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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 1135734 times)

zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8385 on: October 31, 2013, 03:25:48 pm »

Here's a neat thing I just found out.

If you subscribe then change your subscription through station account (might not work with the ingame system) you get 500sc as an upsell bonus, but it doesn't matter what period you choose.
So if you were planning on buying a bulk multimonth subscription you're much MUCH better off buying multiple single month subs instead.
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LeoLeonardoIII

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8386 on: October 31, 2013, 04:08:28 pm »

Hm, that sounds unbalanced. I think the best way to fix this glaring problem would be to increase Vanu rate of fire and nerf shotguns.
-SOE
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8387 on: October 31, 2013, 04:18:50 pm »

There's nothing quite like the feeling you get when you shoot down an ESF with an AV Phalanx turret.
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LeoLeonardoIII

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8388 on: October 31, 2013, 04:22:01 pm »

I was doing quite well with a ... Hawk? Whatever the lockon AA heavy infantry gun is. Two nights ago VS completely dominated in a Tech Plant alert but I was able to down about a half dozen planes. Of course I died like a dozen times to snipers, planes, and tanks. It was a rough scene. But you know, I still wouldn't change to VS. Feels like cheating.
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8389 on: October 31, 2013, 04:29:09 pm »

The only think i would like to have from vanu is hteir faction specific rocket launcher.
This thing is just hilarious since its almost hitscan and gives NO warning to the pilot removing on of their no.1 defense consisting of flares.

I predict the lancer will become ridiculously OP once the ESF patch hits and nerfs lockons to obvilion.
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8390 on: October 31, 2013, 04:47:09 pm »

Oh, no. If you want to talk about anything feeling like cheating, talk about TR. I main VS and my primary alt is NC, but recently I made a TR alt. It's absolutely obscene how easy it is to get kills, even with default gear. W+M1 will win 75% of close-range fights, and if you actually bother to play smart, it's incredibly easy to do really, really well.

I mean, I've always sucked with NC, and it took a good investment of time and certs+SC into VS before I started doing well, and even then I tend to prefer guerrilla tactics and cheese; my most-played infantry types are LA, UBL spam-centric engineer, and infiltraitor, either for long-range sniping or with my suppressed Artemis. TR, though, just pick any random class, find a fight, and start spraying bullets. >.>

I'll be frank, the lack of bullet drop on non-sniper weapons is not equivalent to TR RoF (neither is the NC damage bonus, IMO). Non-sniper bullet drop is largely irrelevant for VS because: a) few infantry engagements occur at >50-60m, and those that do almost never result in kills, even when the draw distance isn't fucking you; b) VS non-sniper weapons don't have the single-shot damage to reliably kill people at range, even if you land 4+ shots from a battle rifle or scout rifle; c) bullet drop doesn't matter at all in CQC, which is where most infantry fights occur (<15m). No bullet drop for sniper weapons would be horrendously OP and is obviously not an option. A better one would be to have no recoil, which is more in line with the level of advantage of TR RoF, and which fits the fluff equally well. Add a slight buff to NC small arms damage and we might actually be approaching a Starcraft style of "different but equal" balance. NC have high-damage, low-accuracy, medium-RoF guns; VS have low-damage, high-accuracy, medium-RoF guns; TR have low-damage, medium-accuracy, high-RoF guns; and they all work out to roughly equivalent TTK without just being carbon copies of each other.

Pretty much the only case where bullet drop matters at all for non-sniper weapons is in the rare case where you're trying to pick off a lone infantryman in open terrain with single-shot fire at a range around ~75m. Since auto and burst fire will fuck your aim with recoil, your only option is to fire semi-auto, and in that situation VS has an advantage because they can place those shots on target easier than TR or NC. As opposed to RoF or damage, both of which are excellent in the most common form of PS2 infantry combat: CQC clusterfucks.

Oh, and nerf the fucking ZOE and give us our MAX jumpjets instead.

--

On an unrelated note, I'm actually quite pleased with how the AA situation has worked out, both as a dedicated Scythe pilot and as an AA specialist. It's become easy to rack up absurd amounts of exp with a Skyguard, bursterMAX, or AA launcher simply by preying on stupid pilots. As a pilot, it's still possible to run rampant over ground forces if they don't pull AA, and if they do it can usually be avoided if you're careful, though you can't attack with impunity like you used to. Air's awesome against anyone without AA, terrible when assaulting places with heavy AA (typically limiting you to max-speed runs where you drop your rockets and hit the afterburner as you zoom away low and fast). I think it's a sign that on some level SOE is capable of effective balance, even if it takes bloody forever for them to do it.

The only think i would like to have from vanu is hteir faction specific rocket launcher.
This thing is just hilarious since its almost hitscan and gives NO warning to the pilot removing on of their no.1 defense consisting of flares.

I predict the lancer will become ridiculously OP once the ESF patch hits and nerfs lockons to obvilion.

Have you ever used it? It takes upwards of 5 seconds to fully charge a burst, IIRC takes two full bursts at minimum to kill an ESF, and leaves a glaringly obvious tracer for a couple seconds. Certainly much less powerful than flak or lockons fired from beyond render distance; it's only really great against idiots that fly slow, low, and stick around after taking damage. Also, unlike flak, it can be avoided by moving out of its effective range. Unlike missiles, it can be avoided by breaking line of sight. It's a good weapon, but only within a certain situation. That situation being against a stupid pilot/with several people using them in coordination, and if you fly into a coordinated AA nest you're fucked regardless of what they're using. TBH after testing and watching reviews of it, I'm probably going to pass over it and stick with my Bursters and Skyguard when I can, AA launcher when I can't.
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Sonlirain

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8391 on: October 31, 2013, 04:54:13 pm »

Thing is... lockons usually fail because just about everyone has flares.
The tracers are usually an on issue when fighting aircraft becuase you're probably shooting them from beyond his infantry render distance AND if you squad up with enough people you can ravage vehicles without even giving them a "lock" warning.

Also in solo use i never expect doing AA will give me kills. I usually expect assists while flaks and ESF nab the actual kills.
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LeoLeonardoIII

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8392 on: October 31, 2013, 05:04:37 pm »

In the fight I described above, I'd say out of all my shots, 60% hit. Only about 1 in 10 spazzed out completely. Another 1 in 10 got distracted by flares that I could see. Another 1 in 10 or so missed because the plane flew away or behind cover just before lockon. The other 1 in 10 would have struck but the plane died because of something else first.

Even if I'm misinterpreting 20% of the above spazzing and obstructions and they were actually flares I didn't see, 70% would have hit. I'm ok with that. Especially considering it was, as I said, a really rough patch where we were totally outnumbered, and I haven't had the launcher long.

I AA because I hate air. I just want to deny the player the use of his plane, or chase him off so he stops getting kills, because planes kill way too many people. My fondest moments in PS2 are when I've been blasting air.
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Ivefan

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8393 on: October 31, 2013, 05:09:06 pm »

My fondest moments in PS2 are when I've been blasting air.
Perhaps not fondest, but i get smugly satisfied when me and some friends forces liberators to duck and cover a few seconds after they become visible to us.
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Knight of Fools

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8394 on: October 31, 2013, 06:20:12 pm »

I get inordinately pleased with AA. A proper AA rocket launcher will probably be my next investment for when I don't want to/can't afford my AA MAX.

The only major problem with the game right now, as I see it, is the disproportionate strength of armor against infantry. AA options evened the playing field a lot with Infantry versus Air (Though I wouldn't mind seeing the option for a Heavy to carry a single burster), but Infantry versus Armor needs something similar to the burster for Anti-Armor (That the Heavy can also carry). Rockets are just too slow to be effective against armor, and that's all infantry have for ranged engagements with armor.
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8395 on: October 31, 2013, 07:06:45 pm »

If you really want to main AA, invest heavily in the Skyguard. Nothing says "FUCK YOU" like a Lightning with thousands of rounds of ammo. Once you learn how to lead targets you can easily down an ESF in <3 seconds. More importantly and more amusingly is seeing libs and gals spaz out when the pinging starts. I've gotten more than one gal kill when the pilot panicked and flipped over completely while trying to land.

On the topic of lockon launchers, I actually get pretty many kills with them. A lot of that has to do with ESF pilots being arcade scrubs, though. So often I'll launch my first and they'll only start running after it hits, by which point I've gotten a lock again.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8396 on: October 31, 2013, 09:05:51 pm »

I get inordinately pleased with AA. A proper AA rocket launcher will probably be my next investment for when I don't want to/can't afford my AA MAX.

The only major problem with the game right now, as I see it, is the disproportionate strength of armor against infantry. AA options evened the playing field a lot with Infantry versus Air (Though I wouldn't mind seeing the option for a Heavy to carry a single burster), but Infantry versus Armor needs something similar to the burster for Anti-Armor (That the Heavy can also carry). Rockets are just too slow to be effective against armor, and that's all infantry have for ranged engagements with armor.

You're forgetting about MAX AV weapons, lock-on launchers, the engi AV turret, mines, and C4.

Infantry have plenty of options against armor. They have more options against armor than armor does against infantry.
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8397 on: October 31, 2013, 09:12:07 pm »

All you need is the AV turret and you get infinite free kills from beyond render range.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8398 on: October 31, 2013, 09:25:16 pm »

The render range thing has technically never been true; the AV turret renders at the same range as vehicles. It was just impossible to spot the teen weeny little AV turret halfway up some hill when you were getting pinged by invisible rockets.

SOE changed up the projectile code so that the missile is visible at those ranges now, and now it's easier to deal with AV turrets since there's now a (erratic) contrail pointing towards the cheap bastard. You can also dodge the rockets now since you know where they're going!

(In the process of this projectile code fix, they also broke it for close ranges; in dense fights, you can see heavies aim their rocket launchers, lower it, and then a second later, lose health equal to the amount of a rocket, all without seeing the projectile.)
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Flying Dice

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #8399 on: October 31, 2013, 09:45:27 pm »

Personally I'd be happy with optimization that lets me run it at more than 15-20fps. I die more to stuttering in larger fights than I do to all of the bullshit and cheese combined.
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