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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 1072535 times)

Sensei

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3435 on: October 21, 2012, 10:22:22 pm »

Prowler still has its wonderful siege mode (press B) where you lock in one place and start firing rounds at a ridiculous rate. Or did they take that out? I've never really seen people use it recently.
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Smitehappy

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3436 on: October 21, 2012, 10:28:51 pm »

Prowler still has its wonderful siege mode (press B) where you lock in one place and start firing rounds at a ridiculous rate. Or did they take that out? I've never really seen people use it recently.

People always hate on the Prowler but I still love it. Trying to assault a location with a few well positioned Prowlers can be downright impossible if they have infantry support to repair and stop flanking Heavy Assaults. Back when they bumped up cert rate to insane level you could cert the siege mode to increase rate of fire by 500%. It was bananas but running out of ammo was a constant issue.
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TheBronzePickle

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3437 on: October 21, 2012, 11:12:48 pm »

The siege mode costs a metric ton and when your tank's advantage is being able to speed around faster than everyone else and still shoot reasonably accurately using both barrels, the siege mode kinda doesn't fit in very well. It doesn't make your tank any less easy to kill, that's for sure. Most people are content to just shoot normally and be able to back up to safety if they're getting low on health.
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Paul

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3438 on: October 21, 2012, 11:30:03 pm »

I've seen a few people put the siege mode to good use. Saw one prowler zip around behind two magriders while they were busy shooting at a base, deploy siege mode, and proceed to completely wreck both of them in seconds before they even turned around by hitting them in the back. Had one get me when I was in a vanguard using it once too, I was focused on killing a lightning and the next thing I knew I was getting hit rapid-fire in the back. Seen them wreck sunderers really fast on more than one occasion too, even with multiple people repairing they drop before anyone can kill the prowler. Most people don't seem to use it though. I think it's mostly the high cost - you don't see many people using the vanguard shield either.

Stealth + siege mode would probably be useful. Zip around using the Prowler's speed to get behind an enemy position, engage siege mode, and go to town. Or sneak up on a Sunderer and wipe it out before the infantry have time to organize and defend it.
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Shadowlord

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3439 on: October 22, 2012, 01:13:23 am »

What's the magrider even supposed to get to compare with that? (It's not the magburner, I hope, which is ludicrously high-priced now for being a simple temporary speed boost...)
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Seraphim342

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3440 on: October 22, 2012, 02:27:23 am »

The ammo upgrades for the turrets are amazing, and I'm sure they'd help with siege mode immensely.  Haven't used it yet or seen it used in PS2 since it costs 192 CP for level 1, but if it's anything like PS1 it could be devastating if used properly.  I take it from the description that the +100-500% "rate of fire" bonus actually affects reload? 

Has anyone used the AP/HE upgrades though?  If so, do we have any !!Science!! on how much more the AP does to tanks and how much less it does do infantry, or vice-versa for the HE? 

Also, is anyone getting a weird graphical glitch in the lightning/prowler where the shell appears to explode at the same time you shoot?  Basically looks like the muzzle flash got 10 times bigger?  I have to relog when I get it because it's impossible to see when firing the lightning and shooting accurately is impossible because you can't see where your shots land. 
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Shadowlord

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3441 on: October 22, 2012, 02:29:49 am »

I've been getting it all the time with the magrider this week (and reported it the first time I saw it), it's been making it next to impossible to use tanks at long range, or any time I wasn't moving while firing, as the explosion is pretty blinding.
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Seraphim342

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3442 on: October 22, 2012, 04:54:46 am »

Glad I'm not the only one.  Aside from that and the weird bug with the Phalanx turrets though, I'd say the game's pretty polished.  Haven't noticed any real game-breakers and only a few "minor annoyance" bugs.  I've heard some complaints that the morning/evening sun can be blinding on Esamir with all the snow, even at minimum brightness settings, but I actually like that aside from the migraines as it opens up a lot of tactical possibilities.  If you attack with the sun behind you you've got a major advantage... though this cuts both ways.  Add in the fact that the Beta servers are already playing at a significant fraction of their capacity, and I'm expecting a pretty smooth launch.

I forgot to mention in my previous post that while the special ability on Magriders is a little lackluster, VS players are going to absolutely love them when we start getting continents with a lot of water.  They can cross it without a bridge, and from the looks of it will be the only vehicle that can do so until they release more.  I forsee much TR/NC QQ if they ever roll out an updated Cyssor/Amerish/Hossin...  which I hope happens.  This Planetside needs more Cyssor =D
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"The cows seem to lose bowel control when launched... I consider this a feature."

Shadowlord

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3443 on: October 22, 2012, 05:02:45 am »

I've gotten stuck in the trenches in Esamir in a Magrider before. Not sure if a hover force upgrade would make that less likely or not.
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Seraphim342

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3444 on: October 22, 2012, 05:12:53 am »

That's a problem with all tanks.  Does the Magrider have a "climbing force" upgrade like the prowler/lightning/vanguard?  If it does that might help... but the other upgrades in that slot are a lot better, imo.  I feel you, though.  Several times now has my prowler/lightning gone from being a tank to being a turret because I went over a trench head-on.  A way to avoid this is to not try to cross perpendicular to the trench, come in at about a 45-degree angle.  Also, the trenches can be useful if you pull into them, then line your tank up with the trench in a "hull down" position.  You can still fire unimpeded, but only your turret is above the trench, making you a lot harder to hit. To get out, just do the same thing:  Don't try to drive straight up the wall, go about 45-degrees off and goose it a little.  Went from having 25 prowler kills to a silver medal with one tank doing this yesterday.  Can't wait to try it in deploy mode =D
« Last Edit: October 22, 2012, 09:52:14 am by Seraphim342 »
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I like to think that on the other side of the world a human is walking on the beach, notices the water level suddenly drop twenty feet, and whispers "fucking dwarves."

"The cows seem to lose bowel control when launched... I consider this a feature."

Charmander

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3445 on: October 22, 2012, 07:11:17 am »

I've always preferred the lightning to the vanguard. Not tried prowlers or magriders, but then again I'm not a xenophile or a militaristic nutjob. Also I love gauss.

With an AP turret that thing packs a decent enough punch if you can maneuver well enough. It works as a nice, mobile tank hunter, and there's nothing like popping up behind a skyguard and its escort just to ruin their day with a couple of shells. And using it as the aforementioned skyguard? Any aircraft shows itself, boom. I suppose a libby going high enough would work for a counter, since the things tend not to move, and clear shots are easy enough against stationary targets. I got about 15 kills and that and a half again in assists over two hours without dying once. But then again, if I hadn't, we'd have been chewed up by mozzies and libs aplenty.
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TheBronzePickle

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3446 on: October 22, 2012, 08:52:54 am »

The ammo upgrades for the turrets are amazing, and I'm sure they'd help with siege mode immensely.  Haven't used it yet or seen it used in PS2 since it costs 192 CP for level 1, but if it's anything like PS1 it could be devastating if used properly.  I take it from the description that the +100-500% "rate of fire" bonus actually affects reload? 

Has anyone used the AP/HE upgrades though?  If so, do we have any !!Science!! on how much more the AP does to tanks and how much less it does do infantry, or vice-versa for the HE? 

Also, is anyone getting a weird graphical glitch in the lightning/prowler where the shell appears to explode at the same time you shoot?  Basically looks like the muzzle flash got 10 times bigger?  I have to relog when I get it because it's impossible to see when firing the lightning and shooting accurately is impossible because you can't see where your shots land. 

No idea about actual damage stats. Just remember, the AP cannon fires kinetic energy penetrators. You have to hit the target to do damage, although from what I've seen the damage is enough to take out an enemy tank with maybe 1 or 2 rear shots. I've seen it used against soldiers to decent effect, though. Even MAXes get turned into red mist if you hit them. But still, when you can only shoot one soldier at a time it's better to just retreat and find a vehicle to murder.

Do not buy HE. The base HEAT cannon does perfectly fine against soldiers, and HE sacrifices your ability to survive in an armored conflict. If you're expecting soldiers to be a problem, find something that is more effective against them (namely, other soldiers).
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Seraphim342

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3447 on: October 22, 2012, 09:23:56 am »

I was just thinking that maybe the HE had a larger AoE for troop suppression.  The HEAT kills in one hit 90% of the time if it lands within a few feet, but it can be tricky if they're crouched behind a barricade or standing on the back-side of a hill from you.  Either have to get them with splash damage around the obstruction or shoot them in the face. The AP being a penetrator with no AoE makes sense, and 1-2 rear hits sounds awesome.  Takes 2-4 rear hits with regular ammo in my experience.  Might be worth picking up if there was a lot of tank action going on.  Then again, the anti-tank rocket secondary's awesome and doesn't compromise your anti-infantry capability...  though I suppose that depends on your gunner, and I'm leaning towards saving up for the anti-air cannon.  Is that effective against ground troops as well?  If so, AP + 30mm could be a good all-around combination.  Though I suppose if you had a decent outfit the whole problem could be solved with moar prowlers =p 1 HE+30mm for aircraft and troops and 2 AP+Rocket for tanks?  I'd be scared. 

Question, is there any way to change the loadout of your vehicle without waiting for the countdown to expire and spawning another one? 
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"The cows seem to lose bowel control when launched... I consider this a feature."

miauw62

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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3448 on: October 22, 2012, 11:21:00 am »

Alright, i got two more friends for the outfit. I'm assuming you guys can come on? We could go kick some vanu/TR ass.
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Re: Planetside 2: In beta MMOFPS. 2000 players/server. More updates!
« Reply #3449 on: October 22, 2012, 11:23:01 am »

NC are being pushed into the corner as we speak. The Crown is a sole island inside a sea of purple and red, I have no idea how we're doing it. We defended it for hours, holy hell, that was amazing.
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