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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 1133599 times)

Neyvn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7065 on: April 21, 2013, 02:19:18 pm »

Remind me... Why do people think that NC is op again???

They outnumber me and have the Gauss SAW.
Will happily swap for that Orian or Carv you have. I am sure a lot of NC would agree too.
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The Scout

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7066 on: April 21, 2013, 03:04:41 pm »

How do you guys get enough certs to buy anything? I've killed atleast 50 people by now and I've only gotten 10 certs.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7067 on: April 21, 2013, 03:19:00 pm »

Fifty kills is nothing. By themselves 50 kills gets you at least 20 certs.

The solution is to kill a lot more people, or to pony up the cash to buy stuff directly.
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majikero

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7068 on: April 21, 2013, 03:20:15 pm »

Or do your 5 daily ribbons everyday + your log-in bonus. That's like 50 certs a day.
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Knight of Fools

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7069 on: April 21, 2013, 03:31:21 pm »

Remember, ribbon bonuses stack with percentage bonuses, such as you get when outnumbered, defending, or during Alerts. A single daily bonus ribbon with the 20% bonus for being on an Alert continent will net you about 4 certs by itself.

But, really. Just play for fun. It's a lot easier to get certs than it used to be, with Alerts and Ribbons and stuff.
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Neyvn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7070 on: April 21, 2013, 04:20:55 pm »

How do you guys get enough certs to buy anything? I've killed atleast 50 people by now and I've only gotten 10 certs.
Play the points, repair, heal and most of all work with others to get things done...
Find a group that communicates well and stick together. 2 People shooting at 1 person will kill them faster then they will kill you...
Stay up stay moving.
Keep on pushing the point and capture territory. Do NOT stand in los of any Shielded Doors as they can shoot out but you can't shoot in...
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Metalax

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7071 on: April 21, 2013, 04:32:28 pm »

Unless you are particularly good, trying to get all your xp, and hence certs, from just kills is really not the best way to go about things. Cert gain does speed up as you cert up your classes and vehicles as you become more capable.

Being logged in when an alert ends will net you an average of 13-14 certs dependant on how your empire did. It can range up to 40 certs if your empire manages to capture the continent.

You gain 15 certs from doing the 5 bonus ribbons each day, 1 from each ribbon and 2 from each bonus. You can gain significantly more as there is no limit on the number of ribbons each day.

You passively gain 12 certs over each 24 hour period. You will gain them regardless of whether you are logged in but they cap at 24 hours time after your last log in.

Drive an ammo sundy following a tank zerg, you will frequently get mobbed by hungry tanks, giving you large amount of xp and hence certs.

Drop ammo packs. If you learn to place these well you can gain huge amounts of xp, particularly if no one else is doing so.

Repair everything. I gain a huge number of certs simply repairing the turrets and terminals at towers and large bases just after they are captured. This also racks up repair ribbons really fast for even more certs.

As an infiltrator hack terminals and turrets you gain about half a certs worth of xp from each one. This is limited to around 5 terminals and 5 turrets in a 5 minute period however.

Be a medic and accompany a zerg. You can gain huge amounts of xp from healing and reviving, particularly if you cert into the heal device.

Be present at base captures, if you are in a flash or aircraft you can frequently rush between a string of bases that are getting captured grabbing the xp at each one. This is a lot easier now that the capture times are shown on the map.



Note that you can replace most of the cases of following zerg in the above with joining a decent platoon. This does require you to pay attention to orders in a well run platoon however.

Over a 4 hour play session I average around 300-400 certs in normal play so that's around 3-4 days to get enough to purchase pretty much any weapon, which is a pretty decent rate for a game that expects to be running for many years.
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7072 on: April 21, 2013, 07:06:15 pm »

Had an amazing extended ops session today.

Logged in early and was messing about in a pubby platoon during an Amerish alert. Once other came online I found out our outfit was merging again. Switched to Indar for the new and improved ops only for it to be the usual mess, except with two squads bearing our new tag instead of just one. We were dedicated air so I burned a few hundred certs trying to get a reasonable Air Hammer Reaver. Turns out I'm still a worthless pilot though, and TR are packing obscene levels of AA these days, so mostly ended up rear seat gunning in a Liberator then switching to ground support. Did get a Prowler and Sunderer kill with the AH though, despite being utterly useless at avoiding returning fire.

Had an awkward period of straight up rolling over easily attacked bases then getting overextended on the next push and having to fall back again. A couple solid defences and mostly avoided getting completely overrun. Had a really ugly framerate and even crashed a couple of times, but focused on vehicle support and a little AA/sniping so didn't feel completely worthless. Even got to make a fun Lightning suicide run when we were ordered back to the warpgate.

Then we got ordered to switch to Esamir for reasons. After rolling out in Vanguards and securing roughly 50% of the map an alert started on Esamir and the real fight started. We were getting hit by the main TR zerg for nearly two straight hours. Within ten minutes of the alert starting we were outnumbered locally by 3 to 1, although this did drop as low as 2:1 at times.

We managed a literal last second defence of the Traverse, rolling in with a couple of squads just before it could be capped and then holding it till we were needed elsewhere, then doing the same thing with Glacier Station where we made a longer stand.

At one point we made a combined Liberator and Galaxy gunship run on them where no plane survived more than thirty seconds past first contact, but every single one of us got at least five kills, including the guy who just ploughed his Galaxy into the enemy forces. I was gunning for a Zephir Lib and got 10 kills plus a Sunderer assist from the two magazines I could unload before we blew up.

At another point I managed to unload a complete 100 round Gauss magazine on full auto, without pausing and scoring a shocking number of hits simply because most of my cone of fire was filled with TR charging at us. That kind of situation came up a couple of times, where I was having more trouble taking down targets as they appeared than I was avoiding getting killed. I felt like playing a TF2 Heavy instead of a PS2 one.

Then there was the extended valley fight where each side had their Sunderers behind opposite hills. Both sides had excellent anti-armour and air, so we were using infantry rushes and solo suicide runs to try to take down the Sunderers. It was hugely entertaining, especially as most of the TR were pubby zergers and couldn't coordinate rushes. We kept marking their Sunderers, getting C4/mines on target then calling in Phoenix hits to detonate. After we won that we pushed all the way to the next base, cleaning up wave after wave of infantry and surviving AA MAXes along the way. I swear I got about twenty kills in that push. It was the most satisfying counter attack I've seen in a while. Although it did stall once we were under their AT/AI base defences and they got some Prowlers back up.

But my highlight was from shortly after the alert ended (we finished with 42%, Vanu on ~40 and TR were contained to <20%, which was our job). Me and another guy were riding on Kobalt equipped Flashes and came across an enemy squad on foot, nicely lined up on the side of a hill. We just sprayed them with the Kobalt bullet hoses and accounted for the full squad in about ten seconds. Utterly brutal.
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Bikari

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7073 on: April 21, 2013, 10:25:54 pm »

Spent the whole game session today repairing things and handing out ammo like Halloween candy and just being a support engineer. Barely fired a shot because I was too busy dealing with everyone yelling for ammo, I actually got more certs from doing this than I ever did from kills.
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darkrider2

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7074 on: April 22, 2013, 12:11:58 am »

My outfit wasn't on and there weren't any major platoons going that were open, so I just freeplayed and followed the zerg around.

Not fun.

It just went from one farm to the next.

and I prefer being able to BS with the team.
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alway

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7075 on: April 22, 2013, 02:17:08 am »

I actually never go with a zerg or an outfit. I mean, I'm in an outfit, but they're always really dumb about picking targets, and so always end with a Monty-Python-esque "Run away! Run away!" As such, I pretty much never do anything with that group. I steer clear of zergs, as those are usually just not-fun clusterfucks anyway, regardless of whether they are friendly or hostile. I do more of a border patrol, hunting solo or small groups of enemies crossing into our territory or joining up with small to medium groups to take a point.

The key to keeping that enjoyable is to be able to do things on your own. And by that I mean be very capable at anti-vehicle work and being that one sneaky sonofagun who they know is around somewhere, but will only be alerted to my position when their tank explodes, as their neighbors' did a minute earlier. Going solo in a cert'd up scythe is also quite viable, particularly if you're packing the AA cannon and AG rockets.

So you can certainly still have just as much fun going solo, you just need to be much more cautious and play in a different way. Don't overcommit to a fight, and instead base your attack style on psychology. I've defended small facilities against several people in tanks simply by making them too nervous to get out of their tanks and cap the point. Your own mobility and the enemy's complacency are your best friends when you don't have any best friends nearby :3
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Darkening Kaos

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7076 on: April 22, 2013, 02:53:44 am »

Nothing says "Fuck off outta my territory!" quite like a high velocity Warden slug hitting the back of your helmet.........especially when it entered at the front.

Having to get used to the new dynamic of high velocity ammo, but tbh it doesn't seem that much different, I do think it should be louder though.
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alway

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7077 on: April 22, 2013, 03:00:45 am »

Well yes, but everything should be louder.

Especially footsteps. Delicious, delicious footsteps.
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forsaken1111

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7078 on: April 22, 2013, 07:21:19 am »

I feel like a jerk for doing it but its a silly amount of fun just flying behind enemy lines and breaking or hacking every single turret and terminal in as many bases as you can get to.
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DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7079 on: April 22, 2013, 07:51:10 am »

I'm still upset at how loud they made the jetpacks. People can hear me flying halfway across the continent.
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