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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 1133235 times)

Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10575 on: June 07, 2014, 12:48:07 am »

tanks are getting ... turret stabilization
Finally

This will also make skyguards more effective, being able to dodge as they fire.

NobodyPro

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10576 on: June 07, 2014, 12:52:42 am »

...while tanks are getting a bit more comfortable to drive with turret stabilization so it doesn't bounce around over bumps.
On that day, the magriders received a grim reminder.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10577 on: June 07, 2014, 12:53:11 am »

It's not just an anti-infantry nerf for liberators, they're getting nerfed against pretty much everything. Change descriptions for those interested.

My outfit has some of the top lib crews on Connery and I have rode tail gun with them on occasion. It is ridiculous how casually they can obliterate everything until eight ESFs attack them all at once and shoot them down. Even then, they still put up a really good fight.

I'm excited about the tank changes, except the velocity nerf. MBT main gun velocities (excepting Vanguard and Anchored Prowler velocities) are already slow enough. And wouldn't, terrain permitting, long-ranged mobile tank battles, flanks, and sprints be more interesting than having to get within softball throwing range?
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Reudh

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10578 on: June 07, 2014, 01:37:25 am »

TR Max with Chainguns is pretty terrible at close range, they just don't fire fast enough to justify the recoil. I mean, sure, they shred foes, but it's nothing that the Pounder can't do in less time, and the only difference is heavy drop on the Pounder.

I use (well, used, when I played) the pounders even for exclusive AA situations like in a biolab. The TTK is similar to the mercies, the damage is much more bursty, there's a (rather small) AoE, and best of all they shred enemy maxes too.

TR dedicated AA weapons have just been nerfed too much, no point in using them anymore really.

Pounder used to be terrible before the fixed they projectiles - they used to come from the guns making it almost impossible to hit with both at close range. Now they come from the center of the screen, so they are actually usable.

Twin bursters are not too bad if you're locked down, but you're pretty much just an AA Turret with poorer range of motion at that stage. Yeah, I'd have to say I prefer pounder over the chainguns.

zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10579 on: June 07, 2014, 05:13:11 am »

Quote
Currently, when a tank needs to move quickly, their only option is to go forward, which may not always be a good option. It limits the tanks options on how to get into position and can make getting caught in a bad position overly punishing. This encourages players to play overly safe by playing at a slow pace and keeping their distance from threats.
But that's what tanks are meant to do!

Those changes are bloody horrible, aside from the stabilisation.
Its yet another crap set of changes in the consolification of PS2.

At this rate I'm not going to bother renewing my sub in August.
« Last Edit: June 07, 2014, 05:18:17 am by zombat »
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10580 on: June 07, 2014, 12:16:40 pm »

Tank reverse and forward speeds are now the same.
...
Wait, what? That makes things to untactical. :(
Positioning is what tank battles are ALL ABOUT - otherwise it's just another twitch-n-shoot thing. If you can't position well - you're at the disadvantage.

However:

Stabilization: good.
Added gravity: wait, how did they add gravity again? Nanites? Because drop depends solely on flight speed and air resistance...


Changing Libs to tank-killers-only and ESF to Air-and-infantry-killers only... well, I don't really know, honestly.


@zombat: More or less what I mean, yeah.
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10581 on: June 07, 2014, 12:38:41 pm »

The tank reverse speed is really weird to me, there is a combat chassis to increase reverse acceleration already, but tanks shouldn't be moving backwards as fast as they move forwards.

Now that I think about it, the MBT stabilization could actually be a detriment to its more cautious playstyle, even though it makes sense to add it in if you were a person designing an MBT in reality. Having them on a lightning would encourage the more mobile style play, but with stabilization on MBTs then it may actually become a strafing match instead of a hull-down match.

NullForceOmega

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10582 on: June 07, 2014, 01:36:33 pm »

I'm still trying to figure out how the hell running an MBT is supposed to call for 'caution', the real problem is that the mixed warfare balance is completely screwed.  Everything is good against everything, but nothing has it's real-world downsides or benefits.  IRL Tanks are hard targets, requiring far more tactics and ability to kill than "I fly overhead shitting C-4" or planting a 'claymore' (the use of this weapon as anything other than AI is retarded beyond belief).  Infantry are highly mobile with diverse armament, okay SOE got that part right, but are freaking useless against hard and airborne targets without solid teamwork and guidance.  Aircraft are really, really damn hard to balance, against infantry, the right loadout should be ridiculously effective.  Against armor, anything other than the right loadout should be completely useless.  FAVs are good for scouting and 'harassing', but utterly useless against any hard target (again, unless they show exemplary teamwork, and have the right tools for the job).  A real-life MAX would be terrifying, a man-sized hardened target with variable loadout would be anything's ultimate nightmare, but SOE's balance makes them so situational it hurts.

/rant

I'm really becoming bitter over this game, on one hand, the concept and basic gameplay are fun.  On the other hand, around half the available options are useless without at least minimal support.
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Rez

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10583 on: June 07, 2014, 02:58:08 pm »

They gave galaxies AMS in the closed beta and needed the players to tell them it was a bad idea.

I was going to write some other stuff, but I think that can stand by itself.
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Rex_Nex

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10584 on: June 07, 2014, 03:23:27 pm »

I, on the other hand, am 100% happy with vehicles not resembling their real world counterparts. The game would be trash if we went by NullForce's ideals.
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SquatchHammer

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10585 on: June 07, 2014, 03:49:54 pm »

I, on the other hand, am 100% happy with vehicles not resembling their real world counterparts. The game would be trash if we went by NullForce's ideals.

For only people that dont know how to play with tanks!!! I'm sorry, but seriously the fact that the MAIN focal point of a modern military equipment is around the tank and how to kill it. There are legions of munitions that are meant to kill tanks but the MAIN fact of it, TANKS KILL TANKS. Also, TANKS ARE THE FOCUS ON MODERN WARFARE WHETHER YOU LIKE IT OR NOT, AND FUCK Cod MF PUNKS THAT THINK OTHERWISE!!! Tanks are the primary force that drives the assault, everything else is support to it. I would love it more with it being more realistic with shotguns and SMG's only being EFFECTIVE at close range. Assault weapons being the mainstay of most solders, while anyone with a light machine gun can ACTUALLY BE EFFECTIVE TACTICALLY BY GIVING SUPPRESSING FIRE.
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Rex_Nex

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10586 on: June 07, 2014, 03:58:55 pm »

thank god you guys dont make games
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Delta Foxtrot

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10587 on: June 07, 2014, 04:49:39 pm »

While I do prefer a more realistic approach myself, I think PS2 is pretty clearly not trying to be a realistic depiction of modern combined arms warfare. I'd like it more if it were but it doesn't make it a bad game.

If you want realism you'll probably want to look at Arma. And even that series sacrifices realism for other things at times. Of course there's the obvious lack of 2000 player engagements as well.
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Zona

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10588 on: June 07, 2014, 04:59:09 pm »

I, on the other hand, am 100% happy with vehicles not resembling their real world counterparts. The game would be trash if we went by NullForce's ideals.

For only people that dont know how to play with tanks!!! I'm sorry, but seriously the fact that the MAIN focal point of a modern military equipment is around the tank and how to kill it. There are legions of munitions that are meant to kill tanks but the MAIN fact of it, TANKS KILL TANKS. Also, TANKS ARE THE FOCUS ON MODERN WARFARE WHETHER YOU LIKE IT OR NOT, AND FUCK Cod MF PUNKS THAT THINK OTHERWISE!!! Tanks are the primary force that drives the assault, everything else is support to it. I would love it more with it being more realistic with shotguns and SMG's only being EFFECTIVE at close range. Assault weapons being the mainstay of most solders, while anyone with a light machine gun can ACTUALLY BE EFFECTIVE TACTICALLY BY GIVING SUPPRESSING FIRE.

If I wanted a realistic simulation of modern tactics and combat I'd be playing ARMA.
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10589 on: June 07, 2014, 05:21:07 pm »

If you want a realistic MMO combined arms game there's WWII:OL

Its about as fun as being in a real war
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