View Full Version : planetside 2
Warsaw
December 2nd, 2012, 08:41 AM
I think they are actually changing that...
Amit
December 5th, 2012, 02:16 PM
http://a0.twimg.com/profile_images/2294209432/image_normal.jpg
j_smedley: @Jippy we have a big frame rate improvement almost ready. The downside is it takes a new download
I don't care. GIMME!
Donut
December 5th, 2012, 02:45 PM
so i finally decided to sack up and actually start playing this. i decided to go with NC, because i like high accuracy high damage weapons. holy shit this game is fun. the game dropped me in the middle of a firefight with no explaination or time to set up my controls. i just dropped in, poped out of that pod thing, and immediately shot 3 guys with ridiculously high sensitivity. i died shortly thereafter, but still, not bad for my first 30 seconds, lol.
i love how people will form these giant ass front lines during combat, and theyre all too lazy to run 100 meters back to the sunderer to resupply, so i go switch to engie, drop some ammo, and reap massive points. other times ill just run combat medic, let team mates take point, then support them from behind. coolest shit ive had happen so far is setting up positions on this catwalk thing and fighting the VS on a hill 50-100 meters away. they started pushing, but we spread further to the left and cut them off. we started advancing on them, and then we took over the top of the hill. then, suddenly all these TR guys roll up from the left of us, fuck up all the VS from behind, then start fighting us. im loving this 3 team dynamic.
ive taken quite a liking to combat medic and heavy assault. ive noticed people run away from me when i revive them. they come back to life with like, 15% health, but the second they stand up, they just bolt away and i cant finish healing them. a lot of people do this actually. are they just stupid or am i missing something? why wont people let me heal them?
i feel like i die really fucking fast sometimes, and other times i take 5 or 6 shots and dont even lose shields. so should i cert into nanoweave armor (increased health) or faster shield regeneration?
all in all, this game is awesome. i can see this completly replacing battlefield for me, especially in these dark times of godawful bc2 hit detection.
E: ^ and origin. fuck origin.
Rainbow Dash
December 5th, 2012, 03:59 PM
It's mostly just people being really really stupid. It is a f2p game remember.
Also get the medigun certs, they buff the range a fair bit, and it's super helpful.
Cortexian
December 5th, 2012, 08:06 PM
The best part about flying a liberator - That moment when you fly over the baskside of the Crown and there's a hundred enemies trying to fight their way up the little winding path.
Splatterhouse.
Amit
December 5th, 2012, 08:54 PM
so should i cert into nanoweave armor (increased health) or faster shield regeneration?
Nanoweave armour is what you want. More HP beats out faster shield regen any day because you'll still be alive to let them regen.
Also, double exp this weekend and next week. So if you're a douche that likes to boost exp and certs, this weekend is the time to do it.
Rainbow Dash
December 5th, 2012, 09:11 PM
It's situational, if you're going to be taking lots of stray bullets then you want shield regen speed, so that you can keep taking those, mostly benefits light assaults and infiltrators. Meanwhile heavy, engie, and medic benefit from higher health.
Warsaw
December 6th, 2012, 04:08 AM
The best part about flying a liberator - That moment when you fly over the baskside of the Crown and there's a hundred enemies trying to fight their way up the little winding path.
Splatterhouse.
That's the front side of Crown.
:realsmug:
Amit
December 6th, 2012, 12:32 PM
It's situational, if you're going to be taking lots of stray bullets then you want shield regen speed, so that you can keep taking those, mostly benefits light assaults and infiltrators. Meanwhile heavy, engie, and medic benefit from higher health.
This is true, but run light assault as front line infantry and get into a lot of engagements, so I like to run with nanoweave armour for that. Getting into a heavily guarded facility is one thing, but staying alive once you're in a tech plant is a hard thing to do.
Btw, holy fuck!:
http://www.youtube.com/watch?feature=player_embedded&v=QKXKFGAg2MU
Cortexian
December 6th, 2012, 12:47 PM
That's the front side of Crown.
:realsmug:
I was using the road access as reference. The North is what I refer to as the front.
Tnnaas
December 6th, 2012, 02:22 PM
And the enemy's gate is down. :v:
Warsaw
December 6th, 2012, 10:48 PM
I was being tongue-in-cheek. You TR spawn on the opposite side of Crown from the other two, so what you call the front, most of us think of as the back.
Cortexian
December 7th, 2012, 10:19 PM
This is true, but run light assault as front line infantry and get into a lot of engagements, so I like to run with nanoweave armour for that. Getting into a heavily guarded facility is one thing, but staying alive once you're in a tech plant is a hard thing to do.
Btw, holy fuck!:
http://www.youtube.com/watch?feature=player_embedded&v=QKXKFGAg2MU
Why is this video private I want to see it.
Amit
December 8th, 2012, 04:35 PM
That video I posted previously was a fake. Set up. Scumbag liar gets shamed into delivering the real deal:
http://www.youtube.com/watch?feature=player_embedded&v=KH0nyGNHj30
Amit
December 9th, 2012, 04:14 PM
Kinky:
http://i.imgur.com/rjPYr.jpg
neuro
December 9th, 2012, 05:59 PM
http://i.imgur.com/o0rtY.jpg
Warsaw
December 9th, 2012, 06:31 PM
Pretty much sums it up. Defending Crown is hilariously fun.
Bodzilla
December 10th, 2012, 09:47 PM
This game piss's me the fuck off sometimes.
Why is it that at isolated territory, you can spawn in the spawn room.
WHY
absolutely terrible that to cap a point you have to spawn camp like a mother fucker, and things like the crown can be held for hours against hundreds of players with like. 5 people WTF IS THIS SHIT.
Donut
December 10th, 2012, 10:32 PM
i dont quite understand why it is that i can spawn in a zone im not allowed in. like, ill spawn, but IMMEDIATELY have no shields and take constant health damage, so by the time i manage to haul my fat ass out of the (apparently enemy controlled) spawn, assuming i even get out in time, ive got like 2 health bars left. then i get my nipples shot off by one of the people who are inevitably waiting for me at the exit to that spawn zone. seems kind of cheap. any way to avoid doing that?
also, whats considered a good score per hour in this game?
Warsaw
December 10th, 2012, 11:44 PM
What I want to know is why I can't spawn in Tech Centers or Amp Stations, and why I can't just spawn anywhere my team owns and is connected from wherever I died.
Seriously, it's weird.
I consider any score-per-hour over 10,000 good, but you also have to take into account your K/D and what role you are filling. I don't expect Infiltrators to get much above 8,000, and even that is hard to achieve anywhere that isn't as action-packed as Crown.
Amit
December 12th, 2012, 02:14 AM
Official videos for each faction.
Vanu:
http://www.youtube.com/watch?v=JkTnvST9Teg&list=HL1355258501&index=2
Terran:
http://www.youtube.com/watch?v=CHN9CdBqSYM
NC:
http://www.youtube.com/watch?v=ErA4jNfVSIM
Terran one was hands down the best. Vanu one was boring and NC one was, as Ross would say, campy.
Bonus clip:
http://youtu.be/oCTPr6Vbwiw
Donut
December 12th, 2012, 02:32 AM
i kind of liked the new conglomorate one, but that might because i like rock and metal music, and i found "we dont take any shit" kind of amusing.
E: also, flame thrower max. definitely flame thrower max.
Nero
December 12th, 2012, 10:14 AM
Are the servers down? I was going to give this game a try but it won't let me chose any servers because they are apparently down.
Seems like I downloaded this at the same time that they are updating the servers. Eh...
Corndogman
December 12th, 2012, 09:19 PM
Well shit, I'd love to play with you guys on Helios, but I've already got a lot invested into my TR character on another server... is it possible to have more than 3 characters?
Rainbow Dash
December 22nd, 2012, 09:45 AM
So I got a2am for my scythe. These things are basically an I win button for air battles, please remove from the game soe, thanks!
Warsaw
December 25th, 2012, 01:55 PM
Likely get nerfed when the rocket pods get nerfed.
Donut
December 25th, 2012, 02:31 PM
so this probably goes without saying, but rolling around with an actual squad or even a platoon where somebody is coordinating everything is incredibly fun.
i am noticing that a TON of players lack basic FPS skills. like, they understand the game far better than i do, but when it comes to actually shooting, i continually find myself surpirsed at how many battles i win. i dont consider myself that amazing of a player.
i was working with a squad defending some base. all my squad members died and regrouped up north while i was still alive fighting at that base. i lasted about 5 to 10 minutes by myself against this invading force. i had been sitting there yelling into the mic about what we needed to do and where i needed somebody else to cover an entrance, while my whole squad is just sitting there a kilometer away. i only died once a max rushed me from a staircase and a light assault got me from behind.
also, if you havent yet, learn how to counter recoil, because that shit is incredibly helpful.
Rainbow Dash
December 26th, 2012, 01:08 PM
Likely get nerfed when the rocket pods get nerfed.
Rocket pods did get nerfed xd
https://dl.dropbox.com/u/3332789/misc/libertarians.jpg
Warsaw
December 26th, 2012, 04:48 PM
Fucking lol.
I've been busy redownloading everything onto my shiny new VelociRaptor HDD, so I missed it. No more WD Green! No more lockups!
Donut
December 26th, 2012, 06:45 PM
weapon damage values for all weapons / factions (https://docs.google.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLW c&type=view&gid=12)
these were taken straight out of the game files. this game's shooting mechanics are basically battlefield 3.
Warsaw
December 26th, 2012, 07:16 PM
Except, for some reason, not as frustrating and it also rewards shot placement better. The shield/health mechanic and class-specific values for those also serve to drastically alter how the game plays.
Donut
December 26th, 2012, 07:56 PM
^this, except apparently all classes (aside from max units) have 500 shield and 500 health, except for infiltrators, who only have 400 shield. thats fascinating, because i always fell like heavies are eating a lot more shots. i guess thats because of their shield generator things though.
in my experience, i can usually eat an extra shot as medic by ducking behind cover and turning my medic self-heal on. the personal med pack is definitely a good idea to cert into as well. the instant heal one (as opposed to the regen one) works nicely on heavy assault. healing in the middle of a fight will let you eat another 2 or 3 shots if youre in a jam. if nothing else, it lets you heal when there are no medics around (or if theyre just dumb). plus with the default heavy, youre not replacing anything by equipping it.
i also noticed that my heavy assault's shield generator sucks up fall damage. so if youre falling as heavy, turn on your shields just before you land. saved my ass 3 times in 5 minutes, because im a drunk fuck and dont pay attention to ledges.
Warsaw
December 27th, 2012, 02:55 AM
There could be a modifier on the class that changes the actual received damage value. Heavies also eat a lot more shots when they enable the upgraded over-shield, which mitigates all damage until out of juice.
Donut
December 29th, 2012, 08:47 PM
classes can cert into nanoweave armor that lets you suck up to 25% more damage. ive found that very helpful, but the increased health is not class specific. also, have i mentioned that little quick-heal needle thing yet? because fuck, that thing is so handy. cert into it once (for 50) and you get it for every class.
as an NC player though, this is a problem i consistently run into:
http://cloud-2.steampowered.com/ugc/577850890250950483/2FB4C98C511ED3AC4DCCA374961F63075C0AEAB9/
theres not an ounce of purple on this guy, but hes a VS. he killed like 4 or 5 of my guys before i looked at him and said "oh shit he doesnt have a friendly indicator over his head". not "oh shit purple", but "oh shit no indicator". this is kind of an issue in a game so centric on color.
on the topic of indicators, player indicators should probably be a little lower. i have a hard time discercning which indicator belongs to who when there are a couple people near each other. maybe im just blind though.
Amit
December 29th, 2012, 08:51 PM
The dark blue armour and teal highlights should have given him away. Only Vanu has teal.
Bodzilla
December 29th, 2012, 08:54 PM
the games got some serious p2w issues arising from the absurdity of vehicles. Good drivers and pilots not only perform cost effectively, but far beyond the reach of other players. They manage to get so many certs that put them at such a colossal advantage they're just about untouchable.
if you take out a lib as a heavy assault or max, (the only 2 infantry class's that can do that btw) then you should get 500 + experience. Same vs tanks, if you wanna balance the leveling and reward system. At the moment theres far too many ways to just be in a position where theres literally nothing you can do as an infantry player.
Cortexian
December 29th, 2012, 10:17 PM
If you take out a Lib you should get 100 XP per person in it, plus 100 XP for the vehicle kill. That's basically 300 - 400 XP most of the time... Makes sense to me.
Rainbow Dash
December 29th, 2012, 11:50 PM
Air superiority doesn't mean shit now that everyone has burster maxes from triple sc day. Just get a couple bursters and all air is immediately countered, and there's nothing that can be done about it since bursters can only be countered by ground troops, and the battle will be over by the time they get them, because they're always in the back where it's safe :S
Donut
December 30th, 2012, 12:20 AM
The dark blue armour and teal highlights should have given him away. Only Vanu has teal.
i have the same issue with the camos you can get in bf3. the US side uses a lot of bright colors and the RU side uses a lot of dark colors. it allows you to identify a person at a glance. there are camos that can make the US guys darker colored and the RU guys lighter colored. i frequently mistake them for friendlies and end up shot because of it.
the issue im having right now with VS and NC is that i so often just see the cooler (as in, temperature wise, if that makes sense) colors of the NC and VS and assume friendly. i have no issue whatsoever identifying TR guys, because red is a warmer color. the thing is though, the entire game is centric on color. VS are purple, NC are blue. those colors are already close enough to each other to cause problems with the default appearance. letting VS guys look blue? thats a recipe for trouble, just like the dark colored camos with US troops in bf3. especially for me as a new player who's unfamiliar with nuances like that. but still, why cant it be a light purple? why does it have to be even remotely blue?
i have a similar problem with the icons for certain terminals. when my alliance holds a point, the icon for the point itself is green. the icons on the terminals around it however are still my aliance's colors. the NC icons are WAY too purple looking IMO.
http://cloud-2.steampowered.com/ugc/577850170600674605/285A24BC5B817411E4CEBCFB5A59DACB6FBD2A07/
this was me and my friend having a discussion about this very topic as i was running around saying "where the fuck can i resupply?". i had assumed i couldnt use that terminal we're looking at because it looked purple to me. a brighter blue like the friendly icons in bad company 2 would be much more appropriate. actually, if we're going to change the icon colors, we may as well make them green like the point icons. that would be more consistent and much less confusing.
unrelated, i attempted to defend 2 different amp stations tonight. i kept hearing announcements about generators being compromised and whatnot. i ran around for a good 20 minutes as engineer trying to figure out where the holy fuck i was supposed to be going to fix this generator problem. this happened the other day when i tried to play too. theres approximately 20 thousand little blue icons on the map, which is, itself, blue. im stil not entirely sure where i was supposed to be going to fix those generators.
bear in mind that these are all active thoughts i have had as a new player to this game.
tl;dr: donut bitches about HUD and color issues.
Rainbow Dash
December 30th, 2012, 01:02 AM
I have the same issue, a few of the camos make it very difficult to identify which team a player is on, and it doesn't help that hud icons don't show up a lot.
Rainbow Dash
January 9th, 2013, 01:15 AM
Hey all!
Happy New Year, I hope you all had a great 2012 and are having an amazing start to 2013. On the Planetside 2 we had a pretty **** fantastic 2012, but we're looking forward to even bigger and better things in 2013! I've said before that while 2012 was the year that Planetside 2 launched, 2013 is the year when we're opening up the afterburners and aiming for the stars. After a well earned rest the team is energized and ready to get back to "kicking *** and fixing bugs. And we're all ou--" er, oh yeah, okay, we've still got some bugs to fix.
While we were out we were still paying attention to the forums as well as twitter, reddit, facebook and all the other places you guys interact with us; we've heard a lot of your excellent feedback, ideas, concerns and consternation. One of the biggest goals of our team has been and continues to be listening to our community and following YOUR direction for what this game needs to become. We're going to be talking a lot more about this philosophy in the coming weeks and how community involvement is going to directly impact our development schedule & priorities as we reveal "our" plan for the next 6 months. For now, we wanted to address some of the biggest issues we're seeing come up over and over again, so that's what we're focused on for January's update.
Game development can be messy and there is always the possibility that something from this list may slip or not pass QA, and more details will be released on the specifics of all of these items as we get closer to the patch date, but I wanted to get this info out to all of you as soon as possible, so with that in mind, here are some highlights from what the team is working on finishing up for LU02 which will be released on 1/30/13.
General performance increases, particularly for lower end GPUs
Experience (XP) system enhancements:
Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
Partial damage XP for dealing damage to vehicles that you don't end up killing
Population XP / Resource bonus moved over to continent population instead of global
Better display of XP sources for things like defensive bonuses & population bonuses
Rebalancing of XP rewards to help support tasks
Server transfer token available in Depot
UI changes to emphasize score per minute as a primary metric of player comparison
Sortable columns on outfit management & addition of "last online" column
New weapon type for all empires: SMG
Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
New Hot Spot system that displays where active fights are occurring on the map
New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
Making MAXes render more reliably at long distances for players in vehicles
AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
Fixes to missiles so that they more reliably detonate and actually blow stuff up
Air vehicle weapon tweaks
Increases to reload speed for certain HE ground vehicle weapons
And of course... lots of bug fixes
Whew, it's going to be a busy month! We know this doesn't address every issue that's been brought up recently but we hope it knocks out some of the big ones. Hopefully you will see from this update (and the feature plan for the next 6 months, when that is revealed) that we're taking your feedback and concerns for the game very seriously. We're here, we're listening and we're committed to continue to work with our community to build the best online game the world has ever seen.
As always, your feedback is very welcomed, here, on reddit, on twitter and everywhere else you may find us.
Cya on Auraxis!
-
Matthew Higby
Creative Director - Planetside 2
@mhigby
Still no proper liberator xp share, though that's not even a problem for me anymore since I've gotten most of the unlocks I need now anyway. Atleast they didn't listen to all the whiny fucking cod fanboys who want air removed from the game, woo~
Donut
January 9th, 2013, 02:19 AM
Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
dear christ they listened :woop:
Warsaw
January 9th, 2013, 08:06 AM
Still no proper liberator xp share, though that's not even a problem for me anymore since I've gotten most of the unlocks I need now anyway. Atleast they didn't listen to all the whiny fucking cod fanboys who want air removed from the game, woo~
What, people actually legitimately wanted air removed from the game? What the fuck man, how would we breathe since most classes don't have sealed suits. Would be boring being dead all the time...
In all seriousness, the combined arms is the entire draw of the game. People who want air power gone need to find a different game or play with friends to co-ordinate with.
Rainbow Dash
January 9th, 2013, 02:00 PM
In all seriousness, the combined arms is the entire draw of the game. People who want air power gone need to find a different game or play with friends to co-ordinate with.
Go to the Ps2 forums and you will find a billion threads about how liberators are op, and how one burster max should be able to clear an entire fucking hex of enemy air easily. They don't give a shit that AA is meant to be a soft counter, or that the liberator is dedicated anti-ground, they just complain about how they had no air superiority, couldn't be bothered to look up and see if the air was clear, and got fucking wrecked by a liberator after they were already being spawn camped.
Cortexian
January 15th, 2013, 06:31 PM
http://www.youtube.com/watch?v=toV2v861L28
http://www.youtube.com/watch?v=1crJTpvY-OU
http://www.youtube.com/watch?v=WpyVBid43h0
Rainbow Dash
January 17th, 2013, 12:06 AM
General:
Enemy spotting is now only shared with allies within 150 meters.
Spot duration has been lowered to 10 seconds.
At long distances you have to be closer to the center of the target to successfully spot.
Jump Jets should no longer function intermittently.
MAXes will render at a longer distance for players in aircraft.
Liberator:
C150 Dalton:
Firing adjustments have been made to the Dalton. This change will mainly be noticeable when attempting to fire on infantry or other small targets at a distance.
Dalton projectiles now have more gravity when fired. This makes the Dalton more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The outer damage blast radius, where minimum damage occurs, has been reduced from 12 meters to 10 meters.
L105 Zepher
Firing adjustments have been made to the Zepher. This should only be noticeable when trying to hit infantry or other very small targets at a far distance.
Zepher projectiles now have more gravity when fired. This makes the Zephyr more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The inner damage blast radius, where maximum damage occurs, has been reduced from 4 meters to 1.5
Infrared & Thermal Optics have had their effective viewing ranges tuned for the following weapons:
Scythe: All Weapons
Reaver: All Weapons
Mosquito: All Weapons
Liberator: Secondary Weapons (Shredder, Dalton, Zepher)
So they listened to the herd of bleating lambs and are nerfing the liberator gun, so chances are it'll be like beta where it was totally fucking unusable because shots just fell out of the sky. Hell, I hope they did, because it'll be entertaining as fuck to see all the dipshits who whined about getting raped when they were already pushed back to their spawn and had no aa to begin with, suddenly make a million threads about how tanks are too good because that's what they're going to get camped by after the main counter to them is removed.
Otherwise, jump jet fix is nice, so is max render change (not like it'll matter though if they gimp the liberator), though I don't see why spotting needed to be restricted to allies withing 150m (read what will gimp coordinated air even further).
Donut
January 17th, 2013, 12:20 AM
now if only there was a little mini testing sandbox to try out weapons before actually dumping 1000 certs into them. i really want to try out the max suit, but the default shotgun and grenade launcher arnt exactly my cup of tea.
Warsaw
January 17th, 2013, 12:26 AM
Inner blast-radius reduced to 1.5m? It's a goddamn heavy artillery piece, what the fuck...
Also, that spot restriction is going to suck big time.
Amit
January 17th, 2013, 01:43 PM
Inner blast-radius reduced to 1.5m? It's a goddamn heavy artillery piece, what the fuck...
And the Zephyr is supposed to be the HE artillery gun. Shouldn't the AP Dalton have a smaller minimum and maximum damage radius?
now if only there was a little mini testing sandbox to try out weapons before actually dumping 1000 certs into them. i really want to try out the max suit, but the default shotgun and grenade launcher arnt exactly my cup of tea.
You can test out weapons before buying them in the store. You get 30 mins to use it and then have to wait 30 days before you can trial it again. There's also an 8 hours waiting period between when a weapon trial ends and when you can start another trial. That seems a bit excessive to me. The trial period should be for 1 hour, especially when it comes to vehicle weapons since their respawn time can be so damn long.
Rainbow Dash
January 17th, 2013, 02:17 PM
Tested it out, zepher is a useless piece of garbage now. There is no way to reliably hit such a small target while you are flying around, let alone doing all kinds of crazy dodging maneuvers. You can unload whole clips into infantry now and they won't die.
Basically time to run nothing but daltons because the zepher is a joke.
Warsaw
January 17th, 2013, 02:33 PM
And the Zephyr is supposed to be the HE artillery gun. Shouldn't the AP Dalton have a smaller minimum and maximum damage radius?
Yup. So sick of crybabies ruining perfectly good games. The original versions are usually the best, and then they start tweaking things for what essentially amounts to political correctness in game mechanics.
Amit
January 18th, 2013, 01:04 AM
God, this is going the way of Tribes.
Donut
January 18th, 2013, 02:14 AM
You can test out weapons before buying them in the store. You get 30 mins to use it and then have to wait 30 days before you can trial it again. There's also an 8 hours waiting period between when a weapon trial ends and when you can start another trial. That seems a bit excessive to me. The trial period should be for 1 hour, especially when it comes to vehicle weapons since their respawn time can be so damn long.
WHUT. youre the first person to even mention that to me, let alone tell me its a thing you can do.
Warsaw
January 18th, 2013, 03:19 AM
God, this is going the way of Tribes.
I take it you mean Tribes Ascend. Tribes II is still an amazing game and cannot be touched by its successors. Hell, Tribes II on the scale of Planetside 2 would be nothing short of fucking impressive.
Rainbow Dash
January 18th, 2013, 10:30 AM
Cross posting from a ps2 forum thread.
Despite the nerfs to Liberators there is still no lack of them in the air, every base fight I see there's a swarm of them trying to farm any deployed sundy or spawn room entrances, I cant wait for the tunnels to be implemented so we can start popping up HA's on the walls to start target locking these campers, I have ZERO sympathy for you
You know, all the liberator hate crew always made up these mythical stories like this, yet I have never seen them actually play out. I've seen maybe 2 or 3 liberators at any given time. Yesterday I saw maybe 3 total, not counting when my outfit camped the TR warpgate, and about 30 (5 liberators, rest were esfs) air units piled up in there because they couldn't leave. Before the patch I saw a few more, but they were always vastly outnumbered by esfs and ground vehicles anyway. Maybe it's just my server (Matherson), or just the simple fact I don't spend all my time chasing our zerg around and play with a proper outfit (probably that), but I have always seen liberators as under represented as there's always far more of literally every other vehicle with the exception of the galaxy. I also play a bit on Woodman with some of my EU buddies, and things have looked more or less the same. Maybe these servers are just exceptions and not the rule, but somehow I doubt that.
The nerf is pretty silly, liberators were already pretty decently balanced, the only people who had trouble with them were the lone wolf pubbies who spawned at bases that had obviously been lost a long time ago, and people in outfits that were too disorganized to run any kind of aa. Yesterday the outfit I belong to went up against two enclave liberators with full esf air support, and it was just adorable. This would normally be a threat to us, since we were a single platoon sitting in sandstone gulch (you know, that pit in the ground with almost nowhere to hide from air attacks?) with minimal aa (at that time because most of us were fighting infantry, usually we have more and air becomes totally irrelevant at that point), but they just flew around firing their zephers and didn't manage to kill much of anything at all, let alone hit any important targets. Eventually their esfs had to come in and rocket pod everything because the liberators were easy to drive off with all of two burster maxes. There is no reason why we shouldn't have been bothered at all by those liberators when they had almost every advantage possible, and considering they were already barely a threat to any remotely decent outfit except in rare circumstances, this was just depressing to watch.
Warsaw
January 18th, 2013, 02:39 PM
http://cloud-2.steampowered.com/ugc/540694840269830661/E935DE6491AC6D79D2F589F51EAC312A9A53F101/
I took that my own self on Mattherson, pre update. That base was positively SWARMING with New Conglomerate air and that wasn't just the case there.
Rainbow Dash
January 18th, 2013, 05:14 PM
Well, I haven't really played much on Amerish because it has been nearly empty for the last three weeks anyway, so idk if it's really surprising since there's no one there to really challenge them.
Warsaw
January 18th, 2013, 06:40 PM
At that point the game had reached this weird kind of metastability. TR owned Amerish, VS owned Indar, and NC owned Esamir. Worse, all of the new players for each faction kept joining the continent that they were already dominating. Nobody wanted a real fight.
Rainbow Dash
January 18th, 2013, 08:19 PM
At that point the game had reached this weird kind of metastability. TR owned Amerish, VS owned Indar, and NC owned Esamir. Worse, all of the new players for each faction kept joining the continent that they were already dominating. Nobody wanted a real fight.
Indar is the only continent I ever see an actual fight going on these days, and even then, TR has TE, NC has uhm, no one, and then VS has loads of good outfits. Hopefully they add the continent based xp/resource bonuses soon. Also they should really start merging servers, launch hype is over, there's no reason to keep 5 separate servers running at half capacity.
Warsaw
January 18th, 2013, 09:16 PM
On Mattherson, NC has Goonz. They fucking steamroll around, and you know they are on when the NC starts doing really well.
Rainbow Dash
January 18th, 2013, 09:53 PM
goon is basically the nc equivalent test, ie, both zerg outfits, they're kinda useful when sheer numbers is what's desperately needed, but since they completely lack a proper command structure they're not really as effective as TE, NNG, AT, etc.
Warsaw
January 18th, 2013, 10:41 PM
They are effective. They are not efficient at all, but they will destroy any one of those outfits in a single engagement because their numbers really are that great.
Large-scale flanking tactics are great though. Goonz can't handle flanking. They also can't take Crown to save their lives. VS outfits can take Crown, because we're baller like that.
Rainbow Dash
January 18th, 2013, 11:30 PM
Sure you can't fight them head on without your own zerg, but that really doesn't matter much at all since you can pretty much keep them occupied just by splitting up four squads and capping different territories, they pretty much never bother to split up. It's kind of a shame really that NC don't have any real outfits on matherson though. Only time you ever really get a good fight is when you go up against the TR.
Warsaw
January 21st, 2013, 11:35 AM
And that is why VS and TR go back and forth on Crown. Sure it's usually a vain effort, but it's still so much fun!
Rainbow Dash
January 23rd, 2013, 12:55 AM
Liberators/Galaxies:
These aircraft are now easier to lock-on to with anti-air missles. By default you can lock on to them 1 second faster. This means it requires 2.5 seconds to lock on to an ESF and 1.5 seconds to lock-on to a Liberator/Galaxy.
Lock on rockets and missiles should now hit more frequently and are harder to dodge.
Lock-on weapons can only be avoided by the following:
Flares
Forcing the missile to hit something else
Outrunning it which requires you to be distant and burn a lot of fuel
A very near miss which should be very challenging
Yeah, because LOCK ON MISSILES were not already easy enough to use right?
What the fuck is this shit soe, jesus christ.
Donut
January 23rd, 2013, 01:11 AM
im the shittiest pilot known to man, so i dont know how it is from the pilot's perspective, but every single time i play, liberator spam is pretty much the biggest issue ive had to worry about. the smaller 1 man flying things are kind of a pain in the ass too. one guy with rocket pods fucked up me and like 5 other tanks because nobody could hit him with the main cannon. like i said, im a shitty pilot, but something seems a little off when 6 passes with a 1man aircraft can take down 5 tanks.
that said, we were in transition, so there was literally zero cover, but still.
E: what the hell happened to my rep?
InnerGoat
January 23rd, 2013, 07:37 AM
Yeah, because LOCK ON MISSILES were not already easy enough to use right?
What the fuck is this shit soe, jesus christ.SOE loves to modify the game balance. If you played the original Planetside you would have seen many years of game balance changes :I
Rainbow Dash
January 23rd, 2013, 08:50 AM
im the shittiest pilot known to man, so i dont know how it is from the pilot's perspective, but every single time i play, liberator spam is pretty much the biggest issue ive had to worry about. the smaller 1 man flying things are kind of a pain in the ass too. one guy with rocket pods fucked up me and like 5 other tanks because nobody could hit him with the main cannon. like i said, im a shitty pilot, but something seems a little off when 6 passes with a 1man aircraft can take down 5 tanks.
that said, we were in transition, so there was literally zero cover, but still.
E: what the hell happened to my rep?
Tank guns aren't AA, and liberators and rocket pod esfs are supposed to be the counter to tanks (and ground in general), that's your problem. If you are actually having problems with liberators and air in general, you need to either find a decent outfit, or ditch the one you are playing with because it is horrible. Decimating air was already dead easy for any half decently organized outfit (it took 3-4 burster maxes, that was it), and it is ridiculous how much easier it's getting to appease the terrible cod type players who keep spawning at long lost bases and get decimated because they're locked in spawn (http://www.youtube.com/watch?feature=player_embedded&v=jvpa6IkGHiY).
Also next in line, the magrider!
http://forums.station.sony.com/ps2/index.php?threads/good-work-with-aa-now-about-those-magriders.78714
InnerGoat
January 23rd, 2013, 01:24 PM
lol people still hating on magrider and this game doesn't even have much in terms of water fights. amazing.
(magriders in the water in ps1 were harder to hit and gave them a smooth surface to aim with)
Amit
January 23rd, 2013, 06:16 PM
Fuck the magrider. That shit shall burn.
Rainbow Dash
January 30th, 2013, 11:57 PM
https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-snc6/734978_10151448281380452_1475115624_n.jpg
air in ps2 now
Rainbow Dash
February 3rd, 2013, 12:01 PM
The server will come down at 4:00 AM PT for a game update. Downtime is anticipated to be approximately four hours. Players may note the following changes:
General Updates
Client performance improvements
Client stability improvements
Infantry Updates
Spotting
Repeated spotting without a valid target will now put your ability to spot on cooldown.
Spotting an enemy at 30+ meters now has to be more precise.
You now have to be closer to the center of the target to see their nameplate.
Existing Weapon tuning changes
Added medals to all weapons that were missing them.
VS Pistols
Increased iron sight accuracy, from 0.5 to 0.4.
All shotguns
Lowered vertical recoil, from 1.75 to 1.5 per shot.
Reduced accuracy loss per shot, from 1.0 to 0.5.
Increased damage falloff range. Damage used to start scaling at 5m and end at 15m. Now it starts at 8m and ends at 20m.
Jackhammer
Lowered vertical recoil, from 1.75 to 1.2 per shot.
Reduced accuracy loss per shot, from 1.0 to 0.5.
Increased damage falloff range. Damage used to start scaling at 5m and end at 30m. Now it starts at 12m and still ends at 30m.
Reduced pellet spread, from 3.0 to 2.5.
Increased projectile speed, from 300m/s to 400m/s.
Increased iron sight move accuracy. From 0.3375 crouch-walking and .9 running, to .25 crouch-walking and .75 running.
Increased iron sight move speed, from 0.5x to 0.75x of the player’s base speed.
Increased hip-fire accuracy. It now matches all the other shotguns.
Very small adjustment to reload times. Cut 100 whole milliseconds off the reload chamber time and added it to the reload empty time. It's now 2 seconds to reload when reloading with at least one bullet remaining and 3 seconds if empty.
TX2 Emperor
Fixed audio not playing when in iron sights.
Underbarrel grenade launchers
Fixed underbarrel grenade launchers not doing any damage after a reload.
Grenade rounds must now travel at least 10 meters before they arm and explode.
Underbarrel Grenades
Increased internal radius damage, from 1125 to 1250.
Reduced internal damage radius by 0.5 of a meter
Reduced external damage radius by 1 meter.
End result with these is that direct and near misses are stronger, but the overall explosive radius is smaller.
Frag & Sticky grenades
Reduced external explosion radius by 1 meter.
Misc Changes & Fixes
Added a short invulnerability on newly spawned players. This invulnerability goes away if the player moves or takes any action.
Added auto-run to infantry. Defaults to ‘=’ key and can be re-mapped in the keybinding settings.
Ctrl-F11 will now turn off the first person arms and weapon. You cannot shoot or interact with terminals while this option is turned on.
Reminder: Ctrl-F10 will turn off the UI.
Purchasing the second Medic C4 cert will no longer grant every class the ability to carry an additional C4. This bug allowed a number of classes to carry more C4 than what was intended.
Ace Tool ammo packs should now be properly affected by Ammo Pack certs.
Fixed bug that caused client and server ammo counts to be out of sync (for example, extra underbarrel rounds on your client that were doing no damage).
Vehicle Updates
Mouse movement optimizations have been made for vehicle turrets. They should feel a bit smoother and more responsive. Some players may find the sensitivity to be different and should adjust the sensitivity slider.
Players in vehicles can no longer capture points.
Some improvements were made for ground vehicles sliding – although hitting the slope maximum will still cause you to slide
Made adjustments to the Magrider so that combining strafe and forward velocity no longer provides an advantage to hill climbing
ESF Adjustments
Rotary Cannons
Added 10 rounds to the magazine of each rotary.
Magazine certifications reduced to 2/5/7/10
Ammo capacity raised
Projectile speed decreased slightly on all rotary cannons to help further define their role as a close range weapon.
Reaver M20 Mustang
Fire rate increased
CoF Reduced
Saron Laser Cannon
Projectile speed decreased slightly. (The Saron has no bullet drop, while equivalent cannons do.)
MBTs
Magrider
Saron HRB
Slowed Projectile down slightly. It retains no projectile drop.
Vanguard
Side and Top armor increased. Allowing it to withstand roughly 1 more hit from a weapon as powerful as a tank cannon.
Titan-150 HEAT and Titan-150 AP
Increased projectile speed
Reduced Vanguard 150mm AP explosion visual. Visual was set larger than intended (and larger than the actual blast damage)
Enforcer ML85
Fixed an issue that prevented the projectile from reaching its intended top speed.
Reduced time to reload to 3.25 seconds (down from 3.5 seconds)
Added some drop to the projectile.
Updated missile trail FX in first person so that it is easier to see.
Enforcer C85 Modified
Changed to have a 3 round clip instead of 1 shot reload.
333ms Fire Rate
Removed exaggerated COF
Reload speed increased from 1.5 to 2.5 seconds.
Base ammo capacity increased from 30 to 60.
Ammo Capacity certifications now increase capacity by +6 each rank.
Prowler
Prowler P2-120 HEAT and P2-120 AP
Damage per round increased
Increased Projectile Speed
Anchored Mode
Anchored Mode now increases projectile speed of the equipped 120mm cannon. (In addition to the improved reload rate)
G30 Vulcan
Increased minimum damage.
Decreased maximum (close range) damage (It still maintains the best TTK at close range by a large margin).
Other Weapon Adjustments
M40 Fury and M40 Marauder
Projectile speed and gravity increased.
New, more distinct first person trail, to make it easier to see where shots are going.
M20 Drake & M20 Basilisk
Reload speed reduced to 3 seconds (down from 4 seconds)
M20 Drake
Increased projectile speed
Reduced gravity on projectile
E540 Halberd
These changes to E540 Halberd should put it between the Saron HRB and the ML85 Enforcer with their new changes.
Increased projectile speed.
Reduced projectile drop.
Increased time to reload by .25 seconds.
CAS30 Tank Buster
Reduced maximum damage slightly.
Damage fall off now begins at 50 meters. Down from 100.
Item Updates
New Decals
Back in my day, we didn’t have any decals. We had emblems, and we liked it that way! Relive the glory days with these classic decals.
Classic Bull Head Decal
Classic Celtic Decal
Classic Flame Decal
Classic Poodle Decal
Classic Red Star Decal
Classic Wings Decal
New Camos
Continent-specific camouflage will teach you the value of not being seen.
Amerish Scrub Camo
Indar Scrub Camo
Amerish Grassland Camo
Indar Canyons v2 Camo
Amerish Leaf Camo
Esamir Snow Camo
Indar Savanna Camo
New Weapons
Each faction now has a submachine gun that is useable by all classes except the MAX.
TR: SMG-46 Armistice
NC: AF-4 Cyclone
VS: Eridani SX5
UI Updates
A tiny bar that represents your progress towards earning your next cert point has been added to the cert point area on the HUD
Players now have the ability to customize empire colors on the HUD. The game will default to our "Enemy vs. Ally" color preset. The default colors can be changed from the General section in Settings.
The player's total experience bonuses are now displayed on the HUD, above the minimap. Mousing over the component will display a tooltip which details the bonuses.
Hotspots have been reworked. They have a much more visual representation on the map and are dependent on more precise and up-to-date activity metrics. Also, the color of the hotspots is now tied to the empire that is dominating the area.
With this change, "Instant Action" and "Hotspots" are no longer synonymous. Instant Action is meant to take you to a large fight where there's already a significant amount of allies. Hotspots are visual cues for where fights are, regardless of whether you have a significant amount of allies there or not.
Each column on the Outfit Members screen is now sortable.
New “Report” window. Typing “/report <playername>” into text chat will bring up an improved reporting UI to better help players inform CS of hackers, griefers, and general nuisance.
Clicking on player names with a bracket [] around them in the chat log and Voice & Chat screen will bring up a player actions menu with a variety of options: send message, add/remove friend, add/remove from squad, add/remove from outfit, and report.
You can click and drag in the chat log and Voice & Chat page of the Social window to select text for copy/pasting.
Added ignore list to Voice & Chat page of the Social window where you can view, add, and remove players that are ignored.
More contextual player nameplates : squad members have a green circle with the squad member # next to the player name, squad leaders/platoon leaders have stars next to the name
Smarter player indicator visibility logic using Line Of Sight ( LOS ) checks for non-squad/platoon allies to reduce HUD indicator clutter
Better mechanism for determining when to display the player indicator name text
Vehicle indicator nameplate inherits the nameplate style of the driver
Delta squad platoon color changed from yellow to black to avoid confusion with Bravo squad coloring.
Profile screen, leaderboards, stats page, and tab scoreboard screen have been polished to show BR icons and revised to de-emphasize K/D as an important metric. Facilities Captured and Facilities Defended stats have been added to help emphasize teamwork instead.
Population bonuses (XP/Resources) are now granted based on continent population instead of server/world population.
Updates to Character/Vehicle Loadout Screens:
Attachment button should always be visible on the Equipment page and the selected weapon view of the Equipment Edit page.
All weapons that have attachments will always display the Change Attachments button regardless of whether the player owns attachments or not.
All tabs for attachments/customizations of weapons will be visible regardless of whether the player owns that type of attachment or not.
Tabs for which the player owns no attachments will be displayed as disabled.
If the player owns no attachments for a particular weapon, the customization screen will display a "You have no attachments..." string.
A Get More button has been added to the Customization view of the Equipment Edit page that will link the player to the certs page for that particular weapon.
The Get More button that was on the Weapon Selection view has been changed to be gold (since it links to the marketplace).
All equipment that does not have attachments (suit slots, ability slots, melee slots, etc) no longer have an information panel.
The item selection now spans the whole screen and has the ability to display up to four columns of items.
The resupply and auto resupply button/checkbox has been moved up to the stats area for items that can be resupplied.
Weapons now display camo in the loadout UI
Loadout Weapon Stats Bars now use the same ticks as seen in the Marketplace
Larger loadout screen changes will be coming next month
Fixed an issue that sometimes prevented individual squad leaders from within a platoon from promoting other members of their squad to leader status.
Mousing over chat area on top left of screen now brings up the chat menu
Heal/repair reticle does not clear out when it is at 100%
Kill spam player names no longer have default red/green outer glow. The glow is now player type specific ( enemy, ally, squad member, platoon member…etc )
Fixed resource icons for Mechanized and Infantry resources in the session stats panel of the tab scoreboard (they were swapped).
Fixed an issue with grenade counts showing up as “1/0” when you were out of grenades.
Fixed issue with icons for connected benefits not drawing at low resolutions.
Added a stat tooltip to bundle items on the purchase preview screen- Items in bundles that have stats will have a stats tooltip when moused over on the purchase preview screen.
Clicking on the command list button should now take you to the commands list, with the top of the commands list being visible. Also, updated list of commands with new commands and removed commands no longer used.
Fix for wrong killspam icon showing up when a player crashes their own vehicle.
Broadcast messages should no longer show up twice in the chatbox.
Added music to the credits screen Music should start up when the player opens the credits screen.
Better text positioning for weapon thumbnail labels and cert title bars to prevent truncation.
Better loading indicator for in-game web browser
Resource tooltip now scales with resolution on escape menu
Not showing the vehicle slot on the vehicle health schematic on the HUD if the vehicle capacity is 1
Instant Action and Redeploy buttons on the Map screen will now play a “ticking” sound effect during the 10 second countdown to activation.
New sounds added for item unlock, broadcast, and medal earned notifications
Back button has been added to Bug Submission page that will return the player to the Support Menu Back button has been added to Command List page that will return the player to the Support Menu
Render Distance slider added to Graphics Settings
Significant UI performance improvements
Experience Updates
As an added bonus to our earliest supporters, we’ve increased the bonus percentage of our Alpha Squad boost to 50% resources and XP.
Added tiered kill xp
Killing a player who has been alive for less than 10 seconds and has not earned more than 5 xp will yield a diminished “Spawn Kill” xp reward of 25 xp
Killing a player who has been alive for more than 10 seconds, or earned more than 5 xp and less than 1000 xp will yield a normal “Kill” xp reward of 100 xp
Killing a player who has earned equal to or more than 1000 xp but less than 2000 xp will yield an enhanced “High Threat Kill” xp reward of 150 xp
Killing a player who has earned equal to or more than 2000 xp will yield an enhanced “Extreme Menace Kill” xp reward of 300 xp
Added Surface-to-Air Damage experience rewards
Applying a fair amount of damage to air vehicles while not in an air vehicle should now grant a 20 xp reward
Increased Sunderer Kill xp
Fixed a bug with the Sunderer ammo dispenser where a squaded driver did not receive xp from resupplying non-squadded friendly player vehicles
The global population xp and resource reward adjustments should now be granted to players on a continent based on that continent’s population level instead of the world population level
Facility Updates
Upgraded all spawn rooms to be more defensible. This should lead to less spawn camping.
Adjusted the tower to help reduce spawn camping.
Added Tunnels to the Amp Station and Tech plants. These tunnels are only accessibly by the defenders and emerge in key locations throughout the Facilities. This should lead to less spawn camping. (I see a theme)
At all Amp Stations and Saurva and Andvari, we added faction specific Jump Pads. Only the facility owners can use these jump pads. This should make getting around in these bases a little trickier for attackers, but not impact the defenders.
Warpgate ownership on all three continents were rotated.
Redesigned the Biolabs. There is better cover at the landing platforms which should lead to more interesting fights there.
Audio Updates
Optimized assets being loaded into memory.
Optimized all factions infantry automatic weapons rate of fire. No longer dependent on composite effects.
Added peak limiter on master bus to prevent explosions/multiple sounds from summing up and distorting
Adjusted dynamic mixers during weapons firing, and menu screen.
SMG’s unique audio for each faction
NC and VS scout rifles have been assigned their correct firing sounds
Fixed Flash grenade to play blast and “stunned” effect
Fixed distorting issue with T1-S Cycler.
G40-F Ranger had incorrect firing audio. Corrected.
Increased possibility of playback on “travel” music cues
Other Bug Fixes
Jump Jets should no longer fail to function after switching to a different class from the deployment screen
Should no longer be able to get a vehicle into a bugged out state of invincibility
IFF shields should once again consistently block enemy fire
Engineers should no longer be able to maintain a repair even after they’ve entered the vehicle
Plugged a hole in the world near Shadespire Farms
Removed the pain field from the roof of the spawn room at Old Shore Checkpoint
Addressed incorrect spawning behavior for vehicles created at Freyr’s Northern Barracks
Fixed an issue that could prevent players from re-entering vehicles after they’d exited
Fixed the spawn point at Jagged Lance Mine so it is properly tied to facility ownership
Corrected the capture timer at the Tawrich Tech Plant tower.
The Gate Shield at the Wokuk Shipping Dock will no longer persist when the generator is destroyed
Corrected mismatched description text for MAX Flak Armor II
The Hailstorm Turbo Laser’s 3rd and 4th tier magazine size upgrades should now give the correct amount of ammo
Removed a phantom road from the minimap near the Mekala Tech Plant
Players in a MAX should now be able to use Instant Action to hot drop to a hotspot on the continent they are on
New update, the ui changes are excellent.
Cortexian
February 4th, 2013, 07:10 AM
They nerfed the Tank Buster too.
Might as well remove the Liberator from the game now.
Rainbow Dash
February 4th, 2013, 09:08 PM
They nerfed the Tank Buster too.
Might as well remove the Liberator from the game now.
Yeah pretty much, thing is a total joke, along with the magrider. Maggie can't climb even the teeniest slopes, it's just sad.
Warsaw
February 4th, 2013, 10:04 PM
I saw that MLG and Planetside are now in bed together. It's no wonder the game is going downhill...
Donut
February 4th, 2013, 11:52 PM
im sorry, can somebody please explain to me where the fuck underbarrel weapons are? im starting to thing im completely fucking retarded because i cannot find even a mention of underbarrel grenade launchers or shotguns in this game, and i really fucking want one. google wasnt much help either, and the planetside wiki is all sorts of outdated. im an NC player, if that helps.
E: nvm im dumb. i just googled it again and actually found out the under barrel launchers are only available for the gauss rifle S, not the default gauss rifle. if im not mistaken, the only difference is that the S has a 2 round burst ability and doesnt come free. so altogether this launcher setup is going to cost me almost 500 certs. fuck me.
Donut
February 5th, 2013, 05:37 AM
so this game is lagging to the point of being unplayable. any time i get in a fight, i open fire on a guy, then he'll stand still, suddenly he'll warp 40 feet to the right and i'll be dead. this happened at least 15 times in the past couple hours ive been playing. assuming the game doesnt straight up hang on me, people rubber band all over the place. i never had this issue before, suddenly i can barely shoot anything. im hearing some talk of certain settings breaking things, but i dont know for sure. is there some magic setting causing this issue? or should i just wait for the next patch to pick this game up again?
E: also, the squad leader dropped a spawn beacon down and the respawn timer for it was, i shit you not, 15 days and 10 hours. theres no way thats actually functioning correctly.... right?
Rainbow Dash
February 5th, 2013, 11:52 AM
Yeah there's a fucktonne of bugs in this release, best to wait a few days until they sort them out.
Amit
February 12th, 2013, 08:04 PM
PlanetSide 2 has to be the most intense MP game I've seen with PhysX and Ultra graphics turned on:
http://www.youtube.com/watch?feature=player_embedded&v=QKa8pxMCPw0
Now that's what a warzone should look like. From 58 seconds on, it's just amazing. So many particles.
Donut
February 12th, 2013, 11:21 PM
holy crap. ive been playing on medium-low to keep my frame rate near 60. the difference in particles is huge. and i didnt even know this game has physx.
heres the question though: who can run planetside 2 on ultra with physx and maintain 60fps?
Amit
February 13th, 2013, 01:51 AM
Nobody who isn't rich. Hell, I'm not even so sure it's possible even with the best hardware. PhysX was in the beta, but was disabled before launch for refinements. They are done with those refinements and it looks like nVidia gave the go ahead with the latest beta drivers. It's still disabled in the menus until the next patch, but you can force it on in a config file...if you dare. MUAHAHAHAHHA
Warsaw
February 19th, 2013, 01:09 AM
I'm only interested in them unfucking Crossfire. I run it on ultra on a single 7970, but I'd like to be able to take advantage of both of them.
Donut
February 19th, 2013, 01:51 AM
so as much as i love the NC, im getting really tired of losing close range gun fights only because of my rate of fire. really considering going TR since i never play with any of my friends anyway. is it worth it? because at this point i start the game, run around, get shot in the back a couple times, sit on an unoccupied point for 20 minutes for one cert point on capture, find a zerg, spawn rape some people, get spawn raped myself, lose fights i should be winning solely because my gun doesnt shoot as fast as a TR gun and recoils more than a VS gun, then go back to running around aimlessly for another hour. i dont have 1000 certs to spend on a new gun.
i will say this though, the NC GD22s lmg is kind of neat. it has a lower magazine size, but the increased rate of fire and mere 100 cert cost make it a full upgrade for me. the default gun has an abysmal ROF...
Warsaw
February 19th, 2013, 04:15 AM
You lose close range gun fights as NC? I totally obliterate people as NC at those ranges, because the damage values are so much higher than I'm used to. NC requires you to keep your head a little better when in close quarters, but it's certainly workable.
Donut
February 19th, 2013, 07:00 AM
thats originally why i picked NC. i wanted my own personal skill to be the only thing holding me back. that is, in a 1 on 1 fight. i dont think ive ever been in a head on, 1 on 1 fight in planetside. the guy always either shoots me in the back or i shoot him in the back. other times its spawn raping. dont get me wrong, i love the stopping power NC guns have, its just that you have to be on the ball always. at a low fire rate like that youre in trouble if you blow a shot or two. ive been told NC guns have ridiculous recoil too? they certainly recoil, but im not sure how much compared to other factions.
although honestly, most of this frustration is probably coming from the lack of a "fair" fight. i played 6 hours of planetside and got the same amount of excitement i get from 15 minutes of bc2.
Warsaw
February 21st, 2013, 04:46 PM
No current game is as intense as BC2 was in its prime, you're just going to have to get over that for now.
The other factions certainly have recoil, but far less than NC. TR is literally "spray and pray" capable because there is so little, especially with the standard assault rifle. The MG recoils a little more, but fire rate and magazine capacity compensate. VS have recoil in between NC and TR, but they fire straight and fast. You are REQUIRED to get in closer with them, however, because the damage drops off rapidly with distance. Again, though, the standard assault rifle is almost recoilless.
Donut
February 21st, 2013, 05:30 PM
well, ive got some time to kill. imma make a VS guy. thanks for the info dude
E: holyfuckingshit i went TR and raped absolute ass on everyone. TR guns are amazing! and the default sidearm is a fucking machine pistol. WHY DID NOBODY TELL ME THIS BEFORE I SANK 30 HOURS INTO AN NC CHARACTER? i honestly cant even tell how NC is balanced with TR in terms of infantry.
fuck yall NC niggas. im rolling with the TR now.
Rainbow Dash
February 22nd, 2013, 05:12 PM
Fun fact: NC actually have the best weapons if you are capable of basic aiming skills also the weapons of each faction have very similar TTKs within their specific families (for the most part atleast :s) so, yeah if you're losing with them it is because your own skill is holding you back :]
Too bad they're unlikable fucks.
Also yeah the TR pistol is pretty ridiculous.
Anyway server merges.
US West:
Genudine and Helios -> Helios
US East:
Mattherson and SolTech -> Mattherson
Waterson and Jaeger -> Waterson
EU:
Cobalt and Lithcorp -> Cobalt
Ceres and Mallory -> Ceres
Also ps2 stats.
https://players.planetside2.com/ (https://players.planetside2.com/#!/5428010618035086033/stats)
Rainbow Dash
March 2nd, 2013, 01:51 AM
Notable balance changes
Explosive radius from ALL vehicle based damage sources have been reduced, this does not affect vehicle vs vehicle direct hit damage, only splash damage vs infantry.
rofl
another update to appease shitty infantry players yay
http://forums.station.sony.com/ps2/index.php?threads/game-update-04-coming-soon.99770/
Donut
March 2nd, 2013, 03:47 AM
TTK isnt the greatest determination of how good a weapon is. it assumes all shots connect, which they frequently dont, especially in the NC's case. so yeah, IDEALLY an NC gun can kill fastest (which is why i picked them in the first place), but realistically, youd have to be like... xfactor level to really consistently reap the benefits of their guns. its not like i lost every close range gun fight as NC, its just that the higher rate of fire of TR guns is so much more forgiving if you miss a couple shots.
then again, im always the fuck using the aek over the xm8 in bc2.
Rainbow Dash
March 2nd, 2013, 12:45 PM
The only reason TR guns are winning right now is because they have such a high RoF that they're less affected by flinch than vanu and nc weapons.
eHSnb5pPv4s
Donut
March 2nd, 2013, 02:24 PM
and therefore TR weapons are currently the best infantry weapons to use. i doubt ill go back to NC even if they fix the flinch though.
independent of planetside, a higher ROF weapon is more forgiving than a lower ROF one. case in point, AEK vs G3 in bc2. the AEK does 14.3 damage at 800rpm. thats a 7 shot kill at 0.075 seconds between each shot, making the TTK 0.525 seconds. the G3 does 25 damage at 500 rpm. thats a 4 shot kill at 0.12 seconds between each shot, making the TTK 0.48 seconds.
the flaw with this is that we're assuming every shot hits. what about hip fire? what about the when enemy gets the jump on you and you have to react quickly? what about bullet deviation? how about latency? you also have to look at how the TTK increases as you miss shots.
AEK is 0.525 + 0.075*n where n is missed shots. G3 is 0.48 + 0.12n. if we miss 2 shots, the AEK's TTK is 0.675 seconds while the G3's becomes 0.72 seconds. id like to consider that (time per shot)*n to be the "punishment factor", where the higher it is, the more you get punished for missing a shot.
so, tl;dr: theres too much random bullshit that happens in games to always pick a low ROF high damage weapon based on TTK. ROF is just as important as damage, if not moreso. a higher ROF will get you out of situations that your own skill wont, or cant, help you with because TTK doesnt increase as much when you miss a shot.
Warsaw
March 6th, 2013, 06:35 AM
The good thing about BC2 is that, unlike PS2 (and BF3...grrr), a headshot is an instant kill every time and the spread pattern is actually related to the recoil. So with either the G3 or the AEK, you can kill them instantly. The G3 is going to be the better gun for longer distance shooting, however, because the lower RoF allows you to meter your shots and manage the recoil more readily.
PS2, however, features select fire, so RoF gets left out of the equation for distance shooting.
But yes, the high RoF gun is easier to use. Luckily, I have a mouse featuring a dedicated button for halving the DPI on the fly, so I can reduce flinch instantly while engaging a target. But I was also an M1 Garand whore in BC2, and never really relied on RoF to do my work for me.
Amit
March 7th, 2013, 03:12 PM
I'm not sure if you know this, but all guns in BF3 have a fire select mode with the exception of some LMGs, pistols, and sniper rifles. Also, very weak weapons like the PP-19 aren't instant headshots in normal mode. You'll need two to take someone down.
Donut
March 7th, 2013, 04:12 PM
The good thing about BC2 is that, unlike PS2 (and BF3...grrr), a headshot is an instant kill every time and the spread pattern is actually related to the recoil. So with either the G3 or the AEK, you can kill them instantly.
But I was also an M1 Garand whore in BC2, and never really relied on RoF to do my work for me.
not true. all weapons in BC2 have a 2.1x headshot damage multiplier, with the exception of shotgun pellets which do 2.5x (for some reason), and slugs / bolt action sniper rounds which have a 3.25x.
the reason your m1 garand is a 1 shot headshot kill is as follows:
M1 Garand: 39 - 28 damage. mag ammo is a 1.25x multiplier to all bullet damage, and 2.1x is the headshot multiplier, so 39*1.25*2.1 = 102.375. same goes for the M14, T88s, the SVU, and the REX.
fun fact: im a stat whore.
e: also, if headshots were an instakill, the pp2000 and f2000 would be THE most OP thing in BC2, bar none.
Amit
March 8th, 2013, 05:10 PM
e: also, if headshots were an instakill, the pp2000 and f2000 would be THE most OP thing in BC2, bar none.
This.
Donut
March 8th, 2013, 06:09 PM
so warsaw, i picked up the m14 and m1 garand for the first time since i first unlocked them over a year ago. put on magnum ammo and aimed exclusively for the head. it can be difficult to hit people in the face, and i had over 15 people walk away with 2% health left, but god damn when the one shot worked, it was glorious. people were raging. it is awesome :iamafag:
Rainbow Dash
March 27th, 2013, 12:12 AM
QQryDsaSO7k
annihilator v2, the pinnacle of fucking skill
so yeah basically this game is fucking awful now
Amit
April 15th, 2013, 10:58 PM
This is what I imagine D-Day landings would have looked like if the Germans were VS:
http://www.youtube.com/watch?feature=player_detailpage&v=f9r241qelTI
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