Planetside 2 - Page 128
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IRL_Sinister
Ireland621 Posts
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Yello
Germany7411 Posts
btw. Morfildur: Are there many active players in the TL outfit on Miller? I am playing on Ceres atm and I'll totally switch to Miller if you got enough active guys there ![]() | ||
Deleted User 101379
4849 Posts
On January 09 2013 20:53 Yello wrote: wow, Underbarrel Grenade Launcher is amazing. I finally can easily kill Max units with LA. Why did nobody tell me about that before? btw. Morfildur: Are there many active players in the TL outfit on Miller? I am playing on Ceres atm and I'll totally switch to Miller if you got enough active guys there ![]() Most people from EU play on Mattherson (US East) in the TR outfit of Rahsun, the lag is supposedly not that bad. Most of the time i'm the only one online in the outfit, though sometimes we are 2-4. Usually everyone from the outfit just joins the platoon of Zukhov, the imho best platoon leader on Miller, we don't really do much together as an outfit due to lack of players. | ||
IRL_Sinister
Ireland621 Posts
On January 09 2013 20:53 Yello wrote: wow, Underbarrel Grenade Launcher is amazing. I finally can easily kill Max units with LA. Why did nobody tell me about that before? btw. Morfildur: Are there many active players in the TL outfit on Miller? I am playing on Ceres atm and I'll totally switch to Miller if you got enough active guys there ![]() Roll a char on Mattherson and join us. Now you have a better idea of what you're looking for in your playstyle so it will be a lot easier to spend and obtain certs. EDIT: a few of us are online most, if not every, day(s). | ||
Thezzy
Netherlands2117 Posts
I'd love to be able to play with some real teammates but my current char on EU cannot be transferred can it? The biggest cert investment I have in it is the bolt action rifle for my Infiltrator (I just love sneaking into a base and disable/hack stuff and then headshot the Engineers trying to fix the mess, joinking people out of turrets is equally fun) and I'm currently saving up certs to get C4 for my Light Assault. I'd probably have to start the whole certs stuff from scratch again but do you get certs much faster with a real team? | ||
Yello
Germany7411 Posts
On January 09 2013 22:25 IRL_Sinister wrote: Roll a char on Mattherson and join us. Now you have a better idea of what you're looking for in your playstyle so it will be a lot easier to spend and obtain certs. EDIT: a few of us are online most, if not every, day(s). okay, gonna try that ![]() btw. which is the most effective way of getting certs? Most people seem to just farm kills or ress at Biolabs and Crown and I haven't seen much organized gameplay beside that one time I was invited to a squad (I forgot who the leader was) and that was like the only time I really saw good teamwork. | ||
Lucumo
6850 Posts
On January 09 2013 20:53 Yello wrote: wow, Underbarrel Grenade Launcher is amazing. I finally can easily kill Max units with LA. Why did nobody tell me about that before? btw. Morfildur: Are there many active players in the TL outfit on Miller? I am playing on Ceres atm and I'll totally switch to Miller if you got enough active guys there ![]() If you are Terran on Ceres, you can play with me ![]() | ||
Deleted User 101379
4849 Posts
On January 09 2013 22:51 Yello wrote: okay, gonna try that ![]() btw. which is the most effective way of getting certs? Most people seem to just farm kills or ress at Biolabs and Crown and I haven't seen much organized gameplay beside that one time I was invited to a squad (I forgot who the leader was) and that was like the only time I really saw good teamwork. Patch notes for the Jan 30th patch included "Server Transfer tokens in the depot", until then, no server transfer. Also, no account wide unlocks yet (are supposed to come at some point), so if you have 2 TR characters you need to purchase the same weapon for both characters individually. Organized play usually has less cert gain than lone wolfing/zerging it since there is more downtime, but it's also more fun. The best way to get certs is either killing lots of stuff, playing medic and reviving/healing in zerg battles or to gun in a liberator - though that doesn't work if your faction doesn't have air dominance. However, if you play for certs, K/D, score or such, you will miss most of what makes PS2 enjoyable. If you find a good platoon leader, the game becomes a totally different experience. The problem is finding the good platoon leader since most of the public squads are just plain bad but if you keep looking, at some point you will find a good platoon leader. That is how i found Zukhov, the platoon leader i now usually play with. I just joined platoons randomly, stayed in them for a while and eventually found his platoon. | ||
IRL_Sinister
Ireland621 Posts
On January 09 2013 22:51 Yello wrote: okay, gonna try that ![]() btw. which is the most effective way of getting certs? Most people seem to just farm kills or ress at Biolabs and Crown and I haven't seen much organized gameplay beside that one time I was invited to a squad (I forgot who the leader was) and that was like the only time I really saw good teamwork. It really depends on your playstyle and what you're doing. For me personally, I've put points into a few different things (with help from the other TL guys). 1) Get AMS on the Sunderer (it's in the Utility Slot). What it does Any time you get a Sunderer and you have the AMS equipped in the Utility Slot, when the vehicle has come to a halt you can press "B" to deploy. This enables you, and anyone else, to SPAWN on the location of that Sunderer. This is extremely effective for squad/platoons when assaulting or defending certain locations. Sunderers should always be your #1 priority to kill when an enemy comes to attack you. You will also get +2 exp (unbuffed) for every single person that spawns on the Sunderer. 50 Certs 2) Get a Squad Spawn Beacon. What it does You never know when you're going to be leading a squad. What the Spawn Beacon does is that it enables you to drop it anywhere on the map and every single member of your team can spawn on the location in a drop pod. It has a CD which can be lowered by investing more points into it. Extremely useful for a minor cost of 30 Certs. After that I have gotten person upgrades. Engineer I've upgraded the repair tool to level 3. It repairs things quicker and doesn't overheat as quick. This is extremely useful when defending to repair generators, Max, Vehicles and Turrets. I use this tool a lot in defensive situations and because I'm fucking awful at flying I need to repair my Mosquito every 49 seconds. Heavy Assult I've put most of my Certs into Heavy Assault because it's the class I play the most. I have the Ability Slot at level 4 to enable me to take extra hits in one-on-one situations. I have the NV/HS scope to make my gun a fucking powerhouse in battles (short range). I have also added the Grip to make the awful recoil more manageable. Upgraded standard Armor and Health to make me more durable in the field. Saving for Unfortunately, I don't know what I want at the moment. It's really a toss up between one of the following 2; Rocket Pods on Moquito (1000 Certs) The 1000 Certs LMG for Heavy Assault. Not sure which one to get. I'm terrible at flying the Mosquito but I'm getting better and better and the Rocket Pods will enable to rain down fire on Infantry as well as Armor in support situations. The 1000 LMG for HA is pretty obvious -- it's a more powerful and balanced LMG than the default enabling me to get more kills, and be more effective in general. The big problem is Certs. I'm currently sitting at 150 (after about 2 days) and the thought of saving for 1000 to have them all disappear is frustrating. Time will tell over the next week or so I guess. | ||
gostunv
Japan1178 Posts
I would honestly just put in some money (preferably on a triple SC cash day) and buy the 1000 cert stuff. Its not worth saving all that imo. Theres just too many things that you can upgrade with certs only, and alot of those costs like 100-200 certs at first level. | ||
Divine-Sneaker
Denmark1225 Posts
As for nerfing HE shells(for lightning I take it), meh, I don't find it particularly overpowered at all. Does shit all damage to anything else than infantry, and it's main boon is really the bigger splash over the HEAT round to begin with. It has enough downsides as is in my opinion with a high pricetag and very slow projectile velocity. | ||
gostunv
Japan1178 Posts
dont know why that isnt being addressed when its the #1 problem right now. | ||
Deleted User 101379
4849 Posts
On January 10 2013 02:51 gostunv wrote: they could of just added gaining xp for defending shit rather than all these spawn camping nonsense. dont know why that isnt being addressed when its the #1 problem right now. There is an XP bonus for everything you do while defending a base, so defending actually gets more XP than zerging around and capturing bases. People still run around and capture bases because they get a big, shiny "+XP" at the end of the battle instead of small amounts throughout the battle. On January 10 2013 02:35 Divine-Sneaker wrote: I agree with most of the changes, but I don't see why kills on players who have yet to get any kills on their life has to yield less than it does now. All we need is that supporting yields more and that capturing and defending bases gives an appropriate amount in comparison. The certs come slow enough if you're not into mindnumbing mindlessness. As for nerfing HE shells(for lightning I take it), meh, I don't find it particularly overpowered at all. Does shit all damage to anything else than infantry, and it's main boon is really the bigger splash over the HEAT round to begin with. It has enough downsides as is in my opinion with a high pricetag and very slow projectile velocity. The XP reduction for players without kills is probably to make it more rewarding to destroy the sunderer instead of sitting next to it with a HE lightning or above it in a liberator and killing the guys that spawn on it. We have to see how the numbers look in the end though, it might be either a less or an even more significant change than we assume. | ||
daemir
Finland8662 Posts
oft there's a bug that you won't restock the grenade ammo from an engi ammo pack (it is meant to do that however). At least as an engi camping on top of my pack I was able to restock it consistently if I used the knife melee attack immediately after firing off a grenade (so melee during the reload animation once to break it). Don't ask me why, but that certainly works until they roll out the patch where they fix it properly. the naderifle has plenty of other bugs too, such as sometimes the grenades do no damage, sometimes it causes your other weapons to do no damage, sometimes you can't swap out of the launcher and so on. Real buggy, but awesome when it's working. sinister: I didn't find any of the alternative LMGs for heavy worth the cert cost, so if you plan on getting one, wait till 2x or 3x station cash day again. The standard CARV is good enough. What I'd do is unlock a shotgun (haymaker for me, largest mag) since it's unlocked for all but infiltrator at the same time. Slugs make shotguns real monsters, you can outsnipe infiltrators with semiauto snipers, without it's just a beast in room clearing and CQC. Best unlock after tank mines I feel like. And your LA can use it too. LA with slugs to snipe or LA without slugs to rush indoor places. Great for supporting medic or engi as well. | ||
Divine-Sneaker
Denmark1225 Posts
On January 10 2013 03:13 Morfildur wrote: There is an XP bonus for everything you do while defending a base, so defending actually gets more XP than zerging around and capturing bases. People still run around and capture bases because they get a big, shiny "+XP" at the end of the battle instead of small amounts throughout the battle. The XP reduction for players without kills is probably to make it more rewarding to destroy the sunderer instead of sitting next to it with a HE lightning or above it in a liberator and killing the guys that spawn on it. We have to see how the numbers look in the end though, it might be either a less or an even more significant change than we assume. I can see the reasoning, I however disagree with the need to change it just for reasons like that. I think you were the one to point out how you should simply cede the position once a sunderer or point gets camped to death, which I completely and totally agree with. That alone should be enough in my opinion. This leads to a choice, are you just spawning on some random dudes sunderer outside a tech lab going solo, or are you fighting over a smaller complex with a small group of players doing something more organized. If the latter it might still be worth it for the sake of the objective to keep spawning in, in spite of you being likely to be taken out quickly, whereas the former you can just choose to go somewhere else if you happen to die instantly once and it's unlikely to really matter. The way I see it the concept of spawnprotection just leads to infinitely more fucked up scenarios for anyone trying to agress on a sunderer/spawn. Every game I've ever played with resprotect/spawnprotect has just always had so much bullshit with you firing half you mag into someone and the going on to lose the fight because you ran out of bullets. That's just lame. With the way the game tries to also teach you how your life is infinitely expendable and you don't really mean shit in the bigger picture, I don't see how this adds up in terms of consistency. In short, if you've been spawnkilled once at a spawnposition, it should definitely be up to your decisionmaking to weigh the risks of it happening again, against the risks of you being able to do something about it. That's all we need. | ||
IRL_Sinister
Ireland621 Posts
On January 10 2013 03:14 daemir wrote: Tip for the underslung grenade launcher: oft there's a bug that you won't restock the grenade ammo from an engi ammo pack (it is meant to do that however). At least as an engi camping on top of my pack I was able to restock it consistently if I used the knife melee attack immediately after firing off a grenade (so melee during the reload animation once to break it). Don't ask me why, but that certainly works until they roll out the patch where they fix it properly. the naderifle has plenty of other bugs too, such as sometimes the grenades do no damage, sometimes it causes your other weapons to do no damage, sometimes you can't swap out of the launcher and so on. Real buggy, but awesome when it's working. sinister: I didn't find any of the alternative LMGs for heavy worth the cert cost, so if you plan on getting one, wait till 2x or 3x station cash day again. The standard CARV is good enough. What I'd do is unlock a shotgun (haymaker for me, largest mag) since it's unlocked for all but infiltrator at the same time. Slugs make shotguns real monsters, you can outsnipe infiltrators with semiauto snipers, without it's just a beast in room clearing and CQC. Best unlock after tank mines I feel like. And your LA can use it too. LA with slugs to snipe or LA without slugs to rush indoor places. Great for supporting medic or engi as well. Very solid advice, thank you. | ||
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zere
Germany1287 Posts
+ Show Spoiler + I was venting about NC CQC Shotguns on TS ![]() | ||
Lucumo
6850 Posts
On January 10 2013 04:22 zere wrote: Rah just told me to post here and say that NC weapons are OP. + Show Spoiler + I was venting about NC CQC Shotguns on TS ![]() Yeah, the standard sniper is pretty good. One-shot-kill. | ||
Jochan
Poland1730 Posts
On January 10 2013 04:22 zere wrote: Rah just told me to post here and say that NC weapons are OP. + Show Spoiler + I was venting about NC CQC Shotguns on TS ![]() Yeah I love those baddies who die to NC but have guns that have no bullet drop, no recoil, or rate of fire of 100000000. ![]() | ||
daemir
Finland8662 Posts
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