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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 1132927 times)

Jopax

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6585 on: March 18, 2013, 02:05:29 am »

Which faction?

Seems like the only pretty good SMG's are with the TR while the others are just decent. Also consider geting AI mines for the infiltrator if you like spending time around crowded places, nothing quite like exploding someone who was too eager to flip the cap.

Also almost at 500 certs myself, it's getting hard not to spend it, especially on random crap, like the sights for a wrong gun :C
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Reyn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6586 on: March 18, 2013, 08:05:30 am »

Damn, I've recently tweaked graphics to make it look good AND have better fps o.0
Hey, thanks for sharing how you did that!
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Vattic

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6587 on: March 18, 2013, 09:02:33 am »

Skuguard is... kinda considered crap.
I haven't used mine in a couple of updates but I've seen pairs of them following sundies around doing a fine job.
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forsaken1111

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6588 on: March 18, 2013, 09:03:33 am »

Skuguard is... kinda considered crap.
I haven't used mine in a couple of updates but I've seen pairs of them following sundies around doing a fine job.
They do alright, I run one every once in a while. My biggest complaint is the range of the rounds.
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6589 on: March 18, 2013, 09:09:42 am »

Pretty much any AA is better in a group.  I was tagging along with a skyguard column once- the lib that thought we were easy prey was completely obliterated.
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6590 on: March 18, 2013, 12:36:20 pm »

Damn, I've recently tweaked graphics to make it look good AND have better fps o.0
Hey, thanks for sharing how you did that!
Lots of good things here about optimizing framerate: http://www.youtube.com/watch?v=dwOoZX6sV1I
Sure thing.

Which faction?

Seems like the only pretty good SMG's are with the TR while the others are just decent. Also consider geting AI mines for the infiltrator if you like spending time around crowded places, nothing quite like exploding someone who was too eager to flip the cap.

Also almost at 500 certs myself, it's getting hard not to spend it, especially on random crap, like the sights for a wrong gun :C
I'm Vanu, and I'm thinking getting infantry mines after the smg, since I'm already spending quite a few resources on anti-tank mines >.>
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kaian-a-coel

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6591 on: March 18, 2013, 01:18:02 pm »

So guys, I read something in the official forums. A suggestion for Engis to be able to change the type of base turret. (the phalange ones). I thought it was a good idea, especially if you expand it by letting them cert into additionnal kinds of turrets.
I don't remember if the guy suggested actual mechanisms for it, so I just made up mine.

-Turret reconfigurator: take up the MANA slot. Left click an intact allied unoccupied base turret with it to access a menu allowing you to choose a kind of turret to replace the old one. While you are in this menu, no one can enter the turret (The time you have to choose the new turret may be limited to prevent abuse/trolling). After you choose the new turret type, it is constructed (not instant, but quick).
You need to spend ressources to change the turret type. like 50-100. Air for AA, armored for AV, infantry for AI.
Once the turret is destroyed, it revert to its original type. You cannot change a turret that has been changed by another engi, but it has a despawn timer like vehicles. Once it hit 0 (or the owner despawn it), it revert to its original state.
Also like vehicles, advanced turrets will have a timer limiting their spamming.

-Certing: you can buy additionnal turrets to build (the basic tool come with the basic ones). For example, lock-on missile (either ground or air) turrets, or empire specific turrets. Yes, this tool would allow empire-specific base turrets, build by skilled enginners.. I imagined a turret for each faction. Those are pretty powerful but would cost lots of ressources, be immobile and less durable than a certed-out MBT. A couple of them would be a tough defence, but not unckrackable.

-Vanu turret: some kind of powerful Saron. Sniping vehicles with ease, but poor against mass infantry. Depending on the projectile speed it can be more or less effective against aircraft. Typically, ESF and speeding libs should be fine, but galaxies and stationnary libs are in trouble. And ESF derp enough to hover within range of it should be punished. Power: MBT AV shell, give or take.

-TR turret: Very imprecise missile spam. Each missile is pretty weak in itself, but a couple volleys can decimate infantry and damage tanks. On single targets it is not very effective, but if it fires on a large group, ennemy engis may not be enough. While firing on air, it acts more like a scarecrow. If it proves too weak, a simple lock-on system may be implemented. But only on air, and the guidance system of the missiles would be very poor.

-NC turret: Why is there no shotgun turret yet? Basically a huge shotgun with lots of pellets and very low spread, making it more effective at a longer range (who's gonna stand near a shotgun turret anyway?). Effective against tight groups of infantry and tanks getting a bit too close (if all pellets hit it hurts). Against aircraft, the pellets may or may not act like AA bullets.

Discuss :D
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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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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6593 on: March 18, 2013, 02:12:03 pm »

That's really neat stuff.
I'd actually like to be able to turn Sunderers into actual Mobile Field Bases, which would have the typical spawning tube + shields, so that folks don't die instantly during spawning and there's no stupid invincibility stuff.
Possibly have it "made on site" by engineers, which would take some time and probably require several of them.
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kaian-a-coel

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6594 on: March 18, 2013, 02:25:07 pm »

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Spaghetti7

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6595 on: March 18, 2013, 02:26:18 pm »

This is probably relevant to your interests.

Also this
WHY DO PS1 HAVE ALL THIS NEAT STUFF AND NOT THE SEQUEL I DONT EVEN
I hope all this cool stuff is gonna be added in, and we just need to wait. They seem to have some pretty ambitious plans for it.
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darkrider2

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6596 on: March 18, 2013, 02:26:56 pm »

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6597 on: March 18, 2013, 02:37:28 pm »

To be fair, a lot of content (including all that) was added post-release in PS1 as well.  Much of that is excusable for it to not be in release for PS2- the lattice system I give them no such excuse.  PS1 also had all 12 continents on release (though one did get a complete overhaul.)

PS1 also had mechs added in the expansion.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Jopax

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6598 on: March 18, 2013, 02:56:51 pm »

Yes, but as a sequel this one should be a general improvement that builds upon the previous game. Not a half assed graphic overhaul that runs worse than a legless cat, and gets broken with every update (seriously, do they have ANY QA?!?!?)
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #6599 on: March 18, 2013, 03:10:57 pm »

There are already far more weapons than PS1 ever had.  Pretty much none of the PS1 vehicles had weapon selection.

Quote from: SOE
We do actually track the framerates for everyone and on average framerates are improving. We are not done but have seen some progress. Expect further optimizations. as soon as possible.

GU04 is pretty broken, though.  I CTD every hour or so now.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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