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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 1132839 times)

Duuvian

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10770 on: July 02, 2014, 11:42:53 pm »

Bump for important test server patch.

Oh wow, I'm glad I already auraxiumed the Lightning HE. I'll also never get the Vanguard HE. The Vanguard HE could have used a buff instead of a nerf. I hardly ever see it used but I see the Lightning HE being used very often by the NC. Lightning HE on live is comparable to Vanguard HE but it's overall better due to low profile, agility and speedier reloads despite having slightly lower inner radius and maybe slightly lower damage, can't remember. In the Test notes the splash radius is the same but the Vanguard reloads a second slower. The main advantage of the Vanguard HE on live servers over a Lightning HE was the secondary weapon, but it pays for it by being a tall, sluggish target. The shield can make up for that sometimes but so can the Lightning's agility and ability to hide behind low terrain.

Splash is the most important aspect an HE cannon has. Now Dasanfall will be able to do their firing line thing with the whole outfit in two story point buildings covering all the doorways with no way except a ridiculous mound of corpses at the door to remove them. This significantly reduces the main counter to that. You can't even get a grenade toss you've started while still in cover to complete before being mowed down through those doors when they do that and you can't bounce them to where they are; they stand on those stairs in two story buildings so you have to turn the corner into the door and be shot by 5 people at once. If they don't like being splashed to death then they shouldn't pile into the same building and also use more LAs to kill my lightning instead of 40 HAs and support inside pointing their guns at the various entrances to mow down any infantry trying to get in.

Ground bulldog is fine; air bulldog is too strong and I agree with that one's nerf. The reason is air bulldog has a backdrop to shoot against infantry with, while ground bulldog is a lot more horizontal.

The rocket change doesn't seem like a bad change to me. When I kill someone with a rocket it's usually a direct hit anyways. It will have an effect on engineers repairing maxes though; rockets tend to fly nearby when you do that and I take a lot of splash damage doing that even with flak armor.

Some really bad changes here though in my opinion.

Test Server Update Notes : 7/1

Spoiler (click to show/hide)

Test update notes: 7/2
Spoiler (click to show/hide)

If this is how the blast radius will be, I'd suggest that the new blast radius currently known as outer stop at a low amount of damage that can slowly overwhelm medic shield thingies over consecutive shots instead of 0, and adding a large 3rd radius larger than the outer on live now that does that small amount of damage that goes down to 0 at it's limit.

A suggestion I was going to make before I read these notes after dieing over and over to the Orion and SVA-88 tonight was to add significant inertia to adadad strafing, so once you start strafing in one direction it slows down over a period of a second or so before going the opposite way. I'm getting kind of sick of being killed by adadadad macroers and even people without macros spamming those keys. It looks stupid. I'm guilty of doing the same thing, spamming adad and quick stop crouching because it's too effective not to do it; infantry one on ones with equal weaponry and both people aware of each other usually comes down to who can screw up the other guys aim with changing strafe direction. I'd gladly give up my ability to do it to screw over people who use macros to move back and forth so fast that even if you can track them I think it messes up hit detection. It also really hurts guns that are best used when stationary and really encourages the use of .75 ads movement speed guns.

Glad to see a mention of Cannister and Marauder buffs though. It'll be nice to spam AI secondaries at those most deserving Vanus after all the PPA I've seen the last couple months, assuming the buffs aren't under-done.

Canister and marauder definitely need big magazines, the same size as a PPA's. They need to be able to kill infantry that run out into the open at mid range with ease and be possible to kill with at long range if the target does not change directions or otherwise start juking towards reasonably close cover and the gunner can lead a target like with the PPA. They need to be able to lock down doorways and chokepoints in the same way PPA does. If they can't do that PPA will still be the undisputed king of AI secondaries. I'd suggest a choke toggle with a lower rate of fire for the canister to be able to be used at long range. If Canister really has to be short-mid ranged via pellet spread it would be forgivable as long as it can kill infantry in the open at mid range (150ish meters) in a reasonable amount of shots/time and aim upwards as far as the kobalt. If it has no pellet spread toggle it should have decent splash damage to be able to lock down doors with the few pellets that would hit at mid-long range. Remember, the closer a tank gets to infantry and the structures and terrain they like to hide in, the more they are asking for a C4ing so Canister does need to have long range punch, or at least a fire mode that has it.

For Marauder I have less ideas due to not having used it at all. I think it would be neat if it had firing modes that change the arc of the projectile though, so you could arc it over cover to maraud enemies with or have it fire on a much straighter trajectory for direct firing. It would take some serious practice to turn it into a mortar or howitzer type projectile and have it fall accurately, but it would be possible and cool. I do it with smoke launcher underbarrel attachment fairly well; I aim up as far as possible to have the smoke round land maybe 30 meters in front of me (never measured, I just know how far it goes) and then de-elevate slightly if I need it to land it slightly more distant. You can shoot it over buildings doing this and have a perfectly placed smoke cloud for when you turn the corner. With a small radius damaging grenade it would be much harder to put it to use rather than placing a big smoke cloud, so don't build the weapon around indirect fire unless it has a large radius and can only shoot up with either a slow rate of fire or low damage per splash to limit it's power despite a large radius. An alternate fire mode that can arc it that way in addition to a straighter trajectory fire mode to be used for direct fire would be cool even with a small radius though, as direct fire would probably be the mode used most often.

EDITS: Many typos, more ideas and then more typos.
« Last Edit: July 03, 2014, 03:05:53 am by Duuvian »
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10771 on: July 03, 2014, 12:03:43 am »

Infantry needs more inertia in general, IMO. Not so much that you feel like you're sliding around like in Red Orchestra, but enough to make it feel like you have some kind of mass. They could even make it so certain classes have different inertia, so light assaults can strafe around quicker than heavies, for example.

Updating test server now.

Skyrunner

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10772 on: July 03, 2014, 02:32:16 am »

I'd love more inertia, even if my only real reason is I'm too lazy to adad strafe in gunfights...
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Jim Groovester

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10773 on: July 03, 2014, 03:02:45 am »

A suggestion I was going to make before I read these notes after dieing over and over to the Orion and SVA-88 tonight was to add significant inertia to adadad strafing, so once you start strafing in one direction it slows down over a period of a second or so before going the opposite way. I'm getting kind of sick of being killed by adadadad macroers and even people without macros spamming those keys. It looks stupid. I'm guilty of doing the same thing, spamming adad and quick stop crouching because it's too effective not to do it; infantry one on ones with equal weaponry and both people aware of each other usually comes down to who can screw up the other guys aim with changing strafe direction. I'd gladly give up my ability to do it to screw over people who use macros to move back and forth so fast that even if you can track them I think it messes up hit detection. It also really hurts guns that are best used when stationary and really encourages the use of .75 ads movement speed guns.

This would make peeking around corners difficult, since you're committing to being visible around the corner for at least a second. Which, of course, is enough time to kill.
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Duuvian

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10774 on: July 03, 2014, 03:08:45 am »

I have no issue with that. Adadad spam is sillier than that.

Besides, you could just start and stop the strafe sooner so it's ending as you peek out the corner. It would pop you around the corner slow but you'd be able to strafe back the same as before if you did it right. Unless the reverse strafe had to pick up inertia too, in which case you'd be right. I suppose it wouldn't make sense if it didn't so I concede.

Maybe it could start after the first change of direction like how jumping consecutively has diminished returns.

Really though they should add an ADS lean with some slight sway so snipers don't do it all the time but an smg user could spray the guy around the corner. I can just imagine how many bullets I'd accidentally put into corners with that because my center screen didn't go past the collision detection of the wall.

Also prone would be nice but I don't know if that will ever happen.
« Last Edit: July 03, 2014, 03:19:08 am by Duuvian »
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Kanil

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10775 on: July 03, 2014, 03:25:07 am »

I can't say I miss prone, myself. It's silly enough as-is getting revived through walls, never mind hunting stray boots with your knife...

The ES pistols are... interesting. The TR one currently doesn't have a model, which results in some funny stuff. VS one is situationally cute but otherwise underwhelming, and the NC shotgun is pretty much worse than the Commissioner at everything.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Aklyon

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10776 on: July 03, 2014, 08:39:35 am »

Isn't everypistol generally worse than the Commissioner at everything though?
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DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10777 on: July 03, 2014, 09:35:50 am »

I really don't see any need to nerf HE. Getting killed by those is a very rare occurrence for me. I guess they just want to make flak armour pointless.
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10778 on: July 03, 2014, 10:44:44 am »

Isn't everypistol generally worse than the Commissioner at everything though?


The TR have a couple good options in the pistol line.  The VS pistols are all good, as well.


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Sordid

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10779 on: July 03, 2014, 10:49:10 am »

Isn't everypistol generally worse than the Commissioner at everything though?
It can't be silenced, for one thing. It is also very ugly.
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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10780 on: July 03, 2014, 10:50:13 am »

Who needs silence when you have FREEDOM?
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zombat

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10781 on: July 03, 2014, 10:56:10 am »

Never liked the sights on the commie

Repeater works good with the cloaker, emperor is pretty decent too.
Mag pistol is good, and that semi auto hand cannon is godly
I can honestly say I've never been killed with a VS pistol
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Aklyon

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10782 on: July 03, 2014, 11:01:52 am »

I can say I've never used the VS pistol, so i'm not surprised zombat. I'd assume someone has, but I don't see it.
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Kanil

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10783 on: July 03, 2014, 03:23:50 pm »

Isn't everypistol generally worse than the Commissioner at everything though?

Most of them have higher DPMs/RoFs, or something. The MagScatter has... 0.16 faster TTK, assuming the target isn't nanoweaved,  assuming you're within 5 meters, assuming you always hit (but never hit the head -- Commissioner is 0.16 faster TTK with a headshot.) Provided you meet that criteria, the MagScatter is slightly better.

At least the Crossbow can two shot stuff from long range, for example. It's niche is significantly less specific than the MagScatters, and even then it's still a bad gun.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

beorn080

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10784 on: July 03, 2014, 03:35:46 pm »

The VS pistols suck. VS hat is no bullet drop. Which the pistols have. However, they share all pistols general uselessness past 30 meters. So the bullet drop doesn't matter. The Cerb does decent damage, but for the Cert cost, go with the commissioner. The only thing the Cerb has on it is the ability to slot a Suppressor which can be useful if you go Infiltrator all the time, but otherwise?
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