You can do some pretty sick stuff with some practice.
Planetside 2 - Page 92
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Adila
United States874 Posts
You can do some pretty sick stuff with some practice. | ||
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Rotodyne
United States2263 Posts
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DeathCompany
United States53 Posts
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Sweetfrost
Sweden211 Posts
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Crownlol
United States3726 Posts
After playing for about 3 hours, I feel that there are just far too many vehicles in the game, and no one has any idea what they're doing. Our warpgate was packed with idiots just jumping around and shooting wildly, or putting turrets in doorways to grief people. I had to lead a squad of 4 (my friends) to actually get anything done. I feel like vehicle respawn times are absurdly short, and defender's advantage is too high. Several times 30 or 40 infantry were being held up by maybe 8 defenders as they simply constantly spawn tanks. Tanks that move and turn faster than infantry, and just run people over. The game feels far too vehicle vs vehicle to me, with much too short respawn timers on tanks and jets. It seemed that many people would just spawn an aircraft and never do anything with it, just fly around being invincible- which brings me to my next point. The starter anti-armor and anti-aircraft weapons are abysmally bad. I hope that gets better- it's quite impossible to shoot down aircraft with the NC starting rocket launcher. You essentially have to be in a vehicle to hurt a vehicle. Anyone know why at some capture points there's an unbreakable forcefield? What a waste of time getting 20 people together to go siege a resource node that is uncapturable for some inexplicable reason. So, apart from the game being WORLD OF VEHICLES, it was ok so far. Decent hit register, good recoil (not CoD sprayfest). Infantry are really underpowered vs both tanks and aircraft, which blows. However, the scale and intensity of the game are just amazing, and I still had fun, despite being very disappointed with the power level of infantry and sheer volume of vehicles. | ||
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EchOne
United States2906 Posts
Burster MAX seems to be the best option for an infantryman who wants to clear airspace atm. Air does seem annoyingly strong. On WORLD OF VEHICLES, feet on the ground are necessary to obtain every single relevant objective in the game. You can't cap ABCD, destroy generators for those unbreakable force fields, destroy SCUs, capture satellite bases with spawn points, defend or repair any of the previous, or even fight in the confines of many places like Bio Lab domes without getting off your goddamn vehicle and going toe to toe with the enemy. | ||
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Crownlol
United States3726 Posts
On November 28 2012 02:56 EchOne wrote: Tank mines, C4, or an old fashioned rocket in the rear grill all can put the hurt on armor. 3 or more people spawning heavies can easily get rid of a stray tank or two if they flank and use terrain properly. Though against an organized armor column a ragtag gang of infantry will have a hard time effectively stopping it... which stands to reason imo. Burster MAX seems to be the best option for an infantryman who wants to clear airspace atm. Air does seem annoyingly strong. On WORLD OF VEHICLES, feet on the ground are necessary to obtain every single relevant objective in the game. You can't cap ABCD, destroy generators for those unbreakable force fields, destroy SCUs, capture satellite bases with spawn points, defend or repair any of the previous, or even fight in the confines of many places like Bio Lab domes without getting off your goddamn vehicle and going toe to toe with the enemy. I'll have to look into C4 and tank mines. Air power is jokingly overpowered vs infantry tho, unless there's some sort of instant-travel AA laser that is unlocked at higher levels. The 30mph rocket heavy shoots is just laughable vs air power, and IF some pilot is afk on his map and get's hit, it's like 1/3 of his hp, so who cares. So shield generators are what power those forcefields? I couldn't find a generator anywhere, I was very frustrated trying to cap that base. | ||
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Disregard
China10252 Posts
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Yacobs
United States846 Posts
A few times I managed to deploy to zones with infantry vs. infantry combat and I was able to get some good sniping in there but I can't consistently find these types of engagements. Occasionally, I'll deploy to a zone where there's not much going on and I'll be able to hunt down a few enemies here and there but after I've killed them the zone becomes basically empty. Basically, I'm not interested in vehicle vs. vehicle combat so I need a deployment strategy that circumvents it as much as possible. | ||
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ryndaris
263 Posts
On November 27 2012 22:35 Adila wrote: Video of someone from my outfit flying a Scythe with Keyboard + Mouse with some key rebinds: http://www.youtube.com/watch?v=YH8yiArDqcw&feature You can do some pretty sick stuff with some practice. Holy shit that video is too awesome T_T I need to practice this flying thing, seriously | ||
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Southlight
United States11768 Posts
On November 28 2012 02:34 Crownlol wrote: The game feels far too vehicle vs vehicle to me, with much too short respawn timers on tanks and jets. It seemed that many people would just spawn an aircraft and never do anything with it, just fly around being invincible- which brings me to my next point. The starter anti-armor and anti-aircraft weapons are abysmally bad. I hope that gets better- it's quite impossible to shoot down aircraft with the NC starting rocket launcher. You essentially have to be in a vehicle to hurt a vehicle. Tanks are surprisingly weak against infantry, to the point where unless they're fighting braindead people who keep stubbornly spawning on things that have no means of fighting back (primarily unupgraded engi/medics and infiltrators in general) they're useless. Furthermore you can really annoy tank-spawning by just grabbing an infil and hacking or destroying their vehicle spawner, then forcing a fight there. Heavies (as mentioned by Echo) place a hurt on tanks due to the RPGs (or lock on G2G, though I'm not sure how effective that will remain once smoke becomes more prevalent), and all you need are like two heavies and an engi to basically form an iron wall against tanks defensively. Offensively if a bunch of infantry hold a bunch of tanks in a single location they're doing their job, as the tanks should really be on the offense. And again slow terrain-aided pushes with RPGs and mines and c4 and such will force tanks back, because it's remarkably difficult to maneuver tanks without being axed. Proper usage of sunderers/spawn beacons/etc. will allow you to flank and surround tanks as well except in certain wide-open areas, and in wide-open areas, because tanks can't cap and because they can't really shell inside buildings that well, it's fine. And if tanks DO roll into an area with buildings... well, I can tell you now as a light assault that's delicious. Mm. IMO tanks are very much like siege tanks. They're very effective at hunting enemy sunderers and creating a backline, but they're very pointless on their own... regardless of the fact that they're currently birdfeed for air (due to the gva balance fluctuation throughout beta into release). Also, the whole point is that you need teamwork. A bunch us from TL play on West, and we usually only have like 5-6 of us around but we get a decent amount done. Although we could certainly do with better class arrangement... >_>; | ||
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Crownlol
United States3726 Posts
On November 28 2012 03:24 ryndaris wrote: Holy shit that video is too awesome T_T I need to practice this flying thing, seriously This video is exactly the problem that I have with the game. Dozens of aircraft flitting around with impunity, completely immune to any type of attack from infantry, spraying death from their ridiculously powerful weapons. Oh, don't worry, infinite ammo and incredible speed and control. Vehicles are just godmode in this game, except for capping objectives. Amazing for defense too. Are there better anti-armor options at higher levels? If not, I don't think any of my ex-CS friends will play this game for long. | ||
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Crownlol
United States3726 Posts
On November 28 2012 03:51 Southlight wrote: Infiltrators playing pure sniper are practically worthless except on defense. And on defense you're never going to find a "safe" spot (mainly due to other snipers who know where you are and light assault who have a field day crapping all over snipers). Just deploy and figure out a decent killing location and kill as many as you can before you die. Rinse repeat. Tanks are surprisingly weak against infantry, to the point where unless they're fighting braindead people who keep stubbornly spawning on things that have no means of fighting back (primarily unupgraded engi/medics and infiltrators in general) they're useless. Furthermore you can really annoy tank-spawning by just grabbing an infil and hacking or destroying their vehicle spawner, then forcing a fight there. Heavies (as mentioned by Echo) place a hurt on tanks due to the RPGs (or lock on G2G, though I'm not sure how effective that will remain once smoke becomes more prevalent), and all you need are like two heavies and an engi to basically form an iron wall against tanks defensively. Offensively if a bunch of infantry hold a bunch of tanks in a single location they're doing their job, as the tanks should really be on the offense. And again slow terrain-aided pushes with RPGs and mines and c4 and such will force tanks back, because it's remarkably difficult to maneuver tanks without being axed. Proper usage of sunderers/spawn beacons/etc. will allow you to flank and surround tanks as well except in certain wide-open areas, and in wide-open areas, because tanks can't cap and because they can't really shell inside buildings that well, it's fine. And if tanks DO roll into an area with buildings... well, I can tell you now as a light assault that's delicious. Mm. IMO tanks are very much like siege tanks. They're very effective at hunting enemy sunderers and creating a backline, but they're very pointless on their own... regardless of the fact that they're currently birdfeed for air (due to the gva balance fluctuation throughout beta into release). Also, the whole point is that you need teamwork. A bunch us from TL play on West, and we usually only have like 5-6 of us around but we get a decent amount done. Although we could certainly do with better class arrangement... >_>; Tanks are definitely killable- I haven't used c4 yet, but maybe that'll help. However, I've noticed on defense if they spawn several tanks with a few engi's, the engineers can outheal damage from 4 heavies NP- mostly due to the slow reload and silly-slow missile travel speed of the RPG. | ||
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Ferrose
United States11378 Posts
On November 28 2012 02:34 Crownlol wrote: I have lots of questions! After playing for about 3 hours, I feel that there are just far too many vehicles in the game, and no one has any idea what they're doing. Our warpgate was packed with idiots just jumping around and shooting wildly, or putting turrets in doorways to grief people. I had to lead a squad of 4 (my friends) to actually get anything done. I feel like vehicle respawn times are absurdly short, and defender's advantage is too high. Several times 30 or 40 infantry were being held up by maybe 8 defenders as they simply constantly spawn tanks. Tanks that move and turn faster than infantry, and just run people over. The game feels far too vehicle vs vehicle to me, with much too short respawn timers on tanks and jets. It seemed that many people would just spawn an aircraft and never do anything with it, just fly around being invincible- which brings me to my next point. The starter anti-armor and anti-aircraft weapons are abysmally bad. I hope that gets better- it's quite impossible to shoot down aircraft with the NC starting rocket launcher. You essentially have to be in a vehicle to hurt a vehicle. Anyone know why at some capture points there's an unbreakable forcefield? What a waste of time getting 20 people together to go siege a resource node that is uncapturable for some inexplicable reason. So, apart from the game being WORLD OF VEHICLES, it was ok so far. Decent hit register, good recoil (not CoD sprayfest). Infantry are really underpowered vs both tanks and aircraft, which blows. However, the scale and intensity of the game are just amazing, and I still had fun, despite being very disappointed with the power level of infantry and sheer volume of vehicles. Simply put, they need more entrances to the bio labs. As it is, attackers have to try to fit dozens or even hundreds of people through narrow chokepoints that are easily surrounded and camped by maxes and heavies. Earlier today as VS our faction tried to capture Ikanam Bio Lab on Amerish for the better part of three hours from the NC. The only way to get in is to capture a satellite base and use a teleporter to get into a tiny room in the bio lab. Basically we'd have dozens of people trying to fit in 1-2 tiny rooms, then having to try to run to the center of the lab to deactivate the forcefield guarding the main lift at the base of the lab. | ||
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kollin
United Kingdom8380 Posts
On November 28 2012 04:04 Crownlol wrote: Tanks are definitely killable- I haven't used c4 yet, but maybe that'll help. However, I've noticed on defense if they spawn several tanks with a few engi's, the engineers can outheal damage from 4 heavies NP- mostly due to the slow reload and silly-slow missile travel speed of the RPG. Now I'm no tactical genius, but have you considered just flanking the tanks with light assaults or using infiltrators to kill the engis? | ||
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Crownlol
United States3726 Posts
On November 28 2012 04:12 kollin wrote: Now I'm no tactical genius, but have you considered just flanking the tanks with light assaults or using infiltrators to kill the engis? The situation that I was referring to was a number of tanks sitting at the base of a capture point (fortress?) with a large open area in front of them. We would have had to cross that field to get even close to the tanks, which were backed against a large structure and thus unflankable. They were being used as essentially infinite respawn turrets with infinite ammo. Given the reload and travel speed of RPGs, and the range we were at, they were essentially useless (esp with only 5 rounds), while the tanks just spammed tank and machine gun fire. Obviously, the way to break this sort of defense is with MOAR TANKS, but I didn't really feel like driving a tank around all day. | ||
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VelRa_G
Canada304 Posts
I also find the things I learned in RTS transfer quite well to leading squad/platoon-sized elements. If anyone is looking for an NC outfit on Mattherson, send me a PM or visit sunderhq.com! | ||
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Coriolis
United States1152 Posts
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Yacobs
United States846 Posts
On November 28 2012 03:51 Southlight wrote: Infiltrators playing pure sniper are practically worthless except on defense. And on defense you're never going to find a "safe" spot (mainly due to other snipers who know where you are and light assault who have a field day crapping all over snipers). Just deploy and figure out a decent killing location and kill as many as you can before you die. Rinse repeat. I didn't ask how to be useful as an Infiltrator. I asked for a way to more consistently find good spawn points for sniping situations. "Just deploy and figure out a decent killing location" --- yes, I know, but WHERE? | ||
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ryndaris
263 Posts
On November 28 2012 04:04 Crownlol wrote: Tanks are definitely killable- I haven't used c4 yet, but maybe that'll help. However, I've noticed on defense if they spawn several tanks with a few engi's, the engineers can outheal damage from 4 heavies NP- mostly due to the slow reload and silly-slow missile travel speed of the RPG. I agree, ESF's definitely feel too strong atm, but I'm inclined to believe that once better GtA unlocks become more commonplace they'll loose their current dominance as well as their appeal. And for the record, farming kills doesn't impress me at all in videos like this - it's the incredible fluidity and confidence in flight that they show, simply because I've tried flying a lot myself and I've found it rather difficult ![]() | ||
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