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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 1133838 times)

sluissa

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The shredder doesn't get enough credit, honestly. It can also be a decent surprise for any aircraft attacking the lib if the pilot is good enough to give the gunner an angle on the attacker.
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Jopax

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I hate that thing, and I've encountered it only once. We captured the crater on Indar somehow and it was relatively lightly defended, then two liberators showed up, atleast one was packing the Zephyr. The next 15 minutes were spent respawning, peeking out of cover to maybe shoot the bastards and getting blown to bits within seconds. The AA turrets were promptly destroyed, as was the sundie camping the meteor itself. After a while I just gave up and went elsewhere.

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Toaster

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Feels good to actually play- was rolling with the goons on a push in Indar.

I knew it was a good sign when I nailed a lightning with my initial drop pod.  Death from above!
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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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This game is devolving into spawn camping and the Crown half of the time.

They really need to rework the bases and spawning. Spawns should be spread throughout the base, not placed in a single spot to facilitate spawn camping. There should also be ways to avoid aircraft, such as large buildings packed together so they get in the way, and a larger number of entrances. Spawns should be diverse, so if a pilot is camping one, they have to be on their toes rather than camping another spawn that's the same as the last fifty he's been camping.

Otherwise, you get every vehicle in the attacking swarm just sitting around watching the spawn entrances, clicking occasionally for an easy 100 points.
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Jelle

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It's just that aircraft have it relatively easy to camp a spawn. I feel it's gradually changing though, more and more burstersmaxes are popping up, especially near spawnpoints. This is a great deterrent for the light aircraft podders.
Besides if the enemy has gotten to the point they can surround the spawn they have pretty much conquered the facility.

Only with liberators this can be achieved in seconds, so it all comes down to air superiority. Wich is a problem because A2A missles turn air superiority into a numbers game since it requires little to no effort for the one launching the missles. Hence zergs always win...
At least in an aerial zerg you can expect a chuckle when you see nubs crashing into their own birds I suppose.
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miauw62

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I hate that thing, and I've encountered it only once. We captured the crater on Indar somehow and it was relatively lightly defended, then two liberators showed up, atleast one was packing the Zephyr. The next 15 minutes were spent respawning, peeking out of cover to maybe shoot the bastards and getting blown to bits within seconds. The AA turrets were promptly destroyed, as was the sundie camping the meteor itself. After a while I just gave up and went elsewhere.


Yeah, but there's no middle ground. Libs are either completely useless or incredibly powerfull.

E:
Oh, and a rework totally isn't happening. Cash is flowing right now, so they're probably scared that if they change it will stop.

E2:
Plus, there will be enough whining to cause an earthquake of 6 on the Richter scale.

Plusplus, defending a base you have yet to cap but basically won already will be much harder.
« Last Edit: January 05, 2013, 12:30:45 pm by miauw62 »
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Flying Dice

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Yeah, if you've got a bunch of vehicles sitting around the spawn doors, that means one thing: You already have control and are waiting for the base to flip. Granted, more diverse spawns would be very nice in Biolabs. Hell, just two spawn rooms would be good. I have also been noticing the proliferation of burstermaxes, and it seems like every time air clusters up a dozen people pull maxes and drive them off. Works, more or less, though it's an inelegant way to balance things.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Lectorog

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Spawns should be spread throughout the base, not placed in a single spot to facilitate spawn camping. There should also be ways to avoid aircraft, such as large buildings packed together so they get in the way, and a larger number of entrances.
Like Flying Dice said, spawn camping only happens if a base is already lost. If the base can be kept, the camp will be broken from the inside or outside.
Ways to avoid aircraft: anti-aircraft. Teamwork is a requirement in a game as big as this. If there's an aircraft raining death and no-one's stopping it, it deserves those kills.
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Thexor

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Something I always forget: the spawn rooms of Biolabs, Amp Stations, and Tech Plants all have a second story, with balconies overlooking each of the doors. Most people don't seem to realize these exist, which makes them a great way to harass and destroy spawn campers.  ;)
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Flying Dice

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Something I always forget: the spawn rooms of Biolabs, Amp Stations, and Tech Plants all have a second story, with balconies overlooking each of the doors. Most people don't seem to realize these exist, which makes them a great way to harass and destroy spawn campers.  ;)
Really? Every time I see one flipped there's always at least 1 LA sitting above each second story exit waiting for people to poke out.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

sluissa

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People also don't seem to realize too often that if you're being spawn camped... you can spawn somewhere else... as someone said before, if you're being spawn camped, that battle is likely lost anyway, go find another.
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Vattic

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Spawns should be spread throughout the base, not placed in a single spot to facilitate spawn camping. There should also be ways to avoid aircraft, such as large buildings packed together so they get in the way, and a larger number of entrances.
Like Flying Dice said, spawn camping only happens if a base is already lost. If the base can be kept, the camp will be broken from the inside or outside.
Ways to avoid aircraft: anti-aircraft. Teamwork is a requirement in a game as big as this. If there's an aircraft raining death and no-one's stopping it, it deserves those kills.
A couple of well organised squads can force pilots to use guerilla tactics but you really need friendlies in the air to get rid. The problem is that there never seems to be much NC air at the front when I'm on. It could just seem this way but I've never seen friendly swarms as big or as frequently as TR followed by VS.
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kaian-a-coel

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Something I always forget: the spawn rooms of Biolabs, Amp Stations, and Tech Plants all have a second story, with balconies overlooking each of the doors. Most people don't seem to realize these exist, which makes them a great way to harass and destroy spawn campers.  ;)
Really? Every time I see one flipped there's always at least 1 LA sitting above each second story exit waiting for people to poke out.
I call guilty  :P
It's kind of the essence of the LA to kill an unsuspecting someone from above/behind...
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da_nang

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Holy hell, the PS2 forum has derailed into "VS NERF!" threads. Worst is that no one wants to listen to reason.
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Jopax

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Not a nerf so much as a rework of certain things, like magriders, also magriders.

Personally, I wouldn't mind them being the most mobile MBT that also packs the craziest guns, but damn that has to come at some sort of cost (no, the lack of a turrent isn't a drawback, you get yourself a secondary and you have your damn turret). And I'd like to see that be survivability, because seriously, if it's a flying tank, it shouldn't be as tough as one that's tracked.
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