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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 1132690 times)

palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10860 on: July 13, 2014, 07:16:00 pm »

A better question is "why did you buy the Canister anyway?"

Know a few players where it's one of their last Auraxium medals to get. An handful have even managed it. Had a moment a few days ago where we had two Vanguards in the same armour push using Canisters. This was pointed out and the subject of an extended conversation over proximity chat.

I've tried to use it a couple of times myself (on other people's tanks, not buying myself) and found you can reliably get lots of assists by pointing it at a hillside covered in enemies and spraying wildly. Beyond that didn't find much use.
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10861 on: July 13, 2014, 07:37:59 pm »

I use raw mouse input. AFAIK it's actually a hardcoded thing in some vehicle weapons, including things like the Lightning and MBT main cannons. They don't aim like infantry weapons (i.e following your cursor around perfectly), they sort of slide around.
Next time you're in a tank move the mouse/turret around in first person view. Then move it around in third person view. There is sort of acceleration while in first person, but there is slight lag while in third person. You can spin the turret around much easier in third person. It's quite weird.
Quote
jump pads
You don't even need to be an LA in order to land in unexpected locations from a jump pad. When jump padding to a biodome, for example, I always aim to land on the platform that circles around the entire dome instead of the actual landing pad, which usually lands me behind where everybody is looking. For those unaware, any time you're in the air whether it be from jumping, using jump pads, or even using elevators you can use your movement keys to manipulate where you go. This is why when someone goes up an elevator you may see them looking up and spinning around really fast, because they are holding W to go up quicker, which can also be accomplished by looking at the horizon and holding the jump key. If you're using the tunnels in certain bases such as tech plants you can hold the jump key to float along the roof of the horizontal elevator instead of skidding across the ground.

DJ

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10862 on: July 14, 2014, 10:43:03 am »

Canister sucks on Vanguard, sure, but on a Harasser it's the best thing ever. I got 40 certs in ~15 minutes the other day as a driver, and there was maybe ten roadkills in that. You wouldn't believe how oblivious infantry can be to a harasser plowing through them if it doesn't show up on the minimap.
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PTTG??

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10863 on: July 14, 2014, 12:02:38 pm »

I needed to delete my old character to swap servers, now I need to rejoin DORF. It's been a long time since I last played.
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Rex_Nex

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10864 on: July 14, 2014, 12:05:22 pm »

I heard that HEAT/HE rounds are being nerfed due to their infantry farm ability. Has anyone played with that on PTS? Should I purchase AP instead? It might make sense anyway, the majority of my HEAT infantry kills are from direct hits.

I also grabbed the engineer bundle a few days ago. Comes with the AV mana turret and the Underboss.

I really like the turret. I had no idea the rockets were mouse-guided and not lock-on/homing, which took a minute to realize but is pretty useful. They even work against air, which is really cool for those times a bunch of gals/libs are camping a spawn. Just spawn somewhere close and throw down a turret somewhere discreet and you can start pestering them! The time between shots is too long to actually kill anything bigger than a lib, but it'll certainly get their asses moving.

The Underboss is nice, especially when I'm nice and relaxed and can aim those shots well. If I cant aim, then it's pretty trashy, but that's to be expected. More importantly, revolvers feel so meaty and good. That pop sound when they fire... mmf.
« Last Edit: July 14, 2014, 12:11:26 pm by Rex_Nex »
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10865 on: July 14, 2014, 04:57:38 pm »

When I'm playing a tank my main targets are other tanks and vehicles, unless I'm a skyguard, so HEAT/AP rounds are what I go for. I've never even touched HE rounds. Infantry can take care of other infantry well enough, and people don't like going out in front of tanks anyways so it's a sort of deterrent. (EDIT: Also I suppose it depends on what tank you're using, Lightnings typically shouldn't be fighting MBT's, so HEAT or even the default gun are preferable).

Then again I rarely ever pull a tank, I'm more of an infantry guy, those tank and air resources usually just go to waste sitting around in my bank with nothing to do.

The AV turret seems nice, but it would be even more nice if the missiles had a bit of a turning radius so they were less effective against infantry.

I have the large revolver but I don't remember how I got it, and I never use it. Whenever I'm in a situation where I need my sidearm I'm usually pancaking and twitchy, which is why I like the Desperado (burst fire pistol for the NC).
« Last Edit: July 14, 2014, 05:03:09 pm by OzyTheSage »
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10866 on: July 14, 2014, 05:17:13 pm »

Yeah, Vanguard should always go AP in my opinion. Considerably more damage, still one-shots infantry on a direct hit and Vanguards are basically anti-tank platforms anyway. I generally pair it with an AV secondary. Halberd is great, Enforcer still good. Technically the Enforcer has higher DPS (or at least that was true last time I checked the numbers) but since it lost the incredibly OP one-shot-kill on infantry I don't think it's quite as good. The Halberd with AP Titan also gives you the best instant burst damage available. That said, I still run the Enforcer as I usually have pubbie gunners and think it's considerably easier to use.

Lightnings I generally go with the Viper (default) for anti-infantry or Skyguard for anti-air. I don't feel the Lightning ever holds its own against MBTs unless you are just playing a numbers game with a huge Lightning zerg, in which case the Viper is good enough anyway (or you should pull the Skyguard to counter the Libs after the juicy zerg certs). Frankly I've been preferring AV/AA MAX suits to Lightnings anyway so long as I can get a lift between fights. The flexibility is very useful and the weapons are nearly as good (if not circumstantially better) when you have both arms.

For me, pistols are the oh-shit button as well as my silenced backup. If I find a potential stealthy execution on a sniper or engineer then having a silenced pistol rather than my main shotgun or LMG light up the map can be useful. I find the default is generally good enough.
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Skyrunner

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10867 on: July 14, 2014, 05:30:52 pm »

Some day I want to do a lockon alpha strike squad. Camp near a big air fight and everyone locks on to a single target at a time, meaning like 8 rockets at once. :P
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Ozyton

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10868 on: July 14, 2014, 05:46:50 pm »

Wouldn't one flare negate all of those?

darkrider2

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10869 on: July 14, 2014, 06:30:10 pm »

Well farmriders (PPA) are just goddamn everywhere currently, the Saron is annoying but as an AP vanguard (w/ enforcer gunner) I can still take on a single saron magrider, which is just enough to make the vanguard a god because there will only be one saron maggie in every ten farmriders that are all over the place. I don't even bother grabbing an infantry class if I see magriders, that PPA thing is the greatest infantry farming tool right now and can just vaporize a MAX's health in no time, so what's the point.

And then in their update meant to reduce vehicles farming infantry, not a mention of this weapon, awesome.

*cough* /rant

Anyway, as usual with all nerfs this new round is going to have some major side-effects. Bases are going to become A LOT more defensible, especially towers, the HE suppression won't be as powerful or available to the attackers.
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Sordid

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10870 on: July 14, 2014, 06:43:41 pm »

Some day I want to do a lockon alpha strike squad. Camp near a big air fight and everyone locks on to a single target at a time, meaning like 8 rockets at once. :P
Only 8?
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Aklyon

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10871 on: July 14, 2014, 07:11:28 pm »

Some day I want to do a lockon alpha strike squad. Camp near a big air fight and everyone locks on to a single target at a time, meaning like 8 rockets at once. :P
Only 8?
And this is why I want to get a lock-on launcher at somepoint. Much more silly things can occur compared to the S1.
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palsch

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10872 on: July 14, 2014, 08:37:29 pm »

Luckily there have been a lot of nerfs to lock-ons since then. But those things are why I have certs in IR Smoke for both tanks. You never knew if a lock was one guy trying to chase you away or a whole swarm of strikers about to vape you.
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Skyrunner

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10873 on: July 14, 2014, 09:15:33 pm »

I hate it when an A2A lockon targets you, and you run away, but get uit by 3 missiles anyways. :/
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Duuvian

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Re: Planetside 2: Free-to-Play MMOFPS. 2000 players/server.
« Reply #10874 on: July 17, 2014, 06:06:58 am »

Hotfix today: https://forums.station.sony.com/ps2/index.php?threads/update-notes-7-17.193920/

Also this: The /bug window had usability improvements based on /r/Planetside/ feedback.

Nice! I wonder if I'll be able to tell if my bug reports actually are acknowledged now.

Lots o map fixes, well done, someone pat the devs on the back.

Some stuff on the Test server (been there a while but I wanted to see what forumside made of it)

https://forums.station.sony.com/ps2/index.php?threads/resource-changes-nanite-costs-from-test.193672/

The following are the current prices on the test server.

30 = Flash / Smoke / Decoy / EMP Grenade
60 = Frag / Sticky / AV Grenade
90 = C4 / Prox Mine / Tank mine / Conc Grenade
120 = Flash
240 = Harraser / Sunderer
420 = MAX / Lightning / ESF
540 = Lib / MBT / Galaxy

120 = Flash

120 = Flash

120 = Flash

The hell? I could see that price maybe for a max scout radar flash that won't be driven into danger but hang around the edge instead to give scout radar, or a wraith flash because those are dangerous AND can stay alive for a good while in the right hands. But for a turbo flash that will explode randomly on landing after using it for MAXIMUM FUN, can't be flipped over and that I will primarily be driving directly at people at the highest speed possible for roadkills while fully visible? All that and I would potentially have to sacrifice infantry tools each time it dies and I have to respawn it, rarely having done something useful for my team? No thank you. I was often capped in vehicle resources on live, so it was no issue pulling it. At this price either I'll be in a flash 24/7 and potentially sacrificing my infantry tools if I explode quickly (not hard to do) or vice versa.

That said I think the combination into one resource is a good thing. The prices may need to be adjusted slightly, and my initial suggestion is for the flash to be priced according to attachments, with wraith and scout radar flashes costing 120 while the the extremely hazardous turbo or the ones not many people use (mineguard, looking at you) are considerably cheaper. Possibly have a weapon attached also add to the cost though since one assumes they want weapons to be bought it may not be in SOE's interest for that one.

Either that or make max turbo standard on flashes. This would actually be the best idea ever. I could mount a scout radar while zipping around and turboing off hills being hard to hit and generally staying alive. It would be similar to what I do now except I'd be using turbo much more conservatively instead of EPIC JUMP EVERY RECHARGE due to the desire to survive primarily to benefit to my team as well as boosting morale as I currently do with my backflips. Not spending 120 more nanites would weigh on that decision but not as heavily as staying alive to be useful. I would use turbo offensively less often to roadkill people as there would be an incentive other than the KDR I don't really care about to stay alive on the flash, which would mesh well with the resource revamp. If the idea of having scout radar flashes flying all over on all sides engaged in a fight is too strong, you could reduce the range of the flash scout radar slightly, or force them to be outside and moving for scout radar to work and have lockons acquire them faster, or have the radar only function while airborne or some other limitation.

Also some posts with numbers by a guy named Khopesh, opinions and suggestions are his: https://forums.station.sony.com/ps2/index.php?threads/why-does-the-spiker-not-167dmg-per-shot-model.193531/page-2


Highest DPS-

1) 1,602 DPS - Spiker
2) 1,577 DPS - TX1 Repeater
3) 1,561 DPS - T4 AMP
4) 1,391 DPS - LA3 Desperado
5) 1,200 DPS - NC08 MagScatter

(The MagScatter should be at 1,550 DPS. It's the worst ranged pistol in the whole game counting use with the smartchoke, and deserves to at least be in the general DPS range of the other faction's weapons. That and we don't have a weapon with higher DPS than the Desperado ATM. While this is fine for now, when these pistols come out, and everyone else has a close range sidearm that's over 1,575 DPS, the NC will be without an equivalent option.)

Highest CQC Pistol Reload Speed-

1) 1.53s/1.845s Short/Long reload speed - Spiker
2) 1.55s/1.85s Short/Long reload speed ---- LA3 Desperado
3) 1.6s/2.0s Short/Long reload speed ------- T4 AMP
4) 1.7s/2.0s Short/Long reload speed ------- TX1 Repeater
5) 1.8s/2.6s Short/Long reload speed ------- NC08 MagScatter


------------------------Part 2------------------------

Of course, reload speed and speed at which the weapon empties the magazine are hand-in-hand for balance.
This is a comparison of the speed at which the weapon empties the magazine on the same weapons.
(Note, I rounded the T4 AMP's general number to 1.35, as 1.3447 is an imperceptible difference, and the AMP was the only one that rounded up instead of down).

1) T4 AMP -------------- 1.35 (Exactly 1.344717182497332 according to statistics) seconds.
2) Spiker ----------------- 1.40 (Exactly 1.404421326397919 according to statistics) seconds.
3) TX1 Repeater ------- 1.49 (Exactly 1.491124260355030 according to statistics) seconds.
4) LA3 Desperado ---- 1.68 (Exactly 1.680000000000000 according to statistics) seconds.
5) NC08 MagScatter - 2.00 (Exactly 2.000000000000000 according to statistics) seconds.
Again, the MagScatter is short changed here.
Upping the rate of fire to my suggested 155 RPM (1,550 DPS) would change it to the below:
1) T4 AMP --------------- 1.35 (Exactly 1.344717182497332 according to statistics) seconds.
2) Spiker ------------------ 1.40 (Exactly 1.404421326397919 according to statistics) seconds.
3) TX1 Repeater -------- 1.49 (Exactly 1.491124260355030 according to statistics) seconds.
4) NC08 MagScatter--- 1.55 (Exactly 1.548387096774194 according to statistics) seconds.
5) LA3 Desperado ----- 1.68 (Exactly 1.680000000000000 according to statistics) seconds.
NC would still have the worst stats here, but at least they would have a more competitive weapon for the CQC pistols.


Highest CQC Pistol Continuous Fire Accuracy -
After just shy of two hours testing of these weapons on PTS, here are the max ranges (rounded down to the nearest whole meter) at which each pistol can kill in one magazine while firing as fast as the weapon can fire while ADS (On the MagScatter, smartchoke numbers will be the main number, and a secondary set will show the numbers without the smartchoke).
Keep in mind, I only counted kills that occurred with leg and chest shots.
These numbers are based off kills without ANY headshots (Thus why it took so long to get these numbers).
1) 33m - Spiker
2) 30m - LA3 Desperado
3) 22m - TX1 Repeater
4) 20m - T4 AMP
5) 14m (16m with Smartchoke) - NC08 MagScatter


These ranges make -almost- perfect sense.
They fit the faction traits perfectly.

VS being mobility, and with it, accuracy. Specifically while moving.
TR being Dakka (Though the AMP needs more ammo. They really skimped the TR on ammo for it, seeing how it's the lowest damage per shot AI weapon in the game. The AMP needs 24-26 rounds per mag.)
And NC being hard hitting. (Whether they achieve that via high damage per projectile, or via a shotgun spray of projectiles.)

The one thing that doesn't fit here is that the Spiker has such an incredible DPS.

/endquote

In my opinion he's right about the Spiker. It doesn't seem quite right for it to be at the top of so many statistics compared with similar weapons. If it can reach out to longer range, fine but it shouldn't out damage per second an AMP at half the Spiker's longer range. It sounds like the AMP could use a few more rounds in it's magazine. It also sounds like the shotgun pistol could use some sort of buff to it since not many on forumside seem to like it.

My cynical side says the VS pistol is purposefully going to be released into a pool of what many people consider a weak VS weapon group in a quite strong state like the ZOE was added to what was considered the weakest MAX of the three and then nerfed a few months later after lots and lots of sales. Prove me wrong, SOE devs, don't release it too strong! VS Emerald are quite powerful enough as it is, if it weren't for NC having a higher population after the merge they'd still be beating us all over the place and it's not ALWAYS due to tactics, better co-operation or superior skill as is eternally claimed by purple. While I am not ashamed to admit NC's failings are often the case, I've seen tank columns blown up by invisible lancer users that can't be shot back at, spLashed by entire outfits raining area damage from a hill on the remaining infantry after all the vehicles were Lanced, or PPA'd trying to get out of a doorway from a tank 250+ meters away on a hill other tanks can't reach, or killed by an adadad wizard with the Orion too often to accept NC's failures are the cause 100% of the time, Wisdomcube be damned.
« Last Edit: July 17, 2014, 07:25:29 am by Duuvian »
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FINISHED original composition:
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Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit
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