:26 am
SAW with compensator and forward grip is pretty easy to land shots with.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 09, 2013, 04:14:53 am
You can hit Alt+f to see fps in game.

I use the GD-22 instead of the SAW on heavy. It's only 100 certs and it's recoil is much more manageable. It feels pretty general purpose and it seems from the stats that the GD-22 is better while moving and aiming down the sight whereas the SAW is made for aiming down the scope while crouching or stationary. It's no Orion as far as adad while aiming, but the GD-22 seems pretty acceptable at both short to mid range without being one of the best at either. I use flash suppressor, grip, and 4x truesight scope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 09, 2013, 05:28:27 am
Just noticed something funny.
Hitting vehicles with the grenade launcher ALWAYS does full damage even at ranges where the nade does not explode.
Of course that's still 10 grenades to the rear of an lightening to kill it BUT at least you can do it from point blank.

It always does the same damage to vehicles, not full.

Explosive damage in PS2 has two components; direct hit and splash/explosive. Most vehicles are immune to most splash damage (obvious exceptions are tank mines, C4 and flak). Generally, hitting an enemy tank with any projectile will do damage based purely off the direct hit damage times any modifiers (armour and damage type,

Yeah but it's not really intuitive that the tiny grenade that BOUNCES off the armor actually does damage similar to some MAX AV weapons (with none of the RoF but it's not an AV weapon to begin with).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on December 09, 2013, 07:59:39 am
I don't get why people are able to have perfect accuracy in the game and I can't. Other games are fine, but planet side seems to like to add in that extra recoil on automatics and make all snipers drunk unless they hold their breath, which they can do for about 3 seconds. Maybe it;s the FPS, but I have my settings down to the lowest and no way to check my FPS. And everyone else seems to have perfect aim, and be able to kill a heavy with mesh armor on in 3 shots, where as my SAW takes about 10 to take out a light infantry.

Are there just flat out better items in this game?

Yeah, I get that too. Being an engi and pouring 40 bullets into an unaware meshed heavy should do the job just fine, but it didn't. And there's literally nothing I can do to maxes that would let me take them on - unless they're approaching from a long distance away, I can't get the damage high enough with my MANA turret to take them out, in which case a cloaker is probably about to headshot me.
I've been oneshot from full health as an engi before too, with a shotgun- but not in close quarters, no sirree.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 09, 2013, 08:01:35 am
You can headshot people with slugs in the shotgun, but that's a 2-shot kill...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 09, 2013, 08:14:18 am
Maxes are quite strong, inside a base that limits ground vehicles and has buildings to hide from aircraft the best way to deal with them is to have more maxes on your side. One exception is to be a class with C4 above where they will be moving. Tank mines also work. Anti Vehicle grenades do a lot of damage to them as well, but they take forever to explode and more importantly are not sticky, but they work very well if the max doesn't run off (isn't an aware ZOE user) and you can land a rocket in addition. Unfortunately quite often against an organized squad all a max kill results in is progress towards another cert point and the max being revived five seconds after you pull that off unless you managed one of those moments where you killed enough of the enemy team that they can't push forward to revive, and your team can force them to release to the sunderer or spawn room to regroup.

Sometimes I think it would be cool if people stood up in the class they switched to max from when they are revived, but I don't know if that would be a good change or not. It would make Maxes a lot less durable that's for sure. Maybe maxes could be revived by a medic and an engineer before they can get up in the max suit; if revived by medic alone they could stand up as a normal class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 09, 2013, 08:33:57 am
I don't get why people are able to have perfect accuracy in the game and I can't. Other games are fine, but planet side seems to like to add in that extra recoil on automatics and make all snipers drunk unless they hold their breath, which they can do for about 3 seconds. Maybe it;s the FPS, but I have my settings down to the lowest and no way to check my FPS. And everyone else seems to have perfect aim, and be able to kill a heavy with mesh armor on in 3 shots, where as my SAW takes about 10 to take out a light infantry.

This is why people don't want the SAW to be the default NC LMG- it really needs to be decked out with adv foregrip and compensator to be effective.


You can headshot people with slugs in the shotgun, but that's a 2-shot kill...

Aren't regular rounds in the pump shotguns OHK headshots when all pellets hit?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on December 09, 2013, 10:38:25 am
Maxes are quite strong, inside a base that limits ground vehicles and has buildings to hide from aircraft the best way to deal with them is to have more maxes on your side. One exception is to be a class with C4 above where they will be moving. Tank mines also work. Anti Vehicle grenades do a lot of damage to them as well, but they take forever to explode and more importantly are not sticky, but they work very well if the max doesn't run off (isn't an aware ZOE user) and you can land a rocket in addition. Unfortunately quite often against an organized squad all a max kill results in is progress towards another cert point and the max being revived five seconds after you pull that off unless you managed one of those moments where you killed enough of the enemy team that they can't push forward to revive, and your team can force them to release to the sunderer or spawn room to regroup.

Sometimes I think it would be cool if people stood up in the class they switched to max from when they are revived, but I don't know if that would be a good change or not. It would make Maxes a lot less durable that's for sure. Maybe maxes could be revived by a medic and an engineer before they can get up in the max suit; if revived by medic alone they could stand up as a normal class.

Maxes can be revived by medics, but even a fully certed medic will only get a MAX up on 50% first bar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 09, 2013, 11:55:07 am
You can headshot people with slugs in the shotgun, but that's a 2-shot kill...

Aren't regular rounds in the pump shotguns OHK headshots when all pellets hit?
Yes, they're even OHK bodyshots when all pellets hit.

He said, however, he was being hit from not-close range, which is why I brought  that up. I'm not sure about pump-slugs, but I know that slugs do less damage than pellets for sure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 09, 2013, 12:12:20 pm
Slugs from pump up shotguns to the head are oneshot kills at short range (not sure about medium-long but i assume they can oneshot at medium range as well.)
Pumps also oneshot with pellets to the torso in CqC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 09, 2013, 01:50:55 pm
A clever trick with MAXes is to throw a tank mine on top of an AP mine.  The combined explosion should do them in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 09, 2013, 02:50:22 pm
A clever trick with MAXes is to throw a tank mine on top of an AP mine.  The combined explosion should do them in.
Can you even carry both types at the same time?
(Tell me you can because i would love to do it)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 09, 2013, 02:50:44 pm
No, but if you're in an organized squad, that's not a problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 09, 2013, 03:42:52 pm
I don't get why people are able to have perfect accuracy in the game and I can't. Other games are fine, but planet side seems to like to add in that extra recoil on automatics and make all snipers drunk unless they hold their breath, which they can do for about 3 seconds. Maybe it;s the FPS, but I have my settings down to the lowest and no way to check my FPS. And everyone else seems to have perfect aim, and be able to kill a heavy with mesh armor on in 3 shots, where as my SAW takes about 10 to take out a light infantry.

This is why people don't want the SAW to be the default NC LMG- it really needs to be decked out with adv foregrip and compensator to be effective.

Nope. I used to do that, but then I discovered the LaserSAW. Its 130 certs to kit out, instead of 330. Here's what you add, NS/NV scope (or a scope of your choosing), and laser sight, that's it! You can hipfire with and it works, if you're still not sold, its like turning into rambo. Even one 400 damage headshot in a hipfire-spray 1v1 fight basically means you just won the engagement.

Now here's why I said add the NS/NV scope, the NS/NV scope and sniper scopes are the only scopes to report the center of the screen at all times, while moving, jumping, crouch animation, jetpacking, whatever. Please watch this informational video (http://www.youtube.com/watch?v=HLKdfTQiO08).

Why is this? Because the reflex dots are just attached to the models, while the NS/NV and sniper scopes are their own UI (and why ctrl+F10 removes them completely while scoped).

Honestly, I hate the NS/NV scope, its ugly, looks atrocious on every gun, and doesn't look cool in recorded video. But my aim with it is just that much better.

In my own opinion, the GD-22S should have been our default starter gun, it doesn't have any ammo-mod options, just like the starter guns of every other empire, its very easy to control and works decently in close quarters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 09, 2013, 04:43:33 pm
Interesting, I always did feel like I was a better shot with the thermals.


Too bad thermals look like arse now and make everything bright.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 09, 2013, 05:18:08 pm
The lack of actual parallax on parallax sights in games like these has always bothered me, if you look at ARMA 3 they added proper parallax sights that function like they do in the realities. Most games cheese it by painting a little dot on the glass, which is why you can see them even while unscoped and looking down at your gun. It is pretty dumb. The parallax is one of the major advantages those kinds of sights have over iron sights.

As for being able to hit things... I'm just not a good shot...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 09, 2013, 05:34:54 pm
The lack of actual parallax on parallax sights in games like these has always bothered me, if you look at ARMA 3 they added proper parallax sights that function like they do in the realities. Most games cheese it by painting a little dot on the glass, which is why you can see them even while unscoped and looking down at your gun. It is pretty dumb. The parallax is one of the major advantages those kinds of sights have over iron sights.

As for being able to hit things... I'm just not a good shot...
I read the wikipedia page on it, but I'm still not getting it. What does a parallax sight do?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 09, 2013, 05:42:42 pm
You know, at this point I would rather fucking pay monthly than shell out cash at this thing for shit.
Fucking hate paying for shit like this, I am probably going to use the fucking free weapons until the game gets shut down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 09, 2013, 05:43:41 pm
Not sure how to explain this.

If you watch the video Darkrider posted... imagine that instead of the red dot bouncing around all over the place as the character moves, it instead remains in the center of the screen no matter how much the weapon bounces. It's always as if the dot is being projected... an infinite amount of space ahead... erm...
http://www.youtube.com/watch?feature=player_detailpage&v=J0HvRrDku5g#t=51 (Skip to 50 seconds)
This 'review' thingy shows it off more, but you can probably find hundreds more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 09, 2013, 05:55:23 pm
I read the wikipedia page on it, but I'm still not getting it. What does a parallax sight do?

The crosshair or red dot will point in the direction of the barrel of the gun or where the bullet will land, even while the gun is bobbing around and moving. Imagine that the red dot is in line with the barrel but fifty feet away.

(I'm not a gun guy though, so I don't know if this is completely accurate.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 09, 2013, 06:46:26 pm
Has anyone else noticed most of the daily sales, particularly the member's one, are now only 35% discount
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on December 09, 2013, 06:49:23 pm
You know, at this point I would rather fucking pay monthly than shell out cash at this thing for shit.
Fucking hate paying for shit like this, I am probably going to use the fucking free weapons until the game gets shut down.

There are no pay weapons. All weapons and accessories in the game are accessible via certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 09, 2013, 08:03:11 pm
You know, at this point I would rather fucking pay monthly than shell out cash at this thing for shit.
Fucking hate paying for shit like this, I am probably going to use the fucking free weapons until the game gets shut down.

There are no pay weapons. All weapons and accessories in the game are accessible via certs.
Yes, but when you need 300certs, and can only earn like 3 per day(unless you are a god of somesort)...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 09, 2013, 08:06:43 pm
You know, at this point I would rather fucking pay monthly than shell out cash at this thing for shit.
Fucking hate paying for shit like this, I am probably going to use the fucking free weapons until the game gets shut down.

There are no pay weapons. All weapons and accessories in the game are accessible via certs.
Yes, but when you need 300certs, and can only earn like 3 per day(unless you are a god of somesort)...

They give you around 12 certs for logging on once per day (you get 1 cert for every 2 hours you are NOT logged on).
Also getting certs is not that hard if you support instead of doing the actual fighting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on December 09, 2013, 08:10:57 pm
You know, at this point I would rather fucking pay monthly than shell out cash at this thing for shit.
Fucking hate paying for shit like this, I am probably going to use the fucking free weapons until the game gets shut down.

There are no pay weapons. All weapons and accessories in the game are accessible via certs.
Yes, but when you need 300certs, and can only earn like 3 per day(unless you are a god of somesort)...

They give you around 12 certs for logging on once per day (you get 1 cert for every 2 hours you are NOT logged on).
Also getting certs is not that hard if you support instead of doing the actual fighting.

Yeah, back when I played, I could earn 250 certs in maybe 3 days if I was on a semi-decent roll.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on December 09, 2013, 08:13:14 pm
Run around as an engi repairing things (turrets in bases that are being attacked, maxes, the occasional vehicle), or as a medic healing and rezzing people. Every 10000 points of healing, 15000 points of repairing, or 15 rezzes you do you get a ribbon, which is 250xp (1 cert) and each day your first 5 ribbons earn a bonus 500xp (2 certs). These breakpoints sound like a lot but I largely play medic and engi and even without specifically working toward them I'll earn one or two of each when I play (and I often don't play more than an hour or two in a session).

Also, when healing, don't forget about your suit power ('f' by default) which heals you and nearby people and also appears to speed up rezzing people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 09, 2013, 08:13:49 pm
You know, at this point I would rather fucking pay monthly than shell out cash at this thing for shit.
Fucking hate paying for shit like this, I am probably going to use the fucking free weapons until the game gets shut down.

There are no pay weapons. All weapons and accessories in the game are accessible via certs.
Yes, but when you need 300certs, and can only earn like 3 per day(unless you are a god of somesort)...
Yeah I'm pretty decent at FPS games and I had trouble starting in PS2. At first I didn't even really fight, I just played the game and supported as a medic or engi and got used to moving and seeing what was going on around me. After a base gets capped by your side, run around repairing stuff like generators and turrets. Eventually after finding yourself in various scrapes where you had to pull out a gun and defend yourself, you can get a little more confident. Especially useful is getting in a tank turret as an engi and shooting fairly safely. When the driver stops and gets out to repair, get out and help. This also helps you move around the map to the interesting places where the action is.

Also knowing what facilities do what. Like, a biolab has teleporter sites around it. If your team caps one, you can zap into the upper level of the biolab and stand in a one-way forcefield area and shoot outwards without being subject to enemies shooting in. Or you can get on one of the two energy elevators that connect to the upper level landing pads. Knowing where you should fight is a big part of the game. Try jumping into a public squad and just follow your dudes. They will tend to show you cool things that you didn't know how to use just by watching them.

I think learning a new FPS is maybe 10% the new weapons and gear, 60% learning the maps, and 30% learning how to visually interpret what's going on around you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 09, 2013, 08:20:39 pm
You know, at this point I would rather fucking pay monthly than shell out cash at this thing for shit.
Fucking hate paying for shit like this, I am probably going to use the fucking free weapons until the game gets shut down.

There are no pay weapons. All weapons and accessories in the game are accessible via certs.
Yes, but when you need 300certs, and can only earn like 3 per day(unless you are a god of somesort)...
Even if you are literally the worst player in the world, you get the automatic 12/day.

Seriously, I've seen exaggerations about certs, but that's absurd. I got my 1k for my Sirius in ~5 days of play. That aside, thinking of it in terms of "OMG I need to get all teh certs" is silly; if you wanted to play for the sake of grind there are plenty of better options. Play it as what it is (an FPS) and just keep your buy priorities in the back of your mind so that when you hit one of them you can go, "Oh, cool, I've got something new to play with!"

Because spoiler alert: Having non-default weapons doesn't make you any better at the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 09, 2013, 08:29:49 pm
Because spoiler alert: Having non-default weapons doesn't make you any better at the game.

Not in all cases.
The default TR sniper rifle is an intercoursing airsoft and the stock rifle/LMG/ MAX chaingun trade all relevant stats (accuracy, firepower) for a FASTER RELOAD.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 09, 2013, 08:31:20 pm
Because spoiler alert: Having non-default weapons doesn't make you any better at the game.

Not in all cases.
The default TR sniper rifle is an intercoursing airsoft and the stock rifle/LMG/ MAX chaingun trade all relevant stats (accuracy, firepower) for a FASTER RELOAD.
That's not you being better or worse at the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 09, 2013, 09:53:15 pm
Squad MAX repair is a pile of XP, especially if there's a % bonus on it.  (Alert, defense, pop, etc)

That said, just play the game and you'll get certs.  The ribbon bonuses help a LOT in this regard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 09, 2013, 10:50:26 pm
Scopes don't increase or decrease recoil, but when you're zoomed in 3.4x the effects of recoil are much more noticeable. I think recoil is also more difficult to compensate for while zoomed in.

This is why the 1x and 2x scopes are the best scopes.

Speaking of having 100 certs, which should I grab first for my Armistice, between soft point ammo and extended mag? I was thinking the latter.

. . .

ALSO, barrel attachments y/n? Seems like they come with a bit of negatives.

Soft Point Ammo.

Then Advanced Laser Sight. Or Extended Mags, whichever you prefer. (Advanced Laser Sight to get really really really good hipfire.)

Suppressor if you're an infiltrator and expect that you'll be running behind enemy lines shooting people with it. Otherwise, run it without it. The velocity penalty and max damage range penalty are too severe if you're not worrying about showing up on the minimap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 09, 2013, 10:53:08 pm
Speaking of having 100 certs, which should I grab first for my Armistice, between soft point ammo and extended mag? I was thinking the latter.

Also, do certain scopes add more recoil or something? I felt like I get less when I have no scope on, which kind of deters me from wanting to grab one.

ALSO, barrel attachments y/n? Seems like they come with a bit of negatives.
It depends on how many shots you land. If you're confident in your aim, get the ammo.

Re: Scopes, I'd suggest the NV scope. It's pretty much perfect for SMGs both because of the reason discussed earlier, because it provides wonderful vision, and because its effective range is about the same as that of the gun.

Re: Barrel attachments, I'd roll with the suppressor once you've got the rest kitted out, but it's not a priority.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 10, 2013, 01:25:41 am
Soft Point Ammo will offer a damage increase from like... 7 to... 40-something meters, which will be almost all of your engagements, so it's a very good option for first choice. Presumably if you're asking the question, you aren't finding 30 rounds too limiting, so you're probably good to put that off until later.

I'm thinking of getting an AP lightning, for rolling with the armor zergs. Anyone have any experience with that? I realize the Lightning is the weakest vehicle, but I think I can use my teammates as bullet shields? Not going to be something I use regularly, but something to spend vehicle resources on when my Harasser gunner isn't online.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 10, 2013, 01:35:59 am
IMO AP Lightning isn't worth it. HE and Skyguard are the guns to get; if you want to do anti-armor, pull a MBT, because an AP Lightning will pretty much always be outclassed in a straight fight against a MBT or Harasser.

Hell, Skyguard is a feasible AV/AI weapon as well. It won't get you many kills, but it scares the shit out of people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 10, 2013, 01:43:57 am
I don't really ever intend to use it in a straight fight with anything... and a Vanguard is pathetically slow.

I suppose I could just set up my other computer and learn to one-man a harasser... the ol' brick might even get 5 FPS after OMFG.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 10, 2013, 03:38:45 am
He lightning is quite good. I haven't used the AP for the lightning. He lightnings are low to the ground, fast, and can climb hills pretty well. They are really good at farming infantry if you can get above them, or shoot into windows with it.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 10, 2013, 03:47:14 am
So it looks like on the PTS most of the proposed balance changes have been implemented.

For some reason they decided that Anchored Mode needed a nerf to projectile velocity bonus.

:(

They've also buffed the Basilisk to fire at 400 RPM. On live, it currently fires at 300 RPM. If they keep on buffing the Basilisk, every other option will pale in comparison to it.

Also, Thermal Optics doesn't highlight infantry anymore. I wonder if that's an intended change. Because, if it is, what's even the point of having it anymore. But why stop there? Why not just remove optics altogether from vehicles, because being able to see any infantry at all is too OP against them. Instead, let vehicle pilots and gunners drive, fly, and shoot entirely by instrument, and determine the angle and elevation that their guns need to shoot infantry by doing trigonometry on the fly based on the minimap and its contour lines. Then there would be true vehicle and infantry balance. Of course, to make things easier, there could be a sextant cert line that would go in the utility slot of the vehicle, to make these calculations easier.

Also, ZOE nerfs. There's now a timer on it. The movement speed bonus isn't quite as extreme, and the damage bonus only happens at close range. It also can't be reactivated like a heavy's shield; you have to wait for the timer to reach full before using it again. When active it also completely disables damage against vehicles and MAXes? That can't be right, but it is hilarious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 10, 2013, 06:29:44 am
Noone even uses achor mode unless htey want to attract enemy AT rounds... so yeah fun nerf.

Oh so they are trying their best to make randoms to actually WANT to man basilisks (right now unless you have a vulkan or grenade launcher people just come in notice it's a basilisk say NOPE and get out).

Thermal optics NOT highlighting vehicles and infantry is simply hilarious.

It's now a pure infantry harvester altho i think it SHOULD be able to hurt other MAXes even if its just normal damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 10, 2013, 08:54:05 am
They've also buffed the Basilisk to fire at 400 RPM. On live, it currently fires at 300 RPM. If they keep on buffing the Basilisk, every other option will pale in comparison to it.

My outfit already runs battle busses with dual basilisks.  This will just make them even better.  How does it affect CoF bloom on it, though?

They were meh at launch and horrible after that one nerf, but now they're on a massive buff streak.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 10, 2013, 08:54:40 am
No highlight with thermals?

But now how will I do my A10 impression with my banshee
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 10, 2013, 10:18:20 am
They should've just had NV optics be ye-olde light amplification  instead of thermal imaging in the first place. I know you can get them on vehicles but not on infantry weapons.
Either that or they need to look at Mechwarrior Online and do the thermals like that, but that would probably require too many resources and make the game run slower even when not using them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 10, 2013, 11:44:42 am
Noone even uses achor mode unless htey want to attract enemy AT rounds... so yeah fun nerf.

Dude, what are you talking about. Lots of people use Anchored Mode, including me. It's a massive DPS boost in exchange for mobility, which isn't as important for tanks as it is for infantry since it's not like you're making a lot of shots on the move anyway. The undeploy is quick enough that you can reverse into cover if you start taking too much damage.

Thermal optics NOT highlighting vehicles and infantry is simply hilarious.

It still highlights vehicles. It does not highlight infantry.

How does it affect CoF bloom on it, though?

It looks the same, which is crazy. 0.5 degree CoF at 400 RPM is ridiculous.

I think they may have fiddled with the damage drop off ranges though. On test it's 10m, but I can't immediately recall what the value it is for live.

For Galaxies, the Drake's damage drop off range starts at 200m, which is really scary.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 10, 2013, 11:54:36 am
How does it affect CoF bloom on it, though?

It looks the same, which is crazy. 0.5 degree CoF at 400 RPM is ridiculous.

I think they may have fiddled with the damage drop off ranges though. On test it's 10m, but I can't immediately recall what the value it is for live.

For Galaxies, the Drake's damage drop off range starts at 200m, which is really scary.


Per the wiki, Basilisk now:

Quote
Fire Rate:    300 RPM
Muzzle Velocity:    500m/s
Range:    Medium
Fire Modes:    Automatic
Damage
Max Damage:    275 before 75m
Min Damage:    200 after 200m

Drake now:
Quote
Fire Rate:    300 RPM
Muzzle Velocity:    500m/s
Range:    Long
Fire Modes:    Automatic
Damage
Max Damage:    250 before 150m
Min Damage:    200 after 250m


That'd be a decent buff, on something I was having a blast with last night.  (Gal with pilot, walker up top, bulldog on the back, drakes on the side, and a belly full of AA MAXes.  We absolutely destroyed an entire VS air wing that tried to launch from a tower we were lurking near.)


Are there patch notes somewhere?  Forum lacks them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on December 10, 2013, 11:59:31 am
Noone even uses achor mode unless htey want to attract enemy AT rounds... so yeah fun nerf.

Dude, what are you talking about. Lots of people use Anchored Mode, including me. It's a massive DPS boost in exchange for mobility, which isn't as important for tanks as it is for infantry since it's not like you're making a lot of shots on the move anyway. The undeploy is quick enough that you can reverse into cover if you start taking too much damage.

I concur. Deploy and undeploy takes maybe 2-3 seconds, which is enough time to reverse behind cover and repair what damage you took.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 10, 2013, 12:39:45 pm
Can't comment of most of that because I don't play LA, but does he ever find that he drops C4 and dies before he can detonate? I chose to cert into the antipersonnel mines because I wouldn't need to babysit them. But maybe I misunderstand how C4 works?

I love dropping bouncing betties in a spawn and despawning just before it's seized, and seeing a handful of kills pop up as the murderers blunder into the spawn to get some easy kills. Frequently, I'd say about 1 time in 4, I'll get a high threat kill out of it. Which just goes to show you don't have to be smart to pew pew the headshoots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 10, 2013, 01:16:28 pm
ANOTHER DAY ANOTHER QUESTION

So I'm pretty much set in what I want, but my friend's been struggling. He plays a Light Assault, and doesn't know what to do with it.

He plays it for the mobility/"versatility" obviously, and mostly sticks to small battles. His biggest issue is how quickly he dies, but I'm not sure that's something that can be really rectified since it's kind of just how the game plays.

I was thinking his best bet for weapon is the Jaguar, especially since it costs so little and he's new and all. He's already grabbed the first C4 thing, which he's mentioned he isn't getting much use out of, I guess because it doesn't hurt vehicles as much as he hoped.

He also has the level 1 Drifter Jets, but is torn between those and the jump jets. I think he wanted Drift initially (to be a "mini plane"), but is losing interest because he can't aim effectively while using them apparently, and I guess jump jets are just better for getting around?

I'm guessing suit slot-wise, he's going to want nanoweave to survive burst damage easier? I thought Adrenaline Pump would be a cool option, but apparently it's not very useful, going by Wrel's review.

\ \

Okay, that wasn't really a question, I'm just looking for suggestions. :P

LA is pretty much my main class, so I'll field this one.

1. C4: Gotta get both bricks to be effective.

2. Drifter jets are trash except for a few situations (defending tower bases, assaulting that crater base from the bridge). You trade vertical boost for fuel duration.

3. Never ever stop moving. Never take the ground-pounder route when you can go over. The key to playing LA well is making use of your jumpjets to come at people from unexpected angles. This is especially great inside Biolabs.

4. GET ADRENALINE PUMP. DO IT. FUCK EVERYTHING ELSE, YOU ARE SPEED RACER.

Seriously though, the only reason to take nanoweave over adrenaline is if you're a shitty LA that just runs through doorways and choke points like a sucker. Playing LA is, again, about mobility. Don't get into standup fights; attack from unexpected directions, run/fly the fuck away before they can respond, and do it again. It's sort of like playing sneaky-sneak Infiltrator except with speed and a jetpack instead of cloaking.

5. Camp like a little bitch. There are some bases where you're practically obliged to get into a nasty high-up spot and keep pegging people until they finally notice you. This is one good reason to get the suppressor for your SMG.

6. Weapons. The better of your faction SMGs is the first thing you want. After that, grab the variant of the default carbine that can mount the underbarrel launcher.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 10, 2013, 01:18:15 pm
Noone even uses achor mode unless htey want to attract enemy AT rounds... so yeah fun nerf.

Dude, what are you talking about. Lots of people use Anchored Mode, including me. It's a massive DPS boost in exchange for mobility, which isn't as important for tanks as it is for infantry since it's not like you're making a lot of shots on the move anyway. The undeploy is quick enough that you can reverse into cover if you start taking too much damage.

I concur. Deploy and undeploy takes maybe 2-3 seconds, which is enough time to reverse behind cover and repair what damage you took.

Guess Woodman is different then. I barely ever get to see a deployed Prowler.
Also seeing infantry by using thermal WAS the point of using it.
Tanks are visible from a mile away and only a moron would use thermal to find aircraft.
If they make thermals not highlight infantry then they better give a refund.

Oh and if the nerf goes to the gun scope... then i guess my NV/Smoke launcher setup will bite the dust as well.
Glorious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 10, 2013, 01:28:46 pm
I really think that's just a bug. Because that is rediculus. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 10, 2013, 01:49:31 pm
I play a lot of LA as well, but in a more direct close assault role than the camping/perch one.

Nanoweave helps a tiny bit, but generally as a LA survival is game sense. Knowing the layout of the base, where the firing lines are, where the enemy are coming from and what approaches you can take to flank them.

Best survival investment is jump jets. Maxed out they have 60% more fuel (12% per rank) and regen to match, letting you reach higher more often. That opens up more routes through bases and across hills, letting you hunt and position without exposing yourself to the usual (and so watched) pathways.

As a LA you win an engagement you choose, lose one you don't. Never get into situations where you can be surprised and try to avoid/evade even 50/50 ones. Always be flanking, never head on. Always have a terrain/positional edge, even if that just means being slightly above the enemy so that headshots are fractionally more likely.

I usually carry a shotgun and silenced pistol. You mostly want to engage targets only in the shotgun's optimum range and use the pistol for, say, silent assassination of snipers. The Magshot I carry is also hilariously effective out to mid range, letting me put down some damage when perched outside shotgun range with a bunch of friendlies. But as a rule using jump jets to get into shotgun range and dealing immediate damage without giving them a chance to react is the easiest route to kills. I've Auraxiumed the Piston (auto shotgun) and am working on the Sweeper (high capacity mag) using them solely on LA.

C4 is a similar story; position and surprise. Use jump jets to get around/over/behind an enemy force, throw the C4 at the MAX in the middle and start hitting detonate as soon as you throw. If there is no MAX then just throw from directly behind the rear soldier and don't worry about getting everyone in the blast. It's usually a suicide option, and if I survive I tend to switch to shotgun to try to kill any medics as soon as it goes off. I have a lot of success in towers. Jump off the top level and jet over the people who are camping the mid level spawn rooms, or jet up alongside the stairs on the bottom level and blow up people on the side walkways. Even if you live you will want to retreat and resupply to either run again or just make sure you have some C4 left to use against surprise MAXes.

Against vehicles, come at them from above, preferably a building they are parked right up against. Always plant both bricks unless you can see they have taken substantial damage. Against Sunderers it's not an instant kill but still worth the investment if anyone else who can deal damage is about. You get solid critical kill assist XP and are a huge boon to your team. You can also farm the engineers who try to repair it while it burns down if the area is quiet enough.

As far as the suit slot goes, the pump isn't a bad option, but it's very hard to tell if it is actually of any help. I'm actually planning on trying out the shield capacitor. Maxed out (only 341 certs) it lets you regen shield after 6 seconds instead of 10. The few times you don't instantly kill someone in a trade or catch a couple stray rounds at range you can be 'healed' up faster and able to force the re-engagement on your own terms. Being the aggressor carries a substantial bonus in this game (see this (http://www.youtube.com/watch?v=n3fUok2AoaU)), and being an aggressor with regenerated shields carries an even greater bonus.

Honestly, there is no essential or obvious suit slot on the LA. Nano does just fine if you find yourself in 50/50 situations and while building up your game sense (I ran it a long time). Flak is useful when blasting out of vehicle spammed spawns to C4 enemy camps. Ammunition belt makes sense when going on a solo hunt in the mountains. Even grenade bandoleer works as you can get into positions to spam grenades nicely, although there a UBGL carbine might make more sense.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 10, 2013, 02:10:10 pm
Adrenalin pump is only a 10% speed boost, for the speed infantry moves at the bonus is negligible.

You'd be better off with nanoweave or shield boost.

Personally I prefer grenade bandalia, tossing flash bangs into room then storming in with my Nighthawk full-auto shotgun
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on December 10, 2013, 03:07:07 pm
A shotgun on your LA is not a bad choice, either, but they tend to run out of ammo more quickly. Not a problem when towerstomping on the defensive, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 10, 2013, 03:16:14 pm
Apart from flying the reaver, I main Light Assault.

Both sticks of C4 are the most amazing thing ever and one day I'll have auraxium on them, I've got 652 kills on them, mostly MAX suits. Two sticks of C4 will kill a prowler, vanguard, magrider, lightning, and harasser; magriders are surprisingly hard to C4 (at least on mattherson) they just never stop moving around.

If you're in a biolab, don't waste your second stick of C4 on a single MAX unit, pretty much all of them are running kinetic armor or nano-repair, and the damage boost from ZOE applies so that C4's going to have extra kick.

As for guns, get your factions grenade launcher carbine. I use the Gauss Compact S, with NS/NV scope, smoke grenade, flash suppressor, and HV ammo. With the flash grenade and C4, I've got a lot of utility for a light assault.

Then get a shotgun (sweeper <3), its just too good with where you'll be fighting in towers.

Adren pump is hard to notice, and if you have bad latency like me, its not going to make much of a difference. I just use nanoweave in biolabs, or flak armor if I'm on a tower that's being constantly shelled.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on December 10, 2013, 03:24:07 pm
Re: Scopes, the TR has one for the HA that I can't remember the name of that basically transforms the default carbine from "can't hit the broad side of a barn" to "basically a sniper rifle". Well, not literally, but it makes it waaay accurate and zooms in really close.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 10, 2013, 03:37:44 pm
Plus no sway. I wouldn't mind sniper sway but you need to be able to hold your breath for longer with the understanding that the longer you hold, the longer it takes to steady back to standard-sway.

So if you hold breath for 6 secs, it will take 6 of heavy breathing to recover. Hold 12, heavy breath 12.

Also the key frequently doesn't accept input. I don't care why or why not, if I press the breath key I want to instantly hold breath or stop holding breath. If I double tap, it should toggle back and forth instantly. It feels like about 70% of the time it ignores a second tap soon after a first, which throws my situational awareness off so I need to look at my sway to see if I'm holding or not. It's just dumb.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 10, 2013, 03:52:10 pm
Jaguar

Yes.

The T5 AMC isn't too bad either as an LA gun. A LA's strength is choosing his engagements, and the T5 AMC lets you engage from farther away, i.e., in less danger. If your friend has good enough aim then it's worth buying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 10, 2013, 04:06:18 pm
I bought the AMC the other week, not regretted it since.

DPS is lower on paper, but thanks to its very manageable recoil you're going to land a lot more rounds on target
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 10, 2013, 05:20:50 pm
Spent a while running LA with Advance Shield Capacitor. Works really nicely on tower fights. Rushed out of spawn by blasting through a distracted HA on the top floor, ate a bunch of shield damage, floated around the side of the higher floors for a little more than six seconds while reloading then dropped behind an enemy clump with full shields, full shotgun and C4 at the ready. Also fun when hiding behind rocks from someone who thinks they still have an advantage.

Tempted to give it a shot on the medic. Regen all day long. But the health regen meshes way too nicely with nanoweave to give that up (especially if the nerfs work the way I think and actually buff the effective regen rate...).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 10, 2013, 05:50:58 pm
Oh man, I just got on my NC alt for a bit. I'd forgotten how much fun the godSAW is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on December 10, 2013, 06:09:48 pm
I ran with the AMC on my LA for a while. It really taught me to aim well. I then switched back to the default carbine and have been ripping through NC. I also run the advanced shield capacitor.

Once you get two bricks C4 is your best friend. I have been low on infantry resources ever since that second brick was unlocked.

For general strategy you need to realize as an LA that heavies are better than you and can kill you even if you get the drop on them. Generally if I see a heavy I run, unless I'm sure I can kill him before he flicks his overshield on.

Also I don't recommend a shotgun unless your aim and reaction skills are spot on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 10, 2013, 06:11:55 pm
See, I got a Piston shotgun and my hit and kill rate went up immediately. I consider it a noobstick. But I need it because I have trouble headshotting people before they inevitably headshot me. So at least while I'm learning I'm getting some kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 10, 2013, 06:19:23 pm
Also I don't recommend a shotgun unless your aim and reaction skills are spot on.
Ideally for LA, your reaction time should be mostly irrelevant -- you should be the one always getting the jump on your enemy.

Shotguns are awesome. The 250 cert one for all factions is great, and I'd highly recommend getting it at some point, preferably sooner than later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 10, 2013, 06:31:29 pm
I would recommend saving up for the 750 semi-auto or full auto shotguns.

That extra bit of accuracy makes the difference on the semi auto. The bloom doesn't mean jack for the auto shotties - if its in front of you and its a soft target it dies.


Edit: Which lock down is getting nerfed? Max or Prowler?
And is there any mention of tweaks to the Vanguards God-mode shield?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 10, 2013, 07:08:55 pm
Prowler, they're nerfing the velocity increase when in anchor mode.

No, they haven't said anything about the vanguard shield (IMO its not god mode). They did say they would buff the magrider, by giving it +100 dmg on its AP cannon, and allowing cannons to have more inclination, so... a completely inconsequential buff.

I like where prowlers and vanguards are right now, they just need to buff the magrider up to our levels.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 10, 2013, 07:13:40 pm
So the VA locust tanks will get buffed?
If VA starts pulling even more of them they will take up the entire continent. They already seem to have 2 Magriders per player.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 10, 2013, 07:20:40 pm
I would recommend saving up for the 750 semi-auto or full auto shotguns.

That extra bit of accuracy makes the difference on the semi auto. The bloom doesn't mean jack for the auto shotties - if its in front of you and its a soft target it dies.


Edit: Which lock down is getting nerfed? Max or Prowler?
And is there any mention of tweaks to the Vanguards God-mode shield?

The VS get the accurate semi at 250 certs... and the difference between the two isn't particularly meaningful. One is slightly better at range, the other in environments with lots of targets. I enjoy them both.

As for the auto shottie, that thing's a piece of trash... I really can't recommend it in the slightest. It kills quickly, but it's laughably inaccurate and chews through ammo. It's like a pumpshot that you have to reload after every kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 10, 2013, 07:33:16 pm
So the VA locust tanks will get buffed?
If VA starts pulling even more of them they will take up the entire continent. They already seem to have 2 Magriders per player.

If its any worse than mattherson then all I can imagine is that scene from LEGION where there's bugs everywhere.

I still remember the days when TAS would pull ridiculously huge armor columns just to travel one base over.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 10, 2013, 07:33:59 pm
Yeah exactly, it fits my current playstyle of "if I don't kill the target before he can shoot me with 4 bullets, I die".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 10, 2013, 09:11:43 pm
I got the auto shotty (Piston) when it was on sale in a nice package.  It's nice to have a shotgun, but I find myself firing it semi-auto anyway, or I blow pellets everywhere and find myself reloading with a near-dead enemy nearby.  When I actually care to spend the certs on it, I'll get the Sweeper.


That said, I've been messing about with the NS SMG, and initial impressions are positive- that's without any mods on it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 10, 2013, 09:22:28 pm
If they actually wanted to buff the Magrider, they'd increase the turn and strafe speeds. Damage and depression are useless when other tanks can literally drive circles around you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Powder Miner on December 12, 2013, 03:27:19 pm
Got the Hawk recently... surface to air is really rewarding, and the Hawk is a beast on defense.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 12, 2013, 08:51:28 pm
NOOOOOO NOT THE TAR NOOOOOOOO (https://forums.station.sony.com/ps2/index.php?threads/infantry-weapon-changes-12-12-2013.162070/)

The LMG hipfire nerf is huuuuuge. At least with the TR LMGs, at the range where hipfire becomes effective you're probably better off knifing your target twice since you're that close anyway.

Also, lots of miscellaneous buffs going around, including removing scope sway from the close range sniper rifles, pushing the headshot kill range past 150m, buffing BR minimum damage, and improving the non-moving accuracy of burst fire variants.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 12, 2013, 08:56:38 pm
HAHAHAHAHAHHA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 12, 2013, 09:30:11 pm
I really like what they're doing with the guns.

Including buffing my favorite guns ever, the AC-X11 and Reaper DMR, which now have 24 round magazines instead of 20. (YEESSSSSSS).

The sniper changes are glorious, SAS-R will see some heavy use when this goes live.

The LMG thing is good news to me. If you look at the old hipfire values, there were two tiers, 3 and 4 (These numbers are the standing and moving hipfire cones, the ones that really matter). 3 is smaller cone of fire (better hipfire), 4 is worse.

2 TR LMGs had the low values (including MSW-R), 2 NC LMGs had the low value (Anchor/GD-22S), 5 (out of six) VS LMGs had the low values with the sixth LMG having 3.25 instead of 4.

I very much approve of making LMGs harder to hipfire with, what you can do in close range with the NC6 Gauss SAW with laser sight attached is ridiculous. This will hurt the vanu the hardest though.



In other news, I tried out the magrider for the first time on the test server. IT HAS TURRET STABILIZATION ON ITS MAIN GUN. WHY CANT THE VANGUARD/PROWLER HAVE THIS, WHYYYYYYYY, WHY MUST MY CANNON BOB AROUND LIKE A BOBBLE-HEAD ON A BUCKING BRONCO EVERY TIME I HIT A PEBBLE ON THE ROAD, WHYYYYY. Its not like we had turret stabilization in the cold war era or anything...

*cough* sorry, had a bit of a fit there...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 12, 2013, 09:41:47 pm
including removing scope sway from the close range sniper rifles, pushing the headshot kill range past 150m, buffing BR minimum damage,

I approve of all of these.  As much as I snipe (zero), the 150m max for 1 shot headshots was silly.  The scaled range makes sense.

Also, any buff to my Warden is good in my book.  That said...

The LMG hipfire nerf is huuuuuge.

Since I only have the God SAW, which I imagine got whacked hard, I think I'll be investing in the Jackhammer soon.


Higby also posted a comparison chart of usage rates versus score per minute among BR100s for most classes- interesting numbers:

LA (https://pbs.twimg.com/media/BbP-3AHCUAEl21u.png)
HA (https://pbs.twimg.com/media/BbPTxPdCIAApf-T.png)
Infil (https://pbs.twimg.com/media/BbPQH7eCUAAc0pA.png)
Medic (https://pbs.twimg.com/media/BbPJzLxCIAAqqcO.png)
Engy (http://www.youtube.com/watch?v=gvdf5n-zI14)


Also, they're screwing with the C85 Modified.  Apparently they managed to make it even worse- now THAT's a feat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 12, 2013, 10:00:24 pm
So Vanu and Heavies are getting the nerfbat? That's lovely.

Those SPM charts for BR100s are interesting, too. The SPM calculations are per-weapon, so SMGs and shotguns are identical across all classes and NS weapons identical across all factions... and you can't draw any terribly meaningful conclusions from the LA/Engineers. That infiltrators have the highest weapon SPM is really interesting, though. Glad they just buffed sniper rifles, eh?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 12, 2013, 10:10:11 pm
In other news, I tried out the magrider for the first time on the test server. IT HAS TURRET STABILIZATION ON ITS MAIN GUN. WHY CANT THE VANGUARD/PROWLER HAVE THIS, WHYYYYYYYY, WHY MUST MY CANNON BOB AROUND LIKE A BOBBLE-HEAD ON A BUCKING BRONCO EVERY TIME I HIT A PEBBLE ON THE ROAD, WHYYYYY. Its not like we had turret stabilization in the cold war era or anything...

*cough* sorry, had a bit of a fit there...

Because *cough* there is no turret. Also, no contact with the ground. It's a smooth ride, but it pays for it with poor gun height, poor depression, poor turning speed, and the inability to fire on the move at anything that isn't directly ahead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Powder Miner on December 12, 2013, 11:20:52 pm
It's not like I ever hit anything anyway. I have no idea how to be accurate with me SAW I'm afraid, and really I just like to rocket crap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 13, 2013, 12:37:05 am
So Vanu and Heavies are getting the nerfbat? That's lovely.

Those SPM charts for BR100s are interesting, too. The SPM calculations are per-weapon, so SMGs and shotguns are identical across all classes and NS weapons identical across all factions... and you can't draw any terribly meaningful conclusions from the LA/Engineers. That infiltrators have the highest weapon SPM is really interesting, though. Glad they just buffed sniper rifles, eh?

SMG infiltrators do, sniping is really really unrewarding in its current state, but that's going to change.

And yes Vanu will probably have the biggest playstyle change due to the LMG hipfire nerf, in conjunction with the you-know-what nerf.

In other news, I tried out the magrider for the first time on the test server. IT HAS TURRET STABILIZATION ON ITS MAIN GUN. WHY CANT THE VANGUARD/PROWLER HAVE THIS, WHYYYYYYYY, WHY MUST MY CANNON BOB AROUND LIKE A BOBBLE-HEAD ON A BUCKING BRONCO EVERY TIME I HIT A PEBBLE ON THE ROAD, WHYYYYY. Its not like we had turret stabilization in the cold war era or anything...

*cough* sorry, had a bit of a fit there...

Because *cough* there is no turret. Also, no contact with the ground. It's a smooth ride, but it pays for it with poor gun height, poor depression, poor turning speed, and the inability to fire on the move at anything that isn't directly ahead.

They said they would buff the turrets inclination in the next update, so that's good news.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 13, 2013, 12:43:54 am
SMG infiltrators do, sniping is really really unrewarding in its current state, but that's going to change.

Last I checked, the Impetus, SAS-R, SR-7, and M-77B were all sniper rifles... (and the Nyx... is the semi-auto scout rifle. Wow, that's weird.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 13, 2013, 12:52:01 am
Oh almost forgot.

I have a LOT of clips of me using the C4 on people, I need some appropriate music before editing the video together, taking suggestions!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on December 13, 2013, 01:00:02 am
Hip-fire in general was already nigh-useless unless right in the face of the enemy, and now they're making it even worse? What on earth prompted this decision?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 13, 2013, 01:16:10 am
Have you used the TAR, HV45, GD-22, or Carnage BR with the Advanced Laser Sights?

You can hipfire people out to 20m with those things. You can do a little worse, about 15m, if you get an LMG with good hipfire, i.e,. LA1 Anchor, Orion, MSW-R.

If you have super accurate hipfire you can retain your full mobility while shooting your enemy, and since hipfire guns tend to fire very quickly it usually means your target dies.

I'm not sure the hipfire ARs were OP (maybe this is my love of the TAR bleeding through), but the hipfire LMGs with Resist Shields and Nanoweave Armor made for a dominant playstyle. I understand if SOE wants to vary things up a bit and not have a single playstyle be so powerful.

If I come across a heavy with Resist Shield 5, Nanoweave 5, Medical Kits, a Decimator, and whatever hipfire weapon for the faction I'm facing (or the Jackhammer), I cannot win that engagement, even as a heavy with my measly Nanomesh 2 and Nanoweave 1, even if I get all headshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on December 13, 2013, 03:27:45 am
If they're nerfing LMGs into being ADS-centric weapons then they'd better make them deadly accurate in ADS. More so than ARs.

Maybe they'll even consider bipods...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 13, 2013, 03:57:41 am
I've discovered something terrifying on the PTS.

There's no more convergence on MAX AV weapons. The projectiles appear to originate from your weapons but the actual projectile originates from the camera, like with Vanguard and Prowler shells.

That's right, you can now accurately hit infantry with every MAX AV weapon. (Except Vortices and Ravens still suck.)

This is an insane buff to MAX AV weapons, and with the current damage values of these weapons against infantry, it's probably a game breaking one. Imagine, getting one shot by an NC MAX from 40m away, and the only thing you could've done about it was equip flak armor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 13, 2013, 08:53:29 am
Maybe that's the sideways answer to the NC request for a ranged AI weapon- use dual Falcons instead.

Do note:

Quote
MAX AV weapons

    These now all fire from the weapon barrel. Previously, some weapons fired from the barrel and others from the camera.
    Damage against infantry has been reduced. Damage against vehicles is mostly the same, with only a few minor adjustments here and there for balance reasons.
    All weapons have been sighted so that they perform better at range

I'm curious how much this new Falcon does against a standard infantryman.  (Also, no more dual whiffing my Falcons against a MAX- woo!)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on December 13, 2013, 07:59:07 pm
So are the patch notes right or wrong? Are all MAX weapons more pin-pointable or not? The notes imply not, but the above posts imply accurate death to all standard infantry. VS MAX's, nerfed and buffed? Everyone else, buffed? Or the reverse?

Because, MAXs needed a nerf, not an AV takes all comers approach. Even with a vs infantry damage nerf, they're still scary, damage resistant, reviveable, repairable  tanks. Accurate AV fire won't help that. Hell, if MAXs could only use SMGs or pistols, they might still be viable. But AV weapons work vs *EVERYTHING*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 13, 2013, 08:01:09 pm
So... Anyone going on connery as NC?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on December 13, 2013, 08:12:48 pm
Actually, I just thought of something. I only meant 1 SMG or pistol, but imagine if they could use 2? I sort of hope they give up on balance for MAXs and try that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 13, 2013, 08:23:24 pm
So are the patch notes right or wrong?

There's currently a lot of tinkering going on the PTS right now so stuff can change at any time.

The notes Toaster posted were the case at one point, but right now on the PTS, MAX AV weapons have no convergence.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on December 13, 2013, 08:40:01 pm
I'm going to have to look through the faction specific AI and AA combos, but is there any build that can give an up/right and an up/left weapon recoil for a MAX? Just wondering on how they would even out when dual-fired? If at all......

Mouse-macro cheaty-ness perhaps? (yes, I'm getting a gaming mouse for xmas. No, I won't mess with it, but as a technical challenge, I damn well intend on playing with recoil compensation mechanics. Just for a laugh).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 13, 2013, 09:18:47 pm
Some spoilered "OMG im so gud" moments below.

Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 13, 2013, 09:31:27 pm
Especially right now, PTS is a moving target.


Mouse-macro cheaty-ness perhaps? (yes, I'm getting a gaming mouse for xmas. No, I won't mess with it, but as a technical challenge, I damn well intend on playing with recoil compensation mechanics. Just for a laugh).

Since I want it for PS2, it's on topic dammit!

I want a new mouse too.  Any suggestions?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on December 13, 2013, 10:34:28 pm
I was going to get a Razor 2 for my birthday, but it turned out the company was screwy that I was going to order it from. Still, they're cheap ($40Aus or so, maybe cheaper, mine was $19, but they may not have sent it). Or a Logitech one. As long as it's got on-the-fly DPI, programmable buttons and a macro thing, it'll work. Just don't pay too much. It's a mouse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 14, 2013, 04:59:23 am
So... Anyone going on connery as NC?
I'm NC Connery: Goldigga.

Just got off a tech plant alert, Draw, got 6 certs. I feel like alerts are a complete waste of time because I spent a lot of time looking at a loading screen after getting 100% stomped by 4:1 odds pretty much every time without getting a kill, even though we had even pop. Some highlights:

After dropping on Tumas, I struck an engi in the leg with a shrike rocket and didn't kill him, then he turned around and instantly two-shotted me in the head with his carbine and I died.

After dropping on Tumas, I shot a rocket at a turret and jumped off the roof to deny the mass of men up there the kill. After falling about 100' without harm I come upon the ground-level entrance and enter, making my way up to the A point. Knowing I wouldn't be able to flip it alone because there was a MAX camping from a balcony, I chose to engage the MAX. Took my time, aimed for a headshot with my shrike and swapped to SAW and started firing. He calmly turned around and instantly headshotted me and I died. He wasn't even down to half health.

After spawning at the west side-base on Tumas, I peek outside and see a sundy and about 15 friendly infantry getting clobbered by TR firing from their spawn barracks to the east. No advance that way. I make my way around south using some man-height hills to hide when I come upon two TR at a tree playing ring-around-the-rosie with an NC buddy. I move out from the wavy ground at a sprint and am instantly headshotted by a sniper.

I respawn at the same side barracks, pick up a Lightning, and drive straight into the Tumas ground complex. I come upon a heavy tank with its butt pointed at me and its turret pointed away, so I land my shots into his butt. He ignores it. I fire my second volley. Now he un-stations his tank and moves straight forward, moving his turret. I unload a third volley straight into his butt. He's not even smoking or on fire yet, and he had side armor which I was missing. Someone kills me from behind with C-4.

I spawn at a sundy someone brought up on the east side behind a mountain. I come out and find the place being bombarded by at least a dozen infantry and three tanks. The ground is carpeted with NC corpses. I turn and try to get into the sundy because nobody is in the turrets firing but instead take a pleasant visit to the class selection loadout screen because I wasn't exactly at the back or front, and died horribly to some unknown cause.

At the spawn screen I spot a second sundy north of the one I just died at. Oops, two tanks up there too and both sundies go down.

There was an hour and a half of this. Along the way I earned 50 certs just by capping bases and occasional kills. For instance, a galaxy landed on a rooftop and the driver got out, probably because TR had just capped the base. I killed him and started grenading his galaxy because that was the best I could do at the time. Three guys get on the roof and I dance around the roof barriers, killing two but dying to the third.

So if I can get 50+ certs in 90 minutes doing my normal routine, and I get 6 certs as a bonus for our side (as usual) not winning an alert, why should I care about alerts at all? Why shouldn't I just go wherever the certs are easiest?

And why the hell is the Lightning hitting like a cough from a sick child?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: lastverb on December 14, 2013, 05:34:52 am
How did performance change since early beta? Does it still throws 5 fps whenever there is fight on screen (with pretty decend specs)?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 14, 2013, 05:51:28 am
How did performance change since early beta? Does it still throws 5 fps whenever there is fight on screen (with pretty decend specs)?
The performance got better by a LARGE margin since the last patch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 14, 2013, 07:21:44 am
You should care about alerts because snatching victory from VS feels better than getting 1000 certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 14, 2013, 12:56:51 pm
And why the hell is the Lightning hitting like a cough from a sick child?

What gun were you using?


The tank guns a while back got more clearly defined, and if you roll in with the wrong one, you're going to get laughed at.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 14, 2013, 01:19:40 pm
You should care about alerts because snatching victory from VS feels better than getting 1000 certs.
You mean TR? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 14, 2013, 01:22:53 pm
Depends on server (and time of day.)  Late night on Mattherson is the VS show.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 14, 2013, 02:09:49 pm
And why the hell is the Lightning hitting like a cough from a sick child?

What gun were you using?

The tank guns a while back got more clearly defined, and if you roll in with the wrong one, you're going to get laughed at.
Just the standard one. I haven't certed into the AV gun yet. But cmon, 18 shots into the butt of a tank at close range and it should be dead unless I'm using antipersonnel.

You should care about alerts because snatching victory from VS feels better than getting 1000 certs.
You mean TR? :P
Snatching victory is great. I've seen about 2 NC alerts that won. Owning some rubes at a side base while everyone's busy at the alert, not dying every 20 seconds, and getting 1000 certs would feel a hell of a lot better than spending 90 minutes grinding my death count up and feeding TR certs, getting a draw at best, and getting 6 certs.

Heck, earning fewer certs but dying less would feel better. They've structured the game so it's better to play than not, but I almost feel like I should have created a TR alt and spent time at their warpgate tipping gals.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 14, 2013, 02:23:19 pm
When I got bored of my Miller VS char, I made an NC one on Woodman and had fun with a slightly different playstyle. I recommend it.

Also, who recommends the engineer AV turret?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 14, 2013, 03:05:01 pm
When I got bored of my Miller VS char, I made an NC one on Woodman and had fun with a slightly different playstyle. I recommend it.

Also, who recommends the engineer AV turret?
I'd recomend it if you play engy a LOT.

Since it has unlimited ammo it makes engineers are probably the most efficient and universal class in the game.
And as a bonus they can destroy hacked turrets for extra exp (giving you the option to repair them as well).

The downsides are minor compared to the new options a AV turret opens for you.
The downsides are being worse at mowing down infantry (the RoF is not that great) and no shield.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 14, 2013, 03:05:37 pm
Also, who recommends the engineer AV turret?

It's getting nerfed. I think they reduced the range and damage of the AV turret.

Thank goodness.

Just the standard one. I haven't certed into the AV gun yet. But cmon, 18 shots into the butt of a tank at close range and it should be dead unless I'm using antipersonnel.

The description implies that it's good against all targets, but in reality, the Viper is only good for farming infantry.

If you see a tank, run away. Any MBT with a gunner can go 2 on 1 vs Lightnings and win, no problem.

terrible alert experience

Dude, quit being a pubbie and join an outfit already. Go join 666th Devil Dogs or Outfit X or Recursion or something.

Just out of curiosity, what TR and NC outfits were fighting in the area?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 14, 2013, 03:18:19 pm
Dude, quit being a pubbie and join an outfit already. Go join 666th Devil Dogs or Outfit X or Recursion or something.
Yes, I feel coordination is what makes the alerts pretty nice =p

I do0n't know about you guys complaining about getting certs, but getting certs is way easier nowadays then back when I played and the game had first been released. Now we have ribbons and stuff to boost your certs which we did not have. There's also the AA damage bonus which skyguards did not have back in the day, you played skyguard for the utility with no cert benefits.

I'm sitting on ~700 certs that I'm not sure what to do with.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 14, 2013, 03:20:51 pm
If you play engy a lot them maybe a S rifle with underbarrel grenade/smnoke launcher?

I love those things since a direct grenade hit is a onehit kill and smoke combined with a NV scope is just plain fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 14, 2013, 03:21:17 pm
About certs: going with an outfit and going behind lines is the best way of getting certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 14, 2013, 03:39:40 pm
Dude, quit being a pubbie and join an outfit already. Go join 666th Devil Dogs or Outfit X or Recursion or something.
Yes, I feel coordination is what makes the alerts pretty nice =p

I do0n't know about you guys complaining about getting certs, but getting certs is way easier nowadays then back when I played and the game had first been released. Now we have ribbons and stuff to boost your certs which we did not have. There's also the AA damage bonus which skyguards did not have back in the day, you played skyguard for the utility with no cert benefits.

I'm sitting on ~700 certs that I'm not sure what to do with.

This, so much. Back in the early days after release it was physically painful to think about how long it would take to get enough certs for anything. Now I can hop on, get 12 just for logging on, and earn 30ish in less than an hour if there's a decent fight anywhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 15, 2013, 04:55:58 am
So, do people actually switch fire modes on their guns? I find it to be a lot more hassle than just leaving it on full auto and practicing good trigger discipline.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 15, 2013, 05:05:28 am
I don't, I just fire semi-auto with my finger. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 15, 2013, 05:18:20 am
It takes guns like 8 shots to kill anyone at any range where you might actually consider semi-auto for accuracy... as such, I've never really bothered.

In other news, I got my second knife MAX kill today! It's almost entirely luck, but it's satisfying!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 15, 2013, 05:22:00 am
I always take shots at distant targets, those assist kill XPs add up quickly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 15, 2013, 05:22:24 am
So, do people actually switch fire modes on their guns? I find it to be a lot more hassle than just leaving it on full auto and practicing good trigger discipline.

I do when I'm low on ammo at long range, but mostly I just leave it at full auto. Sometimes I remember to switch to single shot at long range but usually I just fire two or three round bursts or hold the button down and hope I land more shots over time that way than I would with single shot mode.

2x burst is pretty good though at mid range. Single shot isn't really worth it usually, unless you are really low on ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 15, 2013, 05:24:26 am
I use single-shot a lot when playing medic with my NS-11. It's strong enough to either scare people, bag an assist, or occasionally clean up a kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 15, 2013, 05:35:22 am
https://forums.station.sony.com/ps2/index.php?threads/grenades-usable-without-unlocking.162087/#post-2323500

Check it out, the bug I sent in-game bug reports in months ago has been noticed.

I guess no more healing grenades for me. I use them rarely despite not having spent certs on them. Tower fights where the other side is spawn camping you and there are other medics tossing revive grenades already is a good example. Revive grenades are much better, both as far as utility as well as far as reward incentive to use them. Healing grenade duration is too short, and they don't affect time to kill enough for that short duration. One or the other of those aspects should be changed to make choosing them over revive grenades more viable, preferably by making them longer duration as that seems easier to balance than making them heal more health damage per second.

Something the medic has that should be changed is triage. It's really ineffective. It's an extremely rare occasion where it's usable. That might change if vehicles with multiple exposed passengers are added. Until then though it would be useful if it added a small radius around the vehicle the medic is inside that slowly regenerates health on friendly infantry around it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 15, 2013, 10:25:38 am
Single shot is pretty useless when you can just tap the trigger for the same effect. If there were some kind of magical accuracy bonus then I would use single shot on guns like the DMR and then just rapidly click to get the full auto effect.

I've seen healing grenades used a couple times before and was considering picking them up to see how useful they were. Many times there are chokepoints that seem impossible to get through, even with MAXes, or maybe we're just not coordinated enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 15, 2013, 11:43:45 am
I've just discovered an epic infiltrator combo.
1. Get your pistol out.
2. Get to a place with a lot of folks.
3. Throw an EMP 'nade.
4. Proceed to knife people before they realize what's going on.
5. Pistol people who get too far away for you to knife.
6. ???
7. Certs!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 15, 2013, 11:46:19 am
Any reason to use a pistol over an SMG for that?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 15, 2013, 11:54:23 am
... depends on your pistol.
If you have a hard-hitting pistol, it might be better than your SMG. Plus, your pistol has a faster reload time and a faster "equip" time (i.e. switching after you knife), so there's that as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on December 15, 2013, 01:47:37 pm
Yay, at this rate, I might be able to start playing again in a couple days.
Stupid hilariously large updates.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 15, 2013, 07:22:51 pm
Big sales coming up. (http://www.reddit.com/r/Planetside/comments/1srawp/1_sc_members_sale_and_99_sc_daily_sale_revealed/)

From 18 Dec. to 1 Jan. there'll be daily category sales with everything in that category (e.g. shotguns, vehicle camo, etc.) 50% off. In addition, the item of the day will be available for 1SC for members, or 99SC for non-subscribers.

Damn, this is actually better than 3x SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on December 15, 2013, 07:47:25 pm
Big sales coming up. (http://www.reddit.com/r/Planetside/comments/1srawp/1_sc_members_sale_and_99_sc_daily_sale_revealed/)

From 18 Dec. to 1 Jan. there'll be daily category sales with everything in that category (e.g. shotguns, vehicle camo, etc.) 50% off. In addition, the item of the day will be available for 1SC for members, or 99SC for non-subscribers.

Damn, this is actually better than 3x SC.

Nice, I have a little over 2000 SC left from the alpha squad bundle so should be able to grab some new weapons on offer. Hopefully the featured items will be weapons rather than cosmetics.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 15, 2013, 07:50:53 pm
Tried the TR minichaingun... it's a very silly piece of hardware.
For one thing it's suprisingly effective against ESFs (not really a flak cannon but it would be the closest thing i'd consider to be a non rocket effective AA weapon for non MAX infantry.

Sadly like most infantry weapons it does jack to liberators and gals... but that's not what the gun is for anyway.

Well how about the weapon itself?
If you run out and meet someone behind a corner pointing his gun at you you're most likely dead.
It's SUPRISINGLY accurate for the first few shots... to the point that shooting people over 100 meters away is not a stupid idea.

During those 30 minutes i either died like a lost goat or went on 5 man rampages even killing distracted MAXes from time to time.
And if i buy it the thing will be even better due to the double mag size.

I'm 300 certs away from 1000 but i know what i'm buying next... it's just too funny to pass on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 15, 2013, 08:05:01 pm
Here's hoping some good stuff goes on the daily sales for those weeks.  I'm wanting to buy the Jackhammer, and... it's tempting to pick up membership for the huge sales, because there's really no reason not to buy something you don't have at *one* SC.  Everyone should have gotten that easy 170 or whatever it was SC anyway.


EDIT- Irony is that Black Friday sale would have gone better if people had known this was coming.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on December 15, 2013, 11:36:56 pm
I've seen healing grenades used a couple times before and was considering picking them up to see how useful they were. Many times there are chokepoints that seem impossible to get through, even with MAXes, or maybe we're just not coordinated enough.

The only time I've ever seen Healing grenades be of any use is in super-organized ops play with a platoon's worth of people, where two medics are throwing Revive/Healing grenades into a room one after the other in order to bring a whole squad back to life with full health.

In solo, semi-organized, and most organized play they're just plain not as useful as the Revive grenade.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 16, 2013, 12:48:32 am
EDIT- Irony is that Black Friday sale would have gone better if people had known this was coming.

Yeah. It seems like SOE is trying really hard to make everyone regret either spending or not spending money.

I've been waiting for the next triple SC sale, only to find that they split it into two without warning anyone and now by missing out on the first one, I've screwed myself over for the other half. I suppose there's always next year...

'course, they could just charge less than $15 for a set of camo, making it more palatable to get at full price.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 16, 2013, 12:50:57 am
Eh, you can buy 1mo. of subscription. That'll get you one 700SC item on its sale day plus every single 1SC special just from the 500SC you get for subscribing. That's probably what I'll do, maybe add another $10 of SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 16, 2013, 12:40:02 pm
Oh how I hate that I currently can't spend actually buy anything from where I am right now. ;(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 16, 2013, 01:42:56 pm
Eh, you can buy 1mo. of subscription. That'll get you one 700SC item on its sale day plus every single 1SC special just from the 500SC you get for subscribing. That's probably what I'll do, maybe add another $10 of SC.
Oh, as clarification for this:

IIRC membership is account-wide, so you can get all 15 1SC items for each of your characters, though there'll probably be some overlap with NS stuff. That means an absolute minimum of 16 items (50% off 700SC + 15 NS items) and the benefits of a month of membership for the $15 or whatever that it costs, and a maximum of 46-47. Even if a lot of that is cosmetic, damn.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 16, 2013, 01:52:38 pm
If they're smart, they'll offer a useful 700 SC weapon as the first member sale.  That way people are much more likely to say "screw it, I'll buy membership" and take the plunge.

I'm in that boat- it's tempting, but I'm not sure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 16, 2013, 01:58:07 pm
IIRC, you only get the 500SC once you pay for renewal of your membership, not up front. Anyone know the details of this for sure?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 16, 2013, 02:44:24 pm
IIRC, you only get the 500SC once you pay for renewal of your membership, not up front. Anyone know the details of this for sure?
Ah, you're correct.

Still, you have that free 170SC that you can get. If nothing else, 500SC is only $5.

And honestly, even if they only offer a single weapon day on that, that's 3SC for one weapon for each faction, or 1SC for a NS weapon. I don't think they have enough cosmetics to cover all that unless they literally put every single camo pattern on sale, and even SOE would probably balk at the backlash from doing that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 16, 2013, 04:14:44 pm
Single shot is pretty useless when you can just tap the trigger for the same effect. If there were some kind of magical accuracy bonus then I would use single shot on guns like the DMR and then just rapidly click to get the full auto effect.

Ironically single shot is actually less accurate then burst/autofire.

The first shot has 2-3x the recoil of the rest of the shots
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 16, 2013, 04:30:48 pm
Single shot is pretty useless when you can just tap the trigger for the same effect. If there were some kind of magical accuracy bonus then I would use single shot on guns like the DMR and then just rapidly click to get the full auto effect.

Ironically single shot is actually less accurate then burst/autofire.

The first shot has 2-3x the recoil of the rest of the shots
Depends on the weapon. A single-shot mode would be pretty useful on the GodSAW.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 16, 2013, 05:34:18 pm
The first shot multiplier actually applies to each weapon, as the name implies it multiplies the recoil from the first shot by a set amount determined by the specific weapon you're using. I've never tried firing in single shot mode fast enough to see if it counts every shot as the 'first shot' of a burst though.

That weapon swap thing after knifing someone is neat, I'lll have to try to switch to pistol immediately after knifing in case they didn't go down the first time. Can you swing the knife quicker with a pistol out?

EDIT: More melee weapons, as ridiculous as they woulld probably be, would be something interesting to see put in the game. Question is what would they be, or would you swap your melee weapon out for some kind of special item?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 16, 2013, 05:35:29 pm
The first shot multiplier actually applies to each weapon, as the name implies it multiplies the recoil from the first shot by a set amount determined by the specific weapon you're using. I've never tried firing in single shot mode fast enough to see if it counts every shot as the 'first shot' of a burst though.

That weapon swap thing after knifing someone is neat, I'lll have to try to switch to pistol immediately after knifing in case they didn't go down the first time. Can you swing the knife quicker with a pistol out?
Pretty sure not. The only effect would be being able to fire sooner after the knife, IIRC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 17, 2013, 12:52:16 am
Patch drops tonight. Patch notes here (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-pu02-december-17-2013-6am-pt-1pm-cet.162621/).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 17, 2013, 01:26:24 am
Nothing I use seems to have gotten nerfed, with the exception of the Harasser possibly becoming an expensive MAX taxi.

Some things were even buffed apparently (GD-7F, NS-11C.)

Lovely.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 17, 2013, 01:37:40 am
I just go a Halberd, and they're nerfing it :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 17, 2013, 03:31:37 am
NC Mattherson just won a Dominating Victory capture Amerish alert. Somehow it was even population between NC and VS when the alert started, which is odd since VS usually has 37-50% world population by that time. NC did very well in the beginning, and either some VS logged out or 4th realmed to NC by the end because it was about 40% world pop NC for the first time I can remember seeing at this time of night.

EDIT: Fixed an issue where the Liberator could bypass the Biodome geometry and kill players inside

Haha, that was a funny one. You could land a liberator on the dome in a certain spot and the belly gun would poke through. GOON did it sparingly for short periods to mess with TR after Snuggles bug reported it shortly after the game released and no action was taken to fix it. Why TR? Because VS probably would have figured out how to do it and they didn't need that too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 17, 2013, 03:41:56 am
Woo good thing i didn't buy a Marauder for my prowler.

Nothing says loving like a secondary weapon only effective against lightnings, flashes and harrasers... because that's what they are apparently aiming for since it won't even damage MBTs and the splash for killing infantry got reduced.

Well the Basilisk is getting buffed so good for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 17, 2013, 04:05:33 am
Marauder has half the splash range it did, but it does more damage per shot than it did before if you get a direct hit. It's rate of fire is slower, but the projectile is faster. It probably won't be the crowd killer it was before, but it's probably still going to be better than the basillisk for that. Not sure about how it compares to the fury, it would depend on how many more rounds per minute compared to the fury when considering it versus infantry. Fury will be improved against armor and direct hit infantry and have less splash damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 17, 2013, 05:16:15 am
Did Kobalt really need a buff? It seem to me that it was the best AI weapon already.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 17, 2013, 05:26:19 am
Did Kobalt really need a buff? It seem to me that it was the best AI weapon already.

It was if you are NC. Basillisk was a bit worse than it for anti infantry, but it is pretty good against anything you can hit with it and thus was preferred for battlebus sunderer loadouts that aren't specifically anti-infantry.

Kobalt not being able to keep a constant stream of accurate bullets makes it a mixed buff, pre-patch you can just hold down the mouse button for all 100-150 rounds to land in about the same spot. It also takes quite a lot of bullets to kill someone with it pre-patch, it was just they all went in mostly the same spot, so the change should effect both those.

One thing I noticed is that there is a new damage type, vehicle shotgun. It can't damage heavy armor. I'm worried the airhammer is that damage type now, which would really hurt it's general purposeness. If it's effectiveness against light armor (harasser and ESF) was increased to compensate that would be ok though, because heavy armor takes forever to kill with it anyways. It would be unfortunate to be unable to harm libs with an afterburner shotgun reaver though. I guess that's ok though, because I usually run away from them already unless there are other reavers around even if I have the rotary installed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 17, 2013, 05:31:37 am
Marauder has half the splash range it did, but it does more damage per shot than it did before if you get a direct hit. It's rate of fire is slower, but the projectile is faster. It probably won't be the crowd killer it was before, but it's probably still going to be better than the basillisk for that. Not sure about how it compares to the fury, it would depend on how many more rounds per minute compared to the fury when considering it versus infantry. Fury will be improved against armor and direct hit infantry and have less splash damage.

That's the problem. It used to be a weapon that murders infantry in cover while being semi decent against armor.
Now it will need nearly direct hits to do any meaningful damage and the flatter trajectory is more of a disadvantage than advantage when dealing with infantry behind rocks.
I wanted a Bulldog TR style with more pew pew and lower damage of individual shots retaining both AI capability while being able to damage tanks.
Of course i would fit a bulldog on my tank... if i could that is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 17, 2013, 05:56:18 am
Marauder has half the splash range it did, but it does more damage per shot than it did before if you get a direct hit. It's rate of fire is slower, but the projectile is faster. It probably won't be the crowd killer it was before, but it's probably still going to be better than the basillisk for that. Not sure about how it compares to the fury, it would depend on how many more rounds per minute compared to the fury when considering it versus infantry. Fury will be improved against armor and direct hit infantry and have less splash damage.

That's the problem. It used to be a weapon that murders infantry in cover while being semi decent against armor.
Now it will need nearly direct hits to do any meaningful damage and the flatter trajectory is more of a disadvantage than advantage when dealing with infantry behind rocks.
I wanted a Bulldog TR style with more pew pew and lower damage of individual shots retaining both AI capability while being able to damage tanks.
Of course i would fit a bulldog on my tank... if i could that is.

Let me be the first to welcome you to a place near where the pre-patch NC was with having no superior empire specific choice, leaving a halberd or a kobalt for anti infantry. Not quite the same, because the Maurauder will likely still be a superior choice for anti-infantry. Do note that was only the inner blast radius that was halved. You can still splash infantry behind cover at the same distance as before like a shotgun can't, but it won't be a six foot death zone from the point of impact. I don't know what the outer damage range is but it was unchanged, so you can still do damage around corners, they are just more likely to be able to move out of splash range before you kill them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 17, 2013, 10:06:45 am
Patch notes:  Hey, at least the Enforcer, compared to its class, is getting a bit of a buff.  Too bad the only vehicle I have it on (Harasser) is getting nerfed to the ground.

Interested to play with the Kobalt change- I liked it prepatch and am interested to see how it runs with more damage.  I predict the headshot change being actually rather large.

Rebel buff!  Woo!

Warden buff!  It's little, but woo anyway!

The LMG changes will be interesting to see in play.  It should bring in some more variability in what weapons are brought to each fight.

Quote
MAXes now take longer to revive. This gives the other side a longer window for denying that revive

    Uncerted heal tool = 6.0 second revive time
    Max rank heal tool = 4.2 seconds to revive

This is a good idea- it was too easy to sustain a MAX push.



As far as ZOE goes, even as an NC player, I'd say that the timer change went too far.  I'd rather see a cooldown on deactivation than a forced exact duration.


Then I saw that ZOE certs were getting refunded and I stopped having any pity at all.  WHY?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 17, 2013, 02:42:30 pm
So... after i spent several hundred certs on the needler (it's free but thermals ETC ain't free) they nerf the main reason i decided to use it (the reason being better damage against heavy armor).

But since that's out of the question i guess i will just say F all and go derp around with the banshee... maybe they won't make it useless against infantry... oh wait it already is useless against people with flak armor.

Prowler HE canon damage against tanks buffed AP and HEAT nerfed.
Guess SoE really wants prowlers into one specific role (being infantry harvesters).

Prowler anchor mode nerfed to the ground because apparently shooting aircraft was too easy in it.
Too bad they didn't notice that prowler is the only MBT in the game that can't oneshot ESFs even with AP shells (and everyone runs with HE anyway).

Oh well another reason to be happy i only spent certs on a skyguard lightening... hopefully they won't make it unable to hit aircraft because it's was overpowered against infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on December 17, 2013, 03:01:49 pm
Oh well another reason to be happy i only spent certs on a skyguard lightening... hopefully they won't make it unable to hit aircraft because it's was overpowered against infantry.
Is it? It can kill quite well in close but the only infantry that needs to go that close is c4 guys and then they gotta blame themself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 17, 2013, 03:09:30 pm
The patch is live.

But I get stuck at 96% loaded in when I try to log on.

I guess I'll try later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 17, 2013, 03:25:19 pm
So what would be the go-to AA weapon for Mosquitoes now? I was under the impression Needler was fine, but now I'm not sure with this patch.

Also, if I'm reading right, they've completely neutered whatever AA abilities Harasser might've had? (What little there was.)

The rotary and needler still work the same against aircraft but hteir damage against tanks and infantry got lowered.
Apparently hitting infantry will do 200 damage on both rotary and needler... obviously making the rotary the superior weapon against infantry again since both are now useless against anything heavier than a harraser so might as well go for the higher RoF gun.

The vulcan effective range got changed from 200 meters to 10 meters.
I'm sorry for all those suckers who bought it because soon basilisk will be the no.1 secondary on all vehicles.

Oh well another reason to be happy i only spent certs on a skyguard lightening... hopefully they won't make it unable to hit aircraft because it's was overpowered against infantry.
Is it? It can kill quite well in close but the only infantry that needs to go that close is c4 guys and then they gotta blame themself.

Skyguard has horrible accuracy (more or less like hipfire form an LMG) so yeah only LAs and the more desperate HA/Engies ever get close enough for it to be effective.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 17, 2013, 03:45:15 pm
I must say that the Gatecrasher module, while a ton of fun on the Harasser, is now probably just suicide with the armor and repair changes.  Too bad.

Prowler HE canon damage against tanks buffed AP and HEAT nerfed.

I was going to say "so were the others" but then I noticed this:

Quote
P2-120 AP

    Direct hit damage reduced from 1200 to 1250

Looks like SOE math means this was reduced by negative 50.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 17, 2013, 03:55:44 pm
I'm glad to see my HE Lightning getting a little buff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on December 17, 2013, 04:40:31 pm
Awesome, just updated the game two days ago and there's already another Gigabyte and a half to download. So glad I tried to get back into the game again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on December 17, 2013, 08:26:04 pm
Random question, has anyone else had the spanner icon on the launchpad that let you see server status/validate files/etc disappear following the latest patch?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 17, 2013, 08:44:09 pm
Mine's still there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on December 17, 2013, 08:50:27 pm
Ah found out what was causing it. When I closed the PS2 window after it hung at 96% due to the servers not having come back up, it apparently didn't actually close the program and that icon does not appear on the launchpad if you open it while there is an instance of the game running. Killed the program through task manager and the icon reappeared on the launchpad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on December 17, 2013, 09:26:54 pm
I enjoyed the Gauss Burst before now, if only at long ranges, but now it's a consistently viable weapon. Pretty happy about that, since it won't be a pain to get an auraxium medal for it now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 17, 2013, 09:29:57 pm
Is there any reason to use the burst variants as opposed to the default or S variant?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 17, 2013, 10:06:38 pm
Less horizontal recoil, more accurate moving ADS fire, now more accurate standing ADS fire, HVA, CoF resets after each burst.

They're technically straight upgrades. The only issue is that while burst firing the first shot recoil multiplier is applied over and over which makes accurate aiming somewhat difficult. If you can compensate for that, then they're worth using.

I use the TRAC-5B regularly and I like it well enough, but I can't stand the T1B Cycler.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 17, 2013, 11:00:21 pm
When the patch rolled out there was a bug that was effecting all the servers so they shut them down again for a hotfix. Since then the servers have been 'locked' so you can't play. Hopefully it'll be up tomorrow/soon (depending on timezones)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 17, 2013, 11:46:20 pm
So my server got unlocked and I was going to do the biolab alert and then call it a night, but then I tried to redeploy to Indar with the new warpgate deploy thing and it said server disconnect, and server unavailable... According to the thing at the top of the forums says it's not locked so...

https://forums.station.sony.com/ps2/index.php
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 18, 2013, 03:26:24 am
The holiday sale with the ridiculous member sales is live. I now have Harasser Lumifiber for all three factions!

I haven't even put a single cert into a Harasser, but how could I resist making my Harasser look ridiculously gaudy for naught but three SC?

In case you were wondering, you get the 500 SC upfront, immediately on purchasing membership.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 18, 2013, 03:56:12 am
Its worth mentioning again that if you have a subscription already and buy another months subscription through the station control website you'll get another 500 sc upfront as an 'up sale' bonus, you'll then get another 500 cash a month later as the normal subscription benifit.

If you're planning to keep a long subscription it works out much better to buy multiple single month subscriptions than the bulk month deals
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 09:09:57 am
I'll probably get member and buy it anyway, but putting Harasser Lumifiber on sale right after nerfing it into the ground is a bit insulting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on December 18, 2013, 10:28:11 am
I'll probably get member and buy it anyway, but putting Harasser Lumifiber on sale right after nerfing it into the ground is a bit insulting.
worse than putting it on sale then nerfing it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 11:12:04 am
I think they learned their lesson with that after the Flash Fury.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 12:36:09 pm
It's hilarious how many people on the official forums want free stuff for the servers being down.  One guy was demanding free certs for time lost.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on December 18, 2013, 12:38:24 pm
It's hilarious how many people on the official forums want free stuff for the servers being down.  One guy was demanding free certs for time lost.

There was a time when I disputed the allegation of gamers being entitled... That time has long passed :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 01:11:43 pm
How dare they patch during EU prime!  It's not like moving it would result in patching during US prime or AU prime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 18, 2013, 01:14:43 pm
(http://simnation.tv/images/articles/Questions-to-Maxis-answered/cut-back-on-funding.png)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 01:17:35 pm
Oh god, I almost choked laughing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 18, 2013, 01:31:01 pm
How dare they patch during EU prime!  It's not like moving it would result in patching during US prime or AU prime.
The problem is, they could patch American servers during EU prime time, while later they patch the EU servers when their population is low. Problem solved? :P


@ Leo: XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 01:33:21 pm
I imagine there's a problem when people try to play on both.  If my client is GU17 and the server is GU16, then the server will say WTF and kick you out, at best.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 18, 2013, 01:40:48 pm
Well, I'm pretty sure that's their problem. Or, for example, they can be asked whether they want to be patched yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 18, 2013, 02:18:46 pm
Do you think SOE will ever learn to not release a big patch before a big event?

OMFG - servers are laggy to the point of unplayabilty during the anniversary event.
Operation: Yellow Snow - servers are down for two nights straight
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 18, 2013, 02:37:34 pm
I'd rather they release patches far before big events. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 18, 2013, 07:23:41 pm
Right now I'm fucking pissed. I bought a month of membership and canceled my subscription to prevent it from rolling over. So they charged the $15 to me, but didn't give any benefits. Merry fucking christmas, SOE, time to spend time dealing with support.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 18, 2013, 10:15:40 pm
Wow, dat basilisk. Took a long while but I nearly took down a liberator by myself using one. I wonder how it compares to the other AA weapons though...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on December 18, 2013, 10:16:50 pm
Woo. Had a pretty decent hour and a half battle at Howling Wind Outpost, or something. I actually managed to end it with a KD higher than 1, so that's good, I guess. Still only got like, 80 certs though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 11:42:59 pm
Wow, dat basilisk. Took a long while but I nearly took down a liberator by myself using one. I wonder how it compares to the other AA weapons though...

The Drake's pretty awesome now too.  Expect to see more Galaxy Gunships.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 18, 2013, 11:44:10 pm
Woo. Had a pretty decent hour and a half battle at Howling Wind Outpost, or something. I actually managed to end it with a KD higher than 1, so that's good, I guess. Still only got like, 80 certs though.

I'm pretty pleased if I can manage a cert a minute, so 80 in 90 I'd be pretty okay with... although I suppose you might be used to a higher cert rate?

Also, between the Harasser, MANA AV, rocket launcher, and C4 nerfs, I'm starting to wonder how SOE expects you to actually kill a tank... go to Esamir, hide behind the walls, and wait for it to despawn?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 18, 2013, 11:46:42 pm
Also, between the Harasser, MANA AV, rocket launcher, and C4 nerfs, I'm starting to wonder how SOE expects you to actually kill a tank... go to Esamir, hide behind the walls, and wait for it to despawn?

Another tank, I guess.  But it did result in funny at Andvari.  We (NC) were getting pushed back toward it, so we ran in to shore up the defenses.  They start coming in the teleporters, die a few times... then stop.   There's a pile of VS sitting in tanks outside, and none getting out to assault us.  Both sides are just sitting there.

I guess the VS forgot how to biolab without ZOE?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 19, 2013, 12:22:55 am
Funny, we were saying just the opposite about the necessity of ZOE when we were stomping all over Mattherson NC on Esamir.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 19, 2013, 12:46:03 am
VS Mattherson had 41% of the world pop, which helps make up for zoe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 19, 2013, 01:38:17 am
I saw SG running around in two dual-basilisk repair sunderers. They were demolishing everything around them and probably laughing their asses off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 19, 2013, 03:17:40 am
I don't think the intent of the Basilisk buff was to turn the Sunderer into the primary assault vehicle for every situation, so Basilisks will probably be scaled back at some point.

It's kind of ridiculous right now. There will be an armor column. At the head are two sundies, stealing all the points blowing everything up.

Also, it looks like SOE is doing double xp this weekend for the extended outages yesterday and today.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on December 19, 2013, 03:50:54 am
Well, the sundy is a mobile spawn point - it makes sense it should be up the front.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 19, 2013, 09:06:06 am
Except these Sundies are running radar or fire suppression for combat capabilities.


The battlebus has always been viable- it's just coming back to the fore between Harasser nerfs and Basilisk buffs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 19, 2013, 09:23:40 am
I am all for battle buses being good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 19, 2013, 01:47:16 pm
Yeah, I'm never giving money to SOE again. It's been two days since I filed a support ticket because the membership I paid for never activated, and still no response.  >:(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 19, 2013, 01:50:34 pm
I've heard their live chat support is really good.  You should give them a try.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 19, 2013, 02:05:03 pm
When I drive a sundy I load the two default AA turrets and try to stay behind any tanks. The only exception is when there's a zerg and I can set up quickly behind some rocks and start spawning in infantry.

I'm finding that the speed chassis lines suck because the vehicles drive like they're on oiled ice, and to make them useful at all you need to get the traction / climbing chassis. In the end you get to the waypoint faster because you aren't slowed down as much - only on a flat straightaway will the racer chassis win out.

By the way, I discovered from Car Wars that chassis has a hard "ch" and a silent final "s". Then I learned the French actually pronounce it with a soft "sh" and silent final "s", so it sounds like "shassee". I wonder why Americans latched onto a halfway-correct pronunciation?

IT WHAT WE DO
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 19, 2013, 02:07:07 pm
Because "shassee" sounds like sassy, and also a word you'll spit everywhere when you're trying to say.


Racer is fun on a Lightning, though.  You should hear my outfitmates complain about tank hill climbing and how it's absurdly pathetic and Surger 3 should be the default hill climbing ability.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 19, 2013, 06:45:02 pm
They removed the laser sight bonus whilst air borne.... well that makes light assault, especially with drifter jets, 50% less useful
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 19, 2013, 06:53:29 pm
0 - 50% = 0.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 19, 2013, 07:31:56 pm
Demolished a scythe some time ago with the basilisk.
This thing is simply a beast now.
Oh and i bought flak armor on all of my soldiers since nano got nerfed.
Imo there should be a "composite" armor that grants 10% small arms and 25% splash resistance for those who can't decide.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 20, 2013, 10:43:05 am
Another update (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-hotfix-december-20-2013-6am-pt.163809/), with several changes.  Notable below:

Quote
    Fixed an issue causing hits to sometimes not register
    Fix for animation and movement jitter of characters at long ranges

    Basilisk/Drake adjustments. RPM lowered from 400 to 351 (previous live value was 300). Minimum cone of fire returned to its previous 0.5 degrees up from 0.3 degrees. COF bloom per shoot reduced back down to 0.1 from 0.125
    TR M3 Pounder HEG adjustment. Reduced max blast damage from 190 to 125.

The first two were annoying as hell- glad they were fixed fast.

The Basilisk and Drake needed to be nerfed- they went way into OP territory with that last patch.  The Pounder I *think* is a good change, but I have insufficient information to say for sure.

They also fixed all the broken base features like missing stairs.



In other news, if you don't have the Decimator, it's the 1 SC sale item today.
They also fixed several incorrect resist settings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 20, 2013, 11:29:30 am
Lel, patch during EU prime time again, more whining inbound.

In other news I finally went the easy way and got thermals for my pods. 50+ NC farmed in the first fifteen minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 20, 2013, 11:58:34 am
I'm glad I held off buying the deci when it was on sale at the start of the week.

Why do pounders keep getting nerfed?
Did they become something not awful recently?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 20, 2013, 12:14:53 pm
They got buffed in the big patch.

Quote
TR M3 Pounder

    Direct damage reduced from 425 to 285
    Max blast damage increased from 100 to 190
    Gravity dropped from 10 to 7.5


The direct damage is misleading, since they tweaked the resist so that they do about the same direct damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: revo on December 20, 2013, 02:32:45 pm
Do we have an outfit for b12? Im new to the game and would love to have some help learning all the quirks from this awesome community!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 20, 2013, 03:55:00 pm
The Pounder I *think* is a good change, but I have insufficient information to say for sure.

Since the update about half of the TR MAXes I saw were carrying around Pounders. My outfit yesterday was talking about how fantastic they are. One of the BR100s in the outfit and one of the top players on the server said that they were better than old Fractures.

One guy in my outfit utterly destroyed a NC MAX crash before they even got to the point by locking down at the top of the building and pelting them all with Pounders.

I've been using them more often than Mercies. I've been considering getting Lockdown just to use it with Pounders. I've been laughing with vengeful glee as VS MAXes try to come at me and I drop them in three double shots.

To say the least, they were pretty good.

What's more surprising to me is not that the TR suddenly discovered that Pounders were not terrible, it's that the other factions haven't really started carrying around dual Falcons or dual Comets with regularity. They've got the same pinpoint accuracy as Pounders now, so it's not like they couldn't be abused if they wanted to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 20, 2013, 04:02:17 pm
I've got dual Falcons to try that I just haven't yet, though I did have an outfitmate saying that Ravens are much better now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on December 20, 2013, 04:59:47 pm
Is anyone else having trouble logging in? I can't get on any of my characters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Biowraith on December 20, 2013, 05:03:39 pm
For me it's been very slow, but it gets there eventually.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 20, 2013, 05:04:56 pm
I'm at the character list but I'm trying to log in but it's stalling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 20, 2013, 05:09:56 pm
I've been getting the same thing, and the few times it goes to the error report it's been G15. I went through my AV and Windows Firewall and re-enabled everything relating to the main three PS2 files (the game .exe, the launcher .exe, and the awesomium .exe), and that fixed it. With Windows Firewall, make sure both that those three are enabled in the allowed programs list and that all of them are allowed in the Inbound Rules part of the Advanced Security options.

For me, awesomium_process.exe wasn't on the allowed programs list, and the inbound rules for domain profiles were set to disallow access.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on December 21, 2013, 07:11:46 am
This double XP is probably the best thing ever.
I earned about 120 certs yesterday, which let me replace the stock NC assault rifle with the Carnage, which is a complete upgrade in every sense, IMO.
I also ended up able to afford putting a compensator on it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 21, 2013, 08:11:42 am
Do we have an outfit for b12? Im new to the game and would love to have some help learning all the quirks from this awesome community!

NC Mattherson has the only B12 outfit that I know. The only person I see from it is Kanil. Everyone split up and went to different servers because no one formed a specific outfit until several weeks after the game launched.

Toaster, Kanil, and I are all on NC Mattherson. JimGroovester was too but I think he is on TR on another server now.

On NC Mattherson, Kanil can invite you to DORF, the B12 outfit but mostly exists to have (DORF) after your name. ToastertheAwesome can invite you to TENC, who are pretty good and have a good number of people on sometimes. I can invite you to GOON, one of the two (three?) Something Awful forums outfits on Mattherson. It was the original one, but a large faction of Goons split off due to drama before I joined. The people who left are now Goku on VS Mattherson. Goon has a squad to a half platoon most nights, and on special nights a platoon or more, though that's somewhat rare.

I'm a member of Higby's Heroes (GOON) despite not having paid for SA access and so can you as I am also ranked Space Dad which has invite privileges I think.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rift on December 21, 2013, 08:18:07 am
A bunch of us play under "Bay12 Raiders" on matherson as vanu as well. if your ever in the DFC steam chat you might notice people playing planetside 2 as well. Off the top of my head: Reusable-box, me, engy, kael, charmander, fortune-cookie, thendash, and a few others i've never seen on, are in bay12 raiders.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 21, 2013, 09:34:02 am
Honestly, you're better off sticking to an outfit that is focused on Planetside 2 itself. I learned this after playing with they guys I played ARMA 2 with, and after they got bored of it and stopped playing I was left with an outfit that was basically dead so I stopped playing as well. If you stick with an outfit with people who are mostly interested in Planetside 2 as their 'go-to' game, as it were, then you're less likely to run into a problem like that, and you're more likely going to have leadership that knows what they are doing.
It's nice to have us play together, and I play NC on Waterson myself, but you're better off joining squads and platoons from outfits that are more dedicated to the game.

Speaking of which, if you play on Waterson and for some raisins want to be adding me to your friend list, my name is Zulban (http://www.planetside-universe.com/character-5428010618040132689.php).

(I always get confused and think I play on Mattherson.)

Regarding the Carnage AR... it's not a direct upgrade from the Gauss rifle. I like the Gauss rifle actually, and use the Gauss S a lot because it's pretty good at range and its rate of fire and damage is high enough to be a little competitive at shorter ranges. Gauss rifle is a very good weapon for them to start you out with, probably one of the best default NC weapons for a beginner. You also have to consider horizontal recoil, many weapons in the game will have <- or -> recoil, which basically means the weapon will pull to the left or right respectively when you fire, however some weapons have <-> recoil which means that firing your weapon has an equal chance of making the weapon kick left or right, which is much harder to compensate for. Gauss rifle has -> recoil, while most default NC weapons are <->. The Carnage AR is <-> which makes it harder to control than the gauss rifle, especially with the increased rate of fire. An easier to control weapon would be the GR-22, which has a -> recoil pattern (and slightly less horizontal recoil than the carnage) with an increased rate of fire but worse reload times. I'm thinking of picking the GR-22 up to give it a try. I just wish that recoil patterns and values would be displayed on the in-game weapon comparisons because the whole reason I got the Carnage was for close range engagements and was only going by the damage values and reload speed, not the information that is hidden from you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 21, 2013, 11:14:38 am
If you're looking for a good VS Mattherson outfit, I'd guide you toward the Vindicators. I was with them for a month or two before I started having chronic errors and couldn't play; they're a great bunch of people. Pretty much every night they run a public platoon with about a squad from the outfit in teamspeak + squad leaders to help guide the pubbies, and outfight nights see as much as two platoons. IIRC I was an ESF specialist for them; they go with a combined arms approach on the organized nights, but other than that it's basically rolling around capping points and shooting faces. Fun times, cool people.

Actually, I might reapply, explain what happened.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 21, 2013, 08:31:38 pm
One (the only?) nice side effect of the Harasser nerf is that there's now usually a few Harassers being used as glorified Flashes, abandoned upon base arrival. 300 exp each, and easier than killing things that shoot back.

It also feels like there's more 1/3 Harassers -- an easy C4, and with 25% more exp than unmanned.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 21, 2013, 09:15:33 pm
The Harasser is a better Flash because it doesn't flip every time you turn or touch a slight bump.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 21, 2013, 09:30:45 pm
The Harasser is a better Flash because it doesn't flip every time you turn or touch a slight bump.

It also never exposes the driver/gunner. can withstand one rocket hit without breaking a sweat AND can probably serve as a C4 dellivery system carbombistan style as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 21, 2013, 09:55:11 pm
Flash is the best jihadi vehicle because it can cloak, and with a fury you can touch off your own C4 - so reach martyrdom all by yourself
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 22, 2013, 05:17:01 pm
Sometime this patch or last, they made it so underbarrel grenade launchers don't always fire straight anymore. It's really unpredictable now and it's horrible. I would have been fine with it if they nerfed its damage, ROF, ammo capacity, blast radius, reload speed, etc. But altering its accuracy even a little ruins the thing. I've just completely stopped using it and it was my favorite thing in the entire game to use. Desperately needs a revert.

Besides that, the grenades frequently simply don't go off. Maybe it thinks it's hitting something before the 15 meter fuse.

Anyway it went from pretty damned good and in the top 10 best things in the game, to being pretty damned irritating and in the top 10 worst things in the game.

Might as well just remove it if people are bitching that bad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 22, 2013, 05:59:33 pm
I've stopped using the UBGL

They also nerfed its damage so you need to land a direct hit to OHK someone... unless they're wearing flak (which most guys in the PCG outfit are now wearing) in which case you're fucked.


It would've been fine if they just increased the drop on it, atleast that's a change you could've over come with skill
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 22, 2013, 07:11:29 pm
SOE SOP: Something a bit too good? Nerf it into uselessness, make something else OP. Huehuehue.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on December 22, 2013, 07:40:10 pm
SOE SOP: Something a bit too good? Nerf it into uselessness, make something else OP. Huehuehue.

Well yeah, they are a free-to-play game relying on people buying actual weapons and such. Making something OP, waiting a few months for people to buy it with money, then nerfing it into the ground and making something else OP is just business common sense.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 22, 2013, 07:52:03 pm
SOE SOP: Something a bit too good? Nerf it into uselessness, make something else OP. Huehuehue.

Well yeah, they are a free-to-play game relying on people buying actual weapons and such. Making something OP, waiting a few months for people to buy it with money, then nerfing it into the ground and making something else OP is just business common sense.
Thing is, it would work just as well to make old things passable, so that they depend more on player ability than anything else. Which is the pattern a lot of free games use, actually. Good players can do well with just about anything, and there's always the cutting edge of OP that only fools and people with too much money will spend real cash on for a short-term advantage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 22, 2013, 08:56:01 pm
Except UBGL doesn't actually cost money, you actually cannot buy them with real money. The weapons you buy them for are pretty good in their own right anyways.

I've never used an UBGL or the underbarrel shotgun (maybe if it was more like a masterkey (http://en.wikipedia.org/wiki/KAC_Masterkey), with more than one round but not as effective as dedicated shotguns...) but I do use the smoke launcher sometimes. Accuracy isn't too much of a concern when it comes to the smoke launcher. They they probably could have 'balanced' UBGL's by making it so you have to 'ready' yourself to get the accuracy bonus, as in there'd still be a sort of cone of fire for a second or two after you stop moving. Being able to pop out of a corner and fire an instant kill explosive that isn't effected by range from a class not designed to do so is a bit silly.

EDIT: Something I've always been wondering... is the alternate fire button even used for anything? it's not used for UBGL's because you have to 'equip' those by hitting the 1 key with your rifle already out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on December 22, 2013, 09:20:40 pm
alternate fire is used on the engineer MANA turrent to change it into a ammo pack, and certan guns to change them from standard shooting to burst fire to single shot.   These are what I know, may be some more
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 22, 2013, 10:48:07 pm
Yeah, mainly the free ammo pack and fire modes.

I've never used an UBGL or the underbarrel shotgun (maybe if it was more like a masterkey (http://en.wikipedia.org/wiki/KAC_Masterkey), with more than one round but not as effective as dedicated shotguns...) but I do use the smoke launcher sometimes. Accuracy isn't too much of a concern when it comes to the smoke launcher. They they probably could have 'balanced' UBGL's by making it so you have to 'ready' yourself to get the accuracy bonus, as in there'd still be a sort of cone of fire for a second or two after you stop moving. Being able to pop out of a corner and fire an instant kill explosive that isn't effected by range from a class not designed to do so is a bit silly.

I typically used them for two purposes: Area denial in ongoing battles, where I plop down an ammo pack and start chaining rifle grenades into a choke point to force enemy infantry to stop rushing through/hiding around corners/etc., then letting off once friendlies have pushed up; and farming kills at biolab teleporter rooms, popping people as they rush out, because the rifle grenades are more reliable kills than bullets when half a dozen other people are opening up at the same target.

Other than that, they were just an extra kill or two for my LA, or possibly the additional speck of damage to polish off a smoking vehicle.

The nerf makes them useless for all of that (can't farm with an inaccurate weapon, and only a moron uses inaccurate explosives when friendlies might be danger close) without actually solving what appears to have been the problem they were targeting (people farming infantry zergs)... mostly because that's not necessarily a problem so much as a fact of life on Auraxis. If anything you'd think they'd want to leave in weapons that encourage people to not all huddle up together and camp around corners.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 22, 2013, 11:12:52 pm
alternate fire is used on the engineer MANA turrent to change it into a ammo pack, and certan guns to change them from standard shooting to burst fire to single shot.   These are what I know, may be some more
No, there is an actual tertiary fire button in the controls screen, and it's a mystery as to what it does.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bluejello on December 22, 2013, 11:37:11 pm
oh, that, no idea what it does and a quick google search left me nowhere
and a question on the UBGL, did I read the patch notes wrong or is the accuracy only there for when you are not aiming with it?  havn't tried it at distances where this would be testable yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 23, 2013, 12:44:11 am
Ironsights with the UBGL is absolute shit, they don't give you a real sight for it. That's why everyone used hipfire: there was a(n admittedly inadequate) elevation marker. Firing ironsights is terrible because you can't even properly range things without an excellent set of vertical landmarks, because you need to leave ironsights to judge where the grenades fall, and doing that means that unless there was something distinctive near where you aimed the barrel of the gun, you have no way of accurately adjusting your fire.

IOW it is now only useful for close-range farming with little or no movement.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 23, 2013, 01:02:21 pm
I typically used the UBGL to:

1: Strike people hiding behind cover or around a corner, especially by hitting one side of a doorway so the blast spills into anyone standing behind the opposite side, but also just trying to land it just behind the cover.
(Now you can't aim properly so you end up hitting where you hoped to hit about 1 time in 4)

2: Shoot through a narrow opening so that I have excellent cover from anyone shooting back, especially in cluttered biolab fights.
(Now you're almost guaranteed to strike your side of your cover and the nade won't blow up because you're too close)

3: Destroy an unattended vehicle or harass a vehicle from behind cover so it moves. If a vehicle is there, it's because that's the best place he's found. If I can get him to move, it exposes him to my teammates and denies him that spot.
(Now that it does less damage the vehicle will ignore my plinks)

4: Slowly destroy turrets in a base that we're absolutely gonna capture because there's no more resistance. Gets me an extra couple hundred XP and keeps me entertained while I'm waiting.
(Less damage = longer time to destroy - and it took long enough before!)

5: Safely fire out of a spawn room. If the nade bounces off the forcefield or a bulkhead because the game is stupid, or a teammate stands right in front of me because he's stupid, the nade won't go off and it'll cause a tiny plink of damage. As opposed to a rocket going off ...
(Now it almost always fires left or right. Because I stand to the side of the door to let as many people shoot as possible, it means I'm hitting the wall or the teammate next to me 90% of the time)
(Also with less damage I typically do better just shooting the carbine, although I do still get some kills from hades if I'm spot-on)

Alas, they ruined the whole thing.

What also bugs me is that my gun is pointed straight but the grenade fires off to the side. It should jerk the gun like crazy to get it where the grenade will go. That would make it more obvious just how badly the nerf is jerking the aim off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 23, 2013, 05:12:06 pm
I unlocked Lockdown. And maxed it out.

I'm not sure if I regret this or not.

I've got a pretty wicked MAX suit though, with maxed out kinetic, flak, charge, and lockdown. And one rank of auto repair.

It only took somewhere around 10000 certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: revo on December 23, 2013, 05:23:32 pm
So I'm trying to decide between the EM1 and EM6 for my heavy. I really want a LMG with a small bloom but the lower damage of the EM1 is kind of offputting. what do you guys think?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on December 23, 2013, 05:26:23 pm
If I remember right, the EM1 is a closer ranged sprayer, and the EM6 is more versatile.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 23, 2013, 05:27:14 pm
The EM3.5 would be directly in the middle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 23, 2013, 05:33:40 pm
Ha.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 23, 2013, 05:41:22 pm
A lot of people swear by the Em6, it's a good weapon for suppressive fire if you can convince friendlies not to run in front of your stream of bullets. I have no experience with the Em1 though, and right now I'm too lazy to look up stats for it.

I also had no idea UBGL even had ADS...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 23, 2013, 05:50:53 pm
What do you mean by ADS?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on December 23, 2013, 06:28:00 pm
My new hobby: unlocking strange weapons and then trying to get Auraxium in them. Currently working on the Corvus (lesser known VS assault rifle) and I'm slowly getting to like it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 23, 2013, 06:28:48 pm
What do you mean by ADS?
Aim Down Sight.
Basically the thing that happens when you rightclick.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 23, 2013, 07:06:34 pm
Yeah I never really did that for reasons posted earlier: can't see as well, wastes time, no benefit.

No cone of fire variation with UBGL while ADS would be an acceptable compromise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 23, 2013, 08:55:14 pm
Yeah I never really did that for reasons posted earlier: can't see as well, wastes time, no benefit.

No cone of fire variation with UBGL while ADS would be an acceptable compromise.
That's how it is right now, and it's totally not, for previously stated reasons:

1. Can't see where grenades are landing without leaving ADS.
1a. Can't reliably adjust without distinctive vertical markers near where you're aiming.
2. Rifle grenades can't kill without a direct hit, and even then only on someone with no certs in flak armor, which half the people out there have after the nanoweave nerf.
3. The arc is even steeper now.

Pretty much all weapons have different degrees of advantage. Rifle grenades have nothing: they're low-damage, inaccurate, and painfully slow to load and fire. They're useless. You'd be better off firing nerf darts with firecrackers tied to them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 23, 2013, 09:36:48 pm
In other words, they're now about as useful as the underbarrel shotgun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 23, 2013, 10:31:30 pm
UBS would be great if it was an alt-fire instead of a toggle then fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Icefire2314 on December 24, 2013, 12:59:20 am
I haven't played PS2 (hehe planetside not playstation) in at least half a year, how much has changed (besides faction tweaks, I mean in general actual content)?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 24, 2013, 01:03:50 am
Um. Shit.

Things are generally better-balanced now. Air is neither god nor useless. There are special faction-specific launchers and guided AV missile launcher turrets for the Engie. SMGs might have come out in that time, don't remember the original release date. Bases have been seriously redesigned in a lot of places (almost always for the better), base turrets are stronger. The Harasser (three-man light vehicle with a top turret and open rear seat) was introduced and then nerfed heavily because it was wrecking everything. The Basilisk is better now.

Stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 24, 2013, 02:20:24 am
Erm, I don't get any of what you all are saying about the UBGL. I've racked up maybe an hour with it since the patch. It's still obscenely good.

Firstly, I always ADS with it anyway. It's far easier to make precise adjustments and judge distances and drops. You do trade some movement speed but that's generally a good thing in camping situations where you need to carefully position yourself relative to other players/terrain. I treat it like a walk button in other games, letting you choose a narrow angle between other players or through a door more reliably. The only time not to use it is when popping out of cover to get off a quick shot and I have no problem with that being more of a crapshoot than it has been. Having ADS reduce COF also makes it work like every other weapon in the game, including rocket launchers (which is borrows its new COF values from). You sometimes have to leave ADS to see where the grenade goes but then you have to leave ADS to reload, so... This was a good change for balance and a sensible one mechanically/realistically.

Secondly, base damage to vehicles should be unchanged. The splash got nerfed but that doesn't affect vehicles anyway. The direct hit damage didn't change. I think vehicle resistances changed, but those were hugely bugged immediately after the patch and I'm not sure if they are in their final form yet, so saying anything based on recent tests is not reflecting the game going forwards. Remember that 2xC4 no longer killed tanks and dumbfires no longer took out ESFs until the hotfix.

The changes have hardly changed how I use the weapon and I still racked up a casual 17 kill streak farming session while mostly repairing MAXes in a biolab teleporter room during double XP. Maybe that could have been 25+ before the nerfs, but no other weapon would have likely broken 10 in that situation, especially given the biolab changes to LOS from spawn/teleporter rooms. The splash can still kill anyone who doesn't have full shields, which is a pretty common situation. Two people spamming at the same time can still clear around corners like a single player could before the patch.

Basically it needed to be toned down and these are some fairly minimalist changes that reduce the cheese factor just enough (especially no more splash OHK) that it can't be regarded as entirely gamebreaking any more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 24, 2013, 01:29:46 pm
What do people set their FoV as?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 24, 2013, 01:36:21 pm
I keep it at default, since you can only change vertical (AFAIR).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on December 24, 2013, 02:00:10 pm
What do people set their FoV as?

Maximum. It looks weird at first, but you get used to it after a play session or two.

I keep it at default, since you can only change vertical (AFAIR).

In PS2 that's just as important as horizontal FoV since there's a large vertical component to the game (air support, towers, buildings, ridges, LAs, etc). Maxing FoV halved the amount of times I die to Light Assaults.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 24, 2013, 02:03:34 pm
It can lower your fps though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 24, 2013, 02:28:27 pm
Exactly. I personally need all the FPS I can get... :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 24, 2013, 03:26:52 pm
I keep it at default, since you can only change vertical (AFAIR).

It'll change the horizontal FoV too so you can see more at the sides
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 24, 2013, 03:40:31 pm
I keep it at default, since you can only change vertical (AFAIR).

Changing vertical automatically changes horizontal (calculator here (http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php)). On my laptop the PS2 maximum VFOV (74) gives me an effective 106 HFOV.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 24, 2013, 04:06:41 pm
...
Then I'mma go play Quake style! :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 24, 2013, 04:36:57 pm
I play with it maxed because I never wanted to fiddle with it. It is strange how they only display it as vertical FOV as most people are familiar with horizontal FOV.

Smaller FOV might give you motion sickness, but it depends on if you're sensitive to that kinda thing and if you're the kinda person that is constantly whipping their view around like I do =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 24, 2013, 06:43:06 pm
What I don't get is why the default fov is only 80 degrees horizontal on 16:10
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on December 24, 2013, 07:23:00 pm
So I bought a shotgun.

And for the love of Stendarr, I hope I'm just lucky because this LA shotgun shenanigans is ridiculous and hilarious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 24, 2013, 08:04:21 pm
Auto, semi, or pump?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 24, 2013, 08:28:27 pm
Auto, semi, or pump?
I assume Semi.
He would probably hate Auto thanks to its uncanny ability to not hit anything at point blank.
Pump might work too tho.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 24, 2013, 09:50:08 pm
Auto, semi, or pump?
I assume Semi.
He would probably hate Auto thanks to its uncanny ability to not hit anything at point blank.
Pump might work too tho.

Shotguns are kinda funny, in that if you like shotguns, you'll like your first shotgun. Pump, semi, auto, doesn't matter. You'll get it, it'll work like you expect, and you'll be happy.

Then you buy a semi and it changes your perspective. Suddenly you don't die because two people showed up, or because your target is more than 3 meters away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MaximumZero on December 24, 2013, 09:53:47 pm
So, I tried this a while back, and had trouble differentiating friend from foe. Any tips?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 24, 2013, 10:00:09 pm
So, I tried this a while back, and had trouble differentiating friend from foe. Any tips?
At first you might want to stick with teammates a bit, they'll almost always have an indicator above their head showing them as friends. Sometimes the game is a derp and doesn't immediately show them so there can be a bit of friendly fire, you can only tell from the outfit they are wearing, and with cosmetic camouflage that can be a bit difficult. When in doubt, press Q when looking at someone, and if your guy shouts a voice macro and an enemy indicator shows up then they're an enemy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 24, 2013, 10:13:37 pm
I play as NC and I set TR to be red and Vanu to be the pinkish color that's almost the same red. That way I can identify both of them as enemy yet distinguish between the two, plus distinguish them from the more blue-ish Charlie squad color.

If I were playing TR I'd probably change vanu to a more cyan-ish color so all my enemies appear in a blue-ish hue, which somewhat makes sense since vanu energy-related stuff is a cyan color. Playing Vanu I'd probably change.... hmmmm.... I dunno, make charlie squad a brighter purple perhaps? it's probably like that by default, but I'd have to play it to see what it'd be like.

The point is, set the colors to be something you recognize quickly. If you're running with large platoons you can go to the platoon screen and set each squad's colors if you feel you can't distinguish between a squadmate and an enemy. I've heard people saying that their game is bugged because two factions are appearing the same color, but this option is actually the culprit.

this game needs some kind of tutorial... like, a first-time startup tutorial.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 24, 2013, 11:28:22 pm
So, I tried this a while back, and had trouble differentiating friend from foe. Any tips?

Shoot first, ask questions later.

I'm not joking. This will serve you well enough until you start recognizing some of the details that distinguish the factions from each other.

It's better to start shooting at a guy and be wrong than have him kill you and then everybody else in the room you're guarding because you took a moment too long to realize he was an enemy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on December 25, 2013, 01:07:40 am
So, I tried this a while back, and had trouble differentiating friend from foe. Any tips?

Shoot first, ask questions later.

I'm not joking. This will serve you well enough until you start recognizing some of the details that distinguish the factions from each other.

It's better to start shooting at a guy and be wrong than have him kill you and then everybody else in the room you're guarding because you took a moment too long to realize he was an enemy.

To add to that. Friendly units ALWAYS have a marker above their head. So if you don't see that, light them up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on December 25, 2013, 01:30:32 am
Yeah. Also, double tap your q button every time you see an infantryman unless he has a triangle above them that is your empire color, and shoot as soon as you hear your voice OR if you notice he is not on your minimap in your color. If you hit q too many times, it will make a sound and you won't be able to spot anyone for what feels like an eternity but is like 3 seconds or so. Twice is usually enough to tag an enemy as long as they are in the vicinity of center of your crosshairs.

The only time you don't want to be spotting is when you are trying to be sneaky and there might be enemies that can hear your character yelling out the spot messages. The spot shows up on friendlies' screens, and if they kill that person you get points. It will save hundreds of your allies and they won't even know who did it. If you also shot the enemy someone else kills, you get spot experience plus assist experience. If they are in your squad, it's even more.

You can also change the colors of squads by clicking on or near somewhere the name of the squad in the platoon window when it's the selected squad.

By default all enemies are red on the minimap. As NC, I change VS to purplish and TR to red. TR players might want to change them to purple and blue.

Also keep glancing at the mini map when you can, friendlies show on the map and if you know where they are the more likely you are to not shoot them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 25, 2013, 05:42:59 am
To add to what Duuvian said...

MAP AWARENESS IS VERY IMPORTANT IN PS2. It's hard to stress this point enough. If you want to not die quickly, you need to constantly be aware of your surroundings and not get tunnel vision.
Especially when sniping.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on December 25, 2013, 08:04:31 am
Also keep glancing at the mini map when you can, friendlies show on the map and if you know where they are the more likely you are to not shoot them.

This is particularly helpful when it's a lot of you in a base but only one or two enemies. Sometimes you might hear something or expect an enemy in a location, so you turn the corner expecting him to be there or toss a grenade, and it was actually a friendly. I've naded a couple friendlies that way on occasion. Glancing at the minimap before hand will let you know if that thing you hear moving around where you're heading is actually friendly.

Also, whenever an enemy fires they will light up as a red point with an expanding ring on your minimap, which is different from when they get spotted and they show up as a directional chevron.

As far as the in-game indicator is concerned, I swear it's not always there. Maybe it's just blindness on my part, but I think the distinction is that the friendly indicator only shows up when a target is in LOS, as opposed to squad/platoon indicators which are visible even when walls obscure your vision of the individual. I think the range on empire-friendly indicators may also be shorter than the squad/platoon indicators.

Also, VS are fucking cheating shits with their night-black default suits. I hate fighting them at night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 25, 2013, 08:33:34 am
Sundy train horn for 99 SC today!  Get it to annoy your friends!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dermonster on December 25, 2013, 02:34:42 pm
Tried to play again lately. Everything lodes so damn slowly and everything lags like a madman, even on minimum settings. It takes an entire minute for the menus to pop up when I try to change my loadout.

Also it's been months and months so I've become unfamiliar with everything. Tell me, are my scythes rocket pods still useless?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 25, 2013, 02:39:09 pm
Tried to play again lately. Everything lodes so damn slowly and everything lags like a madman, even on minimum settings. It takes an entire minute for the menus to pop up when I try to change my loadout.

Also it's been months and months so I've become unfamiliar with everything. Tell me, are my scythes rocket pods still useless?

Try using the medium settings. Low takes the load of the graphics card and throws everything at the processor... and the processor is usually the part that's the most busy when running PS2 anyway.

Also rocket pods were never useless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 25, 2013, 02:49:45 pm
Sundy train horn for 99 SC today!  Get it to annoy your friends!

Not the Horn of Liberty; not worth it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 25, 2013, 04:30:59 pm
Guy I roll with has the demon laugh horn on his harasser.  It's pretty awesome when turboing around.


You know, before the harasser was nerfed into oblivion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glowcat on December 25, 2013, 07:47:31 pm
*logs back in after forever* The bases are actually defensible... *a single tear of joy is shed*

Also about 8k worth of certs to spend. It's like it's Christmas!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 26, 2013, 02:32:45 am
Guy I roll with has the demon laugh horn on his harasser.  It's pretty awesome when turboing around.

You know, before the harasser was nerfed into oblivion.

My friends just pull sunderers with the kazoo horn and spam it nonstop. Combined with our obnoxious yellow camo...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 26, 2013, 03:38:58 am
"Also about 8k worth of certs to spend. It's like it's Christmas! "

How do you have so many certs to spend?
Doesn't the daily cert bonus cap at 24-48?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 26, 2013, 04:02:08 am
Tried to play again lately. Everything lodes so damn slowly and everything lags like a madman, even on minimum settings. It takes an entire minute for the menus to pop up when I try to change my loadout.

Also it's been months and months so I've become unfamiliar with everything. Tell me, are my scythes rocket pods still useless?
Pods have never been useless, and had to be patched into not being completely OP.

Tip: BUY THE THERMAL SCOPE FOR ROCKETS. DO IT.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 26, 2013, 05:30:54 am
Vanu lolpods fire 2 rockets at once - you're usually dead before you can say "lame cunt"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on December 26, 2013, 05:32:38 am
"Also about 8k worth of certs to spend. It's like it's Christmas! "

How do you have so many certs to spend?
Doesn't the daily cert bonus cap at 24-48?

Almost certainly all the certs were due to the refund of nanoweave/zoe.

Daily bonus caps at 12 if you have no subscription and +12 to the cap for each bar of the subscription tracker.
There is a normal cap of 10,000 unspent certs you can hold but refunds can put you well over that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 26, 2013, 09:52:56 am
MAXES IN BACK OF (insert name of the annoying thing with three seats here) ARE INTERESTING AND POSSIBLE.
HOW DO I KNOW?
I HAVE BEEN THAT MAX.

Its really quite funny, as you get the walking sound. I just wish I knew what it looked like.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 26, 2013, 12:30:50 pm
Like Ma' riding the back of Pa's pick up truck

If Ma' has crutches and sterotypically wallmart fat
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dermonster on December 26, 2013, 03:29:34 pm
Tried to play again lately. Everything lodes so damn slowly and everything lags like a madman, even on minimum settings. It takes an entire minute for the menus to pop up when I try to change my loadout.

Also it's been months and months so I've become unfamiliar with everything. Tell me, are my scythes rocket pods still useless?
Pods have never been useless, and had to be patched into not being completely OP.

Tip: BUY THE THERMAL SCOPE FOR ROCKETS. DO IT.

I must be doing something wrong then... Hrm. I'll try again. Need to figure out where I left my.. those buttons that make turning easier when you tilt sideways. Those ones.

Pitch, that was it. Need to figure out where to put those.

Menus still take fucking forever, though.


Edit2: It appears I have night vision on my photon pods.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 26, 2013, 06:26:20 pm
Tried to play again lately. Everything lodes so damn slowly and everything lags like a madman, even on minimum settings. It takes an entire minute for the menus to pop up when I try to change my loadout.

Also it's been months and months so I've become unfamiliar with everything. Tell me, are my scythes rocket pods still useless?
Pods have never been useless, and had to be patched into not being completely OP.

Tip: BUY THE THERMAL SCOPE FOR ROCKETS. DO IT.

I must be doing something wrong then... Hrm. I'll try again. Need to figure out where I left my.. those buttons that make turning easier when you tilt sideways. Those ones.

Pitch, that was it. Need to figure out where to put those.

Menus still take fucking forever, though.


Edit2: It appears I have night vision on my photon pods.

Here are a couple key things to remember with rockets:

1. A couple are never enough. Hitting every shot in the magazine will kill pretty much everything except maybe a MBT. This is a big part of the reason for the thermal scope: it keeps you from losing track of targets in the explosions.

2. Attack vehicles from behind. I've melted Vanguards because they didn't see me coming and I hit their rear armor.

3. Never ever hover in place for long. That's asking to be embarrassed by a tank shell or dumbfire rocket.

4. Don't try to engage directly on zergs that have AA. Things are fairly balanced now; flying into AA will get you killed, and you can kill anything that doesn't have AA cover. If they just have flak turrets and missiles, you can use ridges and mountains to pop up, fire your rockets, and lower down again.

5. Try to find places where two zergs are clashing. The absolute best are the ones where the enemy zerg is stuck inside a base but hasn't been forced to the spawnroom yet, because there will be huge clusters of infantry busy concentrating on allied infantry.

6. This is more of a tangent, but get your AA primary gun ASAP, to let you better fend off enemy ESFs and kill Libs/Gals.


In regards to keybindings, I have my throttle bound to W/S, my roll to A/D, and ignore pitch (the up/down tilt of the nose of your fighter) entirely, because mouseaim is sufficient for that. That said, PS2 dogfighting is... strange. It's mostly straight chases and low-velocity twirling around each other.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 26, 2013, 06:30:36 pm
By default moving the mouse up and down controls your pitch, while moving the mouse left and right controls your roll. A and D controls yaw, W and S controls thrust, and hitting... I think space by default controls vertical thrust, Tribes' Shrike style. I don't ever fly unless I have to for a gal drop, so i could be wrong. The way vehicles fly in this game is very awkward since I'm used to at least ARMA-style flying physics, where your wings provide lift while moving forwards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 26, 2013, 06:37:49 pm
Oh yeah, I've got Space/C for vertical up/down thrust.

It helps to think of the PS2 aircraft as being less planes and more helicopters, because they're all VTOL that, often as not, fight while hovering. Well, helos that don't have to worry about engine or rotor damage, which can fly upside down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 26, 2013, 06:43:49 pm
Even so, rolling left or right while flying forwards causes the aircraft to make a 'strafing' motion to the sides instead of turning like a helicopter or plane would, it's very bizarre to me and I can't get used to it. You have to do a strange combination of yawing and pitching while banked to actually do a turn, or you need to be rolled completely sideways and just pitch. Or just be lazy and yaw, which also works differently than an actual plane or helicopter while flying forwards...

This is why I like to stay on the ground in Planetside 2, even though when I play games with my friends I'm the only one out of the group who knows how to fly the transport they need to get to where they need to go, hehehe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on December 26, 2013, 08:07:19 pm
They're actually tiltjets. Harriers, basically, only they routinely do things no Harrier pilot would actually dare attempt simply due to the fact that the consequences for failure are not quite as harsh in the game as they are in real life. ;)

As for having to do a combination of pitch and yaw while banked, that's just how normal airplanes fly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 26, 2013, 08:22:55 pm
I pretty much just AA with a heavy and a lockon launcher or in a sundy's AA turrets unless I've run out of planes to shoot down. I have more fun and generally get more certs as an engineer, but I'm willing to have less fun if it means some damn VS pilots stop killing every damn thing.

Air isn't OP if there's plenty of AA. But if people don't have it together then air ruins the shit of everyone.

And I find NC on Connelly seems to fight nothing but VS. Maybe it's just the squads I keep dropping into.

(Re: earlier comment, I'm in an outfit and join the outfit squads, so that's not something I can be doing better)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 26, 2013, 08:28:52 pm
As for having to do a combination of pitch and yaw while banked, that's just how normal airplanes fly.
My only experience is with flight sims, and in every flight sim i've played banking left or right will make the plane start to gently turn in that direction even without input to the stick simply because the wings are providing lift in a more horizontal direction to the horizon due tot he plane's angle. Basically the planes in PS2 aren't effected by air at all, and rely entirely on jets or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 26, 2013, 08:58:27 pm
Spoiler alert- Auraxis has no atmosphere, and we all get oxygen by nanites.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 26, 2013, 09:00:27 pm
I suspect that we aren't even humans considering we don't bleed when shot and can get up from being perferated by MG fire or blown up by C4 with just a couple seconds of magic green rays.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 26, 2013, 09:01:42 pm
(http://i.imgur.com/xb5eCe3.jpg)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: rumpel on December 27, 2013, 01:47:50 am
Just got into that game and love it! Is there any group or whatever where Bay12 people coordinate? I'm an NC on Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 27, 2013, 01:55:53 am
There's a B12 outfit for NC Mattherson but it's pretty much dead. You'd be better off finding an outfit dedicated to Planetside 2 and joining that.

Also, you picked the wrong faction, rebel scum.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 27, 2013, 02:00:40 am
Yeah. You're welcome to join DORF, but it's mostly just me lone wolfing and occasionally getting "Dwarf Fortress!" PMs from people I've killed. If you want a coordinated experience, look elsewhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 27, 2013, 12:38:41 pm
I always assumed the fighting in PS2 was a combination of "Star Trek transporter malfunction used to our advantage" in creating a person out of data that is stored in the transporter buffer, and "laws against creating multiple copies of a person at once".

Either that or it's a future-war agreement where you carry out the war virtually to avoid killing all the humans everywhere.

After all, when you kill someone they digitally despawn with green lines and stuff. The medic gun heals indiscriminately. Engineer gun repairs anything without spare parts or even knowing what you're repairing.

//

Auraxis must have an atmosphere because there is an aurora on Esamir.

//

It feels like they should have no classes. Just pick an item for each slot and roll with it. Give everyone two extra loadouts. Medics with rocket launchers. Engineers with sniper rifles. Why is this a problem? Only reasons I can think of are (1) this is a common FPS game design and they just went with whatever people would expect, (2) it was in an early build and they never wanted to go through the effort to change it, (3) artificially makes the game seem to have more variety, (4) you have to buy stuff for each class so you end up spending certs or station cash multiple times, (5) they figured everyone would end up with a loadout for each role anyway (6) they wanted you to have to choose between utility or a good gun.

1-3 are just dumb, whatever.
4 I could totally see happening.
5 is wrong because not everyone likes to play a sniper for example
6 could be circumvented by giving each loadout a max number of "quality points" so you couldn't grab a full kit with a SAW and medical applicator - but if you left behind your grenades, mines, and pistol you could get away with it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 27, 2013, 12:46:56 pm
Because it would be silly to have somebody with a good jack-of-all-trades rifle with a rocket launcher with a medic gun that can cloak? Restricting it to classes means you have to decide whether you want to be able to revive people or if you want to be able to fire rockets at tanks or if you want to be able to stealth and hack terminals and turrets. As for infiltrators who don't want to snipe, just grab a not-sniper rifle, like an SMG or something.

The 'quality points' thing there would pretty much remove the whole class system entirely, and I don't think they'd want to do that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 27, 2013, 01:13:10 pm
That's what I meant, I don't like the class system.

I don't think there's a problem with your "jack of all trades" example who can cloak and heal. It's not about all the things he can do, it's about the things he can't. For one thing, he chose to cloak instead of the medical aura or heavy shield. He chose to heal rather than repair or hack. His main gun is going to be a sniper or machine gun or shotgun ... there's variability there.

I might be getting the slots slightly wrong but I hope you get the idea.

He can't do everything and he's not optimized for any situation. I think it would cause certain weird things to pop up, like infiltrators never taking the tracking dart gun. But that would indicate the item sucks and should be improved.

I'm not saying someone should be able to carry 6 sets of tank mines or something. It's just lame that an engineer or medic can't use whatever gun. I've been griping about this since BF1942.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 27, 2013, 01:18:04 pm
Cloaking, pump-shotgunning, then rocketing something is... probably OP.

I personally think the class system in place is fine, but I would embrace a game with something like what you said, Leo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 27, 2013, 01:19:56 pm
PS1 had 3 'classes'

Cloaker (who couldn't carry any big guns)
Softies
And MAXes
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 27, 2013, 01:27:52 pm
It's to prevent Rambo Jesus tactics where a bunch of heavily armed medics constantly heal and rez themselves whilke raining death on their enemies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 27, 2013, 01:29:47 pm
Really, PS1 was more like the "quality points" system in terms of infantry.  Your armor class determined what you could do and carry.  (Cloaker had no big slots but could cloak, medium had one big and two little, but could drive anything, rexo couldn't drive most things but had more armor and two big slots.)  You could then custom-fit whatever into the slots, as long as you had it certed out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 27, 2013, 01:37:27 pm
That sounds more like what I'm envisioning. Actually I think the press stuff I read was about PS1 back in the day because that sounds really familiar.

It also sounds like Tribes 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 27, 2013, 01:38:02 pm
I've never played PS1, but the system you describe sounds like the way it was in Tribes and Tribes 2... and looking at it that way I could maaaybe see it working. There's just no way to tell, really, Tribes was a much different type of game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 27, 2013, 02:09:25 pm
And Tribes had a heavy influence on Planetside 1- probably because the producer of Tribes 2 went on to SoE to make Planetside.

(Not that anyone really liked DaveG)

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 27, 2013, 02:10:34 pm
PS1 was basically Tribes: The MMO


Just as PS2 is basically Battlefield: The MMO
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SealyStar on December 27, 2013, 02:18:28 pm
Yeah, it is hella like Battlefield. My brother hates it because "IT'S BASICALLY JUST BATTLEFIELD FOR CHEAP PEOPLE WHO DON'T WANT TO PAY FOR IT".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 27, 2013, 02:29:31 pm
I'd prefer a system like that, but it'd require damned careful balancing.

Auraxis must have an atmosphere because there is an aurora on Esamir.
But not necessarily one thick enough to support fixed-wing aircraft as we know them. Auroras are caused by the structure of the Earth's magnetic field near the poles, specifically by particles accelerated from the magnetosphere colliding with the solar wind, which, to cut out some physics, ultimately results in the release of photons.

Though if the continent map is accurate we can conclude that Auraxis has very strangely positioned magnetic poles, at least by our standards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 27, 2013, 02:35:13 pm
I like the classes as they are, it promotes teamwork.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 27, 2013, 02:38:22 pm
I like the classes as they are, it promotes teamwork.
No, organized outfits and big cert bonuses for healing/repairing/rearming/assists/spotting promote teamwork.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 27, 2013, 02:59:18 pm
The thing is, if you like the medic's weapons, you'll have to play medic to use them. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on December 27, 2013, 03:05:12 pm
As much as I loved playing a stealth medic in PS1, I really do like PS2's class system better for overall balance. PS1's crunchy UI and inventory management put a damper on the old system as well.

I quite miss being able to pick up enemy weapons, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 27, 2013, 03:17:15 pm
And the Thumper/Rocklet Rifle.


And a Phoenix that was useful.  (Yeah I went there)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 27, 2013, 03:18:36 pm
I'm just glad nobody ever had to deal with a flying stealth MAX.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on December 27, 2013, 04:19:47 pm
I'm just glad nobody ever had to deal with a flying stealth MAX.

stealth? no. flying? those were the days...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 27, 2013, 05:03:51 pm
I'd still rather have jumpjets than ZOE. Fuck disco, death from above.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on December 27, 2013, 05:12:06 pm
I'd still rather have jumpjets than ZOE. Fuck disco, death from above.
Yes. I hardly ever MAX now, but those flying MAXes were the shiznit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 27, 2013, 07:54:40 pm
I don't mind the class system, but the classes are pretty poorly balanced at the moment. For all the things they borrowed from Battlefield, they don't seem to have taken any of the stuff that really worked well...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 27, 2013, 11:50:19 pm
It especially bothers me that Heavy isn't any tougher unless you click the short-duration shield. Just give us a suit slot with universal damage resistance 1.2x better than the other classes' flak and composite armor. I would play that Heavy; as it is, it really doesn't feel that much heavier than an Engi.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 28, 2013, 12:10:32 am
I was always under the impression the heavy had more health than the other classes. The fact that he doesn't just seems kinda odd to me. Maybe that's what the shield's for? But the shield doesn't always seem to activate when I want it to, like it's on a sort of delay.

PLus, since their weapons are supposed to be LMG's and support weapons, I would've thought they would have some kind of suppression effect, or special ammunition that has an effect like that. They get concussion grenades that I haven't really had too much success with...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 28, 2013, 12:38:31 am
I know, it's such an injustice that they have to press F to activate their 50% more HP, instead of just having it on all the time.

They even have to weapon switch to their rockets, rather than just have their LMG double as an AT weapon by itself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on December 28, 2013, 01:06:40 am
I know, it's such an injustice that they have to press F to activate their 50% more HP, instead of just having it on all the time.

They even have to weapon switch to their rockets, rather than just have their LMG double as an AT weapon by itself.
It is a PITA. And in exchange for a little convenience, just so a heavy can't get ambushed and ganked before he can raise his shield, make it a 20% bonus instead.

Weapon switch is so hella slow on heavy weapons. If you have the wrong gun out your enemy will simply kill you before you can switch.

So yeah there are a lot of downsides. Which is why I only Heavy to AA with a lockon launcher and ruin Scythes' days.

Also: Damn. It. PS2 is giving me the G99 error again, and servers are up, and other games work, and I have internet. I have never in my life had this hard of a time just getting a game to run properly. Last time a reinstall / reupdate / reunfuck everything + selecting the earliest DirectX option was what fixed the problem. If I have to do that hours-long process every other hotfix, I'm just done with this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on December 28, 2013, 02:13:51 am
It especially bothers me that Heavy isn't any tougher unless you click the short-duration shield. Just give us a suit slot with universal damage resistance 1.2x better than the other classes' flak and composite armor. I would play that Heavy; as it is, it really doesn't feel that much heavier than an Engi.

Actually to entirely contradict you, that suit slot is called nanoweave armor. But the completely and further illustrate your point, that's unlockable by the other classes too. Haha
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 28, 2013, 04:13:53 am
Wait, people actually use the shitty default shield for the heavy? Y'know, the one that eats a little damage then pops? You want the other one (no, not the Adrenaline shield), the one that reduces incoming damage and doesn't lose energy when it takes hits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on December 28, 2013, 04:52:52 am
It gives you 700 extra health at full. It can save your butt if you can make good use of the tenths of seconds of survival it gives you.

The 60s recharge is painful though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 28, 2013, 06:17:22 am
Wait, people actually use the shitty default shield for the heavy? Y'know, the one that eats a little damage then pops? You want the other one (no, not the Adrenaline shield), the one that reduces incoming damage and doesn't lose energy when it takes hits.

Wrel calculated the effective HP and apparently you have less effective HP now with the resist shield than with the normal one.
You used to have around 2200 with resist and maxed nanoweave now the nanoweave won't stack with resist shields and you have less effective health than with normal shields.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 28, 2013, 06:39:24 am
Heavies have 100 extra HP, infiltrators have 100 less HP.

Heavies move at the same speed as other classes until they flick their shield on, which slows them down

Also, LA adrenalin pump is only ~10% boost to sprint speed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on December 28, 2013, 09:16:04 am
Heavies have 100 extra HP, infiltrators have 100 less HP.
No they don't.

All classes have 500 health. All classes but infiltrators have 500 shields. Infiltrators have 400 shields.

HA get an overshield that grants either 700 health (NMG/AS) or 45% damage reduction (RS). Note that with the first two there is an activation cost when you turn it on and the health granted ticks down with time while switched on, so only about 600 of that health is usually going to be effective in many situations, dropping lower if you keep it  on for longer. That is still a >50% increase in effective health if you have need of it, so overall you will have more than if you are using resist shield.

This is even more true if you are using either nanoweave or flak armour. These are both additional resistances that do not stack with resist shield (only the highest resist value counts). These do stack with the NMG/AS additional health, making that bonus 600 worth even more. I'm loving flak/NMG against lolpodders, even if it's not as obscene as the ancient resist+flak when that stacked additionally. Direct hits mess you up, anything else tickles.

Note that NMG is most effective as an oh-shit button when you get caught out. It is actually more valuable than your shields, as it regens far more slowly and is usually a one-off type of deal. Paying multiple activation costs for pulsing it on and off as you run is burning effective HP that will take ages to come back.

If you want consistent tanking ability then resist shield with advanced shield capacitor (and optionally some medical kits) gives you a repeatable edge over most enemies. Always being on full health with a 45% damage resist is a nice loadout, provided you have a weapon to take advantage of it.


Incidentally, making out like a bandit during these sales. So far;

Cosmetics:
Three new camos; Esamir Snow, Forest Ground Infantry, Giraffe (got friendly fire within 10 seconds of putting this on, TKed twice in the first five minutes)
Two helmets; GD Titan (http://i.imgur.com/SaRf0ID.png) for LA (has complete camo coverage of the face) and Nightstriker helmet for every other class
Flash icecrusher tyres. If only they worked...

EM6 LMG. I'm mostly running this in cheese mode; extended magazine and 2x reflex. 200 round LMG which is reasonable at mid range and can just about be hip fired. Not bad, but I generally prefer the SAW at range and it is still lacking at close range. And yes, I've played with attachments in VR and need to actually kit it out properly, but still not the best gun in the game. Might just go with the traditional compensator and forgrip and run it like a weaker SAW as my mid/long range weapon, but lacking that perfectly accurate first shot that the SAW has (not to mention the 200 damage...) makes anything feel worse at range than that beast.

Decimator. I've mostly switched to this on my HA over my Shrike. This came after I direct hit a BR100 in his mozzie and he didn't die to the Shrike rocket (activated fire suppression and flew away to repair). The Deci instantly killed him once he came back. I'm not completely used to the drop on it and it's hard to see the extra damage against most targets, but I think it's a permanent lock on the slot now.

Vanguard Walker. I doubt I'll pull this all too often but it's a nice option. I have gunned in a fair few of these since the sale and it's a nice weapon. Landed a fair few air kills and you can do a decent job against infantry, especially when they are trying to pop you from a ridgeline. I think it's actually better against infantry at range than the Skyguard (tighter COF to make up for no flak bursting against air). Also does a shocking amount of damage against armour (most notable Sunderers and Harassers) if you can line them up.

GR22. This is the closest NC come to the disgustingly good TR assault rifles (I don't really understand TR players who aren't 24/7 medics...). Burns through ammo absurdly fast but tends to shred anything you point it at, ADS or not. I've kitted it out for full CQC (advanced laser, 1x reflex, SPA) it outperforms the NS-7 PDW I'd been trying to make work on my CQC Medic. It feels a lot closer to the Blitz than the PDW did, and that is a good thing. The recoil does hurt mid range more than it did on the SMGs (ironically) but I'm starting to get a feel for bursting with it.

Sunderer Fury (rear). Meh. I mostly prefer the Basilisk for an all-round weapon. But nice to have options.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on December 28, 2013, 11:00:04 am
Most games with a varied health class system balance a class's health with their damage output and mobility. In Team Fortress 2, for example, Heavies are considerably slower than all the other classes but has a lot more health and can inflict a lot of damage if used right. Inversely, the scout is incredibly fast and, if used by a skilled player, can literally run circles around other classes and devastate a good front. Other classes are more specialized for specific situations, each with a health and damage output lowered or raised depending on their stats and utility. You'll also notice that classes with more health have larger hit boxes.

Planetside 2 would have to introduce a health/speed/damage/hit box/utility balance if classes were to receive varying health, which it's currently not balanced for (Except infiltrators, who can become invisible instead of having more health).

I think everything's fine as is. Heavies already have a larger damage potential (Large clips with good weapons, rocket launchers) than all other classes along with the only class abilities that can negate or absorb incoming damage effectively. This is balanced because they have no utility besides being the major mid-to-long-range anti-vehicle class.

It doesn't really make sense to give heavies more health without some major overhauls to the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on December 28, 2013, 11:16:49 am
A heavy will beat any other class except MAX in a straight-up fight, so I don't think they need a health buff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on December 28, 2013, 02:43:58 pm
Wait, people actually use the shitty default shield for the heavy? Y'know, the one that eats a little damage then pops? You want the other one (no, not the Adrenaline shield), the one that reduces incoming damage and doesn't lose energy when it takes hits.

Wrel calculated the effective HP and apparently you have less effective HP now with the resist shield than with the normal one.
You used to have around 2200 with resist and maxed nanoweave now the nanoweave won't stack with resist shields and you have less effective health than with normal shields.

Eh, I still prefer the resist shield. I'd rather have staying power than half a second of "lol fuck you" time. If it's a duel, a heavy can beat anything but a MAX if they aren't completely outplayed anyways. In a teamfight, your team needs you up front soaking damage for everyone else and laying down fire, not popping up, shooting for a second, then hiding while your energy recharges.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 28, 2013, 10:29:57 pm
up front soaking damage for everyone else

If there was only a class with a MAXimum amount of armor that could do that!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 28, 2013, 10:35:14 pm
Maxes dont get shields.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 28, 2013, 10:36:31 pm
Blue ones can.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 28, 2013, 10:41:08 pm
Really? I havent seen that upgrade yet then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 28, 2013, 10:49:27 pm
It's not a shield in the planetside 2 sense, it's a shield in the traditional sense, like an energy riot shield. it's called an Aegis shield, and it's something only NC maxes can get. It's pretty neat and lends itself to some good team play stuff but you have to assume that the people behind you have the balls to move in behind your shield and not camp a teleport room or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on December 28, 2013, 10:56:29 pm
But... Spawn rooms are nice to camp in... You are protected there... The shields...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 28, 2013, 11:04:29 pm
Yeah, they're not nearly as useful as the old PS1 bubble shields.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 29, 2013, 02:15:29 pm
Does the passive regen speed of Adrenalin Shield increase as you rank it up, or does ranking it up only increase the amount of regen you get per kill?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on December 29, 2013, 02:22:04 pm
Does the passive regen speed of Adrenalin Shield increase as you rank it up, or does ranking it up only increase the amount of regen you get per kill?

Only the ammount you regen per kill.
Imo this is the best shield but that's just my opinion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on January 01, 2014, 07:42:34 pm
Just a note for anyone who finds that they can't launch the game at the moment, Planetside 2 and all of SOE's servers are currently down due to a DDoS attack that was launched against them a few hours ago.

Servers and website are slowly coming back up, just in time for all Steam's servers to go down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 01, 2014, 09:31:14 pm
That's crappy. It's also a double xp day today too, which was unannounced.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 02, 2014, 05:38:19 am
I bought a flare gun... its really hard to kill people with.


Also when the hell is SOE going to give the flare gun, snowball gun, and dart gun some iron sights or at least cross hairs in zoom?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 04, 2014, 06:59:56 am
I had 1750 certs so I certed into Adrenaline Shield up to level 4. Since I was using the NMG with only a single cert put into it (invested way back in the day) this is a significant upgrade for me.

Right now at level 4, killing somebody takes nine seconds off the recharge and gives me 105 health in the shield. That's an extra bullet, and an extra bullet of survivability every kill can go a long way.

I should get medkits so I can be like the people who make youtube montages showing off their totally pro ability to kill pubbies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 04, 2014, 07:10:24 am
The membership bonus has changed.

From February instead a bonus 500 SC a month a member can choose one item up to 2000 SC in cost, this doesn't include bundles or player studio items
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 04, 2014, 08:12:32 am
Speaking of medkits, is there a reason to pick regen kits over medkits? Medkits way work faster but regen does its healing over time... so regen kits are for just before entering a room so you can heal while getting shot? I dunno, seems like the healing wouldn't be fast enough to make you survive much longer. They are cheaper though, but I've never had any problem with resources unless I pulled a MAX suit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 04, 2014, 08:13:09 am
The membership bonus has changed.

From February instead a bonus 500 SC a month a member can choose one item up to 2000 SC in cost, this doesn't include bundles or player studio items

Given that there's only 6 items priced at more than 1000 SC (and they're... highly redundant), it's still going to be a pretty terrible way of getting items as opposed to just buying SC.

Seems counter productive...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 04, 2014, 09:06:25 am
So, what does everyone think of silencers? I think they're the best upgrade ever, but I don't see people using them much. Sure, they make it significantly harder to hit people at longer distances, but not showing up on the minimap more than outweighs this downside. I don't think I could do any proper flanking with an unsilenced gun, but with my silenced SAS-R I can clear whole hills full of enemy snipers without anyone realizing what's going on. It's also handy on my Gauss-S, whether it's for my light assault (good luck finding me up in the trees when I don't show up on the minimap) or for my engineer (smoke bomb spam + NV scope works even better when silenced, and the scope reduces your range anyway so the silencer malus isn't as noticeable). I don't use it on HA because that's not really a class meant for stealth and on medic because medics shouldn't be shooting anything outside of shotgun range anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 04, 2014, 09:45:40 am
Not only do you not show up on the minimap, but in a more pitched fight with guns blazing around you your weapon is quieter and people are less likely to find you by the sound of your gun. I remember that I put a suppressor on my EM6 (EDIT: I would like to point out that I love the sound design in Planetside 2. Suppressed EM6 sounds amazing and kinda scary) and found that I was doing a lot better than when I had a compensator on during a fight over one of the Esamir outposts.

I just wish the flash suppressor was better. They really should make it so that putting it on gives your bullets subdued tracers (only ignites after 100 meters or so) instead of bright ones, because as it is even if they can't see your muzzle flash they can just see the tracers coming out of your gun. As much as I like not having a muzzle flash it's just not as useful as it really ought to be, especially considering that it amplifies the bloom of your bullets while you shoot.

False edit: I just did a search and apparently flash suppressors don't make you appear on the map similar to a suppressor? If that's the case then that makes the flash suppressor's drawbacks not that bad... people can still hear you loud and clear though, but when they check the map to see where the shots are coming from they won't have any idea, only going from the actual sound your gun makes.

EDIT: As a fun little side note, in reality suppressors actually increase muzzle velocity because it essentially extends the length of the barrel. Many weapons fire bullets at a velocity that breaks the sound barrier (about 343 meters per second) and will produce a distinct supersonic "crack" as they pass by. Special ammunition that fires at lower velocities are used in conjunction with suppressors, so the suppressor will mask the sound of the gun firing, and the special subsonic rounds will not produce a loud snap, making the weapon much more 'stealthy.' Just thought I'd like to share that bit for those unaware, hehehe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 04, 2014, 10:03:13 am
False edit: I just did a search and apparently flash suppressors don't make you appear on the map similar to a suppressor? If that's the case then that makes the flash suppressor's drawbacks not that bad... people can still hear you loud and clear though, but when they check the map to see where the shots are coming from they won't have any idea, only going from the actual sound your gun makes.

I highly doubt that's the case. The flash suppressor isn't terribly useful, but isn't drawback isn't particularly bad either. 'course, having nothing isn't much less useful, and has no drawback...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: engy on January 04, 2014, 10:52:14 am
False edit: I just did a search and apparently flash suppressors don't make you appear on the map similar to a suppressor? If that's the case then that makes the flash suppressor's drawbacks not that bad... people can still hear you loud and clear though, but when they check the map to see where the shots are coming from they won't have any idea, only going from the actual sound your gun makes.

I highly doubt that's the case. The flash suppressor isn't terribly useful, but isn't drawback isn't particularly bad either. 'course, having nothing isn't much less useful, and has no drawback...

Yeah that isn't true.  Flash Suppressors just hide muzzle flashes.  Suppressors do make you not show up on the minimap and actually don't silence your weapon, but they do make it have a different noise. 

Here's a pretty good video on it: http://www.youtube.com/watch?v=V5Z-5JdVMJ4
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 04, 2014, 11:11:05 am
The membership bonus has changed.

From February instead a bonus 500 SC a month a member can choose one item up to 2000 SC in cost, this doesn't include bundles or player studio items

Given that there's only 6 items priced at more than 1000 SC (and they're... highly redundant), it's still going to be a pretty terrible way of getting items as opposed to just buying SC.

Seems counter productive...

This was pushed by SOE corp, and affects games like EQ/etc as well (where there are much more expensive items.)

I'm curious about one thing- I subbed for the winter sale, and it expires on the 19th.  If I resub, will I get 500 SC, a free item, or both?


Speaking of medkits, is there a reason to pick regen kits over medkits? Medkits way work faster but regen does its healing over time... so regen kits are for just before entering a room so you can heal while getting shot? I dunno, seems like the healing wouldn't be fast enough to make you survive much longer. They are cheaper though, but I've never had any problem with resources unless I pulled a MAX suit.

I think they stop healing you if you get shot, so they're pretty much useless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 04, 2014, 11:18:50 am
No, Toaster, you're wrong here. A resto kit gives you a personal pocket medic - it heals 80% (75%?) of your health over 6 (5?) seconds at a continuous rate, no matter how much you get shot.

And Flash suppressors are useful at night, not so much in the day. And apparently they slightly lower your detection range, but not completely, and that's likely not true.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 04, 2014, 11:50:35 am
I'll believe you, since I've never used them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 04, 2014, 12:24:02 pm
From what i know Flash suppressors just remove the flash... it's ok when using with smoke nades as flashes are seen through the cloud.
HOWEVER i did hear that silencers remove the flash as well...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on January 04, 2014, 01:10:39 pm
As of when I last tested all the muzzle attachments a while back, below are all of their effects.

Compensator - reduce vertical recoil, increase firing noise, increase passive appearance range on radar to enemies when firing, reduced initial hip-fire accuracy.
Suppressor - reduced firing noise, remove passive appearance on radar to enemy when firing, reduced bullet velocity, increased damage falloff.
Flash Suppressor - Remove muzzle flash, increase cone of fire bloom per shot.

The reduced bullet velocity of the suppressor has very little effect for VS weapons except for sniper rifles due to the VS general lack of bullet drop.

Compensator is normally only really useful at mid-long range when ADS. It can sometimes be useful for cqc hip-firing for rapid firing weapons with large magazines where initial accuracy is not as important as control throughout the burst.

Suppressor is useful at short-mid range, at mid-long range you are beyond the passive firing detection range and only suffer from the reduced velocity and increased damage falloff.

Flash Suppressor is really only useful at night at mid-long range, or occasionally during the day for snipers at long range. As Sonlirain said they can be effective at assaulting through smoke cover, though that requires a reasonably coordinated group to be effective.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 04, 2014, 01:15:37 pm
A lot of people say to get the compensator for battle rifles, but I say that's malarky.  I tested it a bit, and at any real range that the compensator helps, you're firing it slowly enough that the CoF drops to zero before you fire another shot.  I'd stick with the flash suppressor or nothing on them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 04, 2014, 03:53:02 pm
That patch... it broke my beloved grounder.
Now when you fire it without a lock it flies straight for like 3 meters and shoots straight up and commits seppuku.

Guess i will have to save up certs for the Striker then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 04, 2014, 04:05:58 pm
No, it's a skimming bug, you just need to lock on to some other aircraft again and then unscope - it will fix itself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 04, 2014, 06:32:05 pm
False edit: I just did a search and apparently flash suppressors don't make you appear on the map similar to a suppressor? If that's the case then that makes the flash suppressor's drawbacks not that bad... people can still hear you loud and clear though, but when they check the map to see where the shots are coming from they won't have any idea, only going from the actual sound your gun makes.

I think it halves the radius you show up as a dot on the minimap.

A lot of people say to get the compensator for battle rifles, but I say that's malarky.  I tested it a bit, and at any real range that the compensator helps, you're firing it slowly enough that the CoF drops to zero before you fire another shot.  I'd stick with the flash suppressor or nothing on them.

The compensator is important for short-ranged engagements where you need to put people down quickly or else you die. Accuracy is critical for that and the compensator makes lining up those headshots a little easier.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 04, 2014, 06:49:21 pm
So I'm sitting on my mana AV in a base, and a friendly infiltrator moves right in front of my barrel just as I fire. Ten seconds later, he kills me, presumably for revenge. I hate these people. My turret was there first, and unlike him it can't move, so it's his own damn fault I killed him.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 04, 2014, 07:07:14 pm
Speaking of that, there should be some kind of leniency where if your character model is clipping inside a friendly you can't hurt them when you fire. I've had many times where I've been firing at something and somebody will literally run through my back and get shot because they ran into my fire. Either that or people need to stop being dumb.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 04, 2014, 09:15:44 pm
A lot of people say to get the compensator for battle rifles, but I say that's malarky.  I tested it a bit, and at any real range that the compensator helps, you're firing it slowly enough that the CoF drops to zero before you fire another shot.  I'd stick with the flash suppressor or nothing on them.

The compensator is important for short-ranged engagements where you need to put people down quickly or else you die. Accuracy is critical for that and the compensator makes lining up those headshots a little easier.

That's what the Rebel is for.

That said, I was playing with the Desperado in VR today, and it seemed really nice at first glance.  Has anyone tested it in the field?


Either that or people need to stop being dumb.

Can I come live in your fantasy world?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 04, 2014, 10:48:12 pm
So I'm sitting on my mana AV in a base, and a friendly infiltrator moves right in front of my barrel just as I fire. Ten seconds later, he kills me, presumably for revenge. I hate these people. My turret was there first, and unlike him it can't move, so it's his own damn fault I killed him.
Hehe, I get that a lot in my HE Lighting, as I tend to set up in semi-covered locations that also make for bad sniper spots that idiots think are good. Whenever I see a little bespandexed figure climb up next to the end of my cannon I shift my aim just slightly and pull the trigger. It's something of a guilty pleasure, but never really harmful; they don't come back to block my view, and even idiots aren't willing to waste two bricks of C4 for petty revenge. At least not yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on January 05, 2014, 07:05:28 am
Oh don't even get me started. I occasionally send out a /yell along the lines of "PSA: I do not stop shooting for derps. If you see me ADS and firing and you still step in front of me, you will be shot in the back. Consider yourselves warned."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 07, 2014, 12:09:20 am
I remember hearing about how Mattherson NC are bad a few weeks ago. I have to argue that's not the case. To be honest, it's the TR who the are root cause of badness on Mattherson at this stage in the game.

Some big images in these spoilers.


After that happened, it was a matter of VS capping bases all the way to Zurvan Pump with 75% hex population. VS took Zurvan easy as pie with a whole bunch of shield buster sundies afterwards, which I admit was nicely done. I tried to get people to put mines on the shield doors in /re. I don't think anyone listened but there were enough sundies it wouldn't have mattered too much.

VS, being sporting gentlemen:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

That's five six pages of BS we had to take because TR Mattherson can neither hold or re-take things in alerts against the VS and aren't trying very hard from an NC's point of view. There was more as it went on during the whole 6 minute base capture but it was as far as I could scroll.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 07, 2014, 12:23:58 am
Sounds like a good reason to avoid Indar during facility-type alerts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 07, 2014, 12:35:13 am
Because NC never spams yell chat.

Also, a rough breakdown of that?
-25% making fun of the constant complaints about this that and the other being OP.
-25% pointing out that NC abandoned the continent.
-15% people having a good time without being spiteful, mostly poking fun at random things.
-The remainder being outfits and idiots talking shit and trolling.

Getting all upset because people said mean things in yell chat is... I'll be polite and call it "silly".

That all aside, do you know how many times I see NC and TR gang up on VS? Not just one or the other being stupid and not defending against the other, but them actively coordinating in yell chat? It's a pretty natural part of gameplay. We don't whine about it, we deal with it, because VS has been getting that shit since day one. VS wins alerts on Mattherson because every time one goes out we cram into it until we hit our population cap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 07, 2014, 12:36:06 am
Those players are just shitty sports. It has nothing to do with an empire's incompetence and you'd see the same thing if any of the positions were changed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 07, 2014, 12:36:41 am
Not really, it's a reason to be mad at TR again for incompetence. When NC command chat can see that TR is pushing a winning VS, it's advised that NC platoons attack the VS as well. Of course there will be 1-12 or 12-24 groups of NC doing their own thing, but it's the same with TR and I don't hold that against them.

It's when VS is winning, and I see one or two 48+ TR forces making my map blink up by Rashnu or Zurvan on their way to our last facility which we WILL defend against them successfully unless there is a big screwup that I wonder what kind of sorry state TR must be in right now, because they could split VS with us and one of us will end up with a facility. On top of that it's likely to be them if the VS are given a choice because at least that way everyone ties and NC doesn't win. Now that I think about it that wouldn't matter as much for this alert as it was covering all Amp stations and not Indar ones only, but it happens every time I can think of recently when it's similar situations in Indar only alerts where VS has TR's facility near the start of the alert. TR will make an attempt on the one on their border, give up, then conquer their way across of the continent against usually minor resistance for half the alert until NC redeploys once they get close and kicks them out and pushes them a few facilities back for a buffer zone while sacrificing offensive stopping/delaying facilities to Vanu like the Crown or Crossroads or one of those plateau bases you can't get vehicles into.

EDIT:

Any yells about Ginyu force are Goku being dicks to Goons and the NC in general. Goku is the splinter group off of Goon that happened before I joined Goon. I don't know what caused it but the two groups' leadership despise each other despite all being from Something Awful. Despite that the rank and file Goku are not disliked by Goon leadership, just a few of the leaders who the Goon leaders have hard feelings against (without knowing why I would say with good reason because it f'd up the server.) I don't know how much the average Goku wuvs the common Goon but the common and leadership Goons don't dislike the average Goku, annoyed is even too strong a word usually. If anything it's minor disappointment. To be honest I don't know the leaders of Goku myself so I don't have much of an opinion, but I do like winning against Goku more than any other outfit because they are the worst when they are winners. That said though I think the server would be better if the schism was mended and they played LWTX more often if not rejoin Goon, but they may have too many purple certs already.

Goon has over 2000 characters in it's outfit but now fields only 3 squads on a good night. At the start of the server the Goons were the balancing force of the server's NC side, and with the schism literally hundreds stopped playing PS2 according to what I've heard from other people. With the defection of Goku to VS it turned the server on it's head, and when they shout Ginyu Force they are gloating about it. It's also why when you see LWTX NC around, NC tend to do well. That's Goku's NC alts and the subtraction of a not-bad platoon which is then added to NC can turn the balance.

Ginyu Force Rules was yelled at one point by Goons before I joined. The period I joined was when Goon had become a shell of it's former self at barely a squad after the fall of Goondolin so to speak. It's making a slow comeback over a period of time to it's current size of an easy platoon when bolstered via public squad or about three squads of just Goons on a decent night with a full platoon on special nights.

You probably know this already since you are on the internet but Ginyu Force are Goku the character's antagonist in the cartoon at one point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 07, 2014, 12:59:08 am
I never would have guessed Mattherson is a shithole. Thank you for the enlightenment, you two.

What amuses me the most about the tards in /yell is when they gloat about winning battles with four to one pop advantage. Whatever strokes their e-penises, I guess.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 07, 2014, 02:13:16 am
Wow, Miller's pretty damn tame, compared to that.
The only thing I can say is... damn TR overpopped mosquitoes :P.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 07, 2014, 02:13:32 am
Huhm, I never notice anything in /yell because my chat is set to the platoon, squad, or outfit tab, and when it is set to general I'm too busy shooting people to read the chat. It's only during downtime that I ahve any chance to see chat, and there's rarely anything important popping up in it.


Unrelated, but does anybody know if you still get the benefits from a laser pointer when you turn it off? I've turned a pointer on and off and the reticle remains the same, and if that's the case then there's no reason not to have it turned off and have enemies be able to see you coming from around corners.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 07, 2014, 02:17:32 am
There's no difference, but supposedly it only turns off for you. Other players still see the laser.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 07, 2014, 04:41:05 am
I remember hearing about how Mattherson NC are bad a few weeks ago. I have to argue that's not the case. To be honest, it's the TR who the are root cause of badness on Mattherson at this stage in the game.

Some big images in these spoilers.


After that happened, it was a matter of VS capping bases all the way to Zurvan Pump with 75% hex population. VS took Zurvan easy as pie with a whole bunch of shield buster sundies afterwards, which I admit was nicely done. I tried to get people to put mines on the shield doors in /re. I don't think anyone listened but there were enough sundies it wouldn't have mattered too much.

VS, being sporting gentlemen:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

That's five six pages of BS we had to take because TR Mattherson can neither hold or re-take things in alerts against the VS and aren't trying very hard from an NC's point of view. There was more as it went on during the whole 6 minute base capture but it was as far as I could scroll.

Things look more or less the same on Woodman... probably with a bit less VS spam but that might be only because i usually avoid fighting adventure game players and go for NC.
After all why bother if P'n'C wins every alert anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 07, 2014, 05:48:17 am
Cobalt's pretty tame compared to that. All we get is the occasional drama from our elite-air-queens.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on January 07, 2014, 10:50:03 am
Cobalt's pretty tame compared to that. All we get is the occasional drama from our elite-air-queens.

Depends.

If you hit the right nerve with those elite-air-queens then they'll troll your TS and log onto alts to TK you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 07, 2014, 11:13:38 am
I started playing the game when it first came out, played with some guys who played ARMA 2 and then stopped as soon as they lost interest. A couple months back I started playing again (on Waterson) and ran with an NC group called PHX (or phoenix battalion). No more than 2 days later a group called PotP appears (Part of the Problem) and I play with them a bit and decided to join them instead. Now, when I was playing with PHX I was just playing to try to get some organized play going, some random guy just invited me out of nowhere because I happened to be in their squad. The same kinda thing happened in PotP but I'd like to say it was slightly less random? PHX seems to recruit everyone who happens to be in their squad, but PotP requires you to be battle rank 20 or above (It used to be rank 10 or above, but they raised it).

In any case, turns out that PotP leadership consists of guys who were part of PHX and didn't like the way they played so they split off and made their own group focused on the way they liked to play. I, having only played for about 3 or 4 days when all of this went down, does not give a crap about all their leadership drama, but every once in a while it comes up where people from either side (Usually PHX, to be honest) will come around one of the squads and whine, and sometimes I think I've heard of some TKing going on (although I imagine many of PHX were in the same boat as I am and don't give a crap about their little politics and will leave you alone).

So while it is fun running with organized people who have fun it is annoying to have to put up with their petty drama. This is an internet game of course, sooo... I suppose this is to be expected.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 07, 2014, 01:41:40 pm
I haven't experienced any drama since I joined Woodman's FFS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 07, 2014, 01:45:18 pm
I don't even know why outfits / guilds / etc. are such a big deal in MMOs. There's nothing there! It's just a menu with some people marked as leaders and some marked as members. Yet it's surrounded by unimaginably stupid drama constantly.

I remember in UO you'd have a guild with a guild house, set up so members could get in and leave supplies, get supplies, share tools and workspace, etc. You'd tell people you're working on carpentry and you'd come in regularly to find thousands of logs just sitting around for you - because they know when you max Carp you're gonna make free furniture for your guildmates. Similarly when you go off mining you're going to drop the ingots off in the guild house so the guild's blacksmith people can use them to skill up. If someone somehow seized control of the guild and looted the treasury it would be a big deal - and any member could potentially sweep through and loot a lot of normal resources.

So at least there's something in the game to be lost, and that matters within the game.

But AFAIK in PS2 there's nothing attached to outfit leadership. And the only reason I can see for outfits to exist in the game is to make it easier to create big platoons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 07, 2014, 01:50:35 pm
GOKU are just trying to troll admiral snuggles (again), despite him being exactly the type of person who is completely untrollable. Despite that, GOON are easily some of the best NC I see rolling around on mattherson at the moment, next to SG/SMG/TG (though they all have some issues IMO).

The TR (on mattherson) have been in a decline ever since the dissolution of the enclave. I am completely baffeled every time I see VS hit 40% server pop and TR are focusing NC. I regularly go into command chat and argue for attacking VS, and am disgraced when I see my very own faction gang up on TR with the VS, doing so only invites the same treatment from TR in some other alert down the line.

I've had people tell me TR has basically become a non-factor in alerts, and until we see them making sensible decisions on the strategic level, nothing will change.

Quote
I don't even know why outfits / guilds / etc. are such a big deal in MMOs

Well in PS2 it matters simply because of the scale, a single person often commands 50+ people and where they will be. This is incredibly important for the reasons above.

However guilds are often an issue in games, developers don't want to make them necessary for players, as they'd upset the lone wolf players, but they want guilds in the game (either because it is standard procedure nowadays, or for the sense of community, who knows), so usually its just cosmetic bonuses for participation, or a clan tag at the utmost minimum, forcing it upon players is not recommended.

PS2 hit a good spot with this, its not necessary and there are some very good lone-wolf players, players that want to make a difference at a higher level though, are going to need an outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 07, 2014, 01:52:02 pm
Well if it's a half-decent outfit you can at least be sure you're not taking a complete idiot as a gunner. You wouldn't believe how many times I've had people bail out of Liberator after we take one rocket, while we're flying high and they're not LA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 07, 2014, 01:54:04 pm
I've had people tell me TR has basically become a non-factor in alerts

This isn't true.


I've seen them several times throw alerts to the VS by attacking the NC and completely ignoring a completely undefended alert-type base they have a link to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 07, 2014, 01:55:58 pm
It's possible some vocal TR in favor of TR v. NC fights are actually just VS alts.

Take about six VS soldiers off the field and put them in TR to rabble-rouse against NC, and you might get a squad or two of each of the other factions away from fighting VS to fight each other.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 07, 2014, 01:57:45 pm
I don't even know why outfits / guilds / etc. are such a big deal in MMOs. There's nothing there! It's just a menu with some people marked as leaders and some marked as members. Yet it's surrounded by unimaginably stupid drama constantly.

I remember in UO you'd have a guild with a guild house, set up so members could get in and leave supplies, get supplies, share tools and workspace, etc. You'd tell people you're working on carpentry and you'd come in regularly to find thousands of logs just sitting around for you - because they know when you max Carp you're gonna make free furniture for your guildmates. Similarly when you go off mining you're going to drop the ingots off in the guild house so the guild's blacksmith people can use them to skill up. If someone somehow seized control of the guild and looted the treasury it would be a big deal - and any member could potentially sweep through and loot a lot of normal resources.

So at least there's something in the game to be lost, and that matters within the game.

But AFAIK in PS2 there's nothing attached to outfit leadership. And the only reason I can see for outfits to exist in the game is to make it easier to create big platoons.

The point of outfits in planetside is for organised teamplay amongst blokes you get to know.

If you're just random squading, or worse soloing, you're missing out on 80% of the game
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 07, 2014, 02:02:14 pm
I've had people tell me TR has basically become a non-factor in alerts

This isn't true.

I've seen them several times throw alerts to the VS by attacking the NC and completely ignoring a completely undefended alert-type base they have a link to.

Exactly, its happened many many times.

It's possible some vocal TR in favor of TR v. NC fights are actually just VS alts.

Take about six VS soldiers off the field and put them in TR to rabble-rouse against NC, and you might get a squad or two of each of the other factions away from fighting VS to fight each other.

I'd have to listen to TR command chat to even think about that... though dirty tactics have been used in the past (spies in command chat, alts destroying tank mines behind shields... etc.).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 07, 2014, 02:04:15 pm
We did talk the TR out of attacking an amp station once in favor of attacking a VS one during an alert once.  It helped that we were holding them off pretty handily.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 07, 2014, 02:40:10 pm
Has anyone noticed unusually strong lag (tanks flying around etc.) in high population areas recently? Not sure if they messed something up in a patch, or if my ISP is sucking again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 07, 2014, 02:57:17 pm
I don't even know why outfits / guilds / etc. are such a big deal in MMOs. There's nothing there!
Hmm, I guess you haven't looked very far then :)

Our outfit (PTMC on Cobalt) does regular public platoons, outfit-only platoons, training (basic, advanced, and officer depending on your rank), and has overall a pretty good leadership (competent platoon and squad leadership) and cohesion. Apart from that we do races (preferably through enemy territory) and shenanigans such as galaxy ramming an enemy position. This week we're doing some extra stuff for our 1 year anniversary, like hide and seek, escort, etc: http://ptmc.enjin.com/


In UO we were in an Aes Sedai (or something?) RP guild, that would regularly roleplay, and parade through towns, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 07, 2014, 03:12:03 pm
One reason I always liked my outfit on Mattherson VS is that we'd run (depending on how many we had on) either one squad or one platoon of all outfit members, and mid-high level leaders in the outfit would lead a platoon of pubbies to help organize and focus them. It's actually pretty easy to guide a zerg if you've got a couple people with voice comms who sound like they know what they're doing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 07, 2014, 04:01:25 pm
I like [DIG]nity of War on Miller because everyone takes a pretty lax approach to the game. There's some fun banter occasionally, but people do follow orders and people do help out, so it's pretty nice. I haven't been on for events, though, but hopefully that will change after this summer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on January 07, 2014, 04:46:34 pm
I don't even know why outfits / guilds / etc. are such a big deal in MMOs. There's nothing there! It's just a menu with some people marked as leaders and some marked as members. Yet it's surrounded by unimaginably stupid drama constantly.

1. Some people like stupid drama. It seems hard to believe, but that's an upside for some people.

2. MMO creators LOVE guilds because when you join one you feel an obligation to help them out, keep playing with them, etc, so even if you personally get bored of the game you might keep playing (and paying) just because you don't want to let your buddies down.

3. It's become expected, you play an MMO you join a guild... it's just what people do regardless of if they really want to be in one or not... You read forums or whatever and it's just a constant refrain from EVERYONE "join a guild join a guild find a good guild guild guild guild" so everyone just feels like that's something they have to do.

4. Spam invite guilds will constantly bombard you if you don't have one. Many people probably don't realize you can auto-decline guild invites (in most mmos anyway) so they just accept one to make the bombardment stop.

5. Guild leaders (and officers to a lesser degree) get to feel like big shots who are in charge, even if their guild is full of 100's of people who they randomly spam invited and who don't listen to them ever... they still feel important so they love guilds.

6. E-peen value. If you're in a guild that accomplishes something you get to take credit and feel better then all the peons even if you were on vacation that week and didn't help in any way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 07, 2014, 04:50:45 pm
Wow, you guys have really not been in any good guilds...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 07, 2014, 04:59:22 pm
I don't (semi-)professionally game, so I haven't either, but I think that's fine for where I am currently. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 10, 2014, 08:33:23 am
Cahal: escaped from secret tank driver cloning facility?

http://www.youtube.com/watch?v=1Um11nas9_o

I've gunned for this guys vanguard many times and let me tell you, he is very good.

(Legit too, I've seen him miss occasionally)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 10, 2014, 09:14:13 am
Suddenly my skyguard feels inferior.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 10, 2014, 09:18:17 am
Yeah, and Anchored Mode got nerfed because it was too good against aircraft. Vanguard AP is totally fine though.

Pssssssssssh, whatever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 10, 2014, 09:20:50 am
If you can manage to hit an air target with that thing I think you kinda earned the kill |3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 10, 2014, 10:54:56 am
Cahal: escaped from secret tank driver cloning facility?

http://www.youtube.com/watch?v=1Um11nas9_o

I've gunned for this guys vanguard many times and let me tell you, he is very good.

(Legit too, I've seen him miss occasionally)
HAH! Check 2:47, he got me! xD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 10, 2014, 11:15:02 am
One of the best things you can do with the vanguard :D

I love you instagib AP cannon, don't ever change.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 10, 2014, 01:02:22 pm
My outfit parked outside the VS warpgate on Esamir (by Two Stone Beach) and shot down Scythes and Libs heading to the front line like this.  Ammo + Rep Sundy and several Vannies, tank down air erry day
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 10, 2014, 07:46:48 pm
I discovered something last night when I was wondering why I couldn't hit anything with the CARV-S.

Guns with bad hipfire take longer to reach scoped CoF accuracy than guns with good hipfire, even if the ADS CoF accuracies are the same. I.E., the time between when you right click and when the red dot is at the center of the screen is sometimes not enough time to reach full accuracy. If you start shooting right when the dot is at the center of the screen, too bad, you miss half your shots.

This isn't so much a problem with ARs and Carbines since they have decent enough hipfire so that it's not an issue, but it's really noticeable and annoying with LMGs. This probably explains why the hipfire LMGs were so good, and to some extent, still are, since they can return accurate fire quicker than other LMGs.

This provides a good reason to use laser sights even if the gun barely benefits from the actual hipfire accuracy bonus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tylui on January 10, 2014, 09:20:48 pm
If I could like posts ala facebook, Groovester would just have gained one. It makes sense, once you know it, but it's one of those things that have no visual cue so it's hard to think about. I had suspected this was the case, but mostly because I remember this is how it worked in PS1, but with visual cues. Sniping was a bitch. When ADS, the slightest twitch would set the cone to ridiculously large and you'd have to wait a long time for it to get completely accurate again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 10, 2014, 09:35:40 pm
Yeah, and Anchored Mode got nerfed because it was too good against aircraft. Vanguard AP is totally fine though.

Pssssssssssh, whatever.

8 seconds of invulnerability is fine too
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 10, 2014, 09:49:47 pm
Huh.  Good to know.

I thought lockdown got nerfed because LOL HE SPAM CROSSROADS WATCHTOWER ERRY DAY
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 10, 2014, 11:33:14 pm
Yeah, and Anchored Mode got nerfed because it was too good against aircraft. Vanguard AP is totally fine though.

Pssssssssssh, whatever.

8 seconds of invulnerability is fine too

Not actually invulnerable, just really damn close. There are a lot of NC who don't even know it has a health pool, heh, however the ONLY time I've ever seen something throw out enough damage to eat through it, was striker squads, and I mean 5+ striker volleys hitting simultaneously.

And before anyone says "herp derp bad positioning cause you're bad", it was a gal drop of striker heavies, nothing I could do.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 11, 2014, 12:32:07 am
I thought lockdown got nerfed because LOL HE SPAM CROSSROADS WATCHTOWER ERRY DAY

Quote from: PU2 Patch Notes
Prowler Anchored Mode
Data shows that anchored mode is extending the Prowlers range too far as well as making it too easy to hit aircraft. The projectile speed increase on Anchored mode is being reduced from 15/30/45/60% per rank, to 7.5/15/22.5/30%

SOE didn't touch the reload boost so people can still HE spam all day erry day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 12, 2014, 03:22:17 am
Anyone else notice their FPS go down recently within the past few patches? Specifically I've noticed when I ADS it lowers my FPS dramatically until the scoping animation is complete. Similar things happened prior to the optimization patch.

It kind of sucks because it makes it very difficult for me to kill someone aware of my presence that is capable of shooting back, though hipfiring isn't as bad as ADS. After noticing this I've re-lowered my graphics settings to below what's possible in the game menu via useroptions and it still is bad enough to keep getting me killed.

My computer is really low spec but after the optimization patch and up to quite recently it was running PS2 well enough that I couldn't complain, and I was even able to turn a few of the graphics options up and get 60+ fps in large fights. Now it's much worse, with the above ADS problem and lower fps in general.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 12, 2014, 06:26:18 am
I've noticed my fps is starting to get worse too
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 12, 2014, 07:25:25 am
Cahal: escaped from secret tank driver cloning facility?

http://www.youtube.com/watch?v=1Um11nas9_o

I've gunned for this guys vanguard many times and let me tell you, he is very good.

(Legit too, I've seen him miss occasionally)

Ahh I love doing this as well. Shooting aircraft out of the skies is my favorite activity in a vanguard. Can't imagine the recieving end much appreciates it though!  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 12, 2014, 07:53:29 am
I've been shot out of the sky by a tank more than once (never by a Vanguard, though - I'm NC), and my reaction is either "well played!" if I was moving at the time or "I'm such an idiot :(" if I was hovering in place or moving straight towards the tank.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 12, 2014, 11:15:07 am
I've made a discovery with the hornet missiles *pats self on back*

http://www.youtube.com/watch?v=NNySeWtl-kg (http://www.youtube.com/watch?v=NNySeWtl-kg)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 12, 2014, 11:16:39 am
I checked that out too. You used to be able to lock on with free-look, so... I wasn't surprised that you could do this too.

Still, very useful. Hopefully they leave it like that, otherwise I can't see the point in the missiles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 12, 2014, 11:28:21 am
Out of curiosity, does this game support TrackIR? I see that being useful if you have one of those. The AH-64 in reality has a targeting lens thingy on the crew's helmet that allows them to simply look at targets and the 30mm canon will automatically point at what they're looking at, and this reminds me of that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 12, 2014, 12:50:08 pm
Those missles as they are right now seem strong enough as it is to me, probably better this feature doesn't make it to live.  :o
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 13, 2014, 02:28:37 am
Anyone else notice their FPS go down recently within the past few patches?

It seems something broke recently. I'm playing now and it's a lot choppier than it should be, with random hangs of around a second.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 13, 2014, 02:41:51 am
TO EVERYONE WITH FPS PROBLEMS:
Try "Validate Game Assets" in the Advanced Settings in the launcher.
Try defragmenting the folder/disk you've installed PS2 in.
If you have a good enough connection, try reinstalling PS2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 13, 2014, 12:13:15 pm
Did anyone else get a 3-day XP boost for no apparent reason? I just got one, and I think someone may have gifted it to me, but I have no clue how to see who did it so I can thank him.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 13, 2014, 12:18:29 pm
Did you get on the test server during the OMFG testing?  They gave them out if you did.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 13, 2014, 12:23:02 pm
Nope, never been on the test server.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on January 13, 2014, 12:34:02 pm
Pro7 player? Might have been this finally coming good. (http://planetside2.eu/teasers/840-play-planetside-2-this-festive-season-and-receive-a-special-treat/) Otherwise no idea.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 13, 2014, 12:37:19 pm
Yup, mystery solved. At least some good from Pro7, I was kinda pissed when I realized they won't let me buy those nice bundles regular PS2 players can buy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 16, 2014, 03:01:39 am
The devs want to hear ideas from players about a new Empire Specific sniper rifle for each faction. I THINK they are supposed to be bolt action or similar to a bolt action, but I'm not sure.

Common ideas from the official forums include:

TR: Burst mode sniper rifle with low recoil and really fast burst fire rate, possibly with various burst modes, possibly with only one firing mode firing the whole magazine at once with a fast reload.

NC: Anti-material bolt action rifle, possibly firing a 1 round magazine in exchange for being able to damage tanks.

VS: Charge up sniper rifle.

About the above ideas, the TR one sounds pretty neat. Five or ten round burst sniper would be cool I think. I think the new rifles might be planned to be bolt action, but if the rifle just shot it's entire magazine it would be similar sort of. If it shot half the magazine in a burst, it's not quite the same as a bolt action but it also sounds appropriate for TR. The issue would be whether or not all the bullets land in the same spot, recoil would have to be low for that. Since the penalty is having to land all the bullets over the period of the burst, one burst should be a kill with all bodyshots or the empty reload should be close to the time of a bolt pullback on a long range bolt action. It would have to have an enormous hipfire crosshair though if one burst of bodyshots killed. In addition carry a bit more spare ammo. It would be nice if while the burst was accurate, it was just long enough that it required aim adjustment for enemy movement, and possibly was long enough that players with fast reactions could juke after being hit the first time (like when being shot with other weapons) before being mowed down by the storm of bullets. In the fluff make it a small caliber weapon to explain the multitude of bullets in a rapid burst, the extra ammo and the low recoil.

 The NC one could be good, but I'd rather Heavy Assault and maybe Engineer carried any possible anti-material rifles instead of the skinny little infiltrator. I think I'd rather see a tight spread bolt action (pump action?) shotgun sniper rifle as silly as that sounds that can perform at all ranges, though has to deal with spread at long ranges and is best at mid range. Perhaps make it one hit kill if all the pellets land with quite distant damage fall off ranges, with tight enough spread to make one hit kills likely at close range though you'd have to aim down the sights with a 6x scope or more, possible one hit kills though more likely heavy wounds at mid range and very unlikely at long range, though with enough pellets landing at long range to still be able to drop shields and wound. Either that or make damage dropoff drop off sooner while making the spread minimal even at long range to accomplish the same. I suppose you could let it use lower magnification scopes but then it would be a close range beast so I'd suggest forcing 6x scopes or more on it with a huge hipfire crosshair.

For the VS charge up sniper, it sounds OK as long as it only one hit kill on a body shot at extremely close (10 meters?) range. Almost one hit kill at long range would be fine at full charge with me; current bolt actions require two and a long range one body shot kill would obsolete those, difficulty of charge or not unless the charge to full is like 10 seconds. Also it's rounds shouldn't travel as fast as the lancer. As explanation as to why it in my opinion should only one body shot kill at extremely close range: I use the close range bolt action sniper quite a bit on infiltrator. It's difficult to get a headshot at ranges better suited to long range sniper rifles with the bigger scopes, as I use the 3.4x scope. However, it's not too hard to get a bodyshot, or two bodyshots if the target doesn't move. Even if I only get one body shot however, the target will have it's shields dropped and be wounded. If it doesn't have a medic heal it, isn't carrying a medkit, or isn't a medic themself then the next person they run into will have an easier time killing them, especially if they meet them before the shields recharge. It makes the bolt action rifles a good support weapon in addition to their role as headshot killers. If the charge up rifle wounded the bodyshot person even more, the charge up sniper could be slightly better at this support role (depending on charge mechanics) but would also get a critical assist with the bolt action getting a regular assist. In addition it would have another advantage in that at very close range it actually does one body shot kill in exchange for having to charge to full power.

If there is an anti-material/vehicle/armor rifle added, I'd rather the heavy assault got it as I said above. If infiltrators got it as a sniper rifle it would have to be kind of weak to offset the enormous range and cloak ability. Heavies would be forced to sacrifice their anti-infantry LMGs for more anti-vehicle that would be able to plink feebly away at tanks out of range of the lock on launchers and possibly out of infantry render range or at tanks behind cover with only a small piece sticking out that the lock-ons can't target and that the no-zoom rockets would require a masterful shot for. It might be a good idea to make it NS weaponry as well, in case of unforeseen advantages an ES weapon would give. To make it worse against infantry than vehicles, make it low direct damage but explode like flak would against aircraft, except against whatever vehicles it seems appropriate. Then make that a tiny radius explosion and have it do the damage type that daltons and other vehicle affecting splash damage do. Say in the fluff that personal infantry shields defeat/disarm the explosion somehow even when depleted but are still hit by the projectile. Maybe make Maxes vulnerable to them, maxes are fairly strong anyways and would give a reason to still use it in a biodome or such.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 16, 2014, 06:43:40 am
Burst fire sniper rifle sounds useless as a sniper rifle

If only NC gets an antitank rifle that would be incredibly unfair
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Spacefaye on January 16, 2014, 06:54:47 am
I'm a new player, and everytime I install Planetside 2, I just don't get the point of it, it doesn't feel like every other FPS I have played. The game's objective is to probably kill people and capture the objective, but to get to the objective itself takes about 1 hour. Crashing the plane you fly, hills you can't get past, the world is too large. I've played 24 hours and up to this point I literally did not see one enemy...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 16, 2014, 07:33:04 am
Hit M to pull up the map, find an area with lots of explosions, right click it and set a waypoint. Then either fly from warpgate to it, or redeploy to the nearest available spawn point. If you do the latter you may have to do it a couple of times, because redeployment is limited in range. Once you get to a battle it should be respawning you reasonably close by default.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on January 16, 2014, 08:15:54 am
Spawn manipulation is not intuitive but easy once you know how.

A quickstart guide.

I'm assuming here you are lone-wolfing and only interested in finding good fights rather than organised group play or playing objectives. These are best done by finding an outfit or joining one of the big outfits public squads on that screen, then following orders till you understand why those orders are being given.

As soon as you log in open the mini map and press Instant Action. This will zoom you to a location and give you a 10 second countdown till it drops you onto it. Use this time to assess the fight by mousing over the hex and viewing the information it brings up. IMO the best for new players would be a 24-48 population (on each side) with a no more than 10-15% population imbalance. Any more imbalanced than that and it is a spawn camp. Any more players than that and it is a zerg fest clusterfuck where you won't have a clue what is going on and only serve to be more cannon fodder. Finally look at the base capture timer. A long timer (10+ minutes) is a potentially great ongoing fight with a running defence in the open and relatively well defined positions and battle lines. A short timer (< 2 minutes) usually means the base is camped and falling soon, although not always. No timer or a timer somewhere in the middle can be a crapshoot, but you can often guess the situation based on the populations.

If the fight looks good, drop on it and enjoy.

Also note that if it drops you on an enemy base then there is a chance you won't have respawn options in that hex and might have to fall back to the rest of this guide. Hopefully there will be Sunderers and outposts nearby you can spawn at, but this isn't always true.

If IA looks like a bad fight then cancel it and assess the continents. This is hard if you are new and don't know all the details, but generally you can get an idea of how much territory you have and what the overall population is like. If you are overpopulated on a continent and don't hold much territory odds are there are some big zergs going on capturing bases. This is generally hard to catch up with as a new player and not fun unless there is a lot of resistance. I tend to ignore these unless they form up around me.

A continent with low population but plenty of territory would be my choice. These let you fight a series of running defences (with associated defence and population XP bonuses), picking your bases and more easily spawning where there is an attack. Still, you will get spawn camped quite a bit, so may not always be as fun as advertised.

A straight 33/33/33 pop balance with a reasonable split of territory (eg, Indar during prime time) is always nice, but be aware the battles will be huge zerg fests most of the time, occasionally with organised outfits dropping in to tear through them. These can be great fun depending on where the battle lines are.

Once you've picked a continent, hit the delete key (I think this has been remapped to u recently...) to redeploy. This is your main logistical tool. If you are in a rush you can type /suicide. This will save you the 10 second coutdown and instantly start the 15 second respawn counter, which is nice and fast, but will count as a death on your KDA if that kind of thing bugs you.

As for where you can spawn, it's a bit complicated. I'm just going to quote here (http://gaming.stackexchange.com/questions/130851/how-are-deployment-locations-decided);
Quote
    You can always spawn at your faction's warpgate.
    You can spawn at any Sunderers within 1000m.
    If your faction controls the outpost in the area where you died, you can spawn there.
    If your faction controls any neighbouring outposts, you can spawn there. (On lattice-based continents, "neighbouring" uses lattice links. On hex-based continents, this uses map hexes.)
    You always have access to the nearest major facility your faction controls. ("Nearest" is determined using either lattice links or map hexes, depending on what continent you're on.)
    Finally, the top three Instant Action locations are added to the "Reinforcements Needed" list. The algorithm that determines these spawns isn't entirely clear, but it tries to select outposts with active fights where your faction is at a slight disadvantage. (What constitutes an "active fight" and a "slight disadvantage" is frequently tweaked from patch to patch.)
    If you are in a squad, the friendly facility closest to your squad leader and any squad beacons are added to the "Squad Spawns" list.
I've checked this against the patch notes I can find and it all looks correct. Note that the squad leader spawn point overrides your closest spawn point as the default, so just spamming respawn while in a squad can often have you ending up well away from the front lines when your leader had fallen back to grab a new vehicle. I avoid this kind of thing by deploying by double clicking on the actual spawn points on the map rather than the respawn button. Also nice to avoid that useless Sunderer someone has parked under a biolab.

Generally I'd check the Reinforcements Needed bases first. This is a crapshoot, but often gives you a reasonable fight (using the same assessment as the IA fights). The next option is to deploy as far forwards as possible (usually a major facility or just one of those Reinforcement Needed bases where I'll never actually leave the spawn room) and redeploy again from there. If that's still going to take ages then I hit the insert key and see if joining a random squad will offer me any new respawn options. You'd be surprised how often this works.

If you can't get straight to the front lines then hit delete the instant you redeploy (eg, the instant the loading screen comes up). This will start the 10 second countdown even as you are loading the new location and let you redeploy again far more quickly. I can usually reach a fight within three hops even if it's a horribly long distance.

Again, if you are going on the offensive you should be starting in a nice group. Usually a counter-push against a failed enemy attack in my case. I'd recommend trying to get a gunner position on either a main battle tank or Sunderer for your first big pushes. Pulling your own vehicles should wait till you have seen how these pushes go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 16, 2014, 08:17:26 am
Alternatively:
- check out the platoon/squad screen ("P" or via the menu), choose a squad, check the map to make sure it's one where its users are pretty close together (this means it's a good squad) and use "deploy near squad leader". Squad play is recommended, soloing can be nice but only if you know what you're doing.
- use "instant action" (this will more likely then not deploy you in a disadvantageous situation and you'll be dead faster than you can say "boom")


Edit: ninja'd :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on January 16, 2014, 08:26:00 am
BTW, weekly patch notes. (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-esf-update-january-16-2014-6-am-pt-3-pm-cet.167927/)

ESF weapons and changes. Not bothered myself but should be fun to see reactions.

Scout radars give experience like infiltrator recon darts. I actually tried my old Scout/Kobalt flash the other day and it was still great fun. Just gets killed faster since the stealth changes and you can't ditch it and go cap things while still seeing everyone around you lit up. Still handles badly but I've flipped fewer Flashes than Lightnings in the last month. Wish that was a joke. Five fucking Skyguards ended up roof down so far.

Resist shield has been fixed to actually resist a whole mess of things it should have been all along. Still not using it myself, but nice.

A mess of nice little bug fixes, and also this;
Quote
Jumping will pull character out of iron sights
May cause problems on slopes...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 16, 2014, 09:02:52 am
Quote
Jumping will pull character out of iron sights
May cause problems on slopes...

I can't believe that retarded crap went live. Why would you purposefully make your controls clunkier than they need to be? Surely at some point someone would have realized that doing so is a bad idea?

ADS CoF is a value that already exists and can be tweaked without asking your players to fight your UI. Why they chose this instead is... mystifying, to say the least.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on January 16, 2014, 10:02:41 am
Quote
Jumping will pull character out of iron sights
May cause problems on slopes...

I can't believe that retarded crap went live. Why would you purposefully make your controls clunkier than they need to be? Surely at some point someone would have realized that doing so is a bad idea?

ADS CoF is a value that already exists and can be tweaked without asking your players to fight your UI. Why they chose this instead is... mystifying, to say the least.

A lot of the weapon sights are part of the gun's model. So animations of the arm will mess around with that. When different animations are interpolated it gets really messy.

Jumping around or using drifters is one example where the sights can be off by a couple of centimeters of where the bullets will actually go.
I suspect they simply chose the easiest way of sweeping that problem under the rug.
The SMGs and one specific shotgun still have a similiar problem where strafing (while not moving forward/backward) when ADS will cause the sights to jump to the side.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 16, 2014, 10:06:24 am
I'm a new player, and everytime I install Planetside 2, I just don't get the point of it, it doesn't feel like every other FPS I have played. The game's objective is to probably kill people and capture the objective, but to get to the objective itself takes about 1 hour. Crashing the plane you fly, hills you can't get past, the world is too large. I've played 24 hours and up to this point I literally did not see one enemy...
WATCH THIS VIDEO:
http://www.youtube.com/watch?v=URIu143Si3w
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 16, 2014, 10:10:42 am
Good to know that they're fixing the Amazing Sliding Sunderers.


ON ES Sniper Rifles:

NO SHOTGUNS PLEASE for the NC.  High alpha damage does not mean shotgun!

I'm really not sure how interesting they can make an ES sniper rifle.  If anyone gets anything that's not one shot headshot and two shot bodyshot, people will whine.  Once you put those parameters in there, there's very little room for variation without going totally unique, like the anti-tank rifle... which would piss off the other two empires if only one got it.  I think they'd have a horrible time balancing that to not be either broken or useless... though I'd like to be able to snipe down ESFs.  Or snipe out drivers on glass-cockpit vehicles (like ESFs)

The charge up sounds interesting, but will it one-hit infantry in the body at full charge?  That's a can of worms.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 16, 2014, 10:12:42 am
I'd actually think that a slower bullet velocity for a higher charge would be cool for the VS rifle... >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 16, 2014, 10:21:14 am
Or a bullet that SLIGHTLY tracked its target.  It couldn't track much, of course, because of the high muzzle velocity, but it'd be enough to turn a near-miss into a hit.  Like... maximum 1 meter lateral movement at 300m range.

Or an airburst proxy sensor.  That'd be fun, though maybe getting too close to the Lasher.



If they really want to be adding ES items, they should be adding ES engy turrets.


NC:  A heavy recoilless rifle.  Very heavy damage (on the order of two shot headshot), semi-auto, low bloom.  Decent fire rate and good muzzle velocity.  Counterbalanced by no real zoom.

TR:  MCG turret, essentially, with the spinup.  To make it more interesting, give it an adjustable fire rate with a corresponding change in overheat time, though at max rate it'd have a ridiculous RPM like 1200.

VS:  Laser turret.  Fires a continuous beam that does more damage the longer you hold it on a target.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on January 16, 2014, 10:58:56 am
I think that counter-sniping rifles would work well for ESSR. Less raw killing potential but more effective against other infiltrators and with some more support value.

TR: 2 round burst with fixed, low first shot recoil (so easily learned two shot pattern). Alternate fire lets you fire each shot separately with bolt-action level recoil on each. You have to work the bolt after both shots fired, 6 rounds in the clip. 450 damage so that a bodyshot and headshot will drop most classes, but if shooting another infiltrator a single headshot will do. Basically a slightly weaker BA against most soldiers, more efficient BA against infiltrators. Not sure how to set the ranges/falloff.

VS: Semi-auto, no bullet drop, no scope sway. Hybrid between the mid-range snipers and the scout/battle rifles as far as stats, so not that much raw damage but reasonable rate of fire and flexible range. Fires cloak disrupting bullets that prevent the target from cloaking for, say, 10 seconds (alternatively drains their cloak energy). Rounds also reveal targets on the map to nearby allies without the need to spot them. Maybe also let shots drain some energy from other classes? Not sure.

NC: 900 flat damage single shot dart launcher. Drops an infiltrator in one shot, everyone else takes two unless already hurt, but leaves them with next to no health. No headshot multiplier, no damage falloff, ignores nanoweave (typed as explosive direct damage, like an Enforcer with no splash, so reduced by flak instead). Carries only 20 odd rounds total. Each shot needs a full reload. Think the old one-shot Enforcer but only against Infiltrators and without any splash. Deals very limited damage against armour (think a UBGL shot, but with Enforcer like range could be good in large groups).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on January 16, 2014, 11:33:41 am
VS:  Laser turret.  Fires a continuous beam that does more damage the longer you hold it on a target.
This sounds worse than the MCG turret. Only idiots would stand in one spot long enough to get the full DPS.

Alternate: Turret with shield piercing ammo. Does 50/50 of full damage to shields/health respectively unless shields are already depleted, in which case it's full damage on health.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 16, 2014, 11:41:11 am
So, they reduce the clip size of ESF weapons across the board then later release new weapons that have larger capacities.

Hmmmmm........
If SOE is going to nerf current weapons to make room for new must haves, I'm not going to be happy.


Anyone got the stats on these weapons?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 16, 2014, 11:44:20 am
They've been on the test server, so I'm sure they're somewhere.  I also think they do less damage, which makes them pretty meh in my non-pilot opinion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 16, 2014, 01:58:47 pm
I'm a new player, and everytime I install Planetside 2, I just don't get the point of it, it doesn't feel like every other FPS I have played. The game's objective is to probably kill people and capture the objective, but to get to the objective itself takes about 1 hour. Crashing the plane you fly, hills you can't get past, the world is too large. I've played 24 hours and up to this point I literally did not see one enemy...

Think of it as a giant sandbox shooter with capturable territory, at least until they get around to making some more tangible victory conditions involving some strategy. Or a grind to get the certs for a larger arsenal, wichever you prefer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 16, 2014, 02:46:17 pm
Why does it take SOE so long to turn a server back on?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on January 16, 2014, 05:16:11 pm
Monkeys with wrenches. Trust me, it's unbeatable.

Never play on a patch day, as the saying goes...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 16, 2014, 05:53:45 pm
They've been on the test server, so I'm sure they're somewhere.  I also think they do less damage, which makes them pretty meh in my non-pilot opinion.
This. One is weak and requires a close intercept to get a lock. Factional AA missiles are two hits to kill and, once locked, are almost impossible to lose. The other requires cursor tracking, which is incredibly difficult against ESFs. Neither looks like it will be a better A2G weapon than pods.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 16, 2014, 05:57:04 pm
Only thing better than pods would be if the A2G missile disconnected the victim and shut down his client too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 16, 2014, 06:47:02 pm
Haven't read most of these posts, but I gotta say the idea of an anti tank rifle similar to the PTRD-41 is a pretty interesting idea. The problem is how to balance it against other anti tank weapons like rockets. Theoretically you could simply use them as high caliber sniper rifles, so if HA's got them they could just snipe people and still have AT capabilities. You could probably offset this by having the ADS cone of fire large enough that shooting small targets is unlikely but hitting a tank-sized target would be no issue. You could also make it so they only got iron sights with little to no zoom. Compared to rockets they would have a much higher velocity, would probably only load one round at a time similar to rockets, have no splash damage, and maybe lower overall damage offset by a faster load time than rockets?

I dunno, I guess I just liked RO:OST too much =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 16, 2014, 07:25:54 pm
Only thing better than pods would be if the A2G missile disconnected the victim and shut down his client too.
I don't know about anyone else, but I get random crashes and freezes often enough that this wouldn't measurably affect my play experience.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 17, 2014, 05:36:35 am
Honestly they shouldn't add more anti tank options until they balance the current ones, especially something so experimental. How the AV mana turret is still untouched since its release baffles me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 17, 2014, 05:39:51 am
I think MANA AV is fine as it is, because engies using one tend to get sniped in short order.

As for the Hornets, I haven't actually tried them yet, but from what I hear they're inferior to lolpods in every way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 17, 2014, 07:24:39 am
I always did think that the missiles on the AV turret should have a slightly larger turning radius, enough to hit moving vehicles but not enough to instantaneously change course to snipe infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 17, 2014, 07:37:59 am
IDK how it is on bigger resolutions, but on 1024*768 (I have a 17" screen, please stop laughing at me) MANA AV is kinda crap at sniping infantry. Simply using my rifle would be a lot more efficient, except in rare circumstances where large groups of enemy infantry are packed tightly together.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 17, 2014, 09:52:31 am
Honestly they shouldn't add more anti tank options until they balance the current ones, especially something so experimental. How the AV mana turret is still untouched since its release baffles me.
I take it you don't read patch notes?

Quote from: PU02, Dec. 17th 2013
Mana Anti-Vehicle Turret Changes

    -Projectile lifespan was reduced from 15 to 10 seconds. This drops its max range to match the AV turret’s render distance.
    -Blast damage reduced against infantry to match its intended role as an anti-vehicle weapon
                Max damage reduced from 1000 at 0.5 meters to 500 at 0.35 meters.
    -Gravity value of 2 added. This only applies if the rocket is no longer controlled.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Antioch on January 17, 2014, 10:33:11 am
Is it me or does this game involve waiting half the time for territories to actually capture while the actual opposition has long been beaten?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 17, 2014, 11:14:51 am
Is it me or does this game involve waiting half the time for territories to actually capture while the actual opposition has long been beaten?
Yes. I think the basic idea is that your opposition has time to prepare to defend the next base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 17, 2014, 11:38:47 am
Is it me or does this game involve waiting half the time for territories to actually capture while the actual opposition has long been beaten?
If you don't care about cap XP (which is the case if you are good at killing folks, typically :P) then you can always "Instant Action" to some action - they fixed it pretty well a bit ago.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 17, 2014, 12:27:59 pm
Is it me or does this game involve waiting half the time for territories to actually capture while the actual opposition has long been beaten?
Yes. I think the basic idea is that your opposition has time to prepare to defend the next base.
Also it gives time for a sudden assault to retake the base. I've seen caps stop at like 3 seconds remaining and turn around to a full recapture. The game needs some way to tell whether you've totally overcome the enemy forces. If it were based on ratio of how many people are there, it would be easy for a zerg to plow through insta-capping. Which would be even worse than it is now ...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 17, 2014, 12:47:52 pm
Ok so since they made tomcats useless by making you have to CONSTANTLY aim them at the target because they will perform harakiri... at this point it would be nice if you could dumbfire them but nope.
Totally useless unless you either chase a runner or stay far

Oh and the coyote missiles are just hilarious.
It's hard to miss with them but you need 3-4 relaods to kill a ESF... basically same as the tomcats of old but the enemy gets no lockon warning... basically they nerfed tomcats to replace them with a more expensive missile launcher.

Personally i started buying the (pretty cheap) Fuel tank upgrades and zip around with the banshee killing infantry because my secondary (tomcats) went straight to hell.
Maybe i will buy coyotes one day but i thin i'll wait a month or two to see if it gets nerfed to the ground.

Oh and i really got to like the TR minichaingun when pew pewing at ESFs... it scored me many assists and even some kills thanks to its suprising accuracy and RoF.
Not bad for a HA gun thats supposed to kill infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 17, 2014, 12:55:54 pm
Don't bother with coyotes, they are hilariously bad, 100 dmg per missile with six missiles a volley (grand total 600!), they are about as useful as 3 m20 mustang shots (at max range) and harder to land. They are slow and ESFs are fast, and the auto-lock range is really damn small.

Hornets on the other hand, are still retardedly good. So there's that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 17, 2014, 12:59:45 pm
Don't bother with coyotes, they are hilariously bad, 100 dmg per missile with six missiles a volley (grand total 600!), they are about as useful as 3 m20 mustang shots (at max range) and harder to land. They are slow and ESFs are fast, and the auto-lock range is really damn small.

Hornets on the other hand, are still retardedly good. So there's that.

Well i only tested coyotes in VR. they seem to have the lockon range similar to flak proximity fuses.
From what i hear hornets have a much worse DPS compared to regulat ESF dumbfires unless you miss over 50% of your shots with dumbfires.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 17, 2014, 01:12:57 pm

Hornets have worse DPS compared to regular ESF dumbfires.
[/quote]

Right, dumbfires do have a higher DPS. But that's not exactly a fair comparison, considering all the benefits of hornets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 17, 2014, 03:11:18 pm
Ignore this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 17, 2014, 05:14:59 pm
Hornets have worse DPS compared to regular ESF dumbfires.
Right, dumbfires do have a higher DPS. But that's not exactly a fair comparison, considering all the benefits of hornets.

Yeah but you have to lead hornets like a AV turret missile so if you want to use them you need to stay put.
And staying put in a ESF = getting buttsexed by flak, G2A launchers and even tank cannons.
Oh and they can be shot out of the air.
Basically Hornets are horrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 17, 2014, 05:54:00 pm
I get a retarded number of vanguard AP kills because of ESF's doing a rocket pod strafe, where you have to continue looking at the target, while moving forward...

Second, you can move around while using the hornets, its not hard to hover right or left while aiming at a target.

Third, using any air to ground weapon is going to get you buttsexed by flak, you become a priority to the flak units due to being an actual threat to them.

Fourth, I did not know that, I fully expect them to get shot out of the air about as often as pheonix missiles are, never, or by accident.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 17, 2014, 07:40:08 pm
You can avoid getting hit by a tank cannon (at least from the one you're gunning for) by attacking from a high angle beyond his gun elevation.

If you can keep your crosshair on the target while strafing with hornets then surely you can do it with rocketpods.

At least with rocket pods you can come in fire a salvo and get out while with hrnets you have to manually guide the SLOW missiles all the way to their destination or they go wherever.
So for example if you started an attack run on a tank with pods and fire off 6 rockets before a FlakMAX notices you and starts pounding with flakguns you can brake off and AB out of there with some of your rockets hitting while hornets will just go "hey wait for us" and hit they ground trying to go wherever you're currently pointing at.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 17, 2014, 07:43:10 pm
You can avoid getting hit by a tank cannon (at least from the one you're gunning for) by attacking from a high angle beyond his gun elevation.
This. If you aren't derping, you come in from the direction opposite wherever their turret is bearing, or barring that from directly above. If doing either of that would get you shot up by AA, you're picking bad targets to begin with. The key is: If you take AA fire when approaching an area, fuck off and kill someone somewhere else. Unless it's just one dude with a lock-on launcher, in which case pop your flares and murder him.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 17, 2014, 09:16:53 pm
Idk I'm having more success killing tanks with the hornet, and its really really easy to kill infantry with them.

I've just discovered they have a 400m range limit, where they despawn like the pheonix, basically limiting their usefulness to being just a different version of what rocket parts are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 18, 2014, 05:44:07 am
Yeah their range is far to short to be useful.

I tried to attack a sundy by setting my self up just outside of lock on range only to see my missiles explode three bus lengths before impact.
Meanwhile I was still getting pinged to death by the sundy's guns
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 18, 2014, 12:36:16 pm
So i was driving around in my skyguard (not so) deep behind enemy lines racking up kills (ESFs and Libs hit decided to run towards the warpgate... and i was between the main zerg and warpgate so i had perfect shots lined up on damaged aircraft) when i ran low on ammo.

So obviously i ran back to the nearest allied base... and i got shot.
I look around and who do i see?
A freaking prowler (i'm TR) aiming and unloading at me.

With nowhere to run i die and see the jolly message.

Killed by:
4lulz
You got killed n00b.
Prowler 120 mm HEAT cannon - 100%

I guess one of those ESF pilots got real angry this time... and quite honestly that's not the first time someone TKd me when i was in a skyguard.

Also i used the high cert gain today on maxing the engagement radar and AB tanks.
They go along quite well with the banshee cannon because now i know when (and where) to run (Radar) and have the means of doing so (AB tanks) farming Infantry with the banshee in the meantime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 18, 2014, 01:17:11 pm
Double Cert weekend is on. wooooooooooooooo
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 18, 2014, 02:36:00 pm
Wait, what slot does engagement radar take, and how much does it cost?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 18, 2014, 02:37:00 pm
When in doubt, click all the empty boxes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 18, 2014, 03:11:44 pm
It uses your flares / fire suppression slot
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 18, 2014, 03:23:38 pm
Wait, what slot does engagement radar take, and how much does it cost?

Along with the fuel tanks its the cheapers certification line ever.

It has 4 stages and goes 1, 10 (or 20 not sure now), 50, 100 automatically spots any aircraft in a large area around you.
You should check it out but i wouldn't advise using it with secondaries other than fuel tanks because lockons WILL screw you over unless you can outrun and outrange them (only possible with maxed AB tanks).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 18, 2014, 04:06:37 pm
Yeah, flares are pretty much required at this point. Sort of pointless to have other useful cert lines in the defense slot, because when it comes down to it none of them are better than a get-out-of-myshitisfucked-free card.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 18, 2014, 05:15:56 pm
Yeah, flares are pretty much required at this point. Sort of pointless to have other useful cert lines in the defense slot, because when it comes down to it none of them are better than a get-out-of-myshitisfucked-free card.

Flares are utility.
Oh and i flew for quite a while without them ending up with 20 kills and 2 deaths by doing  quick hit and runs with the anti infantry cannon.
It's pretty fun to use on Vaanu infantry swarms where it can down 3-4 people at once.

Defense has Autorepair, Composite armor and vehicle stealth.

In other news.... the AV turret nerf is slightely annoying.
I never use it for AV duty but the nerf hit me anyway.
It can't destroy a terminal with one missile... meaning it has less firepower then G2A launchers.
It's relatively a big deal for me since now i have to wait for another missile or use my gun to destroy those.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 18, 2014, 05:42:54 pm
I figure I should finally get me a new sidearm (spent the last year rarely using my mag shot) but I can't quite decide on wich to get. Maybe you guys can help me decide.

My general NC infantry loadout is jackhammer decimator as heavy, claw as engi and medic. Looking for a side arm that could service for long range shots when I the situation doesn't allow me to get in close with the shotgun, but is still usable up close should I not have time to reload my main weapon. So far both the rebel and the desperado seem good choices. Rebel seems to be a bit better at range but just barely over the desperado, wich is a pretty powerful pistol overall and trumps the rebel close range by a large margin. I haven't looked that much into the NS revolvers but they seem to be for close range more like.

I'd mostly be using it outdoors and switching to a shotty indoors or around walled areas. Wich do you guys think I should get?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 18, 2014, 05:49:11 pm
The magshot is decent i think.
Most pistols are sidegrades anyway... so that's that altho i think pistols like Desperado are better sidearms due to teir higher RoF taht makes it easier to finish off someone you wounded earlier with the shotgun BUT you ran out of ammo for it.

But for fighting at range... you probably want slug rounds for the shotgun instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 18, 2014, 06:23:11 pm
I'll pass for slugs. I don't even think you can fit slugs in the jackhammer, and I prefer pellets for close range anyway, same as on my mattocks for the max. They're to hit or miss for my taste.

The magshot is pretty meh, the rebel is a flat upgrade in most ways except it has a smaller mag. The rebels range is actually quite impressive for a pistol, you can reliably kill with its one mag (10 rounds) from up to 50 to 60 meters away. The desperado's range is a bit less but you can still kill up to 40 meters away except a tad faster then the rebel. It's hard to say how the thing aims in an actual combat scenario, being burst mode and having significant vertical recoil.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 18, 2014, 06:38:27 pm
Yeah, flares are pretty much required at this point. Sort of pointless to have other useful cert lines in the defense slot, because when it comes down to it none of them are better than a get-out-of-myshitisfucked-free card.

Flares are utility.

That's what I meant. Autorepair is my go-to for the defense slot, especially on Indar with all the bases in easy flak range of one another.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 18, 2014, 06:43:57 pm
Christ, I had fun on US west... Connery, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 18, 2014, 07:14:04 pm
Does anyone know what settings affect the NV scopes on infantry weapons?

If I have my graphics set any higher than low its completely unusuable; everything is all bright and drowns out the highlighted infantry, especially on Esamir
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 18, 2014, 08:21:09 pm
I've had the Rebel for quite a while now and have really enjoyed it.  That said, from what I've tested with the Desperado, it's quite nice too.  I don't think you'll regret either choice.


That said, the NS revolvers are actually pretty accurate at range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 18, 2014, 09:04:27 pm
Hehe, they're actually secretly AA weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 18, 2014, 09:15:38 pm
Hehe, they're actually secretly AA weapons.

So... my theory of temj being too damaging to ESFs is true?
I hear the commisioner can wreck them in 21 shots so 4 people shooting at once can in theory make short work of a ESF.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 18, 2014, 09:25:32 pm
I think I already posted that picture of Patton shooting at an airplane in here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 18, 2014, 09:26:58 pm
Patton? Not the dude from saving private ryan?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 18, 2014, 09:28:51 pm
This one (http://www.imfdb.org/images/thumb/6/6b/Patton-colt03c.jpg/600px-Patton-colt03c.jpg), from this movie (http://en.wikipedia.org/wiki/Patton_%28film%29), with this intro (http://www.youtube.com/watch?v=QU1vL3TsIis).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 18, 2014, 09:31:08 pm
That intro reminds me of "The Russians are coming!" for some reason.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 18, 2014, 10:08:06 pm
I figure I should finally get me a new sidearm (spent the last year rarely using my mag shot) but I can't quite decide on wich to get. Maybe you guys can help me decide.

My general NC infantry loadout is jackhammer decimator as heavy, claw as engi and medic. Looking for a side arm that could service for long range shots when I the situation doesn't allow me to get in close with the shotgun, but is still usable up close should I not have time to reload my main weapon. So far both the rebel and the desperado seem good choices. Rebel seems to be a bit better at range but just barely over the desperado, wich is a pretty powerful pistol overall and trumps the rebel close range by a large margin. I haven't looked that much into the NS revolvers but they seem to be for close range more like.

I'd mostly be using it outdoors and switching to a shotty indoors or around walled areas. Wich do you guys think I should get?

I use the Commissioner with my shotguns. I hear people don't like the iron sights on it, but I don't have a problem with 'em. Never got my head around the Desperado, but I'd say the Commissioner pairs better than the Magshot, Rebel, or Underboss.

It's still a pistol, not a sniper rifle, but I find it's workable enough, and could probably recommend you at least consider it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 19, 2014, 11:53:08 am
The Vanu swarms are at it again.
This time they are trying to deny TR the rapid cert gain by seperating them from NC and forcing everyone to fight them instead.
Spoiler (click to show/hide)
This is getting annoying since VA is already the strongest faction on Woodman and having NC for themselves only empowers them further.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 19, 2014, 12:04:34 pm
The Vanu swarms are at it again.
This time they are trying to deny TR the rapid cert gain by seperating them from NC and forcing everyone to fight them instead.
Spoiler (click to show/hide)
This is getting annoying since VA is already the strongest faction on Woodman and having NC for themselves only empowers them further.
Man, it sure is amazing how everything is always a sinister Vanu plot. It's almost like we're the PS2 Illuminati~

Except, y'know, the Illuminati don't actually exist and the people that think they do are delusional types coming up with explanations for normal events.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 19, 2014, 02:40:57 pm
Oh come on, KOTV are such obvious Illuminati ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 19, 2014, 02:42:54 pm
Agreed that VS are strongest on Woodman, agreed.
And TR are strongest on Miller.

Why do I always play the underdog?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on January 19, 2014, 02:47:19 pm
It is the same reason that I like to join the losing team, it is more challenging.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kaitol on January 19, 2014, 03:17:53 pm
A desperate last stand tends to be more fun than shooting fish in a barrel.

Holds true pretty much in any game.

Hence why I never really understood hackers...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on January 19, 2014, 03:45:43 pm
Normally it is lack of skill or age, but the thing is playing with hacks actually makes you worse at the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 19, 2014, 04:38:46 pm
Some of my best memories of Counterstrike is of working together to make the kiddies with aimbots, wallhacks, and speedhacks ragequit when they die anyways. The best ones are when they turn around and accuse other people of hacking because they died despite their crap. xD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 19, 2014, 05:45:47 pm
I think the main reason VS are OP is their default camo, which blends in everywhere while NC and TR tend to stand out from the background. IMO VS should be changed from dark purple to hot pink.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 19, 2014, 05:47:56 pm
Nah, bright purple.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 19, 2014, 06:13:30 pm
I actually think that that was one of the main points of the loyal player (or W/E) camo that they gave everyone a while back; it's a black base mottled with dark blue/red/purple for every faction, roughly as dark as default VS colors.

OTOH default VS vehicles have giant patches of bright cyan on them.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 19, 2014, 06:24:43 pm
They gave us camo?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 19, 2014, 06:49:21 pm
The vanu faction colors could stand to be a bit more blackish purple instead of just black, and some more cyan patches.

Either way NC has the worst colors for natural camo. Blue and yellow are like complete opposites. I wish they'd have made the nc colors have a lot more grayish blue, or at least like it was before it got changed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 19, 2014, 06:58:36 pm
Its kinda sad, most camos for the NC have giant yellow bits...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 19, 2014, 07:12:20 pm
You can't hide our FREEDOM.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 19, 2014, 07:26:39 pm
The Amerish revamp is on the PTS right now.

The bases look fantastic. It sure beats the pants off of Indar and Esamir base design, at least in terms of aesthetics. I wonder how well they will play, but I imagine they'll be able to beat campable spawn rooms and high containing walls.

Some things I've explored include Barrik Electrical Station, which has a large interior area where the cap point is located, Highroads Station, which is a multi-level cliffside fortress, and Heyoka Chemical Lab, which has a toxic moat. And at the Ascent there's a narrow passage between two rock spires that's just wide enough for an ESF to fly through, so of course I flew through it.

I have to say that I'm looking forward to it going live.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 20, 2014, 12:10:19 am
I'll have to check this out sometime soon.   Did they mess much with Splitpeak?  Their "what's your favorite base" poll saw that consistently rated.

Oh wait they didn't do that base yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 20, 2014, 04:24:53 am
Do boosts stack with double XP weekends? Thinking about using that free boost I got next time there's a double weekend, which shouldn't be too long by the look of things lately.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 20, 2014, 07:22:00 am
Do boosts stack with double XP weekends? Thinking about using that free boost I got next time there's a double weekend, which shouldn't be too long by the look of things lately.

They do... iat least i think so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on January 20, 2014, 10:46:23 am
Do boosts stack with double XP weekends? Thinking about using that free boost I got next time there's a double weekend, which shouldn't be too long by the look of things lately.

Yes, any bonuses to xp stack. during a double xp period the total is then doubled.

Bonuses that I'm aware of as of the last time I checked include;
boosts(max is +100%)
membership bonus(maxes out at +50%)
bonus for having significantly lower population on continent(Most I've ever seen is +30%)
bonus for fighting on defense, ie if you can see the point control indicator for a base that your faction owns.(+10% in outposts, +15% in facilities)
bonus for fighting as part of an alert(+20%)

With all of them you would have up to a +215% bonus increasing to an effective +530% during a double xp period.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 20, 2014, 02:42:30 pm
I think the main reason VS are OP is their default camo, which blends in everywhere while NC and TR tend to stand out from the background. IMO VS should be changed from dark purple to hot pink.
Or shiny deep purple and teal.... like it should be
(http://wiki.planetsidesyndicate.com/images/2/20/VS_Agiles.jpg)

I actually think that that was one of the main points of the loyal player (or W/E) camo that they gave everyone a while back; it's a black base mottled with dark blue/red/purple for every faction, roughly as dark as default VS colors.

OTOH default VS vehicles have giant patches of bright cyan on them.  :P
What camo? I didn't get no free camo
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 21, 2014, 04:57:25 am
The last update that fixed vehicles sliding down gentle slopes also reduced the Prowler's recoil to basically zero, much to my surprise. Not that I'm complaining, it makes Anchored Mode beastly again since they nerfed its velocity.

My outfit has a fun tactic where we use repair sunderers, ammo sunderers, and a shielding wall of Anchored Prowlers to make a basically invincible mobile artillery mini fortress. It's great at breaking tank stalemates, obliterating unprepared armor columns, and raking in certs.

It's funny when enemies gal drop onto it to try to take it out. Imagine a squad of infantry where the squad leader shouts 'Grenade!' and then everybody scrambles for cover, but with Prowlers and Light Assaults instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 21, 2014, 05:07:37 am
That sounds like easy pickings for MANA AV zergs (it seems everyone and their mother is using those these days).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 21, 2014, 06:21:33 am
I think the main reason VS are OP is their default camo, which blends in everywhere while NC and TR tend to stand out from the background. IMO VS should be changed from dark purple to hot pink.
Or shiny deep purple and teal.... like it should be
Spoiler (click to show/hide)
Hear, hear.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 21, 2014, 01:18:01 pm
I'm hoping the no recoil on the prowler guns is a 'feature', it actually makes the prowler useful and gives it a much needed edge against a tank with the same HP and armor which is also more maneuverable and harder to hit; or one that has more HP, takes less damage, has a harder hitting gun and also can enable god mode for a significant length of time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on January 21, 2014, 02:51:25 pm
The last update that fixed vehicles sliding down gentle slopes also reduced the Prowler's recoil to basically zero, much to my surprise. Not that I'm complaining, it makes Anchored Mode beastly again since they nerfed its velocity.

My outfit has a fun tactic where we use repair sunderers, ammo sunderers, and a shielding wall of Anchored Prowlers to make a basically invincible mobile artillery mini fortress. It's great at breaking tank stalemates, obliterating unprepared armor columns, and raking in certs.

It's funny when enemies gal drop onto it to try to take it out. Imagine a squad of infantry where the squad leader shouts 'Grenade!' and then everybody scrambles for cover, but with Prowlers and Light Assaults instead.

How do you defend from ariel attacks though?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 21, 2014, 03:13:31 pm
How do you defend from ariel attacks though?

We deploy on hills and shoot up.

Actually, it doesn't seem to be much of an issue, or it wasn't at the time, because large zergs (which we were a part of) always have lots of AA, and my outfit has several talented pilots who are very proactive in engaging air targets.

It did occur to me that putting the Walker or Ranger on top of my Prowler while I'm part of this might be a good idea though, since there was enough enemy air floating around that being able to shoot them may have been worth it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 21, 2014, 03:14:51 pm
The last update that fixed vehicles sliding down gentle slopes also reduced the Prowler's recoil to basically zero, much to my surprise. Not that I'm complaining, it makes Anchored Mode beastly again since they nerfed its velocity.

My outfit has a fun tactic where we use repair sunderers, ammo sunderers, and a shielding wall of Anchored Prowlers to make a basically invincible mobile artillery mini fortress. It's great at breaking tank stalemates, obliterating unprepared armor columns, and raking in certs.

It's funny when enemies gal drop onto it to try to take it out. Imagine a squad of infantry where the squad leader shouts 'Grenade!' and then everybody scrambles for cover, but with Prowlers and Light Assaults instead.

How do you defend from ariel attacks though?
I doubt aerial attacks are a threat for organised groups since 1 or 2 AA MAXes or Skyguards (with HAs with G2A missiles and any secondaries on Sundies/tanks) pretty much solve the problem unless another organized group decides to spawn mass liberators with daltons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 21, 2014, 05:51:01 pm
You don't even need that, just AA secondaries on some of the tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 23, 2014, 01:02:37 pm
I didn't play this game since may and, as Warframe appears to slowly die from MWO syndrom, I'm thinking about retaking this. Can someone make me a quick topo of what changed in the past... 8 months?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 23, 2014, 01:13:30 pm
Since May?  Guessing a bit here, so sorry if you've seen them.

Lattice on Indar and Esamir
Esamir base redesign
ES rocket launchers
Harasser (and got nerfed to the ground recently)
ES MAX secondaries (ZOE ruled for a while then got nerfed)
Major performance upgrade
Very recent multiple new secondaries for ESFs

There was a long content gap while they worked on the performance patch, so not a whole ton was missed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 23, 2014, 01:16:50 pm
Also a bunch of balance stuff.

Your favorite gun you used to use might not be the same gun it was before, so you should just go to the VR and shoot a bunch of stuff and see what's different, or play regularly and be surprised.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 23, 2014, 01:18:12 pm
Oh yeah, several infantry weapon balance passes, especially LMGs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 23, 2014, 01:21:25 pm
I've seen the lattices, a bit of harasser, ES rockets, and quit soon after the Zoes. I heard about the new ESF stuff and that they did performance fix too.

I'd have guessed that there would've been more than that in 8 months.

Good points: not a lot more to learn, smaller DL.

I'll give it another try.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 23, 2014, 08:24:51 pm
Shooting people got much easier when I learned of the b key.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on January 24, 2014, 03:12:15 am
Shooting people got much easier when I learned of the b key.
What does that do?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 24, 2014, 03:17:08 am
Switches fire modes. Fairly useless if you practice good trigger discipline.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 24, 2014, 03:42:22 am
Occasionally you can switch your gun to a burst fire mode, which is slightly more useful than full-auto for some guns.

There's no really good reason to switch to single-shot mode, since if you're plinking at dudes with it from afar and suddenly a guy show up up close, there's nothing you can do to stop him from killing you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 24, 2014, 06:06:03 am
Click really fast? :)


I'm terrible at burst-fire. Still manage to kill people once in a while, though.

Edit: Oh and I made 200 SPM Average! Yay! Although it dropped to 199.9 a day later...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 24, 2014, 07:21:27 am
Is it just me, or is SMG infiltrator the best class? I'm having longer and more frequent kill streaks than with other classes. And it's not like I'm not contributing to the team like those sniper rifle infiltrators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 24, 2014, 07:28:03 am
It's good vs noobs, and fun to solo, but kills don't capture bases. A squad of infil+smg vs a balanced squad will always lose
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 24, 2014, 07:31:19 am
Well obviously it shouldn't be a full squad, but an infiltrator or two come in handy with their darts when capturing a base. And I do frequently cap points, and leave mines on them if there's no allies guarding it (if there are, I just sit on an ammo box and spam recon darts).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 24, 2014, 07:54:10 am
Yes SMG infiltrators are the best class.
Capturing bases gives crap XP compared to getting a boatload of kills as David Copperfield.
10 kills and you basically got the same XP you'd get for capping a facility.
Not only that but you also can spot enemies en mass with the recon darts drop mines like a cow with gastric problems.

And best of all... if an infiltrator encounters something he cannot kill/destroy there's always the cloak and run like hell tactic (or run behind a corner and stand still).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 24, 2014, 09:01:57 am
Frankly I'm appalled by how rarely people spam darts, in large fights it easily beats killing people when it comes to XP gain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on January 24, 2014, 09:18:19 am
It's good vs noobs, and fun to solo, but kills don't capture bases. A squad of infil+smg vs a balanced squad will always lose
I wouldn't agree about the always, particularly on Amerish where there are far more equipment terminals left out in the bases allowing for hacking and resupply. Several times I've been part of an infiltrator squad that has secured multiple bases against equal or sometimes greater numbers.

Frankly I'm appalled by how rarely people spam darts, in large fights it easily beats killing people when it comes to XP gain.

Most of the time that I'm unable to dart spam is due to engineers failing to drop ammo packs intelligently. Far to often they fail to drop packs where people are actually fighting, leaving them only back where heavies/maxes are spamming at the spawn room from long range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 24, 2014, 09:21:04 am
Dart spam is a great asset in an even fight.  Any good organized squad will bring one along.  It's especially useful in bases where all the hackable terminals haven't been inexplicably removed by SOE yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 24, 2014, 04:32:33 pm
You only need one infiltrator in a squad though, since the utility of all the other classes scales better and they have better killing potential.

I get the best kill streaks as a heavy, because shield is pretty good. Also because my outfit is usually there to pick me up when I die or I'm fighting the late night crowd, most of whom are very bad.

Edit: Oh and I made 200 SPM Average! Yay! Although it dropped to 199.9 a day later...

I wonder if oh, come on. (https://players.planetside2.com/#!/5428037660453561825)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 24, 2014, 04:47:30 pm
I'll have to live vicariously through my outfit leader (https://players.planetside2.com/#!/5428010917252307521), who is #2 in score for all of Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 24, 2014, 04:52:47 pm
Well i have 207.1 Score per minute.... whatever that means.
But my K/D is only 1.09.

I blame my habbit of using the banshee on my Mossy for fixing my K/D from below 1.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 24, 2014, 06:25:33 pm
I'm checking on the color of the grass over on the TR side. Mostly I want to test out the prowler and max a bit. Any TR players here who can advise me on max AI weapon? Unfortunately the 250 one seems crap but I'll probably get two of those first for ease of acces.

Yes SMG infiltrators are the best class.

SMG infiltrators prey on lone targets, they suck at taking and holding ground. Sure if you've got prey to kill and don't care for base capture SMG infil is what you want. In a heavy firefight though good luck surviving much after decloaking and dropping a target.


Also I'll join the KD bragging (https://players.planetside2.com/#!/5428013610445870481/stats). :)
Although mine is hardly impressive due to me mostly lone wolfing. And the horrid drop in performance as the game became unplayable for me. Not that KD means much anyway.

Not doing to shabby on my TR  (https://players.planetside2.com/#!/5428163811565770449/)either, for having pretty much no certs and again lonewolfing.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 24, 2014, 07:13:54 pm
The thing about infiltrators is the fact they CAN blindside you rather easely. And with a silencer they can take 2-3 people before recloaking and running away.
Don't underestimate the "stealth" created by confusion and crowd.

As for MAX wqeapons... i have no idea really. I just bought the cheapest chaingun for the right arm.
I assume however that the long range chaingun or dual fractures would be the best choice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 24, 2014, 08:05:22 pm
Christ, I have a shit KD ratio...


its .37 ...

And the fun thing is that most of my kills have been in the last two days, after I learned to toggle my fire...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 24, 2014, 08:11:52 pm
So your KD is bad, but do you enjoy playing the game? Or are you playing for a KD?

For me, winning objectives is more fun than getting a good KD.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 25, 2014, 12:25:49 am
Pfft screw recon darts, get some scout radar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 25, 2014, 12:33:44 am
Speaking of scout radar, does it reveal everyone to all your teammates or only to those inside the vehicle? The description, if I remember correctly, seems to suggest the latter, while the former would be way more useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 25, 2014, 01:02:28 am
Proxy radar (tanks) is in-vehicle only.  Scout radar (flash, ESF) is all friendlies.  100m scout radar in the bottom of a biodome can light it up- though someone has to be in it for it to work.



Speaking of K/D, shooting down a 8/12 gal tends to help that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 25, 2014, 02:06:02 am
Pfft screw recon darts, get some scout radar.
I like both, but I see myself using scout radar more when you get xp. :P
They also work well in conjunction, you know. Scout radar shows uncloaked everyone, while recon darts show moving people. The only people you don't see is cloaked non-moving infiltrators, which doesn't last a long time (i.e. cloak drain).


About K/D and SPM... eh. :-\
I have a low-end computer, which I blame for most of my troubles, and a mediocre connection. I've got a much better K/D on Woodman than on Miller (since I can quickscope more reliably and such :P), but they're still all below 1.
Miller (VS) (https://players.planetside2.com/#!/5428031585356571985)
Woodman (NC) (https://players.planetside2.com/#!/5428123302632549729)

At least I'm over 100 SPM, and I enjoy the game. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 25, 2014, 02:17:18 am
I was told that a cloaked infiltrator is undetectable to recon darts and scout radar, as long as he's cloaked.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 25, 2014, 06:33:49 am
EU SERVERS ARE DOWN. DAMMIT.

I spent all night downloading the 8.5Go of updates, all to get a G15 game error, which, after a forum search, has nothing to do with firewall but actually reflects the EU servers like Ceres being down (US servers are apparently fine).

FML.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: engy on January 25, 2014, 08:58:13 am
I was told that a cloaked infiltrator is undetectable to recon darts and scout radar, as long as he's cloaked.

Yep, cloaking also removes any voice call-outs on you.  Cloak is pretty good; but its also the reason they are the only class with 400 (vs 500) shields.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 25, 2014, 09:13:50 am
I'm pretty sure darts can pick up moving infiltrators, cloaked or not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 25, 2014, 11:06:52 am
I was told that a cloaked infiltrator is undetectable to recon darts and scout radar, as long as he's cloaked.
You were told incorrectly about the recon darts - I've killed many an invisible infiltrator I wouldn't have noticed otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 25, 2014, 11:46:46 am
As far as I'm aware, since a somewhat recent patch a couple months ago, EVERYBODY who makes any kind of movement will show up with recon darts. If you're cloaked and stationary you are fine as long as nobody notices the refraction around your character model. Ever since somebody in the thread mentioned that each faction has their own cloak activation/deactivation sound I've come to learn what they are, and now I will know there's a cloaker around even before he fires. The problem is that only gives you a split second to react before he shoots you, and more likely than not he'll have an SMG at close range and you're kinda screwed anyways unless you're a heavy with your shield maybe. It's when there's a group of teammates all together and they fail to notice that people are being shot around them that pisses me off. It's almost like nobody in this game has any situational awareness at all, all too focused on one target or area.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 25, 2014, 01:38:41 pm
Oh, are we posting our characters (https://players.planetside2.com/#!/5428010917251580113) now?

My Score/Minute is pretty bad because I spend a lot of time dinking around/flanking, but my K/D ratio is pretty good for someone who only plays infantry. It's not that I'm good or anything, far from it. I just play to survive, not to get kills.

Maybe when the new continent comes out I'll bump it up to a solid 3.0, if I haven't lost it from not playing for so long...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 25, 2014, 01:51:01 pm
new continent
I have not heard of this, please elaborate?

Also, while I'm at it, might as well. here (https://players.planetside2.com/#!/5428010618040132689) and there (http://www.planetside-universe.com/character-5428010618040132689.php). I never realized just how much I used the DMR until now, I have only used it a couple times since it got a magazine size increase because the other guns are more useful in the battles I usually take part in. I used it mainly because it's basically a futuristic version of the M14, and the M14 is one of my favorite guns in the realities =p

While I'm talking about that, it looks like you have a lot of  kills from your AI max weapons Knight of Fools, so that may also be boosting your KDR. On another note, how are you liking the NS-11A? I haven't tried it myself, just curious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 25, 2014, 01:53:36 pm
new continent
I have not heard of this, please elaborate?

Hossin, eventually. It'll be the center of the continental lattice. I think it's still on PTS, if you want to see some of it right now.

As for stats, I pretty much think every stat in the game can be padded, if you wanted to. Some are somewhat harder than others, but still not terribly hard. My Vanu alt has 25% more score per minute, because I played it quite a bit during one of the recent double XP weekends, for example... (that and Vanu is easymode. :P)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on January 25, 2014, 02:05:39 pm
Buried in the faq (https://forums.station.sony.com/soe/index.php?threads/the-revised-soe-all-access-program-faq.11500063040/) for the changes to the membership schemes for SOE's games is the mention that Planetside is going to become a free to play game on april 2nd. I know that there was talk of making it f2p since PS2 launched but this is the first time I've seen a date set for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 25, 2014, 03:49:37 pm
Well if we're posting characters, enjoy knowing just how much time I've spent in a reaver, I'm not even an "ace" pilot yet (https://players.planetside2.com/#!/5428041429986360193/stats)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 25, 2014, 07:05:01 pm
new continent
I have not heard of this, please elaborate?

While I'm talking about that, it looks like you have a lot of  kills from your AI max weapons Knight of Fools, so that may also be boosting your KDR. On another note, how are you liking the NS-11A? I haven't tried it myself, just curious.

Yeah, Hossin. It's going to be some swamp continent, and I'm hoping they're taking all the things they learned from updating the other continents and making it awesome.

And pretty much any of the NS weapons rock. Low recoil, good accuracy, and a sizeable magazine? It's no contest most of the time.

And I know my MAX stuff is bumping my K/D ratio. If you're curious, before I used it regularly it hung around 2.67, I think, but it's still something silly I'm proud of. And a surprising number of those kills are opposing MAXes - Most VS MAXes expect me to skiddadle the moment they ZOE around the corner. I can usually take them out without reloading.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 25, 2014, 09:28:01 pm
If you're NC, dual Falcons are now really, really good.  They're good against infantry and great against MAXes.  Hitting with both barrels will take out a full health infantry that isn't packing flak.  I got a 15+ kill streak defending the Octagon from an infantry zerg with them, and that's pretty unheard of from me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 27, 2014, 11:21:22 am
Seconding that falcons are a useful mid range weapon for up to 50 meters now. Not quite as effective at killing large numbers of infantry at once due to time spent reloading, but it's pretty good if you're in a situation where you can safely take cover and peek out for a quick shot. Takes down maxes quite effectively to, not sure if its faster or not then unloading two shotgun arms at point blank though.

Not a particularly good weapon if you're spearheading an advance or holding the line against an enemy advance though, you'll still want your dedicated AI shotguns for that.

Yeah, Hossin. It's going to be some swamp continent, and I'm hoping they're taking all the things they learned from updating the other continents and making it awesome.

From what I've explored of it myself it looked pretty good. I think it had very dense flora so it might not favor ground vehicles in most places. Flying an aircraft in between the many trees should be tricky fun as well. Bases seemed pretty well designed, much like the upcoming new amerish bases (though those might be even more awesome). It'll probably be pretty awesome.  :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 27, 2014, 01:18:09 pm
Speaking of NC MAX, it could use a real mid-range AI weapon. VS and TR MAXes do just fine outdoors, but you only see NC MAXes in large numbers in biolabs. I'm thinking something like a grenade launcher, pretty much just a copy paste of Falcon but with a decent sized splash (1/2 HE Lightning?) but pitiful direct hit damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 27, 2014, 05:33:35 pm
Game needs flamethrowers. And flamethrowers on MAXes and on tanks, and heck, flamethrowers on airplanes.

Fire makes it good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 27, 2014, 05:36:50 pm
A preview during OMFG PU1 showed a TR max with a flame thrower.

They're coming.... and might actually give the TR something that'll compete with scat maxes in doors
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 27, 2014, 05:37:48 pm
Flamethrowers would mean biolabs would be on fire constantly, which would be cool but probably not great for actually playing in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 27, 2014, 05:47:03 pm
Good, all the biolabs need to burn down anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 27, 2014, 05:50:35 pm
Make the flames sticky so they continue burning after you get away, and so they create swaths of area denial. But it would suck hard to make it faction-specific.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 27, 2014, 05:55:49 pm
Make the flames sticky so they continue burning after you get away, and so they create swaths of area denial. But it would suck hard to make it faction-specific.
So make those separate. VS flamers are sticky, NC flamers are area denial, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 27, 2014, 06:12:50 pm
Oh i have an idea.

VS flamers stun infantry upon hitting and melts vehicle at short range.
TR flamers use up ammo faster than VS flamers don't stun or damage vehicles but deal 1% more damage to infantry overall.
NC flamers fire 3 slow fireballs in random directions that dissipate after 5 meters. They are considered fine because they can oneshot infantry if all 3 balls hit... oh and they have to reload after every shot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 27, 2014, 06:18:03 pm
NC max is more or less fine at what it does, wich is cqc domination. A mattock with slugs will serve you if you really must go mid range. It'll give you comparable range to the average TR max AI gun albeit with far less sustain but still superior close range effectiveness. In fact I actually find mattock with slugs easier to kill with from extreme ranges than most other max weapons, provided you manage the cone of fire.

Alternatively if they want to take away the NC max's niche and give other maxes a cqc monster like what the flamethrower could be, they do ought to give the NC max a medium range alternative beyond slug shotties. Hell make flamethrower the TR faction weapon, give NC some sort of bolt action railguns for long range domination, and give vanu lasher arms. Yes lasher arms, picture it. :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 27, 2014, 06:20:51 pm
Lasher arms? Why not extendo-lobster pincers? I mean, they do look like lobster people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 27, 2014, 06:24:27 pm
Lasher arms? Why not extendo-lobster pincers? I mean, they do look like lobster people.
Oh god that "documentary" XD

By the way, Ceres is still unavailable. So I can't play. :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 27, 2014, 09:25:57 pm
I'm pretty sure the MAX flamethrowers are supposed to be NS weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 27, 2014, 09:51:43 pm
On the PTS server right now, SOE has implemented squad spawning into galaxies and sunderers. Squad members can spawn into squad-owned vehicles regardless of whether they are occupied or not.

I think this will bring back some of the more infuriating aspects of the game that SOE wisely removed, like entire platoons being able to squad deploy onto a base or garage sundies. It will be a lesser version of it, but likely no less infuriating to deal with. I think it will also encourage everybody to zerg harder. If the only way to stop repeated gal drops is to have AA and air so thick that any incoming galaxy melts in seconds, then that's all everybody will do. Small squad defenses will be virtually impossible.

Another change is that sundies will have AMS be a passive (unlockable) feature of every sunderer now, leading to the potentially fun combination of GSD, AMS, and Blockade Armor, all in one. I like this change a lot better, since the only time I ever see GSD is to break through amp station shields and get a head start on the cap. It will make defenders work harder to defend stuff if their passive defenses like vehicle shields can't be reliably counted on as much. You might also see Fire Suppression on sundies for the first time possibly ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 27, 2014, 11:53:58 pm
Oh i have an idea.

VS flamers stun infantry upon hitting and melts vehicle at short range.
TR flamers use up ammo faster than VS flamers don't stun or damage vehicles but deal 1% more damage to infantry overall.
NC flamers fire 3 slow fireballs in random directions that dissipate after 5 meters. They are considered fine because they can oneshot infantry if all 3 balls hit... oh and they have to reload after every shot.
Every single time I check a new page on this thread... Did someone force you to wear purple spandex during a speech or something? o.0
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 28, 2014, 12:09:42 am
Oh i have an idea.

VS flamers stun infantry upon hitting and melts vehicle at short range.
TR flamers use up ammo faster than VS flamers don't stun or damage vehicles but deal 1% more damage to infantry overall.
NC flamers fire 3 slow fireballs in random directions that dissipate after 5 meters. They are considered fine because they can oneshot infantry if all 3 balls hit... oh and they have to reload after every shot.
Every single time I check a new page on this thread... Did someone force you to wear purple spandex during a speech or something? o.0

The VS flames aren't flames at all, but melted spandex thrown out the end of a big nozzle, if you're under the effect of VS spandexthrowers for too long you become completely stunned and can't move, your screen goes blank as VS crab monsters finish the cacoon around your helpless body. You later emerge as a level 1 vanu, your original character is deleted, works with ZOE bonus of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 28, 2014, 01:34:17 am
Which reminds me, the ZOE would completely break flamethrowers. I remember hearing they were going to release them around the same time as or right after the ZOE got released, but ZOE just turned flamethrowers into walking instagib madness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 28, 2014, 05:29:16 am
On the PTS server right now, SOE has implemented squad spawning into galaxies and sunderers. Squad members can spawn into squad-owned vehicles regardless of whether they are occupied or not.

I think this will bring back some of the more infuriating aspects of the game that SOE wisely removed, like entire platoons being able to squad deploy onto a base or garage sundies. It will be a lesser version of it, but likely no less infuriating to deal with. I think it will also encourage everybody to zerg harder. If the only way to stop repeated gal drops is to have AA and air so thick that any incoming galaxy melts in seconds, then that's all everybody will do. Small squad defenses will be virtually impossible.

Another change is that sundies will have AMS be a passive (unlockable) feature of every sunderer now, leading to the potentially fun combination of GSD, AMS, and Blockade Armor, all in one. I like this change a lot better, since the only time I ever see GSD is to break through amp station shields and get a head start on the cap. It will make defenders work harder to defend stuff if their passive defenses like vehicle shields can't be reliably counted on as much. You might also see Fire Suppression on sundies for the first time possibly ever.

Yeah I don't like the changes at all. I'm all for making the galaxy a more useful logistics vehicle (it's already very useful in organized play), even giving them a sort of ams. Make the air a bit more interesting as well with actual priority targets for fighters and libs to take out. Just...not like this. It's doubly as problematic as the old squad spawning ever was.

All that's needed is the free AMS on the sundy and for a galaxy airborn deploy to be considered, to liven up the skies. Being able to spawn inside a moving vehicle is absurd and destroys any need for transportation in freaking transportation vehicles.

All in all I guess it's another battlefield mechanic copy, to prepare the game for console release. Terrible.  :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 28, 2014, 05:41:27 am
Oh i have an idea.

VS flamers stun infantry upon hitting and melts vehicle at short range.
TR flamers use up ammo faster than VS flamers don't stun or damage vehicles but deal 1% more damage to infantry overall.
NC flamers fire 3 slow fireballs in random directions that dissipate after 5 meters. They are considered fine because they can oneshot infantry if all 3 balls hit... oh and they have to reload after every shot.
Every single time I check a new page on this thread... Did someone force you to wear purple spandex during a speech or something? o.0

Nah i just like to joke about VS every chance i get.
After all not every faction gets a sniper rifle without bullet drop or a LMG that does splash damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 28, 2014, 05:43:37 am
If they wanted to improve Gals, they should've just given them ammo resupply and AoE repair, a la sundies. Except bigger radius, so you don't collide with the Gal and explode whenever you try to repair or resupply.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kaian-a-coel on January 28, 2014, 06:35:18 am
Oh i have an idea.

VS flamers stun infantry upon hitting and melts vehicle at short range.
TR flamers use up ammo faster than VS flamers don't stun or damage vehicles but deal 1% more damage to infantry overall.
NC flamers fire 3 slow fireballs in random directions that dissipate after 5 meters. They are considered fine because they can oneshot infantry if all 3 balls hit... oh and they have to reload after every shot.
Every single time I check a new page on this thread... Did someone force you to wear purple spandex during a speech or something? o.0

Nah i just like to joke about VS every chance i get.
After all not every faction gets a sniper rifle without bullet drop or a LMG that does splash damage.
Doesn't VS snipers have bullet drop from the very start, because balance?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 28, 2014, 06:39:46 am
Doesn't VS snipers have bullet drop from the very start, because balance?
They had. I don't know if anything changed in the meanwhile, but it used to be they had bullet drop but significantly less then other factions'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 28, 2014, 07:14:22 am
TBH I don't think giving VS sniper rifles with no drop would be all that OP if they decreased their bullet velocity accordingly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 28, 2014, 08:04:49 am
The DEFAULT VS sniper rifle (and possibly all of the scout rifles) has 0 bullet drop.
All of the bolt action rifles have minimal drop.
Can't really tell with the non default semi auto sniper rifles because they all have only 4x scopes making it pretty hard to notice.
I just tested it with a silencer (or was it a suppresor?) and with a 12x scope the spectre could shoot at someone all across the VR room without thinking about drop in the slightest.
Point'n'click so to say.
And the gun itself is in line with all the other semi auto sniper rifles out there with 1 headshot followed by a bodyshot ending up with a kill.
Of course it has some downsides like the larder damage dropoff meaning that at extreme ranges (and i mean EXTREME) you will need 1 headshot and 2 bodyshots to kill someone.
But then again if someone is standing still long enough for you to get a good aim on him then chancess are he won't have the reflexes to move away from the second bullet that's going to hit the exact same spot 1 second after the first one (the spot being his head).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 28, 2014, 08:54:26 am
If they're standing still that long, that's their problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 28, 2014, 09:14:00 am
AFAIK they scaled off the damage dropoff for the VS semi-auto snipers, but it's still there. And equivalent VS bolt-action rifles have the same recoil and bullet drop as the other factions' (they don't feel different at all).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 28, 2014, 02:42:49 pm
If they wanted to improve Gals, they should've just given them ammo resupply and AoE repair, a la sundies. Except bigger radius, so you don't collide with the Gal and explode whenever you try to repair or resupply.

I think those are actually intended to go in at some point. The models have been drawn up at least (http://imgur.com/a/FmAAV).

Nah i just like to joke about VS every chance i get.
After all not every faction gets a sniper rifle without bullet drop or a LMG that does splash damage.

Oh, yeah. The Lasher. That's the problem with facing VS. That gun and its tickle orbs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 28, 2014, 02:46:04 pm
Wait, they will be useful? Thats good. Now all we need is a belly gun.

They could always make it so that to have those buffing things you cant have passengers... Right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 28, 2014, 03:07:14 pm
People complaining about the Lasher? And not complaining about the Jackhammer? And not about the bullethose-instadeath MCG?
I'm not saying they're OP, I'm saying you shouldn't complain about a situation-specific empire-specific weapon. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 28, 2014, 03:17:04 pm
Speaking as NC, I've never had an issue with either of the other two heavy weapons, except some desire for the MCG.  VS can keep the Lasher for all I care. d=
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 28, 2014, 03:28:42 pm
People complaining about the Lasher? And not complaining about the Jackhammer? And not about the bullethose-instadeath MCG?
I'm not saying they're OP, I'm saying you shouldn't complain about a situation-specific empire-specific weapon. :P

I'd rather have a really situational, but interesting heavy weapon, than one that's basically identical to existing weapons. Jackhammer's little more than a cute pump action, and every faction already gets two of those to begin with.

'course... I don't play heavy, so I guess I really don't care at all. Heh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 28, 2014, 03:50:35 pm
The Jackhammer's pretty okay. I like how it can instakill everything within 20m and compete favorably out to 30m.

I also like how most infantry combat happens at these ranges.

They could always make it so that to have those buffing things you cant have passengers... Right?

Why restrict galaxies when ammo and repair sunderers can carry passengers?

It's not like the passengers of an ammo or repair gal are going to be hopping out to do emergency repairs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 28, 2014, 04:10:37 pm
The Jackhammer's pretty okay. I like how it can instakill everything within 20m and compete favorably out to 30m.

5 minutes in VR suggests Jackhammer definitely doesn't instakill at 20 meters. 15 maybe. 50% increased OHKO range in exchange for 33% less ammo. It's a cute sidegrade of an already existing weapon.

It's not bad (strictly speaking, being a PA, it is bad, but whatever) however it's really not different than what's already available. I guess the allure of "heavy weapon" might make the NC folks pull 'em a bit more (I see quite a few of them on Connery), but dealing with them isn't really any different than the PAs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 28, 2014, 05:08:10 pm
Ok now about those HA weapons...

Only the Lasher does somethig unique by having splash damage. It's basically a scaled down vehicle plasma cannon.
A downsized version of Proton PPA Mounted on tanks and harrasers.

And what do the other factions get?

A glorified shotgun and a LMG that cannot use any modifications other than extended mags (bumping the crazy 100 mag size to an insane 200) or laser sight (useless because you should really ADS with those).
Oh and its RoF is only 50 RPM over the stock TR LMG... one that does not have to rev up before reaching max RoF and has the exact same ammo capacity.
Truth be told the only thing this gun has running for it is the coolnes factor.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 28, 2014, 11:53:36 pm
The Lasher, from when I tested on my VS char, doesn't really stand a chance head-to-head, only as an area denial weapon. Then again, I don't actually own it, so...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on January 29, 2014, 02:23:44 am
I love my Lasher but it's really a situational weapon. It's Godly in Biolab fights, especially when your defending, but useless on any sort of open ground or when the enemy is getting close.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 29, 2014, 04:25:51 am
I bought the Lasher two days ago, and it's bloody useless in most situations. It's fun though, and I love headshotting people with it just to humiliate them :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 29, 2014, 04:35:18 am
So how's the airhammer these days? I bought it a long time ago, expecting to totally rip apart enemy aircraft if I can get up in their face, but be useless at range. And while the latter is certainly true, I found that it's not noticeably better than a rotary at close range. I did not bother upgrading magazine size because I was dissatisfied with it's damage, has it been buffed in any way or did I just get an inaccurate impression of this weapon? Ie should I bother trying it for real, which would necessitate pouring certs into magazine size upgrades?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 29, 2014, 07:05:23 am
I don't really know much about the airhammer but from what i hear you HAVE to upgrade tha capacity for it to be anywhere near useful.
And i think it got nerfed some time ago so it went from useles to situational and from situational to probably useless again (just like all NC weapons).

I'm not really up to date with NC weapon effectivenes so don't take my advice to heart.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 29, 2014, 08:48:56 am
I don't really know much about the airhammer but from what i hear you HAVE to upgrade tha capacity for it to be anywhere near useful.

This.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 29, 2014, 09:53:58 am
I don't really know much about the airhammer but from what i hear you HAVE to upgrade tha capacity for it to be anywhere near useful.

It becomes useful at 5 shells, which is 2 levels of magazine upgrade.

Quote
it went from useles to situational and from situational to probably useless again (just like all NC weapons).

Basically SOE acknowledged that the AH was too good against aircraft so they nerfed the damage (this was waaaay back when, it was untouched in the most recent air update), but after the nerf it was still pretty great, so more like great to... still great.

I've got aurax on this weapon, I only have magazine size 2 (5 shells), thermal vision, and a bunch of ammo, when you get bored in the air you go farm infantry with it, tends to make auraxing go a lot faster.

Auraxing regular noseguns has become a damn chore now that every pilot bails out of their plane before it dies  ::)  I'm instinctively diving down after aircraft kills to get a shot in on the pilot before he hits the ground, or straight kill him if he's a light assault.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 29, 2014, 09:56:08 am
I know, I was just wondering if it'll be actually useful when upgraded. It's just that the idea of a shotgun fighter sounds like lots of fun, but if it's too impractical I can't justify buying it when there's so much useful stuff I need to get, like Skyguard and MAX upgrades. Speaking of MAX upgrades, any tips? So far all I've got is 2nd Falcon, Aegis 1, autorepair 1 (yeah, it sucks, but it's better than nothing since most pubbie engies don't bother repairing MAXes) and acquisition timer 2. Most importantly, should I go with flak or kinetic armor, or maybe even autorepair if it gets sufficiently better at later levels?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 29, 2014, 10:44:31 am
Well C4 and Missiles is one of the main reasons for MAX deaths so i'd suggest flak as even one level can save you from being instagibbed by a brick of C4 (nothing can save you from 2 tho) or damage from rocket/cannon near misses.

Kinetic is not a terrible idea either since it makes you even harder to kill for plebes with small arms.

Autorepair is good for ghostcapping since it usually can fully heal a MAX between encounters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on January 29, 2014, 11:08:34 am
Ok now about those HA weapons...

The lasher is insane. Bypasses most of the resist of max units and has about 3m splash damage. The only problem with it is the slow bullet speed (the hitbox of those bullets is tiny btw) which requires you to aim at the feet of your oponents rather than the head to maximize applied damage.

The jackhammer is just insanely good compared to other shotguns. Best shotgun in the game, period. But the MCG is complete crap.

So how's the airhammer these days?

Its the best anti-infantry nosegun in the game. It gets the highest burst damage and retains usefulness against everything. Libs and galaxies can be reliably hit from long distances and against ESFs its still way better than the PPA or banshee. It also works against vehicles. Excluding long range hover fights you have good odds of winning a dogfight while the PPA or banshee only work against opponents who are significantly less skilled.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 29, 2014, 04:55:50 pm
Speaking of MAX upgrades, any tips? So far all I've got is 2nd Falcon, Aegis 1, autorepair 1 (yeah, it sucks, but it's better than nothing since most pubbie engies don't bother repairing MAXes) and acquisition timer 2. Most importantly, should I go with flak or kinetic armor, or maybe even autorepair if it gets sufficiently better at later levels?

I would start maxing out Kinetic Armor, but ideally, you will want to get both Kinetic and Flak Armor at some point. Autorepair isn't as important since it doesn't reduce damage, and it's unnecessary if you have an outfit that doesn't suck.

Charge is good if you have the certs to put into it, since once you have the reduced cooldown you'll find places to use it. I don't know much about the Aegis Shield so I can't say how good it is or how worth it is to upgrade.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 29, 2014, 04:58:22 pm
Aegis can be summed up in on word:  Situational.  And I'll second MAX autorepair as being useless in even a half-decent outfit or squad.

MAX does require a fairly large investment of certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 29, 2014, 05:09:43 pm
One of the best parts about the aegis shield is you can quickly enable it while you're reloading and then disable it once you're ready to fire. You can also use it to screen an advance but I've only seen that work once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on January 29, 2014, 05:27:51 pm
Even if you had a coordinated team moving in behind the MAXes, charge would work better since the MAXes wouldn't be walking C4 bait. They'd be able to rush in and start shotgunning the silly out of anything red or purple while the rest of the squad moves in to mop up, avoiding any serious casualties because the MAXes will have everyone's attention. If the MAXes survive long enough to recharge their Charge, they can Charge right back out if things start going sour.

For the sake of its versatility, Charge is awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 29, 2014, 05:30:22 pm
If you're looking at the C4 your shield will absorb it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 29, 2014, 07:04:56 pm
Well C4 and Missiles is one of the main reasons for MAX deaths so i'd suggest flak as even one level can save you from being instagibbed by a brick of C4 (nothing can save you from 2 tho) or damage from rocket/cannon near misses.

Apparently after the update where flak armor blocked direct damage from explosive projectiles, that bonus was never applied to MAX flak armor, so getting rocketed indoors will still kill you fast (also why the PPA on magriders melts flak MAXes at range), this literally makes flak armor ONLY useful for blocking damage when your enemy misses you, and if you're indoors good fucking luck with that, its basically C4 repellent and that's it.

Get Kinetic Armor, and if you're indoors use the Aegis to block rockets milliseconds after they've already hit you (latency + human reaction time + equip animation time). Don't get me wrong, I actually like the Aegis Shield, but only on indoor ScatMAXes, I use charge outdoors (falcons, bursters, the shit missiles).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on January 29, 2014, 07:39:04 pm
So I am thinking about playing this, which server should I join? I would like to play with fellow bay12 players if possible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 29, 2014, 07:46:19 pm
We have one server?

That said, I play on US-west.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on January 29, 2014, 07:52:44 pm
We have one server?

That said, I play on US-west.
Huh? I am talking about planetside 2 servers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 29, 2014, 07:55:57 pm
We don't have any specific dedicated Bay 12 server.

So I started playing again today. We were in a fight between quartz ridge and hvarr thingymajigger in an uphill battle. Someone was clever and got a sunderer behind enemy lines which allowed our outfit to cap the base behind them without them really noticing. So instead of people moving up and spawning there, they continue fighting over quartz ridge where the enemy cannot even cap the base. So naturally a huge zerg comes down on the few of us and they retake the base, and then they move on to take quartz ridge. We could have easily moved on to fight at Hvarr if people had actually spawned where they should have.

Pubbies piss me off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on January 29, 2014, 08:21:40 pm
So I am thinking about playing this, which server should I join? I would like to play with fellow bay12 players if possible.

There are no (well organized) B12 groups.
There is a ghost outfit on matherson i think.

Anyway if you want to play a game instead of swearing at the PC pick TR or if you're feeling extra cheap VS.
Leave NC for the insane.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 29, 2014, 08:29:03 pm
This is bay12.
We are all insane here.

That said, where are you guys?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 29, 2014, 08:40:26 pm
I think there's a slight majority on Mattherson, but 1) I'm not sure 2) I'm biased since I play there.  Just play on whatever regional server is closest to you and you'll be fine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 29, 2014, 09:01:20 pm
Yeah, you should play on Mattherson as NC. You can ask me for advice on stuff if you /friend duuvian and then ask me when I'm on at the same time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 29, 2014, 09:04:15 pm
No, play TR. It's the bestest faction ever and there's not enough of us.

You can play on whatever server you want I don't care, just play TR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 29, 2014, 09:06:13 pm
You get 3 character slots for free, and there are three factions. Thus, you can simply create three characters and decide which faction you like best. Or you can be one of those guys that can play as any of them when the mood strikes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on January 29, 2014, 09:36:54 pm
Hmmmm, Matherson. Well, I'm about to get my pc back, I've got my xmas gaming mouse, I'll see you there.

It's from Oz though, but will lag do much more than a shitty pc? I don't think so. It's disco balls for me though. Have fun killing me over and over again :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on January 29, 2014, 10:15:34 pm
  I'm in Oz, too, and sometimes connecting to Mattherson is more reliable than Briggs.
  That said, time of day is important, Mattherson when I usually log on is chock full of Vanoobs.
  Briggs seems to be more even population wise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 30, 2014, 12:14:12 am
You get 3 character slots for free, and there are three factions. Thus, you can simply create three characters and decide which faction you like best. Or you can be one of those guys that can play as any of them when the mood strikes.
This (esp. second) is probably the best way to go... :P
Oh, and on different servers - my brother freaking made a second account on Miller, and thus I rarely play TR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 30, 2014, 01:48:08 pm
Aegis shield probably has a lot more useable situations than lock down, which consist of:
-killing stupid lemmings running through the biolab alpha point's spawn-room-facing door
-killing tanks and aircraft pretty damn quick (got to admit, max level lock down does this really good)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on January 30, 2014, 01:51:56 pm
Thinking about getting this. A few questions first.
1. Is there a Bay12 group, and what server and race is it?
2. Will it run at a playable fps on my potato (settings min)?
(4gb ram, 1.9ghz intel i3 with intergrated graphics laptop)
3. What class should I start as?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 30, 2014, 02:03:57 pm
Thinking about getting this. A few questions first.
1. Is there a Bay12 group, and what server and race is it?
2. Will it run at a playable fps on my potato (settings min)?
(4gb ram, 1.9ghz intel i3 with intergrated graphics laptop)
3. What class should I start as?
1. No, we're spread out everywhere thinly.
2. Very likely not. Integrated graphics do NOT run games well. At the very best, you'll have a horrible game experience. But...
3. Medic or Engineer (to get XP and in-game "cash" by supporting people), or Heavy Assault if you just like to shoot people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on January 30, 2014, 02:05:29 pm
Someone needs to hunt down the OP (and apparently second post owner) to include the information about the current status of the Bay12 group. I feel like that question is answered every four pages.

Anyway, NC Matherson is about the most of what you'll find of a Bay12 group. Almost all of us are scattered. I don't remember the name of the group, but if you scroll back a few pages you should find it.

It will not run on a potato. Even if it does, you won't enjoy the experience. I mean, you can try (its free), but the most infuriating thing in the game is dieing because you had a frame drop.

Best class to start as is the LA in my opinion. It will help you navigate buildings (you'll be lost for a while until you get a handle on base architecture) and the jetpack is one of the most fun tools in the game anyway. If you actually want to win fights then the HA is the easiest "I win" button class at least. Other classes require more subtle tactics to come out ahead (and are in general more support while HA is more frontal assault).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on January 30, 2014, 02:12:48 pm
Mkay. Thanks for your help. Yeah, the group really does need to go in the OP. I'll try it anyway, though I doubt I'll keep it. If I can run it up to 20fps or so, I might be tempted to try shootin stuff. My old laptop runs maybe 3-4 fps on standard settings and was less than half the power and at the end of it's lifespan, so there's hope.
EDIT: Wow, this game is about the size of all my other put together :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 30, 2014, 02:22:22 pm
I think engi or medic is a really good starting class. You can get a feel for the game and earn some certs by repairing / healing, so you don't need to actually be able to get kills to be helpful and advance. Also, everyone in the game is very fragile, and it's best to approach things that way whether you're Heavy or not. MAXes, for example, need constant support from Engis repairing them - without that support the MAX can't remain in a fight for very long. But with it, he can survive indefinitely.

Any class can win a duel but a Heavy with his special shield up might be able to kill his target without taking any health damage. When his personal shields recharge he's ready for another duel. Non-heavies will probably take all their personal shield damage and then some health damage, and then their personal shields recharge. That means for the next fight they're injured and may die when they would otherwise survive with just a little health left.

Then again a Medic can use a healing aura thing to recover, and an infiltrator with a cloak might be able to down his enemy without being attacked in return. So each of the classes has benefits in a firefight. You could look at it that an Engi, because he was able to repair for his teammates, was able to keep them up longer, which meant they killed more and absorbed more hits that would otherwise be focused on him. The end result is fights won and territory claimed.

I've never played Light Assault so I'm not exactly sold on the jetpack. I see a lot of LAs trying to jetpack into places and getting shot down out of the sky, or otherwise just noticed because they're doing something weird and blasted soon after landing. The amorphous blob of enemy troops tends to react to notifications in the rear of their base, such as an LA capping a point. You do see some LAs floating over to drop bombs on enemy sundies. Not sure whether it's worth being an LA instead of, say, Engi or Medic. It's probably highly situational like any of the other classes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 30, 2014, 02:24:57 pm
LA is awesome if you put a silencer on so you don't light up on the minimap. Just stick to treetops and jagged cliffs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 30, 2014, 02:38:49 pm
Newbie tips per class:

Infil:  Your cloak isn't perfect if you're moving.  People paying attention will see you and shoot you.  AP mines are useful and hilarious.

Light Assault:  Your jetpack is your best friend.  C4 is your other best friend.  Use your mobility to flank and get the drop on people.

Medic:  Everyone loves to be healed and revived, but the heal gun needs some ranks to be worth a crap at reviving.  You can revive MAXes but it takes much longer, even at top rank.

Engineer:  Ammo packs, everywhere.  If you pull out your turret and press B, it'll turn into another ammo pack.  You can have both out and both benefit from ranking up.  If you later get mines and no longer carry the first ammo pack, you'll always have the turret ammo pack, even if you get the AV turret.  The underbarrel nade carbine is useful, and you can keep its ammo topped up with your packs.

Heavy:  Use your shield.  Conc grenades are great fun, but don't conc your buddies.  Practice with your dumbfire rocket and you can hit hovering ESFs with it.  Lockon rockets are cheap.

MAX:  A single burster won't do more than scare air away.  The second cheap AV arm's a good investment, depending on empire.  A lot of certs need to be spent here to be great.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on January 30, 2014, 02:57:13 pm
You guys are great  :D . 20% downloaded - in all fairness, it might be my internet that gives out before the potato does.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 30, 2014, 03:02:43 pm
Did you set up the download shrine? You need to light candles, sprinkle incense, and make the traditional burnt offering of a bit of meat from your Hot Pocket.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 30, 2014, 03:24:06 pm
Huh. I used water and pillows in mine, no meat, intense or candles...

I guess it liked the burning water...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on January 30, 2014, 03:42:16 pm
I just stole my neighbor's internet for a bit when first downloading. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on January 30, 2014, 05:18:36 pm
After finishing my 9gb download, ps2 demands 6 more gb download. Eh?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 30, 2014, 05:24:01 pm
Patches, of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on January 30, 2014, 05:24:17 pm
Yep.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on January 30, 2014, 05:30:01 pm
so SoE just ruined all large base defenses, except biolabs, with their AMS shieldbreaker sunderers and made it so any serious defense needs heavy AA focused players to deal with galaxies high up dropping respawning squadmates.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 30, 2014, 05:39:10 pm
so SoE just ruined all large base defenses, except biolabs, with their AMS shieldbreaker sunderers and made it so any serious defense needs heavy AA focused players to deal with galaxies high up dropping respawning squadmates.
Hard to tell if kidding or typical overreaction to change being scary...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 30, 2014, 05:51:14 pm
Any serious defense always needed AA. And the base shields were never any kind of guarantee - although I felt that the tradeoff between a spawner sundy OR shieldbreaker sundy was an excellent one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 30, 2014, 11:14:20 pm
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on January 30, 2014, 11:15:31 pm
so SoE just ruined all large base defenses, except biolabs, with their AMS shieldbreaker sunderers and made it so any serious defense needs heavy AA focused players to deal with galaxies high up dropping respawning squadmates.

Actually, on Northern Indar/Esamir/Amerish you can drop from beyond vehicle render distance, 800m is render, flight ceiling is 1000m.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 30, 2014, 11:23:03 pm
As cool as it looks, how often do you think people can be organized enough to pull it off?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 30, 2014, 11:28:55 pm
And what prevents people from tossing grenades over it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on January 30, 2014, 11:40:46 pm
That was unplanned, two of them stood together and the other two saw it and joined them. As for grenades, it's true, but once in a rare while it performs pretty well before someone realizes and throws some AV nades at it. It works best when advancing towards a small number of infantry rather than stationary though you can shoot over the top when they are crouched like that. The people behind do the shooting while they use it for cover and if advancing to get closer, and to repair and heal as needed, until the maxes are close enough with their shotguns. All it takes is one vehicle to ruin it though so it's not a common tactic or really viable except as a spur of the moment thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on January 31, 2014, 12:24:44 am
Hard to tell if kidding or typical overreaction to change being scary...
Neither. Fair enough, common zerg can't pull it off but even an organized two or three squad platoon can take amp stations from defenders equal or slightly more than they are in the time it just takes to drive in and park at the cap point.
Organized groups has always been able to beat the zerg defense but atleast there was some contest before.

-edit-
I might retract my statement. I only defended the normal stations but today i noticed that they changed the layout of many others.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on January 31, 2014, 02:01:06 am
I got killed by a constructing engineer turret today.

In terms of odd deaths, I think that one counts as the most noteworthy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on January 31, 2014, 03:15:56 am
The new change will be funny. It'll promote squad communication. It'll promote platoon communication. It'll promote faction-wide communication.

That communication will be "Quick! Zerg on me, now!"

The funny part will be walking away from the furball you created because you saw an opposing sundy or tank column whilst lone-wolf Sunday site-seeing on your way somewhere else. Or near a base. Who knows? Maybe you "thought" you saw the shimmer of one infiltrator cloak and decided that a 30 man heavy defense was required? Oh god this will be funny......

I think I've found my new two favourite vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 31, 2014, 09:23:14 am
It'll aid in quick rescues.  Now you just have to have one person in a Galaxy flying toward a cap about to flip, and everyone else can directly redeploy midair.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 31, 2014, 09:46:45 am
Made a new VS character on mattherson, been running around as a medic. I hot-dropped into a base under attack and killed 4 NC more or less by accident... one (engineer) of which was because I LANDED ON HIM. good times.

(The others.... 1 (heavy assault) I killed while firing wildly after being hit by a concussion grenade. Must have gotten a headshot. One was apparently so close to death that a single round in the foot as he went over a railing killed him (light assault). The last was an infiltrator who I ran over while leaving. I didn't even know he was there.)

Would love to get together with some of you gents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on January 31, 2014, 09:55:20 am
Well, they wanted to bring gals back into the game, now they are. I wonder how many vids there'll be of C4 drops, pop bricks, empty mag, then re-deploy? And does C4 drop faster than you if you throw it downwards? LA's the new zephyr of choice?

All this and more if it makes it past the test server.

Do scythe run-downs work in mid-air? Could you just slowly accelerate from directly underneath towards the belly of a gal and lemming the deployees? It slices, it dices, it a goddamn scythe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 31, 2014, 10:35:32 am
You mean something like this?

Spoiler (click to show/hide)

Although this was a last-ditch defense of Peris, emptied my magazines, C4'd a lightning, then continued with the beamer. Which is a really shitty gun, btw.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 31, 2014, 10:38:11 am
Yeah the beamer really really sucks I've learned. Thinking of grabbing one of the NS pistols...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on January 31, 2014, 11:02:01 am
Hmmm, I have a personal challenge that I'm not allowed a new gun until I auraxiumed the previous one. I'll be stuck with the beamer for a long time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 31, 2014, 11:14:24 am
Hmmm, I have a personal challenge that I'm not allowed a new gun until I auraxiumed the previous one. I'll be stuck with the beamer for a long time.
That's a good idea. I may steal that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 31, 2014, 01:05:48 pm
Why does your game look like it was drawn in crayon?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 31, 2014, 01:16:15 pm
Why does your game look like it was drawn in crayon?
Low graphics options and/or resolution likely
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on January 31, 2014, 01:50:23 pm
It's ok, just shoot the purple pixels.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 31, 2014, 01:51:03 pm
So anyone playing this afternoon wanna get together and shoot some guys? I'm VS but whatever, can make other characters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on January 31, 2014, 02:04:12 pm
Why does your game look like it was drawn in crayon?
Low graphics options and/or resolution likely
Perversely, PS2 actually often runs better on high graphics settings than low ones (if your choke is your CPU, as it is for most people), because low settings shift a lot of the load from your GPU to CPU.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on January 31, 2014, 02:08:36 pm
Why does your game look like it was drawn in crayon?
Low graphics options and/or resolution likely
Perversely, PS2 actually often runs better on high graphics settings than low ones (if your choke is your CPU, as it is for most people), because low settings shift a lot of the load from your GPU to CPU.
Oh. Well, even on integrated graphics i can comfortably run 25fps. I keep crashing though, so...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on January 31, 2014, 02:25:20 pm
Made a new VS character on mattherson, been running around as a medic. I hot-dropped into a base under attack and killed 4 NC more or less by accident... one (engineer) of which was because I LANDED ON HIM. good times.

(The others.... 1 (heavy assault) I killed while firing wildly after being hit by a concussion grenade. Must have gotten a headshot. One was apparently so close to death that a single round in the foot as he went over a railing killed him (light assault). The last was an infiltrator who I ran over while leaving. I didn't even know he was there.)

Would love to get together with some of you gents.

Argh I hate it when that happens. I lost a perfectly good max suit to a drop pod not so long ago. I like to think it was a br1 who made a stunning first time entrance at least.

You're probably in a different timezone, but I'm always up for some fun if happen to find yourself on Cobalt. Ingame name is Meliorist.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on January 31, 2014, 02:28:30 pm
What timezone? I'm EST
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 31, 2014, 03:46:59 pm
Anyone else had a huge FPS drop from the last patch?
My FPS has halved, its like it was before OMFG patch
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 01, 2014, 03:03:31 am
I'm UDT (GMT) +2, typically play around 6-8 PM (18-20)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 01, 2014, 08:49:04 am
I is UTC. I am on Miller, NC. Happy to play with ya. I die a LOT, though (about 3 kills, about 30 deaths) and PS2 occasionally crashes,
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 01, 2014, 09:23:10 am
Damn. I'm VS and TR (TR's not my fault :P) on Miller.
Have fun fighting you... :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 01, 2014, 09:29:52 am
Well, we might be joining VS on miller too, so ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 01, 2014, 12:00:07 pm
Ooh! A fellow NC on miller?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 01, 2014, 01:02:53 pm
Aye. I'm near useless though. I've had my good moments though. Such as a moment ago when I was playing engineer, with an AA max. Repairing, restocking and acting as a coaxial gun with my turret. Fun times.
3 Things:
1. When I shoot people, I barely break their shield then they kill me. That, of course is when I can see where the shots are coming from.
2. I have near 70 Certs now and no idea what to spend them on.
3. I have 750 of each resource and no idea what to spend it on.
Any suggestions?
I'm Octobomb1
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 01, 2014, 01:40:56 pm
Do you have a scope yet?

Do you play as medic or engie more?

Get a scope for all the guns (except infi), get a NVG scope for whatever class you use the most for close in, and upgrade the tool for medic or engie, whatever you use more. I suggest getting the 5cert scopes.

If you use "b" you can be alot more accurate, but it takes a tiny bit longer. Crouch when you can, look down scopes when you can. Other than that, save up for future upgrades.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 01, 2014, 01:53:20 pm
Also, get the suit slots for 1 cert. And don't forget to equip the one you like most.
Also, get the 1-cert upgrades for vehicles (optics, cooldown, etc).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 01, 2014, 01:56:28 pm
Yep.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 01, 2014, 04:24:37 pm
Why did I think I was on miller? ah well.

Anyone play connery here as the NC? Or am I still all alone?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 01, 2014, 05:36:57 pm
Scored some kills as heavy assault. Mostly assists, y'know, but I got a scope outta it. My favourite part: I had just been sniped. Respawned at a Sunderer, pulled my rocket launcher out to go deal with him, tried to cross a road, so nearlygot run over by a VS lightning. I launch my rocket, hoping to at least dent it, and too my surprise and glee it explodes in a shower of exp. Then I promptly get run over by a friendly lightning coming the opposite way.

Go home, karma, you're drunk.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 01, 2014, 05:44:08 pm
If you'll be playing mostly as heavy, I recommend getting the compensator and forward grip for SAW, it makes it a lot better. Though certing out engie or medic tool first is still better for improving cert gain rate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 01, 2014, 07:15:23 pm
Its kinda amusing.
Just now I was in a turret going after baddie craft, and they finally (i mean finally, I had to resort to hitting grunts) and when I get out due to damage I find two[/] guys set up behind me.

So I walk up two one and start shooting them.

I think the average TR member has really shit reactions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on February 01, 2014, 08:11:34 pm
Aye. I'm near useless though. I've had my good moments though. Such as a moment ago when I was playing engineer, with an AA max. Repairing, restocking and acting as a coaxial gun with my turret. Fun times.
3 Things:
1. When I shoot people, I barely break their shield then they kill me. That, of course is when I can see where the shots are coming from.
2. I have near 70 Certs now and no idea what to spend them on.
3. I have 750 of each resource and no idea what to spend it on.
Any suggestions?
I'm Octobomb1

What operating system of Windows do you use? If it's Windows 7 or prior, take a look at this site on how to improve how your OS interacts with the internet.

http://windows7themes.net/how-to-improve-latency-in-wow-in-windows-7.html

If your OS is one that is improved by this registry change, it will slightly to significantly reduce the times when you shoot someone and then they have full shields after killing you, or when you both are shooting each other and you both die. The tip was originally for World of Warcraft back when Win7 was still new, but if you use Win7 now it's applicable to Planetside 2 as well.

If you'll be playing mostly as heavy, I recommend getting the compensator and forward grip for SAW, it makes it a lot better. Though certing out engie or medic tool first is still better for improving cert gain rate.

That is good advice for the NC6 SAW, another bit of good advice is not to use the HV ammo on it as it's not really necessary and will make the recoil much worse.

Another bit of advice: Make sure you unlock all the 1 cert cost things first after you get a scope on your favorite class. After you unlock each 1 cert cost zoom for your vehicle's primary, secondary and etc, MAKE SURE TO EQUIP it in the loadout. It will make you and your gunners very happy, and experienced players less likely to bail out. One of the easiest ways to spot a new player who will get you killed or drive you the wrong way or not take cover to repair the vehicle as you gun for them is if the secondary on their vanguard doesn't have the 1 cert cost zooms on it. Same with sunderer basilisks.

Vehicle: Always drive as an engineer. Try to gun as an engineer if you can. When the vehicle you are driving takes some damage, do not hesitate to take cover to repair it to 100%. It's usually ok to shoot back a few times if you are above 75% vehicle health before reversing behind the cover you should try to stay near. If it took damage once, it's likely to keep taking it until it dies unless the threat is removed. Anytime you have damage, jump out to repair it unless you are under fire. Remember not to overextend as a vehicle when there are threats to you. Keep an eye out for light assaults trying to jet over you to drop C4 on you.

Make sure you put some certs into the engineer's ammo pack. It will make you fair amount of certs when placed in the right place, even while you are afk. There is a cap of how much xp per time period you can get, but dropping ammo and repairing squad maxes is one of the better ways to get certs. The ammo pack will also last longer, and it will overwrite lower level ones which means only you will get experience. I'd recommend getting it to the max level whenever you feel it's viable and prior to that getting it to whatever level feels inexpensive enough to be plausible.

If you drive vehicles often, rank up the Engy tool before medic tool, if not then get medic tool to the second to last level. The last rank is expensive in certs, if you play medic often you should obtain revive grenades first before the last rank. They are very good with Grenade Bandolier suit on the medic, because you can carry 4 at once and each potentially can revive a whole corpsepile of friendlies while giving you an xp reward for five revives.

Advice on Heavy: Gauss SAW is a good weapon. I use mine with 4x truesight, compensator and the grip. I used to use HV ammo but I think using that is what made me not like the gun as much as the 100 cert cost GD-22s. The GD-22s is decent all around without being outstanding, which isn't bad for 100 certs. It's main advantages are it's super fast for an LMG reload and is it's excellent recoil characteristics compared to the SAW, especially a SAW with HV ammo. Some people use the GD-22s with a Suppressor, laser and 2x scope as a close range gun, but I use Flash Suppressor, 4x truesight, and the grip as a mid to long range jack of all trades.

I've also unlocked the EM-1 for 250 certs. I like it less than the GD-22s, but there is one thing it's better at than the GD-22s: clearing a room of concussion grenaded enemies. The GD-22s has only 50 rounds in a magazine while the EM-1 has 100 base and can use extended mags for 200 rounds in a fast firing close range gun that can fit a silencer and advanced laser. It's also fun to point at spawn room exits from a place they can't shoot you from. It can go full auto for a long time with the extended magazine, and it makes choke points less inviting. The downside of course are friendly NC infantry around you somehow not noticing that you have been firing nonstop in the same spot for five seconds and running in front of you.

If you have trouble with maxes, cert into anti-vehicle grenades. They do relatively massive damage to maxes. One and a rocket from the Shrike will kill one if I remember correctly, though those I did that to might have been damaged already. If you would rather be a good team player against normal infantry, cert into concussion grenades and avoid throwing them near yourself or teammates. Concussion grenade is THE infantry portable solution to an infantry force entrenched in a small building with close range weaponry like Dasanfall does on Mattherson. Consider using grenade bandolier, especially if you use anti-vehicle grenades. It will allow you to chuck four armor damaging weapons at tanks or maxes while you are behind cover. Unlocking C4 will improve the heavy's versatility for all loadouts, but it was the last class I unlocked C4 for and I made good use of a heal over time kit in the slot for a very long time. I used it to heal up when not around friendly medics. It's useful once in a while but C4 is better (and more certs)

Obtain the Hawk anti air launcher. You can hit vehicles near you with the Shrike, but aircraft are too maneuverable on all axises for it to be reliable enough for them. Eventually the Crow Anti-Vehicle launcher is a good choice as well, though if you are going to get the Phoenix you may as well get that and pass on the Crow.

Infiltrator: Infiltrators can use proximity mines or health kits. Many high ranked infiltrators (and some Light Assaults) will equip the instant health kit and will run around with it out so they can instantly go to full health when taking damage. Personally I think that's an unintended result of the design of the health kit, but it's undeniably effective if not silly looking. I would change it if I could, so there was a three second delay before the heal was applied, and that cloaking or damage broke it. It seems like it was intended to be an after battle type heal for when there isn't a medic around because the heal over time one breaks if you stealth. I'd also make the heal over time kit last longer but heal at a slower rate and break on damage. In return I'd probably double the amount each rank can carry because it's undeniably a nerf on equipment that is usually less effective than alternatives, and also give cert refunds for it of course.

Infiltrators can also use proximity mines in the same slot, and in my opinion are probably the best class to use them unless your engineer is going to have utility pouch as (I think) utility pouch would let you have more mines out at once. You can have as many mines out as your class allows, and having it unlocked on two classes does not allow you to have more. They are quite useful on any loadout of infiltrator, unless you deploy in a spot where enemy infantry can't or are unlikely to reach you. If you are sniping in a building, you can put it in the route you aren't looking at, if you are SMGing you can drop them if you have time when someone is chasing you, you can drop them in doorways or at stairs or on capture points or at vehicle terminals.

EMP grenades are OK. I'm not sure if they have been fixed, but they apparently have a really small radius since a few patches ago. If you hit someone with them though it drops their shields and makes their screen glitch out a little, mostly useful because of the dropped shields. Almost useless against maxes and useless against vehicles.

Decoy grenades are very bad. They don't light up on the minimap like a real person firing their weapon would, and only play the sound effects of gun fire. The only upside to them is that they are so uncommonly used that it might actually fool someone who doesn't realize the weapons are unsuppressed and should show on the map.

Recon Dart is extremely useful to your team, and also earns you a fair amount of xp every time someone it spots is killed by a friendly. In places a lot of deaths occur in a small area, like a busy tower fight, it can make a lot of certs. If you play infiltrator often I highly recommend certing this up as high as you can stand the cost.

The default NC infil gun is a bolt action. I didn't like it at first but as I became better I started liking it more than the semi-auto that I obtained for 100 certs. Always aim for headshots unless the target is wounded. Don't use the suppressor on it would be my recommendation. It doesn't really need any attachments except possibly a larger scope (I use the 12x)

If you play infil often, you should get a closer ranged gun. This could be a scout rifle for close to mid range, an SMG for close range, or the semi-auto or bolt action that are for closer range with lower power scopes than the default. SMGs are very strong close up, and the infiltrator has the easiest time getting the jump on people of all the classes which combined makes it hands down the best close range option. Some people like the Scout rifles, but I've never been very successful with them at either close or mid range though that may be due to being used to the drop on my bolt action. I would definitely recommend the close range sniper rifles though, especially the 250 cert close range bolt action. It's really sweet with a suppressor.

Medic: The default gun, the Gauss Rifle, is a good all around gun. I didn't use it much and instead obtained the 100 cert cost burst version of it. Both default and burst have exceptionally fast moving bullets which makes landing distant shots easier, and the burst model is better when strafing while aiming. I think the Gauss Burst also has the fastest infantry primary weapon bullet velocity in the game though I could be wrong. The Reaper DMR has been described to me as a mini Gauss SAW. I have it but I don't use it, but some Goons use it as their only medic weapon.

My main medic gun is the Gauss Rifle-S, for 500 certs. This is because it can fit the smoke launcher underbarrel. While spamming smoke would be better accomplished by the engineer as they will always be able to drop more ammo for themselves, on a medic it allows you to smoke firing lanes and corpsepiles prior to using revive nades on exposed corpses or running out yourself with your tool in hand. This allows you to revive with a higher percentage of friendlies reaching safety without requiring another revive. In addition sustained smoke screens are extremely useful when launched in front of an enemy position, as smoke screens will force them to leave that position to shoot at advancing infantry or to wait for the advancing infantry to emerge from the smoke screen. It's also useful for smoking up towers as otherwise the defenders have a clear view to shoot out from. You can fire the smoke grenade straight up, and ten seconds later or so it will land maybe thirty yards directly ahead of you (I've never measured, I just know the general range by feel now). You can send it out slightly lower and it will increase the range. This makes it pretty much the ONLY weapon in the game that I can think of offhand that you can fire indirectly over a vertical wall in front of you like a mortar and reliably do what it's intended to do. I've even had it land directly on enemies (and friendlies) after doing this which is always good for a laugh, though of course it was unintentional to hit someone with it directly. This attachment is the reason why I run around spamming my 'need ammunition' voice command, because smoke launcher can only carry two rounds.

Don't get healing grenades. They suck in various ways in that the duration is short, the effect applied is weak, and you are hardly rewarded for using it. You'll probably only use revive nades anyways.

Get C4 for medic eventually, both bricks. Heal over time kits are useful until then as they stack with the healing aura, and the first one is 30 certs and is applied across all classes so you might as well get it early to put in empty slots where c4 will go eventually. Unlocking C4 for Medic changes the class as no longer will you lack a way to threaten vehicles, and the eventual two C4 lets you explode tanks and even damaged sundies. They are also good in doorways to explode maxes and infantry.

Light Assault: For the suit slot, I've always used the Adrenaline Pump. It's very cheap at one rank of 30 certs, and although other options could be nice too they cost more. I also like the slight increase to mobility, especially when using a shotgun.

Unlock 2 c4 bricks on your LA as soon as you can. It makes the class entirely different in that you no longer have to hide from vehicles and maxes, and you can bomb groups of infantry with the C4 from above.

I have unlocked smoke grenades but I can't recommend them. I use them mostly to obscure my movement, or to block a firing lane. I don't usually use an NV scope even though I always carry a smoke grenade. The first of several reasons I can't recommend them are that they are bugged and won't explode into smoke clouds if you throw them too far away from you. The second reason is they take about three seconds from the throw to emit smoke. If it was an instant explosion like the EMP nade on infiltrator, it would be MUCH better. The third reason is because the underbarrel smoke launcher for S type rifles and carbines is better in every way except they have to be launched a small distance before functioning. A fourth reason is because you'd have to have bandolier to carry more than one at a time and resupply at consoles, whereas the launcher carries two and can resupply from ammo kits.

Mercenary is a pretty good gun. I didn't use it much. The ACX-11 is my preferred LA gun for mid to long range with compensator, 4x truesight, grip and HV ammo. For close to mid range I use the GD-7F with 3.4 red dot, soft point ammo, laser sight and no suppressor. Suppressor slows down the bullets and takes it down to SMG ranges as far as damage dropoff goes.

One type of gun you will certainly feel good about obtaining is one of the Shotguns. Unlocking one unlocks it for all the classes except infiltrator, but it's especially good with LA because you can jump from above and land behind someone, as well as running faster with adrenaline pump. I use the Piston because I'm from Michigan, but on top of that it's extremely powerful at close range as it's the fully auto shotgun. Unfortunately it was 1000 certs. For other people, I'd recommend unlocking the 250 cert semi-auto shotgun, the Sweeper I think. It's still a shotgun, for 1/4 the price. The Semi-Auto and pump action shotguns are better at long range with slugs, while the fully auto shotgun has too much recoil for slugs to be worth using. Slugs will reduce your very close damage and you don't get that nice spread that makes hitting things with a shotgun even easier at close range.

Engineer: In addition to other advice I gave about the Engineer in what has turned into a poorly formatted post, I will include more here. For Suit slot I would recommend flak armor. It will keep you alive while you repair a sunderer or tank under fire. I haven't put any certs into the Anti infantry MANA turret, because I don't use it very often as it makes your character model stationary with the head exposed and you can't crouch when using it. I use it more as placeable cover to crouch behind than I do as an actual turret.

For Engy guns, see LA section as they both use carbines. The S version carbine is slightly more useful for the Engy as they can drop ammo to resupply their underbarrel weapons. The grenade launcher isn't as good as it was a few patches ago, but it probably is still useable and I already covered Smoke launcher in the medic section. I don't think I've ever seen anyone use the underbarrel shotgun but I suppose it could be useful to have the power of a shotgun up close but still have a carbine for mid range.

The Engineer can use the battle rifle, but it's not that great in my opinion. It does a LOT of damage per hit for a reasonably fast firing semi-auto weapon, but it jerks horizontally so it's often best to let the gun settle back down before firing again and aim for headshots. Up close you can fire it as fast as you can in hipfire though the crosshairs are rightfully large and will cause a fair amount of misses, while firing asap at mid range aiming down the sights will cause you to miss a lot of your shots as it jerks left and right significantly. It will kill with two headshots though, so it's not all bad. The Heavy Assault can also use the battle rifle, but in my opinion has superior options in their LMG line that can do almost as well at long range while much better the closer you get.

Unlock tank mines. All the tank mines. You don't really need utility pouch but if that's how you want to do it by all means. Tank mines are ridiculously easy to spot out in the open now. However, the three allowed without utility pouch still will explode parked sundies if you lay them down then shoot them. This makes them more powerful than C4 for this purpose, as the two allowed C4 will only light a stock sundie on fire. They are also good at the crest of hills as they are less likely to be spotted. Also at the end of bridges and other places terrain will obscure them. Another good place is below the ramp of the vehicle spawn pad. If you explode a good player like that in their large fighting machine, it's super effective because not only did they not do any damage with their vehicle, but it's also on cooldown. Finally, tank mines are absolutely critical when defending old-style Amp Stations. A shield penetrating Fury sunderer can enter the main base before the defenses are down while loaded with anti-infantry maxes and support. Now imagine you have ten of those entering your base all at once; it will be tough to dislodge them if they get enough people in. However if your team puts successive horizontal lines of mines down behind the vehicle doors where they can't be shot, if an enemy tries the sundies packed with maxes plan it will result in many of the sundies exploding, hopefully along with all their occupants who would lose their infantry resource investment and have their max on a timer. This won't be an issue in the future as Amp Stations have been redone.

MAX: The stock max isn't very good as you have to mix the weapon types at first. If you plan to use your max, you should plan to unlock either a second falcon at 250 certs, or a second shotgun also at 250 certs. A second burster is 1000 certs and isn't considered as powerful for it's dedicated task when dual mounted as other options. What suit slot is up to you, some prefer Flak and some prefer Kinetic with a small minority taking auto-repair. I'd recommend against auto-repair, in most cases where you would pull a max it should not be terribly difficult to find an engineer.

Falcons are intended for close range anti-vehicle, and are good against enemy maxes and will kill infantry if you land both rockets. Shotguns are great against infantry but the worst of the options against a max. Slugs are also very good against infantry, especially at slightly longer range than pellets as well as being slightly better against maxes.

If you use your max often, then for the shotguns you will want extended mags though they are obscenely expensive at 500 certs per weapon.  Many Goons heavily recommend slugs for the shotguns as well, proclaiming #Sluglyfe, though I only recently unlocked the second shotgun arm so I have no opinion on the matter yet. I don't think the Falcon has any optional to cert into whatsoever.

For ability slot, it depends if you want to look cool holding a shield that doubles as mobile cover for people behind you or if you want to be able to dash away from danger. The shield is also said to be good for reloading behind, as other types of max have magazines large enough to kill you without reloading while your own shotguns, and I think slugs also, will have to reload to kill an enemy max even with extended magazines.

For vehicles:

I don't use the Vanguard often, but in good hands it's the best anti-Vehicle tank. It's also very sluggish which makes it susceptible to anti tank weaponry despite slightly higher resistances. It's highly recommend to cert up the vanguard shield and use Racer frame. There is some debate in Goon as to what kind of armor benefits it the most once fully certed. I use stealth armor myself, though I am too cert poor to have it maxed. AdmiralSnuggles uses a max stealth vanguard to great effect to get behind enemy armor without being engaged until he gets the first shot in from the rear. Other armors are more self explanatory.

I use the lightning much more often than the Vanguard. I have HE and Skyguard unlocked. HE Lightning was the first gun I auraxiumed, partially because towards the start of the game it had much more powerful splash damage and there used to be a notorious outfit known as The Enclave on Mattherson that tended to run in huge infantry blobs with a loadout mandated by their leader that included Nanoweave armor instead of Flak. The HE is still very good for long range infantry bombardment, but it only one shots on a direct hit so most kills will take two shots unlike previously where you could commonly kill five or ten full health infantry in one shot. It also has a lot more drop than many cannons, but in situations where there are infantry crowded together I wouldn't choose a different weapon due to the lightnings' mobility and the Vanguard's HE cannon being only slightly better, though the Kobalt on top is nice.

The skyguard is dangerous to ESFs, a threat to lingering Liberators, and annoying to Galaxies. The more friendly skyguards in an area, the more off limits it is to enemy aircraft. If you put too many zoom levels into skyguard, it will be difficult to track aircraft, so the first or second level of zoom is all you will need. At close ranges you won't want to use zoom so you can track fast enough.

I haven't used the Viper since long before they changed it to what it is now, but it's pretty good against infantry from what I hear. For all lightning loadouts I use Rival Chassis, which allows you to reverse very quickly. You can escape many things by driving backwards until you get to cover and can turn around for full speed ahead. I also use the smoke dispenser, because lock ons are annoying without it, and because it creates a smokescreen you can reverse behind and tanks firing at you will be less accurate, especially if you turn slightly. I also use second to last stealth armor because the last rank is expensive and because not showing on the minimap when not firing is great.

I don't use the Liberator much, but if you do then get the Tankbuster. The frame that gives more vertical thrust is the one recommended by Goon. All the bottom guns are good, but the shredder requires some certs in accessories and the zephyr is 750 certs and the Dalton 1000. My favorite to gun is the Dalton with hefty zoom. The butt gun is recommended to be the walker or the bulldog. Bulldog does a lot of damage to esfs. It's harder to hit them with it compared to the walker, but against infantry the Bulldog is the best companion to the belly gun if you have a 3rd person dedicated to gunning it.

For the Galaxy, Goon does Flying Fortress loadouts or Battle Galaxies, or Wrasslin' Galaxies if you don't have a lot of desire to cert your galaxy. Flying Fortress loadouts are anti-air, with Walkers all around. Battle Galaxies are designed to linger above a battle and use wing mounted bulldogs on infantry while absorbing hits. Wrasslin' Galaxies are for wrestling other Galaxies or unaware Liberators and thus are largely poorly certed, though if you plan to be a professional wrassler it's a good idea to get stealth armor up to second to last level at least so you aren't spotted on your way from the top rope to another Galaxy or when you bodyslam a ground vehicle. Many Goons use Racer frame for both Flying Fortress and Battle Galaxies due to it's quick acceleration. I myself use Precision Drops, as I prefer to wrassle and it allows me to turn and roll the wings much faster for ESF clotheslines, but it makes the Galaxy too slow to intercept anything heading away from you. I plan to put bulldogs on the wings at 250 certs for each wing and leave the others basilisk because walkers cost way more certs.

For the Reaver, you should probably choose hover frame. Until dogfighting frame allows you to pitch up and down faster, it's not as useful in dogfighting as it doesn't increase a and d rudder enough to outmaneuver other frames significantly enough and roll rate won't help you turn fast enough to lose someone behind you, and it gets no bonus to speed from either forward movement or angling down plus ascend key. It is very good for attacking ground targets though, as it will allow you to put the nose on target quicker and more accurately with practice. It's also the best for flying low around terrain and this is one area it can beat Hover frame, provided they don't simply ascend above and shoot you down from there. Racer frame could be good for air to air missile usage but I usually hear of people using hover frame so they can afterburn while holding the ascend key, which lets them keep their nose pointed at you while moving vertically. Forward movement+Ascend+afterburner while looking at the missile is also the maneuvor to defeat lockon missiles, though it was also doable without hover frame prior to the last big patch (against the old A2A missiles at least) and I haven't been able to try it since. Remember to map Analog throttle in your aircraft keybinds, it will allow you decelerate much quicker than holding s with one key press. Mine is mapped to G. Some people map pitch up or down to a key as well, as it will enable faster pitch up or down than using the mouse, which will allow you to turn much faster.

I've never used the harasser much. If you have a good driver it can be good at whatever it's weapon is appropriate for. It's probably better to specialize so the basilisk doesn't seem that great for this vehicle, unlike most. With a good AV weapon and hit and run it can ruin a tank crew's day, and with anti infantry it can tear them up pretty well though weapons best used while stationary like the Kobalt will see less value in it.

The Flash is my favorite vehicle. If you want to see why, go to VR, install turbo on it and find a wall or a tree nearby. Drive into it slowly so the front wheels pick up off the ground like it wants to climb the wall. Then hit turbo and watch it actually climb the wall. You can rotate it in the air with a and d, so if you are going to land upside down you should try to right yourself. Don't be surprised if you explode on landing; exploding is what the Flash does best. There really is no trick to it, it's seemingly random with some massive distance jumps not killing you while falling ten feet without using turbo can be instant death despite landing on your wheels. Most big jumps though will at the very least damage you, so it's a good idea to drive it as an Engineer. With some C4 safely mounted comfortably under the driver's buttocks, the Flash with turbo is the best anti-vehicle torpedo in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 01, 2014, 09:30:23 pm
Personally, I stick to Sweeper as a medic, since reviving people usually gets me into CQC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 01, 2014, 09:55:29 pm
The merc is fucking awesome. Three-four hits (probably headshots, but I dunno. VS are squishy as hell with it) can kill someone. Only issue is the recoil.
Thats where turning it ti semi-auto is so much fun.
Of course, bullet hoses will kill you before you can hit them enough...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 02, 2014, 03:16:37 am
Just had a scrim with my outfit versus an NC outfit on Connery. 12 v 12 on the PTS.

We defended while they attacked and then swapped sides. We did this at two different small bases. We tied the first map, but we successfully attacked and defended on the second.

It was exhilarating. Beats mowing down lowbies all day long.

The meta for these small squad competitive scrims seems to be conc nades rez nades all day erry day, which is exactly what we did, and which is exactly what they did.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 02, 2014, 07:07:15 am
-snip-
Seriously. You guys are amazing. My jaw dropped when I saw the size of this. We need a repository for these. Thankyouthankyouthankyou.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on February 02, 2014, 07:24:42 am
No problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on February 02, 2014, 09:39:01 am
Just thought I would make this easier to navigate for people who want advice.


Spoiler: NC6 SAW Adivce (click to show/hide)

Spoiler: Vehicle Zoom Advice (click to show/hide)

Spoiler: Vehicle Advice (click to show/hide)

Spoiler: Advice on Heavy (click to show/hide)

Spoiler: Infiltrator Advice (click to show/hide)

Spoiler: Medic Advice (click to show/hide)

Spoiler: Light Assault Advice (click to show/hide)

Spoiler: Engineer Advice (click to show/hide)

Spoiler: MAX Advice (click to show/hide)

For vehicles:

Spoiler: Vangaurd (click to show/hide)

Spoiler: Lightning (click to show/hide)

Spoiler: Viper (click to show/hide)

Spoiler: Liberator (click to show/hide)

Spoiler: Galaxy (click to show/hide)

Spoiler: Reaver (click to show/hide)

Spoiler: Harasser (click to show/hide)

Spoiler: Flash (click to show/hide)

Thanks for all the information, I just thought this would make it easier for people to find what they are looking for.

If you want me to remove this just post or message me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on February 02, 2014, 09:39:47 am
EDIT: Slow internet=double post. Sorry about that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on February 03, 2014, 04:47:58 am
Thanks Erils
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 03, 2014, 05:57:00 pm
Yay, just got my Skyguard, and shot down a Scythe with it a minute after first pulling it. Bedtime now, though, and tomorrow I'll be looking for air zergs. Now, AV turret upgrades, and after that I'm not sure whether to go with MAX (barely got anything on it) or HE Lightning with thermal. Which do you reckon will get me more certs faster?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 03, 2014, 06:19:40 pm
Which do you reckon will get me more certs faster?

I'd cert out your heavy and be a cheap asshole in infantry combat. That's been pretty productive cert-wise for me.

It does require you to have good twitch-shooting skills though. Headshots headshots headshots.

HE Lightning with thermal

The Viper's purportedly better at farming infantry. I'd get thermal with that and see how well that works for you before going for Lightning HE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 03, 2014, 10:24:22 pm
I have HE lightning and haven't gotten any mileage out of it in months.  I would think long and hard before dropping the dosh on it.  That said, MAX is expensive to kit out properly.

Viper kills inf on a direct hit, and has six shots before a reload.  If you can aim and aren't facing an enormous clump of softies, it's probably the better bet since HE versus armor is throwing rocks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on February 04, 2014, 02:26:40 am
WDS pre-season 2 starts on 7th February. (https://forums.station.sony.com/ps2/index.php?threads/wds-new-rules-new-scoring-new-rewards.171380/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 04, 2014, 03:17:54 am
I wonder if you can be cheesy again and get weekly xp boosts just by having a lot of different alts.

I didn't care much for the territory capture, but I did so enjoy getting those boosts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 04, 2014, 09:33:57 am
So do I have to do anything special, or just play as normal to contribute?  Because PRIZES FREE STUFF WIN etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 04, 2014, 10:05:09 am
So do I have to do anything special, or just play as normal to contribute?  Because PRIZES FREE STUFF WIN etc.
Looks like playing as normal, except that killfarming won't get you points, only captures and defends. Which I Like.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 04, 2014, 10:09:44 am
I was mainly thinking about getting HE for dealing with infantry zergs. I thought about getting HE for Vanguard, but decided against it because I reckon I'd be getting owned by other MBTs constantly, with a Lightning I can at least outrun them.

I do use Viper and I like it quite a bit, but it's more for sniping than area denial.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 04, 2014, 11:12:18 am
Pretty much every time I've pulled HE lightning lately has lead to disappointment.  The only MBT I'd consider getting the HE for is the Prowler for its double shot- you'll make Baby Giver of Bonus Checks cry if you run HE Vanguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 04, 2014, 11:14:36 am
So how viable is certing out a sunderer and engineer for support roles? Will I get a good amount of xp? Is it comparable to just running around as a heavy and gunning people down?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 04, 2014, 12:10:34 pm
You'll get XP, sure, but it won't compare to farming kills.

Joining a good outfit's probably your best bet.  Any of the support XPs you get are higher when they are done for a squad member (squad max repair, squad revive, etc) and you'll be helping out a known group of people that will be helping you right back.  (That said, tons of squad MAX repair in a tower farm is actually pretty damn good if you're constantly repping.  You know you're doing it right if you stop getting XP for it/your ammo pack.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 04, 2014, 12:46:23 pm
Sunderer deploys are just a small bonus. An icing on the cake while you fight in a battle. Even if you get one in a major 48 vs 48...you'll probably get faster experience killing things in the battle than the sunderer itself.

This is the reason why I'll never understand why people friendly fire sunderers and place their own.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 04, 2014, 01:01:41 pm
I actually haven't seen that in a long time...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 04, 2014, 01:28:37 pm
The no-deploy zones helped a lot with that, and the XP per spawn was reduced from 10 to 2.

Few things as annoying as some guy deploying his sundy in the middle of the road, blocking your carefully placed sundy right on the point from deploying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 04, 2014, 01:29:38 pm
Any good VS squads on waterson?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on February 04, 2014, 07:38:11 pm
Certing engies for support can get plenty of certs. Repairs and ammo are key in most battles (alongside medics) and you can do both. Actually, you can do a bit of everything, which makes it a rewarding class to dump certs into. Fly, drive, repair, AT, snipe, fire support and CQB, there's an option for it with an engy, but you'll have to cert into it.

The jack of all trades and the master of quite a few.

Plus, you can just play like a heavy when you feel the need, except things like ammunition discipline don't apply to you. Even SMGs are perfecty acceptable fire-support weapons with an ammo pack, and shotties are far more forgiving when base run'n'gunning (just drop your regular ammo pack and your "b" one at likely looking places and you can solo pretty well with a shotgun). You're debatably better at medium/long range than a heavy, due to bullet hosing and BR use (with maxs being better at close than heavies anyway), with your own weird unlimited ammo AT weapon should you want that role. Admittedly the AT MANA can't do everything or do it quickly, but it's there as an option.

Heavies need medics and engies. MAXs need both as well. Engies just need someone, anyone, doing absolutely anything to earn a few certs. Or a medic. Preferably one with a UGB launcher.

edit: Also, for a support only role, a shotgun is a pretty viable weapon. Think of it more as AI/AA flak. While you're repairing vehicles, ammoing people, etc, fire a few rounds off in the general direction of the enemy. Chances are you'll plink them a couple of times, making it all the easier for your heavies/maxs to take them out, and getting you a hassle free assist. Even with terrible bullet velocity, you can often plink aircraft if you lead them a bit. The spread might be huge and ineffective damage-wise, but it's still an assist (esfs are pretty big targets when all's said and done). Sometimes it even freaks pilots out a bit. You've also got a perfectly viable CQB weapon in your hands to take out whoever took down your MAX/heavy. With its only problem being ammo (doesn't apply to you) and range (you're plinking for assists, not big damage), shotties work well for pure support engies. Great vs LAs or infies that are trying to C4 or AT mine your sundy too. Think flak. Fire indescriminately. Shotties are great.

edit 2: Oh, and kill stealing. Up to about 30m, it might not be you plinking the assist with your shotgun. Sometimes quite a bit further as well. Your heavy either has his ammo or he doesn't, your MAX will tend to live or die in any short-term action regardless of your repair gun. When there's action on, pull out the shotty and use them as body shields. You'll get the kill, the assist, or kill the SoBs that killed your assault troops. Think of all the repairing/ammoing time you saved by just killing people. Works in all situations, with all class makeups. Repairs and ammo happen before and after engagements, at all other times there's shotgun plinking/kill-stealing. Watch your certs jump through the roof.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 04, 2014, 09:51:58 pm
Playing like that, have you considered a Battle Rifle?  Those plinks at range suddenly become hard hits if you can aim it well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on February 04, 2014, 10:23:42 pm
Yeah, but I like the versatility of a shotgun. Good up close, a force multiplier at medium, a flak cannon/assister at long range. I actually don't use the AT mana in infantry vs tank engagements. My advice for shotty use doesn't apply there. You can either repair/ammo a MAX/heavy and stay out of the way (or be on anti-infy/LA/anything duties) or you can run in and C4 something. Essentially you're body blocking some ammo for the team. Chucking a standard MANA down is fine if they already know you're there. Explosives act very strangely to the shields, sometimes offering complete immunity, sometimes doing nothing. Having an AT mana would be helpful, but I don't own one.

BRs are nice with ammo packs, but shotties are nicer. They're the "generalist" weapon you need for a support build. Great inside, not too bad outside. You're the best tank commander/pilot class already, what you need is close support and flak plinking. Thus a shotgun.

Great for base assaults, fun solo, a multi-role force multiplier. You shouldn't just ammo people while supporting a push. Those pellet plinks are worth their weight in certs. Even as a tank/sundy commander they have their uses. You're the best tanker or pilot class, but to be able to play with the big boys in base assaults, AA defense and still do well in a support role? Get a shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 04, 2014, 10:32:02 pm
You're not convincing me that engineers are a good combat class (they aren't) but you're convincing me that shotguns are good (which they are).

Here's a thought: why not use a shotgun as a heavy? You'll probably get more kills that way. And of course kills = certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on February 04, 2014, 10:49:34 pm
I'm not in an outfit, just a pubby, and tend to join squads or make up micro-missions with anyone around me. Most of my advice was centered around Forsaken1111's post. Support engy=shotgun or empire specific "s" class weapon with an UBGL. Maybe a SMG. But neither of those is as good for a sundy support push engy. Not as much plinking, not the AI defense, not quite as multi-role for that job.

I stand by my advice. Engies are great support classes, can assist massively up close and at medium range, can get lots of assists and kills, all with a shotgun. You can choose whatever type you prefer. Otherwise grab a SMG or "s" class. The shotgun is great if you're primarily there for support though. 3-400 damage plinking from 2-3 shots is pretty sweet support at most ranges combat happens in, and it's more versatile than a BR. The UGBL is nice too. So's a SMG. But a shotgun is cheap and it works. Regardless of skill.

edit: Anyway, try it. I've always felt better as an engy in any role, inside or outside with a shotgun. Remember that minimum damage doesn't stop pellets, it's just when they're at their weakest. Pew-pew-boom. It works. AFAIK they have one other advantage. No bullet tracers. I could be wrong, but it's an advantage. In any case, grab a shotgun, preferably a low pellet spread one with a magazine. Standard semi-auto with extended mags works a treat. Quickish reload, works with every class but MAXs or infies, but makes an engineer so much more kill/assist happy it's ridiculous. Try it, then post on the viability of it. Engys aren't great assault, AT, or damage classes, but a shotgun works better for them in their role than most. Plus it makes those same assaults roll forward quicker than a repair gun. Plus, you can cert the repair gun (and your ammo pack). Try it. Then post away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 05, 2014, 12:16:11 am
I just had an incredible fight defending Crux from various attacks by the VS and TR, and for a while a concerted push from both.  We had a dozen or less guys defending while there were twice that or more attacking us.  Through good coordination, me repping MAXes like crazy, keeping turrets up, and keeping darts ammoed, we held off all comers.

(And I ran the Warden battle rifle and scored several kills with it.  Killed at range, killed midway, pistol/knife up close.  Your shotty advice assumes a large battle- in a skirmish, you can't count on someone else finishing off guys for you.  I do see its merits, though.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on February 05, 2014, 12:22:23 am
The pellets from a shottie do leave a trace, but it seems to be less distinct than anything else, like a single trace split up for each pellet - or something like that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on February 05, 2014, 03:24:14 am
That's actually why I use it. Great for plinking, great for finishing people off with. 3-5 shot kills at close'ish range, but most shots have 3-4 pellets pretty much dead-centre, giving 1-3 hits, which isn't bad in comparison to most semi-auto weapons, except that they rock up close. But yeah, BRs are very under-rated. I always wonder how a small group (3-4) of them would do. Considering the ammo, rocket, turret, whatever support a small group could hold, it's scary.  But any small (2-5 strong) group can do wonders in PS2.

But that's why I tend to love engys. No matter what's going on, you've always got something to do. XP/cert earning stuff. In any group. People die, but they usually use ammo or need repairs before they do it. So much to do, unlimited bullets to do it with........
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 05, 2014, 03:32:42 pm
Speaking of shotguns, are VS ones silenced?

Whenever some sneaky spandex wearing twat shoots me in the back the only thing I hear is the impact of the pellets against my soft fleshy torso
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on February 05, 2014, 10:24:26 pm
I have one bit of advice for extreme newbs.

When you get your first few certs,  invest in your suit. There are a range of one cert improvements in that catagory for all classes, and it provides a bit of a bump to your survival. Also, given that most early certs are in the 30-50 range, its very easy to overlook the ones that are basically free like that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 06, 2014, 04:09:10 am
I've been doing scrim practice with my outfit recently, by doing intra-outfit competition. We're preparing for a scrim on Saturday against a TR outfit on Connery.

My outfit leaders only want me to play as heavy now, since I'm apparently so good at killing things that it would be a waste for me to be anywhere else. I find this arrangement satisfactory. I enjoy killing things and I feel flattered that my skill at killing things is regarded well enough such that I am assigned the class whose sole purpose is killing things better than all other classes.

Even though this stuff is intense and competitive, it's also somewhat unsatisfying. I'm spending all this time playing Planetside 2, but on PTS alts, so I'm not working on unlocking things that would make me more competitive on the live servers. I feel like I'm doing all this work and it's not counting for anything, and having everything unlocked on the PTS somehow cheapens the experience.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 06, 2014, 09:50:19 am
Are you improving as a player, though?


Perhaps your outfit isn't moving in the direction you want, and you should come enjoy the Glorious Golden Freedom?

Spoiler: Truly glorious (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 06, 2014, 10:14:30 am
Epic camos XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 07, 2014, 02:33:32 am
There are ES sniper rifles on the test server right now. And each of them adheres to their faction traits in their own unique way.

The NC get a hard-hitting sniper rifle that can damage armor and change fire modes to a FUCKING SHOTGUN and the VS have a semi-auto sniper rifle that can charge up to do bolt action damage and best of all has NO FUCKING DROP and the TR have a burst fire/full auto sniper rifle with horizontal recoil so bad it's basically FUCKING IMPOSSIBLE TO SHOOT ANYTHING

And crossbows. You like crossbows? What the hell, let's have crossbows.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 07, 2014, 03:04:47 am
Snniper/shotgun? Holy shit that sounds awesome, I'm so happy right now that I picked NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on February 07, 2014, 04:24:25 am
Let's hope SOE has learnt its lesson about shotgun infiltrators.

Also, that cooldown on the Shade. And you can't even hold the charge for long. Missing with that weapon will be brutal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 07, 2014, 05:55:13 am
I think they should remake the TR sniper into an accurate 2 shot burst rifle similar to AN-94
http://en.wikipedia.org/wiki/AN-94
Basically a rifle that rapidly fires 2 bullets that hit the exact same spot.
It would turn it into a nice hybrid of semi auto and bolt action... just add a cooldown between "bursts" and there ya go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2014, 11:11:21 am
What's the (purported, at least) advantage of the shotgun sniper over a single bullet in the braincase?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 07, 2014, 11:13:06 am
What's the (purported, at least) advantage of the shotgun sniper over a single bullet in the braincase?
As I understand it, the gun is normally a regular sniper rifle but has an alt-fire which is a close range shotgun.

So... versatility would be the advantage I suppose.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 07, 2014, 11:13:43 am
Sniper rifles are useless in CQC, and shotguns are the best CQC weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2014, 11:57:48 am
Oh, so it's not something ridiculous like a sniper-range shotgun blast?  Good to know.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 07, 2014, 12:01:05 pm
Oh, so it's not something ridiculous like a sniper-range shotgun blast?  Good to know.
I don't even know how that would work. Extremely tight cone of fire?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 07, 2014, 12:02:20 pm
Sniper rifles are useless in CQC, and shotguns are the best CQC weapon.
Actually, if you can quickscope... :P

Oh, so it's not something ridiculous like a sniper-range shotgun blast?  Good to know.
I don't even know how that would work. Extremely tight cone of fire?
I was thinking the same thing. Sorta like slugs, except with a really tight spread instead of 1 bullet.
Kinda like some shotguns in bf4... :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 07, 2014, 12:37:03 pm
Let's hope SOE has learnt its lesson about shotgun infiltrators.

The shotgun altfire is more of a novelty than anything actually threatening.

It's a six pellet spread over a wide cone of fire, and the rechamber time is still the same in either bolt action or shotgun mode.

It is completely useless for anything except melee range headshots. The shotgun mode is beyond gimped.

In the current incarnation the shotgun mode damages vehicles though.

I think they should remake the TR sniper into an accurate 2 shot burst rifle similar to AN-94
http://en.wikipedia.org/wiki/AN-94
Basically a rifle that rapidly fires 2 bullets that hit the exact same spot.
It would turn it into a nice hybrid of semi auto and bolt action... just add a cooldown between "bursts" and there ya go.

This is exactly their plan. It's a two round burst fire and the burst fire mode even fires faster.

The problem is that the horizontal recoil in the sniper rifle's current incarnation is insane. You can be aiming several meters on either side of a target through consecutive bursts.

It also has worse bullet velocity than most TR carbines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 07, 2014, 12:43:01 pm
Are we surprised that the sniper/shotgun's shotgun component is lackluster? Did anyone really expect it to be a GOOD shotgun after being shoved up a sniper rifle's ass?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on February 07, 2014, 01:12:31 pm
They should make an attachment for sundies to turn them into tow trucks. You can hitch up to any faction's vehicles and tow them. Also the engi should get a turret replacement that boots a vehicle's wheels so it can't drive away, and to unboot it you need a higher level of engi tool and it takes time per wheel. Finally the sundy needs a turret gun that is actually just a crane, and you can pick up infantry and fling them or even pick up and move flashes.

Just imagine a sundy train, each sundy towing the one behind, each with a lightning hanging off the left and right. It would be wonderful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 07, 2014, 01:16:05 pm
You want people in the middle of a war to stop and tow vehicles around? Why?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2014, 01:18:36 pm
In the current incarnation the shotgun mode damages vehicles though.

And two-shots MAXes apparently.  I'm sure that SOE will nerf something of NC's on live to compensate.


You want people in the middle of a war to stop and tow vehicles around? Why?

Why not?   Come up to an enemy tank, tow it away, throw it over a bridge?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on February 07, 2014, 01:19:05 pm
1: It's a new thing you can do.
2: It might be fun.
3: Sometimes people abandon vehicles in a dumb place and you don't want to destroy it, you just want it moved.
4: SUNDY TRAIN
5: Also people tow vehicles in wartime. So there's IRL precedent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2014, 01:25:28 pm
But how would you put a boot on a Magrider?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 07, 2014, 01:31:52 pm
I do miss the old bigass craft from PS1 which could transport heavy vehicles... and the ability of galaxies to carry the one-man tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2014, 01:34:48 pm
Lodestar!  Best use of it was to drop a full Sundy on top of a tower to take it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on February 07, 2014, 01:36:04 pm
That sounds awesome and why did they ever remove it.

But how would you put a boot on a Magrider?
Magboot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 07, 2014, 01:41:15 pm
That sounds awesome and why did they ever remove it.
It wasn't 'removed' so much as 'not added' to PS2. So many things were not ported over.

I miss LUAs and transporting vehicles and firing morters at targets beyond line of site which are painted by a targeting laser and combat engineering defenses...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on February 07, 2014, 01:43:45 pm
Why would they not use content that was already coded and working ... I mean, getting it to work in the new engine was probably not just a matter of cut-and-paste, but it would be a lot easier!

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 07, 2014, 01:51:53 pm
IIRC the Lodestar wasn't a part of the PS1 launch either.  Hopefully they add it when/if they add Dropship Centers.


Of course, given the vehicle physics of PS2, you're looking at a lot of blown up vehicles.




And I still want my Rocklet Rifle and Thumper... the former of which they're totally going to give to engineers, damn it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 08, 2014, 03:49:23 am
SOE recently broke something with the MANA AV turret. It doesn't render, like, at all. Before some patch (I haven't been in a tank in a while) the AV turret would reliably render, even at long range in heavy fights, and I could shoot back. Just now I could see missiles materialize in thin air somewhere on the order of 150m to 200m away but I could not retaliate because the turret did not render.

Mind you I could take pot shots at heavies, medics, infiltrators, MAXes, light assaults, and engineers not on turrets on the very same ridge several invisible, incorporeal AV turrets were shooting me from.

So I said this is dumb and quit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 08, 2014, 10:05:25 am
Ironically, they nerfed the AV turret explicitly to prevent being shot from AV turrets that weren't even rendering for you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 08, 2014, 12:36:26 pm
I swear they will never fix that thing to some balanced state. Should have never put it in the game to begin with.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 08, 2014, 01:31:53 pm
I think it should just cost infantry resources. Would make the other turret a viable choice, too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 08, 2014, 02:00:47 pm
200 certs! Is 1 brick C4 worth it? Just to irritate vehicles. Or kill infantry. Engineer. Or at mines or ap mines? Or just engi tool and vehicle upgrades?

Psst. Been having fun in VR with heavies sitting on the back of ghost flashes :). Someone, try it!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 08, 2014, 02:32:02 pm
Yeah, just save it for damaged vehicles. If it's smoking, one brick should be enough. But you should be getting it for LA, since it's the best class for making the delivery.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 08, 2014, 02:46:17 pm
So get the c4? Cool. I'm engi or medic only cos I can't kill anything. My KD is .11!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 08, 2014, 04:18:04 pm
I'd upgrade the engineer and medic tools before getting C4. You'll have a lot more opportunity to use those than the C4 brick.

It helps The Team more in any case, if that's something you care about.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 08, 2014, 05:09:55 pm
I'll upgrade the engi tool a bit then. But C4 it is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 08, 2014, 05:11:49 pm
Post failure
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 08, 2014, 05:22:15 pm
Post failure
The hell happened there? Eh, I'll fix it later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 08, 2014, 05:53:42 pm
It could be worse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 09, 2014, 03:15:11 am
We're preparing for a scrim on Saturday against a TR outfit on Connery.

We lost. :(

And all the recordings I tried to make ended up as garbled junk.

And on the live servers everybody's gone full retard with the WDS nonsense.

Overall, not a good night for Planetside 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 09, 2014, 03:24:16 am
Oh, how I love it when my internet fails and gives me dialup speeds... which sometimes lets me shoot people behind corners and such before I realize that it failed and stop "cheating". :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 09, 2014, 04:11:05 am
I haven't been playing planetside recently but I hear World Domination Series basically turned the meta as bad as it could possibly be.

No one defends territories and huge mega zergs of 4+ platoons sitting on empty bases capping up to the enemy warpgate while they do the same to you, because defending isn't worth points and attacking is, assault empty bases in an endless circlejerk until whoever can ghost cap the hardest (i.e. at night when no ones on) wins.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 09, 2014, 04:32:31 am
I've noticed a ridiculous number of Reavers flying from base to base as they're about to get capped. I'm sure TR and VS are doing the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 09, 2014, 04:42:55 am
Yeah, I've seen that.
I really wish they did away with XP and WDS 'contribution' (hahaha) being accumulated instantly on the finalization of the capture/defense, but rather accumulated based on time fought at the location. To decrease the load, they could keep the granting of the points on the finalization of the capture/defense, but instead scale it to how much the player fought at the place.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 09, 2014, 01:23:02 pm
Yeah, things have gone to pot a bit.

whoever can ghost cap the hardest (i.e. at night when no ones on) wins.

See:  VS on Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 09, 2014, 01:38:13 pm
Yeah, things have gone to pot a bit.

whoever can ghost cap the hardest (i.e. at night when no ones on) wins.

See:  VS on Mattherson.

That's exactly who I was referencing, if I'm not mistaken they already have twice the world domination points of both other factions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 09, 2014, 01:55:28 pm
It doesn't help that the 4th Factioners are flocking to them, even before the off hours occur in full.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on February 09, 2014, 03:54:56 pm
Mostly the reason why I'm not playing during WDS. Just such a mess with all the ghostcapping and 4th factioning. If there's one thing you can criticize ps2 on it's how poorly it handles rewarding the player for territory. Zerging ghostcapping and 4th factioning are all symptoms of this, even further magnified during the competition.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 09, 2014, 05:26:54 pm
Meh, I've put in some time with the WDS. Not that much (busy IRL) but enough to snag 3x 1 hour XP boosts. That's perfect for the next 2x XP weekend, so I'm sorted already. If I can snag a second set then all the better, but not anything I'm focusing on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on February 09, 2014, 07:39:03 pm
All you need is empire collusion and you could play musical chairs with a couple of bases. We get one, you get one, some other empire doesn't. The 5th faction? Platoon level capping, multi-empire boosts! Get ALL the upgrades. Think of the xp......

It would make the "fly to a base about to be capped" thing a lot easier if it was just a shift rotation rather than an esf rush to garner some free xp at the last minute. Just change empires again and capture it again. And again. And again.

I'm joking. But I'm pretty sure there's not a lot stopping you, and the amount of account bans would be negligible. You can do it normally anyway, but there's MOAR XP at stake now. MOAR!!!!!!!

Except that you'd have a nice little air-war going on above you as other people tried to grab some free extra xp as well. Which would make it harder to fly your esf to the other base during rotation periods. Curses! All my plans foiled........
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 09, 2014, 08:22:42 pm
Seriously, a 5-15 minute timer to change empires on the same server would stop 99% of this nonsense.  It doesn't have to be 8 hours like many people suggest- just long enough to be annoying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on February 09, 2014, 10:09:14 pm
Yeah, 15mins would be fine. Longer than a MAX or tank or esf aquisition (even basic timers), but short enough that if you wanted to fight for another empire and use their squiddigly weapons you could. It'd make it worthwhile to fight, and fight hard, but there would be less 4th and 5th empire members involved. Pretty easy for a quick play session, but not destructive to your play experience on a long one.

It'd almost make you care on how well your empire is going. Quick-switch is a broken mechanic. 10-15mins seems fine. There will be whiners if it's brought in. They're the same people quick-switching for XP and certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on February 09, 2014, 10:29:19 pm
UGH.... T_T
Apparently on EVERY AMERICAN Server, NC is overpopped...
On Briggs. TR are...
I fear an NC Nerf on its way cause American Server TR/VS are prob calling for it dispite it just being the fact they are being overpopped move then anything else...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 10, 2014, 03:28:20 am
WDS is bull. I played it for one day, then left. I'll come back when it's over (or fixed).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 10, 2014, 08:48:13 am
Yeah, it's terrible. It's nothing but a massive zergfest and the rewards are crap. I stuck with it to see what I'd get from the top tier box. Well, it was three 1-hour XP boosts, whoop de freaking doop. At least I can actually use those. Some people got single-use versions of camos that they already own the permanent versions of, which is just laughable.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 10, 2014, 09:36:03 am
I like to snipe mindless zergers while they come in, then smg then while they're zerging. I think this way I'm getting more XP than they do, so I'm pretty damn fine with it. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 10, 2014, 09:42:38 am
Wait... SINGLE use camo?
You mean... use it once and it's GONE once you respawn?

That's... that's just a straight up joke.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 10, 2014, 10:48:40 am
Wait... SINGLE use camo?
You mean... use it once and it's GONE once you respawn?

That's... that's just a straight up joke.


Yeeeeep.  They used to sell it, but took it out of market because it was so uselessly terrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 10, 2014, 11:11:10 am
Can someone explain what the WDS thing is to someone like me who hasn't logged in for about a week?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on February 10, 2014, 11:51:00 am
Wait... SINGLE use camo?
You mean... use it once and it's GONE once you respawn?

That's... that's just a straight up joke.

No, it's gone once you unequip it. It was great if you were the type that found a camo you liked and never changed it, but with one misclick it was gone (which was a big reason why it was removed).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 10, 2014, 11:51:37 am
A waste of time, designed to turn good fights into zerg cluster-Fs.

Also this for a bit more complete answer. (https://forums.station.sony.com/ps2/index.php?threads/wds-the-battle-begins.171879/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 10, 2014, 11:53:55 am
A waste of time, designed to turn good fights into zerg cluster-Fs.

Also this for a bit more complete answer. (https://forums.station.sony.com/ps2/index.php?threads/wds-the-battle-begins.171879/)
Clicked link, winced at bad cosplay, still confused.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 10, 2014, 11:58:37 am
Retardation incarnate.

Speaking of something else that's retarded, have any adjustments been made to NCs antimaterial rifle yet?

Let's see if I got this right:
Only one faction can use it
It damages tanks
It kills maxes
It does higher than bolt action damage
Its semi auto
It has an alternative firemode, which is a shotgun

All the above on something that can turn near invisible
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 10, 2014, 11:59:59 am
I think they adjusted the name to "Freedom Rifle".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 10, 2014, 12:05:39 pm
TLDR is to hit tab and look at the new bar that's there.  Attacking or defending a base gives WDS points depending on the size of the base and how long it's been held (3 for a fresh outpost up to 100 to a long-held major facility).  Top empire each server gets a prize for each week and at season end (3 weeks).  Each player gets a (usually crappy) prize each week at 200, 800, and 2000 points.

The system, as designed, encourages ghost capping and staying at a base long after the fight is over.


Speaking of something else that's retarded, have any adjustments been made to NCs antimaterial rifle yet?

I don't see a bugfix listed for this yet, but apparently they don't document every PTS change made.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 10, 2014, 01:26:42 pm
I'm pretty sure that they just used the M60 Canister damage type accidentally or something.
Meanwhile, I'm saving up 1k certs to possibly get the new VS rifle - the concept seems pretty damn cool, but I dunno how it will work out in practice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 10, 2014, 02:40:24 pm
A waste of time, designed to turn good fights into zerg cluster-Fs.

Also this for a bit more complete answer. (https://forums.station.sony.com/ps2/index.php?threads/wds-the-battle-begins.171879/)
Clicked link, winced at bad cosplay, still confused.

I laughed at the fact that it's bad cosplay in a promo photoshoot in front of a green screen... and then they didn't bother replacing the green screen with an actual background and just left it. That pretty much sums up SOE in a nutshell. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 10, 2014, 03:14:40 pm
Erm, those are shots from the filming of this video (http://www.youtube.com/watch?v=g5bOZon1KTE).

Embrace the cheese.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 10, 2014, 03:37:11 pm
Well then why didn't they just use shots from the finished version that has a background?  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 10, 2014, 03:43:14 pm
Eh, video's good enough for a game dev team and not a professional filming crew. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 10, 2014, 09:06:28 pm
Speaking of something else that's retarded, have any adjustments been made to NCs antimaterial rifle yet?

Quote from: Higby's Twitter
it's going to lose that shotgun firemode, just didn't work out. getting higher velocity primary shot, more of a pure railgun

(Also this)

Quote
the AV dmg on the NC secondary fire mode is a bug, actually. Left over from an earlier implementation where it was an AV secondary
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 10, 2014, 09:25:47 pm
So what does that leave it with?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on February 10, 2014, 11:46:36 pm
So what does that leave it with?

A sniper rifle that does AV damage, and thus will be able to kill tanks from such a range that the shooter will not render (and thus literally be undamagable by the tank even if you get a direct hit where they are).

Remember old AV mana turrets? Remember getting bombed by invisible missiles constantly? yeah... it's that, but on a highly mobile unit that can turn invisible.

If that's not enough, I don't know what is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 10, 2014, 11:57:01 pm
I'm sure that they just said that was a bug...

I think they should have explosive rounds (small explosion)... :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 11, 2014, 01:29:49 am
AV capabilities could still be made to work if it was small amount of damage that only worked before the damage dropoff begins. Without this and the shotgun, it's just another superfluous bolt action.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 11, 2014, 03:54:36 am
With a really high bullet velocity which means it has little drop and requires little leading

It'll still be the best sniper rifle
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 11, 2014, 03:55:54 am
That sounds more like something that VS should have.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 11, 2014, 08:43:17 am
Isn't theirs no-drop anyway?  I haven't been on test server.

Also, changes to WDS have been announced. (https://forums.station.sony.com/ps2/index.php?threads/wds-preseason-2-changes-and-feedback.172502/)  TLDR, it sucks and they know it, so they're swapping defend and attack points, and also tweaking the values for certain facilities (notably biolabs are worth a lot less now.)

They're also looking at 4th factioners (about six months too late, but at least they're doing it) and considering a handicap value for global pop.  Honestly, as much hate as SOE gets, I think they honestly want to listen to the players and the changes, once they happen, are typically in the right direction.


It's a good thing too, because my outfit is seriously considering things such as playing on PTS or Miller (we're Mattherson) since the fights at home are pretty crap.



Also they're saying they'll give better rewards when they get the WDS rules worked out, so there's that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 11, 2014, 09:55:19 am
Whoo, they're doing stuff. Late, but stuff.
And they listened to Wrel's suggestions on swapping the points. XD

And come on to Miller, we have funzies and underpopulated VS... >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 11, 2014, 10:00:39 am
I always thought PS1's empire incentives were enough. You got escalating XP bonuses based on how underpopulated your empire was. I'd often just jump on whichever side had the best bonus and hit instant action.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 11, 2014, 10:06:42 am
I always thought PS1's empire incentives were enough. You got escalating XP bonuses based on how underpopulated your empire was. I'd often just jump on whichever side had the best bonus and hit instant action.
That's the often-unmentioned 5th faction. We're the Good guys :) (and we get more xp)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 11, 2014, 10:11:59 am
I always thought PS1's empire incentives were enough. You got escalating XP bonuses based on how underpopulated your empire was. I'd often just jump on whichever side had the best bonus and hit instant action.
That's the often-unmentioned 5th faction. We're the Good guys :) (and we get more xp)
Other people do this too? I was fairly certain I was in the minority. :P

And yeah I'm always looking for those xp bonuses.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 11, 2014, 10:15:57 am
Meanwhile, I typically hop in where I get less lag. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 11, 2014, 10:21:07 am
I always get a little thrill when I blow up a full galaxy or sundy and see the xp scrolling across the screen. o.o
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 11, 2014, 11:18:16 am
And come on to Miller, we have funzies and underpopulated VS... >.>

VS was indeed the suggested faction.  Too bad it'd be ~10-11 PM EST, which is approximately late as hell European times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 11, 2014, 11:28:14 am
3 in the morning for England (5 AM for me) is just fine. :P

Though I don't think you would find ANY good fights that early/late.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 11, 2014, 11:51:41 am
If you'+re in Europe Woodman is a nice and fairly balanced server. VS have KotV, a 3k+ members outfit, and NC outfits have started to cooperate lately so there's usually good fights. TR used to do well too, but for reasons unknown to me they've been sucking a lot in the past few weeks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 11, 2014, 12:17:59 pm
3 in the morning for England (5 AM for me) is just fine. :P

Though I don't think you would find ANY good fights that early/late.

I hear tell that people tend to congregate in Allatum at that time.


If you'+re in Europe Woodman is a nice and fairly balanced server. VS have KotV, a 3k+ members outfit, and NC outfits have started to cooperate lately so there's usually good fights. TR used to do well too, but for reasons unknown to me they've been sucking a lot in the past few weeks.

TR has sucked and become an also-ran in Mattherson as well.  Did they get over-nerfed?  I always thought they were the most balanced faction...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 11, 2014, 12:20:32 pm
I suspect their main problem is lack of organization on Woodman, I can't really say I've noticed any enemy outfits that stand out when we're fighting TR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 11, 2014, 12:36:06 pm
Whoo, they're doing stuff. Late, but stuff.
And they listened to Wrel's suggestions on swapping the points. XD

And come on to Miller, we have funzies and underpopulated VS... >.>
I'm Miller NC, Octobomb1. You?
If you have an NC I'll gun a tank for you sometime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 11, 2014, 01:03:47 pm
No, my NC's on Woodman, while my VS and TR (dammit bro) are on Miller. I rarely play TR because of this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 11, 2014, 01:24:48 pm
TBH KOTV stand out mostly because they seem to recruit everyone and anyone... TBH over time you stop even counting them as an outfit because the entire faction is their outfit.

I assume TR suckage is related to the striker nerf that turned it from very good to downright useless since it's main shtick was doing more damage at the cost of exp

Anchor mode nerfed and their MAX special ability is useless since it turns you into a sitting duck for whoever you're shooting at unless doing AA while knowing where the enemy aircraft are coming from or will be.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 11, 2014, 01:53:17 pm
TR still has the best ESF. And their MAXes are pretty good with charge, it's not like VS and NC special abilities are straight out better than charge.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 11, 2014, 01:56:29 pm
Mossie is the best?

Yeah right, scythes have a ridiculously thin profile and the most stable hover, and their guns are easiest to hit with
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 11, 2014, 01:58:46 pm
The flying pancakes catch a lot of fire from the ground, whereas Mossie has a thin profile from all angles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on February 11, 2014, 02:03:46 pm
Ehh... I can almost always predict the motion of the mossy when in my burster max/skyguard as VS but when I'm playing my NC the fucking scythe can bounce around and strafe... very difficult to follow sometimes.

Then again, I've noticed that many people in ESF get too focused on their target in the attack run and I can empty a whole clip at them with high hit rate as they don't even jink or evade.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 11, 2014, 07:04:57 pm
Scythes are the best ESFs right now, pretty much all weaponry and health/resistance stats have been brought into a narrow threshhold for all ESFs in the game, while the scythe maintains its impossibly thin profile.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 11, 2014, 09:19:55 pm
OK what the hell is going on on woodman now?
It was always bad but now it somehow got worse since now apparently even NC seems capable of farming TR.
I got used to the nerfs constantly given out. Heck i even certed out the fuel tanks use the banshee (till the somehow manage to nerf it too) and just run every time there is a missile lock or enemy fighter anywhere near.

It worked for a bit but now people in ESFs seem to have gotten remarkably good at shooting other ESFs ABing and twitching around at full speed from apparently beyond engagement radar (600m) range.
Hell i met a guy near Mao Tech Plant (the TR VG is currently north) and turned tail to base squirming franticaly and even then i barely got inside the shield with quarter health left as bullets hit me all the way back.

And that's not the first time this happens either making me kinda suspicious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 11, 2014, 10:33:02 pm
The air elitists generally have a LOT of alt characters, considering there was a video of a group of them on their mattherson and woodman alts, you probably ran into them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 12, 2014, 03:41:26 pm
Even an elitist would miss most of his shots when shooting a mossy ABing and randomly twitching.
I was thinking morei n the lines of hacking.

Anyway Woodman TR officially hit the shitter.
NC apparently are in the lead in the WDS VC being close second and TR somewhere at the bottom fighting with local carp for worms hidden in the mud.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 12, 2014, 05:12:46 pm
Victory is their tradition indeed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 12, 2014, 06:57:27 pm
This WDS thing has turned the game into MLG stat padding bullshit, my outfit basically refuses to play at the moment
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on February 12, 2014, 09:58:35 pm
How to earn WDS Points:

Step 1: Hang out at biolab next to enemy territory.

Step 2: Wait.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 13, 2014, 01:54:48 am
Patch (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-patch-february-13-2014-6-am-pt-3-pm-cet.172843/), infiltrator update. No ES rifles yet.

Quote
Tank mines are now smaller
...
Explosives will now blow up deployables and other explosives

Suicide sundy runs are back!

Quote
Fixed healing grenades not functioning at all

I wonder how long it took SOE, or anybody at all, to notice this.

Quote
Fixed a case where vehicle debris would do too much damage to other vehicles

If this actually fixes debris being the most potent AV weapon ever, it will probably be the most notable part of this update.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 13, 2014, 03:05:34 am
Had a great 3-man-squad defense roll during low hours (just now) - was a fun time indeed. We then went on to capture a base before the server crashed... XD

Re: Update:
Oh hell yeah!
I'm not sure, however, whether to wait for the VS-specific sniper rifle, or get the crossbow. The Beamer sucks, so... hm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Astral on February 13, 2014, 03:09:18 am
The thing with Scythes is that they may have a horizontally thin profile, but they got the nickname "flak sails" due to the large empty area between the boomerang spikes also being counted as a hitbox despite having no model in that area. They are very susceptible to AA fire in general, aren't very durable, lose to Reavers in a full on speed match, and don't seem to have as much of an edge in agility as one would think.

Plus, the plasma pods require extreme amounts of aiming where Breaker Pods or even Hellfires do not, feeling like they lack general splash damage or even damage at all.

I'm terrible at flying in games in general (need to get a joystick; mouse and keyboard can only agree with me so much on certain things), so I stick to Skyguards anyway. I can't fly for shit, but I can easily shoot people down.

Can't wait for the charged rifle for VS Infiltrators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 13, 2014, 03:37:17 am
Flew a vanilla mossy on my TR alt, and I got a tell that I flew so well from a VS player (I lost to him in a dogfight, but barely). Told him I'm actually a BR65 VS that sucks at flying. Mossies are OP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 13, 2014, 03:59:39 am
Between all my alts, I actually feel that Scythes are hardest to fly, with probably the Mossy being easiest? I have a stock Reaver and can control it better than my stocked-up Scythe (Hover stability and such). ;(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 13, 2014, 04:28:08 am
As someone who only uses ESFs as transports, I find the Reaver really easy to fly... 'course, I also have the most "experience" with it. The Scythe feels kinda clunky in comparison, I can imagine it takes more getting used to for those that actually engage in the air game.

On another note, I finally auraxiumed the Claw, finishing all my shotgun auraxiums, and earning my shotgun fairy wings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 13, 2014, 06:32:44 am
Hey did you notice this?

Quote
All Flashlight weapon attachments have been converted into Darklight Flashlights.
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position. The light can be turned on and off with the Toggle Attachment hotkey
Cloaked Infiltrators will see their first person arms change color if they’re being illuminated by darklight as feedback

All i can see now is darklight flashlights.
EVERYWHERE.
Or at least on every sidearm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 13, 2014, 07:06:36 am
That's what I was suggesting since a long time ago...
And yup, every sidearm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2014, 10:20:50 am
Quote
Tank mines are now smaller
...
Explosives will now blow up deployables and other explosives

Suicide sundy runs are back!

Quote
Fixed healing grenades not functioning at all

I wonder how long it took SOE, or anybody at all, to notice this.

Quote
Fixed a case where vehicle debris would do too much damage to other vehicles

If this actually fixes debris being the most potent AV weapon ever, it will probably be the most notable part of this update.


Yay mines!

People use healing grenades?

Debris OP nerf plz
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 13, 2014, 01:42:55 pm
Hey did you notice this?

Quote
All Flashlight weapon attachments have been converted into Darklight Flashlights.
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position. The light can be turned on and off with the Toggle Attachment hotkey
Cloaked Infiltrators will see their first person arms change color if they’re being illuminated by darklight as feedback

All i can see now is darklight flashlights.
EVERYWHERE.
Or at least on every sidearm.

FLASHLIGHTS HAVE A USE, WHAT, awesome, now my blitz with a flashlight will be that much better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on February 13, 2014, 03:56:25 pm
Does it work for vehicle headlights? Also do they have spotlights on the vehicle turrets yet?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 13, 2014, 05:12:52 pm
I'm tempted to buy a crossbow but I know they're so awesome they're gonna nerfed badly sooner than later.

Silent? Check
Usable with the new always invisible cloak? Check
Kill with two body shots? Check and check
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 13, 2014, 05:29:47 pm
Currently there's nowhere for the crossbow in any playstyle I currently favor right now. I value the sidearm slot too much as an 'oh crap' button to swap it with anything else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 13, 2014, 05:31:58 pm
I assume it's a oneshot kill if you hit someone in the head right?
I guess it might work with hte new cloak.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 13, 2014, 06:25:16 pm
Only on other cloakers and at close range, any other class will be left with a slither of health
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 13, 2014, 06:32:32 pm
I don't know about you guys but I've always had flashlights on my sidearms, just to have them. I guess my game is just darker than everyone else's or I don't gamma crank like everybody else. I haven't gotten much actual use out of it though, but it seemed to make sense.

if they made it so that shining flashlight son people also automatically revealed their position as if called out with "q" then it would be even more useful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2014, 07:59:20 pm
Makes you wonder what will change with this when implants come out- will there be a darklight one at all or will both systems be in place?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on February 13, 2014, 08:28:27 pm
Possibly toggleable night vision but if someone passes a light over you you're blinded like a flashbang. Makes everyone want nightvision but also everyone want lights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Wardo on February 13, 2014, 09:34:26 pm
So now everybody can spam crossbow recon darts? Cloak is entirely cosmetic then.

Methods to detect a cloaked infiltrator: NV sight, eyesight, recon darts, crossbow recon darts, any vehicle radar, darklight flashlight.

What amazing advantage does the cloak provide for it to have so many counters?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 13, 2014, 10:35:11 pm
Quote
Tank mines are now smaller
...
Explosives will now blow up deployables and other explosives
Suicide sundy runs are back!
They never left, although it will make it a little easier than needing to stay alive long enough to shoot the mines to detonate them.

Going to have to wait to see how much of a change the additional ways of detecting cloaked infils make, I expect most effect in small fights and biolabs/areas with limited paths.

Stalker cloak will be interesting for crossing the coverless areas during infantry pushes between bases or to reach sniper locations to take them out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 13, 2014, 11:08:48 pm
So now everybody can spam crossbow recon darts?

I doubt many people are going to use them. They do basically no damage. It took ten or eleven bolts to kill a target dummy in VR. You'd have higher DPS spamming V-6.

You also have to give up your sidearm to use them. I hope for whoever uses them that they don't run out of ammo in the middle of shooting the enemies they knew were coming.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 13, 2014, 11:10:55 pm
MAG CUTTER ALL DAY ERRY DAY
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 14, 2014, 12:29:57 am
So now everybody can spam crossbow recon darts?

I doubt many people are going to use them. They do basically no damage. It took ten or eleven bolts to kill a target dummy in VR. You'd have higher DPS spamming V-6.

You also have to give up your sidearm to use them. I hope for whoever uses them that they don't run out of ammo in the middle of shooting the enemies they knew were coming.
You obviously never played with the Beamer. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 14, 2014, 12:45:33 am
What with VS reload speeds, I bet you've never played with it either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 14, 2014, 02:38:40 am
Carv-s/T-16 with extended mag anyone?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 14, 2014, 03:20:35 am
It's better on CARV-S since it has SPA and shoots faster. You probably won't get many chances to shoot more than 100 rounds though. That loadout only really comes into its own if you're mowing down lots of zerglings.

Advanced Foregrip on Rhino is too good; I wouldn't use the gun without it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on February 14, 2014, 03:36:23 am
What with VS reload speeds, I bet you've never played with it either.
Your Oh Snap is invisible :P. I still have 99 kills with it, though, and I'm only allowed to get a new sidearm once I auraxium it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 14, 2014, 03:43:16 am
What with VS reload speeds, I bet you've never played with it either.
I've tried, but it is nearly impossible to keep on target while spam-clicking, so yeah. I much prefer the Mag-Shot or the Repeater in terms of standard pistols.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 14, 2014, 06:16:58 am
So now everybody can spam crossbow recon darts? Cloak is entirely cosmetic then.

Methods to detect a cloaked infiltrator: NV sight, eyesight, recon darts, crossbow recon darts, any vehicle radar, darklight flashlight.

What amazing advantage does the cloak provide for it to have so many counters?

NV Sight stopped showing infiltrators ages ago. In fact you can't spot them with the NV sight at all now.
They buffed infiltrators cloak and made it even harder to spot while not sprinting.
Recon daarts detecy you under cloak onnly when you move around i think.
Not sure about the vehicle radars.
Anyone using a darklight flashlight looking for you will likely use his sidearm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 14, 2014, 09:22:32 am
I'm having a hard time understanding why I'd ever want to pick motion sensor over recon darts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on February 14, 2014, 09:28:29 am
I'm having a hard time understanding why I'd ever want to pick motion sensor over recon darts.
If you do not want the enemy to see the scan circle and you want to have your ass covered i guess.
Camper tool
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 14, 2014, 09:31:45 am
It also lasts indefinitely, doesn't it?

Those recon bolts should be turned into "1-time scan" bolts, i.e. every hit scans the area once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 14, 2014, 09:56:35 am
No, it's 240s at last rank, and you can only have one out at a time. Or I could take darts, sit on an ammo pack for a bit and cover the entzire damn base in detection.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 14, 2014, 09:58:56 am
You obviously never played with the Beamer. :P

I'm not saying the Beamer is bad, but I did see it listed at #2 on someone's Worst FPS Guns of All Time list.


(Behind this gem (http://deusex.wikia.com/wiki/PS20).)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on February 14, 2014, 10:00:26 am
Pretty sure that's PS1's beamer. As far as stock pistols go beamer isn't all bad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on February 14, 2014, 10:09:29 am
No, it's 240s at last rank, and you can only have one out at a time. Or I could take darts, sit on an ammo pack for a bit and cover the entzire damn base in detection.
Which is good except for the guys sitting somewhere sniping and do not want someone to get up behind them. shooting darts where you're sitting is just shouting to the world where you are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 14, 2014, 10:14:42 am
Is sitting in one place really a viable strategy, though? It takes ages to get to position, and when you do it doesn't take all that long to get countersniped. Sure, you'll get good K/D, but you could've earned a lot more XP if you just grabbed an SMG or SAS-R and went into the thick of the action (which is usually conveniently close to a spawn point).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 14, 2014, 11:46:53 am
Sitting in one place is bad, but I like the fact there's more choice. Now I know who's sitting in one place.

Edit: @Toaster: Yeah, I remember that one. it was PS1's Beamer, but PS2's doesn't know what it wants to be. :P

Edit2: How does the new SMG compare to the others?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2014, 12:10:00 pm
I sort of want to get back into this, but has the trend of nerfing the NC over and over changed somewhat?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 14, 2014, 12:13:47 pm
The last balabce pass treated them well. The Falcons, for example, are now awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 14, 2014, 12:15:13 pm
Very good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 14, 2014, 12:19:31 pm
I sort of want to get back into this, but has the trend of nerfing the NC over and over changed somewhat?

No they switched to nerfing TR now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 14, 2014, 12:19:43 pm
Yeah, dual falcons are the best thing ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 14, 2014, 12:29:14 pm
Dual falcons are what a prenerf zoe max with comets was - instagibb
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 14, 2014, 01:32:26 pm
Early leak of new voice packs. (http://www.youtube.com/playlist?list=PLBDwsttAIcVF_5fs-MewSz_pTv045YDWZ)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 14, 2014, 01:50:50 pm
Hehe, just tried out the new crossbow with explosive bolts in VR. This is going on my light assault class immediately, 2 bricks of C4 and 5 bolts detonates a Sunderer without having to rely on someone else finishing it off or waiting for several minutes for it to burn itself to death. 1 brick and 3 bolts takes out a Lightning while 1 brick and 5-6 bolts takes out a Vanguard, meaning you can take out 2 tanks between resupplies now. Indeed you can take out a tank purely using bolts with the amount of ammo carried, so Infiltrators can now take out tanks that the driver has left to go cap a point or are dumb enough not to drive off.

I can see organised squads of stalker cloaked infiltrators gibbing tanks in pitched battles by sneaking around behind the line, uncloaking and each firing one shot before recloaking.

How does the new SMG compare to the others?

Only had a short try-out in VR but assuming the other smg's have a suppressor attached to make a fair comparison, better than the Eridani generally, better than the Sirius at range but worse at point blank and inferior to the Ns-7 overall. Some unfabulous people will have to say how the TR and NC smg's rate. Recoil during sustained fire is almost straight vertical with a fore grip attached so fairly easy to keep on target.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 14, 2014, 02:12:02 pm
The Terrifying Squad of Stalker X-plosive-bow Infiltrators - coming soon to theaters (of war) near you!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 17, 2014, 04:19:42 am
I participated in another outfit scrim against another TR Connery outfit. We won and in a very convincing fashion.

I even recorded it and everything. You can watch here (https://www.youtube.com/watch?v=JZOdNP0ovyM) if you're interested. Match starts around 14:20.

It was processing when I posted this, and it's an hour long, so no idea when it will be up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 17, 2014, 08:37:09 am
That was pretty entertaining to watch, thanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 20, 2014, 10:12:34 am
Patch notes. (https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-patch-february-20-2014-6-am-pt-3-pm-cet.174054/)

Like:
 - lattice system
 - X-bow trial
 - fixes
 - maintenance

Hate:
 - lattice system
 - no change to recon bolts on the X-bow... o.0
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2014, 10:56:23 am
And so goes their last best excuse for not releasing Hossin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 20, 2014, 10:58:12 am
Can i get suggestions on which EU server to join?
What i am looking for most is TR side ( Love being underdog ) and foremost server where
are good leaders that use ingame voice.

Been playing on US server and love it but i'm afraid that my ping ain't that good for
getting that first hit ( 200 ms )
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 20, 2014, 11:07:37 am
Well if you like getting kicked around then come to Woodman. We're currently kicked around even by NC and that's just insulting.
I have no idea about any leadership in Woodman tho because i don't get involved in the metagame.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 20, 2014, 11:08:12 am
Can i get suggestions on which EU server to join?
What i am looking for most is TR side ( Love being underdog ) and foremost server where
are good leaders that use ingame voice.

Been playing on US server and love it but i'm afraid that my ping ain't that good for
getting that first hit ( 200 ms )
Wait, TR is underdog?  ???
If you want to play an underdog'd TR, don't join Miller. Seriously.

Well if you like getting kicked around then come to Woodman. We're currently kicked around even by NC and that's just insulting.
I have no idea about any leadership in Woodman tho because i don't get involved in the metagame.
Bahaha. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 20, 2014, 11:17:59 am
If you want to maximize your TR underdoggedness, Mattherson is the place for you.

But you don't want to do that. Mattherson is a terrible place, and it's NA too.

Also, wheee Amerish lattice! Hopefully people will play on it for more than a week.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 20, 2014, 11:20:48 am
Yep. I'm really considering Woodman that has more people average than miller.
And yes, TR is underdog on most of the servers. Dunno if it is bad leadership or just 4th factioning :)
Anyways... i decided to join Woodman TR side so see you on field.
I try to deliver some PainReliever ;) 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 20, 2014, 11:26:28 am
Also, wheee Amerish lattice! Hopefully people will play on it for more than a week.

I thought people played on amerish only because it was the last place without a lattice.
Now with lattice in place the place is going to be deserted along with esamir for the greater glory of Indarside!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 20, 2014, 11:28:45 am
Also, wheee Amerish lattice! Hopefully people will play on it for more than a week.

I thought people played on amerish only because it was the last place without a lattice.
Now with lattice in place the place is going to be deserted along with esamir for the greater glory of Indarside!

If the lattice haters actually were playing on Amerish, there sure weren't that many of them... Esamir is almost always more populated than Amerish, shitty lighting and all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2014, 11:47:52 am
The lettuce haters will either leave or deal with it.  Bringing in Hossin will add/keep far more people, so OH WELL.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 20, 2014, 11:52:51 am
Lattice system is good. Just tweak it more so some tactics could be played there and not all zerging around.
Allso it is shame there aint any hackable doors like in Ps1 :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2014, 11:53:49 am
There's a real lack of hackables in the game, what with their systematic removal of non-spawn room terminals.  Towers are about the only place they remain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on February 20, 2014, 12:47:27 pm
Also, wheee Amerish lattice! Hopefully people will play on it for more than a week.

I thought people played on amerish only because it was the last place without a lattice.
Now with lattice in place the place is going to be deserted along with esamir for the greater glory of Indarside!

I avoid the place like a plague because it lacks a lattice. If I'm not leading an outfit squad I even skip the seeing green alerts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 20, 2014, 05:41:41 pm
Okay, after splashing 400 certs to get 2 sticks C4 for my engie, I can safely say they are hilarious. Oh, the fun you can have...
Suicide bombed sundies? Check.
Applied to underside of contest capture points? BWAHAHAHAHA check.
Thrown out of spawn room waiting for the max spawn camping us to come pass with my finger or the trigger? Boom, check.
Blown up ususpecting Max jumped ambushing us? Check.
Still on my list, Flash C4 delivery (probably with a test subject driving) and sticking C4 to a vehicle and waiting until they drive off before pulling the trigger.
Right, advice needed. You guys are always great for that.
Are shotguns worth it (I'd get the auto but effort, so extended capacity it is)?
Is the heavy w/ Extended shotgun and heal kits viable?
Are there any good AA engi options or do I have to change class for it?
For my merc, laser sights or forward grip? Flash hider, suppressor or none? Thanks for all the feedback. No need to trouble yourselves with long anwsers if you don't want to, I'm sure repeating things over and over to me must be tedious.

Finally, I'd love to fight with you guys some time. You seem to be mostly Mattherson NC. We could organise some fun things...
Example: In VR a few days ago my friend and I spent half an hour trotting around with a galaxy and lightning, trying to find, align and drive up a suitable overhang. My friend got stuck and useless, and a random vanguard apparently caught on, followed by it plowing up the overhang and throwing itself onto my galaxy. With a better pilot it could have been flown (I scraped the wing tip and the whole thing went sideways) and we could have airdropped tanks. Aka, I need to make a video about that. Also, you can cert the flash to have no cool down, so if people were willing 3 could provide 2 whole squads with battleflashes. That would be very cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 20, 2014, 05:45:49 pm
Shotguns are worth it when in closequarters.

Its why NC MAXes are so much fun, and so raged at.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on February 20, 2014, 05:49:43 pm
Shotguns are worth it when in closequarters.

Its why NC MAXes are so much fun, and so raged at.
Excellent, Shotgun based loadout it is. I'll go stomp me some towers tomorrow.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on February 20, 2014, 05:54:20 pm
I prefer the battle rifle. Turns heavy's and engi's into snipers with a LOT more versatility. My next purchase was a selective fire carbine that can mount a smoke grenade launcher. Versatility rocks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 20, 2014, 05:55:50 pm
Are shotguns worth it (I'd get the auto but effort, so extended capacity it is)?

They're cheesy. So yes.

Is the heavy w/ Extended shotgun and heal kits viable?

Heavy anything with heal kits is viable. Get the Jackhammer for extra NC cheesiness.

Are there any good AA engi options or do I have to change class for it?

Change class.

For my merc, laser sights or forward grip? Flash hider, suppressor or none?

Laser sight. Suppressor only if you want to be sneaky. Otherwise nothing on the barrel.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2014, 08:58:58 pm
Jim is correct on all above counts, especially the Jackhammer note.  It's pricey, but effective.


For baby's first shotgun, though, you can't go wrong with the Sweeper (extended mag).  Not only is it a steal at 250 certs for a weapon four classes can use, but it's one of the more generally effective shotguns.  The auto-shotties are horribly inaccurate outside of butt-slapping distance.

LA in a tower loves shotguns, since LA is a master of positioning.  Hop up a level and land behind someone, make them dead.  I wouldn't prefer a shotgun on the heavy, but there's no reason you can't use it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on February 20, 2014, 09:15:35 pm
Are there any good AA engi options or do I have to change class for it?

The new crossbow when equipped with explosive bolts is surprisingly effective against esf's when they are hovering/moving in a straight, predictable line to lolpod spawns/chokepoints. You probably won't score many kills but the vast majority of pilots will breakoff and flee if you can score a hit or two.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 20, 2014, 09:32:36 pm
Or hop in a Skyguard.


Or AP Vanguard if you trust your aim.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on February 21, 2014, 12:02:53 am
Are there any good AA engi options or do I have to change class for it?

The new crossbow when equipped with explosive bolts is surprisingly effective against esf's when they are hovering/moving in a straight, predictable line to lolpod spawns/chokepoints. You probably won't score many kills but the vast majority of pilots will breakoff and flee if you can score a hit or two.
The Engi battle rifle can also ding ESF's and Liberators. Not galaxies, sadly, but when you ding an ESF they tend to flip and flee, even if the damage doesn't do much.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 21, 2014, 12:16:47 am
Or hop in a Skyguard.


Or AP Vanguard if you trust your aim.
AP Vannie is almost like an OP Vannie :P
I'm glad I'm smart enough to not get hit with daltons or tank shells, but it sure is fun sniping unsuspecing mossies. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 21, 2014, 03:40:48 am
Remind me again why landing both shots of an AP prowler doesn't kill an esf?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 21, 2014, 04:15:10 am
Because you hate freedom :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2014, 08:44:16 am
Because it's the TR's turn to eat the nerf bat.

Does it at least set them on fire?  The Phoenix, for example, sets a full-health ESF on fire with about four seconds to live.  (Which I think is fine, because good luck hitting one with it)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 21, 2014, 11:48:04 am
I tested the Prowler guns in VR.

2 direct hits form a HEAT shell instakills a reaver.
2 direct hits from AP obviously do the same.
2 direct hits from HE cause it to catch fire and die in around 16 seconds.

But again luck hitting a ESF with 2 tank shells in a row.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on February 21, 2014, 01:55:42 pm
I always thought it was lame that TR gets basically a regular tank with every shells damage split between two shells, because you know, more dakka...

There are totally other ways to do more dakka... armor piercing autocannons?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 21, 2014, 02:02:35 pm
You mean the Vulcan? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 21, 2014, 03:06:27 pm
You mean the Vulcan? :P

Yeah but that thing got nerfed like noones buisness.
The damage dropoff starts at 10 meters and is so inacurate you won't hit much beyond those 10 meters anyway.

Also if you add up both shells then Prowler has the highest damage per "clip".
But again you have to hit both and fire them in rapid siccesion ot get that benefit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 21, 2014, 03:15:20 pm
Oh, pish-posh. The damage drop off is dumb, but the Vulcan has no trouble hitting targets accurately up to 100m. Still less than the ideal engagement range of the Prowler (i.e., anchored 500m away), and less than the other two ES MBT AV secondaries, but let's be honest here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 21, 2014, 03:28:43 pm
It has no trouble hitting something far away because it just fires so many bullets but i doubt hitting 1/3rd of the bullets in a clip does more damage than a solid halbeard shot or a full saron clip.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 21, 2014, 04:19:08 pm
I thought the tankhammer was really terrible ???

Oh wait, Enforcer is also NC specific, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2014, 04:26:12 pm
Both the Enforcer and the Canister (formerly Enforcer Modified) are NC only.  The latter is indeed terrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 21, 2014, 09:22:17 pm
I fooled around with the stalker cloak for a bit and i must say... this is one silly item!
It totally changes the way this calss plays because you can effectively stay hidden FOREVER.

I had fun crouching almost right next to the enemy sunderer permahidden and constantly spotting for spot exp.
My only gripe would be the fact it leaves you only with a sidearm... now having your primary weapon would be OP like hell but the TR repeater goes through bullets like a fatass through burgers at Mc Donalds.

I can literally kill 1... 2 at the very most people with one mag and you don't get too many reloads either... i guess that could be solved by buying the crossbow.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 21, 2014, 09:39:52 pm
You can also get the Ammo Belt certification...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 21, 2014, 11:22:16 pm
Don't forget your knife as well- if you're in range, it's a great finisher as well as fast- it's pretty much hitscan.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 22, 2014, 12:23:27 am
I had fun crouching almost right next to the enemy sunderer permahidden and constantly spotting for spot exp.

And nobody bothered to look for the invisible chatty infiltrator?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 22, 2014, 12:30:27 am
And nobody bothered to look for the invisible chatty infiltrator?

You'd be surprised how dumb some people are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 22, 2014, 04:44:35 am
Can you still buy transfer tokens? I still have some SC left, and maybe I should go to a European server instead of Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 22, 2014, 04:59:19 am
I had fun crouching almost right next to the enemy sunderer permahidden and constantly spotting for spot exp.

And nobody bothered to look for the invisible chatty infiltrator?

Another ind was looking for me and even planted some darts but since i was not moving it did jack. Ge got bored after a while and went sniping while scores of NC redblueshirts were running at the base. I finally got to be useful and assasinated the engies repairing the sunderer that in effect ended the NC attack.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 22, 2014, 05:52:44 am
I have to admit, with the new hunter cloak TR actually has one of the best weapons to use it with. (which of course means it'll be nerfed to shit after all the whining from the blue and purple slags)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 22, 2014, 08:10:15 am
The Desperado (and Rebel, IMO) is a plenty potent weapon that I don't have an issue with the TR pistols.  I will admit that the VS gets the short end of the stick here.



But who cares about those spandex-wearing alien huggers, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on February 22, 2014, 09:47:10 am
I will admit that the VS gets the short end of the stick here.
I don't get it. Since when do MAXes use pistols?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 22, 2014, 02:40:37 pm
Since they got Vortices.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Astral on February 22, 2014, 04:10:29 pm
Only pistol I use as VS is the Commissioner anyway. Everything else feels too weak pew pew for me, and while my twitch aiming needs lots of work I can generally take people down with it reliably in short to mid range. Default Beamer is horrendous.

Is there any word on when they're going to release the new sniper rifles? I'm really looking forward to an ammoless bolt action charge shot/semi auto hybrid with piercing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 23, 2014, 01:39:44 am
I've gotten 1k certs, and now I'm not sure what to buy with them. (VS char)
Possibilities:
- X-bow
- Cerberus
- Underboss (already got Commisioner on TR char and don't like it a whole lot)
- AV MANA Turret
- Lancer
- wait for new sniper rifle

I'm tempted to wait, but I'm also tempted to grab the x-bow. Any suggestions on what not to buy? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 23, 2014, 05:17:17 am
Well as i see the thing.. 1k certs can be easily get in 5 days so no much grinding needed on that.
AV manaturret is nice against vehicles...but really it is up to your playstyle really :)
My self are playing Engineer only so im maxing it out first...imo Engis are so op in squad :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 23, 2014, 05:26:28 am
My problem is framerate, so it takes me about twice as long to get certs. :(
And I play primarily Infiltrator (~55%), Engie (~30%), and HA (~10%), so...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 23, 2014, 05:43:23 am
As an engie i like my AV turret because it helps a LOT against hacked base turrets and you can even quickly destroy terminals.
And of course you can use it against vehicles you'd be harmless otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 23, 2014, 07:05:08 am
Mine and C4? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 23, 2014, 07:33:46 am
AV turret definitely, it's a real game changer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 23, 2014, 09:01:54 am
I agree with the AV Mana choice.

Crossbow: This is a weapon for shotgun users... and infiltrators don't get shotguns. Avoid, until you start playing LA.
Cerberus: No idea. I seem to be the only person who likes the Beamer.
Underboss: This is probably too similar to the Commissioner for you to like it.
Lancer: This would also work, but you don't play HA as much as you engineer, and HA already has AV choices.
New Sniper Rifle: The first pass of this on Test was pretty underwhelming, but you never know with SOE...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 23, 2014, 09:13:16 am
I really like the idea of a no-drop infinite-ammo you-only-gotta-lead sniper rifle, though...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 23, 2014, 09:26:02 am
I just checked it out on the test server again, it seems quite a bit better than what it was initially. If you snipe a lot, it might be an interesting choice, actually.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 23, 2014, 11:45:50 am
Holy hell, I just got a 42-2 score in my Lightning, including 5 other tanks, 3 other vehicles, a few maxes and a mossie.
Damn is the Viper good now!

I've decided to wait, but my certs over 1k will be used on upgrades. What's the best upgrade to get on the Lightning? I've unlocked Fire Suppression 1, Prox Radar 1, and optics/ammo for the Viper.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 23, 2014, 12:19:29 pm
The Viper's pretty nice now.  Personally, I have the racer frame on it to make a fast tank even faster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 23, 2014, 12:42:42 pm
Also, Side armor, Rear armor, or Top armor? Front armor forces a playstyle which I don't do, so... :P
Or should I get Fire Suppression? Or should I get Thermal optics? Baah so much to choose from... :D

EDIT: But I like sniping with the Viper, so I guess I'll stick with 1.25 or 1.5, whatever I've got.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on February 23, 2014, 12:45:05 pm
I'd only take thermals with HE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 23, 2014, 09:17:25 pm
Also, Side armor, Rear armor, or Top armor? Front armor forces a playstyle which I don't do, so... :P
Or should I get Fire Suppression? Or should I get Thermal optics? Baah so much to choose from... :D
Skyguard = top armor
everything else = side armor

Even for MBT I'd say side armor, because you're more worried about flanking or rear hits when in an MBT. in a lightning you're usually going to be moving around a lot and your front profile is fairly small anyways. If you're popping over ridges a lot with only your glacis plate showing then perhaps front armor is for you, but if that's the case you shouldn't be fighting other thanks in a lightning, your focus should be on lighter vehicles and infantry, IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Wardo on February 26, 2014, 08:16:27 pm
The stalker cloak brought new life into this game for me. I hope it doesn't get nerfed. Being "invisible" allows for many, many opportunities for hilarity. The new Crossbow pistol works very well in low-population scenarios where you don't need nor want to fire a silenced pistol repeatedly (or worse yet, non-silenced), because with few people in the battle they'll track you by sound. There are very few people running flashlights in Mattherson, though vehicle radar will ruin the fun and that's sadly more common.

I'm a happy Infiltrator for now. I don't care about the battle, I don't care about certs, I just want to stab you in the back, shoot a bolt up your ass, lay some mines in your path and inhale the laughing gas.

Now, if only I could trade my secondary weapon for... a jet pack, and be an invisible flying stabby ninja!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 27, 2014, 12:17:19 am
And change the tool for a katana.
And the medpack/mines for teleportation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 27, 2014, 04:06:53 am
Patch (https://forums.station.sony.com/ps2/index.php?threads/scheduled-maintenance-february-27th-2014-6-am-pt-3-pm-cet.175209/). ES Sniper Rifles!

The TR get an accurate burst-fire scout rifle, the VS get an ammo-less, drop-less, chargeable sniper rifle, and the NC get an OP version of an existing weapon.

A lot of attention has been on the Railjack since it has 850 m/s bullet velocity and is therefore basically hitscan, but testing the complete version of the TRAP-M1, I have to say, that gun is beastly too. It will be terrifying and aggravating to face. I am (almost) sure of this.

Also, they're giving new players a bunch of free stuff. Like, rank 1 MAX flak and kinetic armor, and rank 1 of the MAX ES ability, and a bunch of suit slots for every other class, not all of which are 1 cert, and some extra abilities, like stalker cloak, resist shield, drifter jets, and then they're also giving them the 750 cert semi-auto shotgun. And then the free gun from the class quiz. That's somewhere in the neighborhood of 2000 certs worth of free stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on February 27, 2014, 04:53:15 am
Hmm.. maybe reroll new character then :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 27, 2014, 08:57:54 am
I think this reply from the PS2 forum thread sums it up for me:

Quote
Battle Rifle buffs? You do care!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Wardo on February 27, 2014, 10:02:38 am
Oh my, it keeps getting better.

Since I'm TR at first I thought "oh, crap, burst rifle? It's going to be like the Prowler, but as an infantry...", then I remembered hardly anyone stands still out of cover these days so who cares about headshots, I'll gladly take easier double body-shots - if that's what this rifle delivers (fingers crossed).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Lt_Alfred on February 27, 2014, 11:27:32 am
I've just registered and I'm installing now, what should I do next?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 27, 2014, 11:39:57 am
Pick a server, a side, and shoot the dudes who wear a different color than you.  Pick Blue if you like freedom and liberty, Red if you like oppression and tyranny, and Purple if you like alien hugging and spandex.  No, I'm not biased!


Really, though, there's now a "new player" quiz that picks a class you should like and gives you some free gear for it.  I'm not sure what that is, but you should do that and run with that class for a bit.  Read this (http://www.bay12forums.com/smf/index.php?topic=110138.msg4975106;topicseen#msg4975106) if you want a lot of tips- note it is slanted toward NC, but mostly works for all empires.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 27, 2014, 12:36:09 pm
I was going to grumble about new people getting stuff but oldbies not, but seems SOE aren't the total dicks we fought they were.

"•Existing players will have receive the additional loadout and any new items added to starter gear as part of the new loadouts"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 27, 2014, 01:34:57 pm
SOE (at least the Planetside crew) earnestly seems to not want to be dicks.  See:  this, nixing the implant plan, the Flash Fury nerf postponement, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 27, 2014, 01:56:37 pm
I have such a love-hate relationship with this game and the people behind it. They remove jumping ADS, but then give everyone forever my favorite shotgun, so I'll never have to actually jump and ADS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 27, 2014, 02:24:18 pm
One thing to grumble about is no refund for duplicate camos and starter weapons that I already have
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 27, 2014, 03:58:07 pm
Since I'm TR at first I thought "oh, crap, burst rifle? It's going to be like the Prowler, but as an infantry...", then I remembered hardly anyone stands still out of cover these days so who cares about headshots, I'll gladly take easier double body-shots - if that's what this rifle delivers (fingers crossed).

It's more like the SABR-13 than any of the existing sniper rifles. It kills with six body shots at any range, three head shots at any range. And the burst fire mode has low recoil and fires rapidly, like the Desperado's burst fire mode.

It's a good gun. I want to buy it, and maybe I will when I get the certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on February 27, 2014, 10:34:02 pm
  The Warden is a beast now, but I'll have to give up the silencer on it, the drop is even more noticeable for some reason, but, for a sniping engineer, I'll be holding off the Scythes again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 28, 2014, 12:56:07 pm
Haven't been able to fully download the damn game (internet problems :(), so...
How are the ES SR's?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 28, 2014, 01:25:27 pm
TR's a godly decloak and rape machine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on February 28, 2014, 02:32:58 pm
So the quiz on the new patch gives you a gun based solely on what class you pick. Your answers to the questions don't matter as you can just pick a class afterwards regardless. Only works for the first character you take it on per account. All possible weapons are worth 250 certs. The breakdown for each class;

Infiltrator: SAS-R (http://wiki.planetside-universe.com/ps/SAS-R), TSAR-42 (http://wiki.planetside-universe.com/ps/TSAR-42), Ghost (http://wiki.planetside-universe.com/ps/Ghost).
All low zoom, rapid reload bolt actions.

LA/Engineer: Razor (http://wiki.planetside-universe.com/ps/Razor), T5 AMC (http://wiki.planetside-universe.com/ps/T5_AMC), Pulsar C (http://wiki.planetside-universe.com/ps/Pulsar_C)
All 'long' (well, solid medium) range carbines.

Medic: Carnage AR (http://wiki.planetside-universe.com/ps/Carnage_AR), Cycler TRV (http://wiki.planetside-universe.com/ps/Cycler_TRV), Corvus (http://wiki.planetside-universe.com/ps/Corvus)
NC/TR are close/medium range assault rifles, VS get a high damage AR.

Heavy: EM1 (http://wiki.planetside-universe.com/ps/EM1), Rhino (http://wiki.planetside-universe.com/ps/Rhino), Pulsar LSW (http://wiki.planetside-universe.com/ps/Pulsar_LSW)
Support based LMGs.

Max: Grinder (http://wiki.planetside-universe.com/ps/Grinder), M2 Mutilator (http://wiki.planetside-universe.com/ps/M2_Mutilator), Cosmos (http://wiki.planetside-universe.com/ps/Cosmos)
High capacity weapons. Note that these are for the left arm, the same as the default AI weapon and so should be treated as an upgrade of the starter weapon. They do not let you run with two AI weapons. You need to pay the 250 certs for the other arm.

I'm not all that impressed by any of the NC choices. I mean, at least three are good, but I feel I have reliable weapons for those slots already. The AC-X11 works frankly better as a long range carbine, the GR-22 is just as good as a close range AR, and the EM6 is better long range/support LMG (I even own the 200 round expanded mag for full on spray cover fire sessions). I don't snipe so the SAS-R is out. Almost tempted by the Grinder just so I have one of each of the four AI weapons, split evenly across the two arms...

To a new player I'd say the Carnage is best as a really nice medic weapon. Also probably the one to take you furthest from the class starting weapon. Similarly the TR should probably go with the TRV. It's a truly disgustingly weapon. For VS it's probably the Pulsar C which adds a nice punch to the VS arsenal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Astral on February 28, 2014, 03:18:16 pm
Haven't been able to fully download the damn game (internet problems :(), so...
How are the ES SR's?

NC AF-8 RailJack

I like the feel of it, and I'm not sure where people are getting too much of an issue with a delay on it. Fast bullet velocity, reliable one hit kills with headshots (and severely wounding anything else), but quite a bit of bullet drop. Solid end tier sniper rifle, though SOE may have backed themselves into a corner with giving any better bolt actions in the future. It originally had 10 rounds in a clip, but now is back to 4, and has a fairly long reload time.

VS Phaseshift VX-S

It's... different. You don't have to worry about running out of ammo, just running up the heat meter. Biggest issue with it is the travel time and the charge up time, making it more of a midrange rifle if you can't find someone standing still. The charge up delay is about a second, but it auto fires after about two, so you have to make the shots count or reveal your position. The bullet velocity (550m/s) is lower than even the recently buffed battle rifles (VS Eidolon, NC Warden and TR AMR-66), making it very difficult to hit moving targets with at any range. No bullet drop, though, which means you can use a suppressor with impunity. Overall I like it, though it takes some getting used to.

TR TRAP-M1
I haven't personally had the chance to try it yet, but from what I hear the TR got shafted in this round in comparison to what the other two got. Essentially a burst fire battle rifle with lowish damage and bullet drop that makes it impossible to hit anything beyond mid range. Most people feel shafted by this rifle compared to the other two, but only time will tell if that holds true.

On a semi related note, I'm wondering where they put the straight pull bolt equivalent, an attachment which would let you continue to use bolt actions without leaving the scope. SOE is pretty silent on what they did to it, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 28, 2014, 05:52:38 pm
To a new player I'd say the Carnage is best as a really nice medic weapon. Also probably the one to take you furthest from the class starting weapon. Similarly the TR should probably go with the TRV. It's a truly disgustingly weapon. For VS it's probably the Pulsar C which adds a nice punch to the VS arsenal.

The Carnage is a nice gun, but it's a bit strange to me why they chose that over the GD-22. For a new player it is preferable to have recoil that's easier to manage, and to this end I believe the actual default gauss rifle to be much more suitable. The default gauss rifle is already pretty awesome in its own right, the only reason I don't use it is because the S version can mount more stuff on it.

The gauss SAW is not a good weapon for a newbie, so it's good that they're offering an alternative for them.

I want to get around to playing this again so I can see all the changes, but things keep coming up. Is there a place to see the questionnaire thing if you're not a newbie? i'm curious to see what it's like.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Astral on February 28, 2014, 06:04:43 pm
It hits you immediately on login, once per account (so no getting the bonuses on multipe characters). Fairly generic, with questions like "do you like fighting at short/medium/long range," "do you like specialization or versatility," and the ability to change/choose what you get at the end of it anyway.

Do note the "as soon as you log in to a character" bit, as people are complaining that they logged into an alt and missed the bonus on their main character.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jocan2003 on February 28, 2014, 10:54:12 pm
It hits you immediately on login, once per account (so no getting the bonuses on multipe characters). Fairly generic, with questions like "do you like fighting at short/medium/long range," "do you like specialization or versatility," and the ability to change/choose what you get at the end of it anyway.

Do note the "as soon as you log in to a character" bit, as people are complaining that they logged into an alt and missed the bonus on their main character.
Well myself i did not get the prompt, i had to initiate the tutorial manually by going in the help menu.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 01, 2014, 06:07:09 am
Just as an addendum to palsch's overview, if you picked up the Alpha Squad pack when the game launched, don't select LA/Engineer if you are Vanu or Medic if you are TR, as the weapon given was already included in that pack.

Just had a look at the recent patch notes, 30 second timer on revives being allowed should be interesting and will make it harder for maxes to rampage to far ahead of their support. After taking down a max it may now be worthwhile camping the area to take out medics until the timer runs out. It also makes the higher level medic tools more useful as they will give you a couple of extra seconds to reach a revive target.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on March 01, 2014, 06:15:27 am
I'm getting a Game Error G10
(that is the real formatting, apparently) after I try and login. The wiki tells me it is a problem with my character. I want to play. What do? It gets to maybe 65% loaded.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 01, 2014, 07:10:16 am
Anyone else having the launcher repeatedly crashing to desktop when trying to download the recent update? It doesn't seem to be able to stay up for more than 3 minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on March 01, 2014, 03:03:54 pm
Anyone else having the launcher repeatedly crashing to desktop when trying to download the recent update? It doesn't seem to be able to stay up for more than 3 minutes.

Yes, I haven't been able to figure it out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 01, 2014, 05:58:08 pm
Found what seems to be a fix. Open up the directory that Planetside 2 is installed in and delete the file Resources/Assets/Assets_022.pack

It seems that something in that file is interacting badly with the patch process causing a crash so this forces it to just redownload the whole file.

edit: may need to delete Resources/Assets/Assets_150.pack, Resources/Assets/Assets_153.pack, Resources/Assets/Assets_179.pack as well as they seem to be causing the same problem.

edit 2:
Download finished and game now working. Below are the four files you need to delete if you are having the crashing launcher while updating problem, adds roughly 200 Mb to the download but that is better than having to download the 13+ GB of a full reinstall that support suggested.

Resources/Assets/Assets_022.pack
Resources/Assets/Assets_150.pack
Resources/Assets/Assets_153.pack
Resources/Assets/Assets_179.pack
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on March 01, 2014, 06:09:43 pm
Well, it appears that HOCgaming (of KSP fame) is attempting to learn this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on March 01, 2014, 08:23:20 pm
Has anyone had a look at Lattice lines and thought of the strategy behind them???
Over the course of the latest Esamir Territory Alert on Briggs today, I had been looking at the problem the NC or whomever controls the Northwestern Gate has in this Continent.

Heres a quick screencap of it for anyone not in game that wants to look at it...
Spoiler (click to show/hide)

Here are the problems...

1: The Biolabs for the Northwestern Gate are close but are directly connected to opposing gates, this means that after capturing the Biolab, there is only ONE other path that could be used to attack and gain ground that doesn't end at a Gate early. Even then, the it still will lead to the Northwestern Gate being the sandwiched gate for the other two factions to fight against due to the close proximity to these Biolabs vs the one in the far Southeastern corner...
2: Freyr Amp being in close proximity yet has 4 points to attack it from, granted one is continuously connected to personal warpgate, the other 3 are quite easy to reach and prevent the Amp from regaining a safeline during an attack against it due to the Mani Bio being a choke and Snowshear as well...
3: If the Northwestern Gate gains control of the Tech Plant, they discover that there are two paths left to them to reach the Southeast, where a LARGE hunk of the Continent for Territory Control Alerts lie. Saerreo Listening Post and The Octagon. The problem is that these two locations are 2 of the most Defenseable locations on Esamir. This means that unless the Northwestern Gate can break through one of these points, they will be locked into their corner...

All 3 problems can lead to this. If 2/3 Factions arrive for the Alert, the opposing Faction that is paticipating can capture and hold Saerreo and Octagon and prevent the Northwest Gate from advancing into the south, that with a strong Squad or Two leaves them able to capture all the remaining territory between the NE and SW Gates. Thus winning the Alert...

Thankfully for this alert the TR didn't attempt to threaten the VS (Who wasn't playing today) and left us to hold enough ground to win...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on March 01, 2014, 09:04:16 pm
What this comes down to is the fundamental design fault of having square continents with four corners but only three sides in the war.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 01, 2014, 09:56:06 pm
Yes, the maps are imbalanced. This is why they (finally) have a regular schedule of warpgate rotation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on March 01, 2014, 10:49:57 pm
The gates rotate?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 01, 2014, 11:45:55 pm
You haven't noticed?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on March 02, 2014, 01:09:15 am
I just bought the EM4 Longshot with a x12 scope and spent a substantial amount of time running around Indar Excavation Site and picking off VS engineers. That extra muzzle velocity makes a huge difference.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 02, 2014, 05:42:19 am
Why would you buy the longshot when the magrail costs the same and makes every other bolt action rifle redundent?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 02, 2014, 02:08:08 pm
Eh. The Phaseshift is okay, but I prefer the normal bolt-actions since you can quickscope...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on March 02, 2014, 02:27:31 pm
You haven't noticed?
Not at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 02, 2014, 03:35:34 pm
Should I get HV ammo for Warden? I just bought the gun and I'm liking it so far, but I haven't played enough with it to get a good feel for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on March 02, 2014, 03:41:18 pm
Test it in the VR room.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 02, 2014, 03:48:28 pm
It's just not the same with targets that don't move.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 02, 2014, 04:30:33 pm
I generally think having a special ammo is better than not having special ammo. However, HVA increases your vertical recoil slightly for something like a 10% velocity increase. It also increases your minimum damage range. It's not nearly as useful as SPA.

Try it out and see if you can deal with the increased recoil.

The BRs got a velocity buff to 600 m/s, so it's not as useful as it would have been before that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on March 02, 2014, 04:45:34 pm
Should I get HV ammo for Warden? I just bought the gun and I'm liking it so far, but I haven't played enough with it to get a good feel for it.
Remember that anything that changes bullet velocity will throw off your ingrained aiming. If you haven't used it much, get the ammo, as it will make it easier to land shots, and those shots will hurt more. Otherwise, it might not make that big of a jump to use.

And yes, battle rifles are awesome. I have 3 times as many kills with mine as I do with my next best weapon. Granted, it might be the whole playing sniper as an engineer bit.

Personally, I think Engie's might have too much going for them. At the moment, mine has a sniper rifle or unlimited smoke grenades or unlimited frags, a pistol, a repair device, c4, and either an antipersonnel mana turret/ammo pack. Protip for engie's who might miss it. If you press the change fire mode button when going to build your turret, you can drop an ammo pack instead. Yes, there are times you want both out, but there are also times you want C4 available.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on March 02, 2014, 05:05:24 pm
Its fun playing sniper as an light assault.

Even with the base rifle (for the NC) its good to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 02, 2014, 07:31:38 pm
Should I get HV ammo for Warden? I just bought the gun and I'm liking it so far, but I haven't played enough with it to get a good feel for it.

I can't say I've extensively used it post-buff, but generally yes.  The gun zeros so fast that the extra recoil isn't noticeable if you let it zero between shots, which you should because it's got a decent kick anyway, especially at its ideal range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 02, 2014, 09:01:21 pm
It also increases your minimum damage range. It's not nearly as useful as SPA.
HVA increases your maximum damage range, SPA increases minimum damage range. SPA also reduces muzzle velocity, so shooting at targets further away is more difficult. So it really depends what ranges you're engaging at.

I've been wanting to try the Warden but I don't play engineer much at all, I'm more of a medic kinda person =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 02, 2014, 09:17:16 pm
You've reversed them. The range where your gun deals max damage, i.e. between 0m and 10m for most guns, is the maximum damage range. The range where your gun deals minimum damage, i.e., between 50m to 85m for most guns, is the minimum damage range. SPA increases the former, while HVA increases the latter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 02, 2014, 11:32:09 pm
Jim's right. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 02, 2014, 11:45:16 pm
Mmmhmm, was thinking it backwards =p

In any case, it doesn't make SPA 'better' than HVA.

I will say that most engagements I've been in have been fairly close quarters. In an open fight, rare as they are, HVA is useful for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 03, 2014, 08:44:52 am
I tested the striker again today... what did they do to lockons? The range is so pathetic that aircraft have to literally fly right next to the ground for you to lock on rockets crash into the ground with alarming frequency and the striker is extra screwed because you have to keep the target locked... and since the range you cna lock in at is so smal... well the rockets will often commit sudoku.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 03, 2014, 08:50:23 am
well the rockets will often commit sudoku.

They get bored and go off to do number puzzles?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 03, 2014, 10:43:14 am
So, I think this'll work on my new computer. Aside from the faction (I'm pretty sure I want to do VS first), what would you guys suggest as far as tips and such go?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 03, 2014, 10:50:06 am
Play Engineer first and repair stuff until you figure out the flow of the game. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 03, 2014, 10:51:55 am
Why do you hate freedom :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 03, 2014, 11:01:40 am
Why do you hate freedom :'(
I always pick the techy side. I just like how then tend to look.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 03, 2014, 11:45:02 am
Glorious Purple Spandex?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 03, 2014, 12:47:49 pm
GPS? That would be a good outfit name, actually... :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 03, 2014, 12:55:18 pm
Feel free to take it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on March 03, 2014, 01:44:24 pm
Getting tired of Libs...
1: Too meaty, 2 Burstermaxes can not take down a Lib HOVERING above them even with all their shots making hits, as soon as he smokes, he afterburns away and repairs just to return a few moments later.
2: The Dalton OHKO against ESFs, its getting too much, really. ONE good Lib Gunner can take down tons of ESFs even chasing down those he missed. This can be done easily Sololibbing...
3: Just has too much health, armour and damage output...

Edit 4: Their "Counter" is now prey...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 03, 2014, 01:56:56 pm
Yeah, libs seem kinda "easymode". I gun for a friend occasionally and, even though I'm only decent at aiming and shooting, we still get insane loads of kills, incl. ESFs and Gals.

Really, the most effective counter is ramming with a fast Gal :D
(Or another liberator)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 03, 2014, 02:55:51 pm
Lib is only easy farm if there is no AA present. Wich is when the fight is already won and you're camping a spawn, or small skirmishes. Either way liberator is pretty horrible, been nothing but nerfed since release. Anyone who thinks they're op probably needs a cup of l2p.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 03, 2014, 03:28:56 pm
I don't kill many, but I sure chase them away quick with my Skyguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on March 03, 2014, 03:35:16 pm
I guess there's two ways to judge things. One if from the view point of the individual of the zerg, In which magriders and libs are supposedly OP,
Then from the point of view of a coordinated group which chases away any lib if the pilot is good or shoot it down if he's not.

I don't kill many, but I sure chase them away quick with my Skyguard.
That happens mostly, but if you're alone and the lib guys are good then they tend to beat the skyguard simply because the skyguard can't kill it before it kills the skyguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 03, 2014, 03:37:13 pm
Only if you don't spot them before they're on top of you. If you start shooting at a decent distance and the lib goes for you, the lib dies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on March 03, 2014, 03:47:30 pm
I take it you have never been shot out of the sky from BS across the map shots. Renderdistance that is.
Some pilots can ever solo these shots which is what the biggest load of BS is. I consider myself an ok Pilot, I have been moving around to keep my gun on the Lib at all times, if the Lib turns to come at me, I have to retreat cause the closer they are the HIGHER the chance of being hit by a flipdalton shot is. Keep my distance and the Lib still takes pot shots that have a low but devastating chance of hitting...

A charging Lib can decimate anything, Got a Sundy with two AA Turrets? One Tankbuster Clip and a Dalton will put you on flames before you get the Lib smoking. Second shot kills the Sundy. MBT? Tankbuster and Dalton is death, Skyguard, same. AA Tower Guns? Tankbuster and Dalton and your gone as well. Even before you can even put it to smoke...

Lib shot REALLY need to be effected by Gravity ALOT more then they do, it shouldn't be like a frekin sniper rifle across the map, not when it can decimate a ton of things with great effect...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 03, 2014, 04:45:01 pm
You know what you don't have to do? Chase down dalton libs by yourself. Go grab some friends and come back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 03, 2014, 05:56:14 pm
So the railjack! I decided to try it out and even buy it, despite not having sniped in a very long time. This did not stop me from getting a clean headshot on my first shot fired however! I'm really liking the weapon so far, enough that I'm thinking of learning to snipe propperly. :)

Any of you guys have any useful tip for a newbie infiltrator sniper? Or thoughts on the railjack in general? I think I'll be able to use the advice hehe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 03, 2014, 05:59:53 pm
Be useful to your team
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 03, 2014, 06:09:30 pm
The inverse squared law of AA in planetside at work. Two people are more than twice as powerful as one when using long range weapons, especially in the AA role. That's why you see the "melting" of air attacks in the game. It might have only been the difference of 4 people doing AA duty rather than 2, but it's far more effective. Once you have air defense up, you tend to keep it. At least until those heavies or turret monkeys get bored and do something else. Then the enemy gets air superiority that seems all out if proportion to the amount of people that stopped doing AA.

There is the slight problem that the Dalton is a long range, heavy hitting AoE weapon as well. Which means that the inverse squared law applies to them just as well as it does to AA (as well as having advantages of bombardment, cover denial and multi-target hits). So two libs are very good, while one is quite good. At least they tend to "cap out" on effectiveness. The problem being that the cap is "anything outside dies to 4 libs/daltons" and it can take only four good pilots to achieve that. Four people on AA duty can't stop them quickly enough. Even if your AA will take them out eventually, the damage is already done.

Basically, it's a slightly OP'd gun. So bring some friends with AA and whale on any liberator or all its worth. Just in case they bring in some of their friends shortly. You *need* that air dominance before it starts getting out of hand.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 03, 2014, 06:16:08 pm
Be useful to your team

No really?  ???

Anyway, what's the kind of accuracy that's considered normal when sniping? I managed 44% so far, but many of those were body shots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 03, 2014, 06:17:06 pm
Or spawn to the next base over and pull AA from there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 03, 2014, 06:37:00 pm
Yeah. But you do need a fair bit of it. Although, you and a friend could be that tipping point between "arrrgghhh, f'ing libs!" to "what aircraft? They melted", so it's still worthwhile doing.

Many of the problems is the single seater aspect of it. Libs aren't that OP'd with 3 people in them having the effect that they do. But you almost never see a 3 seater lib because they have the same effect with one or two people in it. More than most platforms, vehicles or weapons can have in the game for that player or area footprint.

There's a lot of weapons/platforms in the game that this applies to. They're all considered good or OP'd or have been nerfed down to reasonable levels. I don't really mind a game that has "balance of broken". There's always tactics or coordination to stop it. And you can't really claim that those things are broken because the game is balanced around them. So yeah. Bring friends. Even ones you didn't know a second ago.

Make sure they wear spandex.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 03, 2014, 06:53:00 pm
As someone who occasionally single man libs, I can tell you you're nowhere near as effective as a two man crew. You rarely see three man crews because tailgunning isn't very good or rewarding, especially with how belly guns are superior for fighting off other aircraft. It's also nearly impossible to fight an ESF that knows his shit when you're solo libbing, as you can't get in position fast enough when he knows how to avoid your danger zones.

Is a wraith flash a must for a serious sniper? Might buy me a renegade just for shitz and gigglez if I'm going to be driving one of those. :)

Edit: Looking through my stats my highest source of deaths this evening was... c4 surprise surprise.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 03, 2014, 07:11:56 pm
It depends on what you mean by serious. I tend to think that an esf is probably as good of a single-man transport vehicle as any. Gets you where you need to go, you can end up in some very cool spots, and it gives you a gtfo option as well. Plus a bit of AT/AA functionality if you want. The cooldown isn't a massive problem when cloak sniping, because it takes a while to do that anyway. Grav shutes are an option if it's just fast transport to a sniping spot, but not that necessary (just land it so you can use it later).

Maybe take the wraith and switch to that if your esf is on cooldown?

edit: I wonder how a VS unlimited ammo sniper would do in some scenarios if you put him in an odd spot with an esf? It totally ignores the advice below, but that tends to have more to do with target priority. Engies, AA and medics first, kill anyone else later. Just because you're a self-centered lone wolf doesn't mean your contribution isn't useful, it just means you have to kill the right things first.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 03, 2014, 07:24:17 pm
Be useful to your team

No really?  ???

Anyway, what's the kind of accuracy that's considered normal when sniping? I managed 44% so far, but many of those were body shots.
The vast, vast, vast majority of snipers don't follow that rule. It's worth repeating.

Be useful to your team.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Astral on March 03, 2014, 08:06:18 pm
I feel like AA is weak and wildly inaccurate compared to, say, Battlefield 3-4 (which parts of this game attempt to emulate to varying success). Skyguard either needs to have less damage fall off so that long range sniper Daltons aren't as much of an issue, or have less of a spread. Needing 2-3 of something just to take down 1 of something else when it is supposed to be a "counter" isn't balance.

Then again, AA in Battlefield 4 is borderline overpowered, with accuracy that allows it to take down ground troops with ease on the 30mm cannon, and the secondary missiles can either diversify your role (making you decent against light armor with unguided rockets) or having tracking missiles of various types.

It would be nice to see a secondary gun system for the Lightning, as well as a revamp of the MBTs. Right now, the Magrider feels more like a tank destroyer in practice than a true MBT, as while being able to out strafe enemy tanks is nice, it seems a bit more lightly armored in comparison to the other two factions. Our bullet velocity is kinda terrible on the main weapon projectiles too.

If only we could get true mobility like this (but balanced obviously):

http://www.youtube.com/watch?v=zWhoqStSX4I (http://www.youtube.com/watch?v=zWhoqStSX4I)

Cue Flight of the Valkyries as a line of Magriders descends on a line of anchored Prowlers, both firing wildly at each other.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 03, 2014, 09:17:12 pm
AA just comes in many forms. If it was more powerful than it is, air couldn't make a reasonable impact in battles. Skyguards, turrets, AA heavies and MAXs, esfs and libs all fall under AA. Hell, against enemy esfs some concentrated small arms fire can be just as effective as flak to drive them off. Three on one fights is a reasonable tactic at any given time, in any scenario. It's that inverse squared law in action.

I'll agree that it takes more man-power and resources for good AA defense in planetside 2 compared to the damage that air can cause, but it's a reasonable balance. Air should cause damage if there's not overwhelming AA, and as mentioned above, the balance between a bit and a lot tips very quickly due to the nature of AA. There's nothing stopping you jumping into a fighter or lib and doing unto to them as they do to you, as AA or AG, if you truly think they're that good.

Like many things in ps2, how much is enough? A rockety heavy or AT engy is annoying and reasonably powerful. Five of them blows away anything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 03, 2014, 09:28:07 pm
Well perhaps the AA we currently have should be more specialized. Instead of a rapid firing AA gun how about a large flak canon similar to the German's Flak 88 from WWII? High damage/armor pen on libs and such, but maybe low muzzle velocity to be less effective against ESF?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 03, 2014, 11:25:15 pm
So, ummmm, you want a SkyDalton that explodes in the genetal vicinity of aircraft? Like the lib dalton, but aimed upwards? But that can't be aimed side to side. Otherwise every tank would take it.

I'm still not sure if that's a horrible suggestion. It would be broken, and the normal bullet drop might actually let you use it as artillery if it wasn't "upwards only" with the low velocity of the proposed gun, but it would just be a new broken. In theory the projectile would just "disappear" after visual range had been reached. Like, ummm, nope. Can't think of any problems with hard hitting AoE projectiles and render distance at all right now.......

Nah. Horrible idea. Less AoE, or damage, or more drop/lower velocity on Daltons is fine (even more drop/lower velocity can be gotten used to). Maybe less armour on libs. SkyDalton flak probably isn't the answer. Although, Sony has done stranger things.

edit: anyway, just taking the piss. They could make it "balanced" with huge resitances for tanks/infantry against it, but they'd have to explain why. Maybe it's using stuff that's specific against whatever nanite-y stuff aircraft are made of. Or something. Try and "just miss" an aircraft at range with a tank shell and it'll give you an idea of what the weapon would be like. Then hit one with a shell directly. Is that what you mean essentially? A proximity-fuse tank gun for AA that's specifically fused for aircraft? It'll probably be underpowered, but still broken. Meh. Bring friends. AA just means "plenty of AA, in all its forms". If anything, the skyguard just needs a boost. Or more skyguards. If there's two people in that lib, you'll need six people worth of weapons to bring it down quickly and reliably. At least four with support. That's ps2. You *could* do it with one skillful person, but 3:1 odds work reliably. One or two-man skydaltons aren't the answer. Two esfs do fine against a two man lib though. They at least stop it bombing while more AA gets ready, at most they destroy it easily. Giving you air superiority for those same esfs in that area. Probably the best 2v2 matchup really. Skyguards are shit AA, so use something better or use more skyguards. No one complains about using 8 skyguards in a team. They work fine as AA. The platform that the skyguard is on has a lot more uses than pew-pewing the sky. PS2 isn't even close to a single person game. Turn on chat or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 03, 2014, 11:56:42 pm
The only change I really see needed is rocket pods doing more damage to libs. I mean, seriously? They take more photon pods than sunderers. And the nose gun isn't much better.

Meanwhile, buff tailguns so that you don't have to try to skydalton.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on March 04, 2014, 12:26:39 am
The only change I really see needed is rocket pods doing more damage to libs. I mean, seriously? They take more photon pods than sunderers. And the nose gun isn't much better.

Meanwhile, buff tailguns so that you don't have to try to skydalton.

MORE damage? are you crazy? Rocketpods already slaughter libs (and galaxies) way, way too fast considering they are an air-to-GROUND weapon. IMO rocketpods should do virtually no damage to air vehicles at all - that's what the specialized A2A weapons (that nobody uses because rocketpods are too good) are supposed to be for.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on March 04, 2014, 12:30:17 am
As someone who plays exclusive AV heavy (most AA, but I bring enough 'splodeys for everybody), I would say AA is actually about what it should be. 1 or 2 guys doing part time AA is really all you need to protect against all but a determined, organized attack force. The heavy AA rockets are actually really effective at telling aircraft to buzz off, can be dumbfired at ground targets, and still gives you your regular weapon slot and C4. Sure, you probably aren't going to kill an air target on your own, but it's basically a free potshot at taking 40% of their hp. Those that are dumb enough to stick around for the second shot give you a good 500 points. Libs are more problematic to small groups, but they tend to either be too incompetent to do anything or are running with a zerg anyway and get ESF'd after you drive off or take down the enemy ESFs. Get a second guy doing AA, either with rockets, and ESF, Max, or Skyguard, and you will start racking up points.

Also, the Skyguards aren't all that weak, so long as you aren't long-wolfing it. Which would just be dumb, since you're driving around in a bit tank, staring at the sky, and running over every mine and C4 pack in your path. The other day, I was in a platoon in which someone switched out of their well upgraded skyguard, leaving it free for the taking. I hopped in, and spent the next 3 hours in that skyguard without dying once, up until the platoon disbanded and I got bored and ran into a fight between the 2 other factions. Go about the same certs I would playing heavy; 140 in that one life. Got 39 kills, all but 1 or 2 from aircraft. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 04, 2014, 03:30:51 am
The only change I really see needed is rocket pods doing more damage to libs. I mean, seriously? They take more photon pods than sunderers. And the nose gun isn't much better.

Meanwhile, buff tailguns so that you don't have to try to skydalton.

MORE damage? are you crazy? Rocketpods already slaughter libs (and galaxies) way, way too fast considering they are an air-to-GROUND weapon. IMO rocketpods should do virtually no damage to air vehicles at all - that's what the specialized A2A weapons (that nobody uses because rocketpods are too good) are supposed to be for.
They're not that great against libs, if you get close enough to land rocket pods you put yourself at risk of getting dalton'd/shredded/tankbusted. I wouldn't say they need buffs in this regard either though.

So there's talk this month they might look into adding melee weapons? What's the bay's opinion of this?
Personally, after them having just added a crossbow, to me it seems they're preparing this game for the console version if you know what I mean.  :-\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 04, 2014, 03:51:57 am
The thing with skyguard is that you need to park it where they're not expecting you. It's a lot harder for libs to spot you than it is for you to spot them. The precious few seconds they take to figure out where you're shooting from means they'll be too low on health to go for you.

Anyhow, as far as dalton is concerned, I only have a problem with it having such big splash, it just makes zephyr pointless. IMO dalton should be dedicated anti-tank, ie AP rounds (no splash at all).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 04, 2014, 04:12:07 am
I've always wanted a polearm or something in exchange for primary weapon, as silly as that is in the future.

I got the idea while running around stabbing people in a tower as an adrenaline pump LA fight a long time ago. I got to the room the A point used to be at in most towers and missed a stab to someone just out of range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on March 04, 2014, 05:47:32 am
Liberators aren't even remotely as dangerous and bullshit as rocketpod ESFs. At least Liberators are supposed to be a dedicated A2G bomber. ESFs meanwhile get to be more influential in the ground combat than liberators, whilst still retaining their air superiority role. You think liberators are bad? For every dedicated liberator team you can have three ESFs that are guaranteed to inflict far more damage than the liberator ever could. Having your anti-air be destroyed by a liberator team co-operating with each other is nothing compared to having it destroyed by a single uppity pilot in a 200-resource craft.

Seriously, fuck ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 04, 2014, 05:55:35 am
That hasn't been my experience with ESFs at all, neither as AA nor as pilot. Lolpods seem fairly weak these days, takes like four hits to kill infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on March 04, 2014, 06:08:17 am
The only change I really see needed is rocket pods doing more damage to libs. I mean, seriously? They take more photon pods than sunderers. And the nose gun isn't much better.

Meanwhile, buff tailguns so that you don't have to try to skydalton.

MORE damage? are you crazy? Rocketpods already slaughter libs (and galaxies) way, way too fast considering they are an air-to-GROUND weapon. IMO rocketpods should do virtually no damage to air vehicles at all - that's what the specialized A2A weapons (that nobody uses because rocketpods are too good) are supposed to be for.
They're not that great against libs, if you get close enough to land rocket pods you put yourself at risk of getting dalton'd/shredded/tankbusted. I wouldn't say they need buffs in this regard either though.

So there's talk this month they might look into adding melee weapons? What's the bay's opinion of this?
Personally, after them having just added a crossbow, to me it seems they're preparing this game for the console version if you know what I mean.  :-\
I just took down a lib with an underslung grenade launcher. But yeah, daltons are a bit OP. Especially when the pilots go solo or two man and switch seats constantly.

For new melee weapons, I thought it would be interesting to get a buffed melee weapon that replaces the pistol, that can deal damage to vehicles. Minor, but capable of dinging away at a tank or sundy if left unattended.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 04, 2014, 06:13:39 am
I just took down a lib with an underslung grenade launcher. But yeah, daltons are a bit OP. Especially when the pilots go solo or two man and switch seats constantly.

For new melee weapons, I thought it would be interesting to get a buffed melee weapon that replaces the pistol, that can deal damage to vehicles. Minor, but capable of dinging away at a tank or sundy if left unattended.

I cringed. Both parts of your post.  :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on March 04, 2014, 06:52:30 am
For new melee weapons, I thought it would be interesting to get a buffed melee weapon that replaces the pistol, that can deal damage to vehicles. Minor, but capable of dinging away at a tank or sundy if left unattended.

We've got laser weapons that can fuse your helmet to your skull.......
We've got flashes more dextrous than an ice-skater, {and they don't always blow up.....mostly}.......
We've got lock-on missiles that dodge terrain and unerringly strike their target........
We have shotguns that can take down ESF's.......
But none of that is good enough for you......You want a frickin' can-opener.......
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on March 04, 2014, 07:16:36 am
For new melee weapons, I thought it would be interesting to get a buffed melee weapon that replaces the pistol, that can deal damage to vehicles. Minor, but capable of dinging away at a tank or sundy if left unattended.

We've got laser weapons that can fuse your helmet to your skull.......
We've got flashes more dextrous than an ice-skater, {and they don't always blow up.....mostly}.......
We've got lock-on missiles that dodge terrain and unerringly strike their target........
We have shotguns that can take down ESF's.......
But none of that is good enough for you......You want a frickin' can-opener.......
For an NC MAX (http://artfiles.alphacoders.com/289/28905.jpg)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 04, 2014, 07:36:50 am
I want a spbaseball bat
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 04, 2014, 02:47:43 pm
For an NC MAX (http://artfiles.alphacoders.com/289/28905.jpg)

No joke, there are MAX melee weapon models in the game (no textures, just the models) and the NC one is a hammer.

VS is a sword and TR are brass knuckles, if you were curious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 04, 2014, 02:49:44 pm
Part of me wants more melee options but the other part doesn't know how effective or useful they would be.

EDIT: Something similar to Tribes's shocklance could be an option, not actually meelee but very close to it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 04, 2014, 03:48:36 pm
Anti-max melee weapons for maxes would be useful
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 04, 2014, 03:51:37 pm
I just want anti-armor melee for LA, so squads of them can descend on tanks like swarms of angry bees.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 04, 2014, 03:57:04 pm
I see five light assaults jumping at a tank.  Four pull out melee weapons and the fifth drops two bricks of C4.  Hilarity ensues.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 04, 2014, 04:10:55 pm
Precisely. Even more hilarious then getting your C4 shot by a friendly heavy as you're laying it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Wardo on March 04, 2014, 04:53:25 pm
I see one guy who'll never pull a tank again. I'm that guy. :(

Friendship is OP in Planetside 2. I used to play Ultima Online with a friend and we were OP because we only engaged 2 on 1 (or 2 on 2 I guess, but we focused fire and they didn't so it soon became 2 on 1 to our side anyway).

All those weapons that alone are just short of being lethal become OP when doubled, as previously mentioned. Get 2 Skyguards.

If I were in squad leader position I'd try to instigate my squad to all pull the same class/weapon type or vehicle depending on the situation, of course. Then I'd realize the type of people who join zerg squads aren't the type of people who expect this level of coordination and I'd go back to playing solo and in random squads. FOREVER ALONE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on March 04, 2014, 04:54:48 pm
I see one guy who'll never pull a tank again. I'm that guy. :(

Friendship is OP in Planetside 2. I used to play Ultima Online with a friend and we were OP because we only engaged 2 on 1 (or 2 on 2 I guess, but we focused fire and they didn't so it soon became 2 on 1 to our side anyway).

All those weapons that alone are just short of being lethal become OP when doubled, as previously mentioned. Get 2 Skyguards.

If I were in squad leader position I'd try to instigate my squad to all pull the same class/weapon type or vehicle depending on the situation, of course. Then I'd realize the type of people who join zerg squads aren't the type of people who expect this level of coordination and I'd go back to playing solo and in random squads. FOREVER ALONE.

You can always join an outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on March 04, 2014, 04:56:41 pm
What server do you play on Wardo? I may be able to help you some with all that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Octobomb on March 04, 2014, 04:59:08 pm
Precisely. Even more hilarious then getting your C4 shot by a friendly heavy as you're laying it.
Had this happen to me. I died. Dumb heavy. Still can't play because of that game error... This annoys.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 04, 2014, 05:36:21 pm
If the extra melee weapons are about as powerful as a knife, maybe with a tiny bit of extra reach to make it worthwhile spending the certs on, then I'm actually for it. Sort of. Melee is always weird in fps games, but I think ps2 can get away with that sort of weirdness. They'll probably be decried as OP just because lots of people will use them for lols, but knives are already "almost hitscan insta-damage" weapons. It'd be more of a customization option than a real upgrade. A pretty knife for a pretty troll.

Is the VS sword a euro, japanese, scimitar, elfy or spiky style sword? Does anyone have a model viewer and could post a link/piccy of it? All of the MAX options would be good. It might give us an idea of the aesthetic they're going for.

I guess it'll give us more dumb options. Running around going "boink" with a hammer isn't much worse than stabhugging or shottying people at close range. Plus, kamikaze zerg rushes will be more historically (in)accurate if everyone has a sword.

edit: @wardo. Nah, not all the same weapon. You always need an engy and a medic with ubgls to complete a power squad. But really, think of something cool to do, or ask anyone around the spawn/consoles if they're doing anything fun. Then synergise your loadout to theirs. Instant mini-squad even if you're as noobish as me. You'd be suprised how many people want to do "something" and just join zergs for something to do as part of a team.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 04, 2014, 05:40:05 pm
Is the VS sword a euro, japanese, scimitar, elfy or spiky style sword? Does anyone have a model viewer and could post a link/piccy of it? All of the MAX options would be good. It might give us an idea of the aesthetic they're going for.

https://forums.station.sony.com/ps2/index.php?threads/holy-sh-t-max-melee-weapons-incoming.104478/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 04, 2014, 05:49:00 pm
Cheers. They actually look pretty good. I sort of hope basic infantry end up with some melee options as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 04, 2014, 05:57:48 pm
Mhm melee on an NC max works since you already have a shield to match. Not sure about the usefulness without a way to get in close though.

Melee weapons on infiltrator in place of a primary weapon could work. Stealthing in close to lone targets for a quick melee kill. Although I suppose it wouldnt be much different from a knife followed by silenced pistol kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on March 04, 2014, 06:59:22 pm
For an NC MAX (http://artfiles.alphacoders.com/289/28905.jpg)

    That will never happen.  An NC MAX with a medium to long range weapon? SCREW THAT!!!!!  Cue incessant forum whining about NC-MAX now OP, etc, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on March 04, 2014, 08:24:14 pm
NC needs a MAX with shotgun rockets. You shoot once and 8 rockets come out and scatter. It's still legit because it's a shotgun.

The first time I find an FPS with a machinegun that shoots knives I will be hooked.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on March 04, 2014, 09:41:06 pm
But which faction would get the knifegun? (http://img297.imageshack.us/img297/9864/001xgcq0.jpg)

EDIT: Fixed link.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 04, 2014, 10:09:23 pm
Image hosted by Angelfire
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 05, 2014, 01:07:40 pm
TR obviously - their logo is a great big sword
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on March 06, 2014, 11:05:49 am
NC needs a MAX with shotgun rockets. You shoot once and 8 rockets come out and scatter. It's still legit because it's a shotgun.

The first time I find an FPS with a machinegun that shoots knives I will be hooked.

Saints Row IV with Gat V pack (http://store.steampowered.com/app/247295/).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 09, 2014, 06:15:21 pm
Ok i just can't stand what they did with rocket launchers. Those things are now absilutely useless a little change in direction by the ESF and the rocket goes crashing into terrain.
In fact i think my LMG is now better at taking down ESFs than grounder and that's just sad.

All ESFs have to do to evade a rocket now is to point their nose towards the ground for a second. and Libs and gals fly to high up to hit with rockets anyway.
I'm just happy i only spent 250 on the basic AA launcher instead of buying a striker for 1000.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: KingofstarrySkies on March 09, 2014, 09:38:49 pm
So I just played with the RPS guys against the PC gamer guys. And jesus Christ was it the best thing ever.
True tactical mayhem, disarray, and WAAAAR. Also, lots of derp!piloting, nerdraging-TR douchenozzles in the chat, and lots and lots AND LOTS of MAXes. ALL THE MAXES.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 13, 2014, 01:43:50 pm
The Patch of Controversy (https://forums.station.sony.com/ps2/index.php?threads/scheduled-maintenance-march-13th-6-am.177481/) is coming.

Quote
Death Screen Revamp

    The death screen has been redone to provide more information. The following can now be seen:
    A minimap displaying the killer’s relative position to yours. The killer’s position will only be revealed if the killer was previously spotted. In the case where the killer was not spotted, only the general direction of the killer will be shown. (Please note: You are still really dead)

There's the big one (which I'm fairly ambivalent toward, since I rarely camp), but this one has slipped under the radar (jammed by the above change) :

Quote
Optics

    Station Cash prices have been added to Infantry Weapon optics.

I don't know... slippery slope and all, but this is a step toward dangerous ground.  I haven't seen the prices, but still.


Also, massive Lib changes, but largely buffing them.

The Fury is more effective against Lightnings now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on March 13, 2014, 02:27:44 pm
I still don't see "population caps to prevent a single faction from gaining 35%+ population on server and/or continent". Until that's in there somewhere, this game won't be worth playing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Erils on March 13, 2014, 02:30:35 pm
I still don't see "population caps to prevent a single faction from gaining 35%+ population on server and/or continent". Until that's in there somewhere, this game won't be worth playing.

Just because you're outnumbered doesn't mean that the game isn't worth playing. You can still have a lot of fun and, if you have competent teammates, even win while outnumbered (and with so many bases to fight for there will be some where you have more men). And if you go on during rushhour, the teams will usually balance out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 13, 2014, 02:49:58 pm
Hell, I've had the most fun in-game while defending a mini-zerg of circa 30 players with a semi-coordinated team of around 10. Got a great killstreak with decent FPS. Silly spawncampers. XD

@ Update: Seems fun, I can see more libs in the air, and I can see myself gunning more.
I will sorta hate the deathscreen, depending on how it's actually implemented. If it seriously hampers my ability to close-snipe unsuspecting snipers, that will be a sad thing.
Fury buff vs lightning is good.
Class quiz for all! Free stuff!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 13, 2014, 04:17:34 pm
Man they really shoved this update out the door. The ESSRs were on the PTS for weeks before they went live.

The Patch of Controversy (https://forums.station.sony.com/ps2/index.php?threads/scheduled-maintenance-march-13th-6-am.177481/) is coming.

Quote
Death Screen Revamp

    The death screen has been redone to provide more information. The following can now be seen:
    A minimap displaying the killer’s relative position to yours. The killer’s position will only be revealed if the killer was previously spotted. In the case where the killer was not spotted, only the general direction of the killer will be shown. (Please note: You are still really dead)

There's the big one (which I'm fairly ambivalent toward, since I rarely camp), but this one has slipped under the radar (jammed by the above change) :

Supposedly it doesn't reveal any more information than the directional markers that appear when you get hit (except for when you're spotted). That seems to have satisfied the more leetskillheadshotmlgproxXx420 crowd.

Mostly if I'm picking people off in a tree I don't want them to know where I am unless I completely bungle it up and shoot somebody and fail to kill them.

I don't know... slippery slope and all, but this is a step toward dangerous ground.  I haven't seen the prices, but still.

I don't think anybody is going to care about SC for optics. Spending real money to unlock a scope isn't going to break the game, it's just a waste of money. I think it may be a first step in offering cosmetic attachments to weapons.

If SOE starts offering SC unlocks for things like suit slots and ability unlocks, that will be the time to start worrying. But even still, having stuff unlocked doesn't make you a better player.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 13, 2014, 04:19:53 pm
Hence the slippery slope comment.  You are correct that scopes are the least of the "gameplay affecting" items of the cert only group- certainly it's less relevant than the gun you're putting it on, but it's still noteworthy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 13, 2014, 05:04:19 pm
It just means you don't have to unlock the scope for each individual gun, and instead unlock the optic for every gun you can attach it to, right? I could see some people doing that as a way to spend less certs on optics... but then again they're only about 100 certs, so if you only have 1 or 2 guns you really use a lot it would kinda be a waste.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on March 13, 2014, 05:07:03 pm
I still don't see "population caps to prevent a single faction from gaining 35%+ population on server and/or continent". Until that's in there somewhere, this game won't be worth playing.

Just because you're outnumbered doesn't mean that the game isn't worth playing. You can still have a lot of fun and, if you have competent teammates, even win while outnumbered (and with so many bases to fight for there will be some where you have more men). And if you go on during rushhour, the teams will usually balance out.

Eh, I suppose. Let me put it another way. If population balance was the only problem, it would in and of itself not make the game not worth playing. Sadly, it's only one of many problems. Having measures to enforce population balance would offset all the other stupid bullshit enough to make the game worth playing. Not good per se, mind you, merely tolerable. But you know what? Between alerts being won because a faction had 50% server pop, all the various broken gameplay mechanics, such as utterly idiotic vehicle physics, super-narrow FOV while in vehicles, stark differences in infiltrator visibility due to graphics settings, scopes that lie to you about where your gun is pointing, shitty base design that makes every fight consist of 30 seconds of fighting and five minutes of spawn camping, completely retarded aircraft controls, endless bugs (such as the latest one, where using VR breaks your game), constant framerate hitches, laggy UI, rampant cheating, and SOE pulling shit like this (http://i.imgur.com/fYgNWmG.jpg)... I'm sorry, this game is a piece of shit. I've grown completely fed up with it and SOE's bullshit. The old saying goes "you get what you pay for". Well, this game is free and the quality is proportional to the price. Which is a real fucking bummer, because it's the only first person shooter I ever really looked forward to, and out of all the ones I played, I played this one by far the longest, hoping against hope that it'd get better. Now I'm sad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on March 13, 2014, 05:33:37 pm
This game is decent EXCEPT for the constant crashing. I can play for about fifteen minutes at minimum settings and a small resolution before it crashes yet again. Does anyone have a fix or some way to make crashes less common?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 13, 2014, 05:44:36 pm
I think you need a beefier computer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 13, 2014, 06:21:14 pm
This game is decent EXCEPT for the constant crashing. I can play for about fifteen minutes at minimum settings and a small resolution before it crashes yet again. Does anyone have a fix or some way to make crashes less common?


Do you have an NVidia card?  There's an issue with some of the latest drivers- drop back a couple month's worth of driver and try again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 13, 2014, 08:34:19 pm
I'm having a hard time telling if the headshot nerf is a net benefit or detriment to me.

In theory I should die less to lesser skilled players who were benefiting from the larger head hitbox and I should die the same amount to more skilled players who can land those headshots anyway.

Now, what category do I belong to? I can tell there's a difference but it's hard to say it's affecting my ability to get headshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on March 13, 2014, 11:56:24 pm
This game is decent EXCEPT for the constant crashing. I can play for about fifteen minutes at minimum settings and a small resolution before it crashes yet again. Does anyone have a fix or some way to make crashes less common?

Maybe check how much crap is on your GPU card. Might be heating up too much :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on March 14, 2014, 01:17:10 am
This game is decent EXCEPT for the constant crashing. I can play for about fifteen minutes at minimum settings and a small resolution before it crashes yet again. Does anyone have a fix or some way to make crashes less common?
Installing a 64 bit OS and have enough RAM fixed that for me. It ran out of memory on my comp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 14, 2014, 01:28:30 am
Yeah, I'm having memory problems occasionally (when EVERY SINGLE HELMET gets loaded :D) but 64-bit OS and a constant ram cleaner help.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on March 14, 2014, 07:34:40 pm
  Latest patch has caused a bit of havoc for me.

   Good havoc: I now have a free Mauler for my eng/heavy to use.

   Bad havoc: My heavy's Guass SAW has lost most of its add-ons, ie 4x scope, forward grip, compensator - the only thing it kept was the HVA.

    Anyone else get some freebies?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 14, 2014, 07:37:48 pm
Everybody got a free shotgun. Everybody also got a couple of suit and ability unlocks. That happened a couple weeks ago when they also gave everybody another loadout slot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on March 14, 2014, 08:00:16 pm
   Didn't notice it before today, but I have had a ghost NS-11C that has an Unlock button, but no SC or cert cost - I can select it but it won't let me resupply with it.  I'll send them a request to remove that piece of shit Mauler from my inventory and get my SAW restored.  Mind you, I don't play much these days; I log in, look at the map for a minute, then go, meh, and log out.

   Just hit the VR today to try out a few things, see if I could find some enthusiasm/motivation - mission failed.  Again.
   I think I'm about done with Forumwhine 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Siquo on March 15, 2014, 02:01:44 am
   I think I'm about done with Forumwhine 2.
Haven't touched it since WDS started. Maybe in a few months or so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 15, 2014, 07:00:03 am
Did you know that WDS isn't on at the moment? (At least as far as I know, wasn't able to log in in several days).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 15, 2014, 09:03:21 am
So is Mauler better than Sweeper for anything?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on March 15, 2014, 01:26:24 pm
Honestly if you want to go cqc get an smg, all shotguns apart from the jackhammer are pretty trash. Doesn't stop forumside2 from considering them overpowered, hilariously.  :P

I think I'm taking another break from this game, performance is on a steady decline again. Maybe when they get around to making a 64 bit client.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on March 15, 2014, 01:35:49 pm
Shotguns. They are great around a corner but otherwise... yeah, you are screwed.
That does not prevent them from being fun though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 15, 2014, 02:21:45 pm
Slug shotties - they suck unless you can headshot well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 15, 2014, 03:32:30 pm
So is Mauler better than Sweeper for anything?
Everything.

It has a tighter cone of fire, reloads faster... pretty much better for any situation, except the ones where 10 rounds of ammo are not enough, but 12 are. Which are relatively few.

Both are completely functional, though.

One line shotgun rundown: Mauler > Sweeper >>>>> Piston > Jackhammer/Claw > Bruiser
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dakorma on March 16, 2014, 06:53:36 pm
Slug shotties - they suck unless you can headshot well.

NC Base Slug Shottie(One of the 250 cert weapons) + Extended Mag + thermal sights, is what I use as my main weapon on my light assault. Utilized effectively they are awesome hit and run/ambush weapons, because the burst damage is pretty nice, only time I die before my enemies is if I'm forced to turn to shoot them. Not really a good player though, so possibly just me being another scrub.

ReginaldGhekus on Briggs, because my normal friends were not up for planetside, so I started playing with my Late Night Australian Friends. I'm BR24ish now, and enjoying the game a lot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on March 18, 2014, 04:03:22 pm
Ok, so, I haven't really played since a bit after release due to time etc. Now a friend wants to try it out and I'm going to start playing again. What's changed? I know the lattice system is in now, but other than that? Does cap work different on some bases now etc? I'm showing my friend the ropes but there's a lot for me to learn too haha.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 19, 2014, 08:07:37 pm
Lots has changed, stuff that was strong before might be weak etc. Anything in particular you want to know about?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 19, 2014, 09:00:49 pm
Anti air rocket launcher lockon range got reduced to 100 meters and the rocket AI is not dumber than a sack of blunt bricks.
Anti vehicle rockets on the other hand got a little smarter.
Infiltrators can stay cloaked indefinitely if they bought an upgrade.
Flashlights now reveal cloaked infiltrators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on March 19, 2014, 11:18:20 pm
Anti air rocket launcher lockon range got reduced to 100 meters and the rocket AI is not dumber than a sack of blunt bricks.
Anti vehicle rockets on the other hand got a little smarter.
Infiltrators can stay cloaked indefinitely if they bought an upgrade.
Flashlights now reveal cloaked infiltrators.

Stalker Cloak is a definite side-grade, you can't use your primary weapon.

Ok, so, I haven't really played since a bit after release due to time etc. Now a friend wants to try it out and I'm going to start playing again. What's changed? I know the lattice system is in now, but other than that? Does cap work different on some bases now etc? I'm showing my friend the ropes but there's a lot for me to learn too haha.

I'm a senior squad lead on the biggest NC Outfit on Mattherson. I could get you guys in a squad sometime if you want?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on March 20, 2014, 09:36:37 am
Lots has changed, stuff that was strong before might be weak etc. Anything in particular you want to know about?

I was thinking less tweaks and more larger scale changes (Lattice system (if there's more depth than just you can attack what you have a link to), Base layouts and caping changes etc.)


I'm a senior squad lead on the biggest NC Outfit on Mattherson. I could get you guys in a squad sometime if you want?

That may be cool. Right now I'm running with him with an Alt TR because he's sadly taken a distaste to NCs aesthetics, and is more of a rapid-fire kind of guy, but I'll let him know the option is there and PM you on the boards to arrange a time possibly. Thanks!

I ran around with him for a few hours a few days ago. Not many huge fights but we hooked up with a push at one point. I like that it's a lot easier to tell where the fighting is now, and I definitely got him interested to play more. This game always makes me wish I had more free-time in the evenings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 24, 2014, 04:48:26 pm
https://www.youtube.com/watch?v=SgGL1jcHAPo
Valkyrie. Thoughts?

From the way it's described all I can think of is some kind of MI-24 type craft, which I approve of, at least on paper. It kinda looks like it could be the air version of the Harasser...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 24, 2014, 05:05:02 pm
I know with those exposed sides its going to real fun to shoot at with a skyguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jocan2003 on March 24, 2014, 05:57:45 pm
Its me or i see engineers on the side repairing in during flight?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 24, 2014, 06:24:48 pm
Depending on how resiliant it will and or engies can repair it in flight be i it will be either broken or useless.
Basicallt if they are anything like the transport "chopper" from BF2142 i can see them being broken beyond belief. I can also see it using 2 heavies at the sides molesting air/ground with lockons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 24, 2014, 06:35:38 pm
A four man vehicle with only one gun isn't going to be broken. Maybe hard for one man to kill, but a Liberator or whatever will devour it with no problems, for less manpower.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 24, 2014, 07:16:00 pm
Possibly, but lock-on AA rockets from the rumble seats might mean it never has to engage any closer than 100m. Guided AA (or AT) with an unobstructed line-of-sight = good. Even unguided rockets might be great. I wonder if they'll be set up as left/right doorgunner seats? I can imagine the hilarious "flippity-doo-dah" manoeuvres pilots will be pulling to keep up a steady stream of rockets firing from their heavies as reloads happen on either side. Just need to work out a way of sticking an ammo pack on the thing. But you could also just re-ammo your heavies and repair on the ground, removing the need to ever fly back to an airpad. Or establish mobile airfields.

Some of the funnier things that might come up with the Valkyrie.

C-4'ing or sticky-grenading things whilst in flight.

A2A firework wars. Or with flashlights for the ultimate in pointlessness.

Concussion or smoke grenade ground suppression runs (or Vanu Mobile Disco Party Smoke Machines as they'll come to be known).

Air-knifing.

Regenerating Air-Tank. Constantly repair the valk with 2 engies in the rumble seats. Like the harasser variant, but twice as broken and flies.

A2A repairs of other aircraft.

LA sky ballet with twelve valks providing jump platforms for them to air-dance from. Or do slightly more useful things.

Also, the vague possibility of mid-air seat swaps so your pilot and turret gunner can unload their rockets once the rumble seat heavies are empty. "Honestly, just jump out, we'll swap places. I'll catch you, honestly. Everyone jump on 3, 2, 1, SWAP!"



Also: Engy turret updates. Oooohhhhhhh. That might be very cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 24, 2014, 07:25:41 pm
Rumble seats are likely going to be one on the left, one on the right. You're only going to have one AA lockon most of the time. If those two heavies were on the ground, they could both be firing at the same time. I really don't see how this thing is going to be anywhere remotely close to being OP. The firepower-per-person ratio is going to be abysmal.

But people thought the Harasser was OP, so I'm sure they'll call this OP too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 24, 2014, 07:26:39 pm
I hope it can carry MAXes so that airborne Pounder MAXes obliterating all air everywhere can be a thing.

Actually I just want to feel like I'm flying one of the transport choppers from the Battlefield series. Hot drops and hot pickups, close range air support, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 24, 2014, 07:54:18 pm
Just need to work out a way of sticking an ammo pack on the thing.

Engy version of Triage?  Please?

Also, the vague possibility of mid-air seat swaps so your pilot and turret gunner can unload their rockets once the rumble seat heavies are empty. "Honestly, just jump out, we'll swap places. I'll catch you, honestly. Everyone jump on 3, 2, 1, SWAP!"

AIRBORNE CHINESE FIRE DRILL


I hope it can carry MAXes so that airborne Pounder MAXes obliterating all air everywhere can be a thing.

In all honestly, a Falcon MAX in there would be quite deadly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 24, 2014, 08:38:05 pm
What are some of the sillier, funnier or highly effective uses of the valkyrie that you can think of? Since you can fire or use anything you normally could from a rumble seat, the opportunities are endless. I'm actually thinking that party-pill drops of concussion grenades might actually be useful (or funny) in large assaults. Smoke grenade drops even. Followed by disco-balls of death of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 24, 2014, 08:55:45 pm
Well The lasher and Lancer would be both silly weapons on it. One is a (nearly) hitscan anti vehice lazor and the other can pepper infantry.
And excessive usage of both turns the aircraft into a disco ball.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 24, 2014, 09:16:52 pm
Agreed. Even as a sniping platform for infiltrators it might be good. Height, cover and movement all in one. PS2 aircraft are incredibly stable and if the valk is like any of the other aircraft (essentially hover heli-jets) then it might be great for picking off engies/medics, etc.

Land, let your engy pilot reload you and repair the platform, repeat. Infinite-ammo armoured sniper-nest in the sky!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on March 24, 2014, 09:36:34 pm
What are some of the sillier, funnier or highly effective uses of the valkyrie that you can think of? Since you can fire or use anything you normally could from a rumble seat, the opportunities are endless. I'm actually thinking that party-pill drops of concussion grenades might actually be useful (or funny) in large assaults. Smoke grenade drops even. Followed by disco-balls of death of course.
Engineer c-4 rain, followed up by smoke grenades from the underslung smoke launcher. OOOH. You can shoot other valks in your squad/area with the smoke launcher rounds, making clouds of death.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 24, 2014, 10:12:39 pm
With an extra 94 bricks of C4 strapped to any particular valk, just for the thunder and lightning effects :)

Today's weather:
Cloudy with a chance of ragdolls.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 25, 2014, 01:08:52 am
I was hoping sticky grenades hurt ESFs, but a moment in VR has confirmed they don't, thus ruining my genius plan for the Valkyrie. :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 25, 2014, 11:22:10 am
Air-knifing.
One of the mountable weapons will be a giant lance of sorts. Midair jousting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 25, 2014, 11:43:06 am
With two burster MAXes this'll be the best AA in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on March 25, 2014, 12:20:28 pm
With two burster MAXes this'll be the best AA in the game.
It would still only be one Max on each side. Admittedly, you could get close and follow the target a lot better with this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: LeoLeonardoIII on March 25, 2014, 12:53:45 pm
Rez grenades? Medical choppa?

I think it would be hilarious to see a vehicular smoke weapon, so you could just carpet a base with smoke. Lag would probably nix the idea though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 25, 2014, 01:09:45 pm
Smoke would be more useful if being in the smoke actually blocked your vision
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 25, 2014, 01:28:25 pm
Rez grenades? Medical choppa?

I think it would be hilarious to see a vehicular smoke weapon, so you could just carpet a base with smoke. Lag would probably nix the idea though.

If engies could rearm friendlies in flight by being inside the same vehicle then it would become the ultimate UBGL spamming vehicle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on March 25, 2014, 01:33:10 pm
Smoke would be more useful if being in the smoke actually blocked your vision
It does for me, should I lower my graphics?
except instead you just shoot at any shield or marker tag people have over their head.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 25, 2014, 01:48:02 pm
I have my settings decently high I suppose, but I can still see silhouettes walking through the smoke, plus the shields and such. I remember one game where being in smoke would actually force an overlay on your screen to make it harder to see, but this game relies on the particle effects to block vision which doesn't always work correctly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on March 25, 2014, 02:58:38 pm
I have my settings decently high I suppose, but I can still see silhouettes walking through the smoke, plus the shields and such. I remember one game where being in smoke would actually force an overlay on your screen to make it harder to see, but this game relies on the particle effects to block vision which doesn't always work correctly.
Yeah, from what I understand, if you have a low enough particle setting, you don't see smoke. Which is why you see certain folks just ignoring it completely.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 25, 2014, 10:27:46 pm
You see smoke, it's just there are large gaps in it. From far away it's a solid cloud, but up close the sub components or what not that the large cloud is made of are small enough that there are large gaps.

Plus you can see triangles, heavies with overshield, medics with heal aura, and the flash of shields when someone is damaged through even the thick parts of the smoke.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on March 26, 2014, 04:51:34 pm
Just got this game and was reminded of how horrid I am at twitch shooters. After 12 hours of shameful 1:20 KDR/being useless in the face of (comparatively) godlike reflexes and reaction times of my opponents, I have relegated myself to playing nothing but medics. RIP.

edit:

with that said, just noobtubing everyone is really fun. I have a hard time keeping my mouse on people for more then a few milliseconds, but it if only takes one shot...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 26, 2014, 05:48:01 pm
Welcome to Planetside.

Being new really sucks in this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 26, 2014, 06:05:50 pm
Just got this game and was reminded of how horrid I am at twitch shooters. After 12 hours of shameful 1:20 KDR/being useless in the face of (comparatively) godlike reflexes and reaction times of my opponents, I have relegated myself to playing nothing but medics. RIP.

edit:

with that said, just noobtubing everyone is really fun. I have a hard time keeping my mouse on people for more then a few milliseconds, but it if only takes one shot...

Well to be fair those were massively nerfed not long ago. Used to be able to kill on a non direct hit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on March 26, 2014, 07:38:42 pm
I've been reading this thread trying to pick up some information that will make my very short lifespan mildly productive. A few pages ago someone was talking about certs; how do I earn these? 1k is doable in 5 days? I've been playing for a good 5 hours and I've only made 50!

I suppose that's testament to how terrible I am more than anything else, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 26, 2014, 07:40:39 pm
Many say play engineer, find a place where a lot of people are shooting but aren't making too much progress. Drop your ammo pack (hit the fire mode button with your turret out) and you get certs for giving them ammo.

Playing medic and just reviving people/healing constantly could also work. Capturing bases, defending bases, and getting badges also gives experience.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 26, 2014, 07:45:54 pm
250 xp nets you one cert, and a standard kill is 100 XP.  There are many modifiers, both additive (+10 XP for headshot) and multiplicative (+20% XP for fighting in an alert area.)  Additives are first, so that's a good thing.  Many other things give XP (repairing, healing/reviving, supplying ammo, blowing up vehicles), and pretty much all the support ones are worth more when done to a squaddie.  Being in a squad in general is a good thing.

You also get 12 for logging in daily, and a ribbon worth 250 XP every ten kills with a certain weapon.  The first five ribbons a day are worth triple.

There's a few other ways, mostly with medals for reaching a certain sum total of kills with a weapon, though they're piddly considering just how many kills you need to get them.


I wouldn't worry about buying any expensive guns with certs until your basics are kitted out.  If you like playing medic, the medical applicator is a great start.  Do get a scope for your favorite weapon though, and check suit slots to get a couple ranks (many of them start 1 then 10 certs for the first two ranks.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 26, 2014, 07:56:42 pm
My medic has the same SPM as my LA, but it's vastly easier work. I'd recommend it as a decent and easy (if boring) source of certs. It does require an initial investment to get your medic tool maxed out, but once you get there it should give you close to a cert a minute.

I have no idea how well engineer works, but I get the feeling it's probably not as good as medic. People are more likely to die than run out of ammo, and they can't run away while you res them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 26, 2014, 07:58:17 pm
What Toaster said.

The support tools like the repair tool, ammo pack, med gun, nano regen device, are good initial cert investments. Don't worry about getting new guns until you've played for a while longer; the default ones are actually really good.

Join squads for squad xp and sniff out outfits while you're doing this. Find a decent outfit and join it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on March 26, 2014, 08:11:08 pm
You see smoke, it's just there are large gaps in it. From far away it's a solid cloud, but up close the sub components or what not that the large cloud is made of are small enough that there are large gaps.

Plus you can see triangles, heavies with overshield, medics with heal aura, and the flash of shields when someone is damaged through even the thick parts of the smoke.
Or just use the IRNV Scope. http://planetside.wikia.com/wiki/IRNV_Scope
You can hardly even tell someone threw down smoke using that thing, aside from the fact that now less people are hitting you and the hissing sound. Seriously, try that thing out if you do a lot of medium range engagement. It's not nearly the OP uber-scope it originally was, but it's still really nifty.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on March 26, 2014, 08:43:56 pm
Thanks guys =)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jocan2003 on March 26, 2014, 09:01:55 pm
You see smoke, it's just there are large gaps in it. From far away it's a solid cloud, but up close the sub components or what not that the large cloud is made of are small enough that there are large gaps.

Plus you can see triangles, heavies with overshield, medics with heal aura, and the flash of shields when someone is damaged through even the thick parts of the smoke.
Or just use the IRNV Scope. http://planetside.wikia.com/wiki/IRNV_Scope
You can hardly even tell someone threw down smoke using that thing, aside from the fact that now less people are hitting you and the hissing sound. Seriously, try that thing out if you do a lot of medium range engagement. It's not nearly the OP uber-scope it originally was, but it's still really nifty.
I installed it on a gun... never used another gun that didnt had that scope anymore... Once you taste it, you dont want anything else. At least for my own personal choice and playstyle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on March 26, 2014, 11:25:11 pm
@Rex-nex
Shotgun engineer isn't too bad of a way to start. You've got two ammo packs (the normal one and the turret one, just press "B" to change your turret to an ammo pack), your repair gun (MAXs love both ammo and repairs, and if you can't aim you're often better getting out of a tank and repairing it as a target in tank battles than you are driving/gunning. Think of it as a tank-sized mana turret. It's better as a distraction than a gun. You can repair someone else's if you want, but you'll very rarely drive over yourself repairing your own). Plus, you've got a shotgun, so fire it in the general direction of the enemy.

Sure, it's only about as useful as a being a newbie medic, but it doesn't feel as passive. You really learn the ebb and flow of battles, base layouts, and your certs do slowly tick over. Plus, you've got a shotgun that you can re-ammo whenever you're not hiding/repairing which can add to longetivity of the gameplay experience. It's not hard to convince a few people to fire their weapons a bit to help out a newbie while they're sort-of-afk or chatting either. Cheap and wrong, but whatever, it'll make you more valuable in the long-run (good engies and medics are hard to find sometimes, but it's easier to have a useful engy than a good medic, so people do sometimes go out if their way to help engies, whereas they have to get shot or die to help a medic).

Good in most situations, especially once you've gotten good at it. There's a surprisingly high skill-cap to any role in PS2, even shotgun engineer.

edit: just to make sure you know, if you see a group of people just generally milling/dicking around, drop both ammo packs near them. It's the international sign of "by all means, dick around more, but with free ammo. I need the xp". You don't have to ask them. They'll understand. Who knows? They might be about to do something interesting that they need a spare engy for anyway. You might scavenge some xp just because it's beside them and they'll fire off a clip (possibly at you) for the hell of it, but really you just told them "Let's go do something. Free ammo and repairs. You have +1 engineer on your team". Then someone will grab a MAX. Then something happens. Then you all die, but you made some friends. It's one of the main reasons engies get plenty of xp. Two ammo packs down that means: "Lets go do something". Then stuff happens. A medic gun doesn't have the same effect.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on March 27, 2014, 01:07:38 am
As a fairly new player myself, I have a few things that can help as well.

Get the S-AMS? system for the sunderer, and pop a sundy whenever you're driving with a big group. Tanks may seem attractive, but if you drop a sunderer somewhere even vaguely useful, you can get a decent chunk of xp from it. Granted, its only 2xp a spawn, but if all the other sundy's go down, suddenly the entire zerg is respawning out of yours. Plus, you can repair it when it inevitibly takes a rocket or brick of C4.

Speaking of Sundy's, ANY vehicle weapon is going to be better then your gun you are carrying. Granted, on a deployed sundy, you're an easy target, but even with the basic basilick gun, you can deal damage to tanks, and potentially shoot down planes. If the person has improved the guns, they are VASTLY superior. Just remember, if you can't aim below the horizon, which may be canted if they park on a hill, its an anti air gun, and if you can't aim very high, its anti ground. I mention sundy's in particular because they are often parked with no one gunning, but if you see a plane coming, hop in and shoot at it. For every certain amount of damage you do to planes, you get xp.

Get used to MAXes. Your basic max, with an anti infantry gun in one hand and an anti vehicle in the other, is quite useful against infantry, though not quite as good against either as it would be with two dedicated weapons. However, your anti infantry gun keeps things pinned and does constant damage, and your AV weapon is fairly capable of finishing off anything near the blast point. Sadly, the Burster AA weapon is not quite as good against infantry, and I'm not sure why the rounds don't blow up near tanks aside from balance, but if you must have two rapid fire weapons as a max, it can work. Just, don't shoot at vehicles, you draw attention to yourself and won't do anything.

As a MAX, save your charge for when you need to get OUT of combat. There is ALWAYS fighting ahead of you, and you will eventually reach it, even plodding along, but when you hit half life, being able to turn and scram can keep your suit alive to rejoin the fight. Likewise, if you do die, it MAY be prudent to wait a bit before respawning, especially if you see a medic icon near you.

Pick either medic or engineer to start with. Yes, its annoying being regulated to support, but neither of them are slackers in killing. In fact, the engineer probably has the most possible ways of killing things, and the most potential variety of attacks. Sadly, it does pay for that, in that it can't QUITE be as good as the dedicated bearers of such tools, but the sheer variety means that you are very unpredictable.

Keep an eye out for cross class unlocks. For example, the battle rifles are shared between engi and heavy. Unlocking it on one with certs means that they both get the rifle, and a battle rifle turns both classes into a cut rate infiltrator, but with expanded options. Likewise, I think they share C4 as well, as I don't remember unlocking it my heavy.

Certain things are great for certs, others aren't. Killing is actually rather poor for certs. Reviving? Amazing. Repairing vehicles? Great. I HIGHLY recommend getting the revive grenades. They are expensive, but can VERY quickly pay for themselves in short order. See those 10 guys who just ran out of the spawn room into the crossfire of 20 tanks. Throw a nade at them, rearm at the terminal for a new grenade, and get ready to throw it again as they proceed to die in the crossfire again.

If you go medic, healing is secondary to your main job. If you have the choice between healing someone and reviving someone, always revive, even if you have to go out of your way. Fortunately, with your class power, you can do both at the same time, but healing is almost never worth it with the medic gun. Likewise, healing grenades aren't worth it either.

Biolabs are possibly the best source of certs, assuming there are two zergs in there. With 30+ people on both sides fighting for a lab, you can pretty much just tuck in as a medic and start ressing. If you are defending, just figure out where they enemy is coming from, stay out of the way, and res. On the offence, once again, just stay out of the way, preferably tucked away safely in the teleporter room, and again spam rezzes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 27, 2014, 01:24:51 am
Killing is actually rather poor for certs.

What are you talking about, killing people is great for certs.

I mean, probably not if you have a KDR of 0.4.

There's a reason why farming is a term in this game and why people do it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on March 27, 2014, 01:39:55 am
For making certs as an engie, I highly recommend repairing MAXes. If you run into one, just stick to it like glue as long as you can.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on March 27, 2014, 01:47:00 am
Killing is actually rather poor for certs.

What are you talking about, killing people is great for certs.

I mean, probably not if you have a KDR of 0.4.

There's a reason why farming is a term in this game and why people do it.
When starting out, not so much. If you are TS or NC, you have to figure out bullet drop and such, and as anyone, the skill level is quite decent for who you are gonna go up against.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Greiger on March 27, 2014, 12:16:59 pm
I actually managed to get much better at killing people once I noticed I had a gun in my inventory that does NOT jump around like a mexican jumping bean when I fire it. 

I somehow had a Razor GD-23 in my inventory that I must have bought way back when I first tried the game and holy shit did I start actually killing people when I realized I had it and used it.  It's nice to be able to fire off more than 2 shots and not suddenly be aiming at the ceiling.  So if you really really really want a new gun and don't care what it is, maybe something with a slower rate of fire and higher accuracy may work out.

Also I vaguely remember for some reason everybody got a free shotgun, if you can't kill people with the machine gun maybe that will work better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on March 27, 2014, 12:22:21 pm
I've just started relearning the game too. I think the best idea I've taken to help me in game is to slow down. Running in to a situation leaves you vulnerable, it takes you longer to stop and aim, you've often separated yourself from allies, and you're more likely to bolt around a corner in to an enemy squad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 27, 2014, 03:47:07 pm
You see smoke, it's just there are large gaps in it. From far away it's a solid cloud, but up close the sub components or what not that the large cloud is made of are small enough that there are large gaps.

Plus you can see triangles, heavies with overshield, medics with heal aura, and the flash of shields when someone is damaged through even the thick parts of the smoke.
Or just use the IRNV Scope. http://planetside.wikia.com/wiki/IRNV_Scope
You can hardly even tell someone threw down smoke using that thing, aside from the fact that now less people are hitting you and the hissing sound. Seriously, try that thing out if you do a lot of medium range engagement. It's not nearly the OP uber-scope it originally was, but it's still really nifty.
My scope is almost completely whited out if I play on esamir on medium settings, make it pretty damn useless.
Anyone else get this?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on March 27, 2014, 10:26:44 pm
You see smoke, it's just there are large gaps in it. From far away it's a solid cloud, but up close the sub components or what not that the large cloud is made of are small enough that there are large gaps.

Plus you can see triangles, heavies with overshield, medics with heal aura, and the flash of shields when someone is damaged through even the thick parts of the smoke.
Or just use the IRNV Scope. http://planetside.wikia.com/wiki/IRNV_Scope
You can hardly even tell someone threw down smoke using that thing, aside from the fact that now less people are hitting you and the hissing sound. Seriously, try that thing out if you do a lot of medium range engagement. It's not nearly the OP uber-scope it originally was, but it's still really nifty.
My scope is almost completely whited out if I play on esamir on medium settings, make it pretty damn useless.
Anyone else get this?
Yeah, if you play esamir, it isn't really useful. The entire place is so bright that it just blinds you. Amazing for Amerish and Indar though.

In an unrelated query, has anyone else been having issues with their sound just cutting out entirely since the latest patch?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on March 27, 2014, 10:40:05 pm
     Not that I have noticed, but the graphics buggered up for me - had to reinstall a driver to get it going again.  I haven't had that many problems with compatability, even the CTD's have stopped.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on March 28, 2014, 02:36:25 am
Or just use the IRNV Scope. http://planetside.wikia.com/wiki/IRNV_Scope
You can hardly even tell someone threw down smoke using that thing, aside from the fact that now less people are hitting you and the hissing sound. Seriously, try that thing out if you do a lot of medium range engagement. It's not nearly the OP uber-scope it originally was, but it's still really nifty.
My scope is almost completely whited out if I play on esamir on medium settings, make it pretty damn useless.
Anyone else get this?
Oddly enough, this is realistic. Thermal doesn't work well in snowy environments.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 28, 2014, 03:07:27 pm
But on low or high settings the scope is very usable.

Just the medium settings I'd prefer to play on because my computer isn't beefy enough for high but capable enough of rendering the cloaker effect
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 28, 2014, 10:58:31 pm
Well, this patch ruined my FPS for me. I'm hovering at 24 fps in big fights where before I had 40 and it's basically unplayable. I can't line up shots for crap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 28, 2014, 11:07:39 pm
The faster patches is good in theory, but (from the limited sample size) it has murdered their QA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 28, 2014, 11:16:26 pm
I even bought membership for the 1 SC sales and bought a 6 month heroic boost when it was on sale and it's members only double xp weekend and everything.

I only raked in 250 certs in an hour and forty minutes!

What a terrible, terrible night!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on March 29, 2014, 07:23:22 pm
I've gotten a little less terrible, but still sticking with my TR medic when I can help it. I've held off buying any weapons (mostly grabbing the cheap 1/10 cert upgrades and maxing out the med tool), but I'm thinking of trying another out. I've been using the T1 Cycler, and while I do enjoy the pretty decent accuracy, the raw damage output feels pretty disappointing. It certainly gets the job done if you've started firing before your opponent, but in straight shootouts I tend to lose out.

So I can either stick with the T1 Cycler, swap to the Cycler TRV, or buy a TAR. I've read some older posts groovestar praise saying the TAR is pretty good; is this still the case?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 29, 2014, 07:54:31 pm
The TAR got nerfed in December. It's good, but not quite as good as it used to be. In particular they nerfed the hipfire and increased its recoil. It has limited use outside of spraying people down with hipfire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on March 29, 2014, 08:10:19 pm
It certainly gets the job done if you've started firing before your opponent, but in straight shootouts I tend to lose out.
True of the vast majority of weapons in the game until you have a lot of experience. It's less the damage output and more learning how to get it onto the target. TR weapons are considerably easier to manage this, but experienced players will still have an edge just by handling their weapons a bit better.

Go to the VR and practice bursts and quickbursts (https://www.youtube.com/watch?v=YuFu7eJL0wc) on the dummies. You should learn the patterns that most quickly drop targets at different ranges. Then start trying to work this into your main gameplay alongside positional and situational skills. The first goal should always be to avoid those 50/50 situations, but to maximise your chances when you do get into them.

As for weapon, on my NC main I run the GR-22, roughly analogous to the TRV, but this mostly about playstyle. I have two rough medic styles; full support and full rambo.

Full support means a mid range gun (I just use the default NC AR, although the S type for smoke and 200 damage options may be better in many cases) that has a reasonable impact out to longer range, with either a 2x reflex or NV scope. NV only when I'm expecting smoke or know the ranges will be limited enough. I don't actually like zooms over 2x except in very limited situations. Add on foregrip/compensator to allow for more sustained ADS suppression fire if you feel the need. I always run grenade bandoleer with revive grenades. Priorities are staying with allies, reviving and healing with AOE, providing covering fire from range and trying to keep fallback positions secure. Avoid getting shot at and keep reviving people as your first and second priorities respectively. If you know there are plenty of other medics around then reverse those priorities or switch to rambo mode. Works best in large population fights with well defined front lines and chokes.

Full rambo means either a CQ suited AR with relevant attachments (GR-22 with advanced laser sight for me) or a SMG. Silencer is a strong advantage, but better on the SMGs than ARs. Advanced shield capacitor combined with max level AOE/self heal. I tend to use frag grenades with this as I'm not expecting group revives. Goal here is to rush into forwards positions and then pick one-on-one fights using superior positioning to gain fractional advantages, healing to full between each engagement so that any edge is enough of an edge. Never stop moving, always be the aggressor (NB (https://www.youtube.com/watch?v=n3fUok2AoaU)), never engage multiple targets if you can help it. Try to revive any allies you come across and let them act as distractions while you keep killing. This works best in lower population fights or larger bases where the battle lines have lots of holes in them. Once population increases and things get bogged down switch to full support or at least load up your revive grenades.

That second setup also works nicely with nanoweave. Nanoweave + AOE heal will turn a lot of 50/50 engagements where you can't find an edge in your favour. If you always have 10 quiet seconds between engagements you can still be back up to full health. I just generally prefer the reduced regen time of ASC and running your heal while being shot will give you effective nanoweave (eg, survive one more round) against many weapons anyway. With ASC I rarely need to try to hide to regen, which is generally death against a decent opponent.

I prefer the AR on this setup over the SMG for the same reason I never use shotguns; longer optimum range. While the SMG or shotgun may have a slightly better TTK, you rarely need it if you managed to get the drop and it rarely matters if you didn't. You might take a couple extra stray bullets now and then, but you have regen for this and are less likely to lose the advantage due to poor positioning or engaging from slightly beyond your effective kill range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on March 31, 2014, 01:30:15 am
ptw~
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 31, 2014, 05:12:05 am
I've barely used the new Duster Liberator gun. I tried it once in VR training. Common discourse suggests that it's a terrible weapon, outclassed by the Zephyr every way and I would be inclined to agree.

In my opinion it would be a neat weapon if it had a very large splash radius compared to now, or it if it had an extremely large magazine (I'm thinking like 100 rounds or so) with the current attributes. If the splash radius is increased it would probably have to do less splash damage in order to sand paper health away. It would probably be an assist machine.

Alternatively it would be cool if it's explosions functioned like Concussion grenade effects, however I'm unsure if that would make it useful enough or not to be chosen over the killing power of the Zephyr. If it did the concussion effect but no damage through buildings and terrain it would be better than the Zephyr for clearing out infantry holding a building but I can only imagine how terribly annoying it could be to be in that building (or even attacking that building.) That said it might be nice to have an alternative to sending in an infantry swarm to overwhelm infantry in a building. The closest thing available now is HE cannon spam into doors and windows while trying not to splash your friendly infantry.

Sort of related: I hope there is destructible terrain, or at least buildings, in PS2 eventually if Everquest Next is successful in that matter because it would make something like the Duster a bit cooler.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on March 31, 2014, 06:08:15 am
I used to think that MAXes were impossible to kill with a sniper rifle, but recently discovered that headshots deal a lot of damage to them--sometimes enough to snag a kill:D

Some MAXes stay really still while shooting, so those are easy pickings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on March 31, 2014, 06:15:17 am
I've fallen in love with my Longshot all over again. You haven't camped a spawn room until you've camped it from atop your squad's sunderer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 31, 2014, 06:27:43 am
Hey guys, in this post is a really great video that explains why the Flash is my favorite vehicle in PS2.

One thing they forgot to do is to jump off the big ramp like rim of the crater base on Indar, you fly for a good ten seconds before exploding at the bottom.

https://forums.station.sony.com/ps2/index.php?threads/pushing-the-flash-to-breaking-point.180558/

I really wish they would design the flash to be more capable of withstanding this kind of stuff as it explodes way too often for it to be as fun as it should be.

Here is a link to the video:

https://www.youtube.com/watch?v=Df3-lV4RHdQ

EDIT: About the Longshot, I still haven't used any long range bolt actions except the Bolt driver. I was going to switch to the Railjack before they made it mediocre and not a shotgun.

I prefer the Sasser rifle for bolt actions.

EDIT2: People were comparing things in PS2 to D&D dice rolls, like the Gauss SAW rolls a 6 and the COF causes your bullets to spray wildly while you move.

I'd like to think I made an appropriate remark by saying "Flash rolls a 19 and explodes."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on March 31, 2014, 06:45:59 am
Wait, is everyone here NC? >_>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 31, 2014, 06:48:38 am
Wait, is everyone here NC? >_>
Mostly yes. B12 likes to play the gimped faction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on March 31, 2014, 07:07:33 am
Rebel scum >:I >:I
(I play TR on Briggs :P)

I've been countersniped by many a Longshot =_= Briggs always has a lot of NC, some TR, and few VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on March 31, 2014, 07:24:07 am
NC on Mattherson here

To TR players:

What are your opinions on being killed by a BR100 VS heavy using the Orion going dadadada while aiming down the sights? How would that rate compared to that be as headshakable as a BR100 NC heavy using the Jackhammer doing the same thing except hipfire?

Am I the only one who wishes all the realms had a .75 strafe gun for all the auto gun types or would that be the main gun to use per faction? I'm not sure if NS weapons are all .75 ADS movement speed or not, but even if they are it would be cool to have empire specific ones.

I also wish there was more of a delay before you can change direction from moving one way to the other. Like if your strafing right, it should take a moment to decelerate from that direction and then start moving the other way. Does that sound cool? I know I sometimes do the switch strafe directions move but I usually use .50 strafe speed guns so I wonder if it would be so terrible to have both of the above in combination?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 31, 2014, 09:10:52 am
Wait, is everyone here NC? >_>
I'm VS, because lasers plasmafire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 31, 2014, 01:47:51 pm
I play all, but least of all TR. :P
NC on Mattherson here

To TR players:

What are your opinions on being killed by a BR100 VS heavy using the Orion going dadadada while aiming down the sights? How would that rate compared to that be as headshakable as a BR100 NC heavy using the Jackhammer doing the same thing except hipfire?

Am I the only one who wishes all the realms had a .75 strafe gun for all the auto gun types or would that be the main gun to use per faction? I'm not sure if NS weapons are all .75 ADS movement speed or not, but even if they are it would be cool to have empire specific ones.

I also wish there was more of a delay before you can change direction from moving one way to the other. Like if your strafing right, it should take a moment to decelerate from that direction and then start moving the other way. Does that sound cool? I know I sometimes do the switch strafe directions move but I usually use .50 strafe speed guns so I wonder if it would be so terrible to have both of the above in combination?
"Mobility" is a VS trait, apparently, so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 31, 2014, 06:58:28 pm
Wait, is everyone here NC? >_>
Mostly yes. B12 likes to play the gimped faction.

Bwaha.

NC. Gimped.

Bwaha.

I'm TR by the way.

To TR players:

What are your opinions on being killed by a BR100 VS heavy using the Orion going dadadada while aiming down the sights? How would that rate compared to that be as headshakable as a BR100 NC heavy using the Jackhammer doing the same thing except hipfire?

They're both bullshit cheesefests.

The only way to beat the TTK of those guns is to get headshots but oh wait they can just adadadada dance and kill you.

The Jackhammer in particular is a terrifying gun of ultra cheesiness, what with its range and burst fire mode.

Am I the only one who wishes all the realms had a .75 strafe gun for all the auto gun types or would that be the main gun to use per faction?

It would be the go-to gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 31, 2014, 07:24:17 pm
Wait, is everyone here NC? >_>
Mostly yes. B12 likes to play the gimped faction.

Bwaha.

NC. Gimped.

Bwaha.

I'm TR by the way.

They USED to be gimped.  I do agree that it is TR's turn for the shaft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on March 31, 2014, 07:30:30 pm
Since the nerfs dispensed to G2A launchers i started using the TR minigun as a ghetto basilisk for plinking at aircraft since the missiles are so utterly retarded.
Sadly said minigun is also kinda crap against infantry due to the lower RoF when spinning up and crap accuracy once it reaches max RoF.

Also i'm nearning 1k certs and wonder what should i buy. I'm thinking about either maxing the stealth on my mossie OR buying coyotes for some all round anti infantry/aircraft duty... or get a locust.
I used to have tomcats but dropped them since the nerf and i assume their AI got even dumber after seeing what happened to handheld launchers.

Also yah B12 started playing when NC was utter crap. Now TR is getting pissed on while teh VS dancing queens reign on the dancefloors of all continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on March 31, 2014, 09:56:42 pm
I am NC on two servers, VS on the 3ed because friends...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 01, 2014, 03:35:16 am
And I seem to play on the underpopped faction on all three servers. Whoopsies! :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on April 01, 2014, 04:34:59 am
As an NC player, I don't think NC could be considered gimped as it currently stands. There are still a few things that could stand to be buffed or adjusted (like our MAXes that can't kill anything beyond arms reach, or *cringe* the Canister shotgun vehicle secondary), but we are far from useless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 01, 2014, 04:45:27 am
But Reaver is way too big of a target, it clearly makes NC the worst faction :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 01, 2014, 04:52:19 am
(Scythe hitbox is the widest, since flak between the "razors" also deals full damage...)
:P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 01, 2014, 09:14:25 am
As an NC player, I don't think NC could be considered gimped as it currently stands. There are still a few things that could stand to be buffed or adjusted (like our MAXes that can't kill anything beyond arms reach, or *cringe* the Canister shotgun vehicle secondary), but we are far from useless.

Falcons.  Get them, love them.


And I'm willing to just write off the canister as a joke.  Every faction has to have one joke weapon, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 01, 2014, 02:04:24 pm
Hunting down infiltrators with a HE Lightning with radar is the most fun thing in the game. I just love how they cloak and freeze hoping I can't see them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on April 01, 2014, 03:47:50 pm
"Shhhhh, it can only see movement..." *Cue KABOOOOM.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 01, 2014, 04:00:50 pm
I like countersniping them as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 01, 2014, 05:49:03 pm
I like using the stalker cloak with the crossbow.
Uncloak headshot cloak walk away and kneel down in bushes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on April 01, 2014, 10:49:23 pm
A little off topic, but playing Infiltrators (at least the snipey snipe type) just doesn't make sense to me, esp. anything with a bolt action. Nothing is going to be sitting around long enough for you to get two-three body shots, and head shots are really damn tough to make at huge ranges. I've had more success playing ninja than doing anything else with Infils. Semi automatic rifles are a little more manageable because getting 2-3 hits in before your target knows whats up isn't exactly the toughest job.

I've been testing out Vanu. Wow, these guns are incredible compared to the TR guns. The great recoil makes up for any DPM loss and (at least the gun I used) reload nearly instantly. Plus its incredible what kind of shit you can get away with at night due to that default color scheme. What's the tradeoff...?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 01, 2014, 11:00:25 pm
The obvious answer is to land headshots :P
It's surprisingly easy as long as you're not in Bio Lab. The best part to play is moving around and sniping MAXes that stand still to spam dakka, find enemy infiltrators and kill them, and taking out heavies that are trying to take out friendly armor.

Stalker + Commissioner is also fun, though, because I can sneak up to people and shoot'm to death. But they're overall less useful compared to Hunter cloaked infiltrators with SMGs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 01, 2014, 11:03:40 pm
What's the tradeoff...?
From my entirely unstatistical expertise, the tradeoff is people say your clothes are terrible and/or spandex.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on April 01, 2014, 11:15:49 pm
Trust NC to spend twenty minutes besieging Tumas Tech Plant, only rush A-point and spend the next ten minutes holding a rave and discussing the game's lack of a dance animation. Is Tumas really this easy to defend?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on April 01, 2014, 11:18:38 pm
A little off topic, but playing Infiltrators (at least the snipey snipe type) just doesn't make sense to me, esp. anything with a bolt action. Nothing is going to be sitting around long enough for you to get two-three body shots, and head shots are really damn tough to make at huge ranges. I've had more success playing ninja than doing anything else with Infils. Semi automatic rifles are a little more manageable because getting 2-3 hits in before your target knows whats up isn't exactly the toughest job.

I've been testing out Vanu. Wow, these guns are incredible compared to the TR guns. The great recoil makes up for any DPM loss and (at least the gun I used) reload nearly instantly. Plus its incredible what kind of shit you can get away with at night due to that default color scheme. What's the tradeoff...?
The other factions get much more interesting weapons, primarily for the max and heavy. Vanu weapons are rather plain, but lack bullet drop. However, they're up against camera guided missiles and maxes dual wielding laser guided rocket launchers and holy crap shotgun spam. Though, I've been meaning to test out the beam launcher for the heavy. I don't see too many people using it and was wondering the reason for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 02, 2014, 12:14:45 am
But no-one else gets AoE disco-balls or spandex. There is no trade-off. Plus, lazors.

Fair enough, all the weapons have uncontrollable <=> kick, but still, no trade-off. There is nothing that can beat the VS mobile disco. Nothing!

edit:
Basically the trade-off is: Weapons with a low skill cap/unavoidable inaccuracy, crappy/slow AoE weapons, not bad point-effect weapons (but only as good as a rocket, but faster. Sort of), having to wear spandex and being derided for it.

You get: Night-time spandex, no bullet drop, slow AoE weapons, great ESFs, lazors, fun, other stuff. Plus, you get to win. Lots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 02, 2014, 01:58:01 am
The lancer is probably the best antivehicle weapon atm, closely followed by the phoenix
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 02, 2014, 06:51:01 am
Game is about to patch in 64 bit client.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 02, 2014, 11:14:53 am
Wait what? It was only 32 bit until now?

No wonder its always ran like ass
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: thobal on April 02, 2014, 11:20:56 am
It feels like the x64 crashes every 5 minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 02, 2014, 11:41:31 am
It feels like the x64 crashes every 5 minutes.
Someone suggested installing directx to fix it, but I dunno why that would help. Most people have that already.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 02, 2014, 01:50:12 pm
NC MAXs do have a mid range weapon: Slugs.
Also, sniping just takes practice.

My favorite inf. loadout is:
SAS-R
   -Suppressor
   -3.4 Aim-point
NC 6 Mag Shot
   -Suppressor
   -Flashlight

The SAS-R can one hit KO enemies in CQC with a headshot and if you miss just whip out the Mag Shot and spam. With a bit of experience you still learn the bullet drop and still snipe. Use the Mag Shot or Desperado since the Rebel and revolvers aren't fit for spamming. Also the flashlight should be used on all sidearms to deal with stalker cloaks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 02, 2014, 03:16:15 pm
My favourite loadout is Lightning with HE, radar and thermal sights :P

But seriously, I had a streak of 27 kills in 15 minutes with this baby the other night. And that wasn't even an exceptionally good run, I do well with this almost always. All that's needed is picking the right battle, ie one where there's either no enemy armour or there's plenty of your own armour.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 05, 2014, 06:16:33 am
Posting to say Yay I've got PS2.
I'm sooooo late to this.

...
It seems the discussion died off?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 05, 2014, 06:31:57 am
It is never late. Ps2 is here for long time :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 05, 2014, 06:47:44 am
Tiruin, it comes and goes, depending on what updates come and go and the performance.

For example, they recently killed performance, not sure about the current situation, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 05, 2014, 06:50:25 am
BR ~50 people are just too strong x_X
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 05, 2014, 07:04:40 am
BR ~50 people are just too strong x_X

I thought about that too when i started. After getting skill and knowledge in game you can easily beat BR99.
Love my shotgun when it comes in close range battles but can't live without my squad ;)
Fun game but after 300+ hours in it i'm taking brake and check back maybe in month or two.
Always fun to start fresh on different faction. I hope TR get it's shit together by then :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 05, 2014, 07:10:40 am
You can beat br99's, but not br100's with maxed out everything. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 05, 2014, 07:27:53 am
You can beat br99's, but not br100's with maxed out everything. :P

A shotgun shell at close range will end them anyway. they are problematic not becayse they have godlike powers and items but because they are likely in a organized group where all sides are covered sensor darts fly left and right and your entire base is bombarded by a fleet of liberators and MBTs from the zerg that formed around them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 05, 2014, 07:43:17 am
You can beat br99's, but not br100's with maxed out everything. :P

A shotgun shell at close range will end them anyway. they are problematic not becayse they have godlike powers and items but because they are likely in a organized group where all sides are covered sensor darts fly left and right and your entire base is bombarded by a fleet of liberators and MBTs from the zerg that formed around them.


^ This.  I last far longer in an outfit squad than going cowboy soloing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 05, 2014, 07:51:41 am
Really pointless going solo really.
Working together with outfit m8's is more fun anyways.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 05, 2014, 07:59:13 am
I really hate defending bases from Liberators as a small squad. Seriously. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on April 05, 2014, 08:07:13 am
I really hate defending bases from Liberators as a small squad. Seriously. :P

Don't bases tend to have decent AA? If not, spawn a Sunderer; even the base cannons are decent vs air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 05, 2014, 08:26:08 am
Performance seems better after the 64bit client - y/n?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 05, 2014, 08:44:14 am
I really hate defending bases from Liberators as a small squad. Seriously. :P

Don't bases tend to have decent AA? If not, spawn a Sunderer; even the base cannons are decent vs air.
Well yes, but that assumes you have an engineer to repair the big targets the AA turrets become.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 05, 2014, 08:46:48 am
I mean when there's two liberators daltoning your spawn room and you can only hope to survive by running outside like an infiltrator.
You can't pull vehicles or MAXes then... :/

Performance seems better after the 64bit client - y/n?
I use a 64-bit OS (Windows 7 on my gaming computer) and it still has me use the x86 executable... what's with that?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 05, 2014, 09:01:31 am
That's why you spawn on a neighbouring base and pull a skyguard.
Title: Planetside 2 64 bit process
Post by: Ozyton on April 05, 2014, 09:09:28 am
For those unaware, they rolled back the 64 bit .exe almost immediately because it was riddled with bugs, unfortunately. At least, this is what I understand from what the people in my outfit said. I haven't seen any mention of this in official posts or anything, but people on the forums are saying that they mentioned it on Twitter and Reddit, both things which I don't really pay attention to.

Interestingly enough, whenever I see people getting camped in a spawn I never see them pull back and grab vehicles from the next base in the lattice, they always just camp in the spawn room and wait to lose the facility. I don't know how viable counter-attacking from the next lattice would be though... because nobody has ever tried it from my experience... Hmmmm.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 05, 2014, 09:12:59 am
I don't own a skyguard... >.>
Though Viper AP's an OK AA, it sucks against high-flying libs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 05, 2014, 09:14:38 am
Do you have a Vanguard AP? That thing really messes up air if you can get a good angle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 05, 2014, 09:16:50 am
Counter attacks can happen if organised correctly.

Gal drops with a tank zerg can dislodge campers fairly easily, but you're going to need an organised platoon to pull it off - something that rarely happens now that SOE has removed most of the strategic wiggle room for linear paths.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 05, 2014, 09:18:03 am
Skyguard is a great lightning upgrade, it probably would have worked as its own separate vehicle. I think you can buy it with certs, but if you don't feel like spending them you could pull a MAX with the default burster arm, but make sure you have someone who can give you a ride. It won't be amazing but it will be better than having absolutely nothing at all.

Basilisks are an overall great weapon but the elevation on it isn't as great as it is on the skyguard, ranger, or walker, so if the lib is directly overhead you're screwed.

Speaking of libs, I've never actually gunned for one... I'm more of an infantry kind of person myself...

EDIT: In the outfit I run with there's usually a platoon of three of four squads each night, occasionally running two platoons on good nights. We were banging our heads against the wall on a... tech plant I believe, and had lost our sunderer. While the enemy was starting to push forward we gal dropped on the gun deck and wrought havoc among their base. We lasted for a good few minute holding the gun deck, and while there were only a few of us it was enough of a distraction/force (with the hacked turrets) to let our zerg push through their front lines. Eventually we took the base from them, and only one or two of our squads even made it to the gun deck initially.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 05, 2014, 09:21:37 am
Do you have a Vanguard AP? That thing really messes up air if you can get a good angle.
Yeah, I've gotten at least a dozen flyswats with that. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 05, 2014, 02:13:10 pm
In about two hours I will be participating in the Connery vs Cobalt Server Smash. 240vs240 on the PTS; the match will be streamed here (http://www.twitch.tv/inicast).

Maybe if you watch you'll see me headshotting lots of Europeans.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 05, 2014, 02:17:07 pm
And i'm still torn about what i sould buy... right now i'm torn between.

a - Rocket pods/Coyotes for my ESF
b - Crossbow
c - Strikur 4 muh hvy. i don't use the rocket launcher much against infantry anyway and having a multipurpouse rocket launcher against both air and ground simplefies things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 05, 2014, 02:18:55 pm
Rocket pods + thermal sights IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 05, 2014, 03:51:25 pm
Go for rockets, roflpods are a good way to farm kills and kill tanks.

Crossbow is a bit meh, slow projectile speed and heavy drop mean you're not going to hit anything that isn't standing still 50 meters in front of you. Commissioner and Underboss work better.
Striker is complete garbage now, not worth anywhere near a 1000 certs. You're better off getting both the grounder and SKEP for half the cost.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 05, 2014, 06:57:57 pm
BR ~50 people are just too strong x_X

I thought about that too when i started. After getting skill and knowledge in game you can easily beat BR99.
Love my shotgun when it comes in close range battles but can't live without my squad ;)
Fun game but after 300+ hours in it i'm taking brake and check back maybe in month or two.
Always fun to start fresh on different faction. I hope TR get it's shit together by then :)
Nanosuit upgrades help survivability...by a ton I've found out. Even a single upgrade could save lives.

You can beat br99's, but not br100's with maxed out everything. :P

A shotgun shell at close range will end them anyway. they are problematic not becayse they have godlike powers and items but because they are likely in a organized group where all sides are covered sensor darts fly left and right and your entire base is bombarded by a fleet of liberators and MBTs from the zerg that formed around them.
Headshot to the face + sniper rifle. ^ ^

*reads back*
Aww. SO I'm TR and probably facing you people as enemies. :c
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 05, 2014, 07:13:27 pm
What server are people talking about usually, anyway?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 05, 2014, 07:14:15 pm
All over the map.  Several of us are Mattherson (myself included), Jim's Connery I think, several on Miller, and what not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 05, 2014, 07:14:59 pm
I am either on miller or connery, I forget what one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 05, 2014, 07:17:10 pm
Interestingly enough, whenever I see people getting camped in a spawn I never see them pull back and grab vehicles from the next base in the lattice, they always just camp in the spawn room and wait to lose the facility. I don't know how viable counter-attacking from the next lattice would be though... because nobody has ever tried it from my experience... Hmmmm.
This so much.
-_-
I mean it couldn't hurt to bring in oh, armored and aerial reinforcements when such are dominating the spawn. :X

It seems most people play on European or American servers?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 05, 2014, 07:24:48 pm
Ah, Mattherson. I'm on there too. Probably haven't met any of you or ye guns yet though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 05, 2014, 07:42:20 pm
Interestingly enough, whenever I see people getting camped in a spawn I never see them pull back and grab vehicles from the next base in the lattice, they always just camp in the spawn room and wait to lose the facility. I don't know how viable counter-attacking from the next lattice would be though... because nobody has ever tried it from my experience... Hmmmm.
This so much.
-_-
I mean it couldn't hurt to bring in oh, armored and aerial reinforcements when such are dominating the spawn. :X

People do this, but only at the platoon and outfit level.

Everybody gives spawn room warriors crap, but there's not much any individual can do in the face of large numbers, organization, or both.

It seems most people play on European or American servers?

Most servers are European and American, so yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on April 05, 2014, 08:16:18 pm
Interestingly enough, whenever I see people getting camped in a spawn I never see them pull back and grab vehicles from the next base in the lattice, they always just camp in the spawn room and wait to lose the facility. I don't know how viable counter-attacking from the next lattice would be though... because nobody has ever tried it from my experience... Hmmmm.
This so much.
-_-
I mean it couldn't hurt to bring in oh, armored and aerial reinforcements when such are dominating the spawn. :X

People do this, but only at the platoon and outfit level.

Everybody gives spawn room warriors crap, but there's not much any individual can do in the face of large numbers, organization, or both.
Yeah. The issue is, most bases take, what?, 3-5 minutes to cap once you have the control console. The little bases at least. So, if you get 10-15 people who spawn there, you then have to convince them all to redeploy, get them to the base, spawn tanks, and back to the small base in the short time you have before it flips. If you try to do it solo, you just get lit up, at least if your a solo tank driver. I don't have too much luck with planes, except for the occasional late night gal bus.

Personally, I'd think your best bet for bringing something from a different base is an ESF with rockets. Not sure how long you'll last if they have a full armor column, but you could probably shake em up. From in the base, I've found that C4, smoke, and snipers are your best bet to do anything, or a decent max push.
Title: Re: Planetside 2 64 bit process
Post by: NobodyPro on April 05, 2014, 09:44:48 pm
Interestingly enough, whenever I see people getting camped in a spawn I never see them pull back and grab vehicles from the next base in the lattice, they always just camp in the spawn room and wait to lose the facility. I don't know how viable counter-attacking from the next lattice would be though... because nobody has ever tried it from my experience... Hmmmm.
It's especially baffling when an entire platoon doesn't realise they're being farmed for double experience. How do 45+ players not realise that ~40 yellow tanks with ammunition sunderers are farming them?

EDIT: This wasn't a spawn camp, it was a base camp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Greiger on April 06, 2014, 12:00:42 am
Crossbow is a bit meh, slow projectile speed and heavy drop mean you're not going to hit anything that isn't standing still 50 meters in front of you.
But it's so much fun to have a overconfident wraith think he can get just one more kill before going back to repair and shooting an explosive bolt into his cockpit!

...Really the only reason I have the crossbow is because I find the other sidearms underwhelming.  With a crossbow at least I can annoy armor.  Can't do much damage to anything more durable than a harrasser or wraith but it's amazing how many tanks panic and back off at full reverse pointing their gun straight up every time they see a damage indicator, no matter how insignificant the damage actually was.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 06, 2014, 03:43:02 am
I wish they bring back the stuff what was in PS1.
Nano vehicles and hackable doors. All i remember that capping base was more interesting and more time consuming.
Now it is easy as hell and is only fun for players who play PS2 2h a week.
And i play on Miller.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jelle on April 06, 2014, 05:10:07 am
Yeah they need to seriously reconsider the base capture mechanics. There is simply nothing fun about it right now and usually it boils down to camping a spawn while watching a timer tick away. It's pretty much the crux of the game to, yet they are apparently content leaving it shallow and uninteresting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on April 06, 2014, 07:11:25 am
Base capping is fun if it gets stuck in the stage where both sides have control over some points but not others.

I play on Waterson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 06, 2014, 08:54:30 am
NC MAXs do have a mid range weapon: Slugs.
Also, sniping just takes practice.

My favorite inf. loadout is:
SAS-R
   -Suppressor
   -3.4 Aim-point
NC 6 Mag Shot
   -Suppressor
   -Flashlight

The SAS-R can one hit KO enemies in CQC with a headshot and if you miss just whip out the Mag Shot and spam. With a bit of experience you still learn the bullet drop and still snipe. Use the Mag Shot or Desperado since the Rebel and revolvers aren't fit for spamming. Also the flashlight should be used on all sidearms to deal with stalker cloaks.

Until the straight pull bolt attachment is added to live servers, I would suggest putting the flashlight on the SAS-R as no other attachment for that slot does anything useful for it. Once the straight pull attachment is in, that might change depending on what slot it goes in.

I use the same loadout as my slot 1 infiltrator loadout except I use the flashlight on the SAS-R and a Rebel in the pistol slot, with a suppressor and laser sight.

I mean when there's two liberators daltoning your spawn room and you can only hope to survive by running outside like an infiltrator.
You can't pull vehicles or MAXes then... :/

If you don't have it, save certs up for the HA AA launcher. If you use it with a few other people libs will have to leave to repair, especially if you use the launcher in conjunction with other forms of AA that can keep hitting them past the launcher's range.


I don't think spawn room warriors should get crap like they do. If leaving the spawn room results in instant death all you're doing is feeding the other side certs. It's much better to just sit inside and do the same for your team as people run past the doors. Plus you can lay down an ammo pack and hit the xp cap for it really fast, or play medic and rez the poor fellows who decide not to be a 'spawn room warrior.'

Unless your side builds a max crash or at least forms up to run towards the nearest point at close to 50/50 pop, just stay inside and make you some certs.

Either that or go to the next base down the line and set up mines if no forward enemy vehicles are there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 06, 2014, 09:13:12 am
If the base has been so contained that it's impossible to leave the spawn room, you shouldn't be spawning there at all. So yeah, I think the hate on spawn room warriors is justified.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 06, 2014, 09:28:39 am
If the base has been so contained that it's impossible to leave the spawn room, you shouldn't be spawning there at all. So yeah, I think the hate on spawn room warriors is justified.

Cept it's a good source of XP for medics and enginners that drop ammo packs and heal/rez with impunity making it a decent source of XP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 06, 2014, 09:33:15 am
I wish they bring back the stuff what was in PS1.
Nano vehicles and hackable doors. All i remember that capping base was more interesting and more time consuming.
Now it is easy as hell and is only fun for players who play PS2 2h a week.
I have never played Planetside 1. I will however say that two bases (that I can think of) on Amerish have an interesting little mechanic. They are surrounded by a moat of hazardous chemicals which means instant death with some footbridges leading over the moat. There are two main bridges that consist mainly of an energy field, and the control console for them are located on the base side of the island. This means that in order for vehicles to get onto the main island they need to wait for infantry to capture the console thing and turn the bridge on. This makes things a bit more interesting, I feel, it's a bit like the anti-vehicle force fields except you can't gate diffuse them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 06, 2014, 09:35:12 am
The main reasons to leave in my opinion are if you want to drop mines at the next base before enemies show up and then switch to a HA with an anti-ground or AA launcher and find a nice hill, or pull a vehicle and set up between the two bases. Pulling an aircraft somewhere would be a good reason too.

If you are going to play infantry anyways and don't leave until <20s before the base caps you won't miss any potential reinforcement by your side that allow you to leave the spawn room by mass galaxy drops or an armor column rolling in, in addition to it being a source of xp.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 06, 2014, 11:41:01 am
That's why you throw an ammo pack in the spawn, redeploy, and head on to the next base to throw tank mines.  Best of both worlds!



And nothing beats getting a mine kill on a loaded sundy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 06, 2014, 11:52:08 am
Crossbow is a bit meh, slow projectile speed and heavy drop mean you're not going to hit anything that isn't standing still 50 meters in front of you.
But it's so much fun to have a overconfident wraith think he can get just one more kill before going back to repair and shooting an explosive bolt into his cockpit!

...Really the only reason I have the crossbow is because I find the other sidearms underwhelming.  With a crossbow at least I can annoy armor.  Can't do much damage to anything more durable than a harrasser or wraith but it's amazing how many tanks panic and back off at full reverse pointing their gun straight up every time they see a damage indicator, no matter how insignificant the damage actually was.
We're all armor newbies. Unless we're not.

Also crossbow?
...
Why do other factions get crossbows and the TR is stuck with...stuff that aren't crossbows. :I

That's why you throw an ammo pack in the spawn, redeploy, and head on to the next base to throw tank mines.  Best of both worlds!



And nothing beats getting a mine kill on a loaded sundy.
Do Tank mines still work if offline (and do you get xp for it)?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 06, 2014, 11:54:50 am
The crossbow is an NS weapon
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 06, 2014, 12:00:35 pm
That's why you throw an ammo pack in the spawn, redeploy, and head on to the next base to throw tank mines.  Best of both worlds!

And nothing beats getting a mine kill on a loaded sundy.
Do Tank mines still work if offline (and do you get xp for it)?

I believe that all deployables despawn if you change class, though don't quote me on that.


And the TR likes bullet hoses, like the MCG.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 06, 2014, 12:09:18 pm
AT Mines, C4, and AP Mines will stay if you change class.

C4 will disappear if you respawn.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 06, 2014, 01:44:14 pm
Usually when i see a giant zerg coming i go to another base and drop some AI mnes around an go hide in the spawnroom since at that point there is not real resaon to care.
Sin in spawn watch the enemy faction steamroll nearby TR defenders and get 2 kills with your mines + exp for giving out ammo... and maybe lob a few UBGL rounds in the general direction of attackers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on April 06, 2014, 02:25:46 pm
I'm one of those people who'll sit around in the spawn room. Useless, I know, but unless its mega-crowded (in which case there's probably a dozen medics) it's almost unmatched in XP farm via rez. Once in a while you can break the camp in the more spacious spawns via MAX spam coupled with immediate medic rez. Once the MAX clear the skies it's not too hard to push back.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 06, 2014, 04:47:51 pm
Also crossbow?
...
Why do other factions get crossbows and the TR is stuck with...stuff that aren't crossbows. :I

Crossbows are secondary weapons.

Do Tank mines still work if offline (and do you get xp for it)?

You definitely don't get experience for it. I don't think they stick around after you log off either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 06, 2014, 05:35:31 pm
@Jim Groovester
How did the server clash end up going? Any good tales to tell?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 06, 2014, 05:53:23 pm
Connery won. In the first half of the match we managed to take Eisa tech from Cobalt, and from there it was only a matter of keeping them away.

Highlights include the motivational speech for Connery at the start of the match (https://www.youtube.com/watch?v=gDuDaU4kGVU). The highlight for my outfit was when we pulled Prowlers and repair sunderers to defend the Elli Amp Station lane and destroyed all armor we came across. We pushed out into enemy territory and we were ordered back to Eisa to help fend off a major Cobalt push, and we managed to catch Cobalt pulling twelve or so Sunderers from Eisa mountain pass. We held the point at Eisa but eliminating all their spawns through a basically chance encounter may have sealed Cobalt's fate.

Apparently Connery air dominated, enabling our ground forces to move around in galaxies mostly uncontested.

Loading screens were also infuriating. The game would spend thirty seconds at 96%.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 07, 2014, 01:49:04 am
Suppresor or flash supressor, for a Heavy Assault?

edit; Also, I'm sad that while trying to unlock Nanoweave for HA, I unlocked Munitions Pouch ;___; Bye bye my 100 certs...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 07, 2014, 02:02:14 am
Which gun?

Also, neither.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 07, 2014, 04:05:40 am
TR default. It only has those two choices.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 07, 2014, 04:28:46 am
I stand by my original suggestion.

The CARV has such horrible horizontal recoil that you're far likelier to miss your shot because of bullshit side to side jitters instead of CoF bloom, so if you really want a barrel attachment, which I don't recommend, the Flash Suppressor is the way to go.

The Suppressor's reduced damage and velocity make it a pain to use, and HA is about the least stealthy class anyway, so you're not gaining very much by being able to hide your dot on the minimap.

edit; Also, I'm sad that while trying to unlock Nanoweave for HA, I unlocked Munitions Pouch ;___; Bye bye my 100 certs...

Get Advanced Shield Capacitor and Resist Shield if you want a relatively cheap but incredibly useful combo for HA. ASC + Resist Shield is pretty competitive, and lots of MLG ready 1337 xXx420noscopeYOLOblazeitxXx people use it as their preferred ability and suit slot.

I use Adrenaline Shield myself, because it's more fun and because it's powered by the blood of my enemies. With Resist Shield, there is an upper limit to the damage you can take. With Adrenaline Shield, there is no such limit if you can kill people quickly enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 07, 2014, 07:27:31 am
I mean when there's two liberators daltoning your spawn room and you can only hope to survive by running outside like an infiltrator.
You can't pull vehicles or MAXes then... :/

If you don't have it, save certs up for the HA AA launcher. If you use it with a few other people libs will have to leave to repair, especially if you use the launcher in conjunction with other forms of AA that can keep hitting them past the launcher's range.
I have a lockon heavy, but the range was nerfed and I get killed even before being able to lock on. :D

@ spawn room warriors: It's much better to pull infiltrators and harass them at the point. I've turned the tide by holding the point for the extra 15 seconds needed for some galaxies to arrive several times, so that is a good idea to do.
(And I'm guilty of EMPing the spawn room to get infiltrator darts of of it... sorry >.>)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 07, 2014, 07:59:22 am
Hehe, the main reason I wanted a supressor was because I like the suppressed weapon sound XD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on April 07, 2014, 11:46:59 am
oh dear

there are SLOTS for these things? here I thought everything I was unlocking was just passively helping me

cert death via retardation, screw me lol
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 07, 2014, 01:24:15 pm
I stand by my original suggestion.

The CARV has such horrible horizontal recoil that you're far likelier to miss your shot because of bullshit side to side jitters instead of CoF bloom, so if you really want a barrel attachment, which I don't recommend, the Flash Suppressor is the way to go.

The Suppressor's reduced damage and velocity make it a pain to use, and HA is about the least stealthy class anyway, so you're not gaining very much by being able to hide your dot on the minimap.

edit; Also, I'm sad that while trying to unlock Nanoweave for HA, I unlocked Munitions Pouch ;___; Bye bye my 100 certs...

Get Advanced Shield Capacitor and Resist Shield if you want a relatively cheap but incredibly useful combo for HA. ASC + Resist Shield is pretty competitive, and lots of MLG ready 1337 xXx420noscopeYOLOblazeitxXx people use it as their preferred ability and suit slot.

I use Adrenaline Shield myself, because it's more fun and because it's powered by the blood of my enemies. With Resist Shield, there is an upper limit to the damage you can take. With Adrenaline Shield, there is no such limit if you can kill people quickly enough.
Resist shield would be good if it didn't cause slow down, or atleast less slow down
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on April 07, 2014, 09:16:43 pm
Anyone else kinda annoyed with everything SOE's done recently? I don't want to sound like the forums but honestly, either the devs are trolling us, or they seriously don't playtest their own shit. I mean, that stupid mission system blocks out the capture level of a region you're in if the mission system decides that it doesn't want you in that region. It'll say "go capture this place" in the area where the time until cap should be. I've been screwed over by that numerous times since it came out. Plus, that giant glowing thing on your screen is pretty annoying, at least to me. Just let me go where I want! There should at least be an option to turn it off.

The thing that really irks me though, and seems like blatant trolling on the part of the devs, is that stupid VO when you take a control point, or lose one. It annoys the hell out of me, and any sane person. And I can't turn it off, because the mission system means that half the time, the VO is my only indication of when the base is about to fall. It just irks me. That coupled with a few other issues makes me want to leave Planetside 2 for at least a few more months. Or at least until a month after Hossin is introduced so they can take care of most of the gamebreaking bugs that'll naturally come about with its release.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 07, 2014, 09:27:32 pm
The thing is SOE decide to make a lot of things (the mission system, where you can/cannot spawn) based on where you currently are or where they think you should go. None of it is based on squad or personal waypoints, which would make more sense since it's essentially telling the system 'this is where I want to be'. The mission system is mainly just for solo newbies who have no idea what's going on. Anybody who's in a squad, even if somewhat disorganized, is probably going to know where they should go.

From what little I understand of the mission system that's in the game right now is more of a prototype than anything else. (I think) missions are something that 'commanders' (???) are going to be able to throw down to tell the zerg where to go with what kind of vehicles.

The voiceover -is- pretty annoying, some kind of sound cue would be way simpler. Something like the alert... alert (alert notification?) except much less jarring and lengthy could probably work, a 'bad' sound when a point is lost and a more cheerful variation when one is secured.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on April 07, 2014, 09:29:38 pm
From what little I understand of the mission system what's in the game right now is more of a prototype than anything else. (I think) missions are something that 'commanders' (or something?) are going to be able to throw down to tell the zerg where to go with what kind of vehicles.

We have that though, with the attack and defend indicators you can place on the map.

The voiceover -is- pretty annoying, some kind of sound cue would be way simpler. Something like the alert... alert (alert notification?) except much less jarring and lengthy could probably work, a 'bad' sound when a point is lost and a more cheerful variation when one is secured.

Do we even need a notification? Did the lack of one bother you before?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 07, 2014, 09:32:27 pm
I have never touched to attack and defend notifications, or even really noticed them, so I don't really know much about them.

No notification never really bothered me, I usually noticed the icon when it flashed on the HUD, but some people might be too engaged in something to notice that they're losing an objective. I can only imagine that people must have been complaining about not knowing that a point was flipped somehow, otherwise I don't see any reason why a notification was added in the first place. If that is the case then I have no idea what they were thinking.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 07, 2014, 09:44:34 pm
By commander do you mean squad leader?
Because squad leaders cant do jack with missions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 07, 2014, 09:55:06 pm
I must be misremembering something, but I seem to remember reading something in their little 'roadmap' that suggested that missions would be player controlled in some way... somehow.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 08, 2014, 12:18:28 am
I must be misremembering something, but I seem to remember reading something in their little 'roadmap' that suggested that missions would be player controlled in some way... somehow.
Eventually. I remember seeing that as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on April 08, 2014, 06:15:12 am
From what little I understand of the mission system that's in the game right now is more of a prototype than anything else. (I think) missions are something that 'commanders' (???) are going to be able to throw down to tell the zerg where to go with what kind of vehicles.
That's weird, I thought that missions already changed depending on orders. Whenever I'm rolling with the R18 'Mobile Bananas' the mission always seems to be right next to my squad marker.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 08, 2014, 06:32:19 am
I must be misremembering something, but I seem to remember reading something in their little 'roadmap' that suggested that missions would be player controlled in some way... somehow.
Eventually. I remember seeing that as well.
From what I recall what was stated in the roadmap for the initial pass of missions was that, squad/platoon leaders would be able to look towards the marker for a base and designate an attack/defend mission. Other missions such as designating locations for air support/air defense/armour/bombing would come in later passes. If there wasn't a mission designated by the squad/platoon leader then the game would generate one depending on current fights/territory.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 08, 2014, 03:10:41 pm
From what little I understand of the mission system that's in the game right now is more of a prototype than anything else. (I think) missions are something that 'commanders' (???) are going to be able to throw down to tell the zerg where to go with what kind of vehicles.
That's weird, I thought that missions already changed depending on orders. Whenever I'm rolling with the R18 'Mobile Bananas' the mission always seems to be right next to my squad marker.

The squad leader's mission is the squad's mission and your squad leader is probably next to the squad waypoint.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 08, 2014, 03:58:48 pm
Recommend me a system that will play Planetside 2 at 60fps (outside of biolabs or giant melees, but preferably still ~30 in melees).

My current system only manages about 30 max, and that only when I'm pretty much alone by myself. Pretty frustrating.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 08, 2014, 04:05:11 pm
I have a i5 2500K and a 560 TI and I get roughly those framerates. You should be able to do just as well with more modern components.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 08, 2014, 05:03:31 pm
You have a 560 TI and get a smooth 60fps? I have a 660 TI and very clearly do not. It's night and day the difference between my gameplay and gameplay videos by people with more up-to-date gaming rigs.

But I also only have 6 gig of ram and a core 2 duo. Not sure where your CPU falls in comparison.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 08, 2014, 05:14:13 pm
What model core 2 duo? In general the i5 2500K is about 50% to 100% "better" than the core 2, but it depends on model.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 08, 2014, 05:15:51 pm
Planetside 2 is a very CPU dependant game. You need a decent CPU and RAM to run it decently. The small RAM is definitely hurting you. Not sure what the numbers are on that CPU, but it sounds old. Not to mention it could be a bottleneck for your GPU, making it seem slower than it is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 08, 2014, 05:27:42 pm
Planetside 2 is a very CPU dependant game. You need a decent CPU and RAM to run it decently. The small RAM is definitely hurting you. Not sure what the numbers are on that CPU, but it sounds old. Not to mention it could be a bottleneck for your GPU, making it seem slower than it is.
Depending on OS and what all you are doing in the background, 6 gigs of RAM should be ok. Remember that Planetside is still 32bit and still runs into the issues 32bit applications have with ram limitations, so having much past 8 gigs gives diminishing returns, and 6 gigs should be okay. I have 16 gigs and Planetside rarely uses more than 2.5-3 gb of my ram.

Also settings are really important. I'm on a laptop and I still get 60+fps when not fighting and easily 35-40 during 60v60 fights, simply because I don't have my graphics turned up to the max and I took an hour to tweak my graphics so I rarely have a lot of extra CPU or GPU power that isn't being used because one of them is limiting. Look up a few guides for tweaks.

edit: But yeah, that CPU is probably the limiting factor here. Check your fps in game and see whether the [CPU] or [GPU] pops up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 08, 2014, 05:31:27 pm
Shutdown shadows first if you're tweaking graphics, it'll probably have some effect.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 08, 2014, 05:50:32 pm
Yeah, for me, shadows at ultra bring my FPS to 45 while at warpgate. Shadows at high and my FPS is 56/57, shadows off and it's 65-70. Shadows off will net some fps.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 08, 2014, 07:26:44 pm
Depending on OS and what all you are doing in the background, 6 gigs of RAM should be ok. Remember that Planetside is still 32bit and still runs into the issues 32bit applications have with ram limitations, so having much past 8 gigs gives diminishing returns, and 6 gigs should be okay. I have 16 gigs and Planetside rarely uses more than 2.5-3 gb of my ram.

Windows usually hogs a bunch of RAM too, along with whatever else you have running in the background. Yeah, you should be "okay", but I still consider 8 Gigs the minimum for running modern games smoothly.

In this case though, a CPU upgrade would definitely make the biggest difference.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 08, 2014, 07:39:06 pm
Or, if you are unlucky to have Vista or 8, get windows 7.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on April 08, 2014, 08:52:18 pm
Or, if you are unlucky to have Vista or 8, get windows 7.

Alternatively, if you have 8, just stick with it. Since it's, y'know, better than 7.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 08, 2014, 08:56:39 pm
Or, if you are unlucky to have Vista or 8, get windows 7.

Alternatively, if you have 8, just stick with it. Since it's, y'know, better than 7.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 08, 2014, 08:56:55 pm
I turn off shadows in all games, since I know how much of a performance hog it is.

Just got through an alert; as expected, it does appear to be the CPU that's the problem. Sitting in a non-alert warpgate I had about 45, 50, tagged [CPU]. Fighting anywhere was basically 10fps on top of the pixelation from the lower graphics settings I was trying to use (medium-low) to improve FPS; suffice to say, I'm pretty much useless.

I'll look at upgrading the CPU and may as well throw in as much RAM as I can while doing so, since it's going to require a motherboard upgrade as well. I know how much MMOs are generally CPU limited but I didn't think the core 2 duo was that out of date. (Not sure exactly what model it is, but dxdiag says "Intel Core 2 Duo E6850 @ 3.00 Ghz".)

Maybe I'll also get a second 660 TI throw in a larger/widescreen monitor as well (my current monitor is LCD but max 1280x1024).

I wonder if upgrading the CPU will also solve the freezing I get occasionally in PS2 and more often in RIFT. Not 100% sure what's happening, all I know is that the game kind freeze for a bit, blacks out, but then recovers. It's usually accompanied by Firefox crashing. When it happens in PS2, people start rubber banding all over the place, and the game (that is, the server) probably thinks I'm doing it too because I kept getting warnings about being in a restricted area whenever I move, even an inch, in the direction of a locked spawn point in the biolab. In Rift, actions feel like they're delayed by a quarter of a second or something, most obviously seen when I run the mouse quickly across menu buttons, where the button highlights one or two buttons "late". Now that I think of it, going to check windows event viewer next time to see if it's something graphics-card/driver related or otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 08, 2014, 08:59:48 pm
There's a known issue in Planetside 2 with NVIDIA graphics cards and drivers where the display driver completely shuts down for a few seconds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 08, 2014, 09:01:26 pm
Yeah, your CPU is over 5 years old, so I'd suggest an upgrade. Being CPU limited in a non combat situation means either you have an amazing graphics card, or in your case, your CPU is starting to suck.

Freezing problems could be because of NVIDIA. Roll back your drivers to 332 and see if it helps. I used to crash every 20 minutes on 335 drivers when playing planetside.

EDIT: Also the new beta drivers that are out seem to be fine, though I've only been using them for a few hours. No crashed though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 08, 2014, 09:21:39 pm
Dodging magriders is fun.

Especially when they go OVER you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 08, 2014, 09:29:51 pm
That's when you put a couple bricks of C4 on the underside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on April 09, 2014, 02:17:13 am
There's a known issue in Planetside 2 with NVIDIA graphics cards and drivers where the display driver completely shuts down for a few seconds.
So that's what's causing that. I thought something was melting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 04:58:15 am
The darklight flashlight seems so useless (on a sidearm). Spotted an enemy infiltrator from...feet away.
Cue same infiltrator shooting my face off with a pistol. :V
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 09, 2014, 05:46:56 am
... you got the darklight? >_>

Ya shouldn't have, it's more of a situational addon in case you KNOW there is an infil nearby.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 09, 2014, 06:16:56 am
There's a known issue in Planetside 2 with NVIDIA graphics cards and drivers where the display driver completely shuts down for a few seconds.

But it doesn't happen only in PS2; do you happen to know if its a known issue with other games as well?

I actually haven't updated my drivers in a while (last update Sept 2013), so my current version is older than the 332 Mono suggested.

I'll get 332 anyway. I think it is probably a card/driver issue since it only happens with fairly intensive games (PS2 and Rift being the most graphics-intensive games I've been playing lately), but I figure it could also be an overheating problem (although those tend to just bluescreen, don't they?) or a bottleneck somewhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on April 09, 2014, 06:31:13 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on April 09, 2014, 06:34:38 am
All I know is that I was in an outfit though playing in a squad with a friend, when one of the outfit leaders came on chat, said he was creating a squad and he wants people to ditch their squads and join him, and that he understands if people are playing with friends but wants us to notify him whenever we are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 09, 2014, 06:48:58 am
I updated to 332 and used the GeForce experience thing to see what optimal settings might be... Apparently, according to the program I my system doesn't even meet the "minimum requirements for optimal settings". The optimal option basically sets everything to minimum, which I would argue is unplayable since trying to find a target is like trying to distinguish smear of pixels from other smears of pixels; there's no clarity of distinction between targets and terrain at relatively close quarters (~25-50m?) to say nothing of longer ranges like across a field while defending or attacking a tower. Hilariously, it still recommended setting shadow quality to Low rather than Off.

I find it strange the program can modify graphic settings outside the game but doesn't let you adjust individual settings.

Edit: Based on that program I adjusted some settings, set Render Quality to 100 but most other settings to the minimum. Now ~100 in a warpgate, although still only about 30~ in a small melee (pretty much just two friendly squads and two enemy squads) which still isn't quite smooth enough in my experience.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 09, 2014, 07:24:51 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?
It does, when your outfit has at least one leader. It actually feels like you're doing things! :P

It helps that the leader of my outfit also talks about what he's thinking as he makes orders.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on April 09, 2014, 07:41:12 am
I updated to 332 and used the GeForce experience thing to see what optimal settings might be... Apparently, according to the program I my system doesn't even meet the "minimum requirements for optimal settings". The optimal option basically sets everything to minimum, which I would argue is unplayable since trying to find a target is like trying to distinguish smear of pixels from other smears of pixels; there's no clarity of distinction between targets and terrain at relatively close quarters (~25-50m?) to say nothing of longer ranges like across a field while defending or attacking a tower. Hilariously, it still recommended setting shadow quality to Low rather than Off.

There should be a graphics quality slider or something like that, I don't remember exactly what it's called.

Just increase that till you're happy. The performance hit is not too bad from that slider, so you should still be able to play

And turn shadows off completely even if it tells you low. Shadows are (afaik) calculated on the cpu and this game uses a lot of cpu power even after the optimizations.

Edit: and I can see in your edit that you already did that (render quality was the slider I was thinking of)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 09, 2014, 07:58:41 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?
It does, when your outfit has at least one leader. It actually feels like you're doing things! :P

It helps that the leader of my outfit also talks about what he's thinking as he makes orders.
I usually lone wolf in my NC char's outfit since the leader, though pretty nice, doesn't really know what he's doing. :P

On my VS alt, though, I run squad a lot more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 08:00:02 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?
It does, when your outfit has at least one leader. It actually feels like you're doing things! :P

It helps that the leader of my outfit also talks about what he's thinking as he makes orders.
I need an outfit that doesn't require teamspeak ;_;
*stares at Reudh*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 09, 2014, 08:03:23 am
You have to leave SOCA and reach BR 10 to join PG12, you know ...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Talvieno on April 09, 2014, 09:03:03 am
D: DF PS2? Awesome. I played some earlier this year, but stopped after a while because the outfit grew to 300+ and the leaders were trying to stuff me into leadership positions (and I kept accepting). I think I got to BR 35 or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 09, 2014, 09:11:54 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?
It does, when your outfit has at least one leader. It actually feels like you're doing things! :P

It helps that the leader of my outfit also talks about what he's thinking as he makes orders.
I need an outfit that doesn't require teamspeak ;_;
*stares at Reudh*

In game comms are so unpredictable, that's not really an option for any serious outfit.
VCO on Mattherson doesn't require TS, but you'd be limited to a ground grunt with no chance for advancement.

The darklight flashlight seems so useless (on a sidearm). Spotted an enemy infiltrator from...feet away.
Cue same infiltrator shooting my face off with a pistol. :V

The darklight is required to spot stalker infiltrators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 09:56:28 am
The darklight is required to spot stalker infiltrators.
So short ranged. >.>
So mostly useless. <.<
You have to leave SOCA and reach BR 10 to join PG12, you know ...
I'm...21? I think? And mostly just by repairing or healing up peoples. :<
I can't drive an aircraft for my life and really wonder how many MANY other people are able to fly in one direction...SIDEWAYS DX
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 09, 2014, 10:26:24 am
What the... tiruin, how many hours did you play? You're already the same BR as me o_O

As for aircraft, you need a lot of experience and certs, for the upgrades. :P

Also, I recommend not getting flashlights or supressors or vehicle upgrades. Focus on your character for now, such as class certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 10:29:15 am
What the... tiruin, how many hours did you play? You're already the same BR as me o_O
Engineer > Repair.
Medic > Revive.
I only played...like, 24 hours-ish? x3 That initial boost helped a lot.
Also, follow your teammates in capturing a place.
Alsoalso: Headshot + infiltrator. Nobody can resist it! MWAHAHAHAHAAAA <3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 09, 2014, 11:39:06 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?


Yeeeeeeep.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 11:54:02 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?


Yeeeeeeep.
Really? I didn't notice. :c
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 09, 2014, 12:06:58 pm
I need to find an outfit at somepoint. But ya'll are all busy with NC or TR as far as I can tell the last few pages.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on April 09, 2014, 12:56:47 pm
The darklight is required to spot stalker infiltrators.
So short ranged. >.>
So mostly useless. <.<
You have to leave SOCA and reach BR 10 to join PG12, you know ...
I'm...21? I think? And mostly just by repairing or healing up peoples. :<
I can't drive an aircraft for my life and really wonder how many MANY other people are able to fly in one direction...SIDEWAYS DX
The starter pistols are relatively blah compared to the Commisioner most infiltrators run around with. Considering headshots with it can one shot other infiltrators, and two shot anything else, yeah, there is a big difference, plus it has a bit better range. If you really want to hunt infiltrators, you put a flashlight on your main gun, but that slows things down, so probably not a good idea.

Personally, I am of the opinion that if there is something you want to do better, just do it constantly. I couldn't snipe with an infiltrator for the life of me, 3 days of nothing but infiltrator, and I'm passable with it. Want to bring galaxies to fights? start spamming them whenever I find a full squad that seems relatively competent. Now, I can actually get a galaxy to the fight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on April 09, 2014, 01:00:09 pm
I need to find an outfit at somepoint. But ya'll are all busy with NC or TR as far as I can tell the last few pages.

I'm VS on Connery, as are a couple other Bay12ers. Not enough for an outfit though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 09, 2014, 01:31:19 pm
Not enough you say? 1 is enough to make one, 2 is enough to have an outfit squad, and 12 is a good enough outfit to actually have a meaningful tag.
:P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 01:35:15 pm
Personally, I am of the opinion that if there is something you want to do better, just do it constantly. I couldn't snipe with an infiltrator for the life of me, 3 days of nothing but infiltrator, and I'm passable with it. Want to bring galaxies to fights? start spamming them whenever I find a full squad that seems relatively competent. Now, I can actually get a galaxy to the fight.
Err, yeah. On that matter...

I mean the controls.
The bloody controls.
I have no idea how to fly the darn plane correctly, to hover in midair or do those eagle-swoops I see most other pilots do!
I can't even slow down and point my nose correctly: the Mosquito (TR Fighter aircraft) keeps on moving.

Also Infiltrator is easy. I hear NC and VS get bolt-action rifles on the get-go? >_> Get a 10x or so long range scope, 'shift' for stability, headshot. :3

Also on another note: What I hate about big games is that I can't join them at all.
Everything starts to literally flip around.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 09, 2014, 01:47:58 pm
I need to find an outfit at somepoint. But ya'll are all busy with NC or TR as far as I can tell the last few pages.

I'm VS on Connery, as are a couple other Bay12ers. Not enough for an outfit though.
Where is Connery at? I don't have the greatest of fps as it is, I doubt I could go very far.

As for Aircraft, I'd like to use one. But I can't figure out how to fly the bloody thing, not the Scythe or the Lib or the Galaxy. I can tell it uses the keyboard and the mouse, but not what does anything besides shooting things and crashing into VR terrain. Moving forward works.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 09, 2014, 02:04:10 pm
That's when you put a couple bricks of C4 on the underside.
Sadly, I dont have that yet.


As for what I play with, I am NC on Connery, NC on another server and VS on... Ceries?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 09, 2014, 04:09:25 pm
I can fly well enough to reliably not crash into the terrain, assuming I'm in a Reaver.  Lib... the ground is still a good possibility.


Best still was one time in an outfit squad with a seriously drunk gal pilot, who managed to crash it into a tree about three feet outside the warpgate, killing everyone on board.  It was so absurd it was just funny.  The best part was he pretty much just passed out five minutes later, just going afk and not coming back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 09, 2014, 04:20:58 pm
I mean the controls.
The bloody controls.
I have no idea how to fly the darn plane correctly, to hover in midair or do those eagle-swoops I see most other pilots do!
I can't even slow down and point my nose correctly: the Mosquito (TR Fighter aircraft) keeps on moving.

Some of that is cert unlocks. The default ESF frames can't hover, for example. They kind of can in the sense that you can reduce your horizontal speed to zero or near zero and then constantly manage your vertical speed to stay in relatively the same location, but with the proper certifications the ESF can be made to hover in the same location without any further input.

Likely the same is true with swooping since it improves pitch/yaw acceleration, letting you pull up or roll/bank faster (I don't remember if those are separate frames, though).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 09, 2014, 04:46:21 pm
The darklight is required to spot stalker infiltrators.
So short ranged. >.>
So mostly useless. <.<

Useless compared to what? The laser sight? If you are using your sidearm at a range where you need to use the laser to be effective, you should be ADS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 09, 2014, 05:02:58 pm
I mean the controls.
The bloody controls.
I have no idea how to fly the darn plane correctly, to hover in midair or do those eagle-swoops I see most other pilots do!
I can't even slow down and point my nose correctly: the Mosquito (TR Fighter aircraft) keeps on moving.

The ESFs have two modes: cruising mode, where the engines point back (or there are contrails if you're a VS weenie), and hover mode, where the engines point down (or the contrails disappear). All the cool swooping around maneuvers and shit are done in hover mode. In hover mode, engaging the afterburners actually pushes you upward instead of forward like in cruising mode. It's my understanding that doing this, in combination with keeping your nose pointed at your target, is the basis for advanced flight maneuvers.

I'm no pilot though. I can fly around but I can't dogfight worth crap.

Of course, if you do figure it out, you can join the ranks of the truly elite; those who engage in the most noble and purest form of combat known to man, which is to say, hover nosegun dogfights. All other fights, like infantry fights or tank fights, pale in comparison to the glory of those who battle in the heavens.

Useless compared to what? The laser sight? If you are using your sidearm at a range where you need to use the laser to be effective, you should be ADS.

But if you put the laser sight on, then at those ranges, you don't need to ADS, which is extra mobility.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 09, 2014, 05:24:45 pm
I'm most impressed with the guys who can do this (http://www.youtube.com/watch?v=wQZJxj8h81E).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 05:38:07 pm
I mean the controls.
The bloody controls.
I have no idea how to fly the darn plane correctly, to hover in midair or do those eagle-swoops I see most other pilots do!
I can't even slow down and point my nose correctly: the Mosquito (TR Fighter aircraft) keeps on moving.
[...]
Of course, if you do figure it out, you can join the ranks of the truly elite; those who engage in the most noble and purest form of combat known to man, which is to say, hover nosegun dogfights. All other fights, like infantry fights or tank fights, pale in comparison to the glory of those who battle in the heavens.
You write things to masterfully poetic.

I'm most impressed with the guys who can do this (http://www.youtube.com/watch?v=wQZJxj8h81E).
Bookmarked for later when I can actually watch this :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 09, 2014, 05:40:59 pm
I'm most impressed with the guys who can do this (http://www.youtube.com/watch?v=wQZJxj8h81E).

I'm more impressed by the "I hope they fixed that" of the cloaked flak running over people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 09, 2014, 06:37:26 pm
Right, so I have checked and for my players I am NC on Connery and Ceres and VS on Miller.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on April 09, 2014, 07:40:08 pm
I'm most impressed with the guys who can do this (http://www.youtube.com/watch?v=wQZJxj8h81E).

Watched more of his videos. Holy shit, that guy is an amazing pilot. I mean, I thought I was okay... Nope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 09, 2014, 07:58:12 pm
There was one dude linked to back a few pages, he was shockingly good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 09, 2014, 08:01:44 pm
The darklight is required to spot stalker infiltrators.
So short ranged. >.>
So mostly useless. <.<

Useless compared to what? The laser sight? If you are using your sidearm at a range where you need to use the laser to be effective, you should be ADS.
What is ADS?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 09, 2014, 08:03:04 pm
Aim Down Sights

Default is right click
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 09, 2014, 08:19:45 pm
...
...
People dont aim down sights? Ir reduces dispersion...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 09, 2014, 08:22:09 pm
...
...
People dont aim down sights? Ir reduces dispersion...
Its less people don't aim and more not everyone immediately think its called ADS. Usually I hear 'Aiming' or 'scope mode' from people I've played shooter things with.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 09, 2014, 08:34:14 pm
True enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 08:56:27 pm
...
...
People dont aim down sights? Ir reduces dispersion...
Its less people don't aim and more not everyone immediately think its called ADS. Usually I hear 'Aiming' or 'scope mode' from people I've played shooter things with.
And pretty much how the acronym is used. >_>

On that note...Toaster's video showed the Reaver evading by spinning...well, rolling?
Huh. Didn't know that could work that way. Every darn time I tried evading, people hit me and that was by running away in curvy curves :I
Either I played against competent AA players or I'm just unlucky. <_<
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 09, 2014, 09:12:35 pm
Well, it is apparently easy for the TR.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 09, 2014, 09:28:00 pm
Well, it is apparently easy for the TR.

O_o
Well, at least there's something I know I've been doing right since the start.
Yay physics knowledge!
No wonder I can get kills as a medic :D
Well, not as good at that guy but still.
Now I know what to plan for...in the next months to earn~
creds cost so much ;-;
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 09, 2014, 10:00:07 pm
There are alot of things in that vein, many, many tutorials there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on April 09, 2014, 10:10:26 pm
Personally, I tend to dislike heavy assault because it relies too much on who shoots first. As light assault, I avoid the problem by killing people before they realize that someone is shooting them from above.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 09, 2014, 10:25:36 pm
But HA lets you win every fight you should and many fights you shouldn't. Like situations where somebody gets the drop on you and starts shooting at you.

I've won 3v1s as Heavy Assault.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 09, 2014, 10:40:41 pm
But HA lets you win every fight you should and many fights you shouldn't. Like situations where somebody gets the drop on you and starts shooting at you.

I've won 3v1s as Heavy Assault.
Rolling a medic can let you win way too many fights you shouldn't. The number of times I have popped a squat and hit my ability while firing full auto with the Corvus as VS and won against a HA with its shield up is ridiculous. Being able to self heal and hitting the ability as soon as you get shot or right before you get shot can let you survive almost any 1v1, and 2v1 isn't out of the question either. If you get the drop, you can even win 3v1 or 4v1 as a medic if you're upgraded.. and this is with the Corvus at short range. If I was using the H-V45 at close range I would easily win 2v1 and 3v1 close encounters. Medic's are easily one of the most powerful classes imho, simply because the assault rifles have decent range, good firing rate, nice damage, and they can self heal. If you don't get headshot by an infiltrator, you can generally kill them if they are within 400m. If you pop a squat and hit that ability, you can kill HAs. The only thing that eats me up is 1v1 against a MAX, and that's just because generally I can't get close enough to plant C4 on them before they dash off and pick me at range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on April 09, 2014, 11:08:57 pm
I need to find an outfit at somepoint. But ya'll are all busy with NC or TR as far as I can tell the last few pages.

VS here, though I don't post much. If you're on Mattherson send off a friend request to Zonas. I'm the PL in a VS outfit on the server. Where casual, no real requirements, and we don't require out of game VoIP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 10, 2014, 12:03:40 am
I need to find an outfit at somepoint. But ya'll are all busy with NC or TR as far as I can tell the last few pages.

VS here, though I don't post much. If you're on Mattherson send off a friend request to Zonas. I'm the PL in a VS outfit on the server. Where casual, no real requirements, and we don't require out of game VoIP.
Which outfit? I've been messing around with DaPP but if we have B12 in a VS Mattherson outfit I'd join.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on April 10, 2014, 12:29:45 am
It's DaPP, Hell I just saw you at tonight's alert.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 11, 2014, 03:55:39 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?
It does, when your outfit has at least one leader. It actually feels like you're doing things! :P

It helps that the leader of my outfit also talks about what he's thinking as he makes orders.
I need an outfit that doesn't require teamspeak ;_;
*stares at Reudh*

PG12 does not require teamspeak. It does require ps2's in-game voice system to be switched on, so you can hear Bungins' orders. Leave SOCA and I can send an invite when I am next on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 11, 2014, 04:09:25 am
Is it just me or does joining an outfit completely change how the game plays? Is this what competitive gaming feels like?
It does, when your outfit has at least one leader. It actually feels like you're doing things! :P

It helps that the leader of my outfit also talks about what he's thinking as he makes orders.
I need an outfit that doesn't require teamspeak ;_;
*stares at Reudh*

PG12 does not require teamspeak. It does require ps2's in-game voice system to be switched on, so you can hear Bungins' orders. Leave SOCA and I can send an invite when I am next on.

It does require ps2's in-game voice system to be switched on
ps2's in-game voice system
That's the thing with the V key right?
I'm out of SOCA, though I don't know how to send a message to the guy who invited me (who, incidentally...is one of their high ranking peoples .__.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tack on April 11, 2014, 07:32:11 am
Booted it. 8GB update.
No Ty.
Haven't played for too long.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 11, 2014, 09:17:18 am
Is the airhammer supposed to be NC's unique A2G weapon? Because I've been using it the past few days, and it seems better for A2A to me. Especially against Libs because more pellets hit. It seems better than the rotary for my preferred hit and run tactics.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 11, 2014, 09:21:10 am
...Only now do I see that there's a 250 cred secondary weapon available. >_>
Nice one expensive 1k prices filling up my screen. :I
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 11, 2014, 09:50:13 am
The Air Hammer is an interesting weapon.  Despite SOE's boner for giving NC shotguns and calling them unique, the Air Hammer actually qualifies as unique.  You give up range for versatility.

Unlike the Canister vehicle shotgun secondary, which is absolutely terrible.


There are a lot of good 250 cert weapons these days.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 11, 2014, 10:17:16 am
Air hammer's 1k, right?
(Haven't been able to play recently... Did the last patch increase performance at all?)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 11, 2014, 10:31:54 am
But does airhammer actually do more damage than rotary at point blank range, or is it just my excitement about a new playstyle I'm picking up?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 11, 2014, 12:43:43 pm
Air hammer is supposed to be the anti-infantry ground attack gun for the Reaver. It used to be OP in that Reavers would fly around and kill everything in the air with it.

I'm not up to speed on all the dynamics of the current air game but I believe it's still regarded as the best A2G nose gun for fighting other air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 11, 2014, 02:28:45 pm
ps2's in-game voice system
That's the thing with the V key right?
I'm out of SOCA, though I don't know how to send a message to the guy who invited me (who, incidentally...is one of their high ranking peoples .__.)
The V key is for useful things, Reudh's talknig about the ingame Voip, which you don't need a mic to listen to. (thoguh I should get a mic soon)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 11, 2014, 05:38:26 pm
Completely irrelevant, but I was just checking my stats now and I noticed I have 1337 headshots.

I also believe I'm playing better now that I've turned shadows off, at least I seem to be getting a better k/d
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on April 11, 2014, 05:41:49 pm
I also believe I'm playing better now that I've turned shadows off, at least I seem to be getting a better k/d

That's very likely given that shadows both tank your framerate and make it harder to spot enemies, especially Vanu inside buildings, especially at night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mono124 on April 12, 2014, 03:20:18 pm
It's DaPP, Hell I just saw you at tonight's alert.  :P
What's your name in game?

edit: Nevermind, I'm dumb and can't read.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 13, 2014, 05:31:10 am
The overall commander for the Connery forces during the Connery vs Cobalt Server Smash match (that I participated in) last Saturday made a half-hour summary of the match (https://www.youtube.com/watch?v=mmWghVjTAFY), featuring narrated footage from the battle from multiple players. It's edited so that multiple perspectives are shown during the same battle. E.G., there are a couple ESF duels with the perspective of both players, and perspectives from different players in combined arms pushes.

It's pretty cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 13, 2014, 10:42:06 am
Well, I introduced a friend to the game.

He got wafflestomped by the TR and gave up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: kisame12794 on April 13, 2014, 10:43:38 am
The overall commander for the Connery forces during the Connery vs Cobalt Server Smash match (that I participated in) last Saturday made a half-hour summary of the match (https://www.youtube.com/watch?v=mmWghVjTAFY), featuring narrated footage from the battle from multiple players. It's edited so that multiple perspectives are shown during the same battle. E.G., there are a couple ESF duels with the perspective of both players, and perspectives from different players in combined arms pushes.

It's pretty cool.

Dat speech. Really makes me want to get back into this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 13, 2014, 04:10:28 pm
My proximity mines don't seem to be working. Anyone else having the same problem?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 13, 2014, 08:45:29 pm
My proximity mines don't seem to be working. Anyone else having the same problem?
What kind of mines? If it's a TR Claymore--they are facing a direction instead of omnidirectional (Tradeoff = higher damage), in which it faces the direction you face when placing it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 14, 2014, 12:20:29 am
Bouncing betties. On infiltrator, dunno if they work on engie since I don't have them unlocked. Anyway, I've been trying to run into a group of enemies and drop a mine under them, but it doesn't want to explode.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 14, 2014, 02:00:13 am
MBTs are generally a suboptimal choice for AA. Why not use a Skyguard?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 14, 2014, 02:29:44 am
anti-air prowler, what certs/weapons?

pls respond

Max Anchored Mode, AP, and side of hill. Racer so you can get to sides of hills really quickly and Top Armor obviously because Nanite Auto Repair is for scrubs who attack other tanks instead of shoot down galaxies.

Ranger with 2x zoom instead of Walker for when you have some poor sucker somebody riding shotgun while you take pot shots at Liberators 1000m away.

With this loadout you're practically guaranteed to get, like, one aircraft kill per hour.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 14, 2014, 02:57:20 am
It's better to just switch to NC and get an AP Vanguard for those sweet, sweet ESF instagibs. As an added benefit, you'll also get FREEDOM!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 14, 2014, 03:11:43 am
NC guns are so loud :C
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 14, 2014, 07:44:00 am
NC guns are so loud :C

So everyone else can hear the clarion call of FREEDOM, delivered by our SCREAMING FREEDOM EAGLE.




AP Vanguard is indeed quite a capable (if an underutilization of the resources) AA platform.  Guy I roll with a lot has mastered tagging libs with it at serious distances.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 14, 2014, 10:43:14 am
The VS one can 1 hit kill esfs as well, I'm pretty sure.

Its just the TR that get the shitty end of the stick, as usual
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 14, 2014, 10:45:10 am
The VS one can 1 hit kill esfs as well, I'm pretty sure.

Its just the TR that get the shitty end of the stick, as usual

X is overpowered, Y is underpower'd!!!

TR are fine. Just stop now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 14, 2014, 10:58:40 am
Really?

The other two factions can both one shot kill an ESF with AP, the Prowler requires you to land BOTH shots just to get it smoking not even on fire
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 14, 2014, 11:02:21 am
Because shooting ESFs with MBT's main gun is being useful to your faction ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 14, 2014, 11:11:47 am
It makes you feel badass, though!

I agree that TR's in a rut right now, but this isn't why.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 14, 2014, 12:47:30 pm
If that's the case, you definitely don't want to get an AA secondary, because the guy manning it will be awfully bored. Just have the gunner be a HA with AA rockets.

And yeah, shooting aircraft down with the main gun is ridiculously fun, but it's just about the worst thing to spend time on XP-wise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 14, 2014, 03:21:04 pm
And really, Ranger? Walker seems so much better, at least in VR..

I was certain your question was not serious so I responded in kind with my suggestions.

Prowler is a terrible AA platform and the Ranger is terrible, so yes, get the Walker if you really want to take potshots at aircraft.

\\ Also, does anchored mode effect the top gun? I'm not feeling a difference.

Nope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 14, 2014, 04:33:39 pm
The twitchTV steaming thing is looking semi-good. That is, if it really works.

It works!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 14, 2014, 06:46:48 pm
Anchor mode is a joke anyway. especially since they nerfed it since it was apparently TOO GOOD AGAINST AIRCRAFT!
On a tank that needs 2 direct hits to kill a ESF... so yeah...

The ranger is more or less the same as one burster arm... effective but nothing to write home about and meek when compared to the walker or even the basilisk in some situations (and basilisk is hands down more flaxible with far batter gun depression and far better effectiveness against other vehivcles and infantry).

Personally i never pull out my prowler and consider any certs i put in it as wasted since it's best used as an infantry harvester... while other factions get actual tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on April 14, 2014, 11:38:15 pm
I agree that TR's in a rut right now, but this isn't why.
Really? When my outfit switched over for Fascist Friday it took ten minutes for us to start gushing about how good the guns were and how we were now playing on 'easy mode'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 14, 2014, 11:45:00 pm
I agree that TR's in a rut right now, but this isn't why.
Really? When my outfit switched over for Fascist Friday it took ten minutes for us to start gushing about how good the guns were and how we were now playing on 'easy mode'.
I'd argue against it but I'm unsure on how the rut is... :/

...
On that note: Should I spend 250 certs on the only other sidearm that isn't an NS variant or...spend them on an upgraded gun?
I've been planning to upgrade the TR ESF but then heard that I should spec-up the soldier classes before vehicles.

In which I say ARGH why is the Infiltrator Claymore not shared with the others ;_;
Why is the Light Assault C4 only shared with the Heavy Assault ;-;
Whyyyy can't I destroy any enemy vehicle with 1 C4 when compared to the VR, it works...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 15, 2014, 12:25:39 am
I agree that TR's in a rut right now, but this isn't why.
Really? When my outfit switched over for Fascist Friday it took ten minutes for us to start gushing about how good the guns were and how we were now playing on 'easy mode'.

Very well.

I, as the duly self-appointed representative of the Terran Republic on the Bay12Games forums, do submit this list of grievances, to unambiguously state that soldiers of the Terran Republic are dissatisfied for the following reasons:

What else am I forgetting, fellow TR victims?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 15, 2014, 12:42:58 am
I really wish they could just give everyone each other's guns, abilities, and vehicles so we can quit bringing the same argument up over and over again. It's tiring.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 15, 2014, 12:53:08 am
I agree that TR's in a rut right now, but this isn't why.
Really? When my outfit switched over for Fascist Friday it took ten minutes for us to start gushing about how good the guns were and how we were now playing on 'easy mode'.
I'd argue against it but I'm unsure on how the rut is... :/

...
On that note: Should I spend 250 certs on the only other sidearm that isn't an NS variant or...spend them on an upgraded gun?
I've been planning to upgrade the TR ESF but then heard that I should spec-up the soldier classes before vehicles.

In which I say ARGH why is the Infiltrator Claymore not shared with the others ;_;
Why is the Light Assault C4 only shared with the Heavy Assault ;-;
Whyyyy can't I destroy any enemy vehicle with 1 C4 when compared to the VR, it works...
How many times must I tell you not to get the stupid barely different sidegrades :I 80% of all weapons aren't really upgrades compared to the default one. You should buy the Heavy Assault 250 cert Grounder, though. It's an AA lockon rocket launcher. You have to be really good or the other guy really stupid to be able to kill a plane with the default TR rocket.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 15, 2014, 02:16:43 am
TR is as good as 2 other nations.
Just slightly different playstyle. People moan over and over again that someones better.
Only thing that i can say is VS has op camo during night times and magrider :)

Now that i look on Miller population it looks VS is needing some assistance to their ranks, so i head there for now.
I'd rather play NC but they are so over pop on all servers so that ain't fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 15, 2014, 07:55:18 am
Tiruin:  The default sidearms are good enough* for you to spend elsewhere until your basics are nice and shored up.  The AA lockon is a good thing to have, for example.

*Sure, the Beamer is terrible, but so are the rest of the VS pistols


Jim:  While I agree with the gist that the TR is underpowered right now, a couple of those complaints are misplaced.  For example, Lockdown dates back to PS1, and it's clear that SOE has a hard time with any faction specific weapon.  See:  the boner for giving NC shotguns.

And the scatmax is just super specialized, more than damn near any other weapon there is.  If I could get dual recoilless rifles on my NC MAX, I probably would.  As is, I just roll with Falcons.


Irrelevant since it's been fixed since then, but did you play with the Vulcan when it was new?  At one point, that bastard could tear up Galaxies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 15, 2014, 08:06:39 am
Irrelevant since it's been fixed since then, but did you play with the Vulcan when it was new?  At one point, that bastard could tear up Galaxies.

Vulcan was comically broken on the Harasser, yet never synergized well with the Prowler. It was rightfully nerfed on the Harasser, but then the entire Harasser vehicle was nerfed into the ground, so it's all a little irrelevant. The Vulcan still underperforms on the Prowler, but I wouldn't know by how much.

I'd still think it's more useful than the Enforcer Modified, though.

On the bright side, TR is about to have the most diverse lineup of carbines, and the fastest firing carbines, and the ones with the most ammo, so hopefully they'll stop whining about that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 15, 2014, 08:22:06 am
Tiruin:  The default sidearms are good enough* for you to spend elsewhere until your basics are nice and shored up.  The AA lockon is a good thing to have, for example.

*Sure, the Beamer is terrible, but so are the rest of the VS pistols
B-but I've a TX2 Repeater (or something as the prefix :v) and it can't kill anyone unless the bullets go *boink* on their heads.
Though I verymuchlyextremely find it useful with that darklight flashlight, given the performance I've seen it through. Pretty nice...
But still. :c
*compares that and the Emperor, a real 'pistol' (one that doesn't have burst/auto)*
...Right. Unless I've got 1k credits, I'm keeping it.
Ah well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 15, 2014, 08:23:54 am
Yeah, the TR default pistol is kinda useless compared to, say, the Commissioner (three body shots = dead) or the Underboss (4 body shots, I think).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 15, 2014, 08:49:11 am
Irrelevant since it's been fixed since then, but did you play with the Vulcan when it was new?  At one point, that bastard could tear up Galaxies.

Vulcan was comically broken on the Harasser, yet never synergized well with the Prowler. It was rightfully nerfed on the Harasser, but then the entire Harasser vehicle was nerfed into the ground, so it's all a little irrelevant. The Vulcan still underperforms on the Prowler, but I wouldn't know by how much.

Yeah, the incident I'm thinking of involved a Harasser.  There were many cries of "what the heck just hit us?"


I'd still think it's more useful than the Enforcer Modified, though.

So is a big stick and some rocks.


Tiruin:  The default sidearms are good enough* for you to spend elsewhere until your basics are nice and shored up.  The AA lockon is a good thing to have, for example.

*Sure, the Beamer is terrible, but so are the rest of the VS pistols
B-but I've a TX2 Repeater (or something as the prefix :v) and it can't kill anyone unless the bullets go *boink* on their heads.
Though I verymuchlyextremely find it useful with that darklight flashlight, given the performance I've seen it through. Pretty nice...
But still. :c
*compares that and the Emperor, a real 'pistol' (one that doesn't have burst/auto)*
...Right. Unless I've got 1k credits, I'm keeping it.
Ah well.

Oh sure, the NC and TR have nice pistol upgrades, but I don't consider them priority targets.




Also, the current weapon cert system provides no easy way to use weapons from other factions like in PS1.  I still have a locker full of Cyclers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 15, 2014, 08:54:08 am
That Anchored Mode was nerfed.

Adding insult to injury is that Anchored Mode was nerfed because it was too good against aircraft. Vanguard AP, at 375 m/s, only 25 m/s slower than max Anchored Prowler AP, went untouched, despite Vanguard AP being able to kill ESFs with one shot.

^

As a NC who regularly pulls the vanguard with the express purpose of shooting liberators, I agree. The anchor mode nerf was unjustified. I've griped about this forever, but the lack of turret stabilization hurts TR tankers the most.

Quote
Proof positive that SOE has no idea what to make of or how to balance the purported TR trait of fast shooty guns anything
fix'd

SOE is treating this game like its just another military shooter, implementing more elements that resemble battlefield 3. This game could've been a lot more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 15, 2014, 09:00:25 am
Sundie with spawn and ammo is kinda nuts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 15, 2014, 09:01:29 am
Anchor mode was obnoxious when coupled with HE rounds and a hill outside a tower so you could spam the spawn room.  (Crossroads Watchtower, I'm looking at you.)  That said, see what I said about super specialization and scatmax: it didn't need to be nerfed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 15, 2014, 03:13:17 pm
And the scatmax is just super specialized, more than damn near any other weapon there is.  If I could get dual recoilless rifles on my NC MAX, I probably would.  As is, I just roll with Falcons.

My particular complaint is that scatmaxes are good only within 20m, which is completely true, but every capture point is in a building or enclosed area within this distance, or accessible only through a tiny chokepoint less than half that distance wide. This makes the supposed disadvantages of the scatmax of a lack of a longer ranged anti infantry option seem rather inconsequential.

I suppose this has more to do with bad base design (seriously fuck biolabs) than anything else, but it's still frustrating to deal with.

Irrelevant since it's been fixed since then, but did you play with the Vulcan when it was new?  At one point, that bastard could tear up Galaxies.

I missed that particular brokenness but I did get to play with it before Harassers were nerfed. I was gunner of Vulcan Harassers enough (not that often really) to recognize that that particular combo was broken as hell.

B-but I've a TX2 Repeater (or something as the prefix :v) and it can't kill anyone unless the bullets go *boink* on their heads.
Yeah, the TR default pistol is kinda useless compared to, say, the Commissioner (three body shots = dead) or the Underboss (4 body shots, I think).

I disagree that the Repeater is useless. It is a 21 round pocket SMG. It is a fantastic 'oh shit' gun. It has saved me many a time when I was caught out of ammo or reloading.

The Emperor is really good too, since its maximum damage range is 15m and has a huge clip for its damage. If you go for headshots you could potentially get seven kills in a single clip, which is on the high side for pistols.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 15, 2014, 03:44:56 pm
Repeater is my fav gun to use as pistol cloaker
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 15, 2014, 06:47:22 pm
Another vid of the Connery vs Cobalt clash, this one from the british observer. It's not too bad, and gives you an idea of how much stuff was going on all at once. The highlight is probably the ten skyguards all opening up on a tank and destroying it within seconds.

Here's the vid:
 https://m.youtube.com/#/watch?v=tXccTGOSezU
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 15, 2014, 06:52:30 pm
Biolabs are hardly the worst designed place. I've had a squad describe taking over Subterranean Nanite Analysis as 'Either sneak in when no one is there, or bombard the defenders with lashers and MAXs until they leave and you don't instantly die when you go down a floor'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 15, 2014, 09:40:16 pm
Yep. A 12-24 team held off a 48+ team for forever until the alert ended and everyone left. Just kill them as them as they drop down to the capping floor. We could have beat them if people stayed :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 15, 2014, 09:46:40 pm
It almost seems easier to go through two biolabs to get to the base past Subterranean Nanite Analysis than try to go through it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on April 15, 2014, 09:53:06 pm
Is Subterranean the one on Amerish on the east that's basically an empty box underground with a few elevators and a spawn point?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 15, 2014, 09:53:48 pm
Indeed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on April 15, 2014, 10:00:20 pm
  • That SOE ever thought Lockdown was a good idea.

What grinds my gears worse then anything else about the game is that lockdown existed in PS1, and it was so terrible they finally gave up and added a second ability to the TR max, overdrive - which gave 1.5x fire rate for a limited time without locking you in place.

Then they make PS2 which is faster paced and even more reliant on movement..... and decide to just add lockdown again.

I just... I don't even know what they were thinking. It honestly makes 0 sense to me at all, it's the exact same terrible ability that they already know is terrible... in a game that it's even more poorly suited for.

It's almost unbelievable.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 15, 2014, 10:25:51 pm
Don't forget replacing a useful and complementary NC MAX ability with an extremely situational and limited one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 15, 2014, 10:26:58 pm
Don't forget replacing a useful and complementary NC MAX ability with an extremely situational and limited one.
As someone who never played planetside 1, please enlighten me
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 15, 2014, 10:29:35 pm
The original NC MAX shield was instant toggleable and completely surrounded you.  It wore down like the default HA shield does now, on time and damage, except with a deeper capacity.  It still prevented you from shooting, but was great for crashing.


EDIT:  Also, the VS MAX had jumpjets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 15, 2014, 10:53:31 pm
  • That SOE ever thought Lockdown was a good idea.

What grinds my gears worse then anything else about the game is that lockdown existed in PS1, and it was so terrible they finally gave up and added a second ability to the TR max, overdrive - which gave 1.5x fire rate for a limited time without locking you in place.

Then they make PS2 which is faster paced and even more reliant on movement..... and decide to just add lockdown again.

I just... I don't even know what they were thinking. It honestly makes 0 sense to me at all, it's the exact same terrible ability that they already know is terrible... in a game that it's even more poorly suited for.

It's almost unbelievable.

Lockdown has one use and one use only, for pure double AA gun MAXes to lock in place where they're shielded from oncoming fire in a 180 degree cone and use themselves as a portable turret. I mean hey, the NC MAX and Vanu MAX special skills have something of a use in combat - a frontal shield? Awesome. Slightly buffed movement speed and damage for an increase in damage taken? Still pretty awesome.

Locking yourself in place for a slightly increased fire rate? Niche at best.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 15, 2014, 11:03:59 pm
  • That SOE ever thought Lockdown was a good idea.

What grinds my gears worse then anything else about the game is that lockdown existed in PS1, and it was so terrible they finally gave up and added a second ability to the TR max, overdrive - which gave 1.5x fire rate for a limited time without locking you in place.

Then they make PS2 which is faster paced and even more reliant on movement..... and decide to just add lockdown again.

I just... I don't even know what they were thinking. It honestly makes 0 sense to me at all, it's the exact same terrible ability that they already know is terrible... in a game that it's even more poorly suited for.

It's almost unbelievable.

Lockdown has one use and one use only, for pure double AA gun MAXes to lock in place where they're shielded from oncoming fire in a 180 degree cone and use themselves as a portable turret. I mean hey, the NC MAX and Vanu MAX special skills have something of a use in combat - a frontal shield? Awesome. Slightly buffed movement speed and damage for an increase in damage taken? Still pretty awesome.

Locking yourself in place for a slightly increased fire rate? Niche at best.
Hey, look on the bright side.

The NC and the VS now have a nice stationary target painted red, black and white.

...Yeah. We don't even have nice shields. u_u

EDIT:  Also, the VS MAX had jumpjets.
ocomeon
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 16, 2014, 12:05:31 am
I thought the consensus was that charge (which TR gets too) is still better than NC's shield. I for one don't think that shield is *that* good in CQC (it's useful, but not great), which is where NC MAXes are supposed to be. It is pretty great if you going AV with dual Falcons, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 16, 2014, 12:16:10 am
I thought the consensus was that charge (which TR gets too) is still better than NC's shield. I for one don't think that shield is *that* good in CQC (it's useful, but not great), which is where NC MAXes are supposed to be. It is pretty great if you going AV with dual Falcons, though.
...Charge is better?
From my experiences...it isn't worth much other than 'get behind the enemy//advance this much FASTER'.
Which was only useful when I got behind an engineer with an anti-infantry turret and punched him to the death. :I

Does it damage upon contact?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 16, 2014, 12:23:25 am
It's plenty useful for staying alive. Go in, spam your shotguns until you're at half health (max out kinetic armour so this takes a while), then charge back to friendly engineers. If you try covering your retreat with a shield instead, you'll run out of it 1/3 of the way back to your lines and get cut down in the open where medics can't revive you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on April 16, 2014, 01:30:58 am
It's plenty useful for staying alive. Go in, spam your shotguns until you're at half health (max out kinetic armour so this takes a while), then charge back to friendly engineers. If you try covering your retreat with a shield instead, you'll run out of it 1/3 of the way back to your lines and get cut down in the open where medics can't revive you.
^This. I can't count the number of times I've saved my max suit by simply turning around and hitting F. Don't think of Charge as a "get to the fight fast" or "reposition on the front lines" button. Think of it as a "I just saved myself a respawn" button.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 16, 2014, 02:01:21 am
That being said, I still have shield in all my loadout slots because it looks so cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on April 16, 2014, 02:03:19 am
The VS definitely have the most useful MAX skill. After several months of not playing I was expecting it to be nerfed or other MAX's to actually get a useful specialized skill, but alas.

The TR certainly got the short end of the stick though. Their MAX's could use some love.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 16, 2014, 02:31:58 am
Paaaaaaaaaaatch (https://forums.station.sony.com/ps2/index.php?threads/game-update-notes-april-16th.182835/).

Lots of minor buffs to TR guns. A mix of minor buffs and nerfs to VS and NC guns.

Quote
  • All ranks of TR MAX Lockdown now deploy and undeploy faster (Again, Nanites. Stop questioning why.)
    • Deploy times reduced from 2.5 to 2.0 seconds

OH WOW

:I
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 16, 2014, 02:34:16 am
STRAIGHT PULL BOLT!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 16, 2014, 03:20:47 am
STRAIGHT PULL BOLT!
YESSSS
FINALLY
YEEEESSSSS
FINALLY I can add a useful attachment to my sniper rifle other than the 10x zoom. >_>

Quote
If this change doesn't work you are all being issued bubblewrap armor
xD

Quote
Prowler Anchored Mode

    Projectile speed is now normalized at +30% across all ranks.
O_o
So...this means that the upgrades are for whatnow?

Quote
Defend Missions will once again be created if enemy population is significant in a vulnerable facility. Defend missions once again require the enemy presence to be significantly reduced before the mission will end. (No more just making faces at each other through a spawn room shield).
I love the sidecommentary. xD

Quote
Flashlights will no longer force players to hold the gun in the ready to fire position while sprinting.
Someone understands!  :'(

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 16, 2014, 04:02:49 am
Noooooo, they nerfed my Vanguard shield :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 16, 2014, 04:57:03 am
Aaaaand they also nerfed the only thing prowlers are good at... farming infantry with HE.
Well meybe the change (buff?) to anchor mode will make it worthwhile.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 16, 2014, 07:58:29 am
Interesting changes.  I had no idea lockdown was that long to activate- no wonder you TR complained about it!

Quote
Very few weapons are able to touch the Lynx’s incredible rate of fire. Featuring a cyclic rate of 910 RPM, the LC2 Lynx tears through infantry at close to medium ranges.

So... a carbine that shoots faster than both the MCG and the Vulcan?


Giving turbo standard to the Harasser is a great idea, since it's designed to be a fast-attack hit and run.  Too bad it's almost certainly not enough, and the tiny survivability buff isn't likely to be enough either.  Maybe both combined with the extra fuel will help?  We'll see.


The Canister is still shit.  Maybe if they made it more like the Air Hammer...


The Enforcer nerf could be a lot worse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 16, 2014, 08:02:28 am
I don't really see how they could make it work like air hammer. With air hammer it's all about getting in up close, emptying your magazine and dodging to safety while you reload. Vanguards are too slow to do that (if they were any slower, they'd be called Phalanx Vanguard), and getting close enough to hit infantry is just asking to be C4-d.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 16, 2014, 08:03:47 am

Quote
Very few weapons are able to touch the Lynx’s incredible rate of fire. Featuring a cyclic rate of 910 RPM, the LC2 Lynx tears through infantry at close to medium ranges.

So... a carbine that shoots faster than both the MCG and the Vulcan?

From what i understand they also give the MCG a mod that increases its RPM so it MIGHT get to be the top dog RoF wise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 16, 2014, 08:31:34 am
Quote
NC05 Jackhammer
This weapon is outputting too much damage over time when using the faster firing single-shot mode.

I like how SOE justifies nerfing the Jackhammer by saying it's OP in it's "worst shotgun in the game" fire mode. Adorable.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 16, 2014, 09:04:53 am
I like single shot.

More accurate and you can spam shots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 16, 2014, 09:09:27 am
I like single shot.

More accurate and you can spam shots.

Alright, but there's dedicated semi-auto shotguns that are pretty much better than the semi-auto Jackhammer at everything. It's still the worst shotgun of them all if you don't use burst. AKA in SOE land: Overpowered.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 16, 2014, 09:45:12 am
I like single shot.

More accurate and you can spam shots.

Alright, but there's dedicated semi-auto shotguns that are pretty much better than the semi-auto Jackhammer at everything. It's still the worst shotgun of them all if you don't use burst. AKA in SOE land: Overpowered.

Well it has tighter spread so in theory you can go ratatatatat in single sot at longer distances.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 16, 2014, 10:34:32 am
I was talking in general, as I dont have the certs to buy a gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on April 16, 2014, 11:03:35 am
Guys you're missing the point.

NC is OP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 16, 2014, 12:13:43 pm
Is it? I get waflestomped whenever I play as them.

To be fair, when we have enough sane people together we waflestomp everyone else, but thats true of everyone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 16, 2014, 12:50:44 pm
It is argued that NC weapons have the highest skill cap, so if you suck with them you suck, but if you kick ass with them, you're strong as hell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 16, 2014, 01:13:08 pm
These new loading times fuckin' suck.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 16, 2014, 01:13:51 pm
It is argued that NC weapons have the highest skill cap, so if you suck with them you suck, but if you kick ass with them, you're strong as hell.
I would agree.

TR weapons probably have the lowest skill cap, but I'm basing this on the fact that high ROF per same DPS -> easier to hit for newbies, but not much to master. No numbers were taken here, so I can't really be sure of this, and facts will likely sway my opinion.
(You may now throw shit at me :D)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 16, 2014, 01:37:36 pm
Single shot mode really helps when it comes to damage and hitting shit.

Having a &$(@!*# scope on that second tank weapon does too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 16, 2014, 02:41:33 pm
I just tested the updated chaingun.
That thing is hilarious... the only drawback is probably the crap initial accuracy... but i guess having pinpoint accuracy for the first several shts was not its deal anyway... even tho i liked shooting at farawaya ESFs and making them thing there's a walker nearby... in fact with the new attachment i can do that even better... altho only at closer ranges.

All in all it turns the chaingun from a weapon that has no clue what it wants to be into an actual CQC gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on April 16, 2014, 04:20:26 pm
Biolabs are hardly the worst designed place. I've had a squad describe taking over Subterranean Nanite Analysis as 'Either sneak in when no one is there, or bombard the defenders with lashers and MAXs until they leave and you don't instantly die when you go down a floor'.
Sorry that your first Alert with DaPP was spend mostly at a Biolab. Heh, That's the way the lanes shake down sometimes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 16, 2014, 04:54:06 pm
Biolabs are hardly the worst designed place. I've had a squad describe taking over Subterranean Nanite Analysis as 'Either sneak in when no one is there, or bombard the defenders with lashers and MAXs until they leave and you don't instantly die when you go down a floor'.
Sorry that your first Alert with DaPP was spend mostly at a Biolab. Heh, That's the way the lanes shake down sometimes.

One of the NC Outfits (I won't name them 'cause they're in NCFU ::)) was saying the the second in command of DaPP was trying to organize the TR to only push the NC, with the promise of second place, a few weeks ago. No one really believed them.

Any truth to that? Just wondering.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 16, 2014, 05:04:52 pm
Biolabs are hardly the worst designed place. I've had a squad describe taking over Subterranean Nanite Analysis as 'Either sneak in when no one is there, or bombard the defenders with lashers and MAXs until they leave and you don't instantly die when you go down a floor'.
Sorry that your first Alert with DaPP was spend mostly at a Biolab. Heh, That's the way the lanes shake down sometimes.
Oh nono, the Biolab was pretty good. SubT, while it did give me a reason to trial a lasher, was boring because i kept attracting fire and getting nowhere :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 16, 2014, 05:29:08 pm
•PDW-16 Hailstorm◦Max horizontal recoil dropped from 0.35 to 0.331
◦Recoil recovery increased from 18 to 20. Now tied with the NS-7 PDW for best in class.
◦Bullet speed increased from 335 to 360

Finally, now its only slightly worse than the Blitz and Sirius (both of which for some reason still have a higher RoF than TR!?)

---------
Chaingun, its good that it is its own individual weapon now but...
I used it mainly at range
The new mod means you cant use extended mag, and this thing is an absolute bullet hose.
Its still 0.5 ADS speed, so aiming and over shielded still makes you as slow as a slug, which really limits its usability for assaulting
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on April 16, 2014, 06:00:25 pm
Biolabs are hardly the worst designed place. I've had a squad describe taking over Subterranean Nanite Analysis as 'Either sneak in when no one is there, or bombard the defenders with lashers and MAXs until they leave and you don't instantly die when you go down a floor'.
Sorry that your first Alert with DaPP was spend mostly at a Biolab. Heh, That's the way the lanes shake down sometimes.

One of the NC Outfits (I won't name them 'cause they're in NCFU ::)) was saying the the second in command of DaPP was trying to organize the TR to only push the NC, with the promise of second place, a few weeks ago. No one really believed them.

Any truth to that? Just wondering.

*Shrug* No idea. There's not really a second in command, when I say where casual I mean Casual. It's not outside of the realm of possibility. Personally I like to focus on the larger pop side.  If we had still been tied with the TR in the last 10 mins today I was going to take my whole platoon and go help the NC cap a territory.
Though organizing a truce with the TR may be difficult for Mattherson VS as there's still some residual bad feeling against the TR from the days of The Enclave.

Oh, and I love the lasher. It is the definition of situational though. Using it to defend a Biolab will get you more kills then you know what to do with, but use it well you're assaulting across an open field and it may as well be a water gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 16, 2014, 10:12:43 pm
Before the update the loading screen upon respawn was very fast, but isnce the update it locks at 97%-ish for a good few seconds before letting me spawn. Am I the only one experiencing this?

Also, it is so very sad to see no organized squads online, during an alert no less. Playing feels very strange now with no real 'direction'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on April 16, 2014, 10:15:31 pm
OzyTheSage - i get that all the time, since last update. The game also takes an absolute age to render once the game is loaded. I also can't seem to log in some times, that the button simply fails to work.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 16, 2014, 10:32:12 pm
Before the update the loading screen upon respawn was very fast, but isnce the update it locks at 97%-ish for a good few seconds before letting me spawn. Am I the only one experiencing this?

Also, it is so very sad to see no organized squads online, during an alert no less. Playing feels very strange now with no real 'direction'.

It's a "feature", SOE thinks it will reduce crashing. I haven't noticed a difference in stability.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 17, 2014, 12:33:52 am
No, it's because on your first spawn a lot of resources weren't loaded, like the ability effects (cloaks or shields), reloading effects (like bolt pulling), sometimes minimap dots, and spawn room shields, etc. Instead of actually fixing it, they covered up the delay using a loading screen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 17, 2014, 12:36:25 am
No, it's because on your first spawn a lot of resources weren't loaded, like the ability effects (cloaks or shields), reloading effects (like bolt pulling), sometimes minimap dots, and spawn room shields, etc. Instead of actually fixing it, they covered up the delay using a loading screen.

You need to play the new version.

You now get a loading screen every time you respawn.

It's related to this:

Asset Management Crash
Description: This is a fairly common crash that we're very close to fixing, it would feel like a random crash to desktop without any consistent reproduction.
Status: Close to having a fix.
https://forums.station.sony.com/ps2/index.php?threads/major-live-issues.179848/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 17, 2014, 01:28:59 am
Anyone else occasionally having their droppods hit something on the ground and then bouncing off into space?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 17, 2014, 01:34:19 am
I had an occasional random CTD, and while annoying (especially if I just pulled a vehicle) it was much preferable to loading screens everywhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 17, 2014, 03:24:12 pm
I flew several sorties in my newly lolpod decked mossie. I kinda miss the fuel tanks and ability to get the heck away from damn near everything but at least i can effectively attack tanks now... i still don't have thermal yet so i kinda switch between my needler and rockets in order to use the nosegun thermal in order to spot targets.
I kinda wish there was a weapon that's a cross of the pods and hornets tho... basically hornets without the wire guided missiles so i can quickly dump 2 missiles and be on my merry way insted of hovering or slowly advancing/strafing... in fact i think the tomcats should be allowed to dumbfire now since all the nerfs they recieved and allow the ESF some flexibility.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 17, 2014, 05:54:35 pm
Before the update the loading screen upon respawn was very fast, but isnce the update it locks at 97%-ish for a good few seconds before letting me spawn. Am I the only one experiencing this?

Also, it is so very sad to see no organized squads online, during an alert no less. Playing feels very strange now with no real 'direction'.

It's a "feature", SOE thinks it will reduce crashing. I haven't noticed a difference in stability.
REDUCE CRASHING?!
BAHAHAHAHAHHAAA
Yeah no.
I crash a ton of times. :I

No, it's because on your first spawn a lot of resources weren't loaded, like the ability effects (cloaks or shields), reloading effects (like bolt pulling), sometimes minimap dots, and spawn room shields, etc. Instead of actually fixing it, they covered up the delay using a loading screen.
It still is nearly the same loading time for me after first spawn. Well, delay-ish. :x

You need to play the new version.

You now get a loading screen every time you respawn.
:'(

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 17, 2014, 11:56:40 pm
Would anyone on Mattherson NC like to ride around on turbo flashes with me? You can send a /friend to Duuvian and send me a tell if you see me on, I have turbo maxed out and I can be convinced to max out the spawn timer as it will be hopefully refunded in the resource revamp or sooner.

Be prepared to explode a lot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: alway on April 18, 2014, 12:31:28 am
Huh. Was in a Skyguard, hanging out on the top of a massively tall plateau overlooking a battle down below. Enemy lightning armed with a proper cannon comes up behind me, leaving me nowhere to run. Naturally, I drive my lightning off the massive cliff, hit exit vehicle button just as it hits the ground, and actually manage to hop out unscathed, while the tank explodes. Turns out I dropped behind enemy lines, right at the back entrance to the base they're at. Killed several of them before they even noticed me.

So... apparently drop-tanks are a thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 18, 2014, 04:34:09 am
I'm in love with the new mini gun


Not so in love with the weird stutter client side lag me and some of my outfit have been getting
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 18, 2014, 09:18:44 am
New 92Mb patch(?)

...
They changed our locations o_o
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 18, 2014, 09:41:21 am
They rotate warpgates with nearly every patch, since some are unbalanced.  COUGH INDAR



EDIT:  I should probably clarify:  The SW warpgate on Indar is in a far weaker spot than pretty much any other.  Conversely, the north warpgate is very strong.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 18, 2014, 09:46:45 am
Seems they "fixed" the load times, although I'm not entirely sure, as I only played for 10 minutes before it crashed.

In other news, cloaked Flash + Renegade shotgun is hilarious. Totally worth the 2500 certs I spent on it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 18, 2014, 02:19:51 pm
SOE finally enabled 64 bit clients, which removed the dumb hang at 96% for me on every loading screen.

It also made me crash on continent switch, which is something they'll hopefully fix soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 22, 2014, 04:23:33 pm
I just experienced the wonders of indirect fire (without any fire coordinator, so I wasn't as effective as I could've been). I was in a sunder southwest of TI alloys on Indar, behind some rocks, but just far enough away from them that I could shoot over them with a bulldog. I use a nearby tree as a reference point to aim my reticle, fired until I found a spot that got me a lot of hits, and within a few seconds I had gotten 10 kills. I fired so much and killed so many that I ran out of ammo and had to wait for an ammo sunder to come up. We ended up losing as they outpopped us but not without me getting some sweet delicious XP's.

On a side note, is the 64 bit client back or not? In the task manager is has *32 next to the process and x86 next to the task which gives me the impression it's still 32 bit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 24, 2014, 12:08:20 am
They rotate warpgates with nearly every patch, since some are unbalanced.  COUGH INDAR

Yeah, North gate is easily the best. Having to go through that Tech plan in the East is rough, and Quartz ridge and a few other bases in the West is too. Plus you have the best chance of fighting in J-9100 Crater base.

In unrelated yet alarming news, I'm currently being lifted slowly into the air by unknown and possibly malignant forces. I'm at 55000 meters above the ground after about an hour and climbing.

It started when I hopped out of a galaxy on a biolab. I started rising slowly into the air. I assume I landed in a grav lift thingy and it never shut off, OR I'm being towed by a Smedyrie to Highalla.

I can move slowly but when I stop I'm jerked back over the grav lift.

I'm going to see if I have the patience to reach 100000 meters above ground.

I have some AT mines. It would be cool if once I reach space if I dropped them they caused a crater. I'm sorely tempted to drop my mines on the Vanu Warpgate from space, but I'm afraid to do it in case it actually explodes a vehicle inside and I get banned.

Also I keep hearing a bunch of weird noises in the background. No sightings of monsters yet however. I just heard a weird high pitched growling noise that starts high, goes low really fast then goes back up to a high note and ends in about a second. I heard a weird bird noise too. It sort of sounds like a loon.

EDIT:

Shortly after this I /yelled Yay I'm an astronaut.

Then my game crashed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 24, 2014, 02:26:35 am
Could anyone hear you /yell in space, though?

Anyway, space beats my infinite horizontal trip. One time I gunned for a lib, and the thing just kept moving southeast in a straight line. And then it went past the warpgate and into restricted area, but no warning came. And then it kept going for another ten minutes. Ain't nothing but the sea and the sky out there. The funny thing is that the pilot kept shooting the whole time and even got some kills, so I'm guessing he wasn't experiencing the bug.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on April 24, 2014, 04:22:42 am
*snip*
You weren't a true astronaut if you weren't playing this (https://www.youtube.com/watch?v=MPkhhLC1tf8) at the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on April 24, 2014, 06:12:40 am
snip
Heh, guess they didn't add a kill box above the map like the one you drop into if you fall through the map.

Hope you have submitted this as a bug report. Love to see their faces when they read that one :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 24, 2014, 06:30:24 am
I did report prior to reaching space, but unfortunately I crashed shortly after /yelling before I could /report again (which makes me wonder if an admin heard it somehow because I barely had time to glance at the map screen after the /yell to see if you still show as in a hex at 100km above it (you do) and then the game froze up upon escaping from the map.

In other good news, this happened this morning after I returned from orbit:

Spoiler (click to show/hide)

I logged out after my teammate jumped in my  parked sundie between the two bases west of the Southeast Warpgate on the bluff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 24, 2014, 07:00:20 am
Briggs loginside. Grr.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 24, 2014, 09:36:58 am
Don't worry. The world is safe. Once again the Vanu Sovereignty Mobile Disco saves the day.
Nothing to see here.

Mostly. There's usually smooth moves, but it's fine. We're all fine here. How are you?

We've got lazors and shit........
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 24, 2014, 09:37:41 am
I kind of want to make a VS outfit which uses nothing but lashers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 24, 2014, 09:41:08 am
I kind of want to make a VS outfit which uses nothing but lashers.
That would be interesting, to say the least.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 09:54:27 am
DISCO LASER PARTY
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on April 24, 2014, 10:00:21 am
Might organize it this weekend.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on April 24, 2014, 10:18:04 am
It started when I hopped out of a galaxy on a biolab. I started rising slowly into the air. I assume I landed in a grav lift thingy and it never shut off, OR I'm being towed by a Smedyrie to Highalla.

Exact same thing happened to me. Jumped in a Galaxy, jumped out onto a biolab, floated away while flailing my gun around hoping one of the nearby libs would come save me. They didn't ;(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 24, 2014, 10:58:04 am
Lasher-only squads are the best squads.
They're even pretty damn effective at holding points. :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 05:17:43 pm
Briggs loginside. Grr.
Either lag or foreverlogin.
The Aus server is now lag hell for me :v

Also what does it mean when people say Higby on stuff? I have no idea what that ever means.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 24, 2014, 05:22:07 pm
Higby is an important guy who works for SOE, if I'm thinking of the right person.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 05:23:02 pm
They use Higby as a verb...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 24, 2014, 05:27:12 pm
The swear filter changes words to PS2 devs
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 05:45:51 pm
The swear filter changes words to PS2 devs
...
That's awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on April 24, 2014, 05:56:48 pm
What is the best Vanu light assault gun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on April 24, 2014, 06:54:28 pm
What is the best Vanu light assault gun?
Well. That depends. Personally, I'm in love with the sols ice sf. Under barrel weapons are fairly nice. And its shared with the engineer. Being able to fly around with a grenade launcher and c4 is so much fun
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 24, 2014, 06:56:50 pm
The swear filter changes words to PS2 devs
...
That's awesome.

Specifically, fuck = Higby.

What is the best Vanu light assault gun?

The one that shoots fastest.

PS2 is very complicated like this when it comes to optimal weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 24, 2014, 07:03:03 pm
Log in.
Decided to try out pods with thermal.
Flies around fro 10 minutes looking for a target not protected by skyrangers/bursters/G2A/ESFs
Finally finds a lone harraser.
game crashes and quits to desktop.

Funny enough it seems it crashes only when i'm flying in a ESF cause i don't remember the game CTD'ing when i'm on foot or any other vehicle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 24, 2014, 07:13:04 pm
What is the best Vanu light assault gun?

The one that shoots fastest.

PS2 is very complicated like this when it comes to optimal weapons.
So any sort of TR gun, then? :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 24, 2014, 07:14:59 pm
What is the best Vanu light assault gun?

The one that shoots fastest.

PS2 is very complicated like this when it comes to optimal weapons.
That'd be the Serpent. The Pulsar C is another acceptable option for longer ranged engagements, but light assaults really shouldn't be engaging from long range... unless they're tree camping, but you're a man and not a tree camper, right?

So any sort of TR gun, then? :P

Of course not. They're TR, that automatically makes them bad!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 24, 2014, 07:33:56 pm
Of course not. They're TR, that automatically makes them bad!
Well duh TR gets lots and lots of horizontal recoil that's much harder to deal with than only vertical recoil.
That's why TR guns suck and most MLG PRO gamers play as NC, causuals play VS for the point'n'click guns and the stupid rest goes for TR because angry joe played as them once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 24, 2014, 07:50:54 pm
Usually I hear that NC gets less stuff done because they're where all the people expecting big cod-like pewpews go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 08:47:01 pm
What is the best Vanu light assault gun?

The one that shoots fastest.

PS2 is very complicated like this when it comes to optimal weapons.
I'd have to note that if you lag, it doesn't matter how many bullets you put into people :/
I've seen videos and guys mostly get...5 or so shots at short-mid range for a kill.
I've to waste about 15 shots on bloody target (all chest area same as the above) to get the same thing >_>
Bloody lag.

Of course not. They're TR, that automatically makes them bad!
Well duh TR gets lots and lots of horizontal recoil that's much harder to deal with than only vertical recoil.
That's why TR guns suck and most MLG PRO gamers play as NC, causuals play VS for the point'n'click guns and the stupid rest goes for TR because angry joe played as them once.
This is generalizing the choice of people picking factions.
Not everyone is from America//knows those influences you cite. :(
And thanks for the insult! I play TR! They do not suck.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 09:07:01 pm
I can respect the TR, at least.  Better than *snort* Vanu.


My NC loyalty stretches back to PS1 beta thank you very much


LIVE FREE IN THE NC
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 24, 2014, 09:29:49 pm
I really need to try TR.

Dabm you three char slots, two of which are taken by needing to play with friends!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 09:34:01 pm
Any tips for a player who can't handle 40+ encounter engagements?
As in, technically really can't handle because when I pop into those areas (generally, on foot or when my...screen renders everyone), they all flip out. As in, teleport everywhere, vehicles flopping and teleporting >_>
I've half a mind to drop this game because of that.
And I'm unsure if its net or FPS (the latter was fine, in the 20-30s when I'm experiencing that, and the net? I tried playing at a faster area...like, 100 kbp/s fast compared to my measly 20kbp/s and its still the same)

Help please!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 24, 2014, 09:36:46 pm
Get a better computer, or play a better game. The primary redeeming quality of PS2 is it's scale, and if you can't enjoy that...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 09:38:07 pm
What's your processor?  PS2 is very CPU dependent.


That said, I've had some truly epic small-scale encounters.  The good ones really rely on a good squad with good communication, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 09:39:09 pm
Get a better computer, or play a better game. The primary redeeming quality of PS2 is it's scale, and if you can't enjoy that...
What do you mean by play a better game?
Is that an insult to my play? D:
And what do you mean by getting a better PC?

What's your processor?  PS2 is very CPU dependent.
Um.
...I'll answer this later when I'm not at uni :x
What does this mean in relation to what I'm experiencing?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 09:46:00 pm
...not a lot, now that I look at your post again.


Still, when you next play, hit alt-F and a FPS counter will pop up.  It will also helpfully tell you if your CPU or GPU is limiting you; it can help you narrow down performance problems.  If your network sucks, there may not be a lot you can do about it.

That said, there's some fix for Windows to speed up network connectivity.  It's in this thread, somewhere I think.   Duuvian, I think you posted it once: you know what I'm talking about?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 09:48:39 pm
...not a lot, now that I look at your post again.
Oh. I was confused back there. xD Unsure on what is related to what when talking about Planetside 2 specs.

Still, when you next play, hit alt-F and a FPS counter will pop up.  It will also helpfully tell you if your CPU or GPU is limiting you; it can help you narrow down performance problems.  If your network sucks, there may not be a lot you can do about it.
I do that an-oh. So that's what it means when the green or yellow label shows :X
GPU means... which is limiting me? Any advice on it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 09:50:06 pm
GPU means you are GPU limited.  Post your system specs sometime and we can see about optimizing.

First thing is to turn shadows off, though.  They're a huge CPU drain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 24, 2014, 09:55:18 pm
Vehicles and players teleporting around is the telltale signs of bad lag and a shaky connection. It sounds like that is primarily responsible for your problems.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 09:56:40 pm
It's probably your ISP, then, though Briggs is notorious for connection issues.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 09:58:20 pm
I play on Very Low settings.

Will post specs in a few hours.

Vehicles and players teleporting around is the telltale signs of bad lag and a shaky connection. It sounds like that is primarily responsible for your problems.
I doubt its lag. I can get snapshot kills (the kill problem I posted before was just a 1% thing of events) and I can hear Voice perfectly when teleporting happens...
...
I've even had one player comment on why I'm sitting under a rock while the firefight is going all around me.
Then said player knifed my face. xD


It's probably your ISP, then, though Briggs is notorious for connection issues.
Briggs. *hiss*
Though I doubt it. The same problem exists when I made an NC character in Watte-...that US East server with a W as the start of the name.
Still happens. ;_;
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 24, 2014, 10:02:08 pm
The reason you can get kills is because Planetside 2 calculates bullet collision client-side, so it's irrelevant of lag as long as you can kill them before they kill you. eg, sniper.

Tiruin plays on a laptop, btw.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 10:06:11 pm
Are you connecting wirelessly?  If so, go wired and try again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 10:14:13 pm
Are you connecting wirelessly?  If so, go wired and try again.
...Yes. :x
Now the problem is how.
Thanks! Also to you, Skyru.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 24, 2014, 10:18:36 pm
Nice and reliable Cat5!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 24, 2014, 11:18:47 pm

That said, there's some fix for Windows to speed up network connectivity.  It's in this thread, somewhere I think.   Duuvian, I think you posted it once: you know what I'm talking about?

Be warned they've added some ads since I went there last time so if you are leery go in with your shields up. Essentially if you use Windows 7 some versions of it limit the number of packets it sends out from your computer by tying multiple packets together and sending them that way. This causes a tiny delay that isn't really noticeable in most uses but will cause minor to moderate lag in video games as your computer is sending information out to SOE servers at 1/3 or 1/2 the rate (not sure of the exact rate offhand, I made those numbers up).

http://windows7themes.net/en-us/how-to-improve-latency-in-wow-in-windows-7/

If you are using a public network wirelessly in a somewhat densely populated area though you can bet at least one of your neighbors is streaming videos or torrenting or some such. If you have access to the wireless modem you could put a password to access your wireless and give it out to people who ask. If you are the one who is using someone else's wireless you will just have to make do with competition for wireless. As someone else said using a wire will be the most reliable solution.

Try opening the useroptions file in your PS2 directory and turn off lighting by setting it to 0. That's what gives me the most performance boost on my computer.


Finally this is something you should look at if your game has a lot of lag; it's possibly the most common easy and free fix to graphical lag (non internet speed) problems for people running PS2:

https://forums.station.sony.com/ps2/index.php?threads/unparking-your-cpu-to-get-more-performance.53793/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 24, 2014, 11:27:21 pm
Can that work on Windows 8?
I'm totally unsure about Windows 8 given all the things...in there :/ Also, the 20kbp/s connection? Our home connection which nobody else uses but us.
The 20 kbp/s thing? The the highest peak (~30kbp/s) is when its unused and...on rare occasions. The 20 is the usual >_>

Also thanks!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 24, 2014, 11:40:25 pm
I'm fairly certain that the latency fix is not necessary for Windows 8. Tying packets together was extremely unpopular in Windows 7.

The Core unlocking could be useful for Win 8 users though. It depends on your CPU manufacturer and I am not sure which ones, only that mine was one of them and unlocking the cores was very helpful.

30kbps peak speed is pretty slow and it would likely explain the warping around. That's usually a sign of internet lag.

You might want to find a speedtest site and see what your speed is on that.

Are you supposed to be getting more than 30kbps? Is that on wireless and is it different when your laptop is near the wireless router?

You can access your modem through your browser. Find your run menu, type cmd in it. This will open command prompt. Type ipconfig and hit enter.

This will show information on the networks your computer is connected to at the time.

Look for Default Gateway and open your browser. Enter the IP address to the right of Default Gateway. This Ip address is your modem's IP address. Entering it into your browser will send you to your modem's splashpage thingy and you will probably need to enter a password, which is likely to be something the ISP sent to your house.

Don't post either the IP address or your account info on the internet.

Don't change any options in your modem after you open it up with the password.

If you are paying for more speed than you are getting having that page open may help if you call customer support. It may also offer hints such as connection type as to why you are only getting 30kbps.

If you can find a cable wire you can plug it directly from the modem to your laptop's port. If it improves performance you might consider purchasing a 30 or 50 foot cable cord from Amazon and running it from your modem through a hole in your wall and through to another hole closer to your lair.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 25, 2014, 01:36:39 am
I want to mention that you should not play fast games on wireless. Wireless automatically adds a ton of latency to any connection, and as an added bonus it's also intermittent even in ideal conditions, sometimes "flickering" off for a fraction of a second.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 25, 2014, 01:38:38 am
Exactly. Even though I have to play on wireless due to room length reasons (seriously!), I much prefer the wired variant since I get ~80 less ping...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 25, 2014, 02:39:39 am
So my problem is because I play it wireless (yep, both accounts). Among other things and stuff...
...
Thanks guys!  :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 25, 2014, 02:58:23 am
You can play it wireless.
Just get the router closer or check settings.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 25, 2014, 03:03:55 am
No I mean the problem = I can't do large scale battles (unless from afar/sniping) due to when being in the presence of such, everything...'teleports' and literally flips out.
I've been trying to find the source of said problem so those answers popped up and I'll be testing on, later.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on April 25, 2014, 03:14:22 am
No I mean the problem = I can't do large scale battles (unless from afar/sniping) due to when being in the presence of such, everything...'teleports' and literally flips out.
I've been trying to find the source of said problem so those answers popped up and I'll be testing on, later.
That sounds like a slow connection.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 25, 2014, 03:26:38 am
T'was the same thing when I was on a high-speed connection...well, relatively fast @~100-120kbp/s
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on April 25, 2014, 03:47:16 am
If your wireless router is more then two years old, get a new one. They can go, and give you a poor signal. Do some looking online, and find a decent one. That should fix the issue. I have a room mate who also plays planetside, he's wired, I'm wireless, and we both get good lat when the provider isn't being a pain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 25, 2014, 03:58:38 am
Yeah, I get this sometimes, and it's definitely the connection. Run a cable to your computer if it's feasible at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 25, 2014, 08:36:58 am
Yeah, I get this sometimes, and it's definitely the connection. Run a cable to your computer if it's feasible at all.

Yeah, you can get a Category 5E cable for cheap at Wallmart.
Also, just give us what type of laptop you have. ie: Dell Inspiron 1525 <-Mine
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Xardalas on April 25, 2014, 08:52:31 am
Huh, so by whatever miracle. My laptop can actually run this game. And actually run it well! Anyways, I joined in, played a fewmatches as a sniper and got slaughtered. Is there a bay12 outfit?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 25, 2014, 09:53:27 am
Wireless is going to give you a similar performance to wired if your router and card were made within the last year, and your house isnt painted with lead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 25, 2014, 10:48:57 am
Huh, so by whatever miracle. My laptop can actually run this game. And actually run it well! Anyways, I joined in, played a fewmatches as a sniper and got slaughtered. Is there a bay12 outfit?
Are you in VS or NC or TR? You forgot an important part of the question.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Xardalas on April 25, 2014, 10:59:52 am
I have a character in all three factions. I was trying out different weapons and such. I normally play as the purple peeps though. VS I think they are called.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 25, 2014, 11:05:30 am
PM Zona here, I don't think its only a b12 outfit but he's the most recent VS guy in the thread who can invite people I know of.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Xardalas on April 25, 2014, 11:07:16 am
Thankies. I'll drop him a message later on when I get in game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 25, 2014, 11:11:25 am
wait!
We have b12 outfit on some server?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 25, 2014, 11:19:07 am
wait!
We have b12 outfit on some server?
I know we have an NC one around here somewhere, and Zona has a VS outfit on Matterson that he invited me to earlier in the thread.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on April 25, 2014, 12:40:06 pm
If I may note, my in game name is Zonas, someone got to Zona before me. The outfits [DaPP], we're the largest VS outfit on Mattherson and currently include 3 bay12ers. I'm a Pl and will happily throw an invite at anyone who sends me a tell in game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 25, 2014, 12:47:11 pm
If I may note, my in game name is Zonas, someone got to Zona before me. The outfits [DaPP], we're the largest VS outfit on Mattherson and currently include 3 bay12ers. I'm a Pl and will happily throw an invite at anyone who sends me a tell in game.

How many outfits are we repping on this thread? I'm a Squad Lead for Voodoo Shipping Company [VCO] the largest NC outfit on Mattherson.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on April 25, 2014, 02:28:18 pm
If I may note, my in game name is Zonas, someone got to Zona before me. The outfits [DaPP], we're the largest VS outfit on Mattherson and currently include 3 bay12ers. I'm a Pl and will happily throw an invite at anyone who sends me a tell in game.

How many outfits are we repping on this thread? I'm a Squad Lead for Voodoo Shipping Company [VCO] the largest NC outfit on Mattherson.

Holy mackerel., I met you in game a couple of months ago. I play as iamchoppy[NC].
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 25, 2014, 02:40:33 pm
No outfit yet, but I am AseaHeru on Connery.(NC)
And AseaHeruCeries...(More NC)
And there is another one too, for another europe server...(VS)
Gah, why do all my friends who play PS2 live in europe and on other sides of the faction wall?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 26, 2014, 01:19:31 am
Question, I hear alot of comparison to Planetside on a game I play called firefall. Whats the differences?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Biowraith on April 26, 2014, 01:51:06 am
Question, I hear alot of comparison to Planetside on a game I play called firefall. Whats the differences?
Firefall's got a more arcadey sort of gameplay/combat, is a lot more PvE focused (Planetside is 100% open world PvP), and is usually a lot smaller scale in terms of the number of people in any given battle (a battle in Planetside can involve hundreds of people).

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on April 26, 2014, 02:29:22 am
Question, I hear alot of comparison to Planetside on a game I play called firefall. Whats the differences?
Admittedly, i haven't played firefall in a good while but I dont know why anyone would compare these two games.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 26, 2014, 05:44:59 am
Is it just Miller or have player numbers really dropped recently?

Seems the only place to find a fight on Miller now is Indar, which for what ever reason seems to have awful bullet lag.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on April 26, 2014, 05:54:39 am
It is getting summer. Exams and shit. Same thing like last year.
So nothing new there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 26, 2014, 06:16:46 am
Also, is it just me, or is TR still drastically overpopping on Miller?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 26, 2014, 06:51:52 am
@Toaster/Other people who had asked for my specs and helped me with the GPU thing:
> Tiruin uses a Toshiba Satellite L855D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 26, 2014, 10:03:05 am
I often hear people on NC (I play as NC) complaining that they don't win alerts very often, which is dumb. Every time I log in I see that NC outpops everyone else by at least a couple percentage points, plus http://ps2alerts.com/ shows that the NC has 1600~ wins while the other factions have ~1300 wins.
It's funny because, at least right now, alerts don't mean anything, they're just a thing to give people some objective during the more populated hours.

I'm considering giving TR a try since I've not much interest in the VS and my 'main' is NC, anyone know which US East server they're most organized on?

Still no word on why my game's 32 bit
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 26, 2014, 10:10:32 am
" http://ps2alerts.com/ "
Great apparently i'm playing on the one server where TR totally and utterly sucks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 26, 2014, 02:03:43 pm
Question, I hear alot of comparison to Planetside on a game I play called firefall. Whats the differences?
Admittedly, i haven't played firefall in a good while but I dont know why anyone would compare these two games.

Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 26, 2014, 02:17:46 pm
For what game?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 26, 2014, 02:37:38 pm
PLanetside 2 is set up with large continents like ARMA, where there are persistent battles over key locations.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on April 26, 2014, 03:24:19 pm
Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections

Look at a video.
There are 3 continents and if you get in a plane at the warpgate(spawn) you can fly all over the place with no zones and attack any base or foe in between.

Really. Firefall is more similar to WoW than planetside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 26, 2014, 03:48:50 pm
Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections

Look at a video.
There are 3 continents and if you get in a plane at the warpgate(spawn) you can fly all over the place with no zones and attack any base or foe in between.

Really. Firefall is more similar to WoW than planetside.

Well then I really feel like downloading, Im sick of firefall, it goes nowhere and when I come back after 4 months, everyone in my clan and friendlist has quit for months.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 26, 2014, 05:06:59 pm
Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections

Look at a video.
There are 3 continents and if you get in a plane at the warpgate(spawn) you can fly all over the place with no zones and attack any base or foe in between.

Really. Firefall is more similar to WoW than planetside.

Well then I really feel like downloading, Im sick of firefall, it goes nowhere and when I come back after 4 months, everyone in my clan and friendlist has quit for months.

THE (Mattherson) NC WANTS YOU!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 26, 2014, 07:11:01 pm
THE (Mattherson) NC WANTS YOU!
Ah good! Bay12 on Mattherson! :D
I've made an NC character there because...*glares at Briggs @Loginside 2*
...Yeah.

Also why does the NC have such fancy pistols ;_; The TR has a...repeater. With such high recoil.
And you blue guys have such fancy bolt-action sniper rifles. >_>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 26, 2014, 07:13:31 pm
Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections

Look at a video.
There are 3 continents and if you get in a plane at the warpgate(spawn) you can fly all over the place with no zones and attack any base or foe in between.

Really. Firefall is more similar to WoW than planetside.

Well then I really feel like downloading, Im sick of firefall, it goes nowhere and when I come back after 4 months, everyone in my clan and friendlist has quit for months.
The (Mattherson) VS also want you, and we've got lashers and plasma rifles, unlike the NC's array of shotguns and such! :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 26, 2014, 07:36:10 pm
Bluh >.>
So I get a "Unable to download SocketError:Host Not Found (11001) - " when loading up that PS2 client (yay regular annoying updates...)
And it won't download the new patch. There's a link that cuts OFF THAT BOX (and off the client screen, which I've no idea how to widen) and after downloading the 43Mb-ish file, have no way of getting it to work.
Support/Help section doesn't.
Sometimes I dislike Planetside2 for this reason :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 26, 2014, 09:25:27 pm
Do we really have a lot of NC on Mattherson? I may actually make a switch over if that server is good, the only outfit that is really active on Waterson is PHX and the leadership isn't quite what I'm looking for, it's more of a zerg outfit than a tactics outfit... while a zerg is nice in a game about population, putting people in the correct place instead of charging all the time is pretty beneficial to success. 80 people camping a spawn room with 12 guys in it is not a good use of resources.

What about the TR? Are there any organized TR things? I'm simply not that interested in VS BS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Darkening Kaos on April 26, 2014, 09:33:28 pm
  @Tiruin
     Forumside 2 has detected that you are a Briggs player and you will not be allowed to play anywhere else.
     Get used to it.
     At least the primetime Friday night patches have stopped, you should have heard the shitstorm erupt when we're playing, there's twenty minutes left of an alert and then the System tells us Briggs is shutting down for servicing - and doesn't come back on line for seven hours.   For a supposedly 30 minute update.
     There are threads on SOE.com full of irate Aussies and PacRimmers that hit 5 pages in under half an hour.  (A challenge we rose to one night).
This is a good read.  Warning: There is sarcasm. (https://forums.station.sony.com/ps2/index.php?threads/briggs-screwed-over-again.122425/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 26, 2014, 09:38:07 pm
  @Tiruin
     Forumside 2 has detected that you are a Briggs player and you will not be allowed to play anywhere else.
     Get used to it.
*plays on Mattherson* :v
But now? Nope! I can't even play the client because it doesn't want to download the new 93Mb update.
Emphasis on 'doesn't want' due to that last post :/
Quote
Unable to download SocketError:Host Not Found (11001) - http://pls.patch.station.sony.com/patch/sha/planetside2/planetside2.sha.zs/37/345/1a9cda40045bc810b2ceccf24c6f9fb9a15
Validated all game files. Nothing wrong detected.
On that note, downloaded the file-system doesn't recognize the file (and if it should be placed somewhere, I have no idea what to do with it-support doesn't seem to help)

...Also wow that's a huge list of >:(
At least I'm not alone in playing Loginside 2, now.
Also compared to the login time @Briggs, before? Any other server is quick. Briggs takes minutes more in comparison.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 26, 2014, 10:24:46 pm
Yesterday I tried logging in for three hours.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 26, 2014, 11:07:47 pm
It seems every time I go to play I see in the announcements thing about the briggs server being messed up in one way or another.

I feel sorry for Aussie gamers
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 26, 2014, 11:28:09 pm
Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections

Look at a video.
There are 3 continents and if you get in a plane at the warpgate(spawn) you can fly all over the place with no zones and attack any base or foe in between.

Really. Firefall is more similar to WoW than planetside.

Well then I really feel like downloading, Im sick of firefall, it goes nowhere and when I come back after 4 months, everyone in my clan and friendlist has quit for months.
The (Mattherson) VS also want you, and we've got lashers and plasma rifles, unlike the NC's array of shotguns and such! :)

I think I took mattherson VS, so can you guys send me an invite? I use the same Screenname as here
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 27, 2014, 03:31:13 am
Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections

Look at a video.
There are 3 continents and if you get in a plane at the warpgate(spawn) you can fly all over the place with no zones and attack any base or foe in between.

Really. Firefall is more similar to WoW than planetside.

Well then I really feel like downloading, Im sick of firefall, it goes nowhere and when I come back after 4 months, everyone in my clan and friendlist has quit for months.
The (Mattherson) VS also want you, and we've got lashers and plasma rifles, unlike the NC's array of shotguns and such! :)

Don't join VS on Mattherson, join the TR instead. They need the most help, though I've seen more of them after the latest patch.

VS Mattherson have some of the best outfits in all of PS2. In addition many of their less experienced players have a lot of certs to spend. Back when Zealot Overdrive was around VS players made tens of thousands of certs from end alert awards alone due to being essentially unbeatable for months in alerts due to ZOE and overpopulation as a combination of people logging onto their VS for easy points and others not wanting to fight the resulting purple horde that usually existed by halfway though the alert.

NC has a good mix of new players and experienced players.

TR had to deal with ZOE era VS bullshittery and then their own strong weapons were nerfed in the same patch that finally reined in ZOE, and a lot of their players left or changed servers. The recent patch they had some attention paid to them so maybe their veterans will be common to see again.

Before the previous patch at least, the only nights you would see TR with a decent population on was when one of the VS outfits did their TR night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 27, 2014, 08:52:46 am
While I'm not going to argue with things I wasn't around for, I remember the Mattherson TR having 40% pop one day last week. That was an interesting day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 27, 2014, 10:55:59 am
Its because we are supposed to "eventually" have vehicles and open world PVP.

How does the game work actually? Is it just a bunch of extra rooms like an FPS video game or is it somesort of persistent battlefield with clans controlling sections

Look at a video.
There are 3 continents and if you get in a plane at the warpgate(spawn) you can fly all over the place with no zones and attack any base or foe in between.

Really. Firefall is more similar to WoW than planetside.

Well then I really feel like downloading, Im sick of firefall, it goes nowhere and when I come back after 4 months, everyone in my clan and friendlist has quit for months.
The (Mattherson) VS also want you, and we've got lashers and plasma rifles, unlike the NC's array of shotguns and such! :)

Don't join VS on Mattherson, join the TR instead. They need the most help, though I've seen more of them after the latest patch.

VS Mattherson have some of the best outfits in all of PS2. In addition many of their less experienced players have a lot of certs to spend. Back when Zealot Overdrive was around VS players made tens of thousands of certs from end alert awards alone due to being essentially unbeatable for months in alerts due to ZOE and overpopulation as a combination of people logging onto their VS for easy points and others not wanting to fight the resulting purple horde that usually existed by halfway though the alert.

NC has a good mix of new players and experienced players.

TR had to deal with ZOE era VS bullshittery and then their own strong weapons were nerfed in the same patch that finally reined in ZOE, and a lot of their players left or changed servers. The recent patch they had some attention paid to them so maybe their veterans will be common to see again.

Before the previous patch at least, the only nights you would see TR with a decent population on was when one of the VS outfits did their TR night.

Um im not sure what that means? I know you get certs from killing and capturing, I have no idea what is the alert stuff is, and I dont even know what the patch did. Some explanation plz.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 27, 2014, 11:06:17 am
Um im not sure what that means? I know you get certs from killing and capturing, I have no idea what is the alert stuff is, and I dont even know what the patch did. Some explanation plz.
Cert gain is based on experience you earn, 250xp = 1 cert. A kill usually nets you 100 xp or so, while doing various other activities can earn you XP as well, ranging from damaging enemy aircraft (not even destroying them), healing/reviving teammates, giving ammo to teammates, spotting an enemy with Q that subsequently gets killed by a teammate, damaging an enemy that gets killed by someone else afterwards (An 'assist'), having a sunder deployed and people spawning on it, and many more things. You can get more certs supporting people than fighting enemies if you know what you're doing. Playing in a squad and playing with 'the underdogs' (being outpopulated) will also give you bonus XP.

Alerts are something they added to Planetside to give people an overall 'objective' and sense of direction, plus they're used as stopping points for some players who had no sense of when they should stop playing (at least I think so anyways). At the end of an alert as long as you're in the region that the alert covers (for example, if it's a tech plant alert you have to be at a tech plant, friend or foe) than any experience you've earned playing it is essentially boosted by 20%. So if you earn 100 certs during an alert when it ends you'll have 120 certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 27, 2014, 11:07:36 am
Um im not sure what that means? I know you get certs from killing and capturing, I have no idea what is the alert stuff is, and I dont even know what the patch did. Some explanation plz.

Over the Winter, the Mattherson VS were overpopulated. Usually having around 45% of the pop around prime time (~9:00pm), and 50%-60% at other times.Even pop would be 33% for each faction. As a result they won around 90% of alerts, the NC won the other 10%, I only remember the TR winning 2 alerts during the entire winter.

Winning an alert grants 10,000 Exp or 40 certs.

However, populations are fairly even now. 
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 27, 2014, 11:16:00 am
I basically skipped everything that was in quotes there with my reply, sorry XD

ZOE is short for Zealot OverdrivE. Each faction has access to 5 infantry classes plus a powered armor suit called a MAX which costs infantry resources (usually spent on things like grenades and mines) and has a cooldown similar to vehicles. Every faction usually has a distinct feature that separates it from the other factions, and the MAX of each faction has their own unique ability. TR get an ability that makes them rocket bait, NC gets an ability that gives them a riot shield of sorts, and the VS gets an ability that turns their MAX into a dancing queen of death. ZOE used to make MAXES move at insane speed with increased rate of fire and damage, at the cost of taking a little bit more damage. It was eventually nerfed quite a bit, I rarely see it used anymore.

EDIT: For reference, most guns in the game make you move at half speed while aiming down sights, while some specialized for close quarters make you move at 3/4 speed. The ZOE max allowed you to move faster than an infantry's normal jog while being able to shoot at high rate of fire. The increased damage you took was completely mitigated by the fact that you could duck in and out of cover so quickly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 27, 2014, 11:56:44 am
If anyone was wondering what the Cougar is like... its TR's version of  the Razor GD-23 with 40m/s less muzzle velocity and 0.25 worse hip accuracy.
For a 1000 cert weapon that's worse than a 250 cert one you'd think it would atleast have better attachment options.

As a matter of fact, why is it that TR's NC flavoured carbine is worse than the NC's TR flavoured carbine?
The Lynx and GD-7F are both 1000 cert, adv laser sighted, point blank raw damage weapons.
Before the change to the Lynx the GD-7F fired 100RPM faster, the Lynx does now fire faster but because TR apparently cant have a good gun SOE decided to nerf its per shot damage to the 125 SMG level damage.
So even though the Lynx fires faster than the GD-7F the GD-7F out performs the Lynx in raw damage DPS  (1893.75 vs 2025.83), the GDF also has a much higher muzzle velocity and is more accurate - in other words the GD7 completely outclasses the Lynx in everyway except ammo capacity
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 27, 2014, 12:16:13 pm
... in other words the GD7 completely outclasses the Lynx in everyway except ammo capacity

Meanwhile the Serpent completely outclasses the GD-7F in every way, except velocity (simply critical to CQB bullet hoses...)

Do the TR never complain about that because they just accept Vanu is supposed to be easymode, or do they just specifically hate the NC?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 27, 2014, 12:53:09 pm
The first one

But in this case it was just for direct comparisons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 27, 2014, 01:02:17 pm
The first one

Fair enough, I can appreciate that...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 27, 2014, 01:11:36 pm
Apparently in 2 months all 3(plus a new one) continents are being put together so that some function as main bases it seems, that sounds fun.

Anyway ill try joining you guys if im on the right server when I come on tonight
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 27, 2014, 01:14:54 pm
Yeah, and Hossin was supposed to be released in March April... ... 2013.

Don't hold your breath for continental lattice. There's still two battle islands to be made, and the Hossin on test needs more work.

EDIT: I'M SORRY I EVER DOUBTED YOU HIGBY.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 27, 2014, 01:19:36 pm
Also, that'll probably introduce more loading time anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on April 27, 2014, 01:22:03 pm
Yeah, and Hossin was supposed to be released in March... ... 2013.

Don't hold your breath for continental lattice. There's still two battle islands to be made, and the Hossin on test needs more work.

Hey, that's not true!


It was scheduled for April 2013.  Give SOE the credit they deserve.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 27, 2014, 01:38:37 pm
Toaster, +1.
:P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on April 27, 2014, 02:24:14 pm
If they are working on promised features (which people have paid for) in Planetside, how do you expect them to work on their DayZ clone?

Be reasonable guys.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on April 27, 2014, 02:59:55 pm
SOE has a DayZ clone? o.0
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on April 27, 2014, 03:40:46 pm
Yeah it is called H1Z1. https://www.h1z1.com/ (https://www.h1z1.com/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 27, 2014, 03:56:33 pm
I'd like to see a game where you play as the military forces liberating areas from zombies
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 27, 2014, 04:09:15 pm
Something you can go in DayZ, and probally in H1Z1.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 27, 2014, 04:48:01 pm
I thought dayz was playing as scattered survivors with the real danger being other survivors
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 27, 2014, 04:53:08 pm
Yeah it is called H1Z1. https://www.h1z1.com/ (https://www.h1z1.com/)
That is the worst website ever. It has sound and nothing on it!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 27, 2014, 05:11:09 pm
"Hey web design intern dude, make us a dark and spooky page. What? No you're not getting paid for it"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on April 27, 2014, 05:53:18 pm
"Hey web design intern dude, make us a dark and spooky page. What? No you're not getting paid for it"
Well if you click the light in the house you can subscrive to a newsletter or something.
Also sometimes (one in 10 times i hear) you get a jumpscare upon entering the site with a zombie face flashing on the screen and making a startling sound.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 27, 2014, 10:08:22 pm
I now have a mattherson Vanu Character if you guys want to recruit me
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 27, 2014, 10:14:21 pm
Anyone in Waterson NC? (Other than the Briggs TR I play in because yay bugs? :I It seems non-bugged now but...)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on April 27, 2014, 10:14:53 pm
Actually, you should play on Connery. US West is closer than US East so should have less lag.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 27, 2014, 10:18:25 pm
I think I'm the only one on Bay 12 on Waterson, and I happen to be NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 27, 2014, 10:23:30 pm
Actually, you should play on Connery. US West is closer than US East so should have less lag.
I'll recreate my char on Connery then a- :x

I think I'm the only one on Bay 12 on Waterson, and I happen to be NC.
Aw great >_<
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ricky on April 27, 2014, 10:26:24 pm
Actually, you should play on Connery. US West is closer than US East so should have less lag.
I'll recreate my char on Connery then a- :x

I think I'm the only one on Bay 12 on Waterson, and I happen to be NC.
Aw great >_<

I too happen to be on Waterson, and Im also NC.

I thought I was alone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 27, 2014, 10:52:16 pm
I have a connery player too, which server is more populated?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 27, 2014, 11:04:19 pm
I'll...be moving my NC character to Connery due to Skyrunner over there. :P

I have a connery player too, which server is more populated?
I'm unsure what you mean by 'populated'. Do you mean at a certain time of day or 'populated by faction [TR/NC/VS]'?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 27, 2014, 11:12:09 pm
Connery has the highest population of any server. Briggs has the lowest. The other 6 are similar to one another, IIRC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on April 27, 2014, 11:45:59 pm
I now have a mattherson Vanu Character if you guys want to recruit me
I just sent a friend request. next time I see you on VS I'll throw you an invite.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 28, 2014, 09:26:51 am
Briggs has the lowest.
How unsurprising.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on April 28, 2014, 04:31:56 pm
I'm thinking about getting a scout rifle after I get a Fury for my Flash. Anyhow, I'm under impression that they're kind of like Warden, which would be amazing because I freaking love that gun. Did I get it right, or do they behave completely differently?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 28, 2014, 04:34:59 pm
They are similar in that they're semi-auto.

The Vandal is considered the best scout rifle right now if I remember correctly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on April 28, 2014, 04:35:53 pm
They're essentially halfway between BRs and semi-auto SRs, but more like BRs than the crummy semi-auto SRs. You should probably grab the Vandal because that gun makes me mad when people kill me with it and makes me curse the weapon rather than the user, which is a sign of a good gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 29, 2014, 03:19:23 pm
Quote
Q: I don’t see PlanetSide 1 mentioned anywhere, are they eligible for this program?
 A: We will offer PlanetSide 1 as free to play game for everyone when the new program rolls out, on or about April 29th, 2014 (or sooner!). Please note that PS1 has no Marketplace and will not see further game development. We know that a large number of people have played it in the past, and we hope you’ll enjoy it again, on us.

Awesome, now you unlucky lot can see what a proper MMOFPS not bogged down with microtransaction BS is like.

Too bad it wont be supported at all so it'll be rife with the old hacks
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on April 29, 2014, 04:10:04 pm
Quote
Q: I don’t see PlanetSide 1 mentioned anywhere, are they eligible for this program?
 A: We will offer PlanetSide 1 as free to play game for everyone when the new program rolls out, on or about April 29th, 2014 (or sooner!). Please note that PS1 has no Marketplace and will not see further game development. We know that a large number of people have played it in the past, and we hope you’ll enjoy it again, on us.

Awesome, now you unlucky lot can see what a proper MMOFPS not bogged down with microtransaction BS is like.

Too bad it wont be supported at all so it'll be rife with the old hacks
Soooo... did that happen yet?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 29, 2014, 06:02:19 pm
Quote
Q: I don’t see PlanetSide 1 mentioned anywhere, are they eligible for this program?
 A: We will offer PlanetSide 1 as free to play game for everyone when the new program rolls out, on or about April 29th, 2014 (or sooner!). Please note that PS1 has no Marketplace and will not see further game development. We know that a large number of people have played it in the past, and we hope you’ll enjoy it again, on us.

Awesome, now you unlucky lot can see what a proper MMOFPS not bogged down with microtransaction BS is like.

Too bad it wont be supported at all so it'll be rife with the old hacks
Did you expect it to not be rife with the old hacks?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on April 29, 2014, 10:04:38 pm
Dang it. The game is still offline due to SOE integration
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Xardalas on April 30, 2014, 11:37:59 am
Oh the joys of trying to learn how to fly. I'm not leaving the VR dammit till I can weave in and out of those fucking trees.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on April 30, 2014, 03:12:39 pm
I've heard some people use a controller/gamepad for that. I've tried it a little myself and it does seem like it could be better than keyboard/mouse; however, because there are no default controls it takes not only practice but acclimatization to figure out how much better it can work. Chiefly what works best in terms of mapping throttle, elevation, roll, and bank between the two axes of each stick, and various other buttons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Xardalas on April 30, 2014, 04:18:01 pm
I use a mouse and keyboard. I still pretty much suck at flying. I seriously doubt I'd be able to do much beyond making the other ESF's chase after me to shoot me down. Any kind of dogfighting is beyond me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 30, 2014, 05:46:56 pm
This is one of the reasons I'm anticipating the Valkyrie, if it's anything like I'm imagining it would be. I'm imagining ESF's to be the 'fighter jet' sort of vehicle while the Valkyrie be more helicopter gunship type thing. I'm more interested in helicopter type stuff than fixed-wing/dogfighting. I'd be all over an MI-24 type craft. (http://en.wikipedia.org/wiki/Mil_Mi-24)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on April 30, 2014, 05:51:17 pm
Yes, that should be fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on April 30, 2014, 06:01:23 pm
Except that no matter what you're imagining, ESFs are heli-type vehicles. Just without the boring gravity or aerodynamics bits to worry you. They have some jet mixed in, but that's just easy forward thrust without tilt.

All air vehicles in PS2 are this mix really. I'm assuming the Valkyrie will follow suit (although, fixed angle thrusters, meaning tilt-for-forward-motion would be cool).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Myroc on April 30, 2014, 06:07:16 pm
Except that no matter what you're imagining, ESFs are heli-type vehicles. Just without the boring gravity or aerodynamics bits to worry you. They have some jet mixed in, but that's just easy forward thrust without tilt.
Pretty much this. Coping with the existence of ESFs is a lot easier (even though I still think they're far too versatile than what I'd really like) once you realize that they are actually choppers disguised as high-tech fighter planes instead of actual fighter planes. Amusingly, I get the feeling that the Valkyrie, with a high velocity and rumble-seats to fit Heavy Assaults with AA Launchers, are going to end up being fighter planes disguised as high-tech choppers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 30, 2014, 06:11:26 pm
Ah, yeah, the whole VTOL thing is kinda... a thing... >_>

I wonder if Valks will get nerfed into the ground sometime after launch like the Harasser was because of the gunner + skid gunner combo
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on April 30, 2014, 11:47:54 pm
*sighs*
I think I'm going to quit this game :/
Random crashes on Briggs.
All the damn time.

Except that no matter what you're imagining, ESFs are heli-type vehicles. Just without the boring gravity or aerodynamics bits to worry you. They have some jet mixed in, but that's just easy forward thrust without tilt.
Pretty much this. Coping with the existence of ESFs is a lot easier (even though I still think they're far too versatile than what I'd really like) once you realize that they are actually choppers disguised as high-tech fighter planes instead of actual fighter planes. Amusingly, I get the feeling that the Valkyrie, with a high velocity and rumble-seats to fit Heavy Assaults with AA Launchers, are going to end up being fighter planes disguised as high-tech choppers.
...Valkyrie? o_O
Also, the ESFs currently defy physics due to how they stop in mid-air (or they lack thruster graphics to show that).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 01, 2014, 12:01:20 am
Everyone randomly crashes. It's never just you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 01, 2014, 12:02:25 am
Briggs seems to have an unproportional amount of unluck with them, though. At least from mentions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 01, 2014, 01:21:51 am
Briggs has been suffering from numerous known connectivity issues for the past several weeks now that the other servers are not experiencing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on May 01, 2014, 04:42:04 am
Except that no matter what you're imagining, ESFs are heli-type vehicles. Just without the boring gravity or aerodynamics bits to worry you. They have some jet mixed in, but that's just easy forward thrust without tilt.
Pretty much this. Coping with the existence of ESFs is a lot easier (even though I still think they're far too versatile than what I'd really like) once you realize that they are actually choppers disguised as high-tech fighter planes instead of actual fighter planes. Amusingly, I get the feeling that the Valkyrie, with a high velocity and rumble-seats to fit Heavy Assaults with AA Launchers, are going to end up being fighter planes disguised as high-tech choppers.

Although the only reason for that is really to do with scale... While ESFs are meant to be the fixed wing fighters of Planetside, they function as VTOL/heli-type because a fixed wing aircraft engages from miles away (at least for any self-propelled ordnance). (Also applicable to tanks and maybe a powerful rifle under certain conditions.) But computers aren't powerful enough to realistically render that far so you get a huge compression in distances and VTOL fighters end up dogfighting by hover-dancing around each other at a distance of less than a few hundred meters.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: hops on May 01, 2014, 04:44:33 am
PTW
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on May 01, 2014, 11:12:34 am
PTW

Is this... accusation leveled at anything specific, or just the game in general?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 01, 2014, 11:31:45 am
I think he means "Posting To Watch".

"Pay to win" would be "p2w" :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 01, 2014, 05:43:46 pm
Although the only reason for that is really to do with scale... While ESFs are meant to be the fixed wing fighters of Planetside, they function as VTOL/heli-type because a fixed wing aircraft engages from miles away (at least for any self-propelled ordnance). (Also applicable to tanks and maybe a powerful rifle under certain conditions.) But computers aren't powerful enough to realistically render that far so you get a huge compression in distances and VTOL fighters end up dogfighting by hover-dancing around each other at a distance of less than a few hundred meters.
Ever hear of ARMA? It's not perfect but it's close, but there are also dedicated flight sims that do the scale right, but... well they are dedicated sims. I'm just saying computers can handle it but it's not the scope of PS2

I feel that the way ESFs handle, and aircraft in general, has more to do with the nature of the game. They didn't feel that you needed to go through 'flight school' to be able to fly (although something like that wouldn't be a bad idea) so even one of the most difficult maneuvers in real flight (landing) is trivialized because you don't need a long strip of land. This means instead of designing the maps/continents around having dedicated airstrips they can just have a little landing pad.

If they were something that were called from off-continent from aircraft carrier type things... that would actually be kinda neat especially considering the continent locking stuff coming up, but the game's too developed for that sort of thing. Changing the way ESF's function at this point... would probably be bad...

In regards to Pay 2 Win (regardless of if it was intentional or not) every default gun I've tried is good, everything else is more specialized for more specific types of encounters, and there are many things that you simply cannot buy with real money including upgrades for those guns, vehicles, upgrades for your vehicles, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: hops on May 02, 2014, 03:29:58 am
I think he means "Posting To Watch".

"Pay to win" would be "p2w" :P
No no see I'm actually paying to watch this thread :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 03, 2014, 05:09:50 am
I love double XP weekends. I activated my 3 day hyper boost for 4x experience and got over 2k certs in a day ^_^
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on May 03, 2014, 05:38:13 am
Aww yis, three months of free membership. Loginside 2 is over, long live Planetside 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 03, 2014, 05:55:48 am
Aww yis, three months of free membership. Loginside 2 is over, long live Planetside 2.

What's your IGN? :D

I love double XP weekends. I activated my 3 day hyper boost for 4x experience and got over 2k certs in a day ^_^

... How did you get 500 certs in the first place in a single day? o-o
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on May 03, 2014, 06:30:28 am
Aww yis, three months of free membership. Loginside 2 is over, long live Planetside 2.

What's your IGN? :D
IGN?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 03, 2014, 08:06:32 am
Has anyone managed to get into PS1 yet?
Has SOE confirmed PS1 is even currently live on AAP yet or if its still something to come?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 03, 2014, 08:13:45 am
... How did you get 500 certs in the first place in a single day? o-o
HE Lightning with thermals and proximity radar, all day long. Find an enemy base under siege and shell away, keeping one eye on the minimap for C4 fairies. I also had some good runs with an SMG infiltrator, but it's mostly the Lightning. The XP flow does dry out after a while, because enemies simply stop coming out on the outside balconies, but then friendly infantry has a lot more freedom for moving around so they take the base quickly, and then you just rinse and repeat on the next one. This BTW is also why vehicles actually matter, despite how some people claim that the only thing that matters is CQC infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 03, 2014, 08:37:34 am
Which continent do you find best for the farming?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 03, 2014, 09:49:36 am
Indar, because it's the only continent where you can actually find people outside of alerts :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 03, 2014, 10:58:39 am
I managed to have a Liberator gunner and also not be shot down by AA, and farmed up a ton of certs :D It's relaxing when you can just float around and the gunner gets you certs. Sadly, I accidentally jumped out of my Liberator while trying to fly back to a pad for ammo. The second time I got a lib into the air was when the enemy's AA was very strong and our team's air support all died, so not much farming was had.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2014, 11:00:42 am
I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 03, 2014, 11:01:31 am
Aww yis, three months of free membership. Loginside 2 is over, long live Planetside 2.

What's your IGN? :D
How the ._.
Free membership whatnow?! I don't see anything of the sort. ;-;

Also that's In-Game-Name.
...Though I think its server-restricted, the friend system?

I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>
Dat 'e' key.
Must not eject. Ever.

I managed to have a Liberator gunner and also not be shot down by AA, and farmed up a ton of certs :D It's relaxing when you can just float around and the gunner gets you certs. Sadly, I accidentally jumped out of my Liberator while trying to fly back to a pad for ammo. The second time I got a lib into the air was when the enemy's AA was very strong and our team's air support all died, so not much farming was had.
I'm never around when these fun stuffs happen :c
Though that's awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 03, 2014, 11:02:17 am
I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>

I press T to go into third person to maneuver. E is very close to T.

Also, today is the day I learned that you could use Hyena missiles to farm infantry...

Aww yis, three months of free membership. Loginside 2 is over, long live Planetside 2.

What's your IGN? :D
How the ._.
Free membership whatnow?! I don't see anything of the sort. ;-;

Also that's In-Game-Name.
...Though I think its server-restricted, the friend system?
Apparently Sony only gave free memberships to people who have bought SC :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 03, 2014, 11:06:55 am
I've bought SC, and I've gotten no free membership.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2014, 11:07:07 am
Try changing your eject key to something else, mine is on my mouse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 03, 2014, 11:07:17 am
I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>
E is next to R. R is reload.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 03, 2014, 11:08:46 am
I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>
E is next to R. R is reload.
Make it the F key.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2014, 11:09:52 am
I swear, am I the only person on the planet that changes their keybinds or even knows how? >__>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 03, 2014, 11:09:59 am
I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>
E is next to R. R is reload.
Make it the F key.
The F key is already used for something else, I'm pretty sure. I've avoided rebinding things because theres not a lot of useful places to put them without a cascade of rebinds, and I can't be arsed to move every useful key just to make it less likely to fall out of a liberator. My mic keys are already awkwardly out of place trying to fit them outside of the numpad, its not going to get any better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on May 03, 2014, 11:10:56 am
Back in my day, computers only had two keys.

And we liked it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2014, 11:11:48 am
Back in my day, computers only had two keys.

And we liked it.
Games were also less complicated and only needed two keys =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 03, 2014, 11:14:20 am
Back in my day, computers only had two keys.

And we liked it.
Games were also less complicated and only needed two keys =p
Well I lived your day and...

...Yeah, yeah that was very fun days. ;_;
But you didn't have an eject key which was also tied mechanically to the most useful interaction key in-game. So nyah nyah. :I

On a funny note, if the interaction mechanic is the only thing there is...our aircrafts only have two options other than the throttle: Utility, or EXIT.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 03, 2014, 11:19:26 am
I've bought SC, and I've gotten no free membership.
Do you play on briggs?
If yes, did you have most of your play time on Briggs?

I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>
E is next to R. R is reload.
Make it the F key.
The F key is already used for something else, I'm pretty sure. I've avoided rebinding things because theres not a lot of useful places to put them without a cascade of rebinds, and I can't be arsed to move every useful key just to make it less likely to fall out of a liberator. My mic keys are already awkwardly out of place trying to fit them outside of the numpad, its not going to get any better.
F is "class ability", like cloak for Infiltrator or overshield for Heavy.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on May 03, 2014, 11:25:22 am
I have 'exit aircraft' bound to '\'. Can still hit it easily when bailing from a Gal but unlikely to hit it by accident. Changed it early enough I have no idea if there is anything else supposed to use it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on May 03, 2014, 12:45:57 pm
I have 'exit aircraft' bound to '\'. Can still hit it easily when bailing from a Gal but unlikely to hit it by accident. Changed it early enough I have no idea if there is anything else supposed to use it.

I currently use 'l' (a lower case L) since it's away from everything else and not used for other reasons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2014, 01:21:39 pm
The fact that 'exit aircraft' is its own seperate key from the general 'use' key is a pretty good foresight on part of SOE, any other game would've had a generic 'use' key that is the same across all classes and vehicles regardless of what the context of your situation was.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 03, 2014, 02:18:44 pm
While it is a seperate key, by default SOE has all the exit commands mapped to the same button.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2014, 03:45:41 pm
While it is a seperate key, by default SOE has all the exit commands mapped to the same button.
I swear, am I the only person on the planet that changes their keybinds or even knows how? >__>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 03, 2014, 05:47:35 pm
I'm scared it'll get me banned for client modification :P

In other news, Vandal is pretty good. So is Flash Fury, but I'm not getting good results because I need to learn to shoot on the move. Right now I just get 2-3 kills and then die because I'm stationary.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 03, 2014, 06:39:31 pm
Flash could really do with some sort of forward facing shield
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2014, 06:45:01 pm
Flash could really do with some sort of forward facing shield
They should've made it a motorcycle thing with a side car, hehehe
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on May 03, 2014, 06:50:31 pm
I've bought SC, and I've gotten no free membership.
IIRC it was given to people who were members or bought SC during Loginside, a bandwidth problem in the Briggs (Sydney) server that caused login times of 5-30 minutes if you got in at all.
E: The handout masterfully coincideded with an SC giveaway and a double XP weekend.

Also that's In-Game-Name.
...Though I think its server-restricted, the friend system?
In that case it's NobPrototype on Briggs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 03, 2014, 06:50:45 pm
Flash just needs it's handling fixed... if they wanted to be really nice, they might give it default turbo like the Harasser, but that might be a bit excessive.

Cloak gives you pretty good survivability, right up until you hit a bump, tumble a few times, and get shot since you're now going 2 kph.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on May 03, 2014, 06:51:56 pm
I discovered that the reason I was crashing so much was because I wasn't quite at minimum settings. I had to turn off shadows (from having them on Low). Now I can go half an hour without crashing!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on May 03, 2014, 08:05:15 pm
I know KD isn't that important, but after a month or so of playing I've finally managed to play at around 1.5 kd, which is a serious step up from the .1 days of old. Swapped over from Mattherson TR to Waterson NC a couple weeks ago and am really enjoying it. The Gauss SAW is incredible, very powerful at mid range, never runs out of ammo, and the lack of close quarters power is offset by just being a heavy and winning those engagements almost by default.

MAX units still make no sense to me. It feels like the default NC MAX loadout is criminally underequipped for every situation but biolab brawls. I barely feel any more powerful than I would in a heavy... on that same note, I also feel horribly ill equipped in any sort of vehicle. Being unable to even use the Vanguard's shield is a really stupid design decision. While the basic classes might be reasonably powerful out of the box, almost everything else seems to need investment to be worth wasting your time in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 03, 2014, 08:47:39 pm
NC MAX:  Buy the other Falcon.  Trust me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 03, 2014, 09:01:29 pm
I don't use maxes, but if I did, I'd use dual Falcons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on May 03, 2014, 09:04:20 pm
I know KD isn't that important, but after a month or so of playing I've finally managed to play at around 1.5 kd, which is a serious step up from the .1 days of old. Swapped over from Mattherson TR to Waterson NC a couple weeks ago and am really enjoying it. The Gauss SAW is incredible, very powerful at mid range, never runs out of ammo, and the lack of close quarters power is offset by just being a heavy and winning those engagements almost by default.

MAX units still make no sense to me. It feels like the default NC MAX loadout is criminally underequipped for every situation but biolab brawls. I barely feel any more powerful than I would in a heavy... on that same note, I also feel horribly ill equipped in any sort of vehicle. Being unable to even use the Vanguard's shield is a really stupid design decision. While the basic classes might be reasonably powerful out of the box, almost everything else seems to need investment to be worth wasting your time in.
Lightnings are fairly useful. The six shots spread the damage out a bit more, so against high armor foes its a pain, but otherwise, they work well. The air vehicles are fairly useful, though both the Lib and the Gal benefit from snagging their grenade launcher options. Sundy really only needs that AMS system thingy. I can see flash and harasser needing stuff, but those are niche vehicles. Sadly, I'm vanu, so I run with the magrider and its quite nice out of the box.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on May 03, 2014, 09:21:35 pm
I haven't had much luck with Lightnings, they seem fairly slow and clumsy (at least compared to what I'd expect from something named lightning) out of the box, and the 6-shot gun doesn't seem to be all that effective against infantry post-nerf (feels like I need to land the entire clip to kill someone), and ofc isn't the greatest against armor.

The aircraft might be nice, I wish I could experience them but they are almost impossible for me to fly. The controls and flight model just feel completely off, I wouldn't doubt that I've crashed all but a couple aircraft I've driven. It'll be a while until I'm anything except useless in one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on May 03, 2014, 09:23:01 pm
I know KD isn't that important, but after a month or so of playing I've finally managed to play at around 1.5 kd, which is a serious step up from the .1 days of old. Swapped over from Mattherson TR to Waterson NC a couple weeks ago and am really enjoying it. The Gauss SAW is incredible, very powerful at mid range, never runs out of ammo, and the lack of close quarters power is offset by just being a heavy and winning those engagements almost by default.

MAX units still make no sense to me. It feels like the default NC MAX loadout is criminally underequipped for every situation but biolab brawls. I barely feel any more powerful than I would in a heavy... on that same note, I also feel horribly ill equipped in any sort of vehicle. Being unable to even use the Vanguard's shield is a really stupid design decision. While the basic classes might be reasonably powerful out of the box, almost everything else seems to need investment to be worth wasting your time in.
Lightnings are fairly useful. The six shots spread the damage out a bit more, so against high armor foes its a pain, but otherwise, they work well. The air vehicles are fairly useful, though both the Lib and the Gal benefit from snagging their grenade launcher options. Sundy really only needs that AMS system thingy. I can see flash and harasser needing stuff, but those are niche vehicles. Sadly, I'm vanu, so I run with the magrider and its quite nice out of the box.

The Sundi actually benefits a lot from the alternate weapons - the AA guns are simply amazing, and other guns let you do more against vehicles.

I have trouble with piloting Scythes, but Galaxies and Liberators aren't too hard to fly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 03, 2014, 10:35:32 pm
I've bought SC, and I've gotten no free membership.
IIRC it was given to people who were members or bought SC during Loginside, a bandwidth problem in the Briggs (Sydney) server that caused login times of 5-30 minutes if you got in at all.
E: The handout masterfully coincideded with an SC giveaway and a double XP weekend.
*sighs*
Well. Great.
Also that's In-Game-Name.
...Though I think its server-restricted, the friend system?
In that case it's NobPrototype on Briggs.
Mine's Corianna - Briggs; Skyrunner is Ociella. :D


I know KD isn't that important, but after a month or so of playing I've finally managed to play at around 1.5 kd, which is a serious step up from the .1 days of old. Swapped over from Mattherson TR to Waterson NC a couple weeks ago and am really enjoying it. The Gauss SAW is incredible, very powerful at mid range, never runs out of ammo, and the lack of close quarters power is offset by just being a heavy and winning those engagements almost by default.

MAX units still make no sense to me. It feels like the default NC MAX loadout is criminally underequipped for every situation but biolab brawls. I barely feel any more powerful than I would in a heavy... on that same note, I also feel horribly ill equipped in any sort of vehicle. Being unable to even use the Vanguard's shield is a really stupid design decision. While the basic classes might be reasonably powerful out of the box, almost everything else seems to need investment to be worth wasting your time in.
I went back from Connery NC to Waterson NC.
...In-game-name please? :D

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 03, 2014, 10:46:55 pm
Flash just needs it's handling fixed... if they wanted to be really nice, they might give it default turbo like the Harasser, but that might be a bit excessive.

Cloak gives you pretty good survivability, right up until you hit a bump, tumble a few times, and get shot since you're now going 2 kph.
They fixed the flash physics on the PTS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 03, 2014, 10:49:54 pm
So flashes aren't very small infantry catapults if they hit anything bigger than a medium-sized rock and you jump out to avoid exploding with it on the PTS?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 04, 2014, 12:07:26 am
I believe so! They are supposed to handle better (spin out less) and be harder to flip. In fact, I shall go try it out myself right now.


ok, after trying it out it seems a bit better. You still flip easily after going over largish ridges, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 04, 2014, 05:13:31 am
Actually, with Scrapper 3 I rarely flip. I still spin out on turns and lose momentum and get stuck on .5 kph speed because I'm going up a slight incline, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on May 06, 2014, 09:21:15 pm
Right, what arse decided water is vehicular instakill?!/grouse
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 06, 2014, 09:26:05 pm
Right, what arse decided water is vehicular instakill?!/grouse
You must be playing on Amerish.
You must be playing near the edge of the map//Ocean//Near a chemical plant.
Sometimes, water is deadly because of the chemicals in it. Some areas have an...energy bridge as a defense with the same color-code recognition per team that can be hacked by an infiltrator to a neutral state until you capture the facility.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 06, 2014, 09:27:24 pm
The place is Heyoka Chemical lab, and the toxic, vehicle destroying moat is its most interesting feature.

There are placid streams on Amerish that don't destroy vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on May 06, 2014, 09:32:12 pm
Been branching out from the usual medic/HA, enjoying LA and Infils. LA is kind of neat, but only really shines in a few situations. A couple days ago I managed two back-to-back 15+ killstreaks due to good positioning in trees and on top of buildings with the Razor, a nice mid range carbine. I grabbed C4, although with only one pack of it it's rarely all that useful. Probably will stick with medkits until I have two.

Infils are a little better now that I can snipe decently, but the most fun is still in cloaky funtimes. Sneaking past enemy lines and assassinating a group of enemy infils with the pistol is a ton of fun.

Toaster's advice was golden. Falcons are awesome, I was under the impression they'd be sort of useless against infantry but that's hardly the case. If you can hit your shots, they feel like shotguns-but-better.

...In-game-name please? :D

RexxieKitty! Not sure if I'll be playing much, but there ye go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 06, 2014, 09:54:18 pm
Toaster's advice was golden. Falcons are awesome, I was under the impression they'd be sort of useless against infantry but that's hardly the case. If you can hit your shots, they feel like shotguns-but-better.

They used to have horrible convergence (IE if you aimed square at an infantryman ten feet in front of you, he'd have a rocket whiff past each ear) but a patch a bit back made them (and most other weapons) fire out of the camera.  Since then, it's much easier to double-tap infantry, which is a kill if not HA-shield or flak.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on May 06, 2014, 09:58:51 pm
Infils are fun with their cloak. You can do a surprising amount when you can hide every time that someone notices you even without cover.

LA is my favorite class. They have great mobility (going straight up cliffs or finding hiding places on buildings), along with decent weapons (you can kill someone before they really react if you're accurate enough with most of the cheaper weapons) and C4 (tanks never expect that C4 bricks that they drive over or the two that fall from the sky  :P). For interior combat, there are still grenades, flying up or finding an object to sit on to avoid getting shot, and simply aiming better than whoever is trying to kill you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 06, 2014, 10:02:44 pm
I hate shotguns ;_; I'm biased though because I use carbines and 100 bullet machine guns.

The 2 C4 I got for 700 certs on my HA was so worth it. It let me not be useless in close quarters vs vehicles. Sneaking up to tanks and blowing them up is so worth it. Another good use is dropping them in a doorway and blowing up MAXes. HAs aren't as good as placing C4 compared to LA, but unlike the LA HAs don't become useless (vs vehicles or gobs of people) after delivering C4. :3

Most fun moment so far with C4 has been spawn beaconing behind enemy lines, killing a bunch of people then blowing up a Lightning before kiilling moar people. I feel so impactful~
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 06, 2014, 10:11:06 pm
Main char on Briggs? LA.
So much fun. You don't realize how many people don't look up until you shoot their face. Especially if you've a silencer?
The advantage of the LA is getting the one-up over any other class, and in places which have heights and elevated areas? The only problem you'll face is your darn aim.
Which...is my problem. :I

The 2 C4 I got for 700 certs on my HA was so worth it. It let me not be useless in close quarters vs vehicles. Sneaking up to tanks and blowing them up is so worth it. Another good use is dropping them in a doorway and blowing up MAXes. HAs aren't as good as placing C4 compared to LA, but unlike the LA HAs don't become useless (vs vehicles or gobs of people) after delivering C4. :3
HMPH.
Bullet sponges =  3 =

Now to earn 300 more certs for that next C4 pack. VERY useful when making a planned explosive at common areas of movement. On the plus side? If you upgrade your jetpack, you can drop C4 while boosting above the enemy group :3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 06, 2014, 10:14:04 pm
Tree camping LAs are little girls. Feel free to aggressively flank enemy positions and push the assault.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 06, 2014, 10:17:33 pm
Tree camping LAs are little girls. Feel free to aggressively flank enemy positions and push the assault.
Why, thank you. Am I also pretty? :P

Because the mounds of corpses lying by the tree seem to say so.
But seriously: That's one tactic best situationally used. FLANKING = WIN.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 06, 2014, 10:20:44 pm
On the downside? If anyone sees you you're going to crash from the weight of lead suddenly in your body :v

Also, if you don't kill someone from the tree fast enough you're toast. Some LAs try to kill me from a bit off from a tree. I turn around, pop the overshield and 3-burst-fire them to death~

x3.4 scope ftw!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 06, 2014, 10:24:12 pm
Tree camping LAs are little girls. Feel free to aggressively flank enemy positions and push the assault.
Why, thank you. Am I also pretty? :P

Because the mounds of corpses lying by the tree seem to say so.
But seriously: That's one tactic best situationally used. FLANKING = WIN.

Last I checked, there weren't a whole lot of control points situated in trees. I don't play much on Esamir though, maybe it has some...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on May 06, 2014, 10:27:46 pm
I dont honestly feel like I could of done more by flanking, it was a pretty massive battle and I'm not personally good enough to do much even if I did successfully flank. It sounds like you know what you're capable of - which is fine, I'm willing to bet a tree camp is probably less effective no matter how successfully you pull it off. However, for mediocre players like me, it's really effective, and not just for my cert gain.

Yeah, I thought it was pretty silly that I wasnt spotted earlier. Although it was a good tree - among many, on the front lines, with a branch that hid me from their side. Coupled with the silencer, it makes it slightly more plausible they'd ignore the LA mowing down the front lines for 10 minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 06, 2014, 10:56:59 pm
The silencer actually probably helped a lot. When I try to spot peopleto kill, I look at the red dots on the minimap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 06, 2014, 10:58:13 pm
Problem is that when you're hit, you know where the general direction comes from.  ::)
Grr that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 07, 2014, 12:55:09 am
Shotgun LAs are awesome in towers. If you start taking damage, more often than not you can just jump off the balcony to stop it. And when you're climbing you tend to pop up near enemies very suddenly, so you can often take out a heavy before he can turn on his shield (one or two decent shots are enough if you're close).

Anyhow, I think I may have a problem. Ever since I upgraded my Flash during the last double XP weekend, I've been driving it everywhere instead of walking, even inside buildings. And it kinda looks like a rascal :-\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on May 08, 2014, 09:08:26 pm
Hey do you guys know what system requirements I need to play in battles  well? Right now I have trouble with lag/low FPS and Im not sure which is the problem because Im playing from a college connection on a laptop.

According to the website I need

OS - Windows 7
Processor - Intel i5 processor or higher / AMD Phenom II X6 or higher
Memory - 8 GB RAM
Hard Drive - 15 GB free
Video Memory - 1,024 MB RAM
Video Card - nVidia GeForce GTX 560 series or higher / AMD HD 6870 or higher
Sound Card - DirectX compatible



I have
OS - Windows 8.1
Processor - Intel i7-4700MQ processor
Memory - 8 GB RAM
Hard Drive - LOTS
Video Memory - 2,048MB RAM
Video Card - nVidia GeForce GT 740m
Sound Card - DirectX compatible

I should be doing really well, especially since the game is from 2012 while the laptop is form 2013 with a new Haswell chip but right now it seems pretty bad. Im also playing on Medium setting with 75% render quality

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on May 08, 2014, 09:27:58 pm
What you've posted looks like it should be fine.

Hitting alt+f should bring up a fps counter in the bottom left and it will also tell you if it is your cpu or graphics card that is throttling the game more.

A couple of things to check.

Are you using a wired connection for your internet access? Wireless is a frequent cause of lag problems in many games.
Try shutting down any other programs that may be running. Also check for anything running in the background.
If you are confident in what you are doing, experiment with shutting off your anti-virus and firewall when playing. Sometimes these interact poorly with a game and can cause issues, sometimes it is only a particular combination of firewall and AV that cause issues, may be worth checking.
Are you playing on a server that matches where in the world you are?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on May 08, 2014, 09:49:13 pm
Are you playing at minimal settings? That worked for me  - I can go for 30 minutes between crashes if I'm lucky now! :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 08, 2014, 09:53:47 pm
If you have shadows on, turn shadows off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on May 08, 2014, 09:57:40 pm
If you have shadows on, turn shadows off.

This is one of the major things. Vehicle shadows seem to cause a LOT of lag.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on May 08, 2014, 10:16:45 pm
dynamic shadows are generally (always?) a huge drag on performance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: mosshadow on May 08, 2014, 11:33:32 pm
Ive got everything on the Lowest settings, render is like 500. Its still not that great and im getting stuttering and low memory complaints. Shadows are off, connection is wired. Server is Connery, I live in the eastern seaboard
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 09, 2014, 09:36:43 am
dynamic shadows are generally (always?) a huge drag on performance.
Yup, unless they're really cheap. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 09, 2014, 10:00:04 am
I'll have three cheap dynamic shadows to go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on May 09, 2014, 05:29:03 pm
If you're still having performance problems, try setting it to high settings and then turning things off (shadows, particles, drop render distance down a touch). This'll move a fair bit of processing to the graphics card and can sometimes give an FPS boost. PS2 is a bit of a balancing act between the CPU and GPU, and lower settings may actually make the game run slower.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 11, 2014, 10:31:11 pm
There're those yellow/black missiles which are specifically for A2A combat. Not so much for ground at all.

The Hellfire rockets are more of a general bombardment use weapon and generally used (on all factions).

Also Dogfighting Frame? Not that useful. Mouse sensitivity up to 75? That works just similarly as well :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 11, 2014, 10:49:17 pm
Ok, here are your choices:

Primary--
  Needler: Free, accurate, good a2a. Sucks at A2G.
  Rotary: The weapon that the pros use. Deals high close quarters damage, decent at both a2a and a2g, but is hard to use. Some people like using the Needler recently.
  Banshee: Slaughter infantry, useless vs air.
  Locust: Don't buy.

Secondary--
  Afterburner: Default, good for dogfighting and hit and run. But you don't have much versality.
  Breaker (iirc? The lolpods): Commonly used to farm infantry and kill vehicles.
  Coyote: Close range heat seeking a2a rockets. Dumbfired and are usually used to dominate air fights. They're very cheesy though, and they might be nerfed soon.
  Tomcat: Lock-on a2a missiles. They're decent, super-good if you're in an air squad, but you need to maintain the lock. Also, you can't dumbfire these.
  Hornet: A2G laser guided. They're fun to use, but sadly less effective than lolpods most of the time. Hornet missiles condense the power of 16 Breaker pods into 2 missiles.


So basically I recommend Coyotes or Afterburners for a2a. Tomcat is more of a long range squad fight kill the pro lone wolfs weapon than a dogfighting weapon. Coyotes are easy to hit and you can use your primary while waiting for reload. Afterburner lets you hit the enemy a bit then run away.

Take this all with a grain of salt, cuz I'm a pretty bad pilot and most of this was taken from indirect experience :v

Btw, Hover frame is for the hover dogfighting and Racer is for hit and run like a2g or afterburner thing. Dogfighting is not recommended.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 12, 2014, 05:56:16 am
Leaning towards rockets, I guess. They seem to be the most versatile. I feel like if anything is keeping me down in A2A it's my own lack of ability, I'd rather not be using cheese missiles as a crutch.

I already have 4 levels in Afterburners, iirc. They're neat, but I can't really say they've helped me win a dogfight. Mostly just use it to get the hell out if I'm taking serious damage, but other ESFs tend to just chase me down anyway.

Was already starting on Hover, but considering Racer still. Gotta go fast.

Again people seem to hate A2A missiles without realizing that you have to give up something to get something.
Dropping fuel tanks means you cna't reliably outrun G2A rockets and lose quite a bit on maneouverability in nosegun brawls.
Now while breakers (and hornets) are good at attacking ground and galaxies they kinda suck when fighting ESFs leaving you at an disadvantage against a fueltank EFS and an even bigger one against hornet/tomcat ESFs.

Tomcats got nerfed to nothing so i don't recomend getting them and the coyotes get people to whine in spite of having a horrible TTK compared to any nosegun.
I mean seriously they require 3 reloads to kill an ESF.
So they are a good supplementary weapon but absymal if you want to kill planes uning htem exclusively.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 12, 2014, 06:06:59 am
Afterburner is more useful than rockets in a dogfight because you can reverse maneuver more, but doing that is an arcane art I have yet to master after 47h of flying a Reaver (which to be fair was mostly spent shooting infantry).

Oh, and dogfighting airframe is plenty useful IMO. It gives a huge boost to yaw, which increases overall agility by a good deal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 12, 2014, 11:08:27 am
Huh, I just went with hover stability to get better up-jets and upwards turning radius, or is that not what it gives?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 12, 2014, 11:14:03 am
No airframe will improve your upwards turn rate. You do get better vertical thrusters, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 12, 2014, 12:40:06 pm
Pick either hover or racer. racer helps outrun missiles (especially if you are a Reaver or mossy) while hover makes it easier to strafe ground and bo maneuvers that require vertical thrust (so basically hover dogfights).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 12, 2014, 12:58:00 pm
Yeah, I'm thinking rockets or hornets. Mostly rockets for versatility's sake.

The more A2A specific weapons feel too weak/limited for my interests. I'd rather have the option of taking out ground vehicles. It's not like I can't still toss rockets/hornets at unaware/slow ESFs/Libs.

Hornets seem to hurt a lot, but they seem like they'd be a bit of a pain to use.

I'd sure like to test out the Rotary in VR, but it seems like I can't equip it for some reason. Neato. Needler seems fine anyway, I guess.

Well i'm not an expert but i personally would test a Coyote + banshee combo on the mossie altho i must admit i'm far from recomending a setup like that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 12, 2014, 01:00:36 pm
You're not gonna do much against tanks anyway, lolpods are for farming infantry. On the other hand, maxed afterburner is really awesome, you can usually outrun lock ons with it so you have a free utility slot for radar or fire suppression. If you really want to hunt armour, get in a Liberator.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: de5me7 on May 12, 2014, 01:07:36 pm
most of the better a2a pilots i know just use fuel tanks. I wouldn't recommend tomcats in most circumstances. Even if you get a lock it can easily hit terrain and by the time you've gotten a lock you could often have dropped 2 clips into your target. Only really useful from slightly longer range when the enemy pilot is very distracted. Lolpods are probably the most versatile option, they are good at point blank against esfs and larger aircraft too with a bit of practice. I've killed a fair number of tanks with lolpods but they need to either be weakend first or stupid/unlucky. They can be good for softening up and aggravating armor though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 12, 2014, 01:11:29 pm
Going against tanks often results in you eating an AP round, which is an instakill if it's a Vanguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 12, 2014, 01:27:08 pm
You wouldn't believe just how many of those vehicleless peasants you can kill with thermal optics. I wouldn't bother with vehicles as an ESF unless they were smoking, takes way too long to kill them and you're liable to get hit by something scary if you hang around in one place that long. For libs, a rotary is more then adequate, all you need to do is steer clear of the guns (ie shoot it's top or the sides). If it starts to point a gun at you, afterburn away and then just turn back for another pass.

As for solo Libbing, I see people do it now and then, but personally I wouldn't recommend it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 12, 2014, 01:43:50 pm
Locust got a bit of buff not too long ago so it doesn't completely suck.

Its still not worth the cost though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 15, 2014, 10:45:55 pm
Afterburner is more useful than rockets in a dogfight because you can reverse maneuver more, but doing that is an arcane art I have yet to master after 47h of flying a Reaver (which to be fair was mostly spent shooting infantry).

Oh, and dogfighting airframe is plenty useful IMO. It gives a huge boost to yaw, which increases overall agility by a good deal.

Dogfighting is good for flying near the ground and around terrain because you can yaw faster. It's also pretty good if you can afterburn right behind an enemy fighter, it helps you stay on their tail if they turn to try to escape instead of stopping and starting a hover fight. It's kind of useful with stealth. I like using the airhammer this way because it works well to get within a few feet of them if you can.

I'd still recommend getting hover over it though. Dogfighting doesn't increase yaw fast enough that you can use yaw to do maneuvors like the Immelman turn or a 180 degree spin like a Fokker Triplane could in World War One. An enemy on your tail will just roll on their wing and nose up/down faster than you can yaw.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on May 17, 2014, 03:31:52 am
Most of us play on Mattherson, right?

Who else is in the Server Smash today?
SMASH MILLER! SMASH MILLER!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 17, 2014, 06:34:49 am
If you pitch and yaw at the same time you can do a slightly faster 180 then with just pitch alone. I saw it in a video on youtube, but I can't find it now :( In that same video I learned that a pitch down turn is faster than a pitch up one.

Also, dogfighting airframe increases your roll speed, so you can get onto your side faster and start a pitch turn faster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on May 17, 2014, 06:35:15 pm
Mattherson won the Server Smash!
Great job to everyone who was there!

http://www.twitch.tv/inicast/b/529684135
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 17, 2014, 07:30:01 pm
Mattherson won the Server Smash!
Great job to everyone who was there!

http://www.twitch.tv/inicast/b/529684135

Ooh, I had the date saved and was thinking about going, but I had no computer for a few weeks so I forgot about it.

I didn't have computer access for a few weeks as my monitor broke so I'll post about some stuff I missed:

... How did you get 500 certs in the first place in a single day? o-o
HE Lightning with thermals and proximity radar, all day long. Find an enemy base under siege and shell away, keeping one eye on the minimap for C4 fairies. I also had some good runs with an SMG infiltrator, but it's mostly the Lightning. The XP flow does dry out after a while, because enemies simply stop coming out on the outside balconies, but then friendly infantry has a lot more freedom for moving around so they take the base quickly, and then you just rinse and repeat on the next one. This BTW is also why vehicles actually matter, despite how some people claim that the only thing that matters is CQC infantry.

HE lightning is an incredible farm machine. Once you can snapshot and still hit a moving infantry despite the drop it's amazing. Maybe not liberator gunner amazing, but it was the first thing I auraxiumed. I still use it when there is a need for anti-infantry vehicles with splash damage like Mattherson VS turning a room into a deathzone. I use it with a 2x zoom, maxed reload speed, as many ammo storage upgrades as I felt wasn't exorbitantly priced. HE runs out of ammo very fast. I also use Rival chassis, which allows faster turning and reverse speed. I use smoke launcher to create a smoke cloud when a tank is shooting at me, and reverse to keep the forward armor pointed at them until I feel I can spin and drive full speed ahead. I use stealth armor on all my vehicles.

Flash just needs it's handling fixed... if they wanted to be really nice, they might give it default turbo like the Harasser, but that might be a bit excessive.

Cloak gives you pretty good survivability, right up until you hit a bump, tumble a few times, and get shot since you're now going 2 kph.
They fixed the flash physics on the PTS.

Flash just needs it's handling fixed... if they wanted to be really nice, they might give it default turbo like the Harasser, but that might be a bit excessive.

Cloak gives you pretty good survivability, right up until you hit a bump, tumble a few times, and get shot since you're now going 2 kph.

I hope turbo is fixed so that landing has no chance of instant explosion. It's funny at first, but after a while exploding all the time is just annoying unless a bunch of people are watching or you land on some unfortunate. I would love to see innate turbo in the flash; I have my turbo at max level and it's what makes the flash for me. It would indeed make the flash much stronger. I would in particular use the turbo plus a scout radar. Nowadays I tear around like hell on the ground and sometimes the sky trying to find some unaware infantry on their way somewhere and either M40 or roadkill them; Another target is damaged tank butts for a clip of m40 and an escape before the turret swings around and one shots me. If I take fire I try to turbo to safety up the nearest terrain.  If the enemy does not kill me, landing after turbo has a fair chance to do so. With a scout radar I could do that, plus be useful to my team! It might cause me to play a bit more conservatively. In addition, think of how few flashes you see nowadays. With innate turbo you'd see a heck of a lot more, because a harasser would no longer be better transport in every way except as an infiltrator's assassination ride.

I know most people swear by the cloaking device for killing ability, and I agree with them that it is easy kills if done right. However I could never switch to it in exchange for launching my flash hundreds of feet in the air and landing on someone, or going mountaineering on Amerish and jumping around like some kind of rocket powered goat. That's fun if you are an engineer and aren't in a hurry. I tried it as a light assault the other day and I didn't even make it over the mountains to the other lattice route before I was stranded from tumbling a bit on most hops and taking a sliver of damage. My poor flash eventually caught on fire and I had to put my suffering girl out of her misery with a pistol round between the headlights in some forgotten low point in the mountains of Amerish.

A good example of the awesome that is a turbo flash is this story. In some small skirmish with the TR somewhere and time, I flew into the second balcony of tower somewhere after a turbo over a ramp shaped rock. I landed a bumpy but safe landing and crashed into the far wall with the nose of the flash. I had noticed a startled TR heavy on the balcony as I rocketed past them. I started taking damage from behind while stuck against the wall, and due to having max turbo ranking I had regenerated just enough juice to drive up the wall and onto the ceiling. I dropped off the ceiling having ran out of turbo and my wheels landed against the balcony railing, and I ended up facing the same direction having essentially completed a backflip. What did I see but that very same TR heavy I had apparently just backflipped over, looking away from me where I had just been before turbo. I quickly emptied my m40 grenade launcher into his back and killed him. I was then killed by another TR I hadn't seen when I stopped to try to remember my screenshot button.

I haven't had much luck with Lightnings, they seem fairly slow and clumsy (at least compared to what I'd expect from something named lightning) out of the box, and the 6-shot gun doesn't seem to be all that effective against infantry post-nerf (feels like I need to land the entire clip to kill someone), and ofc isn't the greatest against armor.

If you think about it, all the other main guns require a reload to kill an infantry. I also saw your aircraft troubles thing; if you are having trouble landing I recommend binding Aircraft analog throttle to g key. Analog throttle makes the throttle go from empty to full instantly. W and s are graduated and is slightly slower than analog. Analog is also useful in a dogfight. Note that analog places you essentially in full speed and hover mode. This means you will have to hold s for a second to settle to the ground. In addition consider binding descend to x key if you are having trouble reaching the default.

I'm scared it'll get me banned for client modification :P

In other news, Vandal is pretty good. So is Flash Fury, but I'm not getting good results because I need to learn to shoot on the move. Right now I just get 2-3 kills and then die because I'm stationary.

I haven't used the Vandal much, but I don't like scout rifles in general. I have the semi-auto and I'd just rather use the close range bolt action sniper rifle. It's odd because I like the Warden a lot on my engineer, but I think the Sasser fits better on the infiltrator.

To kill on the move with a flash fury, you need to learn how to slide sideways on it. I use racer three and turbo. By holding space and turning, you start sliding sideways in the way you were initially travelling until you stop (space is handbrake). If you keep on the gas you get some propulsion in the way the nose is pointed and if you hold space, you will slide sideways and then spinout and stop facing roughly 180 degrees off. Tap it as needed instead. Add turbo to that spacebar tapping and you will be rocket sliding sideways. Unless you hit some bumps it's not too hard to hit an infantry or at least the ground near them that way with a fury, plus it looks boss as you can get.

I don't understand how everybody keeps accidentally jumping out of their planes, what exactly are you doing to cause it? >__>
E is next to R. R is reload.

I had some trouble with this too. It's embarrassing when you bail out of your galaxy and it kills your team. I found that the comma key doesn't have a default bind key, and now it's my exit aircraft button. A bonus is if my slash key doesn't register as I open chat with that, and I start typing a sentence. It's less likely to contain a comma than e.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 17, 2014, 08:05:26 pm
Turbo+Cloak Flash would be pretty ridiculous for the ~10 people that know how to fight with their Flash.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 20, 2014, 01:43:17 pm
I logged in just now and there's now a 'nanite cycler' in the menu. I heard something about implants but I wasn't expecting them to be released, has anyone had any experience with them?

EDIT: Oh, and there's a new AR for each faction and NS shotguns as well. Thoughts on those? It's a bit odd to add an NS shotgun after giving each player a free shotgun.

looking at the NS shotgun... apparently it fires 2½ pellets? Am I reading this wrong?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 20, 2014, 01:53:44 pm
It'll be interesting to see how the new implant system works out.  Was it ever on test?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reyn on May 20, 2014, 02:37:28 pm
It'll be interesting to see how the new implant system works out.  Was it ever on test?

It was. No one really liked it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 20, 2014, 03:53:07 pm
There was a patch last night (https://forums.station.sony.com/ps2/index.php?threads/update-notes-05-20.187043/).

looking at the NS shotgun... apparently it fires 2½ pellets? Am I reading this wrong?

No, it shoots pellets in a 2.5 degree cone. Same as the Jackhammer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on May 20, 2014, 04:44:11 pm
The outfit Sky, Tiruin and I am in on Briggs, "PG12", as well as the no 1. TR outfit JUGA MAX Crashing Saurva. (http://www.youtube.com/watch?v=vMfTgVbiYUM)

Featuring such highlights as:

-Almighty Leader Bungins' glorious Western Australian Accent
-Damn good tactics "DON'T DANGLE YOUR PRIVATES OUT THE DOOR"
-Sky repairing the guy filming ("You are being healed by: Ociella")
-And TR proving how easy it is to cap a biolab when you've got good teamwork.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 20, 2014, 05:38:56 pm
There was a patch last night (https://forums.station.sony.com/ps2/index.php?threads/update-notes-05-20.187043/).

looking at the NS shotgun... apparently it fires 2½ pellets? Am I reading this wrong?

No, it shoots pellets in a 2.5 degree cone. Same as the Jackhammer.

The reticule is larger than that of the Jackhammer. Either it, or the stats display is incorrect. I have no idea which, though.

Edit: Flash handling is significantly better. Yaaaaaay!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 20, 2014, 06:00:28 pm
TORQ is okay, its basically a high MV SMG with crappy hip fire.
Really could use a bigger clip size to offset its lower damage though.


TRV is cheaper and has a much better TTK than the TORQ too, although the TORQ is a lot easier to handle and does have a compensator too
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 20, 2014, 06:44:36 pm
The reticule is larger than that of the Jackhammer. Either it, or the stats display is incorrect. I have no idea which, though.

I think the Jackhammer has a freakishly small reticule. Their pellet spread does indeed look the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 20, 2014, 07:25:10 pm
So i was lookng at the implants... aparently they use up energy.
Ok.
A energy pack holds 600 power so its enough for:
10 minutes of using a tier 3 implant.
15 minutes of tier 2
20 minutes of using tier 1

That's... kinda low.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 20, 2014, 07:28:18 pm
It'd be kinda nice if usage was based on actually using the implant rather than just having the implant equipped
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 20, 2014, 07:36:48 pm
I think the Jackhammer has a freakishly small reticule. Their pellet spread does indeed look the same.

Interesting.

... That's... kinda low.

Yeah. It's possible that once you have all the implants, converting the excess ones into chargers will provide enough energy to run the ones you have... if not, well... that's going to suck. Upgrade now!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 20, 2014, 07:43:24 pm
Or just accumulate enough certs to max out everything so there's no reason to keep certs around!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 20, 2014, 08:19:37 pm
Is the TR default shotgun decent enough?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 20, 2014, 08:21:50 pm
Is the TR default shotgun decent enough?

All faction's shotguns are identical, including the starting one. I personally consider it the best shotgun in the game, so I think you'll be fine with it. Make sure to get extended magazines, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 20, 2014, 09:25:17 pm
The thing I'm not looking forward to with implants is dumb menu micromanagement just to make sure the things are powered. I'd rather they be static unlocks that didn't require power like suit slots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 20, 2014, 09:46:24 pm
I got HD/NV and extended mags and slug ammo. It was amusing to kill people halfway across the room with a shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 21, 2014, 12:02:13 am
I'm really annoyed at how the bloody fish people can see me as a cloaked infiltrator.

I mean seriously.

I'm hiding in a room, quite FAR away from a capture point but close enough to hit anyone capturing it with my secondary.
I hear footsteps and am REAL sure they can't see me, using the spotter map, minimap or whatever. I'm not even near the capture point to have it appear as 'never moving'.

So footsteps come, guy appears right beside me, then shoots my face off like woohoo. With a secondary. With a darklight flashlight.

I've never seen that guy before and I am really sure that they had no idea there was an infiltrator there.

So how do most people I fight even know where I am even if cloaked?!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 21, 2014, 12:05:26 am
Have you cloaked/uncloaked at all? Cause that creates a noise. Have you used a motion spotter/sensor dart? People can see those on the map and suspect a cloaker. They may even just comb buildings nearby with flashlights sometimes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 21, 2014, 12:23:18 am
Well, you flipped the point, so they knew somebody was there.

Being truly sneaky with an infiltrator is extremely difficult. It's probably better to treat it as a combat class with crummy invisibility than a stealth class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 21, 2014, 02:31:25 am
Have you cloaked/uncloaked at all? Cause that creates a noise. Have you used a motion spotter/sensor dart? People can see those on the map and suspect a cloaker. They may even just comb buildings nearby with flashlights sometimes.
Never on all accounts.
Well, I do cloak/decloak, but when I'm seriously sure nobody is near :X
And in that scenario? There was a firefight between other factions around me, so how did they even know there was an infiltrator present is beyond my guess.

Well, you flipped the point, so they knew somebody was there.
Aye, but I wasn't in the point-zone that they could easily speculate infiltrator ;-;
Just unlucky or...?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 21, 2014, 02:45:05 am
Maybe there was a sensore dart/motion tracker (the deplayable version used by infiltrator is inivisible on them ap till you get close enough to it so it might have spotted you from a range beyond your ability to spot it on the map),
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 21, 2014, 02:47:44 am
Maybe there was a sensore dart/motion tracker (the deplayable version used by infiltrator is inivisible on them ap till you get close enough to it so it might have spotted you from a range beyond your ability to spot it on the map),
These things work even if you stand still? :v
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 21, 2014, 03:06:22 am
No but if you moved and suddenly disapeared that meant you're still there.

Or well you know.. he could just hack or have keen eyesight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 21, 2014, 03:07:46 am
Just unlucky or...?

If he stumbled right on top of you it's hard to miss an infiltrator even when cloaked. There are some common hiding spots infiltrators like to use (corners, on top of stuff, etc.) and maybe he looked there.

If it keeps happening then you're probably not being as sneaky as you think you are. The cloaking/decloaking sound can be heard from pretty far away. If you were running Hunter then you should never count on being out of audible range of an enemy.

Maybe there was a sensore dart/motion tracker (the deplayable version used by infiltrator is inivisible on them ap till you get close enough to it so it might have spotted you from a range beyond your ability to spot it on the map),
These things work even if you stand still? :v

I don't think any detection devices spot motionless, cloaked infiltrators, but since these things don't say what they do and do not spot I could be wrong.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 21, 2014, 03:23:01 am
Speaking of infil, just before a tower flipped I switched to Stalker and hid on the pad. I /tell a random guy that he has pretty camo and two infils spew recon darts everywhere before giving up.


After the fight moves to the biolab, all that's left is a sundy to the teleporter room and people spawning. I hack a Phalanx turret and kill 5 people before hiding again; someone comes and rehacks the turret then leaves. After a while I rehack the turret and kill more people then hide. Another infil and a LA come lookin :D I hide again then kill the infil as he's leaving then ran away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 21, 2014, 03:26:14 am
No but if you moved and suddenly disapeared that meant you're still there.

Or well you know.. he could just hack or have keen eyesight.
People hack there?
...
There are hacks there? >_>

Speaking of infil, just before a tower flipped I switched to Stalker and hid on the pad. I /tell a random guy that he has pretty camo and two infils spew recon darts everywhere before giving up.
xD
Pretty camo xD

"Hey, you've got pretty camo."
AW HELL NO.
*darts everywhere*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 21, 2014, 03:32:41 am
Yeah, I'm pretty sure there is some kind of subtle hack that can spot you as a cloaked infiltrator as well as when you aren't. There have been times when I get found in places while afk cooking but watching the screen and occasionally walking over to shake my mouse to prevent auto-logout with my character hidden in really out of the way places that no one ought to check for people in, and when that happens the person always turns the corner or whatnot looking right at me rather than a logical path to a doorway out as I hide in a remote corner of an empty base like they knew I was there. I also think there is an aimbot hack but I am no expert in these kind of theories; I just occasionally run into someone on the other team who mows down a half a squad in a few seconds with headshots while using an automatic weapon before any one of them can react. Then you run into the same person later or on another day and they are not noticeably better than other people.

That isn't to say either is terribly common if they exist, don't worry. Then there are the fun and blatant hackers you see once every few months for a few days until they get banned who fly around a Magrider or Liberator that can accelerate to faster than an esf's max speed in a split second. It looks like a UFO flying around when a Magrider is zooming around like that. It's fun until they keep ramming your teams' aircraft with it at speeds that don't even let you react.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 21, 2014, 07:59:55 am
If it keeps happening then you're probably not being as sneaky as you think you are. The cloaking/decloaking sound can be heard from pretty far away. If you were running Hunter then you should never count on being out of audible range of an enemy.

The sound is also faction specific, so an alert player can know what color of infil is poking around.  If I hear the melty sound of a VS infil, I'm going to be much more watchful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on May 21, 2014, 10:38:38 am
If the guy had a flashlight on him, he just saw you. Also, to cloak sound can be heard up to render distance (300 meters).

Also, the people who are killing you aren't hacking, they're just better than you. Sorry if that comes off as harsh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on May 21, 2014, 11:16:44 am
If the guy had a flashlight on him, he just saw you. Also, to cloak sound can be heard up to render distance (300 meters).

Also, the people who are killing you aren't hacking, they're just better than you. Sorry if that comes off as harsh.
I'm not sure on that. From what he said, he wasn't moving. That SHOULD make him basically immortal if he really is just randomly sitting somewhere and isn't near anything special. Now, if he's wiggling the mouse when people are looking at him, well, I'm not sure just how much movement is needed to make the outline happen, never really tested it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on May 21, 2014, 12:52:34 pm
If the guy had a flashlight on him, he just saw you. Also, to cloak sound can be heard up to render distance (300 meters).

Also, the people who are killing you aren't hacking, they're just better than you. Sorry if that comes off as harsh.
I'm not sure on that. From what he said, he wasn't moving. That SHOULD make him basically immortal if he really is just randomly sitting somewhere and isn't near anything special. Now, if he's wiggling the mouse when people are looking at him, well, I'm not sure just how much movement is needed to make the outline happen, never really tested it.

Don't underestimate just how easy it is to see a cloaked infil standing still on a good monitor with vivid colors and deep blacks. Getting a good monitor really changed my perspective on PS2's stealth gameplay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 21, 2014, 01:44:46 pm
Were you standing or crouched?

You're not fully cloaked unless you crouch
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on May 21, 2014, 04:51:28 pm
I don't know what the hell you people are on about, a cloaked infil sitting still still has the dumb predator refraction, and the map clearly tells you if there is and enemy prescence in the area.  I've probably wasted a dozen infils just chilling in a backwoods base because they forget that the first rule of combat is KEEP MOVING.  Chill at the warpgate for the love of hell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 21, 2014, 05:39:51 pm
Don't underestimate just how easy it is to see a cloaked infil standing still on a good monitor with vivid colors and deep blacks. Getting a good monitor really changed my perspective on PS2's stealth gameplay.
Out of curiosity, what monitor are you using?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 25, 2014, 04:01:03 am
(http://i.imgur.com/0WuxCIn.png)

hawhawhaw... I know that it's pretty underhanded, but stalking vehicle terminals is great fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on May 25, 2014, 04:40:13 am
/me throws all her envy at Skyrunner.

They always come in TWOs when i try that, that I've to snipe them instead >_>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 25, 2014, 05:22:38 am
I especially like the repeat customers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on May 25, 2014, 09:58:44 am
My favorite thing to do as a pseudo-sniper is taking a low-zoom bolt action and counter-sniping.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 25, 2014, 10:05:31 am
If a cloaked guy kills me one time you can bet I'll be back looking for them. Smart ones will find another place to hide, the rest get hunted down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 25, 2014, 10:10:37 am
At least that one guy came back and blasted you.  But all's fair in love and war!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nighthawk on May 25, 2014, 10:59:30 pm
Tried to play this game once. Chose sniper, saw an enemy chillin' out on top of the spire of of some fortress or other. Hit him four times with my gun, twice in the head, twice in the chest. He didn't die. Turned to me, fired with his assault rifle for like 1 second from a range I had trouble sniping at, killed me just like that.

In what world is an assault rifle better at doing what a sniper is supposed to do?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 25, 2014, 11:23:24 pm
Were you using a semi-auto sniper rifle?

Those are terrible. Also, some assault rifles are really accurate. It's not impossible to accurately put down a bunch of fire at range, particularly if it's any 167 damage tier gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 25, 2014, 11:55:24 pm
At least that one guy came back and blasted you.  But all's fair in love and war!

tbh that was my fault. I could have got him again, but I got greedy and tried to shoot him instead of waiting for him to spawn a vehicle or letting him go.



Body-shots deal practically no damage to people with nanoweave armor, especially arm or leg ones. Also, if you are too far away your damage falls off, and assault rifles are already known to be super accurate especially with 3.4x scopes like I use. :P If he was a light assault, he probably had a super accurate no recoil gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on May 26, 2014, 12:34:12 am
Tried to play this game once. Chose sniper, saw an enemy chillin' out on top of the spire of of some fortress or other. Hit him four times with my gun, twice in the head, twice in the chest. He didn't die. Turned to me, fired with his assault rifle for like 1 second from a range I had trouble sniping at, killed me just like that.

In what world is an assault rifle better at doing what a sniper is supposed to do?
If he was purple, they dont get bullet drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on May 26, 2014, 02:40:59 am
Tried to play this game once. Chose sniper, saw an enemy chillin' out on top of the spire of of some fortress or other. Hit him four times with my gun, twice in the head, twice in the chest. He didn't die. Turned to me, fired with his assault rifle for like 1 second from a range I had trouble sniping at, killed me just like that.

In what world is an assault rifle better at doing what a sniper is supposed to do?
If he was purple, they dont get bullet drop.

I'm guessing that he:
1. Wasn't at a very far range (ARs are very viable up to 100m)
2. Didn't know that you can steady are Sniper Rifle with "shift"
3. Didn't hit all shot he thought he did. (The lowest damage default sniper is the VS's Spectre with 260 damage@200m, 4 shots to kill)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 26, 2014, 02:51:08 am
His target could have been getting healed (or even just shield regen, if the shots were spaced far enough apart) or could have been a shielded heavy (although those don't get ARs, so that part would have to have been mistaken)...

Meanwhile an experienced player definitely can burst down an infiltrator from range in an instant, provided they get a few headshots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 26, 2014, 05:13:34 am
Or he mistook the la1 anchor for an assault rifle
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 26, 2014, 09:08:53 am
I hear A-Tross is devastating at long range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 31, 2014, 06:55:49 am
Wouldn't this game be retarded if there was literally nothing to stop people from zerging to their heart's content?

Because SOE are doing spawn experiments on Connery (and Mattherson I think?) that allows anybody on a continent to spawn on any deployed sunderer on the entire continent.

I tried playing and getting a few kills for a few hours just now, but it turns out that the only thing going on was huge zergs avoiding each other.

This is the stupidest Planetside has been in recent memory.

I don't even get it. Being a zergling is crap for getting certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 31, 2014, 07:01:49 am
on Briggs, there are no good fights. It's all either the 46% pop NC zerging everything, or enemies spamming from fortified cliffs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 31, 2014, 07:24:51 am
Am I the only one who likes zerging now and then? Foot zergs running to an enemy base feel kind of epic to me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on May 31, 2014, 07:28:54 am
Am I the only one who likes zerging now and then? Foot zergs running to an enemy base feel kind of epic to me.
They're the only epic zergs IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 31, 2014, 07:36:11 am
Foot zergs are okay because you can put up a decent defence against it.
Tank and Air zergs on the other hand... you're just getting farmed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on May 31, 2014, 07:37:18 am
Battle Galaxies don't die, especially when surrounded by Liberators and a legion of ESFs and heavy tanks and lightnings. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on May 31, 2014, 07:47:05 am
One of the worst things SOE did was allow vehicles to auto repair.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 31, 2014, 09:44:36 am
Because SOE are doing spawn experiments on Connery (and Mattherson I think?) that allows anybody on a continent to spawn on any deployed sunderer on the entire continent.
Oh my science. We already have galaxy spawns, what's the point of galaxies if you can just spawn wherever you want whenever you want? Sure you can drop to places that sunderers can't get to, but seriously. Right now if I want to redeploy across the continent I have to either grab an ESF and fly there or do constant redeploys, and while it is annoying, it takes critical time to actually reinforce an area which could mean losing the base if you're not fast enough.

I hope they reconsider this feature, there's already the 'reinforcements needed' thing for PUGs to drop in on if they want their shooty times.

I do agree with the zergling thing, every time I'm in a zerg platoon (I'm looking at you PHX (an NC outfit on Waterson that is so large that is basically absorbs every PUG that joins a squad)) it's just 8 squads that are just sitting outside a spawn room while we lose 2 or 3 other bases we cannot be assed to reinforce... Uhg. The best and most intense fights are the more evenly popped ones.

I almost wonder if the continent pop bonus could also apply to a certain extent to actual regions, so you get more XP if you're the underdog or there's more even pop, or an XP penalty if you're severely outpopping people at a certain base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on June 01, 2014, 12:32:46 am
People have been asking for more importance placed on logistics since beta. What direction does SOE go?
I get the feeling that this may have something to do with the coming PS4 release.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 01, 2014, 09:33:57 am
spawn tanks anywhere?
That... sounds silly.


I can possibly see spawning flashes from Galaxies and sundies, but thats it for mobile vehicular spawns...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 01, 2014, 10:22:01 am
It's Lightnings from any land vehicle terminal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 01, 2014, 11:49:37 am
It's Lightnings from any land vehicle terminal.
Lightnings and flashes and harassers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 01, 2014, 11:59:54 am
Was it hard to spawn them from their dedicated terminals before or something?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 01, 2014, 12:12:47 pm
Well, they were few and far between, nobody wants to drive for an extra 2 minutes. >.>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 01, 2014, 12:18:31 pm
Okay, so when you're assaulting an enemy base you can hack their terminal and spawn sundies and tanks right in the middle of their base. Hmmmm...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on June 01, 2014, 12:20:58 pm
Foot zergs are okay because you can put up a decent defence against it.
Tank and Air zergs on the other hand... you're just getting farmed.

I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.

The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 01, 2014, 12:33:58 pm
Lightnings where always at every terminal, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 01, 2014, 12:35:25 pm
No, only at the only terminals you can get MBT's now. :P

Also, the tank zerging is why I play aggressive infiltrator most of the time - you just can't beat a huge tank zerg without your own zerg. :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 01, 2014, 01:17:10 pm
Strategically placed Mana AV nests can wreck tank zergs. A squad or so is enough. Or if you want to be fancy, that same squad can pull six Dalton Liberators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kishmond on June 01, 2014, 03:41:34 pm
Huh, that's a lot of NC there.
Well, I'm TR on Waterson. Shoot me a friend request if you're one of the two people that fit that description.
TR for life!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 01, 2014, 04:15:32 pm
I thought lightnings where the silly one man tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on June 01, 2014, 04:22:15 pm
I thought lightnings where the silly one man tanks.
They are the silly one man tanks. :v

Lightnings where always at every terminal, right?
No, only at the only terminals you can get MBT's now. :P

Also, the tank zerging is why I play aggressive infiltrator most of the time - you just can't beat a huge tank zerg without your own zerg. :/
Huh, never noticed this. I see two vehicle terminal types--one that looks like a...banded canister and one that looks obviously like a tank. The lightning is only seen in..err, it switches between the two o-o but always in the latter.
Sometimes there is, sometimes there isn't (in the...former, just saying from observation though).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 01, 2014, 04:24:12 pm
That canister is a sundy
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on June 01, 2014, 05:27:39 pm
Foot zergs are okay because you can put up a decent defence against it.
Tank and Air zergs on the other hand... you're just getting farmed.

I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.

The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
I don't think so. Look how effective tanks "can be" against infantry. Now put your standard newbie on the front with their rocket launching heavy. Against a BR 100 guy who decided to specialize in tanks? Even 12 standard newbies would just get farmed until they managed to put enough unguided shots on target to take him out. However, take those same 12 newbies, give em all tanks, and the BR 100 guy should take out half of them anyway, but eventually the newbies will win and feel like badasses.

There needs to be some better anti tank options across the board, especially since most of them tend to be extremely expensive cert wise and not too fast, but there is a very fine line between too good at taking them out and not good enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 01, 2014, 05:36:44 pm
I mostly use the Shrike against tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 01, 2014, 05:38:08 pm
Mana turrets are still good.

If SOE would give them a small zoom just to make them less twitchy they'd be a damn sight easier to use.


And get both of the lock on launchers, for a total investment of 500 certs they're well worth it.
It takes an extra rocket to kill something but considering you're not going to miss you'll actually end up out damaging the dumb fires
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 01, 2014, 08:20:49 pm
I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.

The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
I'm a fan of games with multi-crew vehicles, like ARMA and Red Orchestra. It would be so cool if you could have a driver, gunner, and tertiary gunner on an MBT. Heck, Harassers have a dedicated driver and dedicated gunner, but an MBT doesn't? Harasser supports team play and communication more than an MBT, good joke? Hell, I've seen sunderers driving around basically doing what harassers were made to do but with two gunners and more armor they are actually much tougher to deal with.

One thing somebody had brought up once in-game that I kinda agree on is the resource system. Right now you can store 40 frag grenades in your locker (or whatever you wish to call it) instead of buying them each time you spawn or use them. This makes resources less important since it's unlikely you're going to spend resources fast enough for you to actually run out of frag grenades entirely, or even C4 for that matter and those are 100 resources per brick. This makes holding certain bases that give certain resources much less meaningful. If anything, holding certain bases should effect the cap on certain resources that you can have at any time.
I would like to say that each base could have their own resource pool so pulling 10 tanks from the same base would drain resources from that point... but... that could easily be trolled/4th-factioned.

I'd also like to point out something about rocket launchers in reality compared to the dumbfires in-game, just for fun (and then I turn it into a mini rant naturally). The MAAWS (or Carl Gustav) has a muzzle velocity of over 230m/s while launchers in Planetside 2 travel about 100m/s. I'm not saying that they should travel faster, though, I'm saying that they should be 'zeroed', or at least have some proper ironsights or even optics to let you compensate for ballistic drop more properly.
(http://www.imfdb.org/images/thumb/b/bb/RPG7scope.jpg/450px-RPG7scope.jpg)
Obviously it doesn't have to be that complicated, but it's better than just a block and a post. I actually have to aim using the little screw on the texture below the actual sight itself, and that obstructs the target and is bad design for a sight in general. Hell, give us a ladder sight and I'll be happy. It could even be something you cert into like the optics on other guns.

SOE, zero your weapons to at least 50 meters please.

On another tangent, make dot sights actually function like collimator sights in reality, or at least make the 'laser dot' actually show up correctly instead of a dark circle that has no illumination. It's been a while since I've used ironsights in the game but I remember that they have those illuminated ironsights like you'll find on many modern pistols/Trijicon, they could use the same technique on their illuminated optics to give the same effect. Sorry if I come off a bit as a gun nut, cause I kinda am... and in a game about guns shooting the mans, guns are pretty important to do right, not necessarily in an entirely realistic way but in a way that makes sense.

EDIT: oddly enough, the 1x and 2x Eotech sights feature illuminated reticuled but the 'aimpoint' style 3.4x sight does not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 01, 2014, 08:23:45 pm
I want to zero my launchers...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 01, 2014, 08:30:22 pm
Huh, that's a lot of NC there.
Well, I'm TR on Waterson. Shoot me a friend request if you're one of the two people that fit that description.
TR for life!
I know I just made a post but damnit... I'm an NC on Waterson and now I see what the big deal is. I come on to play and NC has 39% pop, and Vanu only has 27%. I love the way NC guns handle, but damnit having a huge population isn't very fun to me. Almost makes me wanna just skip playing tonight and play something else.

Indar is the only somewhat decently even popped continent at the moment.
54% pop on Esamir, 45% on Amerisha. Oh my science.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on June 01, 2014, 09:16:25 pm
Foot zergs are okay because you can put up a decent defence against it.
Tank and Air zergs on the other hand... you're just getting farmed.

I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.

The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
I don't think so. Look how effective tanks "can be" against infantry. Now put your standard newbie on the front with their rocket launching heavy. Against a BR 100 guy who decided to specialize in tanks? Even 12 standard newbies would just get farmed until they managed to put enough unguided shots on target to take him out. However, take those same 12 newbies, give em all tanks, and the BR 100 guy should take out half of them anyway, but eventually the newbies will win and feel like badasses.

There needs to be some better anti tank options across the board, especially since most of them tend to be extremely expensive cert wise and not too fast, but there is a very fine line between too good at taking them out and not good enough.

What would really happen in your second situation is the BR 100 would drive away, the newbies would ghost cap the empty base with their mini tank zerg, and the BR 100 would go camp a spawnroom with his zerg for free certs. Unsatisfying for everyone.

anyway 12 newbies with rockets, unless they've never played an FPS before, should be able to kill (or force out of cap range) a single tank. Even if he kills a few of them first, infantry are zero cost and fast respawn and tanks have a resource cost and a respawn timer (unless they removed that like they were talking about?) so it's a total win for them.

If 12 infantry can't kill a single tank, the problem is not game balance it's the infantry not being very good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 01, 2014, 11:59:31 pm
Also, some guy posted about the sniper scopes also not having range indicators, with a similar detailed scope overlay for a russian gun. It looked pretty awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on June 02, 2014, 12:07:30 am
Also, some guy posted about the sniper scopes also not having range indicators, with a similar detailed scope overlay for a russian gun. It looked pretty awesome.
Realism, SOE. :(
In the far future where we have nanites, there's something up with our scopes. :P



Huh, that's a lot of NC there.
Well, I'm TR on Waterson. Shoot me a friend request if you're one of the two people that fit that description.
TR for life!
I know I just made a post but damnit... I'm an NC on Waterson and now I see what the big deal is. I come on to play and NC has 39% pop, and Vanu only has 27%. I love the way NC guns handle, but damnit having a huge population isn't very fun to me. Almost makes me wanna just skip playing tonight and play something else.

Indar is the only somewhat decently even popped continent at the moment.
54% pop on Esamir, 45% on Amerisha. Oh my science.
Strange thing...
I'm also an NC on Waterson (despite have 2 TR on Briggs) and sometimes--we're tremendously outpop'd. As in, in alerts in Esamir//Amerish, we're at a 50% xp bonus. It's like the TR in Briggs minus the epic teamwork in alerts wherein most are in Indar. >_>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 02, 2014, 12:28:15 am
By the way, the alert was on Amerisha and not only did we have initial pop advantage we had it throughout the whole alert. Yet we still came in last. Good job NC.

For a short moment it was going to be a tie between VS and TR though cause we capped a base. Throughout the whole thing our squad was one of the only organized units on the NC and we had an outfit of TR BR100's following us around and hounding us.


Also, some guy posted about the sniper scopes also not having range indicators, with a similar detailed scope overlay for a russian gun. It looked pretty awesome.
The Dragunov (http://upload.wikimedia.org/wikipedia/commons/5/55/Pso-1onsvd.jpg) has nice markings, and I also like the G36 (http://www.airsoftretreat.com/gallery/data/699/5.jpg) scope although it isn't immediately obvious how the markings work like the Dragunov.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 03, 2014, 02:56:39 am
I have discovered the fun of antitank mines. I figured that c4 would be plain better and engi would have a really rough time getting the mines where they need to be, but there are always lowpop fights where they simply cant keep the sunderer guarded. That, and there are a lot of times where tanks are just roaming around your base as you're losing it - you can almost always drop some pretty much anywhere around your base and they'll eventually drive over it. Also have had luck using them as anti-MAX mines. The possibilities are endless!

One thing I've come to dislike about planetside is that the playerbase is too small. I get all pumped up to play, jump on, and find out that there's no one playing and the biggest fight is some 6v1 on esamir. Waterson sucks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 03, 2014, 03:08:00 am
Not sure what you mean, I've never had problems finding a larger battle even without a squad, it's just usually better -with- a squad =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 03, 2014, 03:14:47 am
I have discovered the fun of antitank mines. I figured that c4 would be plain better and engi would have a really rough time getting the mines where they need to be, but there are always lowpop fights where they simply cant keep the sunderer guarded. That, and there are a lot of times where tanks are just roaming around your base as you're losing it - you can almost always drop some pretty much anywhere around your base and they'll eventually drive over it. Also have had luck using them as anti-MAX mines. The possibilities are endless!

One thing I've come to dislike about planetside is that the playerbase is too small. I get all pumped up to play, jump on, and find out that there's no one playing and the biggest fight is some 6v1 on esamir. Waterson sucks.

You need to play on Indar for most servers. I think only Connery has any good fights on Amerish at primetime.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 03, 2014, 03:19:31 am
but there are always lowpop fights where they simply cant keep the sunderer guarded.

Don't let the size of a fight stop you from making a sundy run. It's more than possible to pop a sundy in a heavily populated fight by being a little sneaky, using ambiguous camo and armor, and looking like you belong.

Mine runs on sundies are less effective now since they reduced the no-deploy radius on sunderers, making deployed sunderers that much more numerous. It's hard to stop a zerg if their spawn options drop from eight down to seven.

Remember the magic combo: throw a mine, throw a sticky grenade, throw the second mine, run! You get extra points if you spam callouts for repairs and help while doing this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 03, 2014, 03:53:11 am
You need to play on Indar for most servers. I think only Connery has any good fights on Amerish at primetime.

NC is warpgated on Indar, and for whatever reason this makes it so the continent is completely abandoned. Some small fights broke out on Esamir and Amerish, but Indar was empty all night. Otherwise yes, that's where most of the fighting is.

Not sure what you mean, I've never had problems finding a larger battle even without a squad, it's just usually better -with- a squad =p

I don't play primetime. In fact, I play at like 2am server time - I probably should of been a little smarter with my server, heh. Just picked the closest one to me. Regardless, now I have a lot of time invested on a server that's nearly empty when I play. Yay me!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 03, 2014, 06:21:58 am
You play connery? what faction?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on June 03, 2014, 08:35:55 am
Honestly the game is in trouble, populations are down by 40% since the beginning of the year. Mostly, due to SOEs stupid balance decisions and lack of new content.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on June 03, 2014, 11:42:54 am
Don't let the size of a fight stop you from making a sundy run. It's more than possible to pop a sundy in a heavily populated fight by being a little sneaky, using ambiguous camo and armor, and looking like you belong.
I actually found it easier to get to sunderers in a zerg due to it being so chaotic and most people just dont expect to see someone so close to the sunderer and/or far away from the front fighting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on June 03, 2014, 11:47:57 am
Don't let the size of a fight stop you from making a sundy run. It's more than possible to pop a sundy in a heavily populated fight by being a little sneaky, using ambiguous camo and armor, and looking like you belong.
I actually found it easier to get to sunderers in a zerg due to it being so chaotic and most people just dont expect to see someone so close to the sunderer and/or far away from the front fighting.

My standard tactic is to use things like buildings and rocks to fly overhead as LA. This works better for other vehicles that die to two C4s rather than just barely surviving, but usually someone has done some other damage to the Sundi.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ivefan on June 03, 2014, 11:56:13 am
Well, I mostly did it as engineer during the time that two mines broke it unless it had mineguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 03, 2014, 02:04:06 pm
I hear from outfit-mates that tanks mines are great for anti-infantry if you put a proximity mine on them to trigger them. Supposedly they can one shot a MAX with max level flak armour.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Metalax on June 03, 2014, 02:18:08 pm
Don't let the size of a fight stop you from making a sundy run. It's more than possible to pop a sundy in a heavily populated fight by being a little sneaky, using ambiguous camo and armor, and looking like you belong.
I actually found it easier to get to sunderers in a zerg due to it being so chaotic and most people just dont expect to see someone so close to the sunderer and/or far away from the front fighting.

My standard tactic is to use things like buildings and rocks to fly overhead as LA. This works better for other vehicles that die to two C4s rather than just barely surviving, but usually someone has done some other damage to the Sundi.

If you grab the crossbow and explosive bolts, you can usually finish off a sundy you have dropped two bricks on in a clip or less. If you have good aim while in-flight, you can stick 2-3 bolts into it on your way in before you drop your bricks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on June 03, 2014, 02:28:57 pm
I just had a really silly bug. I stepped out of a Lightning onto a lifting thingy at a biolab, and I didn't stop going up after I left its influence. I went up to about 7500m before I respawned due to boredom. It reminds me of a certain poem by Shel Silverstein.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 03, 2014, 03:58:47 pm
Where the Gravity Lift Ends?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on June 03, 2014, 04:46:27 pm
Sounds like a network problem, though who knows.  There have definitely been peculiar bugs in the past.  Anybody remember the day when people switching continents to esamir would spawn them in the air in a field in the middle of the continent?

Honestly the game is in trouble, populations are down by 40% since the beginning of the year. Mostly, due to SOEs stupid balance decisions and lack of new content.

If they released hossin, it would just be another continent that no one would play on outside of alerts.  A year ago or more the game had all the weapons it needed.  So what if they released that flying aircraft carrier thing?  The issue with PS2 since launch hasn't been a lack of content; it has been a lack of well-balanced content with an understanding of what it would do to the game.  The addition of any major vehicle change saw absurd balance issues (harasser with 40mm, rocket pods, etc.) that each took months to fix.  To be honest, it would take a massive amount of content to pull me in on that alone, like, an archipelago map, complete with an NS PT boat, vehicle-carrier galaxy variant, and a bunch of new assets for the bases on it.

The biggest problem is the clusterfuck of logistics and the mess it makes of the strategic game.  Because resources are neither limited nor localized, there's almost never a strategic interest in capturing specific outposts or facilities.  The total lack of ANT's and resupplying mechanics means that a large number of tactical situations can simply never occur.  No setting ambushes for reinforcing convoys, no glorious sprint into a facility running on fumes.  The addition of things like adjacency and lattice didn't fix the issues with the strategy level gameplay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 03, 2014, 05:26:42 pm
I just had a really silly bug. I stepped out of a Lightning onto a lifting thingy at a biolab, and I didn't stop going up after I left its influence. I went up to about 7500m before I respawned due to boredom. It reminds me of a certain poem by Shel Silverstein.



There was a patch today:

https://forums.station.sony.com/ps2/index.php?threads/update-notes-june-3rd.188606/

Those new ribbons look good, and there is this:

The 3.4x Red Dot sight reticle will now show up better at night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 03, 2014, 05:37:33 pm
The 3.4x Red Dot sight reticle will now show up better at night.
.... it's almost like they heard my little rant
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 03, 2014, 05:51:57 pm
Ew, 3.4x zoom.

Fun fact: all the non-overlay scopes, which are the 1x, 2x, 3.4x, and 4x scopes, are misaligned by a few pixels depending on your field of view setting and probably your resolution.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 03, 2014, 05:57:52 pm
Yeah pretty much, it's espeically bad while you're moving because the sight is painted onto the model and it bounces around instead of staying in the center of the screen like normal
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 03, 2014, 09:34:15 pm
I know most people are pretty adamant that the factions are all pretty much balanced, but if you HAD to pick out the faction that you consider superior (even if only very slightly), what would it be?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 03, 2014, 09:43:42 pm
I've only played one faction so I can't give you a good answer, but it does sound like TR get screwed over in certain ways (They don't like their MBT's at all and the MAX ability is apparently pretty meh). It seems to me that VS, at least on Waterson, generally has 'better' players overall, but that's not really what you're asking... The NC seems to complain that their ESF is pretty crappy in that it's a large target that's pretty slow. Nobody likes the Jackhammer it seems, and people don't find the Lasher very useful (and by lasher I mean the VS faction-specific heavy weapon, that's what it's called right?)

So, I guess you could say that the balance comes from certain things being really crappy for people...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on June 03, 2014, 10:08:01 pm
IMO, the TC is the weakest, with NC and VS fluctuating on which is more powerful depending on what SOE decided to balance that week.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on June 03, 2014, 10:47:07 pm
I know most people are pretty adamant that the factions are all pretty much balanced, but if you HAD to pick out the faction that you consider superior (even if only very slightly), what would it be?

Vanu

Full disclosure: I've barely played in the last two months or so, things might be different now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on June 03, 2014, 11:30:23 pm
Second Vanu. No bullet drop is kinda awesome for long range, and the Lasher is kinda hilarious. Will it absolutely tear crap to shreds like the TR and NC heavy weapons? No. However, it is a no bullet drop machine gun of exploding orb death that can really play havoc with doors and other choke points. Plus it can be hilarious to shell a Sundie with it. The ESF is a bit of a skeet target, but our MBT is fun and can end up anywhere. I've seen them on top of the odd spawn room at times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 03, 2014, 11:56:43 pm
Vanu by just a little bit, but it's not as bad as it was a few months ago. I choose Vanu because they have the only really good anti infantry tank secondary and don't hesitate to use it. I don't think they should change it, they should just give the other empire specific AI weapons large magazines so they can be used to hinder infantry at long range in the same fashion. A large magazine could even be an over buff for the marauder; hard to tell with the C85 because it would still be a shotgun at long range. To be honest I'm not too familiar with either. C85 is still thought to be quite bad so I never get to gun one and I don't play my TR character except to login for welfare certs.

People still complain about Orions but the flavor of the month seems to have switched back to Liberators and to a lesser extent Magrider PPA spam.

The prowler could use a boost, I think maybe if it was faster it would be better. It has lockdown but it's an odd fit with the fastest empire specific tank. Maybe it could be changed to lock the turret horizontally in a fixed position while still being mobile.

The TR max with chainguns isn't so great beyond infantry slaying, but with pounders it's pretty good at multiple roles. Their max lockdown can be ok in some narrow circumstances like shooting out of a doorway that has a limited line of sight inside like that set of stairs leading up to the left of the SCU shield gen in a biolab but it's asking for a HA to rocket you there, or a C4 from above most places.

I like the Reaver but I use Dogfighting frame which seems to have slightly less of a problem with ground fire. I only have it because I picked it up early. It works okay with stealth armor because it's easy to get 10m from someone's tail if you aren't autospotted and stay on it while you aim for two magazines of airhammer. Other frames are probably better.

Airhammer is the worst of the AI noseguns for AI due to only being okay at close range and unusable against infantry at more than that. The upside is it's pretty good versus air. This is unlike other empire's anti-infantry noseguns, but ONLY if you can get close is it useful. It does a lot of damage to libs but a competent gunner will have no problem nailing you if you aren't dodging when the lib turns it's belly to you. It can be used at long range to plink libs and galaxies because they are big, slow, and much clumsier in the air than esfs, so you can at least tap them from long distance with many of the pellets while you fly closer. Don't expect to win a hover fight with esfs using it; you'll want to try to get close and that means trying to dodge bullets as you fly towards them as they hover and shoot at you. Your best bet is staying in flight mode and afterburning with stealth armor onto someone's tail while they are unaware of you or away from enemies that have spotted you. If there are friendly air in the area and you use dogfighting frame like me, you can try out turning an ESF trying to nosegun you until they are intercepted. Otherwise you should afterburner with airhammer away to friendly lines  if you are being shot at.

The Jackhammer is a great gun, if you use NC heavy often you should get it for use in buildings. I don't use it much but it's great as it has enough range to go across a room with damage unlike a normal pellet shotgun. The Lasher is also great but for different reasons. It's probably the best infantry usable suppression weapon in the game. It's really good in large numbers because you just can't go near doors covered by more than one lasher to pop in and out.

Liberators seem a little too strong now, but not by too much. The skyguard/liberator relationship seems a little off in the liberator's favor because liberators will usually be able to disengage whenever they feel like it's a good idea while a skyguard without a building or cave to hide in is going to die to a tankbuster lighting them on fire with one magazine and then the gunner taking them out. Skyguards and other AA stack really well though because in addition to a Skyguard being harder to spot against the ground than aircraft in the sky often aircraft won't have time to find cover from them before 'melting' if the AA is concentrated enough. I guess I'd make the gunner's screen shake when being hit by flak. If that's not enough of a nerf, I'd make the Liberator more maneuverable to help avoid flak and make tankbuster do less damage as a consequence. The belly guns seem fine to me except the C-75 Duster, which by all accounts is by far the worst of the bunch. If it's that inaccurate it should have a huge outer radius that doesn't damage armored vehicles. If that makes it too good severely limit it's ammo pool and resupply time so it has to resupply very often and for longer in exchange for being very effective when not flying to reload.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 04, 2014, 12:23:09 am
On a bit of a tangent, does anybody know how the spotting mechanic works? I tried to do a bit of searching but I suppose I'm not searching for it the right way. When you spot somebody, does it spot for every friendly in the same region, for everybody in sight range of the target, or is it proximity to the person doing the spotting? It seems like a scout on a hill spotting enemies for his teammates that are a fair distance away would be ineffective if the information didn't actually reach his teammates. For that matter, what about the 'marker' implant, does it follow the same rules? Say, an enemy is standing on the other side of a rock as a friend of yours is, and you're 300 or so meters away, if you spot or shoot him with marker implant, does he show up on your friend's minimap?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 04, 2014, 12:28:10 am
On a bit of a tangent, does anybody know how the spotting mechanic works? I tried to do a bit of searching but I suppose I'm not searching for it the right way. When you spot somebody, does it spot for every friendly in the same region, for everybody in sight range of the target, or is it proximity to the person doing the spotting? It seems like a scout on a hill spotting enemies for his teammates that are a fair distance away would be ineffective if the information didn't actually reach his teammates.

Everybody.

This assumes the guy getting spotted renders. Otherwise they don't show up.

For that matter, what about the 'marker' implant, does it follow the same rules? Say, an enemy is standing on the other side of a rock as a friend of yours is, and you're 300 or so meters away, if you spot or shoot him with marker implant, does he show up on your friend's minimap?

I assume so but I don't know for sure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 04, 2014, 12:32:30 am
Okay, it's just the reason I ask is because I spot everybody I see. Constantly, even if I'm in a more CQB environment and I am in the middle of shooting them I will spot them, but it seems very few other people seem to bother. Plus, sometimes I'll spot enemies and nobody will make the effort to go after them. I wasn't sure if I was doing something wrong or if people just have really bad situational awareness...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 04, 2014, 12:36:08 am
Has anyone tried Decoy Grenades since they improved them? I was thinking about unlocking them and fooling around.

Okay, it's just the reason I ask is because I spot everybody I see. Constantly, even if I'm in a more CQB environment and I am in the middle of shooting them I will spot them, but it seems very few other people seem to bother. Plus, sometimes I'll spot enemies and nobody will make the effort to go after them. I wasn't sure if I was doing something wrong or if people just have really bad situational awareness...

I have to stop myself from spamming my q button when there is no one around to spot for or when I'm trying to sneak around.

Anyone else think the default NC voice sounds like the guy who does the voice of this cartoon character?

Spoiler: Jeff Fischer (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 04, 2014, 01:39:52 am
Decoy grenades do absolutely nothing. :P

Seriously, all they do is alert people in the area that someone is here. Better to just not be discovered at all.

Speaking of discovery, I'd love if they'd release a silencer attachment for the revolver sidearm...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 04, 2014, 01:47:45 am
Has anyone tried Decoy Grenades since they improved them? I was thinking about unlocking them and fooling around.

They make gun sounds and the grenade shows up as a dot on enemy minimaps. The dot doesn't move around like a player does, but it otherwise might fool people into coming into your general vicinity.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 04, 2014, 04:10:48 am
holy shit the vanu ppa-h on the harasser is a farmers paradise, high rof high splash yum yum cooked NC
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on June 04, 2014, 04:41:06 am
Speaking of discovery, I'd love if they'd release a silencer attachment for the revolver sidearm...
Before anyone says anything, it's not as ridiculous as it sounds (http://en.wikipedia.org/wiki/Revolver#Use_with_suppressors).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 04, 2014, 05:19:54 am
Speaking of discovery, I'd love if they'd release a silencer attachment for the revolver sidearm...
Before anyone says anything, it's not as ridiculous as it sounds (http://en.wikipedia.org/wiki/Revolver#Use_with_suppressors).

I meant more how op it'll be :P Number one reason infiltrators with stalker and a sidearm die is because the radar dots from firing a weapon. No radar dart and smaller report means survival will go way up. If they also release a scope for the revolver, might as well use it as a main weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on June 04, 2014, 08:36:59 am
Nobody likes the Jackhammer it seems
There are people in my outfit who would shoot you in the back for saying that. Shoot you with their Jackhammer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 04, 2014, 05:18:25 pm
Tried playing Planetside 2 again today. At noon i was in a tower with ONE other TR defending against 6 NC.
And in rthe evening we had a clorious defense against a VS swarm we couldn't do crap about because they had a 25% pop advantage and more vehicles.

At that point i just turned it off asking myself why bother.
And i'm not even saying anything about the arguably P2W implants... then again they don't give too much of an advantage from what i saw. Only little things like automatically spotting everyone you look at without your character yelling XXX SPOTTED!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 04, 2014, 05:41:39 pm
There's not much you can do against a continent pop advantage... but 2 TR vs 6 NC in a tower? If you cant handle them, why not spawn elsewhere?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 04, 2014, 05:51:23 pm
There's not much you can do against a continent pop advantage... but 2 TR vs 6 NC in a tower? If you cant handle them, why not spawn elsewhere?
Because that was the only battle availbe at that hour. Noon is a slow time on woodman outside of weekends (for obvious reasons) and i was not interested in playing to check other continents... indar is usually the most populated one anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on June 04, 2014, 06:04:23 pm
TR Max with Chainguns is pretty terrible at close range, they just don't fire fast enough to justify the recoil. I mean, sure, they shred foes, but it's nothing that the Pounder can't do in less time, and the only difference is heavy drop on the Pounder.

Heck, I've found decent viability as a locked down Burster MAX as TR, the fire rate more than makes up for the danger. You have to be very smart about where you place yourself though - anywhere a sniper can fire, anywhere a heavy can rocket, is an incredibly foolish area to lockdown. You ideally want the maximum ROM with the minimum exposure - easier said than done - but firing from a high point while standing back is useful I guess.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Delta Foxtrot on June 04, 2014, 06:54:47 pm
Any hints for a newbie? Are there any euroservers with bay12 folk I should join up? Any particular pitfalls and noob bait I should avoid? Any online resources I should be aware of?

Seems like a cool game if it's anything at all it promises.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 04, 2014, 07:12:17 pm
Duuvian made an excellent post on this. (http://www.bay12forums.com/smf/index.php?topic=110138.msg4973715#msg4973715)  It's primarily themed for NC players, but the general tips are cross-faction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 04, 2014, 08:10:34 pm
I think the worst part of planetside is that it's a giant farm. Outside of alerts, almost every move you see is to farm more pubs because you need dem certs. Farming spawns with tanks, farming small engagements with ESFs, farming everything with libs, etc. What makes it even worse is that new players are not only inexperienced but laughably underequipped for anything but vanilla infantry combat... and even then, that's mostly just because even a scrub can kill someone before they can react. Not because the balance between certed out infantry and non is fair. What you end up with is a few players with both experience and the tools for the job raking in pubs by the dozens.

The best part of planetside is either before you realize you're being farmed or when it's a legitimate battle for the hex. Some really great stuff comes out of that, and you can see a lot of good players sacrificing their farm to actually win. It's just too bad that the rest of the game is a bunch of effectively invincible BR100 lib crews burninating the countryside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 04, 2014, 08:14:14 pm
Yeah, I've had some incredibly epic fights defending a tower with a small squad against a larger (but still comparatively small) force (a specific three-way engagement comes to mind), but those are pretty rare compared to the FARM CERTS NOW.   A good outfit will help find the first fight, but IMO they're getting harder to find.


Take my opinion with a grain of salt, because I'm hiatus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on June 05, 2014, 05:15:31 pm
TR Max with Chainguns is pretty terrible at close range, they just don't fire fast enough to justify the recoil. I mean, sure, they shred foes, but it's nothing that the Pounder can't do in less time, and the only difference is heavy drop on the Pounder.

I use (well, used, when I played) the pounders even for exclusive AA situations like in a biolab. The TTK is similar to the mercies, the damage is much more bursty, there's a (rather small) AoE, and best of all they shred enemy maxes too.

TR dedicated AA weapons have just been nerfed too much, no point in using them anymore really.

Pounder used to be terrible before the fixed they projectiles - they used to come from the guns making it almost impossible to hit with both at close range. Now they come from the center of the screen, so they are actually usable.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on June 05, 2014, 08:41:51 pm
Some of the best fights I have seen are ones where the NC zerg are taking hex after hex from us (VS) and we get closer and closer to stopping them each time. There are also some bases that are fun to fight in (The Stronghold comes to mind), since the capture point can flip a lot and the fighting tends to be equal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 06, 2014, 11:56:17 pm
Yay, good news! Libs are getting their AI abilities nerfed for everything except the Duster, while tanks are getting a bit more comfortable to drive with turret stabilization so it doesn't bounce around over bumps.

That and a Waterson/Mattherson merge is being given real attention now, so that's likely to actually happen soon. It'll be nice having people on my server.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 07, 2014, 12:48:07 am
tanks are getting ... turret stabilization
Finally

This will also make skyguards more effective, being able to dodge as they fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on June 07, 2014, 12:52:42 am
...while tanks are getting a bit more comfortable to drive with turret stabilization so it doesn't bounce around over bumps.
On that day, the magriders received a grim reminder.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 07, 2014, 12:53:11 am
It's not just an anti-infantry nerf for liberators, they're getting nerfed against pretty much everything. Change descriptions for those interested (https://forums.station.sony.com/ps2/index.php?threads/upcoming-tank-and-liberator-changes.189062/).

My outfit has some of the top lib crews on Connery and I have rode tail gun with them on occasion. It is ridiculous how casually they can obliterate everything until eight ESFs attack them all at once and shoot them down. Even then, they still put up a really good fight.

I'm excited about the tank changes, except the velocity nerf. MBT main gun velocities (excepting Vanguard and Anchored Prowler velocities) are already slow enough. And wouldn't, terrain permitting, long-ranged mobile tank battles, flanks, and sprints be more interesting than having to get within softball throwing range?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on June 07, 2014, 01:37:25 am
TR Max with Chainguns is pretty terrible at close range, they just don't fire fast enough to justify the recoil. I mean, sure, they shred foes, but it's nothing that the Pounder can't do in less time, and the only difference is heavy drop on the Pounder.

I use (well, used, when I played) the pounders even for exclusive AA situations like in a biolab. The TTK is similar to the mercies, the damage is much more bursty, there's a (rather small) AoE, and best of all they shred enemy maxes too.

TR dedicated AA weapons have just been nerfed too much, no point in using them anymore really.

Pounder used to be terrible before the fixed they projectiles - they used to come from the guns making it almost impossible to hit with both at close range. Now they come from the center of the screen, so they are actually usable.

Twin bursters are not too bad if you're locked down, but you're pretty much just an AA Turret with poorer range of motion at that stage. Yeah, I'd have to say I prefer pounder over the chainguns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 07, 2014, 05:13:11 am
Quote
Currently, when a tank needs to move quickly, their only option is to go forward, which may not always be a good option. It limits the tanks options on how to get into position and can make getting caught in a bad position overly punishing. This encourages players to play overly safe by playing at a slow pace and keeping their distance from threats.
But that's what tanks are meant to do!

Those changes are bloody horrible, aside from the stabilisation.
Its yet another crap set of changes in the consolification of PS2.

At this rate I'm not going to bother renewing my sub in August.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 07, 2014, 12:16:40 pm
Tank reverse and forward speeds are now the same.
...
Wait, what? That makes things to untactical. :(
Positioning is what tank battles are ALL ABOUT - otherwise it's just another twitch-n-shoot thing. If you can't position well - you're at the disadvantage.

However:

Stabilization: good.
Added gravity: wait, how did they add gravity again? Nanites? Because drop depends solely on flight speed and air resistance...


Changing Libs to tank-killers-only and ESF to Air-and-infantry-killers only... well, I don't really know, honestly.


@zombat: More or less what I mean, yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 07, 2014, 12:38:41 pm
The tank reverse speed is really weird to me, there is a combat chassis to increase reverse acceleration already, but tanks shouldn't be moving backwards as fast as they move forwards.

Now that I think about it, the MBT stabilization could actually be a detriment to its more cautious playstyle, even though it makes sense to add it in if you were a person designing an MBT in reality. Having them on a lightning would encourage the more mobile style play, but with stabilization on MBTs then it may actually become a strafing match instead of a hull-down match.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on June 07, 2014, 01:36:33 pm
I'm still trying to figure out how the hell running an MBT is supposed to call for 'caution', the real problem is that the mixed warfare balance is completely screwed.  Everything is good against everything, but nothing has it's real-world downsides or benefits.  IRL Tanks are hard targets, requiring far more tactics and ability to kill than "I fly overhead shitting C-4" or planting a 'claymore' (the use of this weapon as anything other than AI is retarded beyond belief).  Infantry are highly mobile with diverse armament, okay SOE got that part right, but are freaking useless against hard and airborne targets without solid teamwork and guidance.  Aircraft are really, really damn hard to balance, against infantry, the right loadout should be ridiculously effective.  Against armor, anything other than the right loadout should be completely useless.  FAVs are good for scouting and 'harassing', but utterly useless against any hard target (again, unless they show exemplary teamwork, and have the right tools for the job).  A real-life MAX would be terrifying, a man-sized hardened target with variable loadout would be anything's ultimate nightmare, but SOE's balance makes them so situational it hurts.

/rant

I'm really becoming bitter over this game, on one hand, the concept and basic gameplay are fun.  On the other hand, around half the available options are useless without at least minimal support.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on June 07, 2014, 02:58:08 pm
They gave galaxies AMS in the closed beta and needed the players to tell them it was a bad idea.

I was going to write some other stuff, but I think that can stand by itself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 07, 2014, 03:23:27 pm
I, on the other hand, am 100% happy with vehicles not resembling their real world counterparts. The game would be trash if we went by NullForce's ideals.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SquatchHammer on June 07, 2014, 03:49:54 pm
I, on the other hand, am 100% happy with vehicles not resembling their real world counterparts. The game would be trash if we went by NullForce's ideals.

For only people that dont know how to play with tanks!!! I'm sorry, but seriously the fact that the MAIN focal point of a modern military equipment is around the tank and how to kill it. There are legions of munitions that are meant to kill tanks but the MAIN fact of it, TANKS KILL TANKS. Also, TANKS ARE THE FOCUS ON MODERN WARFARE WHETHER YOU LIKE IT OR NOT, AND FUCK Cod MF PUNKS THAT THINK OTHERWISE!!! Tanks are the primary force that drives the assault, everything else is support to it. I would love it more with it being more realistic with shotguns and SMG's only being EFFECTIVE at close range. Assault weapons being the mainstay of most solders, while anyone with a light machine gun can ACTUALLY BE EFFECTIVE TACTICALLY BY GIVING SUPPRESSING FIRE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 07, 2014, 03:58:55 pm
thank god you guys dont make games
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Delta Foxtrot on June 07, 2014, 04:49:39 pm
While I do prefer a more realistic approach myself, I think PS2 is pretty clearly not trying to be a realistic depiction of modern combined arms warfare. I'd like it more if it were but it doesn't make it a bad game.

If you want realism you'll probably want to look at Arma. And even that series sacrifices realism for other things at times. Of course there's the obvious lack of 2000 player engagements as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on June 07, 2014, 04:59:09 pm
I, on the other hand, am 100% happy with vehicles not resembling their real world counterparts. The game would be trash if we went by NullForce's ideals.

For only people that dont know how to play with tanks!!! I'm sorry, but seriously the fact that the MAIN focal point of a modern military equipment is around the tank and how to kill it. There are legions of munitions that are meant to kill tanks but the MAIN fact of it, TANKS KILL TANKS. Also, TANKS ARE THE FOCUS ON MODERN WARFARE WHETHER YOU LIKE IT OR NOT, AND FUCK Cod MF PUNKS THAT THINK OTHERWISE!!! Tanks are the primary force that drives the assault, everything else is support to it. I would love it more with it being more realistic with shotguns and SMG's only being EFFECTIVE at close range. Assault weapons being the mainstay of most solders, while anyone with a light machine gun can ACTUALLY BE EFFECTIVE TACTICALLY BY GIVING SUPPRESSING FIRE.

If I wanted a realistic simulation of modern tactics and combat I'd be playing ARMA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 07, 2014, 05:21:07 pm
If you want a realistic MMO combined arms game there's WWII:OL

Its about as fun as being in a real war
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 07, 2014, 05:26:07 pm
How many of you "realistic tanks" folks would be willing to get a tank buff if it meant you had to have a dedicated driver? I'd be willing to discuss that. Hell, I'd be all for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on June 07, 2014, 05:32:08 pm
I would kill to be that dedicated driver.  But that would likely require a hellishly good gunner.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 07, 2014, 05:35:29 pm
How many of you "realistic tanks" folks would be willing to get a tank buff if it meant you had to have a dedicated driver? I'd be willing to discuss that. Hell, I'd be all for it.
I think I said it earlier, but I would love to have 2-3 man tanks. You could even make it an option in the 'vehicle management' screen whether you want the driver to also be the gunner or to have separate crew members. This would allow tanks to work the way they already do now or to allow more cooperation (along with more crew members = more repairing). This is one of the reason I'm waiting for the Valkryie is cause of all the crew members. Separate gunner and pilot should be nice with forward mounted gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on June 07, 2014, 06:47:35 pm
TR Max with Chainguns is pretty terrible at close range, they just don't fire fast enough to justify the recoil. I mean, sure, they shred foes, but it's nothing that the Pounder can't do in less time, and the only difference is heavy drop on the Pounder.

I use (well, used, when I played) the pounders even for exclusive AA situations like in a biolab. The TTK is similar to the mercies, the damage is much more bursty, there's a (rather small) AoE, and best of all they shred enemy maxes too.

TR dedicated AA weapons have just been nerfed too much, no point in using them anymore really.

Pounder used to be terrible before the fixed they projectiles - they used to come from the guns making it almost impossible to hit with both at close range. Now they come from the center of the screen, so they are actually usable.

Twin bursters are not too bad if you're locked down, but you're pretty much just an AA Turret with poorer range of motion at that stage. Yeah, I'd have to say I prefer pounder over the chainguns.

By AA I meant anti-infantry but I was somewhat sleep deprived at the time so it came out AA and I didn't notice till just now  :-[ oops.

How many of you "realistic tanks" folks would be willing to get a tank buff if it meant you had to have a dedicated driver? I'd be willing to discuss that. Hell, I'd be all for it.


I think tanks, or at least MBTs, should require a dedicated driver right now (well, maybe the driver can shoot the top gun so he does not get too bored).

So, I'm all for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on June 07, 2014, 07:10:38 pm
Still waiting for them to make flares not complete bullshit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on June 07, 2014, 07:28:47 pm
I wish that they could fix the crashes.  It's been two years, and it crashes after about 5 minutes on minimum or near-minimum settings for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 07, 2014, 07:42:38 pm
I wish that they could fix the crashes.  It's been two years, and it crashes after about 5 minutes on minimum or near-minimum settings for me.
Are your specs up to par for min-settings?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 07, 2014, 07:48:37 pm
Depending on your system running on higher graphics can actually be beneficial. A lot of things use the CPU on lower settings but the GPU on higher ones. Also, disable shadows.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 07, 2014, 07:49:42 pm
The driver should get a forward fireing basilisk or kobalt on the hull imo the 2 gunners get the main gun and the top aux gun.
However i think there should be 2 layouts s the old 2 person tank was also availble.
Or maybe make a super heavy tank thats drivem by 3-4 players like a ground liberator of sorts.

Overall i think tanks are too weak in this game... esecially against infantry because 2 packs of C4 turns it into a burning wreck.
In other games like Battlefield 2142tanks were arguably weaker as 1 rocket to the back autokilled them (they did get an active rocket disposal shield tho) but people had less means to C4 them... means being only an infiltrator with constantly humming stealth device that emits an even louder sound when decloaking meaning every tank could just drive away upon hearing the sound.

But PS2? A LA cna just dive bomb with them and kill a tank unspotted.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on June 07, 2014, 07:52:40 pm
Wasn't Hossin due out in may? What happened with that?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on June 07, 2014, 07:53:03 pm
I wish that they could fix the crashes.  It's been two years, and it crashes after about 5 minutes on minimum or near-minimum settings for me.
Are your specs up to par for min-settings?

I might have not updated the graphics card driver yet; I've heard that the newer version don't crash. Hopefully that's the problem, since my computer can run most other new games fine.

PPE: Only the tanks that pay no attention to what's going on around them or are unsupported get C4'd (except for C4 used as a land mine).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 07, 2014, 08:08:53 pm
PPE: Only the tanks that pay no attention to what's going on around them or are unsupported get C4'd (except for C4 used as a land mine).
Again you can't watch all directions at once and a LA can come from just about anywhere short of bursting from the ground under you and unlike other games BF2141 you don't get any warning unless you have a radar on yur tank and closely watch the minimap at all times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on June 07, 2014, 08:20:11 pm
Wasn't Hossin due out in may? What happened with that?

They suspended it to work on battle isles for MLG, IIRC.

If you're going to ask what happened to battle isles, I have no clue.

Edit: according to planetside wiki (http://planetside.wikia.com/wiki/Hossin) it was delayed till "summer 2014" because of the lattice reworks and the optimization work they did.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on June 07, 2014, 08:50:40 pm
PPE: Only the tanks that pay no attention to what's going on around them or are unsupported get C4'd (except for C4 used as a land mine).
Again you can't watch all directions at once and a LA can come from just about anywhere short of bursting from the ground under you and unlike other games BF2141 you don't get any warning unless you have a radar on yur tank and closely watch the minimap at all times.
That's why you play with support (other tanks/people) or play in a MBT with a top gunner.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 07, 2014, 08:54:20 pm
So what do you guys think, is it better to go with a secondary tank gun that lets you kill the enemy tanks quicker or some that can kill the infantry better than the main gun? I'd almost like to say go for the anti-finantry power, but if you have proper support like DarkStar is suggesting then it's kinda redundant.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 07, 2014, 09:56:23 pm
Clearly the tank changes are just a stealth nerf to AP Vanguard's AA role.

And a 3-slot MBT would obviously see heavy play- just look at the Harasser before it was nerfed into the ground.

Wasn't Hossin due out in may? What happened with that?

April.   2013.

At this point, no idea.  Originally it was Lattice that slowed it down, but who knows at this point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 07, 2014, 11:01:31 pm
There was also the Esamir and Amerish revamps that delayed Hossin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 07, 2014, 11:13:00 pm
So what do you guys think, is it better to go with a secondary tank gun that lets you kill the enemy tanks quicker or some that can kill the infantry better than the main gun? I'd almost like to say go for the anti-finantry power, but if you have proper support like DarkStar is suggesting then it's kinda redundant.

From what I've seen, stick to the AT guns unless you're VS. The AI tank guns seem to suck, its not too difficult to mow down infantry with the AT guns anyway. Plus the secondary tank guns really decide tank fights, even if you get the drop on someone, the tank with an AT secondary is going to kick the other one's ass.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on June 08, 2014, 06:40:22 am
I'm a bit late on the whole tank "realism" thing, but here's my two cents:

1. It's an overestimation of the versatility of tanks. They were most dominant in WWII thanks to a combination of becoming a serious weapon relatively recently, one side developing good doctrine where the other didn't, and a large number of battles being fought in good tanking country--even with all of that, a combined-arms doctrine was still the norm, and continues to be to this day for a number of reasons which aren't depicted accurately in PS2.

2. In short:
-PS2 tanks don't rely on good coordination between the entire crew to operate effectively.

-There are relatively few AT weapons in PS2: low-damage dumbfire rockets; low-damage computer-guided missiles; low-damage AT mines; low-damage plastic explosives... and that's it. There are no dedicated AT vehicles (the closest you get is another tank with an AP cannon), the closest you have to a TOW Humvee is a Harasser with a Halberd mounted (which isn't even near the same thing), there's nothing that can kill a tank in one shot (despite there being a plethora of such weapons IRL, from a Molotov into the engine compartment to man-portable missiles), &c.

-PS2 tanks have absurdly good mobility and acceleration, further reducing the danger of operating in what would normally be hazardous terrain. PS2 armor can roll into tight quarters in a facility or a narrow mountain path without worrying too much, because they can always bail at 60kph in reverse at the drop of a hat, and there's nothing that can kill them before they react, except for a LA managing to plant all of his C4 on an un-upgraded Lightning without being spotted.

-The "realism" changes suggested sound like anti-fun, especially because they rely on a misguided representation of how things actually are. I'd advocate against playing ArmA if you're looking for "realism" in which tanks are nigh-invincible death-machines, because the first time a PBI lands a good rocket from concealment and you brew up without even knowing what hit you will probably be a fist-through-screen moment.

:|
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 08, 2014, 06:56:26 am
So what do you guys think, is it better to go with a secondary tank gun that lets you kill the enemy tanks quicker or some that can kill the infantry better than the main gun? I'd almost like to say go for the anti-finantry power, but if you have proper support like DarkStar is suggesting then it's kinda redundant.

From what I've seen, stick to the AT guns unless you're VS. The AI tank guns seem to suck, its not too difficult to mow down infantry with the AT guns anyway. Plus the secondary tank guns really decide tank fights, even if you get the drop on someone, the tank with an AT secondary is going to kick the other one's ass.
HE on a locked down prowler is pretty good at killing entrenched enemies... or was until it was nerfed.

For every other faction I would say no as you need almost a direct hit to one shot kill a softie (except maybe the magrider?)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 08, 2014, 07:55:29 am
As to tanks, I dont think they're done right at all. From a gameplay perspective, they are very flawed, and it's basically a problem tied to the fact that every player can afford one because everyone has a separate resource pool. They should mean a lot more than they do, but at the same time, they shouldn't. They should be important resource dumps that people go out of their way to protect and maintain because "damn this thing cost 10% of our factions entire vehicle resources", not "lel lets pull a legion of prowlers out and camp this base, by the time they die we can pull more". If that were the case, I'd have no trouble with them being much more powerful. Having 3-4 crew tanks sounds fun!

I realize that's not exactly how tanks are supposed to be, but I just cant stand the status quo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 08, 2014, 08:52:28 am
The main concern with having a faction-wide resource pool is... who decides who gets to pull what? You can't just have whoever pulling the expensive stuff because they could drive off on their own and get it blown up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 08, 2014, 12:31:41 pm
To use the WWIIOL example again: that has faction wide resource pools, what you'd find is that 10 minutes after the start of the battle you'll find you'll have no panzers or tigers to defend/attack the town because bad players will have gotten them killed already - some of them even being faction switchers that intentionally go to the other side to drain their assets.


So nope, they're bad
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Xardalas on June 08, 2014, 12:41:34 pm
Could try to use a faction rank system. Allowing only those who are of a high enough rank in the faction to pull out the more powerful/expensive vehicles. Also have a timer set, so they can't pull out multiple strong vehicles in a row to just destroy the resources like that.

That'd stop faction switchers from pulling that shit. Well, at least with anything big.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 08, 2014, 12:53:43 pm
That sounds at best like trying to justify changing the system badly. Faction switchers will just pull a million flashes and drain resources just as badly, but with the bonus of killing the resource collection rate at the same time since it would take longer to drain than with MBTs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 08, 2014, 12:55:17 pm
Could try to use a faction rank system. Allowing only those who are of a high enough rank in the faction to pull out the more powerful/expensive vehicles. Also have a timer set, so they can't pull out multiple strong vehicles in a row to just destroy the resources like that.

That'd stop faction switchers from pulling that shit. Well, at least with anything big.
Uhh.... WWIIOL also had rank restrictions on equipment, including infantry equipment.
And it took a long time to rank up
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 08, 2014, 01:08:27 pm
Yeah, I realize there are huge issues with that system. Even if baddies couldnt drain all the resources, you'd have the problem where suddenly most players won't be able to ever use tanks. Can't just take away that content from 3/4s of your playerbase.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 08, 2014, 01:11:47 pm
Tank zergs are hardly a major problem in PS2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 08, 2014, 01:38:34 pm
Tank zergs are hardly a major problem in PS2.
Certainly not a big enough problem to mess with the entire system.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on June 08, 2014, 01:51:51 pm
This is what I mean if I say they've ignored the logistic/strategic side of their game.  You can store massive amounts of resources and you can get the cd on vehicle spawning down to nothing and resources generate very quickly.  This kind of mechanic encourages people to just pull shit to zerg at the enemy in, instead of requiring you to use your assets wisely and play well.  It also makes it harder to balance things.  A tank, ESF, any kind of vehicle asset needs to feel both powerful and vulnerable.  Instead, they were all balanced around being played very, very aggressively and, for the most part, badly.  They can't be powerful, because everyone can pull one every 10 minutes and everyone can play one aggressively with few risks.

Tanks drive into dense built-up areas.  ESF are played as gunships that hover at 50 meters and have no-skill counters to their counters.  Harassers and sundies drive through infantry without a care.  The engie gun, taken alone, is absurdly strong, but that wouldn't be a problem if assets weren't so easily replaceable.  The worst kind of logistic problem you will ever run into is a drive from the nearest held base with a sundie.  The only way to run out of resources is to be hyper-aggressive or to not hold anything on a continent.

It's hilarious[ly sad] that lattice systems were slowing down development of things; it's a really, really shitty attempt to tack on some strategic play.  It's really shitty, because it's really just a zerg herding mechanic.  Go camp on a lattice square between your facilities and the enemy, because they can't go any other way.  If they want to flank your position with vehicle or facility spawn support, they have to cap an entire separate line of lattice, usually between 3 and 6 additional outposts.  How much easier and faster to just zerg at the objective until you win a war of attrition.

Return to adjacency cap rules and remove the idiotic lattice cap mechanics.  Add ANT's to supply resources and power to facilities, facilities pipe power and resources to nearby outposts.  Resource cap lowered to 550 across the board and you can only regen resources in areas that are being supplied.  Rebalance all vehicles to do more damage and have greater accuracy, make them slightly more vulnerable to their counters.  All of this is well beyond SOE's balancing and development ability; word is that the upcoming liberator changes have been wrought with dynamite.  Their response to most balance problems have been to hit the issue as hard as they can with the Balancing Bat.  Didn't they double the price for flashes because they screwed up balancing the fury?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 08, 2014, 03:02:38 pm
^Yeah that mostly.

Lattice was the death knell for strategic gameplay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on June 15, 2014, 05:53:48 pm
Need to mention that the Mattherson v Waterson MergerSmash is going to be this Friday!
Good luck to everyone in a participating outfit!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 15, 2014, 06:31:19 pm
I see a lot of (really good!) players suggest Flak over Nanoweave on most classes. I can see it on something like an engie, but everything else dies 10x as often to gunfire. Hell, small fights are nearly 100% small arms fire, so unless you only jump into gigantic battles I don't see how its anywhere near worth it.

Am I missing something?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 15, 2014, 06:39:31 pm
Well is someone runs out of a corner guns blazing that extra several % of small arms resistance won't do you much good while the large explosion resisance will make you survive an innacurate lolpod raid or MBT HE/HEAT shell.

At least that's what i think... also in situations where lobbing HE at you is impossible you cna just swap out... altho if i were to pick one to use all the time i'd take flak.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on June 15, 2014, 07:03:01 pm
Well is someone runs out of a corner guns blazing that extra several % of small arms resistance won't do you much good while the large explosion resisance will make you survive an innacurate lolpod raid or MBT HE/HEAT shell.

At least that's what i think... also in situations where lobbing HE at you is impossible you cna just swap out... altho if i were to pick one to use all the time i'd take flak.
I have to agree with this.

Depending on the server, you may have to deal with things like Lib rain clouds and explosive spam. Even grenades getting tossed through doors sucks, as well as the odd mine and C4 near the sundy. However, most explosive damage tends to be one shot and done, so if you can push it a bit more and survive a blast that would have almost killed you, you'll likely survive, at least for a bit longer. However bullets tend to be a shoot at a thing until it dies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on June 15, 2014, 07:04:49 pm
Think of it this way.

Most classes can survive four or five bullets from full health (infiltrators probably less, heavies more, maxes much more) from NC carbines that I've seen. 7.5% less damage from something that cuts off almost 25% of your health is pretty tiny, unless it's 17.5% of your health per bullet, rather than 24.125% of your health. Even then, an attack that deals 17.5% of your health is still maybe 5.7 bullets instead of 5 bullets - the difference might mean life if you're just clipped by a long range carbine attack, but otherwise it's useless.

Flak resistance is 15%, right? 15% of the enormous damage rockets do shave off a large portion of damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 15, 2014, 07:53:58 pm
At rank 2 i have 20% resistance so i guess at max rank it cuts HE damage in half.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 15, 2014, 08:10:32 pm
How effective is the nanoweave with the HA resist shield, perhaps even with a restoration kit active?

I've actually been using the grenade bandolier more than anything else. I find myself spamming nades around corners and into rooms, even throwing nades at an oncoming zerg rush can disrupt them. Plus, you may only kill one or two guys that you surprise in a crowd with a rifle, but you could blow all of them up with a grenade and other than the callout from throwing it it's quieter, and people might not even notice the callout.

I'm eager to see how things are once the servers merge. I went to play yesterday and was discouraged to see that the NC (the faction I play) was 44% world population. I decided to play anyways and noticed that there was a land grab alert going on and we had ~40% territory. Apparently our command decided to get drunk in the middle of the alert or something because by the end of it we came in last place.

It astonishes me how long it takes for people to redeploy places. Someone will tell people to go somewhere, and they just take their sweet time doing it. We'll be sitting in full galaxies at the warpgate (even though you can spawn directly into them while in flight) having a nice circle jerk or getting high or whatever it is these people are doing while the enemies are taking our bases. I wish there were more organized squads/platoons that weren't screwing around, maybe it's just a problem with the NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 15, 2014, 08:39:43 pm
Suit slots don't stack with resist shield I'm fairly certain.

For me:
Infiltrator: Solo loadout is flak armor to resist Anti personnel mines, Nanoweave for when I'm in a group.

Heavy: Grenade bandolier to throw AV or Concussion grenades. or flak for when I use an AA launcher.

Medic: Grenade bandolier for Revive nades

Engineer: Flak armor to repair vehicles and for hiding behind maxes

Light Assault: Adrenaline pump

Mattherson has varied populations on different nights because some outfits play on other realms on the same server some days. For instance Dasanfall and Goku both play TR on the same night according to someone from Goon. On those nights TR will have a population advantage as well as some of the best players in all of PS2. I imagine the same thing happens on NC high population nights. In addition people will log out when their side is losing an alert while they or other people log into the winning realm which tends to make end of alert population more unbalanced than it should be. I've also heard that people receive notifications through a social media site as to when an alert is happening and which realm is winning, which enables them to login for easy certs. I still wish the devs had allowed only one choice of realm per server; it would have bypassed the above issues.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 15, 2014, 09:12:42 pm
How effective is the nanoweave with the HA resist shield, perhaps even with a restoration kit active?

Nanoweave and Resist Shield do not stack.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 15, 2014, 09:29:35 pm
I tried out NC HA the other day and their guns feel so powerful o_o blam blam blam dead. A lot faster ttk than the T9. Howover they're also terrible at long range--you can kill people at mid range, but the T9 does it better. I'm also slightly ashamed to admit that I singlehandedly cleared out a SOCA squad that was holding the top floor of a Tech Plant (the Phalanx cannon floor). :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 15, 2014, 09:33:27 pm
Are you referring to any specific gun? I remember when i first got the EM6, before putting any attachments on it, I immediately went out on a killing rampage by myself. The SAW is good at long range but you have to use single shots, almost like a lower power battle rifle.

I'm still confused about the SAW S though, it looks very similar statwise to one of the other LMG's, I forget which.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 15, 2014, 09:39:17 pm
The default SAW. It has a ton of recoil.

The S versions of default guns only differ in that they have lower ROF and you can attach 4 things to it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 15, 2014, 09:44:47 pm
The S version of the SAW also has lower damage but higher ROF and only a 75 round box.

I just checked, the Saw S like a GD-22s but with a worse recoil pattern, longer reload time, and costs more. Huh. It has a slighter higher capacity box but that's about it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 15, 2014, 09:52:58 pm
Interesting. The TR's T9-S has the same damage, accuracy, ammo, mag size, and damage falloff. It reloads .5 seconds faster and has 50 less rof.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 16, 2014, 12:54:53 am

If that wasn't enough people were logging into their NC characters and bombing people and vehicles in the WG with libs.

If you use the SAW don't use HV ammo, it doesn't need it and it makes the recoil excessive. It's ok (better than many lmgs anyways due to the high damage per bullet) at long range to plink with but I'd prefer a Warden. It's really good up close to mid where you get a full 200 damage with your bullets. Try using it with a reflex sight like that. Also stand still when you are shooting or maybe crouch. Aim down the sights obviously. If you find yourself strafing while firing you'll want the GD-22s instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 16, 2014, 07:34:08 am
The SAW has fallen out of favor with me, the recoil (even with everything set up to minimize it) is pretty horrific and makes long range combat a chore, at least until you master controlling it. Meanwhile, the hipfire is abysmal for CQC, so you'll often just get outgunned. I've had good experiences with it, but those mostly come down to the near-unlimited ammo supply allowing me to mow down a group.

Flak is still up in the air for me. I don't play big fights (there are literally none when I get to play) so the only real threat from explosion damage are farming ESF and Libs - in which case I should probably redeploy. Grenades are really easy to avoid and you don't really see much else. Again though, this is probably a big abnormal.

I was having a TON of fun today with a NMG/Nanoweave/Mauler HA in a tower. I don't know what everyone else thinks of it, but the Mauler is great. With good aim you can rip apart even other shotgun users (and those are actually not that common, oddly) and ofc most everything else stands next to no chance. I actually felt like a great player - in about an hour of play, I got somewhere around 80 kills in that one fight, topping the battle leaderboard and feeling pretty badass. There were a lot of 10-15 kill killstreaks in there, but the biggest feelgood moment was emptying my shotgun into a group of spandexmen and then sniping the remaining BR100 Infil 100m out with a well placed rocket.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 16, 2014, 07:49:13 pm
Wooo I backflipped my flash onto Visigodo about ten minutes ago when he was camping a capture point on Esamir after an alert ended. He was in the corner so I drove to the far wall from him and drove up the wall with turbo and landed directly on him. It was the coolest thing I've done in a while.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on June 19, 2014, 09:57:02 pm
*Cough* (https://twitter.com/mhigby/status/479399256814403584)
"Our plan as of right now is to get Hossin, continent locking, outfit recruitment & outfit base capture live with next week's update."

(http://media0.giphy.com/media/rl0FOxdz7CcxO/giphy.gif)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 19, 2014, 10:04:13 pm
I can't wait to see the new continent, getting a bit tired of Indar
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 19, 2014, 10:17:28 pm
I, too, am tired of playing Indarside 2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 19, 2014, 10:54:01 pm
Spoiler: Flash in flight (click to show/hide)

How do you think the new pistols should work? I've

I think NC should get a mini-Jackhammer. If that sounds too strong, maybe a double barrel shotgun pistol that breaks open to reload.

 The TR should get a low recoil bullet hose with quite low dps but huge magazine and a fast reload sort of like the NC's EM1 LMG. It would essentially be for shooting through doorways and making people duck or for constant damage on a max or some such. I'd be happy with 100 rounds in the magazine at a rate of fire and recoil pattern that lets them keep it it firing  through a door, sort of like Vanu do with the Lasher but without giant explosive bullets.

My idea for VS is a charge up pistol that can fire a round much weaker but similar to a lasher type round after a reasonable charge up along, with 3 fire modes. Two modes being a bit worse Beamer with single and burst fire modes and the third the charged lasher shot.

If they do something like a mini-Jackhammer though, it would be tough to balance unless you could add sights to secondaries. They'd probably have to have some pretty strong scope sway.

Another thing, I used the new Airhammer today and was quite pleased. It seems significantly better versus infantry. To be really good at that it could use another 10 rounds but it's a bit better than before. I emptied out a magazine on a group of TR outside of a building that were defending a corner firing lane. I got a half dozen kills in one pass, which is something that would not have happened pre-patch where I would have been lucky to come away with one or two.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 20, 2014, 12:21:32 am
I was pleased with what went up on test.

NC's shotgun was basically fine, although I wouldn't mind giving it two more rounds of ammo. As is, it compares to the Commissioner about as well as the crossbow does -- better in a few specific niches, but overall worse.

TR's gun seemed pretty reasonable as well. A bit less ammo/DPS than the Repeater, but full auto and better control makes it more well rounded if you like that sort of thing.

The VS offering was unfinished, but hopefully they'll get a generic burst pistol that'll stop them from whining about it, then once they realize burst pistols aren't some all-conquering manna from heaven, then they can go back to using the Commissioner like everyone else.

Also, Hossin~~~
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 20, 2014, 01:30:50 am
The VS offering was unfinished, but hopefully they'll get a generic burst pistol that'll stop them from whining about it, then once they realize burst pistols aren't some all-conquering manna from heaven, then they can go back to using the Commissioner like everyone else.
But... I like the desperado =p

I saw the liberator got nerfed... or, well, would it be considered a nerf or would it be considered focusing its weapons a bit more?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 20, 2014, 01:35:59 am
Two round bursts will put two bullets into a target out to 50m, 3 round bursts you'll have that 3rd bullet zip over their head past 10m
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 20, 2014, 04:14:35 am
I think NC should get a mini-Jackhammer. If that sounds too strong, maybe a double barrel shotgun pistol that breaks open to reload.

Ugh, don't we have enough shotguns already?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on June 20, 2014, 08:07:35 am
I think NC should get a mini-Jackhammer. If that sounds too strong, maybe a double barrel shotgun pistol that breaks open to reload.

Ugh, don't we have enough shotguns already?
Shotguns and gauss weapons all the way.
Do you even NC?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 20, 2014, 09:36:33 am
The problem with giving one faction a full-auto secondary is that it would turn out to be the best secondary in the game.

PS2 is currently a game of RoF, especially in CQC. Pistols are already ineffective outside of near-point-blank ranges, so range is a non-issue here. I remember back when only the TR had burst pistols, and they were, without question, the best secondaries in the game, and the other factions had a hard time competing when it came to secondaries.

I really hope they don't make the same mistake after all this progress. It'd be horribly frustrating.


In other news: Air got nerfed. About time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 20, 2014, 12:17:24 pm
Like shit it is about RoF, its about DPS and burst damage - both of which the NC excels at.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 20, 2014, 12:36:12 pm
The VS offering was unfinished, but hopefully they'll get a generic burst pistol that'll stop them from whining about it, then once they realize burst pistols aren't some all-conquering manna from heaven, then they can go back to using the Commissioner like everyone else.
But... I like the desperado =p

I'd say you're in the minority. Looking at my last 300 deaths, I have one pistol death to each faction's default, and about 15 deaths to NS stuff. More people use the Underboss than I expected (and two deaths to the crossbow!) but that's still NS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 20, 2014, 01:01:29 pm
Like shit it is about RoF, its about DPS and burst damage - both of which the NC excels at.
NC excels at having many shotguns, its not a huge surprise they have the burst damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 20, 2014, 01:05:34 pm
god damnit i hate br100 guys farming with ESFs

theres literally nothing you can do
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 20, 2014, 01:49:05 pm
Pull out lock ons and flak, they will eventually go off to find an easier farm.
You may even get a huge bundle of xp from a lucky popping of one.



Speaking of XP, is there another double xp weekend due?
Didn't see anything on the loading screen last I looked
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 20, 2014, 01:53:09 pm
You need points for lockons.

However, LMGs work well on them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 20, 2014, 02:15:02 pm
Like shit it is about RoF, its about DPS and burst damage - both of which the NC excels at.

Could we not start another hyper aggressive pissing contest in this thread and share our opinions like grownups, please?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 20, 2014, 02:37:33 pm
Pull out lock ons and flak, they will eventually go off to find an easier farm.
You may even get a huge bundle of xp from a lucky popping of one.

I wouldn't call a couple infantry kills worth of XP "huge".

Anyway, nah, you really can't do anything. They always just fly around the spawnroom, the moment you step out they just instantly pop you with missiles. Trying to use a lockon or LMG is never going to work, you might scratch their paint before you die but that's it. That kind of stuff is more useful in larger chaotic battles, they don't really do anything to farmers.

On some bases, that's pretty much the end of it as there might now be any buildings nearby enough to make it into. You can pull a max and spend 10 minutes and a much more important resource trying to end their 40 kill streak as they just park and repair every time you get them low, but really you're just screwed. Air is almost impossible to defeat in tiny battles, you need a squad or they just fuck you until you leave.

And thus concludes the lovely balance between ground and air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 20, 2014, 02:53:46 pm
If you're stuck in the spawn room, your problem is not the aircraft, its the farmers/campers. (The campers are probably in the aircraft though)
Go fight elsewhere instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 20, 2014, 04:01:16 pm
It is the aircraft, though. No other vehicle or infantry can lock down a spawn with near invulnerability to retaliation with as little as 2 or 3 players. A MBT? Two lightnings? A couple infils? None of that results in a situation where this...

Go fight elsewhere instead.

is the only answer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 20, 2014, 07:50:27 pm
The Server Smash between Waterson and Mattherson is currently underway. It's notable because it's probably the most interesting thing that's ever been fought for in this game.

http://www.twitch.tv/inicast

The winner gets to keep their name after the Waterson and Mattherson server merges.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 20, 2014, 07:52:42 pm
I don't give a damn what the name is, I just want my server merge =D

I just got finished playing. I was in a platoon that would not STFU. I can only take so much ear rape in a day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Steelmagic on June 20, 2014, 09:43:39 pm
Decided I would try this out. Oh god so much death. I am good at fixing things at least.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 20, 2014, 09:46:38 pm
I don't think this can be overstated: Practice in the VR training room for a few minutes whenever you log on in order to get a feel for the guns and how they aim at range and CQC. Back when I started we didn't have the VR training, and it would have been a massive help to know how to handle recoil in a non-combat environment.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Steelmagic on June 20, 2014, 09:58:21 pm
Yeah, that would probably be helpful. Unfortunately the primary problem seems to be that my computer is a pile of sh- has difficulties running the game. It's playable, just barely. So I may just have to wait for a better computer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on June 20, 2014, 10:07:30 pm
Waterson won the Server Smash. After Matherson thought they won.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 20, 2014, 10:13:26 pm
That's still under contention. There's still drama on the PS2 subreddit about it, what with angry shouting and recounts of the score.

I'm glad I don't have any stake in the outcome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 20, 2014, 10:20:27 pm
I don't think this can be overstated: Practice in the VR training room for a few minutes whenever you log on in order to get a feel for the guns and how they aim at range and CQC. Back when I started we didn't have the VR training, and it would have been a massive help to know how to handle recoil in a non-combat environment.
What I used to do was stand at an infantry terminal, preferably out in the open (at a warpgate) where I'm not likely to shoot teammates, then choose a reference point (the corner of some geometry in the distance, for example) and practice on that. (EDIT: I wish there were an option to log in directly to VR training instead of automatically being dropped into a continent's map screen. The first thing I'm usually trying to do is seeing if there's any organized squads up.)

Quote
Somebody may or may not have won the server smash
Good grief, just merge them and wall it Watermath or something
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on June 20, 2014, 10:31:23 pm
Waterson won the Server Smash. After Matherson thought they won.

From [DA] Cheese: http://i.imgur.com/Q63Ls6S.png
Heh. Final count Mattherson won. 46-45
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 20, 2014, 10:47:02 pm
Quote
That was the greatest two hours of Planetside that we have ever witnessed here at ServerSmash, and we are all impressed by both the skill and intensity that Waterson and Mattherson brought to this match!
It came down to the wire, and we actually had our first overtime in ServerSmash history! After all the dust settles, and we have recounts of recounts of recounts, the winner is:
MATTHERSON!!!
How we got here: >>THIS<< image shows what bases were capping at the beginning of overtime, and were then in contention.
This clearly shows that EMC was under contention: http://i.imgur.com/9behAt2.png
Overtime rules as stated in the match doc:
If a base is secure at the 2 hours mark, it is no longer in play. If a base is under contention after 2 hours, the base must be fully captured or fully defended before the match is called.
By the end of overtime, Mattherson had defended Freyr Geothermal, and captured both the Traverse and Esamir Munitions Co.
Waterson defended The Octagon, Ymir Mine Watch, and Ymir Eastern Waystation.
According to the point capture system in place, the final score is
46-45
Unfortunately in all the excitement after this incredible match, one of our team miscounted and mistakenly said that Waterson was the winner. We apologize for this mistake and take full responsibility for any confusion that this may have caused.
Going forward, in light of how close and hard fought the match was, as well as at the insistence of both servers' representatives, we have decided to petition SOE on the community's behalf for the option to rename the server to neither Mattherson or Waterson, and instead move forward with a new name that is to be determined.
Whether this is something that SOE will be amenable to is yet to be determined. The ServerSmash team, as well as the servers themselves, feel that it would be a disservice to either side to do otherwise.
Speaking as part of the ServerSmash team, I can't imagine a better match. Both sides should be proud of how they performed. It was incredible to witness.
MergerSmash garnered over 2000 concurrent viewers, surpassing games like World of Tanks, Battlefield, Titanfall, and Call of Duty! Thank you to the Planetside Community for supporting this amazing event, and we look forward to showcasing more in the future!
HERE is the OFFICIAL STREAM: http://www.twitch.tv/inicast/c/4504246

Basically: somebody goofed while tallying the score. The match was still close enough that the servers may just choose a third name anyways, but it's up to SOE.

EDIT: So... Emerald then?? (https://twitter.com/mhigby/status/480189214818979841)
What is this Emerald I keep hearing of? Is it referring to some other server that used to exist?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 20, 2014, 11:01:41 pm
I think it used to be a continent..?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on June 20, 2014, 11:04:54 pm
Bad net-can't load most stuffs there.

...Emerald was a Continent?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 20, 2014, 11:07:23 pm
I think it was a Planetside 1 server. Possibly even a US East PS1 server.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 20, 2014, 11:07:37 pm
From what I gather, Emerald was the name of the east coast PS1 server... (and I think the name of the sole existing PS1 server?)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 20, 2014, 11:33:42 pm
Holy crap. I've been in some pretty big battles before but what I'm seeing on this stream is... completely insane, and I'm only ~30 minutes in so far.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 20, 2014, 11:53:42 pm
From what I gather, Emerald was the name of the east coast PS1 server... (and I think the name of the sole existing PS1 server?)
The current lonely PS1 server is Gemini.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 21, 2014, 12:01:25 am
Ah. Someone on forumside claimed Emerald was still active, but I bounced off PS1 so quickly that I didn't really remember and just took their word for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 21, 2014, 01:41:05 am
Quote
Due to the controversy surrounding the results in the otherwise INCREDIBLE @PS2_ServerSmash #MergerSmash event... [] We have decided the new US East server will be named Emerald. Merge will be early next week. (https://twitter.com/mhigby/status/480206912600809474)
Works for me, green happens to be my favorite color anyways. Hopefully this will keep the peace as a lot of people seemed to want to keep their server names pretty adamantly. I watched the stream and somewhere in the middle of it their countdown timer stopped by accident. You could probably go through and do math and adjust for the time discrepancies and all that jazz, but at the end of the day it's just a server name.

Can't wait to see what all the Matherson NC people think of PHX, hehehe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on June 21, 2014, 02:10:17 am
To be frank I'm a little disappointed with our new Waterson "friends."

Acquisitions of cheating, rigging, overpop, etc. are running rampant. When we (Mattherson) heard that we lost, we were content though disappointed. In fact some of the Waterson players came into our TS channels and trash talked at us. Now, we are trying to be as sportsman like as possible.

In reality there is a reason that everyone in my squad finished with 3.0+ K/D's.

We planned on winning (Though, we didn't steamroll as we thought we would), and decided before hand to ask for "Emerald" to prevent hurt feelings. I wonder if Waterson would have done the same?

/rant
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 21, 2014, 02:45:47 am
In reality there is a reason that everyone in my squad finished with 3.0+ K/D's.

Mass rez nade usage by both servers?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 21, 2014, 03:10:36 am
When are the EU servers getting merged?

Fights pretty much dead at all hours now
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 21, 2014, 05:36:03 am
I had a feeling it would be close when I heard Waterson was actually practicing for it. Glad to see Mattherson won though, sounds like a good time. I might have been there but Goon wasn't invited last I heard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 21, 2014, 11:36:21 am
To be frank I'm a little disappointed with our new Waterson "friends."

Acquisitions of cheating, rigging, overpop, etc. are running rampant. When we (Mattherson) heard that we lost, we were content though disappointed. In fact some of the Waterson players came into our TS channels and trash talked at us. Now, we are trying to be as sportsman like as possible.
Yeah, it'd be easier to keep your sanity if you just ignore /yell from Waterson people... I think I've met about 3 people total who were hospitable, one who was an infiltrator from an enemy empire that I had killed with a desperado+flashlight.
We planned on winning (Though, we didn't steamroll as we thought we would), and decided before hand to ask for "Emerald" to prevent hurt feelings. I wonder if Waterson would have done the same?
The more mature ones would have been fine with it, I honestly have no idea because I only ever see the picture from the NC side. I'm considering making a TR alt, although I might have to make VR one and deal with weapons and vehicles that I'm not interested in just to get some good squads. The meaty high-damage guns and heavy tanks are the whole reason I'm playing NC in the first place.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 21, 2014, 02:02:49 pm
To be frank I'm a little disappointed with our new Waterson "friends."

Acquisitions of cheating, rigging, overpop, etc. are running rampant. When we (Mattherson) heard that we lost, we were content though disappointed. In fact some of the Waterson players came into our TS channels and trash talked at us. Now, we are trying to be as sportsman like as possible.
Yeah, it'd be easier to keep your sanity if you just ignore /yell from Waterson people... I think I've met about 3 people total who were hospitable, one who was an infiltrator from an enemy empire that I had killed with a desperado+flashlight.
We planned on winning (Though, we didn't steamroll as we thought we would), and decided before hand to ask for "Emerald" to prevent hurt feelings. I wonder if Waterson would have done the same?
The more mature ones would have been fine with it, I honestly have no idea because I only ever see the picture from the NC side. I'm considering making a TR alt, although I might have to make VR one and deal with weapons and vehicles that I'm not interested in just to get some good squads. The meaty high-damage guns and heavy tanks are the whole reason I'm playing NC in the first place.

Try not to look at it like that, there was always going to be hurt feelings from the moment they decided the winner was getting more than bragging rights. There is going to be some trash right now, but it's not really a problem with waterson players in general, it's just a people thing. Im sure that we'd of been playing on Emerald regardless of the winner.

The best thing right now is just to let the hard feelings die out as the mergersmash excitement dies down and be happy that we're finally getting merged.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 21, 2014, 08:21:36 pm
Lets not pretend mattherson players are somehow superior.

not like we don't have our fair share, hell, en masse trolling over /yell is like GOKU's calling card.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 21, 2014, 08:25:49 pm
*Cough* (https://twitter.com/mhigby/status/479399256814403584)
"Our plan as of right now is to get Hossin, continent locking, outfit recruitment & outfit base capture live with next week's update."

(http://media0.giphy.com/media/rl0FOxdz7CcxO/giphy.gif)

I'll believe that when me shit turns purple etc etc
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 23, 2014, 05:03:17 pm
So apparently BuzzCut was back on mattherson a yesterday.

I interpret this as the coming of the end of days, since NC also won an indar alert that same night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 23, 2014, 06:18:33 pm
Waterson just held a server-wide harasser race to commemorate the merging of servers. It was surprisingly fun, got to the last base before the finish line before jumping off a ramp onto a pipe that flipped me =( perhaps next time I'll actually cert my harasser a bit just for fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 23, 2014, 06:31:38 pm
*Cough* (https://twitter.com/mhigby/status/479399256814403584)
"Our plan as of right now is to get Hossin, continent locking, outfit recruitment & outfit base capture live with next week's update."

(http://media0.giphy.com/media/rl0FOxdz7CcxO/giphy.gif)

I'll believe that when me shit turns purple etc etc

It reminds me of the whole second coming of Jesus thing. "Jesus is coming, guys! Honest! Any century now!"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 26, 2014, 03:12:03 am
I'll believe that when me shit turns purple etc etc
https://forums.station.sony.com/ps2/index.php?threads/update-notes-06-26.191225/

Once the servers update it will be live, hopefully it won't be too buggy.

Also:(https://pbs.twimg.com/media/BrAxEwQCQAAMlss.png:large)
(https://pbs.twimg.com/media/BrAxggzCMAEsDDr.png:large)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Zona on June 26, 2014, 10:06:38 am
*Cough* (https://twitter.com/mhigby/status/479399256814403584)
"Our plan as of right now is to get Hossin, continent locking, outfit recruitment & outfit base capture live with next week's update."

(http://media0.giphy.com/media/rl0FOxdz7CcxO/giphy.gif)

I'll believe that when me shit turns purple etc etc

It reminds me of the whole second coming of Jesus thing. "Jesus is coming, guys! Honest! Any century now!"

We Have Hossin! (https://forums.station.sony.com/ps2/index.php?threads/update-notes-06-26.191225/)

(http://static.tumblr.com/tjv6lw7/ZmFm8uwcb/muppets_-_flailing_kermit.gif)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 26, 2014, 10:18:19 am
Yay a cont where I don't have to worry about lolpodders.

Oh wait, thermals :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 26, 2014, 02:18:39 pm
Yay a cont where I don't have to worry about lolpodders.

Oh wait, thermals :'(
Thermals isn't your problem, the problem is everyone and their buddy is swarming across Hossin to the point where its revealed theres actually a queue for warping between continents. The only time people weren't was during the Indar-locking alert of massive success (http://cloud-2.steampowered.com/ugc/3264296809044881124/CB7E97FBD9D2D61B2084DF6B90B82E1FA9F5EC2E/) on Emerald. (or massive failure, in the TR's case :P)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 26, 2014, 08:05:33 pm
We Have Hossin! (https://forums.station.sony.com/ps2/index.php?threads/update-notes-06-26.191225/)

(http://static.tumblr.com/tjv6lw7/ZmFm8uwcb/muppets_-_flailing_kermit.gif)

Sadly it does nothing to fix the fact that fights consist of 1 minute of fighting and 5 minutes of spawn camping, which IMO is a base design problem. It's understandable that it exists on the older continents that were made early on in the development, since fixing it there would require completely redesigning every base. I was hoping Hossin, which was built from scratch after the problem became apparent, wouldn't suffer from it. Unfortunately it does.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on June 26, 2014, 08:07:44 pm
Anyway for people to counter it then?
Like, respawn at nearby base and pull reinforcements (air/armor) instead of respawning in the (most probably doomed) base?
From what I've noticed, those doomed bases already have enemy entrenchments in place. Sunderers parked in strategic locations whereas the defenders all come from 1/2 static locations--easy to target and bombard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 26, 2014, 09:32:03 pm
Hosin is fun, as is Outfit-X...

Also, trees are the grunts best friend. Getting chased by a tank? Into the roots you go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on June 27, 2014, 03:07:28 am
Yeah, If you are getting spawn camped, it is time to move on.

If you aren't successful. Reflect on your current strategy and try a new angle. The best advice I can give for PS2 and all games really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on June 27, 2014, 06:51:21 am
They need to add a system that shuts down spawn once its camped, to force people to think and stop spawning there endlessly, hoping their wall of corpses will shield them in their next breakout attempt. Like add a capture area that surrounds the spawn, and once so many enemies are in that area, the spawn stops spawning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 27, 2014, 06:58:36 am
Anyway for people to counter it then?
Like, respawn at nearby base and pull reinforcements (air/armor) instead of respawning in the (most probably doomed) base?

Sure, but that would require a brain, something the vast majority of PS2 players do not possess.

If you are getting spawn camped, it is time to move on.

That's nice and all, and every time the spawn camping issue comes up someone says exactly that, but saying that doesn't actually solve the problem. The fact of the matter is most people are idiots and will continue spawning at a doomed base no matter how many such PSAs they hear. The only way to solve the problem is to change how the game works. Either find a way to prevent the spawn from being camped or, as timferius suggests, stop the spawn from functioning once it is camped.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 27, 2014, 07:19:14 am
I think just removing the ability to shoot through shields from the inside would go a long way towards alleviating this problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 27, 2014, 07:33:02 am
I think just removing the ability to shoot through shields from the inside would go a long way towards alleviating this problem.

That's the case in towers and the problem is still there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on June 27, 2014, 08:03:02 am
Anyway for people to counter it then?
Like, respawn at nearby base and pull reinforcements (air/armor) instead of respawning in the (most probably doomed) base?

Sure, but that would require a brain, something the vast majority of PS2 players do not possess.
Net problems ahoy!
Anyways, this is the first time I've seen a grievous problem in-game = 'to Think'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 27, 2014, 08:21:08 am
Well it wouldn't be so bad if the game actually explained to you the basics of how it works and what tactics you should be using, which it never does.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on June 27, 2014, 10:36:50 am
They need to add a system that shuts down spawn once its camped, to force people to think and stop spawning there endlessly, hoping their wall of corpses will shield them in their next breakout attempt. Like add a capture area that surrounds the spawn, and once so many enemies are in that area, the spawn stops spawning.
Possibly better plan. Let people construct a wall of corpses that gives them cover lanes ALA trench warfare from WW1.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 27, 2014, 12:09:31 pm
Planetside 1 had base gens that when blown terminated the power at the base, stopping spawn and making terms unusable and base turrets deactivate.

Gen blowing caused much whining from farmers, but it was a way to say that a base fight was over, it was also a thing infills could do to give the attackers just the edge they needed to push in - until core combat fucked it up with buffed pain fields

Xp was tracked per character and depended on fight intensity. Ghost caps and farms earned naff all.

Planetside 1 was a much better game than ps1, too bad SOE decided to make a MW/BF game instead

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 27, 2014, 12:27:15 pm
You could just disable spawning on contested bases to eliminate spawn camping and promote vehicle play, smart sunderer placement, and outfit teamplay by both the attackers and defenders of any given base.

But its pointless really, spawn rooms are too embedded in the game for anything to change. Best we can do is teach people not to spawn on obviously camped bases and just spawn at the next base in line with their AV turrets ready.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 27, 2014, 01:37:21 pm
I'm starting to notice some small bases now have SCUs protected by shields that seem to go down when the cap timer is at 50%. I guess that's something at least. I wonder if they're going to have that in all bases.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SquatchHammer on June 27, 2014, 04:38:42 pm
Planetside 1 was a much better game than ps2, too bad SOE decided to make a MW/BF game instead

FIFY

I want to see Space Trucken Muthen fucken!!!!

Seriously, use supply lines from people doing runs instead of the current latices system.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 27, 2014, 05:34:58 pm
You could even have AI truck bot things driving around between captured bases (that you could ambush and destroy), but then trying to drive your vehicles to the front lines would be more of a pain.

Right now the most you can really do about the spawn situation is to yell on region chat or on proximity to spawn at a different base, or spawn at the warpgate and get in your galaxy, but I have never ever heard anything like this from public players, or even from outfit players towards public players.

Yesterday I spent about 5 hours playing on Hossin, I managed to see about 4 of the bases because we would take a base back only for GOKU to come push us back. I forget what bases they were specifically, but it was near the tech plant in the southwest. In one base there is a plateau above the capture point that is good for defenders to shoot/get down on the rooftops. The base north of that has a road cut through a huge plateau to make a valley, and on top of the plateau the attackers can shoot down on the defenders. I remember at one point there was an entire platoon of Lashers murdering everybody from the top of that cliff. To top it off, it is very difficult for non-light assaults to get up to the top of this cliff, while the attackers have a nice ramp leading up.

Can't say much about the rest of Hossin, but it's nice to fight on somewhere that's not Indar. Speaking of that, how come everybody is so obsessed with indar? What's wrong with the other two (now three) continents?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 27, 2014, 05:56:11 pm
The base you're describing is The Rusty Bent Glaive, which I'm certain is Auraxis' only pub.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 27, 2014, 06:11:41 pm
No, I'm in-game now and I just checked the map. Ghanan Research Labs has the vantage point over the control point builder for defenders, and the base north of it, ORM scrap and salvage, has the big cliff that the attackers can shoot down on the entire base.

The good news is apparently the warpgate cycling thing is in effect, our warpgate is far, far from that place now =p

In other news, NC on Emerald are pretty dumb. I just hop on to find an alert on Indar is almost over, and the squad I joined is ready to capture Esamir after the alert. Apparently the blueberries did not like this idea and decided to capture Esamir first, enjoy continent lock and benefits for a whole 2 minutes, then get Indar locked by TR once the alert ends so now all the territory we had on Esamir was a waste of time. The only good thing that has come from this is that Indar is locked.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 27, 2014, 09:36:43 pm
Can't say much about the rest of Hossin, but it's nice to fight on somewhere that's not Indar. Speaking of that, how come everybody is so obsessed with indar? What's wrong with the other two (now three) continents?

It was the first continent, I believe it was listed first for a while too, Crown was a people sink pre-lattice, which meant it had the highest populations. People play on Indar because people are playing on Indar.

It also has the shittiest base design, so tankers like it for farming infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 27, 2014, 10:10:24 pm
It feels like every faction I play is considered the bads of the server, at least for most of my stay. First it was mattherson TR, then waterson NC, now emerald NC. The only way around it is to play the VS, apparently. Or maybe I'm just that bad :P

I still have an unreal dislike for the VS, though. Bad eyesight + purple camo + dark indarian nights = ughhh just kill me
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 28, 2014, 04:04:38 am
The circle cammo is actually rather good at nights for all factions, even TR.

Although TR's works best on indar at day and night break.
NC and VS both can use theirs all night long though...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 28, 2014, 07:55:59 am
GOKU

I remember at one point there was an entire platoon of Lashers murdering everybody from the top of that cliff.

That can't be accurate of course. According to Goons who can read SA unlike me, on the SA and other forums portions of GOKU claim their outfit doesn't use the Lasher because it's so bad and needs a buff. Lancers too. Seeing both used in every fight they've been in since ZOE's days doesn't mean anything, they are both obviously bad and not used by Goku. Certainly not in massive numbers in situations such as the above quote or sitting on hills and destroying armor columns from out of infantry render range. Accounts like the above quote are simply attempts to tarnish the well deserved reputation they have garnered for themselves on Mattherson/Emerald.

EDIT:

Update Notes 06/27


Downtime Start: 6am PDT

    Continents will now correctly lock to the Alert victor upon the completion of the Alert
    Since Hossin is a brand new continent that we want everyone to enjoy, we've temporarily disabled all Hossin alerts to prevent Hossin from being locked through alerts. Hossin can still be locked through territory domination, however.
    Latest Hossin map
    Fixed the spawn room shields at Nason's Defiance
    Removal of redundant FX on some plants in Hossin
    Server performance fix
    All reinforcement spawn points will now turn off once a faction has greater than 50% population in the region.
    Outfit Browser: Will now only show outfits from your own server
   Updated the notification for facility capture to include more details on the dominant outfit

  All reinforcement spawn points will now turn off once a faction has greater than 50% population in the region.

 :o
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 28, 2014, 08:53:51 am
All reinforcement spawn points will now turn off once a faction has greater than 50% population in the region.

What exactly does that mean? Which spawn points, and whose population?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 28, 2014, 08:55:57 am
Spawn points that are enabled by the Reinforcement Needed markers placable by people who cert into the Leadership perks. They're different from the spawn points that are enabled next to an allied base that's under attack.

Just plop the reinforcement marker next to a base you want to move to, then it gets enabled and your entire empire can spawn there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 28, 2014, 10:33:44 am
What exactly does that mean? Which spawn points, and whose population?
See above

What it actually means, however, is that once the population becomes about evenly matched the base is not longer considered in need of reinforcements, so the spawn point goes away for people who are not in nearby lattices. It's to encourage more even popped fights instead of people placing down a reinforcement spawn and then have a couple platoons pop out of the spawn room against a squad-sized population.

Speaking of population, I saw an interesting video the other day about how the population meter doesn't mean anything and should instead be replaced by a 'forces' meter of some sort. Basically three people in a liberator or tank should count more towards 'population' than three guys on the ground. Many 'even popped' fights I've been to have one faction circling a tower with liberators, tanks, and ESF's while the defenders are pretty much stuck in the tower.

Now that Hossin is out I'm waiting for the Valkrye, sitting on about three thousand certs =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 28, 2014, 12:23:30 pm
Ah, okay. That makes sense, thanks for the explanation. Hopefully this means more even fights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on June 28, 2014, 12:36:52 pm
Wow, I just got the new all-faction shotgun. This is how shotguns are supposed to be, not this "you have to be right up in their faces to do more than tickle them" crap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 28, 2014, 01:51:06 pm
Wow, I just got the new all-faction shotgun. This is how shotguns are supposed to be, not this "you have to be right up in their faces to do more than tickle them" crap.
Which gun is the new one?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 28, 2014, 01:55:14 pm
The NS Baron? I haven't really tried shotguns myself so I don't know how good it is. I usually only pull mine out when attacking or defending a tower where light assaults like to play. (EDIT: I'd also like to point out that shotgun pellets aren't really good for armor penetration in reality, especially at range, so that's probably why you can only tickle people at longer ranges without slugs =p )

I've started using the default gauss rifle again after using the Carnage for a while, I forgot just how good this gun is. I still pull my carnage out for close in fights but the gauss rifle is good at literally any range, and the recoil is so manageable that you can forego the vertical grip and put a laser on for better CQB.

I wonder what the other faction's 167 damage rifles (Corvus and SABR) are like. I notice only NC have 200 damage rifles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 28, 2014, 02:22:06 pm
The Baron has an excellent pellet spread, and a pretty good CoF when ADSing for long range work. However it has reduced damage, and a very poor reload speed -- even after the recent buff.

It's not bad, but I'm not sure it's better than the free, low spread/fast reload shotgun. It's stats suggest it could be an excellent option with slugs, but I haven't trade that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 28, 2014, 02:25:06 pm
Yeah, it has a tighter cone of fire than other shotguns, and it's semi-auto but it reloads one shell at a time like a pump action. Honestly the differences between weapons in the same class are fairly minimal, it's probably better to start with the free one and only spend your certs or cash if you're sure it's worth it. Nothing worse than spending 1K certs and then finding out you don't like the weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 28, 2014, 02:35:13 pm
Every weapon has a 'trial' button so you can try it out before spending money on it, but you can only try it again in 30 days. Then there's VR training but those enemies won't shoot back at you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SquatchHammer on June 28, 2014, 03:29:57 pm
I hate the piece meal approach of making the battle islands with continent locking. It doesn't give any thing good to gameplay when a faction can go lawl and overload a continent. It would have made better sense of working a way to make beachheads/bridgeheads at certain parts of the fields where the factions can still work their way in on an equal setting, since this is supposed to be a competitive game. Not a mob one faction into all the continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 28, 2014, 03:45:56 pm
It's still a work in progress, they plan to give all the factions one home continent and allow them to push other factions off via invading their warpgate. That's the last I heard anyways.

I've started using the default gauss rifle again after using the Carnage for a while, I forgot just how good this gun is. I still pull my carnage out for close in fights but the gauss rifle is good at literally any range, and the recoil is so manageable that you can forego the vertical grip and put a laser on for better CQB.

I wonder what the other faction's 167 damage rifles (Corvus and SABR) are like. I notice only NC have 200 damage rifles.

I use the Gauss S assault rifle for the smoke launcher and I like it. It's not so good close up in my opinion though; you'll lose a lot at those ranges and not just to shotguns.

I hardly ever die to the Corvus but the SABR is really good, probably the best burst mode weapon in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SquatchHammer on June 28, 2014, 03:49:22 pm
I hate the piece meal approach of making the battle islands with continent locking.

Um, unless you dont know what piecemeal means but I just said that. I hate the approach of it. If they really want to start fixing it right away without introducing battle islands would be kill 4th factioning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 28, 2014, 03:52:26 pm
I agree, 4th factioning makes the game less enjoyable. They really should have only allowed one realm per server but I guess that would make server merges harder. Both my TR and VS characters have merged onto my NC's Mattherson in two separate merges.

As for being piecemeal people would complain even more if it wasn't and they had to wait years for anything to change.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on June 28, 2014, 04:24:40 pm
As for being piecemeal people would complain even more if it wasn't and they had to wait years for anything to change.

True, but ideally the game should not have been released in an unfinished state that made this piecemeal approach to updates a necessity in the first place. I still don't understand why they didn't simply keep it in beta. Nobody would complain about piecemeal updates if the game was still in beta because beta is goddamn beta. That's what it's for. It's still in beta as far as the actual development process goes, with features being added and removed and completely overhauled. I don't understand why SOE was in such a rush to push it out the door. The only thing that accomplished was that it made people go, "What the fuck is this shit? This game's released, it's supposed to be finished! Why is half of it not working right and the other half not implemented at all yet?"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 28, 2014, 04:40:50 pm
The gauss S rifle is good too, but I don't find the smoke launcher as useful now that everyone and their dog has IRNV, plus it has just slightly less rate of fire which further emphasizes it not being great in close quarters. Smoke is still good against MAXes though, I remember the other day people were saying that NC was abusing smoke because VS loves to pull tons of maxes with lobster claw canons (whatever their AI weapons are called) and roffleskate all over people in bases. Hard to do that when they can't see anything =p

Now we just need the flash suppressor to reduce/remove tracers, or another ammo type that doesn't deal more damage but instead reduces/removes tracers. In reality there are things called subdued tracers, which only fully ignite after travelling a certain distance so they're less likely to give your position away.

I still haven't made a TR or VS character...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 28, 2014, 08:17:08 pm
I agree, 4th factioning makes the game less enjoyable. They really should have only allowed one realm per server but I guess that would make server merges harder. Both my TR and VS characters have merged onto my NC's Mattherson in two separate merges.

As for being piecemeal people would complain even more if it wasn't and they had to wait years for anything to change.

A ten minute lockout would fix all the problems, but apparently that's too much effort.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on June 28, 2014, 08:34:21 pm
I'm going to be honest here Toaster, I really don't see how a ten minute lockout would even be useful, most of the fourth-factioning problem lies in massive numbers of players switching from faction a and seizing all (or most territory) to faction b and repeating to faction c and repeating then back to faction a.  Even several nasty zergs still take far more than ten minutes to flip a continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on June 28, 2014, 08:37:09 pm
Because most of the people would get bored waiting for that timer.  Granted, it might make people just log out instead, but that points to a game design flaw, not fourth factioning. 

It has the bonus advantage of making switching quickly to the other faction to spy much less worthwhile.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 28, 2014, 08:37:17 pm
Baron also has the highest MV of any shotgun, making it with slugs pretty much a ghetto battle rifle for the LA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SquatchHammer on June 28, 2014, 09:19:58 pm
Because most of the people would get bored waiting for that timer.  Granted, it might make people just log out instead, but that points to a game design flaw, not fourth factioning. 

It has the bonus advantage of making switching quickly to the other faction to spy much less worthwhile.

You forgot 3rd party mic systems.... So yah NO 4th faction ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 28, 2014, 10:34:45 pm
How do you use a grenade launcher?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 28, 2014, 10:38:45 pm
Hit the 1 key (by default)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 28, 2014, 11:07:14 pm
But how do you get one?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 28, 2014, 11:23:04 pm
I think it's only on a few guns, the S versions of the default carbine and assault rifle for your faction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 29, 2014, 01:09:59 am
It's an unlockable rail attachment for the S variant guns, which are TRAC-5 S, T1S Cycler, Gauss Compact S, Gauss Rifle S, Solstice SF, and Equinox VE2.

I'm going to be honest here Toaster, I really don't see how a ten minute lockout would even be useful, most of the fourth-factioning problem lies in massive numbers of players switching from faction a and seizing all (or most territory) to faction b and repeating to faction c and repeating then back to faction a.  Even several nasty zergs still take far more than ten minutes to flip a continent.

The fourth faction is a myth (https://forums.station.sony.com/ps2/index.php?threads/wds-preseason-2-changes-and-feedback.172500/#post-2486024). Supposedly.

If you don't look at the post it says 1% of players switch characters on the same account.

There isn't a set of players who spend all day jumping from faction to faction to zerg across continents. The zerging across continents happens anyway, without them.

I wonder what the other faction's 167 damage rifles (Corvus and SABR) are like. I notice only NC have 200 damage rifles.

The SABR is good but it's hard to click fast enough to fire at 600 rpm. I find it kind of difficult sometimes to accurately track targets while I'm trying to spam the left mouse button as fast as possible. When I succeed the gun is beastly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on June 29, 2014, 01:44:55 am
By the way, free NS-11P (platinum! medic rifle! shiny!) code: SummerReward
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on June 29, 2014, 03:01:02 am
That said nothing about fourth-factioners  being a 'myth'.  It clearly stated that they have inconclusive data, as they cannot track multiple accounts currently.  I am not simply imagining things when I am rolling with a successful zerg and we sieze multiple bases, then the population massively dips on (insert faction) and suddenly jumps for (insert other faction), usually including a large percentage of the Zerg I'm currently rolling with.

I can't say if this is the result of multiple accounts or simply toon-jumping, but it definitely happens, and repeatedly over a relatively short time.  (Frequently on a near hourly basis)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 29, 2014, 03:30:06 am
That's what happens when a platoon redeploys to somewhere else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 29, 2014, 04:39:44 am
He means global population.

I've noticed it happens once it is apparent which side is going to win an alert.

I hate to be the guy but search google for: selling planetside 2 account

You'll see stuff like this: https://ogrr.com/t1ft7/MMO-Marketplace/Other-Games/Selling-planetside-2-account?view=unread

 
Spoiler (click to show/hide)

It's apparently big money and it's not really new. For instance a long time ago someone leveled up to 50, did the crafting grind and did a lot of pvp in my Dark Age of Camelot guild basically maxxing the character out. Then they sold the account for several hundred dollars and all of a sudden it was a guy we'd never met. This was back <2000 when I was just becoming a teenager.

There was even a Chinese prison/slavery ring that forced people to play mmos and other online games to sell the stuff on sites like the above that was broken up when a helpful gamer listened to what one of the people being used told them before that person's game 'crashed' to wipe off the easily visible client chat data. The gamer then forwarded it to a helpful government who alerted the Chinese authorities.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 29, 2014, 06:09:58 am
Hossin is AWESOME for newbie pilots like me. Using NAR and Engagement Radar, I got 6 A2A kills in a mossie!
(http://i.imgur.com/D8wjJNw.png)
The Unknown is because HeyJono bailed and jumped to death.

However, soon after that I got borrowed by SOCA and became this:

Spoiler: marks of my SHAME (click to show/hide)

Who knew Amerish was so fertile? >_>

Edit; funnily, I managed to kill a liberator with hellfire missiles while flying backwards and falling towards the ground.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on June 29, 2014, 06:14:42 am
Borrowed? You get...borrowed?
/me throws all her envies at Skyrunner.
I envy that piloting streak ._.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 29, 2014, 06:17:44 am
I had 35 kills streak in a Bulldog Harasser last night, so Harasser > Liberator 8)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 29, 2014, 06:31:13 am
Does anyone know how well cloaked Vehicle Stealth actually is?

Gonna assume you'll show on radar to everyone as normal if you've been spotted, thats obvious.
But up until the point you get to minimum distance (which is zero at max) from a target when else can they see you?
Are you revealed when you fire your guns?

I'm thinking stealth (which I find very useful for ground attacks on the other conts), might be more useful for A2A on Hossin due to the amount of trees and fog letting you hide and generally be sneaky.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 29, 2014, 09:05:09 am
Firing guns reveals you but you disappear from the map quicker. Stealth only lowers the distance at which your vehicle is automatically spotted on local enemy infantry's and probably vehicle driver's maps. I don't think auto spot will spot you to other people, they still will have to mash q to do that.

Idea for a new Galaxy turret:

Spoiler: Big ass picture (click to show/hide)

I was going to use gimp to put a flash sitting on top of it as a memoriam to my own tragic attempts at similar heroic exploits but I found something even better lazier with google image search:

(http://i.imgur.com/gZ9Bd.jpg)

The question is will I explode if I tip over reaching for a distant bag of Cheet-Os? Or would I have to turbo off a bad angle first?

For some reason that Flash made me remember seeing a commercial for a safe stair lift for older people a few days ago. When I saw it I remember thinking, that would be pretty cool in PS2. A chair one person at a time can enter like a rumble seat, which gives them a ride up to a vantage point, and can be shot out of so their corpse falls hundreds of feet to the ground or at least down some stairs. It would be a fun thing to be a sniper around once corpse ragdolls are in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 29, 2014, 09:35:14 pm
The SABR is good but it's hard to click fast enough to fire at 600 rpm. I find it kind of difficult sometimes to accurately track targets while I'm trying to spam the left mouse button as fast as possible. When I succeed the gun is beastly.
600rpm burst fire weapon? Sounds like the Gauss Rifle Burst, which I can fire at the full 600 rpm after a bit of practice and some game mechanics knowledge.
Oversampling (https://www.youtube.com/watch?v=U0-qsMnv7lo)

Basically what you want to do is click to fire the gun once, then immediately click and hold until the first round in the second burst is fired, then click and hold until the first round in the third burst is fired etc. sort of like a pulse clicking motion if that makes sense. It is more difficult to do with high RPM weapons (TR), but it applies to any semi-auto/burst weapon I'm aware of so you can practice doing it with slower weapons like sniper rifles/pistols first to get the concept down, then move on to faster weapons. It's still better to have a full auto gun more often than not, because you can easily fire bursts with them or even single shots much more easily than people probably could in reality. However, with a burst weapon you have to use bursts even if you want a single shot unless you consciously switch over to single shot mode and then back against when you know you need burst fire, which you can't always predict. If the (NC assault rifle) burst weapon had some other kind of advantage over the base weapon other than first-shot accuracy I would use it all the time, but as it stands I can do the job just as well with the full auto version. If it had more attachments or smaller bloom when firing quickly then it would be a different story.
By the way, free NS-11P (platinum! medic rifle! shiny!) code: SummerReward
Thanks. I don't really use NS weapons and I already have the NS-11 but this is a neat little thing, and it's free =p
Idea for a new Galaxy turret
I don't think gliders would work very well in PS2, even though I know you're not being serious, hehehe. Gliders are more of a stealthy insertion thing, and with lattice links and no reason to ever go behind enemy lines there's no reason to have a stealthy insertion somewhere. Besides, even if you did have to go behind enemy lines there's likely to be nobody there in the first place because everybody in PS2 is a front line soldier, there are no player-driven logistics at 'home base' or even AI.
The question is will I explode if I tip over reaching for a distant bag of Cheet-Os? Or would I have to turbo off a bad angle first?
Tip Assist
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 29, 2014, 09:43:14 pm
The glider would be a sitting duck to any ESFs in the area. Slow maneuvering with no weapons or heli-hovering? Yes please.


Speaking of vehicle attachments, I'd like if they added special addons to sundies like the artillery piece or mobile phalanx turrets or jump pads or grav lifts. All of these can only be used when the sundy is deployed, and the sundy doesn't have guns or AMS, and lower capacity. Maybe the jump pad could have an AMS, though. It would make the sundy much more versatile!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 29, 2014, 09:58:05 pm
Speaking of vehicle attachments...
When you mention these things I can only imagine the Suny basically becoming an all-purpose siege engine, similar to the kind that would be used in castle sieges in medieval times... siege towers (grav lifts) trebuchets (the artillery piece, or modern indirect fire artillery/mortars).

People have said that there needs to be more indirect fire weapons in the game. Just make a weapon with a lower muzzle velocity and high weapon arc and give it some spotting abilities with someone with binoculars of some sort and presto.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 29, 2014, 11:00:39 pm
It would be nice if spotted targets pop up a targeting display on the artillery to shoot at. Obviously the display shouldn't br totally accurate, but it would be better than trying to guesstimate what's going on with no vision.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on June 29, 2014, 11:01:40 pm
If only the tutorials actually taught how to aim at distances of 'greater than in front of you and fire'. :-\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 30, 2014, 01:14:12 am
If only the tutorials actually taught how to aim at distances of 'greater than in front of you and fire'. :-\
Play Vanu
It would be nice if spotted targets pop up a targeting display on the artillery to shoot at. Obviously the display shouldn't br totally accurate, but it would be better than trying to guesstimate what's going on with no vision.
It would be fairly simple. The reticle of the indirect fire weapon would display azimuth and elevation, and when someone points out a target on the map it would display what azimuth and elevation you need to hit that spot. Either that or have it so that when you shoot it displays a sort of splash on the minimap.

The current vehicle reticles should behave like the aircraft reticles, where the notches for aiming go from the center towards gravity instead of from the center down to the bottom of the screen. It usually isn't a big deal until you're on the side of a slope and it can be difficult to judge how much of a slope it is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 30, 2014, 02:18:26 pm
Speaking of killstreaks, check them timestamps:
Spoiler (click to show/hide)
That was some densely packed TR. I had two runs like that, third time they had tank mines :( At least it still got me 2 kills when I ran into it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 30, 2014, 03:05:57 pm
That airplane on top wasn't a glider, it was a fully powered second aircraft.

It takes more fuel to takeoff than it is for level flight, so the British used the big plane to carry the smaller, longer ranged plane up to altitude where it was released. It was used as a courier plane but I think only one was made due to WW2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 30, 2014, 03:32:07 pm
Speaking of killstreaks, check them timestamps:
Spoiler (click to show/hide)
That was some densely packed TR. I had two runs like that, third time they had tank mines :( At least it still got me 2 kills when I ran into it.
I just realised those were all road kills...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 30, 2014, 03:47:45 pm
Yeah, and I think two of them were MAXes 8)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 30, 2014, 04:15:16 pm
Probably flash with stealth.

Anyway hossin runs terribly for me. The game was pretty playable after their patches running at 30+ fps and the second i enter hossin it drops like a stone to nearly nplayable levels. And by that i measn around 15 if there are more than 10 people shooting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on June 30, 2014, 05:07:36 pm
Yeah, stealth Flash is the best thing ever in zergy situations on relatively flat ground. With all that's going on nobody notices you, so you can run over people with impunity. And you can find lots of people to run over if you go behind enemy cover. This was just an extreme scenario, the TR were all packed behind a curve in the road because our tanks were shelling the road. I got 8 kills with a sticky nade in the same spot when I bailed out of my Harasser.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 30, 2014, 05:12:34 pm
I can never road kill people with a flash.. unless they're friendlies.

Actually goes with most vehicles, I've mowed down smurf/barny softies with my prowler only for them to bounce off, meanwhile if I so much as clip a friendly they die.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 30, 2014, 05:14:38 pm
That airplane on top wasn't a glider, it was a fully powered second aircraft.

It takes more fuel to takeoff than it is for level flight, so the British used the big plane to carry the smaller, longer ranged plane up to altitude where it was released. It was used as a courier plane but I think only one was made due to WW2.
Okay... but the game doesn't represent fuel =p

I find myself sitting on a lot of tank and aircraft resources because I rarely use them, wish I could convert them into infantry resources at a loss or something. Or... what if they were all combined into one resource? So that you couldn't pull a galaxy/liberator and then a tank and then a MAX...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on June 30, 2014, 05:22:16 pm
Why do that?

But I would like it if, say, you could "donate" them to a communal stockpile for outfits, allowing you to draw from them if needed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 30, 2014, 05:24:54 pm
Why convert resources you aren't using into ones you are using? That should be fairly obvious. Why have all resources be combined into one resource? I didn't really flesh that thought it, I came up with it as I was typing...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 30, 2014, 05:31:50 pm
I drive a Turbo/stealth flash all the time. I've recently wasted 600 certs reducing it's respawn time; necessary because my righteous use of turbo tended to leave me waiting for 1m30s for another before I'd even left the base.

The last patch or two I think messed up Flash vehicle roadkills. It's quite difficult to have them register if enemies are moving to your right or left. You have to 'lead' them slightly in whatever direction they are travelling. If they are stationary driving through them works.

The best places for Flash roadkills are places where enemies are trapped in a narrow corridor they are funneling out of. For example if a spawn room exit has one of those rails right outside it. Another is the North road into The Crown; though lightnings are best at that because they can shoot you off your flash pretty easy. In a lightning I ran over what seemed to be at least 50 TR who had a sunderer parked at the bottom of Crown on that road a few weeks ago. It was awesome, they were mostly HA and they all just froze in horror as I plowed down the road because they couldn't launch rockets without hitting the guy in front of them. It was one of those moments where they were so closely packed you can't help but kill a ton of them that rarely surfaces in PS2.

I REALLY wish the devs would do one thing for flashes. Have flipping over kick you out of the flash and possibly smite your character with some damage, don't have it take damage upside down, and let you flip it back over. The other day I was making a group of TR look like a bunch of fools with my flash, several tanks and a lot of infantry were shooting at me and I was dodging it, spinning in circles and doing sweet jumps with turbo and stuff. It's actually useful to the team, I swear, because if they are shooting at me for easy points they aren't shooting at the guys coming down the road at them. Anyways though, I was dodging and laughing and only taking a few bullet impacts and small splash damage to my personal shields and flash. Then I landed after a sweet turbo jump, bullets and tank shells going past me, when my right wheel hit a small bump and I flipped over. I slid upside down with my character sliding through the ground, hoping enough turbo would recharge that I could slide my way onto a bump in the terrain and flip myself while airborne, but unfortunately the flash exploded before that.

True, kicking me out and having the flash slide 50 feet away would still have gotten me killed from enemy fire while I ran to it, but it's more for all those countless times I've been stranded on Amerish because my flash flipped over and exploded. In addition the hapless bystanders gawking at me that I've ran over while turboing straight ahead and upside down in that desperate window before my flash explodes might still be alive to this day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on June 30, 2014, 05:37:16 pm
I find myself sitting on a lot of tank and aircraft resources because I rarely use them, wish I could convert them into infantry resources at a loss or something. Or... what if they were all combined into one resource? So that you couldn't pull a galaxy/liberator and then a tank and then a MAX...

Combining resources into one generic one is a prospective change for the resource revamp.

I wish I could stockpile vehicle pulls like I can with infantry consumables. I have 40 C4 stocked up, why can't I have 40 Prowler pulls just waiting to happen?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 30, 2014, 05:43:19 pm
The problem with roadkill is that it's server side. Anyone who's moving isn't actually located where they are on your screen, so your natural tendency to drive around friendlies and drive over hostiles is counterproductive. You have to lead enemies, and hope that friendlies understand they're hard to dodge, when what you see on your screen has no relevance to whether they get roadkilled or not.

I even think it's possible for you to drive around a guy on your screen, for him to walk around you on his screen, yet for you to both end up in the same place according to the server and have a roadkill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 30, 2014, 05:49:27 pm
I'm pretty sure it's worse than it's been in the past; perhaps the 'contact' area of the flash was reduced slightly. I used to be able to still clip people slightly farther away that I'm able to do so now. Not a huge deal I suppose. The main issue is not being able to flip it back over. You see abandoned flashes all over the place anyways as they are used for usually transport rather than fighting unless they use Wraith cloak; so I don't see the issue of not exploding flashes when they are flipped over. If you've ever played Skyrim, I was thinking of a 'grab' system like that for the Flash for the owner of it. Sure, you'd see some dumb stuff like a character seemingly using telekinesis to drag their flash around, but it would be well worth it convenience wise. In addition that could be used for picking stuff up in the future. Like maybe being able to pick up enemy grenades and toss them back or loading an ANT or what not with Auraxium or what not.

That said I'm appreciative turbo jumping doesn't kill me as often anymore, as long as I land on the ground and not terrain objects like Indar corals or some kinds of rocks. Also that I can roll the flash in midair to land on the wheels with a reasonable expectation that I won't explode if I land on the wheels.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 30, 2014, 06:09:18 pm
It'd probably be easier to flip a flash by making it teleport upright or making it tip over until it's right-side up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 30, 2014, 06:20:33 pm
Hey, whatever works.

EDIT: What I did while earning my latest Alert reward (hiding in various spots in the warpgate the whole time and occasionally being teamkilled) :

Note that about 3/4 of the conversation was about Planetside 2 and about doing badass stuff on flashes, devolved into why people care about K/D ratio instead of just having fun and then further recessed into discussion about society, but I lost it almost all of it due to scrolling limits so it starts off out totally out of context. I apologize that I could only save non-PS2 related discussion but SOE, as fun a game as PS2 is, has willed it to be so.

The guy is a Vanu and sent me a tell because I was tearing around on a turbo flash exploding all over the place after NC lost the chance to lock a continent. It turns out he makes videos like this:

http://www.youtube.com/watch?v=GRaEe-dhTt8

http://www.youtube.com/watch?v=wO_uSLnOgXU

The coolest Vanu I've met ever. I do that stuff all the time!

Spoiler (click to show/hide)

There is more to landing a plane than I mentioned but I assume if he had to do it someday he could ask over the radio what the other parts specific to the aircraft are.

EDIT: LOL at Houston is the most successful Country in America
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 02, 2014, 11:42:53 pm
Bump for important test server patch.

Oh wow, I'm glad I already auraxiumed the Lightning HE. I'll also never get the Vanguard HE. The Vanguard HE could have used a buff instead of a nerf. I hardly ever see it used but I see the Lightning HE being used very often by the NC. Lightning HE on live is comparable to Vanguard HE but it's overall better due to low profile, agility and speedier reloads despite having slightly lower inner radius and maybe slightly lower damage, can't remember. In the Test notes the splash radius is the same but the Vanguard reloads a second slower. The main advantage of the Vanguard HE on live servers over a Lightning HE was the secondary weapon, but it pays for it by being a tall, sluggish target. The shield can make up for that sometimes but so can the Lightning's agility and ability to hide behind low terrain.

Splash is the most important aspect an HE cannon has. Now Dasanfall will be able to do their firing line thing with the whole outfit in two story point buildings covering all the doorways with no way except a ridiculous mound of corpses at the door to remove them. This significantly reduces the main counter to that. You can't even get a grenade toss you've started while still in cover to complete before being mowed down through those doors when they do that and you can't bounce them to where they are; they stand on those stairs in two story buildings so you have to turn the corner into the door and be shot by 5 people at once. If they don't like being splashed to death then they shouldn't pile into the same building and also use more LAs to kill my lightning instead of 40 HAs and support inside pointing their guns at the various entrances to mow down any infantry trying to get in.

Ground bulldog is fine; air bulldog is too strong and I agree with that one's nerf. The reason is air bulldog has a backdrop to shoot against infantry with, while ground bulldog is a lot more horizontal.

The rocket change doesn't seem like a bad change to me. When I kill someone with a rocket it's usually a direct hit anyways. It will have an effect on engineers repairing maxes though; rockets tend to fly nearby when you do that and I take a lot of splash damage doing that even with flak armor.

Some really bad changes here though in my opinion.

Test Server Update Notes : 7/1

Spoiler (click to show/hide)

Test update notes: 7/2
Spoiler (click to show/hide)

If this is how the blast radius will be, I'd suggest that the new blast radius currently known as outer stop at a low amount of damage that can slowly overwhelm medic shield thingies over consecutive shots instead of 0, and adding a large 3rd radius larger than the outer on live now that does that small amount of damage that goes down to 0 at it's limit.

A suggestion I was going to make before I read these notes after dieing over and over to the Orion and SVA-88 tonight was to add significant inertia to adadad strafing, so once you start strafing in one direction it slows down over a period of a second or so before going the opposite way. I'm getting kind of sick of being killed by adadadad macroers and even people without macros spamming those keys. It looks stupid. I'm guilty of doing the same thing, spamming adad and quick stop crouching because it's too effective not to do it; infantry one on ones with equal weaponry and both people aware of each other usually comes down to who can screw up the other guys aim with changing strafe direction. I'd gladly give up my ability to do it to screw over people who use macros to move back and forth so fast that even if you can track them I think it messes up hit detection. It also really hurts guns that are best used when stationary and really encourages the use of .75 ads movement speed guns.

Glad to see a mention of Cannister and Marauder buffs though. It'll be nice to spam AI secondaries at those most deserving Vanus after all the PPA I've seen the last couple months, assuming the buffs aren't under-done.

Canister and marauder definitely need big magazines, the same size as a PPA's. They need to be able to kill infantry that run out into the open at mid range with ease and be possible to kill with at long range if the target does not change directions or otherwise start juking towards reasonably close cover and the gunner can lead a target like with the PPA. They need to be able to lock down doorways and chokepoints in the same way PPA does. If they can't do that PPA will still be the undisputed king of AI secondaries. I'd suggest a choke toggle with a lower rate of fire for the canister to be able to be used at long range. If Canister really has to be short-mid ranged via pellet spread it would be forgivable as long as it can kill infantry in the open at mid range (150ish meters) in a reasonable amount of shots/time and aim upwards as far as the kobalt. If it has no pellet spread toggle it should have decent splash damage to be able to lock down doors with the few pellets that would hit at mid-long range. Remember, the closer a tank gets to infantry and the structures and terrain they like to hide in, the more they are asking for a C4ing so Canister does need to have long range punch, or at least a fire mode that has it.

For Marauder I have less ideas due to not having used it at all. I think it would be neat if it had firing modes that change the arc of the projectile though, so you could arc it over cover to maraud enemies with or have it fire on a much straighter trajectory for direct firing. It would take some serious practice to turn it into a mortar or howitzer type projectile and have it fall accurately, but it would be possible and cool. I do it with smoke launcher underbarrel attachment fairly well; I aim up as far as possible to have the smoke round land maybe 30 meters in front of me (never measured, I just know how far it goes) and then de-elevate slightly if I need it to land it slightly more distant. You can shoot it over buildings doing this and have a perfectly placed smoke cloud for when you turn the corner. With a small radius damaging grenade it would be much harder to put it to use rather than placing a big smoke cloud, so don't build the weapon around indirect fire unless it has a large radius and can only shoot up with either a slow rate of fire or low damage per splash to limit it's power despite a large radius. An alternate fire mode that can arc it that way in addition to a straighter trajectory fire mode to be used for direct fire would be cool even with a small radius though, as direct fire would probably be the mode used most often.

EDITS: Many typos, more ideas and then more typos.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 03, 2014, 12:03:43 am
Infantry needs more inertia in general, IMO. Not so much that you feel like you're sliding around like in Red Orchestra, but enough to make it feel like you have some kind of mass. They could even make it so certain classes have different inertia, so light assaults can strafe around quicker than heavies, for example.

Updating test server now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 03, 2014, 02:32:16 am
I'd love more inertia, even if my only real reason is I'm too lazy to adad strafe in gunfights...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 03, 2014, 03:02:45 am
A suggestion I was going to make before I read these notes after dieing over and over to the Orion and SVA-88 tonight was to add significant inertia to adadad strafing, so once you start strafing in one direction it slows down over a period of a second or so before going the opposite way. I'm getting kind of sick of being killed by adadadad macroers and even people without macros spamming those keys. It looks stupid. I'm guilty of doing the same thing, spamming adad and quick stop crouching because it's too effective not to do it; infantry one on ones with equal weaponry and both people aware of each other usually comes down to who can screw up the other guys aim with changing strafe direction. I'd gladly give up my ability to do it to screw over people who use macros to move back and forth so fast that even if you can track them I think it messes up hit detection. It also really hurts guns that are best used when stationary and really encourages the use of .75 ads movement speed guns.

This would make peeking around corners difficult, since you're committing to being visible around the corner for at least a second. Which, of course, is enough time to kill.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 03, 2014, 03:08:45 am
I have no issue with that. Adadad spam is sillier than that.

Besides, you could just start and stop the strafe sooner so it's ending as you peek out the corner. It would pop you around the corner slow but you'd be able to strafe back the same as before if you did it right. Unless the reverse strafe had to pick up inertia too, in which case you'd be right. I suppose it wouldn't make sense if it didn't so I concede.

Maybe it could start after the first change of direction like how jumping consecutively has diminished returns.

Really though they should add an ADS lean with some slight sway so snipers don't do it all the time but an smg user could spray the guy around the corner. I can just imagine how many bullets I'd accidentally put into corners with that because my center screen didn't go past the collision detection of the wall.

Also prone would be nice but I don't know if that will ever happen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 03, 2014, 03:25:07 am
I can't say I miss prone, myself. It's silly enough as-is getting revived through walls, never mind hunting stray boots with your knife...

The ES pistols are... interesting. The TR one currently doesn't have a model, which results in some funny stuff. VS one is situationally cute but otherwise underwhelming, and the NC shotgun is pretty much worse than the Commissioner at everything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 03, 2014, 08:39:35 am
Isn't everypistol generally worse than the Commissioner at everything though?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 03, 2014, 09:35:50 am
I really don't see any need to nerf HE. Getting killed by those is a very rare occurrence for me. I guess they just want to make flak armour pointless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 03, 2014, 10:44:44 am
Isn't everypistol generally worse than the Commissioner at everything though?


The TR have a couple good options in the pistol line.  The VS pistols are all good, as well.


Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 03, 2014, 10:49:10 am
Isn't everypistol generally worse than the Commissioner at everything though?
It can't be silenced, for one thing. It is also very ugly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 03, 2014, 10:50:13 am
Who needs silence when you have FREEDOM?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 03, 2014, 10:56:10 am
Never liked the sights on the commie

Repeater works good with the cloaker, emperor is pretty decent too.
Mag pistol is good, and that semi auto hand cannon is godly
I can honestly say I've never been killed with a VS pistol
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 03, 2014, 11:01:52 am
I can say I've never used the VS pistol, so i'm not surprised zombat. I'd assume someone has, but I don't see it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 03, 2014, 03:23:50 pm
Isn't everypistol generally worse than the Commissioner at everything though?

Most of them have higher DPMs/RoFs, or something. The MagScatter has... 0.16 faster TTK, assuming the target isn't nanoweaved,  assuming you're within 5 meters, assuming you always hit (but never hit the head -- Commissioner is 0.16 faster TTK with a headshot.) Provided you meet that criteria, the MagScatter is slightly better.

At least the Crossbow can two shot stuff from long range, for example. It's niche is significantly less specific than the MagScatters, and even then it's still a bad gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on July 03, 2014, 03:35:46 pm
The VS pistols suck. VS hat is no bullet drop. Which the pistols have. However, they share all pistols general uselessness past 30 meters. So the bullet drop doesn't matter. The Cerb does decent damage, but for the Cert cost, go with the commissioner. The only thing the Cerb has on it is the ability to slot a Suppressor which can be useful if you go Infiltrator all the time, but otherwise?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 03, 2014, 04:29:43 pm
I don't get why the VS hate their pistols so much, when they're practically identical to the NC ones. Manticore and Mag-Shot are literally copies. Cerberus is a Rebel that shoots slightly faster, but with slightly more damage falloff/projectile velocity -- is that all it takes to turn it to trash?

Beamer and Desperado are pretty similar as well, with the Beamer having better stats, but a much higher APM requirement. Given how much the VS seem to hate the Beamer, I'd imagine it takes more than flat nerfs and burst fire to make a god tier weapon?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 03, 2014, 06:30:13 pm
Today I learned I suck with the Jackhammer! Only 3 bursts before reloading + small spread = lots of downtime, not enough shells in the clip to down more than one opponent.

Here's hoping extended mags helps me out here, but this might just not be a fit for me because my aim is pretty bad. Dat hand-eye coordination is hard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 03, 2014, 06:53:36 pm
Try single fire mode. Two shots are enough to kill in close quarters if you get at least one headshot I think.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mesa on July 03, 2014, 07:01:05 pm
You know what...Time to get myself a new F2P FPS to hopefully sink a lot of time into, TF2 was a fun ride but it's over at this point.
So yeah, Imma gonna grab me this game right now. Coming over from TF2 with ~700-some hours of experience (...I know that I'm comparing apples and oranges, shutup), how much am I going to suck in the first hours?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on July 03, 2014, 07:10:14 pm
As much as when you discover the tutorial throws newbies straight into the battlefield in drop pods.

It's a death sentence in so much as it could be your first blaze of glory.

But you don't know the terrain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 03, 2014, 07:16:57 pm
You may have to learn how to compensate for recoil, I don't remember if TFC or TF2 have it, and it's a pretty big factor in PS2's guns (Unless you're TR huahahhwauha)

The shooting isn't what you have to worry about sucking at though, it's knowing when a fight is futile, knowing how the lattices and such work, knowing some strategies such as gal dropping. When you first start look try to find a squad that has voice comms.
As much as when you discover the tutorial throws newbies straight into the battlefield in drop pods.
If the test server is anything to go by, that has changed. I haven't made a second character on the main server though so I'm not sure if it's still the case.

Tell us what server/faction/username you decide on, and someone there may be able to help in-game
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 03, 2014, 07:24:09 pm
how much am I going to suck in the first hours?

Probably horribly. This game isn't terribly friendly to beginners.

Stay off Indar, it's horrible, avoid any fights where your faction is horribly outnumbered, and when in doubt shooting is better than not shooting.

And remember, the BR90+ guy who shoots you will probably feel really guilty about it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mesa on July 03, 2014, 07:27:20 pm
That's certainly some heartwarming tips to have.
Also I'm at 3% of the download right now...

Well, guess I'm leaving the PC on for longer than usual. Like, all day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 03, 2014, 07:34:49 pm
Finding good fights is an important skill in PS2. Definitely keep in mind that you can just go somewhere else, pretty much every time you respawn. So if you're not accomplishing much, don't hesitate to go elsewhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on July 03, 2014, 07:54:41 pm
Finding good fights is an important skill in PS2. Definitely keep in mind that you can just go somewhere else, pretty much every time you respawn. So if you're not accomplishing much, don't hesitate to go elsewhere.
Preferably in an ESF (Empire specific Fighter [air unit]).

Makes everything more fun when you're cruising in the air.
...But it should preferably be friendly airspace you're moving through (if you can't respawn to a nicer area) or else getting shot down is...
And remember, the BR90+ guy who shoots you will probably feel really guilty about it.
Mostly like this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mesa on July 04, 2014, 09:20:30 am
First 2 hours of play...And it's incredibly easy for me to get stuck and keep wandering around, though I've been joining random squads or just dropping into instant action if that happens (or using the squad deploy option).
I've been playing mostly as a NC Combat Medic on Ceres, Esamir, because clearly I am not fit for fighting directly. Plus reviving and healing people is fun to me. Though things have been mostly calm but it's probably for the best.

Overall a fun experience, save for the occassional "Where the fuck am I" moments and my inability to fight properly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 04, 2014, 10:52:21 am
Esamir is usually the least populated continent. Also, if you find yourself wandering aimlessly, just hit the redeploy button (default is delete key) and deploy to a base where there's action (indicated by explosions on the map).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on July 04, 2014, 12:03:01 pm
And dont forget to upgrade that applicator a few times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mesa on July 04, 2014, 01:16:13 pm
(I already upgraded it once.)

Okay, so when I left off, we locked down Esamir but I got my ass kicked deeply on Amerish which we unlocked from the TR in the process of locking Esamir (didn't bother visiting Hossin and dem Terrans locked down Indar).


Also NC's music is the most badass thing ever. Just saying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 04, 2014, 01:19:59 pm
Yeah, kudos for picking the correct faction ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 04, 2014, 01:26:11 pm
Yeah, kudos for picking the correct faction ;)
Correct if you like blue shotguns, that is. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 04, 2014, 01:35:20 pm
And FREEDOM 8)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mesa on July 04, 2014, 02:46:00 pm
Considering what country I live in, it's an apt choice to say the least... :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 04, 2014, 04:09:12 pm
how much am I going to suck in the first hours?
And remember, the BR90+ guy who shoots you will probably feel really guilty about it.

I'm not 90+ yet but yesterday I was on Hossin with an airhammer.

I have scout radar and I was flying back towards a big fight from repairing after I took some AA hits.

I was flying over a usually empty base one lattice link back from where the fight was going on, in other words uncapturable.

I see two red dots (red for TR) and I turn around to inspect why there are some infantry there. I see a max on the ground looking at me but not shooting bursters, so I hit manual throttle to slow down to hover mode and empty the airhammer on him. It kills him without him even moving or shooting me and it turns out he's BR 5.

I see another dot and there is another TR max just looking at me, possibly with sadness after seeing me destroy his buddy. So I did the same thing out of reflex and land the whole magazine on him when he turns to run away. The last shot in the magazine hits him right as he starts going though a doorway into a building where he would be covered and he dies.

BR 1.  :-[

Also NC's music is the most badass thing ever. Just saying.

Yeah I still like it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 04, 2014, 04:18:25 pm
Miller killed any sympathy I had for low BRs. Back when they thought themselves as the "skillful server," I decided that anyone I killed there clearly needed the welcome. This attitude transitions to the other "skillful server" of Emerald quite well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 04, 2014, 04:41:25 pm
... and it turns out he's BR 5.

I see another dot and there is another TR max just looking at me, possibly with sadness after seeing me destroy his buddy. So I did the same thing out of reflex and land the whole magazine on him when he turns to run away. The last shot in the magazine hits him right as he starts going though a doorway into a building where he would be covered and he dies.

BR 1.  :-[

Just two newbs out for a walk in their cool new max suits and you just gun them down. :-(

wow
such sad
much sorrow
wow
great feels
no like
low happy
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 04, 2014, 05:15:08 pm
I still feel kinda bad about killing low battle rank people when it is clear that they are new to the game, low battle ranks that are obviously experienced players playing a different faction are another story. I remember just a couple weeks ago I was in a platoon 2 squads strong and we were trying to win a territory alert on Amerish. A minute or so after we start capturing people start showing up, and the first in the fight were a bunch of BR<5's that basically just got obliterated by me while doing almost no damage to me or even noticing I was there.

Part of me wishes that with the new mentor program you can send little messages to low BR people that you kill telling them what they did wrong... but there's a saying that goes something like "never interrupt your enemy when he is making a mistake."
Also NC's music is the most badass thing ever. Just saying.
Very rarely will I have music enabled in an FPS
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 05, 2014, 10:30:25 am
I just had a really sweet run in Periphery's shrieking battle bus. It seemed like it could not die. We were just melting the TR infantry, and killing their tanks and AMS sundies. Then the VS moved in. We must have killed close to 20 tanks from either side, almost 200 infantry, what seemed like a dozen ams sundies, put a couple esfs on fire for assists, a liberator that crashed trying to tankbuster us, and one lone galaxy that decided to land so we could blast it. I'm not sure what we killed between me and the other gunners who alternated in and out but the above seems about right and is still a conservative estimate.

The TR just kept coming back and it eventually turned into a three way fight. It was by far the best battle bus run I've been on and during double xp too! If I hadn't been constantly shooting, watching for people to shoot or repairing I would have remembered to equip one of my free boosters hoarded for such a moment.

Several times we were on fire but made it around a corner or through the vehicle shields before exploding to hop out and repair.

We did that for about 45 minutes or so it feels like. During that time it was continuous use of a single battle bus, no respawning required. We finally died when their population was 65% and they had a good sized air squadron to keep us from repairing places other than under the tower.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 05, 2014, 03:37:57 pm
Popped back after an extended absence to find 2000 certs from refunds (spent 1k of them) and rubber sprayed on the bottom of my drop pod.

Seriously, they have been bouncing all over the place. Three times on the same tree, deflecting me by several hundred meters, then once off the top of a tech plant. That time I just went straight back up. And up. And up. And then redeployed because 20,000m altitude apparently breaks the game badly.

I also had a gal drop bounce me sideways at high speed past the enemy forces and right behind their tank line, but got killed before I could pull out the C4.


Also had a great moment today. Running with the Jesters at the moment. A group of us had circled around behind the enemies main defensive line. We cleared one side of a building and a full squad stepped around the corner. And were instantly all roadkilled by a single BR11 Harasser.


Finding this site useful. (http://ps2.fisu.pw) You can import your current certs and plan out future purchases. It's nice to have things in one place again, the way it should be.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 05, 2014, 09:21:46 pm
I never knew you could click to expand them!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 06, 2014, 07:24:09 pm
Don't buy attachments for SC.

I did, because I thought the attachments would unlock for all weapons.

They don't.

I bought six of them and SOE support is willing to refund me the purchase of one.

I'm pretty miffed about this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 06, 2014, 07:45:57 pm
I bought one simply because I accidentally clicked the wrong button XD

It would make sense for them to unlock for all weapons or at least for all weapons of the same class, unlocking them with SC is just sooo silly considering how cheap they are cert-wise.
I never knew you could click to expand them!
This comment has had me curious for a while, what are you clicking and what are you expanding?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 06, 2014, 08:26:56 pm
http://ps2.fisu.pw/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 06, 2014, 08:27:52 pm
Yes, that's the general idea behind links
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 06, 2014, 09:11:10 pm
Are you being purposefully obtuse? You were asking what I was talking about, so I linked the site palsch linked to. Go look at the site. :|

Edit: Ok, click on the various cert tabs and they expand into the old cert view, showing all the stats per level. Better?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on July 06, 2014, 09:13:49 pm
Dont the attachments unlock for that weapon?

I mean, engies and light assaults normally can get the same guns, are they shared between them?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 06, 2014, 09:20:55 pm
click on the various cert tabs and they expand into the old cert view, showing all the stats per level. Better?
Yes. Clicking 'them' wasn't very specific, but that cleared it up =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 06, 2014, 09:22:47 pm
SOE decided to refund me fully. I even get to keep the stuff I bought.

All is right in the world, everyone is happy, etc. etc.

But still, don't buy attachments for SC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 07, 2014, 02:17:08 am
Good to hear as ill need to contact cust serv to refund an attachment
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 07, 2014, 07:51:40 pm
I'm looking at the official forums and damn, vanu can't stop complaining about their pistol. Charge up lasher type area damage shot? Complain until it gets changed to a charged burst mode (because the lasher and ppa are so terrible.) Then complain even more and suggest really outrageous things like:


It's silly because that guy is asking for a pistol that either does 500 damage with the first (single) shot, has the effect of an emp grenade, a 'root spell' from fantasy games, or a close range sniper rifle.

Charge mechanics aren't necessarily bad; in fact they can be very good if the shot is powerful. A good example of this is back in the old Legends of Might and Magic game. One of the cheaper purchaseable weapons with ingame gold was the charge rod. At full charge it did area damage and one direct hit killed all but the heaviest armored players. The charge could be held indefinitely and it was blatantly overpowered. It was still very strong after the charge could not be held indefinitely as you could pop out and blast that charge down a narrow hallway.

Basically if the charge shot is too strong, it makes the weapon better than all alternatives. As much as the VS love their stronger weapons, and who can blame them, weapons like this really need to be balanced carefully and I for one am glad to see they may be erroring on the side of caution.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 07, 2014, 07:54:53 pm
Remember, Vanu don't use something unless it's hilariously overpowered.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 07, 2014, 08:04:40 pm
While that's not always true, it does hold out for a lot of VS it seems. Think of how many people primarily use Orion/Lancer HAs compared to how many high BR VS snipers or battle rife users you see. Maybe it's because the Orion user doing adadad is my bane with my fps dips in big fights making it unlikely I'll be able to track them while I'm being pingpingpingping headshot to death in a second or less but in my non-scientific judgement it's use seems to be quite popular even by high BRs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 08, 2014, 04:16:55 am
Remember, Vanu don't use something unless it's hilariously overpowered.

*cough* PPA *cough* (and then they complain when it isn't hilariously overpowered)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on July 08, 2014, 04:35:53 am
Flare gun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 08, 2014, 07:35:34 am
TR get a hilariously bad sniper rifle.
NC gets a sniper rifle with a shot delay.
VS gets a sniper rifle that does not require reloading and can be both semi auto and bolt action at the players discretion.

TR gets a rocket launcher that requires maintaining the lock or else the rockets commit seppuku. lately got nefed even further my a massive sut to lockon range.
NC gets a launcher that semi usable in all situations but heavily depends on player skill to control it.
VS gets a freaking anti tank rifle usable on all ranges and situations that don't require arcing over terrain because its almost hitscan, recently made even stronger (in comparison) by the massive nerfs to lockon rocket AI so they no longer maneuver around obstacles and fly straight into the side of a hill or tree.

TR gets a minigun (probably the only good thing about TR after the latest reworks)
NC gets a shotgun (yay)
VS gets a miniature PPA.

I kinda wish that SOE just gives up on the ES weapons and just sell reskinned versions of them to other factions so my TR heavy can run around shelling everything with HE autocannon rounds (Fired from a reskinned Lasher) and shoot everything harder with hyper velocity rockets (A reskinned Lancer).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nighthawk on July 08, 2014, 11:09:34 am
Being someone who always plays a sniper, I wanted to join the Vanu so badly. Unfortunately, all my Planetside-playing buddies are in NC...

That and "'MURICA, HELL YEA" were pretty much my reasons for going NC. I'm still a huge noob, though, so I guess what rifle I use doesn't really matter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on July 08, 2014, 03:58:48 pm
What server?

And the NC snipers arent that bad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 08, 2014, 04:53:48 pm
I remember when the Railjack (The NC sniper rifle that has the shot delay in favor of insane muzzle velocity) first came out it was (apparently) awesome, but its muzzle velocity got nerfed almost immediately so there was no reason to pick it over any of the other snipers. I don't play sniper myself, just going by what I heard in faction talky stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nighthawk on July 08, 2014, 11:37:11 pm
What server?

And the NC snipers arent that bad.
Emerald, and yeah, they're not awful, but I find myself getting killed pretty often by Vanu snipers who don't even aim for the head. They just pop me in the body 2-3 times in quick succession and I flop over.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 08, 2014, 11:56:44 pm
Scout rifles are so annoying that way :|

Or are they battle rifles? Anyhap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on July 09, 2014, 01:46:19 am
Scout rifles are so annoying that way :|

Or are they battle rifles? Anyhap.

Exactly the same thing, except that only Infiltrators can use scout rifles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 09, 2014, 09:11:19 am
Scout rifles come in variants that are semi-auto but are more damaging than battle rifles (HSR-1, AF-6 Shadow, Nyx VX31), and full-auto but less damaging (SOAS-20, AF-18 Stalker, Artemis VX26), and then the Vandal which is probably the only scout rifle I ever see anyone using. The full-auto scout rifles appear to be very similar to 143 damage tier assault rifles.

Anyways, had quite a bit of fun playing yesterday even though it was a back and forth battle against the TR. Lots of open ground combat, a nice change of pace from base battles. Got a bit aggravated when we were capturing a base and with 30 seconds left on a 6 minute timer (so basically we were sitting around twiddling our thumbs for 5 minutes) the Vanu comes out of nowhere in force and manages to kill everyone who wasn't guarding the point I was at, and with no backup we got slaughtered too. If we were fighting with the blueberries it would have been a different story. EDIT: I forgot to mention that while we were sitting around they went ahead and destroyed our sunder since nobody was guarding it, so we had no way to respawn.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 09, 2014, 09:12:08 am
Nah man, Warden is vastly superior to Vandal, because it has a lot less recoil and you can actually hipfire it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 09, 2014, 04:15:51 pm
I don't have the Vandal but I have the semi-auto scout rifle for NC. I like the Warden much more than the semi-auto scout rifle. It's recoil is much more controllable for me. I would not recommend hip firing with the warden except within a very few meters.

Warden is my standard gun for engineer, but I don't use it with HA or medics.

I've heard people say the main advantage of the Vandal is the .75 ADS movement speed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 11, 2014, 04:10:50 pm
Awesome run was awesome (http://steamcommunity.com/sharedfiles/filedetails/?id=284668617). I'm better at air gunnery than I thought as it turns out, especially when the galaxy survives for so long.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 12, 2014, 04:34:24 am
I like how the new starter packs are a side arm, a main gun, and attachments that only unlock for that gun.

Congrats on showing players from the very start what a greedy bunch of tossers you are Sony.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 12, 2014, 04:39:39 am
What are you talking about? Attachments always unlock only for one gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 12, 2014, 06:55:10 am
Which for certs is fine, but for SC? No.

Theres still no disclaimer that states that attachments bought with SC only unlock for that gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 12, 2014, 06:58:50 am
True they should give that nformatium since ulocking some weapons unlock them for every character on your account. YOu'd kinda expect that unlocking a scope with SC will unlock it on every gun you own or something but no dice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 12, 2014, 07:39:09 am
Unlocking a scope with SC unlocks it for every character that has that gun. Or that's what I believe happens.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 12, 2014, 08:41:01 am
It does, but unless its an NS weapon that feature is useless for >90% of players
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 12, 2014, 09:06:59 am
It does, but unless its an NS weapon that feature is useless for >90% of players
I like how the new starter packs are a side arm, a main gun, and attachments that only unlock for that gun.

Congrats on showing players from the very start what a greedy bunch of tossers you are Sony.


I don't see what's the problem here. :/ They've always done unlocks that way, so why are you complaining about it? >_>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nighthawk on July 12, 2014, 02:53:48 pm
In other news, I have finally ascended from noob status to decent player. I can now pretty reliably have a positive K/D after each spawn, hooray!

Getting that straight pull bolt attachment made all the difference.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 13, 2014, 02:55:27 am
It does help. What helps even more is not playing an infil!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 13, 2014, 04:49:05 am
Yeah, I'd suggest playing another class before playing infiltrator. Such as engineer.

I say this though I've got about 80-90% of my time in infiltrator. Because I play aggressively with my low-zoom bolt action.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 13, 2014, 08:09:24 am
Why are stock maxes so laughably easy to take down with small arms fire? Isn't their role to spearhead pushes? I dont get why you'd just make every new player be stuck with a farm machine that has little actual purpose.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 13, 2014, 08:12:06 am
Stock MAXes suck. You really need to get upgrades for them to be useful, because people have gotten very good at taking them down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 13, 2014, 09:11:10 am
Also they only have one of two weapons. Most maxes that kill you have two of one weapon (probably the AI arms or bursters), not one of two.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 13, 2014, 10:57:23 am
Indeed. I dont have much problem with my AV MAX (It's not like I'm going to tanking tank hits + MAXs start with flak + vehicles are a hell of a lot more predictable), but trying to do an uncerted AI MAX is a nightmare in anything but door farm scenarios. And even then a single C4 or AV grenade thrown through the door sends me crying back to my engineer.

I just wish the MAX was more adept at getting things done other than instagibbing infantry who step in front of the guns.

In other news, I am in such awe of some of the situational awareness/hand-eye coord skills I've seen from the better players. Mine are really quite bad, so when I see something like a tank flipping its turret around the moment I step into view 200m out and lasering my face with with a l/100 before I can react, I get so frustrated. How do these players do that?! The tank guns have this weird acceleration thing going on for me that makes precise fire really damn hard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 13, 2014, 12:42:05 pm
I play nearly exclusively AV/AA MAX and leave the AI work to other people. If need be I can snipe people with dual Falcons. Most of the time though there are people better at the role than me, and I find maxed flak armour far more reliable against things you can't run away from.

As for the rest, a lot of it is just being in the zone at any given time. I usually suck, but occasionally get a period where my framerate is consistent and high, I've got my eye in and a comfortable firing pattern with my current weapon, and the enemies just seem to line up exactly where I expect them. These tend to lead to nice little killing sprees.

There is a serious amount of game knowledge that can help. Many bases have more or less standard lines of approach and flows of battle. Learning these just takes time, but then means you can seem to know where people are coming from before they do. Similarly there are usually ways to break that same flow that relatively few people either know or think to use.
Only real thing I can recommend is finding a weapon you want to get good with and sticking with it for a while. Practice firing patterns (burst fire, quick bursting, etc) in VR to work out what sort of controlled fire you need at different ranges, and generally what those ranges look like on your screen. That way you can start getting your reflexes locked in and can start focusing on other aspects of play.

Alternatively just grab a shotgun on a Light Assault and focus on finding ways to get the drop on people. You want to always be engaging from the side or behind at close to extreme-close range. The shotguns are easy enough to use that you should be able to ignore the weapon mechanics side of things and just focus on movement and flow of battle. If nothing else this will teach you what approaches other people are most likely to use against you in the future.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 13, 2014, 12:50:57 pm
Isn't there an option to use raw mouse input, rex? I might be looking at the wrong thing (the vehicle weapons seem to aim fine to me with that on, but I usually take a moment to spot someone if they're distant), but it might be that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on July 13, 2014, 01:01:57 pm
I'm one of those tankers sniping people from extreme range, the principle is simple, if it moves and doesn't have a nice blue triangle over it's head, I drop a round on it to convince it to go away.  A thing to remember about fighting as infantry around tanks is that our reactions at long range are MUCH faster and more accurate than at close range (might be good advice for ESF jocks too, come to think of it).  I can fairly easily kill infantry with impunity in my tank, as long as they are at range, once they get close, say <50 meters (maybe <30), they become very hard to track and hit.  Infantry are slow and easy to predict as targets (splash damage helps too).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 13, 2014, 02:54:31 pm
Isn't there an option to use raw mouse input, rex? I might be looking at the wrong thing (the vehicle weapons seem to aim fine to me with that on, but I usually take a moment to spot someone if they're distant), but it might be that.

I use raw mouse input. AFAIK it's actually a hardcoded thing in some vehicle weapons, including things like the Lightning and MBT main cannons. They don't aim like infantry weapons (i.e following your cursor around perfectly), they sort of slide around.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 13, 2014, 04:30:41 pm
In other news, I am in such awe of some of the situational awareness/hand-eye coord skills I've seen from the better players. Mine are really quite bad, so when I see something like a tank flipping its turret around the moment I step into view 200m out and lasering my face with with a l/100 before I can react, I get so frustrated. How do these players do that?! The tank guns have this weird acceleration thing going on for me that makes precise fire really damn hard.

Mostly they have thermal optics.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 13, 2014, 04:37:46 pm
Really weak and pointless trick
Those really aren't the words I'd use to describe LAs/boost pad synergy. This is pretty much mandatory learning for every light assault player ever, and possibly something tankers should consider whenever they're fighting around boost pads as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 13, 2014, 05:32:24 pm
In other news, I am in such awe of some of the situational awareness/hand-eye coord skills I've seen from the better players. Mine are really quite bad, so when I see something like a tank flipping its turret around the moment I step into view 200m out and lasering my face with with a l/100 before I can react, I get so frustrated. How do these players do that?! The tank guns have this weird acceleration thing going on for me that makes precise fire really damn hard.

Mostly they have thermal optics.

I forgot to mention I appeared 200m behind the tank line, it was pretty impressive he spotted me so fast, I didn't even have time to throw down my AV turret. Of course, thermal optics do make it pretty hard not to see someone given they're in your field of view. A bit silly.

Really weak and pointless trick
Those really aren't the words I'd use to describe LAs/boost pad synergy. This is pretty much mandatory learning for every light assault player ever, and possibly something tankers should consider whenever they're fighting around boost pads as well.

I think that was sarcasm :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 13, 2014, 05:39:43 pm
You were probably spotted by somebody, and the tanker saw you on his minimap and turned around to shoot you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 13, 2014, 05:53:57 pm
One thing about thermals; if you are going to equip them on your MBT secondary, equip them on your main as well. Or at least don't equip a 2x zoom on the main and sit as far from the battle as you can, sniping away while your gunner squints at the distant dots, occasionally activating thermals to confirm that nothing is within a hundred meters of you yet.

More acceptable on a dedicated AI secondary. Completely acceptable on the Canister as a reminder you can't hit anything beyond its visible range anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 13, 2014, 06:53:28 pm
~ or half the things inside of that range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 13, 2014, 07:09:49 pm
A better question is "why did you buy the Canister anyway?"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 13, 2014, 07:16:00 pm
A better question is "why did you buy the Canister anyway?"

Know a few players where it's one of their last Auraxium medals to get. An handful have even managed it. Had a moment a few days ago where we had two Vanguards in the same armour push using Canisters. This was pointed out and the subject of an extended conversation over proximity chat.

I've tried to use it a couple of times myself (on other people's tanks, not buying myself) and found you can reliably get lots of assists by pointing it at a hillside covered in enemies and spraying wildly. Beyond that didn't find much use.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 13, 2014, 07:37:59 pm
I use raw mouse input. AFAIK it's actually a hardcoded thing in some vehicle weapons, including things like the Lightning and MBT main cannons. They don't aim like infantry weapons (i.e following your cursor around perfectly), they sort of slide around.
Next time you're in a tank move the mouse/turret around in first person view. Then move it around in third person view. There is sort of acceleration while in first person, but there is slight lag while in third person. You can spin the turret around much easier in third person. It's quite weird.
Quote
jump pads
You don't even need to be an LA in order to land in unexpected locations from a jump pad. When jump padding to a biodome, for example, I always aim to land on the platform that circles around the entire dome instead of the actual landing pad, which usually lands me behind where everybody is looking. For those unaware, any time you're in the air whether it be from jumping, using jump pads, or even using elevators you can use your movement keys to manipulate where you go. This is why when someone goes up an elevator you may see them looking up and spinning around really fast, because they are holding W to go up quicker, which can also be accomplished by looking at the horizon and holding the jump key. If you're using the tunnels in certain bases such as tech plants you can hold the jump key to float along the roof of the horizontal elevator instead of skidding across the ground.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 14, 2014, 10:43:03 am
Canister sucks on Vanguard, sure, but on a Harasser it's the best thing ever. I got 40 certs in ~15 minutes the other day as a driver, and there was maybe ten roadkills in that. You wouldn't believe how oblivious infantry can be to a harasser plowing through them if it doesn't show up on the minimap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on July 14, 2014, 12:02:38 pm
I needed to delete my old character to swap servers, now I need to rejoin DORF. It's been a long time since I last played.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 14, 2014, 12:05:22 pm
I heard that HEAT/HE rounds are being nerfed due to their infantry farm ability. Has anyone played with that on PTS? Should I purchase AP instead? It might make sense anyway, the majority of my HEAT infantry kills are from direct hits.

I also grabbed the engineer bundle a few days ago. Comes with the AV mana turret and the Underboss.

I really like the turret. I had no idea the rockets were mouse-guided and not lock-on/homing, which took a minute to realize but is pretty useful. They even work against air, which is really cool for those times a bunch of gals/libs are camping a spawn. Just spawn somewhere close and throw down a turret somewhere discreet and you can start pestering them! The time between shots is too long to actually kill anything bigger than a lib, but it'll certainly get their asses moving.

The Underboss is nice, especially when I'm nice and relaxed and can aim those shots well. If I cant aim, then it's pretty trashy, but that's to be expected. More importantly, revolvers feel so meaty and good. That pop sound when they fire... mmf.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 14, 2014, 04:57:38 pm
When I'm playing a tank my main targets are other tanks and vehicles, unless I'm a skyguard, so HEAT/AP rounds are what I go for. I've never even touched HE rounds. Infantry can take care of other infantry well enough, and people don't like going out in front of tanks anyways so it's a sort of deterrent. (EDIT: Also I suppose it depends on what tank you're using, Lightnings typically shouldn't be fighting MBT's, so HEAT or even the default gun are preferable).

Then again I rarely ever pull a tank, I'm more of an infantry guy, those tank and air resources usually just go to waste sitting around in my bank with nothing to do.

The AV turret seems nice, but it would be even more nice if the missiles had a bit of a turning radius so they were less effective against infantry.

I have the large revolver but I don't remember how I got it, and I never use it. Whenever I'm in a situation where I need my sidearm I'm usually pancaking and twitchy, which is why I like the Desperado (burst fire pistol for the NC).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 14, 2014, 05:17:13 pm
Yeah, Vanguard should always go AP in my opinion. Considerably more damage, still one-shots infantry on a direct hit and Vanguards are basically anti-tank platforms anyway. I generally pair it with an AV secondary. Halberd is great, Enforcer still good. Technically the Enforcer has higher DPS (or at least that was true last time I checked the numbers) but since it lost the incredibly OP one-shot-kill on infantry I don't think it's quite as good. The Halberd with AP Titan also gives you the best instant burst damage available. That said, I still run the Enforcer as I usually have pubbie gunners and think it's considerably easier to use.

Lightnings I generally go with the Viper (default) for anti-infantry or Skyguard for anti-air. I don't feel the Lightning ever holds its own against MBTs unless you are just playing a numbers game with a huge Lightning zerg, in which case the Viper is good enough anyway (or you should pull the Skyguard to counter the Libs after the juicy zerg certs). Frankly I've been preferring AV/AA MAX suits to Lightnings anyway so long as I can get a lift between fights. The flexibility is very useful and the weapons are nearly as good (if not circumstantially better) when you have both arms.

For me, pistols are the oh-shit button as well as my silenced backup. If I find a potential stealthy execution on a sniper or engineer then having a silenced pistol rather than my main shotgun or LMG light up the map can be useful. I find the default is generally good enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 14, 2014, 05:30:52 pm
Some day I want to do a lockon alpha strike squad. Camp near a big air fight and everyone locks on to a single target at a time, meaning like 8 rockets at once. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 14, 2014, 05:46:50 pm
Wouldn't one flare negate all of those?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 14, 2014, 06:30:10 pm
Well farmriders (PPA) are just goddamn everywhere currently, the Saron is annoying but as an AP vanguard (w/ enforcer gunner) I can still take on a single saron magrider, which is just enough to make the vanguard a god because there will only be one saron maggie in every ten farmriders that are all over the place. I don't even bother grabbing an infantry class if I see magriders, that PPA thing is the greatest infantry farming tool right now and can just vaporize a MAX's health in no time, so what's the point.

And then in their update meant to reduce vehicles farming infantry, not a mention of this weapon, awesome.

*cough* /rant

Anyway, as usual with all nerfs this new round is going to have some major side-effects. Bases are going to become A LOT more defensible, especially towers, the HE suppression won't be as powerful or available to the attackers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 14, 2014, 06:43:41 pm
Some day I want to do a lockon alpha strike squad. Camp near a big air fight and everyone locks on to a single target at a time, meaning like 8 rockets at once. :P
Only 8? (https://www.youtube.com/watch?v=QQryDsaSO7k)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 14, 2014, 07:11:28 pm
Some day I want to do a lockon alpha strike squad. Camp near a big air fight and everyone locks on to a single target at a time, meaning like 8 rockets at once. :P
Only 8? (https://www.youtube.com/watch?v=QQryDsaSO7k)
And this is why I want to get a lock-on launcher at somepoint. Much more silly things can occur compared to the S1.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 14, 2014, 08:37:29 pm
Luckily there have been a lot of nerfs to lock-ons since then. But those things are why I have certs in IR Smoke for both tanks. You never knew if a lock was one guy trying to chase you away or a whole swarm of strikers about to vape you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 14, 2014, 09:15:33 pm
I hate it when an A2A lockon targets you, and you run away, but get uit by 3 missiles anyways. :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 17, 2014, 06:06:58 am
Hotfix today: https://forums.station.sony.com/ps2/index.php?threads/update-notes-7-17.193920/

Also this: The /bug window had usability improvements based on /r/Planetside/ feedback.

Nice! I wonder if I'll be able to tell if my bug reports actually are acknowledged now.

Lots o map fixes, well done, someone pat the devs on the back.

Some stuff on the Test server (been there a while but I wanted to see what forumside made of it)

https://forums.station.sony.com/ps2/index.php?threads/resource-changes-nanite-costs-from-test.193672/

The following are the current prices on the test server.

30 = Flash / Smoke / Decoy / EMP Grenade
60 = Frag / Sticky / AV Grenade
90 = C4 / Prox Mine / Tank mine / Conc Grenade
120 = Flash
240 = Harraser / Sunderer
420 = MAX / Lightning / ESF
540 = Lib / MBT / Galaxy

120 = Flash

120 = Flash

120 = Flash

The hell? I could see that price maybe for a max scout radar flash that won't be driven into danger but hang around the edge instead to give scout radar, or a wraith flash because those are dangerous AND can stay alive for a good while in the right hands. But for a turbo flash that will explode randomly on landing after using it for MAXIMUM FUN, can't be flipped over and that I will primarily be driving directly at people at the highest speed possible for roadkills while fully visible? All that and I would potentially have to sacrifice infantry tools each time it dies and I have to respawn it, rarely having done something useful for my team? No thank you. I was often capped in vehicle resources on live, so it was no issue pulling it. At this price either I'll be in a flash 24/7 and potentially sacrificing my infantry tools if I explode quickly (not hard to do) or vice versa.

That said I think the combination into one resource is a good thing. The prices may need to be adjusted slightly, and my initial suggestion is for the flash to be priced according to attachments, with wraith and scout radar flashes costing 120 while the the extremely hazardous turbo or the ones not many people use (mineguard, looking at you) are considerably cheaper. Possibly have a weapon attached also add to the cost though since one assumes they want weapons to be bought it may not be in SOE's interest for that one.

Either that or make max turbo standard on flashes. This would actually be the best idea ever. I could mount a scout radar while zipping around and turboing off hills being hard to hit and generally staying alive. It would be similar to what I do now except I'd be using turbo much more conservatively instead of EPIC JUMP EVERY RECHARGE due to the desire to survive primarily to benefit to my team as well as boosting morale as I currently do with my backflips. Not spending 120 more nanites would weigh on that decision but not as heavily as staying alive to be useful. I would use turbo offensively less often to roadkill people as there would be an incentive other than the KDR I don't really care about to stay alive on the flash, which would mesh well with the resource revamp. If the idea of having scout radar flashes flying all over on all sides engaged in a fight is too strong, you could reduce the range of the flash scout radar slightly, or force them to be outside and moving for scout radar to work and have lockons acquire them faster, or have the radar only function while airborne or some other limitation.

Also some posts with numbers by a guy named Khopesh, opinions and suggestions are his: https://forums.station.sony.com/ps2/index.php?threads/why-does-the-spiker-not-167dmg-per-shot-model.193531/page-2


Highest DPS-

1) 1,602 DPS - Spiker
2) 1,577 DPS - TX1 Repeater
3) 1,561 DPS - T4 AMP
4) 1,391 DPS - LA3 Desperado
5) 1,200 DPS - NC08 MagScatter

(The MagScatter should be at 1,550 DPS. It's the worst ranged pistol in the whole game counting use with the smartchoke, and deserves to at least be in the general DPS range of the other faction's weapons. That and we don't have a weapon with higher DPS than the Desperado ATM. While this is fine for now, when these pistols come out, and everyone else has a close range sidearm that's over 1,575 DPS, the NC will be without an equivalent option.)

Highest CQC Pistol Reload Speed-

1) 1.53s/1.845s Short/Long reload speed - Spiker
2) 1.55s/1.85s Short/Long reload speed ---- LA3 Desperado
3) 1.6s/2.0s Short/Long reload speed ------- T4 AMP
4) 1.7s/2.0s Short/Long reload speed ------- TX1 Repeater
5) 1.8s/2.6s Short/Long reload speed ------- NC08 MagScatter


------------------------Part 2------------------------

Of course, reload speed and speed at which the weapon empties the magazine are hand-in-hand for balance.
This is a comparison of the speed at which the weapon empties the magazine on the same weapons.
(Note, I rounded the T4 AMP's general number to 1.35, as 1.3447 is an imperceptible difference, and the AMP was the only one that rounded up instead of down).

1) T4 AMP -------------- 1.35 (Exactly 1.344717182497332 according to statistics) seconds.
2) Spiker ----------------- 1.40 (Exactly 1.404421326397919 according to statistics) seconds.
3) TX1 Repeater ------- 1.49 (Exactly 1.491124260355030 according to statistics) seconds.
4) LA3 Desperado ---- 1.68 (Exactly 1.680000000000000 according to statistics) seconds.
5) NC08 MagScatter - 2.00 (Exactly 2.000000000000000 according to statistics) seconds.
Again, the MagScatter is short changed here.
Upping the rate of fire to my suggested 155 RPM (1,550 DPS) would change it to the below:
1) T4 AMP --------------- 1.35 (Exactly 1.344717182497332 according to statistics) seconds.
2) Spiker ------------------ 1.40 (Exactly 1.404421326397919 according to statistics) seconds.
3) TX1 Repeater -------- 1.49 (Exactly 1.491124260355030 according to statistics) seconds.
4) NC08 MagScatter--- 1.55 (Exactly 1.548387096774194 according to statistics) seconds.
5) LA3 Desperado ----- 1.68 (Exactly 1.680000000000000 according to statistics) seconds.
NC would still have the worst stats here, but at least they would have a more competitive weapon for the CQC pistols.


Highest CQC Pistol Continuous Fire Accuracy -
After just shy of two hours testing of these weapons on PTS, here are the max ranges (rounded down to the nearest whole meter) at which each pistol can kill in one magazine while firing as fast as the weapon can fire while ADS (On the MagScatter, smartchoke numbers will be the main number, and a secondary set will show the numbers without the smartchoke).
Keep in mind, I only counted kills that occurred with leg and chest shots.
These numbers are based off kills without ANY headshots (Thus why it took so long to get these numbers).
1) 33m - Spiker
2) 30m - LA3 Desperado
3) 22m - TX1 Repeater
4) 20m - T4 AMP
5) 14m (16m with Smartchoke) - NC08 MagScatter


These ranges make -almost- perfect sense.
They fit the faction traits perfectly.

VS being mobility, and with it, accuracy. Specifically while moving.
TR being Dakka (Though the AMP needs more ammo. They really skimped the TR on ammo for it, seeing how it's the lowest damage per shot AI weapon in the game. The AMP needs 24-26 rounds per mag.)
And NC being hard hitting. (Whether they achieve that via high damage per projectile, or via a shotgun spray of projectiles.)

The one thing that doesn't fit here is that the Spiker has such an incredible DPS.

/endquote

In my opinion he's right about the Spiker. It doesn't seem quite right for it to be at the top of so many statistics compared with similar weapons. If it can reach out to longer range, fine but it shouldn't out damage per second an AMP at half the Spiker's longer range. It sounds like the AMP could use a few more rounds in it's magazine. It also sounds like the shotgun pistol could use some sort of buff to it since not many on forumside seem to like it.

My cynical side says the VS pistol is purposefully going to be released into a pool of what many people consider a weak VS weapon group in a quite strong state like the ZOE was added to what was considered the weakest MAX of the three and then nerfed a few months later after lots and lots of sales. Prove me wrong, SOE devs, don't release it too strong! VS Emerald are quite powerful enough as it is, if it weren't for NC having a higher population after the merge they'd still be beating us all over the place and it's not ALWAYS due to tactics, better co-operation or superior skill as is eternally claimed by purple. While I am not ashamed to admit NC's failings are often the case, I've seen tank columns blown up by invisible lancer users that can't be shot back at, spLashed by entire outfits raining area damage from a hill on the remaining infantry after all the vehicles were Lanced, or PPA'd trying to get out of a doorway from a tank 250+ meters away on a hill other tanks can't reach, or killed by an adadad wizard with the Orion too often to accept NC's failures are the cause 100% of the time, Wisdomcube be damned.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 17, 2014, 06:51:10 am
So MAXes are at the same price as ESFs and Lightenings? What's the point of using a MAX then unless its a hour long slog in biolabs?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 17, 2014, 07:05:43 am
In addition to owning all buildings everywhere they are a smaller target with comparable AV potential, but you can't drive away at 60 kph or whatnot.

You must have tried to shoot AV maxes as a tank in the past before. It's only barely easier than normal infantry to direct hit them, and they don't die in one shot plus often have the charge ability to escape after the first shot.

You can also switch from AV to AI to AA load outs unlike tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 17, 2014, 07:16:37 am
Sundies shouldn't be that cheap, makes it kinda pointless to try and take out enemy spawns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 17, 2014, 07:27:24 am
In addition to owning all buildings everywhere they are a smaller target with comparable AV potential, but you can't drive away at 60 kph or whatnot.

You must have tried to shoot AV maxes as a tank in the past before. It's only barely easier than normal infantry to direct hit them, and they don't die in one shot plus often have the charge ability to escape after the first shot.

You an also switch from AV to AI to AA load outs unlike tanks.

TBH i rarely drive tanks because TR gets the Prowler. I spent some certs on it by buying some extra utilities. I even got the Marauder as a secondary but after the nerf noone would even bother trying to gun in it so i kinda stopped using it at all.

Personally i saw maxes as a sort of super infantry you pull at times when your vehicle resources are low. With this change you are just better off pulling a specialized vehicle when on the field or conquesring smaller outposts. Sure a max is kinda harder to hit than another tank but at the same time it can't really retreat unless there are buildings nearby... and if you are fighting in a large building complex in a tank you should shell it from far away where MAX weapons are not eccurate enough to constantly hit and threaten you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 17, 2014, 07:35:48 am
Well, if they were better at doing what tanks do and better than infantry at what they do you wouldn't see many tanks and more sunderers packed with maxes and engineers with one medic. I'd argue that av max weapons are not terribly inaccurate at range, NC max has a guided launcher, VS max has an insanely fast traveling weapon that doesn't require as much leading. Maybe TR's is inaccurate, I haven't used it. I do have dual falcons but I haven't pulled a max in a long long time. I recall using them at long range against non moving targets. It wasn't lack of accuracy, it was lack of projectile speed at long ranges that made falcons hard to use against moving targets.

Sundies shouldn't be that cheap, makes it kinda pointless to try and take out enemy spawns.

It could be good. There are lots of fizzled 50/50 base stalemates due to exploded sundies when instead we could have been exploring Certlandia. I think the main downside is it will take out a way for the smaller side of a 60/40 force to drive off attackers by exploding their sundies. It would be nice if in 48+ 48+ fights with one side having 60%+ population if the outpopulated side could call an orbital strike(s) that disabled AMS sundies. It would add a new dimension to 'tactics' where instead of calling on /orders to stack your whole continent of players on whatever base your side is attacking or defending until you reach the magic 60%ish population percentages required to ensure victory you'd have strong encouragement to be careful not to go above that or get your AMS out of commission for five minutes or attrition drops your population down to 55%.

In addition sundies are almost mandatory for assaults. Since all the resources are combined and SOMEONE will have to pull sundies, it might be unfair to ask them to sacrifice 450 from their pool of infantry toy goodness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 17, 2014, 08:02:13 am
I feel that sundies blow up too easily in small fights. I've often ended a fight straight in its tracks as an engi running up to a sundi, throwing a sticky and tank mines, then running away...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 17, 2014, 09:13:41 am
TBH I rarely drive tanks because TR gets the Prowler.

Being NC, I feel bad for TR. After many rounds of nerfs it seems TR has slowly been demoted to worst faction. I'll just cover their tank for now.

I stated long ago my belief that the two-shot main cannon is a disadvantage to their tank (for various reasons), but anchor used to be fucking devastating, and the original three continents were so open that it could be abused at range. The prowler was scary back then, and (on mattherson) TR were the most skilled at using their tanks. Anchor has been nerfed, TR's ES secondaries have been nerfed into oblivion, continents have been reworked with a focus on infantry combat, and hossin is 100% close range for tanks.

The current state of tanks on Emerald is:

Vanu - farmriders (PPA) everywhere, beware when vanu capture a base because they will pull a locust swarm of farmriders out of it and go to the next base, rince and repeat. Tank on Tank combat achieved by the sheer number of farmriders. Saron has fallen out of use due to nerfs, PPA remains as powerful as ever and the only ES AI secondary to be so stupidly strong at its role. Hossin gives the magrider a boost by forcing every tank it encounters into close quarters so their shell arc and shell velocity don't weigh down its performance as much.

NC - still the gods of tank on tank combat, enforcer + titan AP on every tank, decent players regularly having bruce willis moments taking down multiple farmriders. Canister still a joke, but has gone from completely useless to mildly humorous with the recent buff. Shield health nerfed but still remains a gigantic "fuck you I pressed F" item. After both other factions AT ES secondaries were nerfed the enforcer is now the only ES anti-tank secondary that is actually powerful, compounded with the shield keeping the vanguard at god-of-tanks status.

TR - Anchor nerfed because it was too good at shooting planes and farming doorways (dumbest nerf ever), prowler ES secondaries were so screwed by nerfs that the most common thing I see on top of prowlers now is the fucking halberd. prowler made even less useful by the lower number of prowlers in any given fight compared to the other factions (justifiably, I wouldn't play it either). The continent changes have not favored the prowler.



TL;DR

Tank balance has went from  NC >>> TR > VS  to  NC >>> VS > TR

Reason: due to the insane relevance of secondaries, PPA puts VS in second place, enforcer + shield put NC in first, prowler nerfed nerfed nerfed.



*disclaimer* please keep in mind this entire post is in my point of view, your mileage may vary. If I seem biased against vanu its because I am, I spent the entire crabpocalypse period fighting them and to make it worse I did so on mattherson, I'm still hung up about it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 17, 2014, 09:45:29 am
snip

Personally i'd change anchored mode to increase the armor values (when anchored) to Vanguard levels + change the paper thin rear armor into an equivalent of side armor so using that mode in close combat is not a giant glowing sign hanging over my tank that reads "i'm an idiot move around me and blast away at my rear because i willingly immobilized my tank".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 17, 2014, 09:46:10 am
Spot on. I only pull Prowlers when I want to quickly kill some pesky Lightnings. I never pull them to kill Vanguards or Magriders, because why bother? They will win nine out of ten.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 17, 2014, 10:02:17 am
Main thing I'd disagree with is the odd dislike of the Halberd. I'd currently rank it above the Enforcer as an AV secondary in skilled hands. It has lower DPS, but the alpha damage is important as well, as getting a fraction of a second line of sight on a slightly damaged vehicle can secure the kill. It is also a satisfying AI weapon (recently had three kills from three shots while gunning for a BR100, felt absolutely pro) and often more effective than the Enforcer in that role unless just farming a tower from range. Again, alpha damage (one-shot kill) is more important than sustained DPS for dropping infantry.

Only reason I still run the Enforcer on my own AV Vanguards is the lower skill floor and the fact that I own it and not the Halberd. It also makes it easier to spot where your gunner is firing which is nice when you have no other way to communicate targets.



I want to wait and see on the resource revamp, especially if they are shifting the continent lock rewards at the same time. Currently if you have the 50% infantry discount you can spam MAXes all day long.

I do often take a MAX over a tank, provided I can get a ride. The flexibility of going AV or AI is better than being stuck in a single-purpose Lightning while Vanguards are often unavailable and I tend to feel worse pulling one just to abandon it at the next base (resulting in my sitting around being useless a lot of the time).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 17, 2014, 10:17:25 am
It'd be nice if you could deconstruct your vehicle near a vehicle pad and get some of its resourced back, or at least be able to swap its gun out somewhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 17, 2014, 10:28:03 am
It'd be nice if you could deconstruct your vehicle near a vehicle pad and get some of its resourced back, or at least be able to swap its gun out somewhere.

Yes, but if they were going to do that, it'd have been done long ago.



At first glance, 120 seems high for a flash, but if you consider that as a "must average two minutes alive in it, including time respawning and running to get it" it's really not that bad.

240 for a Sundy, though, is absurdly low.  Prepare to see battle sundies everywhere.

The MAX price might be a bit high, but it's a tough call; right now, players who are good with it won't have a problem with it, but crappy players will get shut out a lot.  The fact that it can be revived by a medic should come into consideration.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on July 17, 2014, 10:38:00 am
I think the 420 is a little high for the MAX, I'd rather see it at 300-360.
On a related but different note, it kind of bothers me when platoon/squad medics completely ignore a downed MAX and focus exclusively on their team.  Even if the MAX isn't part of your unit, ressing them only helps you in the long run, if nothing else they help draw fire away from your teammates.  And every MAX pulled in a battle is a force multiplier, even an almost useless baby MAX can soak some decent damage and has a solid chance of dealing assists.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 17, 2014, 10:42:30 am
I'd almost like to see a different kind of medical gun altogether, one that has a longer healing distance but has longer revive times, perhaps. Or something that adds more resistance to people you're actively healing, sort of like the equivalent of an engineer repairing a MAX from around a corner. I've tried this with the normal medic gun but it doesn't heal fast enough for it to make a difference.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on July 17, 2014, 12:35:13 pm
Heck, just add two new types of medic guns. One with twice the range and half the revive time/healing rate at max level, and another that adds 50% damage resistance and half revive time/healing rate at max level. It would add a lot of needed variety to the medic class. Right now they're mostly good for spamming self heal in a direct firefight, reviving someone that died in a safe area, or spamming revive grenades in towers and biolabs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 17, 2014, 12:40:34 pm
Heck, just add two new types of medic guns. One with twice the range and half the revive time/healing rate at max level, and another that adds 50% damage resistance and half revive time/healing rate at max level. It would add a lot of needed variety to the medic class. Right now they're mostly good for spamming self heal in a direct firefight, reviving someone that died in a safe area, or spamming revive grenades in towers and biolabs.
Theres also the shield regen field thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 17, 2014, 02:30:47 pm
It kind of bothers me when platoon/squad medics completely ignore a downed MAX and focus exclusively on their team.  Even if the MAX isn't part of your unit, ressing them only helps you in the long run, if nothing else they help draw fire away from your teammates.  And every MAX pulled in a battle is a force multiplier, even an almost useless baby MAX can soak some decent damage and has a solid chance of dealing assists.

The flaw in that is the assumption that the aim of the medic is to help win the fight. Yes, reviving a MAX draws fire away from the medic's team. Which means the medic has less healing and reviving to do, and therefore fewer certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 17, 2014, 02:46:51 pm
One of the problems with medics and reviving (and situational awareness in general) is that the minimap is not perfect. If there's ever an implant that I would use it would be one that automatically points out things of interest around me on the HUD (I think the engagement radar for ESF's do something similar?) which would include downed friendlies who are behind me while playing medic (and not 300 feet below me, which the minimap does not convey) and perhaps even spotted enemies outside my field of view. Aircraft in general could use this sort of HUD by default/without implants to know when they are too close to friendly aircraft, since you can't really pan the camera around in third person view.

While you're sitting in the spawn screen it would also be useful to not only know where the closest medic is, but also whether or not he has his medical applicator out. Trying to respawn while being revived should also require a bit more confirmation as a couple times I have respawned just as someone starts reviving me (and I have had several people respawn as I have just started reviving them, too.)

I also wish that the death screen wouldn't go away from mouse clicks, it kinda encourages people to see how well they did during their last life and too often I find myself clicking past it. Sure, it was a bit annoying when mouse clicks didn't work on it, but I quickly got used to hitting spacebar instead. This would also allow you to hover your mouse or click on certain points in the timeline to get more info if you wanted to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 17, 2014, 03:46:09 pm
While you're sitting in the spawn screen it would also be useful to not only know where the closest medic is, but also whether or not he has his medical applicator out.

Not to mention whether your corpse is even still there or has despawned already.

Yes, I know you can hide the HUD to take a look, but 90% of the time there's a ceiling in the way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 17, 2014, 04:01:14 pm
A countdown timer would be nice, "X seconds until revives disabled" would be sufficient enough, I've had times where people are screaming out in proximity chat to revive them but they don't understand that, no matter how many times I try to explain to them, corpses disappear after 30 seconds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 17, 2014, 06:25:31 pm
Main thing I'd disagree with is the odd dislike of the Halberd.

I didn't say it was bad or that I didn't like it. Hell, halberd harassers were awesome back in the day (maybe still are, haven't played harasser enough recently). Its probably the best NS tank secondary in the game, but that doesn't change the fact that every other faction gets at least one ES secondary that is justified in using over the halberd and TR doesn't.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 18, 2014, 06:29:33 am
*disclaimer* please keep in mind this entire post is in my point of view, your mileage may vary. If I seem biased against vanu its because I am, I spent the entire crabpocalypse period fighting them and to make it worse I did so on mattherson, I'm still hung up about it.

I totally understand bro

Main thing I'd disagree with is the odd dislike of the Halberd.

I didn't say it was bad or that I didn't like it. Hell, halberd harassers were awesome back in the day (maybe still are, haven't played harasser enough recently). Its probably the best NS tank secondary in the game, but that doesn't change the fact that every other faction gets at least one ES secondary that is justified in using over the halberd and TR doesn't.

I agree with this.

Halberds are good against both infantry and vehicles and they perform well at long range. Enforcer is better against vehicles if your vehicle is out of cover long enough to empty the magazine, but Halberd is better for popping in and out of cover. With Enforcer you can adjust your aim if your first rocket misses a vehicle and still have 7 or whatever rounds left to pepper them with whereas a halberd would be reloading. On the flip side if you direct hit an infantry with a halberd, he's most likely going to die while the enforcer takes two hits (I think). Halberd also has slightly better splash area if I remember correctly. Halberd is probably better on the harasser because you can fire it, then have the gunner drive behind a hill or something while it reloads, and then emerge again.

As far as TR's ES tank secondaries go, I agree, they were a bit over nerfed. However they were also a bit too strong before the nerfs, notably Vulcans but to a lesser extent the Marauder. The Vulcan just obliderated vehicles and was especially strong on a Harrasser, as at the time Harrassers were absurdly durable what with the better resists than live and the 100% 3rd seat repairs. The Marauder had a tad too much splash damage, that was my main complaint with it.

If you played TR in beta, for a short while the Vulcan was the AI weapon on the Prowler, and it was AWESOME. It had !500! rounds in the magazine. I drove around a prowler and once I sat it in the vehicle corridor in the tech plants and alternated splashing groups of vanu with the main cannons, then while it reloaded switching to secondary and just mowing them down with it. It was a thing of beauty and terror (for them)

I've always thought the prowler could use a chaingun like that again that has a big cof unlike the kobalt but has 500 rapidly firing rounds in the magazine with distant damage dropoff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 18, 2014, 08:03:25 am
I can agree with the 500 round Vulcan with the huge ROF, terrible COF, and middling damage.  If you're giving them a chaingun, give them one that feels like a chaingun.

The same argument applies to the MCG, but of course to a lesser extent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 19, 2014, 05:47:29 am
Holy shit.

Birgirpal on Planetside 2! (https://www.youtube.com/watch?v=yh9FCs960Xs)

Not only that but by pure magic, they're doing it on Emerald NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 19, 2014, 08:39:20 am
Higby pls. (https://twitter.com/mhigby/status/490220949120106496)
Quote
Discussing the idea of giving The Brawler - the Auraxium variant of the NC Mauler shotgun - an underbarrel shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 19, 2014, 09:30:04 am
Auraxium variant?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 19, 2014, 09:32:46 am
Higby pls. (https://twitter.com/mhigby/status/490220949120106496)
Quote
Discussing the idea of giving The Brawler - the Auraxium variant of the NC Mauler shotgun - an underbarrel shotgun.
Fuck yeah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 19, 2014, 11:38:36 am
Auraxium variant?

Special versions of certain faction default weapons unlocked for achieving certain 'directives'. They have attachments not available to the defaults but the attachments are all permanently attached, so basically are part of the stock weapon. The directives look like getting the Auraxium medal for five of the other weapons in that class.

Details of a few here, (http://www.reddit.com/r/Planetside/comments/2awxog/auraxium_lmg_info_and_gifs/) plus gifs showing off the unique moving skins. The only other one I know the stats of is the GODSAW (yeah...), NC's Auraxium LMG. It's a Gauss SAW with permanent expanded mag (150 rounds) and no short reload, with slightly worse moving accuracy. Can't remember what sight or barrel attachment it comes with though.

EDIT: If what I'm reading now is accurate, the LMGs all get a compensator that give the advantages of a forward grip.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 19, 2014, 12:06:43 pm
I hope they don't have a fixed sight. Different people like different sights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 19, 2014, 12:21:57 pm
I heard you like shotguns...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on July 19, 2014, 01:04:09 pm
unique moving skins

Christ on a bike, that's fugly! Why would anyone want that?

Also, don't the weapons in PS2 take up like a fifth of the screen? Having that animated texture right up in your face all the time is going to be the most distracting thing in the world.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 19, 2014, 04:34:39 pm
They're status symbols for people who have scored 5 Auraxiums with the same class of weapon. Fugly and impractical absurdities fit well...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 19, 2014, 04:47:46 pm
Birgirpal on Planetside 2!
Huh, who is this Birgirpall? As in, why is he special? It's cool that he'll be playing my faction and server but it won't matter to me because I'll be at work until around 21:00 EDT anyways.
Discussing the idea of giving The Brawler - the Auraxium variant of the NC Mauler shotgun - an underbarrel shotgun.
An underbarrel shotgun on your shotgun... oookay? Underbarrel shotguns get no love, it'd be nice if the 'tertiary fire' button actually got some use. Also, more than one shell would be nice (http://en.wikipedia.org/wiki/Masterkey), you could even get kUhrAAazaYy (http://en.wikipedia.org/wiki/M26_Modular_Accessory_Shotgun_System).

As for Auraxiam variants, having fixed attachments is kinda odd. I like flash suppressors on 90% of the guns I use and I'm sure many people would want to have their own optics.
EDIT: If what I'm reading now is accurate, the LMGs all get a compensator that give the advantages of a forward grip.
I didn't read the Reddit link, is this referring to all LMG's or just Auraxium variants?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on July 19, 2014, 10:05:54 pm
Birgirpal on Planetside 2!
Huh, who is this Birgirpall? As in, why is he special?

He's a minor youtube celebrity, largely due to a bunch of hilarious gameplay videos. These include a couple preposterous "for fun" challenges in BF2 (or maybe it was CoD), but mostly revolving around "breaking" games and the resulting commentary. (Though to be honest, it's more about Banzai being silly.)

Advanced humor for mature people. (https://www.youtube.com/watch?v=AYjCXjIeNJk)

 Epic ragdoll fighting (https://www.youtube.com/watch?v=js04iW7JVEc)
 Epic ragdoll fighting (https://www.youtube.com/watch?v=_d9qTPs40S4)
Epic ragdoll fighting (https://www.youtube.com/watch?v=7lF7ir6qxQA)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 21, 2014, 06:48:58 am
Higby pls. (https://twitter.com/mhigby/status/490220949120106496)
Quote
Discussing the idea of giving The Brawler - the Auraxium variant of the NC Mauler shotgun - an underbarrel shotgun.
Fuck yeah.

100% approve
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on July 21, 2014, 10:40:13 am
Birgirpal on Planetside 2!
Huh, who is this Birgirpall? As in, why is he special?

He's a minor youtube celebrity, largely due to a bunch of hilarious gameplay videos. These include a couple preposterous "for fun" challenges in BF2 (or maybe it was CoD), but mostly revolving around "breaking" games and the resulting commentary. (Though to be honest, it's more about Banzai being silly.)

Advanced humor for mature people. (https://www.youtube.com/watch?v=AYjCXjIeNJk)

 Epic ragdoll fighting (https://www.youtube.com/watch?v=js04iW7JVEc)
 Epic ragdoll fighting (https://www.youtube.com/watch?v=_d9qTPs40S4)
Epic ragdoll fighting (https://www.youtube.com/watch?v=7lF7ir6qxQA)

Having played Gang Beasts with a friend, it really is that fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 22, 2014, 06:54:30 pm
Welp. (https://twitter.com/mhigby/status/491709887802404864)
Quote
Brawler Shotgun underbarrel shotgun attachment confirmed for greatness.
Need to rush those remaining shotgun Auraxiums...

Also a revamp of the spawn system (https://twitter.com/mhigby/status/491650542246965250), reducing respawn times and load screens. Looks like a 'quick' respawn option with only 7 seconds downtime, but no changing class or spawn point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 22, 2014, 08:37:21 pm
Awwww yeaaaah.

I hope it comes with extended mags, though... otherwise it probably isn't going to be that great. I'll use it for the lulz, but I'd be even happier if it was a legitimate weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 23, 2014, 01:12:49 am
I guess I need to work on a fifth LMG auraxium so I can get a gaudy looking T9 CARV. With any luck it will be as jittery and frustrating as the original.

I crashed four times on Hossin today. I guess the game doesn't want me to play on that continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 23, 2014, 01:59:27 am
B.but I like the T9 Carv. :(

Though I like the Gauss SAW better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 23, 2014, 04:10:16 am
Under barrel shotgun for the mauler sounds dumb until you realise you can have slugs in the main clip and buckshot in the ub
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 23, 2014, 04:59:12 am
Under barrel shotgun for the mauler sounds dumb until you realise you can have slugs in the main clip and buckshot in the ub
Unlikely. The Auraxium weapons come with specific attachments unchangeable. Unless SOE wants it to have that it won't. Not seen a definitely list yet but I doubt they make the archetypal special reward shotguns slug only.

I hope it comes with extended mags, though... otherwise it probably isn't going to be that great. I'll use it for the lulz, but I'd be even happier if it was a legitimate weapon.

From dev comments on reddit, looks like it's a tradeoff against two extra rounds in the mag for the other factions. So maybe a 8 round + 1/2 UB, with the UB having higher damage (IIRC existing UBSGs can one shot with partial headshots), while other factions get the 10 round extended mag setup?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 23, 2014, 05:48:45 am
Oh yeah...


Yeah, its a dumb gimmick in that case
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 23, 2014, 06:26:34 am
I hope it comes with extended mags, though... otherwise it probably isn't going to be that great. I'll use it for the lulz, but I'd be even happier if it was a legitimate weapon.

From dev comments on reddit, looks like it's a tradeoff against two extra rounds in the mag for the other factions. So maybe a 8 round + 1/2 UB, with the UB having higher damage (IIRC existing UBSGs can one shot with partial headshots), while other factions get the 10 round extended mag setup?

Sounds pretty bad, then. At least the 8 rounds will give me some practice for my Laser Sweeper that I've been pondering.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 23, 2014, 09:06:17 am
I guess it boils down to "Can it be used like a poor-man's Jackhammer?"

Not that anyone with five shotgun auraxiums is a poor man
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 23, 2014, 09:29:57 am
I can't imagine it being anything like the Jackhammer, UBSGs are... not very good. Perhaps it's other stats will redeem it some what, but I doubt it's going to be superior to the VS/TR options -- I suspect SOE considers +UBSG, -2 rounds to be basically an even trade.

Edit: Also, while I'm here, I should mention I got my third MAX knife kill today. Wheeee!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 24, 2014, 02:52:14 pm
(http://i.imgur.com/FGCu8xo.png)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 24, 2014, 02:58:08 pm
Very Laser Guided missiles?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 24, 2014, 03:01:39 pm
It'll basically be an AV mana turret
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 24, 2014, 03:11:37 pm
CAS looks really good to me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 24, 2014, 03:49:31 pm
Hornet missile
Lolpod
Air-Vulcan
Banshee
Vortex

The CAS is going to make meat sacks cry, VLG might actually be useful on a turret
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 24, 2014, 04:03:24 pm
I'd like it if these guns were on the side of ineffective so that it doesn't become the go-to kill everything vehicle like the Harasser used to be.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 24, 2014, 04:14:29 pm
I don't mind if the weapons are strong as long as they aren't as hard to kill as the initial harasser.

I'm looking forward to flying around Phoenix users in the rumble seats.

One thing that might be odd about it is that skyguards will tear up the rumble seat riders. Skyguards have a large radius area damage explosion but only against aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 25, 2014, 02:00:40 am
I'd like it if these guns were on the side of ineffective so that it doesn't become the go-to kill everything vehicle like the Harasser used to be.

Conversely, I hope they aren't too ineffective, so the vehicle doesn't become the MAX taxi that the current Harasser is (with the added benefit of it being unable to even carry MAXes.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 25, 2014, 05:13:36 am
IDk, current Harasser is pretty effective against infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 25, 2014, 06:17:52 am
I keot a sundy alive for nearly twenty minutes because I used the Walker on its front to shoot down all the Phoenix missiles that came flying twards it  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 25, 2014, 06:32:54 am
IDk, current Harasser is pretty effective against infantry.

Problem is, for half the crew and a third the resources, you can get a Flash which is also pretty effective against infantry, and comes with cloak... and can one clip your Harasser.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 25, 2014, 06:41:23 am
I played on the test server before going to bed yesterday and got to try out a 3-way fight at The Crown with no loading screens. It was one of the better fights I've been in, and it felt just that much better when you weren't taken out of the game even for a second for a loading screen just to deploy within render distance of where you died.

[EDIT: I don't know if I'm crazy or something but I noticed there were a lot of TR MAXes at that fight. I don't know if they were the same maxes that just didn't die or just kept getting revived, or if something with the new resources is allowing them to pull MAX after MAX in succession.]

The new 'quick deploy' is causing a problem that was probably not initially intended and could be improved with some changes to the death screen. Right now when you die, if the quick deploy is toggled on then you will immediately respawn where you last spawned with your current kit a little bit faster than you could if you were to choose your spawn normally. This is good for newer players and for those time sensitive moments where you need to be pushing as many bodies towards the objective as possible, but it's making it even more difficult for medics to find buddies to revive because the bodies respawn so quickly. It would be nice if there were some feedback to the dead player that a medic is nearby with their medic tool out, and perhaps automatically toggle the quick spawn off. They can still his spacebar to respawn like they can now, but it'd give medics a bit more time to get to the corpses. They could possibly even have it so that with quick spawn enabled they will automatically accept medic revive requests, using the revive as their 'quick spawn', but that might cause problems where people weren't quite paying attention or were not aware they were being revived and suddenly popping right back up where a squad of heavies could be waiting for them to get up.

Mag scatter is a pocket shotgun just as advertised. I would have the reload animation be a bit different, but in the end that's not really important, more of a nitpick. I'll probably stick with my Desperado though =3

The directives themselves (which is what was being tested) didn't seem to be working at all for me and it's definitely in its earlier stages right now. Everything is under drop-down 'trees' of sorts, similar to the old cert menu except with menus within the menus (if that makes sense). Things you do towards directives show up on the left hand side above the current objective which is nice, now they just need to have some kind of XP ticker on the right side of the screen so individual actions don't show up one at a time like they do now.
I keot a sundy alive for nearly twenty minutes because I used the Walker on its front to shoot down all the Phoenix missiles that came flying twards it  :P
Every time I use a phoenix it astounds me that nobody ever thinks to shoot my missile down given how easy it is. I've shot down friendly missiles accidentally just by shooting towards the enemy =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 27, 2014, 02:03:20 am
Today on Emerald a well known Youtuber I had never heard of before today named AngryJoe brought 150+ new players to play on the TR side. I happened to login into the NC facility on Hossin they were trying to take by pure chance. I haven't seen so many <BR20 TR in one place in a long time. There was no room in the Goon platoon so I stayed there for a short while.

NC was losing slowly despite repeatedly pushing their sheer numbers off the points and gens but then GOKU showed up in vehicles, /yelling ATRA lives.

As I had only just logged in and because ATRA is usually only called for a good and noble reason, I confirmed it by echoing in /yell.

Unfortunately I was later ashamed to learn it was not a resurgent TE or other such catastrophe that caused GOKU to call for ATRA but a cruel desire to shit on 150+ new potential TR players. I was only there for a short while before a spot in the Goon Platoon opened on another continent and I joined that instead but to my shame later on I had already affirmed ATRA.

I learned an hour or so later that GOKU pushed the TR all the way back to their warpgate on Hossin, and while I was only present for fifteen minutes or so of base defense before leaving I feel I too am partially guilty of potentially making new players leave the game due to my ATRA lives statement.

Therefore in the future I will only agree to ATRA after I'm sure that it's for a good reason and not Goku being as someone in the true Goon outfit put it with none disagreeing "the worst Goons."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 27, 2014, 02:26:52 am
Quote
GOKU ~ /yelling ATRA lives ~ only called for good reason
No offense, but why would anyone take anything GOKU says in /yell as anything other than mass dickish trolling. I just assumed anyone who's played on mattherson long enough took this as fact.

Quote
"the worst Goons"
Couldn't agree more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 27, 2014, 02:29:16 am
In the past ATRA has been called for good reasons, but you do have a solid point there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on July 27, 2014, 02:37:06 am
... what's ATRA?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 27, 2014, 02:44:28 am
... what's ATRA?
Same question  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 27, 2014, 03:29:10 am
Anti Terran Republic Alliance.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mistercheif on July 27, 2014, 08:46:38 am
I was actually there for the entirety of that battle.  The platoon I was in kept the shields up on Naum Amp Station for well over an hour.  They only dropped twice, and we pushed them back each time.  We held out, with only around 25% pop for the entirety of the battle, until the VS took the territory between the VS warp gate and us gave us the opportunity to surge forward and smash the TR.

And frankly, at Naum itself the VS were more of a hindrance than a help.  We weren't able to restore the West shield generator for about 20 minutes because they were sitting there camping the lift tunnel from the main building with some MANAs, and that had been pretty much the only way out of the base the TR wasn't paying attention to. And they were the ones who brought down that shield gen in the first place.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 27, 2014, 08:56:41 am
Today on Emerald a well known Youtuber I had never heard of before today named AngryJoe brought 150+ new players to play on the TR side.
Basically all of the youtubers that both I know and are big enough to hold a similar audience that have played PS2 have picked TR for some reason. Its a bit odd.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 27, 2014, 09:17:53 am
Today on Emerald a well known Youtuber I had never heard of before today named AngryJoe brought 150+ new players to play on the TR side.
Basically all of the youtubers that both I know and are big enough to hold a similar audience that have played PS2 have picked TR for some reason. Its a bit odd.
Probably because they have the most rof and thus feel more like a typical fps. Also, that means you can spam them more and get at least some hits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on July 27, 2014, 04:26:52 pm
I still think the VS is the best newbie infantry faction. Their MBT is a little less newbie friendly, but the guns are solid at most ranges, they start with the Orion, and seem to have really manageable recoil. I actually preferred the NC over the TR too, but I'm not really sure why and would like to give the TR and/or VS another try. I'm getting kind of tired of a large portion of NC weaponry either being hard to control or a shotgun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 27, 2014, 06:22:52 pm
<Angry Joe stuff>
I couldn't be there (https://forums.station.sony.com/ps2/index.php?threads/error-nbe-1013.194408/)

Funnily enough, most opinions from NC I've heard prefer the more 'TR-like' weapons such as the Carnage AR, the NC6 and EM6 being notable exceptions. Also, don't forget that VS don't have to worry about ballistic drop
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on July 27, 2014, 11:37:26 pm
Also, don't forget that VS don't have to worry about ballistic drop
There aren't that many long range VS weapons that lack bullet drop. There's Eidolon and maybe something else. I haven't played in a while so memory's a bit fuzzy but that was the general gist of the no-bullet-drop feature at that time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on July 28, 2014, 02:57:32 am
I decided to play the class I never play and ran around as an infiltrator for a while. It really sucked for a while since I'm used to being able to take enemies head-on, but I finally got the gist of it and started getting a consistent run.

Turns out most of the SMGs kind of suck with a silencer, and their low damage makes them hard to use when you do end up in a direct confrontation. Then I realized that I'd unlocked the automatic Scout Gun some decades ago, tossed a silencer on it, and that was about the point where I started enjoying myself. It's incredibly fun having to outsmart your opponents rather than just outgun them.

The certs come slow, though, since everything's more methodical. I'm looking forward to getting some of the game changing items, like the AP mines and the EMP grenades, but with as slow as Infils get certs I may have to stock up as a medic while doing that.

On the other hand it's nice to have something to work towards. I unlocked everything I wanted for my favorite classes (Medic, Engineer, and LA) a while ago and was starting to pile up quite a few certs. Now I actually have something to spend them on!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 28, 2014, 05:51:22 pm
I played infiltrator for a few minutes a couple days back, because our squad needed to hack a vehicle terminal and nobody else volunteered. It felt a bit like EZ mode, honestly, but it could've just been that all my enemies were stupid.

There aren't that many long range VS weapons that lack bullet drop. There's Eidolon and maybe something else. I haven't played in a while so memory's a bit fuzzy but that was the general gist of the no-bullet-drop feature at that time.
Really? I was under the impression that all VS weapons didn't have bullet drop. Does their rocket launcher have ballistic drop?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 28, 2014, 07:12:40 pm
The lancer doesn't, but the others have the same characteristics as the other factions' equivalents.
Bolt-actions (except for phase shift) have drop. Tank shells have drop (and a lot it, too). All I could think of.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 29, 2014, 02:47:21 am
S1 has drop, lancer doesnt
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 29, 2014, 06:56:23 pm
I've been getting one shot killed by DA members with close range bolt actions. It's almost like they read my post about not seeing many VS snipers and decided to make me eat my words.

Hats off to DA, the one outfit that is good enough to make me want to throw out baseless hackusations (such quick aim time!) even though I know it would be too hard for an outfit in the spotlight as they are to get away with it for so long. They are the main reason I'm against the HE splash nerf as it's changing the game in their favor which is hardly needed. HE cannons are currently their kryptonite when they stack up in a building and firing line people trying to get in, but possibly not any longer after the new patch goes live.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 29, 2014, 10:05:08 pm
noscope 360
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 30, 2014, 12:36:32 am
I've been playing infiltrator more.

I've been using the heavy scout rifle. I think it's the best mid-range gun, bar none. It hits hard and drops people in two headshots at any range. Notably, this is the same number of headshots for the semi-auto sniper rifles, except that it isn't completely awful to shoot like the semi-auto sniper rifles. The only thing I don't like about it is the CoF bloom per shot. It increases by .3 (!) per shot, so good luck hitting anything at max ROF.

The motion sensor is pretty good, especially fully upgraded. It makes the recon darts seem bad in comparison, even though recon darts can be spammed and fired to remote locations. Getting those arrows on the minimap is way more useful than a dot.

It's kind of silly how much you can get away with cloak in heavy population fights. Enemies don't seem to notice the cloaking sounds with everything else going on. Also it helps that most zerglings are totally clueless, and the ones who are alert usually don't fire for fear of teamkilling. At some point I should probably go completely cheeseball and drop claymores in these situations like every other cheesy infiltrator.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 30, 2014, 12:53:41 am
noscope 360

Spoiler (click to show/hide)

VS got kicked around by NC and TR pretty good tonight despite their nightly population advantage. They had over 50% population on Hossin for a long time and couldn't lock it. I earned tons of resupply and max repair exps as we farmed VS at a biolab for a long time at 60%+ experience bonus, no membership or personal boosts. A few NC outfits redeployed to Hossin finally after a big argument in Leaderchat, with people argueing with Wisdomcube because it's Wisdomcube even if he's right a lot of the time despite the way he goes about it. Those NC pushed out of the warpgate and consolidated with the biolab defenders. It must have caught the VS by surprise; I think a lot of them were up north folding up the TR as NC only had the biolab left when the NC outfits showed up. They were only 5% away from lock at one point. A lot of them left for other continents after that happened. I logged out a few minutes ago and they have 37ish% on all 3 unlocked continents but TR still has Esamir locked.

No shame in that VS, I've seen it happen to NC too with that little to go, though perhaps without such a large population advantage.

It's kind of silly how much you can get away with cloak in heavy population fights. Enemies don't seem to notice the cloaking sounds with everything else going on. Also it helps that most zerglings are totally clueless, and the ones who are alert usually don't fire for fear of teamkilling. At some point I should probably go completely cheeseball and drop claymores in these situations like every other cheesy infiltrator.

It's because people who have to use low graphics can't see you. They can only see you if you are being damaged and your shields are flashing. It's not some people noticing you while others are less alert; it's that some of them really can't see you at all while others can see you from ten or twenty meters away. I'd like to be able to see infiltrators like people on medium can but that will cost me a ton of frames per second to turn it up even that far. I can get about 35 fps when not turning with it on low in a big fight; that's low enough to not be able to track the common .75 ads movement speed guns when they strafe back and forth as going ADS lowers fps even farther for a half second. If I turn it to medium it goes down to 20-25fps in big fights and that's enough to not be able to track the .50 ads movement speed guns. I'd rather increase my chance to lose to infiltrators than all the classes.


EDIT:

Check it out, the VS pistol was changed on Test

https://forums.station.sony.com/ps2/index.php?threads/vs-spiker-update-29-7-comparisons-to-other-pistols-looks-bad-and-balance-seems-confusing.195417/

That 6 shot burst is interesting, it does slightly over a thousand damage. I wonder how accurate it is. I like the concept. It could be really good for charging and then turning a corner with if you have the timing down, or even easier if you can hold the charge. I hope you can't hold the charge. If it's accurate at mid range it'll be very deadly; if it has some recoil you would have to wait until they are about to go around the corner which seems about right to me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 30, 2014, 05:58:11 am
I hope the Vanu will stop complaining about their pistols, now. They won't, but one can hope, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 30, 2014, 08:24:19 am
I'm on the test server now. Directives appear to be broke as I ran over a few vanu with a turbo flash and gained no progress. I shot a few with the renegade and that didn't register either.

Also I'm going to have to pick up the renegade on live, it meshes surprisingly well with how I use my turbo flash. The fury is nice at mid range when I catch someone who hasn't noticed me, but at close range it's splash smites me and my flash too. The shotgun will be nice for that.

I tried out the NC shotgun pistol and it seems weak as heck. I would have done better with the Rebel but I also was playing without an edited useroptions. Frames per second was much higher on test than on live but that's likely due to low server load. I'm going to try the various pistols with my live useroptions settings and see how I do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 30, 2014, 08:50:42 am
Try relogging into Test if it was your first time playing with directives, they wouldn't update for me until I logged out then back in.

If you can't hit 60 FPS it may be a good idea to simply lock your max FPS at 30 so that it will be a smooth 30 instead of jumping all over the place., The reason youtube videos look so good is because they are 30 fps, if you actually played the game at 30 fps it wouldn't feel or look as good as it would at 60fps

http://30vs60.com/bf4running.php
http://www.30vs60fps.com/

Some people may not even notice that there is a difference between all the cloaker sounds, I know that I had never noticed it until somebody had actually pointed it out to me. I forget if I mentioned this but the sound design in Planetside 2 is pretty damn good, and that's not something people usually appreciate as much as they appreciate pretty graphics.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on July 30, 2014, 01:38:03 pm
I checked out all the pistols. I used them all in VR and used the NC and TR pistols as a stalker in actual fighting before I was distracted by flash turbo. I actually have no experience with stalker cloak so I probably wasn't the best to try them out.

NC: The weakest of the three by far, it shoots slow, has a ton of recoil and can't plink at long range. It has a cool reload animation though. It also can't fit a silencer. I'm not sure if I even got a kill with it or not. Actually I remember ambushing a few TR as they floated off the lift pad. I got a few kills with it. One must have been damaged already because he died in one shot while he was floating upwards.

TR: The best pistol hands down. Sounds cool, simple to use as it's fully auto, can be suppressed, and gets kills up close really easy and can also reach out farther than the NC pistol. I got a number of kills with it while using the stalker cloak in the biolab by waiting for people to run past me. I also killed an NC on the ledge that's barely walkable around the landing pad before he could react and he was looking right at me at point blank.

VS: Could be the best pistol when used by a group. I didn't test this in a real fight but I shot it a decent amount in VR. It has a cool firing sound. It's charge can be held indefinitely, which means if you use this pistol you can hold the charge while camping a door for someone to run through. It kills really, really fast with charge and then click spams. The charge has a pretty big recoil, but it can be compensated for easily, at least in the VR. It has really quick damage dropoff so it's less useful at range but if you catch someone with the charge at close range they will probably go down. It won't be hard to do that either as you can hold the charge indefinitely. The downside is you walk slower with the charge but it's a camping weapon for sure so it doesn't really matter. It's probably not a good stalker cloak weapon but it will be great for people who need a weapon to back up a long range primary indoors because if you land a burst at close range it kills as fast as a primary weapon. Basically the charge does what the NC's shotgun pistol does with a big burst of damage and then it has the two shot burst mode too. While the damage dropoff is severe, it still felt better at range than the NC shotgun pistol when you unleash the charge and then spam the bursts as fast as you can. The non-charged bursts have big gap between them which lowers the rate of fire a lot but you can't have the best of everything, just don't tell that to the VS guy complaining in the VR room about how it's non charge mode is not better than the commissioner. Some people just can't be satisfied short of a ZOEquivalent.

IF anyone was wondering, turbo flash is still terrible but fun. If only it could be decent for the NC team effort and still fun, I'd drive it even more of my playtime on live with the new resource thingy. .42 KDR, my poor little test server session score. I chain pulled flashes almost the whole time and went infantry hunting. It was around a biolab which is both good and yet mostly bad for flash; mostly bad because most of the squishy infantry are above you and the vehicles that prey on your kind are on your level looking for targets. It has potential to be good too though because the infantry spawn at the ground and for a few seconds they are very vulnerable to being roadkilled as they make their way towards the float pad. I hope the devs who were in that zone took note how terrible I did with my turbo flash. While it wasn't a great base for it, I actually drive it more than anyone else I know on Emerald and I wasn't failing on purpose because I was trying for flash directives. Maybe I can convince them turbo should be innate in the flash by giving them honest combat usage data that shows it needs some fixing up.

I also noticed that hit detection is a bit off for the flash. I drove through several enemy pedestrians without getting bonus points. My video game knowledge clearly tells me this is not working as intended. This is especially unfortunate as my flash seems to find it's way into the back of whatever poor fellow on my team that I pass within ten feet of, leaving me to spam V8 in the hope that it will forestall any potential vendetta against myself that would leave me being shot off my noble steed if I happen to stick around long enough for that friendly roadkill to be resurrected by a nearby medical personnel.

I even did a perfect backflip right over a magrider who was gunning for me and landed behind him. It's too bad I had the shotgun at the time or I would have put a dent in his rear armor before he turned around and one shot me. The magrider pilot was duly impressed, filled with the camaraderie that is refreshing about the test server. It would be cool if flashes had a secondary weapon option that was like a TOW missile. You'd only get one per flash but it would do a good chunk of damage if you shot it at a tank's butt. As much as an MBT AP round? If turbo was innate it could go in the vehicle slot turbo, wraith and scout radar currently exclude each other from... A man can dream...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 30, 2014, 05:54:54 pm
I'm actually convinced that somewhere there's an IF statement thats been accidentally reversed for checking if someone hit by a vehicle is a friendly and if they are reduce damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on July 30, 2014, 06:08:42 pm
Roadkills are calculated by the victim, which is why running people over is so wonky. You might run them over, but on their side, they might be narrowly missed by you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 30, 2014, 06:10:58 pm
Something that's great fun to do with harassers and lightnings is to plant C4 on them just as they're whizzing by.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 30, 2014, 09:32:49 pm
Roadkills are calculated by the victim

I thought they were calculated by the server? Either way, you have to lead your target when you roadkill... and when you try to dodge friendlies, you often end up accidentally leading them -- in many cases, driving directly over where they are on your screen is the least likely way to kill them, hence friendlies being easier to roadkill than enemies.

As for the Flash, while Turbo Flash definitely sucks, Wraith Flash is completely fine as-is and needs no buff. Innate turbo would combine the two, and would be a bit ridiculous. Admittedly the Flash is probably too fragile for it to ever reach the levels of ridiculous that various other vehicles have had, but I really don't feel they need it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 30, 2014, 09:37:58 pm
What about breaking Turbo/Wraith into its own slot?  Would Wraith with scout radar really be that gamebreaking, since you'd have to stay in it anyway?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 30, 2014, 11:41:03 pm
That sounds fine. I just think the mobility afforded by turbo combined with being able to cloak would be... again, I don't want to say OP, because it'll be so fragile, but it'd be really powerful. As an example; Turbo/Wraith/Fury could one clip a Harasser, without it being able to see it coming, and without it being able to run away.

Although I suppose there aren't a lot of battle Flash pilots around, so even if it was OP, people might never notice. I did run into one yesterday, though... quite literally. We were both cloaked and had a head on collision, took me a moment to figure out what happened.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on July 31, 2014, 01:02:19 am
So I've found that mid-range sniping is boss. Get the bolt action rifle with the fastest chamber time, the x4 scope, and the straight bolt and you've got yourself a venerable killing machine. I went from struggling to get a 2.0 K/D ratio with my infiltrator to easily maintaining a 3.0+.

I think I've found my new favorite class.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 31, 2014, 08:05:00 am
I've enjoyed nearly every short-mid rifle infil run I've had.  Headshots at 50m when the target's looking at you are much more satisfying than plinking newbies at 300m who are standing around waiting to be shot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on July 31, 2014, 04:25:54 pm
I've enjoyed nearly every short-mid rifle infil run I've had.  Headshots at 50m when the target's looking at you are much more satisfying than plinking newbies at 300m who are standing around waiting to be shot.

Until you try it with a shoddy framerate and can't even line up bodyshots on stationary foes... :(

I need to get a job to get a computer capable of PS2 on High enough to show me where infis hide, and high enough for me to smoothly move my view without it sliding past foes i'm attempting to shoot.

I did get myself a bolt action rifle and got one kill with it, so I got that going for me, which is nice. I also picked up the ASP Grounder G2A rocket for my heavy, because i was sick of being lolpodded at range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on July 31, 2014, 04:30:43 pm
So, do we have an outfit? I've started playing again, on Hossin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 31, 2014, 04:32:34 pm
So, do we have an outfit? I've started playing again, on Hossin.
Faction?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on July 31, 2014, 04:39:01 pm
I've enjoyed nearly every short-mid rifle infil run I've had.  Headshots at 50m when the target's looking at you are much more satisfying than plinking newbies at 300m who are standing around waiting to be shot.

Until you try it with a shoddy framerate and can't even line up bodyshots on stationary foes... :(

I need to get a job to get a computer capable of PS2 on High enough to show me where infis hide, and high enough for me to smoothly move my view without it sliding past foes i'm attempting to shoot.

I did get myself a bolt action rifle and got one kill with it, so I got that going for me, which is nice. I also picked up the ASP Grounder G2A rocket for my heavy, because i was sick of being lolpodded at range.
This. I love PlanetSide almost do death, but I can't really play in battles over 25 people large. And on low - I could see infiltrators on medium, but not on low. I really wish they had a separate option for that...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on July 31, 2014, 04:58:25 pm
So, do we have an outfit? I've started playing again, on Hossin.
Faction?
NC, but I can swap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 31, 2014, 05:52:31 pm
They really need to do another feature freeze and reoptomise things again.

That month of November was fantastic after the OMFG patch but performance now feels worse than it did prior to the patch, especially hating how much mouse lag I'm getting regardless of whether I use raw input or not.
One of the main contributors to why I just cancelled my sub's renewal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on July 31, 2014, 05:54:29 pm
The problem with that is they spend so much time balancing shit that they barely implement any actual features. It would be nice to have them focus on optimizations for a bit though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on July 31, 2014, 06:07:17 pm
They are supposedly fixing some of the mouse lag in the next patch. I played a bit on the PTS and it felt completely different. Hesitate to say better, but was dealing with trans-Atlantic ping and higher than usual settings (for test purposes), so rarely broke 15fps in fights (usually I can get up to at least 20...). Definitely seemed smoother, but worked alongside everything else to make aiming impossible. Want to see how it works without the latency and with more carefully crafted settings.

I think they are trying to push out the directives, quick spawn and new resource system now. I don't see them doing another serious optimisation pass till after the Valkyrie at least, which is already getting there (https://www.youtube.com/watch?v=HKNVC4KnxIc)

Speaking of the above, directives seem fun and reasonably well thought out, with a couple exceptions. A few class directives require buying specific weapons (eg, Jackhammer for Heavy) or are absurdly situational (MAX punch...). Didn't pay enough attention to the resource system, but seems somewhere between smooth and unobtrusive and frustrating. Easy to run dry and be unable to use consumables. Especially if you are using a MAX and accidentally quick spawn in a new suit at full cost. These two things alone are a huge balance/content patch when they finally go live.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 31, 2014, 06:33:04 pm
I wonder how many people are going to be jelly of the jelly armor/weapons

I think the rumble seats should been more like this (http://www.militaryfactory.com/aircraft/imgs/md-ah6-mh6-little-bird_3.jpg) because it looks like the way it is now you're likely to shoot at your own vehicle. It also looks spaceous enough that they could feasibly add 2 passenger seats/1 MAX seat, but I think they shoot that idea down every time it comes up. It's the difference between spawning 2 valks or 3 valks or a galaxy for a squad (Also, with the new resource system, the guy who gets stuck spawning the galaxy is not going to have nanites for ground use).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on August 01, 2014, 02:25:42 am
I, Mono124, Ruskin and some others are starting a fresh new outfit on Emerald, TR. We decided to all go where we didn't already have characters to avoid the usual bickering. If you want in, definitely join our teamspeak- there's a link in my signature.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 01, 2014, 05:32:33 am
I hate carbines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on August 01, 2014, 06:38:39 am
I hate carbines.

As an AC-X11 user I can't possibly understand this statement.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on August 01, 2014, 09:15:09 am
As a Razor GD-23 user I can't possibly understand why you'd use that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palsch on August 01, 2014, 10:31:04 am
As an Razor GD-23 user I can't possibly understand why you'd use that.
Three headshot kill out to ~50m. 0 ADS COF. If you can get on top of a tower or the central perch in a biolab you can clean up nicely with it.

I'd guess it's a similar split to that you'd see between the SAW and EM6. I can recognise the strengths, but feel the lack of that extra damage tier and hyper-reliable first shot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on August 01, 2014, 11:32:06 am
Yeah, I don't understand the love for the God SAW either. I much prefer the EM6.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 01, 2014, 11:33:46 am
Everyone knows the ultimate NC heavy weapon is the Jackhammer 8)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 01, 2014, 12:53:25 pm
I love the godsaw, I shoot down fighters with it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 01, 2014, 03:46:26 pm
AC-X11 = Reaper DMR with shorter barrel = NC6 Gauss SAW with smaller magazine (Broadly speaking, of course)

I prefer the EM6 over the NC6, but if you get good with the NC6 you can dominate everyone with headshots and even cripple MAXes. 200 damage weapons are fun if you can manage the recoil. I like 164 damage weapons (EM6, NC1 Gauss Rifle, AF-19 Mercenary, even the AF-4 Cyclone), they're a nice bit of compromise between stability and damage plus they 'feel' a bit more like an actual gun. 143 damage guns feel a bit like COD laser guns, which makes them good and popular especially since you can bullet hose at longer range and spray and pray up close.

Plus there's the whole shooting down ESFs things like Aseaheru mentioned. Mossies have lower health compared to the other planes so one or two people with high damage auto weapons can just shoot at it like they were AAA, let alone a whole squad doing it. I've gotten plenty of ESF kill (credits) for being one of the few people to shoot at them while they try to lolpod only to realize they have low health or panic and run into a tree.

EDIT:
I, Mono124, Ruskin and some others are starting a fresh new outfit on Emerald, TR. We decided to all go where we didn't already have characters to avoid the usual bickering. If you want in, definitely join our teamspeak- there's a link in my signature.
I've been thinking of making a TR alt, so if this happens I'd be interested. Although I don't really like having in-game voice and teamspeak voice at the same time, it gets too confusing for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 01, 2014, 05:54:22 pm
I hate carbines.

How can you not like carbines?

They're the easiest guns to shoot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 01, 2014, 06:25:27 pm
LMGs/Assault Rifles/Sniper Rifles tear them up at range, SMGs/Shotties tear them up in CQC. There is this band of combat where they are the optimal weapon to use, but it's hard to force engagements to keep happening in that band.

Carbines aren't bad, of course - smart positioning will trump any kind of firepower advantage your opponent has, and it's not like the difference between a LMG/AR and a Carbine is all that much, but I have been phasing out my Carbines for SMGs (Cyclone!) on my Light Assault and dread having to use my carbines on my Engineer. They just don't feel punchy enough to compete up close (especially given that neither engineer nor LA have any kind of panic button and have to rely on positioning) and even the more accurate carbines (razor) feel like they only tickle my opponents in longer range combat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on August 01, 2014, 07:15:52 pm
I don't think that band exists, actually. Or rather I don't think the weapon role chart is one-dimensional. Yes, on the CQC-long range scale you have your shotties, SMGs, AR, and LMGs. IMO carbines don't fall somewhere in between those, they stand separately. As you said, they're all about positioning. IMO they're not short range guns, they're not mid range guns, they're not long range guns, they're shooting in the back guns. Hence why they're the primary weapon of the LA class, which is the only class able to actually utilize them effectively. On a groundpounder class they'd be useless, as evidenced by the engi. But the engi is special in other ways, his main weapon is the MAX unit he's hiding behind and his other teammates that he's keeping supplied with ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 01, 2014, 09:57:17 pm
Engy also has the battle rifle which is also superb for being ok at all ranges. With 2x reflex it's not so bad at close and mid range, with a 4x it's a good choice at long range, and with a 6x it can be used at very long range, though that's asking to be sniped because at that you'll be at full damage drop off.

Spoiler: ACX-11 and Razor (click to show/hide)

Spoiler: NC LMGs I've used (click to show/hide)

I have to wonder if an EM-1 with .75 ADS speed would be overpowered. Right now it's kind of weak and I can't think of another existing NC LMG that could use a buff as hefty as that. According to Vanu that defend the Orion .75 ads isn't that great an advantage so I don't think they'd have an issue adding it to a somewhat weak NC LMG. Are there any weak TR LMGs it would it be a good addition for?

On a funny note, the other day I died to an Ursa from pretty long range in a biolab. I'm so used to being killed by Orion I was already starting to complain in my mind that the Orion could headshot that accurately at long range and hit that hard despite the range when I saw the kill screen and saw it was an Ursa. That's the first time I've seen that gun in a really long time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 01, 2014, 10:10:11 pm
I'm so afraid of getting lolshotted by random snipers that are apparently everywhere that I'm always moving, so I always get the movement penalty...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 01, 2014, 10:37:28 pm
Same here, but after moving around a while you can tell if there is a sniper with line of fire to you by the friendly corpses or the bullet noise. Also you can move in between bursts with the SAW. You can shoot while strafing in between your 'good' bursts and then stop and start a new burst when you are stationary again. It does have 100 rounds. You just won't be accurate at all during your moving burst.

I, Mono124, Ruskin and some others are starting a fresh new outfit on Emerald, TR. We decided to all go where we didn't already have characters to avoid the usual bickering. If you want in, definitely join our teamspeak- there's a link in my signature.

Well, at least you aren't purple. TR needs the most help right now anyways so good choice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 02, 2014, 02:30:14 am
I'm also not a fan of carbines. They're too inaccurate for LAs to use (this is true for literally every weapon that isn't a shotgun) and worse than every other weapon for engineers.

I still miss jumping ADS, it was so nice to have more than one viable weapon. :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 03, 2014, 10:53:56 am
(EDIT: Oh yes, for those on Teamspeak who have been poking me, sorry for not responding, been a bit busy =p)

This post is more opinions on guns that nobody ever asked about, again, I just like to ramble =p

So I've made my TR alt for the Bay12 thingy, and I have to say that the early game is pretty fun when you don't have everything unlocked. I don't know if it's because it's more challenging or if you just have a lot more progression and such, but I'll be sticking with my TR guy for a while at least. The SABR was on member's sale so I picked that up and I've had success with it, still not as good at close range encounters as the NC1 but I haven't put a LAM on it so it hasn't been as good as it could be. The NC1 also still has the auto fire capabilities so you can not only single shot easily but you can auto fire easily when the situation dictates it regardless of how much you pancake. Plus the NC1 is still one of the most newb friendly guns IMO, aside from the NS-11, because of its horizontal recoil only going to the right and its high damage giving you the edge at medium ranges. The first shot recoil multiplier is much, much nicer on the SABR than the NC1 which makes two shot bursts at ranges much nicer; I wish the Guass Burst had a similar advantage because then I'd probably use it over the NC1.

I played light assault out of necessity and the TRAC-5 was simply giving me a hard time, it felt more like I was using the AF-9 but without the higher damage output, but that might've just been because I didn't use it enough to get a handle on it. Its horizontal recoil is only in one direction like the NC1, so supposedly it's the more newb friendly carbine in comparison to the NC's default.

In terms of NC assault rifles, most people swear by the Carnage AR, and while I like it I feel more comfortable with the GR-22. They are very similar guns but the Carnage AR is more for people who are good at compensating for recoil and has a nice fast reload, while the GR-22 has recoil bias only to the right but has the longest reload times out of any other NC assault rifle. The T1 Cycler is fairly similar to the Carnage AR except it doesn't boast the ADS movement speed and it has more ammo and better recoil, and if I had to pick I'd probably rather have the ADS move speed than 10 more bullets and a slower reload.

I also don't see what everyone's problem with the TX1 Repeater is, it's basically a pocket SMG for when you're pancaking. Although I still like the Desperado more, the repeater's damage per bullet -is- fairly low for my tastes. Still, I rarely pull out my pistols, I have yet to get in the habit of pulling it out when knifing someone in case I miss.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 03, 2014, 12:22:41 pm
Get TAR. Who needs good ADS movement speed when you can hipfire at 50m?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 03, 2014, 06:02:40 pm
There is an 8/1 patch on the Test server.

https://forums.station.sony.com/ps2/index.php?threads/pts-patch-notes-8-1.195832/

C85 Canister
The area the canister is lacking in the most is range. To increase the effective range we are making two changes. We are increasing the minimum damage and tightening the pellet spread a little. We are also changing it to use a shotgun crosshair.
Pellet spread decreased from 1 degree to 0.9 degrees (1.33 degrees to 1.1 degrees on Harasser)
Minimum damage increased from 80 to 100
Crosshair changed from standard crosshair to a shotgun crosshair.
The minimum damage change should noticeably reduce the amount of hits required against targets outside the max range (42 meters for Van, 31 meters for Harasser). For example, if you were far enough away and only landing an average of two pellets a shot, the min damage change will change that from a 7 shot kill to a 5 shot kill.

I wonder how far away it starts landing 2 pellets on average. 5 shots is a lot of shots.

I'm going to predict PPA is still the only AI secondary that will be used with any sort of frequency. It's effectiveness compared to canister at more than extreme danger close range on live is probably way too far apart to be brought really close together by such minor changes. I was hoping the canister would be able to aim up like the kobalt as well.


Repair Tool: Functionality Improvement
Repair tool targeting has been adjusted to be based off the vehicles bounding box instead of the origin. This should make the range of the repair tool more consistent regardless of where you are in relation to the vehicle and fix locations where you seem like you should be able to repair the vehicle but can’t.

Cruise Control
The vehicle version of auto-run, cruise control, should now continue to function when controller focus is no longer on the vehicle; For example when opening the map or alt tabbing.

hooray! The repair tool changes will be especially nice. It was irritating to be moving around to avoid sniper fire while repairing a sunderer and have the repair tool stop working until you pointed it back at the center. It made the Sunderer do the repair flicker so whoever was damaging the sundie knew there was a distracted engineer there, and wasted some repair heat. It will also make it easier to repair a vanguard without being ran over.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 03, 2014, 06:37:06 pm
Cruise Control
The vehicle version of auto-run, cruise control, should now continue to function when controller focus is no longer on the vehicle; For example when opening the map or alt tabbing.
I always thought this got changed intentionally to how it currently is to avoid drivers running over softies because they were busy looking at the map/tits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 04, 2014, 01:58:47 am
PPA needs one hell of a nerf, all I see when I fight the VS are farmriders.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 04, 2014, 02:33:31 am
That or the canister and marauder should be as good as the PPA. I don't mind dieing to an anti-infantry tank because the first anti-vehicle tank they run into will waste them.

It's the fact that only the Magrider has an anti-infantry secondary that's ever seen in use that sucks. Canister vanguards are so rare I didn't gun one for months, and when I did finally find one there was a small horde of vanu infantry out at the open in mid range and I couldn't kill any of them with it. The pellet spread meant I would hit several at once with one shot but never enough pellets landing on a single one throughout an entire magazine being shot at the same infantryman to kill them much less any other kills whatsoever. A ppa would have melted the whole bunch and forced them into buildings. Vanguards and probably Prowlers use NS weapons for anti-infantry. Often it's a halberd because despite being intended for use against vehicles it's head and shoulders above a canister for anti-infantry. On my own rarely used Vanguard if I don't expect a gunner I do an AP main gun and kobalt secondary. I usually lock it because otherwise a new player will jump in to shoot at liberators or other heavy armor vehicles and makes my stealth armor useless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 04, 2014, 02:38:02 am
PPA is ridiculously superior to NS options, too. Have you ever seen a VS vehicle with a Cobalt? Heck, you won't even see Furies or Bulldogs on their Harassers, because they're clearly outclassed by PPA.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 04, 2014, 02:50:40 am
I agree. However VS already say the Magrider is the weakest tank and say that justifies having such a strong secondary.

https://forums.station.sony.com/ps2/index.php?threads/my-main-problem-with-the-magrider.195609/page-2



Personally I think it's not a bad tank, it just has to be used with some care for av work. Being able to strafe sideways isn't as useless as they say, though it's true it's not as useful in close range. At long range though strafing can make it hard to hit and while I don't know if the Saron is usable at that range I do know the halberd is.

Not to mention it earned the nickname Magspider for a reason.

I read on the forums that the magburner is supposed to be able to be used in all directions in a future patch, so that should make it a better tank chassis. Remember how good the Magrider strafe was just after the game released to live from Beta? It will be like that again, but limited by magburner recharge.

At that point if the canister and marauder are not equal to the PPA it would be quite disappointing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 04, 2014, 02:53:23 am
Saying that Magrider is inferior to Vanguard is like saying that Light Assault is inferior to Heavy Assault. Yeah, you'll lose in a head-on fight, but if you're not putting your vastly superior mobility to use you're doing it wrong.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 04, 2014, 03:04:42 am
The PPA is getting nerfed in the upcoming patch. It's getting a magazine reduction, from 50 to 20. The Canister Shell and Marauder are getting minor buffs to hopefully put them all on the same level.

The utility of the PPA isn't its magazine size though. I'm not VS and have never used the PPA outside of VR but it strikes me that a splash damage weapon with no drop on top of a vehicle that can get to places no other vehicle can would be a particularly potent combination. I don't expect a magazine size nerf will accomplish much towards nerfing the PPA's effectiveness.

If they really wanted to nerf the PPA they would add CoF bloom to it. All of a sudden all those stupid magriders on top of hills everywhere can't quite place the shots they need to skilllessly farm a spawn room.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 04, 2014, 03:27:59 am
I think your CoF idea would be a good choice if canister is to perpetually be a short ranged weapon. Or you could also add a lot of bullet drop so it drops like a Fury round to limit it's range. Unfortunately the complaints about bullet drop on VS weapons where it's obviously needed for balance reasons appear anytime it's mentioned as being a VS specific advantage.

Obviously, if your slug shotgun, sniper rifle or tank cannon has drop (notice they are all weapons that have massive damage in a single shot and thus don't have to worry about recoil as much) that means it's not a benefit in all the assault rifles, carbines, and LMGs that don't. Even the battle rifle has no drop; I'm surprised there are not more VS using it because even with bullet drop the Warden is good enough at long range despite having to compensate slightly for it to get headshots. You wouldn't have to compensate with the Eidolon or whatnot.

Whenever I read a VS saying something like (Yes, we VS have no bullet drop! LIES:mad:) because their tank cannon has drop yet disregards all the weapons that do have no drop I think to myself 'That guy has never tried to shoot an ACX-11 (NC long range carbine) at someone far away.'
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 04, 2014, 03:39:39 am
Wait, Vanguard is faster than Magrider? Since when? I swear it feels like I can *run* faster than a Vanguard.

And yeah, bloom on PPA would be nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 04, 2014, 03:46:17 am
I think with Racer 3 the Vanguard is a few kph faster at top speed. It's not enough to matter that much if at all. You don't hear me complaining about the prowler being faster and doing more damage. Maybe if it were a racing game.

If you didn't know you can jump gears in teh Vanguard when it hits those plateaus where it holds a speed for a second by releasing and repressing the accelerate key. It will get you to higher speed faster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 04, 2014, 03:48:25 am
I love the VS battle rifle when I'm running support Engi. Not quite as nice as being a pure sniper, but the fact that I can top off the various tanks and Sundy's as well as drop an AV turret make up for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 04, 2014, 03:52:22 am
I love the VS battle rifle when I'm running support Engi. Not quite as nice as being a pure sniper, but the fact that I can top off the various tanks and Sundy's as well as drop an AV turret make up for it.

Same here, the Warden is my number 1 loadout. I often run around repairing vehicles and since it's usually good sense for them to sit at long range it's a good choice when I do so. Sometimes I drive a flash so I can get to new vehicles faster. I've never gotten the AV turret though. I'd be tempted to use it out of render range and I find that too cheesy.

One thing that annoys me is how the VS Anti-infantry Mana turret has those great big shields that cover the head when it's turned slightly away from you. If I remember correctly the NC side shields are a lot smaller and leave the head exposed, but I don't shoot at them so maybe I'm wrong.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 04, 2014, 03:54:02 am
You can't use AV outside of render range any more, it's range has been nerfed severely.

As for Warden, I even use it with a Heavy, though that's with AV lock-ons which I only use when I'm sitting well away from the battle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 04, 2014, 04:40:35 am
Actually just got the Warden myself, was about to come here and say so! Like I said, I don't like carbines, especially on my engi - so the Warden was a good alternative. Is HVA/FlashSup/Grip the go-to for the battle rifles?

Like it so far, although I was a little embarrassed when I was trying to take out a BR100 TR medic and he managed to make short work of me from sniping ranges with a couple seconds of fire with his TORQ. That accuracy is incredible!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 04, 2014, 04:45:04 am
If it takes a compensator that's what I use, but yes HVA and grip are good choices.

I'd advise using a 2x reflex in close ranges and 4x truesight at long range. Unless you are trying to headshot someone to death or shooting someone at long range sniper ranges fire it as fast as you can.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 04, 2014, 04:49:43 am
The marauder used to be a better version of the fury, literally - it had a bigger clip, slightly faster rof, and at one point a bigger splash damage due to the fury's getting nerf whilst the marauder was overlooked.

Then it got made useless during the harasser nerf, along with the vulcan,
It was made to no longer damage vehicles yet it kept the fury's reduced splash (the fury got reduced to make it more intended for AV work)


So the marauder basically became a grenade weapon that you needed to land direct hits with...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 04, 2014, 05:14:09 am
Yeah, it could be better and I'd like to see it buffed. For a while it had a little too much splash damage radius though. It felt stronger than the PPA is now because it's splash was so wide as well as being mounted on the tough to kill harassers of that time. I think there was no max and minimum radii at that time, so splash was a little stronger. Instead of a large splash they should make it fire really fast to fit the TR's empire quality. I'd rather you got the anti-infantry chaingun from beta instead of the Marauder as a grenade launcher but it's probably too late for that.

The fury is still really good on a battle sunderer. That's the weapon I was gunning when Periphery and I along with various random 3rd seat gunners went on a killing spree on Hossin in a battlebus that just would not die. It caught on fire at least a half dozen times but we always managed to get it behind cover and repaired.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 04, 2014, 06:18:01 am
Battle rifle is great, except I really should take the suppressor off of it. The vs one has lower damage due to no bullet drop (balance), and lower velocity doesn't really have.

I prefer tanking in a vanguard than in a magrider for anti-tank, while the other way for anti-infantry. Actually, I preferred the lightning for all roles before the viper Nerf. :p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 04, 2014, 06:24:47 am
Is HVA/FlashSup/Grip the go-to for the battle rifles?

Laser sight isn't a bad choice since it helps the battle rifle at the range it's worst at. It also shortens the time it takes for the gun to get accurate when going from hipfire to ADS, which is important if you're totally MLG and like being aggressive with the battle rifle and like going for close range do-or-die headshots.

I think battle rifles are pretty generally bad though. I don't use them much since there's a carbine/AR/LMG that does its job better and doesn't have an awkward damage curve. Battle rifles would be really good if they were two headshot kills at more ranges than just within 10m.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 04, 2014, 09:56:59 am
I think you'd have to pay me to put a Canister on my Vanguard, even with those buffs.  Give me an Enforcer instead so I can farm tanks.


I've had the Warden for a really long time now.  I did use the compensator on it, but I took it off.  Its recoil is high enough and recoil recovery is low enough that you're recentered with or without for those long-range shots, and shorter ranges the difference isn't enough to matter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 04, 2014, 05:07:11 pm
I don't use tanks enough to have any real strong opinions on any of them. I know a while back they patched it so the Vanguard has better acceleration, which seems kinda odd to me. I also ran a mostly stock Lightning for the first time in forever the other day (on my new TR alt) and realize just how much the rival chassis helps with eeeverything.

Is HVA/FlashSup/Grip the go-to for the battle rifles?
It sort of depends what you're doing with it. If you're exclusively going for single shots at long range and letting the gun settle after each shot you don't technically even need the grip. If you're firing another shot before the cone of fire resets then the flash suppressor actually makes things slightly more difficult. If you're firing another shot before the gun settles itself then HVA makes the recoil less manageable while compensator makes it more manageable. If you're hipfiring (People like hipfire battle rifles) then a LAM will help, compensator and flash suppressor will hinder, and HVA will make little difference except in very specific situations.

I usually kit for the 'worst case scenario', which means hipfire scenario, since that's when your pants are down and you need every advantage you can get. Otherwise if you're quick with your weapon swap you can rely on your sidearm for those situations or the RNG gods for your hipfire. Or if for some reason you have a reaaally high ADS cursor speed then you could rely on that, assuming you're using a powerful optic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 04, 2014, 10:45:49 pm
Patch notes (https://forums.station.sony.com/ps2/index.php?threads/update-notes-8-5.196032/).

Everything except the removal of vehicle timers is meh.

I guess directives won't be awful.

Also the sundy shield is the dumbest thing ever. Did you like blowing up deployed sunderers with C4 or mines? Well, fuck you, now you can't do that anymore. A sundy with the shield deployed lives through more C4 than a max blockade sundy and more mines than a max mineguard sundy. Hell, it will absorb a three mine detonation without even taking damage to the sunderer. It will no longer be possible to destroy a sunderer as a solo infantry and will make destroying sunderers as a squad of infantry considerably more difficult.

The worst part is that it makes protecting a deployed sunderer a completely brainless activity. Beforehand you had to guard it against little turd engineers. No need for that anymore.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 05, 2014, 12:10:35 am
The new alert system probably means there's going to be even less alerts unless people are completely not paying attention. To begin with alerts were nothing more than something to give people a common goal to ensure large battles on specific continents or base types, so they were inconsequential. Then continent locking came along and they actually meant something. Now it's more of a 'hey dumb shit, these guys are going to conquer this continent if you let them'.

The launcher changes are interesting, less rocket primaries, maybe? Honestly I'd like to see a rocket launcher that has an even bigger blast radius but no 1 shot kill potential, for those situations where you know a group of people are just camping a spot that's difficult to land grenades at. But then people would probably end up spamming that even more than current launchers since rocket ammo does not cost nanites.

Speaking of launchers, I got the anti-air lockon for 250 certs (I didn't know it was that cheap) and... well, I like it. It has a functional optic that doesn't piss me off and I can dumbfire it to engage tanks possibly even easier than with the default dumbfire rockets (and even more easily than the Decimator; I mentioned in another post but I have to use the little screw thing below the sight to aim and it obscures my target so it's a lot of guesswork, or use the hipfire crosshairs and quicksight with it).

Healing grenades are really cheap now, wonder if we'll see people using them more. I honestly think they need a buff, perhaps lasting for a longer period of time. What I'm curious about is why the sunder is so cheap considering the potential for battle sundies. In the old days a whole squad would roll in a sundy and whenever they engaged a tank ~9 Heavy Assaults would pop out of the sundy's ass and annihilate the tank with a mass of rockets.

The worst part is that it makes protecting a deployed sunderer a completely brainless activity.
One of the main problems with sundy defense is how brainless everyone is to begin with, which is why they were so easy to explode. The main thing this is supposed to be fixing is random engies dropping from the sky from their ESFs and dropping a bunch of mines while nobody tries to stop him, then blowing the sundy up. Also stopping jihad flashes etc. The goal is to prevent a single person from blowing sundies up. We'll see just how it actually pans out...

Then again, if you only bring one AMS to a fight you're asking for trouble before you've even started...

I've contemplated AMS placement a bit, and notice many people like to put them right up against walls where people can drop C4 directly from above or sprinkle some fairy dust on it. I wonder if it'd be at all viable to place sundies a bit further away from walls so that C4 fairies will have a harder time reaching it and only leave dumbfire attacks viable, which deal less burst damage. It'd force reinforcements to likely have to go through open ground to reach the defenders though...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 05, 2014, 02:27:30 am
Can opponents see your laser sight? If so, is there a way to turn it off outside of doing it manually every time you start the game? Ditto for alternate fire modes - can I just set the 3x burst to default on the Jackhammer, or do I need to keep doing so?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 05, 2014, 05:39:21 am
Nanite income has replaced all other resource incomes and occurs at a steady 50 resources per minute, with a max pool of 750.
Resource boosts such as those from Membership now apply to Nanites.
Nanite income is tied to the warpgates, so it does not change with territory ownership or vary by continent. Players will always receive 50 nanites per minute.


So... gone is the last vestige of the strategic game to make way for more instant gratification gameplay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 05, 2014, 05:55:42 am
Actually, I'd interpret it as them cautiously approaching the new system by first seeing the effects that a unified resource will cause, and then moving on to causing more adequate gameplay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 05, 2014, 06:23:26 am
So... gone is the last vestige of the strategic game to make way for more instant gratification gameplay.

There's more on the way regarding nanites and resources.

At some point SOE wants to add variable nanite resupplies and resource harvesting and resupplying facilities as well. Who knows when that will happen though.

Can opponents see your laser sight? If so, is there a way to turn it off outside of doing it manually every time you start the game? Ditto for alternate fire modes - can I just set the 3x burst to default on the Jackhammer, or do I need to keep doing so?

Yes, the laser sight is visible. I don't think there's a way to turn it off and keep it off even after logging out.

I think fire modes are maintained but I don't really dink around with them so I don't know for sure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 05, 2014, 06:54:45 am
I believe you don't get nanites, if your hex is not connected to the warpgate. Combined with the removal of resources for XP earned, it will mean that cutting off a base from the WG will actually have an effect (eventually.)

So that's nice, at least.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 05, 2014, 08:33:14 am
The nanite costs look okay, except that the Sundy is still undercosted.  Expecting a seven minute lifespan out of a MAX and ESF seems reasonable; ditto for MBT and nine minutes.  Too bad everyone knows a Harasser can't live for three minutes!  /complainaboutnerf

Quote
We have a long term goal to remove some of the excessive lethality in the game. The Liberator belly gun changes made last June were a step in meeting this goal. This goal is not just about reducing vehicle lethality against infantry, but lethality across the board (infantry against vehicles, infantry against infantry, aircraft vs infantry, etc).

I'm not sure I trust this bit.


At some point SOE wants to add variable nanite resupplies and resource harvesting and resupplying facilities as well. Who knows when that will happen though.

We can always hope for ANT runs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 05, 2014, 08:43:16 am
I like how a "1/2" MBT will have a 4 minute down time after you kill it, no matter what. Conversely, a "2/2" can simply have the gunner pull his tank, and between the two of you, surviving 5 minutes will ensure there's always an MBT ready. A buff to organized vehicle crews, and a nerf to those who just drive around until a random hops in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on August 05, 2014, 01:04:30 pm
So, how do I actually unlock new guns now? Is it tied to the new achievement system? Because I can't seem to see any guns I haven't unlocked in the equipment menu any more.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 05, 2014, 01:48:19 pm
The servers are kinda buggy ATM, took like 15min for the game to realize that I am in fact in an outfit. I think guns are just another aspect of this current bugginess.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on August 05, 2014, 02:01:52 pm
So, how do I actually unlock new guns now? Is it tied to the new achievement system? Because I can't seem to see any guns I haven't unlocked in the equipment menu any more.
That happens sometimes on slow connections.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 05, 2014, 07:29:40 pm
Im liking the new patch, the quick respawns and lack of mouse smoothing really help things out, while the resource changes makes things a bit more simple. There's a lot less downtime, although I do agree that maybe it's a bit too far - playing a medic sucks when everyone just respawns a few seconds after dying.

On the other hand, nanites recover way too fast. You can pull nonstop anythings as long as you're not driving them into deathtraps every couple minutes. Took 10 minutes looking over loadouts? Nanites are almost full again. 20 minutes browsing? Overflowing! Why play infantry if you can pull nonstop MAXs and MBTs? Why bother with Lightnings when you can pull nonstop Vanguards and Prowlers?

Another issue I'm having is that I cant restock some of my stuff. My Anti-Tank Mines are at 0/0, will not auto resupply even with the box checked, and it appears there is no way to manually resupply them. Funfunfun.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 05, 2014, 08:08:13 pm
Why play infantry if you can pull nonstop MAXs?
Well, if your MAX weapons are mismatched because everything even close to MAX-related is super-expensive 1k certs per object...

Another issue I'm having is that I cant restock some of my stuff. My Anti-Tank Mines are at 0/0, will not auto resupply even with the box checked, and it appears there is no way to manually resupply them. Funfunfun.
Try hitting resupply at a terminal thingie with the box checked.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 05, 2014, 08:12:47 pm
They need to make a button to go directly to your loadouts similar to the map, platoon, and notification buttons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 06, 2014, 04:29:09 am
Another issue I'm having is that I cant restock some of my stuff. My Anti-Tank Mines are at 0/0, will not auto resupply even with the box checked, and it appears there is no way to manually resupply them. Funfunfun.
Try hitting resupply at a terminal thingie with the box checked.

The buttons, they do nothing!

Seems like I'm just locked out of it until a hotfix =/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 06, 2014, 05:11:17 am
Unequip the mines, resupply, equip, resupply, uncheck autoresupply, resupply, recheck autoressuply, resupply. There might be a shorter way to do it, but if there is I don't know it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 06, 2014, 06:15:52 am
That worked, thanks :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 06, 2014, 09:11:29 am
So there's a glitch where voice chat is just derp. Playing without people talking and being able to talk to them is... really awkward >__>

Probably just gonna simply wait until it's patched to start playing again, hehe
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 06, 2014, 09:14:55 am
Yay, mouse lag almost feels gone.


Had a look at the new side arms today.
AMP is... a bit meh - its not a bad weapon but its not that much different to the Repeater to warrant it's 1000 cert cost. It also suffers from the same issue as most of the new TR weapons - the high RoF perk is made pointless by having an extremely low per shot damage.
Spiker is pretty unique, it doesn't take that long to charge up its 6 shot one burst kill, and doesn't make a sound whilst charging... so very useful for stalker cloakers.
Mag-scatter? Its a semi auto shotgun that can be equiped with a silencer - again, very useful for stalker cloakers. Its also worth mentioning that this allows NC to be the only faction that can now do the old 'shoot,slash' combo as a pointblank shot does over 500 damage.

So for stalker cloakers; VS gets a really good weapon, NC gets a God tier weapon, and TR gets one that isn't good or bad - just meh, but this is comparing it to the Repeater which is already pretty damn good.


Now thats how things are for dirty cloaker scumbags, pistols are occasionally used as back up weapons - so lets have a look at that.

For back up weapons...
Spiker is useless
Mag-scatter I guess is passable
As a backup weapon the AMP really shines as you've effectively got an SMG in your pocket.

Compared to the Armistice:
Code: [Select]

AMP Armistice
BpM 937 896
Dam 100 125
Clip 21 30
CT 64.034 66.964
StK 10 8
TtK(ms) 640.342 535.714
TtK(s) 0.640 0.536
Acc 48 27

BpM = Bullets per minute (Rate of Fire)
Dam = Damage
Clip = Magazine capacity
StK = Shots to kill
TtK = Time to kill
Acc = Accuracy, how accurate the shooter needs to kill someone with one mag. Obviously this is worked out against a full health enemy, as a back up weapon you'll most likely be using it to finish someone off.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 06, 2014, 01:34:41 pm
Every faction can quick knife with the Crossbow. It even does more damage than the shotgun, allowing you to go through more layers of nanoweave, too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 06, 2014, 03:40:03 pm
Guys, we have a TR faction on Emerald, faction name is (Oddly enough) Bay 12.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 08, 2014, 04:05:01 am
Ugh, this game is giving me so much trouble lately.

-Why does autosupply turn off when there isn't enough nanites? That's stupid, it forces the player to recheck the boxes constantly. It's been like that ever since I joined and has been the source of way too much frustration and "oh shit where are my mines".

-Clientside sucks. I get why it's almost a requirement to keep most things serverside on such a massive game, but it ruins the competitive atmosphere. Oh this guy lagged so he can travel around shooting people until his net picks back up. Oh, that guy is playing from Australia, so he's allowed to shoot you 4 seconds after you've rounded a corner.

-Getting splashed through solid walls because my arm was poking through.

-Having a guy drive a Flash through my mine trap... and it doesn't go off until a few seconds later, when he's long gone and I'm still sitting next to it. STOP KILLING YOURSELF

-This is one of those games where skill translates so well that you actually can start to despise good players. Definitely not a planetside problem, but a personal issue I have with twitch FPS games in general. The insanely fast TTKs, (almost) infinitely fast mouse movement, and propensity for close combat makes truly great players so great that they are actually unfun to play against.

oh, and fuck air
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 08, 2014, 04:50:14 am
Rex, it's actually clientside for that problem you mentioned.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 08, 2014, 04:55:29 am
tis late
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 08, 2014, 08:35:24 am
-Why does autosupply turn off when there isn't enough nanites? That's stupid, it forces the player to recheck the boxes constantly. It's been like that ever since I joined and has been the source of way too much frustration and "oh shit where are my mines".
There needs to be a better inventory screen or system, perhaps even have certain consumables be purchasable from the death screen, or some kind of warning that certain things weren't purchased (if it doesn't alread)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 08, 2014, 10:30:50 am
Does the game stop at the loading screen at 90% for anyone?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on August 08, 2014, 10:34:55 am
Patching.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 09, 2014, 05:13:26 am
These new alerts bug me, I just had one that lasted literally 5 minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 09, 2014, 05:14:47 am
They aren't really the most exciting thing sometimes, yes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mistercheif on August 09, 2014, 06:30:12 am
What is it with VS and MAX spam... We went through a battle last night where there seemed to be 1 VS MAS for every 2 normal infantry they had...

I mean, I've seen NC and TR spam MAXes before as well, just nowhere close to the same extent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 09, 2014, 06:44:59 am
Right now the MAX spam isn't limited to VS; with the new Nanite system I can pull a MAX just about every time I die (Although I have membership so I get boosted resources). It's not just MAX spam either, you can usually pull new MBTs or lightnings by the time they have been blown up. What they probably should've done was have vehicles and MAXes 'reserve' resources, so if the nanite limit is 750 then you cannot have more than n=750-y nanites at a time, where y is the cost of your current vehicle/MAX. I think a Flash costs 50, so as long as your Flash was still active your nanite limit would be 700.

On a side note, I've noticed that nearly every time I play my new TR guy I never really fight the NC, I'm always fighting VS...

Voice chat is still broken, it's really making me not want to play the game...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 09, 2014, 06:48:37 am
I found out your answer, Misterchief: At somepoint SOE changed Hossin from an XP boost for locking it to -50% MAX infantry nanite cost, and its currently held by VS, so...cheaper MAXes, yay and/or boo delete unfitting phrase.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on August 09, 2014, 07:16:31 am
What is it with VS and MAX spam

They yearn to relive the days of ZOE, for only then can they appease the crabgod meclumus.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 09, 2014, 05:46:58 pm
You know what's really fun? LA in a biolab defense with maxed out C4. Spawn, rain down hellfire, land in one of the trees in front of the entrance and score a dozen kills. /suicide, repeat.

Another fun thing is running a roaming AP Lightning on Esamir. The place is so open (much like Indar, except without the constant elevation changes) that you're pretty much free to do whatever you want with little repercussion. Works really well if you run Racer.

Lastly, suicide flash bombs are hilarious. Go LA, spawn a Flash, throw some C4 onto it, drive it into the nearest MBT/Lightning/damaged Sundy. Extra props if you jump off while it's in motion and detonate it James Bond style. Well, if James Bond had a jetpack.

Oh, oh, and I haven't tried this last one, but I probably should - finding enemy mines and setting one of yours on top. They wont even try to avoid it! Just make sure they are mines that your team isn't likely to run over before theirs is, because otherwise you're just contributing to a friendly Sundy explosion.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 10, 2014, 02:11:34 am
Somebody dug deep into Planetside 2 and finally figured out exactly what the attachments do. It's in a spreadsheet here (https://docs.google.com/spreadsheet/lv?pli=1&key=0AtUnPHpRxh6EdDZWUHNDUlJJOXJ6b1Vhd1FoVllobFE&type=view&gid=0&f=true&sortcolid=-1&sortasc=true&rowsperpage=2000). A few things are missing, like min/max damage drop off values and pistol attachment stats. But here's what everybody has always wanted.

Some interesting things:

-Aside from hiding your flash, flash suppressors don't actually do anything positive. They don't reduce the distance you get spotted on the minimap by anything. At all.
-Suppressors drop velocity by 20% for SMGs, 35% for carbines, and 40% for all other guns, except the Railjack which drops the velocity by 50.05%. It also changes the damage curve, but by what and how much isn't known.
-HVA increases velocity by 5% for most guns and increases vertical recoil by 10%. There are exceptions where HVA changes the velocity by a value different than 5%. E.G., the TRAC-5B's velocity gets boosted from 490 to 600 and the Gauss Rifle Burst's velocity gets boosted from 650 to 650. It also changes the damage curve etc. etc.
-SPA decreases velocity by 5% in all cases, and changes the damage curve by some unknown values etc. etc.
-Compensators decrease vertical recoil by 15% in most cases, increase hip cone of fire by 20%, and increases the spot distance on the minimap by 35m in all cases. Most guns are normally spotted at 40m and LMGs are spotted at 50m.
-Foregrips reduce recoil by 25% in general cases, 33% for advanced foregrips, but there are a lot of specific exceptions. It also increases the equip time (the time between changing from a different slot to that weapon).
-Laser sight improves hipfire by 33%, 40% for advanced laser sights. Pistols are exceptions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 10, 2014, 02:32:51 am
What I'm taking away from that is that unless you're running one of those exceptions, the velocity increase from HVA is pretty much useless. A 10% vert. recoil increase for a 5% velocity increase? No, thanks, I'm good. Suppressors are really nice on practically any SMG. Granted, I'm not sure about the damage curves either, but not showing up on the minimap is a damn amazing perk. Foregrips and Laser Sights are (of course) the best of the best when it comes to equips, so get those ASAP. SPA is also really good, but that much isn't surprising.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 10, 2014, 03:35:10 am
Magrider is the worst tank (https://forums.station.sony.com/ps2/index.php?threads/video-the-climbing-magrider-s-tutorial.180762/)

Old post but I just found it. I always wondered how magriders got up to some of those places.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on August 10, 2014, 03:49:22 am
That's incredibly funny xD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 10, 2014, 09:02:13 am
Somebody dug deep into Planetside 2 and finally figured out exactly what the attachments do. It's in a spreadsheet here (https://docs.google.com/spreadsheet/lv?pli=1&key=0AtUnPHpRxh6EdDZWUHNDUlJJOXJ6b1Vhd1FoVllobFE&type=view&gid=0&f=true&sortcolid=-1&sortasc=true&rowsperpage=2000). A few things are missing, like min/max damage drop off values and pistol attachment stats. But here's what everybody has always wanted.
It's nice to finally see the numbers on these. I never realized that the flash suppressor actually doubled the COF bloom, I thought it was just a more minor effect. It's a shame too, they really need to add some other kind of benefit to it because having random numbers working against you in a game like this is a pretty bad weakness.

Hopefully somebody can put all this info into a somewhat more readable form eventually

Really wishing that the NC burst rifle were more like the TR's SABR...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 11, 2014, 08:53:30 am
Finishing up my AP Lightning certs, quite like it. Rival/AP/Stealth/Smoke, tried out reinforced front but was disappointed since the Lightning is pretty squishy regardless. It did make fighting other AP Lightnings pretty easy, but getting chased down by MBTs and ESFs is not fun.

I was really surprised at just how much more effective AP made the Lightning. In the VR I was really let down, but in actual combat it seems to make a pretty big difference. Rival chassis was a great investment too, although I am not sure whether it was the best choice for an AP lightning - there's a lot of roaming around and chasing people down, and while Rival is a huge advantage over the default, I think Racer might have edged it out in terms of capability. Still, there's a lot to be said about not turning like a log.

So, yeah, chain pulling Lightnings for 3-4k XP each has proven to be quite profitable :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 11, 2014, 10:00:03 am
IIRC AP lightning actually has better DPS than a 1/2 MBT.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 12, 2014, 11:28:13 pm
It's one of those happy tanks. You can grab it whenever, and go on an adventure. Plus, turbo tank, sort of. Worth a few certs for fun.

I actually see it as a minor negative on the map updates that you can't turbo a lightning over some base's walls any more (it was probably better to remove those hills, but it removed some of the hilarity).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 13, 2014, 12:30:54 am
The Valkyrie is on the PTS.

It flies around and stuff. Its weapons kind of suck, but it can carry two passengers who could potentially have rocket launchers so it's not so bad.

It has really weak forward thrust and in its current incarnation primarily relies on vertical thrust to get around, so I think it's a lot more fun to fly than the ESFs, libs, or galaxies. It reminds me a lot of flying helicopters in Battlefield 3.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 13, 2014, 12:58:33 am
Just tried the Valkyrie out for a minute, kinda wish they handled a bit more like ARMA helicopters but that might be because I'm more comfortable/familiar with them. Right now they seem to be a bit slow, and the fact that you have to be pointing your nose at the ground in order to go at a faster speed makes first person mode pretty much unfeasible unless you really want to let go of the controls in order to activate free look. As far as I'm aware TrackIR isn't supported in PS2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 13, 2014, 01:22:47 am
I have look up bound to tilde so I'm already set to fly it. I already use it to look up for enemy aircraft above me when I'm Airhammering because you have to be close to the ground to use it.

The PS2 test server forums say there are a few bugs with the Valkyrie. One major one is that some of it's armor values are likely wrong which leads it to be vulnerable to infantry primary weapons. It also is set on fire by a single dalton round. They could also be intended to be very low on a cheap vehicle, like an air-flash.

Some people are saying they wish the Valkyrie could be more like ARMA copters while other people say they like the handling they get with 'Evasion airframe.'

The wire guided rocket turret is hard to use when the Valkyrie is moving because the projectile is slower than the aircraft and the gunner loses sight of them.

The rumble seats are not stabilized but it wouldn't make sense for them to be in my opinion. The Phoenix launcher doesn't work well according to the forums as it often hits the Valkyrie or otherwise simply disappears.

It's currently the cheapest air vehicle in the game which explains the low armor resistances possibly.

Ammo packs in the rumble seats fall out, and until they do they make the Valkyrie fly oddly as if it were heavy. On turbo flash the same thing happens.

It requires ejection seats in one of the slots to drop passengers.

A cool idea I saw on the forums are to give it a smoke launcher and a dark-spotlight. I'd like to fly an air-flash with a smoke launcher. It would make smoke screens much faster to make as currently you have to have an underbarrel launcher and stand on an ammo box while limited to the launcher's slow fire rate and not getting any points. A better smoke launcher on an aircraft would make it so much easier as long as the fire rate is pretty high. It wouldn't require you to sacrifice your own points to do it either as you'd have gunner kill assists.

It sounds cool to me so far though. I'll give it a try once I get around to re-downloading the test server.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 13, 2014, 01:35:10 am
I use middle mouse button to look, the mouse and WSAD to fly, so I am fine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 13, 2014, 05:20:37 am
They're OP as they are now, too maneuverable. They can outdogfight ESFs IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 13, 2014, 05:24:36 am
A big darklight spotlight on an aircraft would be incredibly thematic, I'd love that. Have it also auto-spot targets who are under the light for more than a moment and you have yourself something almost worth using.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on August 13, 2014, 09:14:09 am
It would kinda make you a huge target, too, wouldn't it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 13, 2014, 09:33:17 am
It would kinda make you a huge target, too, wouldn't it?

Fliers are already targets anyway.  It does have lots of flavor potential, with a black helicopter feel flying at night, searching for targets trying to slip into the base.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 13, 2014, 10:57:17 am
I have a feeling that the Lasher is going to get a nerf with the Valk release. Dual heavies with an AOE denial system, AV grenades, Lancers/AV/AA launchers, and sensor dart crossbows? You've got yourself a hugely variable weapons platform right there.

Also on the subject of the lasher, it kinda makes me sad that the VS get something that is pretty much entirely unique as their heavy weapon, while the TR and NC are relegated to a super shotgun and a minigun. Yes, they're both HORRIBLY effective, but basically more of the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 13, 2014, 11:37:49 am
I'd personally prefer they get fun useless weapons :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 13, 2014, 11:42:52 am
I really doubt the rumble seats in the Valkyrie are going to be useful for much beyond repair. We don't see many rumble seat Flashes or Harassers.

Some people will probably find it useful, but almost certainly not enough to cause a plague worthy of the nerf bat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 13, 2014, 12:08:22 pm
They also would take flak damage and have to land to refill ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 13, 2014, 02:57:01 pm
I really doubt the rumble seats in the Valkyrie are going to be useful for much beyond repair. We don't see many rumble seat Flashes or Harassers.

Some people will probably find it useful, but almost certainly not enough to cause a plague worthy of the nerf bat.
From what I can tell the field of fire from both hot seats over lap over the nose.

Thankfully the view points aren't stablised but it still means you've got two heavies with lock on launches at the side - you'll be a great ManPAD platform
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 13, 2014, 03:31:41 pm
I really doubt the rumble seats in the Valkyrie are going to be useful for much beyond repair. We don't see many rumble seat Flashes or Harassers.

Some people will probably find it useful, but almost certainly not enough to cause a plague worthy of the nerf bat.
Flash and harasser seats are both limited by the lack of positioning on them. Plus, they both face backwards, which means when driving towards an enemy, the rumble seat can't do anything.

The reason I see the Lasher being an issue on the rumble seats of the Valk? From personal use over the past few days, it EXPONENTIALLY gets better when you can fire down on your target from above. The issue is of course cone of fire, and when your cone is aimed basically flat across, it hits a wide area. If you can aim downwards into a doorway, nothing is getting out of that door. If you have two kitted Heavies on a flyer, you can rain down death anywhere. Find a sundy surrounded by engies and semi idlers? Disco party. An emplacement of snipers that's keeping the zerg locked down? Disco party. Cover is the counter to the lasher, but from the air cover is far more limited.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 13, 2014, 03:42:49 pm
But the people on the ground can shoot the Lasher heavies off. And the Lasher doesn't have that good DPS, especially without direct hits, so the people on the ground will have opportunity to shoot back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 13, 2014, 03:48:28 pm
But the people on the ground can shoot the Lasher heavies off. And the Lasher doesn't have that good DPS, especially without direct hits, so the people on the ground will have opportunity to shoot back.
Against good folk, yes. However, I've stood in a closed tower for maybe five minutes at a time against a foot zerg that kept clustering on a hillside across from the tower. Got a good 10 kills out of it too. The tendency I've seen when using the lasher tends to be Oh no a red indicator on my hud, run and hide, even if its minimal damage. It's why chasing away low skill ESF's is so easy. Oh crap I took a hit better boost out of this area and repair. Oh, it was just a sliver, lets go OH CRAP ANOTHER HIT RUN.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 13, 2014, 05:41:29 pm
But the people on the ground can shoot the Lasher heavies off. And the Lasher doesn't have that good DPS, especially without direct hits, so the people on the ground will have opportunity to shoot back.
Against good folk, yes. However, I've stood in a closed tower for maybe five minutes at a time against a foot zerg that kept clustering on a hillside across from the tower. Got a good 10 kills out of it too. The tendency I've seen when using the lasher tends to be Oh no a red indicator on my hud, run and hide, even if its minimal damage. It's why chasing away low skill ESF's is so easy. Oh crap I took a hit better boost out of this area and repair. Oh, it was just a sliver, lets go OH CRAP ANOTHER HIT RUN.

That's because AA is pretty damn overpowered and unless you react instantly you are dead end even with that you are often dead anyways because you flew into a 100 meter death zone generated by an attentive skyguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 14, 2014, 03:05:08 am
Do ammo packs on the ground replenish ammo for those in the rumble seats if you land on one? Could make for a nice little mini-airbase for continuous hit and run attacks.

Jump out, drop ammo pack, repair Valk, while your heavies get their disco lazors recharged. You could have a Valk base anywhere you can land as an engy. And two HAs and an engy make for a nice little strike force/AT team even if you stay on foot. With a Medic gunner perhaps?

Even if the heavies have to get out to restock, its not really a huge problem. Supa-flying tank to the rescue!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 14, 2014, 03:14:15 am
Or you could try to get an ammo pack stuck in the rumble seat. Heck, I managed to keep one on the hood of my lightning until it got blown up, and I got the occasional resupply xp when driving near friendly infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 14, 2014, 03:36:23 am
They do indeed resupply people in rumble seats.

I've tried throwing the ammo pack inside the Valkyrie. It doesn't stick. Considering you currently have to tip nearly completely vertical or horizontal just to maneuver around, I don't think it ever could.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 14, 2014, 03:51:00 am
Since a fair few people seem to be talking about the Valk:squad ratio, here's a fun little thing to try when it goes live.

Have 3 valks with engies as pilots, 6 heavies, gunners optional. No difference so far.

But now, find an area, throw down a mana turret (AI, not AT) with an ammo pack beside it. Get the other two engies to do the same, a hundred or so metres apart, in a nice little line. Then all jump in the valks and go marauding.

The upside? You've got a self-made resupply strip that you don't actually have to land at. Just swoop along the line of mana turrets (that should stand out due to shielding) and get pinged by all three ammo packs in succession, one after another. Spacing will have to be worked out, but you and your friends will all have their heavies nicely stocked, and you'll never have to set foot on the ground again. Ever. Unless you take damage of course.

Mana turret airstrips should look quite pretty at night I think. Perpetual aerial disco is go!

edit: Can you jump from a rumble seat to the pilot's seat? Or is it whoever pulled the Valk is the only possible pilot? I know you can go from pilot to gunner and back, but I'm not sure about rumble seat swaps. Because if you can, swap your engy to gunner, a HA to pilot, then the engy to rumble. Then repair on the fly. It would make having the gunner's seat open an advantage for seat shuffling. Never walk again. Ever.

edit 2: Also, are aerial shotguns any good as an anti-ESF/Valk weapon? Sort of like flak weapons for a Valk, just not. At least you won't miss entirely, and constant hit-pings do a fair bit to drive off air vehicles. A LMG/launcher combo is better, but even as an air-to-ground AI technique, aerial shotgunner might be fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 14, 2014, 05:29:18 am
Pellet shotgun spread, travel speed and damage dropoff make them bad at damaging distant aircraft. Up close they can do some damage though. As you said it would not be too hard to land some pellets at long range though. Shotguns pellets look cool flying through the air too.

Rumble seats on the Harasser and flash are instant switch with the driver or gunner, so I'd guess it's the same on the Valkyrie. I'd rather they couldn't switch out and that repairs were disabled entirely from the rumble seat so you would see less empty or engy only rumble seats for the harasser but it's not that important I guess. Harassers feel like they are in a nice place now.

Also I was wrong about the new Canister. It seems pretty good, though I haven't gunned one yet. I was on my TR and VS characters while I was fiddling with useroptions and I was insta-killed a few times by it. I've also seen a lot of Vanguards while I was on NC that had canister on top, but I thought that was due them trying it out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 14, 2014, 05:36:46 am
LMGs make grand emergency AA pieces. Even with the starter LMGs (not just the godsaw) you can get some major damage on fighters...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 14, 2014, 05:57:39 am
LMGs make grand emergency AA pieces. Even with the starter LMGs (not just the godsaw) you can get some major damage on fighters...

True. You need areound 170 LMG bullets (at least for TR MCG) to down a ESF so unless you are running extended mags you simply can't down a ESF in one clip... of course 2 heavies surely can but it required an utterly retarded or laggin/disconnected ESF pilot.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 14, 2014, 06:15:08 am
Yep. Still, just throwing some rounds into a ESF taking actual AA fire (or one that's smoking) can net you occasional kills. Sometimes I try to pester people away with them, but half the time it's some BR98 360 noscope ESF flier who has no issues finding and nuking me in a matter of moments... so yeah, I try not to shoot ESFs unless they are occupied.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 14, 2014, 06:16:24 am
Organized squads take down ESFs with small arms fire pretty fast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 14, 2014, 06:17:06 am
And then theres the times when they decide to go after you, in the middle of nowhere, with noone else arround... And when they cant shoot for shit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 14, 2014, 06:19:28 am
And then theres the times when they decide to go after you, in the middle of nowhere, with noone else arround... And when they cant shoot for shit.
They have rockets for that... and usually can get out if they get too low.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 14, 2014, 06:36:26 am
Well, as its happened twice to me (on the ground, not the moron flying), its fun when they dont.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 14, 2014, 07:03:40 am
Is the Canister any fun on the Harasser? I know people hate on the gun, but I gunned for a Vanguard after the canister buff and I actually found it to be quite decent, melted anything that got close and still remained deadly at mid range. I can see it working for the Harasser, but at the same time I dont know if it's fragility is going to ruin that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 14, 2014, 07:06:31 am
It's freaking awesome. You have to do drive-bys rather than hang around, but that goes for any Harasser loadout.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 14, 2014, 09:36:56 am
It's pretty similar to the Renegade from what I can see, although I've only used it in VR. I'd imagine it's a perfectly viable, but not spectacular weapon. I would expect to die a lot, though -- the Harasser isn't the sort of vehicle you want to get up close and personal with the enemy in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 14, 2014, 10:14:53 am
It's pretty similar to the Renegade from what I can see, although I've only used it in VR. I'd imagine it's a perfectly viable, but not spectacular weapon. I would expect to die a lot, though -- the Harasser isn't the sort of vehicle you want to get up close and personal with the enemy in.

Except that's now how they have it designed; for *up close* hit and run attacks.  The canister *gasp* may actually be a viable option for it now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 14, 2014, 10:42:00 am
It's pretty similar to the Renegade from what I can see, although I've only used it in VR. I'd imagine it's a perfectly viable, but not spectacular weapon. I would expect to die a lot, though -- the Harasser isn't the sort of vehicle you want to get up close and personal with the enemy in.

Except that's now how they have it designed; for *up close* hit and run attacks.  The canister *gasp* may actually be a viable option for it now.

I'd like more than wet paper to protect me when I get up close to enemies. Harassers are way more vulnerable to all the things that are great at killing them at short ranges.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 14, 2014, 10:54:07 am
I haven't had too much trouble staying alive - composite armor seems to do its job well enough, increasing its small arms resistance from 82% to 90%, which is quite a lot. It can also take 3 HA rockets without too much issue. Honestly, though, you've got the best mobility of any ground vehicle combined with free turbo, cheap smoke or fire suppress, and likely two engineers on board. Unless you're messing with tanks, you're pretty much good to go. A tap of the shift key flings you out of the range of 90% of your opponents. The key is not to reengage (or be engaged!) until you're repaired and turbo is back online. It's hard to die otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 14, 2014, 11:05:44 am
LMGs make grand emergency AA pieces. Even with the starter LMGs (not just the godsaw) you can get some major damage on fighters...
Not just LMGs, but their larger magazines make them more desirable than other primary weapons. Many times I've shot at ESFs flying overhead with my assault rifles and gotten the credit for the kill; just the other day one flew over and I put one bullet into him and he exploded.

I don't actually see too many harassers around, and when I do they usually tend to stay away from where I am. A couple of times they've gotten close inside a base or trying to drive by a sunder, at which point you can either rocket them or plop C4 on them as they whizz by, you just have to learn the timing and range of C4 drops.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 14, 2014, 11:14:13 am
I haven't had too much trouble staying alive - composite armor seems to do its job well enough, increasing its small arms resistance from 82% to 90%, which is quite a lot. It can also take 3 HA rockets without too much issue. Honestly, though, you've got the best mobility of any ground vehicle combined with free turbo, cheap smoke or fire suppress, and likely two engineers on board. Unless you're messing with tanks, you're pretty much good to go. A tap of the shift key flings you out of the range of 90% of your opponents. The key is not to reengage (or be engaged!) until you're repaired and turbo is back online. It's hard to die otherwise.

I dunno what dumbfires your opponents are slinging at you, but my Harasser is a few small arms shots away from being on fire after 2 -- which you usually get when you drive close to infantry. Not to mention the Bulldog sunderers they often spawn out of...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 14, 2014, 11:45:39 am
I actually think that stealth is the best defense option for Harassers. I'm running it and I seem to take very little fire considering how close to the enemies I go, and when I do get focused smoke and turbo get me out of it fairly reliably. The trick of course is to always keep moving and avoid farming one spot for too long.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on August 14, 2014, 02:33:28 pm
Is the Canister any fun on the Harasser?

Our outfit did several canister harraser runs with a double falcon max sitting in the back seat, hilarity ensued. (and it kinda worked)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 14, 2014, 02:47:13 pm
I've had a lot of fun soloing the canister. It's pretty ridiculous if you bring it to a chaotic infantry fight. No luck having random pubbies gun for me, none of them were capable of hitting anything. One wasted three mags on the rear of a Lightning while infils scurried around, one just started shooting into the air, the last one killed me when I jumped out to repair. I had more luck with my day-1 recruit than anyone I've been able to pick up, hah.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 14, 2014, 03:46:13 pm
LMGs make grand emergency AA pieces. Even with the starter LMGs (not just the godsaw) you can get some major damage on fighters...
Not just LMGs, but their larger magazines make them more desirable than other primary weapons. Many times I've shot at ESFs flying overhead with my assault rifles and gotten the credit for the kill; just the other day one flew over and I put one bullet into him and he exploded.


That was mainly why I was asking about AA shotgun usage. They're not bad from the ground vs ESFs, but they should be quite good if you get caught in a hover-turn-reverse battle in a Valk against one. Sort of like a mini-turreted airhammer.

LMGs are alright, and even scoped battle rifles might have their place. Seems to work out as about 2-3 mags to kill with any given weapon if all shots hit (with no extra resistance options taken).

ESFs and Valks are pretty big targets by default, so I might have to do some testing on what range a 3.0 and 3.5 spread shotgun can expect to land all its pellets on a Valk. The NS Baron also has a different damage dropoff profile, 60 after 30m (instead of 50 after 18m), and a tighter spread, so it might be worthwhile considering for AA usage with extended mags. Although 80% basic resistance hurts all weapons pretty badly vs air. But an extended mag semi-auto seems the best in general (like for everything really).

I'm guessing that most pellets will hit out to about 50m, but I'll do some testing and report.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 14, 2014, 04:25:54 pm
I'm looking at the harraser and wonder... would putting a walker on it and using it instead of a skyguard a good idea... ESFs usually instantly run from skyguards while a walker MIGHT have a chance to get unnoticed or noticed and strafed... putting the ESF into a great vector for some chaingunning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 14, 2014, 04:33:34 pm
I have outfitmates who had amazing streaks with that loadout, and not just against air targets. Then again those guys have also been known to get big streaks with a fury harasser in a biolab, so YMMV.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 14, 2014, 06:08:09 pm
Valks and certing up ammunition belts seems to be ideal as well. Between flyby ammo restocks and the fact that HAs, engies and infiltrators will probably be the only ones flying in them, they make a bit of sense. 111 certs to turn into a flying gun emplacement of doom (well, of paper-mache armoured doom) sounds like a good deal. 3 extra magazines is a fair bit of leeway when it comes to firing at will.

It'll give you a bit more sustain and a lack of care as you randomly fire at anything your pilot gets you near to. With mana turret/ammo pack waystation flybys to top you up when needed. It might be a little bit of a passive way to play, but sometimes that's fun as well. Just a pointy-clicky shooter.

It'll also give you something fun to do when you've only got a couple of mates online and you just want to rumble seat grumble or talk while not really doing much. Go valking. Point, click, crap on. You're still contributing, but you can probably watch a twitch stream while you're doing it :)

edit: For more serious play, two heavies with lvl 2 belts isn't really that bad for 550 certs (the max for HAs). 2 extra rockets and clips goes a long way to add to the damage output. A total of 14 rockets (or whatever ES weapon equivalent) and shit-tonnes of ammo for a LMG/ES HA weapon is pretty nice for a gunship with 2 HA rumblers. Add a rocket pod front turret to it with max ammo certing and even without an ammo supply dump you're in business.

edit 2: Actually, if pilot -> rumble seat swapping is a thing, especially without needing a spare seat (gunner), then a group of 4 heavies in a valk makes total sense. As long as all of them can pilot it a bit. Heaps of ammo, some AT or AA potential, and almost perfect resource usage. 250 nanites for each valk, but any HA can pull one. As long as any valk you pull manages to last a minute, and one of them two minutes, they're essentially free. Depends on cooldown for the pull, but 4 valks should last at least 5 minutes. Especially with 4 HAs of seat-swapping firepower coming out of them. Free on nanites, and fun-with-a-flying-gun-platform for 4 people. Essentially indefinitely.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 14, 2014, 08:37:40 pm
If you're giving the enemy 4 kills and a vehicle's worth of XP every 60 seconds... you probably will want to adjust your tactics. Finding four people with their Valkyries all certed, and competence at all three crew stations would be tricky... that said, I doubt you're going to run low on resources even if you only have one pilot who does the pulling.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 15, 2014, 01:40:14 am
If you're giving the enemy 4 kills and a vehicle's worth of XP every 60 seconds... you probably will want to adjust your tactics. Finding four people with their Valkyries all certed, and competence at all three crew stations would be tricky... that said, I doubt you're going to run low on resources even if you only have one pilot who does the pulling.

I was stating a worst-case scenario. 1 and a quarter minutes a Valk really is a worst-case scenario. Highly certed Valks aren't really needed. Even the first four pulls should be enough for a laugh.

Competence on all stations? Errrrmmmm, what competence is required? It's a gun turret, or a gun turret with your primary/secondary weapon. I'm not saying there's not a high skill-cap, there's actually a huge one due to the variability of load-outs for varying roles. But sheesh.... It's fire a turret gun or fire your guns out a window. The skill-cap might be high, but the entry-level-cap isn't really that hard to pick up.

Piloting a Valk might be a lot harder, just due to the enemy's kill potential if you're bad at it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 15, 2014, 09:16:36 am
I'm regretting starting with NC. I just don't like it - they tend to have the worst players on all servers (herp derp freedom, default faction!). Their MBT might not be the worst, but it's assuredly the most boring. What is the worst is that 2/3 of their ES weaponry is a shotgun variant. Along those lines, NC MAX is in the same place as the Vanguard - it might not be bad (biolabs), but it's definitely the most boring, monotonous MAX available. Two rocket launchers, four shotguns, and a flak gun - such variety! Have fun being completely outclassed in anything but a CQC fight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 15, 2014, 09:28:30 am
I've been playing TR and with the nanite update I've been pulling my MAXes a whole lot more, so I've gotten a decent taste of the TR default loadout. I can actually kill people at range with the AI weapon, but the drop on the Pounder makes it less suitable against vehicles or any kind of range especially in conjunction with an AI weapon. If you're aiming to compensate for drop then your chaingun is going to be firing over enemy's heads. I haven't tried their rocket canon yet though excpt in VR and it seems to alleviate some of that problem...

I never even bothered with NC MAXes unless I was in a biolab or the platoon was doing a MAX crash. The shield on it makes it interesting but it's pretty situational.

What server are you on Rex? Playing TR I've had a harder time finding an organized squad/platoon than I have playing NC, even POTP which dicks around a lot has a lot more coordination than the people screaming about how vanilla WoW was the greatest MMO ever constantly over voice chat and giving me a headache. I did find a platoon that was fairly organized but only the PL and I had microphones and I could tell he was frustrated several times at people just simply not following orders. I don't know if it's due to the voice comms having been broken recently and it's not fixed for everyone yet or what...

Of course, if you're playing with PHX then you're doing it wrong.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 15, 2014, 09:35:23 am
Emerald, I'm with POTP (although I reaaaally dislike groups in general, every time a 13 year old turns on his mic I cringe and disable voice chat entirely). Even so, VS completely dominates every alert, with TR nabbing a win here and there. Last time we won an alert we had people yelling "WOW WE WON ONE?!"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on August 15, 2014, 09:47:26 am
Here, I'm Briggs, TR: in the R18 parody outfit PG12 / Parental Guidance Recommended, led by Bungins. Skyrunner and Tiruin are also in PG12.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 15, 2014, 09:48:27 am
Alerts are kind've a joke right now and shouldn't be used as a metric until they change them =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 15, 2014, 10:58:48 am
Competence on all stations? Errrrmmmm, what competence is required?

Maybe we just suck, but I find if my gunner and I swap roles, our effectiveness has an extremely sharp dropoff. I'm just thinking it'd probably be better to keep everyone at the jobs they excel at and take more breaks for ammo than it would be to try and juggle crew to maximize rockets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on August 15, 2014, 01:30:14 pm
VS on emerald here, can confirm. We were disappointed when we got a draw on Esamir the other day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 15, 2014, 02:05:28 pm
Ahahaha, TR dident get locked out there!
We where doing sorta OK there, wherent we?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 16, 2014, 12:24:20 am
Something I just thought of: Does anyone know of a biolab with a large hill close enough to it that you can jump a Flash onto one of the landing pads? I think I have a new goal in PS2...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 16, 2014, 03:28:45 am
No biolab has a suitable jump, it would have to be the correct angle to send you very nearly vertical on a trajectory towards the pad. It would have to be a near perfect ramp to do it, and the biolab pads are so high that I'm not sure a max turbo flash can get to that altitude. If they can it's just barely. If you missed you'd have a very high chance to explode on landing too, it's nearly guaranteed when you go straight up unless you land on one of those magical terrains or objects that for whatever reason do not do as much damage to the flash. Normal ground though will almost always explode you. It's possible server load or your client's performance has an effect on whether a flash explodes on landing or not, but I've never tested it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 16, 2014, 06:11:27 am
I'm almost sure guys from my outfit jumped up in a Harasser rather than hitched a ride on a Galaxy. It was at Rashnu Biolab IIRC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 16, 2014, 03:57:54 pm
Something I just thought of: Does anyone know of a biolab with a large hill close enough to it that you can jump a Flash onto one of the landing pads? I think I have a new goal in PS2...

Rashnu.

There's a cliff overlooking the north pad that vehicles can get to. If it's any biolab it would have to be that one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 16, 2014, 04:09:05 pm
Now that we have a shotgun pistol, I think NC really needs a shotgun for the rocket launcher slot to complete the set. I'm thinking same damage and spread as the canister, but with just one round loaded at the time (a bit more in reserve than rocket launchers, though).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 16, 2014, 04:12:15 pm
Yes, NC needs even more shotguns. Yup. Mmhmmm. Definitely.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 16, 2014, 04:34:28 pm
I just can't quite figure out how to put shotguns in suit and utility slots, though :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 16, 2014, 04:40:10 pm
Claymores are sort of like shotguns, maybe we should demand TR stop stealing our faction trait?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 16, 2014, 04:43:38 pm
I just can't quite figure out how to put shotguns in suit and utility slots, though :(
It'd be a shotgun attached to your armor.
Claymores are sort of like shotguns, maybe we should demand TR stop stealing our faction trait?
Until fragmentation grenades and claymores in this game shoot actual fragments and shrapnel then they aren't really like shotguns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 16, 2014, 05:00:29 pm
I just can't quite figure out how to put shotguns in suit and utility slots, though :(
It'd be a shotgun attached to your armor.
Claymores are sort of like shotguns, maybe we should demand TR stop stealing our faction trait?
Until fragmentation grenades and claymores in this game shoot actual fragments and shrapnel then they aren't really like shotguns.

Did anyone else get a horrible mental image of a blue and yellow armoured Sex Machine (from Dusk till Dawn) grinning at his new armour "slot"?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 16, 2014, 05:04:05 pm
I was going to suggest different male and female specific shotguns but I didn't want to go there...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 16, 2014, 05:08:03 pm
For those not aware:

 http://www.youtube.com/watch?v=GVVmNcqVqWI

At least we've stayed away from pump-action references, or high capacity for that matter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 16, 2014, 05:21:21 pm
Now that we have a shotgun pistol, I think NC really needs a shotgun for the rocket launcher slot to complete the set. I'm thinking same damage and spread as the canister, but with just one round loaded at the time (a bit more in reserve than rocket launchers, though).
That sounds... Fun actually. Big ass shotgun rocket thing...

Heck, I think we need a faction specific rocket pod, with many, many, MANY tiny rockets that all fire at once and do alot to infantry, but not really anything to vehicles...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Alev on August 16, 2014, 05:31:14 pm
I'm going to try and run this with Wineskin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 16, 2014, 05:35:34 pm
If you get it to work, keep us informed. The frame rate will probably be horrible though (actually it sometimes isn't that great on Windows). So good luck!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Alev on August 16, 2014, 05:36:45 pm
If you get it to work, keep us informed. The frame rate will probably be horrible though (actually it sometimes isn't that great on Windows). So good luck!
Ok.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Alev on August 16, 2014, 05:47:35 pm
Sorry for doublepost -I got it working with Wineskin, haven't actually played yet.

Edit: Installing is at 0,4%. After about two minutes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 16, 2014, 05:56:07 pm
I think it's about an 8 gig d/l, then 4 gig or so for updates, so you might want to go and do something else for a while.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Alev on August 16, 2014, 06:00:34 pm
I think it's about an 8 gig d/l, then 4 gig or so for updates, so you might want to go and do something else for a while.
Yeah. I have 2 forums I browse regularly, including B12, and getting lost on the internet reading stuff as well, so I should be good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Alev on August 16, 2014, 09:31:13 pm
Hmm. Progress percentage disappeared, it was somewhere around 40%. Edit: Now it is installing a 6.200 thigymajigger, after the 9.000 MB one apparently finished.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 16, 2014, 10:42:26 pm
I think that the new alert system could use some changes. Earlier today VS triggered an alert and NC ended up with the most percentage yet it still ended in a draw. All things considered that should have been a win considering the VS weren't able to hold the largest share despite starting at 51%. The system as it stands benefits the strongest realm the most, and the weakest will lose territory until it's mostly only two realms fighting. Instead of that it should be the two weaker realms double teaming the strong one that started the alert in the first place.

To help fix it, I'd suggest the realm that triggers the alert loses if it doesn't have the highest percentage at the end instead of the current draw. The triggerer wins and locks if it makes it to 65%. The non-trigger winner would be the one that ends up with the most territory at the end as it's more than the trigger realm. If a different realm than the one that triggered the alert wins then the non-trigger realm that did not win would get a draw. If the trigger realm for the alert doesn't take 65% but does end the alert with the highest percent, it should then be a draw for all realms.

I would also like to suggest considering ways to counter the tendency to see one realm steamrolling the others at night time hours with massive overpopulation. There should be a very significant end alert reward reduction for having overpopulation. It should take into account how far apart the lowest population realm is from the others and the distance between the two highest population percentage numbers. This is because the weakest realm folds easily and is almost always devoured by the two realms who have the population to compete. It isn't bullying on the part of the other defender, it's just so the weaker realm's territories can be contested against the other power when the lattices allow it instead of being an easy capture. In addition sometimes both opposing realms are outnumbered, and one side having an easy win should be penalized instead of encouraged. I'd suggest it start as a small penalty after reaching unbalanced population for the first three percent of continent population advantage and quickly ramp up after that. At what point in the alert you measure I don't know, but maybe you could divide the alert into time segments where the population in each segment is measured for a reward and then add the awards together at the end. You could even add a nifty graph that shows population, possibly including in each contested hex, that shows how hard fought the victory was or if it was essentially a steamroll after halfway through.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 17, 2014, 01:08:49 am
There's night-time hours, on any highly populated server?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 17, 2014, 03:03:38 am
You do have a good point there.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 17, 2014, 07:34:22 am
Now that we have a shotgun pistol, I think NC really needs a shotgun for the rocket launcher slot to complete the set. I'm thinking same damage and spread as the canister, but with just one round loaded at the time (a bit more in reserve than rocket launchers, though).
That sounds... Fun actually. Big ass shotgun rocket thing...
I reckon it'd be plenty useful in CQC for dealing with MAXes, and completely useless against vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Alev on August 17, 2014, 11:56:38 am
PS2 on MAc didn't work. It entered full screen mode, and then crashed with a black screen. Oh well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 17, 2014, 05:00:55 pm
I've started to move on over from AP Lightning to AP Vanguard, and am enjoying myself. Running reinforced frontal/rival/shield with the Halberd as my secondary (VERY convenient for it to go on sale today). I'll eventually migrate over from reinforced frontal to either autorepair/radar/stealth, but I havent decided yet and reinforced front/sides are probably the best you can do with 100 certs.

Pros over the lightning:

Nothing beats you 1v1. Except air, but fuck air :P
You can 2v1 AP Lightnings, 3v1 any other kind. With an engineer repairing, you can pretty much deal with an endless stream of 1v1 lightning encounters. Great in smaller armor-centric fights.
One-shots ESFs, can easily take out careless Libs.
Losing your vanguard is a bit harder than losing a Lightning. In the Lightning, there will be a lot of deaths that you really couldn't see coming or avoid.
Allows you to play with a buddy.
Ammo is a lot less scarce at lower capacity levels due to the longer reload and higher damage per shell.

Cons:

It moves very slowly. It doesn't sound like a big deal at first, but the improved mobility on even the stock Lightning is actually important in reality.
Dealing with infantry is a nightmare. It's a bigger target, can be chased down a lot more easily, kills them slower, and dies to just as many mines.
If you decide to roll with an armor column in large fights, render range becomes your worst enemy, and unlike in a lightning you can't just run.
Much bigger cert sink than the lightning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 17, 2014, 05:24:28 pm
From what i know if you reinforce the sides on the vanguard then the sides become actually stronger than the front.. it's pretty much an IS-4 :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 17, 2014, 05:41:34 pm
Yeah. According to the wiki, the Vanguard has 66% damage absorption from the front, and 65% on the sides. This sounds fishy to me, because if that's the case reinforced frontal is absolutely useless, giving 5% less damage absorption to a much smaller area. The only perk is not having to turn broadside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 17, 2014, 07:22:48 pm
Yeah it has very strong side armor to begin with... and people tent to try and shoot the side if they can so you don't have to even try showing the side because people will actively try shooting your strongest (side) armor... just "angle" the tank to show a bit of the side and people will usually shoot it there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 17, 2014, 07:34:44 pm
Armor doesn't actually work like that, it doesn't care where the shell lands - top, side, rear, whatever. It just cares about their tanks' position to yours, so if you angle but they are still in front of you, they'll deal damage to the frontal armor even if they shoot the side.

The fact it doesn't care about shell placement, angle, etc. and is really kind of a drag, it makes the armor game a lot less dynamic than it should be... but hey, I guess this isn't WoT, we can't expect such luxuries ._.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 17, 2014, 07:47:23 pm
I'm not saying you should angle it like in WoT. i'm saying that if you have extra side armor you should "angle" it to expose some of your side armor.
People will generally try shooting the side as they percieve it as weaker... so you don't have to sit sideways towards other tanks as only showing them a bit of it works the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 17, 2014, 07:55:17 pm
I'm not saying you should angle it like in WoT. i'm saying that if you have extra side armor you should "angle" it to expose some of your side armor.
People will generally try shooting the side as they percieve it as weaker... so you don't have to sit sideways towards other tanks as only showing them a bit of it works the same.

I know. Again:

Armor doesn't actually work like that, it doesn't care where the shell lands - top, side, rear, whatever. It just cares about their tanks' position to yours.

That's my point. If you angle to show some of your side armor, it'll just deal the damage to your front armor regardless of where the shell lands. If you want to put that reinforced side armor to use, you HAVE to go (at least sorta) broadside.

Baiting shots into your side armor by showing some of it does nothing whatsoever in this game. As long as they are in front of you, they will always deal damage to your front armor, even if the shot lands on your side.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 17, 2014, 08:10:16 pm
Hmm... well i thought it was based on the point of impact of the shell... guess you learn something new every day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 17, 2014, 08:34:58 pm
I've been meaning to check how the armor works but just haven't bothered. I assume this means that if a sliver of their rear armor is showing but most of their side is then it deals side damage if you hit the rear. This just means that it is always a good idea to aim center mass at tanks, good to know.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 18, 2014, 01:51:30 am
I had a thought a couple of days ago about improving long range combat.

Currently long range combat is indecisive, mostly because for some reason guns have lots of recoil and CoF bloom and it's difficult to actually hit anything beyond the first shot. Also it takes a lot of shots to kill people at range so they can just squirrel away to cover somewhere.

My idea is to add additional benefits to stances (i.e., moving, standing, crouching, crouch moving) beyond the initial CoF values. Basically if you're standing or crouching still, the first shot multiplier, horizontal recoil, and CoF bloom of the gun you're using should be dramatically improved so that it's easier to land multiple shots at a distance.

This won't affect close range combat, since everybody moves and should be moving in close range combat. It makes long range guns deadlier at their intended role and also makes long range combat possible if you're using a gun that isn't the SABR-13. Also infiltrators rejoice because lots of people start standing still more often.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on August 18, 2014, 02:00:50 am
Strafe spamming already makes your CoF expand very rapidly during rapid shooting, but other than that, yeah, I think weapons should have a little bit more long range viability. Right now only infiltrators have guns that can make use of x6 scopes, and with my recent Infiltrator binge I've fallen in love with shooting folks at range so much that I don't know if I can ever go back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 18, 2014, 02:46:31 am
Shooting at people in close-medium range with a bolt-action is a fun thing indeed.

I haven't been on recently, did Miller get fixed yet?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 18, 2014, 05:36:32 am
From what I've heard, no. Miller is lagging to hell and back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 18, 2014, 05:47:30 am
Well, they have until Wednesday to fix it, as far as I'm concerned. :P

Also, is the tank hitbox thing really true?  That would make me very disappointed. Especially since a new hobby of mine was stalker infiltrator with explosive xbow.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 18, 2014, 06:29:13 am
Check this out:

https://forums.station.sony.com/ps2/index.php?threads/video-da-yehhh1g-quick-scoping-a-falling-bouncing-betty.197819/

The way his crosshairs move to headshots is just bannanites. It even compensates for z movement, look at the guy on the hill he actually misses twice due to overcompensation when the guy moved the otehr way downhill instead of uphill. The bouncing betty shot was just pure luck unless he's using an aimbot that sticks to explosives, maybe a sort of push button one, I don't know how they are used.

I try not to do hackusations unless I am sure and thus I will not do more than to raise the possibility, but this level of ability (42% headshot rate according to the recursion stat tracker) raises doubts in me especially when only certain outfits can perform at this level and while it's not outfit-wide a majority of their members can do it. DA and AC are two of these outfits, with even low Battle-rank AC members able to do things like consistently ping-ping-ping headshot kills at mid-range while strafing against someone trying to dodge.

Also at :16 seconds in there appears to be what might be NC infiltrator going into stealth near the rock and in the video you can see the blue shader thing people see when an NC stealthed infiltrator is in a flashlight, but he's 50 or more meters away with no visible VS near them. I could be wrong though, that could be something else that is that color of blue like an overshielded heavy. It's hard to tell in the video as whatever it was is only visible for about a second.

Restoration kits are silly too, could use a change.

EDIT: In case I get jumped on for even suggesting the possibility, check this out:

http://www.reddit.com/r/Planetside/comments/194qqy/confirmed_soe_is_banning_hackers_for_only_310/

IF they are caught SOE only suspends the account for 7-14 days and doesn't delete characters that are caught cheating as of that 2013 Reddit post. This may only apply to paying accounts. It could have changed since then. Possibly if caught again they are perma banned, but judging how Nivx keeps coming back to VS Mattherson/Emerald I kind of doubt it. I saw a person with nivx in their name a few days ago on NC Emerald so maybe his old VS account was perma banned, or he could just be on his NC alt, I dunno. Despite being reported by multiple people in various outfits multiple times for blatant aimbotting Nivx plagued the server for a year or more before he finally wasn't seen as often, which is why I put the word if in all caps at the start of this paragraph.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on August 18, 2014, 07:02:54 am
No, that wasn't hacking.
WHAT THE PROS DON'T WANT YOU TO KNOW!!! Little trick to get great aim: Turn down your mouse sensitivity.

Also, outfits like DA, AC, BAX, and SVO are very selective, if you can't play on that level they won't even give you the time of day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 18, 2014, 07:16:48 am
Yeah, I knew I'd get that kind of response. It's not even worth raising the possibility it feels like. People have said the same thing, that they are top tier mlg pro git gud etc about people who later get banned, but once that happens continue to do so when other questionable performance is noted. It disregards that yes, people do cheat in fps games, and yes if there is a vulnerability in the game it will be taken advantage of by a small minority of the players.

I'll tell you what, when SOE invites the top outfits to a tournament where SOE provides the computers used and if they still perform head and shoulders above other experienced players I'll never suggest they are anything but better than 99% of humanity experienced in this particular type of task.

(Un?)fortunately I'm not alone in seeing suspicious things in PS2:

https://forums.station.sony.com/ps2/index.php?threads/how-about-some-gms-or-game-integrity-control.197970/

https://forums.station.sony.com/ps2/index.php?threads/threat-to-soes-revenue-stream.198008/

Also turning down mouse sensitivity is a terrible suggestion. At the very least your hipfire sensitivity should be high enough so you can quickly but still accurately quickscope. Aim, scoped and vehicle sensitivity would be a good idea to turn down if you feel it helps. It also depends on how much dpi or whatever that measurement is that your mouse has.

Also, outfits like DA, AC, BAX, and SVO are very selective, if you can't play on that level they won't even give you the time of day.

I agree, but how can they be sure that cheaters are not getting through their selective process? I think that they can't be and then end up defending them unknowingly.

In AC's case Maximumsmurf and less than a squad of low BR AC players I can't remember wiped the floor with two squads of NC including some BR100s until the NC was confined to the spawn room in a biolab with Maxsmurf and several other if not all of the AC players doing ping-ping-ping headshots, causing the NC players to log out in disgust after filing some reports. It's really suspicious to have that happen and after having run into him doing the same thing in multiple instances I'm fairly confident in saying IF there are aimbots being used that Maximumsmurf has replaced Nivx as the most blatant aimbotter on Emerald, in my mind at least.

This is Nivx but it looks the same when fighting Maximumsmurf:

https://www.youtube.com/watch?v=dTVf59lk2A0

According to some guy named Anonymous

https://fireden.net/4chan/vg/72022663#p72075116

This is maximumsmurf's stats:

https://fireden.net/4chan/images.4chan.org//vg/src/1403962746209.jpg

Notice the 50%+ headshot rate on some of the lmgs. Or the Orion that has over 26,000 kills but a 40% head shot rate. Totally not suspicious especially when you remember he's an adadadad spammer.

EDIT: Also you can 'fix' your accuracy stat by shooting the ground or ceiling in the warpgate (or anywhere really.) I don't know if that lowers Head shot rate or if head shot rate is calculated only from bullets that actually hit an infantry. This makes me automatically suspicious of people I see emptying magazines at a wall or other terrain for no reason when there isn't any fighting going on and especially when it's after a fight just ended.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 18, 2014, 08:23:15 am
I'm glad I haven't seen many cheaters on Miller since about a year ago. There are moments, but they usually seem to be cloak-lag or the like.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on August 18, 2014, 08:50:01 am
You really aren't going to accuse MaximumSmurf of cheating, are you?
I can assure you that he does not use an aimbot as I mopped the floor counter-sniping him a while ago.

I don't like playing this card, but: My K/D is 1.3, I average around 2.5 these days. The guy who told me about lowering sensitivity has a 3.2 (https://www.planetside2.com/players/#!/5428013610487669665) Your's is under 1.

In PS2 headshots are king. If we meet on even footing and you shoot for my chest and I for your head. You will lose. The end.
Turn down your sensitivity, aim for the head. It will take a while to get used to, but in the end you WILL be better for it.

People have said the same thing, that they are top tier mlg pro git gud etc about people who later get banned, but once that happens continue to do so when other questionable performance is noted.
Sources?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 18, 2014, 09:01:02 am
Nivx is the only one I remember and to be honest I'm not even sure he is perma banned so you might have me on that one. There is one guy talking in one of the PS2 forums threads I linked though that gives a name, and yes people were defending that guy up until he got banned.

My KDR is under 1 lifetime for 3 reasons: Firstly I played before the medic revives did not count as deaths and that alone dooms my lifetime KDR to be under one. Secondly, though without checking to be sure but I'm pretty sure it's the case, I pull a turbo flash more than any other vehicle and this results in many suicides much less being killed by enemies in such a weak combat vehicle. Thirdly I don't play to maximize my KDR and indeed disregard it except to make sure I'm improving, when combined with the first that means I died and revived, died and revived, died and revived over and over at times trying to get out of spawn rooms for example. Another example is I hardly use my max and I don't have rocket pods despite how strong they were early on. My best farm weapon has always been an HE lightning. My lifetime KDR would be close to yours if the above were not true. As it is I'm averaging close to 1.5 KDR lately (will check to make sure after my DF worldgen to the year 2014 finishes) doing a lot if not mostly infantry (is a flash driver infantry?) and that as engineer with a battle rifle doing a lot of repairs. I'm willing to admit I might not be as good as you in kill-death ratio, but I bet you never backflipped a battle-flash onto anyone much less someone as dangerous as Visigodo as I have. I didn't know it was an e-bilities contest between us and that kdr was the sole determining factor or I might not use sub-optimal for kdr vehicles or classes that I find fun nonetheless (especially the turbo flash; turbo is the only ability that I can think of that randomly causes a suicide for using it) That doesn't mean I can't notice when some people are performing in an aberrant manner and in the case of the above biolab fight other people notice the same thing. I do get <60fps in almost any sized fight, but I've run into Maxsmurf at times when I'm getting 50-60 as well, like the biolab fight in an above post. Since I often get 35ish fps in a large fight once I setup my useroptions correctly in an earlier post I said I hesitate to throw out hackusations, but I still reserve the right to have suspicions that it's at least possible especially in a free to play game because it would fly in the face both in my past experience in fps games as well as common sense.

All I said is IF there are cheaters that can go uncaught/unpunished in Planetside 2 for me to guess one would be Maximumsmurf as my first guess as I've run into him multiple times. Keep in mind it's only a guess, I'm not sure at all but his stats as well as my experiences with him lead me to be suspicious. If there aren't any cheaters I guess he doesn't deserve to even be accused, so I'm not saying he is; just that if there are cheaters he would be my guess for one that I've seen do suspicious things enough times to remember the name. If I wrote differently I'll happily edit it. Can't I even be suspicious about those headshot rates from someone doing very fast adadad spam?

At sniping range (really anything past mid range) if you move around a bit it's easy to avoid bullets already fired which I would guess would throw the theoretical aimbot off so a user might find it detrimental or at least not helpful and leave it off when using long range snipers. You most often get sniped standing still, and if you get hit moving that person predicted where you would move to by guessing where they should have their bullet after it's travel time to you. It's only easy to do when you were only moving one direction and not juking.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 18, 2014, 09:37:48 am
Im sure there are cheaters, but what you're seeing has more to do with the infinite skill ceiling of twitch FPS shooters. I can suck to have to deal with such horrifyingly large skill disparities.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 18, 2014, 09:48:42 am
That's true but it should be very difficult to compensate for the cof expansion at mid range that adadad spam causes, much less that and the rapid change of direction at 1.35 magnification minimum at .75 ads move speed while compensating for fully automatic recoil. Difficult enough that still getting 40% head shot accuracy over 26000 kills some of which are potentially dodging or adadading themselves seems to me to potentially be more than being unusually talented.

One way to look at it is a well deserved compliment if it's not justified; that's how I handle the rare hackusation I get. I haven't gotten one in a long time to be honest, my various stats must be bad enough that anyone who bothers to look at them says lol nope.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 18, 2014, 10:33:13 am
Yes, NC needs even more shotguns. Yup. Mmhmmm. Definitely.

Clearly the NC LA jetpack needs to become a shotgun as well, firing down pellets to keep the user aloft.  Also, shotgun knife.


In all seriousness, something with SABOT rounds would be nice, for an anti-vehicle shotgun.  It'd be an interesting alternative to the Phoenix for heavies.   (Get in *really* close for high risk high reward shots)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 18, 2014, 10:44:28 am
Yes, NC needs even more shotguns. Yup. Mmhmmm. Definitely.

Clearly the NC LA jetpack needs to become a shotgun as well, firing down pellets to keep the user aloft.  Also, shotgun knife.


In all seriousness, something with SABOT rounds would be nice, for an anti-vehicle shotgun.  It'd be an interesting alternative to the Phoenix for heavies.   (Get in *really* close for high risk high reward shots)

I'd like to see a shotgun launcher for the NC heavy and a shotgun knife would also be cool. How would it work, one use for <1000 damage and then no more knife until respawn or resupply? VS could get a charge up knife ;)

How do you like the Mag-scatter Toaster? I'm enjoying it, it works really well with long range primaries like the Warden.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 18, 2014, 11:16:30 am
Haven't tried it because 1) haven't played much PS2 lately 2) probably wouldn't use it much anyway  3) would rather get the Desperado.

That said, I'm biased against changing pistols because I love the satisfying boom the Rebel makes.

and I want to Auraxium my knife
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on August 18, 2014, 01:41:14 pm
I wish that XP just came from damage and suppression. If you keep three guys from walking into the capture room for a minute, that's got to be better than killing one guy who respawns in a sunderer thirty seconds layer. And if you do 70% damage to a tank and it retreats to repair, you've effectively removed it from the fight...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 18, 2014, 02:32:04 pm
Yah, that would be awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 18, 2014, 03:06:45 pm
+1
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 18, 2014, 03:07:34 pm
+2
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 18, 2014, 03:46:25 pm
if you do 70% damage to a tank and it retreats to repair, you've effectively removed it from the fight...
It already works similarly for aircraft, so I don't see why not for ground vehicles as well.

I always thought there should be an LMG of some sort that doesn't do quite as much damage as other ones but will accumulate a suppression effect as its projectiles hit or pass nearby. It could be anything from a concussion grenade-like effect, to increasing your weapon bloom, to making you move slower when moving towards the source of the fire (moving away or perpendicular would be normal speed to encourage going into cover). It could also increase tunnel vision by blurring the edges of the screen and removing some indicators temporarily such as nearby grenades and enemies, or even friendlies.

The messages for receiving XP could be tweaked too, have it be off to one side of the screen similar to how directive notices are right now, and have them show up in a list with the most recent at the bottom. That way you can get notified of your XP gains as you get them instead of having to wait ages for sunder respawn, repair, ammo etc. to tick by in order to get to what you're doing right at that moment.

I also kinda wish there were a life summary when you redeploy similar to when you get killed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 19, 2014, 12:55:53 am
if you do 70% damage to a tank and it retreats to repair, you've effectively removed it from the fight...
It already works similarly for aircraft, so I don't see why not for ground vehicles as well.

I always thought there should be an LMG of some sort that doesn't do quite as much damage as other ones but will accumulate a suppression effect as its projectiles hit or pass nearby. It could be anything from a concussion grenade-like effect, to increasing your weapon bloom, to making you move slower when moving towards the source of the fire (moving away or perpendicular would be normal speed to encourage going into cover). It could also increase tunnel vision by blurring the edges of the screen and removing some indicators temporarily such as nearby grenades and enemies, or even friendlies.

The messages for receiving XP could be tweaked too, have it be off to one side of the screen similar to how directive notices are right now, and have them show up in a list with the most recent at the bottom. That way you can get notified of your XP gains as you get them instead of having to wait ages for sunder respawn, repair, ammo etc. to tick by in order to get to what you're doing right at that moment.

I also kinda wish there were a life summary when you redeploy similar to when you get killed.
That LMG is basically the Lasher. Rapid fire exploding minigun. Weak as dirt, and a HORRIBLE primary weapon compared to the NC and TR heavy weapons. However, as SUPPRESSION, it is bar none the best infantry weapon, and stands up there with vehicle weapons. The rapid fire lets you lock down doors, and people get scared of running out. Plus, it resets shield recharge. Decent CoF for long range suppression.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 19, 2014, 02:15:31 am
Except it's VS only, and adding similar guns to other factions would make it... not unique to the faction.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 19, 2014, 04:04:34 am
I'd like the TR to get a thumper that fires low damage, high splash radius plasma nades
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 19, 2014, 05:51:39 am
Would anyone else here like a GL handgun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on August 19, 2014, 05:56:38 am
Anyone plays on EU servers and could give some info which one to join?
I pretty much want to be in underdog side and take things up from there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on August 19, 2014, 06:29:35 am
Would anyone else here like a GL handgun?

Sure. What's a GL handgun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 19, 2014, 06:32:14 am
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mistercheif on August 19, 2014, 07:21:35 am
The image is borked.  403 error.

But I assume you mean a handgun that launches grenades?  Because that would be damn cool.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 19, 2014, 07:33:35 am
Xbow with explosive bolts is close enough. :p
Also, we have enough grenade and explosive spam already. Or not enough...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 19, 2014, 07:40:57 am
The image was of a M79...

Xbow with explosive bolts is weak, and silent.

ALso, it fires three shots. I wasnt a large, loud, slow, single shot grenade launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 19, 2014, 07:57:53 am
Just take a carbine with a UBGL. it's basically exacly what you want.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on August 19, 2014, 08:40:13 am
Except its been nerfed to the point of uselessness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 19, 2014, 01:56:35 pm
Can someone do me a favor and check out my cert list (http://ps2.fisu.pw/cert/?name=RexxieKitty) and let me know if there are any fun things I'm missing out on? I cant fly and I'm not too keen on group play, so air and the sundy are out, but I can't find much else in the form of infantry or vehicle toys to play around with.

Maybe a pump action? Work on the MAX? I'm not sure!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 19, 2014, 02:16:33 pm
If you insist on a pump action, then get the Claw -- faster refire time is worth more than one pellet.

Also, seeing as how you already have wraith cloaking on your Flash, trial out the Renegade. Drive around cloaked and shoot people with it, preferably from third person. I find it hilarious, you may or may not enjoy it. While you can't pair it with the wraith, a level of Flash turbo could also be useful for various things.

Other than that, start maxing out the upgrades for the things you use most.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 19, 2014, 03:03:29 pm
NC ES rocket launcher because arcing high damage rockets over walls and between obstacles is fun.

Skyguard because killing the intercourse out of those pigdisgusting ESF and liberator pilots is fun.

Crossbow for the stalkerflator... it's an odd wepaon because of the different ammo types availble.
Standard is... well it's not really a proper sniper weapon because it can only oneshot infiltrators and the bolt quickly begins to drop but its still very powerful for a sidearm that lets you dispatch wounded enemies.
Explosive allows you to be a thorn in the side of vehicles... and sensor is.. well what it says on the tin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 19, 2014, 03:04:35 pm
NC ES rocket launcher because arcing high damage rockets over walls and between obstacles is fun.

SCREAMING FREEDOM EAGLE

is kinda disappointing because they keep nerfing it
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 19, 2014, 03:23:05 pm
The Phoenix (I think that's the name of it?) looks a little iffy to me because of that less-than-lethal damage. Looks hard to steer the thing, and even if I do land a shot with it it's not even going to do all that much other than finish off something already on fire or scare away infils. Still, I've never actually used it, I could be wrong.

Skyguard might be interesting. I trialed it and didnt get to do much, but (at least in theory) it should be pretty useful. Ill think about that one!

Crossbows... I'm not sure if they're all that effective, but damn I might just get one for the sake of having a crossbow. Probably would want to invest in stalker cloak, though, and so far I havent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 19, 2014, 04:08:26 pm
The Phoenix has a few pros and cons.

Pro:

You can hit targets from cover where they can't hit or see you.
Massed, it can deliver an awesome alpha strike that can drop any ground target from full to dead. (In fairness, the Lancer can do this as well.)
No lock warning for the target, and immune to flares.
Does about 99% damage to an ESF; from full to burning with about 4 seconds of life.
Sounds awesome (SCREAMING FREEDOM EAGLE)
Each shot does a lot of damage (1500 IIRC)
Can be *sort of* dumbfired.  (See note at bottom)


Con:

It can be shot down, and it's not that hard to do so.
The 300m range is rather limiting.
The TTK at range is rather low, considering while you're flying the rocket, you're not reloading.
Shooting infantry is a waste of time.
Its MAX damage is unimpressive.
While you can murder ESFs, good luck hitting one.  An unsuspecting lolpodder is fair game, but any other flyer is a waste of time.
The turn radius is decent, but you're not going to be doing 180s.

Trial it to get a feel for it.  It's kind of situational now, and I don't really see that many being used, especially after the lockons dropped to 250 certs.

If you release control early, it keeps flying in the same direction you pointed it, but it suddenly gains a *lot* of drop.  An early release on a sure hit can save a second off your rearm time.

With the above, there's a trick to dumbfire it.  Hold the fire key when you're locating your target.  As there's no true dumbfire, this does nothing.  When you're aiming where you want to shoot, hit your aim key.  The rocket will instantly fire.  Drop it immediately if you're right at the tank's butt, where you should be using this trick.


[When it first came out, it could one shot infantry and was hilariously overpowered.]
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 19, 2014, 05:28:44 pm
check out my cert list (http://ps2.fisu.pw/cert/?name=RexxieKitty)

Quote from: Rex_Nex's cert list
Sunderer Smoke

Bwahahaha oh man.

Given your cert situation, I would work on more fully certing out your infantry classes. Items include:

1) Getting the last rank of your engineer tool certed out.
2) Fully certing out your ammo pack. (You get to throw two at max rank.)
3) Sticky nades. (They're useful really.)
4) Getting the last rank of the Nano-Regen Device.
5) Getting the last rank of Jump Jets.
6) Certing out Adrenaline Shield or Resist Shield but ideally both. Resist is cheaper.
7) A bunch of suit slots at your discretion. (Advanced Shield Capacitor is both good and cheap, Nanoweave is good, etc.)

That all should keep you occupied for a very good long while. They're not fun certs but they will improve your effectiveness.

I recommend infantry certifications mostly because I am an infantry player.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 19, 2014, 05:48:04 pm
I am liking the Serpent a lot more than my previous engy weapon. Feels like I'm getting more done when I hit something with it even though it eats up ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on August 19, 2014, 07:48:24 pm

I looked it up, and it's any of the default Empire carbines with their respective upgrade gun having an underbarrel grenade launcher - eg. the TRAC-5 S, whose only difference to the standard TRAC-5 is more equipment slots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on August 19, 2014, 09:46:42 pm
How about this- it's a primary-slot weapon, probably nanosystem, and all it does is lob your grenades for you. It's a big upgrade from throwing them, but you still have to pay for the 'nades, and you don't get any additional ammo (maybe carry one additional 'nade in the weapon itself).

It'd be interesting on a LA or HA, but a huge step down from having an actual gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 19, 2014, 10:49:37 pm
"New" Nanite Systems Heavy weapon.

Bulldog-I

Some idiot ripped a Bulldog off a busted Sunderer and went to town. Nanite systems, being smart weapons mongers, noticed this and quickly released an Infantry variant. Movement speed is drastically reduced while equipped, and the recoil ensures no two shots will ever fly the same way, at least not without significant downtime between, but its still a Bulldog in the hands of a Heavy.

Differences from "Standard" Bulldogs

Heavily reduced ammo. Two extra reloads, tops. Maybe just one.
Extremely high recoil and moving CoF. Slightly higher standing CoF.
Reduced effectiveness of ammo. I think somewhat weaker then the harrasser variant.
Reduced move speed just having it in a slot, and greatly reduced speed when its out.

Of course, this would never go through, as it would turn the Valk into a pocket galaxy.

Also, for added hilarity, the Auraxium variant would have an underbarrel grenade launcher, a compensator, and an advanced foregrip.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 20, 2014, 07:38:48 am
How about this- it's a primary-slot weapon, probably nanosystem, and all it does is lob your grenades for you. It's a big upgrade from throwing them, but you still have to pay for the 'nades, and you don't get any additional ammo (maybe carry one additional 'nade in the weapon itself).

It'd be interesting on a LA or HA, but a huge step down from having an actual gun.

Or maybe something like this. (http://wiki.planetsidesyndicate.com/index.php?title=Thumper)

And while I'm posting a wish list... (http://wiki.planetsidesyndicate.com/index.php?title=Rocklet_Rifle)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 20, 2014, 12:15:48 pm
Thanks for the advice guys =)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nilocy on August 20, 2014, 02:59:24 pm
How about this- it's a primary-slot weapon, probably nanosystem, and all it does is lob your grenades for you. It's a big upgrade from throwing them, but you still have to pay for the 'nades, and you don't get any additional ammo (maybe carry one additional 'nade in the weapon itself).

It'd be interesting on a LA or HA, but a huge step down from having an actual gun.

Or maybe something like this. (http://wiki.planetsidesyndicate.com/index.php?title=Thumper)

And while I'm posting a wish list... (http://wiki.planetsidesyndicate.com/index.php?title=Rocklet_Rifle)

If I recall correctly the PS2 devs said that indirect weapons are a big no-no in PS2. I have to agree with them, all they do is make good players better and piss off lower skilled players to the high heavens.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 20, 2014, 03:30:22 pm
I don't doubt for a second that we'll never see for the Thumper, but I'd still like the Rocklet Rifle.  It was never that effective, but damned if it wasn't a lot of fun to use.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 21, 2014, 05:54:59 pm
Got my first Auraxium medal on the Razor, primarily on my LA. Happy days! Not too keen on the weapon itself, but whatever. I'd like to play with a more close-quarters carbine, but both of the NC's best options (the bandit and gd7f) are 1k cert investments that I'm just not willing to make. Very annoying that the Mercenary, Gauss Compacts, Razor, (and possibly AC-X11) all step on each others toes for midrange carbine.

Perhaps I'll try some assault rifles =)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 21, 2014, 06:07:07 pm
The merc is awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 21, 2014, 06:27:15 pm
Just put a laser sight on the Mercenary. It's a carbine, it's close-range by nature.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 21, 2014, 06:32:12 pm
And shockingly good at range with a 2x scope.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 21, 2014, 06:48:52 pm
Looking at it on the wiki the merc and razor look identical except the razor has slightly faster shell velocity and a shorter reload, while the merc has ~0.1 sec faster TTK. If there is another difference, let me know.

No doubt that the merc is solid, but if I didn't like the razor I dont think I'll like the merc seeing as how similar they are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on August 21, 2014, 06:56:43 pm
Trial GD-7F. It's quite pricey, but it's a beast in CQC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 21, 2014, 07:29:52 pm
while the merc has ~0.1 sec faster TTK.

That's a big deal when the average TTK is less than a second.

Also, don't look at the wiki for stat comparisons. Use this behemoth (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&f=true&noheader=false&gid=92) if you really want to get nitty gritty with weapon detail.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 21, 2014, 07:55:01 pm
Dems a nice spreadsheet, listed a lot of stuff the wiki didn't, like the Razor has a different recoil pattern and features recoil "angle", something the Merc doesn't. Could someone explain to me what recoil angle is, and whether having 0 instead of 12 is a big deal?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 21, 2014, 07:58:07 pm
Recoil angle means the recoil makes the gun to to the side and up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 21, 2014, 08:28:14 pm
A recoil angle of 0 means when vertical recoil is applied the gun goes straight up (horizontal recoil can still make it jump towards the left or the right though). A recoil angle of greater than 0 applies vertical recoil however many degrees to the right. Similarly, recoil angles of less than 0 apply the vertical recoil to the left.

For example, when you full-auto the Gauss Rifle without moving your mouse, the crosshair will go diagonally to the right. If you full-auto the Mercenary, it will go straight up. That's the recoil angle at work.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 26, 2014, 08:37:07 pm
I read on the PS2 forums that there was a tweet or livestream hidden in the depths of twitter where a dev said the TR Vulcan is being switched to being the Anti infantry secondary due to the difficulty of balancing it as an AV weapon and the Marauder will be switch with it to be the AV weapon. The Vulcan will be like a tank mounted Banshee and the Marauder a tank mounted Fracture.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 26, 2014, 09:05:44 pm
I find that hard to believe, especially since a tank mounted Fracture exists; it's called the Enforcer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on August 26, 2014, 10:25:37 pm
So I jumped in to a Harasser on a whim and the turret weapon was godly.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 26, 2014, 10:42:26 pm
I just bought the PPA for my Harasser. Very first spawn, 1/3, no driver... parked it outside a base. 46 kills later, some LA finally got sick of me and blew me up. Let's see your Canister do that. :P

I knew it was easy, but I never imagined it was that easy...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on August 26, 2014, 11:38:05 pm
All of the PPA weapons are freaking nuts. At least you have to aim with most guns...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 27, 2014, 01:04:47 am
All of the PPA weapons are freaking nuts. At least you have to aim with most guns...
I am actually of the opinion, having run around solo with a magrider + PPA, that the VS are horribly overpowered when not simply outzerged. Our tanks can get to places they never should be able, our heavy weapon isn't just a more powerful version of the basic gun and does something unique, our special rocket launcher is hitscan, and our spandex is one size fits all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 27, 2014, 01:53:08 am
I just bought the PPA for my Harasser. Very first spawn, 1/3, no driver... parked it outside a base. 46 kills later, some LA finally got sick of me and blew me up. Let's see your Canister do that. :P

I knew it was easy, but I never imagined it was that easy...

Had the same thing happen on my first PPA experience. Granted, the clip size was nerfed since then - but that hardly touches what makes it so ridiculous. The PPA blows away every other ESAI weapon so hard that you can't even compare them without feeling sorry for the others.

#justvanuthings
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 27, 2014, 02:05:08 am
I maxed out triage. I've gotten a grand total of 19xp from it since I maxed it out, from healing people who were repairing a sunderer under attack. It wouldn't be so bad if it were cheaper but 1350 certs is a steep price to do nothing you couldn't do without it.

At least it's less useless than Ammo Belt for Engineer. I've decided to completely cert out every infantry class as fully as possible (weapons excluded) so at some point I'm going to have to get that too.

I read on the PS2 forums that there was a tweet or livestream hidden in the depths of twitter where a dev said the TR Vulcan is being switched to being the Anti infantry secondary due to the difficulty of balancing it as an AV weapon and the Marauder will be switch with it to be the AV weapon. The Vulcan will be like a tank mounted Banshee and the Marauder a tank mounted Fracture.

Supposedly Higby said it on his stream.

What I really wish SOE would do is just make the Vulcan accurate. Then it would be a passable AV gun and it would give the gunner something to do while the Prowler is Anchored 500m away from everything. There's already the Shredder, which is rapid-fire long-range gun that shoots armor-piercing bullets, fires at 800 rpm, has no drop or CoF bloom, and Liberators can fire into a lot more crevices than Prowlers can, and nobody complains about how OP the Shredder is (or maybe they do) so I don't see why they couldn't give the Vulcan Shredder or near Shredder accuracy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 27, 2014, 08:14:33 am
I'll admit that it's pretty clear they have issues balancing it, since right after its big buff a few months ago, I was nearly dropped by a single one while riding a Galaxy.


As far as the Shredder goes, it may be great, but a lot of people want to run the Dalton for AA work (as much logical sense as that makes.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 27, 2014, 12:51:52 pm
I don't think I've seen a single lib use a shredder since shortly after release...

Now that the Valk is nearly upon us... I'm finding myself much less enthusiastic about it than I initially was. I guess I'll wait and see how it fares in a few months after things are 'more in line'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 27, 2014, 01:21:53 pm
Spoiler (click to show/hide)

WHY DO YOU HAVE TO BE A MOCKUP
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 27, 2014, 01:43:31 pm
Looks kinda neat, would rather the map be a square though. I also like having bars on the edges of the crosshair for ammo, energy, and health like it is now, and I kinda like the hud info in the center the way it is in the central hud. Might just be because I'm used to it though.

I would also like to have a topographical map instead of the textured one...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 27, 2014, 01:58:12 pm
I don't think I've seen a single lib use a shredder since shortly after release...

I was killed by a shredde lib some months ago when flying a ESF. I saw the lib going for me and decided to dodgy by ABins under him hoping that he won gryt to shoot me with its main gun.
And i was set on fire from 100% hp.

Whne i got to see the death reccap screen i was stunned because apparently his shredder dealt 97% damage to me. And mind you i was flying past him in a ABing Maxed racer mossie with fully certed fuel tanks.
And no no idea how this happened... i just guess shredder gets some freaky damage against ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 27, 2014, 02:10:42 pm
Sometimes shots lock up and all register at once, particularly if the other player was lagging. Coulda been what happened.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 27, 2014, 05:01:29 pm
Patch notes (https://forums.station.sony.com/ps2/index.php?threads/update-notes-8-28-august-update.199055/). The big thing is the Valkyrie.

Quote
T9A "Butcher" (TR LMG directie reward)

    Removed barrel attachment
        Hip cone of fire bloom reduced from 0.12 to 0.1
        Aimed cone of fire bloom reduced from 0.06 to 0.05
        Vertical recoil increased from 0.85 to 0.9
        Horizontal min/max recoil increased from 0.19125/0.19125 to 0.225/0.225
    Added Soft Point Ammunition

A CARV with SPA? Oh, man, I might have to give the gun a shot.

Quote
Betelgeuse 54-A (VS LMG directive reward)

    Removed barrel attachment
        Min/max horizontal recoil increased from 0.17/0.19125 to 0.2/0.225
        Horizontal recoil tolerance increased from 0.85 to 0.9
        Hip cone of fire bloom per shot reduced from 0.12 to 0.1
        Aimed cone of fire bloom per shot reduced from 0.06 to 0.05
    Added Soft Point Ammunition
    Added heat mechanic

An Orion with unlimited ammo and SPA? I think I am going to hate this gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 27, 2014, 05:11:33 pm
It sounds like they added the heat mechanics to all the VS directive rewards except the sniper rifle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 27, 2014, 06:13:39 pm
As long as you're in a fight with even one engineer who doesn't have his head up his ass you generally don't have ammo concerns.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 27, 2014, 06:22:12 pm
Its beautiful when you go trolling about with a gal letting people shoot ground targets and someone gives you a fully tricked out gal to play with.
And while on Hossin.

I had fun today! And TR got rather angry with me. Dident do much tho.  :D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 27, 2014, 08:44:02 pm
Things that stuck out to me:

Players will now be notified when the sunderer that they last spawned at has been damaged or destroyed.

Players are again invulnerable inside the Warp Gates.
Ceiling flash returns (when I idle/afk in the game)

The Liberator and the Galaxy have had their physics updated with lower centers of gravity. They are now harder to flip over on less graceful takeoffs and landings.

The time and date of an outfit’s base capture has been added to the score screen.
It is now possible for up to 4 continents to unlock automatically based on server population. Previously, only up to 3 continents would unlock automatically.

NS AutoBlade now has Medals and Ribbons.
The heck is an NS Autoblade?

Fixed an issue where players could end up in a bad state of hit registration after reloading and firing exactly as the reload ended.

Better management of terrain object memory.

Galaxy wing turrets now have collision

Blast damage will now hit VR zone targets.

Fixed a bad LOD for the A30 Walker

· Lockout time on resupply XP events reduced from 3 minutes to 1 minute.
Hooray, as someone who does a lot of engineer repairs and resupplies this will help me a lot I think.

Announcements
The PS2 team wants to thank the community for setting up the external bug tracking system (http://ps2issuetracker.com/secure/Dashboard.jspa). Our QA team has been referencing it extensively and multiple bugs have been logged that we didn't have tracked before. We appreciate the efforts to keep everyone up to date; thanks!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 27, 2014, 08:47:46 pm
http://www.reddit.com/r/Planetside/comments/2ceqo8/pts_ns_autoblade/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 27, 2014, 08:51:58 pm
Looks pretty cool except the handle. I'd rather have a Cutco grip. Is it a reskin or is it different than the base knives?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 27, 2014, 08:56:29 pm
The problem I have with a cosmetic knife is that, as far as I know, it doesn't appear on the character model anywhere (I.E. in a holster) and when you do use it it's only out for a split second, so nobody is going to notice.

Now, if they had a completely different kind of melee weapon, for example some with longer reach, slightly more damage, or had very fast 'refire' for example, that's the kind of thing I'd be interested in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on August 27, 2014, 09:38:11 pm
I agree, there have been times when I'd sacrifice the primary weapon slot on the Light Assault for a polearm or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NullForceOmega on August 27, 2014, 09:38:57 pm
I vote MAX Axe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 27, 2014, 10:19:42 pm
Ooh, that might be nice, being able to swap out the MAX punch for a MAX bladed arm thingie...
Same motions, but now with more sharp thingies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on August 27, 2014, 10:51:10 pm
It looks like a NERF knife.

Also, thank goodness, the Betelgeuse will not have SPA.

Also, the patch has been delayed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 28, 2014, 02:13:25 am
I've been playing with my engi lately, mostly with the Warden. You know... this thing isn't anything special at range, any of the longer range automatic weapons are better. But for whatever reason, when I get into CQC and start hipfiring the thing all over people, it farms K:D. Went on several 10+ kill rampages against heavies etc with it. Reminds me of a shotgun with slugs.

I still dont think the Warden is very good, but it's funny to mow down multiple heavies in knife range with a battle rifle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 28, 2014, 02:33:52 am
The problem I have with a cosmetic knife is that, as far as I know, it doesn't appear on the character model anywhere (I.E. in a holster) and when you do use it it's only out for a split second, so nobody is going to notice.

Now, if they had a completely different kind of melee weapon, for example some with longer reach, slightly more damage, or had very fast 'refire' for example, that's the kind of thing I'd be interested in.

They plan to add the ability to wield your knife much like you can a weapon. It's actually been on PTS briefly, although that was quite a while ago (couple months?) so I'm not sure why it isn't in game yet. When that hits, you'll enjoy a much better view of your knife. You'll even still be able to quick knife, and if we're really lucky, they'll forget to disable quick knife while wielded knifing for a day or two.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 28, 2014, 09:21:22 am


Also, the patch has been delayed.
So the lack of newship is not just me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 28, 2014, 03:12:32 pm
They changed resupply (ammo box + ammo sundy) xp so that it now, when you hit the XP cap, it only takes 1 minute for you to start getting XP again instead of 3.

Pretty nice for a helpful engy player, like that change - but I wonder why the cap is even there. The cert flow is just so slow, if you wanted to exploit it for free certs you'd basically need to have two people scripted to drop ammo and reload the gun over and over all night. You'd think that'd be veeeerry easy to find and punish.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 28, 2014, 03:50:36 pm
They changed resupply (ammo box + ammo sundy) xp so that it now, when you hit the XP cap, it only takes 1 minute for you to start getting XP again instead of 3.

Pretty nice for a helpful engy player, like that change - but I wonder why the cap is even there. The cert flow is just so slow, if you wanted to exploit it for free certs you'd basically need to have two people scripted to drop ammo and reload the gun over and over all night. You'd think that'd be veeeerry easy to find and punish.
It's there because, well, imagine you are a new player joining with say 20-30 online friends already playing. They all get together, you throw down an ammo pouch, and now its 20-30 times the xp you'd get resupplying one. A good way to get a quick start going, unless its capped.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Niveras on August 28, 2014, 04:31:02 pm
Looks kinda neat, would rather the map be a square though. I also like having bars on the edges of the crosshair for ammo, energy, and health like it is now, and I kinda like the hud info in the center the way it is in the central hud. Might just be because I'm used to it though.

I would also like to have a topographical map instead of the textured one...

IMO they could just take a page from EQ, Rift, or most MMOs in general and have a low-level customizable interface built-in, where you can reposition various elements as you please. If the elements are low-impact as in that mock-up, then they could probably go pretty much anywhere (although things like ammo and regen would certainly benefit from context-sensitive fading).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 30, 2014, 02:05:52 am
Just a PSA

Do not fire or scroll select weapons while sprinting. You will run forever if you do. they are working on a hotfix.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 30, 2014, 03:43:42 am
Hotfix is out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on August 30, 2014, 04:27:51 am
Does the same "ammo pack" limitation works for sundy repair modules?
I don't think os (didn't check but i'd sure it does not) so if you somehow have 30 people willing yo help you with starting certs they might as well organize an "event" with alt accounts and pulling 5+ sundies and shooting at them cross faction while the pampered new guy gets to sit in a sundy and watch certs flow... slowly. because that's what repair and ammo restockers do. SLOWLY give you certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on September 01, 2014, 06:38:05 am
Just wanted to confirm this (I always thought the Valk was a four-seater, not six, only two rumble seats). That's quite a lot of aerial firepower really. I'll play a bit on my weekend to muck around with it anyway.

from patch notes:

........
 Valkyrie
A new NS vehicle is now available at standard aircraft terminals, the Valkyrie!

The Valkyrie is a six person aircraft used for close air support and transportation. It is crewed by a pilot and a forward gunner with room for four additional rumble seat passengers. These passengers sit in open seats on the side of the Valkyrie which allows them to use their personal equipment while in flight.
........

So is it six seats or four?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 01, 2014, 06:56:53 am
I flew it only for several seconds but i think it is indeed 6.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 01, 2014, 07:46:59 am
It seats six until you run into enemy aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on September 01, 2014, 10:11:46 am
Or flak, or lock-on's.
Then it seats a lot less for at least 10 seconds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on September 01, 2014, 11:08:48 am
There's a reason people are calling them cert pinatas. They're fun to fly, but they're made of paper mache, and the rumble seat passengers die almost instantly when it starts taking fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 01, 2014, 05:04:57 pm
Now if only ESF's weren't VTOL, or at least couldn't hover so easily...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 03, 2014, 05:43:40 pm
Guys, guys. It's finally happening. This game is finally getting accurate scopes.

Scope Gallery (http://imgur.com/a/u4CPo). The first three are how they are on live, the last three are a preview of what they will look like.

The red dot will always be at the center of the screen, unlike how it is on live, and look at how they're not really hard to see at night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 03, 2014, 06:30:16 pm
I hope they get rid of that stupid red ring around the reflex sites, the bloom from it obscures the target
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on September 04, 2014, 06:07:32 pm
The red dot will always be at the center of the screen, unlike how it is on live, and look at how they're not really hard to see at night.

So what, two years after release this first-person shooter will finally get scopes that don't lie to you about where your gun is pointed? Well done, SOE! *slow clap*

Better late than never, I guess. :-\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 04, 2014, 06:16:46 pm
Scope Gallery (http://imgur.com/a/u4CPo). The first three are how they are on live, the last three are a preview of what they will look like.

The red dot will always be at the center of the screen, unlike how it is on live, and look at how they're not really hard to see at night.
Yes please
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 05, 2014, 05:15:21 pm
Tomorrow another Server Smash is happening, this time between Connery and Emerald to definitively prove which coast is the best coast. (But we all know it's the West Coast.)

It's happening at 3 PM PDT/6 PM EDT and will (probably?) be streamed at www.twitch.tv/inicast.

I'll be there. Since it's on Jaeger instead of the PTS you might even see me as serversmash61tr.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 05, 2014, 05:33:37 pm
Nah, East cost is better coast :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on September 05, 2014, 05:37:44 pm
Mattherson Emerald will win, Mattherson Emerald always wins. But ya know, good luck and stuff.

Edit: I'd like to point out that Connery stands a decent chance this time as DA, AC, and TIW won't be attending. Also, AOD and PHX (total shitfits) are in.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 05, 2014, 06:48:53 pm
Ah... What side do I root for? I play both coasts...
(Because east cost was down when I started playing)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 06, 2014, 07:01:00 pm
It turns out that the East Coast is, in fact, the best coast.

Good game, Emerald.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on September 07, 2014, 01:50:41 am
I think I just had my new favorite death. Was pelting away at a horde of guys outside the sunderer with my PPA, while it's basilisk was returning fire. I bailed from my Harasser at the last moment, and it teleported me high into the air. I fell to my death. A second after dying, I earned enough kill assists to get a new implant: Safe Landing I.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 13, 2014, 04:48:35 pm
I aurax'd my Cyclone a few days ago, my second aurax so far. I'm happy with it. One thing you do need to be aware of is that if your aim isn't exceptionally good, it can't really compete with the Blitz - 25 vs 50 rounds is harsh. You'll end up having to get extended mags to reasonable damage/clip instead of the advanced laser, while the blitz has no such issue. End result is a less accurate SMG with 15 less rounds per mag in trade for a microscopically quicker TTK, a quicker reload, and a bigger punch if you can only land a bullet or two with either SMG.

Cyclone definitely has its merits, but only if you're good enough of an aim that 25/35 rounds is plenty and you don't need the tighter hipfire because of good engagement positioning. Otherwise, Blitz all the way.

With that said, on its own the Cyclone is just fine!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 13, 2014, 05:38:12 pm
I feel the medals and directives are negatively impacting my performance. As I've already auraxium'd my mid-range weapons I find myself taking my close-range weapons into every fight. Many infantry fights take place at closer ranges, but there's not always a guarantee that you'll be in close combat. That's why I like the NC's default Gauss rifle so much. I can't wait to see how well the auraxium one performs.

Rarely have I found a situation where I would bring out my SMG (I have the Cyclone, the higher damage NC SMG). There have been times where I brought it out on my heavy in a tower or something similar, but I don't play cloaker or light assault enough to warrant their use much. I do like how it has 167 damage as opposed to the 125 damage(lower than most assault rifles!) of most SMGs.
Here's an interesting little thing to look at for those who haven't seen this site yet (http://ps2model-axiom.rhcloud.com/#sttk/sh25-10-10/med/1/27000S/27001S/28000S/28001S/29000S/29001S/7494). Apparently the Cyclone has better damage than the NS-7 until about 38 meters (without SPA, for some reason that site doesn't list it for the NS-7).

Still want a SABR-13 -like gun for the NC, that thing quickly became my favorite TR assault rifle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 13, 2014, 08:43:57 pm
You have one... that has 2 round burst and full auto.

I saw that thing tearing us a part the last time I played
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 13, 2014, 09:49:19 pm
Still want a SABR-13 -like gun for the NC, that thing quickly became my favorite TR assault rifle.

Aren't there already enough accurate NC ARs? A-Tross, Reaper DMR, Gauss Rifle and variants. Sure, they lack the godly accuracy of the SABR-13 but it's not like the NC are lacking in accurate options for any class.

Today there was another Server Smash, this time between Connery and Briggs. Sadly Briggs narrowly took the game by a single last minute base capture. It was a very close, very intense Server Smash.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 13, 2014, 10:59:25 pm
You have one... that has 2 round burst and full auto.

I saw that thing tearing us a part the last time I played
Name it.
Aren't there already enough accurate NC ARs? A-Tross, Reaper DMR, Gauss Rifle and variants. Sure, they lack the godly accuracy of the SABR-13 but it's not like the NC are lacking in accurate options for any class.
We do, but they aren't the SABR.
First shot recoil on SABR is ridiculously low, which is one of the things that makes it really nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nilocy on September 14, 2014, 02:17:19 am
My favourite things in PS2 as Vanu at the moment are: PPA on a harrasser, and the dual comets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 14, 2014, 06:54:29 am
A-tross
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knave on September 14, 2014, 10:23:53 am
Hey guys,

I was thinking of starting up in PS2. Any class/faction tips or recommendations for someone just starting out? :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 14, 2014, 11:02:24 am
Run around with a medic gun, you'll get tons of certs, lots of thanks, and actually help your faction win - maybe
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 14, 2014, 11:26:05 am
Run around with a medic gun, you'll get tons of certs, lots of thanks, and actually help your faction win - maybe
This but also, be an engineer if you grab a vehicle. You won't have to hope theres someone around to repair your tank if you retreat in time to not get exploded.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 14, 2014, 12:20:11 pm
Medic or engineer.
Upgrade the healingh this or Repairing thing.
If you are a medic then get the thing that regenerates shields because as a new player you want the income.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knave on September 14, 2014, 12:25:18 pm
Thanks for the help, guys! :D
I tend to gravitate towards support classes in team games (at least to start), so that's good.

Now to choose my first faction!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 14, 2014, 12:30:53 pm
VS is the best, TR has the most newbie friendly guns, NC suck
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 14, 2014, 12:38:23 pm
Nah, NC best.

I am still of two minds on if VS beats TR or visaversa.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 14, 2014, 12:42:01 pm
VS is the best overall their tanks are a bit lacking but they usually compensate this by pulling TONS of them. Their ESF is good if not for the fact it has a nasty tendency to clip obstacles and explode when landing from time to time.
TR used to be good but was hit with a nerf bat. Their tank is pure crap wbile their ESF (Empire specific fighter) is probably the best.
NC gets the best tank in the game. A workable ESF and high damage guns. Their MAX armors are powerful but very specialized.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 14, 2014, 12:59:07 pm
The Prowler is fine (Best AI MBT + best solo MBT + best TTK + most mobile). I'd trash my vanguard any day to get ahold of one of those things.

I hate the NC MAX so hard. It's so useless, the lack of any ranged capability is crippling. Who cares if you can farm biolabs?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 14, 2014, 02:36:05 pm
VS is the best, I'm seconding Rex here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on September 14, 2014, 02:52:09 pm
I use NS weaponry, typically, and SMG's, so I can't really say anything on the matter. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knave on September 14, 2014, 02:58:43 pm
Tried playing as Vanu. My FPS was saying 60, but everyone was 1 framing/rubberbanding around. Things were were coming in and vanishing off screen. Wonder if there's something causing all the lag :/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on September 14, 2014, 03:00:51 pm
Check ping (tab) and connection, maybe try a different server that's closer to you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 14, 2014, 03:07:11 pm
Also turn shadows off. And maybe lower other things down to medium in general.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 14, 2014, 03:22:55 pm
Sounds like his problem has very little to do with his framerate, his connection is either spotty, can't handle the bandwidth requirement, or he's using a satellite connection. People teleporting around is caused by your connection trying to keep up with what the server is sending.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 14, 2014, 03:44:50 pm
The Prowler is fine (Best AI MBT + best solo MBT + best TTK + most mobile). I'd trash my vanguard any day to get ahold of one of those things.

Except TR has the worst secondary weapons making most prowlers use the NS AV secondary because Vulcan gets damage dropoff at 10 meters (far closer than the range a prowler is supposed to be used at) and marauder got turned into a crappier version of the fury that can't even damage other vehicles.

I hate the NC MAX so hard. It's so useless, the lack of any ranged capability is crippling. Who cares if you can farm biolabs?

Yeah but you can mount other weapons that are not shotguns like dual ravens or whatever NC uses thsoe days to wreck the sunderers i desperately try to repair from FAR FAR away.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on September 14, 2014, 03:57:15 pm
NC is the only correct choice,  because MURICA. If you pick any other side, you will make eagles cry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 14, 2014, 03:59:45 pm
Except TR has the worst secondary weapons making most prowlers use the NS AV secondary because Vulcan gets damage dropoff at 10 meters (far closer than the range a pr

Of course they don't have a long range secondary, but the Halberd is just fine for midrange and a good gunner can make it work at even longer ranges. You need to remember how absolutely dominating solo AP prowlers are at range - they can already almost solo 2/2 vanguards and magriders who don't or can't get into cover, and 1/2 MBTs have no chance. Lockdown is pretty amazing in these situations. You give this kind of vehicle something like the Enforcer and all hope is lost for other MBTs.

I agree the Vulcan is too inaccurate for Prowler use, but I am absolutely happy with it not having a powerful long range option.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on September 14, 2014, 04:23:28 pm
I thought the consensus was that Halberd is better than Enforcer anyway.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 14, 2014, 04:25:26 pm
OK but how often you get into a situation when driving a Vanguard where somehow you stumble into a anchored Prowler and are so far away from cover that the prowler can kill your vanguard before you can reach any cover even after using the "i win" shields... that can't be that often.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 14, 2014, 04:57:42 pm
Not often, because I only pull the vanguard for armor columns. It's too slow and inflexible to just drive around like the mag/prowler/lightning. On the other hand, I play roaming lightning quite a lot - and coming across a prowler camping on a hill and not noticing immediately is something that happens. Magriders might be able to chase me for a hex and kill me, but a lockdown prowler can do it in just a few seconds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 14, 2014, 09:58:12 pm
A-tross
The first shot recoil multiplier is what really sets the SABR apart from just about any other weapon I've used in Planetside, and both the Reaper and Tross have 1.5 and 1.33 FSR respectively, while the SABR only has 0.75. The great thing about the Reaper and the Tross is that they have 167 damage at maximum range, they are essentially little siblings to the lauded NC6 Gauss SAW.

Honestly, the whole reason I like the SABR so much is because of how similar it is to the NC1 Gauss Rifle, which I've used quite a lot, so it just felt more natural for me to use as opposed to the Cycler.
I was thinking of starting up in PS2. Any class/faction tips or recommendations for someone just starting out? :)
Quote
NC MAX
One of the things I've noticed after having spent time playing as all three factions... rarely have I seen NC pull maxes for anything other than a MAX crash or a biolab. I don't really find NC MAX to be that enjoyable, as my only real option for enemies out of spitting distance is the Falcon (default AT weapon), and while I haven't tried the Mattock I can't imagine it would fare much better. Plus, the other two MAXes just feel a bit better simply because you can hold the mouse button(s) down for a constant stream of death for several seconds, while the NC MAX you have to click each time (with the exception of the Hacksaw), and while that may seem to be more of an annoyance than anything the fact that they're such short range just makes it that much worse. it's a shame because the objectives in most bases are inside buildings, where an NC Max would excel, it's just the typically open nature of the rest of the base and actually getting to that point that makes the NC Max so vulnerable. People don't want to be unable to fight back against threats out of their range on the way to the objective, so they don't bother pulling them in the first place... at least that's how I imagine people think.

It also seems that, at least with the platoons I run with the most, the NC tend to favor infantry play over combined arms. They will get 'stuck in' a fight and won't pull vehicles as they are lost, which leads to them being pushed back when enemies mass redeploy or send in their own vehicles. It just seems that NC is more conservative with their Nanites than the other factions, which is silly since they regenerate so quickly the way they are now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 14, 2014, 11:01:35 pm
Don't get the 'command channel' certification in the 'squad leader' certification list, and if you do have it muted permanently forever till the end of time to infinity.
...why? I do occasionally see stupid things in VS orders shout-chat (if anything appears from it in the first place), but that makes it sound kinda pointless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 14, 2014, 11:14:02 pm
Every person who's brought up command chat as a topic in game seems to regret ever getting it.
Plus, you can do better for 100 certs
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on September 14, 2014, 11:32:04 pm
As far as my limited experience goes command chat is fascinating to listen to (Vanu, Emerald). It's usually very serious and lets you get a peek into how the higher ups are deciding the flow of battle. I actually managed to help win an alert by requesting reinforcements over command chat. (<3 minutes and only one territory, the difference between winning and losing, was being capped).

Your results may vary with other factions and servers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knave on September 15, 2014, 09:25:11 am
Thx Ozy for th advice!

I tried again last night, and the mystery of all enemy units rubber banding around subsided after about 10 minutes (oddly). I ran around as an engi for a while and then hopped in an AA turret and sort of watched action unfold from afar, pot shoting a few flyers and getting a feel for the action. Eventually I felt a little braver and decided to instant action into a squad. We advanced on a barracks and captured it briefly, before a shit ton of vehicles swarmed in and repulsed us, eventually a bunch of enemy fliers flew in and started harassing the spawn where we were located and we had to defend out points.

Usually I'm not too bad at fps, but my newness was definitely shining last night, even when I seemed to have the drop on people, my gun didn't seem to do enough damage before they were able to spin around and knock me down. I imagine their shields are much more upgraded than mine. I don't think I managed a single kill, though I did grab some assists :P
It was pretty late, so I decided to call it quits, all told I probably ended up with about 15 certs, which I guess I should dump into the medigun when I have a chance?

Despite being horrible, I had fun and will definitely give it another go tonight :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 15, 2014, 09:29:04 am
If you plan to use Engi a bit more, put them in the repair tool first. Otherwise yeah, medigun. Left click to heal, right click to revive, the higher-ranked the medigun is the less health they'll be missing on revive.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 15, 2014, 09:56:28 am
I was getting bored of the SAW and EM6 and decided to try out the GD-22S - what a delight! Controllable recoil, great muzzle velocity, quick reload, and hot damn an LMG with actual hipfiring potential. 50 rounds is plenty enough for me, especially given it doesn't take half a year to reload like the other LMGs. Definitely recommending it!

Haven't tried the other cqc LMG (anchor), but it looks very similar, so I'd like to try that too - not sure which has less recoil (thats probably what would matter most), but the listed stats do favor the gd-22. Dat 2.2 sec short reload.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on September 15, 2014, 10:11:29 am
You can't upgrade the capacity of your shield in PS2 Knave. Everyone has the same shield in regard to class (infilitrators get slightly less, heavies special ability is an "overshield" they can deploy). The shield upgrades that are available are just the recharge timer. There is an equipment called nanoweave that increases your health, but it's very minor and wouldn't matter if you got the drop.

What likely happened was that you don't know how to control your gun. You can't just point and shoot. Your DPS will drop significantly as your cone of fire increases from sustained fire. Most guns (especially long range) require burst shots. Easiest way to get used to this is to practice on the VR continent on dumby enemies (go to a warp terminal at a warpgate).

A quick tip for medics is to activate your area heal ability (unless you replaced it with the shield deploy thing) when getting the drop on an enemy. It'll actively heal you while you take shots, effectively letting you survive a shot or two more, which could make the difference, especially at medium to long range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neonivek on September 15, 2014, 12:03:47 pm
Quote
You can't just point and shoot

Sorry something in me has to smile and laugh when someone says that about a shooter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on September 15, 2014, 12:13:02 pm
Well you can full auto even at medium range with a lot of guns (pretty much everything with a compensator), but it takes a while to learn how to control the recoil, so short bursts are good advice.

Anyway, as far as certs are concerned, those 15 you got is ~15min of running around just rezzing people, so definitely go medic. Also, buy rez grenades when you can and upgrade your grenade bandolier for medic, and then just look for huge fights. You can get a dozen rezzes at once, at 90XP each (200xp = 1 cert), if you find a good meatgrinder.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 15, 2014, 12:52:09 pm
Is there a point to upgrading the resist shield more than a couple times? I know it's cheap, but it looks like all it does it make it last longer/recharge faster - which is pretty pointless when you're never going to flick it on that long anyway.

Not sure whether I like it - using it with max ASC is cool and all, but I feel like I'm expected to flick it on every fight, and a heavy with his shields up is like a giant beacon of light. With NMG/nanoweave I'm usually tanky enough to take a few hits without needing to put on my overshield or my overshield losing any effectiveness. With resist you need to be at full shields/hp as often as possible.

On the other hand, ASC is awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 15, 2014, 03:23:10 pm
IIRC the resist value of resist shield increases the more you level it, I might be misremembering this though
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 15, 2014, 03:41:49 pm
Adrenaline shied is supposedly the best one.
Resist shield increases the ammount of damage resistance with every level but it's meh now after the nerf it got. Furst the nanoweave got changed making it less synergetic and then resistance stacking was cut altogether making it pretty meh all the way.

It used to be coll being albe to just stand in a hail of lolpods with flak armor and resist shields on but it's not the case nowdays.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jhxmt on September 15, 2014, 03:48:10 pm
I've just reinstalled this again after about a year of not playing - just waiting for the last 0.8% to install.  I wonder if I'm still as useless as I used to be.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 15, 2014, 05:19:22 pm
Resist shield increases the ammount of damage resistance with every level but it's meh now after the nerf it got. Furst the nanoweave got changed making it less synergetic and then resistance stacking was cut altogether making it pretty meh all the way.
IIRC the resist value of resist shield increases the more you level it, I might be misremembering this though

unless thats a new change, it's 45% regardless of level
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 15, 2014, 05:37:44 pm
Thx Ozy for th advice!
Honestly, that last bit about the command channel was me trying to justify using the 'List' code (I like throwing formatting and code into posts for fun). Still, a newbie doesn't have much use for learning what command is doing before he even knows how to fight in a battle, but here's some advice I probably should have given instead:
If you're being farmed, go somewhere else.
If you can't get out of the spawn room without being killed moments later, then nobody else is going to try (unless they have some amazing leadership or don't care about KDR) and you're better off going somewhere useful. While X amount of the enemy are sitting outside the spawn room at one base you could be helping fight at another base. 100 players in one empty base is less useful than two people capturing different bases by themselves. Of course, that's a bit of a hyperbole, but generally you want to avoid the enemy 'zerg' unless you are part of your own zerg.

Also, if you are planning on buying any guns, and think you may decide to play other factions or servers... buying guns with certifications only unlock it for that character. even if you delete it and make another character for the same faction, that gun is lost. Buying them with station cash unlocks it account-wide, so if you have 3 characters of the same faction on different servers it unlocks for all of them. There are some weapons that are not faction specific, labelled as "NS" (Or Nanite Systems) and since they are not faction specific, using station cash to unlock them unlocks them for every character on your account. I felt this distinction needed to be made. Note that this applies for camos as well, some camos are faction specific (typically colored using faction colors) while most are not. (EDIT: Forgot to mention, more importantly, buying optics and such with station cash does not unlock that optic for every gun, or even every gun of its class.)

Don't know if I missed it, but what server did you go with?

... decided to try out the GD-22S - what a delight! [...] Haven't tried the other cqc LMG (anchor)...
They are very similar, and their similarities themselves are comparable to the Carnage AR and the GR-22. The Anchor and Carnage AR are generally people's 'favored' weapon as the GD-22S and the GR-22 fall by the wayside just judging from what the response to people in-game asking what the best LMG is. If I remember correctly, the GD-22S features more manageable recoil at the expense of ROF and muzzle velocity, plus it's only 100 certs. The Anchor favors closer engagements as it has a better ROF than the GD-22S, so you'll be killing things quicker, plus it has access to SPA which the GD-22S lacks for slightly more killing potential. Currently I'm using the LA1 Anchor with a suppressor, mainly for my directives, but my favorite LMG so far is still the EM6.

I've just reinstalled this again after about a year of not playing - just waiting for the last 0.8% to install.  I wonder if I'm still as useless as I used to be.  :P
A lot has changed. Your certifications aren't in a list anymore, they are under each specific gun, vehicle, and class. Squad lead certs are in the social tab. There are no longer 3 separate resources (air, ground, infantry) and instead one resource that applies to everything. Alerts work differently, they are all territory alerts where the winner gets a continent-specific bonus and locks the continent. Warpgates also rotate with each alert, so the odds of you fighting at the same places every day are lower. Air aces are more ace. New resource system means more vehicle spam...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 15, 2014, 05:43:45 pm
The loading screen will still ramble on for a sentence about the old resources anyway though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 15, 2014, 07:27:40 pm
which is pretty pointless when you're never going to flick it on that long anyway.

This is usually true but sometimes those extra seconds come in handy. If you're defending a point against all directions sometimes you don't get a break in between firefights. It's times like those where the extra duration is worth it.

IIRC the resist value of resist shield increases the more you level it, I might be misremembering this though

They do not. The resistance is a flat 45% across all levels.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 17, 2014, 09:25:41 am
The new optics are on PTS.

They are great. Even just shooting things in the VR it feels a lot easier to hit stuff, especially so for guns that are supposed to have low recoil and high accuracy, for which it's easier to place continuous fire. Go figure, who would have thought that having accurate sights instead of crummy misaligned sights would be a good thing for an FPS.

The iron sights are still misaligned to various degrees though. Also for some reason the NC 1x reflex is a big fat dot, which I don't like compared to the teeny weeny dots that the TR and VS 1x reflex sights have.

Also on PTS is a flash and harasser that's supposedly much harder to flip over. Haven't tried those out for myself.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 17, 2014, 04:59:34 pm
The new optics are on PTS.
I can't download this fast enough, I need some sweet optics lovin'

Now if only they gave some optics to the launchers... or at least replaced the ugly ironsights they've got now with a ladder sight. I must have mentioned this at least 3 times in this topic already, but it is still unfortunately relevant.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jhxmt on September 17, 2014, 05:03:33 pm
Oh man, I'd forgotten how much I loved being a light assault.

Jetpack into an un/lightly defended enemy base.  Capture a single point.  Hide.  Wait for a guy to run in and look around.  Sees nobody.  Starts to recapture the point.  Shoot him in the head.  Jetpack away, hide elsewhere.  Rinse, repeat, laugh.

Continue until the enemy has to divert a sizeable portion of their forces (i.e. a squad or a vehicle) to deal with your lone antics.  Sap their strength continually.

It reminds me of Eric Frank Russell's Wasp, and that's a good thing.  :P

Also, is there a Bay 12 outfit still alive somewhere?  I'm not good by any stretch of the imagination, but it's more fun with non-randoms.   :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 17, 2014, 05:05:36 pm
Any faction in particular?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: jhxmt on September 17, 2014, 05:08:33 pm
Any faction in particular?

Not really - I've got one light assault on each.  And I'm low-level/useless with all of them.   :P

I play on Miller though, which I think may not be the ideal for Bay12 folk (I'm in the UK).  No matter if not, was simply going to take advantage of there being an outfit if there was one.   :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 17, 2014, 06:26:32 pm
Sometimes this game aggravates me. Some skirmishing happening on the ground under a biolab. Pull a harasser with the canister. Some guy jumps in to gun for me on the way. We're driving around, I see a mine a moment before the harasser hits it, bail. Mine blows up, harasser unscathed. Guy in gunner seat mows me down as I run back thinking I'm one of the TR walking around.

Pull another harasser, lock it and equip kobalt because fuck that shit. Enemy heavy running around a tree so I can't take him out, but I manage to take out his shields with the kobalt beforehand. Jump out to finish him off with my carbine... and I teleport into space. My freefalling body eventually lands and crumples in front of him.

whyyy ps whyyy
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 17, 2014, 08:18:29 pm
Okay I'm on PTS right now. I'll give a quick rundown of how I feel about the different optics, first impression.
First, off, every optics is perfectly aligned to the center of the screen, which is great. They do not rotate with the gun, which is a bit odd but isn't much of a problem (when moving, the animation shows the gun tilting slightly but the projections do not rotate with the weapon).

Something I've noticed is that the reticles do not change in intensity regardless of day or night, so they may be more difficult to see on lighter backgrounds. None of the optics are illuminated, meaning that during daytime they will be bright and perhaps hard to see (This applies to overlay sights as well, they are all black so are harder to see at nighttime). Illuminated optics are generally dark in the daytime and then 'light up' at night. Currently all the reticles appear to be a light red color, light red as in 'almost pink', but it could be because of the strange saturation value on them. They aren't 'bright' like a laser, the middle isn't a tiny white dot with red surrounding it, for example. So... while they may not look like actual holo sights, the parallax-free aiming is going to be a very welcome change =3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 17, 2014, 09:17:21 pm
The VS 2x still has those teal dashes on the edges with the red dot?

I'm happy then. (I suppose I should try some other optics in VR at somepoint, but I like that that quite a bit and I don't usually play with snipers.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on September 20, 2014, 03:58:57 am
Playing as a stalker is ridiculously fun, if terribly bad for my K/D ratio.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 20, 2014, 08:12:41 pm
Someone was kind enough to make an image with all the sights, but it would have been better if he chose a single point of reference so you can compare the sight pictures more easily.
Large image (http://puu.sh/bFh1N/eab68407ab.jpg)
Top to bottom is TR, NC, Vanu. Left to right it's
4x 'marksman' - 4x 'holo' - 3.4x 'marksman' - 3.4x 'holo' - 2x - 1x

In them you can kinda see what I mean about the reticles not being 'bright' but instead a bit of an odd reddish pink color. Still leagues better than the pitch black ones we currently have.
I want them =(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jopax on September 22, 2014, 10:55:35 am
So as I was cleaning up my start menu I ran across the launcher for this. For some reason, when you uninstall the game it sneakily leaves the launcher around, so it's never really gone, only a download away.

And I decided, what the heck, might give it a spin, see if the much touted performance improvements make a difference.

They do not, it still runs as crappily as ever, with FPS being anywhere between 0 and 40 about five times a second.

This time I made sure any and all files were gone from my HD tho, pesky SOE and their sneaky software.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 22, 2014, 12:04:05 pm
To their credit there was a whole month where the game did run really well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on September 22, 2014, 01:05:12 pm
The load times have been getting much worse. I'm running on an SSD and I'll consistently try spawning somewhere being captured and spawn in the base long after it's been captured.

Pretty fun if you can avoid getting screwed in the pain field since no one's expecting you to be around, but there's no reason load times should be taking that long. They used to be ~5 - 10 seconds for me, now they're sometimes around a minute.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 22, 2014, 01:51:03 pm
Thats insane, they are still 5-10 seconds for me (before the first login/spawn). I think the SSD might actually be making things load slower.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 22, 2014, 02:19:57 pm
I've got a long time for it to actually start up, but otherwise I'm the same as Rex.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 23, 2014, 11:27:49 am
On PTS they've modeled some NS-spexific sights. No longer will they use NC and TR optics. (http://imgur.com/a/zqVuH) I don't use NS weapons, but still, it's nice to see they finally get this change.
You can also see some changes made to cloak. I don't really notice since I play on high, but from the looks of it even low setting people will be able to see infiltrators now.

They're also adding new reticles (http://imgur.com/a/q0ECX). The default NC 2x is still one of my favorites, followed by the blue diamond (it's one of the easier ones to see on bright backgrounds) and the mil dot (it's the closest to my favorite tr reticle). The TR get a dot with lines on the sides and bottom, which is what I wish the NC got. The verticle bar is about the height of a soldier at... 45~ meters, I believe.
The NC's 'faction' reticle is bugged for me, leaving me staring down an empty box. This would be fairly decent for shotguns just beyond hipfire range, but they should really get shotgun-specific reticles without an 'eye'. You'd basically take many of the current reticles and remove the dot from the middle.

EDIT: Oh yes, all reticles currently show up as separate holo sights instead of a 'customization' box on one optic. It'd be nice to be able to right-click an optic and pick a reticle from a drop-down list.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 23, 2014, 06:28:32 pm
I tried playing on live last night. I couldn't do it. The PTS sights are too good. I tried shooting people with the TMG-50 and all I could think about was how stupid it was that I couldn't hit anything because the gun was shaking around and throwing my aim off.

The VS also had 51% world pop. PPA spam is pretty demotivating as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 23, 2014, 06:34:20 pm
The faction pop balance on emerald is pretty terrible. VS dominate the server throughout most of the day and have been since the server merge, it's a bit frustrating. Also having a lot of issue with air - not just on my end, but I brought a friend into the game and a squad of TR mossys followed us around with rocketpods and banshees. An hour with the skygods is not exactly the best way to be introduced to planetside.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 23, 2014, 06:40:40 pm
Yah, thats pretty normal. I actually last over 300 seconds as an ESF there, thanks to the fact that im TR there.

Everywhere else, unless Im in a gal I die fast. In a gal I some times last an hour.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on September 23, 2014, 08:16:29 pm
To their credit there was a whole month where the game did run really well.
Yeah, it was running really well for a short while after the optimization update even on my bargain frankenputer. I was getting 50-60 fps even in 48+/48+ fights. Now though I only get 50-60fps in some empty bases and the WG and I have to not be turning my mouse aka standing motionless. When I start turning in a completely empty base it jumps from 30-50 fps (some bases are worse than that even), and if there is a fight there I go down to <20 fps when I turn and 30ish when motionless. That's not playable at a competitive level despite what some elitists think. It makes it impossible to track someone doing the adadad thing at .75 ads speed when your fps jumps from 25 down to 15 when you turn in a big fight and makes me much worse at things I'm decent at, like flying an esf.

In addition I think there is a memory leak of some sort because my computer is not overheating but memory usage is very high after a while and the game runs even slower than at the beginning.

I tried playing on live last night. I couldn't do it. The PTS sights are too good. I tried shooting people with the TMG-50 and all I could think about was how stupid it was that I couldn't hit anything because the gun was shaking around and throwing my aim off.

The VS also had 51% world pop. PPA spam is pretty demotivating as well.

Yes, the new sights will be very nice. I've been using the 6x overlay sight instead of the 4x truesight on the warden because I don't have to let it reset to have a scope not fibbing to me where the bullet will go.

The sad thing about the VS is they are beatable if TR and NC attack them instead of each other. Unfortunately some TR outfits don't want to fight the VS because they are more difficult.

Spoiler: Large screenshot 1 (click to show/hide)

Spoiler: Large screenshot 2 (click to show/hide)

There may be NC outfits that feel the same but while I hear people say they hate fighting VS but most will fight them when necessary despite their weaponry and overpopulation and the elitist outfits. VS seems to have a higher population of people who like to gloat about winning at 50+% population while playing the realm considered relatively easy mode. I've never seen another realm spam yell in those situations like VS do; NC and TR often have one or two guys doing it but VS will spam pages and pages of text from fifty different players.

Added altogether I'm hardly playing PS2 anymore and I'm hoping the September patch will increase performance enough I'm interested in logging in most nights when I have time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 23, 2014, 08:23:23 pm
For me it seems like TR is not on the continent I'm on in general, since I don't see them that often on Emerald (when I do, then the NC are either losing badly or are on a different continent, or its an alert). Much more common for me to be running into you blueshirted shotgunners, or all the bolt drivers and vanguards that eventually show up instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 25, 2014, 01:25:35 am
Got myself the halberd for my harasser. Really good weapon, and I have used it to great effect against lightnings and sunderers, even solo. The drop from 1000 -> 800 damage from the MBT version is kind of lame, though I understand why. The Enforcer is probably a little better, but the AI capabilities of it really cripple you. With the Harasser, I really think having AI capability is key.

Still soloing it, though. I have started to get really frustrated with my gunners - I have still yet to find one that isn't terrible. It's like a game of "pick two: terrible aiming, target selection, or awareness.".

I'm also trying my best not to just rage about the VS constantly, but it's getting really hard. Overpowered and overpopped dont combine well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 25, 2014, 09:38:13 am
I've discovered an amusing new way to kill people. UBGL shots do 750 impact damage if they hit a target before they arm. Amusingly enough, the UBGL grenades have a headshot multiplier, resulting in headshots with UBGL grenades being one hit kills.

For some strange reason smoke grenades fired from the UBSL do not have a headshot multiplier. I wish they did. It would be a funny way to kill people. It's too bad the kill feed only shows 'TRAC-5 S' as the kill weapon instead of 'Underbarrel Smoke' because people deserve to know what they just got humiliated with.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 25, 2014, 09:41:48 am
I've killed a few people with underbarrel smoke grenades before, mostly by accident. You could probably ublg+knife combo people, but if that's what you're going for the ubsg is probably a better choice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on September 25, 2014, 10:43:37 am
There's a problem with using grenades at melee range?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 25, 2014, 10:56:47 am
There's a problem with using grenades at melee range?
Context? What problem?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on September 25, 2014, 11:05:44 am
Context is the post above mine
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 25, 2014, 11:18:46 am
The only people ive killed with smoke nades have been friendlies  :'(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on September 26, 2014, 10:21:43 am
Smoke launcher + flare launcher does a lot of damage, I'm pretty sure it's over 1000 but I haven't checked. Maybe I just get lucky and the people I've done that to were already hurt.

I shoot smoke launcher vertically sometimes too. It's useful to have the smoke deploy after a short delay or for shooting it over cover. Very rarely in a crowded base it lands directly on an enemy's head and I get a hit marker. It could be funny stuff if it had a headshot modifier.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 28, 2014, 10:16:00 pm
Does anyone have the problem where the Banshee tends to almost always deal all of its damage instantly? I'm used to it happening rarely with other weapons (usually is a case of the shooter lagging), but this happens at least half the time when a Banshee guns me down. Suddenly the thunk sound of being hit is overlapped ten times and I drop dead instantly. Don't have this problem any more often than rarely with any other gun, ESF or not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 29, 2014, 11:10:13 pm
The update has been delayed, noooo. I want my sexy sights now =(

I just got my first directive weapon, gauss prime, can't wait to try it out. Was hoping to have some sweet sights on it to compliment the longer distance shooting, but no =(

I also found my new wallpaper (http://i.imgur.com/LWxX2iz.png), was getting tired of my ARMA3 ones =p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 30, 2014, 09:06:03 am
Trying to sneak into areas only to have a asshole with a shotgun fly over your cover and one shot you in the back of the head with a shotgun is not fun.

That said, what is fun is flying a gal or a Valk into a sector owned by about 100 Vanu and just jink around a bit, dodging all their missiles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on September 30, 2014, 11:31:56 am
The update has been delayed, noooo. I want my sexy sights now =(

Awww, I was looking forward to better performance so I feel like logging in more than once a week or so.

In other news I found a new overclock software for my GPU. I was using Catalyst Control Center but this software, Rivatuner, seems to increase performance farther past what my GPU should be capable of. I can get 50-60 in empty bases and 35ish in fights which I can deal with.

However sometimes after redeploying across a continent I get a few second long hitch when respawning and until I logout it's 15-25fps in a fight.

I was hoping the September patch would help with my low fps issues like the OMFG patch did for about a month or so. The flash tweaks (my favorite vehicle) and the accurate scopes were a nice bonus on top of that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on September 30, 2014, 01:07:20 pm
Trying to sneak into areas only to have a asshole with a shotgun fly over your cover and one shot you in the back of the head with a shotgun is not fun.

That said, what is fun is flying a gal or a Valk into a sector owned by about 100 Vanu and just jink around a bit, dodging all their missiles.

What a bunch of sissies, don't they have the lancer?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 30, 2014, 03:27:33 pm
I had flares, so...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on September 30, 2014, 03:31:17 pm
But Lancers don't lock on! They're basically railguns that you charge up.
I got one recently, it's great as long as you can lead your targets and have at least decent aim.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 30, 2014, 05:23:19 pm
Oh, that one? Dunno, but I survived each run with a max of .05% health loss... No armor either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 30, 2014, 05:30:34 pm
Count your stars! Driving into a 96+ fight with a gal and getting no lockons, no flak, and no lancers aimed at you is VERY rare.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 30, 2014, 06:33:33 pm
Never said no lockons, flack or lancers aimed, simply that I escaped with no damage loss*.
*Or not enough to matter.

In other news, sitting in a sundie with a big gun shooting someone who just spotted the MAX on the hill about 200m behind you and shooting them is too fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on September 30, 2014, 08:36:58 pm
gal
flares

I don't understand your loadout choices.

If you were on Hossin then it doesn't count since that continent seems to be designed to enable Galaxies and other air to do whatever they want without fear of reprisal from ground forces.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 30, 2014, 09:03:52 pm
Ive tried running a gal with things other than flares, it just dosent seem to work for me.

It was on Hossin, but I was kinda close to them... Its fun flying under trees.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 01, 2014, 08:12:41 pm
Have some patch notes for tomorrow's update. (https://forums.station.sony.com/ps2/index.php?threads/game-update-10-2.202869/)
Basically: Halloween event.

Also of interest, directives can be tracked on the HUD now (for those who care about directives). New sights are being implimented, and if you've been reading the last few pages this is basically all I've been talking about XD . Flash now has a swivel chair as its rumble seat, which looks a bit silly but now makes being a passenger a bit more fun.
XP gain regarding control points and 'spawn camping' are being reworked. You get XP constantly for being within an objective area. This seems a bit odd to me, as you don't necessarily have to be on an objective in order to defend it, you could be holding down a chokepoint leading to it for example.

Those of you playing on lower graphics settings will also be pleased to hear that the cloaking effect is being reworked a bit so that cloakers are still visible to an extent on lower settings.

Sky whales actually get a whale horn now... as if there weren't already enough obnoxious horns in the game already >__>
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 01, 2014, 08:32:17 pm
Sky whales actually get a whale horn now... as if there weren't already enough obnoxious horns in the game already >__>

http://www.youtube.com/watch?v=W-1Dwn0rmbE
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 01, 2014, 09:57:01 pm
Not thrilled about losing the daily certs, but at least other XP gains have gone up somewhat?

Also, theorycrafting: A Decimator/Phoenix shot and 12 rounds from a Fury to the rear of an MBT will leave it hurt enough to be finished off with an explosive crossbow bolt. Any Emerald NC heavies feel like padding their x-bow's VKPH with me?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on October 01, 2014, 10:15:46 pm
So I just bought C4 for my Light Assault and holy shit it's so much fun. Run up to peeps, drop a stick, watch the bodies fly. (not really, no ragdolling in PS2). I managed to take out a Sundy that helped stall NC's biolab assault while we capped one of their bases, knocking them out of the fight, so we could take it to the spandex clad Vanu.

In another instance, I bricked a skyguard lightning, which apparently saved our Galaxy flying overhead. (I hear if you're trying to farm certs, you should aim for a score of ~10k/hr. I was managing 16k.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 02, 2014, 04:18:45 am
Quote
carv buff

This is something I thought SOE would never do.

I can't really tell if the gun is any better though. It seems to stay on target slightly better but it still has its characteristic side-to-side jitter. Foregrip mandatory, of course.

I'm looking forward to playing tomorrow. The new scopes are a big deal.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on October 02, 2014, 05:12:23 am
I haven't played in a while. Is everything better now? :o

I stopped playing roughly around the resource overhaul part 1.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on October 02, 2014, 05:34:35 am
IIRC they broke everything they did in OMFG, so if performance is an issue, don't expect playing to be fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 02, 2014, 07:37:59 am
IIRC they broke everything they did in OMFG, so if performance is an issue, don't expect playing to be fun.


Good thing they spent several months working on it!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 02, 2014, 09:28:56 am
Has there been any more word on that engi turret overhaul that was mentioned months back?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 02, 2014, 09:49:22 am
The game is better in a few ways, but they also made some changes that made it worse (people now call it redeployside). Spawning directly on sunderers and galaxies, spawning lightnings from sunderer terminals, the fact that you rarely ever run out of resources as long as you stay alive for a minute or two etc. I can't say anything about performance since the only performance enhancement I've ever noticed has been when they added the quick spawn, which also made it so you don't have to sit through a loading screen when respawning at the same base you died at.
Has there been any more word on that engi turret overhaul that was mentioned months back?
I honestly wish they would make an alternative deployable to the engi turret, perhaps like some kind of shield or barrier. It would have some physical object somewhere, maybe either at the sides or directly where it's placed that would become damaged as the shield takes damage, similar to generators and shields in Tribes 2 (If I remember correctly) or some other kind of vulnerability. I only really ever use my engi turret, when I do play engi, as a shield for cover.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 02, 2014, 02:51:33 pm
The engine turret does make wonderful cover. Used it once like that on a very long narrow firing line with my battle rifle. Pick off stragglers, but when they tried to rush hop on and open fire.  Really did hold that corridor a lot longer then I should have. A heavy should have dropped me fast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 02, 2014, 03:00:08 pm
Holy hell. I am LOVING this patch.

I can effectively play infiltrator again with decent FPS.

And the sights are AWESOME.


And it feels like the loading times are smaller and it runs at least slightly faster.

I think I'm going to be playing less CSGO now. :p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 02, 2014, 03:07:01 pm
Yeah, this is a really good patch. Everything seems to be working and I seem to have gotten a fps boost as well.

Also the sights are great. Not having any ambiguity about where to shoot is fantastic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 02, 2014, 03:27:26 pm
Oh. And actual reflex sights. The way they work IRL.

<3

Disclaimer: I've only played for ~20 minutes, but oooh.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on October 02, 2014, 05:39:32 pm
Pumpkin alerts turned out suprisingly bad.

In one alert, a grand total of 390 pumpkin seeds were awarded.

The knife- which is functionally identical to a regular knife and is invisible when not in use- costs 600 seeds.

Most people report finding one pumpkin or none, and getting about 2 seeds per pumpkin, through a one hour long alert. One server reported one alert in the past 12 hours.

Alerts last an hour. Assume we have a very lucky individual who can collect 2 pumpkins per alert and hit both of the alerts in a day. That's 8 seeds per day. That's 75 days with at least two hours of Planetside per day to get one knife.

This promotion ends at the end of the month.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on October 02, 2014, 06:35:08 pm
To be fair I flew around Esamir for my first alert and nabbed like 5 pumpkins. Still, you'll most likely have to buy the upper end items unless you're really dedicated.

The engy turret is great vs maxes. The slight inaccuracy doesn't matter for Maxes (doubles your DPS essentially), and protects you from inaccurate MAX return fire. I can generally blow through half a Max's HP before I'm down (if he's paying attention), and then my allies clean up. Two engy turrets would obliterate a Max.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 02, 2014, 07:09:50 pm
For those not aware, headshots work on MAXes as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on October 02, 2014, 07:35:51 pm
Yah, its fun freaking them out by pokeing them in the head with things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 02, 2014, 07:45:09 pm
To be fair, a decent HA player can down a half of a MAX's HP with his LMG alone by just dancing around it, so I'm not sure engies being able to do the same with a turret is particularly powerful. The AV turret destroys MAXs, though, and a MAX without Charge is incredibly vulnerable to you just dropping tank mines at his feet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 02, 2014, 10:19:19 pm
Is anyone else having an issue where no squads are showing up in the list? The only way I can get in as squad is through auto-join =/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on October 03, 2014, 09:28:39 am
Is anyone else having an issue where no squads are showing up in the list? The only way I can get in as squad is through auto-join =/

Yes, it's broken. Hotfix today. Hopefully It will address the hitching to... I had a 5 second hitch that killed my MAX QQ.

To be fair I flew around Esamir for my first alert and nabbed like 5 pumpkins. Still, you'll most likely have to buy the upper end items unless you're really dedicated.

The engy turret is great vs maxes. The slight inaccuracy doesn't matter for Maxes (doubles your DPS essentially), and protects you from inaccurate MAX return fire. I can generally blow through half a Max's HP before I'm down (if he's paying attention), and then my allies clean up. Two engy turrets would obliterate a Max.

I got a grand total of 19 seeds yesterday, but a lot of people are complaining. So, SoE is reducing the cost of items. And may make the pumpkins more prevalent/reward more seeds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 03, 2014, 09:37:35 am
To be fair, a decent HA player can down a half of a MAX's HP with his LMG alone by just dancing around it, so I'm not sure engies being able to do the same with a turret is particularly powerful. The AV turret destroys MAXs, though, and a MAX without Charge is incredibly vulnerable to you just dropping tank mines at his feet.
A heavy can just pop out and fire a rocket, much quicker
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 03, 2014, 10:04:00 am
Dancing around scatMAXes may be detrimental to your health.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 03, 2014, 10:21:38 am
So might sitting in front of one while in an engi turret.

The AI turret itself seems pretty bad to me, the only role it's very effective at is laying down suppressing fire - not necessarily with the intent to kill people. As nice as that is, it's unrewarding and fairly niche outside of point defense. Half the time, just ADSing with your carbine from behind the turret will kill things more effectively and be much safer than strapping yourself in.

If you want to really give a MAX a bad day, buy the AV turret. It also is much better at actually killing infantry too, which is kind of silly, although you can't afford to miss targets that are capable of retaliating.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 03, 2014, 11:45:17 am
That's why I asked about the overhaul, because AI turrets are a bit wank outside a few situations (I found they really good at the back doors of SCUs in amp stations)

Because of the incomplete shield you're just sniper bait.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 03, 2014, 02:18:16 pm
Stalker cloak is hilarious. Completely useless, but hilarious. I love just sitting on caps watching people, spamming LIVE FREE IN THE NC in the middle of VS hordes until someone runs back to the sundy for a darklight.

But yeah, it's only useful at useless things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 03, 2014, 02:27:08 pm
It's useful for camping the point. Even against people with darklights.

How?

Sit on top of the capture console. Nobody will look unless it's accidental.

Seriously, 8 people on the capture point. I was at the mentioned position. I coordinated with my squad to throw an EMP down, had a friendly heavy concussion as well. Easy clear-out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Radio Controlled on October 03, 2014, 06:10:11 pm
Tried to play it again, after dropping it a long time ago due to framerate issues.
"But surely they'll have fixed that by now!"
Spawn in. Get a whole 20 fps with nothing else around.
In a battle? About 10 fps.

Fuck. No game for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 03, 2014, 06:10:59 pm
You missed the update that fixed that, they broke it soon afterwards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on October 03, 2014, 10:49:42 pm
Tried to play it again, after dropping it a long time ago due to framerate issues.
"But surely they'll have fixed that by now!"
Spawn in. Get a whole 20 fps with nothing else around.
In a battle? About 10 fps.

Fuck. No game for me.

It's not quite so bad for me currently, except on Hossin. Indar is totally playable @ 35 fps alone, 25fps in battle, but Hossin never goes above 10fps.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 03, 2014, 11:58:45 pm
It's useful for camping the point. Even against people with darklights.

How?

Sit on top of the capture console. Nobody will look unless it's accidental.

Seriously, 8 people on the capture point. I was at the mentioned position. I coordinated with my squad to throw an EMP down, had a friendly heavy concussion as well. Easy clear-out.

An even better spot is when you're outdoors. Just stand in the most conspicuous place possible - Basically no where near a wall or a corner. They'll never find you.

And I have to disagree with the Stalker being useless. I've gotten to the point where I can consistently pull a 2.5 K/D ratio with them most days. The trick is to get behind enemy lines and find a decent vantage point watching over their cover cover. Wait for your allies to hit the enemy, and when they run behind cover to recharge and heal, that's when you take them out. Otherwise it's a missed kill.

EMP grenades from behind are also a huge game changer. It's fun watching ranks melt in front of a friendly push. Or just rush into an enemy group after tossing one and one-hit as many as possible with a knife before hiding/dying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 04, 2014, 12:29:44 am
Stalker cloak is hilarious. Completely useless, but hilarious. I love just sitting on caps watching people, spamming LIVE FREE IN THE NC in the middle of VS hordes until someone runs back to the sundy for a darklight.

But yeah, it's only useful at useless things.
It's very useful actually, but only in smaller scale battles. Large scale battles, its really just good for getting in a good spotting spot. But in small scale fights? Its wonderful. Also, camping the vehicle terminal in a stalker cloak and headshotting people who are trying to get a tank.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on October 04, 2014, 12:36:38 am
Stalker cloak is hilarious. Completely useless, but hilarious. I love just sitting on caps watching people, spamming LIVE FREE IN THE NC in the middle of VS hordes until someone runs back to the sundy for a darklight.

But yeah, it's only useful at useless things.
It's very useful actually, but only in smaller scale battles. Large scale battles, its really just good for getting in a good spotting spot. But in small scale fights? Its wonderful. Also, camping the vehicle terminal in a stalker cloak and headshotting people who are trying to get a tank.
That's one of my best pasttimes. It's the most fun in Amp Stations but it's hard to get inside and into position before the shield changes owners.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 04, 2014, 07:00:44 am
Whats your favourite weapons to use with stalker cloaks?


I like the Repeater. Silencer and laser, its got a high rate of fire and good enough accuracy up close which provides a very low TTK - its also free.
For longer range engagements I take the trusty Commissioner - headshot body + body shot = dead enemy.


Dont like the crossbow that much, slow projectile speed and a fast drop makes it unreliable to hit a target unless you catch them scratching their nuts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on October 04, 2014, 08:07:37 am
I use the Commissioner for the same reasons. Takes only 2 to 3 shots to kill. The crossbow is very situational, and sadly said situation doesn't appear frequently enough. I've never really used the Repeater, ditched it for the Commie as fast as possible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 08, 2014, 01:48:04 pm
Purchased the Fury for my wraith flash, was previously using the Kobalt, and this thing is awesome! I was a bit wary of spending 1k certs on a flash weapon of all things, but it was worth every penny. In the two hours I had to play with it, I killed two prowlers, three sunderers, two lightnings, two harassers, and a whole gaggle of other flashes. Seriously spooked a hovering Valk, too! Of course, it's also way, way more effective at close combat than the Kobalt and has the addition of splash damage, which net me at least one 3+ group kill.

Not sure why you'd use the Kobalt, it has a nice range, but... it's a flash. If you want to kill something, you better be in and out in a instant, so trying to take people out from afar is just skyrocketing your exposure for no good reason.

Anyone here regularly play fury wraith? Curious about what kind of loadout I should use.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 08, 2014, 02:08:27 pm
Stealth, handling/speed chassis (choice along with the improved handling), 1.25x or thermal optics, wraith (duh) and fury (double duh).

Use a stalker infiltrator with explosive bolt xbow and EMP nades.

You know what to do. ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 08, 2014, 03:16:28 pm
I would go with nanite repair instead of stealth. If you take a bit of small arms fire you'll start smoking, and then you might as well not have a cloak. Well upgraded wraith cloak should give you plenty time to go in, get some kills and retreat to where you can safely decloak.

And yeah, fury is awesome, but for running over clusters of infantry I prefer the renegade. You can't really use a fury point-blank because the splash will kill you.

If you want to be serious about tank hunting, be sure to fully upgrade magazine size, because at last level two full clips in the rear can kill an MBT.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 08, 2014, 05:53:35 pm
I pretty much wraith Flash exclusively, lately. Auraxiumed the renegade, and I'm working on the fury now. My current loadout is stealth and surger.

With the latest Flash handling buffs, you no longer need scrapper. I'd now recommend surger, with it you can drive over remarkably steep hills, to open up new flanking opportunities, and flanking is critical with such a lightly armored vehicle.

I find stealth to be very useful, as you can use it to conserve cloak when outside of line of sight, and helps you move around behind enemy lines and flank more.

I wouldn't recommend auto repair, particularly after the latest round of Flash buffs -- wraith now cloaks your smoke, so you can use it to escape and locate a sundy to class juggle and get repaired.

If you enjoy wraith Flash, I would recommend the renegade as your anti-infantry weapon, and the fury as the anti-tank weapon. Given the price of the Flash, it's trivial to spawn a new vehicle to switch loadouts as the situation requires.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 09, 2014, 05:32:11 am
I've been playing with all three of the chassis in VR training - it doesn't seem like surger actually gives you more hill climbing ability, at least not in my tests. Surger and Scrapper would both get me up to the same point on one of the very steep hills, while Racer could get me all the way up. There may be a very slight benefit, but I'm not really sure if it's worth noting. Of course, you've obviously got a lot more experience with the flash, so it might be a case of VR training being a baddie or the specific incline not being compatible with what surger offers.

I really didn't like how Racer felt, though. Surger definitely felt the best - most notably, when the flash hit uneven terrain and all the weight shifted to one side, Surger kept both sets of wheels on the ground - and when it couldn't, the wheels would drop down very quickly. This made it much easier to control.

Scrapper didn't really seem to do all that much. It increased the turn speed so that instead of turning 360 in, say, 3 seconds, it did it in 2.7. It also reversed 5 kph faster than the stock chassis - which is, again, not really notable. The one thing it did do is make the breaks at least twice as effective - but I don't feel like there's a huge amount of benefit from stopping your flash faster.

edit: also needing to flank people really makes you appreciate how stupidly good magriders are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Neyvn on October 09, 2014, 08:14:34 am
Haven't Played in a long time. But gonna be starting a Brand New Character on the VS Side...
Don't know which server though, could just stick with Briggs but I know that things are a little shitty there...
Any suggestions for server???
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 09, 2014, 08:38:22 am
IIRC the only servers with a nicely sized playerbase are Connery and Emerald. Where are you at? Assuming aus because you were on Briggs - in that case you probably should go with Connery. I'd only recommend the other servers if your ping is too high to be comfortable (anything higher than 150 is pushing it, 200 is as high as I could ever go and not want to ragequit).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 09, 2014, 06:45:37 pm
Of course, you've obviously got a lot more experience with the flash...

Chassis selection is probably the thing I'm least experienced with, and they're a matter of preference more than any other upgrade, so run what you like the best.

The only direct test/comparison I can think of was driving a surger from Tawrich to Red Ridge along one of the little canyon things, which is pretty ridiculous. It's just one anecdote, but surger definitely gives you better hill climbing, at least for sustained climbs that you can't get over on sheer momentum.

Server pops are Miller/Cobalt/Emerald >> Connery >>>> Briggs, but that's heavily dependent upon the time of day. Briggs peaks at around 500 players, while the big three hit 2000 and Connery 1300-ish, but when Briggs is at 500, none of the others are at more than 600. Why not make three characters, one at Briggs/EU/Connery, and check out which one has the best ping/pop combination for you?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 09, 2014, 07:33:10 pm
Do you like watching competitive Planetside? Do you think that even the idea of competitive Planetside is a joke?

Look no further!

The Farmer's League Invitational will be streaming its first matches tonight at 6:10 PDT and 6:55 PDT!

Up first is AC, an Emerald VS outfit, vs. The Dread Legion, a Connery TR outfit. Up next is Recursion, a Connery NC outfit, vs. 56th Recon Division (my outfit!), a Connery TR outfit.

Come watch at http://www.twitch.tv/ps2farmers and watch me get rekt by people much better than me at this game!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 09, 2014, 09:30:09 pm
/me golf claps
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 09, 2014, 09:51:41 pm
get rekt

Welp, that's what happened.

Imagine Michael Jordan's Chicago Bulls playing a junior high basketball team, and not holding back. That's about how it went down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 09, 2014, 09:54:29 pm
You scored in the top half of your team, at least?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 09, 2014, 10:01:15 pm
Maybe? I think so? Probably?

That doesn't seem like much consolation when you're still getting dunked on by Michael Jordan and Scottie Pippen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 09, 2014, 10:18:15 pm
That one guy had pretty amazing accuracy with his rocket.  Atherum, I think?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 09, 2014, 10:37:50 pm
Yeah he's really good. He's kind of infamous for rocket primaries. He was also abusing the Cyclone. He didn't need to use the rocket to get kills but whatever. Points are points.

There was one time where I had him dead to rights, close range, he was looking elsewhere. lolnope Cyclone + heavy shield + adadadadadadadadad and then I was dead. I was even aiming for the head and it's not like he was even going really crazy with the ADAD spam, but I guess the Cyclone kills quicker. I was also getting shot from somewhere else.

Fun times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 09, 2014, 11:31:24 pm
I need to get a better PC. :p
Playing at lowest possible graphics with decent do FPS is okay, but... yeah...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 10, 2014, 12:48:42 pm
Planetside performance is so fickle to me. I have a decent PC - GTX 670 + FX6300, and, for the most part, planetside runs fine - 55-60 (capped) FPS most of the time with mid-high settings. Unfortunately, framerates in this game are so impacted by the size of the current battle that you can see a difference of 30 or 40 frames between the extremes. So, here I am, running without shadows or any of that fancy stuff even though my rig could certainly run the game at a much more beautiful level at a solid 60 fps just because once a session or two I find myself in a 96+ fight and that solid 60 fps tanks down to half the norm.

Annoying.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 10, 2014, 10:57:23 pm
So I played a few times since the patch (been busy with Monster Hunter though) and I can't help but notice I'm averaging a K/D of 2.5 to 3 since the patch, where I averaged 1.7 before the patch. Perhaps this is luck or coincidence, or perhaps it's the new sights? Maybe I'm just playing better or other people are playing worse? Hmmm.

I also wish there were an option to auto-deny outfit requests, it's a bit annoying having people constantly invite you to outfits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on October 10, 2014, 10:58:56 pm
If you join an outfit nobody will be able to invite you!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 11, 2014, 02:51:46 am
Just make your own outfit
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 11, 2014, 04:52:19 pm
I thought you needed 2 or 3 other players in order to make an outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on October 11, 2014, 06:33:28 pm
I dont think you need anyone for it, But I dunno. I know you can have a two-man outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 11, 2014, 10:16:38 pm
I seem to recall someone at a warpgate once asking people to help him make an outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 12, 2014, 04:58:48 am
My two secondary characters have their own outfit and they're the only members.


Maybe it was a premium function? As I was subbing back then
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 12, 2014, 09:47:58 am
this pumpkin alert thing makes me want to punch pillows shaped like ESF drivers, they absolutely ruin the experience on everything except hossin. there is no way to beat the amount of ground (and pumpkins) they cover, and unless you're running an AA harasser, they will destroy everyone on the ground who's looking for pumpkins without any repercussion. Its less like a pumpkin hunt and more like a timed game of how many pumpkins you can find in the few minutes it takes that BR25 scythe to nosegun your poor harasser down (and then find 20 himself)

with that said air pilots ruin everything that isnt a 48+ fight so i guess its not too surprising
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 12, 2014, 11:07:01 am
this pumpkin alert thing makes me want to punch pillows shaped like ESF drivers, they absolutely ruin the experience on everything except hossin. there is no way to beat the amount of ground (and pumpkins) they cover, and unless you're running an AA harasser, they will destroy everyone on the ground who's looking for pumpkins without any repercussion. Its less like a pumpkin hunt and more like a timed game of how many pumpkins you can find in the few minutes it takes that BR25 scythe to nosegun your poor harasser down (and then find 20 himself)

with that said air pilots ruin everything that isnt a 48+ fight so i guess its not too surprising
They don't, but only if you can convince a second random person to pick up a AA launcher and fire with you, instead of acting like a ninja with an infiltrator. IIRC, it only takes 2 shots to down an ESF, the problem is merely one of convincing people to stop using their light assaults and infils for a few moments to shoot down a skygod.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Knight of Fools on October 12, 2014, 11:46:49 am
I highly, highly recommend using a flash with cloaking if you're going to be pumpkin hunting. The basilisk is powerful enough to scare them off, if not outright destroy them if you catch them repairing on the ground.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 12, 2014, 11:57:07 am
Granted, the Fury kills grounded ESFs faster.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 12, 2014, 12:16:16 pm
Grab a burster MAX and enemy air will soon be avoiding the area. Then you just switch to AI or AV.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 12, 2014, 01:51:38 pm
I ended up running a skyguard for the last 30 minutes of the alert. Didn't touch anyone who didn't fire first, but many a mossy picked a fight and died soon after realizing that might not be an AV lightning. Didnt end up dying, because the only thing around were other Harassers (who'd rather farm pumpkins than gamble on a lightning) and Flashes.

I think I'll run flash next time, yeah. I cant stand how weird the Harasser handles anyway, the thing loses traction every time it loses forward momentum. Low speed turns are more like low speed drifts, lol.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 12, 2014, 04:53:03 pm
Last night I was playing on Indar, and there were SO MANY cloaked flashes just running through the sunderer spawn point it was almost impossible to spawn at some of them. Enemy flashes, mind, not allied. People are really liking the new flash I guess.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 12, 2014, 05:41:01 pm
Yeah, they're kinda annoying. Which makes me a hipster I guess :-[
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 12, 2014, 08:52:20 pm
They don't, but only if you can convince a second random person to pick up a AA launcher and fire with you, instead of acting like a ninja with an infiltrator. IIRC, it only takes 2 shots to down an ESF, the problem is merely one of convincing people to stop using their light assaults and infils for a few moments to shoot down a skygod.
And then they have flares. Sure, they'll be gone for a bit, but with stealth + flares they can stick around long enough to do some damage then run away. Then god forbid there be more than one thing in the air or you're screwed.

Speaking of lockons, has anyone else been having trouble with the ground lockons? One would imagine they would fire up slightly then to the target (or be top-attack/direct attack selectable like the FGM-148 Javelin. There's already a button to switch between burst and auto on rifles so lockons should have a direct/top-down switch.) so that they wouldn't constantly be suiciding into the ground or a slight incline. Now the thing that confuses me is that there have been a few occasions where the missile will actually fire upwards slightly then to the target, avoiding hills, but I don't know how to make it do that every time I fire. Air lockons are still annoying, if the ESF is flying perpendicular close by then the missile will shoot 45 degrees to the left/right instead of out and then tracking it. While this is useful sometimes in that it makes it more likely to hit the target, it also make it more likely to hit, say, a friendly who is standing nearby. Yeah, I've actually teamkilled people by doing that...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 13, 2014, 02:46:17 am
They don't, but only if you can convince a second random person to pick up a AA launcher and fire with you, instead of acting like a ninja with an infiltrator. IIRC, it only takes 2 shots to down an ESF, the problem is merely one of convincing people to stop using their light assaults and infils for a few moments to shoot down a skygod.
And then they have flares. Sure, they'll be gone for a bit, but with stealth + flares they can stick around long enough to do some damage then run away. Then god forbid there be more than one thing in the air or you're screwed.
This is why I am heavily considering the Lancer as my next major cert purchase. Hit scan means no flare worries, and at least I'd be able to chase em away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 13, 2014, 02:56:09 am
It's not actually hitscan, you still have to lead the target, but if you're good at that it's pretty easy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 13, 2014, 05:21:08 am
Lock ons are just for scaring them away, bursters kill. Just last night I had a streak of like 3 libbies and a dozen mozzies with them. Somebody parked a sundie on the mountain above the Bastion, and me and like 3-4 other guys massacred air from it until the sundie despawned and I ran out of ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 13, 2014, 07:08:08 am
Its silly how much better a Burster MAX's firepower is than the Skyguard's. The much, much better CoF and better velocity without the wonky aiming that all vehicles have is just so much better. Plus you barely need to leave spawn on most bases and can just swap back to AV or AI afterwords.

I used to think MAXs were shit, but then I just stopped using AI MAX (because lets be honest a single AI MAX without as much as an engineer friend is pretty much a waste of nanites) and have been swapping between defensive AV and multipurpose AA MAX and having a lot of success. It felt nice to clear out four Scythes that were camping one of the spawns, then swap to falcons and work together with a heavy to clear out another three maggies. And then lose the base anyway. But hey.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 13, 2014, 07:10:07 am
TBF, Skyguard is cheaper, and has a lot better mobility so you can quickly change ambush positions and catch the enemy air unaware.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 13, 2014, 07:32:20 am
True that, but I don't think it's cheap enough that it's really fair that the weapon is so much worse, especially considering the skyguard is stuck with an AA weapon the moment you pull it. The skyguard isnt bad, and yeah the mobility allows it to do stuff that a burstermax can't, but usually when you pull AA you do it to defend a certain hex or to protect an offensive zerg and thus mobility isn't exactly important. Sitting a burster above spawn or on a hill above the sundy will likely be enough to scare anyway any air that attempts anything. Plus skyguards tend to die a lot quicker, which means that 350 resource investment is usually more of a gamble than the 450 of an AA MAX.

I like the skyguard, but its firepower is just a bit on the weak side for how vulnerable it is. I don't like that, say, a single pilot lib (one of the vehicles the lightning is crippling itself to fight) can clip it out in just a few seconds. Dedicated A2G is ridiculous amounts more powerful than dedicated G2A, so being able to hide from that in a MAX (and not be entirely dedicated to AA) is really valuable.

But, yeah, you're right. Those still are advantages of the skyguard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 13, 2014, 07:46:53 am
Skyguard is mostly for protecting friendly armor columns, and mobility is bread and butter of those.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 13, 2014, 11:30:50 am
There really should be a way to change your vehicle's load out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on October 13, 2014, 01:45:36 pm
So I've played almost a thousand hours of this shitty game as TR and NC. Today I tried playing VS for the first time and holy shit. Totes easymode. That's all I really wanted to say, carry on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Radio Controlled on October 13, 2014, 02:39:49 pm
So I've played almost a thousand hours of this shitty game as TR and NC. Today I tried playing VS for the first time and holy shit. Totes easymode. That's all I really wanted to say, carry on.

But that comes at the price of looking like frakking space elves.

No amount of power is worth that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 13, 2014, 02:55:43 pm
Spaaaaaaandeeeeeeex
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on October 13, 2014, 02:58:36 pm
Laseeeeeeeeeeeeeers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 13, 2014, 04:52:51 pm
Lasher. PPA. MAXes worth using. Cheesy MBT. BR100s seemingly everywhere...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on October 13, 2014, 04:54:30 pm
I like NC Max, I survive a good while in it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 13, 2014, 05:01:00 pm
I'm curious about what kind of setup you use that allows you to kill infantry further than 10 meters away before they can rape you with rockets and grenades.

Speaking of MAXes, the daily deal is for the left burster arm, which I'm definitely going to be picking up. I'm surprised I've gone this long without getting it, I just rarely feel compelled to use my MAX.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on October 13, 2014, 05:35:38 pm
Burster and starting shotgun...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 13, 2014, 06:16:03 pm
Irrespective of whether the NC MAX is worthwhile, the VS MAX is statistically the best MAX. So that's nice. The VS have a shitton to offer as long as you're not looking for heaps of viable weaponry (the NC has it best here - most of their weapons are at least decent). AFAIK most of their secondary weapons, LMGs, etc. are pretty lame, although they do have at least a couple weapons in each class that are very good. In the end it probably doesn't matter though, since everyone is just using what is considered the best. They also have a lot to offer for squad player - the Lasher is a great weapon, as is the Lancer, and PPAriders and harassers are gods of death. Also, I think the Scythe is the best ESF, although don't quote me on that.

At the end of the day though, yeah, VS is easymode. I'll probably end up spending a lot more time on my VS character as I finish up some of what the NC has left to offer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 13, 2014, 06:33:29 pm
VS is easymode, but don't play Connery VS -- they make Matherson NC look competent. Just don't subject yourself to that, you don't deserve it.

I watched a 48-96 VS force roll up to Saurva, defended by 1-12 TR. A couple dozen tanks and 8 sunderers patrolled around the courtyard while 12 VS actually attempted to take the bio lab, half of which hid in the teleport room. It took about 20 minutes, but TR eventually gathered up enough reinforcements to equalize pop and defend the base.

They lost with 8:1 pop advantage. Not even to a mass redeploy, just a slow trickle of defenders. Just because their tankers couldn't leave their precious tanks unattended for the 2:30 it'd take to blow up the gen and SCU.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 13, 2014, 06:52:47 pm
But if you leave the safety from behind the PPA people might kill you and ruin your 50+ kill streak!

Also, who cares about winning in this game or playing the game the way it was intended to be played. This game is about certs and collecting them. That's why there are all these expensive skill trees, right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 13, 2014, 08:33:03 pm
I'm curious about what kind of setup you use that allows you to kill infantry further than 10 meters away before they can rape you with rockets and grenades.

It may not be super effective, but dual falcons in an AI role is a heck of a lot of fun.  Hitting both is a one-shot without flak.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on October 14, 2014, 03:45:01 am
Also, who cares about winning in this game or playing the game the way it was intended to be played. This game is about certs and collecting them. That's why there are all these expensive skill trees, right?

Well yes, actually, that's precisely the case. "Winning"? What exactly is winning in this game anyway? Capping a base? The enemy will cap it right back twenty minutes later. The only permanent measure of success is the number of certs earned. And also various stat numbers, I guess. KD and such. I find it infinitely amusing that people who run around capping bases look down upon people who run around trying to get a high KD, completely ignoring the fact that they themselves are also just padding a number on the stats screen, just a different one (namely "bases capped").
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 14, 2014, 05:19:33 am
"Continent locking will give everyone a goal to work towards."

Ha ha.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 14, 2014, 07:27:10 am
That's why we need sanctuaries, so we can lock an empire into that and turn every screen in their base into a rapidly flashing Higby .gif.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on October 14, 2014, 08:31:46 am
That's why we need sanctuaries, so we can lock an empire into that and turn every screen in their base into a rapidly flashing Higby .gif.

I see no difference between locking an empire into a sanctuary and locking them into a warpgate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 14, 2014, 09:47:18 am
but muh nostalgia
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on October 14, 2014, 12:03:56 pm
I'm curious about what kind of setup you use that allows you to kill infantry further than 10 meters away before they can rape you with rockets and grenades.

The Mattocks with slugs will make you effective to about 50m. I've also heard good things about the Ravens.

And yes, the falcons rape everything, if you can aim good enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 14, 2014, 12:10:13 pm
And if the hit detection gods are merciful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 14, 2014, 05:27:38 pm
Few things I've learned today:

1. Grenade Bandolier in large fights is the best suit slot by faaaar. Like, not even close. It's one of the best investments you can make for any of the classes.
2. If you sit in a horde of opponents at night, you absolutely will not be seen. I ran into a large group of TR in a heavy firefight, threw nades all over them, and then just sat among them knifing repeatedly for a good 30 seconds. Ten knife kills, ten frag kills, infinite amounts of laughter.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 14, 2014, 09:30:13 pm
get rekt

Remember how I got rekt in the Farmer's League Invitational Tournament on Thursday?

Well, it happened again, this time at the hands of Total Recoil.

Guys, don't join a xXxMLGxXX league if your outfit isn't xXX2MLG420MExXx. I would feel better if we were getting destroyed purely because of a skill deficit on our part, but when we're scraping for people to fill in slots at the last minute and we haven't practiced the map it's just an embarrassment. Organization should not be our Achilles heel.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 14, 2014, 09:31:17 pm
The announcer for the first game was very supported and thankful for your team getting out there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 14, 2014, 09:45:22 pm
An outfit pulled out of the league at the last minute and we agreed to fill in, so it's no surprise Future Crew is grateful for that.

We formed our twelve man roster and submitted it on the day it was due according to the ruleset. With such hasty roster creation I think problems like this were a predictable result.

Still.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 15, 2014, 08:33:12 pm
I bought the GD-7F (NC's 845rpm/143 dmg dakka carbine) and love it. It not only has one of the lowest TTKs in the game, but has access to both advanced laser and softpoint. It's like an SMG that trades off .75 ADS for not having any of the downsides of SMGs (namely terrible shell velocity, damage dropoff, and ADS acc.) and an even faster TTK. Almost. The hipfire isn't quite there.

Was checking out weapon TTKs, the TRV is insane - not only does it have the same insanely fast TTK up close, but because it's an AR, it carries that TTK weeeelll into 30m+ combat. I cant quite recall how unwieldy it was from my time as TR, though, and TTK at range is not nearly as important as hitting home in the first place.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on October 15, 2014, 09:08:49 pm
I bought the GD-7F (NC's 845rpm/143 dmg dakka carbine) and love it. It not only has one of the lowest TTKs in the game, but has access to both advanced laser and softpoint. It's like an SMG that trades off .75 ADS for not having any of the downsides of SMGs (namely terrible shell velocity, damage dropoff, and ADS acc.) and an even faster TTK. Almost. The hipfire isn't quite there.

I like the bandit. It has better hipfire and it surprises VS when you are only slowed to a jog instead of a walk when ADS strafing. I think they are used to fighting people who usually slow down by half or even have to stand still to keep their accuracy. TR are much more used to .75 ads move speed and track it better.

The GD-7f is really great if you can get close enough for a close range hipfire kill. If it's past a certain range though, especially with a suppressor and soft point, it will feel like it takes the entire magazine to kill someone as it sprays bullets around mid range targets in ADS mode pretty quick in a burst (though I used the 3.4 red dot scope with it during the inaccurate scope days.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 15, 2014, 09:27:23 pm
Yeah, the Bandit looks even better than the GD-7F, as the traits it offers seem best suited to a CQC carbine, while its only real downside (velocity) isnt terribly important. Recoil is a bit harder to compensate for, though. I'd of purchased the Bandit, but I didn't bother to do the math in my head and just assumed the GD-7F had the faster TTK while the Bandit was the lower TTK, better handling version (like the razor vs merc).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on October 15, 2014, 09:44:48 pm
PPA was changed on the test server. Forumside is trying to determine if the current version on test is a moderate nerf or a powerful buff or somewhere in between. Posters chime in saying both, but those who say they've tried it seem to think it's still very strong though mostly they say they use it in VR. There are worrying posts about the changes making it as deadly as a Banshee up close while controlling your fire at long range allows the same rate of accurate fire as before. Cof expands more and much faster but it has 2x the firing speed. Splash damage is lower, max splash damage radius reduced significantly to .1 meters. It starts at 12 shots in the magazine, but the reload speed is significantly faster now. All direct damage removed and now damage is splash only. It wrecks harassers and esfs due to resist type changes, to the point it kills them faster than the current Vulcan but I guess it's not intended to do better against those vehicles than an anti vehicle secondary.


In addition there seems to be some concern that minimum splash damage radius is still large, meaning as Alarox in that thread put it (I can't be bothered to check his math):

   
Spoiler (click to show/hide)
Link to forums post with a video of use in VR:
https://forums.station.sony.com/ps2/index.php?threads/video-new-ppa-changes.204625/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 15, 2014, 10:07:07 pm
Initial thoughts: seems like a step forward and a step back at the same time. If there were an initial COF then maybe...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on October 15, 2014, 10:45:51 pm
For posterity, here is what is getting nerfed in case someone doesn't know.

https://forums.station.sony.com/ps2/index.php?threads/ppa-farm.204651/

That video is at pre-firstnerf HE cannon levels of infantry slaughter.

EDIT: Removed stuff about that guy on the PS2 forums for fear of hypocrisy primarily and also because I realized it wasn't helpful or nice really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 16, 2014, 12:15:02 am
As a fellow who recently purchased a PPA, ironically just because the basilisk was horrible and the PPA was cheapest aside from the "how exactly is this any better then the basilisk for a tank?" Kobalt, I have to say the issue is primarily the actual weapon design vs the other two ESAI tank secondaries. It is the same reason why, aside from its very high lack of power, the Lasher is technically better then either the super shotty or the minigun. I don't want to discuss, however, if the lasher is actually the best of the three heavy weapons, simply because variables. However, even with the nerfs/buffs, the PPA will still dominate the tank based anti infantry game for the simple reason of weapon design.

Both the Prowler and the Vanguard suffer from effective range with their AI weapons. The Vanguard especially. Personally, and this is my opinion, the way to fix the PPA is to make the other two weapons better. For the vanguard, make each pellet a minor explosive. Tiny tiny. Maybe .2m max damage radius, but even that might be too much. Just enough so that the pellets don't have to hit to hurt. For the prowler, and admittedly this would be harder to do, a double tap grenade launcher. Each grenade would split into two on impact, which would separate a bit and then explode on contact again. More saturation, but slight delay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 16, 2014, 09:26:00 am
I'd like to see that in a Prowler, and I agree that it's shocking that not a single NC shotgun fires explosive rounds.



Or just give the Canister about four times as many pellets with a much wider spread.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 16, 2014, 10:41:39 am
Any sort of close range AI weapon on an MBT is a really terrible idea, because C4 is a thing. Magrider is actually the least bad tank for this because it can evade infantry better, but Vanguards and Prowlers are just LA bait even if they have radar. Hell, even a Lightning with a canister would be much better than a Vanguard with one, because it can make use of the radar thanks to it's good acceleration.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 16, 2014, 11:00:27 am
Agreed. When fighting infantry, its about the death zone. Canister has an instant death zone of, what, about 10m from the tank? The vangaurds zone is better, but I think the grenades are highly arced? I can't recall ever seeing the vanguard AI weapon in action so I'm not sure. Actually, I'd say the canisters damage should be cranked up, if not made into an explosive pellet shotgun, and drop the pellet count a bit. Like, flechette rounds that one or two hit infantry, but only four pellets a shot. I don't know. All I know is that the ppa is effective for the same reason as the lasher. Get high, rain down, and suddenly missing doesn't matter at all. The problem is that unless you Nerf the ppas damage into uselessness, there is still the issue that it is a slow velocity sniper weapon with no drop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 16, 2014, 03:48:24 pm
The Canister isn't quite that bad. 10m might be how close they need to be to reliably one-shot, but you can still keep up the pace with all other AI weapons (kobalt, for example) until a good 40m or so. The problem is that even though it keeps up the pace (ttk is quite good), the shots to kill compared to the relatively small magazine is really punishing. When an MBT's AI weapon needs to reload to kill more than two people at medium range, you have a problem. Its acceptable on the Harasser, but on the Vanguard? Nonono.

Anyway, I dont really feel like the other AI weapons should be brought up to the PPA's level, nor will they. If you see the kind of results PPA users get, it'd take a pretty warped view of the game to want every ESAI weapon to deal that much destruction. The main reason it wont happen, however, is that the dev team really want to reduce lethality, and making every weapon as powerful as the PPA is... uh... not in line with that mindset.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 16, 2014, 04:15:02 pm
I do agree with reducing lethality. I'm just not sure you can without dropping it to Lasher levels.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 16, 2014, 06:32:40 pm
Damage degradation over distance or something. If the PPA had a limited range, it'd be perfectly fine. It only gets dumb when you can park 275 meters from a doorway and just spam it mindlessly. If it's damage drops to something pitiful like 50 after X meters, then you'd still be able to spam it, but it'd be incredibly unrewarding to the point that you'd either give up or get closer and risk death.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 16, 2014, 06:37:37 pm
I think they just need to reduce the accuracy. Should nerf it at long range pretty good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 16, 2014, 08:00:08 pm
Damage degradation over distance or something. If the PPA had a limited range, it'd be perfectly fine. It only gets dumb when you can park 275 meters from a doorway and just spam it mindlessly. If it's damage drops to something pitiful like 50 after X meters, then you'd still be able to spam it, but it'd be incredibly unrewarding to the point that you'd either give up or get closer and risk death.
Can explosives have damage degradation? I mean, I'm sure the direct damage can, I just don't think there's any splody weapon that does less burst damage at range. Though, that would work perfectly. Seeing as its a ball of contained plasma energy and not a conventional explosive, it'd make sense for it to degrade. Thus, it would still deter folks at long range, cause even annoying damage is annoying and stops your shields from regenning, while not really allowing farm conditions.

Personally I'm not a fan of loss of accuracy in any sort of tank weapon. The whole point of tanks is to provide a stable platform for a big whoopin gun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 16, 2014, 08:50:31 pm
You're right, I don't think they can. Perhaps they could make it like the opposite of a UBGL, where it has a maximum arming distance? That could work, but it might be too weird...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 17, 2014, 12:55:08 pm
They can leave the first shot as accurate as it is, so you can single fire it at a distance but not spam it like you can now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: SalmonGod on October 25, 2014, 06:30:17 pm
Just a cool moment my brother shared with me (http://gfycat.com/AdmirablePlushCrocodile)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on October 25, 2014, 07:37:43 pm
Paid for those guns?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 25, 2014, 09:37:42 pm
I love the "Wait why am I alive" look-around he gives.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 29, 2014, 05:43:42 pm
Changelog for the 30th (https://forums.station.sony.com/ps2/index.php?threads/game-update-oct-30.205902/)

"Concussion grenade no longer detonates on impact and instead has the standard 3 second fuse"
This is both a good and a bad thing. I kinda feel instead it should activate a very short fuse on the first bounce, maybe 1 second. That way you could get it around corners easier, but still leave enemies less time to react.

"Anti-vehicle grenades now stick to vehicles and MAX units. This allows us to lower the radius of the grenade, so it less effective against infantry and more avoidable unless it is directly stuck on a target."
This is a very welcome change in my book, at least the sticking to vehicles part.

"PPA changes"
From what I've seen it's not a nerf, in fact it'll be even more annoying at close range. The main change is that you won't be able to snipe spam with it as easily, which is basically all we wanted.

The Striker and Spiker have changed. I don't use the Striker so I don't know how the changes affect it, but it seems to be more lethal now. Spiker now makes more sense with its charge up mechanic. I used the Lancer VS22 once and that thing's charge-up fired a single projectile, not multiple, and now the Spiker does too. It even has a small AOE, so it's also a pocket Lasher in a sense.

Oh, apparently Barets are a thing, and people are freaking out over them. I just want service caps that aren't cartoonishly huge. (http://imgur.com/a/Wb4HE) The NC one isn't as bad, but there's something about it I don't quite like and I can't put my finger on it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 29, 2014, 05:57:06 pm
The big thing with AV nades is their reduces splash radii, which means AV nades are not quite the solution to extremely clustered points that they used to be. People might have to spam frag grenades *gasp* on their heavies instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 29, 2014, 06:02:50 pm
"Concussion grenade no longer detonates on impact and instead has the standard 3 second fuse"
This is both a good and a bad thing. I kinda feel instead it should activate a very short fuse on the first bounce, maybe 1 second. That way you could get it around corners easier, but still leave enemies less time to react.

The problem with concs is you could just throw them at someone and pretty much instantwin the fight. It's very hard to fight back when conc'd, and you cant avoid it. That's why it was changed. 1 sec fuse would be even worse, because you wouldn't even have to be in direct LOS for someone to do it to you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 29, 2014, 06:48:30 pm
I think the AV nade changes are great; people might actually use them against vehicles now.

Incidentally, it's going to feel GLORIOUS the first time I kill an ESF with a tank mine.  If you die to landing your lib/valk on mines, it'll be just hilarious for both killer and killed.

And TR getting some love?  What nonsense is this?  I thought everyone at SOE loved beating the TR with the nerf bat.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mephisto on October 31, 2014, 08:22:29 am
I started playing a few days ago. Apparently I tried >1 year ago but didn't have a good enough PC. Anyway, free stuff for not playing for a year. Yay!

I feel useless. I can get a kill once every couple of respawns. I'm trying to determine if I can get better or if the gulf of experience between me and the longtime players is too great.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 31, 2014, 08:27:01 am
You can get better; it's all about finding your place and sticking to your role.  Also, find a good squad; I suggest looking for outfit squads that are rolling around; they tend to be at least somewhat coordinated.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 31, 2014, 08:50:56 am
Wrel actually made a pretty good video about the awful new player experience in this game. (https://www.youtube.com/watch?v=r3IPbzz9NhE&list=UUdG9PVHAAQrwekvEjCxMlwg) Death is something you should expect to happen very, very, very often. I also recently saw a video of a new time player with an attitude that stunned me. He was in a biolab fight (notorious for being slaughterhouses) and kept running out of the spawn room and dying, and he wasn't mad at all. He even flipped out and got really excited when he got his first kill, and when he did he couldn't stop playing till he got a few more. Unfortunately not everybody has that attitude but it was a fun video nonetheless.

The point is, as a new player, even if you've played FPSes before, you might not have the best time. You might get in a fight and shoot some guys, but finding where the next fight is can be difficult until you learn how to read the map, redeploy, follow a zerg, etc. Public squads may help a bit assuming you have leadership that communicates.

What server/faction are you playing?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mephisto on October 31, 2014, 09:00:35 am
What server/faction are you playing?

Terran Republic, US East (possibly 6). Part of my problem might be that we're all losers. Purple was steamrolling last I checked.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 31, 2014, 09:09:03 am
I assume by "US East" you're referring to Emerald? If so I have a character on that I could hop on if you're playing, my in-game TR guy is ZulbanTR. I haven't played him in a while though. I think you can add friends even when they're offline.

Currently TR (Red) seemed to be considered the 'weakest faction.' When I play as NC (Blue) most of the time we have to go fight VS (Purple) because TR typically has less population/organization as the VS, and the VS seem to be higher battlerank in general.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 31, 2014, 09:13:06 am
^That is correct.  TR, especially in Emerald, is pretty beaten down right now.  NC's in the middle and VS is dominant, especially after about 11 PM Eastern.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 31, 2014, 11:13:18 am
Like in every FPS, map knowledge is a big factor in PS2. And PS2 has some huge maps to memorize. Luckily, the bases tend to be very similar, but it's still going to take you a couple of months to get a good feel for where you can ambush people or get ambushed. Charging into a "fair" fight is never a good idea, always try to stack the cards in your favour. I suggest starting with LA, because jetpacks make it a lot easier to get a drop on enemies.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 31, 2014, 11:15:04 am
Especially since similar assets are reused in multiple bases.  Like that big building in biolabs that's crescent shaped with the two bridges to the other half of it; it's used in many, many bases.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 31, 2014, 11:24:02 am
that big building in biolabs that's crescent shaped with the two bridges to the other half of it
This may help (https://docs.google.com/document/d/1AXx_smklC5JwpF0AP0Sgye4y7sdvMLNCYIZeuOmhd1g/edit?pli=1). It shows and describes every building in the game. If you can recognize these then you should be set for most fights, as most fights are fairly close-in and involve bases... and these buildings. Sometimes the terrain itself is a factor, but not usually.

EDIT: I should mention that knowing the names of these building isn't very important, just the layout. I've never heard anybody in-game refer to the "Mez" as... the "Mez." More commonly the buildings will be referred to by what objective they hold at a particular base, be it a capture point or generator.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 08, 2014, 10:58:57 am
I was going to hold off posting this until an update was closer, but there are some interesting and exciting new changes that I feel are worth mentioning. (http://www.reddit.com/r/Planetside/comments/2lktdb/pts_unofficial_patch_notes_2014103120141106_melee/)
New (actually from early beta) art director means new (old) art direction (http://imgur.com/a/a272L). (EDIT: I must say though, everything looks like the same shade of grey to me aside from the faction colors....)
1x and 2x optics on sidearms is coming (http://imgur.com/a/UDrXu)
You can now wield your knife by holding the melee button down, allowing you to swing about twice as quickly. Once it's you you can press the firemode button to charge the knife up to deal ~1000 damage per swing (Don't know if this is only for the 'activatable knives' or not). They also apparently changed the way that knife swings are calculated, it used to 'fire' and invisible bullet that had an extremely short lifespan, but now it just detects the first thing in its path and deals damage. I don't know if this affects how the knives function or feel though.
Apparently they were/are testing automated turrets that will eventually be available for engineers, but I wasn't around for that. As far as I know they had to have a dev come in and plop some down at a base manually.

Biolabs may be getting a revamp soon (https://www.youtube.com/watch?v=pdnZKtbfZ1I&list=UU7cUw5mGheW07tnmmClw3kA)


There might be more that I missed but I have work soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 08, 2014, 11:11:47 am
Jump pads are now located in between auxiliary bases, a little further away, and there are no return pads from biolab to auxiliary bases.

Well, that blows...

I don't know why they don't just add more entrances to the damn things, too simple and sensible?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 08, 2014, 11:18:08 am
I'm not 100% sure how it works, but I think there are prefab buildings in PS2 where adding openings requires changing the art asset while closing them just requires using one of those generic 'plugs' they made that you see over some doors in familiar buildings. They would probably have to use something similar to BL-4 crash site (?) in order to make a new entry way. A lot of people are suggesting adding an entrance on the roof so organized gal drops/spawn beacon squads can get in through an area that's more difficult to camp and can force the defenders off of popular camping spots (Doorways, teleport rooms).

So, the onl;y way to 'simply' add new entry ways is to add more teleporters. Cutting holes in the lab either requires a new building asset, or for the individual dome 'glass plates' to be their own asset, and I don't know if that's the case. I can imagine having one of those 'plates' be destructible, perhaps even have a generator objective that makes them act like a force field? It'd make it so air could farm the lab though, even with how close the buildings are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 08, 2014, 11:26:59 am
Good point.

That said, they've had two years -- it doesn't take that long to modify the assets. If that's not possible, they could at least design the teleporter rooms to give the attackers more room to attack out of them.

Or they could just shit on LA some more and remove boost pads, for some reason. *shakes head*
Edit: I mean, they could at least just make them faction specific, so only the defenders can use them. Then you could still attack out of the biolab with them, rather than just remove them entirely.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on November 08, 2014, 11:55:17 am
A lot of people are suggesting adding an entrance on the roof so organized gal drops/spawn beacon squads can get in through an area that's more difficult to camp and can force the defenders off of popular camping spots (Doorways, teleport rooms).

There actually used to be an opening in the shield at the very top of the biolab, leading to the top of the central column. They removed that for some reason.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on November 09, 2014, 12:09:56 am
they've had two years -- it doesn't take that long

ps2 in a nutshell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 09, 2014, 12:15:10 am
I kinda wanna know what's going to happen after PS4 launch
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 09, 2014, 01:04:58 am
They'll reveal that they actually have the rest of Hossin ready, as well as Searhus, Cyssor, and all the Battle Isles ready to go in a PS1-style world map with continental progression and a war front that flows across all of them in a logical and meaningful manner.






Also Higby will suddenly sprout four more heads, each representing a different server, and they will speak for the betterment of all mankind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 13, 2014, 12:50:23 am
Spoiler: Large image (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on November 13, 2014, 01:15:35 am

Spoiler: Image (click to show/hide)

ps2 in a nutshell.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 13, 2014, 01:37:28 am
I'm using this one for my rarely used PS2 forums account's signature.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: NobodyPro on November 13, 2014, 03:08:24 am
When did NC get a 2-wheeled Flash? That's totally unrealistic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 13, 2014, 03:38:42 am
When did NC get a 2-wheeled Flash? That's totally unrealistic.

You have to score 1000 turbo roadkills while airborne to unlock the empire specific chassis.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 13, 2014, 06:15:04 am
When did NC get a 2-wheeled Flash? That's totally unrealistic.

You have to score 1000 turbo roadkills while airborne to unlock the empire specific chassis.
per empire
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 26, 2014, 11:47:01 am
I'm looking at this game, how good is it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 26, 2014, 11:55:16 am
It's good if you run it well. Some flaws:
- You will die a lot in this game. That's perfectly normal.
- Strategy on the map is pretty important, so there's a bit of a learning curve from that point of view.
- You need to get acquainted with the game mechanics a bit before you feel like you're doing something useful. Just follow the tutorial, then join a squad and hot-drop into it and ask for help on "what to do".

Have fun!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 26, 2014, 12:05:38 pm
I like PS2 a lot, but for new players it's rough.

I've read that there will soon be a sort of battle island for people under level 10 with new instances if too many people crowd in. I can't recall if it is on the Test server now or planned for the near future. It's being added for both the PS4 and the PC version. I imagine people will make new characters or accounts to harass the new players; a fair portion of the PS2 community is unfortunately pretty caustic. It still would be a better introduction to PS2 than the current live servers though.

If it's already on Test it may not be a bad idea to wait to start until then as it will likely be on Live within a month or so unless it needs to be re-done or something.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 26, 2014, 12:48:23 pm
It's good if you run it well. Some flaws:
- You will die a lot in this game. That's perfectly normal.
- Strategy on the map is pretty important, so there's a bit of a learning curve from that point of view.
- You need to get acquainted with the game mechanics a bit before you feel like you're doing something useful. Just follow the tutorial, then join a squad and hot-drop into it and ask for help on "what to do".

Have fun!
Also, use the VR Training area if you want to figure out how to drive vehicles. Much easier to do it there than on a continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 26, 2014, 05:08:24 pm
Ok, downloaded the game, did the tutorial and joined a battle.

2 FRAMES PER MOTHERFUCKING SECOND.

I back away, set all settings to low, went back to the game. FPS floats between 12-15 occasionally jumps to 30. Guess I have to wait for optimisation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 26, 2014, 05:17:37 pm
How big a battle?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 26, 2014, 05:24:00 pm
24 people I believe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 26, 2014, 05:38:06 pm
You have shadows off?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 26, 2014, 05:39:13 pm
Yep.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 26, 2014, 05:40:23 pm
You can lower the graphics settings further in the useroptions.txt in the PS2 folder. Make sure to go in game and switch the graphics options to custom before editing useroptions. You can also change that option in the useroptions but it's simpler to just do it in the game.

I think you can copy and paste this over the corresponding sections in your own useroptions; the worst that could happen is you will have to delete useroptions.txt so the client re-downloads it.


I would leave lighting and shadows on but my video card has problems with them. I go from GPU to CPU bottlenecked when I change those options. If I'm not doing something that would improve my fps, feel free to let me know. I've experimented with useroptions quite a bit but I'm still far from an expert and don't know what some of it does. I try to leave alone those I don't know about and also other display and rendering options that don't help the game run better.

Also if you press alt+f while in the game a frames per second counter will appear in the corner and it will let you know if you are slowed down by your GPU (graphics card) or CPU (processor).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 26, 2014, 05:50:21 pm
I'll check it out tomorrow, thanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 26, 2014, 05:55:43 pm
No problem, I hope it works for you.

Other things that might help is making sure your drivers are up to date. If they are, you could consider overclocking but that can risk damage to your computer if you do it wrong or let it overheat.

Finally it might not be a bad idea to run defrag after installing PS2. I don't know how much it would help but it could be worth a try if you don't automatically defrag.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 26, 2014, 05:59:10 pm
I'm looking at this game, how good is it?
That's a fairly difficult question to answer. One of the main draws of this game is its scale, and how few other games does anything like this game does (Battlefield is often a comparison, but there are no persistent game worlds or characters).

Do you have a screenshot of your settings, or system specs? Lowering things like render distance may help, and disabling smoothing may give you higher framerates with possibly more stutter depending on what's going on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 26, 2014, 06:02:39 pm
I can't get my computer right now.  Game says I'm bottlenecked by the CPU, and I can't overclock it. My render distance is around 1000.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 26, 2014, 06:16:11 pm
Pretty much no matter what you do you will get CPU bottleneck, you just have to raise settings that don't end up dropping your framerate and don't make "GPU" appear until they're as high as you can comfortably get them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 26, 2014, 06:20:17 pm
VS are fucking dicks.

Fucking infiltrators in squads with stalker and the best pistols in the game...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 26, 2014, 06:20:22 pm
I've read on the PS2 forums some people have better performance when the PS2 process is elevated to High in the task manager. That doesn't seem to do much for me though.

If you want to spend five to ten minutes and assuming you have a 4 or more core processor you could change all programs processor affinity to a core or two that PS2 will not use while assigning PS2 the rest of the cores. I don't bother doing this anymore but early on I thought it made a minor difference.

Other things to do would be to close all unnecessary programs. There are some free programs you can use to do things like this. Iobit's game booster does it, but using Iobit products notably advanced system care or their defrag program seemed slowly degrade my computer's performance forcing me to reinstall the OS. I stopped using them and no longer have a problem.

If you can reinstall your OS that could help remove any unwanted processor using programs like spywares and such. This might only be a good idea if your computer should be running better than it is.

VS are fucking dicks.

Not all of them are but yeah of all the realms on Emerald VS tends to be the most unpleasant in various ways.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 26, 2014, 06:29:47 pm
the best pistols in the game...
I'm fairly confused at this point. I always hear complaints about how every pistol in the game sucks but all other empires have OP sidearms. I want to know exactly which pistols are shit and which ones are "op" because every single pistol I've used in this game has been neither. I've used: mag-shot, desperado, rebel, beamer, repeater. Possibly more but can't remember off the top of my head.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on November 26, 2014, 06:48:10 pm
IMO the only pistols that are a little too strong are the Commissioner and to a lesser extent the Underboss. VS don't have an outstanding empire specific pistol. I'm not used to VS weapons but I've heard people say their best pistol is very close to a magshot.  I haven't tried the new Spiker but if it's like a charge rod from the old Legends of Might and Magic shooter it could be good once people figure it out but it's 1000 certs and has a terrible reputation so I imagine even if it's feasible it would take a while to catch on.

I have the magshot, magscatter, and the rebel. Out of them all I would say the rebel is my favorite performance wise, it's fairly long ranged for a pistol. The magshot feels nice after shooting the rebel for a long time but you will miss the heavy damage per shot. The magscatter is too much fun though and I've switched to that in all my loadouts except my special effects medic who carries a smoke launcher and fireworks gun. The magscatter is terrible past a few meters but it's good at quick reaction shots. It has no headshot modifier so there is no benefit to staying in someone's sights to line up a headshot. I often use a battle rifle engineer and there is a mid range where both the mag scatter and the Warden are sub-par, especially if I'm using a 4x or even worse a 6x on the Warden. I switch out of reflex to the magscatter when I see someone at close range, sometimes erroring by doing it too far away. If I see them through a door or something I plink them with a few pellets and then nope around a corner as fast as I can to draw them closer. I've also gotten a few esf kills (due to them crashing) with it because the spread helps you hit aircraft with at least one pellet at surprising range.

TR have pretty good pistols. The repeater has too much recoil for my taste but I recognize that it's pretty good up close. I also like most of their other pistols, at least in the VR.

EDITS: Clarifying grammar
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 26, 2014, 06:51:14 pm
Commissioner, and it was on Connery.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on November 26, 2014, 06:52:14 pm
I've only ever used the underboss. Obviously have the magshot, but have only used it a handful of times. The underboss (and obviously commissioner) feel really nice to use, but the completely useless sights make it a hipfire only weapon, and I'm not great at hipfire with singleshot, low mag weapons. Sometimes I can throw an entire clip downrange (downrange being like 10m away, sadly...) and only hit once or twice.

Might try out magshot some more, but I'm very bad at switching weapons mid-combat, so I rarely use my sidearms unless I'm an infil or out of ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 26, 2014, 07:32:25 pm
Commissioner, and it was on Connery.
Isn't that an NS weapon though? Everyone can be an ass with those.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 26, 2014, 07:52:44 pm
I do agree that I'm getting a bit tired of people using the Commish, it's going to be even worse when they release the optics for them and they become more effective at range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on November 26, 2014, 07:53:44 pm
I use the beamer (Vanu weapon) to complement my shotgun loadouts. Works really well since the beamer can rapid fire at long range.

I've played all three factions on Emerald, and I've personally found that Vanu tends to be a bit more mature about things. But idk. Can you really generalize 1000s of people?  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 26, 2014, 10:33:10 pm
The Rebel has a very satisfying boom to it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 26, 2014, 10:38:51 pm
Xbow. :3
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on November 26, 2014, 10:40:05 pm
The Rebel has a very satisfying boom to it.

A lot of weapons sadly don't. :(

I thought the T9 Carv sounded pretty nice, until i slapped a suppressor on it. I know it's due to the suppressor, but it feels like a required upgrade.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 26, 2014, 10:44:41 pm
Put a suppressor on the rebel, and enemies won't even know what hit them. It sounds so weak but it's so powerful.

Suppressors on NC LMG's sounds pretty damn awesome, in a sci-fi kind of way. For a long while I played heavy with suppressors just because it felt cool. Plus, as soon as I slapped one on I fought 5 guys running at me who didn't even notice I was standing there even while riddling them with bullets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 26, 2014, 11:19:15 pm
Stalker auto scout rifle for NC is a Vas-sounding weapon when you adds suppressor, which is really good when you're fighting VS.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 27, 2014, 12:30:09 pm
Well, played around with the settings, switching HUD off allowed me to play at around 25 FPS, where I'm starting to get bottlenecked by my GPU. But making the game unplayable to make it more playable doesn't seem to be the right way. I suppose my laptop just isn't powerful enough to play this.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 27, 2014, 12:31:34 pm
laptop
Oh...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: McDonald on November 27, 2014, 12:36:23 pm
laptop
Oh...
Shush, it's the best computer I have.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Radio Controlled on November 27, 2014, 01:36:00 pm
And the weirdest thing is that they apparently were able to make it playable for much more people a while back, but then somehow screwed that up again. What the hell right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 27, 2014, 01:37:25 pm
They add stuff, which hurts optimization since they more or less have to rush it out.

Eh, it's a dev cycle. I haven't played for a month since my computer went downstream, but I'll definitely pick it back up when I make my new one.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 27, 2014, 02:00:18 pm
laptop
Are you sure its using the graphics card (if you have one) and not the intel thing?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: da_nang on November 27, 2014, 02:22:35 pm
Since we're talking performance, Radar_X on Reddit released (http://www.reddit.com/r/Planetside/comments/2nhtxc/who_do_we_poke_to_update_the_official_system/cmdty0k) some updated minimum specs.

Quote
    OS: Windows 7 or later
    CPU: Core i5-760 or better / AMD Phenom II X4 or better [Quad-core CPU]
    Memory: 4 GB RAM (32-bit) / 6 GB RAM (64-bit)
    Hard Drive: 20 GB free
    Video Memory: 512 MB
    Video Card: nVidia GeForce GTX 260 or better / Radeon HD 4850 or better
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on November 28, 2014, 05:12:46 pm
Since it's double SC friday and the anniversary bundle is still on sale, I picked it up for 20 USD. I couldn't really justify shelling out $40 on PS2 when only ~1/3 of the items in the bundle really interested me (and even then, just mainly the heroic boost), but at $20 I just couldn't pass it up.

Anyway, I'm really happy with the purchase. The 6 months of boost time is worth it alone, but I've learned I adore the NS-15M, the anniversary version of which you get in the pack. It's so comfortable. 55 round mag with an ultrafast reload, super gentle recoil, and good accuracy really feel nice. Haven't tried the Baron much, but it feels good. The pump shotty reload is annoying, but it's basically just your default shotty with a much more comfortable range. You don't have to be within tickling distance to bap someone anymore.

Also, I didnt own a vehicle horn, so hurrah now I can beep at everything before running them over! My allies won't even see it coming.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 05, 2014, 01:22:14 am
https://www.youtube.com/watch?v=mTN4fXftk9Q&feature=youtu.be&a

I want those spawn room shields and vehicle bay shields immediately >=(

I'm also a fan of the more "subtle" UI they went for. I'm particularly a fan of the 'bars' for the ability power, health, and shield indicators.

I really wish I could set a custom size for my minimap though. The default size is too small for me and the large size is too big for me. A size right in the middle would be perfect.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on December 05, 2014, 08:04:28 pm
Yeah, that UI looks sweet. I do hope they carry it over to the PC version. I don't understand why the bars have to be so frickin' huge and ugly in the PC version.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on December 06, 2014, 05:09:44 pm
I don't see what you guys are talking about. That ability bar when he was using the jetpack looked boring as crap.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 06, 2014, 06:34:50 pm
Then you see exactly what we're talking about. It should give the info without being super flashy, kinda like in Half-Life 2 where they were little curved bars on the left and right of the crosshair.
You may remember the famous UI mockup that was made a long while back. (http://i.imgur.com/LDv2nuW.jpg) It's nice and simple and not flashy and people really like that mockup more than the current UI. It does have a few more anges and cut corners to make it a bit more stylized but nothing too dramatic, at least nothing more than what was shown in the video where the ability bar was slightly trapezoidal.

Some people want those UIs that bob and move around as you're looking around and are angled to be as if they were displayed inside a visor or something, and that kind of UI I hate because it's so distracting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on December 06, 2014, 06:48:39 pm
That mockup is missing the bit in the corner that shows how many certs you've got (which isn't entirely nessesary i suppose, but nice; it also could do with a little bit bigger font size for the ammo/health), but otherwise its not a bad alternate. The point I was trying to make though (which may actually be youtube's fault) is that I only saw the bar as a colored smudge on the center of the screen until I went back and watched it recharge.

Personally I like the fancier ui (not the bobbing and such, just the style of it), partly because I like it and partly because its not maximally minimalist, which seems to be the hip thing elsewhere on the internet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on December 08, 2014, 04:53:56 pm
I bought the Phoenix (NC's camera guided rocket launcher) and it's surprisingly effective. I held off on buying it for a long time because of how gimmicky it seemed, but... it's really not. You can just sit there on an ammo pack or near a terminal and fire off rocket after rocket in relative safety, hitting almost every time. It's not all that hard to control either, because the rocket moves quite slow.

It's just useless in smaller fights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 08, 2014, 06:15:21 pm
Phoenix is pretty great but don't expect to get many kills. It's great for harassing, but your DPS relies on how long it takes for your rocket to travel to the target because of how you have to wait to exit the camera before reloading. You can hit the use key if you miss completely so you can reload faster, or if you get damaged and need to react. I have my arrow keys set to pitch and yaw and E set to analog thrust (this actually makes the rocket slow down for a bit, unless they changed it)

You'll have the most success aiming for smoking vehicles, perhaps even using enhanced targeting. (EDIT: It's great for smoking vehicles because people will dip down below the crest of a hill thinking they are safe, but you can guide the missile over the hill into their face and explode their tank before they can repair it, or keep it out of the fight for a few more seconds if you don't end up killing it, or even force them to move to a safer place further from battle to repair). It's also useful as a spy drone of sorts since you can Q-spot enemies with it from safety which is pretty cheesy.

Few people have realized that you can shoot them out of the air, or just don't bother trying.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on December 09, 2014, 01:06:01 am
I've tried a couple times. The Phoenix tend to be pretty laggy and jumpy so it can be hard to shoot them down.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on December 09, 2014, 05:11:55 am
Few people have realized that you can shoot them out of the air, or just don't bother trying.

I had a lot of fun protecting a sundy parked behind a hill from phoenixes by using its Walker/Ranger (both guns are pretty similar...) to shoot at the projectiles. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 19, 2014, 12:24:16 am
Apparently they released and update today but I didn't get a chance to try it out much. I did notice that they added spitfire turrets (General consensus is that they are underpowered), wieldable knives (I once got revive 'naded in the middle of a bunch of enemies, popped up and knifed 4 of them and maybe wounded many others before they managed to take me down again), banners that are displayed on the death statistics for who killed you (I'm using the master rifleman one at the moment), and spawn room shields that you can actually see out of.

Here's the full patch notes (https://forums.station.sony.com/ps2/index.php?threads/game-update-12-18.210014/#post-3049924) that I'll go skim through right now

First bit is about how various vehicle utilities such as fire suppression and auto repair have models on the actual vehicles, I'll have to go look at sometime to see what it's like.
Bits and pieces...
Voiceovers are back to normal quality, maybe? Been playing with the crappy ones from the last update for long enough for me to have gotten used to them being crappy.
Then a bunch of stuff I just skipped over...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: smeeprocket on December 19, 2014, 12:28:04 am
So I just started playing this.

Connery server, New Conglomerate faction, name is Janiis.

A friend of mine who is military started an outfit just recently, 7th Calvary I think it is.

You guys are welcome to join, just hit me up. We also have a teamspeak.

It's a lot of fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on December 19, 2014, 12:39:35 am
I played this a fair bit at one point, but I live in Australia sooo...

The game was alright but the lag and hit detection really ended up putting me off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on December 19, 2014, 03:07:33 am
New knife mechanics are really hard to work with. If someone doesn't want you knifing them, it's really really almost impossibly hard to land it. Missing in hectic situations is the norm, too. Before the patch, if someone was in your field of view and was close enough to you, you'd hit them. Now you actually need to aim your knife, if your opponent isn't in your reticule its unlikely you'll land the swipe.

Haven't seen any of the new spitfire turrets. I hear they are really weak though, both offensively and defensively. No problem with something like this being a little underpowered, but right now it might be too underpowered. You can probably get more damage and area denial out of a couple AI mines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on December 19, 2014, 05:34:47 am
They also fixed the decals on Galaxys. BEST PATCH EVER!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 19, 2014, 07:48:47 am
Considering how often I (don't) see people using the actual AI turrets (except sometimes as a piece of cover) I'd say that the Spitfire turret could be more useful for people who don't actually use the AI turret, or for a single person or small group of people to cover more entrances to a building they otherwise couldn't.

If you have to aim the knives that would be silly, the animation is clearly a wide swipe across the screen so even at the edges of your vision you would still hit the enemy (if not quite as hard). This is the problem with melee in pretty much every FPS ever, instead of causing damage along the length of a swing, instead it will only cause damage in the center of the crosshair. Most notable for averting this problem is Chivalry, a mod for Half-Life 2 (and later full game) which had a more believable melee mechanic even using a game that otherwise just has the 'point damage' melee.

Wielding knives to swing them quicker is handy, but I really would have liked a mag-sword or something with longer reach (Bayonets, anyone?). It seems at least half the time I've used knives I miss because the enemy is just out of reach, and it's pretty annoying because I've hit people who I thought were out of range before, and missed people who I thought were in range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on December 19, 2014, 09:30:20 am
Apparently the AI turrets will shoot at opponents regardless of whats in their path, resulting in a few confused heavies wondering what shot them in the back.

So, about as useful as your regular NC then  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on December 19, 2014, 10:02:45 am
I played a bit the other day and apparently people still run in front of well-placed engie turrets. I imagine they think, "oh, this engineer is just afk facing this doorway right next to enemy spawn".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 02, 2015, 02:06:19 pm
Sooo, SOE was sold by Sony to an Investment holding company thing, now called Daybreak Game Company? This is obviously going to affect this game, but I'm just not sure HOW.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 02, 2015, 02:16:16 pm
Maybe Planetside will get more creative freedom? Hopefully?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2015, 02:20:20 pm
It could be good, neutral, or bad, but I'm not betting on good.  I doubt Sony influenced game design much; most of those calls came from SOE leadership AFAIK.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 02, 2015, 02:29:35 pm
I've been meaning to post in this topic for a while but the interest doesn't seem to be great enough. Honestly, I wish that they would go back and revamp pretty much the entire game, but since a lot of stuff available can be purchased with real money that would be a huge issue.

Right now, I'm not really sure what I want out of Planetside in the short-term. Stability maybe? Optimization? More meaningful objectives? Rebalancing weapons to make them feel a bit more faction specific? (I am kinda stunned how varied the NC arsenal is compared to the other factions, we got a carbine with a much higher ROF than the highest ROF TR carbine, at least for a while, dunno if they changed it)...

At the beginning of January the big boss (Smedley) came in on Reddit claiming that all progress on game features etc. as going to stop so that they could work on fixing the game a bit... but I don't know if I've heard anything about that since, especially considering they're doing vehicle weapon rebalancing right now along with PS4 Beta.

As a fan of this game I really hope for the best, the only other games I've poured more hours into are ARMA and Mount & Blade, and I have spent quite a lot of money to show my support.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on February 02, 2015, 02:33:49 pm
Is PS2 the epitome of eternal beta games?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on February 02, 2015, 02:36:02 pm
Is PS2 the epitome of eternal beta games?

I really want to say no, but with Hossin (the fourth continent from the original game's twelve) still in "beta" status (Or did they finally unbeta it?  I can't remember.  Still, 4/12) it's hard to disagree.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 02, 2015, 02:46:44 pm
Hossin is no longer "under constructrion" according to the loading screen, but there are still prefab 'construction site' bases littered around the map (though some of them have been renamed). There have been some interesting looking facilities put down but the most interesting one (I think it's called fort drexler?) is so close to a warpgate that it's unlikely to see as much action as one of the prefab bases near the center of the continent.

Plus, the Valkyrie is still extremely underwelming, they need to put a pilot operated nosegun on it or something, make squad logistics a default option, and make it hover similarly to a galaxy (especially considering it's supposed to be easier to fly than an ESF, they need to add some training wheels for newer pilots). Actually, vehicles in general need to be looked into, and the resource system needs to be fixed. Basically tanks should be tougher but require more investment, so you don't throw one out and pull another as soon as it dies, rinse, repeat.

There are plenty of things in the game that aren't really finished or just have basic functionality (mission system, squad/platoon management) and some things that were thrown in as an effort to make some money (buying attachments with money even though they were one of the few things only available with in-game currency, and they don't even apply to all weapons of the same category which is the only reason you'd get them with SC. Then there's the whole implant system. People are putting up a huge stink because they nerfed the effects of lower tier Battle Hardened implant then increased the amount of screen shake. "Spend money to have normal screen shake" people are saying.).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 02, 2015, 04:38:26 pm
I played a little bit a couple of weeks ago. I lost interest pretty quickly once more.

All I want out of the game is a balanced infantry experience, but MAXes and heavy overshields still exist. The game would be better if both of them were removed, but that's never going to happen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Micro102 on February 03, 2015, 12:05:35 am
Not sure about the Heavies, but isn't there a limitation on MAXes?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 03, 2015, 12:13:10 am
Not sure about the Heavies, but isn't there a limitation on MAXes?
If you survive long enough as a MAX, you've already replenished the nanites needed to pick up a new MAX from the nearest terminal on respawn, last time I'd played. And one of the cont. lock bonuses makes them cheaper.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 03, 2015, 12:33:51 am
Hossin is no longer "under constructrion" according to the loading screen, but there are still prefab 'construction site' bases littered around the map (though some of them have been renamed).

Hossin is absolutely not polished to the standard of the other continents, though... so hopefully they're not actually finished with it, and merely want to stop openly advertising the fact that they're not.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on February 03, 2015, 01:25:06 am
To be fair, a lot of the people who could be doing work on Hossin are working on Koltyr, and as much as I like the idea of Planetside Dagobah, it's way more important that Koltyr is released than it is that Hossin is polished up to snuff. Giving newbies a place (relatively) free from being farmed constantly will do wonders for player retention.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 03, 2015, 04:24:11 am
What's special about Koltyr?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 03, 2015, 05:01:21 am
It's a mini continent exclusively for new players for them to screw around in and get the hang of the game before heading out into the world at large.

Currently new players are basically thrust into the world to fend for themselves the moment they get into the game. There's a tutorial that they may or may not complete but, meh, if SOE the devs decided that making a newbie zone was necessary the tutorial must not have been cutting it. The PS4 release probably has something to do with it as well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 03, 2015, 05:51:21 am
It's a mini continent exclusively for new players for them to screw around in and get the hang of the game before heading out into the world at large.

Currently new players are basically thrust into the world to fend for themselves the moment they get into the game. There's a tutorial that they may or may not complete but, meh, if SOE the devs decided that making a newbie zone was necessary the tutorial must not have been cutting it. The PS4 release probably has something to do with it as well.

I have played Planetside 2 before, y'know. >_>

The tutorial was pretty terrible. All I remember from it were some basic FPS instructions and then being dropped into a large battlefield where I was immediately killed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 03, 2015, 08:07:19 am
That's probably the old tutorial, they revamped it with a fairly decent tutorial on Planetside-specific things.

I haven't played this in a while since I'm on a med-low-end computer and can't run PS2 in even a 12v12 :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 03, 2015, 12:52:18 pm
Wrel made a good video on his visions of what a new player experience should be like. (https://www.youtube.com/watch?v=r3IPbzz9NhE) Having their own continent is a step in the right direction. I can see a problem though: unless they have a good mission GUI to point players where they need to go then the lack of experienced players there to tell them where to go new players may get confused or lost. I suppose making the continent so small and with few options to go (and making it so the 'winning' faction is forced to face two opposing factions simultaneously) helps with that.

They're also making little hints pop up at the corner of the screen describing how to use your class ability or jetpack etc.. But they could go one step further and make tooltips appear when you look at/mouse over things. Having a tooltip appear in the middle of the screen when you look at a terminal could be useful, especially if there's one for when you're trying to use an enemy terminal so people know that they need infiltrators to hack them before they can use them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on February 03, 2015, 02:03:50 pm
I highly doubt that would help retain players.  No one is going to spend more than a tutorial there when the whole point of PS2 is big battles and large scale fights and maneuvering.   You might as well give new players 10,000 certs or something.

Gear is not a reason I don't play PS2, either.  My current weapons are fine and the starting weapons were too.  I guess if you wanted to play tankside or airside you would need the extra time farming certs, but, imo, those elements of the game are really badly done and don't mix with infantry play well at all.  I don't play it, because I didn't like any of the armies I'd played with enough to join and have a crew and they've never done anything about the broken resources systems.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 03, 2015, 02:04:11 pm
I'd assume the newbie continent will follow the same "no thinking required, just follow the line" lattice system as the rest of the continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on February 03, 2015, 02:05:41 pm
Also, I get too tired of friendlies running in front of my engineer turrets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on February 03, 2015, 03:58:09 pm
I highly doubt that would help retain players.  No one is going to spend more than a tutorial there when the whole point of PS2 is big battles and large scale fights and maneuvering.   You might as well give new players 10,000 certs or something.

This. Heroes & Generals completely destroyed their game by requiring you to play 10+ hours of throwaway 6v6 randomized matches before you could play any match that actually had real equipment, full groups of people, organized play, or meaning. Then they required dozens more hours to participate in the metagame.

You really do not want the kiddie table to be completely devoid of any of your game's selling points.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 03, 2015, 04:13:41 pm
Koltyr should be useful on the PS4, as I suspect they'll have a large number of new players for a while. On the PC it'll probably be irrelevant, provided they do a good enough job explaining to the player that they can leave at any time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on February 03, 2015, 06:59:29 pm
I'm not sure what the point of a newbie island is at all.

Everything is *reasonably* well balanced with the starting weapons, and there's an assortment of cheap weapons available so it's not like the old players have massive stat advantages

If it's just the skill gap... you're a fool if you don't think people will smurf to go stomp newbies.

Once again SoE daybreak game company (DGC?) seems to be completely clueless about things that should be obvious to everyone.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 03, 2015, 07:19:38 pm
It's not so much stat advantages as it is skill and game knowledge. I don't know about people going to 'stomp newbies', that sounds extremely boring, but I guess I shouldn't be surprised people like that exist. It'd be neat if it restricted you based on whether you've had at least one character past BR 10 or 15 or whatever it is. Even if that doesn't happen there probably won't be enough 'smurfers' to ruin every newbie's experience. Hell, it's better than being dumped in a place where everyone you're fighting is a BR100 with battlegooses.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on February 04, 2015, 02:39:24 am
Far enough, but TBH I think I'd have taken a lot longer to learn the game if it hadn't dumped people straight into fights with zero explanation of anything. Like, it's a FPS. All you need to know is 'standard controls, now go kill people and work out the fine details on your own'. Unless you start with a VS character, in which case good luck killing anyone with most of those shitty defaults.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on February 04, 2015, 04:25:07 am
So did SOE ever fix the ejection seat / c4 not detonating properly / hitreg issues yet?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 04, 2015, 04:56:06 am
The ejection seat bug hasn't been fixed. I don't think spotty C4 has been fixed either.

People don't complain about hit reg issues all that much anymore so maybe that was fixed, but who can say for sure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 04, 2015, 05:50:16 am
Is the game still full of people that have an uncanny ability to land a full burst right into your noggin?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 04, 2015, 06:23:02 am
Yes, that still happens.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 04, 2015, 06:36:57 am
Do you still unload an entire clip into someone without them dying, then have them kill you with what seems like two shots?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on February 04, 2015, 07:15:58 am
That doesn't happen to me, but I'm probably one of the people you're complaining about.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on February 04, 2015, 07:22:25 am
So i went back to PS2 after a long hiatus.

My observations:

The massive whining apparently managed to force SOE into nerfing the striker again. Now it's dumbfire with 6 shots.... meaning it's a Lancer without the features (accuracy, chargeup mode, no drop, velocity) that make the lancer any good.
Simply amazing!

Also NC probably got some massive buffs because TR on my server would rather fight the VS rather than NC while as long as i remember NC was the cert farming zone with their weapons that had even worse handling than TR guns... then again it's probably connected to the C4 nerf/glitch because C4 was the most reliable way of killing those abominations as prowlers with the "I can't move please shoot my sides" mode can't hold a candle to them.

So yeah it's great playing TR. At least my mossie setup consisting of Tomcats and a banshee still works and induces rage as intended.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 04, 2015, 07:35:09 am
That doesn't happen to me, but I'm probably one of the people you're complaining about.

Nah, it's not a skill difference I'm complaining about. I'm perfectly accepting of being 'worse' than other people (though actually I'm one of the most universally hated things: A good infiltrator. Or was, that is.)
Wait, I think I misunderstood what you were saying. Yeah, lucky you, having seeming server 'priority'.

It's when people survive me emptying a full clip into them, and even though I get hit markers, then spin around and shoot me 3 times (seemingly. I know it isn't actually three times, it's the server offloading all the damage at once rather than per bullet.) and I die 'instantly', then on the death screen it shows I only took out their shields, that is what I'm complaining about. Hit detection issues. At least, that used to happen, not sure about now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on February 04, 2015, 02:35:07 pm
Yeah UXLZ, i've had that more than once! Shoot an enemy, get hit indicators, they spin around and shoot me, and the server finally catches up and kills us both.

The thing that made me quit was this.


One glorious afternoon, the TR on Briggs were pushing the NC out. There were no Vanu, because TROL wasn't online, and that's practically the entire VS population.

I spotted a wounded NC sunderer with a few players but no engineers repairing it. I thought: THIS IS MY MOMENT FOR GLORY.

Slapped two C4 sticks onto my Flash, turbo'd over there. Ran over a guy who was waiting at the sundy, but... he took no damage. As i flew up into the air to avoid any return fire, the Flash came up to a neat rest besides the Sunderer. Hovering in the air, I mash the C4 detonate trigger...

i hear the "boom" of the C4... the flash doesn't die, the sunderer doesn't die, and i get shot out of the sky by a Jackhammer. Just the C4 disappear.

Round 2:

Similar situation, against VS this time. Wounded sundy, I'm zooming around on a flash, because it's fun and the squad leader hadn't given me orders. Heavy assault this time for survivability. The turbo on the flash is what i'm relying on to get me there.

Slap the two sticks on the Flash, start driving over to it. My intention is to jump off the flash early and let it roll to the Sunderer.

So I get within range, jump off the Flash.... and teleport into the sky. I have the wherewithal to activate my overshield and hopefully sponge some damage...
No good. Dead on impact. Waste of the flash and C4 nanites.

Round 3.

I tried a similar tactic again, though this time against a healthy sunderer. I was out of rockets, wanted to det my flash on them, because even if it didn't kill the sunderer it'd startle the players near it.

Jump off. Ejection seat bug doesn't occur. Okay, good. Fire on a few players to get their attention. The one I'm targeting's character model does the 'flinch after being hit' animation, but has no hit indicators. Oh, okay. So the NC are riled up and ready to kill me. I flick the overshield on, go to detonate the C4, and they just fizzle. I die.

Hooorah.


It was after that that I quit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on February 04, 2015, 03:48:39 pm
Any TR on Miller here?

I'm currently battlerank 60 and finally getting round to learning to fly mosquitos.

In game name: Dutrius. I'm between outfits at the moment.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 04, 2015, 04:40:13 pm
Well, if you want to be nice to a level 10 VS, I will willingly go onto miller to put some nice plasma burns on your vehicles...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palu on February 05, 2015, 04:49:38 pm
Does Bay12 have any outfits on Emerald?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 05, 2015, 05:01:33 pm
Does Bay12 have any outfits on Emerald?
For who?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 05, 2015, 05:14:02 pm
Thats US east, right?

I think we have a not-very-active TR there.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 05, 2015, 05:16:09 pm
Theres also a VS one thats been mentioned here before, but its not a b12 one specifically.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: palu on February 05, 2015, 05:56:05 pm
How does one go about setting one up? And if I did, would anyone be interested?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 05, 2015, 05:57:45 pm
We don't really have enough active players to make it really worthwhile. I think the largest B12 outfit we had was on Emerald NC, but even then I ended up being the only active member after a while (and recently noticed that I'm not a part of it anymore. Do they get deleted for inactivity?)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on February 05, 2015, 06:01:55 pm
That doesn't happen to me, but I'm probably one of the people you're complaining about.

Nah, it's not a skill difference I'm complaining about. I'm perfectly accepting of being 'worse' than other people (though actually I'm one of the most universally hated things: A good infiltrator. Or was, that is.)
Wait, I think I misunderstood what you were saying. Yeah, lucky you, having seeming server 'priority'.

It's when people survive me emptying a full clip into them, and even though I get hit markers, then spin around and shoot me 3 times (seemingly. I know it isn't actually three times, it's the server offloading all the damage at once rather than per bullet.) and I die 'instantly', then on the death screen it shows I only took out their shields, that is what I'm complaining about. Hit detection issues. At least, that used to happen, not sure about now.

Its worth noting that (as far as I know) the death screen only shows their health at moment you died. It's probable (both because of ping and shell travel times) you actually did more damage to them, it just hadn't calculated it yet before sending you the death screen.

With that said, it doesn't feel that common to me. There are times where the server legitimately becomes bad, but it's pretty obvious (and very rare) when it happens. Most of the time that stuff is on my end. That's on Emerald though, I hear the EU servers have it worse. The rest of the time, it's a combination of my opponent having good reaction time and great luck/great aim with his headshots. Any 167+ damage weapon (especially Commissioners...) that manages to land constant headshots at full RoF will kill you almost instantly in just a few rounds. If I notice that there's a couple players/outfit that are like that, I'll just leave the fight. It's no fun playing against legitimately amazing players, their near-instant TTK and unrivaled situational awareness just kind of ruin the fight for everyone on the other end of their barrel.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Idranel on February 05, 2015, 07:13:38 pm
The massive whining apparently managed to force SOE into nerfing the striker again. Now it's dumbfire with 6 shots.... meaning it's a Lancer without the features (accuracy, chargeup mode, no drop, velocity) that make the lancer any good.
Simply amazing!

It is pretty neat for some very specific applications.
Because it not dumbfire at all but a handheld coyote missile / flak gun now. The projectiles will lock onto planes if they manage to get within close distance.

Why would you want one ? Well there is very little warning or time to react between the missiles locking on and them hitting the target.
The effective range is pretty short but so is the range of all the AI noseguns these days.

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on February 05, 2015, 07:48:09 pm
The problem is that a B12 outfit won't stay active for long. You'd best just join an established outfit if you want to play seriously.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on February 06, 2015, 02:24:51 pm
The problem is that a B12 outfit won't stay active for long. You'd best just join an established outfit if you want to play seriously.

This. Your Planetside 2 experience is pretty much 90% dependent on what outfit you join (it's fundamentally a team game at its core), and it's really in your best interest to find an established outfit that can consistently field at least a squad during your preferred playtime.

If you genuinely enjoy a game and plan on playing it for longer than a week or two, don't join a Bay12 guild. I love these forums, but every Bay12 guild/clan/town/whatever I've joined has completely disintegrated in short order because the players here, although very nice people, tend to have the attention span of gnats.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on February 06, 2015, 02:42:26 pm
I have only joined one outfit once, a bay 12 one.

I just join squads, or barring that go and drive a sundie to a fight and start roasting marshmallows.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on February 11, 2015, 04:04:34 am
I love those nights where you just feel like a complete badass. Taking out squads of people, getting Dominant Outfit solo, outsmarting tons of players (I must have lured 10 maxes to their deaths) and just overall having a blast. Doesn't happen most of the time, but every handful of sessions one of those nights crops up where you can finally feel comfortable saying "I'm good at this game."

I grabbed a pump action yesterday (the one with the extra pellet), love the thing. The range is crazy short but the difference between two-shotting someone with a semiauto shotty and one-shotting them with a pump action is enormous. Absolutely no amount of reaction time is going to save them if you connect from CQC. Granted, it's pretty cheesy, but sue me! I had a lot of fun with it. Don't think I'd ever use it on anything except the LA though, the range is just way too short. It's not even an "indoors" gun, its range is more like an extended knife. HA can make some use of it, but because the Jackhammer exists and it's basically an almost-pumpaction with one less shell but twice the range, I think I'm better off sticking with that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 11, 2015, 04:48:41 am
Yeah, it's weird. I'm not sure if it was just the nights were the hit detection stopped fucking me over, but there were a few where I just slauuuughtered everybody. It's so satisfying massacring people 70 BRs higher than you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 11, 2015, 04:55:39 am
... and then you have the nights where nothing goes right. Set a guy's Lightning on fire twice with my Flash, only to have him kill me, and my supporting tanks to lose interest in actually finishing the guy off. Pulled my AP Lightning to do it myself, blew his tank up but he bailed, got out to quickly repair in case he set up his turret... and got ejection seated to my death.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 11, 2015, 05:09:22 am
Ejection seat is probably the most hilarious bug I've experienced. It's always so unexpected.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 11, 2015, 05:14:39 am
I really like when it drops you conveniently on the roof of whatever you had driven under, like the world's most random and impractical elevator. Always funny to get out and end up standing in a completely unexpected place.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 11, 2015, 09:59:13 am
Or parking under a biolab and being planted right in the gen room when you get out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 11, 2015, 04:57:37 pm
So Daybreak just had their first round of layoffs...
I sort of expected this to happen, but now that it has...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 11, 2015, 05:00:28 pm
Sorry, you'll have to explain what you're talking about. Daybreak?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 11, 2015, 05:02:35 pm
Sorry, you'll have to explain what you're talking about. Daybreak?
SOE got bought out by an investment firm, and are running more independatly (allegedly). They have changed their name to Daybreak
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 11, 2015, 05:05:54 pm
How long ago? They're already laying people off?
I hope it was just people who weren't doing their jobs properly, but given how viciously short-term-profit focused things tend to be in this world...

Well, Planetside is skrewed. Enjoy it while it laaasts.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 11, 2015, 05:14:09 pm
A few week ago? Maybe a month? They still haven't changed the labelling on the website.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 11, 2015, 05:34:47 pm
I'd certainly hope they aren't short-term-profit focused.

Then again, 'an investment firm' does not inspire hope in that at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on February 11, 2015, 08:41:37 pm
Runescape was similarly bought out by an investment firm, and while they had a whole bunch of things introduced to milk cash, like the gambling Squeal of Fortune and the microtransactions store "Solomon's Store", the gameplay wasn't fundamentally affected. Though, unlike PS2, I suppose Runescape had many years of well made stuff as a backup plan.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: KingofstarrySkies on February 11, 2015, 09:22:34 pm
I've finally got round to reinstalling this. It's doing it's updates...Hope too much hasn't changed! :X
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 11, 2015, 09:26:10 pm
When was the last time you played?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on February 12, 2015, 03:52:19 am
How long ago? They're already laying people off?
I hope it was just people who weren't doing their jobs properly, but given how viciously short-term-profit focused things tend to be in this world...

Well, Planetside is skrewed. Enjoy it while it laaasts.

They'd already said they were more or less stopping development on PS2 because of H1Z1, laying off 40-50% of their company isn't going to help that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 12, 2015, 03:59:02 am
What the hell is H1Z1?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on February 12, 2015, 04:40:19 am
DayZ style zombie survival MMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 12, 2015, 04:48:47 am
 Bllllllllllllllllllllllllllaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaargh.

That is so bad. My god, they're giving up on Planetside for THAT!?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on February 12, 2015, 06:51:28 am
Bllllllllllllllllllllllllllaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaargh.

That is so bad. My god, they're giving up on Planetside for THAT!?

Yeah, and go watch Star or Jerma's videos of it and hate it even more. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 12, 2015, 07:22:42 am
How long ago? They're already laying people off?
I hope it was just people who weren't doing their jobs properly, but given how viciously short-term-profit focused things tend to be in this world...

Well, Planetside is skrewed. Enjoy it while it laaasts.

They'd already said they were more or less stopping development on PS2 because of H1Z1, laying off 40-50% of their company isn't going to help that.
Wait, citation? I mean, both on the stopping development and the 40-50% number please.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 12, 2015, 07:39:36 am
Well, ain't that a bummer.

David Carey, one of the lead devs, tweeted hinting rather blatantly that he was laid off.
Another PS2 Twitter channel asked if anyone could take the laid off personell.

Frankly, this really sucks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 12, 2015, 09:09:47 am
DayZ style zombie survival MMO.
Ah, the genre of unfinished walking simulators with guns and permadeath. Its not like we've got a billion of those already. ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on February 12, 2015, 02:15:09 pm
How long ago? They're already laying people off?
I hope it was just people who weren't doing their jobs properly, but given how viciously short-term-profit focused things tend to be in this world...

Well, Planetside is skrewed. Enjoy it while it laaasts.

They'd already said they were more or less stopping development on PS2 because of H1Z1, laying off 40-50% of their company isn't going to help that.
Wait, citation? I mean, both on the stopping development and the 40-50% number please.

Well, not stopping development entirely, just moving a number of resources to H1Z1. Also, the 40-50% number was from one of the laid off dev's twitter feed as an estimate of how many were laid off. SOE is a company of about 200 (I rea that on reddit. Their BBB page says they have 64, but I'm not sure how old that is) people between two studios. Of those, a surprisingly large number of people from Everquest have been scrapped, including the project lead. That, some people have speculated, means that Everquest itself is going to be scrapped. As for PS2, I know the lead base designer was scrapped, along with some others I'm forgetting. There's a list on Reddit with confirmed layoffs, I'd link it but I'm on mobile.

EDIT: http://www.reddit.com/r/h1z1/comments/2vmp48/master_list_of_developers_affected_by_the_layoffs/

There was more from PS2 confirmed since I saw that last night. Ouch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 12, 2015, 02:19:22 pm
Thanks! I was honestly just curious. I'm not overly surprised about everquest, it sounds over ambitious, and overly relying on their voxel engineness.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: KingofstarrySkies on February 12, 2015, 03:33:55 pm
If they scrap Everworld, the MMO scene loses a damn fine contender in the making. Shame.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on February 12, 2015, 03:48:31 pm
If they scrap Everworld, the MMO scene loses a damn fine contender in the making. Shame.

I've never played any of the Everquest games, but by the looks of the layoffs, they're either going to pare it down a ton, or scrap it entirely. Shame. PS2 likely won't fair too much better. They'll probably finish the PS4 port, bring in some more quick cash, then drop it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: KingofstarrySkies on February 12, 2015, 03:50:07 pm
A shame. I hope it doesn't turn into a PlanetSide 1 scenario. I had a tiny hope inside me that one day we'd see Planetside 3.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on February 12, 2015, 04:43:53 pm
Everything being so profit-focused is the bane of creativity.

Anyone here heard of Dungeon Keeper Mobile? Yeaahh... My guess is that H1Z1 is going to be something like that (though maybe a bit less soulless.)
Maybe it will surprise me and be really good, though? We can only hope, but I doubt our hopes will be answered.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 12, 2015, 05:09:31 pm
Everything being so profit-focused is the bane of creativity.

Anyone here heard of Dungeon Keeper Mobile?
Its a pretty bad accomplishment to be most soulless mobile game, but EA's astoundingly good at showing why we can't have nice things.

My guess is that H1Z1 is going to be something like that (though maybe a bit less soulless.)
Maybe it will surprise me and be really good, though? We can only hope, but I doubt our hopes will be answered.
Whenever it gets finished, then I believe it'll count as the first properly finished DayZ-like. So good or bad, it'll be known for that at least. Still doesn't make up for PS2 losing major people though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: KingofstarrySkies on February 12, 2015, 06:08:05 pm
SPEAK NOT OF DUNGEON KEEPER MOBILE
I HAVEN'T RECOVERED SINCE LAST TIME :c
The original is amazing, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 12, 2015, 06:48:17 pm
I really hope they at least keep the servers up for a while. PS2 is the only MMO besides Runescape I've ever really played, and for that matter the only free game I've paid money for. There's nothing else on the market right now that compares.  :-\
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on February 12, 2015, 07:00:27 pm
The servers will probably be up for a long time still. The real issue is that it's quite possible that development is about to completely freeze. The worst part is that, from what I gathered, this is basically entirely H1Z1's and EQ's fault.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 12, 2015, 07:10:12 pm
I'm still pretty irritated at the whole H1Z1 thing. I have no idea what they were thinking. Did they really expect to outdo Day Z?

In any case, if you look at the reddit there's a lot of panic, people asking what's going to become of the game. People unsubbing, claiming that unsubbing will send a message, and people saying that unsubbing will only hurt those that are still working there... it's really sad especially considering how frequently the devs used that reddit and interacted with the community.

I happened to unsub, myself. They have 5 months to prove that PS2 is actually going somewhere before it expires. I've spent more money on this game than I have any other at this point, buying weapons with real money even though I had the certs to buy them because I felt it supported the devs more... I really don't want to see this game fade away, not after just 2 years...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on February 13, 2015, 12:02:43 am
Higby, the creative directer, has left Daybreak (SOE).
I'm still trying to believe that it isn't over.

http://www.reddit.com/r/Planetside/comments/2vqcge/thank_you_to_the_planetside_2_community/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on February 13, 2015, 12:03:43 am
-accidental double post-
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 13, 2015, 01:49:54 am
What's the point in playing if you can't Higby pls? :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 13, 2015, 09:37:26 am
Higby, the creative directer, has left Daybreak (SOE).
I'm still trying to believe that it isn't over.

http://www.reddit.com/r/Planetside/comments/2vqcge/thank_you_to_the_planetside_2_community/
But did he leave or be let go? Its probably a relevant diference for once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: timferius on February 13, 2015, 09:39:39 am
Higby, the creative directer, has left Daybreak (SOE).
I'm still trying to believe that it isn't over.

http://www.reddit.com/r/Planetside/comments/2vqcge/thank_you_to_the_planetside_2_community/
But did he leave or be let go? Its probably a relevant diference for once.
The wording suggests it was his choice to go
Quote
This is a move I've been considering for a while now, and the reorganization provided the right opportunity for me to exit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on February 13, 2015, 02:55:04 pm
It's also a PR statement. It might very well have been a case of "you either go on your own and say that you've been wanting to for a while or we'll fire you". I doubt we'll ever know for sure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on February 15, 2015, 04:37:04 am
It may be the case, but I'm willing to take it for face value. Higby had good reasons to leave on his own terms. Losing your team like that feels terrible.

In other news, I got the Sweetheart (the Valentine's Hunter QCX). I'm enjoying it a lot, it's a ton of fun with a stalker infil because it feels more like a primary than a secondary. It could certainly do with a buff so it's viable on other classes, though. Perhaps give it extended mags, increasing the clip from 4 -> 6? That'd be pretty useful. That or a velocity increase, right now the bolts move so goddamn slow, you need to be leading your target quite a lot even in midrange combat.

It's hard to say, the Hunter QCX, while competitive with the better sidearms when used a primary, is not nearly as good when used as a secondary (need aimed shots, takes twice as long to equip as other secondaries) and obviously isn't at all competitive with real primaries. This puts in it a weird spot where basically the only time you really want the Hunter over the other sidearms is when your primary is out of ammo and you're in a spot where you can put down some well aimed shots without dying. It's not a backup weapon at all. It shines with stalker, but is pretty bad anywhere else.

Buuut you get the sweetheart title when you kill 60 people, that alone is worth it. So adorable!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 17, 2015, 10:51:25 pm
Wrel calmy explains the situation while his murdering sprees play in the background (https://www.youtube.com/watch?v=xVIT-6OXR8k)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 17, 2015, 11:20:42 pm
tl;dr: Game will be fine, the company size hasn't actually decreased the much, be ready for slow down of new features though, if you want to take a break it's fine and the game will still be here in 1, 2 or more months. Plus PS4 and XBox = new clients = more money (with "minimal" effort, they basically "only" port) => more development.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rez on February 17, 2015, 11:58:06 pm
slow down of new features though

So, a feature every year?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on March 16, 2015, 05:28:27 am
Resurrection! Boring words wish to dribble out of my mouth.

I aurax'd a few more weapons - the Jackhammer and the SAW, ye olde NC weaponry. The Jackhammer I feel kind of bad about using, it may be a wee bit too powerful. It's like a pump action with thrice the range and a quick reload. In trade, you get 4 bursts instead of 6 and your TTK is almost instant instead of instant. The only time it's measurably less powerful is when fighting a overshield heavy toe-to-toe - it'll take two bursts/shells from either gun, and the pump is a little faster at doing that. It's just a bit too cheesy to retain that pump ohko while still being able to nuke some poor sap across the room because dat tiny cone of fire.

The SAW was pretty boring. It's a weapon geared towards a specific range that most fighting doesn't occur in, and the fact it's horrific compared to the other LMGs if you try moving while firing is kind of lame. Massive ammo pool and a really great weapon for killing damage opponents, but otherwise probably one of the worst available to the NC, trumping only the EM1.

Next is the EM6. Maybe the NS-15M if I get bored of that annoying NC recoil.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 16, 2015, 06:25:04 am
Granted its probably been a year since I last played - did the GodSAW get nerfed?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on March 16, 2015, 08:07:53 am
GodSAW is a SAW that's still accurate while moving and has a more reasonable reload, but 25 less rounds. Most consider it a buff over the old GodSAW with the massive magazine, so no, it didnt
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 16, 2015, 05:15:11 pm
I was waiting for some new updates from Daybreak before reviving the topic. I stopped playing for unrelated reasons (Monster Hunter 4U was released) and check reddit occasionally. It seems that right now they're working on a visual update for MAX weapons and tracers. The tracers excite me because they made it so a tracer is only fired every couple of rounds (at least on vehicles, not sure about small arms).

Anyways... As a main NC I am disappointed that we've more shotgun type stuff than we have, say, Railjack-type guns. VS are the most unique faction, especially with their directive weapons.
NC do get a lot of good guns, and a variety of them too, while VS and TR seem to be stuck with a select few guns that may be great but make the rest of their arsenal potatoes.

I love the EM6. Get extended mags and you will never look back. Thankfully guns don't overheat in this game unless it's a turret.

Zombat: The "GodSAW" is no longer called the GodSAW because new weapons you unlock by auraxiuming 5 weapons of the same class were added, and the NC LMG you unlock is called the GodSAW. Now there's the NC6 Gauss Saw (default gun) and the GodSAW (directive gun).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on May 02, 2015, 05:15:12 pm
Ooh, with the NS Blackhand now available, there's a new "do everything" build available.

Engineer w/
Blackhand (your mini battle rifle)
High Capacity SMG (or favourite shotgun. CQB kit)
AT MANA Turret (anti tank option)

You can snipe with your pistol (yep, that's what it's for), go in close with your SMG (while being semi competitive at mid-range), as well as go all AT on vehicles when needed.

This is along with ammo resupply, repairing, mine dropping and everything else. You'll never really run out of gameplay fun.

Admittedly it can't do anti air, but who really can other than a heavy?

The kit works pretty well for any class. Just what we needed, a sniper pistol. Lol.

Here's Wrel's always honest review of the weapon:
https://m.youtube.com/watch?v=zHSclN1HMek
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on May 02, 2015, 09:55:46 pm
Ooh, with the NS Blackhand now available, there's a new "do everything" build available.

Engineer w/
Blackhand (your mini battle rifle)
High Capacity SMG (or favourite shotgun. CQB kit)
AT MANA Turret (anti tank option)

You can snipe with your pistol (yep, that's what it's for), go in close with your SMG (while being semi competitive at mid-range), as well as go all AT on vehicles when needed.

This is along with ammo resupply, repairing, mine dropping and everything else. You'll never really run out of gameplay fun.

Admittedly it can't do anti air, but who really can other than a heavy?

The kit works pretty well for any class. Just what we needed, a sniper pistol. Lol.

Here's Wrel's always honest review of the weapon:
https://m.youtube.com/watch?v=zHSclN1HMek
Anti air is best done with a Max or Skyguard. Heavy's are great for chasing things away, but it's pretty hard to actually get a kill with one. Ironically, an engi running from base to base with a Skyguard CAN do everything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 02, 2015, 10:00:37 pm
I think it's pretty unfortunate that the game is free to play. If it were a 'normal' release then they could probably fix a ton of the stuff that's wrong with the game, but since people have paid money for specific wepaons and gear and such you can't really make any drastic changes without people getting angry. Heck, if you increase the cone of fire of a weapon by 0.001 degrees people will flip out and say the gun they paid money for is now worthless.

I bring this up because the concept of battle rifles appeal to me but they are inferior to pretty much any other weapon, and this new one just makes battle rifles feel even more worthless as you can now have your battle rifle and your automatic rifle.

Granted I havne't played since around the time Higby left, not necessarily because of the company change but because other games have come out and have brought my attention away. I'm hoping that at some point I'll come back to the game and feel refreshed. I did try it out the other day with my brand new 970 and the framerate was much more appealing than when I had my 670.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: BurnedToast on May 03, 2015, 04:15:35 am
I think it's pretty unfortunate that the game is free to play. If it were a 'normal' release then they could probably fix a ton of the stuff that's wrong with the game, but since people have paid money for specific wepaons and gear and such you can't really make any drastic changes without people getting angry. Heck, if you increase the cone of fire of a weapon by 0.001 degrees people will flip out and say the gun they paid money for is now worthless.

...you're kidding right?

Striker was a decent weapon on release, some said it was even OP (I disagree, but that's not the point).

Over the next few months, patches nerfed it into the ground so hard it's now one of the worst, most useless weapons in the game. There's no advantages over the default dumbfire launcher, and lots of disadvantages that make it complete suicide to try and use it.

They've done the same with other weapons, but the striker really stands out because of just how laughably terrible it is right now (unless they've since buffed it again, I have not played since they turned into daybreak games).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on May 03, 2015, 04:32:02 am
Oh, umm, sorry. I didn't mean that I wanted opinions, I was just offering options.

Yet, there the internet is, and there it goes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 03, 2015, 07:36:22 am
I played a bit with the striker. It feels... weird. Like a crappier version of the lancer with less ammo.

The homing is kinda funky but they are overall FAR better than coyotes due to the much higher damage and longer (about 3 times) lockon area meaning that 2 strikers can create a no fly zone.
Up close against ground vehicles its arguably worse than the stock launcher because it can't take full profit from short windows of opportunity. For example a dumbfire seeing the back of a magrided can just put a rocket in it and shave a lot of its HP off while a striker will only get on or two rockets before any half decent driver starts turning.

In any case Striker is OK and i plan to have a heavy with both MCG and the striker as primary weapons.

Especially now that they nerfed the lockon range on all launchers to feel like something around 50 meters. Most launchers fail to even lock onto the passing aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cheesecake on May 03, 2015, 08:01:54 am
Hey, is this game still worth playing to noobies? I used to play about a year ago, got to BR (I think its called Battle Rank? probably wrong) 10 or something, then stopped. I got back with a new acc, couldn't make progress at all.

Now I want to know if its viable for newcomers. I want to introduce my friends to it after exams, so all of us can be in a squad. The concept of Planetside always interested me, but I hate getting one shotted by fucking BR 60 people. All the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on May 03, 2015, 10:03:03 am
BR has little meaning. You get killed numerous times from behind,
before you spend some hours in game and learn it. Get in server you on larges Outfit
and roll with their platoons. It is fun game when platoon works together and never late to start fresh.
438 hours in it and i'm planning to start playing it again :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 03, 2015, 10:11:31 am
BR is little more than how long they've played, its like MR in Warframe; higher does not always mean better at anything. You'll still get killed eventually regardless of how good you play or how many BR60s you evade, and so will they.

And isn't there a newbie island now anyway?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on May 03, 2015, 10:18:59 am
Yeah, the game's got a lot to do with positioning. If you can catch someone from behind, you can murder them. I've personally gone on massive killing sprees as an Infiltrator using a bolt-action scopeless sniper and a knife just through sheer outmaneuvering my opponents. If you get caught in any sort of engagement that lasts longer than two seconds, you will die unless your opponent is a bad shot or hit detection is on your side.

Speaking of hit detection, don't be surprised if sometimes you sneak up behind someone, unload a full clip into their back, they spin around and shoot you twice killing you instantly only to discover that you barely broke through their shields. It's a pain in the ass but thankfully it isn't too common.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 03, 2015, 01:01:07 pm
Striker was a decent weapon on release, some said it was even OP (I disagree, but that's not the point).

As a reaver pilot on time of the striker's release, yeah it was totally insane, you couldn't fly over TR bases without getting ten locks. You were completely out of the fight every time you didn't have a flare ready, and there was no dodging or hiding from the missiles, they could guide through individual tree branches and around mountains, if you didn't have a flare, most of your health was about to vanish. Actually now that I think about it... it kinda forced pilots not to 'helicopter' with rocket pods, and liberators were just completely obsolete over TR bases unless doing zephyr strafes.

Then SOE nerfed the guidance mechanics so that strikers immediately flew into the nearest mountain. When they coulda just halved the lock range. (and I believe this about all the lock on launchers).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 03, 2015, 02:23:16 pm
I can attest. The old striker had crazy rockets that could weave between trees and.... were almost impossible to evade.
However not many know it shared the guidance with the NS annihilator whos single rocket acted the exact same.

bsically the game had 2 guidance modes for rockets.
A simple one that just headed towards whatever was targeted in a straight line without taking its movement into account and an advanced one that took the targets movement into account.
Now to make it work te second rocket had to be smart enough to not crash into any obstables in a situation where the shooter has a clear sight to lockon but the aircrafts movements cause them to fly into a nearby building.

So they gave them the ability to avoid those obstacles... and then they removed it as a nerf.

Effect? For a long time all ap ilot targeted by a striker had to do was fly towards the ground for a second or two.
The rockets would race to meet the mossie at the "impact point" that just happens to be 3 meters underground.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 03, 2015, 05:13:12 pm
Effect? For a long time all ap ilot targeted by a striker had to do was fly towards the ground for a second or two.
The rockets would race to meet the mossie at the "impact point" that just happens to be 3 meters underground.
And they say NC is the teamkill faction... :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 03, 2015, 05:21:24 pm
Effect? For a long time all ap ilot targeted by a striker had to do was fly towards the ground for a second or two.
The rockets would race to meet the mossie at the "impact point" that just happens to be 3 meters underground.
And they say NC is the teamkill faction... :P
Nah, NC is just the faction with the most shotguns. Ya can't aim well so you shoot everything in front of you :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 03, 2015, 06:14:28 pm
Effect? For a long time all ap ilot targeted by a striker had to do was fly towards the ground for a second or two.
The rockets would race to meet the mossie at the "impact point" that just happens to be 3 meters underground.
And they say NC is the teamkill faction... :P

Sorry that's because i main TR and Mossie literally means ESF for me. Note that the "upgraded" rocket AI is now on all launchers so if you are targeted by a ground based lockon you can sometimes evade it completely by simply flying at the ground for a while.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 03, 2015, 07:36:20 pm
Striker was a decent weapon on release etc. etc.
Yes, and for the longest time the PPA was considered incredibly overpowered until it was 'nerfed' and I hadn't seen anyone use it since. The thing is, if people didn't have to specifically pay for those weapons balancing them would probably be easier because as it stands you could be buying into something that later becomes useless or changes into something you didn't want in the first place. They would be more free to change the numbers and mechanics around without making people feel like they are wasting their money, or even being robbed so to speak.
Now I want to know if its viable for newcomers.
Heh... heheheheh... hehehehahahahahaaaaaa....

Let's just say that the most newb-friendly thing about the game is probably a decent squad/platoon. For the most part every squad I've joined that has any experienced players will (depending on the situation) go out of their way to help newbies acclimate themselves to the game. I think a lot of them know how difficult it is to retain players in this kind of game. There's even times when experience players kill "BR 1" players where they will send PMs to them to try to help despite being 'the enemy'.

Nah, NC is just the faction with the most shotguns. Ya can't aim well so you shoot everything in front of you :P
As an NC main I am saddened that the devs think that shotguns should be the NC's "gimmick" weapons. VS get infinite ammo, TR gets miniguns, NC gets... shafted. The Jackhammer is the most accurate shotgun as far as I know which is pretty neat, but I'd still rather have railguns and the like. It also doesn't help that shotguns are very annoying to fight against and feel pretty cheap in a lot of situations, especially because of clientside hit detection where someone can around a corner and shoot you in the head before they've even rendered on your screen.

I hear a lot of people complain about scatmaxes, but I still die fairly quickly to VS maxes and they can engage effectively from longer range. TR maxes honestly should get slightly lower damage guns with faster fire rate, because right now they don't feel very TR-like.

EDIT: Oh, I also wanna point out how funny that statement is because supposedly the NC has the highest 'skill cap' for weapons in the game with their 200 damage guns. Sometimes when I play on TR I feel like I'm playing Call of Duty where my weapon just sprays a stream of lasers with no recoil.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on May 03, 2015, 09:47:37 pm
Im only BR21 (on my best account) and at this point when I kill anyone lower than me I feel like crap, at least most of the time. Killing BR100 people is amusing though. It only happens about once per month... I only kill someone about twice per month...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on May 03, 2015, 10:41:17 pm
Actually, big question. When is this going live on the PS4?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on May 04, 2015, 04:11:21 pm
I *think* the day after Half Life 3 is released.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on May 04, 2015, 04:33:36 pm
So mid next year then?
Title: Planetside 2: The Way Forward according to Smed
Post by: Ozyton on May 08, 2015, 10:55:59 pm
Interpret what you will of the following:
Spoiler: Smedspeak (click to show/hide)
The rest of the Planetside community says: "I'll believe it when I see it" and this (https://i.imgur.com/gU9zgG0.png).

Sauce: http://www.reddit.com/r/Planetside/comments/3582el/the_way_forward/
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on May 08, 2015, 11:10:53 pm
If that ends up being legit... Hallelujah the end times hath come.

More seriously though, PS2 may actually ed up getting where it needs to go, if that is legit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 08, 2015, 11:13:56 pm
The rest of the Planetside community says: "I'll believe it when I see it" and this (https://i.imgur.com/gU9zgG0.png).
I'm inclined to agree with that. There doesn't look like much of any belief in smedley in that link.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on May 15, 2015, 10:11:52 am
Interpret what you will of the following:
Spoiler: Smedspeak (click to show/hide)
The rest of the Planetside community says: "I'll believe it when I see it" and this (https://i.imgur.com/gU9zgG0.png).

Sauce: http://www.reddit.com/r/Planetside/comments/3582el/the_way_forward/

Problem is: I think that the 3ed time we've been told that the meta will be fixed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 28, 2015, 03:27:14 pm
"Conquest" gamemode updated on test server (https://forums.station.sony.com/ps2/index.php?threads/pts-update-5-28-conquest.226689/)
Quote
The Beta implementation of the our first Game Mode, Conquest, is being released on PTS. Please note, this is a Beta, so bugs should be expected.

We've purposely tried a simple ruleset to see how the whole game mode idea plays out. Let us know about the bugs you find and please give us your feedback on the mode itself. We have a lot of ideas for future iterations and usability/flow changes to make this better, but we want to get your take ASAP.

Objective: Reach 13k points or score the most points by the end of the alert to win.

Special Rules:
Points are earned the following ways:
Kills = 1 point
Small Outposts = 150 points
Large Outposts = 300 points
Facilities = 750 points
Mode takes place on a modified version of Indar
Lattice has been altered to only include Large Outpost and Facilities
Small Outposts can be captured using adjacency rules
Instant Action and Redeploy are disabled
Nanite costs are halved
Warpgates are rotated between each match
Rewards:
XP
3 Implant Pack
[Coming Soon] NS Victory Knife
How to Play:
You can queue for the game mode from any Warp Terminal
The score is tracked on the Scoreboard
The Lattice changes are visible on the Map
(http://i.imgur.com/tCBjwPl.png)
Lettuce Lattice.

For those unaware: Daybreak announced they were working on a new gamemode a couple weeks ago, and they just revealed what it was going to be (of course things may change). I don't quite understand why the main game can't have a lattice system like this though... maybe they want to see how it works before putting it in the main game 'mode'.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 28, 2015, 03:32:54 pm
Interesting take on the lettuce.  Can one skip across small outposts along the lattice (say, Crown to Impact Site) without taking the smalls in the way?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 28, 2015, 03:38:41 pm
Interesting take on the lettuce.  Can one skip across small outposts along the lattice (say, Crown to Impact Site) without taking the smalls in the way?
I am still downloading the test update so I cannot say for certain, but I imagine that you will be able to skip small outposts to get to the facilities along the lattice. The smaller outposts can only be contested with adjacent territory judging by that post. So, if you look at Tawrich Tech Plant in that image you will see that the base to the west along the lattice is cut off hex-wise by the smaller outposts, which means (if my assumption is correct) you can either capture the facility directly and bypass the outposts or get the outposts first and then the facility, or do all at the same time.

In theory this means that large 96+ vs. 96+ zergballs at the main facilities will instead be spread out between the facility and its outlying posts.... but we'll see.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 28, 2015, 03:41:47 pm
It says gamemode, but then mentions alerts? Does that mean gamemodes are alerts or the other way around?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 28, 2015, 03:46:20 pm
It says gamemode, but then mentions alerts? Does that mean gamemodes are alerts or the other way around?
I think they meant to say round, not alert. The new gamemode (conquest) probably runs on the basis of 1-2 hour 'rounds' (which is about the length of an alert currently).

Now that they have this new gamemode maybe they should name the 'standard gamemode' something as well...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on May 28, 2015, 03:55:01 pm
"Zerg Mode"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on May 28, 2015, 03:56:08 pm
Looks interesting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 28, 2015, 04:08:41 pm
I sure hope they're not planning on going live with just Indar...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 28, 2015, 05:21:06 pm
"Conquest" gamemode updated on test server (https://forums.station.sony.com/ps2/index.php?threads/pts-update-5-28-conquest.226689/)
Quote
The Beta implementation of the our first Game Mode, Conquest, is being released on PTS. Please note, this is a Beta, so bugs should be expected.Objective: Reach 13k points or score the most points by the end of the alert to win.

Special Rules:
Points are earned the following ways:
Kills = 1 point

~~~~~

Instant Action and Redeploy are disabled

A) At 1 pt a kill a single biolab farm could end the alert :P

B) What exactly do they mean by no redeploy? Do we only get to spawn once ever for an alert? or is the (U) button disabled? Will "/suicide" work?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 28, 2015, 05:26:15 pm
I always assumed Redeploy meant the button, since respawning is a completely different concept that depends on you dying first.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 28, 2015, 05:28:45 pm
I'm pretty sure they mean redeploying to bases across the map. You'll be able to 'redeploy' within your hex or whatever but not jump across the map instantaneously.

I would try it out right now but it just crashes at 94%. People are saying something about that being when it authenticates the server, but I don't know if that means it's a problem on my end or their servers are just down... (EDIT: Turns out they kinda forgot to actually put the update up, good job)

I do agree with the kills counting towards points for this gamemode (and for counting towards directives etc.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 28, 2015, 06:13:37 pm
Ok now that I'm in the game:
Turns out redeploy is disabled outright, not even for the facility you are inside. /suicide is disabled as well, hope you don't get stuck =3
Even worse, if you die you can still 'redeployside' across the map, so there's nothing stopping you from killing yourself with rockets or grenades or gravity and then going to another base.
You can in fact skip the small outposts and contest facilities connected by the lattice even if the hexes aren't adjacent.
Not sure if this is new or not, but the mission system seems to be updated because if you're at a facility instead of just saying 'capture X' it will say things like 'overload shield generator' which may be more useful for newer players.

I'd write a bit more but I have to go eat. I am disappointed that my assumptions were wrong about the redeploy thing...

EDIT: Just saw a post saying they're (probably) (http://www.reddit.com/r/Planetside/comments/37njed/lmg_changes_coming_to_pts/) nerfing the Orion and battlegoose
Wuuuuaaoaa
IMO, none of the LMGs should have 0.75 ADS movement
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on May 28, 2015, 09:30:06 pm
EDIT: Just saw a post saying they're (probably) (http://www.reddit.com/r/Planetside/comments/37njed/lmg_changes_coming_to_pts/) nerfing the Orion and battlegoose
Wuuuuaaoaa
IMO, none of the LMGs should have 0.75 ADS movement

Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat

I wanted to come here and say 'fuck those dumb VS LMGs' but that's too harsh a nerf for the Orion. The .75x ADS was the only thing it had going for it.

Quote
New game mode

Correct me if I'm wrong but isn't that basically the way the lattice system worked in Planetside 1? Back when the lattice first came around all the old PS1 vets lamented about how much superior the PS1 lattice was compared to its implementation in PS2.

This might just be enough to get me back in the game. (If they nerf heavy overshield I'll definitely give it a shot again.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 28, 2015, 09:33:49 pm
(If they nerf heavy overshield I'll definitely give it a shot again.)

bahahahahahahahaha ._. god I wish
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 28, 2015, 11:21:54 pm
Correct me if I'm wrong but isn't that basically the way the lattice system worked in Planetside 1?
I only have other people to go off of as I haven't played PS1 myself, then yes.

I saw someone mention that the heavy shield should add resistances instead of straight up give health. It'd give more resistance to vehicle weapons and splash damage so heavies are more resilient against vehicles but not much more protected from small arms than anyone else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 29, 2015, 08:02:26 am
(If they nerf heavy overshield I'll definitely give it a shot again.)

bahahahahahahahaha ._. god I wish
Isn't shield literally the only thing making heavy different besides having bigger guns?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on May 29, 2015, 08:12:06 am
Heavies can also carry rocket launchers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 29, 2015, 08:47:36 am
Admitedly most rocket launchers don't do that well against infantry unless the score a direct hit.
To be honest Light assaults annoy me more thna heavies but that's just me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 29, 2015, 10:00:38 am
Heavy's are not OP at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on May 29, 2015, 10:16:18 am
Heavy's are not OP at all.

Hell, Heavies are what I want to be fighting against. None of LA's mobility, none of Medic's support abilities, no turret spam, no camo. If they nerfed Heavy's overshield they might as well remove them from the game, you already have to beat higher-end players with a stick to get them to play the class in an outfit because no one wants to give up the tactical advantages of the other classes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on May 29, 2015, 10:21:46 am
I mostly roll with HA for the shields and the ability to annoy enemy aircraft. The TR's chaingun is pretty cool too IMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 29, 2015, 12:44:46 pm
(If they nerf heavy overshield I'll definitely give it a shot again.)

bahahahahahahahaha ._. god I wish
Isn't shield literally the only thing making heavy different besides having bigger guns?
Provided their bigger gun isn't a 50 rounder, they can probably equip a crossbow for recon darts. Classes with 30-40 round magazines don't have that luxury.
They've got rocket launchers, which work better than the other classes options against air, vehicles, MAXes, and can be used to kill infantry with pot shots.
Concussion grenades are pretty good, and AV 'nades make killing MAXes extremely straightforward.
Their rocket launcher means they have the option to take medkits without giving up their AV ability.
... and they just happen to have about 60% more HP than anyone else.

No one thing about heavy is overpowered, but that they can do all these things at once is ridiculous. The best AI class shouldn't be the best AV class at the same time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 29, 2015, 07:50:08 pm
Provided their bigger gun isn't a 50 rounder, they can probably equip a crossbow for recon darts. Classes with 30-40 round magazines don't have that luxury.
They've got rocket launchers, which work better than the other classes options against air, vehicles, MAXes, and can be used to kill infantry with pot shots.
Concussion grenades are pretty good, and AV 'nades make killing MAXes extremely straightforward.
Their rocket launcher means they have the option to take medkits without giving up their AV ability.
... and they just happen to have about 60% more HP than anyone else.

No one thing about heavy is overpowered, but that they can do all these things at once is ridiculous. The best AI class shouldn't be the best AV class at the same time.
^
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on June 01, 2015, 12:01:35 am
Best AI class is debatable, as each class has its advantages against infantry, excepting medics but they're medics. Engis have the AI and AV turrets, Infils have one shot kills from draw distance, Lights get to absurd places you don't think to look, and HA's just plow through everything stupid enough to be plowing back gainst them. Properly played, none of them has any true advantage, it's just that in a zerg push, HA's have the advantage due to the clusterfark that they tend to be. In most non zerg circumstances, HA's don't have enough of an advantage to make sense using outside of providing an AV/AA umbrella. They're slow, so in high speed organized platoon combat, they make easier targets, and can't reach contested points as quickly.

I will give it this, in a zerg clusterfark, it is the undeniable king of denial with the various ES weapons, at their various ranges. The TR and NC by simply shreddng everything at close range, and the VS by locking down doorways.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 01, 2015, 01:56:27 am
HAs are no slower than any other class excepting LA, provided they don't use their shield. An HA not using its shield has the exact same survivability as any other class. In a situation where the HA cannot use its ability, the other classes abilities aren't going to be terribly useful either -- if an engineer can sit stationary at its turret, the HA can also activate its shield.

LMGs > SMGs, Carbines. Therefore HA > LA, Engineer, Infiltrator.

Medic is a bit different, as the ARs can be superior to LMGs in some situations, and the medic's ability is helpful in every situation with no drawback.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 01, 2015, 05:50:08 am
SMGs absolutely murder LMGs at close range. They have 900 rpm. Additionally they are used by infiltrators and LA's that should get a drop on a HA.
If an average HA could notice he got plunked in the back of his head and still had the ability to turn around and kill whoever attacked him then it would be an obvious case of HA being overpowered.

If a LA rolls through the corner and meets a HA face to face that's teh LA's fault. But htey can still win if htey have an SMG bullet hose on them...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on June 01, 2015, 01:30:23 pm
I'm tired of hearing that LA is a viable or equivalently powerful AI class due to its mobility. As much as I want it to be true, and I've played LA a LOT, it simply isn't. Maybe in any other game that jetpack would be a big deal, but the nature of planetside 2 works against the LA.

A) Any battle that's more than 48 v 48 you can expect to have extreme difficulty jetpacking anywhere useful, period. There's so many players that every conceivable route towards any of the capture points is going to be observed and guarded. I only ever pull LA on tower bases and biolabs for the reason below.

B) Level design. There is no cover on the tops of buildings. Most bases have very little if any verticality. Large battles always devolve into progression through chokepoints, making mobility pointless, and to no-one's surprise HA is best at dealing with chokepoints (it used to be MAX-units but HA counters MAX so hard that the MAX-rush tactic has fallen out of use completely). Even in bases that provide alternate routes around chokepoints, the battlefield is simply so crowded that any and every path is a guarded chokepoint at all times.

C) You don't get to carry piles of medkits like the HA because you're carrying C4, and since you're flying around you'll never be near medics. As an LA carrying C4 is practically mandatory, it's your only counter to MAX units and vehicles. HA on the other hand, can rocket vehicles, and rocket + anti-MAX grenade enemy MAX units, in addition to being able to instantly heal himself to full health four times. (also, we should petition for DBgames to rename the anti-vehicle grenade to anti-MAX grenade :3)

Quote
SMGs absolutely murder LMGs at close range. They have 900 rpm.
D) SMGs have a quicker time-to-kill over LMGs, but not enough to negate a heavy shield that just up and gives them +60% health. Carbines on the other hand are strictly inferior to LMGs.

Quote
Additionally they are used by infiltrators and LA's that should get a drop on a HA.
E) Fantasy scenario (see A & B above, F below). Even in the situation that you successfully get the drop on an HA and kill him, shield or no shield, you will be murdered in short order by the other ten players standing around, the battlefield is too crowded for "get the drop on" to be a viable argument in anything but small fights. Don't even get me started on how small fights are dominated by 'mlg' outfits, further forcing the average joe player into big brawls lest he be absolutely useless against these absurdly skilled players.

F) You will never have the element of suprise (as LA) if there are any motion sensors around, ever, and for some reason the HA can use the crossbow with its sensor dart, further alienating "get the drop on" from the reality of planetside 2. If you play on emerald and have ever went to a fight against vanu you know just how bad the sensor dart spam gets.

The arguments in favor of LA/infil are the same ones that would make sense if this were a 12 v 12 team deathmatch game, and they would certainly apply if the mobility classes had room to breathe. But this is planetside 2, where mobility is the equivalent of being a TF2 scout and every pathway has an engineer turret on it.

I have 1000+ hours in this game, over 15% of that is LA. I absolutely love the light assault class, but I refuse to use LA if it's not a tower/biolab.



TL;DR - mobility is not an argument in favor of the LA class because battles are so crowded with players that the mobility is rendered moot.

And regarding the HA, basically everything @kanil said.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 01, 2015, 02:10:01 pm
Honestly I wouldn't say the LA has more mobility than other classes, moreso they have access to alternate routes into certain bases. Problem is, even once you're inside you're pretty much on your own up against dozens of enemies with no support, and the jetpacks are too slow to use for dodging stuff (which I would classify as mobility). You do get access to some neat ambushing spots but that's not likely to win capture points.

No one thing about heavy is overpowered, but that they can do all these things at once is ridiculous. The best AI class shouldn't be the best AV class at the same time.
This is a similar argument to how people feel about ESF's, how they can carry both anti-ground weapons and anti-air weapons controlled by the same player. If anything, the Valkryie should get forward fixed weapons that are controlled by the pilot in addition to the turret mounted on the bottom, leave ESF's to pick a loadout and decide what role they're going to play (further enhanced by being able to change loadouts from vehicle pads maybe, I mean, infantry can do it). Even MBTs and battle buses require multiple people to man every gun at once (and liberators, even though solo libs do exist to an extent).

In a team based game, giving so much versatility to a single person removes the need to have support classes. I feel pretty useless as a medic when everybody runs around with four insta-heal pens. Vehicles should be the Heavies' main focus with their rocket launchers, not LA's with C4. I always felt medics should get carbines due to their support role (right now they're classified as medium assaults) and heavies should get AR's and LMGs. I always imagined LMGs would be a bit more akin to the 'heavy' weapons and be a bit more of an infantry support role than CQB headshot machines with huge magazines... but like I said in an earlier post, it'd kinda shift the way the game plays and probably become unrecognizable. Add more options for the ultility slot for all classes so not everyone is running around with C4 or medic pens, perhaps add a disposable M136-like weapon, or a deployable of some description.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 01, 2015, 02:26:05 pm
HA are the frontline troops. They are expcted to appear in high numbers and have the advantage when taking on other infantry head on.
Light assaults are pussposed to go where heavies can't and flank (and dive bomb with C4 killing every infantry, MAX and non shielded sunderer in one swoop).
Medics are supposed to keep everyone alive.
Engineers are supposed to keep everyone stocked up on ammo and keep the vehicles running.
Infitrators abuse their magic cloaky fields and assasinate everyone while spamming motion sensors everywhere.

What in your opinion could bring balance to the game?
Removing motion sensors and limitng them to vehicle mounted radars only perhaps?

I think Battlefield 2142 did the LMG thing right. To have the LMG fire accurately you have to crouch or even better lie prone... and the LMG got more accurate the more you shot instead of getting less accurate (note the LMGs also could overheat so you couldn't just dump an entire mag) this along with a buff to LMG damage could turn the HA into a more stationary class rather than a run and gunner... but then again that's no longer an assault then ain't it?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 01, 2015, 04:58:48 pm
I miss BF2142, it was the pinnacle of the battlefield series. It just got so many things right.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on June 01, 2015, 11:07:11 pm
Unfortunately, the HA isn't likely to see any major changes. SOE has always pandered to the "MLG" crowd in PS2. Which all love HA.
Take a look at "roles" for the highest ranked outfits:
Spoiler (click to show/hide)
Notice a trend? Heavy Assault.

IMO 3 things need to happen.
1. HA shield needs a .5 second start delay.
2. Rockets should be removed from HA and given to Engie.
3. Bases need to stop being designed as a series of choke points which directly feed into HA's play style.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 01, 2015, 11:47:39 pm
If rockets were moved from heavy to engineer, don't you think that'd give the engineer quite a lot of tools? He already has a turret, ammo pack (unlimited rockets anyone?), and repair tool to contend with plus mines if he's a half decent engie... stacking a rocket launcher on top would be rather cumbersome. There have been many suggestions regarding the HA shield including start-up time, but one of the better ones IMO was to have them behave a bit more like the NC MAX's riot shield in that it'd only face a single direction instead of face every direction (and similar things have been suggested for vanguard shield as well).

I can't say too much for base design other than there are quite a few choke points. Having more objectives than simply "capture the one point on this base but you have to get through 94+ people sitting at this doorway first" would be nice. As an infantry player I also often find myself 'farmed' by people who use vehicles, and it's not like I can go to the previous base and pull my own unless a full squad or platoon decided to do the same thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 02, 2015, 12:44:47 am
SMGs absolutely murder LMGs at close range.
I was referring to a situation where the heavy is moving towards an objective and thus does not wish to slow itself with shield... so, probably a long range fight, where SMGs don't exactly excel. If you're having a short range fight with an infiltrator, most of the time you're already at the objective, and can activate your shield -- that'll help offset your weapon deficiency somewhat.

I miss BF2142, it was the pinnacle of the battlefield series. It just got so many things right.
Absolutely. Everyone needs a little turret buddy to float around behind their ESF going "pew pew pew, I'm helping!" Also underbarrel rocket launchers ftw.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on June 02, 2015, 03:34:46 am
Unfortunately, the HA isn't likely to see any major changes. SOE has always pandered to the "MLG" crowd in PS2. Which all love HA.
Take a look at "roles" for the highest ranked outfits:
Spoiler (click to show/hide)
Notice a trend? Heavy Assault.

IMO 3 things need to happen.
1. HA shield needs a .5 second start delay.
2. Rockets should be removed from HA and given to Engie.
3. Bases need to stop being designed as a series of choke points which directly feed into HA's play style.
Problem is... the stats you linked me also show me a fairly high number of engies. Giving the rockets to engies probably won't help either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 02, 2015, 03:40:18 am
More than a few of them probably engineer as vehicle pilots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 02, 2015, 03:40:50 am
SMGs absolutely murder LMGs at close range.
I was referring to a situation where the heavy is moving towards an objective and thus does not wish to slow itself with shield... so, probably a long range fight, where SMGs don't exactly excel. If you're having a short range fight with an infiltrator, most of the time you're already at the objective, and can activate your shield -- that'll help offset your weapon deficiency somewhat.

I miss BF2142, it was the pinnacle of the battlefield series. It just got so many things right.
Absolutely. Everyone needs a little turret buddy to float around behind their ESF going "pew pew pew, I'm helping!" Also underbarrel rocket launchers ftw.

Hah yeah the rocket launchers were the bestand better still you coud set them to explode midair. Campers absolutely hated them and the prevented stalemates. But personally i liked the engies ability to put a motion sensor on any vehicle. especially  letal with the APC and its mortar.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on June 02, 2015, 09:28:33 am
More than a few of them probably engineer as vehicle pilots.
It would be more surprising if they didn't, I'd think.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on June 04, 2015, 05:42:01 pm
In case anyone here cares, Planetside 2 is coming to PS4 on the 23rd.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on June 04, 2015, 06:03:35 pm
Will it be on the PC servers? ie: Will PC players and PS4 players be battling each other?

(insert master race comments here. And the gamepad vs mouse/keyboard thing)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 04, 2015, 06:13:54 pm
Will it be on the PC servers? ie: Will PC players and PS4 players be battling each other?

Absolutely not. it never ever works.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Facekillz058 on June 04, 2015, 06:14:23 pm
Nope, separate servers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 04, 2015, 06:20:42 pm
While I'm all for PC and console players being able to play games together (any game) the only way it'd work is if everyone uses a controller (or if console players are able to plug in M&BK or something).

I'm expecting either them to start focusing on PC development once PS4 is released, or they're going to have to bugfix PS4 a ton and draining PC development time. After all, PS4 is 'new' and is more likely to bring in some cash as new players buy lolpods at BR5.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on June 04, 2015, 06:22:06 pm
Bugger. Might have been just what the game needed for a bit of a revival. I actually do know people who are really good at FPS games on a gamepad.

I could see a huge fleet of BM'ing, C4ing PS4'ers filling the skies with inane chatter and random flash flip competitions being quite amusing. Maybe not what the game needs, but possibly what it deserves.

Still, I'll look out for the youtubes that will inevitably be everywhere.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on June 04, 2015, 06:26:16 pm
C4 - The only way you will hit someone with a pad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 04, 2015, 06:50:26 pm
What about the bumper of a harasser?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on June 04, 2015, 07:30:19 pm
Do you mean hit the enemy? Because just a single tank can cause a lot of damage against your own side, gamepad or not.

It will be interesting to see how the game pans out on the PS4. Everyone has the same hardware. Everyone has the same (horrible) controller setup.

Things that weren't all that great in the PC version might be king on PS4. Non-moving infil sniper camping, lock-on rockets, auto-shotguns and the return of the ESF "jet" style combat (rather than heli-hover-jets) all may go up in value. Who knows?

It'll be interesting to find out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Vactor on July 09, 2015, 05:49:38 pm
So I picked this back up after not playing for a few years, just curious if there are any must-have cert investments nowadays, not really sure what to buy towards.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 09, 2015, 06:13:19 pm
What faction are you playing, and what sort of style of play do you prefer?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on July 09, 2015, 06:49:59 pm
A 2x NV scope for your gun is never a bad investment. Maybe also a normal 2x reflex and a 4x for a bit of variety.

First level of nanoweave or AV resist is a great buy for any class. More levels if you've got the certs.

Medikit and grenades, level one or two.

Then a level or two in whatever it is that your favoured class does well (repair/medic/cloak/etc).

Certing 1 nice gun can be worth it too. Just pick a 250cert gun that a few classes can use. High capacity SMGs are ok to chuck a laser sight on too if you've got the certs.

How many certs do you have/ what class(es) do you normally play as? Do you like tanks or flying?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on July 10, 2015, 12:54:50 am
IMO you get the best return on investment by certing up medic tool and rez grenades.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on July 10, 2015, 03:25:03 pm
Also repair tool. Depends on which you like doing more, I guess. Getting ganked by infiltrators and light assaults or getting blown up by maxes and explosives.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Gabeux on July 10, 2015, 03:36:16 pm
I was thinking on re-installing this and playing it casually. But I'm already doing this with Dirty Bomb, but I miss absurdly chaotic and huge battles.
Is it fun currently? I played post-launch and it felt...terrible, but the fights were so insane I kept playing nonetheless. And it was horribly Pay-To-Win..  :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 10, 2015, 03:50:32 pm
Personally I'm probably not going back until they implement a bunch of stuff they said they were going to implement a long while ago but didn't get the chance to with all the bugfixes and implants they had to make... Things like resources need to be revamped to something like what we used to have so that each territory has some value, the whole 'redeployside' thing needs to be reworked (and there have been a few attempts from my understanding). Adding a ton of squad/platoon/leadership options would be amazing, anything to promote squad play really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on July 12, 2015, 05:18:21 pm
Ssh, busy porting to PS4.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on July 12, 2015, 07:32:14 pm
Well... i have 1200 certs after they gave me returns off all my vehicle scopes. Now i'm kinda wondering what to do with them.

I could pimp out my Prowler with a vulcan or AP.
Or add extra money into my sunderers ammo restocker... or buy a pump action shotgun and pray i can hit people.
I also could try the archer because hey it seems fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: UXLZ on July 12, 2015, 07:47:15 pm
I'm thinking about giving this a shot again, but ehhh, it's so hard to justify. I've got sooo many games demanding my intention. >_>
And other stuff besides, really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 12, 2015, 10:14:11 pm
If only they had added any new content in the past year or so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on July 12, 2015, 10:15:13 pm
Dident they add that new continent, plus a new aircraft, piles of weapons both silly and not, all in the past year?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 12, 2015, 10:28:02 pm
Well, let's see, going back in time (based entirely off any post on the official forum titled "Game Update"), new content in the past year:

6/17: Engy anti-material rifle
5/19: New Galaxy Defensive Slot Items (2)
12/18: Wieldable knives
          Spitfire Turret
          New tier of implants, new implants
          A few new squad/UI options
10/30: New gold/black weapon variants (cosmetic only)
10/2: A few new directives
8/29: Valkyrie
        New ribbons and medals
8/5: Directives system
      New ribbons and medals
      Faction pistols
      Advesarial Alerts


So... one major new gameplay element ten months ago?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 12, 2015, 10:32:04 pm
New continent is okay (and some say it is better than all the others but I am bad at judging that sort of thing). The valk doesn't work because ESFs, Galaxies, and redeployside already exist, but it looked good on paper. There's already been discussion on the Valkyrie, but if you had to land to safely get out of a Galaxy then maybe the valk would be more useful. A lot of people have said it'd be cool to watchm, after a base is captured, a bunch of valks/gtalaxies landing to let people hop in then moving over the next base to do drops inside it, maybe even having to land inside which would prove difficult with AA weapons present. This is opposed to going to the flight ceiling and crapping out endless waves of people from your galaxy as it stands right now.

The problem with new content is it's coming in very slowly, but more importantly there are other parts of the game they need fixing instead of adding in implants and activatable knives and such.

On a side note, they're actually making burst weapons viable as seen on the current test server. Can't wait to use my SABR-like Gauss Burst. For those that didn't know the first shot recoil multiplier on burst weapons was identical to their automatic counterparts, so the Gauss Burst for example would get 2.15 times as much recoil at the beginning of each burst on a two-round burst gun. The SABR was unique in that is has a FSR lower than 1 so the first shot of each burst is actually less than the recoil of subsequent shots, making it the only good burst weapon in the game (EDIT: When I say 'only good burst weapon in the game' I actually mean 'only burst weapon you have any benefit of using rather than its automatic counterpart' which is partly due to TR not having another 162 damage AR, and partly because of the unique FSR). With the buffs currently on test the Gauss Burst has a FSR of 0.5, which I think is the lowest in the game at the moment. However the buff isn't applying to other burst guns such as the TRAP which has a lot of people up in arms.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Gabeux on July 13, 2015, 02:52:07 pm
Well, as I said, I played the game post-release (and maybe on beta? I can't remember) for a few weeks and dropped it out of boredom - and I was dying for bugs left and right.

I installed and played it again, and it's pretty much the same game with a few new items and customization.
It's still all about dying and camping spawns. But in between that, there's fun to be had - especially on Platoons - just like before.
And at least, I don't get stuck on the ground like I got every minute on beta/post-release. That happened WAY too often.

I never expected it to grow in features too much, given that when I played in its early days, the ONLY thing that was working, polished and perfectly bug-free was the store. So I knew from day one their top priority was to make stuff that sell.
There's no doubt new useful stuff, vehicles and all that got made. But if the game had an actual development focus on gameplay and fun-factor rather than Gold Shop, I bet it would feel much different now that I came back almost 3 years later.
Heck, even Firefall, I game I hate myself for spending over 60 USD in, usually have interesting changes every time I get back to it.

But as I said earlier, I miss a game with huge chaotic fights. So it'll be fun to play casually, until some gameplay-focused dev comes up and makes something better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 13, 2015, 04:13:46 pm
Supposedly they are really hurting for money which is why the cash shop is as prominent as it is, and in fact why they aren't even SOE anymore. It's still pretty cool that, for the most part, the game isn't P2W. Despite that, I've spent more money on PS2 than any other game.

I really loved my time in Planetside 2 despite its flaws, and I'd love it if someone decided to make a new MMOFPS of sorts (A new WWII Online Blitzkrieg would be pretty cool...?)
Problem is with an MMO a large part of the content is other players, which means you need an active player base in order to have an active game, especially when it is PvP oriented. Or you could have an MMO where large groups of other players around doesn't matter, in which case why make it an MMO at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on July 15, 2015, 09:36:50 pm
I play this casually as a combat medic sometimes, it's pretty fun!  I don't dedicate enough time to play with a clan, but the automatic squad-joining is surprisingly decent.  Sometimes I play support engineer or go heavy to take out vehicles.  I just love the scale of the combat, I feel like I'm a small, relatively unimportant cog in a grand war.  I rarely kills but I get a LOT of revives and some assists.

So, given that I do enjoy the game for multiple reasons, and plan to keep playing, I just have one minor quibble.  Spoilered for strong language.
Spoiler (click to show/hide)
In other words:  I don't like that the medic icon on the minimap now represents both wounded soldiers, who I want to heal, and fellow medics who I want to avoid.  This change is inexplicable and negatively impacts my gaming experience.  It fills me with ire.

Edit: O-oh, it's at least a tracked bug: https://dgcissuetracker.com/browse/PS-1409
"Tracked Internally" so I guess they're working to fix it.  B-but the issue was created back in May...  I've downloaded hundreds of megs of patches since then, yet this tiny script error...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 15, 2015, 09:50:49 pm
Wrel has made a video with both PC/PS4 gameplay, for comparison.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 15, 2015, 09:55:58 pm
Why does the minimap use the same icon for wounded as for medics?
Once upon a time this wasn't the case. Medics would see wounded players as crosses, but they wouldn't be able to see other medics. As a primary medium assault medic player when they changed the icons I got really confused, and many people still do get confused. It may be better to wait until they come to you or until their cross turns into a skull and crossbones before running out to 'help' someone who may not actually need help.

I remember they had a (poor) reason for changing it, but I still prefer it the old way. I think people who use the voice command to call for medics actually flash on the map helps, if people can be bothered to use it.

As for your first point about not playing with a group, do what I do. Open the squad menu every time you log in and join various squads that are related to outfits or have squad/leader names you recognize. Eventually you'll find a squad that suits your playstyle and has cool people in it regularly. Squads and platoons like those are the main reason I even played PS2 for as long as I have, and I'm not even in an outfit. In fact I get outfit invites somewhat regularly when I play because of my high battlerank and because "You play medic so well" as one person put it.

Wrel has made a video with both PC/PS4 gameplay, for comparison.
Link for the lazy (https://www.youtube.com/watch?v=R8S2vwQ1jvI)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on July 15, 2015, 10:04:44 pm
It's on the bugtracker as "tracked internally", I'm going to give them the benefit of the doubt and assume it's a bug.  A bug that should be simple to fix yet has been around for months...  The idea that they did it on purpose is just too stupid.

At least I can rely on the floating icons in the 3D realm.  Though that means ignoring the minimap, which is suicide - I essentially lose the squadsight.  Which means deaths, lots of deaths.  Good thing I don't care about K/D (mine was horrible anyway, and that's fine.  I'm such a good support, I support the enemy players too :D)

I also really hate biolabs because I still don't remember how to climb them.  I've been playing since January, just very occasionally.  Like 2-3 week breaks between a few days of interest.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 15, 2015, 10:15:22 pm
Most biolabs have teleports directly into them from adjacent bases (you can tell which teleport it is if you're at the base that has a teleport from the spawn, because the biolab teleport is the only remaining one that doesn't bring you between spawns which is a great UI choice) and jump pads to the landing pads. There was at least one biolab that changed things around: the jump pads were moved further away and teleports into the lab were moved underneath the lab. If all else fails, there are elevators leading up to the landing pads from the bottom which is a popular place to park spawn sunderers.

Honestly though, most people avoid biolabs for a reason =p

If you hit H (by default) you get a bigger minimap which I use all the time. Unfortunately there is no way to get a size that's in between, because one is too small and one is too big. I also have zooming on the minimap bound to my second scroll wheel.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on July 15, 2015, 10:17:24 pm
I... thought teleporters were strictly an in-base thing.  There are unmarked teleporters from one base to another?
Yes I agree completely that is an outstanding UI choice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on July 15, 2015, 11:19:10 pm
I really wish Planetside was the game it could have been instead of what it is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 15, 2015, 11:32:23 pm
I really wish Planetside was the game it could have been instead of what it is.
This applies to a lot of games, actually
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on July 15, 2015, 11:34:57 pm
okay screwit I'm going to post this here, my official voice debut on bay12: https://www.youtube.com/watch?v=NuJmtF_tQmQ
It's only 3.5 minutes but if nothing else, skip to 3:00.  The end is the best part.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 16, 2015, 12:19:13 am
I don't know why the spawn points disappeared before you had spawned, but they either undeployed their sunderers while you were at the equip screen, or the game assigned you to a lattice line din the equip screen. You can't deploy directly to bases that aren't on the lattice unless there's squad people there, if I remember right.

I'm surprised you didn't notice that infiltrator, with him showing up on the minimap.

Your sunder exploded pretty much immediately as you spawned on it. Your first instinct that it was a bad place to put it was correct =p

What server do you play on?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on July 16, 2015, 12:23:39 am
Connery, which is the wrong coast.  But my brother plays there, and I'm technically part of the outfit he's in... but I can't say that I have more fun when I'm with them.  It's mostly galaxy drops, IE long periods of confusing passenger time followed by brief periods of being a heavy firing on tanks.

I'd rather run around like a headless chicken with a medigun, reviving people in spots where they'll just die again ;)

Oh also I was *really* drunk when I posted that.  I'm still quite buzzed, I'm just used to typing through it.

As for the minimap, I tend to ignore it as a medic.  Because the medical icons bug the hell out of me.  I've played support in too many games to filter out their useless fricken non-information argleblargle

Though at 1:30 I actually sorta pause and scan for whoever was over there, based on the minimap blip.  I just didn't see anyone, and I don't have a good minimap-terrain translation in my head.  So when I didn't spot anyone, I assumed they were behind something or far away.  Heh, also the blip reappeared *right* when I moved away.  And when I moved back at 1:44, the icon disappeared again.  Until he ran out from the rocks and gunned me down.  I saw him at 1:48 but my first instinct was to run rather than gun.  Works a lot better in pitched battle than 1-on-1.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 17, 2015, 12:19:48 pm
I really wish Planetside was the game it could have been instead of what it is.
Atleast the original is now F2P without any cash shop or other such BS.

Now if only people played it...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on July 17, 2015, 01:47:13 pm
I really wish Planetside was the game it could have been instead of what it is.
Atleast the original is now F2P without any cash shop or other such BS.

Now if only people played it...

Not to put words in his mouth, but it seems like his statement applies as much (if not moreso) to Planetside 1.

There's a reason why all the old players didn't come back to PS1 after it went F2P.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 17, 2015, 02:27:31 pm
I went back.

Then quit when the player numbers was near zero, the lag was bad because the only server was in vegas, and there were some big 'bugs' due to holiday mode being left on and no one at SOE apparently knew how to turn it off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on August 01, 2015, 01:32:58 pm
Any TR on Miller here? I'm thinking of starting a Bay12 outfit.

My in game name is Dutrius btw.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 21, 2015, 05:43:04 pm
 Miller is west coast, yes? If it is, I look forward to killing your bullet-hosing body.

 In other TR related news, the Bay12 outfit on Emerald managed to get its name on a number of areas it captured. Of course, this was at 7AM, and everyone was off on another continent killing eachother, but the point still stands.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twinwolf on August 21, 2015, 05:48:56 pm
I just got Planetside 2 on the PS4. I don't suppose any other B12ers have it for that platform?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on August 21, 2015, 05:53:08 pm
Miller's one of the EU servers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on August 21, 2015, 08:19:29 pm
 Right. Good to remember...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on August 22, 2015, 04:52:47 pm
I have a Vanu character on Miller, but haven't played in years and don't plan to in the immediate future. That might change when I get my new computer though IDK.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 22, 2015, 05:09:03 pm
I just got Planetside 2 on the PS4. I don't suppose any other B12ers have it for that platform?

Not that I know of. How well does it play? What are the server populations like?

It probably wouldn't be too hard to get a few people playing, with the current CoD:BO3 beta being the flavour of the FPS month. Just tell anyone without a key that there's an awesome free FPS with jetpacks and wallrunning and stuff. Slightly larger than 16v16 servers too!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twinwolf on August 22, 2015, 05:12:45 pm
Framerate is steady, controls take some learning. As for population, there really don't seem to be very many, but that might just be on the tutorial continent. Still many more people per "match" than any other FPS barring the original.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on August 28, 2015, 04:43:55 am
I was looking at this, but I might balk a bit at the system requirements. My system is about... half of the minimum specs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: IWishIWereSarah on August 28, 2015, 05:09:02 am
I recently played on the EU server, and the player number was nice.
You always had some 64+ vs 64+ players battle going on somewhere, with many tanks and air support, but if you wanted something more calm, there were places with 4-16 vs 4-16 battles.

But the gameplay sometimes feels a bit weird. It's fast paced but not really. I don't know how to explain :/
It's faster than a Coutner-Strike, but slower than a Quake. Didn't really like it, personally.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mini on August 28, 2015, 05:13:29 am
I was looking at this, but I might balk a bit at the system requirements. My system is about... half of the minimum specs.
I ran this with a Core 2 Quad (2.4GHz) and a 9800GT for quite a while. It wasn't perfect, and large battles were kinda iffy, but it was certainly quite playable.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on August 28, 2015, 07:39:34 am
Started up again now that I have a computer that can run it.
Does anyone else have problems with framerate after spawning into a new area? I'm talking a couple of minutes of very stuttery framerate, going between running fine for a few seconds then hanging.

EDIT: Never mind, that was just me using integrated graphics but leaving the setting like it was for a dicrete card.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 28, 2015, 01:58:44 pm
I wish they would stop focusing on integrated graphics in processors and start focusing on processors in processors.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 28, 2015, 02:00:49 pm
Yo dawg, I heard you like processors...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on August 28, 2015, 03:34:46 pm
I wish they would stop focusing on integrated graphics in processors and start focusing on processors in processors.
They make sense for the majority of the market, which is work computers. It's not as though the integrated graphics make the processor much more expensive either, if you ignore the costs of R&D.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 28, 2015, 03:44:41 pm
Do work computers use a lot of graphics processing power? I thought it was moreso because of laptops and mobile devices.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on August 28, 2015, 04:09:49 pm
They need something don't they?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on August 28, 2015, 08:30:02 pm
Tried it. The tutorial(such as it was) ran fairly slow, but playable. Tried to get in on the game proper, it took 15 minutes to load, then played less than 1fps. Too bad, it looked fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on August 28, 2015, 08:31:39 pm
Do work computers use a lot of graphics processing power? I thought it was moreso because of laptops and mobile devices.

Depends on what your work is d=

In seriousness, most don't, but there has to be SOMETHING with a VGA or DVI out.  Most work PCs don't run anything more graphically intensive than the occasional Flash presentation.  Any external GFX card would be a waste of money, and when you are buying 1000 PCs or more, that extra thirty bucks per unit adds up fast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on August 29, 2015, 01:35:15 am
I just got Planetside 2 on the PS4. I don't suppose any other B12ers have it for that platform?

Not that I know of. How well does it play? What are the server populations like?

It probably wouldn't be too hard to get a few people playing, with the current CoD:BO3 beta being the flavour of the FPS month. Just tell anyone without a key that there's an awesome free FPS with jetpacks and wallrunning and stuff. Slightly larger than 16v16 servers too!

Wait, they added wallrunning? Damn, I might have to dive back in now that I've got a rig that can squeeze more than 30fps out of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 29, 2015, 01:44:52 am
As far as I know it's not so much wallruning as it is exploiting near-vertical surfaces and the way the game handles player movement on these surfaces. You can run along a cliff face perfectly fine, and in some cases you can jump up certain barriers that aren't completely vertical but you shouldn't really be able to jump over.

https://www.youtube.com/watch?v=7CCpQ4h5sGA
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on August 29, 2015, 04:43:44 am
Oh hey, the uninstaller for this is broken too.

EDIT: Nevermind, you have to uninstall from the launcher.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 29, 2015, 12:58:40 pm
I sadly realized that I neither want to pay for or play without membership or an XP boost, so I've havent touched PS2 in some months now. It's too bad, but the grind in this game is beyond horrific on unboosted accounts :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on August 29, 2015, 01:33:40 pm
A wise man once said:
"git gud scrub"

Or to look at it differently, a cert is 250xp. Most upgrade lines end at well under 2000certs total, so let's go with that as a worst case. That's still only 500000xp. Despite how awful I am at the game, I have averaged 100xp/min, meaning that it would take a bit over 80 hours to completely flesh out this pretty expensive set of upgrades.
But of course as you play more and get more stuff you're more capable of racking up points quicker, on top of the cert bonuses for other stuff. The guy at the top of the leaderboards has 850xp/min, so yeah. Lots of room to get better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on August 29, 2015, 02:26:20 pm
I find this game balanced to get the certs to get things. No grind needed. You get plenty when in good platoon and have able comm and follow orders.
Have fun and in time you got plenty certs to use :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 29, 2015, 02:55:55 pm
I have to agree with the grind bit. Especially for certain pieces of "essential" equipment, like C4 for light assaults, or almost any sort of AA capability. Then there are the incremental increases given by things like Flak Armor, where players who have played forever are just better then new players due to having rank 10 flak armor soak far more damage then a newbie can.

Note that I'm not saying that it is an especially bad system. Just, there should be some very low hanging fruit for the new player to go after, so that they aren't inundated with too much equipment to start, but that they can get a decent load out, and a semi specialized one, pretty early.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on August 29, 2015, 03:04:43 pm
New players get bonus certs per battle rank up to 15, and also some bonus certs per medal earned on weapons, vehicles etc. And if I'm not mistaken for some of the default suit slots it only takes 1 cert point to buy the second level, which is pretty clearly trying to offer some very early choices to new players.

Not that PS2 has uncriticisable game design by any means, but in general the developers know where there's a problem and make some effort to remedy it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on August 29, 2015, 06:43:56 pm
I'm fairly decent at the game, I had been playing for ages. My 6-month boost ran out (are they called heroic boots? I can't recall.) and that was the end for me.

2k certs is (or at least was) nothing to me. That was like two sessions worth of certs. If its going to take 80 hours to hit such a measly cert milestone from now on, I'm probably better off playing a different game. I get that many upgrades aren't all that expensive, but like I said, I've been playing for a long time. Most of the things I have left to unlock are incredibly expensive, like 1k cert weapons, MAX upgrades, etc.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on August 29, 2015, 06:48:12 pm
Interesting, the uninstaller for the launcher is also broken. I can't get rid of that one without getting ugly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on August 29, 2015, 06:53:40 pm
...like I said, 80 hours is worst case scenarios all round. Inefficient play, no bonuses, no nothing. More skilled/kitted out players could be pulling in 200 certs an hour if it's a good day.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on August 29, 2015, 06:59:08 pm
Walking along near-vertical walls and using them to kill fall damage is a "feature" in a lot of games.
Even when it isn't, such as in the Source engine, slopes still have lots of weird shit (in this case, letting you "surf" along and over them. If you land on a slope (note: stairs are slopes with nocollide clipping) in the right way, you slide up and take no fall damage)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: JimboM12 on August 29, 2015, 07:03:34 pm
...like I said, 80 hours is worst case scenarios all round. Inefficient play, no bonuses, no nothing. More skilled/kitted out players could be pulling in 200 certs an hour if it's a good day.

I pull maybe half that at my best, but I grinded this game so hard as a newbie (rank 0 to 15) with those newbie cert rewards and got myself maxed repair/heal guns and they've paid out since. Non-paying newbies should really be given the tip, in-game, to put their time in as support classes first. You'll learn the game and earn certs to reinvest in your support classes and once they're maxed (I admit, this could take awhile) you'll have a decent idea of where you want to start investing your later certs. I find myself defaulting to the combat medic a lot; I'm a poor bloody infantry kinda guy and I got the NS-11P during a summer promo and I love it. You'll have to pry this beauty outta my cold dead hands.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on August 29, 2015, 07:27:10 pm
That sounds a lot like me.  I only have 35 hours but feel like I've unlocked very little... Except I've maxed the heal tool, and mostly there on the repair tool.
Honestly, I just have fun observing a pitched fight.  I get very few kills.  I got station-cash over time from buying a membership (one-time) and almost picked up the NS-10, but decided on a similar VS weapon instead (hail vanu).  I still get very, very few kills.  But I feel like I average about 5 revives per death, so I feel good.  I make things more fun for my allies *and* my enemies.  And I have a lot of fun myself. 

Clearing some space now, in fact, because I feel like playing again soon...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Twinwolf on August 29, 2015, 08:12:51 pm
It feels like nobody plays Medic on the PS4 except me. I revive people all the time and very rarely get revived.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 29, 2015, 08:15:38 pm
It feels like nobody plays Medic on the PS4 except me. I revive people all the time and very rarely get revived.
Maybe people haven't caught on to the support for certs thing there yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on August 30, 2015, 05:51:00 pm
You'll be laughing in a week or two with all your free certs and equipment. Honestly, exploit the hell out of the situation. Medics (or engineers) are great for earning certs, plus they come with fairly nice guns too.

Once you get revive grenades and a good healing tool, you'll probably end up with lolpods and a maxed out engy and HA in under a month. Doctors make big bucks when most of the player community is still in CoD mode.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 30, 2015, 06:19:33 pm
I haven't played on PS4, so I don't know what it's like, but I get the most certs from running an AP Lightning and hunting tanks.

It's not the easiest certs (it might even be really hard if you can't dodge C4 and what-not) but it's certainly very profitable to hunt sunderers and vehicles in general.

If the PS4 folks have a lot of really bad Viper Lightning users, then you might be able to get a lot of certs from that. Or you might get a lot of dead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on August 30, 2015, 06:27:42 pm
Personally, I always found the AP Magrider to be a wonderful fountain of certs. Just, don't try to fight a tank with one. Even a skyguard lightning. Maybe a skyguard lightning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 30, 2015, 06:29:51 pm
Skyguard lightnings hardly ever pay attention though, as far as I've seen them. They stare at the sky and sometimes cliffs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on August 30, 2015, 06:31:29 pm
I like to run Skyguard Lightning every now and then. I don't get many kills with it, but the air deterrence bonuses are nice, and it prevents enemy air from farming us quite so easily.

Turns out, Sunderers die pretty quickly to Skyguards.

You die pretty quickly to anything really, though. Me and my friends call them "Paper tanks". We also say that about Starcraft tanks.


Once, back when I used to do organised platoons with my old outfit, I got fed up with NC Libs farming our infantry, so I pulled a Skyguard and drove them off.
A few minutes later, BAM! I'm on a third health. I look around. There were a bunch of Vanguards. Oh sh... BAM! Dead.

I sat there for a couple of seconds, staring at the screen, then calmly say over Teamspeak: "We have a bunch of Vanguards behind us".


Oh yeah, my in game voice has been broken for over a year and a half now. Still no idea why.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on August 30, 2015, 06:38:46 pm
The rear armor of a Lightning is weaker than that of a Harasser. If you keep your front towards the enemy, they're really quite durable. Not MBT durable, but tough enough that nothing ground based barring an AP MBT should be killing you, unless it has friends. Yes, you can even facetank a Vulcan Harasser, provided you do actually tank it with your face, and not your sides/rear.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Graknorke on September 19, 2015, 05:20:02 am
I got around to getting slug ammo on a shotgun.
Why didn't anyone tell me earlier how great this is?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 19, 2015, 05:34:29 am
Slug ammo is neat. 3 shots and people die.
Altho i wouldn't recommend it with pump actions because the damage is only marginally better (and the minimal damage at ranges you'd use slugs over regular ammo is usually the same on auto semi and pump actions).

But yeah the damage is nice if you can land a headshot and follow up with a body shot, finish off damaged enemies or ones without shields.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 19, 2015, 07:38:53 am
IIRC pumps have higher muzzle velocities so less bullet drop on slugs
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 19, 2015, 08:08:03 am
Yeah but at that point why not get a battle rifle instead? Pumps have a terrible rate of fire so if you want to use slugs you are probably better off with a semi auto.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on September 19, 2015, 08:14:02 am
Is this game still alive on the PC? I remember this being both very fun and very frustrating a while ago.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on September 19, 2015, 08:16:35 am
It is, at least on the EU servers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on September 19, 2015, 08:18:55 am
Definitely in US too, though I guess you'd be using EU.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 19, 2015, 04:09:45 pm
Yeah but at that point why not get a battle rifle instead? Pumps have a terrible rate of fire so if you want to use slugs you are probably better off with a semi auto.
Can't use BAs with LAs
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on September 19, 2015, 04:20:48 pm
Yeah but at that point why not get a battle rifle instead? Pumps have a terrible rate of fire so if you want to use slugs you are probably better off with a semi auto.
Can't use BAs with LAs
My point still stands. Semis are jsut better for slugs because the damage difference is negligable and you will want the RoF more than that extra punch... because the damage dropoff with slugs makes it impossible to oneshot people with the pump action slugs from more than 10 meters (we are talking about headshots here) so slugs on the pump are only good if you have amazing aim and reflexes to aim at heads from 10 meters (i'm not sure is nanoweave protects you from getting oneshotted by pump action slugs here). At longer ranges that headshot advantage disapears and you need 3 bodyshots or a headshot + bodyshot... just like a semi auto and those enjoy a far larger magazine and rof along with no "pumping" that might throw off your aim.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 19, 2015, 07:00:47 pm
NC gets a carbine version of the Gauss Saw, so there's that too...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on September 29, 2015, 06:01:33 pm
The Halloween event recently started, so suddenly everyone's running around with pumpkins on their heads.

My first thought was that Planetside 2 had gone metal.
Spoiler: This is what I mean (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on September 29, 2015, 06:46:42 pm
Oh, thanks for reminding us.

In reference to the conversation that trailed off: Medic is the best class all-around for a number of reasons:

1. Best cert-grinder. It's hands-down the easiest, most reliable way to get certs.
2. Best lone-wolf class: Self-healing. Duh.
3. Best all-around infantry: Self-healing, access to C4 for killing MAXes and vehicles, and they're the only class with access to assault rifles. Both of their class abilities are exceptionally good for taking and holding ground, and they don't have to worry about incompatible suit slot and ability slot choices like HAs do.

If you think HA is the "default" frontline infantry, yer doin' it wrong. They're there for AV/AA work and to soak up bullets when breaching rooms or while covering open ground. Unless you're on an NC toon running a godsaw build, natch, 'cause godsaw is godsaw.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on September 29, 2015, 07:03:06 pm
Yes, but Engineers have infinite ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 29, 2015, 07:17:04 pm
Unless something changed reciently, engies cant get ammo from their own packs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 29, 2015, 07:23:33 pm
Unless something changed recently, they've been able to do so since launch (and likely beta as well)

It is why bandoleer is considered so useless on them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on September 29, 2015, 07:29:06 pm
If ya need to soak up bullets, a couple of maxes with engi support is where its at. Otherwise, heavies are mostly good for indirect fire support (I love my vanu heavies lasher), explosives spam in the form of av grenades and rockets to take out said maxes, and av roles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on September 29, 2015, 08:15:06 pm
Yes, but Engineers have infinite ammo.
The problem is, they're fairly restricted in terms of what weapons they can use. You basically either go CQC or Carbine--that's not to say that there aren't good carbines or that you can't get excellent TTK with shotguns and SMGs, but the former are generally inferior to ARs and the latter only work in specific circumstances. Additionally, when you're lone-wolfing, health is flat out more important. With most Medic weapons and decent fire control you can squeeze out at least 2 kills per magazine, fewer if you're spraying all over. Contrawise, if you can't self-heal, the first time you fight someone who has a chance to fight back long enough to do health damage, you cripple your ability to keep fighting, because the next person to see you will probably be able to kill you.

A LW Medic needing to pull back is a Medic who's killed enough people to run dry on ammo. A LW Engineer needing to pull back is an Engineer who had someone shoot at them and hit.

On a related note, most of the Engi kit isn't really about small-group or 1v1 infantry combat. Your special ability is pretty much useless in those situations, your utilities are only useful if you thought to bring AP mines (which rely on foolish/unlucky enemies rather than your own skill), and you can't do anything to assist teammates in small skirmishes in the way the Medic can.

That's not to say the Engineer doesn't have a niche beyond driving/piloting, but it tends to be confined to supporting MAXes, spamming rifle grenades to break up clusters and corner-campers (which, sadly, has been heavily nerfed in multiple ways), and suppressing or sniping vehicles with the turret. It used to be my most-played class back in the day, but then they hammered UBL damage and splash into the ground without fixing the glitchy reload and rearm that sometimes prevents you from resupplying or reloading them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on September 29, 2015, 08:38:29 pm
'course, if you're lone wolfing as not-heavy, you're pretty much hoping that someone else will deal with everything you can't. Hope is also important when engaging anything that isn't infantry with your C4, as well.

Edit: I forgot that AV mines can kill MAXes now, so I'm not being completely fair to Engineer here -- they have some options, too. Still, HA is the most flexible class by far, and best suited to solo play.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on September 29, 2015, 08:40:57 pm
Yeah, what's really nice is if you have a buddy on--one of you go HA with AA lockons, the other Engi, pull a quad or harasser and drive around being a mobile SAM site.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on September 30, 2015, 03:36:17 am
Unless something changed recently, they've been able to do so since launch (and likely beta as well)

It is why bandoleer is considered so useless on them.
Ive never been able to resupply myself with ammo. Odd.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on September 30, 2015, 05:55:11 am
Don't forget that the Engie now has access to the Archer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on September 30, 2015, 06:18:07 am
That's pretty exclusively a team-oriented weapon, though. It's decidedly average for killing things that aren't MAXes or light vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nighthawk on September 30, 2015, 07:31:46 am
I vaguely remember there being some bad juju going on with this game a few months back or something.

Is it still going strong and worth playing? Because I kind of miss sniping people.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MasterFancyPants on September 30, 2015, 12:59:40 pm
I vaguely remember there being some bad juju going on with this game a few months back or something.

Is it still going strong and worth playing? Because I kind of miss sniping people.

More or less the same as it was, only with pumpkins now, cause Halloween.
A bunch of stuff has been promised, but, I'll believe it when I see.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on September 30, 2015, 04:00:10 pm
Might be talking about SOE being bought out. Which is, frankly, probably for the best.  ::)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on September 30, 2015, 05:40:47 pm
They got bought out, but seemingly new management isn't horrible and is making an earnest effort.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on September 30, 2015, 07:03:12 pm
Yeah, from the look of things they're reorienting more on improving the game. Not a bad change by any means, though there have been some concerns about the new owner being purely profit-oriented (but that seems to have been dispelled given that it hasn't been driven to shit yet).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 30, 2015, 07:22:28 pm
A bunch of stuff has been promised
Soon™
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Nighthawk on September 30, 2015, 07:26:10 pm
Well, glad to hear things are at least not going to hell, if not looking up.

I'll probably re-download it some time soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on October 05, 2015, 09:52:02 pm
The downside of playing a medic, having to make the tough calls:
http://www.penny-arcade.com/comic/2009/10/07/le-choix-de-sophie
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 05, 2015, 10:04:11 pm
I kinda want a medic tool that maybe doesn't revive as quickly or with full health but gives people damage resistance of some kind for a few seconds after healing or using it on them. It could take a second for the resistance to charge up so you can't just poke everyone with it as they rush through a doorway, and make heavies to medics like what engineers are to MAXes right now. Right now I use shield bubble and everybody loves me for it, but it can only do so much.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on October 05, 2015, 10:12:41 pm
Sounds pretty good.  I would have appreciated something like that in certain situations where I, or my revive-target, died in front of one of those one-way doors.

Though the game does appear to give people a second or two of hidden movement, yeah?  People I revive always seem to get up, then teleport a few feet away.  And sprinting away from the place I died generally seems to work out well for me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 05, 2015, 10:27:22 pm
That's the lag. It's why when people get up they'll be playing the 'getting up' animation while sliding around. It's also why when somebody steps around a corner and seems to kill you just as you see him it's because on his screen he's walked around the corner and shot you while on your end he hasn't even rounded the corner yet.

I was thinking more along the lines of situations where I have a heavy assault do the shooting for me, because I need to be behind cover to revive people. So I pop my bubble down somewhere and heal HAs as they shoot around corners. The shield regeneration along with the health regeneration might keep them alive for slightly longer but it's never anything really noticeable, and something \that makes them take less damage as I medtool them would be great.

Also, healing grenades are so useless. It would be better if healing grenades used your suit ability 'energy' instead of ammunition, so you can eaithe ruse healing aura or your healing grenade... but then the healing bubble does not use suit energy so.. I dunno.

On another note, I heard a while back they were implimention territory 2.0 or something, basically the resource revamp. Have they made any progress?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 05, 2015, 10:52:45 pm
That's the lag. It's why when people get up they'll be playing the 'getting up' animation while sliding around. It's also why when somebody steps around a corner and seems to kill you just as you see him it's because on his screen he's walked around the corner and shot you while on your end he hasn't even rounded the corner yet.
It's sort of funny, of all the FPSes out there, PS2 is one of perhaps two where I think that people camping a room/building should have an advantage, and it's simultaneously the worst case I've ever seen of this lag advantaging constant offensive movement.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 05, 2015, 11:03:06 pm
It's clientside hit detection. With the massive scope of the game having it any other way would be even more disastrous than the current implimentation. Imagine emptying a magazine into somebody but none of the shots register because the server didn't think any of them hit.

Also it's probably part of why people consider .75 ADS weapons to be superior, because of the super janky movement.

EDIT: I just watched a brief video on Reddit and on the death screen you can click a button to "get revenge." Wonder what that's about...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 06, 2015, 01:26:17 am
Yeah, I know that hit detection is about as good as it's going to get, which is why I don't actively complain about it; it's not something that can really be patched or "fixed" in the context of PS2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 06, 2015, 01:38:03 am
EDIT: I just watched a brief video on Reddit and on the death screen you can click a button to "get revenge." Wonder what that's about...

It's the new bounty system. You can pay money to put targets on people's backs.

It's good for three kills, with each kill giving bonus xp to the person who claims the bounty. The bounty also gets bonus xp while the bounty is active.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 06, 2015, 02:00:11 am
Silly anecdote and balance whine; was Lightninging around today when a Vulcan Harasser showed up, and I blew it up. It came back again, and again I took it down. They swapped loadouts, came back with a Gatekeeper and killed me.

The Gatekeeper makes the Vulcan look like a bad weapon. I didn't know that was possible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on October 06, 2015, 01:57:05 pm
EDIT: I just watched a brief video on Reddit and on the death screen you can click a button to "get revenge." Wonder what that's about...

It's the new bounty system. You can pay money to put targets on people's backs.

It's good for three kills, with each kill giving bonus xp to the person who claims the bounty. The bounty also gets bonus xp while the bounty is active.

Ok, that's cool. If it costs like $0.25 or so I could see doing that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 06, 2015, 07:19:22 pm
I wish that they'd set it up so you could set bounties in cert points rather than real money for exp if you wanted to. Like, you put a 5-cert bounty on someone and the next five times they're killed the killer gets a free cert point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on October 07, 2015, 10:59:24 am
Still going to give Engies a plug for a "good" class to cert into. They're not the best at anything, but they certainly are versatile. Any range, any situation, you can still contribute.

I'll give you that Medic is probably best at being cert-profitable, but an AV mana turret and a battle rifle does let you fulfill a few niches as an Engy that a Medic never can. Plus all the vehicle fun.

Is it good AV/Sniping? Nope. But you can do it at least. It's actually not bad AV once you get used to it (and BR sniping can pick off quite a lot of people when ammo isn't a concern. It's crappy sniping compared to an Infiltrator, but if you're good at sniping as an infiltrator, you'll probably do pretty well with a BR).

Plus, zerg rushes. You really do need both engies and medics for them. You actually might not need too much else but engies and medics for a successful rush. Pick one, laugh at all the fools that picked something else. Profit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on October 07, 2015, 02:54:35 pm
Plus, the Archer is really good vs Maxes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 18, 2015, 01:44:05 pm
I actually started playing this again, mainly as medic.
Pretty fun, I feel like I got a lot of certs. Started with about 650 from things that got refunded in the two years i havent played this game, spent them on medic stuff. Res grenade doesnt seem as good as everybody calls it, its hard to make it go where you want it to. I also still feel like cert gain is reaaaalllyyy slow, especially since "essential" guns such as reaver rockets or the dalton cost loads and loads of certs.

Was also wondering what a good medic rifle would be, and other misc recommendations. (I basically only play NC).

Also, I don't like how continents "lock" after an alert, we were just having a nice push into vanu territory when the alert ended and we lost :/
I guess it solves population problems, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on October 18, 2015, 02:10:06 pm
Locking when you were having fun sucks, but I think the most frustrating thing about alerts is that the server basically dies after one ends for a good half hour unless its prime time on a big server. If you come online at a bad time and there's only 10m before the alert ends, you might as well log off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on October 18, 2015, 06:13:36 pm
Nah, stay on just to get the XP participation bonus. Then log off.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 18, 2015, 09:14:13 pm
Was also wondering what a good medic rifle would be, and other misc recommendations. (I basically only play NC).
Default rifles are all pretty good, I do like the gauss rifle myself. However, if you're looking for a new gun then the GR-22 and the Carnage AR are the two main options you have. The DMR and A-Tross are for long range engagements or super high skilled players that can headshot things without even thinking (or for people who like the Gauss SAW). NS-11A is an okay gun but the problem is that it isn't good at anything.

As for whether to pick the GR-22 or the Carnage is personal preference depending on your playstyle. Most people will swear by the Carnage, but if you're not as skilled at shooting you might want to try the GR-22. Personally I like the GR-22 out of either choice. Beware that the reload time on it is fairly long, so you have to plan your reloads more than you would using the Carnage.

Another option would be the Gauss Burst. Apparently they buffed all burst weapons a while back, though I havne't gotten to try them myself. If the buffs they applied are still in place then the Gauss Burst is essentially a better SABR (one of my favorite TR guns). If you learn how to control 'oversampling' (https://www.youtube.com/watch?v=U0-qsMnv7lo) then you can fire the Gauss Burst at the same speed as the default Gauss Rifle, just with less FSRM (first shot recoil multiplier). To practice this, take out your secondary weapon and shoot, then immediately click and hold until the next shot it fired, then click and hold again, etc. If you have a battle rifle or the high damage pistols then it's easier to practice, and if you have a scout rifle or semi-auto sniper it's easier still. To apply this to burst weapons, the first round of each burst is what matters. Once that first shot goes off you click and hold until the first shot of the next burst goes off.

Misc recommendations for medic: Upgrade your medic tool at least to level 4. Level 5 is obviously the best but the cert cost may be steep in the beginning, plus you get some bonus points for healing people after they get up if memory serves. If you use the self-heal ability then grab some C4, it makes the medic one of the best all-around classes in the game (Medium assault). If you typically play with a lot of other friendlies around you could probably get away with grabbing the shield bubble tool and just rely on other medics to heal you (or lose out of anti-max/vehicle ability and get self-healing kits). You get lots of points for shielding your friends and they will thank you for it.

Ability slot, most people would say get grenade bandoleer for revive grenades. However if you don't like revive grenades you can get ASC (Advanced Shield Capacitor) to recharge your shield a bit quicker (duck out from a firefight you think you may lose), or flak armor to protect from grenade spam. (EDIT: Revive grenades are lighter/get thrown further than normal grenades, so keep that in mind when using them.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 18, 2015, 10:43:35 pm
Nanoweave's also still a viable choice on Medic (unlike HA). It synergizes well with the Nano-Regen Device as NW effectively increases the defensive value of each HP, meaning both that you're less likely to need to pop your heal on during a fight and that the heal is effectively stronger if you do -- running NRD + NW increases your effective total health during a fight in a way that ASC doesn't. If you run ASC you're trading survivability for utility. It also works well if you run Regen Field instead, for much the same reason (albeit in different circumstances); unlike ASC, RF regens your shields even while you're in combat (though of course RF is worse than NRD for anything other than supporting a concerted effort to hold a choke point or building).

But yeah, in terms of weapon the stocks are all decent and Ozy covered most of the pertinent stuff.

If you're on a VS toon, get the H-V45. It's by far the best VS AR; the rest are mostly shit compared to their TR and NC role counterparts (except the Terminus, it's okay), and it's the closest you'll get as VS to Easymodo TR weapons. Get the H-V45 and don't fight at long range, period. The Equinox and Burst are meh, the Pulsar is rubbish, the Corvus is shit, the CME is a joke. If you really need a medium-range AR for your VS Medic, get an NS-11A, it's better than most of the faction options.

If you're on an NC toon, the Gauss Rifle is excellent in skilled hands. The Carnage is great. The GR-22 is "Why aren't you using a SMG?" The DMR is fucking fantastic if you can aim.

If you're on a TR toon, it doesn't matter what you use, just follow the two step guide. 1: Point shooty end at enemy and depress trigger until all rounds are expended. 2: Enjoy effortless kills. Seriously, though. T1 Cycler: Point and hold trigger. TAR: Point and hold trigger. Cycler TRV: Point and hold trigger. SABR: Point and click with those two-round bursts, murder M1 clicking if you get caught in close quarters. TORQ: Point and hold trigger.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 18, 2015, 10:49:05 pm
In my recent play I've been doing Shield Bubble, max Triage, and scout radar flash for maximum Medic points-whoring. Triage is 100% useless but it's really good for certs if you can find a fight where you can get regular heal ticks (Subterranean Nanite Analysis comes to mind). The XP itself is trash but it rakes in heal ribbons, which are worth a cert each.

When I don't want to heal people I go Advanced Shield Capacitor, AoE heal, and whatever gun I want to work with. (Because healing people blows.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 19, 2015, 10:42:39 am
I tend to plop down the regen field at any ole corner, in some situations it rakes in loads of xp.
I have been running nanoweave with regen field so far, mostly out of misunderstanding about how everything works, but I can certainly afford to cert into other things.

I also sort of didn't realize there's actual skill to shooting stuff in this game, rather than "did you start shooting first? if yes, you win, if no, you're dead" :P Thats probably just because I suck.

Healing tool is currently at level 5 already.

Another question would be, when should I be having my pistol out instead of my rifle?
And are there any good guides on using revive grenades properly?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on October 19, 2015, 10:49:32 am
If you're on a VS toon, get the H-V45. It's by far the best VS AR; the rest are mostly shit compared to their TR and NC role counterparts (except the Terminus, it's okay), and it's the closest you'll get as VS to Easymodo TR weapons. Get the H-V45 and don't fight at long range, period.
Thr H-V45 is like a medic version of the excellent gun the engineer gets in VS. I don't remember what that one was called but it acts more or less the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 19, 2015, 01:02:34 pm
By the way, when you say "gauss rifle", which gauss rifle do you mean? :P

For some strange reason I already own the GR-22.

E:
also, fuck flying reavers.
i spawned 2 reavers and both got shot down without me ever seeing an enemy airplane. wow, so fun. great investment of 700 nanites >.>

E2:
I should probably look for an outfit instead of hopping in random squads and hoping for the best, but i dont know how im supposed to do that :v
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 19, 2015, 02:36:03 pm
Another question would be, when should I be having my pistol out instead of my rifle?
And are there any good guides on using revive grenades properly?

You never typically use your pistol when your rifle is available. It's mostly used for situations where you're out of ammo but still have things to shoot, and reloading would take too long.
As for res nades, use them whenever you want. If reviving someone takes too long/is too risky, or when they're out of reach, or when there's a lot of dead people and not a lot of time to get them back on their feet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on October 19, 2015, 03:22:14 pm
Especially in biolabs. Just chuck the thing towards the sound of the fighting, you'll hit at least one dead guy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 19, 2015, 03:58:48 pm
I did end up using them effectively in a particular fight. Five minutes until the indar alert ended and everybody from the TR and NC was in a single facility, the only one that could still be flipped and the one that would decide the alert. I got like ten revives, holy shit. They were all promptly mown down by a MAX, naturally, but everybody knows that team games are really just about personal gain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Silent_Thunder on October 19, 2015, 07:31:44 pm
Another question would be, when should I be having my pistol out instead of my rifle?

There's only 2 times. 1 is when you're out of ammo and don't have time to reload, and 2 is when you're a bolt action sniper.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 19, 2015, 08:48:49 pm
Or when you're a stalker cloaking jerk, but that's pretty much a given since it's your only choice aside from knives and grenades.
If you mainly bring a shotgun (which I still despise their existence in this game) and an NS pistol as your sidearm you can use the NS pistol as your long range handcannon.
By the way, when you say "gauss rifle", which gauss rifle do you mean? :P
I mean the "NC1 Gauss Rifle". It's the default one, not to bee confused with poorly named "Gauss Rifle Burst" or "Gauss Rifle S".
As a side note I have every NC Assault Rifle auraxium'd except for the Gauss Prime...
i spawned 2 reavers and both got shot down without me ever seeing an enemy airplane. wow, so fun. great investment of 700 nanites >.>
Don't worry, your 700 nanites will regenerate in... pfff, 2 minutes. Resource revamp needs to come sooner rather than later, tanks have to matter more as individual units and not as huge zerg columns (but I have no idea how they'd do that) and ESFs should not be anti-infantry farming units. So much stuff needs to be changed, but it's only a matter of what their priorities are and if they can make changes without breaking something somewhere.
I should probably look for an outfit instead of hopping in random squads and hoping for the best, but i dont know how im supposed to do that :v
Whenever you log in and look at the squad screen take note of what squads have clan tags next to them and remember the clan tags of those who you enjoyed playing with. If you can consistently have fun with the same group of people then you know you have found your outfit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 19, 2015, 09:04:02 pm
I should probably look for an outfit instead of hopping in random squads and hoping for the best, but i dont know how im supposed to do that :v
Whenever you log in and look at the squad screen take note of what squads have clan tags next to them and remember the clan tags of those who you enjoyed playing with. If you can consistently have fun with the same group of people then you know you have found your outfit.

This.  This deserves repeating.  I did that myself long long ago and never regretted it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 19, 2015, 11:16:50 pm
I just played for the first time today in a long time... and wow, despite all the crap people like me give it it's still damn fun when you've got the right group going. Too bad I don't have much time to play these days.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 20, 2015, 12:54:32 am
I should probably look for an outfit instead of hopping in random squads and hoping for the best, but i dont know how im supposed to do that :v
Whenever you log in and look at the squad screen take note of what squads have clan tags next to them and remember the clan tags of those who you enjoyed playing with. If you can consistently have fun with the same group of people then you know you have found your outfit.

This.  This deserves repeating.  I did that myself long long ago and never regretted it.
Thanks, I'll keep it in mind.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 20, 2015, 05:35:26 am
Ozy, the problem is that they've collected all of the resources into a single pool now, so it has to regenerate quickly.

Personally I'd prefer (an element of) how it worked way back: when you pull a vehicle, that vehicle goes onto a cooldown timer and you can't pull another one until it's off cooldown again. If you were good enough to stay alive for a long while (or were just using it for transport), the CD wouldn't matter, but if you were zerging against another large group and lost it you wouldn't be able to pull it again. I'd like to see that in combination with the current single-pool rapid-regen resource.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 20, 2015, 09:21:33 pm
Yes, the old resource system was nice because not only of the things you mentioned, but each base was associated with a resource. If you were low on X resource you could fight at a base with X resource, or cut the enemy off from having those resources. What I did wish, however, was that I could either use my unused tank/air resources for something, even if it's just to gift to other players or donate/share it in a big resource pool.

I heard a while back something about ANTs. If they are what I think they are then it will promote one of my favorite parts of the game: cross-facility fights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 20, 2015, 09:28:54 pm
Yes, the old resource system was nice because not only of the things you mentioned, but each base was associated with a resource. If you were low on X resource you could fight at a base with X resource, or cut the enemy off from having those resources. What I did wish, however, was that I could either use my unused tank/air resources for something, even if it's just to gift to other players or donate/share it in a big resource pool.

I heard a while back something about ANTs. If they are what I think they are then it will promote one of my favorite parts of the game: cross-facility fights.
You can always spawn a tank, then spawn a flash and the tank becomes accessible to all. I THINK there may be a way to do it without spawning another vehicle, but I'm not sure. I do know that during server smashes, there is always the consideration of giving one or two people the instant flash certs, so that outfits can spam grenade launcher and HMG flashes 24/6
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 21, 2015, 08:37:45 am
man, playing heavy assault is still as frustrating as i remember it being.
why is it that everyone seems to have strictly better guns than me?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 21, 2015, 08:52:57 am
Theoretically? Because HAs aren't actually the primary infantry class (that'd be Medics). HAs have a couple roles: killing vehicles, suppressing, holding choke points, and clearing occupied rooms. None of those really necessitate good guns, just guns which can lay down a lot of fire very fast.

In practice it's kind of absurd to say that HAs don't get good guns; they're better off than everyone except Medics, most other classes are stuck with choosing between carbines, SMGs, and shotguns, and the latter two are highly situational (and also available to HAs). Last I checked, the Gauss SAW was the most-used and most killed-with weapon in the game (though I might be misremembering); at any rate it's certainly one of the best guns you can get, and it's the default weapon for NC HAs. The Orion is also pretty damned good, and it's the default VS HA weapon (the SVA-88's pretty great as well). Almost all of the TR LMGs are excellent... 'cause, y'know, TR.

Medic's a better-rounded "primary" infantry class, but when people want to rack up a high KPM score, they pull HA and go into an infantry furball.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 21, 2015, 09:36:23 am
The Anchor is considered to be a really good gun if you can use it right, but the Gauss SAW is not very newbie friendly. The EM1 is more of a bullet hose but it's considered the worst NC LMG and I can't remember the exact details. I personally prefer the EM6 with extended magazine. Honestly though if you're fighting in a biolab or any other close quarters your best bet as NC is the Cyclone. It's pretty much the best SMG in the game, and is available to every class and it's not too uncommon to see NC heavies running around with them.

Also if by 'strictly better guns' you mean the Orion or TR bullet hoses, it's because your gun has more recoil. You can't just spray headshots at people like you can with those other guns, and with Orion you can do it while zipping around on the other person's screen. But again, you get the Cyclone which doesn't even need the .75 ADS multiplier since you can probably hipfire it...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 21, 2015, 09:44:12 am
When I still played Planetside (which, granted, was over a year ago, but I doubt things have radically changed  :P), I ran either the second-gen ES SMG's or long-range rifles (or equivalents) on nearly every class. ADS using SMG's is (was?) nearly useless except at ranges where it was better to Commision them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 21, 2015, 10:00:13 am
it's mainly just what it feels like.
its probably to do with the fact that i was peeking corners vOv

still made me really frustrated though, im going to avoid running solo in the future.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 21, 2015, 10:39:10 am
Out of curiosity, which faction and weapon? Some of them are definitely sub-par or difficult to use.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 21, 2015, 10:43:07 am
I was playing NC HA with the EM6 at this point. I was also fighting a losing battle against the TR, so I was getting frustrated and probably making loads of mistakes.
I bought the EM6 during or right after beta, so it might be absolutely terrible now :P

E:
I sometimes wish there was any reason at all not to instantly quit a losing battle. You're not going to get any xp, you're not going to have any fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 21, 2015, 03:31:24 pm
Ah, that makes sense though. These days the EM6 is a jack-of-all-trades that's best at medium range but not the best overall at anything. The Gauss SAW is better at long range (and at any range if you've got good reflexes and recoil control), the EM1 is better in CQC, and the GD-22S is better at medium range.

My honest recommendation is to learn the Gauss SAW. It's immensely satisfying to use well, and highly effective if you can manage the recoil.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on October 21, 2015, 03:36:35 pm
Jackhammer is surprisingly good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 21, 2015, 04:46:36 pm
I solve my frustrations by only playing medic and not chasing kills :P
I think I had like ten kills over maybe an hour of playing, just reviving and healing people, spotting, moving my Shield Field, driving sundies, repairing stuff. I have no idea why this is so fun and satisfying, but it is.
I am almost completely unable to land a kill, though. Even shooting people in the back or while using a skillsuit is hard. I think it has to do with strafing. Sort of hard to learn to control recoil when the TTK is so low.

After that our squad leader invited us to his battle galaxy, so I got quite a few kills and assists from manning four guns with two players. Was really fun, though. People who let pub scrubs man their guns are heroes.

I still have 1k daybreak cash to spend, currently considering spending it on a commissioner or underboss (which will apparently transfer to all chars if bought with daybreak cash) and... Something else. Maybe a vehicle weapon. Not really sure. Me being Alpha Squad appears to mean that I have loads of guns unlocked for basically free, like two buster arms.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on October 21, 2015, 04:59:13 pm
I solve my frustrations by only playing medic and not chasing kills :P
I think I had like ten kills over maybe an hour of playing, just reviving and healing people, spotting, moving my Shield Field, driving sundies, repairing stuff. I have no idea why this is so fun and satisfying, but it is.
I am almost completely unable to land a kill, though. Even shooting people in the back or while using a skillsuit is hard. I think it has to do with strafing. Sort of hard to learn to control recoil when the TTK is so low.

After that our squad leader invited us to his battle galaxy, so I got quite a few kills and assists from manning four guns with two players. Was really fun, though. People who let pub scrubs man their guns are heroes.

I still have 1k daybreak cash to spend, currently considering spending it on a commissioner or underboss (which will apparently transfer to all chars if bought with daybreak cash) and... Something else. Maybe a vehicle weapon. Not really sure. Me being Alpha Squad appears to mean that I have loads of guns unlocked for basically free, like two buster arms.
Check the bundles out, you can typically find package deals that are cheaper then just buying one weapon. Or the same price as one weapon but you get two instead.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on October 21, 2015, 05:07:53 pm
My experience is just like Miauw62's.  I very rarely get kills, I just run around healing/repairing people and maybe scaring enemies with suppressing fire.

I saved up and got some great medic gun (SMG?) that my PS2-obsessed brother insisted was great.  Didn't feel much different.  Don't really care ;)

Wish I had more space to keep it installed, I do have fun hopping in for an hour or two.  I never mess with vehicles really, though one time I did place a Sunderer well and got a bunch of certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on October 21, 2015, 05:31:32 pm
You two sound like me too. Medic things, repair things, be more likely to kill things in aircraft gun turrets. Drive sunderers about, occasionally try to use a max but then remember I don't actually have a matching pair of weapons for it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on October 21, 2015, 07:43:41 pm
I honestly mostly play so that I can fly ESFs. Problem is, I kitted out my Scythe back in the day when all you could get apart from fuel pods were the plain rockets and A2A missiles, now you need ten bajillion certs to fit out an ESF for multiple roles.

Definitely underlines my problem with factional differences, though; I get more kills in my uncerted Mossie with rockets than I do in my near-fully certed Scythe with massive ammo reserves and thermal scope for the same.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 21, 2015, 08:54:09 pm
I was playing NC HA with the EM6 at this point. I was also fighting a losing battle against the TR, so I was getting frustrated and probably making loads of mistakes.
I bought the EM6 during or right after beta, so it might be absolutely terrible now :P
EM6 is not terrible, it's just not meant for 1v1 fights. I like to put an extended mag on it and use it to put pressure on the enemy, either by sending bullets down range nonstop or by spamming a chokepoint indefinitely, daring people to walk into my line of fire. If you get 2 people with EM6's putting suppressive fire on one point nobody is going to get through.

If you're looking for a more 'competetive' LMG then most people swear by the Anchor. The GD-22S is to the Anchor as the GR-22 is to the Carnage AR, it's got a lower skill ceiling and is meant for people who aren't as skilled at shooting. As a bonus it's the cheapest LMG you can buy for NC (as far as I remember). You will notice this with most of the guns in the game, they are usually 'tiered' with two options per tier. They will typically fill the same sort of role but have stats that vary ever so slightly for them to be better suited for a different kind of player. Don't always go by the in-game stats either, research your weapon on a wiki or throughout the web (video reviews on youtube from well-known players like Wrel).

I sometimes wish there was any reason at all not to instantly quit a losing battle. You're not going to get any xp, you're not going to have any fun.
You're being farmed, being farmed is not fun (and IMO farming isn't very fun either, but PS2 revolves mostly around farming unfortunately). The best strategy is to go somewhere else, even if somewhere else is the next base in line to set up defenses or grab some armor to fight back at the base you're losing. Yesterday we were getting wiped at a base and I couldn't help but notice the skies were full of ESFs, so I went to the next base in line and grabbed my anti-air rocket launcher and just started swatting them down unopposed. You could even do the same if said base has anti-air turrets, or snipe tanks with AT guns or your engineer turret. If you had a squad or platoon at your disposal you could do this much more effectively, and may even turn the tide of the battle.

I solve my frustrations by only playing medic and not chasing kills :P
I think I had like ten kills over maybe an hour of playing, etc. etc. etc.
My experience is just like Miauw62's.  I very rarely get kills, I just run around healing/repairing people and maybe scaring enemies with suppressing fire.
Always remember that this game is not about getting kills, but having fun. Follow the fun. If you like playing in a squad, do that. If you like to play solo, do that. If you like derping around in harassers with your friends, do that. If you like playing support as a medic or engineer, good for you. Often times my most highest scoring 'lives' are those which I don't get many kills but get an insane amount of points from other things like shield bubble.

fit out an ESF for multiple roles.
IMO ESFs shouldn't even be filling multiple roles (very well), but with the very lackluster Valkryie there isn't really much other choice for ground support than a liberator (or a battle galaxy) but then you have to rely on having another person gunning with you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on October 21, 2015, 11:07:38 pm
Yeah, I've had good fun helping hold a tower by making sure all the MAX players were kept in shape and ammo fed everywhere.  I have 57% engy play for a reason.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 21, 2015, 11:14:31 pm
I should probably play engy a bit more... but I'm one of the few people I've seen that uses the medic bubble, which makes me quite useful.

Just saw this on reddit (https://www.reddit.com/r/Planetside/comments/3popa8/facilitycontinent_benefit_changes_coming_to_pts/). What really interested me was the bit about 'next week's victory condition update' (but the hossin MAX thing is good too, less MAX spam is good). So, I found this (https://forums.daybreakgames.com/ps2/index.php?threads/pts-update-10-19-15.234540/).

Quote
Continents will no longer be captured by alerts and territory control alone. Victory points are a new method of scoring in the game, the more points your faction earns the closer to continental victory you will be; if your faction earns a predetermined number of points then continent is yours. There are a numbers of ways to earn VP: Permanent victory points [...] Flux victory points
Permanent points are earned doing things like 'wargating' the opposing factions (warpgate them both and you win the continent), capturing all of a single facility type (capturing all major facilities on a continent is an instant win), and winning alerts. Someone did point out that capturing Eisa tech plant would basically be an instant VP, since it's the only tech plant on Esamir.
Quote
Capturing more than 50% of a continents territory can earn you flux Victory Points. Flux Victory Points count towards continental victory but can be won/lost with the territory you control/lose.
Percentage of Territory controlled
Hopefully these changes will make alerts something that doesn't kill off the servers on a regular basis, and hopefully they can be shorter too.

In the misc notes they state that the old skill tree back from when the game launched is coming back. A lot of people are pleased with this, but since I have nearly everything unlocked I won't really notice, hehe. I guess if I start playing my TR toon again I'd notice...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 22, 2015, 01:01:28 am
I have actually seen a valkryie used rather effectively as a way to spawn and then drop people on a pod. By which I mean I was in a squad that used this to defend a base and drop fifty HAs on TR sundies without anybody paying attention to it.

E:
Sniping is... Really fun, somehow. Set myself up with a dildar between some rocks, in view of a bridge with some Vanu holding on it quite a while off, and a friendly engineer even dropped some ammo at my feet. Nobody shot back until after a good five minutes. Granted, I only got like two headshots during those five minutes, but it was fun and strangely relaxing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on October 22, 2015, 06:07:45 pm
I don't really like snipers in these games, but I think they're at least more fair than shotguns. Every time I try to snipe I seem to do it wrong, as I really want to countersnipe but adjusting for bullet drop in a scope I never use is pretty difficult. I'd probably have to buy one of the higher velocity sniper rifles or something. It's really bugging me though because in order to finish my force recon directive I need marksmen badges, and I don't know how well I can do that with the Gauss SAW or DMR...

It is kind of a change in pace, not having to worry too much about being shot back.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on October 24, 2015, 03:19:50 pm
I have gathered about 450 certs, but I'm not really sure what to spend them on.
I could buy another rank for my shield field, which is a pretty good xp farm, or i could save a little more and buy the final rank for my medical applicator, or... stuff for vehicles, or laser sights for my carnage, or w/e. i just have no idea where to spend my certs and i'd like them to go somewhere i won't regret putting them :V
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 24, 2015, 03:28:29 pm
Full medic tool is pretty nice for medics, as you can revive people without hanging around waiting for them to get up to top them off. The only reason to not get it would be that you have something more important to cert first.

Does your medic have C4? And what kind of vehicles were you thinking about using?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on October 24, 2015, 11:11:42 pm
Get the medic tool. I think the max rank provides a significant speed boost. It is a much better investment in certs than any of those other things you mentioned.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on November 05, 2015, 01:40:36 pm
I maxed my medic tool and the healing shield.
I also have a piston with slugs, extended mags and a scope.
I'm actually feeling effective! Sometimes I can even get killstreaks!

Also, I joined a public platoon and we managed to hold off DaPP on Esamir for long enough for them to get bored and log off, after which we reduced the VS's 6 VP to 1 VP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 05, 2015, 01:48:33 pm
How's the VP system working?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 05, 2015, 02:12:35 pm
Alerts awarding VPs now means they don't lock the continent unless someone is already well along, so the whole "alert ends and the fight dies" thing is mostly gone, so that's nice. The 10,000 XP award is also gone, making alerts that much more irrelevant, however.

Continents lock less frequently and warpgates rotate less frequently. Both happen still more regularly than I'd like, though.

If you're looking for a massive change to the game, then this isn't it, but I think it's progress. Gives a more clear reward/goal/target for conquering bases than "well it's next on the lattice".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on November 05, 2015, 02:20:32 pm
Yeah, it also solves the problem of "there's only ten minutes left on the alert, we might as well give up now".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 05, 2015, 06:52:39 pm
I heard people complain that Indar is open pretty much 24/7 now... on Reddit, so take that for what it's worth.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on November 05, 2015, 06:59:23 pm
I still really like Indar, tbh. It's the same zergs I zerged many years ago :P

More seriously, I just sort of like it. Don't see why people hate on it so much when continents like Esamir exist, where every base has a huge wall and the only way in is an extremely narrow chokepoint...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 05, 2015, 07:05:14 pm
I think the main reasons people don't like it are Indar Ex. and whatever that base on the east part of the map is. At least those are bases I don't like. It's funny because those bases are the most likely to cause "field battles" where two sides are trying to actually get to the opposing base and I've said many times that I like those battles. It just seems like when you actually do get to the other base it's just... meh.

It also doesn't help that those field battles pretty much take place of a relatively flat open space ripe for tank spam. At least field battles on Amerish have little hills and trees and valleys and stuff. (Oh, and Southern  Indar isn't bad from what I remember)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on November 05, 2015, 07:23:36 pm
Yes, I did and still do spend a lot of time in Southern Indar. It's Original and Rightful NC Soil :P
Hell, I haven't even been on Indar with NC holding the northern warpgate as far as I can remember.

And yeah, the field battles are pretty sweet. One of the things I like about Esamir is the bigass frozen river with the huge bridges. Indar has such a bridge, but it's between TI Alloys and the Crown, so it's subject to a lot of spam from both of those bases.

Really, Esamir is a pretty sweet continent for vehicles, it has ditches, hills and rock formations, the bases are just rather disappointing. On the topic of bases, apparently all multi-point tower bases are going to have the A point moved out of the tower. That's going to be pretty nice, now those bases won't require a big overpop to cap anymore.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 05, 2015, 07:25:56 pm
On the topic of bases, apparently all multi-point tower bases are going to have the A point moved out of the tower. That's going to be pretty nice, now those bases won't require a big overpop to cap anymore.
So when are biolabs having at least one point outside of the dome? The one on Esamir doesn't count.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on November 05, 2015, 07:32:49 pm
Muh cert farms.
More seriously, no idea. It's constantly discussed on reddit, but that's not a big surprise. If they're changing tower bases they might also have plans for biolabs, I hope they do. The current meta is to rush the gen and SCU without touching the points as to not attract any redeployside attention.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 06, 2015, 04:41:09 am
Don't see why people hate on it so much when continents like Esamir exist...
Really, Esamir is a pretty sweet continent for vehicles, it has ditches, hills and rock formations...
Answered your own question. :P

I don't get why people think Indar is the "tank continent" when it has none of these things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 06, 2015, 06:09:40 am
Don't see why people hate on it so much when continents like Esamir exist...
Really, Esamir is a pretty sweet continent for vehicles, it has ditches, hills and rock formations...
Answered your own question. :P

I don't get why people think Indar is the "tank continent" when it has none of these things.

Eeh, the open deserts out on the west side of the map are pretty nice tank country.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 06, 2015, 08:30:43 am
Eeh, the open deserts out on the west side of the map are pretty nice tank country.

I'm genuinely curious why you think that. May I ask you to elaborate?

I find NW Indar to be one of the most unenjoyable places in the entire game for a tank (narrow valleys are possibly worse.) There's very little cover or hills to maneuver around with, so most of the fighting tends to be a blob of tanks the sole rock lobbing AP shells at another blob of tanks behind another rock 400m away. Typically the tanks always scoot back behind their rock to repair, making the fights incredibly indecisive, until one zerg finally gets significantly larger than the other and they crush everything... then roll into Indar Excav/Quartz Ridge and die.

Do you typically see a different style of fight there? Or do you see these fights but appreciate them in a way that I do not?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 06, 2015, 01:35:40 pm
Because there's a good variety of fighting. You've got the long, grinding field battles when two zergs are pushing back and forth across that open ground (and incidentally, the terrain's great for that sort of battle because there's just[/] enough cover for HAs to try to move up for a few suicidal rockets), there aren't many places for assholes in Harassers to hide, and air has to expose itself to fire from your base and Lightnings if it wants to hit anything. When one side pushes the other into their base, depending on the side you're on you either get to help siege down or flank around to the side and slaughter the assaulting infantry + sundies.

I've always found Esamir to be almost as obnoxious in a tank as eastern Indar: plenty of spots for Harasser cheesers to duck away, enemy air can pop up from just about anywhere, &c. There's only a few good fields, and damn near all the bases are locked up inside twisted shitholes of rock and ice. I've seen better armor battles in SW Indar in those hilly fields just SW of the Crown, and that's prime Harasser territory too.

Of course, they're both far and away better than either of the other continents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on November 07, 2015, 04:25:30 pm
At any given fight with the VS, there's always at least one scythe lolpodding infantry, and nobody can do anything about it.

I decided to just change to HA with my g2a launcher and it's both cathartic and hilarious. Most of them fly away ASAP or crash into mountains the moment they hear the lock-on sound.

E:
Oh, and I managed to shoot a g2a missile THROUGH a valk...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 07, 2015, 06:48:32 pm
Don't worry, Dual Photons are the shittiest of the three: they don't have the raw damage of the Breakers, and they don't have the RoF or deep magazines of the Hellfires.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 07, 2015, 09:52:53 pm
Speaking of scythes, you can shenanigans them into a biolab, if you go in from one specific direction and have a bit of time. Also apparently the tutorial got stuck into a directive, since I know I had it done before and it showed up anyway.
Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on November 07, 2015, 09:56:02 pm
I hope they don't fix that, since it's just funny instead of effective.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 07, 2015, 10:03:01 pm
There was also 2 mosquitos and a harrasser who tried to interrupt us, you damn reds :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 07, 2015, 10:47:02 pm
Well, they removed the only real strong point of the Magrider ages ago (being able to climb hills and shit), but this is pretty much entirely useless so they probably won't.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aseaheru on November 07, 2015, 11:23:00 pm
Its fun hiding from the VS by hiding under their magriders...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 07, 2015, 11:35:12 pm
I played on a Vanu character once or twice. I forget what happened but I was flying through the air, probably missed the jump pad to a biolab or something and landed on a magrider and somehow survived. He tried to run me over but I crouched under him, but he hovered over me so I couldn't move. I asked what the deal was and he was complaining about being weapons locked by me. Fortunately he couldn't block me from redeploying.

But anyways, when did they remove magrider's ability to climb stuff?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: bucket on November 08, 2015, 12:10:54 am
Have there been any performance improvements to the game lately? Last I checked I was only getting 20fps on my machine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 08, 2015, 12:26:43 am
I played on a Vanu character once or twice. I forget what happened but I was flying through the air, probably missed the jump pad to a biolab or something and landed on a magrider and somehow survived. He tried to run me over but I crouched under him, but he hovered over me so I couldn't move. I asked what the deal was and he was complaining about being weapons locked by me. Fortunately he couldn't block me from redeploying.

But anyways, when did they remove magrider's ability to climb stuff?

Way back in early 2014, IIRC. Used to be you could Magboost up pretty damn steep cliffs, even ramp off rocks to cross small gaps and stuff.

Because, y'know, that was the defining feature of the Magrider: it's supposed to be more maneuverable than the other MBTs. But people whined, and it got nerfed into uselessness. Now the Magboost is a short, weak speedup, and meanwhile we're stuck with shitty horizontal tracking and a terrible cone of fire, to the point where just about any other vehicle can kill a Magrider by circle-strafing it.

Back before the nerf the Magrider was actually pretty neat because you could get into all sorts of creative, advantageous positions to make up for the weaksauce guns and lack of turret. Now you're just flat out better off pulling a Lightning or Scythe, or a Harasser if you have friends, because TR and NC will win every head-to-head armor battle that has remotely even numbers, and you can't maneuver to outflank them through rough terrain like you used to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 08, 2015, 08:00:04 am
The Magrider got WORSE? What.

Have there been any performance improvements to the game lately? Last I checked I was only getting 20fps on my machine.
Interested in this myself. Integrated graphics, ftw.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on November 08, 2015, 03:28:53 pm
To be fair, maneuverability is OP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 08, 2015, 09:25:22 pm
Against infantry it might be, but aside from long distance engagements you're not going to be dodging tank shells very effectively. Don't they also have the lowest projectile velocity? If so then a tank could dodge a magrider just as well at ranges where the mag's strafing would even be effective.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 08, 2015, 09:47:31 pm
So as it turns out, if you jump into a teleporter with a platoon or so (http://images.akamai.steamusercontent.com/ugc/583575122144782457/E84C78FC9E05CD6CE94563CBB981D12912884106/) of maxes, you get both the opponent owning the other side of the teleporter being smashed up like you managed to drive a tank in there and the amusing sight of that many maxes charging about in a biolab, followed by the people who died showing back up as engys to actually cap things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 08, 2015, 09:51:54 pm
Funny how I see the enemy using this tactic all the time but I never see an organized NC platoon do so.
Guess I should expect such from the NC *sigh*
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on November 08, 2015, 09:58:42 pm
Huh, I only ever seem to see NC MAX crashing, never VS ('cause their MAXes got nerfed into the ground the one time they got something good), and rarely TR (since they're not as effective when spammed into CQC).

Against infantry it might be, but aside from long distance engagements you're not going to be dodging tank shells very effectively. Don't they also have the lowest projectile velocity? If so then a tank could dodge a magrider just as well at ranges where the mag's strafing would even be effective.
Pretty sure that that's true. Even the HV AP shells feel slower than Lightning HE, for example.

And, again, that shitty floor-level gun mount means that you can't shoot over obstacles or down steep hills, and the lack of turret means that you have to choose between dodging fire or aiming so that you can shoot back. The only good point is that when there's a traffic jam you can surf on top of other vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on November 08, 2015, 10:14:22 pm
The magrider is almost strictly an Anti Infantry platform. Which they nerfed that into the ground as well, since evidently the PPA was far too good at its job. Which is accurate. It really was, and when you combined it with the magriders ability to be literally anywhere an infantry could get to, well. I've never played TR or NC, but I've been a part of the PPA rain squad, and it looked to me to be worse then a couple dozen ESFs floating overhead. Against a tank one on one in the open, its not too bad, as the strafing ensures your front armor well, should always be pointed at the tank your engaging. Anything more then 1 on 1 and you should pull a lightning though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 08, 2015, 10:18:10 pm
We actually had 2ish platoons trying to cooperate over outfit chat at the time, Ozy. Ended up taking over two continents by the end of it and unlocking rez grenades for my medic, was pretty great. There was a lot of galaxies involved at one point. (http://images.akamai.steamusercontent.com/ugc/583575122144787433/E0121AAA044AECA31A845EA4FE28C69F54330D1B/)

If I see TR, its because we aren't fighting NC. And if we're fighting NC I rarely see more than a pair of maxes around. Instead, they tend to just rush at us with tanks if possible (if not, block progress with tanks or silly amounts of reavers, but not maxes. Maxes are apparently only for them to barge into small buildings with and kill VS/fall over)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on November 09, 2015, 01:16:26 pm
TBH MAX crashes are a pretty cheap way of winning fights. It is endlessly frustrating to have a base at less than a minute to cap and the enemy stuck in their spawn, only to suddenly be faced with 96 MAX units from some DaPP fun-ruining platoon.

Vanu MAXes might have been nerfed, but they still melt infantry fairly easily and just as easily ruin fights.

Really, I've decided that the off-hours are the best times to play this game. Once the zergfits get one or more full platoons going, you just can't really do much because they'll just redeploy a squad to any base about to flip.
Unless you're playing in one of those platoons yourself. Which is the only option for a new player. Yay.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 09, 2015, 01:42:18 pm
It wasn't particularly effective other than that time, to be fair. We did it maybe 4 times, and the latter two got demolished trying to attack indar ex. We just assumed it was payback for the first super-successful biolab rush, like the rest of that indar alert was. Unsurprisingly, the NC won the alert.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on December 25, 2015, 04:19:56 am
BUMP FOR GREAT JUSTICE!
New updates coming, including resource gathering and base building. User created structures can be extremely defensive and also generate victory points which can help lock a continent down for one faction and generate a huge amount of experience points for all involved.

Yours truly is playing fairly regularly on TR as mainly heavy assault and sunderer pilot. I could be convinced to pick up some certs for spawning into airships so we can do shock drops onto enemy victory bases and mess them up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on December 25, 2015, 04:39:33 am
Would play but my desktop is borked... for some reason the C: drive only is locked down. And by only, I really mean only: you can't make folders or edit folder names in C but you CAN edit stuff under C, eg C:\Program Files. Is this divine punishment for those programs that install stuff directly into C instead of Program Files? Either way, I don't know how to fix it so I can't really install anything more :x
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on December 25, 2015, 04:54:43 am
Sounds like it's time to reformat! Fresh start still speed you up too!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on December 25, 2015, 06:27:08 am
When my dad brings the Windows 10 CD I shall...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on December 25, 2015, 06:35:48 am
You can download it. The code is what you pay for, the actual os is relatively easy to get. If you know what you're doing at all, you can mount it on a flash drive. To be honest, I just redid 7 on my new machine and have been procrastinating on putting in the code.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on December 25, 2015, 07:09:16 am
The CD has the license key, I think.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 25, 2015, 12:03:08 pm
Are you playing on Emerald, Girlinhat? My main is NC but I'd play TR if it means being in more organized squads (even if I do like the NC guns and tanks better). At the moment, however, my time is being taken up by Helldivers.

Daybreak are doing a lot of makeovers to the bases for the next patch. You can find the proposed patch notes here (https://forums.daybreakgames.com/ps2/index.php?threads/pts-update-12-23-15.236558/). Right now you can test things out if you're on the test server (which requires a separate client), and while the changes aren't final it's very likely this stuff is going through to the update coming Soon™ January given their track record for not changing this sort of stuff.
Somebody made an imgur album of 100 images showcasing the new base changes, including the new warpgate layout. Here (http://imgur.com/a/hD9Hd).

One of the big changes they're making is related to leadership. Platoons have always been what cause those huge fights that everybody raves about, but running and managing one has always been... rather terrible to say the least. Hopefully these new changes will make it more tolerable to squad and platoon leaders alike.
Heavy shields are getting a nerf too.
Battle Rifles look like they're being buffed a little.
Flash suppressors are losing their COF bloom thing, which is good because I like using flash suppressor on my guns.
And finally, something everybody has been complaining about for ages, the Valkyrie now allows people to drop from it without dying by default now. No more being afraid to drop from some random person's valk for fear that they haven't certed into squad management.

The resource system Girlinhat is talking about is slated to arrive around Soon™ February. Get excited, but not right now.
https://www.planetside2.com/roadmap
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 25, 2015, 06:51:04 pm
I'm scared and a little freaked out to see an actual major change to PS2.  Cool!


Also, that Big Daddy MAX helmet
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on December 25, 2015, 06:57:28 pm
Emerald TR, indeed.  Been trying to run with random squads and it's frustrating at the best.  No one communicates.  The few times I have run with an organized squad we were flipping dozens of bases.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on December 25, 2015, 07:22:26 pm
-Snip-

Nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 14, 2016, 01:39:06 pm
So, Daybreak have been away on holiday, but they're back and have released a new update. (https://forums.daybreakgames.com/ps2/index.php?threads/game-update-1-14.237234/)

Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 16, 2016, 08:48:01 pm
Finally got around to playing it a bit. One, I have no idea how to access the tutorial again. Two, "Instant Action" means... well, instant action. As in, right in the middle of a massive three-way firefight. With no clue on what the hell I'm really supposed to do.

In the two hours or so I played, I managed 3 kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 16, 2016, 09:00:50 pm
Been playing for the last weekish. Gotten real good with the starter NC rifle with a 10x scope. Supporting a massive assault as a sniper is absolutely amazing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on January 16, 2016, 09:09:41 pm
Sniping can be fun, but I think the most fun I've ever had without vehicles was close quarters counter sniping. Sneaking into the back ranks and nailing all the opposing infiltrators in the head with your rifle/xbow is great fun, you can keep them busy with you for a long time.

Makes me miss the game, feels like it's been something like eight months since I've seriously played. I put in like ten minutes of gameplay back a month or two ago, but was put off by a few things. Maybe I should try again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 16, 2016, 09:16:58 pm
Last night on Connery we were asdaulting one of the outposts for the large plantfilled biolab on, ah, the temperate continent. I had beautiful firing lanes on two areas of the outpost. Ran out of ammo twice, and one of the times there was no ammo dropped nearby, so I had to run into the outpost to the gunputers to rearm. Snuck through flanking enemies to get back to my perch. Even got a knife kill.

Might try stalking at some point.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on January 16, 2016, 11:20:42 pm
Last night on Connery we were asdaulting one of the outposts for the large plantfilled biolab on, ah, the temperate continent. I had beautiful firing lanes on two areas of the outpost. Ran out of ammo twice, and one of the times there was no ammo dropped nearby, so I had to run into the outpost to the gunputers to rearm. Snuck through flanking enemies to get back to my perch. Even got a knife kill.

Might try stalking at some point.
Stalking is hilariously good fun, but its very streaky. Either you find a half dozen idiots whom dont know why they keep dropping dead, or you get the god tier players who can see a kneeling cloaked infiltrator when its not moving at night. Still, camp a destroyed turret in a base your attacking, or get close to an out of the way sundie, and you can really have some fun.

I might drop in if battle rifles got buffed. I loved running a sniper type engineer or medic.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on January 17, 2016, 06:31:17 am
I updated and logged in to see what was going down in PS2, forgot why I stopped playing. There was one fight on the entire server and it was just a bunch of VS MAXes camping the spawn room. Now I remember why I quit; the game is quite literally dead during the only times when I can play.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 17, 2016, 07:25:39 am
The NC starter rifle is the bolt-action one, which is the same as all the other factions' bolt-action rifles, except the other factions have to unlock it. It's also considered the best sniper rifle IIRC. I wouldn't know, I'm absolutely awful with it.

This game is just really frustrating to play sometimes. If you're a new player you either play without a squad or you play with a zergfit, and the leetfit certed-out players shit all over you (in all senses of the word). If you want to do some of the "silly fun" strats to wind down you will also find that they cost a gazillion certs to unlock, and they take certs away from making your normal play better...

but eh, i still sometimes play this game
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Radio Controlled on January 17, 2016, 08:45:54 am
Sometimes you gotta work to find your fun. A personal favorite from back before the game got uplayable due to lag for me: get at least one other person, get on those quad bike thingies, then have a race across enemy terrain or make bets how often you can drive around a tank before it blows you up, or just ramp everything in sight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 17, 2016, 11:19:33 am
I think my enjoyment of this game has pretty much peaked. Spawn in, get killed seconds later, presumably through a wall. I see an enemy, I hit them with a dozen or so shots, I get killed by that enemy.

I can't see crap, and the lighting in most of the locations makes it impossible to tell friend from foe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on January 17, 2016, 11:32:15 am
If you can't see crap, thats probably the bigger issue than having no idea what to do, Akura. Have you messed with the graphical options much?

I updated and logged in to see what was going down in PS2, forgot why I stopped playing. There was one fight on the entire server and it was just a bunch of VS MAXes camping the spawn room. Now I remember why I quit; the game is quite literally dead during the only times when I can play.
Have you tried playing on a different server instead so the time works in your favor? (unless you're in australia and too far away to play on the others well, i guess)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on January 17, 2016, 12:11:44 pm
If you can't see crap, thats probably the bigger issue than having no idea what to do, Akura. Have you messed with the graphical options much?

I updated and logged in to see what was going down in PS2, forgot why I stopped playing. There was one fight on the entire server and it was just a bunch of VS MAXes camping the spawn room. Now I remember why I quit; the game is quite literally dead during the only times when I can play.
Have you tried playing on a different server instead so the time works in your favor? (unless you're in australia and too far away to play on the others well, i guess)

I might be able to play on another server, I just have all my stuff on emerald (and no will to spend the money to boost myself back up!) so every time I've attempted to switch over to the other servers, it feels extremely painful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 17, 2016, 12:19:54 pm
If you can't see crap, thats probably the bigger issue than having no idea what to do, Akura. Have you messed with the graphical options much?

Everything's at max. And it's not so much of a graphics issue as there being so much dakka going around that red, pink, and blue/yellow get rather difficult to make out. And it's hard to focus enough to get a shot when when someone beamheadshots me from a kilometer away after I stick my head out for half a second.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on January 17, 2016, 01:45:22 pm
Ah, I don't know how it looks at max. I've always been at low-medium since I can run the game well enough any higher. Try looking for smaller fights I suppose, or at least not 3-way ones that get you to mix up pink and purple. :)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 17, 2016, 04:20:07 pm
Some fun-ness was restored after I finally figured out how to get a scope on my rifle.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on January 17, 2016, 04:57:10 pm
Turn the graphics down a bit. I've tried running at max graphics, and its just so much eye candy that it is way to sparkly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on January 17, 2016, 07:06:17 pm
Plus, as someone else who spent a good long (and I mean long) while in your exact situation, I can certainly say that eventually things will quickly seem a lot more palpable than they do now. It's basically like your brain starts to slow down engagements, which helps you at least understand what's going on.

But yeah, I spent ages getting basically no kills while struggling to understand why everyone dropped me so easily. Now I am (or was) better than most players, which made me feel a lot better about things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on January 17, 2016, 07:17:07 pm
If you can't see crap, thats probably the bigger issue than having no idea what to do, Akura. Have you messed with the graphical options much?

I updated and logged in to see what was going down in PS2, forgot why I stopped playing. There was one fight on the entire server and it was just a bunch of VS MAXes camping the spawn room. Now I remember why I quit; the game is quite literally dead during the only times when I can play.
Have you tried playing on a different server instead so the time works in your favor? (unless you're in australia and too far away to play on the others well, i guess)

I might be able to play on another server, I just have all my stuff on emerald (and no will to spend the money to boost myself back up!) so every time I've attempted to switch over to the other servers, it feels extremely painful.
Add me on Steam, same name, I'm up to play if I'm around, most of the time.  A good part of the game is having anyone competent to play with and communicate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on January 17, 2016, 07:33:14 pm
I still hardly get many kills usually, when I play. But I do manage to get a lot of support done.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 17, 2016, 08:04:04 pm
I still hardly get many kills usually, when I play. But I do manage to get a lot of support done.

Been running around mostly with my repair gun. It seems to be working out for me.

Had my best run so far just now playing as TR. Caught two NCs heading for one of the base turrets in a perimeter tower. Filled one of them with half my clip. The other guy didn't notice apparently. I was about to put C4 on the gun because I thought he was in it, but it turns out he was repairing it. A burst to the back of his head took care of that. Before I can walk away, I get ambushed by an Infiltrator with a shotgun, but somehow took him down without losing more than 80% of my health.

I topped it all off by dropping from the tower right behind a Lightning, planting my C4 on it, stepping back, and pressing the button. Don't think he noticed anything. Other than the explosion, of course.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on January 17, 2016, 09:21:18 pm
I just played this again (for the first time in years). I played LA and helped almost capture a base and then I played gunner for a vehicle (VS, three seats, like the small four-wheeled ones but bigger?). As it turned out, I did not remember several important key bindings and had to look them up in the game settings. For example, the key to cloak or use other abilities (except for LA flying; I remember that).

Also, it appears that even after a year or two, The Crown and surrounding regions are still the same as ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 17, 2016, 10:20:56 pm
Every defeat sees me grow stronger, like some kind of golden haired man ape.

The fog on Hoth has been messing up my ability to snipe a little. There's the two bases to the north of the southwest gate by about 1500 km that the NC and TR were fighting over. I set myself up on the supports underneath the bridge to the south of them. I have been getting able to hit targets up to two mildots away, but I can't even see half that far with all this fog.

Anyway, get 15 kills, tons of assists, and a billion spotter assists, run out of ammo, go to resupply, and get run over by a friggin friendly quad. 10/10

So far sniping has been my most effective strategy. I play LS like I play the Assault class in Day of Defeat, which means I pretty much attempt to drown my enemies in a sea of my corpses. I've started to play less like DoD:S and more like Arma though, and it does seem to help a good bit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on January 17, 2016, 10:23:13 pm
How do you spot? I remember it being there but can't the key for it. I can't find the melee key, either.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 17, 2016, 10:24:04 pm
Q for spotting, press scroll wheel for melee. Hold it to draw the knife.

I tend to just hit keys when I play a new game to figure stuff out and it's worked for PS2 pretty well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 18, 2016, 05:48:07 am
Is there any way to change keybinds? I tried flying a Mosquito, but I had difficulty with the controls. The mouse x-axis controls roll while A/D control yaw, and I wanted to switch those.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 18, 2016, 06:16:40 am
So that's why I flew straight into the ground...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on January 18, 2016, 07:28:01 am
I tried to play this game against last year shortly before going to uni, but I realized that my skill level is all gone now, and I really don't play like a BR60 anymore :p

So I left.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on January 18, 2016, 09:48:49 am
Pft, I doubt I play like my BR. Play occasionally anyway. Also yes, theres a keybinds menu.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on January 18, 2016, 11:18:00 am
Like in every FPS ever, map knowledge is everything in Planetside. So yeah, getting dropped constantly is pretty normal until you learn where to advance and on which side you want your cover to be.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 18, 2016, 11:25:06 am
It's pretty weird. Sometimes I get dropped constantly, and sometimes I feel like I'm actually getting good kills.

Also, large facilities will basically always be meatgrinders. Somehow, that is sort of the appeal of PS2 to me and it makes me sad that massive open-area offenses are rarer now. It feels pretty awesome when you're walking down a slightly sunken road, with tons of friendly tanks to one side, firing at a big ole wall. And then everybody gets out of the trench and storms the wall.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on January 18, 2016, 12:21:10 pm
I do wish there were more open area meatgrinders. those were always the most fun I had.

In the last month before I quit, most of the fights I got into were closed area meatgrinders like the Biolabs. Not that fun, and closed area meatgrinders are available in every other FPS...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on January 18, 2016, 01:01:04 pm
Some of the best fun was the open area battles I had. Why aren't those that common anymore?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 18, 2016, 01:51:08 pm
Quote
open are battles are cool and stuff
Hopefully with the base construction coming eventually we'll se emore of these. Some people have even proposed that they remove all bases and only keep the large ones (amp, tech, bio) and have all other bases be player-constructed. I... really doubt that will happen but it's a neat thought. What's more likely to happen (hopefully) with the resource revamp are people fighting over resource nodes located out in 'the wild' as opposed to a dev-designed base.

Did I ever mentioned my very first battle in Planetside 2 back in 2012 was an open-field battle consisting over about 1/3rd of the population of the continent all in one spot? Never since have I seen Planetside be such a fantastic spectacle, it kinda reminded me of a war movie. Now that all the mechanics are well-known and there are so many veterans and so few players overall you're less likely to see that sort of stuff.

I've gone in-game occasionally over the past few weeks and it's still as fun as it used to be, you just never get the spectacle like you used to. That is, unless you get people "foot-zerging" between bases.

Is there any way to change keybinds?
Yes, it's in the same spot you'll see in every (halfway decently made) PC game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 18, 2016, 02:17:31 pm
I think my first battle was one of the indar tower bases located in the southeast.Feldspar Canyon, I think? This was before lots of minor bases were capped, too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on January 18, 2016, 02:44:43 pm
I just spent a few hours playing this. I died a bunch of times, especially at first when I wasn't used to the low TTK and high accuracy of some weapons. I did a lot better later, though.

Also, are people incapable of fighting vehicles in any way except for zerging at them? It's obviously possible for one person to get rid of them (especially since I C4'd two or three Sunderers and a bunch of other vehicles) but I got kill after kill (as in 10+ per life) as a Sunderer gunner when infantry kept zerging into me and when Harassers tried to solo the Sunderer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on January 18, 2016, 04:07:31 pm
Harasser drivers are 90% people who think they are or want to be (nothing wrong with that, practice makes perfect) mlg pro harasser eliminators and 10% actual mlg pro harasser eliminators, in my experience. It helps that a lot of sunderers are just lonely dudes driving a sundie to the front lines for XP, so they often aren't gunned.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 18, 2016, 05:29:48 pm
I was sniping (of course) from a ridgeline outside of the base you need to drop underground into I think on Indar. As I was picking dudes off, I peeked over the cover to my left and saw two of those deployable TR tanks (lightnings?) and a half dozen infantry supported by two maxes.
I began marking targets and soon afterward they were getting nailed by aircraft. It provided great sound masking for my shots. One tank suffered a catastrophic kill while the other fled smoking. Most of the infantry were creamed and I felt like such a badass. This game has been making me happy in my monkeybrain.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on January 18, 2016, 05:31:41 pm
Usually either Sunderers have a driver, or they have a gunner. Its rare to see both at once unless a squad is involved.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 18, 2016, 06:19:51 pm
Well, piss. I was doing a decent job against 2-3 Vanu Scythes when I got disconnected.

EDIT: Seems like everyone was disconnected. I went back to the place I was, and instead of a pitched battle there was silence and isolation.

EDIT2: Had a fun run being the Prowler gunner for one 13ountyhunter. Got over 9000XP(minus the penalty for not giving these guys money), though it was more assists with kills than actual kills.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 28, 2016, 01:19:20 pm
Okay, while I don't have any news most of you would care about I just heard something really interesting. For those of you who don't know about Wrel he is probably the 'leader' of the Planetside community so to speak. Well, now apparently he officially works at DBG. I strongly suspect he's part of the reason we got the leadership update in the first place, since he's been working 'behind the scenes' since November.
Quote from: Wrel
Basically I'm helping do whatever needs to be done. Burness shoulders a lot of the burden on the balance and construction stuff, so I'm able to help with that. Players Studio stuff getting processed, that's a big (easy, but time consuming) task to take care of. Designing new weapons, abilities, items and features, floating ideas and being able to speak with the team about how feasible they are/are not, helping plan for the future. I can potentially do anything that isn't code, UI, or art.
The perspective of a three year veteran is helpful for a number of reasons as well. The biggest one is just that, when you work on a game for a long time, you get really close to it and your vision narrows. So a "fresh set of eyes," is a good thing to have from time to time.
I won't be working with Daybreak forever, but I'm happy to help for as long as they need me.
So maybe we can expect a balance pass to occur soon. The devs also mentioned they were reskinning the old Annihilator to look better and to take less system resources, so maybe in the future we'll get even more diverse/better weapon models and textures as well? Maybe we'll even see ladder sights on rocket launchers some day.

Wrel has some pretty good ideas for the game, it's only a question of whether or not he can help implement them. People already complain about how bad the game runs and crashes, but the more complex you make a machine the more likely it is to break and it's hard to get around that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on January 28, 2016, 01:26:42 pm
Wrel working there? We might actually get something interesting sooner rather than later, perhaps.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 28, 2016, 01:54:51 pm
Whats his job title?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 01, 2016, 09:52:43 pm
What (https://www.youtube.com/watch?v=MrwLT5fLnmg)
=O
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 01, 2016, 11:22:22 pm
Tankjacking!  :D

Get out your Wraith Flashes, boys -- we've got repair crews to hunt.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sensei on February 02, 2016, 12:27:50 am
Started playing again, a little. Do we still have an outfit to call home anywhere?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Skyrunner on February 02, 2016, 12:32:16 am
I'm imagining the vehicle stealing would be faster on unoccupied vehicles, scaling with how many people are inside (1, 2, 3... up to a fully loaded sundie). If you're a MBT with two people inside and don't notice an infiltrator hacking you, you don't deserve to have that MBT :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 02, 2016, 12:34:16 am
I'm imagining the vehicle stealing would be faster on unoccupied vehicles, scaling with how many people are inside (1, 2, 3... up to a fully loaded sundie). If you're a MBT with two people inside and don't notice an infiltrator hacking you, you don't deserve to have that MBT :P
A lot of people are complaining that they won't be able to camp their lockdown prowlers and snipe for ages anymore.

Started playing again, a little. Do we still have an outfit to call home anywhere?
Not really. You're better off finding a group of people more dedicated to the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 02, 2016, 05:37:18 am
That video calls for a new computer for me.
DBG seriously is doing better now that they're independant.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 02, 2016, 11:03:12 am
I'm imagining the vehicle stealing would be faster on unoccupied vehicles, scaling with how many people are inside (1, 2, 3... up to a fully loaded sundie). If you're a MBT with two people inside and don't notice an infiltrator hacking you, you don't deserve to have that MBT :P
A lot of people are complaining that they won't be able to camp their lockdown prowlers and snipe for ages anymore.
Sounds like if they nerf the others enough it'll balance back out in favor of the magrider.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 02, 2016, 11:58:40 am
being able to hack vehicles with somebody inside is pretty silly imo. fairly sure that 1. infiltrators can hack while cloaked and 2. they have a cloak that stays on as long as they aren't moving, which could make this new feature pretty dumb...

E:
unrelated (https://www.youtube.com/attribution_link?a=N1oeIgQuX6Y&u=%2Fwatch%3Fv%3Dg_Ib8LTO4w4%26feature%3Dshare)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 02, 2016, 01:26:04 pm
Infiltrators can't hack while cloaked. If you are sitting in a turret and you hear a decloaking sound that isn't from your faction it probably means your turret is being hacked. Yes, you can hack turrets while people are still inside them, unless you're suggesting that changes? At least vehicles can move to avoid being hacked.
That video calls for a new computer for me.
DBG seriously is doing better now that they're independant.
It's pretty sad that it didn't happen earlier, honestly. They wasted so much time and resources on the PS4 version that could have been spent making the game better. PS4 version isn't even that great last I heard.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on February 02, 2016, 01:27:14 pm
Oh, for some reason I thought it was possible to hack while cloaked. That's probably fine, then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 02, 2016, 03:20:02 pm
You had tank-jack whilst cloaked in PS1.

It was always fun jacking a magrider then surging off whilst spamming voice macros then deconning their tank in front of them in the middle of nowhere, bonus points if you used the sarcastic sounding voice.
If you were quick enough you could sometimes slap a boomer down by their backdoor so you could blow up the gunner after he was ejected.

Another funny thing to do was to jack lightnings then use melee boost to shank the driver.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on February 06, 2016, 09:17:30 pm
I was traveling by foot as a LA and half a dozen people were behind me. Eventually I got to a cliff, so I jetpacked down. I looked up and everyone had stopped cautiously (because they were other classes). Except for an infiltrator, that is. He must have assumed that the fall was safe because I made it down, but unfortunately he splatted because infiltrators can't fly.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 07, 2016, 06:02:07 am
There's always a wall-hugging safe way down, too... :p
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on February 08, 2016, 11:23:10 pm
There's always a wall-hugging safe way down, too... :p

What the crap is going on in your avatar? Are a bunch of dudes flamethrowering tepees?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on February 09, 2016, 12:07:43 am
I always assumed it was WW2-era soldiers defending a camp, the teepees being tents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on February 09, 2016, 06:04:12 am
Uh.
It's something along the lines of a frontline battle/camp defense, in a WWII/'nam style, I guess. The teepees are indeed supposed to be tents.

The guns seem really inefficient, but give me a break - I made this animation like 5-6 years ago. xD
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 09, 2016, 01:53:28 pm
I couldn't get to sleep last night because I was thinking about how awesome Planetside 2 could have been if only X, Y, and Z, and...
I am sad today
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on February 09, 2016, 03:07:16 pm
I couldn't get to sleep last night because I was thinking about how awesome Planetside 2 could have been if only X, Y, and Z, and...
I am sad today

Yeah, I know that feel.

http://www.bay12forums.com/smf/index.php?topic=90358.msg6794738#msg6794738

Broadly, just getting rid of factions and letting corps be corps and allying to build organizations, that would be awesome.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 09, 2016, 03:59:50 pm
I am trying -really- hard to play this game, but there are never any organized squads like there used to be.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on February 09, 2016, 05:48:59 pm
I am trying -really- hard to play this game, but there are never any organized squads like there used to be.

Generally during alerts somebody tries to set up platoon action. It's often not that organized though, especially at squad level.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on February 10, 2016, 01:09:04 am
I am trying -really- hard to play this game, but there are never any organized squads like there used to be.

I actually just got done after playing with a platoon of dudes who were very highly organized. We were roflstomping across the continent with plant life (the only continent I can remember is Esamir, because "It's a mere" three degrees outside"), and the squad I was in wound up forcing the VS to refocus their defenses on the Crown allowing the other squads to make headway in their defense and counter attacks. I just recently got into Inserting into squads (I'm one of those people that feel like they're intruding if they just pop in, especially when I'm relatively new) though, so I don't know how it usually is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on February 10, 2016, 01:30:00 am
Yes, but are they NC? I remember when my problem was deciding what squad to join, rather than not having any to join.
Continent names:
Green: Amerish
Snow: Esamir
Brown: Indar
Giant trees and swamp: Hossin
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on February 10, 2016, 01:50:17 am
Of course! NC is the only faction worth fighting for!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on February 10, 2016, 01:50:40 am
They are probably not NC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 14, 2016, 08:01:24 pm
Ugh, I think I've had it with this game. Every single time, it's just getting stomped by guys with full cash-shop gear whose cash-shop guns go straight for my forehead and instakill. Or it's heavy assault spam, a class I consider to be overpowered since at the same time it can take down both tanks and infantry and has an overpowered shield. Or it's trying to drive a tank and then getting swarmed by rockets before you can do anything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 14, 2016, 09:19:44 pm
I hope you were in a squad while you're complaining about crap. Being alone or in the zerg tends to either go nowhere or head straight into bad fights that take ages. Or people want to take Da Crown from the bottom.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 14, 2016, 09:28:58 pm
Most of the 'cash shop guns' aren't too much better than the default guns. For a long time the default VS LMG was considered overpowered because it was one of the low recoil damage tiers and had a movement speed bonus, making them able to chain headshots while ADADAD all over the place. Honestly, I have no idea how people are so good at this game. I've seen videos of people playing and their crosshairs zip straight to where they want them to be. Even with mouse acceleration etc. disabled I can't do that, let alone snipe people full-auto with assault rifles/lmgs like everyone else can.

Heavy is still the best at 1v1 fights because of the so-called "I win shield" and decent guns that can just keep shooting without reloading (quite literally in the case of the Betelgeuse). Not only that they have access to 4 insta-full heals with no cooldown whatsoever, allowing them to basically function without medic support (or engineer support in the case of the Betelgeuse). The only thing Heavy can't really 1v1 effectively are MAXes, and even then they can just use rockets if their aim is good.

Honestly, right now I'm just waiting for the construction update.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 14, 2016, 09:33:27 pm
If you're shooting rockets at the MAX you'll probably get blown up by the max. Or a nearby aircraft. More likely to be unnoticed throwing grenades at it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 14, 2016, 10:03:35 pm
The only thing Heavy can't really 1v1 effectively are MAXes, and even then they can just use rockets if their aim is good.

Anti-vehicle grenade and anti-tank rocket pretty much kills a MAX 1v1, unless it has flak. You never survive the engagement, but the MAX dies shortly after you do -- worth it.

LMG, AA lockon, AV grenade, recon xbow, medkit heavy basically has an option for any situation. It might not be excellent in all situations (killing vehicles isn't something infantry does, for example), but it at least has a reasonable option.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 15, 2016, 06:13:04 am
Most of the 'cash shop guns' aren't too much better than the default guns. For a long time the default VS LMG was considered overpowered because it was one of the low recoil damage tiers and had a movement speed bonus, making them able to chain headshots while ADADAD all over the place. Honestly, I have no idea how people are so good at this game. I've seen videos of people playing and their crosshairs zip straight to where they want them to be. Even with mouse acceleration etc. disabled I can't do that, let alone snipe people full-auto with assault rifles/lmgs like everyone else can.

Heavy is still the best at 1v1 fights because of the so-called "I win shield" and decent guns that can just keep shooting without reloading (quite literally in the case of the Betelgeuse). Not only that they have access to 4 insta-full heals with no cooldown whatsoever, allowing them to basically function without medic support (or engineer support in the case of the Betelgeuse). The only thing Heavy can't really 1v1 effectively are MAXes, and even then they can just use rockets if their aim is good.

Honestly, right now I'm just waiting for the construction update.
Whats your framerate like?

I found once my FPS dipped below 25 I couldn't do anything resembling precision.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on March 15, 2016, 11:57:40 am
Most of the 'cash shop guns' aren't too much better than the default guns. For a long time the default VS LMG was considered overpowered because it was one of the low recoil damage tiers and had a movement speed bonus, making them able to chain headshots while ADADAD all over the place. Honestly, I have no idea how people are so good at this game. I've seen videos of people playing and their crosshairs zip straight to where they want them to be. Even with mouse acceleration etc. disabled I can't do that, let alone snipe people full-auto with assault rifles/lmgs like everyone else can.

Heavy is still the best at 1v1 fights because of the so-called "I win shield" and decent guns that can just keep shooting without reloading (quite literally in the case of the Betelgeuse). Not only that they have access to 4 insta-full heals with no cooldown whatsoever, allowing them to basically function without medic support (or engineer support in the case of the Betelgeuse). The only thing Heavy can't really 1v1 effectively are MAXes, and even then they can just use rockets if their aim is good.

Honestly, right now I'm just waiting for the construction update.
Whats your framerate like?

I found once my FPS dipped below 25 I couldn't do anything resembling precision.

Seconding this. I've found PS2 notoriously difficulty to aim in at low FPS. Upgrading my graphics card literally tripled my K:D performance overnight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 15, 2016, 11:59:34 am
Medkit spam is just bullshit

"oh i'll just spam one of my healthkits, get an instant full heal and a few seconds of invincibility and run through this room full of enemies without dying"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 15, 2016, 03:34:21 pm
For my system specs:
Intel i7-6700k @ 4.0ghz
EVGA GTX 970
Running the game from an SSD, the the OS on a separate SSD
16GB RAM (because I kept getting RAM issues with 8gb)

My framerate stays around 60 capped by CPU ever since I upgraded my computer. Well, actually, the only thing I kept were the hard drives, the GPU, and the case, but still. It will dip below 60 during large battles or when there's tons of crap on the screen. I've noticed a very strange phenomenon where sometimes when the FPS drops it goes to just the right 'speed' where if I'm controlling recoil correctly then the screen doesn't even appear to move. It's pretty rare though. As for my settings, various things are either turns all the way to maximum or turned off completely. I used this little guide (http://ps2guides.besaba.com/performance) to help tweak my settings. Also, pro tip, if you want motion blur (because your framerate sucks) set the 'overall quality' to ULTRA and then tweak everything from there (Unless they changed something? I don't play with motion blur on so...)

I also just bought a new mouse since the wheel on my old one died and I fiddled with the settings. I discovered that Windows's mouse speed settings are completely useless and should stay on 6. I used to use 5500 DPI and windows set to 4, now I'm using 2200 DPI and windows set to 6. Granted, I haven't actually tried using the mouse to game yet as I just got it yesterday before going to bed, but when I tried it in VR training I seem to be able to control recoil a little better.
And here are my in-game sensitivities. I'm still trying to tweak them just a little to make them right.
Overall: 0.223
Vehicle: 0.108
Flight: 0.180 (But I don't fly anyways sooooo...)
Scoped: 0.154 (This is for any optic that renders an overlay on your screen, typically anything above 4x)
Aimed: 0.169

Regarding medkits, as someone who considers themselves a medic 'main' they make me sad. Too many times I have gone to try to heal someone, only for them to look look straight at me and chug a healing potion. It doesn't help that they have access to four at a time. There's a reason I don't even use the healing AOE ability any more in favor of the bubble, but that leaves me with medics who refuse to heal me because they just assume that all medics can heal themselves. For a time I even ran with healing potions myself but the C4 is too useful.

Offensively they make me sad too. There's practically no penalty for coming out of a fight with only 1 hp left, so even if I just barely lose to someone then they'll be at full strength in a couple second anyways. It's almost like modern Call of Duty.

EDIT: Be glad you don't have to deal with the pre-nerf ZOE and other shenanigans.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on March 15, 2016, 03:54:28 pm
Haven't played in ages, but Planetside ran at 20-25 FPS tops, and I had a pretty hard time. The fact my computer broke didn't help - now I'm running CSGO at 25-30 FPS... >.>

Have there been many optimisation patches recently?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 15, 2016, 04:09:38 pm
If by 'optimization' you mean 'gutting features so the game runs on a PS4' then... technically yes...?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on March 15, 2016, 05:00:59 pm
Eh, Wrel is on the dev team now and they really seem to care, I'm just afraid it might be too late considering how much the population has decreased...

And I use the aoe heal over the bubble because the heal has more combat potential. Also obviously because c4 is basically a Swiss army knife in this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 15, 2016, 05:11:32 pm
I never doubted DBG's enthusiasm, but they're undermanned and underfunded. Plus they're not exactly the world's best devs in terms of skill around, and they're trying to work on a very, very complex machine. We all know that the more moving parts a machine has the more likely it is to break. I'll say it again: PS2 on PS4 dealt a huge blow to the game. It was a huge investment of time and resources on a game already dwindling in population. It may have even been part of why SOE had to be sold in the first place. We're lucky we're even getting any updates at all.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 15, 2016, 07:58:31 pm
Are they still also wasting time on the yet-another-unfinished-survival-thing h1z1?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on March 15, 2016, 08:54:52 pm
Are they still also wasting time on the yet-another-unfinished-survival-thing h1z1?

Ah but that thing is getting them buttloads of money via shitty business practices, so they're not stopping that anytime soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 16, 2016, 04:52:56 am
I'm starting to think Engineers need more deployables, like tank traps or cover. Last night I found a good firing position, but I felt a little vulnerable and considered dropping a turret in front of my tank just to have something between me and the inevitable swarm of rockets. An NC tank rush put an end to that idea.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on March 16, 2016, 06:13:22 am
I'm starting to think Engineers need more deployables, like tank traps or cover. Last night I found a good firing position, but I felt a little vulnerable and considered dropping a turret in front of my tank just to have something between me and the inevitable swarm of rockets. An NC tank rush put an end to that idea.
AI turrets are pretty much just deployable cover. Heck I haven't tested, but you could probably Chuck a pair of them in front of anything but a mag, and really give yourself some protection.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 16, 2016, 08:00:18 am
I was stuck on top of an Indar plateau with the squad once, and a scythe was making ramming runs on us.  We threw down turrets as anti-ram barriers to great effect.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on March 16, 2016, 09:23:09 am
Been having some PS2 dreams as of late, and I've been noticing a trend.

When I'm fighting against the TR it tends to be more of an action-based dream. My most memorable one dream with the TR had me as a Stalker assassinating officers, sneaking through the lines, and causing mass chaos. It was brutal, and one of the first dreams where I was a highly effective killer. It was almost disturbing.

However dreams where I'm fighting the VS are more survival-horror. Often times the base I'm defending is getting overrun. The VS dream that's stuck with me most had me "spawn in" (dream started with me popping up in the base, aware that I was in fact spawning in) right behind a VS MAX. It stood over a railing firing down upon my fellow NC soldiers. I fired my assault rifle into it's back and circled around it, the MAX unable to rotate quickly enough to fire at me. I had to reload though and because dream logic I had no more mags for my gun. I vault over the railing, that "Oh shit" sinking feeling in my gut, and begin to take withering fire from the MAX, managing to slide behind cover just before getting bipped. As my shields recover I take a look at my map. The NC controls most territory, but the VS have made a bee-line towards the TR warp gate and are currently cutting through TR territory diagonally across the map. The base I am at is currently the focus of the VS push. I look around. The base is positioned on a plain, mountains on either side some distance away, and I see VS forces moving atop them. And while the cover I'm behind stands between the MAX and myself, I am on the side of the base facing the VS advance. I hunker down, weaponless and quickly finding myself behind enemy lines. But I knew the VS had to be stopped there, and every one killed was one less we had to deal with. So when one VS soldier passed too close to me, firing his gun at our base with reckless abandon, I pop up, grab his arm and swing at his face. The gun flies out of his hands and lands a couple feet away. I have him grappled and we eventually find ourselves on the ground trying to pummel the shit out of one another. I was clearly dominating the fight, but he managed to break out of my grip and tried clawing towards his weapon. I stood up and dove back onto him, tearing one outstretched hand from the gun. I was getting fatigued from the melee and decided to end it, so I ripped off his helmet (revealing a face similar to the ADVENT face in XCOM 2) and bashed his face with it until he stopped existing.

Dream ended with me on my knees, body slacked and a wave of relief washing over me. Dunno why though, I was still in deep shit and I'm pretty sure my opponent was just a light assault.

If anything, I'm going to keep playing PS2 for the once per session epic moments and the fairly frequent badass dreams.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on March 16, 2016, 09:25:29 am
What happens when the next VS dream is just wall-to-wall spandex?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 16, 2016, 01:01:21 pm
Your first dream wouldn't happen because of mass dildar spam.

Second dream wouldn't happen because you would C4 the max instead of shooting it with your gun. Either that or instead of being 'too slow to turn around' it would instantly whip around 180 degrees like everyone in pretty much every shooter game I can think of can do and kill you in under a second. Even if you did get away he would use his charge ability which allows the MAX, a tank-class infantry unit, to accelerate and move faster than infantry can sprint to catch up to you, and then kill you.

Even if that didn't happen, the person who you had grabbed probably would have taken out the Commissioner that everybody and their dog uses and 2-shot you. What happened to your Commissioner, by the way? And what if the person's helmet was the 'no helmet' item or a bandanna or something?
What happens when the next VS dream is just wall-to-wall spandex?
It would be pink spandex, and then you would be enlightened.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 16, 2016, 06:04:24 pm
Had a nice little alert session in Esamir. Pushed the NC off Andvari Biolab, and out of the adjoining Barracks facility. Tried to take Snowshear Watchtower, but they spammed armor and drove us back. Spent the rest of the alert holding the line back at the barracks. After a sneaker tried to cap the place(and failed), I set up my MANA turret, and never stopped firing. We kept fighting even after they took the northeast tower and hacked the AA gun on it, turning it against us and taking air superiority. I like to think in my egotistic self that my heavy fire from my deployed gun and constant spotting helped keep them mostly pinned on the northeast ridge line, allowing us to hold out the rest of the alert. We took Esamir.

...Then I died when a lingering Reaver bombed me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 16, 2016, 06:28:01 pm
I hopped on for a few minutes a couple hours ago. The only available squads were PHX... joy. We were 'attacking' a 3 point tower base, and by that I mean we sort of had people standing around near the base of the tower and surrounding the base without actually defending the points or making any attempt at actually capturing the tower itself. Meanwhile some of our other bases were being essentially ghost capped, which could have been prevented if just a single squad of these guys had hopped around a little, but there's absolutely no communications in PHX it seems. I'm not sure why I'm surprised about that.

It's tempting to join an outfit, and I'm actually on of the few BR100s I've seen that actually aren't part of an outfit. However, I can only get online to play at 'prime time' maybe one or two days of the week and every other time I'm logging in as all of the organized squads are ready to call it a day.

Also, an update on lower mouse sensitivies being better... I can confirm that I'm doing better when it comes to shooting at close-medium range targets, but now it's harder to do some CQC maneuvers in terms of being able to rapidly spin around and such. I might have to keep my ADS sensitivity where it is and bump my hipfire sensitivity up a tad.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 18, 2016, 05:14:09 pm
Been thinking of replacing my starting TRAC-5 carbine with the AMR-66 battle rifle to get a better edge in longer range combat. It's not a massive investment in certs, so if I end up not liking it, it won't be too bad.

On the other hand, I have more kills with the TRAC-5 than any other weapon(though the anti-tank tank cannon is catching up fast). I'd also probably like to get rocket pods for the Mosquito. But I can barely fly, because it they thought it was a good design decision to make aircraft yaw NOT bindable to mouse-x.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on March 18, 2016, 09:42:01 pm
I can't say for sure what TR carbine is good for longer ranges but I know the SABR is a good longer range assault rifle for them. I can't really recommend battle rifles. They're good on paper, but the fact is you are more likely to hit people with your 'short range' carbine with less recoil than you are with a battle rifle which not only has massive recoil but massive bloom which will pretty much ensure that your target has moved well out of the way before you can take the next accurate shot. If you fire a battle rifle at its maximum fire rate you won't hit anything, long range or short, after the first or maybe second shot.

It always confused me why 'long range' guns which are supposed to be accurate have such abysmal bloom on them. It's counter-productive to the 'long range' design. If they want to balance it, make the hipfire bloom twice as bad but the ADS bloom less noticeable. Heck, bloom is such a big deal people considered the flash suppressor to be one of the worst things to have on your gun back when it increased your bloom.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on March 20, 2016, 07:35:16 pm
T5 AMC is a very nice medium-long range carbine for the TR.
Compensator and grip and you can hold down the trigger and still put most rounds on target.

Cougar is pretty good too, though a bit harder to control and not that great in CQC.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Jim Groovester on March 20, 2016, 07:56:21 pm
There's also the Trac-5 Burst, which is a monster weapon ever since the burst weapon buffs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 21, 2016, 06:35:27 am
Played a bit yesterday, getting involved at a massive grindfest at Heyoka Tech Plant and Heyoka Armory. I get annoyed at my tank being blown up seconds off the pad bored and leave. I come back a few hours later, and I'm right in the middle of a grindfest at Heyoka. Nobody answered me if it was the same one, though someone did claim (during my second session) that it was the best farm ever.


On that note, I seriously hate the path between the tech plant and armory.


EDIT: If you see a "LordHighBooty" in game, mute him immediately. Goddamn that guy is irritating. He seems to lack a basic understanding of game mechanics, but keeps trying to give orders to people despite that. He tried giving me crap for not repairing a SCU(and didn't know what it was) when I told him I couldn't repair it until the base was captured. Then he whined about locking Indar when we won an alert because he didn't know why we won. (Answer for those don't know and want enlightenment: winning an alert gives 5 Victory Points, 10 VPs lock a continent, and generally being able to secure enough land to win an alert often provides enough VPs from other objectives to lock.)

Other than that guy, that alert was fun. I swapped the 4x scope and flashlight on my TRAC-5 for a 2x Reflex Scope and forward grip, and it feels easier to use.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on March 25, 2016, 03:09:27 pm
If you are still considering the AMR-66, I've literally just got Auraxium with it and can give you my opinion of it.

It is pretty good at medium to long ranges, not so good at cqc because it's a semi-auto and any miss is bad. (It may not have helped that I liked to have a 3.4x scope attached. I don't recommend anything greater than a 2x scope in cqc with any weapon).

I haven't touched the underbarrel grenade launcher for it because I prefer to use the forward grip.


Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 25, 2016, 05:15:49 pm
Holding off on that for a bit, as the 2x-Reflex Sight/Foregrip combo is working quite well since most of my combats are fairly close range.

Still got about 1100 certs saved up, though. Haven't gone with any kind of missile/rocket pod for the Mosquito, since I really don't think I'm a good pilot. Wouldn't be so bad if you could map yaw to the frickin' mouse x-axis. Or if I had a good flight stick. Roll maneuvers with a mouse are awkward.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 01, 2016, 09:01:33 am
The construction system is set to be released Monday (https://www.reddit.com/r/Planetside/comments/4cuv6i/game_update_4416_patch_notes/).

E: There's also a few interesting bits to read in that post, like base capture changes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 01, 2016, 09:08:36 am
So does that mean the cosnstruction system is the april fools, or is this just badly timed reddit posting?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 01, 2016, 09:13:08 am
april fools
I had completely forgotten about the date. This would be a very mean joke, as a some of the stuff mentioned are things that people have wanted for a while now. But then I see things like "removed Subterranean Nanite Analasys" and engineers having the archer in their turret slot and... well, that's what I get for not reading the whole post first XD

Sorry guys. I won't expect the actual construction release until may or so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 11, 2016, 07:14:38 am
Holy crap, I just discovered the VR training map, which gives you access to everything to play with. No more trying to learn how to fly an aircraft in the middle of battle! It's not that hard to fly, either. I just have to stop crashing into trees.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 11, 2016, 07:47:30 am
You can also trial weapons for 30 minutes before buying them, but yes, VR allows you to try everything except for directive weapons and certain camos before making a cert/DBG investment.

If you want to learn "the air game" one thing people do is find a pilot willing to teach them, then both spawn ESFs and then trade them. You don't get weapons lock for shooting at your own ESF.

If you just want to fly galaxies and such then flying in this game is incredibly simple compared to other games I've played. If you play on Emerald on NC then find someone called MadHatta and gun for his galaxy, then observe how he does stuff. Also bring a barf bag.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on April 11, 2016, 10:44:23 am
I have gunned for MadHatta before, most fun I've ever had in the air.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chiefwaffles on April 27, 2016, 02:27:25 am
Construction update is imminent. (https://forums.daybreakgames.com/ps2/index.php?threads/game-update-4-27.240151/#post-3388875)
Construction, resource gathering, a reworked Indar, and more. Their given time/date for the update is "6am (Pacific) / 13:00 (UTC)" on the 27th. Which is today.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on April 27, 2016, 03:21:46 am
Damn, and I won't be able to play for a couple days.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Talvara on April 27, 2016, 04:30:24 am
Guess, I'll give the game another shot.

Though in the past whats gotten me to stop everytime was preformance on my little laptop.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 27, 2016, 01:58:24 pm
Oh my god, the 'join squad' menu has a cohesion display. Still can't click the outfit tag to go to the outfit page.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on April 27, 2016, 02:01:48 pm
It's amazing, I thought that would never happen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 27, 2016, 02:05:15 pm
A cohesion display?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 27, 2016, 02:10:39 pm
So you know whether the squad is together or all off doing lone wolf crap.

Looks like the warpgates have changed too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 27, 2016, 02:12:21 pm
Oh, nice. That sounds like a great thing for squads.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 27, 2016, 04:52:06 pm
Just got done playing for now. The construction system has the potential for some intense fights. Too bad a few vanu glitched underneath the map with one of the infinite ammo weapons, ruining the fight.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 27, 2016, 05:44:53 pm
Meanwhile on amerish, me and a random vanu buddy chased off a lightning after it blew up my ant. Fun system so far.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 27, 2016, 06:16:22 pm
It does seem a bit fun. Took me awhile to figure out how to supply a silo(tip: drive up and shoot the silo with the mining beam). Managed to kill a VS ANT by ramming it with my own after it had been shot up by a friendly Liberator... then I drove into a pond and died, crediting the ANT driver I killed with my death.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Talvara on April 28, 2016, 05:51:53 am
well im out again, I can grumble through 15 fps, but assoon as a firefight starts that drops to 5. seems to be locked to cpu, unparking processor cores didnt do jack shit.

its weird, I remember I was able to play this game on the very same laptop ages ago... I mean I have 161 hours logged to it, so it mustn't have been this unplayable on the wayback.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on April 28, 2016, 06:01:00 am
well im out again, I can grumble through 15 fps, but assoon as a firefight starts that drops to 5. seems to be locked to cpu, unparking processor cores didnt do jack shit.

its weird, I remember I was able to play this game on the very same laptop ages ago... I mean I have 161 hours logged to it, so it mustn't have been this unplayable on the wayback.

Could it be dust causing overheating or something? I've had performance losses over months/years that are not related to particular games on some computers and cleaning them out usually helped things run better.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 28, 2016, 10:58:05 am
well im out again, I can grumble through 15 fps, but assoon as a firefight starts that drops to 5. seems to be locked to cpu, unparking processor cores didnt do jack shit.

its weird, I remember I was able to play this game on the very same laptop ages ago... I mean I have 161 hours logged to it, so it mustn't have been this unplayable on the wayback.
Maybe you played during the OMG update where they optimized the game greatly... then undid a load of changes because apparently some people's toasters started catching fire.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Greiger on April 28, 2016, 02:44:16 pm
I just spent like 2 hours driving around a tiberium harvester and delivering resources to silos while some PHX guys explained how new stuff works on emerald.

Finally I can contribute to NC without needing to be a competent shot! (I play archer engie simply because at least maxes and vehicles are big hard to miss targets)

Oh wait, they are not tiberium harvesters?  My bad. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 28, 2016, 02:53:40 pm
if he didn't describe the cores as dragonballs, you got a less entertaining explanation than I did, you NC :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 28, 2016, 04:51:57 pm
Oh wait, they are not tiberium harvesters?  My bad. :P

Hell, they're far, far more maneuverable than any Tiberium harvester I've ever seen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Greiger on April 28, 2016, 05:10:03 pm
if he didn't describe the cores as dragonballs, you got a less entertaining explanation than I did, you NC :P
I don't remember the exact quote but I specifically remember something along the lines of Protect the explode-y ball of death if you don't you will explode.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on April 28, 2016, 07:39:31 pm
I feel like there's an actual front in the war now. I just had the pleasure of trying to attack a biolab with a massive base ten feet behind it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 28, 2016, 07:42:34 pm
I feel like there's an actual front in the war now. I just had the pleasure of trying to attack a biolab with a massive base ten feet behind it.
Did the base have a HIVE in it, or was it one of those 'this is our spot now, lets build a huge base' bases?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 28, 2016, 07:58:26 pm
Was it the same biolab I was trying to attack? I gave up when the squad and platoon leaders started placing the waypoints in seemingly random locations despite the full-on biolab assault going on. And I was racking up more kills than usual, with a battle rifle even.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 28, 2016, 09:11:29 pm
Now that I think about it, weren't there supposed to be more resources than just Cortium? Did they get scrapped?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chiefwaffles on April 29, 2016, 12:59:19 am
Ugh. I can't seem to get the hang of air vehicles no matter what I do. I always end up getting immediately shot down in any scenario where I can be useful at all. And in dogfights and really any combat in general I can never actually tell where I'm being shot at from and keep on losing on track of my opponents.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 29, 2016, 04:28:25 am
Practice in VR, and try the engagement radar. I'm starting to get the hang of aircraft myself, though I can in no way win a dogfight yet. I've looked on the Daybreak Games forums for tips and such and discovered that A) their forum community is fairly toxic, and B) their aircraft players are especially toxic, especially in regards to the use of the air-to-air missile.

I've been considering getting the air-to-air missile, since my main gun doesn't really cut it against other aircraft.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 29, 2016, 02:37:09 pm
You said you checked the forums, but did you check Reddit?

The sky knights are part of the reason nobody can really get into the air game very easily, even with the very simplified flight model in the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 29, 2016, 02:40:04 pm
...sky knights?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on April 29, 2016, 04:22:34 pm
I can't wait to set aside some time to play MMOinecraft!

Where are Cortium nodes? Only on Indar?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 29, 2016, 07:12:06 pm
I can't wait to set aside some time to play MMOinecraft!

Where are Cortium nodes? Only on Indar?
Anywhere. ANTs can use a mineral radar if you cert it and equip it, for easier searching.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Chiefwaffles on April 29, 2016, 07:15:38 pm
Well, they spawn randomly I think but they definitely do have some requirements for where they spawn. Cortium nodes are annoying though. I only ever find them in A.) A firefight where getting close to the cortium, let alone with an ANT, without dying is impossible or B.) When for whatever reason I'm not in a position to mine the cortium in the near future.

Whenever I go looking for Cortium I never find it. I kind of wish they made it so you could pick up Cortium from some of the bases (maybe even only the Warpgate) to ferry to your construction site, kind of like the ANT from Planetside 1.
That would be cool. Put some Cortium automines/loaders/whatever in some center-but-rarely-contested bases, and make them strategically important.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Greiger on April 29, 2016, 08:50:58 pm
I think it's more the excitement of the new system is still fresh.  I tend to find plenty of nodes.... in far off corners of the map where noone is looking.  The thing is probably about 30 or 40% of the playerbase right now is driving around in ants hoovering the stuff up, so the moment some spawns it gets sucked up.

I suspect the stuff will get more 'common' as the novelty wears off and there's less people playing Araxium truck simulator.

EDIT: I do like the idea of being able to pick up some of the stuff from the warpgate.  But they would have to find some way to make it not as valuable so theres still a point to going out and mining some.  Maybe make it some special long storage variety or some handwave that causes the same amount of it take up 3x the storage space in an ant, but as soon as it's transferred into a silo it becomes normal.  So you can just pick some up from the warpgate, but a ant with 10000 capacity would be filled up by only 3333 of it, making it inefficient for it to be your only source.

Or maybe just cap the amount you can get from the warpgate, if yer ant is over 1/3rd capacity it can't get more.  That has the advantage of allowing you to pick up more if you find some on your way to the destination, and it's probably easier to code the warpgate just not giving you anymore past 1/3rd capacity than making a second type of the stuff with special cases.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on April 29, 2016, 10:31:33 pm
So Wrel made a tutorial (https://www.youtube.com/watch?v=Ng2CAQrVMX8) that may be worth a watch. It mentions some things that don't seem especially intuitive, such as holding LMB+RIMB to be able to place objects closer or further away, the fact that there's a special button in the ANT loadout screen to increase storage capacity (similar to how engineer has a button so you can cert the turrets), and holding control spins objects slower. I don't know how that would work for me though, since control is my jump button...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on April 29, 2016, 10:36:46 pm
Its not exactly a special button, its the same one that engineer and medic have things in, as well as anything else with passive or mana turret certs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Itnetlolor on April 29, 2016, 11:15:51 pm
Just recently updated my rig to finally handle this game. Nice to actually know where I'm going, aiming, and everything at a nice 10x FPS than I'm used to playing at, even on crap settings. But now, even with ultra settings. It's so nice. Maybe I'll actually be a competent soldier this time. Already started getting into some of my old habits though (from Delta Force and other games like it); like finding the most screwball path to an objective, and somehow sneaking past enemy lines, and getting my job done efficiently/effectively enough.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 13, 2016, 09:31:32 am
2x xp this week.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 13, 2016, 12:03:08 pm
...sky knights?
Kinda late but...

Spoiler (click to show/hide)
tl;dr
Sky Knights are scumbags.
Screw aircraft.
Get a skyguard and learn to lead.
Or even better, get a skyguard and cert in racer and stealth so you can park somewhere in enemy territory and take down damaged ESFs that hang back waiting for autorepair.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 13, 2016, 12:10:00 pm
Ah, so air assholes, gotcha. More reason to shoot down everything!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 13, 2016, 01:02:39 pm
Quote from: sonlirain
= basically this =

YEP. I used to be a pilot on mattherson (an old outfit called AACE at the time). We had a lot of fun and good times and didn't really act too elitist about it (IIRC). But everyone slowly left, and TBH flying has gotten less and less fun ever since, to where I barely ever bother anymore.

Those "air elites" actually were cancer to their own playstyle, more and more people moved away from flying (for one it didn't really affect base captures) since repeatedly getting dunked by misquito/reaver/scythe "gank squads" was completely unfun, so without anyone to kill you'll see a lot of the air elites of past ground pounding as heavy assaults and what have you. So now the question of flying is whether anyone actually even bothers to pull a plane anymore these days.

Every time SOE caved to the demands of the air knights, it made air knights "nosegun-only" policy stronger and stronger (who woulda guessed???), until everyone else left, then so too did the knights of air. And this is why considering the opinions of your whining players is dumb, my greatest criticism of old SOE was that they listened to the reddit too much. If you're going to balance patch, use STATISTICS FIRST, players opinions second.

Oh and, these changes to air are on PTS right now (https://www.reddit.com/r/Planetside/comments/4ibwyk/air_to_air_changes_on_pts/).

Yeah that's right. Tomcat missiles might get nerfed AGAIN, and this time, it's the nail in the coffin if those changes go live.

...

My apologies, I went on for much longer than I originally intended. But the "air meta" is still something of a sore spot for me, don't even get me started on the mishandling of the liberator by SOE.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 13, 2016, 01:45:22 pm
Ahaha.
Tomcats now need 5 missiles to kill... so what's the TTK now? Probably over 30 seconds by now.
Meanwhile someone in the comments wants every ESF to have built in flares.
Just amazing...

Well at least you don't have to keep your crosshair on the enemy ESF after actually firing the missile.

Read some more.
Nosegun buffs across the board.
The Tomcats might actually be worth a damn against fleeing ESFs and do some actual damage against liberators and gals.

It's not THAT bad.
Still 5 missiles to kill a ESF... damn i hope that at least the lockon range is good.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 13, 2016, 02:11:44 pm
Read some more.
Nosegun buffs across the board.
The Tomcats might actually be worth a damn against fleeing ESFs and do some actual damage against liberators and gals.

It's not THAT bad.
Still 5 missiles to kill a ESF... damn i hope that at least the lockon range is good.

Honestly, liberators and gals are 10x times easier to hit with the nosegun, at any range. At... 7? missiles to kill a liberator, no one will even bother, the nosegun would still be faster. I mean sure... the composite armor changes aren't half bad, but liberators have been near-to-irrelevant for a long time now.

I don't see anything about lock-on range.

oh and BTW this is roughly the 3rd or 4th time the Air Hammer has been directly nerfed. It was nerfed against planes a couple times back in the SOE days (non-NC pilots whined about it), then the ammo capacity was nerfed IIRC in a later patch... at least they're touching the light PPA this time around...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 13, 2016, 02:15:45 pm
Well i was reading the comments on that reddit post.

Quote
The chance of winning a 1vs4 or 1vs5 with those involved is 0% no matter how good you are

I can't win 1 vs 5. it's the tomcats fault and not me getting into a fight with 5 aircraft equipped for killing aircraft instead of rawkit pods for molesting ground fights.

Quote
I figured making them dodge-able is not reliable, so I really think you should either make them only lock into big aircraft or drop the lock mechanic altogether (besides, imagine how awesome a wireguided Tomcat would be).

I can imagine they would be so awesome that no one would ever use them.

A for the hammer... so basically any nosegun that's not a boring bullet sprayer is not halal as well?
Who would have thought!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 13, 2016, 02:24:19 pm
Yeah basically.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: E. Albright on May 13, 2016, 03:11:25 pm
Oh, god, those Reddit comments. So many skyknights.

My fav:

Quote from: Reddit skyknight
[In response to someone suggesting that G2A should lock faster at extremely close range]

Look, you keep talking about this from an infantry perspective. If you keep getting bombed by air who are swooping down to ground level and immediately flying away, that is not because infantry lacks the tools to deal with that.

(This is right after they argued that the infantry's "tools to deal with that" are ESFs)

...because heaven forbid that you use something other than ESF to provide Close Air Support, and heaven further forbid that you should have to fire from standoff ranges where the infantry have a chance to react and/or your accuracy is reduced. I mean, after all, we all know IRL strike fighters provide CAS within small arms range via cannons (which ofc they all have because they're more efficient than missiles) or dumb-fire rockets instead of high-altitude guided munition strikes...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on May 13, 2016, 03:20:48 pm
This is pretty fascinating.
My brother plays air a lot, but I think mostly as galaxy pilot or turret gunner.  I know he uses ESFs (I have no idea how anyone uses the scythe), but he's no sky knight- he taught me how to take out ESFs with heavy anti-air missiles, and MAX AA cannons.  I should ask his opinion on these A2A missile nerfs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 13, 2016, 03:24:50 pm
yeah, it seems if sky nights hate/don't understand one thing, it's specialization. WHAT, that ESF equiped with all A2A gear downed me in my rocket-pod/nosegun setup??? F***KING NERF THIS SH*T SOE. WHAT, I've been killed by ground based Anti-Air, F***CKING NO-SKILL LOCK-ONS. WTF flak hits me from 3 hexes away? etc etc.

Obviously the game needs more single seater vehicles that can deal with every threat and come out on top, then call it "skill". Which btw, is basically what the heavy-assault defenders of elite-infantry-outfits do, don't even bother pointing out how dumb it is that one infantry class gets 4 medkits + overshield + anti-vehicle capability + the best primary guns in the game. And yeah, SOE pandered to them back in the day too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on May 13, 2016, 05:24:26 pm
Welp, looks like I'm not bothering to spend certs on my Mosquito ever again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 13, 2016, 09:18:43 pm
Hey. What if ESFs only had one weapon slot, like every other vehicle in the game...

Welp, looks like I'm not bothering to spend certs on my Mosquito ever again.
I would say, just to ferry yourself to fights, simply get the afterburner upgrades (and maybe speed airframe) but I think they made those default now.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 13, 2016, 10:10:44 pm
Hey. What if ESFs only had one weapon slot, like every other vehicle in the game...

Welp, looks like I'm not bothering to spend certs on my Mosquito ever again.
I would say, just to ferry yourself to fights, simply get the afterburner upgrades (and maybe speed airframe) but I think they made those default now.
To be frank Tanks get 2 weapons and so do Sunderers. Only you have to change seats to get ot the second weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 14, 2016, 12:24:39 am
Ok, then make it so when you swap to the second weapon you lose all flight controls. Solo Liberator pilots do it all the time.

Honestly, I feel the nature of the game simply makes ESFs more powerful than they should. Namely being able to hover at any angle other than completely horizontal. If they were forced to move at a certain speed to avoid stalling or being forced into 'hover mode' then they would be changing zones constantly, and I don't think the servers would appreciate that much. It would also play completely differently, making their AtG much more hit and run instead of hovering and spamming lolpods/banshee/ppa/whatever NC uses (It'd also make those weapons kinda unusable in their current form). It could make things like laser guided bombs (with someone on ground using the laser) or just dumb bombs an interesting option.

Of course, the game makes flying very easy (I'm talking about physics-wise) because new players need to be able to fly. This is alright for galaxies and maybe liberators, but ESFs... hmm...

Although, I'm an infantry scrub so I could be talking out of my ass.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on May 14, 2016, 12:57:02 am
Scythe is my favorite ESF. You can get into all kinds of crazy places. I used to hide under biolabs (in the shield) all the time when running away from sky knights.

Personally, I fly air to ground PPAs occasionally with afterburners. It's only really effective when there's no enemy air (I haven't been saved by friendly flak in weeks when being chased, people are oblivious unless they're getting farmed) and there's maybe light AA at best. One flak Max will ruin your day, or more than one lock on and force you to buzz off. Skyguards can be a pain but they're also avoidable usually.

It's also not easy. I crash all the time (though maybe I'm bad). PPA takes like 4-5 direct shots to kill, which is almost a full second. I usually have to be fairly close to secure a kill (which usually means I'm Shrieked), or get lucky and find a bunch of dummies swarming a small piece of cover. That's when the PPA is at its best, with its large AOE.

I think the balance between air-ground is fine, though I think that lock-on buff based on range is a pretty cool idea.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: E. Albright on May 14, 2016, 02:13:23 am
The problem is that there is a segment of the flier population who has been flying forever, and have refined their expertise with a certain playstyle, and have been very loud to the point that the devs have made serial balance changes that favor their playstyle.

If you crash a lot when you're flying close to the ground, it means you can't fly an ESF like it's a helicopter, which means you're not the people G2A is being balanced around. Which is unfortunate, because those people have a seriously warped and frankly myopic vision of what A2A, A2G, and G2A should be (and it pretty much starts and ends with "how I've gotten good at playing").

Seriously, the only thing that needs said about how messed up PS2 ESF mechanics are (and by correlation, ESF roles) is that it's taken for granted in balance discussions that the way two ESFs will fight each other is point blank facing nose-to-nose for the duration of the "dogfight" (I'm kinda reluctant to apply that term here, even with the scare quotes)...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on May 14, 2016, 04:39:32 am
Hey. What if ESFs only had one weapon slot, like every other vehicle in the game...

Welp, looks like I'm not bothering to spend certs on my Mosquito ever again.
I would say, just to ferry yourself to fights, simply get the afterburner upgrades (and maybe speed airframe) but I think they made those default now.
To be frank Tanks get 2 weapons and so do Sunderers. Only you have to change seats to get ot the second weapon.

Not the Lightning, but each faction's MBT does.

Ok, then make it so when you swap to the second weapon you lose all flight controls. Solo Liberator pilots do it all the time.
Valkyrie also does this, and handles better than a Liberator.

Unrelated, but I've noticed nobody seems to use Valkyrie's for squad drops, it's always the Galaxy. Valkyrie's are faster and less of a target, and as far as I know can respawn squad members over enemy territory with the Squad Logistics System, whereas the Galaxy can only do it over friendly territory.

Namely being able to hover at any angle other than completely horizontal.
I've yet to achieve a static hover at any angle in a Mosquito. Supposedly the Scythe can, but I don't play VS. Also, there is some justification for the aircraft physics: if you look at the craft in third person, you'll see that most if not all have vectored thrusters. Slow down and apply upward thrust, and you'll see the thrusters changing orientation.

The problem is that there is a segment of the flier population who has been flying forever, and have refined their expertise with a certain playstyle, and have been very loud to the point that the devs have made serial balance changes that favor their playstyle.
And the funny part to this is that a skynight on the DBG forum posted a link to an Extra Credit video about punishing people for doing exactly this as an argument for removing A2A missiles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 14, 2016, 07:03:20 am
Ok, then make it so when you swap to the second weapon you lose all flight controls. Solo Liberator pilots do it all the time.
Then the ESF would have to be a 2 seater with the second person manning the forward firing secondary weapon not really fun unless the secondaries get a largish arc of fire.
Also if the ESF fell like a brick every time a player switched to A2A missiles it probably wouldn't be even possible to get a lock (and maintaining it because the missiles are basically laser guided).

To be frank all ESF secondaries are borderline useless anyway outside of maybe the antiground rocket pods.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 14, 2016, 07:37:36 am
who needs pods when you can farm infantry just as even more easily with the AH

that's all ESF pilots really seem to do, anyway
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on May 14, 2016, 08:09:03 am
The problem is that there is a segment of the flier population who has been flying forever, and have refined their expertise with a certain playstyle, and have been very loud to the point that the devs have made serial balance changes that favor their playstyle.
And the funny part to this is that a skynight on the DBG forum posted a link to an Extra Credit video about punishing people for doing exactly this as an argument for removing A2A missiles.

...what??? I'm going to have to look for that video...

Ok, then make it so when you swap to the second weapon you lose all flight controls. Solo Liberator pilots do it all the time.
To be frank all ESF secondaries are borderline useless anyway outside of maybe the antiground rocket pods.

Thanks to endless rounds of nerfs on almost every secondary.

The problem is that there is a segment of the flier population who has been flying forever, and have refined their expertise with a certain playstyle, and have been very loud to the point that the devs have made serial balance changes that favor their playstyle.

If you crash a lot when you're flying close to the ground, it means you can't fly an ESF like it's a helicopter, which means you're not the people G2A is being balanced around. Which is unfortunate, because those people have a seriously warped and frankly myopic vision of what A2A, A2G, and G2A should be (and it pretty much starts and ends with "how I've gotten good at playing").

Seriously, the only thing that needs said about how messed up PS2 ESF mechanics are (and by correlation, ESF roles) is that it's taken for granted in balance discussions that the way two ESFs will fight each other is point blank facing nose-to-nose for the duration of the "dogfight" (I'm kinda reluctant to apply that term here, even with the scare quotes)...

+1. spot on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: DJ on May 14, 2016, 08:25:31 am
IDK, I'm quite fond of hornets with max stealth. If you can find a good tank fight you can usually score some easy kills by looking for smoke. The trick is to come in from behind the enemy lines, and to stick as close to the ground as possible to avoid getting attention of other ESFs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mattk50 on May 14, 2016, 09:39:59 am
a big problem with ESF balance is that the default controls are awful with no way to change them, creating a pretty big perceived divide in the effectiveness and usability of ESF for most people who are simply unwilling to learn this method and have no way to rebind to a better way. wayyyy more people would use ESFs and they would feel a lot stronger than they are now if people had the option to control them how they want, and it would likely lead to the realization that no, piloting them doesn't really take much skill at all when you can just hover and rain death.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 14, 2016, 09:58:12 am
I'm assuming you mean the mouse part? Because I certainly could rebind the keyboard part if I wanted to try to fly again (emphasis on try).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MDFification on May 14, 2016, 11:13:35 am
ESF's should just be made more vulnerable. Seriously, so few players are packing counters to them (I see maybe one Sunderer with an AA turret a day if an entire outfit's not pushing, and haven't seen anyone with AA missile launchers in the past six months) that them having the kind of health they do at the moment is the root cause of the hover-and-shoot style of play that's predominating at the moment. They already have absurd degrees of mobility, they should be using it in dogfights and doing strafing runs, not pretending they're a helicopter. Making them more vulnerable would encourage this kind of play and compensate for ESF's strengths, despite how much whining would ensue from people who do nothing but pilot them.

If you want a stationary-ish gunship, that should be the Valkyrie and the Liberator's job. It shouldn't be what supposedly is an interceptor's ideal role.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: E. Albright on May 14, 2016, 01:37:17 pm
Making ESFs fragile is probably the easiest solution, yeah. Right now, they're able to fill too many roles; if everyone else's means of dealing with you is "go change your loadout or pull a different type of vehicle", while your means of dealing with everyone else is "keep on doing what you're doing", there is a very, very big balance problem.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 14, 2016, 03:53:29 pm
Ok, then make it so when you swap to the second weapon you lose all flight controls. Solo Liberator pilots do it all the time.
I wasn't being serious, I was trying to make a point. Unless we get some coaxial guns on MBTs and Lightnings (and how about both a Fury and a Renegade on the flash just for good measure).
I've yet to achieve a static hover at any angle in a Mosquito. Supposedly the Scythe can, but I don't play VS. Also, there is some justification for the aircraft physics: if you look at the craft in third person, you'll see that most if not all have vectored thrusters. Slow down and apply upward thrust, and you'll see the thrusters changing orientation.
I'm aware of the vectored thrusters, but they can only point straight down or backwards relative to the ESF. You can hover pretty effectively looking almost completely vertically downwards as long as you don't throttle back all the way. As soon as your throttle (not speed) falls below a certain point you start accelerating towards the ground. Yes, they can't hover in place forever like a Galaxy or, with a bit of fenangling, a Valk, but they only need to hover for long enough to fire off all of whatever "farming" weapon they've chosen.

The lock-on speed relative to distance sounds nice. It's frustrating when an ESF is just sitting there forever while I stand in the open trying to lock on, only for it to be able to just boost away and not have to deal with any damage that may have been dealt assuming the rocket doesn't fly into the ground or a random obstacle. Using dumbfire rockets is pretty much not worth it, since they can dodge those pretty easily. It's also kinda frustrating that you can't lock on until they're basically within spitting distance. Oh, and if they have flares good luck, might as well just avoid them altogether unless you really have some kind of grudge.

Hmmm, what if you cut the ammo capacity on ESFs by... a lot. How many rockets can you fit on a mossie? What about missiles? Just how many hardpoints do these things have?

ESF's should just be made more vulnerable. Seriously, so few players are packing counters to them (I see maybe one Sunderer with an AA turret a day if an entire outfit's not pushing, and haven't seen anyone with AA missile launchers in the past six months) that them having the kind of health they do at the moment is the root cause of the hover-and-shoot style of play that's predominating at the moment.
Making them more vulnerable to small arms fire could be a thing. if they could have a value where after the first couple bullets hit it its armor rating towards small arms falls of dramatically it would encourage surviving using mobility instead of tanking, while not punishing being hit by a dozen or so bullets.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sonlirain on May 14, 2016, 04:45:51 pm
Well i used to use a striker. It needs exactly 0 seconds to lock on and hit someone... it is kinda weak if you don't hit all the missiles tho.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on May 14, 2016, 05:06:25 pm
The problem is that there is a segment of the flier population who has been flying forever, and have refined their expertise with a certain playstyle, and have been very loud to the point that the devs have made serial balance changes that favor their playstyle.
And the funny part to this is that a skynight on the DBG forum posted a link to an Extra Credit video about punishing people for doing exactly this as an argument for removing A2A missiles.

...what??? I'm going to have to look for that video...

I tried looking for the post for that had the video, but the DBG forums are such a toxic cesspit, especially posts by skynights, that I had to stop before I did something I'd regret. I even forgot what else I was going to say here.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Itnetlolor on May 15, 2016, 12:17:17 pm
Just sorta dropping a heads-up, also since I might be jumping in for the event too, but:
http://www.accursedfarms.com/planetside-2-recruitment-video/ (http://www.accursedfarms.com/planetside-2-recruitment-video/)

In a little less than an hour from now (maybe happening right now anyway since some might be early arrivals before any potential server-clogging happens), there might be a little bit of chaos (potential understatement) to hit the servers, if anyone is gonna be playing today. Just thought you ought to know what's up once it happens.

EDIT:
I guess this can also be a session I can broadcast myself too, if anyone wants to watch me do dumb stuff with all kinds of stuff. Feel free to drop suggestions during my broadcast.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 15, 2016, 12:28:58 pm
Tell me about it when it's over, I have to go to work =<
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on May 15, 2016, 12:55:47 pm
That explains why the NC were shouting "4ross!" while they were swarming Quartz Ridge.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 15, 2016, 01:24:47 pm
LIVE FREE, IN THE ENN CEE
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Itnetlolor on May 15, 2016, 02:19:01 pm
I haven't done this well (relatively speaking) in a good while, and I don't usually fight alongside the herds of infantry.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 15, 2016, 03:02:43 pm
That explains why the NC were shouting "4ross!" while they were swarming Quartz Ridge.
More bloody NC, I'm not sure we needed more of them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sinistar on May 15, 2016, 03:05:14 pm
WE WON

WE BEAT THE PLANETSIDE 2





Server just couldn't handle the Ross Army, RIP Emerald.

Was fun though. Played on a different continent than Ross, mostly, until he switched later, never managed to find him but damn good fun, damn good fun...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on May 15, 2016, 03:12:22 pm
That explains why the NC were shouting "4ross!" while they were swarming Quartz Ridge.
More bloody NC, I'm not sure we needed more of them.

I dunno, mang. At least on Connery we're often outnumbered by TR by day and VS by night.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Itnetlolor on May 15, 2016, 03:12:33 pm
I apparently passed by him and recognized his tag out the corner of my eye. Given the direction he was facing, I may have made a cameo on the stream. I think a good 15-25 minutes into it. I was watching the stream at the same time.

That was probably one of the most fun MMO experiences I've had in a long time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 15, 2016, 03:21:59 pm
That explains why the NC were shouting "4ross!" while they were swarming Quartz Ridge.
More bloody NC, I'm not sure we needed more of them.

I dunno, mang. At least on Connery we're often outnumbered by TR by day and VS by night.
VS? With pop actually higher than the others?

Not sure what you connery players are up to, but its surprising.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Glloyd on May 15, 2016, 07:24:34 pm
Back when I played regularly a couple years ago, VS regularly had the highest pop on Connery.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on May 15, 2016, 10:20:42 pm
You say the game feels too much like work, but you also say you just bought the Flash Fury... the single most "just for shits and giggles" weapon in the game.

I don't know how to respond to that. Go hunt some Magriders with it and cheer up.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: MDFification on May 15, 2016, 10:22:25 pm
That explains why the NC were shouting "4ross!" while they were swarming Quartz Ridge.
More bloody NC, I'm not sure we needed more of them.
[/quote

The faction least friendly to low-aim players being overpopulated is the best case scenario if any faction is overpopulated...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on May 16, 2016, 03:52:30 am
the faction with the hardest to aim weapons (high recoil, low rof) being the one that attracts the most new players sort of sucks.


E:
SIX PLATOONS OF VCO (https://www.reddit.com/r/Planetside/comments/4jjw9m/report_ross_scott_event_operation_civil/)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TheDarkStar on May 16, 2016, 08:32:46 am
the faction with the hardest to aim weapons (high recoil, low rof) being the one that attracts the most new players sort of sucks.

unless you are vs or tr
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mattk50 on May 16, 2016, 10:00:29 am
even with double xp planetside 2 is a grindy game. I need variation in my shooters if im going to have fun, and that is seriously impacted by the speed of unlocks.

The sheer height of the grind affects player activity too, people will sit and just farm at some stupid spot instead of trying to win because they know that if they try to win, they'll be making way less real progress. And who cares anyways, the continent just resets after being conquered instead of requiring a real invasion to retake :V
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on May 16, 2016, 11:15:15 am
Or you could, yknow, not just fight all the time. ANTs give nice xp if you have a silo nearby. If you're sitting in a biolab and not a medic/engy you aren't going to get much done anyway unless you can actually shoot well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Itnetlolor on May 17, 2016, 01:28:38 pm
Looks like the crazy server-crashing session is uploaded. If you can't spot my cameo appearance by my tag, then you might recognize me by my combat style, one way or another. I usually tend to go rogue, and have some zany ideas that somehow netted me some kills.

Link: http://www.accursedfarms.com/accursed-farms-junk-launch-planetside-2-aftermath/

EDIT:
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on May 17, 2016, 07:42:28 pm
Hehe, that was a fun evening.

To be honest, I'm surprised that the Ping wasn't too bad, considering I'm in England.


the faction with the hardest to aim weapons (high recoil, low rof) being the one that attracts the most new players sort of sucks.

I found that the NC's default carbine (can't remember the name) is pretty accurate. The Gauss SAW, on the other hand...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on May 17, 2016, 09:21:54 pm
SAW is supposedly one of the most accurate LMGs... as long as you're not strafing, and as long as you can handle the recoil... so good luck with that.

Honestly, high RPM'low damage guns seem better at long range combat than low RPM/high damage guns simply because they can spray accurate fire into one point more consistently and easily. It doesn't matter if your gun does 25 more damage than theirs if they can just spray 10 bullets into your head with next to no recoil while you missing one shot pretty much means death.

Of course, if you're god tier and can handle the higher damage weapons... well, you've seen those quickscoping people who oneshot people all the time with sniper rifles at shotgun range.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 24, 2016, 05:04:31 pm
I didn't want to ask in-game or on any of their forums, but is there a rule against strapping some C4 bricks to a Flash and using it as a missile of sorts? I know many games have that as a bannable offense because those games have no friendly fire(in some cases no FF against your own vehicle) and as such this is seen as a cheap exploit. Planetside 2 has no such thing, and your attacks will damage friendlies and friendly vehicles just as much as the enemy. However, I've never seen any player do this in PS2, making me assume it's forbidden and so I've never tried it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 24, 2016, 05:25:00 pm
I used to use my engineer with munitions pouches to throw extra c4 on flash, and then switch to infiltrator so I could be an invisible bastard that went around crashing his flash into parked Sundies and detonating the c4 with the flash's grenade launcher.

Never got a negative comment or admin slap for it, and I did it everytime there was a double xp event.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 24, 2016, 05:53:10 pm
This is a legitimate tactic and is often referred to as jihad flashes. Typically you get one guy to strap a ton of C4 to a flash and have an infiltrator go sacrifice himself. Or you could get an engineer on the back of the flash and drop tank mines.

It's funny this topic popped up today, I played for the first time in several weeks/months and it's always a fun surprise to return with new features implemented. I know they changed the sound of the Basilisk and added the Gorgon for the MAX, but I wonder what other goodies I'm missing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on June 24, 2016, 07:36:17 pm
Wrel does suicide flashes all the time. He's done it in his youtube videos at least a dozen times. I feel like he puts C4's on his flash whenever he takes one out "just in case" at this point. Wrel is part of the development team so it's probably fine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: ParsleyPWG on June 25, 2016, 12:38:47 am
My favourite thing about this game is the emergent tactics that players come up with. I recently played with an outfit where we had a huge number of Sundies (something like 15+) running around the map and shooting down anything we came across. The key was to keep moving in a tight formation, so the enemy could never single out one Sundy to be taken out. Was some of the most fun I've had in an MMO.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on June 25, 2016, 12:44:59 am
Yeah, it's fine. I find it quite unreliable, as often the server decides your C4 isn't next to the vehicle, despite it being so on your screen... but it's worth trying out for the lulz. Magriders are the easiest to get, as your Flash will happily drive under them and get jammed.

If you're holding down W when you bail, your Flash will continue to drive without you for a little bit. This can give you a little extra range, if you're trying to survive the adventure.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on June 25, 2016, 03:52:04 am
My favourite thing about this game is the emergent tactics that players come up with. I recently played with an outfit where we had a huge number of Sundies (something like 15+) running around the map and shooting down anything we came across. The key was to keep moving in a tight formation, so the enemy could never single out one Sundy to be taken out. Was some of the most fun I've had in an MMO.
That might have been when DBG accidentally made Basilisks really really powerful.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 25, 2016, 04:37:40 am
I wonder if it'll work with AT mines. Experience has shown that AT mines dropped on top of a tank will stay on the tank if it moves(before they arm), and they're a pain to disarm from up there and you can't shoot them off, and unlike C4 they don't despawn if you respawn. It'll be tricky to get them to sit right on a Flash, though.

Now that I think about it, I've got another question, how many mines can you have active at once? I know I've dropped my stock of mines, rearmed, and dropped some more, but I've never repeated that until I hit any limit.

My favourite thing about this game is the emergent tactics that players come up with. I recently played with an outfit where we had a huge number of Sundies (something like 15+) running around the map and shooting down anything we came across. The key was to keep moving in a tight formation, so the enemy could never single out one Sundy to be taken out. Was some of the most fun I've had in an MMO.

That's really powerful if most of them have vehicle repair auras.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cyroth on June 26, 2016, 06:37:46 pm
I wonder if it'll work with AT mines. Experience has shown that AT mines dropped on top of a tank will stay on the tank if it moves(before they arm), and they're a pain to disarm from up there and you can't shoot them off, and unlike C4 they don't despawn if you respawn. It'll be tricky to get them to sit right on a Flash, though.

Something like that was a popular novelty tactic for some Woodman/Miller Reaver pilots a long time ago.
Drop AT mines on the large flat part behind the cockpit and fly towards an enemy tank zerg. When you're in range do a front-flip, the tail fin will hit the mines and launch them forward like a catapult. If you do it at the correct altitute and speed you can get quite a long range out of those things.


On another note, I've heard ANTs are out now? (Have not played for over a year)
Are combat setups possible or is it backline duty only?
Driver/Gunner/2 Passenger, on an armored vehicle (as in, not damageable by small arms) would be the vehicle me and my outfit always wanted but never got. Especially since it can also hold a scout radar.

Kobalt or Walker, Scout Radar, Vehicle Stealth, Rival on that thing would be the kind of IFV that'd have given us nerdgasms back when we still played.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on June 26, 2016, 07:32:01 pm
You can use the ant as a heavy harasser. Which could work like a IFV.

https://m.youtube.com/watch?v=cYNpSTsOmHQ (https://m.youtube.com/watch?v=cYNpSTsOmHQ)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 26, 2016, 07:34:20 pm
Yeah, it can be a fairly dangerous combat vehicle. It can make itself invulnerable as long as it has cortium in it. Not sure how long the shield lasts under fire, but apparently long enough for the top gunner to do damage.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Micro102 on June 26, 2016, 10:07:50 pm
Well this sucks. I log in after getting a computer that can finally run this well and i find that my alpha squad status and all the stuff I got form it is gone. Did I miss something? Why did this happen?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on June 27, 2016, 08:15:00 am
Try asking customer support.

Are you in Europe? I know that they changed the way accounts work a long while back so that might be the issue.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 07, 2016, 06:39:05 pm
New update today. Quite a few changes. A2A missiles have been both buffed and nerfed. They have more ammo and are now fire-and-forget, but they do less damage to ESFs and Valkyries - but more damage to Liberators and Galaxies. Skyknights can masturbate harder with all-around buffs to ESF mainguns. ESFs also have max-leveled Engagement Radar inherent to them, certs already spent were refunded.

Significant change to player-base walls, they can no longer be destroyed if there's a repair module present - you must destroy the module before breaking down the wall. There's a couple of new modules. A reinforcement module, which flags a playerbase with a nearby deployed Sunderer with the Reinforcements Needed indicator in the spawn screen if it's under attack. There's a decorative banner, which is just cool. There's a tower for infantry to stand in. There's also a shorter version of the anti-vehicle turret tower.

They've also nerfed the underbarrel smoke launcher - it now lasts for less time. I've tried using the smoke launcher before, and I find that the smoke only lasted about 3 seconds, I don't know why it needed a nerf.

They've reintroduced the Infiltrator's Decoy Grenade.

They've added scopes to faction-specific pistols.

They've added revive timers to the map respawn screen - before, if you went to the map screen after dying instead of just sitting there, you had no way to see how long you had for a medic to revive you. Damn straight.

The NS-61 Emissary has been tweaked. Base damage is up, but recoil and headshot multiplier are worse.

Flash ATV can now get the GSD, same as a Sunderer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on July 07, 2016, 06:50:08 pm
Gotta love them making aerial combat even less fun for everyone else.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 07, 2016, 07:20:06 pm
Well if you only get skyfails talking about aircraft, you only get buffs to pewpews. Someone needs to go shout over them and nerf the skyknights.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 07, 2016, 07:27:03 pm
I've seen attempts to do so. The result is... quite toxic.

Apparently, the hate for Tomcats is real, I've already seen a report of someone getting teamkilled for using them. Once I get some certs up, I'm going to equip them because I really love using weapons that really piss people off. That's why I got the smoke launcher and attached it to my AMR-66 though I rarely get to use it much.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 07, 2016, 08:05:21 pm
I've seen attempts to do so. The result is... quite toxic.
Even more reason to shout over them then.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on July 07, 2016, 08:05:34 pm
I love providing CAS but it leaves me with near zero options for defending myself, and when 90% of the craft I see are made for dogfighting it can get disheartening. That being said, I love Valkyries more than anything. They control like a helicopter and can get stuck in trees.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on July 08, 2016, 12:53:53 am
Gatecrasher suicide Flash squad is go?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 08, 2016, 01:13:52 am
They've added scopes to faction-specific pistols.
It only took, what... 3 years?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 08, 2016, 01:52:16 am
Sad news, they finally shut down the planetside one server last Friday
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 08, 2016, 06:16:19 am
and still no nerfs to dildars

thanks, dbg
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 10, 2016, 07:50:23 am
and still no nerfs to dildars

thanks, dbg

Not sure what a "dildar" is, so I don't know why it'd need a nerf.


Unrelated, but apparently you can get Marksman ribbons with AT mines. I've gotten two so far this way.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 10, 2016, 10:19:52 am
and still no nerfs to dildars

thanks, dbg

Not sure what a "dildar" is, so I don't know why it'd need a nerf.
It's the second infiltrator tool that was added in a while back. Recon darts shoot a dart that makes obvious pulses on the map able to be seen within a hex or so, has limited ammo, reveals people as if they were shooting, and lasts for a short period of time. Dildars are placed like medic shields and basically acts as a wall hack, has unlimited ammo(?), and reveals everyone in a large radius on the map as if they were spotted. It can only be seen on the map pretty much after it's already seen you, and it's much more subtle. Good luck trying to sneak up on anyone ever.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 10, 2016, 10:22:51 am
Oh, those things. Every time I try using one, it's quickly found and destroyed... and so am I. Never realized it was overpowered.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 10, 2016, 10:29:16 am
If you look at the map once in a while you'll probably see the people coming for you long before they know your exact position. Sitting on top of your dildar won't help, unless you're into that kinda thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 10, 2016, 12:32:12 pm
The portable wallhacks part just really annoys me. As if it wasn't hard enough to feel like you're actually contributing to the game, you can't even flank people most of the time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 10, 2016, 05:48:43 pm
I started playing again after 6 months, and I'm really impressed with how they've managed to make the spawn screen even worse.

Also, it's damn hard to remember how to aim.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 10, 2016, 08:32:37 pm
Probably the thing that improved my aim the most was turning my mouse DPI down from 5000 DPI to about 1000 DPI, and turning in-game sensitivity from 4-something closer to 1.8
Even though my mouse surface is pretty tiny I feel I can aim significantly better now.

Either that or play TR or use TR-like guns.

I wish I had time to play this at prime time like I used to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 10, 2016, 09:24:49 pm
It's more that the Lightning has potato cannons which require both a lot of leading and tons of compensation for bullet drop. Takes a while to get a feel for them again...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 10, 2016, 09:25:35 pm
I started playing again after 6 months, and I'm really impressed with how they've managed to make the spawn screen even worse.
That's a recent change. I actually miss the spawn timer from a week ago, and I don't know why they couldn't simply have just used it for the map screen instead of using that shitty timer bar for both the quick-spawn and map spawn screens.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 10, 2016, 09:28:42 pm
Lightning
While those are all true, you forgot to mention how the Lightning does not have any turret stabilization, yet the Harasser and Sunderer do. Kinda makes aiming that much more difficult.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on July 10, 2016, 10:54:42 pm
I'm still wondering, can a Valk with 2xHA AA rockets do a thing against skyknights? I know the short range and long lock-on timers will make it difficult, but one-upping them with ground based weapons might be fun.

Bring the nerfed bats to them. Satisfying if you can get at least a few hits in, even if you need a full crew and they only need one person to ping you down.

It's a pity that no small arms work well vs ESFs, otherwise I'd suggest a full vanu-mobile-disco party van. So do you think rockets would work now? From a valk? Or just better to use wing guns for A2G and give up on AA gunship all together? Or be a lib and stand a chance.....

(I really should play this again)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on July 10, 2016, 11:21:23 pm
This person has some impressive Valk gameplay. She seems to run with an pair of HA and 1 or 2 engineers.(including the gunner.)  this is one of the latest videos from her (https://m.youtube.com/watch?v=_w5KLacsgzw)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: sambojin on July 10, 2016, 11:58:16 pm
Nice. Seems to work ok, with a small squad.

You'd also have some pretty impressive attack from the ground capabilities with that setup if you get bored of flying. Ditch the valk and de-zerg an area with HAs, AT-turrets and more ammo packs than you'll ever need. Seems like fun.


I'm not saying 5-6 ESFs with lolpods couldn't be a similar amount of fun, but I think skyknights may be an internet meme (possibly a very vocal one).

It may be easier to get 5 average/good ESF pilots in the sky to make mincemeat of an area, but 5 good tankers, MAX/Engi teams, infil squads, a valk squad, anything, has a dominating effect too. It just butt-hurts less from a valk than an ESF wing, because you felt like you had a chance to blow them all up at once.

And yes, 5 average ESFs are a lot better than one good valk squad, regardless of resource cost/timers. Because there's 5 of them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on July 11, 2016, 12:25:05 am
Mmph, all this talk about Planetside 2 makes me want to jump in again with a new character(?) maybe .__.
Although I'm playing from the Philippines and have forgotten which is the best server to connect to, for stability.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 11, 2016, 12:27:06 am
If the Australian server is still running that could be a good bet, but Daybreak pretty much puts all their love into Emerald because that's where a majority of players are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on July 11, 2016, 04:08:51 am
I remember the TR's minigun with extended mag was a good way of telling ESFs to fuck off.

Managed to shoot down a few that didn't take the hint too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 11, 2016, 06:33:19 am
This person has some impressive Valk gameplay. She seems to run with an pair of HA and 1 or 2 engineers.(including the gunner.)  this is one of the latest videos from her (https://m.youtube.com/watch?v=_w5KLacsgzw)

Damn, that girl is awesome. In more ways than one...

Too bad she's a Vanu player.

I remember the TR's minigun with extended mag was a good way of telling ESFs to fuck off.

Managed to shoot down a few that didn't take the hint too.

Walker(AA) or Vulcan(AT)? I've got the Walker on my Deploy-Shielded Sunderer, and that tends to have the same effect. I also got the Vulcan for the Prowler top-gun because I saw in VR that it can drop a MBT to about 33% health in a single(non-extended) magazine, but I seriously regret it.


Personally, I want to get a group together in enough Mosquitoes to take out a single ESF in a single salvo of Tomcats. Just to see the rage it induces.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 11, 2016, 06:58:55 am
This person has some impressive Valk gameplay. She seems to run with an pair of HA and 1 or 2 engineers.(including the gunner.)  this is one of the latest videos from her (https://m.youtube.com/watch?v=_w5KLacsgzw)

Damn, that girl is awesome. In more ways than one...

Too bad she's a Vanu player
You say that like its a bad thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 11, 2016, 12:04:06 pm
Too bad she's a Vanu player
You say that like its a bad thing.

Given that I spent the better part of 20 minutes this morning being spawncamped in my own Sunderer by a bunch of Vanu who just stood there and farmed, one of whom was almost certainly hacking(one time he killed me with a pistol, a pistol that was clearly pointed in the air and not at me), I'm not feeling too fond of the men in florescent purple spandex.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on July 11, 2016, 12:11:43 pm
Why did you keep trying for 20 minutes? Once it's clear that someone is spawncamping I usually just go elsewhere, mostly to deny them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 11, 2016, 12:13:30 pm
...It was the only Sunderer we had on base, and while they were farming me, they were ignoring the two control points we had. At least until they got bored, retook the points, and blew up the Sunderer.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on July 11, 2016, 12:15:52 pm
*cough* she plays all 3 factions on emerald.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Imofexios on July 15, 2016, 01:12:43 pm
Is this still worth to come back and start on new toon?
Looks like they finally added some stuff that was fun in PS1.
And how is the population on EU times?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 20, 2016, 06:01:05 pm
Did they change it so that Sunderers deployed inside a base will automatically undeploy if the base is captured? Because that really just screwed me over just now.

Also, the game keeps changing my spawn location when I go to the map screen. At one point, I was capturing Hayd Skydock when I tried to change to heavy assault to deal with new defenders, and it sent me all the way over to Zotz. I couldn't even access the Sunderer I had at Hayd(which damn well should have been still there).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on July 21, 2016, 12:07:18 am
Kinda disinclined to come back now. I had toons on a lot of high-activity servers but they all got shunted to shitty ones a while back. :x
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 21, 2016, 12:37:18 am
Like on PS4, or something? I don't think any PC servers have done anything other than merge, which is strictly beneficial to activity.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 21, 2016, 07:09:48 am
If they got merged onto another one they probably weren't very high activity anymore.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 21, 2016, 10:54:44 am
When the game first launched they had to launch a new server to accommodate all the new players, so I was originally Jaeger. Then it got merged with Waterson, which then got merged with Mattherson (and became Emerald because people were bitching about the outcome of some kind of "merger smash" competition).

I still think this game was released about a year too early... but what's done is done. The question is... who will step up to the plate after Planetside 2? I love the concept, but I just want it... better. This is such an ambitious game I would love to see a huge studio make something like it, but it's also quite risky and difficult to do. You can already see how many corners SOE/Daybreak had to make just to get the game sort of functional, with clientside hit detection and draw distances etc.

Honestly I think a game like Battlefield could pull it off, they're basically halfway there from what I remember of Battlefield 2 in terms of concept. Mix Battlefield with OFP/ARMA and make a persistent server and there you go. But could a game like this ever retain enough players to be worthwhile over the span of several years? That's one of the main benefits round-based games have over persistent ones.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on July 21, 2016, 12:38:58 pm
Ah, so Mattherson became Emerald? Weird, Mattherson was always pop-capped, but when I tried to get back into PS2 Emerald always seemed to be half-pop at best.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 21, 2016, 12:48:06 pm
Emerald happened because of server smash spacemans (http://wiki.planetside-universe.com/ps/Server:Emerald) being one point off a tie.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 21, 2016, 12:51:14 pm
Mattherson merged with Waterson to become Emerald. There was some big competition to decide what the server name would be depending on who won, but the results were so close and some strange errors on multiple fronts which caused a huge stink, so people eventually just agreed to compromise on the name Emerald. It's entirely possible that the game's population has dwindled to the point where they struggle to maintain population even on their most popular server.

Ninja'd: Looks like I was mistaken. Waterson merged with Mattherson. For some reason I thought I played on Mattherson before the merge, and I knew I was on the 'losing' server. Goes to show how much I cared about my server name =p

E: Wow, I just went on PS2 to create a new character to confirm server names. I clicked "all servers" and it lists Jaeger (my original server) as being 'down' instead of not existing. Interesting, but useless.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 21, 2016, 06:06:59 pm
I clicked "all servers" and it lists Jaeger (my original server) as being 'down' instead of not existing. Interesting, but useless.

The "events" server is named Jaeger. So it's always around, but rarely online, and never for general play.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 21, 2016, 06:11:25 pm
I always thought they just used the test server for events.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 23, 2016, 05:27:28 pm
Tried to login to the DBG forums, because I saw a topic about skyknights that I found salty enough to lick. This is the first time I've tried to log in to that forum. I seem to be preemptively banned from the DBG forum - every page I try to look at says "You do not have permission to view this", not even my account details. I can still play PS2 though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Amperzand on July 23, 2016, 05:41:24 pm
PTW
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 23, 2016, 08:41:08 pm
Most people don't really care much about the forums, even the devs. Most people use the PS2 reddit, so good luck with that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on July 23, 2016, 09:55:32 pm
Yeah my brother mostly browses the subreddit- Ooh!

Proof that Vanu is supreme at harvesting tears, like slicing wheat:  https://www.youtube.com/watch?v=XnmUcnSUWSM
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on July 23, 2016, 10:03:40 pm
Well, we have to have something to make up for not having a factional advantage-trait like NC or TR.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on July 24, 2016, 12:09:39 am
I think that SOE whatsherface should replace all noseguns with melee weapons, so that skyknights can joust as they were always meant to.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 24, 2016, 01:44:31 am
I always wanted a bayonet attachment for my rifle.
Why not have a bayonet attachment for the nose guns? I mean, ramming is already viable...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 24, 2016, 04:05:26 am
Well, we have to have something to make up for not having a factional advantage-trait like NC or TR.

Doesn't the Scythe have perfect hover, something the Reaver and Mosquito cannot do?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on July 24, 2016, 06:37:40 am
Well, we have to have something to make up for not having a factional advantage-trait like NC or TR.
Factional advantage? Those exist? I thought everyone was generally balanced with certain niches but all around OK? :-X
/me plays on the Briggs server.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on July 24, 2016, 08:42:18 am
Well, we have to have something to make up for not having a factional advantage-trait like NC or TR.

Doesn't the Scythe have perfect hover, something the Reaver and Mosquito cannot do?
If you use the level 3 hover module, yeah. Otherwise you play the same thruster-tapping game to stop from diving into shit while trying to bombard it. It's a bit better at hovering by default, but a fighter-bomber that's slightly better at hovering is not preferable to one which is faster, more maneuverable, and faster firing, or one that can take a bigger pounding and do more damage per shot. Especially when the others get factional advantage on their weapons and it doesn't (see lolpods, it's really obvious there), or when it's designed such that it catches on obstacles and blows up instead of bouncing off.

Well, we have to have something to make up for not having a factional advantage-trait like NC or TR.
Factional advantage? Those exist? I thought everyone was generally balanced with certain niches but all around OK? :-X
/me plays on the Briggs server.

I've played all three a decent amount, and VS is definitely the worst off, partially by originally design and partially because people whined until they lost the one thing they really had going for them.

Here are the things that were nominally among VS's advantages back in the day:

1. No bullet drop.
2. Balanced weapon stats.
3. Magboost.

1: Only applies to some types of small arms. Does not affect dumbfire rockets, bolt action sniper rifles, or most vehicle weapons (barring one or two that are energy weapons). Combine this with how most VS small arms have average or worse damage falloff and you've got a situation where the primary VS advantage is that it's slightly easier to harass people with really low damage shots from outside normal engagement ranges. But they still aren't hitscan, either. So in effect it eliminates one of the three aim-offsetting factors (the others being flight time and recoil), but ranges where damage is meaningful are so short that you'll never need more than a millimeter or two of elevation anyways. That, and it doesn't get applied to anything where it would actually be useful. Sniper rifles still have drop, tank shells still have drop, rocket pods still have drop, &c.

Compare that to TR and NC. TR get high RoF and large magazines (which equates directly to lower TTK and more kills for each reload) applied to all of their weapons including MBT cannons and rocket pods. NC get high damage (with lower RoF and generally heavier recoil). This also applies to all of their weapons, and their downsides are things that can be compensated for. Lower RoF is tolerable if your guns can kill with fewer shots, and recoil management is basic mechanics. The GodSAW, even post-nerf, is still one of the best weapons in the game for a reason: it's a one or two-tap kill LMG that's functionally also a sniper rifle.

You'll see people talking about VS weapons being more accurate or some shit, that's pretty much entirely false. In effect they're slower firing than TR, much weaker than NC, with a tiny advantage that doesn't apply in 95% of fights. Leading in to...

2: Nominally true, insofar as that VS weapons tend to fall into the middle of the road. In other words, they're typically shit at everything. The Orion is considered to be one of the most powerful VS guns because of its high RoF (mainly)--it's a noticeable underperformer when compared to TR guns. The SVA-88 is the other useful VS LMG, because it's like a shitty weak knockoff of the Gauss SAW. That's what you see repeated throughout, the VS have a lot of mediocre guns that don't do well in any role, and a few that are almost as good as the average for other factions.

3. The Magboost. Which no longer applies because people cried until it was nerfed into the ground.

Okay, so here's the deal with the Magrider: it's a shitty tank. Why? First, it's turretless. This means that you must be pointed directly at your target. A Harasser flanks you during an armor battle? Either you can't shoot it while it shoots into your side and rear, or you turn to shoot it and give your side and rear to the enemy tanks. You can't effectively fire on the move unless you're going straight for the enemy. You don't get your factional advantage at all; VS tank shells still have plenty of drop. Your gun is mounted on the bottom of your tank. That means that a Magrider driver has to expose their entire vehicle to take a shot, and any irregularities in the terrain or obstacles can prevent you from firing. Going hull-down is impossible.

In short, the Magrider is essentially a tank destroyer with none of the advantages thereof. No stronger frontal armor, no stronger gun, no ability to hide more effectively. It had two things going for it: strafing and the Magboost. Strafing is still there. Specifically, ADADAD strafing where you move perpendicular to a target you're facing. In that respect it's better, since you have better control and don't have to turn side-on to do it.

Magboost, though, that was what really made the Magrider good. The big weakness of the Magrider is that it can only be effective either in great numbers or operating in choke points, but the same reasons for that also meant that it was shit at pushing through enemy lines and flanking. The Magboost made flanking not only possible but easy, even in really rough terrain. The south-east of Indar was prime Magrider territory for a reason: you used to be able to boost straight up a lot of those cliffs and get around to the side or rear of an entrenched enemy while other Magriders held the choke point. It also reduced the danger in crossing open ground by allowing to to cross it faster.

But people cried and it was nerfed into uselessness. Now we have shitty tanks that can't do anything better than their counterparts. Oh, except for one thing: the hovering means that you can drive over friendly vehicles in traffic jams! Boy, that sure does make up for everything else!

--

When I started playing my NC toon I had some trouble because of the recoil. Once I got used to it, I started to like how easy it was to kill people with a couple good shots. I fell in love with the Vanguard, a proper (high-performing) MBT. When I started playing TR my first life with totally default kit sent me on a higher killing streak than I'd had for weeks on VS or NC. And it never changed.

That's the tl;dr of PS2 factions. You play VS if you're a masochist who likes spandex and weird-looking vehicles and can handle having the shittiest version of everything. You play NC if you're a good tech player who can control their weapons since they reward good play the most (or just a dedicated tanker, because in that field VS sucks and TR is a niche gimmick). You play TR if you're a CoD player who wants to be able to kill three people in as many seconds by holding M1 and looking in their general direction. I'm not even kidding. My TR toon is what I go on to relax and have fun when I'm getting stressed playing VS or NC, because it's markedly easier to do well.

My feelings about the ESFs are this: Reaver = lol no fuck that I'm getting in a tank; Scythe: So fun to fly but god damn do I die a lot if there's AA around; Mossie = D.Va.exe (https://www.youtube.com/watch?v=80KrvY2rotA)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 24, 2016, 10:28:08 am
Ah, TR and their "niche gimmick" tank that's outperformed every other tank literally forever. Those poor, poor, poor TR tankers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on July 24, 2016, 02:50:24 pm
Ah, TR and their "niche gimmick" tank that's outperformed every other tank literally forever. Those poor, poor, poor TR tankers.

I'm pretty sure their tank just had boosted stats 'cause it was the best weapon for sitting around and harvesting infantry off the sides of towers. Crossroads watchtower... that one spot where you could shoot into the biolab with your tank... other camping spots. The prowler anchor mode nerf happened so long ago I can barely remember the time they had a decent gimmick on their tank.

As it stands now the prowler is utter trash compared to the vanguard.

The prowlers damage is split between two shells, great for correcting your shot on an aircraft or double shelling infantry to oblivian, but vs other tanks it's completely awful. Turret aim isn't stabalized in planetside so you can't just fire on the move unless you're on totally flat terrain, you'll miss one of two shots probably due to hitting the tiniest little pebble on the road. The vanguard can go full speed and hit it's shot by just clicking when their target crosses the crosshair. The prowler has to maintain aim on the move, good, luck. Going anchor mode is a death sentence vs other tanks so don't bother, it used to be good when TR could anchor on a mountain ten miles away and shell you forever, but the nerf killed it.

Not to mention it's got a wider body, there are places in tech plants (and staircases everywhere else) I can maneuver a vanguard that the prowler just can't go.

I have a TR and NC character, 1200+ hours in planetside, and have played both tanks.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on July 24, 2016, 02:58:11 pm
everyone but me is op
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on July 24, 2016, 03:27:45 pm
The other magrider advantage was it had the best AI gun of all the tanks. Its still good, but it really did get needed down. I remember that unnerfed version fondly, as it slaughtered anyone that went in front of it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 24, 2016, 03:30:07 pm
The problem with prowler lockdown is that it's mostly just good for farming.

That's probably the reason I'm always hesitant to play PS2 because it usually ends with me feeling like I'm being farmed, or just there so some BR120 can enjoy the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: JimboM12 on July 24, 2016, 03:40:19 pm
I may reinstall PS2 because of these discussions, but Overwatch has my nads in a very sturdy grip right now.

I was a vanu player, but as has been discussed, i found most of my guns kinda being ehhh. My primary class and weapon was being a medic with the summer rewards platinum NS11. I loved having my pimp maxed out medigun, rezzes were so fast and could be done from quite a range and the NS11 was just a solid all around performer with the foregrip (if i remember right, the NS had horizontal recoil mostly, which the foregrip was good for) and the soft point rounds.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on July 24, 2016, 03:50:30 pm
The problem with prowler lockdown is that it's mostly just good for farming.

That's probably the reason I'm always hesitant to play PS2 because it usually ends with me feeling like I'm being farmed, or just there so some BR120 can enjoy the game.

That was far and away the biggest gripe I had. Without fail, the highest BR have soft point ammunition and numerous other certed items that take fucking forever to grind for, so you die in an encounter 1v1 if you both start firing at the same time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on July 24, 2016, 05:46:57 pm
I may reinstall PS2 because of these discussions, but Overwatch has my nads in a very sturdy grip right now.

I was a vanu player, but as has been discussed, i found most of my guns kinda being ehhh. My primary class and weapon was being a medic with the summer rewards platinum NS11. I loved having my pimp maxed out medigun, rezzes were so fast and could be done from quite a range and the NS11 was just a solid all around performer with the foregrip (if i remember right, the NS had horizontal recoil mostly, which the foregrip was good for) and the soft point rounds.
I was the same way, the NS-11 outperformed all the VS guns the medic could use by a long shot. Great weapon.

Ah, TR and their "niche gimmick" tank that's outperformed every other tank literally forever. Those poor, poor, poor TR tankers.
Lol, no. It is and always has been a niche gimmick tank, and that niche gimmick is sitting off in the distance farming certs without even pretending to contribute to objective play. Any half-competent Vanguard drive can wreck a Prowler, and it only outperforms the Magrider because the Magrider is a steaming pile of shit in any fight that doesn't conform to its extremely narrow strengths.

Take the niche Lightning guns. I've killed a few Prowlers from full health with the (now useless) HE Lightning, and more than that with the Skyguard. I don't think I've ever even managed to even steal a kill on a Vanguard like that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 25, 2016, 12:49:15 am
I find all-conquering DPS to be pretty appropriate for a wide variety of ranges and situations, but maybe that's just me.

Also, if you're killing Prowlers 1v1 with a Lightning, then those Prowlers are driven by bad players. If your Lightning isn't using AP and is killing Prowlers 1v1, then those Prowlers are driven by incomprehensibly bad players.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 27, 2016, 12:28:31 pm
I really want to scream at my own faction right now.

Found not one, but two NC HIVEs deep within our territory on a mostly TR dominated Hossin(that's me, TR). When I noticed them, I jumped back to Warpgate(the closest spawn - yes, that close), joined an armor group trying to attack, only to find the position literally unassailable from the ground, either in vehicles or on foot, and covered in shields. Thinking of the possibility they might have been hacking somehow, I anyways took a Flash around trying to find a way in. Found a way into a canyon network at the far west side of Zots North Garden - and immediately found the first HIVE undefended, so I destroyed it. Eventually found the other base, behind layers and layers of defenses. First was an energy gate blocking vehicles, covered by AT turrets. Nobody was around, so I hopped over the gate(I later discovered this was unnecessary as these gates allow infantry), dropped some mines on the modules powering it, and blew them up. Managed to work my way into the main canyon where the HIVE was, only to run into about a dozen Xiphos turrets with automation modules.

Respawned, pulled a Sunderer, some guy jumped in, and we drove right back in. Had to deal with another defense - a Valkyrie flying around, spotting anyone entering. Couldn't shoot it down, but pushed it off enough to penetrate the base. Good thing the auto-Xiphos turrets don't attack vehicles. Managed to kill a few modules and their Sunderer before they swarmed us.

Spawned another Sunderer, and as I was making my way back, I ran into(almost literally, since I tried to ram the bastard) an NC Sunderer heading for the base. Couldn't kill it since the 60mm grenade launcher is absolute garbage. Reaching the (still disabled) canyon gate, I'm swarmed by guys raining smoke grenades on me, and eventually killed by a fairy. I ragequit at that point - as far as I know as of this writing it's still there.


The reason I want to scream at my faction? I did most of that all by myself save for that random guy I picked up(who wasn't useless). My entire faction allowed two enemy bases inside its territory, allowed several enemy vehicles to traverse the entirety of the continent, and basically just kept smacking their head against an impenetrable barrier because they either just wanted to farm or are two stupid to figure out anything more than "CHARGE!".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on July 27, 2016, 12:42:05 pm
Its easier to build a squad and get crap done than it is to give the zerg tactics beyond where the target is.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 27, 2016, 03:11:31 pm
I remember NC made a base like that a few weeks ago when I last played. A squad planned to build a HIVE basically on TR's doorstep in a mountain with sort of narrow, deep craters in it. We spend 30-60 minutes building it up perfectly without TR noticing, waiting for everything to be all set to put the HIVE down in the perfect spot.

And then a random Brazilian guy joins the squad and puts the HIVE in a completely random spot right at the edge of the base with the least amount of defenses.
Seriously.

Luckily TR was either braindead or distracted because for about 2-3 hours we had little to no resistance at all. The base was still standing by the time I logged out.
I'm used to NC being the braindead ones...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: forsaken1111 on July 27, 2016, 03:13:47 pm
We should set a date/time for a bay12 play session. I enjoy this game the most when running around with friends
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 27, 2016, 03:17:34 pm
I remember NC made a base like that a few weeks ago when I last played. A squad planned to build a HIVE basically on TR's doorstep in a mountain with sort of narrow, deep craters in it. We spend 30-60 minutes building it up perfectly without TR noticing, waiting for everything to be all set to put the HIVE down in the perfect spot.

If that was Hossin, that was the exact same spot, only this time actually done correctly. Funnily enough, there were some Brazilians taunting us when we first approached. At least, I think they were taunting us. I don't really understand Spanish, but think one of them called us Spongebob.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on July 27, 2016, 03:27:42 pm
Escuze me it's Portugese not Spanish. =p
But seriously, no this wasn't Hossin, it was on Amerish. I just remember it was within sight of a base turret nearby and someone would occasionally hop on the base turret and shoot us, but nobody put in an actual squad-level effort to stop us.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 31, 2016, 07:08:10 am
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on July 31, 2016, 07:56:33 am
An infiltrator not farming people at a vehicle pad? Strange.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 31, 2016, 08:45:23 am
He may have been long gone, the motion spotter expired shortly after taking the screenshot.

Plus, that particular terminal is hard to hit with a sniper rifle - you'd need to be on the opposite side of the base practically. It's easier to camp with an SMG-pistol or crossbow using Stalker cloak.

One counter I've found for someone using a close-range Stalker camp is to quickly get in a radar-equipped Flash before they can kill you.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 07, 2016, 06:08:02 pm
Double-post super bump.


They released an update today. Biggest change is a lot of starter gear was buffed and all of the starter guns get free accessories to start. The starter carbine that LAs and engineers use get the laser sight free and pre-equipped, so I'm expecting a bunch of idiots with lasers running around. All vehicle weapons get the 1.25x zoom attachment free(it was 1 cert before, if I recall).

A couple of already-instakill attacks got a slight damage buff due to a new shield enhancer item everyone can get.

Infiltrators get a new cloak field called the Chameleon that removes the visible effects if taking shield damage(was on nano-armor cloak, not anymore) and also restores their cloak energy if their shields are destroyed. Instead of suppressing shield visibility, the nano-armor cloak field now increases shield health even while inactive.

Fucking ESFs get another buff: Auto-repair module activates faster, was 12 second delay, now 8 seconds. Also, if the pilot is an engineer, they automatically get the benefit of the first level Auto-repair if one is not equipped. The Vanu Light PPA ESF-gun got a ridiculous buff - indirect splash damage is now a minimum of 25(I don't know how much HP a player has, 500?), was 1, and a bigger splash radius. Coyote missiles were nerfed, 25% less damage, though the previously-nerfed-to-oblivion A2A missiles now have a better turn rate.

ANTs no longer equip the mineral radar as an item - it is given automatically and the first rank is free(if anyone bought it like I did, certs are refunded).


And finally, Victory Points needed for a continent lock are now 20, instead of 15. Also, the VPs for holding territory a recalculated differently. Factions start with some VPs when a continent unlocks and it goes from there(and may be uneven due to uneven territory distribution).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on September 07, 2016, 06:16:54 pm
Also, if the pilot is an engineer, they automatically get the benefit of the first level Auto-repair if one is not equipped.

Fucking why? ... and why can't my tank do that?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 07, 2016, 07:47:43 pm
Wait.
I thought engineers always had had that effect on all the vehicles?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 07, 2016, 07:52:27 pm
Nope. I've always had to park somewhere to repair. I did equip my Lightning with Auto-repair, but my engineer class never did that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 07, 2016, 09:04:11 pm
I'm confused about why they made engies auto-repair ESFs... is it to encourage people to use engy instead of LA while farming dog fighting hover fighting honorably dueling?

The changes to newbie gear is also a little strange if only because it's come a fair bit too late. The game's nearly 4 years old now.

Also, if I recall correctly, everyone has 500 health and 500 shields for a total of 1000 'health', with the exception of infiltrators who only get 400 shield (which is still fairly high for a class that can eliminate all your health in one shot before they've decloaked on your screen...)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on September 07, 2016, 10:05:28 pm
Probably, yeah. Always saw lots of that crap, people so lacking in confidence that they pack a way to escape from the burning wreckage instead of a way to fix up their vehicle after they escape. Well, that and the assholes that bail to deny you the kill points. Good step in the right direction.

The Vanu ESF PPA desperately needed buffing, all it was good for was splashing infantry but it sucked at that. The projectiles are too slow and weak to be useful against anything else, and the rockets did more damage to infantry, so it was basically just something to swap to when your rockets were reloading... if for some reason you didn't run the general or AA guns. Not that those were much better, but they at least worked against aircraft that were farther than 5m away.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on September 08, 2016, 08:40:00 am
The Vanu ESF PPA desperately needed buffing, all it was good for was splashing infantry but it sucked at that.

Hahahaha nope. I've been on the receiving end that bloody thing enough times to confirm it's brutally effective against infantry. I can't count the number of times I've had to pull a burster MAX to counter those.


The changes to newbie gear is also a little strange if only because it's come a fair bit too late. The game's nearly 4 years old now.

Veteran players who haven't unlocked the stuff for whatever reason got it too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on September 08, 2016, 10:03:24 am
man, making it easier for no-skill esfs to farm infantry is exactly what the game needed

at least the starter guns were made decent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 08, 2016, 12:35:12 pm
The changes to newbie gear is also a little strange if only because it's come a fair bit too late. The game's nearly 4 years old now.

Veteran players who haven't unlocked the stuff for whatever reason got it too.
Yes, but at this point if they haven't unlocked that stuff they probably didn't want/need it anyways. Maybe if they keep creating new characters it'd help just a tad...?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 17, 2016, 07:21:16 pm
Slightly annoyed at my recent acquisition of a new carbine: the T5 AMC. It using it felt fantastic on the shooting range, with a very tight shot spread and able to kill a target at the far end of the range in less than half a clip, but ever since I started using it, I keep dying in two or three hits at the most. Took me nearly an hour just to score a single direct kill with it(some assists beforehand though) after getting it a few days ago. It's not even that I'm shooting terribly bad, I killed even before I can fire, at all ranges. Spent most of the rest of that session in a tank.

It improved a fair amount later on playing today, when I actually started getting kills, including (cloaked) infiltrators, (flying) light assaults, and (shielded) heavy assaults. Currently using it with the compensator and adv. foregrip attachments, with normal ironsights and ammo.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on September 17, 2016, 07:24:09 pm
Yeah, I experienced similar when I bought the TRAP.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on September 17, 2016, 08:20:10 pm
That is how it always is. Invest in a skyguard for your lightning, all the planes ground themselves. Buy a new shotty, sniper battles for days. Finally get a battle galaxyup and running, everyone is an aa heavy. I have no idea how they know, but they do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Dutrius on September 17, 2016, 08:24:27 pm
It's a conspiracy! Only reasonable explanation.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 18, 2016, 08:06:55 am
I'm starting to think that they secretly nerfed the Walker AA gun and Sunderer Deployment Shield, or buffed ESFs so that they can tank an entire Walker load while being able to punch through my shields in the the time it takes to empty the Walker's magazine(about 5 seconds). Plus, the guy(a Scythe) was firing missiles and main guns at the same time.

Also lost more than one Sunderer to the same MAX with a pair of Cosmoses punching through the shield within a couple of shots. Likewise lost another Sunderer to a Lightning that all but ignored the shields. Also ran into possibly two people teleporting just now. One took out my tank(in two or three shots) with a base turret while I was busy with a gate shield generator(Mao SW Gate). As I run back into the shieldgen room for cover, the same guy is already shooting me in the back with his gun, and even before the death screen is loaded the generator is repaired. The other was that last Sunderer that was attacked by the Lightning. I had just taken down a LA fairy that tried to C4 it(failed), and that MAX had started damaging it(I don't know if his shots detonated the C4), so I got in and drove off about 1.5km away. And it wasn't actually the Lightning tank that destroyed the Sunderer, it was the LA I killed before, somehow reaching me from that far away despite the fact that my retreat was in a fairly random direction.


On the other hand, I put a dot sight on my T5 AMC, and managed to nearly solo 3-4 people repeatedly, only losing when they pulled armor and that Cosmos MAX.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 26, 2016, 12:11:24 pm
Double-postification!

If anyone is finding it impossible to launch the game due to an error that reads "There was a problem getting the list of files for download. An update may be in progress. Please try again in 20-30 minutes", which has so far been preventing me from playing all day, someone found a fix:

Quote from: User Fraeker at post https://forums.daybreakgames.com/ps2/index.php?threads/there-was-a-problem-getting-the-list-of-files-for-download-an-update-may-be-in-progress-please-try.242784/page-4#post-3425140
Add the following to
C:\Windows\System32\drivers\etc\hosts

64.37.169.11 manifest.patch.station.sony.com

I should point out that "hosts" at the end of that folder address is actually an extensionless text file, not a folder itself. Also how they figured that one out, I have no clue. I think something with DBG's update servers derped and it reset the place to check the files to the original SOE servers(which no longer exist).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 27, 2016, 08:14:42 am
So, what became of this game? I quit quite a while ago; I think the new vehicle secondaries just hit the test server when I called it quits. There were a lot of concerns with the SOE/Daybreak switch, the dwindling player base making the game unplayable at bad hours, and their very unfocused attitude when it comes to patches that made me feel like Planetside was on its way out. Frankly it pissed me off because PS2 at its best (large clashes of players in good bases with a lot of back & forth) is probably the funnest game I've played in years. Thinking I might lose that because of how it was managed made me sick.

Obviously its still alive and kicking, so a lot of that pessimism was either ill-founded or the underlying problems were fixed, but where is it actually? Is it still going through slow heat death? Have the devs focused their attention on PS2's underlying issues, or are they still focused on patchwork content updates? Is this game still going to be around in a few years?

(Part of the reason I ask is because this topic is mostly dead and I'm hoping that isn't indicative of the game)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 27, 2016, 08:27:33 am
It was pretty fun around when the ANTs came out, but I haven't played much since then. Got other things to do.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PrimusRibbus on September 27, 2016, 09:46:30 am
Is this game still going to be around in a few years?

Seeing as Planetside 1 was developed in much the same horrible way, I'm sure it will limp along for a decade or so.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on September 27, 2016, 10:14:09 am
So, what became of this game? I quit quite a while ago; I think the new vehicle secondaries just hit the test server when I called it quits. There were a lot of concerns with the SOE/Daybreak switch, the dwindling player base making the game unplayable at bad hours, and their very unfocused attitude when it comes to patches that made me feel like Planetside was on its way out. Frankly it pissed me off because PS2 at its best (large clashes of players in good bases with a lot of back & forth) is probably the funnest game I've played in years. Thinking I might lose that because of how it was managed made me sick.

Obviously its still alive and kicking, so a lot of that pessimism was either ill-founded or the underlying problems were fixed, but where is it actually? Is it still going through slow heat death? Have the devs focused their attention on PS2's underlying issues, or are they still focused on patchwork content updates? Is this game still going to be around in a few years?

(Part of the reason I ask is because this topic is mostly dead and I'm hoping that isn't indicative of the game)

A big ol' Construction update hit a few months back, which revived the population somewhat; we can actually get a decent match going on the Australia/Asia Pacific server nowadays. Additionally, there were numerous bugs that got fixed as of that update; remember when C4 would fizzle 50% of the time and vehicles would occasionally drop you into space when you exited them? I recall the population plummetting at that time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on September 27, 2016, 11:52:55 am
This is the last six months on Emerald. (http://www.therebelscum.net/world-population/?world_id=17&zoom=4&daterange=1472316300000,1474994700000)  A bit slower in September, but not really much change in that time frame.  The bump at the front is when the construction update came out, I believe.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on September 27, 2016, 06:44:16 pm
Oof, those numbers are kinda rough. Game had ~1200 players on Emerad playing when I quit, now there's around half that. Still hanging on there, though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on September 27, 2016, 06:59:11 pm
They still have four servers that all get 1000+ players in prime time every day.

That's a lot of server merging to go before the game becomes unplayable, unless you can't stand cross Atlantic ping (or you play on Briggs...)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on October 30, 2016, 08:51:28 am
A couple of days ago, they've made some significant updates.

- The game now uses BattleEye. I'm not sure if this is good or bad.

- Numerous new base buildings, Light Vehicle/Aircraft Terminals: LVT spawns non-MBT vehicles, LAT spawns ESFs and Valks, both cost both Nanites and Cortium. Elysium Spawn Tube: Allows spawning without parking a Sunderer there. It costs Cortium per spawn, so a Sunderer may still be a good idea. Ammo Dispenser: Reloads nearby vehicles' ammo, and yes, Cortium per reload. Pillbox: A smaller bunker? Large Vehicle Gate: No more gaps in walls to allow ANTs through I guess. Alarm Module: Alerts the base owner and their squad when any enemy approaches or attacks a structure within 100m of the module. And lastly, the Glaive Ionized Particle Cannon: Yes, artillery. Not sure what it means by "disrupts shielding systems", probably Sunderer shields, but it says it does little damage to players and vehicles. It is also unmanned and requires the AI module near it.

- Cash-shop unlocks for base buildings is now unlocked for all characters on an account(like NS weapons for characters). If the same module was cash-shopped for multiple characters, DayBreak Cash will(eventually) be refunded.

- Cash-shop instant purchases(instead of Cortium) for base buildings removed, replaced with purchase via certs.

- Numerous weapon changes, including significant buffs to Vanu and NC vehicle weapons. Little is mentioned for the TR, except the Gatekeeper, which has an accelerating projectile(starts slow, goes faster) but no more recoil.

- Valkyrie gets buffs. Squad Logistics is now inherent, certs refunded. Gunner seats have 360° swivel.

- New Nanite Systems weapons lines are being introduced, starting with the Naginata LMG. I can't tell for certain, but they sound like they will need Nanites to equip[CITATION NEEDED]. A new directive line for NS weapons is added as well.

- Bonuses for winning a continent now persist until the continent is claimed by someone else(meaning the bonuses stay after the continent unlocks).

- You can respawn directly into a vehicle if respawning at a base where the vehicle terminal is intact and the base fully owned. It uses your "first loadout", which most likely can be changed in the vehicle screen while waiting to respawn.

- Several bug fixes and changes. Bounties can be placed on your killer with both DBC and certs. Fixed Q-Spotting through walls(damn, I was relying on that ;)).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on November 19, 2016, 03:31:55 am
Gave the game another try after having been away for a year! Still fun as hell in that chaotic kind of way, even if I'm pretty rusty. Playerbase is alright, was expecting worse - still plenty of large fights at 3am Emerald.

Kind of weird to see how little things have changed, though; the game is still a complete mess. I dont want to lay into DBG too hard, but they're really lucky that PS2's concept is good enough to fuel the game on its own.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on November 19, 2016, 11:29:25 am
They're lucky that everyone else that tries the massive war between multiple sides thing winds up taking down their servers fairly early.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 19, 2016, 11:58:37 am
They're lucky that everyone else that tries the massive war between multiple sides thing winds up taking down their servers fairly early.
Care to elaborate on this? What other games have tried this? Serious question, I haven't been keeping up with this stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cthulhu on November 19, 2016, 12:26:31 pm
MAG was a similar walk-for-ten-minutes-then-die-to-someone-you-never-saw simulator and didn't last very long.  Fun fact, you can still buy it in the clearance rack of some stores despite being unplayable.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 19, 2016, 12:33:20 pm
If I'm walking somewhere its because theres an ANT base in the way of the sunderer path, tho.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on November 19, 2016, 01:01:43 pm
I was about to say Shattered Galaxy is still alive, but it seems to be dead...
I actually logged in, the server's up, but as far as I could tell I was the only player.  Maybe there's a new server or something, but the last newpost was last year.  And most hype seems to be for a potential remake.
Considering the game is 15 years old, that's probably overdue :P

It's a MMO RTS, not FPS.  Looks and plays a lot like Starcraft, but with an overworld system that's surprisingly similar to PS2.  Players reinforcing from other areas and fighting over strategic points.  I liked to bring a few medics and a "triage" platform that refueled and repaired allies, once deployed.

Hope it gets a nice remake, the concept was surprisingly fun even though I'm bad at RTS.  Much as PS2 is fun even though I'm not good at FPS!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: darkrider2 on November 19, 2016, 01:24:25 pm
MAG was a similar walk-for-ten-minutes-then-die-to-someone-you-never-saw simulator and didn't last very long.  Fun fact, you can still buy it in the clearance rack of some stores despite being unplayable.

Bahahahaha. Oh man I owned this on PS3.

I frequently referenced it to friends as evidence that SOE wasn't just fucking up planetside, but was always this bad at asymmetrical balance (or at least as asymmetrical as you can get in a 3-faction shooter).

At least in MAG the maps were big enough to where player density wasn't goddamn 48+ people in one building all staring at the same 2 doorways. #50cal.saltlyfe
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on November 19, 2016, 05:42:29 pm
I was about to say Shattered Galaxy is still alive, but it seems to be dead...
I actually logged in, the server's up, but as far as I could tell I was the only player.  Maybe there's a new server or something, but the last newpost was last year.  And most hype seems to be for a potential remake.
Considering the game is 15 years old, that's probably overdue :P

It's a MMO RTS, not FPS.  Looks and plays a lot like Starcraft, but with an overworld system that's surprisingly similar to PS2.  Players reinforcing from other areas and fighting over strategic points.  I liked to bring a few medics and a "triage" platform that refueled and repaired allies, once deployed.

Hope it gets a nice remake, the concept was surprisingly fun even though I'm bad at RTS.  Much as PS2 is fun even though I'm not good at FPS!

I remember that. I remember I logged in one day after a few years of not playing, found myself with a shitton of Uranium(cash-shop currency iirc) with no idea how it got there. I too was terrible at this game. Maybe someone will notice if we get a bunch of B12ers on there for shits and giggles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on November 19, 2016, 05:46:46 pm
The world map is covered in a strange washed out purple which I think means the native xenos have overtaken it.
It's honestly kinda disturbing, like the apocalypse hit and I woke out of a deep-sleep chamber.  I wandered into the nearest zone and I actually got slaughtered by unexpected native life forms.

I probably could have reclaimed the zone, if I was careful and patient, but... maybe not.

Yeah.  zanu sengen (https://www.youtube.com/watch?v=XnmUcnSUWSM)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on December 07, 2016, 03:45:45 pm
If there's anyone else still playing this, are you having problems updating? I can't play because of it. The update progress is stuck at 0kb, and eventually times out.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 07, 2016, 05:16:35 pm
Trying to launch the game, it's stuck at "installing 0mb out of 238."
Apparently they are 'having server stability issues after the update' so I imagine it's just a temporary thing.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cyroth on December 07, 2016, 05:29:48 pm
The world map is covered in a strange washed out purple which I think means the native xenos have overtaken it.
It's honestly kinda disturbing, like the apocalypse hit and I woke out of a deep-sleep chamber.  I wandered into the nearest zone and I actually got slaughtered by unexpected native life forms.

I probably could have reclaimed the zone, if I was careful and patient, but... maybe not.

Replying to an oldpost, but whatevs.
Those Xenos are actually the reason the servers are empty. IIRC a while ago (2 years or so) a patch was added that made the Organics that take over some empty areas every few hours quite a lot stronger, so strong in fact that you need a group of people to take the areas back (instead of just some random guy with slightly-better-then-staring units).
Since at that point there were maybe 10 people still playing on each faction there were not enough players left to keep the Xenos down and good PvP battles up at the same time, so everyone basically said bollocks to that and quit.
At least that is what a friend told me who was still playing it up to that point.

I really loved that game when it came out and I have some great memories of it.
I started playing on the EU server (mostly german, actually), which was named Tactical Commanders for some reason, pretty much on release day and I've been on it for 2 or 3 years.
Had a high education/mechanics build and fed all my uranium to a single condor (named Elysion), which had so much overpowered equipment it was able to out perform whole squads of other players.
Someone once told me the veterans on his faction actually consider it to be some kind of boss fight.  :D

The remake is playable and still being improved, AFAIK.
I've seen some videos of it and it looks good.



Errm, yeah... Planetside.
I quit shortly before the developer change, after SoE made the base design once again even worse (which was always my main gripe with the game).
Checked it out again shortly after the construction patch, but base design (and map design in general) was still completely horrible. Way to many narrow funnels, chokepoints and lack of objectives to spread players out a bit.

Did they improve on that by now?
I'd really love to play again, but I'd hate to download the whole thing again only to find out that it is still 200 players crowded into some tiny area that would have been on the small side for a 4 player Unreal Tournament (yes, the 1999 version) map.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Girlinhat on December 07, 2016, 06:28:06 pm
Shattered Galaxy is one of my oldest gaming memories that I consider 'modern', discounting things from like N64 and whatnot.  I played pretty deeply into end of life, well after Nexon pretended it never existed.  I need to look into this remake...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on December 08, 2016, 06:32:08 am
My stance about PS2 is mostly the same. I want to love this game and it's given me some great memories, but it's not worth the frustration of constantly being farmed by people you can never beat because they have spent more time on the game. The developers don't give any thoughts to casual players: everything is balanced around veterans having a lot of clueless new players to farm so they can have their fun.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tack on December 09, 2016, 12:46:09 am
(or you play on Briggs...)

Woo woo! Representing the Briggs 100!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on December 09, 2016, 05:45:01 pm
My stance about PS2 is mostly the same. I want to love this game and it's given me some great memories, but it's not worth the frustration of constantly being farmed by people you can never beat because they have spent more time on the game. The developers don't give any thoughts to casual players: everything is balanced around veterans having a lot of clueless new players to farm so they can have their fun.

Well yeah. That's how free to play games work. The veteran players are the whales who actually buy lots of stuff in the cash shop and thereby pay for the whole thing, but whales on their own would not make a large enough community to make the game playable. That's where the newbs come in. There's no such thing as free, everyone is selling something to somebody. Youtubers don't upload free videos out of the kindness of their hearts, they do it to get your attention and then they sell your eyeballs to advertisers. Same with free to play games. You think the devs are giving you a free game? No, they're luring you in so that they can turn you into content and sell you to the whales. You pay for a free to play online game with your time, you pay by playing it and being content for other players.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on December 09, 2016, 06:02:13 pm
There do, in fact, exist parts of the gaming community that aren't for profit.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mattk50 on December 09, 2016, 06:16:46 pm
PS2 is the greediest f2p game i've put more than 20 minutes into. It asks from its players between 10 and 20 hours for a single weapon unlock (it took me 7 hours for 1000 certs during the double xp thing), from a pool of resources (certs) that is also used for incremental performance upgrades on literally everything. From vehicle fire rate to ammo canisters to how many grenades/c4/mines you can hold to how much damage you take before dying, to unlocking the same scopes and same attachments for every single weapon separately, dont get me started on how many separate turrets they want you to get. They even have ways to spend infinite certs like construction and implants for the nobody who has unlocked everyone in ps2. And lets not forget buying energy for implants using certs, not even double xp will maintain your first tier implants with minimum energy usage. And even after all the gameplay neccesarry shit squeezing the player for money, its not even possible to get any cosmetics without paying 5 dollars for a single skin.

I understand they need to make money but there is no question, their extreme greed has lead to much lower playercounts than they would have been getting otherwise.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on December 09, 2016, 06:27:23 pm
There do, in fact, exist parts of the gaming community that aren't for profit.

Yeah, dudes working on their tiny indie games in their spare time. Planetside 2 ain't that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 09, 2016, 06:48:41 pm
I find it weird that people moan about the grind in PS2 when the difference between a level 0 player and a max level one is... not terribly relevant for most engagements. Typically one person's got the drop on the other guy, and by the time the other guy realizes what happened, he's dead, irregardless of how high or low his BR is. I mean there's no denying that 20% more HP isn't helpful, but it's probably not why you're losing, most of the time.

I have a kitted out Lightning with everything unlocked, and an alt with just the AP cannon and a few basic things. Both of them pretty much kill the hell out of anything they shoot in the rear, only the fully upgraded one does it in 7 seconds instead of 8. Sure, if I go face-to-face with another AP Lightning and he isn't fully upgraded, I'll probably win, but facetanking something and just comparing DPS is the worst way to fight to begin with.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mattk50 on December 10, 2016, 12:07:26 am
Sorry for "moaning" about bad design, you've proved me wrong because they at least let new players kill people they shoot at the backs of. Good thing, if they didn't that would be "weird".

Its not that im saying you can't have fun with it if you have more tolerance for greedy games and are just looking to mess about. You don't need to start pretending being able to pull decent max, use decent launchers, snipers, shotguns, smgs, place mines, see people's healthbars or spot mines in a radius automatically isn't a huge advantage not even mentioning the use more than one of any of those things before 20 hours of gameplay.



Then again, people defended golden bullets in other games, so you could be doing worse.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 10, 2016, 12:43:50 am
Sorry for "moaning" about bad design, you've proved me wrong because they at least let new players kill people they shoot at the backs of. Good thing, if they didn't that would be "weird".

So, what, you think you regularly die because the other guy had 80 milliseconds more survival than you? I think the typical margin of victory really isn't that narrow... it definitely matters from time to time, but it's not why you're getting farmed.


Edit: Perhaps I can make my point better this way: The difference between a class with 0 certs invested in it and a class with a 1,000 certs invested in it is much greater than the difference between a class with 1,000 certs invested in it and a class with 100,000 certs invested in it. Grinding out those first 1,000 certs sucks, but doesn't exactly take months.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mattk50 on December 10, 2016, 01:36:50 am
it takes a lot more than 1000 certs to get a class up to "within margin of error" and thats just one infantry class without getting any guns, better launchers, tools, and without any vehicles. Think of it this way, a player with 1k certs into one class may be marginally succeeded by a player with 100k certs in one class if you stretch to disregard implants, but a player with 1k certs will lose every time to a player with 20k certs in enough classes and vehicles to pick the best one to counter whatever he's using, or suit the terrain.

I get the feeling you just forgot how many certs it takes to get a class to relative parity, its not just 20% armor resist, its fucktons more. Just for the medic you need 700 certs before your medic tool revives people at a proper health, otherwise you need to wait for them to stand up then stare at them with the medgun. then you need another 700 certs for your two c4 blocks, and don't tell me no c4 or one c4 is enough, then you have your shield gen/regen field. Then revive grenades and grenade bandolier is a huge advantage for another 1200 certs. And the funny bit? The medic is probably the easiest class to cert. Sure, if you want to talk about how newbies guns still do damage i will admit if you forget every tool, utility, weapon, mine/c4 in the game, sure, 20% resist is still significant but i would understand not thinking its super important. But then we're not talking about planetside 2, a combined arms game where you have tools to spot people through walls, traps to kill people, auto turrets to shoot them, revives to keep momentum, you know what i mean.

Spoiler (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 10, 2016, 02:56:38 am
The TTK in this game is extremely short, so 8ms can make a difference, but lag/clientside hit detection is an even bigger factor.

As far as Pay to Win goes PS2 has done a decent job at avoiding it, but then they rolled out implants which kinda skewed things. Most things in the game are only obtainable with in-game currency and very few things (cosmetics) only from real cash. The only real ways to outpace people with money are with cert boosts and buying guns quicker, but those things are all obtainable with in-game certs. While this does mean that a player with cash is going to have an advantage it's not an advantage that can't be overcome with good gameplay/skill and/or time. This does mean that newbies are going to be at a huge disadvantage, and prevents the player base from expanding all that much, which kinda defeats the purpose of having the payment to entry be free.

I honestly feel that the game would have played vastly differently if it had a retail price for entry instead of the free to play model. They could spend a bit less time worrying about how to monetize the game and focus on meaningful content. They could have even changed how weapons work a lot more if people didn't individually spent money on them. Of course, that's all "would haves," and in a day and age where free to play is the go-to pay model I don't see anyone attempting a game at this scale the way PS2 tried.

Also, I feel that the focus on developing for PS4 was a big mistake. They spent a lot of time (and presumably money) on something that nobody ended up playing and just hindered development for the main game (and probably continues to do so if they're still updating it on PS4).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Urist McScoopbeard on December 10, 2016, 03:02:24 am
Shattered Galaxy is one of my oldest gaming memories that I consider 'modern', discounting things from like N64 and whatnot.  I played pretty deeply into end of life, well after Nexon pretended it never existed.  I need to look into this remake...

Holy shit, I believe I remember Shattered Galaxy. Wow. My childhood.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on December 10, 2016, 06:18:05 am
My stance about PS2 is mostly the same. I want to love this game and it's given me some great memories, but it's not worth the frustration of constantly being farmed by people you can never beat because they have spent more time on the game. The developers don't give any thoughts to casual players: everything is balanced around veterans having a lot of clueless new players to farm so they can have their fun.

Well yeah. That's how free to play games work. The veteran players are the whales who actually buy lots of stuff in the cash shop and thereby pay for the whole thing, but whales on their own would not make a large enough community to make the game playable. That's where the newbs come in. There's no such thing as free, everyone is selling something to somebody. Youtubers don't upload free videos out of the kindness of their hearts, they do it to get your attention and then they sell your eyeballs to advertisers. Same with free to play games. You think the devs are giving you a free game? No, they're luring you in so that they can turn you into content and sell you to the whales. You pay for a free to play online game with your time, you pay by playing it and being content for other players.
how the fuck is this relevant? the game is so badly designed its just absolutely not fun. some weird economic rambling isn't going to change that.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on December 10, 2016, 06:20:05 am
I'm inclined to agree with Miauw. I've never seen any high BR player not using specific weapons with soft point ammo and forward grips, ie. straight upgrades.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on December 10, 2016, 07:26:32 am
I mean, the game can be frustrating at times, but due to the learning curve for certain things rather than equipment.  I've watched my heavily-certed brother play long enough to see, the time-to-kill really isn't noticeably different.

As a relative newbie, pretty bad at competitive FPS and mostly eschewing vehicles, I was still averaging 2 kills per death on my off days.  And a lot of those kills were 70+ BR, even a few 100.  Like Ozy said, latency matters a lot more than equipment.

And honestly... tactics and hard-earned mastery of the mechanics are by far most important except for meatgrinder bottlenecks.  I guess maybe they ought to be "everything", but "most" isn't bad.  Sure was a lot more interesting than any other arena FPS I've played, even if the gunplay is like Counterstrike at close ranges.

It's certainly fun for a lot of people, myself included :P  I just don't like competitive FPSes and need the space.  It's the only one I reinstall from time to time.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on December 10, 2016, 03:19:08 pm
Meatgrinder bottlenecks are 90% of fights. Unless you only ever want to fight on mostly irrelevant 1-point bases and give up all your progress the moment anyone notices what you're doing.

And it sure as hell feels like a competitive FPS if the entire community just calls you a pleb for criticising the game at all. And yes, maybe it's just that I couldn't get any kills. The game is still shit, because there's really zero incentive to keep playing if you're not instantly a 90% hsr god. Want to find a squad to play with? You've got the choice between uncommunicative pub squads and outfits that require you to commit to playing regularly.

Everything in the game just seems explicitly made to be completely inpenetrable and unfun, up to the SMG infiltrator bullshit, because infantry combat wasn't onesided enough yet.

As a casual FPS, PS2 fails most of all because there's no way to have fun if you can't shoot well.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on December 10, 2016, 07:12:25 pm
If you can't shoot well, be support. Bring a repair sundy to the party. Or an ammo one. Or find a deployment spot. Go help that guy setting up an ant base. BE the guy setting up a base if you've actually unlocked the things. Try (and probably suck at) flying a valk or a gal.


Theres plenty of stuff to do besides be a nuisance in LA gear or be a heavy.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: JimboM12 on December 10, 2016, 07:31:16 pm
If you can't shoot well, be support. Bring a repair sundy to the party. Or an ammo one. Or find a deployment spot. Go help that guy setting up an ant base. BE the guy setting up a base if you've actually unlocked the things. Try (and probably suck at) flying a valk or a gal.


Theres plenty of stuff to do besides be a nuisance in LA gear or be a heavy.

Support is quite fun in the beginning, but then I like that feeling of being one of the many and basic intuitive teamwork and all that jazz. There's just that special feeling being one of only 2 engineers sitting on a air reloading pad, ready to quickly repair incoming valks and galaxies. Or being a medic on the front lines, firing rifle rounds at a sniper post, seeing him panic and run and then whipping out the healgun, getting into a cover spot and rezzing the poor sod who took a round to the head. I don't take getting killed personally. Usually its kinda a compliment, only the engi who's repairing a max who's kicking ass can attract that kind of incoming fire. If I'm getting farmed on a certain map, I'll just move.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tiruin on December 10, 2016, 08:46:06 pm
As a relative newbie, pretty bad at competitive FPS and mostly eschewing vehicles, I was still averaging 2 kills per death on my off days.  And a lot of those kills were 70+ BR, even a few 100.  Like Ozy said, latency matters a lot more than equipment.
Oh goodness, that last sentence makes a great point. :-\ I'm somehow relatively good at FPS games, but anything online has me lagging in crucial seconds to pull off shots that I can't even fight well. I can get kills but they're always at a detriment because 'suddenly dead' happens; usually I thought I got them, but the result is 'they're barely damaged while my shielded character is sooo dead'. Playing a support which is my core gameplay (because I like the utility and added helping others out) also doesn't fare well because of that; I try to put down a turret or heal that dude, and poof they're not present later on or it takes a bit too long to spawn the things I deploy. x_x There's also a second's worth of lag before healing/repairing anything that you hear the repair-gun sound and only see the meter fill up a second later. :V I'm an avid fan of tactics and moving about to help the folks I'm with even if we don't have clear communication other than a general inference of the goal at hand, but this doesn't work out because lag happens everytime.

I can't snipe and cloak to give supporting fire or spot people well because of that. I can't give armored support because people warp feet from their initial position (and that after firing a round and seeing it hit, it's always uncertain because there's that brief second's worth-or-less of lag that confirms or denies the damage despite it 'seemingly hitting on your screen'). I don't play HA or MAX, but stick to the other four well, and argh can I not even participate in battles above 18 people! It lags, and I can only fight in them from the farthest vantage point (aerial support used by other people since I need certs to get most vehicles/aircraft up to par, especially battle-craft).

Certs do matter though, as a tangible standard when talking about vehicular/aerial support. >_> And for all those other boosts that make the vanilla character better to give "minor" situational advantages. Like all those mines and C4 that cost hundreds.

Just...
They could spend a bit less time worrying about how to monetize the game and focus on meaningful content.[...]
This. Because the meaningful content leads to monetizing, and not the other way around. Along with everything else in this post.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on December 11, 2016, 05:13:33 am
If you can't shoot well, be support. Bring a repair sundy to the party. Or an ammo one. Or find a deployment spot. Go help that guy setting up an ant base. BE the guy setting up a base if you've actually unlocked the things. Try (and probably suck at) flying a valk or a gal.


Theres plenty of stuff to do besides be a nuisance in LA gear or be a heavy.
I just don't find that very fun (even though most of my hours are in medic), and if you haven't fully certed Deployment Shield sundies will get nuked pretty quickly anyway.

Flying planes is mostly exactly the same problem as shooting because you'll just get destroyed by MR120s.

Oh, and another thing about small fights is that somebody will just pull a MAX and then the fight is over.

I just want the game to be fun and let me shoot people but instead it's incredibly frustrating because I keep getting killed by the same bullshit every time. And then I realise that I could be playing a game which DOESN'T require hundreds of hours of frustrating grind to be fun, and I go do that instead of bashing my head against the wall.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on December 11, 2016, 05:19:14 am
MAX certs are pretty bullshit. Why should I have to buy both LEFT and RIGHT arm versions of a minigun?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on December 11, 2016, 07:19:49 am
Oh, and another thing about small fights is that somebody will just pull a MAX and then the fight is over.

I've actually yet to see that myself. The main thing about a small fight over a base is that a MAX cannot capture the control point, so people are probably less willing to pull a MAX and thus lose the ability to (re)take the point. Most likely someone will carry C4 or AT mines, or are a Heavy Assault, and are thus equipped to fight a MAX. Unless it's a defending MAX against attackers who forgot a Sunderer(a very stupid idea), the MAX can be easily worn down, and at 450 nanites(the same cost of an MBT), they're not easily replaceable in a small fight.

MAX certs are pretty bullshit. Why should I have to buy both LEFT and RIGHT arm versions of a minigun?

You're buying the right to dual-wield. You have to cert both the front and back turrets of a Sunderer, as well as each individual gun on the Galaxy as well. Buying one gun doesn't give you two, and both weapons can be upgraded separately.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on December 11, 2016, 10:03:13 am
Plus the MAX is a big target that medics can't repair (only slooowly revive) so you better hope an engi went into this ground battle primarily to repair you instead of shooting.  All that health doesn't matter if you're stomping around at 5-20%.  I like going up against MAXes, they look cool and they go down fast like other infantry.  S'not like vehicles where you need heavy weapons.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on December 12, 2016, 01:34:50 am
I get the feeling you just forgot how many certs it takes to get a class to relative parity

I was worried this might be the case, so I fired the game up last night, for the first time in months. Stripped everything I possibly could off my character, went in with the default shotgun, pistol, knife... and max level jumpjets because you can't downgrade after upgrading. No grenades, implant, tool, suit, or weapon attachments. I did alright, by my standards. Positive KDR, not quite a cert-a-minute (58/60, ignoring ribbons.) That's with "no" certs, and a thick layer of rust.

I realize that it's just one man's anecdote, but I really don't feel like I was thrown into some terrible hopeless pit of despair.

With regards to the medic gun, the last level strikes me as exactly the kinda thing you don't really need. I mean you get that warm fuzzy feeling of having done your job to the maximum, and not having to choose between waiting for him to stand up or leaving him behind and dealing with the nagging feeling that he might need those last 100 HP some day, but there's probably not a lot of fights that you would lose with medic gun 4 that you would win with medic gun 5. You could spend those 500 certs on something more impactful -- like C4.

As for your getting farmed comment, I was not specifically directing that statement at you. It was a response more to "new players exist solely for high BRs to farm" that was mentioned prior in the thread, I apologize for wording it poorly/not being sufficiently clear.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: miauw62 on December 12, 2016, 09:42:23 am
The last level on the medigun makes your revive speed ridiculously faster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on December 12, 2016, 11:18:06 am
There's a very large difference between a certed and uncerted player, but one of the reasons it "works" in planetside is because of the chaos. In a fair fight this game is absolutely pay2win/experience2win/what have you, but when shit hits the fan and everyone is all over, an uncerted player is more than capable of outperforming anyone else out of virtue of positioning and gunnery.

If fighting players with more eff hp, better guns, and more options than you bugs you, just don't play in orderly, fair battles. Eventually you'll be able to get a class or vehicle to the point where you can compete on even terms with any other player. Squads will always farm you, sadly :p

Not saying I think PS2 took the right route here, just that looking past it isn't impossible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on December 13, 2016, 03:03:44 pm
My stance about PS2 is mostly the same. I want to love this game and it's given me some great memories, but it's not worth the frustration of constantly being farmed by people you can never beat because they have spent more time on the game. The developers don't give any thoughts to casual players: everything is balanced around veterans having a lot of clueless new players to farm so they can have their fun.

Well yeah. That's how free to play games work. The veteran players are the whales who actually buy lots of stuff in the cash shop and thereby pay for the whole thing, but whales on their own would not make a large enough community to make the game playable. That's where the newbs come in. There's no such thing as free, everyone is selling something to somebody. Youtubers don't upload free videos out of the kindness of their hearts, they do it to get your attention and then they sell your eyeballs to advertisers. Same with free to play games. You think the devs are giving you a free game? No, they're luring you in so that they can turn you into content and sell you to the whales. You pay for a free to play online game with your time, you pay by playing it and being content for other players.

how the fuck is this relevant? the game is so badly designed its just absolutely not fun. some weird economic rambling isn't going to change that.

You missed the point. The game is not badly designed, it is in fact very well designed. It's just designed for something other than what you want. You want the game to be designed to be fun for everybody. What it's actually designed for is to be fun for whales so that they spend even more money on it and a soul-crushing Skinner box grindfest for everyone else. That's how all pay-2-skip games work. Any game that allows you to unlock stuff by playing or by buying it with real money has to be unfun by design. If unlocking the stuff by playing was fun, people would just do that instead of spending money.

You expressed your confusion about why the game was so veteran-focused as it is; I explained to you why that is as clearly as I could. If you think this 'weird economic rambling' is irrelevant, by all means, continue to delude yourself into thinking that the devs and publishers with decades of experience in this business are complete imbeciles who don't know what they're doing. You're so much smarter than them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on December 13, 2016, 03:12:59 pm
Ah yes, these absolute geniuses of design who made so much money that they had to merge servers several times to deal with a plummeting playerbase, and who sony decided to sell off to another company.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on December 13, 2016, 03:15:21 pm
@Sordid
It's possible to have buyable side-grades, like in TF2... arguably.
And I insist that the upgrades in PS2 aren't *that* big a deal.  When it comes down to it, tactics are more important - when you're facing down a tank, do you have a heavy in your squad?  Or are you alone?

That aside, you're absolutely right.  And I enjoyed PS2 as a skinner box, because I love such games.  The "worst" kinds of games, upgrade-athons and "idle" games.  I did pay in, but only the one-time upgrade (which was like $20, very good value for the enjoyment (not time) I got out of it).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Sordid on December 13, 2016, 03:20:09 pm
Ah yes, these absolute geniuses of design who made so much money that they had to merge servers several times to deal with a plummeting playerbase, and who sony decided to sell off to another company.

The game's still going, isn't it? And it's Planetside 2. The first one was released in 2003. 13 years and still going is not exactly what I would call failure. Please, by all means, point me to a more successful game development career that you've had. Then I'll take you seriously when you say that PS2 devs are idiots.

I don't like the way PS2 turned out either, but the reason for those design decisions is a little more complex and nuanced than "the devs are dumb".
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cyroth on December 14, 2016, 01:08:54 am
I don't think that there is much difference in infantryside between a certed player who knows what he is doing and an uncerted player who knows what he is doing.
At least not if Daybreak didn't fuck up the balance since I've stopped playing.

I've aurax'd every non-SF/non-burst carbine that existed up to that point (yes, on all 3 factions), including the directive ones, and my K/D differs between the best and worst one by maybe 0.3. (I'd have to dig up my stats, but I think it was between 2.6 and 2.9). That is not much of a difference, and I think 1200~ish kills is enough to make the stats somewhat accurate. (also note that the starter guns were not the worst ones)
Most basic cert lines are also "good enough" on rank 3 (which you get for a total of 50 or so certs) to not make any real difference in most situations. The heal/repair tools and C4 being the big exceptions IMO, those and MAX units.


Now vehicleside, thats where the balance between certed and uncerted is out of whack.
A fully certed 2/2 MBT with an AV/AV setup can easiely beat 2 or 3 barely certed 2/2s running the basic HEAT/Basi, same for Lightnings. A Harasser needs a bazillion certs to not be a deathtrap and so on.
But that something I've complained about ever since the game launched, so I don't think this is going to change.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: beorn080 on December 14, 2016, 02:44:39 am
I don't think that there is much difference in infantryside between a certed player who knows what he is doing and an uncerted player who knows what he is doing.
At least not if Daybreak didn't fuck up the balance since I've stopped playing.

I've aurax'd every non-SF/non-burst carbine that existed up to that point (yes, on all 3 factions), including the directive ones, and my K/D differs between the best and worst one by maybe 0.3. (I'd have to dig up my stats, but I think it was between 2.6 and 2.9). That is not much of a difference, and I think 1200~ish kills is enough to make the stats somewhat accurate. (also note that the starter guns were not the worst ones)
Most basic cert lines are also "good enough" on rank 3 (which you get for a total of 50 or so certs) to not make any real difference in most situations. The heal/repair tools and C4 being the big exceptions IMO, those and MAX units.


Now vehicleside, thats where the balance between certed and uncerted is out of whack.
A fully certed 2/2 MBT with an AV/AV setup can easiely beat 2 or 3 barely certed 2/2s running the basic HEAT/Basi, same for Lightnings. A Harasser needs a bazillion certs to not be a deathtrap and so on.
But that something I've complained about ever since the game launched, so I don't think this is going to change.
From my experience with this, there are a LOT of things that make a difference, cert vs uncerted. Medic revive grenades, Heavy AA launchers vs the standard, AV mana turret vs AP. Many of these things are thought of as basic items, but they can take quite a long time to get the certs for, especially just starting out. I mean, just upgrading your sidearm from the, generally, relatively poor starter pistol to the heavy one or a commisioner costs quite a few certs, and initially its almost worthless compared to your main gun. Yes, I know thats not competely true, all the secondaries have uses. But the starter ones feel like popguns compartively.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cyroth on December 14, 2016, 03:27:28 am
From my experience with this, there are a LOT of things that make a difference, cert vs uncerted. Medic revive grenades, Heavy AA launchers vs the standard, AV mana turret vs AP. Many of these things are thought of as basic items, but they can take quite a long time to get the certs for, especially just starting out. I mean, just upgrading your sidearm from the, generally, relatively poor starter pistol to the heavy one or a commisioner costs quite a few certs, and initially its almost worthless compared to your main gun. Yes, I know thats not competely true, all the secondaries have uses. But the starter ones feel like popguns compartively.

I've never really used any other sidearm then the basic ones and the crossbow (for Stalker), so I'm not really sure how much better they are. I do have the commie but I found it inferior to the basic pistols for finishing of wounded enemies and not quite as good as the xbow as a Stalker primary weapon.

Agree with the revive nades, forgot about them somehow.

Don't quite agree with the AA launchers since nobody who isn't completely incompetent dies to them anyways (or at least it used to be that way, no idea how the current air/ground balance is), I've always found it more rewarding to take potshots at ESF with the basic dumbfire launchers.
AV turret the same thing. I found the basic AI turret much more useful in general, though sniping at a tank zerg from outside render range is pretty effective.
I don't consider either to be an "essential" item.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 20, 2016, 12:24:04 pm
Can't speak for the smurfs or barneys but the tr sidearm was great once you put a laser on it

Useless beyond cqc but why would you use your sidearm outside of that
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on December 20, 2016, 12:34:18 pm
Half Life 1 kinda messed up my perception of pistols vs assault rifles...  Seeing as the pistol was accurate as a rifle should be, and the assault rifle was more like a mac-10 (auto-only, no accuracy).

Anyway, I'm itching to play this again, after RL Christmas stuff is over.  Are ants good for a player who likes support and grinding, in that order?  Or should I just go back to medic/engineer (:
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on December 20, 2016, 12:51:15 pm
Anyway, I'm itching to play this again, after RL Christmas stuff is over.  Are ants good for a player who likes support and grinding, in that order?  Or should I just go back to medic/engineer (:
Why not both? Sometimes you need someone to repair the stuff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on December 20, 2016, 12:57:26 pm
Mostly because I really don't know much about ANTs.  From a brief search, looks like I should observe their effects in the field first.  I even forgot they build things, I thought they were just miners.

I haven't played in a while, so yeah I'm thinking medic...  It's by far my most-certed, too.  I think I finished the medigun!

Edit:  I assume this wikia isn't a real resource, but this still made me chuckle:  http://planetside.wikia.com/wiki/Advanced_Nanite_Transport
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on December 20, 2016, 01:11:57 pm
The ANTs don't build things, they give you a screen to grab the silo from when deployed. Then you can use the silo's screen to grab the other constructable bits.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on December 20, 2016, 01:55:34 pm
Half Life 1 kinda messed up my perception of pistols vs assault rifles...  Seeing as the pistol was accurate as a rifle should be, and the assault rifle was more like a mac-10 (auto-only, no accuracy).
HL1 didn't have an assault rifle, that was supposed to be an SMG. The texture remake thing turned it into an M16 or something, which makes no sense because it's inaccurate as hell.
Really all the guns in Half Life are way too inaccurate.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 20, 2016, 04:14:06 pm
If you want to build a base find a squad that has something along the lines of "base building" or "hive defense" in its name. Typically building a base consists of driving around in an ANT for extended periods of time, back and forth between the base and resources as the base gradually builds up. Eventually, assuming some random guy doesn't join and screw things up, a HIVE will be placed which will gradually generate victory points and will start drawing the ire of your enemies. It's still important to be gathering resources during this time since the HIVE uses resources to convert into VP.

Quote
Half-life
Ah yes, the days when game devs were more or less oblivious to how real guns work. Or maybe they just didn't care =p
I mean, the 'sniper rifle' was a crossbow.
The inaccuracy of the guns doesn't really bother me too much in those games since the realism of the weapons isn't really front and center. Heck, you can tote around 10 guns, a laser guided rocket launcher, and a bunch of snarks just fine.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on December 20, 2016, 05:57:27 pm
The ANTs don't build things, they give you a screen to grab the silo from when deployed. Then you can use the silo's screen to grab the other constructable bits.
Half-true, you can build all the base structures from either the ANT or the silo, and it will use Cortium from whichever you're using.

As far as I know, there's no way to increase the number of each thing you can build(other than unlocking the ability to construct it in the first place). So all those big bases surrounded by walls, turrets, and sky-shields were built by groups.

I've had... some success on low-pop times where I simply put down a silo, three walls, and an anti-infantry turret, followed by a HIVE(all stuff you have at start), but I also tend to find extremely hard-to-reach locations in mountains and such. Amerish is quite fun for finding such places.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on December 20, 2016, 10:37:29 pm
Can't speak for the smurfs or barneys but the tr sidearm was great once you put a laser on it

Useless beyond cqc but why would you use your sidearm outside of that

I always liked the second NC pistol (Raven, I believe.  Rebel; looked it up.  It's got great sound effects.)  It's also my understanding that all VS pistols are garbage.

EXTREME DOUBLE EDIT GO:  They're bringing back the Rocklet Rifle????  Whaaaaat?   Dammit, now I have to go redownload the game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 08, 2017, 09:04:27 am
Just read the test server notes for a possibly upcoming patch. It's making me sick.

The biggest planned change is a reduction in range to the Aspis AA turret for bases. They can only shoot as far as ~450m, with the trade-off that the projectiles always explode at the end of their range. People have already found the sweet spot between the turret's range and the distance at which the turret is rendered(remember that planes can still shoot outside render range). I already see at least one skyknight practically squeeing at the change, saying that ground players are at fault for not being able to beat air, and that it's never the skyknight's fault if ground beats air. Goddamn, you'd think their hands would be sore after all that masturbating.

Other planned changes include a 20% reduction in range for the engineer's AT turret, a 20% faster start for the engineer's shield recharge over other classes, nerfs to weapons rewarded for completing directives except the GODSAW which gets an alternate fire mode for damaging vehicles, and the Butcher, which is now a single constant-load clip, giving them effective infinite ammo when near an ammo drop, and buffs to shotguns. In addition, thermal optics for vehicle will no longer light up infantry(note: last time using it in VR, NPC targets weren't lit) and get a name change, ESF Hornet missiles get a massive nerf, Valk Pelters get a buff, Galaxy Bulldogs get a nerf(but not ground Bulldogs), Fury(especially Harasser Fury) get nerfs, Sunderer shields get a buff, Sunderer/ANT/MBT AA get's slight pitch-down buff to hit ground targets, ANT Kobalt gets a slight nerf, MBT Top Armor gets a useless buff.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 08, 2017, 11:46:15 am
I sometimes wonder how different the game would be if ESFs were forced horizontal at low/hover speeds.

That engineer buff sounds interesting, maybe we'll have a couple more infantry engineers around.

E: Wait, buffs to shotguns? When did shotguns ever need a buff exactly?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on January 08, 2017, 12:02:17 pm
https://forums.daybreakgames.com/ps2/index.php?threads/pts-update-1-3.244228/

As far as shotguns, just a minor lowering of ADS pellet spread, except for the Jackhammer...

Quote
NC05 Jackhammer (Heavy Weapon)
Max damage from 100@5m to 112@all ranges

Also,

Quote
Vehicle Thermal Optics
Renamed "Threat Detection Optics"
No longer highlights infantry
Now highlights projectiles and some NPCs
Ground-vehicle thermal range from 150 to 350
Aircraft thermal range from 350 to 500

"NPC" is not a phrase I ever expected to hear with regards to this game.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on January 08, 2017, 12:51:01 pm
I think "some NPCs" refers to turrets, be they base, constructed, or deployed.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on January 19, 2017, 03:38:02 pm
What's the butcher?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on January 19, 2017, 03:39:46 pm
I think it's the auraxium award TR LMG.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on February 02, 2017, 06:50:24 pm
Another update.
New (probably OP) carbine for the NSX series.
Various rebalancings for assault rifles and LMGs. Massive nerf to Fury(40mm rapid-fire grenade launcher on vehicles) splash damage, making them less viable against infantry - they are effectively intended for an anti-vehicle role now. Patchnotes mention this for Flash, Harasser, ANT, and Sunderer. Doesn't say if MBT's get a nerf(but I don't know if MBTs can actually equip the Fury).
Aircraft Bulldogs got the expected nerf, while various ground-based AA guns(Walker/Ranger) got that minor buff to lower pitch limit, while other guns got a slight pitch-down nerf.
Directive Award Pistols(Immortal/Executive/President) got buffs.
Various bugfixes, including one of the best:
Quote
Hossin’s orange glowing death-bulbs should now be easier to drive around and over.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on February 03, 2017, 06:50:21 am
The third person vehicle change seems... ... well, it's going to take an awful lot of adjusting to, but seems like a big buff to the Prowler and Vanguard.

You can now see over the turret, so third person fighting is a thing you can do, like on the Lightning. Glad I have some certs stockpiled...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 30, 2017, 05:57:59 pm
New update. Currently reading through the notes, but most of what I'm seeing is awesome.

Implant system has been revamped entirely. Energy and chargers are gone, and all currently stocked implants and chargers are replaced with ISO-4, the currency used to upgrade implants. Implants cover a pretty wide spectrum of effects now.

Engineers can now have a deployable cover item called the Hardlight Barrier. It is chest-high, and enemies who damage the barrier and then killed afterwards grant the engi Draw Fire experience and ribbons, and Draw Fire ribbons provide progress for the Engineer directive.
They can also disarm C4 like they can AT mines. *I'll admit this is sorta useless as C4 despawns when the owner respawns.

Nerf to automated anti-infantry turrets at player-built bases. This applies only to the turrets operated by the automation module, and does should not apply when a human operator is using the turret. *I'm saying "should" for now in case the screwed up the implementation.

New base structure: Orbital Strike Uplink. Orbital Strike. Appears to work similar to a the Glaive IPC artillery gun, except Orbital Strike. PRE-EDIT: Okay, looking up some the rules for it, it's apparently near-useless. It takes 15 minutes to charge, and apparently can't be fired around normal bases.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 30, 2017, 06:07:03 pm
Some of these implants sound... interesting. Wonder how the cloaking one works, any class can now cloak just by sitting still for a while?

Edit: Hmm, is the only way to get them fishing with certs now?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 30, 2017, 06:49:29 pm
Seems that way. Then again, I got lucky and got 3 that I really wanted from a single 3-pack - Regeneration, Safe Fall, and Ammo Printer. Still kinda want Sweeper HUD, as that rangefinder function sounds useful. Oh, I forgot to mention, you can equip two implants at a time now.

Not sure how useful the cloak one is. If it has the cloak/decloak sound effect that infiltrators have, it's garbage - that's how you locate infils, from that sound.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 30, 2017, 06:55:10 pm
So implants no longer are useless half the time due to low energy? Neat.

And more engy stuff is nice.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 30, 2017, 07:08:10 pm
Oh, I forgot to mention, you can equip two implants at a time now.

Not sure how useful the cloak one is. If it has the cloak/decloak sound effect that infiltrators have, it's garbage - that's how you locate infils, from that sound.
Two implants means I can have infinite tank ammo without having to give up health bars while spotted, neat.

As for cloak, sound or not, I'm sure you can find some uses for it. Defending cap points on your own, being cloaked will give you the drop on guys, for example.

Also, max safe fall lets you survive a 230 meter fall. That's pretty funny.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on March 30, 2017, 07:39:50 pm
Falling from that high should cause a shockwave to damage nearly enemies. :P
Hell, make that an upgrade for the galaxy, so you can use passengers as bombs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rolan7 on March 30, 2017, 08:06:46 pm
The (now rare) orbital insertion mechanic is what sold me on this game :P
Quote from: Forward Unto Dawn
Helljumper, Helljumper, where you been?
Feet first into hell and back again!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 30, 2017, 08:07:55 pm
That's one thing I really miss. Watching a coordinated unit orbital drop on your ass was awe inspiring. Sure it meant you were about to get owned, but it looked amazing.

Edit: Bought a implant pack. My 750 certs got me... ... 5 safe falls. Neat...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 31, 2017, 05:38:16 pm
Edit: Bought a implant pack. My 750 certs got me... ... 5 safe falls. Neat...

Ouch. On the other hand, I'm laughing at the idiots now whining about the new system, screaming how they're never playing again!! because of the unfairness of the system. The thing is, implants were never really a major impact. Not in my experience, anyhow. The new system, still not that big. More of a convenience than a game-breaker.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on March 31, 2017, 06:10:00 pm
The prices are pretty out of whack (it's like 12,000 certs to fully upgrade an implant) and the random system kinda blows (my second 750 pack had 4 ammo printers. Although if I'm trying to upgrade them, I'll pretty quickly end up with one of each...)

I guess it's a cert sink for people who've got nothing better to spend it on, but for us lowly double digit BRs, most of the more... niche implants will almost never be worth upgrading/using. Jumping higher with Catlike 5 sounds fun, but doesn't sound 12,000 certs fun.

I can see while people would be irritated about this. I'd be irritated myself, but the charger era wasn't exactly great either. At least they gave me the most useful implant for free, and upgrading it does nothing, so I don't even have to sink certs into it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on March 31, 2017, 07:13:47 pm
Better to have a system that doesn't do much when you're low on certs but does something, rather than a system that does nothing almsot al lthe time because it requires a resource that doesn't replenish as easily.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 08, 2017, 05:37:56 pm
Major update today.

All ground vehicle terminals can spawn MBTs as long as their faction holds a Tech Plant. Liberators also require a Tech Plant now, but are still pulled from air terminals. MBTs/Liberators can still be pulled from Warpgate regardless. Also, if an infiltrator hacks a Tech Plant vehicle terminal, then they can pull MBTs/Liberators from that terminal even if they don't own a Tech Plant.

Amerish, Indar, and Esamir's cost reduction benefits for locking them are gone, replaced with shitty benefits. Amerish causes destroyed base shield generators/SCUs to regenerate. Indar takes over the Amp Station benefit of reducing base turret heat(Amps just provide turret regen now). Esamir provides infantry shield regen on connected territoryCITATION NEEDED. Hossin's bonus is unchanged. Considering that I rarely pull anything bigger than a Sunderer without a cost reduction bonus, I'm not happy about this change.

Ikanam Biolab and Subterranean Nanite Analysis have been nuked. Ikanam is their new vehicle capture schtick, SNA is now just a tank grinder.

All (surviving) Biolabs have had their domes replaced(now opaque) and all(except Indar's, to come later) have had performance optimizations. Other bases have had changes.

Tanks(except Magrider which didn't need it) have been patched for better slope handling, so hopefully no more mulitrack slope drifting.

Spotting devices now only look at player stance to determine detection range(I thought that was already the case, oh well).

New NSX series shotgun: the Tengu. Not sure if overpowered or overpriced.

New, shitty implants, including class-specific ones. New implants include permanent blindness infravision, replacing your shield with more health, and shanking someone makes you invisible. Class specific ones are: LA - kill for more jumpjuice, HA - overshield recovers faster, Medic - healtool use recovers your area heal power, Engie - tougher deployables if near them, Infil - you're actually invisible now.

Target Focus, Safeguard, and all T2 common implants are removed from implant bundles(the first two you already have, so getting one was a big middle finger).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: ductape on June 10, 2017, 12:55:48 am
so people still play this?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 10, 2017, 07:39:25 am
I would, if I didn't have only a toaster. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 10, 2017, 05:01:08 pm
I would, if I didn't have only a toaster. :P

It's fairly old, you can probably run it on a toaster.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 10, 2017, 05:11:47 pm
No, I can't. Trust me, I've tried.  :-[

I mean, it does run. It's not enjoyable at 5-10 FPS though.  :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 26, 2017, 05:07:23 pm
Major update. Main change is significant restructuring of Indar, especially the TI Alloys/Ceres Hydroponics/Crown cluster(fuck), which has had major terrain revisions.

Other changes include a new NS pistol that's basically a clone of the TR's starter pistol(ie it burstfires), a set of decal weapons and a directive set for them. Also was reduced the time before infantry shields recharge but a slower rate to reach full shield - was 10 seconds to start(8 for engi) and 4 seconds to full, now 6 to start(4 for engi) and 6 seconds to full. The Advanced Shield Capacitor now speeds up the rate of recharge(used to reduce delay before charge), a max cert rank, it takes 3 seconds to fully recharge.

Another change is that now 3 continents can be locked at once(used to be 2), but reduced the players online threshold to open another continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on July 26, 2017, 06:44:28 pm
That last bit there tells me pop is really starting to hurt. Haven't played in probably a year or so, myself. Only time I could really play was past midnight Eastern Time, and as NC on Connery that meant having to face overwhelming numbers of VS. Then when I got the ability to play during the day we were being overrun by TR. It was fun for a while, underdog fights and all that, but I don't play games to get stomped into dust.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 26, 2017, 07:41:48 pm
That last bit there tells me pop is really starting to hurt.

That's what it sounds like to me. All too often whenever I logged in I was thrown into a continent(all too often Hossin for that matter) where there was at most a dozen people per faction, while all the action was on the other open continent.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on August 02, 2017, 09:37:53 am
I'd seen a thing on the planetside reddit recently which was basically 'We know about all these problems but we don't have the people to actually get them done, h1z1 is taking up most of the resources and people here because its making more money'.

Because of course the boring game gets more attention than the actually different mmofps.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on August 02, 2017, 02:39:27 pm
Dammit frikkin zombie survival game is more popular than the massive open world space shooter this doesn't make sense.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 02, 2017, 03:31:41 pm
I feel few even know what PS2 is. Or they played it when it had problems (it still has those problems :P) and just aren't interested in waiting long between fights (which has actually improved a lot since way back when). There's also a LOT less community engagement (have you tried watching PS2 streams? :/) and basically everyone who's left is a... "salty vet", according to Reddit. Or a friend of theirs, who they got into the game recently.

Personally, I've been having a blast the last few weeks, the only thing I get really annoyed about are overpop (well, it happens... a lot... but w/e) and people being leagues better than me. Oh, and AV Harassers...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Mattk50 on August 06, 2017, 01:09:35 am
It does make sense, planetside 2 is a dumbed down game that tries its hardest to appeal to those "aren't interested in waiting" people, who still have no interest because they still dont want to wait the two seconds to get to the next xp heavy meatgrinder. The xp fountain everyone needs because of how incredibly grindy the game is.

So, they failed to impressed the instant gratification crowd, and the other people wont be interested in the dumbed down game, so whats left? People who love grinding? people who bought in and dont want to leave because they're invested? There just isnt a huge market for it. The progression minded player gets nothing from planetside 2 because of how sparse upgrades and new weapons are, competetive minded players get nothing because of the sloppy game and lack of meaning in accomplishing anything, instant gratification players get nothing, core players will be bored by a combination of all these things. I guess builder type players get bases now, yay?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cyroth on August 07, 2017, 07:48:12 am
What has driven my outfit (of about 20 players) and likely lots of other competitively minded players away has been the completely horrible map design, especially the bases.
There really is no excuse to force 100+ players into something that is the size of a 8 player Unreal Tournament map. Not only the size, but the design itself as well, often creating pure meatgrinders that are, tactically speaking, completely boring. There isn't really any way for interesting gameplay to emerge when there are just 2 doors leading to the objective and about 60 enemy players behind each of them.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on August 07, 2017, 12:29:39 pm
You more-or-less summarized why I play Infiltrator. And to a lesser extent LA and Engie (can't get camped if you Skyguard...)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 07, 2017, 06:04:55 am
Apparently they're doing a public test tomorrow for a major new update. Looks like they're changing continent lock mechanics, and one of the developers, known for his mohawk, will be dyeing his mohawk to the color of the faction that wins(currently, he's rocking NC blue).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on September 07, 2017, 06:32:10 pm
Apparently they're doing a public test tomorrow for a major new update. Looks like they're changing continent lock mechanics, and one of the developers, known for his mohawk, will be dyeing his mohawk to the color of the faction that wins(currently, he's rocking NC blue).
Proof of NC Dev Bias
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on September 07, 2017, 07:11:07 pm
All you have to is read the faction descriptions in the character builder to prove that. :V
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 07, 2017, 07:57:44 pm
Honestly though, I prefer fighting the NC. Actually, I've noticed a lot of TR(and some VS) prefer fighting the NC. Mostly because fighting the VS generally involves being on the receiving end of rectal violation.


Also, I'm now only 20 kills away from Auraxing the T5 AMC. It only took like 8 months.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on September 07, 2017, 11:38:51 pm
Mostly because the TR are never around when I'm on, last I'd played. They're off in the bushes or somethin.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on September 08, 2017, 04:15:55 am
On Miller (EU), the VS almost always has the lowest pop, which is why NC and TR like to gang up on VS. :p

I still prefer fighting NC, though,
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 27, 2017, 05:27:25 pm
Update: The Critical Mass update is here.

The main bit about this update is a change to HIVEs: Once a faction has refined enough cortium through constructed HIVEs, it triggers an alert. If the triggering faction wins the alert, the continent locks and everything explodes in a hail of orbital fire. Players in the winning faction receive a reward of ISO-4, the resource used to upgrade implants, as well as a random skin or boost item(these are normally cash-shop items). Actual size/quality of the reward appears to be based on both how well the faction does, and participating in at least a certain amount of time of the alert.

New crap:
NSX Daimyo - a semi-auto sniper rifle with the damage of a bolt-action. Because that is a brilliant idea.

Ambusher Jump Jets - Light Assault jets that launch you forward. Instead of recharging fuel, it has a cooldown between uses. The Aerial Combatant R5 implant resets cooldown with a kill.

Repair Grenade - Engineer item, emits a repair field that restores 50 health/second over 12 seconds. It stick to vehicles. No idea if it sticks to MAXes.

The rest of the patch notes mention a lot of vehicle rebalancing - the next few paragraphs are a slight mess, sorry. Tanks no longer take extra side damage - shooting the sides(and top) is the same as shooting the front. Shooting the rear or bottom now does double damage. Liberators take 50% damage on the bottom like the Valkyrie does, making them more resistant to ground fire. Liberator weapon damage has been nerfed - their intent is to make them more damage-over-time weapons than dive-bombers. Liberator noseguns now all can swivel while ADS(like the Spur). Valkyries, well technically any vehicles with multiple rumble seats but Valk is the only one, can only be repaired by one engineer in the rumble seats at a time(as opposed to all of them repairing). Valk weapons have been buffed.

ESF guns have been buffed against non-ESFs, possible slight nerf against other ESFs. A2A lockon missiles have a lower magazine size(2 missiles), but slightly higher effectiveness against ESFs(possibly, notes not clear). Hornets have some of their previous nerf reversed, especially towards tanks.

Overall, anti-vehicle infantry weapons have been slapped about. Rockets are faster to reload and fire, but do less damage. All G2A lockons use the "flak" type damage for their splashes, so infantry cannot be harmed by splash damage anymore - this includes the "Locklet" ammo for the Rocklet Rifle(that nobody uses if I recall). Lock on ranges are reduced, but lockon speeds are increased. Against infantry, only the Decimator can now one-shot infantry. The Archer gained damage versus tanks, but loses some against MAXes(they claim that anti-MAX is still its hat). C4 can still two-shot an MBT, but one C4 does not do 80% damage - patch notes claim that "accuracy" is needed for C4ing vehicles(possibly sticking them on the rear is now important).

The faction-specific anti-infantry turret weapons(Harasser/MBT secondary) have all gained the ability to damage armored vehicles. The Kobalt has not. I can't tell if changes were made to the other weapons in this category or if the patch notes are simply defining their role. Faction-specific AT turreted weapons have been defined by range. Vulcan(TR)/Mjolnir(NC)/Aphelion(VS) are close range, Enforcer(NC)/Saron(VS) are mid-range, Gatekeeper(TR) is long range. Gatekeeper has been changed so that instead of a stream of fire, it now fires 8 shots in one burst then reloads.

Tank armor equipment has been removed and refunded, a new Flanker armor has been added to resist C4. AP cannons have the highest shell velocity and damage-per-shot. HEAT reloads faster. HESH has more damage, but lower shell velocity and slower reload, also they're calling it HESH now(was HE). The Lightning's default C75 is more powerful but suffers from recoil spread. Vanguard Shields are renamed, and now reduce damage instead of provide more health. Composite Armor items for non-tanks still exist, and now simply add more health when equipped rather than reduce damage. There is also now a Vehicle Damage exp bonus for damaging ground vehicles as infantry, similar to the Air Deterrence bonus.

Infantry/MAX armor equips now provide a flat 20% to damage, adding more things they provide damage reduction to each rank(includes previous ranks as well):
For infantry R1 - small arms. R2 - HMGs(Kobalt?). R3 - Gatling guns. R4 - soft-point guns. R5 - anti-materiel rifles. Because you really want to spend all those certs on reducing Archer damage, don't you?
For MAX R1 - most explosions(by 50% not 20%). R2 - infantry rockets. R3 - AT mine/C4 explosions(also by 50% not 20%). R4 - tank shells. R5 - light anti-tank and A2G explosions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on September 27, 2017, 06:14:42 pm
NSX Daimyo - a semi-auto sniper rifle with the damage of a bolt-action. Because that is a brilliant idea.
Good, because snipers didn't already piss me off in every game ever before. =/
...they're calling it HESH now(was HE).
Two things: one, thanks for making me aware of that BBcode I've never knew about before. Two: any reason why they decided to change the name? In the grand scheme of things it doesn't really impact gameplay, but it is kinda weird considering HESH rounds in reality are for armor "penetration", just as HEAT is for armor penetration, not making large explosions like normal HE rounds. (E: Apparently I'm reading that HESH does as much damage to armor as AP/APFSDS rounds do while retaining the massive infantry-farming explosion radius? If that's the case.... then why?)

The other stuff I don't really know about. I've been out of the loop for a while so I'm not sure how much any of that would impact anything, really.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 27, 2017, 06:46:30 pm
Note about the Daimyo: It's only does significant damage one headshot, it's damage is crap otherwise. To test in VR, it took 5 bodyshots at an infiltrator bot at ~75m to kill(infils have less shield), but one headshot at ~100m.

Also participated in a (winning - go TR) capture alert. After taking roughly 45% of the map, a 30-minute alert started. We still had 39% by the end. I did run into a bad bug where the alert timer read 0:00 for me, though according to other players there was still 5:40 left. Not sure what caused it, but I did have to alt-tab out to investigate a major frame loss(it was Steam updating, go figure). I was received an amount of ISO-4(didn't check how much) and some lights for my Harasser.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Toaster on September 27, 2017, 07:52:04 pm
So what was HE is no longer for spam infantry killing?  That... is probably a good thing for removing that, since it's obnoxious in certain places (also cough cough Prowler), and leads to AP/HEAT/HESH having tactical difference but still all good against armored targets?  Am I reading this right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on September 27, 2017, 08:07:27 pm
I think HE(SH) is still supposed to be good for infantry, because it does have the largest splash radius. It just has a longer reload time, meaning you have to pick your shots.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on September 27, 2017, 09:55:31 pm
AP/HEAT/HESH having tactical difference but still all good against armored targets?

Depends on your definition of "good", of course. Until AP stops one shotting infantry, I still see no reason to take any other weapon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on September 28, 2017, 03:44:28 am
HESH is for groups, AP is for sniping. Also, Lightning AP seemed fine in a tank battle we had vs the NC. Also, the Vanny cheat shield seemed a lot more fair (they had to use it much earlier, otherwise they still died). Also, Redditside was really toxic the first day, now it seems people have calmed down a bit. Also, air game is around 30% noobs, 50% BR100+ air vets, and 20% guys like me (decent, so cream the first group and get slaughtered by the second).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on October 02, 2017, 01:58:36 pm
Most of those changes sound shit, but finally nerfing the God shield makes up for it
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on October 05, 2017, 04:48:36 pm
They pushed out a quick hot-fix. The new continent-lock alerts are 45 minutes long now(was 30). Flak has two distinct burst ranges, a 5m inner range and 8m outer range, apparently to fix a bug with damage against moving vehicles. Sunderer Ranger and Skyguard have had their maximum indirect damage buffed, 15->20 and 20->25 respectively.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 07, 2017, 05:55:37 pm
Skyguard still feels underpowered for a dedicated AA platform that costs 350 resources... and this is coming from a pilot-skyguarder-infrantryman. I can generally shrug off a lone Skyguard, haven't been killed by one since the update. And not many kills with one, either (though admittedly I've barely pulled it).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on October 20, 2017, 05:29:54 pm
Halloween event has started from now until November 10. Hope you like grinding pumpkins!


Also a patch. The ESF/Engineer auto-repair is now a certed ability for Engineer with three ranks, R1 auto-repair ESFs, R2 repairs Liberators, R3 repairs Galaxies. Valkyries don't get it since they can have an onboard engineer repair it faster(note: prior patch limited it to only one engineer repairing). For reference, prior to this patch, an Engineer flying an ESF would effectively have the Auto-Repair(rank 1) equipped, allowing the vehicle to repair itself while still freeing up the passive equipment slot for something more useful like Stealth(by the way, Stealth is useful).

Sunderer health buffed by 25%. Tanks now take 15% more damage from side hits(prior patch removed side damage, giving only 2x rear damage).

Hornets and Liberator belly cannons nerfed against Gals/Libs/Valks, though the resist value for Valks is still negative(meaning they take more damage than normal). Annoyed since I use Hornets for heavycraft bombing, though it still may be viable.

Archer nerfed against tanks(prior update buffed damage against tanks while nerfing damage against MAXes).

Walker has been mostly nerfed against soft targets, slight buff against hard targets, while the Walkers mounted on MBTs, Harassers, and ANTs have had their minimum damage buffed with a corresponding reduction in falloff.

Flak of every kind, on the other hand, has been buffed, except the player-built flak turret, which has been renamed Hoplon and nerfed hard. The Hoplon is probably worse now than the static Aspis Flak Turret at bases.

Lolpods have had a direct-hit damage nerf.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on October 25, 2017, 05:09:46 pm
Double post for a hotfix!

Many directive requirements for the Halloween event have been made significantly easier. Ribbons for the Halloween weapons now only require 4 kills(was 10 like normal weapons). Good because the Halloween weapons suck.

Necromancer/Toil and Trouble revives for the Expert and Master ranks have been reduced to 30 and 50 respectively(was 60/250).

Vengeful Spirit/Headless Horseman kills for Expert and Master have been reduced to 50/100(was 100/300).

Pumpkin(and Snowmen for Christmas event) have had health halved, but gained some resistance to small arms and Archers.

Added: Flamerider decals for Flashes and Harassers, purchasable only during the event, but equippable all year. Can be bought with pumpkin seeds.

You can now directly type in the value for mouse sensitivity in the options.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 26, 2017, 04:12:02 am
Akura, I forgot - what server/outfit are you?

Also, I guess the ammo one is easy to do now. I've gotten to either the last or second-last rank, but I need to play Engie or Medic (pumpking hunting has been terrible for me..)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on October 26, 2017, 06:39:54 am
No outfit, Emerald server.


As for hunting pumpkins, Esamir is great because the pumpkins stand out against the white.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on October 26, 2017, 07:25:48 am
I tried hunting them after lock on Esamir, didn't find a single one.

E: And I was going by the spawn map, too.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Xardalas on November 03, 2017, 10:26:34 pm
Just got the Sirius on my Vanu infil. I love the damn thing. It's so much fucking fun to run around cloaked and pop up behind their lines and just gun down 2 or 3 medics before poofing.

Also, the magrider feels a hell of a lot better now. Last time I played PS2, it was super sluggish and pretty damn terrible.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on November 17, 2017, 05:53:21 pm
They've got a 5-year anniversary event going on. Double XP for the next week. Also, a redeemable promo code for a decal : 5YearsPS2.

They're also selling bundles with some 5th-anniversary stuff. The largest bundle is 8999 DBC, which comes to about $80-$90 - 1DBC is about 1 cent unless you buy a >5000 DBC at once.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 18, 2017, 09:49:36 am
Quote
Overdrive (Tier 1 - Tier 5)
Getting roadkills while in the pilot's seat of a vehicle will restore turbo fuel for the Flash and Harasser. At rank 5, this implant will also apply to the Liberator and empire specific fighters.

I kinda like the idea of an ESF pilot going around roadkilling people for more afterburner. Won't ever happen, but sounds hilarious.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on November 18, 2017, 02:50:37 pm
Just need to add the Scythe "frontal energy blades" primary weapon, for melee-killing tanks. ;P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on November 18, 2017, 05:43:59 pm
Won't ever happen, but sounds hilarious.

You don't say? (https://www.youtube.com/watch?v=7f-C8aEcH8s)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on November 18, 2017, 08:45:37 pm
I was thinking more something I'd actually see in game, rather than on youtube. You do occasionally run into Harassers that are just turboing around trying to pancake things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 18, 2017, 09:47:35 pm
Last time I checked it was moreso invisible Flashes doing the roadkills than harassers.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cyroth on November 19, 2017, 06:02:48 am
Started the game for the first time in almost 2 years. Decided to try my NC alt first, joined a large tank zerg fighting the TR in western Indar.
I grab my favorite vehicle, my fully certed Skyguard (I have one on all 3 factions), and go to guard duty next to a deployed ammo Sundy.

Some medic next to me starts spamming the "I need ammo" emote, naturally I ignore him since there is a Sundy right next to him and the sky is full of mossies.

Then I get a whisper from the guy. The following exchange happens (note that I'm shooting at aircraft while it happens):
Him: Dude, I NEED AMMO.
Me: Use the Sundy? Kinda busy here.
Him: DUDE AMMO

5 seconds later I get C4'd by the guy.

NC... NC never changes.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on November 19, 2017, 03:51:43 pm
I'm debating whether or not I want to jump in again. Meat grinders got a bit full for me, but it's one of this games where when things go well they go amazingly, and you feel like the baddest assest dude out there.

I played NC on Connery, got myself involved with HAMD for a bit. The only thing I loved more than the organized armored columns were the gal drops. I've always wanted to fly a valk Nam style three into a hot drop zone, but the massed gal drops still satisfied me, especially when they worked or when they didn't but we didn't die immediately. I guess Band of Brothers really influenced my love of airborne actions.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Aklyon on November 19, 2017, 06:19:15 pm
Started the game for the first time in almost 2 years. Decided to try my NC alt first, joined a large tank zerg fighting the TR in western Indar.
I grab my favorite vehicle, my fully certed Skyguard (I have one on all 3 factions), and go to guard duty next to a deployed ammo Sundy.

Some medic next to me starts spamming the "I need ammo" emote, naturally I ignore him since there is a Sundy right next to him and the sky is full of mossies.

Then I get a whisper from the guy. The following exchange happens (note that I'm shooting at aircraft while it happens):
Him: Dude, I NEED AMMO.
Me: Use the Sundy? Kinda busy here.
Him: DUDE AMMO

5 seconds later I get C4'd by the guy.

NC... NC never changes.
I see the blue shotguneers are still dumb, aye.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on November 19, 2017, 06:49:33 pm
Yee-haw rebel state corporate shills, they are.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on November 19, 2017, 07:51:17 pm
Label on Terran Republic weapons: "FRONT TOWARDS ENEMY"

Label on Vanu Sovereignty weapons: "TECHNOLOGY EQUALS MIGHT. PRAISE VANU."

Label on New Conglomerate weapons: "NC USE ONLY"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 21, 2017, 03:38:11 pm
If anyone is on VS Miller I'd love to do Anti-Vehicle Wraith runs with somebody who has a Deci. Just running around with a Fury works wonders in medium-sized battles.

Also, hornets are great. I feel like a flying Prowler or something when using them, and I've actually gotten to the point where I can dogfight decently enough to hold my own.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on November 21, 2017, 06:03:15 pm
Small update. A few decent changes, but the one irking everyone seems to be the inclusion of the player's ISO-4 stock under the minimap, right between the the certs and nanites. It clutters up the display, and it's pointless because you don't need to worry about your ISO-4 stock unless you're upgrading implants.

EDIT: I think the servers just crashed. Disconnected mid-game, tried to start again and a box saying that PunkbstrB.exe was blocked from loading appeared without opening the game, tried again and the game loaded, but closed and opened a page to the site claiming there was a G29 error.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on January 16, 2018, 09:20:25 pm
Is it just me, or did they fix vehicle third person within the last month or two? I don't see anything in the patch notes implying they might've, but it seems like your shots are accurate again.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on February 08, 2018, 06:06:03 pm
Significant update. Continents now open in an "Unstable Warpgate" state, where the outer edge of the map is the only part that can be captured, while alerts cannot be started and HIVEs cannot be placed during this time. Continents return to normal play after 2 hours or if the player count on the continent reaches 96 players(the former during off-peak times).

Koltyr, originally a battleplayground for low-BR players, has been repurposed as Koltyr-VR, a battleplayground for everyone. Like VR Training, you can grab whatever gear(except Harassers and MBTs, unsure about air) you want to play with, and test it against players of the other factions without worrying about stats. Up to 99 players(33 on each faction) are allowed in an instance of Koltyr-VR at a time, and two instances of Koltyr-VR will be active. VR Training only lets you play against static test dummies.

A few new vehicle-capturable sectors have been added to Indar, Esamir, and Amerish. These sectors are flat open areas, that also allow construction, so players can build a fortress of their own.

All factions received a new LMG for Heavy Assault. The VS gets the VE-H Maw, which appears to have high damage(167), fast reload, but small magazine(60) and low(?) fire rate(600RPM). NC gets MGR-L1 Promise, which supposedly has high accuracy under sustained fire, 100 round magazine, 143 damage, 689RPM fire rate. TR gets the MG-H1 Watchman, going by the description is just sprays bullets everywhere, 125 round magazine, 125 damage, 857RPM fire rate. I have little doubt that the NC's MGR-L1 is overpowered, if only so someone can get a chuckle out of calling it a broken Promise.


As of this posting, the servers are still down due to technical issues.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Orb on February 09, 2018, 01:10:45 pm
Everyone in my Vanu squad was complaining about the Watchman. And honestly, that thing is a beast. I wouldn't even need to see the death screen to know what killed me from behind, because I died before I even realized I was being shot. One time we were holding a point and I turned around to see 5 dead squadmates behind me, all gunned down by a heavy with a watchman. I opened fire but he just turned and gunned me down as well.

The Liberator buffs seem to have increased air play activity. There's more liberators around and reactionary scythes (hunting the libs). Was cool to see actual air fights above bases rather than just getting farmed by air.

Harassers take one less tank shot to kill now (specific resistance reduction vs tank shells), so they're like a shooting range if you're running an AP lightning. "POP! +500 pts!"
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on February 13, 2018, 10:00:54 am
857 round per minute eh?
What's the fire rate on the mini gun like these days?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 06, 2018, 05:06:24 pm
Hoo boy, big update. New feature: Advanced Specialization Program

Players who reach Battle Rank 100 (the max is BR120) have the option to enter the A.S.P., which resets their BR to 1, and gives them access to A.S.P. skills. When re-reaching BRs 1, 25, 50, 75, and 100, you will gain a skill point, to spend on one of the 23 available skills. As of this update, you can only reset your BR once, so that's 5 points. There are 6 groups of skills, one for each class(except MAX) and a universal group. Most skills expand equipment lists.


Spoiler: Engineer (click to show/hide)

Spoiler: Light Assault (click to show/hide)

Spoiler: Heavy Assault (click to show/hide)

Spoiler: Infiltrator (click to show/hide)

Spoiler: Combat Medic (click to show/hide)

Players at BR100+ with paid membership can enter the ASP for free, non-members at BR100+ need to spend 10,000 certs(which is the maximum you can carry).

Other new additions:

New item: Reserve Hardlight Barrier. They appear to be extensions to the engineer's deployable Hardlight Barrier, except you can carry two and they cost 50n apiece. They also changed Hardlight barriers to block placement of other turrets to keep from making actual good defense placment make it easier to climb over.

Due to the Sidearm Primary skill, most pistols have been buffed, mainly for cone-of-fire. Notably, the Blackhand and Commissioner also have been nerfed with longer draw times. In the Commish's case it's a straight nerf - it did not receive any other changes. Also of note is the TR's starting(Repeater) and directive reward(President) pistols both losing their single-shot fire mode.

Flak was nerfed hard, since most air vehicles(not ESFs) got increased resistance to flak damage(technically, reduced weakness, but still). According to devs, this was meant mostly to counter Burster MAXes. Flak should still be effective against ESFs though, which is probably the way it was meant to be. Also, Liberators got reduced belly armor(50%->20%).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 06, 2018, 06:41:28 pm
Interesting, although I'll probably never hit BR100 to actually use it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Egan_BW on April 06, 2018, 06:47:06 pm
or 10,000 certs for that matter. :P
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on April 06, 2018, 10:48:27 pm
At the rate I spend certs, I'm already half way there. BR100 seems like a much higher requirement.

It's kinda obnoxious adding such a huge "grind to win" barrier into the game, but I suppose the only class meaningfully buffed by it is the engineer, so it's not too "to win" yet.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Cyroth on April 08, 2018, 05:01:06 am
Engi can unlock half the weapon classes in the game (in addition to the other half... the one they already have), but there are still no assault rifles for Light Assaults.
Seriously Daybreak, screw you and the Flash you drove in on.  :(

I mean, I'm not even like some other LAs that want scout or battle rifles so they can snipe people from unreachable spots.
I just want ARs for the improved versatility compared to carbines.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 08, 2018, 07:08:32 am
Like I said, I main engi and even I think their skill list is too much. ARs are pretty much the only reason I ever play medic.

Anyways, my desire to even play this game anymore has been drastically reduced by one particular asshole, who shot me in the back with a crossbow, then teamkilled me when I returned warning fire, taunting me over voice chat saying "Don't mess with the king"(bear in mind he shot first for no reason). Just from the sound of his voice(which sounds a lot like the assholes who occasionally harass me on the street while I'm walking), my opinion of him and of what should happen to him isn't even something I can say on this forum. Looking up his statistics, he's somehow BR96 yet he's only been playing 8 months. I've had an account since 2015 and I'm at BR80. This is bordering on stalking now, and I think my math is wrong, but he spends around 8 hours a day(every day). Goddamn, get a job.
His username is EricHunter106, TR on Emerald.

Spoiler: Maths if interested (click to show/hide)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 13, 2018, 05:35:08 pm
Double-post for victory!

Major update today, dealing with both continent capture progression and construction updates.

First, for strategic play, when a continent unlocks, the warpgates enter a "charging" phase that lasts "a few hours". During this time, random events can occur. They're bringing back the old Facility control event(must be so old, I don't remember them). Another new one is the "Aerial Anomaly", where players must camp the titular anomaly - during this event all air vehicles are free of nanite costs. New events are supposed to come later.

At the end of the warpgate charging period, the first faction to achieve 41% control of the continent will trigger the locking alert, however it's whoever wins the alert that actually locks the continent, not just the faction that triggers it. Essentially, they've reverted back to the older alert style, or something similar. The new alerts last 90-minutes. Also, since continent control is what triggers an alert, HIVEs in player-built bases are gone. Speaking of construction...


The construction system has changed a bit. Most structures cost less cortium to build, but now there's a constant cortium drain. If the silo runs out, stuff decays. Silos now cost 2000 cortium, and this cortium is stored in the silo. The Repair Module, Elysium tube, and the Spear tower turret have all had their cert unlock costs reduced to 500 certs each. They've changed the exclusion zones for modules specific to each module type(was any module), and the exclusion zones were also shrunk, so expect denser modules. The Repair Module no longer makes buildings indestructible, so walls can be brought down under enough fire. ANT mining lasers can now damage constructions. Structure Shield module can over-shield structures in its effect, rendering them invulnerable for a short period(no idea on cost/cooldown). Skywall Shields no longer set infantry on fire, they EMP them instead, and do more damage to vehicles. Vehicle Gate structures no longer require a Shield module, they have their own(and drain cortium), have a placement limit of 2/player, and the shield blocks infantry fire.

"Spire" structures have been added. Unlike the module change above, these have universal exclusion zones. Currently, there are 2 Spire types. The Pain Spire causes damage over time to enemies in its 15m radius(similar to getting too close to an enemy spawn room in lattice bases). The Routing Spire allows you to pull a Router item, which can be deployed "indoors in lattice bases"(unsure if this means only there, or if that's just a suggestion) to create a spawn point for all faction members within 100m of it(it's like a Sunderer that goes where no Sunderer can go). If the Routing Spire is destroyed or loses power(cortium runs out or silo destroyed), the deployed Router is lost.

In addition to Spires, the "Flail" artillery weapon has been added. With an AI module and a spotting device(pulled from the Flail), it fires 4 anti-vehicle shells at the designated target.

Orbital Strikes can now be called on lattice bases, though players indoors will only receive knockback, not direct damage(impact damage can apply). They also fixed the bug that made the Orbital Strike structure indestructible. They also make a bigger explosion when destroyed.

Players cannot directly lock a silo from use, though there's a 20000 cortium "reserve" rule, which I assume means you can block other players from using cortium if it reduces the stored cortium to less than 20k.

Vehicle pads in player-bases no longer use nanites to spawn vehicles, only cortium. Air-Pads now resupply ammo to air vehicles. Player-built vehicle spawners can still be locked and also adhere to the reserve rule.

Other changes:

New weapons, a set of Battle Rifles for each faction. The TR's is crap(just "damage and precision"). The NC's rifle punches through multiple players. The VS's has infinite ammo, but (maybe) overheats. The other Battle Rifles got general buffs.

C4 now has a half-second delay before exploding.

TR Prowler's Anchored Mode is now inherent to the vehicle(certs refunded), and no longer increases reload speed. Instead, it now has access to the "Barrage" item in its place - this increases the reload speed of its boarding ramp main cannon by 30%. This means the top-gun no longer reloads faster.

Top-gun weapons: TR's Gatekeeper and Vulcan weapons were buffed across various stats. VS's Aphelion was likewise buffed. NC's Enforcer got more damage but nerfed every other way, while the Mjolnir got a straight nerf(250->200 velocity).


All in all, I like what I see.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on August 16, 2018, 05:35:25 pm
Triple Combo!

New update. Nothing game-changing, except for all the changes to the game.

General improvements to the codebase for better performance, and for more performance improvements down the line.

Continents' "Warpgate Charging" state will last at most 3 hours. Meltdown alerts to lock the continent have 25% XP bonus during.

Aerial Anomaly event: Anomaly appears closer to the center of the continent, and will loop between different spawn points before coming back to one it was already on. They also have a different appearance from a distance.

New event: Gaining Ground - hold the most 3+ point outposts to win. Occurrence rate for Amp/Tech/Biolab capture events lowered.

Squads: Mentor squads have been added. <BR15 players can join under command of a more experienced player. Mentor squads cannot be part of platoons, or have Fireteam waypoints or smoke markers.

Outfits can "host" squads and platoons, which basically means that leadership passes to another outfit member if the current leader leaves and disbands if there are no other outfit members in the squad.

Joining a squad automatically filters you into a fireteam by default, and fireteams have access to the /ft chat and voice channels. Fireteam leaders can place spawn beacons and FT waypoints(if allowed by squad leader).

Platoon command "/platoon promoteme" removed. The global /orders chat channel removed(certs refunded), instead squads and platoons with at least 6 members can use the "/sitrep" command to quickly display to the entire faction their location, capture time, and possible need for reinforcements based on location population. Maybe TheLoyalTerran will finally shut up...

Construction directives added. Rewards for T2/T3/T4 completion are(in order): Solid Wall constructable, a death-screen banner, and Auraxium ANT Mandible weapon + the title "Builder".

Considerable improvements to the implant system. New implants:
Jockey: Increases shield while in a rumble seat(like the backseat of the Harasser).
Survivalist: Increases shield regen and sprint speed when low on health.
Athlete: Increases sprint acceleration, deceleration, and hold-breath recovery speed.
Gunslinger: Kills with sidearms(Pistols, etc.) increase your reload speed for a bit.
Heavyweight: Heavily reduces flinch from being shot but slows your movement speed.
Response Jacket: Reduces successive explosive damage after taking explosive damage(first blast hits for full). I guess good for tanking grenade spam?
Ransack: Close-range vehicles will restore one load of ammo for you and your vehicle(like one activation of Ammo Printer).
Critical Chain: Headshot kills increase rechamber time. (I assume that means bolt-action snipers)
Sidewinder: Increases side-to-side movement at the cost of side-to-side acceleration/deceleration. (This is their answer to ADAD spam?)
Fortify: Press E by a capture point to temporarily buff your shield.
Symbiote: Gain small arms resistance after taking small arms damage(I guess like Response Jacket)
Covert Drop: Fall damage cloaks you! (wat)
Failsafe: Ability energy is restored when your shield breaks.
Salvage: MAX only. Killing another MAX heals yours.
Paratrooper: Light Assault only. Damage restores your jetpack fuel.
Electrotech: Engineer only. Shield break repairs stuff around you.
Mobility Mesh: Heavy Assault only. Mitigates the movement penalty of your overshield.
Mending Field: Medic only. Low-health friendlies rapidly heal to a certain point.
Firewall(Exceptional): Infiltrator only. You can now use you hack ability on friendly turrets, giving increased health. Apparently does not make it harder to hack.
Disengage(Exceptional): MAX only. Emergency repair ability now knockbacks enemy infantry and increases sprint speed.
Avoidance(Exceptional): No longer trip proximity mines, and Spitfire autoturrets detect you at half the range.
Bionics(Exceptional): Reduces health by 400, increases shield by 400. Gonna say it's incompatible with Carapace.
Cold Heart(Exceptional): Headshot kills increase heat dissipation speed for a short time. I assume this is for MANA and base turrets.
Experimental Stims(Exceptional): Medkits and Restoration kits also give one of the following buffs at random: movement speed, reload speed, small arms resistance.

Implants, except for Exceptional ones, can now by crafted directly with ISO-4. Cost directly correlates to drop rate. Various implants have had balancing applied.

The NC Summer directive weapon(a mortar for the Flash) have been buffed. Probably needed it, since I've seen nobody ever use it(or the TR's flamethrower except me).

Galaxy resistance to HMG/Chaingun damage has been buffed, primarily due to increase TTK from Libs and Valks.

Valkyrie's Wyvern weapon has had a minimum damage nerf(does less damage at longest range), and small arms resistance reduced to be proportionally similar to ESFs.

HESH ammo has been balanced to reduce splash damage kills, but are deadly on direct hit. HESH fires slightly slower, while HEAT has a slightly faster reload(except Prowler) and smaller blast radius. Lightning AP has higher damage, Vanguard AP had faster reload.

Infantry Flak armor no longer has Tank Shell resistance, and only gets C4/Mine resistance at its fifth upgrade level.

Sway removed from IRNV optics.

Spitfires no longer need to be replaced at a weapon terminal. Instead you can drop a new one after a cooldown.

Suppressors have been given significant buff - max damage penalty removed and bullet velocity penalty has been changed(standardized for all weapons) to 15%. Other attachments given various buffs.

Various SMGs have had bullet velocity buffed.

TR's Striker launcher got nerfed, making its engagement range around 445m(previously they could hit beyond render range). The NS Swarm launcher got buffed so that the missiles stay on target longer.

Vehicle gate shields now block all fire. Before, you kinda had to guess which shields did and didn't stop small arms.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on August 16, 2018, 05:47:59 pm
One day I'll come play this again and will be amazed by it for a few days. It'll never be as great as the joy of launch day though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on November 08, 2018, 02:48:29 am
I come and play semi-regularly, almost always good fun. When it isn't, I still have to get the will to stop playing, haha.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on November 15, 2018, 03:39:18 pm
6-year anniversary stuff dropped. Promo code "6YearsPS2" to get a 6-year anniversary decal and a Platinum-version Naginata LMG. There's also 3 tiers of bundles, Rookie, Veteran, and Warmachine, which cost 2999 DBC, 3999 DBC, and 8999 DBC respectively. Going from the dollar prices of Daybreak Cash*, that's about $30, $40, and $85 respectively.

I come and play semi-regularly, almost always good fun. When it isn't, I still have to get the will to stop playing, haha.

Eh, I'm more prone to rage-quits, especially if my faction(TR) is losing, which they almost always are. It's hard to keep going when you're endlessly taking it from the rear and there's literally nothing you can do to reverse it by yourself or convince anyone to help.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 15, 2018, 04:35:02 pm
I am impressed this game is still running. How long did the original Planetside run for?

I forget if I mentioned this but I stopped playing largely because the group I liked to play with seemed to disappear and I could never find another group like it.
When you're bored go look up "PooNanners Planetside 2" on youtube.
E: Nevermind, he has a website (http://poonanners.com/poo/#/) apparently.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on November 17, 2018, 11:32:08 am
The original planetside ran for a surprisingly long time, considering it was basically unsupported for most of it.

It ran from 2003 until 2016, so 13 years.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on November 21, 2018, 05:06:20 pm
I was suprised to see an article about a PS2 update after this was brought up so recently. Apparently there's a fourth faction (officially, too!) in the works. You have to pay the monthly subscription to play as them but you automatically go fight for the 'weakest' faction at the time. They can't use any of the faction-specific weapons or vehicles though.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on November 22, 2018, 08:54:41 am
Sounds like a mercenary faction (in a more literal sense than the NC), is that about right?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ygdrad on December 13, 2018, 01:48:41 pm
Well... Daybreak games just revealed their new project on stream(Planetside Arena) and was met with pretty much instant disappointment. They're basically going to try to reuse planetside 2 assets  to try to be yet another flavor of battlefield, complete with premium passes and competing for a userbase in an already oversaturated market. They're also looking at competing with themselves, they're trying to attract fans of planetside 2 with something that takes out what made PS2 stand out from the other battlefield games.

Edit: Also, forgot to mention it, but it goes without saying that they put in a battle royale mode. What cash grab doesn't these days?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ozyton on December 13, 2018, 04:40:57 pm
I was confused upon seeing the Steam news, the immediately disappointed.

Will we ever get another decent MMOFPS? Do people even want one? (I do)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on December 14, 2018, 06:58:31 am
I saw the email in my inbox today and thought "Oh what's this".

Apparently PUBG with a planetside skin :(
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 14, 2018, 07:06:45 am
I wouldn't be disappointed yet. It seems like this is a way to get more people into the Planetside IP. PS2 has been basically a noob grinder for forever, and I think a more-casual game to get people in is fine.

I'd be disappointed if it meant they'd discontinue Planetside 2, but so far those fears seem unfounded.

Ninjaedit: Also, it's not just Battle Royale. They plan a lot of gamemodes, some coming later in "seasons". We'll see what that brings...
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ygdrad on December 14, 2018, 09:26:42 pm
Also, it's not just Battle Royale. They plan a lot of gamemodes, some coming later in "seasons". We'll see what that brings...

Further spending from the players.  ;D
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: choppy on December 19, 2018, 01:23:00 pm
So for a limited time you can get a lifetime all-access membership for $300. https://www.planetside2.com/news/ps2-winter-extravaganza-2018 (https://www.planetside2.com/news/ps2-winter-extravaganza-2018)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Ygdrad on December 19, 2018, 11:32:37 pm
So for a limited time you can get a lifetime all-access membership for $300. https://www.planetside2.com/news/ps2-winter-extravaganza-2018 (https://www.planetside2.com/news/ps2-winter-extravaganza-2018)

That seems likes a very bad investment considering how little of a team is left handling the game and how they'll be wanting to convert PS2 players to Planetside Arena. Feels like a last attempt to get a large stack of cash from PS2 before moving on.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on December 24, 2018, 02:03:08 pm
So for a limited time you can get a lifetime all-access membership for $300. https://www.planetside2.com/news/ps2-winter-extravaganza-2018 (https://www.planetside2.com/news/ps2-winter-extravaganza-2018)

Shit, I wanted this.

Remember, it's not only PS2, but probably future games. It doesn't seem like Daybreak is going under, even assuming PS2 is gonna die (which it won't :P).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on December 30, 2018, 03:30:36 pm
In a fit of extreme rage, I've uninstalled this. I don't think I'll be reinstalling it any time soon.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: PTTG?? on December 30, 2018, 10:46:20 pm
Was it a problem with the game or the players?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on December 31, 2018, 07:54:06 am
Both, I guess. Just a number of minor aggravations that culminated into a single breakdown. And frankly, if a game makes me feel like that, I probably shouldn't be playing it anymore.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on January 26, 2019, 11:43:13 pm
Reinstalled to play with some dicks in an Arms Race, posting here to better organize and also add attention.

Currently have an NC character on Connery - SBTreeLobster if you've been lucky enough to get teamkilled by me. I've got some good leadership certs and some nice loadouts and vehicle upgrades I need to get used to again, but I'm willing to start fresh like a newborn baby wherever we have the most dudes. Mostly due to the aforementioned not being used to things.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 20, 2019, 05:13:38 pm
New patch today. Main thing is some kind of sidequest thing for the 20th birthday of Everquest. Reward is a knife, then an upgrade for the knife. One more year and Everquest can legally drink!

Adjustments to NC MAX shotguns to (on paper) make them less of a literal skullfuck every time.

Tanks now do more damage to each other and Sunderers(except shielded Sundies). Harassers actually take less AP damage now while an engineer in the back seat repairs slightly faster.

All factions get a new carbine. VS's Horizon fires a horizontal spread from the hip, vertical spread while aiming down the sights. NC's Charger has increased damage for the first few shots after a reload. The TR's Kindred has an increased RoF(apparently highest in the game) for the first few shots when pulling the trigger before slowing down, requiring you to release the trigger and fire again to maintain fire rate.

ESFs of all factions can have Wyrm missiles, basically a slower but harder-hitting lock-on missiles. The other A2A lockons were further nerfed against ESFs. Again. Though apparently the Wyrms are usable against enemy ESFs. EDIT: Got into game, they're actually wing-mounted big-ass machine guns.

Liberator Tank Buster and Vektor have lost their ability to swivel while aiming(that is still the main shtick of the Spur). Tank Buster has higher bullet velocity.

The Walker AA gun got decent buffs to fire rate and damage vs Liberators.

Fire Suppression got some buffs, particularly to cooldown times. Flashes(which have plenty of options besides FS) got a massive cooldown buff: now half the time it was.
They also (claim to) fixed the bug of FS not putting out a burning ESF or ANT. That's killed me a few times, so that's good.

Gate Shield Diffuser got some interesting buffs: cooldown reduced, duration is 15 seconds at all ranks(was 8/10/12/14 before), and now stops "most" types of collision damage. Like ramming. Note, this does not apply to the other vehicle(unless they use a GSD too).

Engineer's anti-tank turret had the damage type changed to the same as tank shells, meaning the tank damage changes above will apply.

Hardlight Barriers now take vastly more damage from anything bigger than small arms. In the devs' own words: "Dev Note: We've done a once-over on the Hardlight Barrier's resistances to put it more in line with the amount of damage you'd expect a magical space wall to take from heavy ordnance."
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on April 26, 2019, 05:03:27 pm
11GB update just dropped. Biggest part of the patch, and the reason it's an 11GB download, is that the entire game engine has been overhauled, adding DirectX 11 integration. Changes to the file formats and the way they're transferred should also inhibit hackers for a little bit(based on their words, mind you).

NS Operatives are added. Paid members can become NS Operatives who, upon joining a server, will be assigned to the faction with the lowest population, working as a team-balancing force. If they change server, they're reassigned. Operatives can only use NS weapons, and (currently) lack access to MAXes, MBTs, or ESFs.

New random event: Refuel & Resupply. On start, two Refineries will appear on the map. Players can deliver Cortium with an ANT to either of these. When a refinery is full, it disappears and a new one spawns. The faction with the most Cortium delivered at the end of the event wins, and receives a 20% nanite discount on ANTs and Sunderers.



I haven't opened the game yet, but the DBG forums are already saying the update is a massive shitshow. But that isn't particularly surprising.


EDIT: Initially, graphics looked smoother, but getting into an actual fight I found numerous graphical issues. Screen flashing from weather, particle effects deforming, etc. Also, the flashlight doesn't work at all, either the light or its ability to reveal cloaked infiltrators.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on April 27, 2019, 01:50:31 am
I wanted to try this out again but I was having horrible lag issues. Every ten seconds or so, every player on the map would start wildly warping around. Had the same issue before the latest patch, so I can't quite blame the new engine... it's just frustrating because I used to play Planetside 2 on a lower bandwidth, higher ping, and less stable connection back in the day without serious issues.

The NS operatives have really good models, I guess. That's really the only thing I could experience in the hour or so I tried playing!
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on April 27, 2019, 08:10:36 am
I don't get the point of adding a merc faction of robot dudes, especially if they're restricted access to vehicles.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on April 27, 2019, 10:39:50 am
I thoroughly enjoy the practice of cramming more into PS2 without polishing previous additions. Nothing like building up a backlog of necessary fixes that get complicated by adding additional shit to the game!

The game felt amazing for a leg like me a bit back, and maybe it's because I don't play it for hours at a time every day anymore and I'm a few years older, but it just doesn't feel as fun anymore. It's guaranteed that two teams will ignore one another and bully one out of existence unless absolutely necessary. I haven't had many sessions since I picked it back up a few months back where the front was more than just two sharp spearheads absolutely grinding the NC to dust. Just my relatively recent experience.

And wow, looking at the Reddit, things are not looking great after this patch.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on May 03, 2019, 10:21:37 am
I thoroughly enjoy the practice of cramming more into PS2 without polishing previous additions. Nothing like building up a backlog of necessary fixes that get complicated by adding additional shit to the game!

I think at this point it's too late, and they might feel the same way too. Teasing new features to pull back players (even if for a short time) is basically all Daybreak can do anymore to sustain themselves. A prolonged period of content-drought could cost some people their jobs, and at that point there's no going back. Granted, I think this update has surprisingly little to interest all but the most dedicated of players to return.

Not that I don't adore the idea; PS2 is unbelievably buggy and patches at release state are even more so. It definitely needs months of TLC, but without a windfall and a change of dev direction, it's never going to happen.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on May 03, 2019, 04:50:54 pm
My guess is, they're using PS2 as a testbed for what they're doing with Planetside Arena.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Tack on May 04, 2019, 08:26:54 am
I just migrated to Connery if there’s any west-coasters who want to play with a laggy convict
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on May 12, 2019, 08:57:18 pm
On the bright side, I'm getting 50-70 fps in major battles on high/ultra settings now as opposed to 15-30. That alone was enough to draw me back for a while.

I don't get the point of adding a merc faction of robot dudes, especially if they're restricted access to vehicles.
They're a more elegant way of population-balancing. Faction queues work, but they're shitty for everyone involved: they don't make people play on the underpopped factions, and people who want to play overpopped factions are SOL. Nobody went "Oh I guess I'll swap to my (whatever) character while they're getting shitstomped," nor did they go "Oh I guess I'll go to an empty continent and ghostcap everything for two hours," they either closed the game or did something else while waiting.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on May 13, 2019, 06:56:33 am
On the bright side, I'm getting 50-70 fps in major battles on high/ultra settings now as opposed to 15-30. That alone was enough to draw me back for a while.

I've had the opposite experience, I had to set everything to medium. Otherwise, the game keeps freezing up every few frames even though the fps counter stays at 40fps. Everything at medium isn't great, especially since it's nearly impossible to see infiltrator cloaks. And since flashlights are still broken(they reveal cloaks, but the normal light is gone and there's no indication that it's on or what its effect area is), more people are going for infiltrator.

Also, is there a way to set the frame cap over 40fps? In UserSettings.ini the fps cap is set to 250(for some reason), but in game it stays at 40.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Flying Dice on May 13, 2019, 05:19:55 pm
On the bright side, I'm getting 50-70 fps in major battles on high/ultra settings now as opposed to 15-30. That alone was enough to draw me back for a while.

I've had the opposite experience, I had to set everything to medium. Otherwise, the game keeps freezing up every few frames even though the fps counter stays at 40fps. Everything at medium isn't great, especially since it's nearly impossible to see infiltrator cloaks. And since flashlights are still broken(they reveal cloaks, but the normal light is gone and there's no indication that it's on or what its effect area is), more people are going for infiltrator.

Also, is there a way to set the frame cap over 40fps? In UserSettings.ini the fps cap is set to 250(for some reason), but in game it stays at 40.
PC or Playstation? I'd heard that the latter is basically SOL.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Rex_Nex on May 13, 2019, 07:37:28 pm
I got myself a power knife and have been having a lot of fun with it, I was surprised about how quiet it is. It's just a gentle hum when activated, no one can hear it if there's more than a dozen people fighting. It's really good as it is, especially at night, but there's apparently an implant that gives you a semi-cloak on melee kill that you can attack during. That sounds dirty.

Implants in general feel like they've gone in a more questionable direction. Things like Carapace, Athlete, and the Nightmare implant I mentioned above are just a bit too... direct, I guess? Back when the implant system was new, none of the implants had a direct combat advantage. You weren't going to lose a fair fight and be like "oh, I lost because that heavy had X implant", because there were only things like rangefinder, regen, minesweeper, etc. Really high level implants were also incredibly rare back then, almost everyone was just running around with Regen I and Enhanced Rangefinder. Now you can expect almost everyone to be running top tier implants at all times.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on May 13, 2019, 08:47:52 pm
That sounds dirty.
Especially considering you can activate it while cloaked, and can probably shank someone before you've fully decloaked.


I haven't found implants to be too gamebreaking, though. I forget which one(PRE-EDIT: Avoidance), but there's one that completely ignores mines, I think? That one's kinda bad, and probably why I see far very AP mines around than before the implant changes. Been a while since I've looked at the implants, and almost never upgrade the ones I have. Regen/Target Focus for most situations, Regen/Ammo Printer for heavy, Sweeper HUD(for the rangefinder) for infil. I don't think I've ever seen anyone use Phylactery.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: TolyK on June 06, 2019, 08:57:29 am
Phylactery for anti-infantry MAXes seems relatively popular.

My guess is, they're using PS2 as a testbed for what they're doing with Planetside Arena.

I think PSA is basically dead as it was originally intended. They had a stroke of luck that Apex Legends released enough ahead of time for them to slam the brakes and rethink entirely.
I don't know where they're heading (maybe large-team deathmatch or something as the main attraction?) but it's good that they stopped the release, at least.
Also, I'm far from convinced that PS2 will be canned. The influx of players after the DX11 patch probably showed management that it's still worth keeping around. ;)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 06, 2019, 04:41:42 pm
Also, I'm far from convinced that PS2 will be canned.

I agree, mainly because there's really no other game does what PS2 does: open-world conquest FPS. WWII Online is the only other one that comes to mind, but is even more dated than PS2.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: zombat on June 06, 2019, 05:49:15 pm
Also, I'm far from convinced that PS2 will be canned.

I agree, mainly because there's really no other game does what PS2 does: open-world conquest FPS. WWII Online is the only other one that comes to mind, but is even more dated than PS2.
Quote
PlanetSide was a massively-multiplayer online first-person-shooter video game published by Sony Online Entertainment and released on May 20, 2003.[1]
Quote
World War II Online is a massively multiplayer online first-person shooter (MMOFPS) video game developed by Playnet (later Cornered Rat Software) and published by Strategy First. It was released in 2001, for Microsoft Windows, with a Mac OS version being released in 2002. World War II Online was re-released in 2006 under the new name of World War II Online: Battleground Europe.
Older than Planetside 1 in fact
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on March 24, 2020, 05:14:12 pm
Welp, I tried logging in after I guess half a year of not playing, only to find that after a forced password reset error'd out my account is banned. No reason given. So, yeah, fuck these guys and I hope they all get sick and die.

EDIT: Welp, the above is no longer applicable. When I had my username sent to my email, it sent two usernames. Again, I have no idea why there were two, but I assumed both were tied to the same account. They weren't. One was banned, the other is not it seems.

Looking what's changed in the past several months, it seem like being part of an outfit(this game's version of guild/clan) is almost a requirement now to get anything done.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Man of Paper on March 25, 2020, 06:14:37 pm
While it does kind of seem that way and it does suck a little for the nonaffiliated, they seem to be accommodating the dedicated playerbase that logs in more frequently than once or twice a year (which I am guilty of as well). Which is better than them focusing on accommodating the fuckin ESF mains at least.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Reudh on July 03, 2020, 05:20:46 am
this game is still going? wow
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 03, 2020, 07:37:53 pm
Yes, although I would say the quality of the game is dropping pretty fast. The last six months or so, they've added several things that mostly benefit just the massive zerg outfits(on Emerald that'd be Angels of Death for TR, Sokaal's Legion for VS, I don't actually know what for NC). For example, the Bastion carrier and(most recently) the Colossus meant to counter it(I've yet to see one do so). Bother require a strategic resource only gained by an outfit that captures a territory - this is determined by the outfit with the most members on the territory at the moment of capture. Smaller outfits are therefore much less likely to gain resources, and non-outfit players(like me) get nothing.

Game balance is completely shagged. Always been, but seems to be getting worse lately. Harassers and Magriders are still the rulers of vehicle combat, of course, followed by Vanguards and stealth Flashes(Prowlers, as always, are worthless). I've lost armor duels using AP against someone with HEAT or HESH, because despite AP being the anti-vehicle shot both HEAT and HEST out-DPS it. 9 times out of 10, I'll find that the VS and NC are teaming up to attack the TR(I play TR, so...). TR in general is just bad, both mechanically - high RoF means less accuracy, which people seem to ignore when calculating DPS/TTK stats, to say nothing of the server not registering hits properly - and in terms of players. I've seen the TR push about 80%-90% of the map in the first 30 minutes of an alert only to blow it because the bulk of people in that push fuck off somewhere to find their next farm rather than stick to defending what was taken. I've seen too many bases lost because the idiots I'm fighting next to are too busy charging right at the enemy rather than do something smart like going after their Sunderer or retaking the point.

Oddly enough I don't see too much issue with ESFs anymore. Obviously, I can't air-to-air worth a damn, and even after watching a tutorial video on the method of two fighters just floating there shooting each other in the face I can't do it. It's stupid, I hate it, and that's never going to change. However, A2G fighters don't seem to be very problematic anymore, even when I do it.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 03, 2020, 08:20:42 pm
Harassers are good now? Did they get a massive buff or something? Last I played they had that laughable nerf that made them die in like two hits to basically everything.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 03, 2020, 08:22:17 pm
(protip: don't hit quote when you mean to hit edit.)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 03, 2020, 09:08:47 pm
Takes about 4-5 now. A crewed Harasser, or a solo with good reflexes to change seats, can easily zip off and repair. With or without multiple crew, they repair faster than a Lightning(which is always solo) or MBT, so it's unlikely that the latter will fully repair before the Harasser returns. Likewise, a solo Lightning is effectively stationary as the driver repairs(who is also vulnerable to sniping), so it can't expect to chase after the faster Harasser which, if crewed, is capable of both repairing and returning fire or running. All for less than half the cost of the Lightning.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on July 03, 2020, 10:15:27 pm
It costs fewer nanites, but nanites are a far less important resource than the one it costs twice as much in: crew.

If I'm going through all the work of getting a friend to sign on, and deal with the challenges of coordinating two people, I'd actually like to be rewarded more than if I just hopped in my Lightning and did it myself. Wish someone at DBG could have realized that years ago...

I'll have to look into the Harasser again I guess, might be fun to give it another go.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on July 04, 2020, 07:13:53 am
It costs fewer nanites, but nanites are a far less important resource than the one it costs twice as much in: crew.

This is the same argument that everyone defending the Harasser uses, and while it isn't wrong at all, I still have disagreements with it. Consider this: if two players working in tandem switch spawning Harassers as they're destroyed, then the nanite cost per pull for each player is less. Also, a two-man Harasser is more likely to beat two Lightnings for most of the same reasons it'll beat one Lightning, while the Lightnings still have the same cost that each of the tankers still have to pay.

I've been playing with solo Harassers lately. Been pretty fun, even though I mostly just snipe people with the Halberd launcher. Gotta remember to lock it, because there's always that asshole who jumps in and starts firing the weapon at random.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on October 03, 2020, 08:06:23 pm
They've released their Shattered Warpgate expansion. The main draw is the new Campaign and Mission systems. Campaign a mission-based something they're doing to push out the lore, but I don't know too much about it yet since it's buy-in. For subscribed members, they already get it, but for non-members it's a cert cost that scales with level - at my BR I'd pay around 2500 certs(a new gun usually costs around 1000). I'm also seeing complaints about other factions camping the objective sites, preventing others from trying to do them. The current Campaign is consisting of three Chapters, the first Chapter will run until the end of October, then the other two will run through November and December respectively.

Missions are a supplementary to the Campaign; they're a list of various, poorly-written objectives you can pick that give you a reward when you complete them. Missions are time-limited, so far all I've seen give you 12 hours to complete. Non-members can take three missions per day, members can take six, regardless of whether they're completed or not. I did only one mission, with the objectives to spawn a Sunderer and get experience from other players using my Sunderer to respawn in a "contested region", with no explanation of what that exactly means(does it mean an enemy territory? Territory with enemies in it?). It took me about an hour, but mainly because there wasn't any particularly large fights going on(a high-pop fight could get me 50 in minutes). As a reward, I got an experience booster that I'll probably never use and a TRAC-5 Burst(basically the starter carbine but limited to burst fire), which isn't too bad.

Another major change is Esamir being heavily altered; the Campaign lore is that the Eastern Warpgate blew up. So Esamir is now heavily altered, there are lightning storms around that damage vehicles(intended to limit the size of a fight, apparently) and there are supposedly salvageable vehicles around. I don't know what exactly has changed because I didn't play on Esamir yet. A minor change to Indar is that the rock bridge between The Crown and TI Alloys is gone and TI Alloys is supposed to be easier to attack. People were furious about that. Not me, I hated the TI Alloys/Ceres Hydroponics/Crown slog.


Another small change is that both Harassers and Lightnings now cost 300 nanites to pull. Liberators are less tanky except against Tomcats(A2A lockons), where they're given extra resistance from to even out their HP reduction. MAX Burster guns were slightly buffed, as were static Aspis AA turrets. The former got a damage buff while the turret has a higher shell velocity with an according increase in range(from 450m to about 750m).
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Kanil on October 04, 2020, 01:42:37 am
So for 2,500 certs I can get some janky ass missions that give me... certs... and bad weapons.

At least my Lightning is cheaper to replace when it gets struck by, well, lightning?
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on October 04, 2020, 04:29:06 am
The missions aren't buy-in, just the campaign.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on April 04, 2021, 01:37:39 am
Spoiler: Images (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Also damn I missed double xp for all, I was playing through Fallout 4. I usually do Planetside on weekends.
Here's some random screenshots I took (settings on Medium as there is a particle my GPU or something doesn't like at Ultra and it slows just a bit when I'm looking at said particle effect):

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler: VANU (click to show/hide)

They are also doing 48v48 tournaments I'd love to join but my outfit has long since moved on, for the most part. I see another once in a while and I think someone was doing a really great job keeping the outfit stocked with resources somehow (capturing bases solo is tedious and difficult even late at night though sometimes the game hands me a base seconds after I show up at low population too, dunno why but I feel bad for the people who actually did the work to caputre it) I do get to zap with the orbital strikes and other outfit goodies though, so I am hesitent to drop out of it. Plus it's GOON and I appreciate that they gave me an HONORARY INVITATION (when I asked after joining their platoons even though I never got a Something Awful account)
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on May 01, 2021, 03:23:15 am
There was an update and the storm on Esamir is gone. The next part of the campaign is beginning soon. A new type of base was added to Esamir,

I've only managed to get there once to see it so far and it was right in the last thirty seconds of an alert so I only looked around for a few minutes. A few GOONs have been on lately and the two today said it was confusing and one said it lagged him out really badly. From what I saw it looks really nice visually. It's also VERY large and I heard people saying it's biolab level crammed fighting. I haven't actually been able to try that yet. There are arrow paths on the ground which I am guessing help some. There are also different ways in and different stages to capture it. The description reminded me of Dark Age of Camelot forts, though I haven't played Daoc in ages and I don't know how they are now. For example there are destroyable doors.

In the few minutes I ran around the empty Containment Zone I realized it would probably be great as a standalone map for the 48v48 tournaments they have been doing. I would have to see how it goes in a big fight to give it a fair opinion I think. It sure looks nice.

Speaking of looking nice, here was something that got me killed watching earlier:

The sun was behind the hill to my rear and as infantry and vehicles crossed the hill their silhouette was projected onto that building like a shadow puppet play. The patch notes said they had re-enabled something called a Godray; maybe that's why shadows looked so nice today? I dunno but I stopped to watch and stopped moving long enough for a sniper to headshot me.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 20, 2021, 04:30:23 am
(https://steamuserimages-a.akamaihd.net/ugc/1726549148038878854/8944A6EB77A0EB12985200D071B0263D85759369/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

https://www.planetside2.com/news/dervish-heavy-fighter-teaser

I thought I'd post since they teased a new vehicle. It looks like a two person heavy fighter in concept. No idea but it sounds pretty cool.

If you liked PS2 before you should give it a try, they have been adding a lot of new stuff.

If you haven't tried it before, I highly recommend it. It is free, and amazing.

(https://steamuserimages-a.akamaihd.net/ugc/1726549148038879232/0626965F415EB3FE81279694C124AB4F7D2DFA73/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1726549148038879576/3336031551F71E9E90A4E23C73A3D2490F43EFEC/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/1726549148038880177/761F29F960E3E8AAC432BAE92BDB8B176C9C563E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)


NO SPOILERS ON FREEDOM DAY WEEKEND!!!1

EDIT: I should note that at the time of this post the population is low on the server I play on (Emerald)  because it's early morning in the server's playerbase area. If you want to see some massive slugfests (in video game terms) between small armies of mixed units you would want to try  afternoons, evenings and early nights servertime as that is when the population is high enough for that. There are other servers for other geographic areas too soo that's why it slows down; Emerald sees a lot of Euro players hop over to the US servers during that primetime I think. The Australians,Chinese, and other Asian or Pacific locales peoples had or have a server in their area too, I see them less then Euro people but once in a while I see both solo and in teams. There are S. Korean and Japanese outfits I see frequently on Emerald for exeample. For Chinese players I think there is more of a language barrier sort of like Euro players sometimes in that communication is using the voice command shortcuts to have your character say "Thanks" or "I need ammunition" or " "I need a gunner" or "Affirmative". Don't need to speak the same language to crew a gun on someone's vehicle; in fact I don't even use a mic though it would make it much easier if I did sometimes.

I just checked about ten minutes ago and there are still fights to go to with a decent number of people to oppose but the population is skewed and it's the small low population map so I'll try it in a few hours once people wake up and some lattices open up. If you have played before, the explanation is that purple is overpop and ghost capping for certs or something during a slow period on the server like one team or another is many mornings for reasons that remain a mystery to me (it's prob at least partially game account farmers or some such no worries unless they CHEETIN' or SLAVIN' at vidya games to do it because it gives me someone to shoot at that time even if it turns Planetside 2 into an asymetrical competition when it's not your team, so it's a win - win situation I guess).

Just thought I should post that after I checked and saw low population in case someone checks it out at a bad time for the server.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 20, 2021, 06:14:34 am
The problem with the Dervish is that it's exclusively for NSO characters, which in turn requires paid membership and to faction-hop.

Many of the other additions have been quite terrible in my opinion. The grenade launcher is ridiculous, the underbarrel launcher on the Punisher even more so; nothing beats not being able to destroy a Sunderer because an Engineer with a Punisher is standing on their ammo box slamming repair grenades into it(this happened to me yesterday, I think the guy might have been hacking though). The Containment Sites on Esamir are goddamn slog to fight through, and they're laggy as hell to boot. They're worse than Biolabs.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 20, 2021, 06:24:57 am
EDIT: MY bad, I should have posted this too, they talk about making NSO open to non members too so that new spacecar is free I think

https://www.planetside2.com/news/nso-development-update

I have heard the laggy containment area complaint before from a person in my outfit, I don't know how to fix it but I can ask if they ever figured it out. Last I heard they just avoided that base when on Esamir.

The punisher rep nades are pretty much standard for vehicle crew loadouts on engineer. Since you pretty much only need the repair tool if you are driving or gunning most people grab the punisher with certs and put a repair grenade on it. You can shoot it at a tank being far too daring that you know is about to blow up and maybe preserve it with a smidgen of HP left for one more infantry rocket as it backs up. Other than that most people shoot one as they run up to start repairing. I actually don't use it because one of my very few complaints about being locked out of stuff is the class loadouts: I need more engineer class loadout slots since that class does so much, and at least one of my engineer loadouts should have a shotgun and an auto turret deployable; thus the driver loadout gets a shotgun to swat floaty light assaults above my ride with in time before they throw down C4 bricks (maybe)

My biggest complaint about the rep nades is that for a while generators could be repaired through walls with them, so it made Amp stations much harder to capture in an unintended way. You can still smash inside with a sundie bus that goes through the base shields and drop a router but that's as risky as it sounds. Doable though. I dunno if the rep nades still work through walls on the gens or not, but it made taking Amp stations way harder even at overwhelming population numbers.

The NSO stuff is actually going free to play is what I've read in the next update. I'ma try the Javelin, the floaty flash thing. I see people doing sweet stuff with that thing, like climbing a galaxy stack floating hundreds of feet in the air. No way I could do that with Flash turbo, I'd misjump and fall off for sure. I think they are adding a gun to it too.

Having the containment zone run at full FPS on my computer probably helps me like it. I actually think it's a quite well made interior base except that it runs poorly on some computers for some reason; and because the whole inside of that base would be my favorite place to drive a flash ever except it has an inviso vehicle barrier like at the warpgates so I can't even finagle a turbo jump inside over the railing. Then again they might be right to keep me out of there on my flash, but I couldn't say for sure. Maybe if the defenders had a flash terminal at the bottom too... I would like to drive my flash there but not be run over by 48 purple flashes every time I attack a contanment zone. I end up thinking this whenever I have to jump off my flash to run inside down the spiral ramp.

EDIT2: They also added a rocket launcher for the heavy that you aim above where the red or purple planetmans are and when you fire the second time, it explodes in a downard shower of explosions. It was like a Death Blossom Bow from that one obscure shooter game I played long ago when I tried it in VR. I think I have about 1000 certs so I guess I will grab it, being content in most other areas of Planetside acquisitions (except for those loadout slots; for that I want to know if the Premium unlock persist if I pony up for one month. The 500 space monies included with it would also unlock one loadout slot, which would let me make an anti-infantry engineer loadout for example at least)

I'm at like BATTLERANK 102 and I've spent like $15 or so on PS2 over the I think 8 years or so while it probably sounds like I'm complaining about the loadout slots it probably should be them complaining about me and hauling me off by the scruff of my neck to the internet wasteland I wandered in from wherein there is no other game of this scale of first person shooting. Would I like that loadout slot for free? Certainly. Do they have much else to offer me to I hand them money; having bought the yellowest camo of the time a long time ago? Not really, I unlocked most of the sweet equipment I use regularly; I'm just unlocking new stuff to mess around with now with the certs I used to crave.

There is something called A.S.P. too that resets your character and allows you to use cross class specialties, such as Engineers with LMG and stuff. I have read nothing at all about it because it's 30,000 certs to unlock for free IIRC while premium gets access to it upon being over BR 100. For me, unlocking that and the extra loadout slot(s) I crave would be enough for a one month subscription finally. For someone new I would say make sure you like a game enough before you fully commit to a membership, don't get it just because the famous and respected Duuvian told you about it.

The ASP thing I have no idea how big a pain in the neck it is but I figure I'll do it like I've been treating the campaigns: if I notice I'm there anyways and remember I can do that now too after so many years of simply firing a variety of weapons at purple spandex
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Akura on June 20, 2021, 07:50:46 am
ASP is for when you hit the maximum BR of 120. Then you pay 10,000 certs(the highest you can hold) to change to the ASP ranks, which give access to some various, probably poorly-balanced abilities.

The Scorpion launcher, that overhead bomb-raining thing, isn't very useful. It looks cool, but the damage is garbage, and it's very hard to guess the correct range you need to set(remember that firing angle matters), and even moreso to actually fire at the correct range. And while I definitely score numerous hits with it, I've yet to actually get a kill.

Didn't hear about the F2P NSO change. Looks pretty alright.

As for improving performance at a Containment Site, it might have just been the sheer size of the fight. That said, there are a lot of interior objects, which means there's a lot of objects that need to be loaded in memory, many of which have high polygon counts. I also did notice a lot of poorly-implemented textures in the underground areas.
Title: Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
Post by: Duuvian on June 20, 2021, 07:59:57 am
Yeah I glanced over the ASP thing when I came back to PS2 but construction was the cert sink I had for a while; I have most of what I use from that now.

Oh it's only 10k? That's what I spent on the Campaign I think; maybe that was 5k. 10k would be doable; if I have to get to BR 120 though thats what will take forever for me since I always forget I can use the outfit loyalty resource to get free XP boosters for when there is an excellent farm. I have enough of the free ones that I don't have any logical reason to not use them more often except I forget from habit of not using them.

The launchers are usually designed to require multiple users to really shine. If you had a whole squad using them, do you think they could be good in circumstances like Indar infantry? I haven't seen it used as a squad yet. They can be given a trial if you and some people want to see if it works to blow up those hilltops rocket infantry like to hide and pop out to launch at friendly vehicles from. That's the kind of spot I was thinking it could be useful.

I recently unlocked the Phoenix Launcher finally. I should have done that so long ago. I couldn't use it when it first came out because my graphics card was so old that it couldn't handle it and the rocket exploded as soon as I launched it instead of my perspective changing to steer the rocket. I mention that because it is outstanding when a whole squad uses it at once. Maybe the death blossom rocket needs a full squad using it on the same target to do enough damage to be more than an annoyance? I haven't seen any squads try that yet, maybe it hasn't been out long enough to be common enough like where a squad lead can call for Phoenixes and have a few at least start launching.