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Planetside 2 - Page 127

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Disregard
Profile Blog Joined March 2007
China10252 Posts
January 04 2013 13:35 GMT
#2521
There needs to be less funneling in Biolabs, especially in the case of Allatum. Players and zergs trying to capture will just sit on platforms or in teleporter rooms and be farmed all day, boring for both parties even for the defenders. After they nerfed one of the notorious NC Tech Plant with addition of extra generators, there is actually a active defense, allbeit usually not very successful but at least its not another farming enterprise. SOE should just leave the Crown for adequate farming.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
January 07 2013 18:02 GMT
#2522
One thing that's now starting to piss me off real good is that there's no conceivable way of getting rid of all the faggotry that is allies leaving/intentionally blocking locations in the warpgate with abandoned vehicles/turrets. Holy fuck is that some bullshit. Especially given the big risk that a couple galaxies parked on the 2 only landing pads will make your carefully landed ESF blow up for no reason, and even give you a friendle fire tick in doing so.

Zzzzzz
daemir
Profile Joined September 2010
Finland8662 Posts
January 08 2013 06:15 GMT
#2523
What they should do is change how the continent conquest bonus works. I mean, in what realistic situation would a single faction drive 2 other so bad they can't leave their warpgate? Yea, when the continent and server and nearly totally empty. It just reinforces leaving continents where your side already has a disadvantage, who wants to reinforce a fight where you'll just get farmed?

Instead, make it Crown in all 3. That's right. Make holding the Crown be the factor that says who owns the continent bonus or not. The focal point of all 3 sides, no one needs to get pushed into warpgate and then the map situation itself would make most new defenders choose another continent. Still pushing deep into enemy territory would be beneficial, as taking out their tech lab means no MBTs. At least Vanu and NC would be fked on their push then :D. Implementing a Crown style area for the other 2 continents could also lead to more population present in them. So far they've seen really empty compared to Indar.
Rah
Profile Joined February 2010
United States973 Posts
Last Edited: 2013-01-09 03:07:02
January 08 2013 13:15 GMT
#2524
Crown isn't the only point that can be defended, it's only the most popular. Did a hold out the other day at Torremar Storage yard, the last point on Amerish that NC didn't own. NC had 20% more population than us at the start, and enough of them got discouraged to put us in the lead as they swapped continents, and we held onto the bonus. A lot of points are able to be defended as long as you're set up before the enemy zerg reaches it, but I agree that there should be a few more points like this in the game, I think they've over nerfed tech plants. The Ascent should be pretty comparable to crown too.

The problem is more with the players right now than the game I think. There's some serious deathball tactics being used at most hours. It's not the most efficient way to get anything accomplished, but it's the easiest way for people who don't know the game well to gain a few certs. As people learn how to go where they're needed instead of just following the zerg, there should be less of this following the masses.
Streaming on twitch. http://www.twitch.tv/rahsun86
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
January 08 2013 14:14 GMT
#2525

Matthew Higby ‏@mhigby
Should have a post out to you guys tomorrow afternoon with info about this month's update.


I predict:
- New continent.
- Home continents and continent lock mechanics.
- Performance updates

I might be wrong but it would be awesome.
Would fix a lot of the "no metagame" stuff people talk about. I don't agree about the "no metagame" but well, whatever gets people to just enjoy the game instead of wasting time grinding certs.

On January 08 2013 22:15 Rah wrote:
... NC had somewhere around 70% pop on the map, my team had about 50%, ...


VS had -20% population?
imJealous
Profile Joined July 2010
United States1382 Posts
January 08 2013 15:59 GMT
#2526
On January 08 2013 22:15 Rah wrote:
Crown isn't the only point that can be defended, it's only the most popular. Did a hold out the other day at Torremar Storage yard, the last point on Amerish that NC didn't own. NC had somewhere around 70% pop on the map, my team had about 50%, and enough of the NC got discouraged enough to switch continents, and we held onto the bonus. A lot of points are able to be defended as long as you're set up before the enemy zerg reaches it, but I agree that there should be a few more points like this in the game, I think they've over nerfed tech plants. The Ascent should be pretty comparable to crown too.

The problem is more with the players right now than the game I think. There's some serious deathball tactics being used at most hours. It's not the most efficient way to get anything accomplished, but it's the easiest way for people who don't know the game well to gain a few certs. As people learn how to go where they're needed instead of just following the zerg, there should be less of this following the masses.

You and I had a (very brief) air duel over the amp station east of the crown yesterday! I'm not sure if you survived or not, but I apparently got rammed by a liberator I never saw right after you and I played chicken.

On January 08 2013 23:14 Morfildur wrote:
Show nested quote +

Matthew Higby ‏@mhigby
Should have a post out to you guys tomorrow afternoon with info about this month's update.


I predict:
- New continent.
- Home continents and continent lock mechanics.
- Performance updates

I might be wrong but it would be awesome.
Would fix a lot of the "no metagame" stuff people talk about. I don't agree about the "no metagame" but well, whatever gets people to just enjoy the game instead of wasting time grinding certs.

Show nested quote +
On January 08 2013 22:15 Rah wrote:
... NC had somewhere around 70% pop on the map, my team had about 50%, ...


VS had -20% population?


I don't think the next continent will be out yet, that's a lot of art assets... though I suppose it has been a while since the three current ones have been done. I bet if they don't release it they will start hyping it!
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
IRL_Sinister
Profile Blog Joined May 2011
Ireland621 Posts
Last Edited: 2013-01-08 17:34:07
January 08 2013 17:30 GMT
#2527
On January 09 2013 00:59 imJealous wrote:
Show nested quote +
On January 08 2013 22:15 Rah wrote:
Crown isn't the only point that can be defended, it's only the most popular. Did a hold out the other day at Torremar Storage yard, the last point on Amerish that NC didn't own. NC had somewhere around 70% pop on the map, my team had about 50%, and enough of the NC got discouraged enough to switch continents, and we held onto the bonus. A lot of points are able to be defended as long as you're set up before the enemy zerg reaches it, but I agree that there should be a few more points like this in the game, I think they've over nerfed tech plants. The Ascent should be pretty comparable to crown too.

The problem is more with the players right now than the game I think. There's some serious deathball tactics being used at most hours. It's not the most efficient way to get anything accomplished, but it's the easiest way for people who don't know the game well to gain a few certs. As people learn how to go where they're needed instead of just following the zerg, there should be less of this following the masses.

You and I had a (very brief) air duel over the amp station east of the crown yesterday! I'm not sure if you survived or not, but I apparently got rammed by a liberator I never saw right after you and I played chicken.

Show nested quote +
On January 08 2013 23:14 Morfildur wrote:

Matthew Higby ‏@mhigby
Should have a post out to you guys tomorrow afternoon with info about this month's update.


I predict:
- New continent.
- Home continents and continent lock mechanics.
- Performance updates

I might be wrong but it would be awesome.
Would fix a lot of the "no metagame" stuff people talk about. I don't agree about the "no metagame" but well, whatever gets people to just enjoy the game instead of wasting time grinding certs.

On January 08 2013 22:15 Rah wrote:
... NC had somewhere around 70% pop on the map, my team had about 50%, ...


VS had -20% population?


I don't think the next continent will be out yet, that's a lot of art assets... though I suppose it has been a while since the three current ones have been done. I bet if they don't release it they will start hyping it!


Doubt a new continent is coming. Maybe some vehicle changes to encourage infantry play a bit more (outside of massive organised platoons).

EDIT: Having way too much fun in this game atm. There's a very steep learning curve but once you figure out what you're trying to achieve it's golden! I don't even know what to do with my Certs, was getting advice from Rahsun hahaha.
Dbars
Profile Joined July 2011
United States273 Posts
January 08 2013 17:57 GMT
#2528
They really need to merge servers . Mattherson is really dead. Maybe has 2 hours of decent population at prime time.
Lucumo
Profile Joined January 2010
6850 Posts
Last Edited: 2013-01-08 23:24:28
January 08 2013 22:41 GMT
#2529
Played it yesterday for the first time. Some aspects are pretty fun, some are rather lame. Like when you can't get outside because there are a trillion tanks shooting or how aircraft vehicles are too strong(imo). If you are in between bases with no help and just a tank, your feet or whatever, you are definitely going to die :/

/edit: Created an account on Miller. So you can invite "Merem" if you want. I'm mostly playing on Ceres though since that's where I started.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
January 08 2013 23:59 GMT
#2530
Wow, we just had one of the hardest fights i've had in this game so far.
For 3 hours we were fighting with almost 3 organized platoons over Jaeger Crossing and Jaegers Fist and the VS managed to hold us off. When i finally tapped out both sides were basically down to infantry with only a few lightnings and minor air support left and it had turned into mostly a slugfest of exhausted people trying to kill other exhausted people.

The VS had the techlab for the MBT spawns and were constantly throwing magriders, scythes and liberators at us and we kept pushing and destroying all their stuff but we could never get a foothold that allowed us to push them back, instead the answered with constant pressure themselves. We tried to organize flanks, cut-offs and suprise attacks but they answered every strategy with their own tricks and flanks got flanked got counterflanked got countercounterflanked until both sides were basically at a standstill in the middle between Jaegers Fist and Jaegers Crossing.

They slowly managed to push us back inch by inch but it was still a great fight. There wasn't a single second of pause in the whole 3 hour battle and it's probably still going while i write this.

On January 09 2013 07:41 Lucumo wrote:
Played it yesterday for the first time. Some aspects are pretty fun, some are rather lame. Like when you can't get outside because there are a trillion tanks shooting or how aircraft vehicles are too strong(imo). If you are in between bases with no help and just a tank, your feet or whatever, you are definitely going to die :/

/edit: Created an account on Miller. So you can invite "Merem" if you want. I'm mostly playing on Ceres though since that's where I started.


It's a game of teamwork. If you are alone, you will always die a lot, you need a squad or platoon to back you up. A squad also makes anti-air a lot more effective since it scales hugely with the number of anti-air players. 1 is useless, 2 are weak but 3-4 can protect quite well against smaller airfleets.
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
January 09 2013 01:00 GMT
#2531
Anything more than 1 dual burster max is fucking scary if you're just flying around in an ESF or a liberator without a dedicated buddy to protect you in some way. AA definitely isn't as bad as made up to be if you disregard the admittedly underwhelming skyguard. It just requires more people overall performing that task, and like many other dedicated roles in the game, it really shines if you put in the certs to buy a massively priced upgrade in the right hand burster.
whoso
Profile Joined October 2010
Germany523 Posts
January 09 2013 02:31 GMT
#2532
yeah well 2x burster maxes take down esfs so fast. liberators on the other hand...it seems the most powerful way to get rid of a liberator is a liberaotor of your own using the tankbuster. everything else needs actually quite some time (well there is galaxy ramming, but thats gimmicky). dont know...
Rah
Profile Joined February 2010
United States973 Posts
Last Edited: 2013-01-09 03:35:07
January 09 2013 03:17 GMT
#2533
On January 08 2013 23:14 Morfildur wrote:
VS had -20% population?


haha I was tired when I wrote that. I don't remember the exact pops but NC were about 20% up on us is what I meant. I didn't mean for it to sound so much like a made up story or something, but it surprised me, and gave me hope for some defensive strats in this game.
Streaming on twitch. http://www.twitch.tv/rahsun86
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
January 09 2013 05:58 GMT
#2534
On January 09 2013 11:31 whoso wrote:
yeah well 2x burster maxes take down esfs so fast. liberators on the other hand...it seems the most powerful way to get rid of a liberator is a liberaotor of your own using the tankbuster. everything else needs actually quite some time (well there is galaxy ramming, but thats gimmicky). dont know...


Depending on the playstyle and skill of the libby pilot and gunner/s it really takes a variety of counters. As you mentioned, another lib is a good bet for sending them off, given you can get the drop on them either with the tankbuster or a dalton round or along the lines of that.

If they're overextending or flying too low, tank rounds are quite effective and not that hard to hit. Although you'd argue this scenario requires a fail on the pilots side, it just happens pretty damn often.

If you encounter one of the high upgraded dalton lib's with zoom that hovers at like 600 meters, well my opinion is you need to either zerg it with ESF that are willing to sacrifice if the position is of tactical importance. Otherwise the slower approach is to engage with AA missiles in ESF's out of range or from above.

A great pilot with an equally good gunner just is really difficult to down, when they can neglect the shitty tailgun and simply fly upside down to kill ESF's from behind, or dogfight/chase with the tankbuster. It's rare however that I find myself feeling it's overpowered anymore with the experience of how to avoid getting raped by them.
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2013-01-09 08:52:28
January 09 2013 08:41 GMT
#2535
Info on the next big update coming at the end of the month is out

http://forums.station.sony.com/ps2/index.php?threads/happy-new-year-update-02-info.77203/

Some good changes...
Increased render distance for maxes
Making Skygard easier to use
Rebalancing xp gain to devalue spawn camping and reward support roles
Population bonuses to be continent based, rather than global (encourages playing on the low pop continents)
Defensive tunnels under amp stations and tech plants
New SMG weapon category
Nerfs to anti-infantry tank weapons

I'm not sure I'm a fan of temporary invulnerability after spawning/reviving. To me, that is what shielded spawn rooms and skillful sunderer placement are for. They are already making it less rewarding to spawn camp with the XP change, but this makes it out right disadvantageous to be near an enemy spawn point or a dead enemy. Even if it cancels when the player shoots, that means they have the freedom to choose when to engage (such as when you are running away or when you have wasted part of your clip testing to see if they were vulnerable yet).
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
January 09 2013 09:12 GMT
#2536
I agree, temporary invulnerability is an idea that can backfire really hard. It just screams for abuse.

If your spawn gets camped, just stop spawning there, you've lost that position. Spawn at another Sunderer or respawn at a nearby base and bring in new sunderers and reinforcements from a safe place. You shouldn't be rewarded for placing your Sunderer in a position the enemy can spawncamp.

I had it happen a few times that i got to the enemy Sunderer but had no way to destroy it, but i could still disable it by shooting anyone spawning on it, allowing my allies to reach and destroy it. It's a valid strategy and anyone dying to a spawncamp more than once deserves it. Every time the same happened to me i just respawned at another Sunderer and cleared the spawn camp from a different angle, it's really not that complicated.

The other patchnotes are ok, just wish there was a "New continent" patchnote.
imJealous
Profile Joined July 2010
United States1382 Posts
January 09 2013 09:18 GMT
#2537
My thoughts exactly Morfildur
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Disregard
Profile Blog Joined March 2007
China10252 Posts
January 09 2013 09:31 GMT
#2538
Invulnerability at respawn in biolabs is going to be hell. Even though I haven't touched PS2 since a week ago.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
daemir
Profile Joined September 2010
Finland8662 Posts
January 09 2013 11:15 GMT
#2539
The revive spawn immunity will just depend how long it lasts. If it's like 1s, long enough to dodge behind some cover after being ressed, I have no problem with it. You're not gonna break a proper spawn camp with 1s immunity after being revived, but it was pretty dumb that if you got revived, you'd be shot again before you even get up on your client.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
January 09 2013 11:24 GMT
#2540
On January 09 2013 20:15 daemir wrote:
The revive spawn immunity will just depend how long it lasts. If it's like 1s, long enough to dodge behind some cover after being ressed, I have no problem with it. You're not gonna break a proper spawn camp with 1s immunity after being revived, but it was pretty dumb that if you got revived, you'd be shot again before you even get up on your client.


You can't be killed while you are on the loading screen, you are already immune to damage for that time (unless you get the triple loading screen bug, but that's another matter). I've shot quite a few people next to a sunderer without them taking damage.

To deal with a single spawn camper, just spawn as heavy, spam that F key and once your loading screen is done, use the extra HP of the shield to turn around and shoot that guy. He can't kill you before you get the shield up.

As for revives, don't accept revives if there is a chance you might die again. Wait a few seconds for a break in the gunfire.
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