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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 1133665 times)

beorn080

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10395 on: May 03, 2014, 09:04:20 pm »

I know KD isn't that important, but after a month or so of playing I've finally managed to play at around 1.5 kd, which is a serious step up from the .1 days of old. Swapped over from Mattherson TR to Waterson NC a couple weeks ago and am really enjoying it. The Gauss SAW is incredible, very powerful at mid range, never runs out of ammo, and the lack of close quarters power is offset by just being a heavy and winning those engagements almost by default.

MAX units still make no sense to me. It feels like the default NC MAX loadout is criminally underequipped for every situation but biolab brawls. I barely feel any more powerful than I would in a heavy... on that same note, I also feel horribly ill equipped in any sort of vehicle. Being unable to even use the Vanguard's shield is a really stupid design decision. While the basic classes might be reasonably powerful out of the box, almost everything else seems to need investment to be worth wasting your time in.
Lightnings are fairly useful. The six shots spread the damage out a bit more, so against high armor foes its a pain, but otherwise, they work well. The air vehicles are fairly useful, though both the Lib and the Gal benefit from snagging their grenade launcher options. Sundy really only needs that AMS system thingy. I can see flash and harasser needing stuff, but those are niche vehicles. Sadly, I'm vanu, so I run with the magrider and its quite nice out of the box.
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Rex_Nex

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10396 on: May 03, 2014, 09:21:35 pm »

I haven't had much luck with Lightnings, they seem fairly slow and clumsy (at least compared to what I'd expect from something named lightning) out of the box, and the 6-shot gun doesn't seem to be all that effective against infantry post-nerf (feels like I need to land the entire clip to kill someone), and ofc isn't the greatest against armor.

The aircraft might be nice, I wish I could experience them but they are almost impossible for me to fly. The controls and flight model just feel completely off, I wouldn't doubt that I've crashed all but a couple aircraft I've driven. It'll be a while until I'm anything except useless in one.
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TheDarkStar

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10397 on: May 03, 2014, 09:23:01 pm »

I know KD isn't that important, but after a month or so of playing I've finally managed to play at around 1.5 kd, which is a serious step up from the .1 days of old. Swapped over from Mattherson TR to Waterson NC a couple weeks ago and am really enjoying it. The Gauss SAW is incredible, very powerful at mid range, never runs out of ammo, and the lack of close quarters power is offset by just being a heavy and winning those engagements almost by default.

MAX units still make no sense to me. It feels like the default NC MAX loadout is criminally underequipped for every situation but biolab brawls. I barely feel any more powerful than I would in a heavy... on that same note, I also feel horribly ill equipped in any sort of vehicle. Being unable to even use the Vanguard's shield is a really stupid design decision. While the basic classes might be reasonably powerful out of the box, almost everything else seems to need investment to be worth wasting your time in.
Lightnings are fairly useful. The six shots spread the damage out a bit more, so against high armor foes its a pain, but otherwise, they work well. The air vehicles are fairly useful, though both the Lib and the Gal benefit from snagging their grenade launcher options. Sundy really only needs that AMS system thingy. I can see flash and harasser needing stuff, but those are niche vehicles. Sadly, I'm vanu, so I run with the magrider and its quite nice out of the box.

The Sundi actually benefits a lot from the alternate weapons - the AA guns are simply amazing, and other guns let you do more against vehicles.

I have trouble with piloting Scythes, but Galaxies and Liberators aren't too hard to fly.
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Tiruin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10398 on: May 03, 2014, 10:35:32 pm »

I've bought SC, and I've gotten no free membership.
IIRC it was given to people who were members or bought SC during Loginside, a bandwidth problem in the Briggs (Sydney) server that caused login times of 5-30 minutes if you got in at all.
E: The handout masterfully coincideded with an SC giveaway and a double XP weekend.
*sighs*
Well. Great.
Also that's In-Game-Name.
...Though I think its server-restricted, the friend system?
In that case it's NobPrototype on Briggs.
Mine's Corianna - Briggs; Skyrunner is Ociella. :D


I know KD isn't that important, but after a month or so of playing I've finally managed to play at around 1.5 kd, which is a serious step up from the .1 days of old. Swapped over from Mattherson TR to Waterson NC a couple weeks ago and am really enjoying it. The Gauss SAW is incredible, very powerful at mid range, never runs out of ammo, and the lack of close quarters power is offset by just being a heavy and winning those engagements almost by default.

MAX units still make no sense to me. It feels like the default NC MAX loadout is criminally underequipped for every situation but biolab brawls. I barely feel any more powerful than I would in a heavy... on that same note, I also feel horribly ill equipped in any sort of vehicle. Being unable to even use the Vanguard's shield is a really stupid design decision. While the basic classes might be reasonably powerful out of the box, almost everything else seems to need investment to be worth wasting your time in.
I went back from Connery NC to Waterson NC.
...In-game-name please? :D

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Skyrunner

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10399 on: May 03, 2014, 10:46:55 pm »

Flash just needs it's handling fixed... if they wanted to be really nice, they might give it default turbo like the Harasser, but that might be a bit excessive.

Cloak gives you pretty good survivability, right up until you hit a bump, tumble a few times, and get shot since you're now going 2 kph.
They fixed the flash physics on the PTS.
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Aklyon

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10400 on: May 03, 2014, 10:49:54 pm »

So flashes aren't very small infantry catapults if they hit anything bigger than a medium-sized rock and you jump out to avoid exploding with it on the PTS?
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Skyrunner

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10401 on: May 04, 2014, 12:07:26 am »

I believe so! They are supposed to handle better (spin out less) and be harder to flip. In fact, I shall go try it out myself right now.


ok, after trying it out it seems a bit better. You still flip easily after going over largish ridges, though.
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10402 on: May 04, 2014, 05:13:31 am »

Actually, with Scrapper 3 I rarely flip. I still spin out on turns and lose momentum and get stuck on .5 kph speed because I'm going up a slight incline, though.
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Aseaheru

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10403 on: May 06, 2014, 09:21:15 pm »

Right, what arse decided water is vehicular instakill?!/grouse
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Tiruin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10404 on: May 06, 2014, 09:26:05 pm »

Right, what arse decided water is vehicular instakill?!/grouse
You must be playing on Amerish.
You must be playing near the edge of the map//Ocean//Near a chemical plant.
Sometimes, water is deadly because of the chemicals in it. Some areas have an...energy bridge as a defense with the same color-code recognition per team that can be hacked by an infiltrator to a neutral state until you capture the facility.
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10405 on: May 06, 2014, 09:27:24 pm »

The place is Heyoka Chemical lab, and the toxic, vehicle destroying moat is its most interesting feature.

There are placid streams on Amerish that don't destroy vehicles.
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Rex_Nex

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10406 on: May 06, 2014, 09:32:12 pm »

Been branching out from the usual medic/HA, enjoying LA and Infils. LA is kind of neat, but only really shines in a few situations. A couple days ago I managed two back-to-back 15+ killstreaks due to good positioning in trees and on top of buildings with the Razor, a nice mid range carbine. I grabbed C4, although with only one pack of it it's rarely all that useful. Probably will stick with medkits until I have two.

Infils are a little better now that I can snipe decently, but the most fun is still in cloaky funtimes. Sneaking past enemy lines and assassinating a group of enemy infils with the pistol is a ton of fun.

Toaster's advice was golden. Falcons are awesome, I was under the impression they'd be sort of useless against infantry but that's hardly the case. If you can hit your shots, they feel like shotguns-but-better.

...In-game-name please? :D

RexxieKitty! Not sure if I'll be playing much, but there ye go.
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Toaster

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10407 on: May 06, 2014, 09:54:18 pm »

Toaster's advice was golden. Falcons are awesome, I was under the impression they'd be sort of useless against infantry but that's hardly the case. If you can hit your shots, they feel like shotguns-but-better.

They used to have horrible convergence (IE if you aimed square at an infantryman ten feet in front of you, he'd have a rocket whiff past each ear) but a patch a bit back made them (and most other weapons) fire out of the camera.  Since then, it's much easier to double-tap infantry, which is a kill if not HA-shield or flak.
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TheDarkStar

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10408 on: May 06, 2014, 09:58:51 pm »

Infils are fun with their cloak. You can do a surprising amount when you can hide every time that someone notices you even without cover.

LA is my favorite class. They have great mobility (going straight up cliffs or finding hiding places on buildings), along with decent weapons (you can kill someone before they really react if you're accurate enough with most of the cheaper weapons) and C4 (tanks never expect that C4 bricks that they drive over or the two that fall from the sky  :P). For interior combat, there are still grenades, flying up or finding an object to sit on to avoid getting shot, and simply aiming better than whoever is trying to kill you.
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Skyrunner

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10409 on: May 06, 2014, 10:02:44 pm »

I hate shotguns ;_; I'm biased though because I use carbines and 100 bullet machine guns.

The 2 C4 I got for 700 certs on my HA was so worth it. It let me not be useless in close quarters vs vehicles. Sneaking up to tanks and blowing them up is so worth it. Another good use is dropping them in a doorway and blowing up MAXes. HAs aren't as good as placing C4 compared to LA, but unlike the LA HAs don't become useless (vs vehicles or gobs of people) after delivering C4. :3

Most fun moment so far with C4 has been spawn beaconing behind enemy lines, killing a bunch of people then blowing up a Lightning before kiilling moar people. I feel so impactful~
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