The majority of them are short. I played alone most of the time so there's some good examples of how to kick ass without any friends, for people thinking of playing this game solo. It is possible. I'll be getting more footage hopefully when sony gets their shit sorted out.
Planetside 2 - Page 143
Forum Index > General Games |
Rah
United States973 Posts
The majority of them are short. I played alone most of the time so there's some good examples of how to kick ass without any friends, for people thinking of playing this game solo. It is possible. I'll be getting more footage hopefully when sony gets their shit sorted out. | ||
Khul Sadukar
Australia1735 Posts
Is it just me or are they getting desperate? I find PS2 ultimately boring. The back and forth capping feels meaningless, and the progression not worthwhile. Both of those issues are solved for me in Dust 514, but the gameplay isn't up to par ntm its on the damn PS3, with subpar graphics, laggy servers and just what feels like a game that's meant to be on PC dumbed down and crammed onto a console. Whoever gets their act together and just makes that 1 game that covers all bases is going to make a killing. I'm really hoping CCP releases Dust on PC later in the year. For now its still fun and worthwhile skilling up a character despite all the drawbacks. It makes me miss playing PS2 and how smooth it feels, but ultimately i'd rather play something that's fun and is going somewhere. | ||
Khalum
Austria831 Posts
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DefMatrixUltra
Canada1992 Posts
On February 17 2013 04:01 Khul Sadukar wrote: Just saw their improvements to the Alpha Squad pack. Is it just me or are they getting desperate? [1] I find PS2 ultimately boring. The back and forth capping feels meaningless, and the progression not worthwhile. [2] Whoever gets their act together and just makes that 1 game that covers all bases is going to make a killing. I'm really hoping CCP releases Dust on PC later in the year. For now its still fun and worthwhile skilling up a character despite all the drawbacks. It makes me miss playing PS2 and how smooth it feels, but ultimately i'd rather play something that's fun and is going somewhere. [3] [1] The alpha squad problem was one of the dumbest things they could possibly have encountered. Far from the recent change being desperate, the existence of the original alpha squad boost is evidence of the turmoil and real desperation near release. Giving people that backed their game a mockingly inferior boost (although no one in alpha squad knew that before release) was a supreme exercise in railroading through highly foreseeable issues. Putting it in the way it is now was the only real solution, and it honestly should have been done that way from the beginning. They couldn't make alpha squad an inherent bonus since people could then get 250% XP - and it would only be available to people that 'preordered' the game. That would be an excellent way to advertise that anyone new is hopelessly behind the "curve" or that the game is pay to win etc. [2] In its current state, without continent locking or proper base defense and with the frankly haphazard hex setup - yeah, basically. It's a big free-roaming FPS game but there's nothing behind the curtains at the moment. However, with the exception of the change to Tech Plants, it's gotten a lot better since release. The many small changes they've made have actually encouraged defensive play - the biggest key to removing the "back and forth" feel. The biggest change is Amp Stations. Those places were the worst fucking base ever because it was much easier to attack than defend. As a defender, as soon as you walked onto the roof or outside the shields or outside the spawn room, there was sure to be an attacker at some ridiculous vantage that happened by - flanking you by merely being in an Amp Station. Now it's a ton easier to defend and it requires more calculation to attack. Additional bumps (more is needed) in this direction in conjunction with some external incentives (because some people literally would not play this game if they didn't earn certs) could make it so that attacking any base requires a zerg or an organized spear tip to be successful. When hours-long base fights are the norm, this game will be a lot different. I'm hoping the development side is getting ramped up, though. The progress system they've put in place shows a slow march towards completeness, but they really need to throw some of the bigger systems into the game sooner. Refresh and revamp classes, add more differences between factional guns (with a handful of exceptions, the guns are really similar), new continents, locking, more fleshed out leadership system etc. For now, I'm treating the game as an opportunity to learn the different weapons available and to try the different playstyles available to each class. Anything beyond that (notions of "winning" etc.) is kind of hopeless, and, much like the value of a dollar, is entirely dependent on the perception of the masses. [3] As an EVE bittervet, I'm compelled to voice my uninformed opinion on this matter. I've not played Dust, but my experience with CCP is that if it doesn't work smoothly already, it isn't going to. Things that are clunky and seem like they could use polish or even restructuring from scratch are dragged screaming into the future with new updates that radically alter the scope, balance, and complexity of the game. It's fun and interesting, but it also comes with occasional pain and suffering. | ||
Khul Sadukar
Australia1735 Posts
Most of my issues with Dust stem from it being on a console. At some point if CCP has a clue they'll bring it to PC. It's the progression system and being able to build your dropsuit anyway you like that makes it interesting for me. In PS2 I feel like i've basically completed my soldier already. Grinding thousands of cert points for tiny buffs to it seemed pointless. Also I prefer gun fights then vehicle ones honestly so its less appealing that way. | ||
Deleted User 101379
4849 Posts
On February 18 2013 04:29 DefMatrixUltra wrote: [2] In its current state, without continent locking or proper base defense and with the frankly haphazard hex setup - yeah, basically. It's a big free-roaming FPS game but there's nothing behind the curtains at the moment. However, with the exception of the change to Tech Plants, it's gotten a lot better since release. The many small changes they've made have actually encouraged defensive play - the biggest key to removing the "back and forth" feel. The biggest change is Amp Stations. Those places were the worst fucking base ever because it was much easier to attack than defend. As a defender, as soon as you walked onto the roof or outside the shields or outside the spawn room, there was sure to be an attacker at some ridiculous vantage that happened by - flanking you by merely being in an Amp Station. Now it's a ton easier to defend and it requires more calculation to attack. Additional bumps (more is needed) in this direction in conjunction with some external incentives (because some people literally would not play this game if they didn't earn certs) could make it so that attacking any base requires a zerg or an organized spear tip to be successful. When hours-long base fights are the norm, this game will be a lot different. I read that a lot about "nothing behind the curtains" and "no metagame" and i still don't agree with it. Continent locking would still be the same as the current game, except a little slowed down. You will never fight for "victory" because in an endless war there just is none to achieve. Sooner or later you will lose everything you captured and continent locking will only slow it down, which is nice but not really that huge of a deal. The nightshift will still somehow manage to lose all your territory over night. The only thing you can fight for in this war is pride. You log on, look at the continent ownership and then make sure when you log off more of the continents have your factions color. Noone really gives a d*mn about continent benefits, just having them in your color or at least not the color of your opponent matters. Next time you sit at a Biolab, Tech Lab or Amp Station waiting for the base to flip, leave it as soon as it's safe and leave the cap to the Zerg or one of your squads. Don't wait for the XP, attack other bases instead, do something useful. It will make you feel a lot different about the game when you are no longer bound by the chains of capture XP. Once you stop caring about XP/Certs, K/D, Victory and all that and start caring about your factions pride, it becomes a better game. Endless war has no winners. | ||
DefMatrixUltra
Canada1992 Posts
On February 18 2013 22:45 Morfildur wrote: I read that a lot about "nothing behind the curtains" and "no metagame" and i still don't agree with it. [1] Continent locking would still be the same as the current game, except a little slowed down. [2] You will never fight for "victory" because in an endless war there just is none to achieve. Sooner or later you will lose everything you captured and continent locking will only slow it down, which is nice but not really that huge of a deal. The nightshift will still somehow manage to lose all your territory over night. The only thing you can fight for in this war is pride. You log on, look at the continent ownership and then make sure when you log off more of the continents have your factions color. Noone really gives a d*mn about continent benefits, just having them in your color or at least not the color of your opponent matters. Next time you sit at a Biolab, Tech Lab or Amp Station waiting for the base to flip, leave it as soon as it's safe and leave the cap to the Zerg or one of your squads. Don't wait for the XP, attack other bases instead, do something useful. It will make you feel a lot different about the game when you are no longer bound by the chains of capture XP. Once you stop caring about XP/Certs, K/D, Victory and all that and start caring about your factions pride, it becomes a better game. Endless war has no winners. [3] Just to be clear, I don't really disagree with what you've said. I just want to clarify what I said. [1] I didn't mean to imply that there isn't a metagame. There certainly is a metagame - people (or at least outfits/leadership) are consistently finding new ways to exploit situations both tactically and strategically. What I mean by "nothing behind the curtains" is that base capture and defense is so ethereal. When you first pick up the game, capturing a biolab or amp station or whatever feels good. There's a big sign that covers up your screen and a little bonus check worth of XP, and you feel like you accomplished something. But the truth is that base capture and defense (but mostly capture) has no impact. Like you said yourself, "Sooner or later you will lose everything you captured..." and the problem is that it's gonna be much sooner than later. If base defense keeps getting bumps, a few things will happen that will be good for the game as a whole: + Show Spoiler [Strong Base Defense] + 1. Fights will be longer. If it takes more time to capture a base, the fight is more likely to be even - literally everyone that is not a coward KDR whore wants this. Longer fights means that superior/efficient strategy is more likely to win rather than it being purely a numbers game. This will be healthy because it will allow the metagame to develop even further. Longer base defenses allows for both defending and attacking outfits to coordinate and effectively place infantry and vehicle support without it being "hurry up everyone spawn at the warpgate and bring ESFs here gogogo". Longer base defenses encourages map-scale flanking and other smart plays that are just plain ineffective because bases flip too fast. Also, fewer boring 5 minute non-fights and the concept of waiting for a cap will/should die away (like biolabs currently are). 2. There will be no such concept as "the zerg" or it will be a shadow of itself. The zerg is currently a giant bowling ball that smashes through the helpless pins that are territories. The current state of base attack and defense is that 95% of the time, the most effective strategy is to stupidly throw piles of tanks, planes, and infantry at a base. Then take what you have left and go to the next base etc. It eventually fizzles out and falls to a counter-zerg (you push deep into enemy territory, they build up a zerg [naturally, not by any kind of intentional action] and push back out). Sometimes you get an even weirder result where 2 zergs high-five each other on the way to each others' warpgates - seriously, what the fuck is that? Some places are exceptions to this. The Crown is like a bowling pin made of steel, riveted solidly into the ground. The zerg tends to smash up against this to no real effect. The way the Crown accomplishes this is by virtue of extreme terrain advantages - and hardly anything else. Once the defending faction loses control of the tower and the attacking faction sets up shop there, the Crown is just like any other base and falls just as rapidly to the same tactics. The Crown is a zerg killer because it allows the defenders to do more with less. But it's ugly and imperfect because once those terrain advantages are gone, it's nothing special. Imagine how much harder the Crown would be to cap if you could spawn inside the tower instead of the spawn room. That's an example of a positional advantage (a time and space advantage) that would be the result of game mechanics rather than purely terrain. It allows the defenders to do more with less and isn't taken away by circumstance. If more bases had game-mechanics-based defensive advantages, they could also be zerg killers. Instead of having zerg in, counter-zerg out like the ocean tides, we'd have more of a "front line" - not static or steady but more predictable. The fact that we don't have a real front liney feeling spread across the map means that we are missing out on strategy and tactics that would otherwise be necessary. If there is a stalemate at a position along the front line, coordinated attacks from outfits would actually be really meaningful, and spear tips would serve a purpose. One of the best bases in the game is Freyr Amp Station. For those of you on servers where there are big fights on Esamir, you probably know what I'm talking about. Amp Stations are easy to defend until the attackers start taking control of towers - the positional and cover advantages afforded by the towers are what makes this work. Freyr Amp station has significant terrain advantages (but not really cheesy like the Crown) that allow defenders to more easily prevent the base towers from being overwhelmed. If the attackers come in from Esamir Munitions Corp, there is a really cool "urban" environment setup where defenders can hide AMSs behind buildings and prevent armor from steamrolling up to the base walls. There are massive fights here over every inch of ground. If the attackers come from Aurora Materials lab, the satellite base is surrounded by a huge no-man's land where armor can roll in at the risk of getting destroyed from the base walls (because there's nowhere to hide). The only cover "near" the base walls is not near the base walls so just a handful of defenders can keep a large force away from the base walls. Snowshear Watchtower is the best place to attack from in terms of efficiency but it's easily flanked by defending armor just riding along the road and back - this is another place where every single inch of ground is fought over. Freyr Amp Station is a zerg graveyard because defenders have good positional advantages that they can realistically maintain because of the influence of the surrounding terrain - and it's fucking awesome. 3. Base capture and defense would "feel" more meaningful. If you coordinate an hours-long attack on an Amp Station and finally capture it, that is much more rewarding for everyone involved. What we have now is that many bases depend on terrain or other non-game-mechanics-based advantages that are lost after a certain tipping point, and bases just flip from 100% to 0% to -100% in 5 minutes flat with little room for back and forth - this tipping point phenomenon is the entire cause behind "waiting for the cap" and it needs to go away and die. Allowing meaningful base defense (and thus assault) would allow everyone involved to become more caught up in the territory game. As it is now, if you lose a facility, you face one of two outlooks. You lose it to an overwhelming force in a few spare minutes but don't really care because that's probably how you capped it in the first place. Otherwise, you're not concerned about losing it because you know you can set up an attack position once the base flips and take it right back! That's fucking comical. If people were more invested in attacking or losing bases, there would be a greater drive to do something other than zerg around looking for certs. Losing a long-held biolab sometimes feels like a crushing defeat, and these kinds of feelings need to come from many more bases. 4. More time allows for more and more diverse kinds of strategies. This ties in with 1. but where 1. is more about "please give me fights that don't fizzle out in 10 minutes", what I'm talking about here is buffing coordination. As it currently stands, there is little reason for outfits to meticulously organize strikes because it's just as effective with less effort to just tell your outfit to go somewhere "now". There are also very few windows for organized defensive strikes - spawning at an adjacent base, setting up a tactical position on cliffs/terrain, bringing in massive reinforcements from the warpgate etc. There just isn't enough time for these defensive strategies to happen commonly - bases in general reach a tipping point and then cap very quickly. By reducing or removing the tipping point and perhaps artificially increasing the cap time of some bases, all kinds of new possibilities will exist just by virtue of there being time to carry them out. All that said, every base doesn't need to be like that. One of the most interesting areas on any continent is the "circle" of territories that contains: Crossroads Watchtower, Xenotech Labs, Vanu Archives, Ti Alloys, Snake Ravine, and Allatum Biolab (parts of it, at least). Both Xenotech Labs and Snake Ravine are easy to cap, and there is no conceivable way to have these bases munch up zergs. But they don't need to. One of the great recent developments of this area is that there is constant fighting and motion but not zerging. Crossroads, the Crown, Allatum, and Vanu Archives tend to be more difficult to assault. Ti Alloys, Snake Ravine, and Xenotech labs are basically the extended battlegrounds of those hard-to-take bases. Two factions can bounce around inside this circle for ages, and it makes for lots of fun and interesting fights - and not necessarily over the "easy" bases but over the ground between them. Zergs tend to die or diminish heavily when reaching the perimeter of this circle so all the fights inside are organic but steady. This more resembles a front-line style of gameplay (at least when the perimeter of the circle is not all owned by the same faction). [2] I think continent locking will make people more invested in fighting over territory because there would be more at stake. In addition, it will allow for the opportunity to force people off a continent onto another one. I think my view of continent locking is intertwined with the assumption that base defense becomes more meaningful - because otherwise you're completely right and continent locking won't have any significant effect whatsoever. [3] I stopped caring about XP once I maxed out my infiltrator - maybe even a little before that. I have almost 20,000 total certs and have just spent them haphazardly on other classes. Additionally, I almost never attack big facilities with the exception of biolabs. I'm either defending or attacking smaller facilities so capture XP is pretty pathetic. I play the game for the small fights and for the (rare) big, even fights - not for some shiny external reward - so I agree with you completely on this point. That said, I don't think discouraging people from caring about XP is very effective. A huge amount of players would not play this game if there weren't certs. The fact is that these players create content for the rest of us, and XP and reward mechanics are important for our sake as much as theirs - that's why I advocate external incentives to defending and the removal of incentives for things that hurt overall gameplay (like destroying terminals, imo). | ||
silencefc
United States875 Posts
+ Show Spoiler + All servers will be brought down at 6:00 AM PT for a game update. Downtime is anticipated to be approximately 90 minutes. Players may note the following changes: General Updates · Tweaks have been made to render distance values Infantry Updates · Corrected an issue while using HR-NV on an SMG on low settings that would make it difficult to see other players within 20m · Dying and reviving with the VS Eridan SX5 HS/NV Scope equipped will no longer cause the scope to become misaligned. · Icon for the VS Eridani SX5 should no longer be misaligned · If an engineer turret is placed on or near a vehicle pad, they will be deconstructed when a vehicle spawns. Vehicle Updates · Optics will no longer persist when switching from gunner to the driver’s seat in various vehicles Item Updates · New SMG’s and customization items UI Updates · Players with outfit tags should be able to see kill messages in chat · Made it so players can see hotspots on continents they are not on. · While using the Enemy/Ally HUD color scheme, the influence pie chart will only display 2 wedges (ally vs enemy) instead of three (two of them being red anyway) · Squad leaders should now be properly added to the Command Chat voice channel · Squad leaders that belong to a platoon should now be able to promote a member of their squad to the role of squad leader. · Fixed an issue where changing an outfit member’s rank would not always work on the first attempt · Corrected an issue where multiple consumable tints could not be purchased at once in the Premium Early Access section of the depot · Submachine guns should now appear properly in the depot when filtering for Infiltrator or Heavy Assault weapons · Influence percentages on the HUD should now update more dynamically · Fixed an issue where purple generator icons were being displayed on the respawn map instead of the appropriate destroyed generator icon · Will no longer display a “Killed by []” message in chat when you are killed by a pain field Facility Updates · Fixed the spawn location for Xelas South Bridge · Made fixes to the coverage of multiple spawn room pain fields including: o Zurvan Pump Station o Zurvan Network Complex o All forward spawns for Dahaka o Saurva Data Storage o Mao Southeast Gate o Mao Southwest Gate o Rashnu Cavern o Rashnu Southern Pass o Allatum Broadcast Hub o Allatum Research Lab o Hvar Northgate Garrison o Auraxicom Substation o Wokuk Shipping Dock o Wokuk Storage Yard o Camp Waterson o Elli Barracks Complex · Should now be able to successfully capture the Freyr Substation forward spawn point · Fixed the spawn point at the NS Refinery · Made fixes so the spawn room shields will properly change faction when the point is captured across the following areas: o Hvar, Southeast Forward Spawn o Mekala, North Forward Spawn o Tumas, Northeast Forward Spawn · All jump pads at Tawrich Depot should work correctly again · All teleporters at Andvari Bio Lab should have functioning shields again · Amerish’s East Hills Checkpoint should now display correct region info in the HUD · All jump pads and air vehicle pads at Elli Amp Station should now properly recognize the Empire in control of the facility · Saerro Listening Post’s teleporter room has had its pain field re-enabled · Fixed an issue where specific door shields at Zurvan would be invisible when viewed from certain angles · Corrected some missing wall textures at Tawrich · Corrected ramp geometry errors across all amp stations · Regions of the Vanu Archives should no longer display as part of Snake Ravine in the HUD Audio Updates · VS Flare audio should no longer cut out when running low on ammo Not really worthy of being called a GU though... Little concerned over how good the new SMG might be since I've dumped a ton of certs into the current one. Also made a TR on Mattherson to accrue passive certs for now. Is the TL outfit still going strong? | ||
Rah
United States973 Posts
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KnT
Australia243 Posts
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Jetaap
France4814 Posts
On February 21 2013 06:05 Rah wrote: Hopefully this patch will fix the bugs that have been preventing me from playing. I notice a lot more people complaining about them lately on the bug forums. Many unable to play for weeks like me. What bugs are preventing you from playing? I have some quite regularly (disapearing textures or random crashes ) but nothing that a restart won't solve. | ||
Rah
United States973 Posts
On February 21 2013 18:13 Jetaap wrote: What bugs are preventing you from playing? I have some quite regularly (disapearing textures or random crashes ) but nothing that a restart won't solve. http://forums.station.sony.com/ps2/index.php?threads/new-bug-hits-not-registering.90009/ http://forums.station.sony.com/ps2/index.php?threads/desync-issue-nearly-3-weeks-now.96095/ A restart does solve it, but that's a fight thrown away each time you figure out that you're effected by the bug, which could happen any time but usually around every 15 minutes. Also since I mainly fly, I lose my mosquito in the restart. You're right, I could technically work around it, but it wouldn't be very enjoyable. I've tried. Patch didn't fix it. =( | ||
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zere
Germany1287 Posts
The following servers will be getting Merged: US West: Genudine and Helios -> Helios US East: Mattherson and SolTech -> Mattherson Waterson and Jaeger -> Waterson EU: Cobalt and Lithcorp -> Cobalt Ceres and Mallory -> Ceres [...] Shortly after the merges are complete we plan to begin offering server transfer tokens, so if you would prefer to go to a different server at that point you could. !! | ||
Badboyrune
Sweden2247 Posts
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Bluelightz
Indonesia2463 Posts
I AR CAN DOGFIGHTZ HUZZA! | ||
Deleted User 101379
4849 Posts
On February 23 2013 09:35 Bluelightz wrote: I just discovered how to turn around in a reaver wooo! I AR CAN DOGFIGHTZ HUZZA! Possibly intersting for you then: | ||
Divine-Sneaker
Denmark1225 Posts
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DefMatrixUltra
Canada1992 Posts
1. Zerg Esamir or Amerish with >60% population. Non-fights and cap timers. 2. Desperately try to attack and hold Crossroads because otherwise no fights can be had. The whole western and northern parts of the map are off-limits otherwise. NC, I feel your former pain. I love small battles. But when we're at Broken Arch Road with 10 VS against 10 TR (and the 10 TR have 5 Prowlers), it just further encourages me to log out. | ||
Deleted User 101379
4849 Posts
http://planetside2.eu/teasers/261-important-announcement-to-our-players We have detected that there recently has been unauthorized third-party access to one of our systems. The possibility that your data (Email address and password) has been accessed by an unauthorized third party cannot be excluded. We were able to detect the problem promptly and took all necessary actions to rectify the issue. All accounts that may have been subject to unauthorized access have received an e-mail in which we have requested the user to change their password. Note that this only affects the european pro7 accounts, SoE station accounts are unaffected. | ||
Obsidian
United States350 Posts
On another note, is there a Vent or Teamspeak or somewhere I can go to connect to the two TL guilds? TR or Vanu doesn't matter much to me, but I'd rather not play with PUPs, though honstly? This game has one of the best track records for PUPs and voice chat quality out of any I've seen. | ||
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