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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 1135109 times)

Silent_Thunder

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7875 on: July 01, 2013, 07:00:42 am »

From the planetside 2 website for the China laucnh, it appears they're using a seperate version of the client, completely cutoff from the Western servers. I say appear because this WAS Simplified Chinese fed though the Google Chrome Translate filter, so take it with a grain of salt if you will.

zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7876 on: July 01, 2013, 07:13:37 am »

I don't know if its something I've done or the recent update but performance feels a bit more stable. Not better, I still get at most 60-80 fps but it doesn't dip as much during field battles, although main bases still make my computer cry a paltry 10-20
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7877 on: July 01, 2013, 07:19:45 am »

Because things were so horrific after the last update I did a complete overhaul of my settings and I am getting more consistent FPS now. But whether it was my changes or I missed a hotfix somewhere I don't know.
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Darkening Kaos

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7878 on: July 01, 2013, 08:17:55 am »

   They need to replace the 386 that Briggs is obviously using, takes up to half an hour to log on, then you're lucky to get a solid half hour of play without being disconnected.  My alt on Mattherson never takes more than 15 seconds to log on, and the server is over on the other side of the world, but, geez, try one on the same continent - no hope.
   I've even had the message, I can't remember exactly but it is close to, "The server has disconnected and logged off your account", but continued playing for another twenty minutes before the client actually crashes out to desktop.

   Lotsa pissed Aussies that just wanna spank the TR, who, by the way, are now winning, or taking the major part of, almost all alerts since GU11.  Just had a "Take and hold all nine Amp stations" alert - elmoes had seven at the end of the alert, smurfs and barneys just one each.  Can't wait for the NERF cricket bat to swing red for a while.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Duuvian

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7879 on: July 01, 2013, 08:43:50 am »

Mattherson is was about 60% VS population in the wee hours. It's kind of fun blowing up vehicles at 50% bonus if you can find some guys trying to cap a base with under a dozen people or so, but eventually your territory is shrunk down to the only place you and the purple zerg can be.

Also, making it EASIER for the dominant realms to win alerts was really a terrible mistake, it was actually kind of nice to be able to pile everyone who wants to fight for an alert into one square and at least not lose that way.

I think there ought to be an avenue for victory of course, which that makes quite rare. However, with the curret situation, the players think sometimes why should we bother with that alert because besides the fact it's a forgone conclusion already who is dominant, but also that they can win easily. The main reason to fight in those situations is to play engy, set tanks mines, and hope a lightning that's survived from the beginning of the zerg runs over it because, if he is a smart zerg player, he has pulled back when damaged, repaired, and continued exploding the infantry trying to destroy his vehicle. Since he is in an overwhelming zerg there is a chance he has accumulated enough to be very valuable to kill.
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FINISHED original composition:
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Urist McScoopbeard

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7880 on: July 01, 2013, 09:16:30 am »

Just a few days ago, I played on Mattherson as Vanu. We were doing pretty good on all the continents that day, and then a bio-lab alert came on, we got most of them, but we were successfully stopped at two bio-labs; it's not impossible to stop the dominant faction from winning alerts!
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This conversation is getting disturbing fast, disturbingly erotic.

miauw62

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7881 on: July 01, 2013, 09:20:25 am »

About alerts, I remember the alert timer coming up and there were little people online in the TAS outfit. The alert was on Esamir, and NC was rocking it.
But one of the TAS leaders noticed that the VS were trying to use the alert as a distraction to cap Indar, which is insanely hard to (re)cap. So he rung the alarm bells and we managed to push the VS back and even retake Rashnu.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Mistercheif

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7882 on: July 01, 2013, 10:02:23 am »

About alerts, I remember the alert timer coming up and there were little people online in the TAS outfit. The alert was on Esamir, and NC was rocking it.
But one of the TAS leaders noticed that the VS were trying to use the alert as a distraction to cap Indar, which is insanely hard to (re)cap. So he rung the alarm bells and we managed to push the VS back and even retake Rashnu.
Was this yesterday?  I was playing in an open TAS platoon for most of the afternoon, and we did a lot of fighting around Rashnu and that general area.

And 500+ meter infantry charge across open ground toward the Indar excavation site, which we actually survived and were able to wreak havoc in the base.
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7883 on: July 01, 2013, 10:27:46 am »

I don't know if its something I've done or the recent update but performance feels a bit more stable. Not better, I still get at most 60-80 fps but it doesn't dip as much during field battles, although main bases still make my computer cry a paltry 10-20
Lucky man.
I get ~20 FPS in a nearly open field.  :'(
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miauw62

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7884 on: July 01, 2013, 11:14:36 am »

About alerts, I remember the alert timer coming up and there were little people online in the TAS outfit. The alert was on Esamir, and NC was rocking it.
But one of the TAS leaders noticed that the VS were trying to use the alert as a distraction to cap Indar, which is insanely hard to (re)cap. So he rung the alarm bells and we managed to push the VS back and even retake Rashnu.
Was this yesterday?  I was playing in an open TAS platoon for most of the afternoon, and we did a lot of fighting around Rashnu and that general area.

And 500+ meter infantry charge across open ground toward the Indar excavation site, which we actually survived and were able to wreak havoc in the base.
No, some time ago. Not even GU11, I think.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Jelle

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7885 on: July 02, 2013, 05:07:25 am »

What's everyones opinion on the enforcer modified secondary for the vanguard? That's the shotgun secondary for the vanguard in case you are not familiar with it, it's rare to see one on the battlefield.
Me being a dirty nc shotgun lover wants to strap one of those on every vehicle I have. I've got my airhammer on my reaver (I want one on my liberator ;)) and I had some spare certs so I got one on my vanguard. Except I never really use it wich is a shame.

My impression is it's not really good at anything. It can only really take out infantry from up real close due to it's enormous spread, so the regular enforcer is better at taking out infantry at most ranges. It's not like the airhammer where a well placed shot at a decent range will one hit kill, even at point blank it takes two to three shots, at medium range an entire magazine or more. It deals some damage to vehicles but even at point blank it's pretty laughable, taking about 4 times as long it takes with the regular enforcer against enemy armor. It's ammo capacity is also quite terrible. I'm not sure what it's intended purpose is?
I wouldn't mind seeing its damage to armor increased, making it a viable close range anti vehicle weapon, and it's spread reduced by a lot. Right now I don't see me ever using it, but I really wish I could. :(
« Last Edit: July 02, 2013, 05:08:57 am by Jelle »
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7886 on: July 02, 2013, 06:56:24 am »

An outfit mate bought one just to have something other than the Basilisk. I used it a couple of times. I think I got one kill assist on a Lightning that we basically parked behind and that was it. Maybe some hits on infantry at range by spraying the full magazine towards a clump of them. As it is I'd rather use a Basilisk any day, any range.

Honestly, if they want a usable shotgun on the Vanguard, make it a primary cannon. Basically just do a version of the AH with only one shot per magazine. I don't think the modified will ever be anything more than a gimmick.
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jakeread1

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7887 on: July 02, 2013, 07:20:06 am »

Oh god, I love dropping into an enemies base via drop pod into an enemy base.

"Errr.. Hello there gentlemen can we just tal-"

*Riddled with bullets*
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New Character awaits a epic black vs hood black vs straight up black fight!
http://www.youtube.com/user/jakeread1 <----- that there is my youtube channel!

TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7888 on: July 02, 2013, 07:29:40 am »

More like:
*spawns on top of base*
*waits a while to pick the right moment to open fire*
*starts firing*
*kills one guy, then gets sniped*
*fuuuuuu*
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Jelle

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #7889 on: July 02, 2013, 07:30:22 am »

Quote
NS-50 Mass Drivers

Current Description: "Mass Drivers are capable of launching two 50mm rounds accurately and at a high speed. The Mass Driver must reload after each shot."

The intent of the mass driver is to create a long range air to air weapon. Although a single shot is high damage, by itself its damage over time is low compared to a nose cannon. It will have limited usefulness against ground targets.

I WANT this! Supplements my close range airhammer nicely.

I wish they'd return to the fundamental issue with the esf being a very capable air to ground platform now that ground to air is getting tweaked (I can only hope they follow through on lockons).
Quote
All anti-air lock on weapons will become maintained on lock. The shooter must keep the target locked for the duration.
Yes!

Time to bust out my reaver again.
« Last Edit: July 02, 2013, 07:37:14 am by Jelle »
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