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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 1133804 times)

da_nang

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7170 on: May 02, 2013, 05:30:04 am »

Looking at the GU08 notes, it seems VS gets screwed. Again. Aesthetics notwithstanding, the Vortex appear to be the worst of the three new AV MAX weapons.

Not enough purple spandex on it for you?  Hmmm?
I don't mind the purple spandex, just wish it had some more menacing alien features on top of it. Same with the minilancer.
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Neyvn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7171 on: May 02, 2013, 06:36:44 am »

looking at it, these weapons appear to be pretty unbalanced.
The VS weapon is basically the ESRL. And the ESRL sucks, because fully charged it is weaker than a basic RL, and charging takes AGES. And sometimes fail. I can accept the non-charged shot to deal next to no damage, but not a 3-sec charged shot to hit an INF in the head and not kill it.
The TR weapon is apparently some sort of Prowler turret, and the NC is the Engi's AC turret...

A guy did the maths:
Quote
NC: 23,520 damage per minute at all ranges
TR: 25,200 damage per minute at all ranges
VS: 15,300 damage per minute close, 9,180 damage per minute at 300m
Charge doesn't change the DPS.
Wait are you talking about the Empire Specific Rocket Launchers that came in recently???
Cause if so...
NC doesn't have an ALL RANGE... It is limited to 300m of travel time, that is, total distance it travels before self destructing which does no damage. It just goes "Poof I never existed"...
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kaian-a-coel

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7172 on: May 02, 2013, 06:58:33 am »

It's the stats of the MAXes brand new weapons. I brought up the ESRL because it is useless and the new VS MAX AV weapon is basically the same.
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forsaken1111

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7173 on: May 02, 2013, 07:15:37 am »

looking at it, these weapons appear to be pretty unbalanced.
The VS weapon is basically the ESRL. And the ESRL sucks, because fully charged it is weaker than a basic RL, and charging takes AGES. And sometimes fail. I can accept the non-charged shot to deal next to no damage, but not a 3-sec charged shot to hit an INF in the head and not kill it.
The TR weapon is apparently some sort of Prowler turret, and the NC is the Engi's AC turret...

A guy did the maths:
Quote
NC: 23,520 damage per minute at all ranges
TR: 25,200 damage per minute at all ranges
VS: 15,300 damage per minute close, 9,180 damage per minute at 300m
Charge doesn't change the DPS.
Wait are you talking about the Empire Specific Rocket Launchers that came in recently???
Cause if so...
NC doesn't have an ALL RANGE... It is limited to 300m of travel time, that is, total distance it travels before self destructing which does no damage. It just goes "Poof I never existed"...
I think he was saying that range doesn't change the damage dealt for the NC launcher, where with the VS launcher it does next to no damage at point blank and EVEN LESS at range
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7174 on: May 02, 2013, 08:20:52 am »

That's the cone of fire. In other words, it's a buff.
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Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7175 on: May 02, 2013, 08:31:34 am »

Quote
    Reaver M30 Mustang AH
        Damage per pellet reduced from 175 to 150

    Scythe Light PPA
        Increased projectile speed from 250 to 300

    Mosquito M14 Banshee
        Direct hit damage increased from 140 to 150

Because the Reaver is obviously too powerful compared to the other ESFs.


Quote
Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.

That's funny.


Quote
Squad Deploy and Instant Action can no longer be utilized as a MAX. Squad deploy will now give the option of deploying as a different class.

That's lame.


Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.


Quote
Consumables no longer require resources to resupply in the VR training zone.

It took them that long to fix this?


Quote
Fixed issues with loadouts being reset after leaving VR training

Thank you.  This was a pain in the ass.



Curious to see how the weapon changes will play out.  I like the Falcon and MAX armor buffs- maybe I can actually play MAX to some real extent now.


(Yay for rebel buff too)
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7176 on: May 02, 2013, 10:24:53 am »

Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.

It's a hazard detector built into your suit.
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timferius

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7177 on: May 02, 2013, 10:50:55 am »

Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.

It's a hazard detector built into your suit.

Then why wouldn't it make a huge, easily noticable marker instead of a small blinking light?
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Chosrau

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7178 on: May 02, 2013, 11:11:01 am »

Quote
The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources.

Finally.
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Tylui

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7179 on: May 02, 2013, 12:23:35 pm »

Quote
NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them.

Obviously they want mines to be avoidable to player that are paying attention (see: giant inflatable tank mines) but this is so horribly unrealistic that it's laughable.

It's a hazard detector built into your suit.

I was mad about this update until you explained it as such. It IS the damn future, afterall...
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7180 on: May 02, 2013, 12:35:28 pm »

Can't really comment on many of these changes till I've played around given how many are minor tweaks and QOL changes, but a few things that I just have to mention.

Firstly, the greatest buff ever;
Quote
TR TRAC-5

    Short Reload: 2.6 to 2.595 seconds

The tank changes are worrying as a Heavy Assault player. On the other hand it makes me want to dump some more certs into my Vanguard/Lightning. AP Vanguard with Enforcer was already a great tank killer and it just became more valuable after these changes. And the Lightning just became an even greater threat against infantry. It also pushes me even more strongly towards the Dalton for the Liberator, given the Zepher is even worse against armour now.

UBGL resupply being cut down to once every 4 seconds... OK. I'll admit I abused the hell out of this. It was just obscene when one side was being camped in a biolab, no matter which side you happened to be on. I haven't checked but I think the reload time was around 3 seconds. You still have the same initial/mobile engagement ability, just can't hole up in a fixed position and spam quite as quickly. I'm fine with this and actually think I might have pushed it to 5 seconds. Nice to see a minor buff to the Gauss Compact S to compensate.

The similar change for rocket launchers doesn't worry me that much. Being able to constantly spam rockets as fast as you can reload was rare, and more rarely actually effective. And in many cases I'd rather resupply from a terminal to skip the reload time altogether.

The MAX armour buffs seem significant and, again as a HA, worrying. High level MAXes are going to be even more of a pain in the arse to take down now.


As far as the mine changes, I doubt it will make them as useless as claymores and I still die to those occasionally. Worse, I still see people running into the most blatant claymore traps on the planet. One had a brick of C4 sitting on top of a tank mine with a claymore next to them. You couldn't make a more obvious explosive trap short of surrounding it with grenade icons. And a friendly infiltrator still ran straight into it.
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7181 on: May 02, 2013, 12:48:17 pm »

I think the rocket launcher/ammo effect will depend on what you're using as well.  If you're using a Phoenix, you won't notice because you can load your last rocket, fire, and be full by the time you're done guiding it.

But yes, the 0.005 second change is hilariously pointless.


Makes me feel a bit better about grabbing the Dalton on sale a week ago!
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7182 on: May 02, 2013, 02:00:09 pm »

Some major early GU bug/undocumented change notes from Reddit;

- The VR/utility slot bug still seems to be a problem for vehicles.
- Resist shield now can't be deactivated once turned on. You have to wait till it runs out.
- Reversing a Harasser while a burster MAX fires from the rumble seat will cause the shots to hit the Harasser.
- The self-repairing Flash bug still exists and has been extended to the Harasser.
- ESF fuel pods aren't an item to be equipped but instead are equipped when the slot is empty.
- Some turrets can't be hacked while manned (not clear which or why).
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7183 on: May 02, 2013, 02:24:17 pm »

Only have experienced 2nd to last...
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Satarus

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7184 on: May 02, 2013, 02:28:04 pm »

Interesting.  The 30mm resist is only for the Liberator weapons.  It doesn't effect my G30 Vulcan.  :(
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