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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 1135661 times)

Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8340 on: October 25, 2013, 05:40:00 pm »

Ma, this is depressing. Still getting the same generic G12 (graphics/display) error for no apparent reason. I've gone through and done everything I can again; my GPU drivers are up to date, DirectX is up to date, my specs are far above the minimum requirements, I've done multiple file validation cycles and fresh installs, and tried the one workaround I've found. Absolutely nothing, I still crash when trying to load a character. Let's see if SOE actually responds to my ticket this time.

* Flying Dice sighs.


e: And now... it lives! No idea what how. Nice to see that Loyal Soldier bundle in my notifications, though. :D
« Last Edit: October 25, 2013, 06:23:48 pm by Flying Dice »
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Darkening Kaos

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8341 on: October 25, 2013, 08:20:22 pm »

On an unrelated note, is the Skyguard Lightning still a hilariously effective anti-infantry weapon? Not necessarily in the "gets tons of kills" sense, but in that anyone you shoot at is going to shit themselves and run for cover.

It's OKish against infantry. Not nearly as good as a HE cannon but it kills infantry just fine.
Its accuracy is crap however so don't expect to be very dangerous on distances longer than 50 meters.
Oh and it can damage ANY unit even MBTs so a skyguard can heavily damage a MBT if it can get rear shots in... of course it's not safe and very situational but i even got a critical assist several minutes ago in a skyguard.

     In a recent buff, the accuracy of the Skyguard was increased and made better than the MAX' Burster in the over 100 metre range, and the Burster was also nerfed, accuracy-wise, in that range..  And, I'm probably running 50/50 on the infantry kills and actual aircraft kills with the Skyguard, not that can be confirmed - there's probably a lightning or three in that as well.
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8342 on: October 25, 2013, 08:32:53 pm »

On an unrelated note, is the Skyguard Lightning still a hilariously effective anti-infantry weapon? Not necessarily in the "gets tons of kills" sense, but in that anyone you shoot at is going to shit themselves and run for cover.

It's OKish against infantry. Not nearly as good as a HE cannon but it kills infantry just fine.
Its accuracy is crap however so don't expect to be very dangerous on distances longer than 50 meters.
Oh and it can damage ANY unit even MBTs so a skyguard can heavily damage a MBT if it can get rear shots in... of course it's not safe and very situational but i even got a critical assist several minutes ago in a skyguard.

     In a recent buff, the accuracy of the Skyguard was increased and made better than the MAX' Burster in the over 100 metre range, and the Burster was also nerfed, accuracy-wise, in that range..  And, I'm probably running 50/50 on the infantry kills and actual aircraft kills with the Skyguard, not that can be confirmed - there's probably a lightning or three in that as well.
It was buffed but it's still compearable to the Vulcan during substained fire.
It's good against aircraft at range because the shells explode near them and obviously it's not the case with infantry that requires direct hits.
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Neyvn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8343 on: October 25, 2013, 09:29:50 pm »

Scatmaxes were never truely OP...
People were just weak and new to dealing with them...
At that time, you didn't have Nanoweave 5, you did not have C4 in multiple packs.
TR/VS Maxes didn't have K5 on their Maxes...

Scatmaxes were only powerful cause of how new and weak everyone was at the start. Now, they are pisspoor terrible...
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8344 on: October 25, 2013, 09:52:14 pm »

Scatmaxes were never truely OP...
People were just weak and new to dealing with them...
At that time, you didn't have Nanoweave 5, you did not have C4 in multiple packs.
TR/VS Maxes didn't have K5 on their Maxes...

Scatmaxes were only powerful cause of how new and weak everyone was at the start. Now, they are pisspoor terrible...
Lol, no. I still remember some of the Biodome fights I had with my old outfit. Not random pubbie newbs, a lot of guys and gals who'd been playing pretty much since PS2 was available to the public (many of whom were also PS1 vets, though that doesn't affect certs, just experience). They were only OP in a certain situation (areas where the typical engagement range was <20m), but in those situations there was literally nothing that could stop them in a toe-to-toe fight. One or two wasn't bad when you're an organized group, just sneak someone behind or above, but when there was an enemy outfit pulling a organized MAX crash with a dozen of them and engineer support, you either died a lot or you left--and that was when you were also organized and of roughly equal numbers.

Granted, if you tried to take them anywhere except a biodome or camping inside a building, you're going to get wrecked. They were situational weapons, but they were also far too good in that situation. It's like what would happen if (this example chosen completely at random) VS got a semiautomatic sniper rifle that was hitscan, had no round drop, a twenty round magazine, no recoil, and an effective range of 2km.

There's nothing wrong with admitting that something is or was OP. Magrider climbing abilities used to be absolutely obscene, to the point where you could easily boost up near-vertical cliffs, surf sideways along the same, and get into bases that were supposed to be vehicle-proofed. It was fun as hell, but it was also OP, and it got nerfed. I'm not going to feel bad about using them, or try to justify it in hindsight. :|
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Knight of Fools

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8345 on: October 26, 2013, 03:18:57 am »

NC MAXes just need a viable mid-range option comparable to other empires' MAXes. ZOE needs to choose between movement speed and damage, but MAXes are fine otherwise.
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8346 on: October 26, 2013, 06:12:31 am »

ZOE really is terribly balanced

Even at a low level of two (maybe just one) double comets will kill in a single volley - it can do two volleys and the reload speed isn't exactly long
The damage boost is probably comparable to TR maxes that are locked down and can only shoot in a 160 degree angle.

Movement speed is boosted to be almost as fast as a max sprinting, which is faster than a sprinting infantry.
This not only applies to straight line speed but also to strafe speed, meaning VS maxes can ADAD like a PS1 trooper in his pjs

So what you've got is a max that looks a lot like a standard infantry at a glance.
Has the smallest hitboxes of maxes (I would guess)
Deals as much damage as a TR locked down whilst maintaining 360 field of fire and freedom of movement
AND is more manoeuvrable than standard infantry.

For the tradeoff of taking a little more damage.
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NullForceOmega

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8347 on: October 26, 2013, 08:43:15 am »

As an NC and terran MAX, I have to say that the ZOE either makes it too easy to be good in the VS max or there are a totally disproportionate number of highly skilled VS maxes, as I can dump an ENTIRE clip from my shotguns into a ~20 BR VS max with ZOE and be completely unable to kill him/her (and I am hitting on at least 90% of those shots)
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8348 on: October 26, 2013, 04:19:24 pm »

So i decided to test the striker again.
It's probably the most insane lockon in the game... literally.
The rockets are randomly either unavoidably supersmart or criminally retarded.

For example one salvo i fired at a reaver just radomly crashed into a hill next to me (said hill was nowhere near the trajectory needed to hit hte ESF but the rockets had none of it).

Another time i locked onto a ESF just as it got behind a hill but hte launcher let me fire all 5 rockets anyway... and all of them hit.

Later i fired a volley at some ESF flying around... 2 of them randomly went off course and exploded while the remaining 3 hit.

And one time when they got superinteligent i locked onto a nearly dead tank that managed to hide just as i locked... i still got a lockon (probably lag) and got to fire all 5 of them... they zig zagged between trees and hills ending hteir journey on the tank giving me a kill.


I'd really want to call striker awesome but it just has so many random fits of retardation...
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8349 on: October 26, 2013, 06:58:22 pm »

Speaking of special launchers, is the VS particle cannon worth certing into?
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8350 on: October 26, 2013, 07:05:53 pm »

Speaking of special launchers, is the VS particle cannon worth certing into?

I'd suggest testing it and seeing yourself.
The shots have no drop and travel faster than sniper bullets from the high velocity sniper rifles.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8351 on: October 26, 2013, 08:03:59 pm »

Supposedly, it's great in groups but not on its own.
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Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8352 on: October 26, 2013, 10:12:56 pm »

Which is also true of the Phoenix, the Skyguard, sort of the Striker, MAXes, and damn near anything else.
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da_nang

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8353 on: October 27, 2013, 02:01:06 am »

NEVERMIND
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MasterFancyPants

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8354 on: October 28, 2013, 09:41:21 pm »

After some digging I've found out PS2 gives you no way to check your ping, which is dumb.
So, I slapped something together on my own. Just throw this in a batch file if you're wondering about your ping:
Code: [Select]
@echo off
echo ___Briggs___
ping 69.174.220.23
echo .
echo .
echo .
echo ___Ceres___
ping 195.33.132.167
echo .
echo .
echo .
echo ___Cobalt___
ping 195.33.132.169
echo .
echo .
echo .
echo ___Miller___
ping 195.33.132.168
echo .
echo .
echo .
echo ___Woodman___
ping 195.33.132.169
echo .
echo .
echo .
echo ___Connery___
ping 64.37.174.140
echo .
echo .
echo .
echo ___Mattherson___
ping 199.108.194.38
echo .
echo .
echo .
echo ___Waterson___
ping 199.108.194.41
pause
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