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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 1133348 times)

sambojin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7005 on: April 18, 2013, 07:31:18 pm »

It'll be interesting to see how it goes. As you said, I think it'll still be pretty bad as an AT weapon (although slightly better than it was). But as an AI weapon and room cleaner it should work quite a bit better. The tiny splash damage will hopefully be a little better at setting off any C4, AI/AT mines around the place when you fire it through a door-way, and the far better burst potential might be very handy. It's mainly because it just reaches those 1050 (25% damage reduction from flak armour) damage break-points needed to burst down heavily certed infantry. Plus, the follow-up burst due to misses will be all the better.

AT? Probably not (or about as good as a lock-on rocket, with faster reload). AI and a room clearer? Maybe. I'll have to test it out. It's still about 25% better than it was, at least on a magazine-by-magazine basis, which is a pretty huge improvement.

Still, a crap long-range shotgun with some AT abilities and some close-range abilites makes it a lot better than it was. Plus, who doesn't like disco-balls of death?
 
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MAXs: "Let's start the party!"

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« Last Edit: April 18, 2013, 07:33:32 pm by sambojin »
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Knight of Fools

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7006 on: April 18, 2013, 08:06:16 pm »

...and all of them getting less damage drop-off.

Actually, VS weapons used to have a lower damage drop off than other factions, but a lower minimum damage. So, beyond ~60 to ~80 meters (Depending on the weapon), VS weapons have been buffed, but a little below that range they've been nerfed.

The difference was fairly negligible, though, and only relevant if it really can down to the wire under very specific circumstances.
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sambojin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7007 on: April 18, 2013, 08:19:53 pm »

You're right (kind of). It does fit into my grand scheme of fitting a 2x or 3.4x scope to virtually every VS weapon though. Especially with the almost faction wide buff to bullet speeds. It's not going to be sniping, but it'll certainly be fun while you're waiting for the zerg rush against you to get into killing range.
 
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« Last Edit: April 18, 2013, 09:50:17 pm by sambojin »
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7008 on: April 18, 2013, 09:31:56 pm »

I'm pretty much done, apparently. Unending G12 error crashes whenever I try to log in to one of my characters. I've tried deleting UserOptions.ini, several fresh installs, and even the method recommended by a SOE support ticket. Blah.
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sambojin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7009 on: April 18, 2013, 09:57:22 pm »

Just because I'm wondering, and can't log-in right now, does the Comet have extended mag options? Noob Q, but that would make it semi-demi-god tier. Even one more shot would do it.
 
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Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7010 on: April 18, 2013, 10:06:17 pm »

Warden changes are interesting.  Going to playtest it a bit now, but one comment first.


In VR only, you can put an UNDERBARREL GRENADE LAUNCHER on the rail.  SOE, don't taunt me like that- that's damned heartless.
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7011 on: April 18, 2013, 11:17:54 pm »

Now for the real meat of the post.


I did some screwing around with Warden in the VR, and I made some interesting observations.  First, for the one that I actually field tested:  High Velocity Ammo.


I played with this in VR, and decided it'd be worth the 100 certs to test out.  I used it for a while, and really felt it improved my ability to kill with the Warden.  Faster muzzle velocity is the true thing battle rifles needed to be great.  I rec commend it to any BR user.  This buff was meaningful- the rest is just gravy.


Or is it?

With the faster recovery from recoil, the Warden jerks hard but fixes fast.  Unless you have inhuman reflexes, it's best to just let it settle back down when firing at range.  That said, what are the compensator and foregrip doing for it?  Not much.

I did some quick VR tests with the laser sight, of all things, and think that might be a good investment for it now.  It goes a long way to fix the Warden's poor hipfire accuracy, which can save you in a surprise CQC situation.  I haven't field tested that one, but it might be worth it.  Ditto with the flash suppressor if you like to hide.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
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Knight of Fools

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7012 on: April 18, 2013, 11:22:11 pm »

I get the laser sights for all of my guns. It helps with full auto, and I imagine it's almost necessary in CQC with a semi-automatic weapon. You need all of the help you can get in that situation.
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Tylui

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7013 on: April 18, 2013, 11:25:26 pm »

Quote
reticles vs purses

wow i guess i'm just entirely wrong! Sorry about that and thank you for correcting me. I don't know how I've never noticed.
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sambojin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7014 on: April 19, 2013, 01:42:28 am »

The next time you have reticles in reticules, you'll understand that translators can be wrong in so many ways.......
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7015 on: April 19, 2013, 09:48:17 am »

Hotfix cleaning up the last of GU7. Mostly bug fixes, but also;
Quote
All capture times have now been standardized:

    Small Outposts take 4 minutes
    Large Outposts take 7 minutes
    Facilities take 10 minutes
        Influence bonus during capture has been removed
        Bonus for number of players on the point has been removed
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7016 on: April 19, 2013, 09:53:25 am »

Am I the only one who thinks ten minutes is a trifle long?  I'd rather see 4/6/8.
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majikero

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7017 on: April 19, 2013, 09:59:27 am »

I dunno. I usually live long enough in a MAX laying down suppression fire and AA duties.
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7018 on: April 19, 2013, 10:09:38 am »

Ten minutes is maybe two good coordinated attempts to push up from the next base if they've destroyed the facility SCU and taken the satellites. That sounds fair to me.

It'll be a pain to wait if there is no-one pushing back, but now you don't need to stand on points to speed things up you can get other things done while you are waiting. Hell, if you are rushing around in an ESF you could probably cap a nearby small outpost and get back in time for your 1k XP.


Oh, and the new population bonuses are fantastic as well. Was playing on Indar late last night and had +50% bonus just from population. Could even afford to ignore an alert on Amerish. Admittedly you are playing massively outnumbered, but that just means lots of shooting gallaries of TR standing around outside your spawns, Prowlers and Lightnings looking the wrong way, unprotected Sunderers and Mossies hovering stupidly still.

And I still ended up playing against VS half the time, despite them being on a 50% bonus as well.
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7019 on: April 19, 2013, 11:04:26 am »

Quote
Fixed issue causing players deploying at The Crown to end up at the wrong location
Am I the only one who thinks this was done on purpose? :P
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