Just logged in and can see that somehow TR have managed to take Indar on Miller... probably at 3am with minimal population of the other factions.|
Edited by SnipeyUK at 18:18:41 28-03-2013
Planetside 2 • Page 44
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Woodman has gone insane since becomming a 'recommended' server.
Twice in the last week it's had all 3 continents full 0_o
Had a moment to on and get SC. bought the AV Turret and the AA gun for the sundy. Irritatingly have 670 cash in a world where everything costs 700.
Ran about a base healing stuff before deciding to test out my AA sundy add on.
En route to battle, a single aircraft thought the spotted an easy kill. I parked, got in turret and dispatched. Rather pleasing.
What is the mechanic of a continent lock then? How do you break the thing?
Edited by Widge at 16:36:48 31-03-2013
'Locking' in its current incarnation works as follows. To take a continent, you have to capture every hex. If you control the entire cont, it becomes yours. To remove it, you need only to remove all of the controlling factions hexes.
So right now, the focus for Indar should be gating the TR and removing their lock - something we've come quite close to several times since they did it. However, the NC either don't realise this is how it works and attack us when they could/should be hitting the TR, or the two factions are still vaguely in collusion and the NC are actively trying to thwart attempts to remove the TR lock. I'm honestly not sure which of the two it is!
Odd. I'm sure the continent locking had been there for ages. I often used to see the continent selection blobs different colours way before this was announced.
Does it give a bit of a fanfare and a prize now?
Poor old Vanu seems to be the lesser faction on Miller now.
Edited by Widge at 18:55:07 31-03-2013
I play as TR on Miller and honestly the Vanu never seem a threat.
Those NC buggers though...my they can put up stiff resistance at times.
When the TR zerg begins Vanu always falls fast even with a decent population online.
Which is interesting for me as I was originally going to pick Vanu but my outfit plays as TR.
I think I have seen that AVF are TR on Miller.
Clive_Dunn 4,863 posts
Seen 1 year ago
Registered 14 years ago
Worst weapons, poor organisation, nerfed armour, lowest pop by miles for the VS.
Nice to see SOE give us some love with the empire launchers though - oh wait, we get the shittest weapon again. Cheers then.
Yeah it's been like that since Beta Widge.
@Gunzberg hardly surprising really - Vanu had decent pop on Miller to begin with, but since the magrider/saron nerf, the 4th Empire faggots have all fucked off to TR & NC. NC started out with the lowest world population on Miller, but it's now Vanu and has been for quite a while. TR pop hovers in the high 40%, NC in the high 30s and VS now in the mid to high 20s even at peak times.
Takes the piss a bit really, they never should have allowed multiple-faction characters on one account. On the plus side shotguns and scatmaxes are due for a nerf soon, so maybe that'll rebalance the population some.
Saying that Vanu kicked our asses a bit tonight on Amrish but that was primarily due to the TR frontline being massively stretched and NC hitting us in the back.
Still I always have the impression that the average Vanu soldier falls faster to my weapons vs an NC soldier (who usually kills me even when I get the drop on them at times)
According to my outfit who came from NC or tested NC, the NC guns are more accurate and more powerful. Who knows if that's true but I feel there might be something to it
Vanu feel like home and it is where the EG community seems to be, so I wouldn't see myself moving!
Anyone else on Woodman as Vanu?
Some great battles last night. Couple days ago VS (including UBAD & other Vanu Accord members) took Indar during the daytime, circa 10am, which has led to a forum thread full of TR sperging rage - and some hefty attempts to break our lock.
We locked down Allatum last night and saw off hours of NC assaults while the TR gated us, then TRAM (terran alliance miller) sent a 50-strong max crash our way, trying to steamroller us as we were down to the last five or so hexes. We smashed the TR max crash and sent the elmo's running, and still have indar . Have a feeling we capped Amerish as well last night after I logged too.
We may be the lowest pop on Miller, but we can still kick arse!
Errol wrote:Ah the zergfest outfit † I'm a squad leader in VVG playing as Duffk1ng as duffking was taken for some reason.
Cool. I'm in FVK as Errol.
Yeah, it seems to have grown pretty rapidly. We've noticed you guys seem a bit more organised lately. I used to see massive FVK zergs on Indar every night but I get the impression you split your numbers up a bit more now.
We're a fair bit slower with our recruitment but we get a full platoon most nights of the week.
Edited by DUFFKING at 18:48:00 07-04-2013
Just a bit of warpgate fun
figgis 7,603 posts
Seen 3 hours ago
Registered 11 years ago
Christ how come every time I turn this on it needs a 6 gig patch?
It doesn't normally, most patches are a few hundred meg. You've likely not switched it on since they changed some of the bases & terrain.
What suit armour of people running these days?
Other than medic Iíve always run flak to avoid proxy mines etc. but Iím leaning to towards nw now (maybe going to lvl5) as with the new launchers there are less vehicles in the game and I seem to be living a bit longer in fire fights.
Bleh 275 posts
Seen 6 days ago
Registered 10 years ago
I feel like running around like a headless chicken lately and that's not only because I get killed way too much. I don't know what armor I should use as well. First I was running around with nw than I used flak but I'm back at nw. I guess when their isn't much opposition it's best to use flak to counter potential mines and in large fight use nw.
I did buy the Lancer and love it as a rocket launcher. Doesn't do much damage but the high velocity is insane. There is almost no need to guide your aim it's mostly just point and the target and shoot. It's even handy for those pesky air units. Although you need to hit it 3 times or a fully charged shot to get surface to air points.
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