Planetside 2 Page 51

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  • orpheus 1 Jul 2013 23:41:27 1,008 posts
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    RedSparrows wrote:
    Lol srs bznss in random platoon. To join their outfit you need K/D +1, and to wear particular camo.
    ROFL must be a new outfit, none of the existing big ones have policies anything like that, certainly none in TVA. KD means absolutely fuck all in PS2, no one with any sense even talks about it anymore.

    On the plus side, pops are getting a bit more balanced now. How many of these new players stick around remains to be seen, but new outfits cropping up is a good sign.

    Edited by orpheus at 23:41:51 01-07-2013
  • RedSparrows 1 Jul 2013 23:43:34 23,892 posts
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    They specialise in 'behind enemy lines black ops'.

    This meant they charged Mao, ignored a counter-attack and got cut off at the ridge, and then mullered by 48+ NC, meaning their hard-won gains counted for absolutely bugger all.

    Edited by RedSparrows at 23:43:55 01-07-2013
  • fletch7100 2 Jul 2013 06:40:22 7,441 posts
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    Smaller scale style battles coming soon

    http://www.gameinformer.com/b/news/archive/2013/07/02/planetside-2-battle-islands-delivers-close-quarters-96-person-combat.aspx
  • Bleh 2 Jul 2013 07:27:12 246 posts
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    The fun in planetside are the large battles not these small battles. If I wanted that I could just play BF or COD. If this is there way to address the pop imbalance I just don't know.
  • RedSparrows 2 Jul 2013 08:58:52 23,892 posts
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    48 vs 48 isn't exactly small.
  • Bleh 2 Jul 2013 09:59:09 246 posts
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    I remember playing BF1942 64 vs 64 so this doesn't really feels that great for a game which promotes itself with massive battles.
  • PearOfAnguish 2 Jul 2013 10:07:30 7,463 posts
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    AA nerf/changes incoming. They're changing the lock behaviour of missiles so you have to maintain the lock until the missile hits, lock time will vary with distance, and missiles will have a lifespan of 5 seconds. Launcher positions will also be flagged on the map.

    Going to make Striker trickier to use, though it's not going to have much affect on its usefulness as a deterrent at close range. Especially if lock is almost instant.
  • RedSparrows 2 Jul 2013 10:09:00 23,892 posts
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    Still, that suits me fine. Doesn't affect my own AA capabilities and helps my flying.

    Bleh - sure, but it's not like those battles will go away. Plus these are for inter-continental war, aren't they?

    Edit: Just read - 48v48 is for MLG etc only. 250+ normally.

    Edited by RedSparrows at 10:27:07 02-07-2013
  • TheRealBadabing 2 Jul 2013 10:25:59 1,348 posts
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    PearOfAnguish wrote:
    AA nerf/changes incoming. They're changing the lock behaviour of missiles so you have to maintain the lock until the missile hits, lock time will vary with distance, and missiles will have a lifespan of 5 seconds. Launcher positions will also be flagged on the map.

    Going to make Striker trickier to use, though it's not going to have much affect on its usefulness as a deterrent at close range. Especially if lock is almost instant.
    Actually it's going to make the striker even more popular as it had to maintain lock anyway. So all they are doing is nerfing everything else.
  • PearOfAnguish 2 Jul 2013 10:26:29 7,463 posts
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    It wouldn't be as bad if the burster or skyguard were much use, right now you might as well blow them a kiss.

    I think the changes to pilot awareness is more the way they need to go. Give ground some effective AA but allow air to have some certs and changes that give them a chance to counter.

    Edited by PearOfAnguish at 10:28:55 02-07-2013
  • RedSparrows 2 Jul 2013 10:27:49 23,892 posts
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    Skyguard is of use. I've got a lot of kills, and way, way more area denials.
  • Duffking 2 Jul 2013 11:17:31 7,484 posts
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    TheRealBadabing wrote:
    PearOfAnguish wrote:
    AA nerf/changes incoming. They're changing the lock behaviour of missiles so you have to maintain the lock until the missile hits, lock time will vary with distance, and missiles will have a lifespan of 5 seconds. Launcher positions will also be flagged on the map.

    Going to make Striker trickier to use, though it's not going to have much affect on its usefulness as a deterrent at close range. Especially if lock is almost instant.
    Actually it's going to make the striker even more popular as it had to maintain lock anyway. So all they are doing is nerfing everything else.
    They need to get rid of the 'last good location' thing on strikers, I think. It's bullshit that you can get behind solid cover and the rocket will just fly 90 degrees round the corner and hit you.
  • andytheadequate 2 Jul 2013 11:28:41 8,322 posts
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    Bleh wrote:
    I remember playing BF1942 64 vs 64 so this doesn't really feels that great for a game which promotes itself with massive battles.
    1942 was 32 players per side, although I think a game called joint ops had 150 player servers...

    I read that these small worlds link the continents up. Does that mean that there will be a proper fight over the continents now? At the moment it feels that if you are losing one one, just love to another instead
  • PearOfAnguish 2 Jul 2013 11:34:23 7,463 posts
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    I think PS1 had a system where you could conquer entire continents, and each faction had home continents (I think, memory is hazy), so perhaps they're moving toward that.

    Bloody hell, that's going to make AA nigh impossible. There's no way you can maintain a lock without getting shot in the head/the scythe fucker flying behind something.
    Don't think it's going to be too bad, it's just going to force Striker wielders to consider their surroundings a bit more - don't go for a lock if the aircraft is flitting in between scenery. It'll also mean that pilots can get on with air-to-air battles without being bothered too much by the Striker at long range, while those who carelessly hover over areas with lots of infantry will find they get battered.

    And just the lock sound is often all you need. Playing yesterday I managed to hold off aircraft coming at a base by just standing on top of a building and locking, but I had no ammo left.

    Edited by PearOfAnguish at 12:18:05 02-07-2013
  • Bleh 2 Jul 2013 12:20:52 246 posts
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    andytheadequate wrote:
    Bleh wrote:
    I remember playing BF1942 64 vs 64 so this doesn't really feels that great for a game which promotes itself with massive battles.
    1942 was 32 players per side, although I think a game called joint ops had 150 player servers...

    I read that these small worlds link the continents up. Does that mean that there will be a proper fight over the continents now? At the moment it feels that if you are losing one one, just love to another instead
    In the beginning yes but with a patch they made it possible to have 128 players on a server.

    Concerning air stuff I would like to see that fighters stick to their air targets instead of ground targets. Same goes for those players shooting with rocket launchers at other players. It should only be useful for armor. That should take some frustration away.
  • orpheus 2 Jul 2013 19:17:32 1,008 posts
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    PearOfAnguish wrote:
    AA nerf/changes incoming. They're changing the lock behaviour of missiles so you have to maintain the lock until the missile hits, lock time will vary with distance, and missiles will have a lifespan of 5 seconds. Launcher positions will also be flagged on the map.

    Going to make Striker trickier to use, though it's not going to have much affect on its usefulness as a deterrent at close range. Especially if lock is almost instant.

    Er, these changes are for air-to-air missiles - not any of the ground-air, handheld launchers. The only changes to those are that missiles will/may show on the map (it's not clear if this is all missiles, or just A2A), and that any target locking on to you (presumably ground & air, though again it's unclear) will be auto-spotted, as if you'd pressed Q on them.

    Flak-based AA was changed last GU. Bursters are now very ineffective over a few hundred metres range, and Skyguards got a buff. Skyguards are now the most effective flak, especially at longer ranges, while Bursters are still the most conveniently available, but won't hit ESFs out of the air from miles away any more.

    E: Oh yeah, Battle Isles. They'll apparently act as bridges between continents, but don't expect it anytime soon.

    Edited by orpheus at 19:19:03 02-07-2013
  • Widge Moderator 2 Jul 2013 19:36:37 13,728 posts
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    Was doing a base defense and moving the cannons was a good move. Had a pair of us reigning explosive death down before having to go to bed!

    _ _ _

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  • PearOfAnguish 3 Jul 2013 09:26:26 7,463 posts
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    orpheus wrote:
    Er, these changes are for air-to-air missiles - not any of the ground-air, handheld launchers.
    Doesn't sound like it, here's what SOE said:

    Lock-On Adjustments
    We’re making some adjustments to anti-air based lock-on weapons with the goal of making lock-on weapons less frustrating and more interesting for both those using them and those on the receiving end.

    Mechanics Changes:
    All anti-air lock on weapons will become maintained on lock. The shooter must keep the target locked for the duration.
    The closer a lock-on target is, the faster it will acquire a lock.
    Lock-on missiles will travel faster
    Lock-on missile lifespan will be reduced to around 5 seconds (down from 8 or 10 seconds depending on the weapon)

    The above changes are intended to create a more interesting risk vs reward dynamic for lock-on missiles. For example, at point blank range, the weapon may lock on instantly and the projectile be too fast to dodge, while at 300 meters it may take 2.5 seconds + maintaining the lock.
  • RedSparrows 3 Jul 2013 16:46:08 23,892 posts
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    It sounds like both are being affected, or just A2A, but not necessarily only G2A.
  • orpheus 4 Jul 2013 01:07:35 1,008 posts
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    Hmm yeah you could be right, my apologies.

    In other news, flare gun is all kinds of awesome \o/
  • TheRealBadabing 4 Jul 2013 01:50:12 1,348 posts
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    Anyone waiting for the triple SC day, it's here!

    Except it's just a 40% discount, so sod that.
  • PearOfAnguish 4 Jul 2013 09:21:00 7,463 posts
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    Eurgh. I was hoping this would be a decent saving on the normal price.

    Oh well, just a few more days of grinding and I'll be able to afford a cheap gun with certs. Hooray.
  • Widge Moderator 4 Jul 2013 11:09:22 13,728 posts
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    After you get a gun you like, it is all about cert grinding for skills anyway.

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  • orpheus 4 Jul 2013 18:48:49 1,008 posts
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    Don't forget it's also double XP from late last night through to Sunday night \o/
  • PearOfAnguish 5 Jul 2013 10:22:34 7,463 posts
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    Yeah, that's helping, managed to wrack up a reasonable number of certs last night, a few hundred instead of my usual pathetic allowance. And since I picked up some SC I can use those certs on skills rather than weapons.

    Also got an "extreme threat" bonus. This sneaky bastard infilitrator was running about near a spawn room (one of those circular ones with four doors) knocking off everyone who came out, but I managed to nab him by listening for his footsteps and cloak then running up behind to deliver an LMG burst to the head.

    Edited by PearOfAnguish at 10:26:20 05-07-2013
  • TheRealBadabing 5 Jul 2013 11:12:49 1,348 posts
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    Was sat in a turret defending Jaegers Crossing when I saw, at range, a Flash speeding around on the west field. Took a quick shot at it and got two extreme threat heavies for the price of one, much more than I normally get even for killing a sundie. I love double XP weekends.

    Also took part in a cracking bridge battle north of Eli Tower. Pulled an anti-tank lightning for a bit of armour sniping fun but was spotted and fired upon as I left the garage. Realising I wasn't going to last long I drove straight at the bridge, did a power-slide and ploughed into one of the alcoves the enemy were hiding in. Ran over around 8 of them, killed a couple of MAXes with the cannon and survived much much longer than I had any right to. God only knows how much carnage I could have caused if I had the viper gun equipped.
  • RedSparrows 5 Jul 2013 23:55:21 23,892 posts
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    I was kicking myself last night. Was in a Scythe, equipped for A2A.

    Found a 20+ TR foot zerg, tiny area, charging at Vanu ground forces. There I was, hovering above... no rockets or PPA. Hailstorm only. Got one kill :(
  • Duffking 6 Jul 2013 00:49:46 7,484 posts
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    That's when you need the lawnmower manouver.
  • Bleh 7 Jul 2013 12:28:55 246 posts
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    Last night was awesome, made a new favorite moment. Spawned on a spawn beacon and during the drop I see an enemy tank below me. I try to stear clear of it but I'm not getting enough room between us. So I thought screw it and landed my drop pod straight on top of the tank. The best part was that afterwards the tank exploded. Bringing down the terror from above new meaning.

    Winning 2 alerts clearly, especially the last one was great. We where leading and the NC and TR both held 2 bio labs. With the last seconds ticking away we capture a biolab from the TR, thus making them last for that alert. It always feels good to screw up the TR. And lets not forget the after fireworks party.

    Also figured out why my game kept crashing. Turning off GPU particle quality helped. I'm having mixed feelings about it. Sure it looks nice but during a battle it's also a distraction and not always helping to see the enemy clear.
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