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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 1133487 times)

Kishmond

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10515 on: June 01, 2014, 03:41:34 pm »

Huh, that's a lot of NC there.
Well, I'm TR on Waterson. Shoot me a friend request if you're one of the two people that fit that description.
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Aseaheru

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10516 on: June 01, 2014, 04:15:32 pm »

I thought lightnings where the silly one man tanks.
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Tiruin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10517 on: June 01, 2014, 04:22:15 pm »

I thought lightnings where the silly one man tanks.
They are the silly one man tanks. :v

Lightnings where always at every terminal, right?
No, only at the only terminals you can get MBT's now. :P

Also, the tank zerging is why I play aggressive infiltrator most of the time - you just can't beat a huge tank zerg without your own zerg. :/
Huh, never noticed this. I see two vehicle terminal types--one that looks like a...banded canister and one that looks obviously like a tank. The lightning is only seen in..err, it switches between the two o-o but always in the latter.
Sometimes there is, sometimes there isn't (in the...former, just saying from observation though).
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10518 on: June 01, 2014, 04:24:12 pm »

That canister is a sundy
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beorn080

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10519 on: June 01, 2014, 05:27:39 pm »

Foot zergs are okay because you can put up a decent defence against it.
Tank and Air zergs on the other hand... you're just getting farmed.

I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.

The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
I don't think so. Look how effective tanks "can be" against infantry. Now put your standard newbie on the front with their rocket launching heavy. Against a BR 100 guy who decided to specialize in tanks? Even 12 standard newbies would just get farmed until they managed to put enough unguided shots on target to take him out. However, take those same 12 newbies, give em all tanks, and the BR 100 guy should take out half of them anyway, but eventually the newbies will win and feel like badasses.

There needs to be some better anti tank options across the board, especially since most of them tend to be extremely expensive cert wise and not too fast, but there is a very fine line between too good at taking them out and not good enough.
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DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10520 on: June 01, 2014, 05:36:44 pm »

I mostly use the Shrike against tanks.
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10521 on: June 01, 2014, 05:38:08 pm »

Mana turrets are still good.

If SOE would give them a small zoom just to make them less twitchy they'd be a damn sight easier to use.


And get both of the lock on launchers, for a total investment of 500 certs they're well worth it.
It takes an extra rocket to kill something but considering you're not going to miss you'll actually end up out damaging the dumb fires
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10522 on: June 01, 2014, 08:20:49 pm »

I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.

The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
I'm a fan of games with multi-crew vehicles, like ARMA and Red Orchestra. It would be so cool if you could have a driver, gunner, and tertiary gunner on an MBT. Heck, Harassers have a dedicated driver and dedicated gunner, but an MBT doesn't? Harasser supports team play and communication more than an MBT, good joke? Hell, I've seen sunderers driving around basically doing what harassers were made to do but with two gunners and more armor they are actually much tougher to deal with.

One thing somebody had brought up once in-game that I kinda agree on is the resource system. Right now you can store 40 frag grenades in your locker (or whatever you wish to call it) instead of buying them each time you spawn or use them. This makes resources less important since it's unlikely you're going to spend resources fast enough for you to actually run out of frag grenades entirely, or even C4 for that matter and those are 100 resources per brick. This makes holding certain bases that give certain resources much less meaningful. If anything, holding certain bases should effect the cap on certain resources that you can have at any time.
I would like to say that each base could have their own resource pool so pulling 10 tanks from the same base would drain resources from that point... but... that could easily be trolled/4th-factioned.

I'd also like to point out something about rocket launchers in reality compared to the dumbfires in-game, just for fun (and then I turn it into a mini rant naturally). The MAAWS (or Carl Gustav) has a muzzle velocity of over 230m/s while launchers in Planetside 2 travel about 100m/s. I'm not saying that they should travel faster, though, I'm saying that they should be 'zeroed', or at least have some proper ironsights or even optics to let you compensate for ballistic drop more properly.

Obviously it doesn't have to be that complicated, but it's better than just a block and a post. I actually have to aim using the little screw on the texture below the actual sight itself, and that obstructs the target and is bad design for a sight in general. Hell, give us a ladder sight and I'll be happy. It could even be something you cert into like the optics on other guns.

SOE, zero your weapons to at least 50 meters please.

On another tangent, make dot sights actually function like collimator sights in reality, or at least make the 'laser dot' actually show up correctly instead of a dark circle that has no illumination. It's been a while since I've used ironsights in the game but I remember that they have those illuminated ironsights like you'll find on many modern pistols/Trijicon, they could use the same technique on their illuminated optics to give the same effect. Sorry if I come off a bit as a gun nut, cause I kinda am... and in a game about guns shooting the mans, guns are pretty important to do right, not necessarily in an entirely realistic way but in a way that makes sense.

EDIT: oddly enough, the 1x and 2x Eotech sights feature illuminated reticuled but the 'aimpoint' style 3.4x sight does not.
« Last Edit: June 01, 2014, 08:43:14 pm by OzyTheSage »
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Aseaheru

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10523 on: June 01, 2014, 08:23:45 pm »

I want to zero my launchers...
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10524 on: June 01, 2014, 08:30:22 pm »

Huh, that's a lot of NC there.
Well, I'm TR on Waterson. Shoot me a friend request if you're one of the two people that fit that description.
TR for life!
I know I just made a post but damnit... I'm an NC on Waterson and now I see what the big deal is. I come on to play and NC has 39% pop, and Vanu only has 27%. I love the way NC guns handle, but damnit having a huge population isn't very fun to me. Almost makes me wanna just skip playing tonight and play something else.

Indar is the only somewhat decently even popped continent at the moment.
54% pop on Esamir, 45% on Amerisha. Oh my science.
« Last Edit: June 01, 2014, 08:34:42 pm by OzyTheSage »
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BurnedToast

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10525 on: June 01, 2014, 09:16:25 pm »

Foot zergs are okay because you can put up a decent defence against it.
Tank and Air zergs on the other hand... you're just getting farmed.

I'm still convinced the absolute worst decision SoE ever made was letting everyone have a tank (actually two, and the resources to spawn them back to back) from day 1, and the second worst decision was letting the driver shoot the main gun from a MBT.

The game would be so much better if tanks were (relatively) rare. I'm not sure how they could enforce it exactly with the current SP system.... but it's just tragic the amount of tank zerging that goes on and it's a big part of the reason I basically don't play anymore.
I don't think so. Look how effective tanks "can be" against infantry. Now put your standard newbie on the front with their rocket launching heavy. Against a BR 100 guy who decided to specialize in tanks? Even 12 standard newbies would just get farmed until they managed to put enough unguided shots on target to take him out. However, take those same 12 newbies, give em all tanks, and the BR 100 guy should take out half of them anyway, but eventually the newbies will win and feel like badasses.

There needs to be some better anti tank options across the board, especially since most of them tend to be extremely expensive cert wise and not too fast, but there is a very fine line between too good at taking them out and not good enough.

What would really happen in your second situation is the BR 100 would drive away, the newbies would ghost cap the empty base with their mini tank zerg, and the BR 100 would go camp a spawnroom with his zerg for free certs. Unsatisfying for everyone.

anyway 12 newbies with rockets, unless they've never played an FPS before, should be able to kill (or force out of cap range) a single tank. Even if he kills a few of them first, infantry are zero cost and fast respawn and tanks have a resource cost and a respawn timer (unless they removed that like they were talking about?) so it's a total win for them.

If 12 infantry can't kill a single tank, the problem is not game balance it's the infantry not being very good.
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Skyrunner

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10526 on: June 01, 2014, 11:59:31 pm »

Also, some guy posted about the sniper scopes also not having range indicators, with a similar detailed scope overlay for a russian gun. It looked pretty awesome.
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Tiruin

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10527 on: June 02, 2014, 12:07:30 am »

Also, some guy posted about the sniper scopes also not having range indicators, with a similar detailed scope overlay for a russian gun. It looked pretty awesome.
Realism, SOE. :(
In the far future where we have nanites, there's something up with our scopes. :P



Huh, that's a lot of NC there.
Well, I'm TR on Waterson. Shoot me a friend request if you're one of the two people that fit that description.
TR for life!
I know I just made a post but damnit... I'm an NC on Waterson and now I see what the big deal is. I come on to play and NC has 39% pop, and Vanu only has 27%. I love the way NC guns handle, but damnit having a huge population isn't very fun to me. Almost makes me wanna just skip playing tonight and play something else.

Indar is the only somewhat decently even popped continent at the moment.
54% pop on Esamir, 45% on Amerisha. Oh my science.
Strange thing...
I'm also an NC on Waterson (despite have 2 TR on Briggs) and sometimes--we're tremendously outpop'd. As in, in alerts in Esamir//Amerish, we're at a 50% xp bonus. It's like the TR in Briggs minus the epic teamwork in alerts wherein most are in Indar. >_>
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10528 on: June 02, 2014, 12:28:15 am »

By the way, the alert was on Amerisha and not only did we have initial pop advantage we had it throughout the whole alert. Yet we still came in last. Good job NC.

For a short moment it was going to be a tie between VS and TR though cause we capped a base. Throughout the whole thing our squad was one of the only organized units on the NC and we had an outfit of TR BR100's following us around and hounding us.


Also, some guy posted about the sniper scopes also not having range indicators, with a similar detailed scope overlay for a russian gun. It looked pretty awesome.
The Dragunov has nice markings, and I also like the G36 scope although it isn't immediately obvious how the markings work like the Dragunov.
« Last Edit: June 02, 2014, 12:35:42 am by OzyTheSage »
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Rex_Nex

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10529 on: June 03, 2014, 02:56:39 am »

I have discovered the fun of antitank mines. I figured that c4 would be plain better and engi would have a really rough time getting the mines where they need to be, but there are always lowpop fights where they simply cant keep the sunderer guarded. That, and there are a lot of times where tanks are just roaming around your base as you're losing it - you can almost always drop some pretty much anywhere around your base and they'll eventually drive over it. Also have had luck using them as anti-MAX mines. The possibilities are endless!

One thing I've come to dislike about planetside is that the playerbase is too small. I get all pumped up to play, jump on, and find out that there's no one playing and the biggest fight is some 6v1 on esamir. Waterson sucks.
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