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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 1089133 times)

Rakonas

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7815 on: June 25, 2013, 01:58:32 pm »

Wait, really? Prowlers have two guns controlled by the driver now?..
Pedant much? :P

I meant that I think MBT's would be more powerful if the driving and main gun/turret were handled by separate players, but I think you know that.
Sorry, I meant, are Prowlers still essentially the same despite there being only one player per MBT? I don't remember the 1 player per MBT thing from beta or just totally missed this change. Prowlers were the epitome of why more than one player for an MBT is great, as you have the one player blasting stuff, the one player looking out for infantry, and the driver focusing on, well, driving.
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Vattic

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7816 on: June 25, 2013, 02:25:59 pm »

I was agreeing with zombat and Siquo's complaints that, unlike PS1, the driver of a MBT also controls the main gun. It's always been two players per MBT in PS2 as far as I know, with the additional player controlling whatever gun is mounted on top.
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TolyK

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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7818 on: June 25, 2013, 04:36:43 pm »

Ahahaha XD
http://www.youtube.com/watch?v=NmnzhmAXRiU

Magriders... magriders never change.
Hell Vanu related stuff never change.

http://www.youtube.com/watch?v=bES2lz79N_s

EVER.
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Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7819 on: June 25, 2013, 09:01:31 pm »

The Fury hasn't been nerfed yet. It was going to be (and the nerf went through to the PTS) but then it went on members only sale and people complained and the nerf was cancelled. It still needs to be reigned in a little. Something similar to the Enforcer nerf maybe. That's still useful as an AI weapon but doesn't dominate by default any more.

It was, a bit.  The Flash version now has a tiny ammo pool, giving you around forty shots.


Also, the new Vulcan is incredible.    I was in a low-flying Galaxy that passed over a Harasser armed with one (so the weaker non-Prowler version) and it unloaded into us, doing over 60% damage to us in its first clip.   We got away with maybe 15% health left.  Damn.
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7820 on: June 25, 2013, 10:57:04 pm »

1. New game means new specs. It's a new game, you should have a computer that can play new games. Mine is 5 yrs old (but was high end back then) and can run large battles fine.

Mine's only three years old and was pretty decent spec at the time
Windows 7 64bit
AMD Phenom II X4 945
ATi HD 5870
8GBx2 DDR3 1600 (PS2 and Rising Storm finally spured me replaced the 1GBx4 DDR3 I'd put up with for years, heh 4GB on Win7 - talk about a budget compromise)
Creative Xfi (Incidently have Creative become a decent company again or are they still churning out branded rubbish like card?)

I get 60-80fps in warp gate
A passable 40-60 in the field and outpost battles
Facilities I get 10-20, biolabs and AMPs are the worst, battles dip even further being unplayable.


Another thing I hate is camo, especially the desert one as I'm used to Yellow Bellies = NC
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7821 on: June 26, 2013, 01:02:07 am »

Incidently have Creative become a decent company again or are they still churning out branded rubbish like card?

Eh. Sort of.

I have an X-Fi Titanium. It's frustrating to own but it does sound good to my audiophile wannabe ears. The frustrations aren't unique to the card, or even Creative. Sound cards less than $100 are kind of junky.
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Siquo

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7822 on: June 26, 2013, 02:16:27 am »

Mine's only three years old and was pretty decent spec at the time
Okay, that is just odd.
Another thing I hate is camo, especially the desert one as I'm used to Yellow Bellies = NC
Well, one way to handle those: if you really want to look like the enemy, don't be surprised if I shoot you.
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7823 on: June 26, 2013, 07:45:36 am »

Yeah... I've learned to live with the grief points

Another thing, why did they reduce the voice macros, too bad they couldn't reuse the voices and system from PS1
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7824 on: June 26, 2013, 08:45:21 am »

Note that AMD processors - especially multi-core - are still not really optimised for in the game, so those framerates are pretty good for your rig. Hopefully the Playstation 4 optimisations will help on that front. Like I said before, some of the larger facilities do seem to have FPS drops that are hitting everyone since the last update, so I wouldn't judge it from that.

I think they wanted the in game VOIP to replace the macros, but people still just use external VOIP tools and macros in game so hopefully they will expand them.

As far as tanks go, I usually feel I make more of an impact solo in a Lightning than solo in a Vanguard. Maybe it's different for Prowlers or Magriders, but running on your own in a Vanguard you just feel like a big target with relatively few options other than taking whatever damage people choose to dish out while carefully picking off single targets. I love gunning for them and a two man crew becomes immensely powerful, but for one person a Lightning is just easier to keep alive and dealing pain.

OK, part of that might be racer 2 and side armour on my Lightning, but still.


By the by, AV Mana turret is on sale today for half SC. Just to further taunt people I guess.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7825 on: June 27, 2013, 02:48:57 am »

The no-deploy zones inside the facilities can't come soon enough.

I was defending Mekala during a tech plant alert when VS infiltrators hacked the terminal and pulled not one, not two, not three, but four sunderers into the vehicle bay. Mind you the shield wasn't even down yet. I considered destroying the terminals but it wouldn't have mattered since some brilliant TR engineer swung by and repaired the terminals anyway.

Joke's on them, I got a sundy double kill with just two mines since they were parked so close together. This was after they had taken the base though. :(
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Darkening Kaos

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7826 on: June 27, 2013, 03:41:04 am »

Don't know if you guys are aware of this but the NC Warden battle rifle is now 250 certs to purchase.
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Myroc

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7827 on: June 27, 2013, 04:53:10 am »

Anyone have any tips on fighting aircraft? I can tell from personal experience that trying to shoot them down the seemingly reasonable way with lock-on G2A missiles is an excercise in futility, as everyone and their mother has decoy flares and automated repair systems. Not to mention that it still takes your entire supply of rockets to take down one Mosquito/Scythe, and that's if you find one that's stupid enough to both lack decoy flares and the sense to get the hell out of dodge when the lock-on alarms start blaring.
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Sordid

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7828 on: June 27, 2013, 05:26:37 am »

I fly quite a lot and yes, lock-on missiles are not a threat unless you're stupid enough to stick around while your flares are on cooldown. I'd say use flak to keep them away though that most likely won't be enough to actually kill them. The more I fly, the more I learn the basic advantage aircraft have over ground units, namely that they can just leave at any time. So if I'm taking hits, that's what I do. I mostly die to things that one-shot me, because if it doesn't one-shot me I just leave. Unguided missiles if I'm stupid enough to hover in one place too long. Tank cannons, since in this game tanks can apparently aim their gun upwards at a 45° angle. Liberator cannons. I've noticed liberators now almost never use the tail gun. You'd expect the bombardier to switch to the tail gun when under attack by a fighter but no, instead the pilot tilts the liberator to the side and the bombardier tries to shoot me down with his big gun. Occasionally other aircraft, though getting the anti-aircraft cannon and the maneuverability airframe helped a lot.
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7829 on: June 27, 2013, 05:35:55 am »

Most of my Scythe kills come from this simple tactic;

HA
Gauss SAW
Shrike
Flack armour rank 4
Nanomesh armour (rank 3 is nice)

Get their attention with the SAW and be a squishy, attractive target for their rocketpods. Throw up your Nanomesh when the salvo starts and send a Shrike rocket back up the stream towards them. A hit is a kill and unless they switch to their primary weapon I'm going to survive the damage.

Used to be that the resist shield was better for extra damage reduction, but no more.

Phoenix rockets can work against hovering and unaware targets, but good luck with that.

Skyguards/burster MAXes/Walkers on any vehicle are obvious answers. A Sunderer with both Basilisks manned is surprisingly good at closer range.
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