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How many outfits are we going to have (in the name of Science)?

1: NC
2: NC and TR
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Author Topic: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.  (Read 1135434 times)

miauw62

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8175 on: July 26, 2013, 09:11:42 am »

So, Goon is now basically TAS?
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8176 on: July 27, 2013, 01:17:30 pm »

Finally had some time to try out the new patch. Spent about half an hour on the redesigned Esamir and dropped the certs to max out the LA jump jets. So damned useful on that continent now. I'm also getting pretty close to Auraxium on my Piston. Can't decide whether to go back to the Mercenary to try to get medals on that or finish off the Auraxium on my Blitz (been using it on medic anyway, so likely to get it before the Merc regardless).

It also means I'm twice as annoyed with people not leaving spawn rooms when the base is far from lost. At one point we had a 70-30% local population and half the TR who were there sitting outside in Prowlers that couldn't do anything due to the new walls, but no-one was leaving the spawn. So tempted lay down some C4 or mines, but resources are too precious these days.

Speaking of resources, some more information on the ANT plans.


The other biggest change I've noticed (well, ignoring the new SMG being absolutely everwhere) is suicides being attributed to whoever last hurt in the last ten seconds. Took a little while to get used to then had some amusing results.
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da_nang

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8177 on: July 27, 2013, 04:18:02 pm »

Going to take some time to get used to the walls (which to be honest look slightly plain and boring). I swear, they've turned bases into labyrinths. I do like the forest elements, though. A small step to some semblance of tree lines.
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Rez

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8178 on: July 27, 2013, 04:41:21 pm »

The size of trees on indar and the lack of underbrush really detracts from infantry fights in fields.  There really is very little natural cover on any of the maps, apart from the ground, of course.
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8179 on: July 27, 2013, 05:01:21 pm »

Oh, meant to mention this.

There is going to be a retail box version of the game released soon.

RRP is £7.99 (only seen UK prices so far and at least one site already discounts that a little) and it comes with a code for 1000SC, worth £7.99 in itself. You also get a golden first gen SMG for each faction, 7 day XP boost and a 3 day buddy XP boost to be given to a friend.
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Jelle

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8180 on: July 27, 2013, 06:29:35 pm »

Yeah let's not go for more cover in the open fields. Tanks have a hard enough time with the new esamir with all these hills and stuff.
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Kanil

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8181 on: July 28, 2013, 12:29:38 am »

SOE's balance team really perplexes me. Buff the Vulcan and nerf LA.

GU14 Prediction: Striker gets an extra missile (or two), Infiltrator cloak removed from game.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8182 on: July 28, 2013, 12:01:05 pm »

Honestly, more missiles in the Striker wouldn't change much, since you're so rarely dealing with just one of them.
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8183 on: July 28, 2013, 12:33:28 pm »

I don't see the reason people say the striker is OP really.

2 shots from the grounder will nearly always take a ESF down... and the striker needs 2 salvos to shake an ESF down as well.
Same thing goes for the NS annihilator.

Basically 1 striker HA won't take out an ESF with one salvo nor will any other launcher in the game.
And if 2 HAs locked onto you then it doesn't really matter if it's a striker grounder or annihilator locking on because if both hit you're dead anyway.

I'm not sure about it's AG capability tho.
On one hand you have to stand/strafe around in the open while locking and fireing the missiles on the other hand it does more damage than any other launcher out there.

So it's a tradeoff. More damage for more exposure time since not only you have to lock on but also fire the darn things.
I'm not sure how does it compare to other launchers in that role tho but during my trial time i downed a magrider... which used ALL of my launcher ammo... i must admit that i shot the front armor... so yeah.
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Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8184 on: July 28, 2013, 12:54:33 pm »

Basically 1 striker HA won't take out an ESF with one salvo nor will any other launcher in the game.

To be fair, a Phoenix shot will put an ESF burning with a few seconds to live.  That said, if you're an ESF pilot and a Phoenix tags you, you deserved it.
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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.

Orb

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8185 on: July 28, 2013, 01:09:41 pm »

Also to note is that the normal launchers have a dumbfire option, which comes in handy quite a bit.

I hope they fix locking on to ground targets. I can understand getting behind cover, but if the target is moving even a decent speed (including Sunderers) the missile hits the ground behind them.
« Last Edit: July 28, 2013, 01:12:11 pm by Orb »
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Neyvn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8186 on: July 28, 2013, 02:57:42 pm »

I hate the NC of Briggs...

Stupid Pub standing at his Turret inside Spawnroom...
"OH LOOK THERE IS A PILE OF DEADBODIES, LETS GO JOIN THEM!!!"

Me
"Its a game where life and death is 3 seconds difference, why are you cowering like a child???"

Stupid Pub again.
"Don't be telling me how to play...... *add stupid Instults and everything..."

I open the leader board. I am the top in the whole area. I just arrived... YEP....
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Kanil

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8187 on: July 28, 2013, 10:43:02 pm »

I'd say there's a few reasons why the Striker stands out.

It's a really distinctive weapon. It can be hard to tell the difference between getting hit by a tank shell, a MANA turret, an annihilator, but there's no mistaking thump, thump, thump, thump, thump.

It's ubiquitous. It's good for almost every situation, so you see it in almost every situation, on multiple heavies.

It hits like a ton of bricks. A single salvo from the Striker puts a harasser in the red, and if it doesn't run immediately it's dead. The annihilator takes three shots to kill, the Striker just 2 (7, technically).

It's a highly effective and very distinctive weapon, so it's pretty memorable. Terran has it and we don't, so we whine about it.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Neyvn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8188 on: July 29, 2013, 01:20:58 am »

I'd say there's a few reasons why the Striker stands out.

It's a really distinctive weapon. It can be hard to tell the difference between getting hit by a tank shell, a MANA turret, an annihilator, but there's no mistaking thump, thump, thump, thump, thump.

It's ubiquitous. It's good for almost every situation, so you see it in almost every situation, on multiple heavies.

It hits like a ton of bricks. A single salvo from the Striker puts a harasser in the red, and if it doesn't run immediately it's dead. The annihilator takes three shots to kill, the Striker just 2 (7, technically).

It's a highly effective and very distinctive weapon, so it's pretty memorable. Terran has it and we don't, so we whine about it.
Actually there are some more problems then just that...

1: It has a long arse range, I mean super long, something close to around 1000m or just under, heck that was acutally buffed from its first appearance. Thus making it the only Lockon that can target something at this range...
2: It targets both Ground and Air, thus making all previous Lockon Launchers a joke for the TR.
3: If targeting an ESF, after you fire the first few shots, nearly 89% of the time the Rockets will actually bug and ignore the fact that the ESF popped flares thus still resulting in the ESF being hit...
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Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8189 on: July 29, 2013, 06:31:49 am »

I'd say there's a few reasons why the Striker stands out.

It's a really distinctive weapon. It can be hard to tell the difference between getting hit by a tank shell, a MANA turret, an annihilator, but there's no mistaking thump, thump, thump, thump, thump.

It's ubiquitous. It's good for almost every situation, so you see it in almost every situation, on multiple heavies.

It hits like a ton of bricks. A single salvo from the Striker puts a harasser in the red, and if it doesn't run immediately it's dead. The annihilator takes three shots to kill, the Striker just 2 (7, technically).

It's a highly effective and very distinctive weapon, so it's pretty memorable. Terran has it and we don't, so we whine about it.
Actually there are some more problems then just that...

1: It has a long arse range, I mean super long, something close to around 1000m or just under, heck that was acutally buffed from its first appearance. Thus making it the only Lockon that can target something at this range...
2: It targets both Ground and Air, thus making all previous Lockon Launchers a joke for the TR.
3: If targeting an ESF, after you fire the first few shots, nearly 89% of the time the Rockets will actually bug and ignore the fact that the ESF popped flares thus still resulting in the ESF being hit...

1 - All lockon launchers have a 500 meter lockon range without exeptions and the projectiles move at 100 m/s with 8 seconds of fuel (so they have a maximum range of 800 meters)
Also i doubt vehicles ever render at 1000 meters.

2 - Other launchers are still useful because they CAN dumbfire. With a striker or annihilator you can't do anything against base turrets and you're as good as dead if you get ambushed by infantry or have to fight vehicles at short range.
Also buying a skep and grounder is 500 certs cheaper (and let you dumbfire to attack turrets/vehicles.

3 - As someone who only used the striker during a 30 minute trial... the rockets often derped out even without the ESF using flares (usually only 4 hit on average) and flares made them contunue going straight... HOWEVER the way they track may have something to do with it.
Unlike normal missiles that go straight for the center of the mass strriker rockets try to intercept them so technically if someone flies straight and pops flares they would still hit him.
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"If you make something idiot proof, someone will just make a better idiot."
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