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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 1134554 times)

Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5505 on: January 22, 2013, 02:00:00 pm »

I also disagree with the notion that A2A missiles are overpowered. As noted, the lockon range is pathetically short. When I've got someone locked on to me, I go to afterburners and head for friendly territory, flying low and around obstacles. Often I can get away without even using my flares. If you're being consistently killed by enemy ESFs with A2A, you're probably making yourself an obvious target and flying too deep into enemy territory. If you're flying high and slow, and are more than fifteen seconds or so into enemy-held land, you're asking to be swarmed and shot down.


Of course, that's me speaking as an A2A pilot who loves picking off rocket spammers.
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Jopax

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5506 on: January 22, 2013, 02:30:18 pm »

So in an attempt to see what all the raving about the VS was I created a new char. Immediately I'm plunked into a squad on the Crossroads Watchtower. Despite lag I somehow manage 3 kills before being killed (I landed on the tower itself with a LA completely surrounded by NC troops but no one seemed to pay me any mind as I shot people). Anyways, it was some sort of zerg I think I was in, four squads in a platoon and whatever random folks tagged along. But we were very nicely organized by this english fellow and all had their orders and tasks. In short it was bloody fun and because it was with the VS I'm feeling dirty.

I am also considering sticking with the VS since I can actually do some damage with the Scythe (that isn't ramming damage) and the Magrider seems pretty fun. And despite the deaths I got a nice amount of kills and had a good time with pretty much zero frustration that is usually present when playing solo.
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Vattic

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5507 on: January 22, 2013, 03:21:14 pm »

2) Decent dogfighting pilots make heavy use of nose guns, for one trivial reason: A2A missiles take approximately three years(-ish) to reload when in combat. Even the 1000 cert upgrade reduces reload time by a pathetic 15%. You can fire off 1-2 full bursts from the Vortex Rotary (or your nation's equivalent) in the time it takes an A2A missile to reload, depending on whether you've upgraded the gun's magazine size.

Not saying I'm decent but the A2A missiles are great for when your nose gun is reloading.
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kaenneth

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I think he's referring to, "Don't share a computer or an account with a hacker". General rule of thumb in any game, really.

They certainly can't ban you for playing with one in-game, though.

In their other titles (EverQuest for example), they do. You may banned for benefiting from the exploit; it's too keep people from hacking to kill mobs with account A, then looting/getting shared XP on account B. But it's not common, it's only if they see a pattern of behavior.

I don't see that applying to PS2 tho, without 'groups' and 'loot' (that I've seen, only played like 4 hours so far.)
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rastrum

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5509 on: January 22, 2013, 10:26:22 pm »

So apparently they just buffed A2A missiles.

Quote
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
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Thexor

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5510 on: January 22, 2013, 10:36:00 pm »

Looks like they buffed AA missiles in general as well. Which is good - it was really annoying to launch a G2A missile and watch the fighter juke or outrun the attack without any damage taken.  >:(

The A2A boost against large aircraft is... interesting. I assume this is an attempt to increase ESF DPS against heavy planes, without also buffing the missiles during dogfights?
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5511 on: January 22, 2013, 10:46:53 pm »

That's what it looks like. Thank goodness.
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alway

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5512 on: January 22, 2013, 11:10:49 pm »

1) Lock-on range for A2A missiles is pathetic. I believe their lock-on range starts at ~250m, which is half the range of a G2A missile. Moreover, infantry with G2A launchers are a small target that can be mostly obscured by surrounding buildings; ESFs are large, highly-visible targets with almost no ability to take cover during combat. If you can't find the source of an A2A missile, that almost certainly means it's right behind you, on your tail, which is exactly where a pursuer in a dogfight should be. And vehicle stealth doesn't make a large impact in your ability to visually identify the enemy.  :)
Firstly, G2A range has to be higher simply because of altitude. We can still only lock something if it's at under half the height ceiling as it is. Secondly, as someone who plays G2A equipped heavy, ESFs are not what I worry about when doing G2A fighting. Firing off that missile is like a giant flare into the sky announcing to every nearby tank and infantry "hey everyone! there's a distracted heavy over here!" Thirdly, the missiles actually aren't all that effective anti-air weapons. I get relatively few kills, even with the recent bug fix patches simply because ESFs have plenty of time to get away between reloads. It's effective for area control/protection, but any ESF who actually gets killed by them was either teamed up on by several G2A or should be more worried about the flak that got them down low enough for a missile kill.
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Siquo

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5513 on: January 23, 2013, 03:43:15 am »

I am also considering sticking with the VS since I can actually do some damage with the Scythe (that isn't ramming damage) and the Magrider seems pretty fun. And despite the deaths I got a nice amount of kills and had a good time with pretty much zero frustration that is usually present when playing solo.
Welcome to the fold  8)
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Jelle

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5514 on: January 23, 2013, 04:06:39 am »

That change does absolutely nothing to combat liberators and just makes them more annoying in dogfights. The lock on time is insignificant compared to the reload time when you really want to churn out a lot of damage against a lib. I'll still take my pods to destroy liberators thank you.
Increased missle damage (they're freaking missles) and longer harder to maintain lockon is what they need in my opinion.
And that's my last 2 cents about that, before I run out of change entirely.  :-X

Firstly, G2A range has to be higher simply because of altitude. We can still only lock something if it's at under half the height ceiling as it is. Secondly, as someone who plays G2A equipped heavy, ESFs are not what I worry about when doing G2A fighting. Firing off that missile is like a giant flare into the sky announcing to every nearby tank and infantry "hey everyone! there's a distracted heavy over here!" Thirdly, the missiles actually aren't all that effective anti-air weapons. I get relatively few kills, even with the recent bug fix patches simply because ESFs have plenty of time to get away between reloads. It's effective for area control/protection, but any ESF who actually gets killed by them was either teamed up on by several G2A or should be more worried about the flak that got them down low enough for a missile kill.
Yep, those things really do suck. Only thing they're good for is chasing away ESF til their flares are off cooldown. Try out burstermax for AA, I can tell you first hand those things really hurt now!

On another note, I finally outfitted my flash with a fury 40mm grenade launcher. Time to raid outdoor infantry.  :P
I still need to get the speed boost utility and improve the handling though. Vehicles have no grip in this game.
And figure out when and when not to engage armor. A volley of nades in the back of a lightning tank does a surprising large amount of damage.
« Last Edit: January 23, 2013, 04:16:47 am by Jelle »
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Darkening Kaos

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5515 on: January 23, 2013, 04:43:06 am »

The world has ended!!!!!!

At least on Briggs anyway.

  Seems the TR decided to all decamp to Amerish - obviously for the duty-free discounts and Thai Ladyboy RevueTM - and were well on their way to the continent cap.  As a consequence, the VS headed south for the 5-day cricket series and invaded Indar, defended by 20% TR diehards, who ignored the memo, and 20% NC ne'er-say-die (ers), freshly armed with empty beer-cans to throw at the barney-army.
  We were getting swamped at the NC warpgate and no matter how many times I alerted everyone around me to the turrets being borked and doing little or no damage, they still climbed in and fired away 'til purple death came for them.
  It was looking grim, an infiltrator was pegging me and I was firing back but "RELOAD" was flashing before me, my shields gone, and my health fading.......

Then.......IT happened......

Spoiler (click to show/hide)
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Kanil

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5516 on: January 23, 2013, 05:55:27 am »

On another note, I finally outfitted my flash with a fury 40mm grenade launcher. Time to raid outdoor infantry.  :P
I still need to get the speed boost utility and improve the handling though. Vehicles have no grip in this game.
And figure out when and when not to engage armor. A volley of nades in the back of a lightning tank does a surprising large amount of damage.

How is the grenade launcher? I was thinking of getting a gun for my Flash, but I'm not sure which to choose. Is it strictly better than the light cannon?
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Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

miauw62

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5517 on: January 23, 2013, 10:10:37 am »

The world has ended!!!!!!

At least on Briggs anyway.

  Seems the TR decided to all decamp to Amerish - obviously for the duty-free discounts and Thai Ladyboy RevueTM - and were well on their way to the continent cap.  As a consequence, the VS headed south for the 5-day cricket series and invaded Indar, defended by 20% TR diehards, who ignored the memo, and 20% NC ne'er-say-die (ers), freshly armed with empty beer-cans to throw at the barney-army.
  We were getting swamped at the NC warpgate and no matter how many times I alerted everyone around me to the turrets being borked and doing little or no damage, they still climbed in and fired away 'til purple death came for them.
  It was looking grim, an infiltrator was pegging me and I was firing back but "RELOAD" was flashing before me, my shields gone, and my health fading.......

Then.......IT happened......

Spoiler (click to show/hide)
Wow. Accidental deux ex machina much?
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Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5518 on: January 23, 2013, 10:18:48 am »

On another note, I finally outfitted my flash with a fury 40mm grenade launcher. Time to raid outdoor infantry.  :P
I still need to get the speed boost utility and improve the handling though. Vehicles have no grip in this game.
And figure out when and when not to engage armor. A volley of nades in the back of a lightning tank does a surprising large amount of damage.

How is the grenade launcher? I was thinking of getting a gun for my Flash, but I'm not sure which to choose. Is it strictly better than the light cannon?

Fun as hell with hit-and-run tactics, but I can't give a comparison with the other two yet.  I will say if you get the Fury, go with a bigger mag instead of reload speed- you should be running while reloading, not waiting around.  As said, lightnings are good targets, but sundies take lots of hits before going down... but chasing one down that has unmanned guns is great.  Manned guns will tear you up.
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Jelle

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #5519 on: January 23, 2013, 10:33:57 am »

From my experience with the other two guns, wich is not much, is that they're better when using the flash as mobile turret. Shooting down targets with a machine gun at high speed is tricky in my opinion. I'd prefer to use those long range or in strategic positions instead of the hit and run I prefer with the fury. The cheap one is good anti infantry, the heavier one I think is the same as the sunderer default gun, wich is ok against both infantry and armor.
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