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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 1135314 times)

Siquo

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8085 on: July 12, 2013, 04:15:07 pm »

Sorry to... whoever it is that I agreed to dogfight with, if I'm not responding it's because I'm probably in the middle of outfitthingy. In this case, the Massive Galaxy Crown Attack. Which was fun even though the VS won. Again. And KAIN decided to bring Reavers. Don't bring Reavers to a Galaxy fight guys. And if you do, make sure you bring enough :)
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8086 on: July 12, 2013, 04:16:33 pm »

Had fun ramming planes with my Galaxy, then repairing, then ramming. XD
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Facekillz058

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8087 on: July 12, 2013, 04:20:35 pm »

I'm primarily playing as Vanu right now, and I have to say that I love the Thanatos with slug rounds. 3 shot kills from decent ranges make me happy.
3.4x scope to hit mid range targets, laser sight for close range targets, victory all around.
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8088 on: July 12, 2013, 04:25:11 pm »

Yeah, Thananos slugs are awesome. Esp. on light assault, where you can get to fun sniping places easier.
But with a 4x scope (the one with less stuff in the way >.>)
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8089 on: July 12, 2013, 05:04:05 pm »

Well no, common sense would be aircrafts being up in the sky, not hugging the ground sitting under 100 meters all the time. Game needs incentive for air to be well...in the air.

Here's the problem.
Flying low - Bad because every infantryman tank and sundere will fire at you.
Flying high - Bad because AA will shoot at you from 500 meters away and you have no cover to break locks.
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Jelle

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8090 on: July 12, 2013, 05:31:56 pm »

Sorry to... whoever it is that I agreed to dogfight with, if I'm not responding it's because I'm probably in the middle of outfitthingy. In this case, the Massive Galaxy Crown Attack. Which was fun even though the VS won. Again. And KAIN decided to bring Reavers. Don't bring Reavers to a Galaxy fight guys. And if you do, make sure you bring enough :)

I know, I heard the vanu crashed that gal party. Not entirely sure what the plan was but apparently it went south pretty quickly.

Here's the problem.
Flying low - Bad because every infantryman tank and sundere will fire at you.
Flying high - Bad because AA will shoot at you from 500 meters away and you have no cover to break locks.
Yep, you can thank lockons for that. Hey guys, let's have universal 500 range lockons, it sure won't be gamebreaking!
Let's also give a single faction an even better version of said universal lockon.
We'll also make it cost no resources to use and have heavies carry one around so they can use it whenever and it can be used en masse, yaay!
...yeah I dislike lockons.  :'(
« Last Edit: July 12, 2013, 05:37:38 pm by Jelle »
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8091 on: July 12, 2013, 05:55:04 pm »

Well they're nerfing lockons in a near patch... so yeah.
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8092 on: July 13, 2013, 05:06:08 am »

I tried the minichaingun today.

Oh what a beast, hip fire accuracy better than any other lmg, nearly as good as an smg.
And aimed fire maintains pretty good accuracy during the spin up phase so by tap fire or burst fire its pretty effective at medium range.
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8093 on: July 13, 2013, 08:28:08 am »

First part of the ESF updated pushed to PTS. Obviously not clear what is going to go live or be changed in the meantime. Not going to get into the ESF stuff as I don't use any of it. Still a couple of interesting points;

- Big buff to the Basilisk at range. Falloff is between 75 and 200m, and minimum damage is 200.
- Change to ammo belt cert lines, from 150/200/400/500 to 1/10/100/1000. So an overall discount but price spike on that last upgrade. If anyone happens to have rank 3 then buying rank 4 before the patch would be a good idea. The HA version is changing as well, from 200/500 to 50/500.
- Advanced shield capacitor is changing from 0.5s per rank to 0.8, giving you a 4 second faster shield recharge at rank 5. That suddenly looks a lot more attractive on light assaults and infiltrators, especially if it remains the cheapest suit slot to max out (ignoring the adrenaline pump) at 341 certs for the full line.
- Enemy explosives can be spotted.
- Amp station and tech plant cap times are decreased to 7 minutes. Biolabs are decreased to 7 minutes with a majority of points. Holding all points will supposedly be even faster. This is something I'm expecting to be changed a few times before going live though; biolab tweaks tend to end badly the first few attempts.
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Vattic

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8094 on: July 13, 2013, 09:26:57 am »

- Amp station and tech plant cap times are decreased to 7 minutes. Biolabs are decreased to 7 minutes with a majority of points. Holding all points will supposedly be even faster. This is something I'm expecting to be changed a few times before going live though; biolab tweaks tend to end badly the first few attempts.
The bulk of NC on Miller tend to be stuck in entrenched biolab fights. Hopefully lower cap times will help some.
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Graknorke

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8095 on: July 13, 2013, 07:13:38 pm »

- Amp station and tech plant cap times are decreased to 7 minutes. Biolabs are decreased to 7 minutes with a majority of points. Holding all points will supposedly be even faster. This is something I'm expecting to be changed a few times before going live though; biolab tweaks tend to end badly the first few attempts.
The bulk of NC on Miller tend to be stuck in entrenched biolab fights. Hopefully lower cap times will help some.
The bulk of everyone on everywhere tend to be stuck in entrenched biolab fights.
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8096 on: July 13, 2013, 07:42:27 pm »

Granted, some populations are worse about getting stuck there and letting the third side go around and cap the rest of the continent out from under them.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8099 on: July 16, 2013, 09:18:06 am »

That looks like it'll ruin my decent FPS on Esamir :(
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