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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 1134960 times)

Metalax

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9750 on: March 01, 2014, 05:58:08 pm »

Found what seems to be a fix. Open up the directory that Planetside 2 is installed in and delete the file Resources/Assets/Assets_022.pack

It seems that something in that file is interacting badly with the patch process causing a crash so this forces it to just redownload the whole file.

edit: may need to delete Resources/Assets/Assets_150.pack, Resources/Assets/Assets_153.pack, Resources/Assets/Assets_179.pack as well as they seem to be causing the same problem.

edit 2:
Download finished and game now working. Below are the four files you need to delete if you are having the crashing launcher while updating problem, adds roughly 200 Mb to the download but that is better than having to download the 13+ GB of a full reinstall that support suggested.

Resources/Assets/Assets_022.pack
Resources/Assets/Assets_150.pack
Resources/Assets/Assets_153.pack
Resources/Assets/Assets_179.pack
« Last Edit: March 01, 2014, 08:11:45 pm by Metalax »
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Aseaheru

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9751 on: March 01, 2014, 06:09:43 pm »

Well, it appears that HOCgaming (of KSP fame) is attempting to learn this game.
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Neyvn

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9752 on: March 01, 2014, 08:23:20 pm »

Has anyone had a look at Lattice lines and thought of the strategy behind them???
Over the course of the latest Esamir Territory Alert on Briggs today, I had been looking at the problem the NC or whomever controls the Northwestern Gate has in this Continent.

Heres a quick screencap of it for anyone not in game that wants to look at it...
Spoiler (click to show/hide)

Here are the problems...

1: The Biolabs for the Northwestern Gate are close but are directly connected to opposing gates, this means that after capturing the Biolab, there is only ONE other path that could be used to attack and gain ground that doesn't end at a Gate early. Even then, the it still will lead to the Northwestern Gate being the sandwiched gate for the other two factions to fight against due to the close proximity to these Biolabs vs the one in the far Southeastern corner...
2: Freyr Amp being in close proximity yet has 4 points to attack it from, granted one is continuously connected to personal warpgate, the other 3 are quite easy to reach and prevent the Amp from regaining a safeline during an attack against it due to the Mani Bio being a choke and Snowshear as well...
3: If the Northwestern Gate gains control of the Tech Plant, they discover that there are two paths left to them to reach the Southeast, where a LARGE hunk of the Continent for Territory Control Alerts lie. Saerreo Listening Post and The Octagon. The problem is that these two locations are 2 of the most Defenseable locations on Esamir. This means that unless the Northwestern Gate can break through one of these points, they will be locked into their corner...

All 3 problems can lead to this. If 2/3 Factions arrive for the Alert, the opposing Faction that is paticipating can capture and hold Saerreo and Octagon and prevent the Northwest Gate from advancing into the south, that with a strong Squad or Two leaves them able to capture all the remaining territory between the NE and SW Gates. Thus winning the Alert...

Thankfully for this alert the TR didn't attempt to threaten the VS (Who wasn't playing today) and left us to hold enough ground to win...
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Sordid

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9753 on: March 01, 2014, 09:04:16 pm »

What this comes down to is the fundamental design fault of having square continents with four corners but only three sides in the war.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9754 on: March 01, 2014, 09:56:06 pm »

Yes, the maps are imbalanced. This is why they (finally) have a regular schedule of warpgate rotation.
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Aseaheru

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9755 on: March 01, 2014, 10:49:57 pm »

The gates rotate?
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9756 on: March 01, 2014, 11:45:55 pm »

You haven't noticed?
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NobodyPro

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9757 on: March 02, 2014, 01:09:15 am »

I just bought the EM4 Longshot with a x12 scope and spent a substantial amount of time running around Indar Excavation Site and picking off VS engineers. That extra muzzle velocity makes a huge difference.
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9758 on: March 02, 2014, 05:42:19 am »

Why would you buy the longshot when the magrail costs the same and makes every other bolt action rifle redundent?
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TolyK

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9759 on: March 02, 2014, 02:08:08 pm »

Eh. The Phaseshift is okay, but I prefer the normal bolt-actions since you can quickscope...
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Aseaheru

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9760 on: March 02, 2014, 02:27:31 pm »

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DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9761 on: March 02, 2014, 03:35:34 pm »

Should I get HV ammo for Warden? I just bought the gun and I'm liking it so far, but I haven't played enough with it to get a good feel for it.
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Aseaheru

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9762 on: March 02, 2014, 03:41:18 pm »

Test it in the VR room.
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DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9763 on: March 02, 2014, 03:48:28 pm »

It's just not the same with targets that don't move.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #9764 on: March 02, 2014, 04:30:33 pm »

I generally think having a special ammo is better than not having special ammo. However, HVA increases your vertical recoil slightly for something like a 10% velocity increase. It also increases your minimum damage range. It's not nearly as useful as SPA.

Try it out and see if you can deal with the increased recoil.

The BRs got a velocity buff to 600 m/s, so it's not as useful as it would have been before that.
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