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How many outfits are we going to have (in the name of Science)?

1: NC
2: NC and TR
3: NC, TR and Vanu

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Author Topic: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.  (Read 767582 times)

Egan_BW

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12405 on: April 06, 2018, 06:47:06 pm »

or 10,000 certs for that matter. :P
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Kanil

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12406 on: April 06, 2018, 10:48:27 pm »

At the rate I spend certs, I'm already half way there. BR100 seems like a much higher requirement.

It's kinda obnoxious adding such a huge "grind to win" barrier into the game, but I suppose the only class meaningfully buffed by it is the engineer, so it's not too "to win" yet.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Cyroth

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12407 on: April 08, 2018, 05:01:06 am »

Engi can unlock half the weapon classes in the game (in addition to the other half... the one they already have), but there are still no assault rifles for Light Assaults.
Seriously Daybreak, screw you and the Flash you drove in on.  :(

I mean, I'm not even like some other LAs that want scout or battle rifles so they can snipe people from unreachable spots.
I just want ARs for the improved versatility compared to carbines.
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Akura

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12408 on: April 08, 2018, 07:08:32 am »

Like I said, I main engi and even I think their skill list is too much. ARs are pretty much the only reason I ever play medic.

Anyways, my desire to even play this game anymore has been drastically reduced by one particular asshole, who shot me in the back with a crossbow, then teamkilled me when I returned warning fire, taunting me over voice chat saying "Don't mess with the king"(bear in mind he shot first for no reason). Just from the sound of his voice(which sounds a lot like the assholes who occasionally harass me on the street while I'm walking), my opinion of him and of what should happen to him isn't even something I can say on this forum. Looking up his statistics, he's somehow BR96 yet he's only been playing 8 months. I've had an account since 2015 and I'm at BR80. This is bordering on stalking now, and I think my math is wrong, but he spends around 8 hours a day(every day). Goddamn, get a job.
His username is EricHunter106, TR on Emerald.

Spoiler: Maths if interested (click to show/hide)
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Akura

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12409 on: June 13, 2018, 05:35:08 pm »

Double-post for victory!

Major update today, dealing with both continent capture progression and construction updates.

First, for strategic play, when a continent unlocks, the warpgates enter a "charging" phase that lasts "a few hours". During this time, random events can occur. They're bringing back the old Facility control event(must be so old, I don't remember them). Another new one is the "Aerial Anomaly", where players must camp the titular anomaly - during this event all air vehicles are free of nanite costs. New events are supposed to come later.

At the end of the warpgate charging period, the first faction to achieve 41% control of the continent will trigger the locking alert, however it's whoever wins the alert that actually locks the continent, not just the faction that triggers it. Essentially, they've reverted back to the older alert style, or something similar. The new alerts last 90-minutes. Also, since continent control is what triggers an alert, HIVEs in player-built bases are gone. Speaking of construction...


The construction system has changed a bit. Most structures cost less cortium to build, but now there's a constant cortium drain. If the silo runs out, stuff decays. Silos now cost 2000 cortium, and this cortium is stored in the silo. The Repair Module, Elysium tube, and the Spear tower turret have all had their cert unlock costs reduced to 500 certs each. They've changed the exclusion zones for modules specific to each module type(was any module), and the exclusion zones were also shrunk, so expect denser modules. The Repair Module no longer makes buildings indestructible, so walls can be brought down under enough fire. ANT mining lasers can now damage constructions. Structure Shield module can over-shield structures in its effect, rendering them invulnerable for a short period(no idea on cost/cooldown). Skywall Shields no longer set infantry on fire, they EMP them instead, and do more damage to vehicles. Vehicle Gate structures no longer require a Shield module, they have their own(and drain cortium), have a placement limit of 2/player, and the shield blocks infantry fire.

"Spire" structures have been added. Unlike the module change above, these have universal exclusion zones. Currently, there are 2 Spire types. The Pain Spire causes damage over time to enemies in its 15m radius(similar to getting too close to an enemy spawn room in lattice bases). The Routing Spire allows you to pull a Router item, which can be deployed "indoors in lattice bases"(unsure if this means only there, or if that's just a suggestion) to create a spawn point for all faction members within 100m of it(it's like a Sunderer that goes where no Sunderer can go). If the Routing Spire is destroyed or loses power(cortium runs out or silo destroyed), the deployed Router is lost.

In addition to Spires, the "Flail" artillery weapon has been added. With an AI module and a spotting device(pulled from the Flail), it fires 4 anti-vehicle shells at the designated target.

Orbital Strikes can now be called on lattice bases, though players indoors will only receive knockback, not direct damage(impact damage can apply). They also fixed the bug that made the Orbital Strike structure indestructible. They also make a bigger explosion when destroyed.

Players cannot directly lock a silo from use, though there's a 20000 cortium "reserve" rule, which I assume means you can block other players from using cortium if it reduces the stored cortium to less than 20k.

Vehicle pads in player-bases no longer use nanites to spawn vehicles, only cortium. Air-Pads now resupply ammo to air vehicles. Player-built vehicle spawners can still be locked and also adhere to the reserve rule.

Other changes:

New weapons, a set of Battle Rifles for each faction. The TR's is crap(just "damage and precision"). The NC's rifle punches through multiple players. The VS's has infinite ammo, but (maybe) overheats. The other Battle Rifles got general buffs.

C4 now has a half-second delay before exploding.

TR Prowler's Anchored Mode is now inherent to the vehicle(certs refunded), and no longer increases reload speed. Instead, it now has access to the "Barrage" item in its place - this increases the reload speed of its boarding ramp main cannon by 30%. This means the top-gun no longer reloads faster.

Top-gun weapons: TR's Gatekeeper and Vulcan weapons were buffed across various stats. VS's Aphelion was likewise buffed. NC's Enforcer got more damage but nerfed every other way, while the Mjolnir got a straight nerf(250->200 velocity).


All in all, I like what I see.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
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Akura

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12410 on: August 16, 2018, 05:35:25 pm »

Triple Combo!

New update. Nothing game-changing, except for all the changes to the game.

General improvements to the codebase for better performance, and for more performance improvements down the line.

Continents' "Warpgate Charging" state will last at most 3 hours. Meltdown alerts to lock the continent have 25% XP bonus during.

Aerial Anomaly event: Anomaly appears closer to the center of the continent, and will loop between different spawn points before coming back to one it was already on. They also have a different appearance from a distance.

New event: Gaining Ground - hold the most 3+ point outposts to win. Occurrence rate for Amp/Tech/Biolab capture events lowered.

Squads: Mentor squads have been added. <BR15 players can join under command of a more experienced player. Mentor squads cannot be part of platoons, or have Fireteam waypoints or smoke markers.

Outfits can "host" squads and platoons, which basically means that leadership passes to another outfit member if the current leader leaves and disbands if there are no other outfit members in the squad.

Joining a squad automatically filters you into a fireteam by default, and fireteams have access to the /ft chat and voice channels. Fireteam leaders can place spawn beacons and FT waypoints(if allowed by squad leader).

Platoon command "/platoon promoteme" removed. The global /orders chat channel removed(certs refunded), instead squads and platoons with at least 6 members can use the "/sitrep" command to quickly display to the entire faction their location, capture time, and possible need for reinforcements based on location population. Maybe TheLoyalTerran will finally shut up...

Construction directives added. Rewards for T2/T3/T4 completion are(in order): Solid Wall constructable, a death-screen banner, and Auraxium ANT Mandible weapon + the title "Builder".

Considerable improvements to the implant system. New implants:
Jockey: Increases shield while in a rumble seat(like the backseat of the Harasser).
Survivalist: Increases shield regen and sprint speed when low on health.
Athlete: Increases sprint acceleration, deceleration, and hold-breath recovery speed.
Gunslinger: Kills with sidearms(Pistols, etc.) increase your reload speed for a bit.
Heavyweight: Heavily reduces flinch from being shot but slows your movement speed.
Response Jacket: Reduces successive explosive damage after taking explosive damage(first blast hits for full). I guess good for tanking grenade spam?
Ransack: Close-range vehicles will restore one load of ammo for you and your vehicle(like one activation of Ammo Printer).
Critical Chain: Headshot kills increase rechamber time. (I assume that means bolt-action snipers)
Sidewinder: Increases side-to-side movement at the cost of side-to-side acceleration/deceleration. (This is their answer to ADAD spam?)
Fortify: Press E by a capture point to temporarily buff your shield.
Symbiote: Gain small arms resistance after taking small arms damage(I guess like Response Jacket)
Covert Drop: Fall damage cloaks you! (wat)
Failsafe: Ability energy is restored when your shield breaks.
Salvage: MAX only. Killing another MAX heals yours.
Paratrooper: Light Assault only. Damage restores your jetpack fuel.
Electrotech: Engineer only. Shield break repairs stuff around you.
Mobility Mesh: Heavy Assault only. Mitigates the movement penalty of your overshield.
Mending Field: Medic only. Low-health friendlies rapidly heal to a certain point.
Firewall(Exceptional): Infiltrator only. You can now use you hack ability on friendly turrets, giving increased health. Apparently does not make it harder to hack.
Disengage(Exceptional): MAX only. Emergency repair ability now knockbacks enemy infantry and increases sprint speed.
Avoidance(Exceptional): No longer trip proximity mines, and Spitfire autoturrets detect you at half the range.
Bionics(Exceptional): Reduces health by 400, increases shield by 400. Gonna say it's incompatible with Carapace.
Cold Heart(Exceptional): Headshot kills increase heat dissipation speed for a short time. I assume this is for MANA and base turrets.
Experimental Stims(Exceptional): Medkits and Restoration kits also give one of the following buffs at random: movement speed, reload speed, small arms resistance.

Implants, except for Exceptional ones, can now by crafted directly with ISO-4. Cost directly correlates to drop rate. Various implants have had balancing applied.

The NC Summer directive weapon(a mortar for the Flash) have been buffed. Probably needed it, since I've seen nobody ever use it(or the TR's flamethrower except me).

Galaxy resistance to HMG/Chaingun damage has been buffed, primarily due to increase TTK from Libs and Valks.

Valkyrie's Wyvern weapon has had a minimum damage nerf(does less damage at longest range), and small arms resistance reduced to be proportionally similar to ESFs.

HESH ammo has been balanced to reduce splash damage kills, but are deadly on direct hit. HESH fires slightly slower, while HEAT has a slightly faster reload(except Prowler) and smaller blast radius. Lightning AP has higher damage, Vanguard AP had faster reload.

Infantry Flak armor no longer has Tank Shell resistance, and only gets C4/Mine resistance at its fifth upgrade level.

Sway removed from IRNV optics.

Spitfires no longer need to be replaced at a weapon terminal. Instead you can drop a new one after a cooldown.

Suppressors have been given significant buff - max damage penalty removed and bullet velocity penalty has been changed(standardized for all weapons) to 15%. Other attachments given various buffs.

Various SMGs have had bullet velocity buffed.

TR's Striker launcher got nerfed, making its engagement range around 445m(previously they could hit beyond render range). The NS Swarm launcher got buffed so that the missiles stay on target longer.

Vehicle gate shields now block all fire. Before, you kinda had to guess which shields did and didn't stop small arms.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12411 on: August 16, 2018, 05:47:59 pm »

One day I'll come play this again and will be amazed by it for a few days. It'll never be as great as the joy of launch day though.

TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12412 on: November 08, 2018, 02:48:29 am »

I come and play semi-regularly, almost always good fun. When it isn't, I still have to get the will to stop playing, haha.
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Akura

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12413 on: November 15, 2018, 03:39:18 pm »

6-year anniversary stuff dropped. Promo code "6YearsPS2" to get a 6-year anniversary decal and a Platinum-version Naginata LMG. There's also 3 tiers of bundles, Rookie, Veteran, and Warmachine, which cost 2999 DBC, 3999 DBC, and 8999 DBC respectively. Going from the dollar prices of Daybreak Cash*, that's about $30, $40, and $85 respectively.

I come and play semi-regularly, almost always good fun. When it isn't, I still have to get the will to stop playing, haha.

Eh, I'm more prone to rage-quits, especially if my faction(TR) is losing, which they almost always are. It's hard to keep going when you're endlessly taking it from the rear and there's literally nothing you can do to reverse it by yourself or convince anyone to help.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12414 on: November 15, 2018, 04:35:02 pm »

I am impressed this game is still running. How long did the original Planetside run for?

I forget if I mentioned this but I stopped playing largely because the group I liked to play with seemed to disappear and I could never find another group like it.
When you're bored go look up "PooNanners Planetside 2" on youtube.
E: Nevermind, he has a website apparently.
« Last Edit: November 15, 2018, 04:38:24 pm by Ozyton »
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12415 on: November 17, 2018, 11:32:08 am »

The original planetside ran for a surprisingly long time, considering it was basically unsupported for most of it.

It ran from 2003 until 2016, so 13 years.
« Last Edit: November 17, 2018, 11:34:55 am by zombat »
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12416 on: November 21, 2018, 05:06:20 pm »

I was suprised to see an article about a PS2 update after this was brought up so recently. Apparently there's a fourth faction (officially, too!) in the works. You have to pay the monthly subscription to play as them but you automatically go fight for the 'weakest' faction at the time. They can't use any of the faction-specific weapons or vehicles though.

Rex_Nex

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12417 on: November 22, 2018, 08:54:41 am »

Sounds like a mercenary faction (in a more literal sense than the NC), is that about right?
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Ygdrad

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12418 on: December 13, 2018, 01:48:41 pm »

Well... Daybreak games just revealed their new project on stream(Planetside Arena) and was met with pretty much instant disappointment. They're basically going to try to reuse planetside 2 assets  to try to be yet another flavor of battlefield, complete with premium passes and competing for a userbase in an already oversaturated market. They're also looking at competing with themselves, they're trying to attract fans of planetside 2 with something that takes out what made PS2 stand out from the other battlefield games.

Edit: Also, forgot to mention it, but it goes without saying that they put in a battle royale mode. What cash grab doesn't these days?
« Last Edit: December 13, 2018, 02:43:23 pm by Ygdrad »
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #12419 on: December 13, 2018, 04:40:57 pm »

I was confused upon seeing the Steam news, the immediately disappointed.

Will we ever get another decent MMOFPS? Do people even want one? (I do)
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