Planetside 2 Catch-All

They released one hell of a patch today. You can find the full notes in your Ps2 launcher. here are some highlights.

Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
Players may now make multiple characters on the same server.
The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.
All Flak damage has been increased by 5%.
The NS Decimator rocket launcher is now available to all empires.

Terran Republic:
The TAR will provide the best hip fire of this empires assault rifles.
The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.

New Conglomerate:
The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
The Anchor light machine gunprovided good mobility and a 45 round magazine.

Vanu Sovereignty:
The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.

General Weaponry:

Tank mines can now once again be deployed by throwing them reverting the change made last week.
Lock on Rocket Launchers will no longer fire without a lock on.
Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.

M20 Drake: Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.

M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:

Magazine size has been reduced from 10 to 6.
Magazine size certifications now 1 round per rank increase.
Projectile speed has been increased
Direct hit damage has been increased
Splash damage will no longer damage heavy armor.
The M60-A has a faster projectile than its ground based variant the M-60G.

A30 Walker: This is now the air variant of the Walker weapon system.

The reticule and first person tracer have been changed to make them easier to see.
Projectile speed is slower but drop has been reduced.
Damage has been increased overall.

Light Aircraft Rocketpods:

Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
Damage against Sunderers and Aircraft have been reduced.
Significantly reduced damage against Phalanx turrets.

Liberator AP30 Shredder:

Damage has been increased at close ranges.
Magazine size has been increased to 50.

Reaver Air Hammer:

The projectile spread has been tightened up.
Damage per projectile has been increased.
Damage fall off will occur at a further distance.

Ground Weaponry:

The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.

C75 Viper:

Direct hit damage increased
Increased maximum blast radius damage

M40 Fury:

Reduced damage against heavy armor.
Upped direct hit damage and blast damage.

The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

A MAX unit will no longer appear to float while descending on a Grav Pad.
The Engineering Repair tool is now black.
A player will no longer display headless and frozen in a riding pose when killed on a Quad.

The graph is what classes you have killed, not the classes that have killed you..
As you can see here,
http://www.planetside-universe.com/c...

My son has 3 kills. the graph shows 3 kills
he has died 77 times.

His ratio is AWESOME.
he doesn't play FPSs often. he's 8.
am i a bad father?

groan wrote:

The graph is what classes you have killed, not the classes that have killed you..
As you can see here,
http://www.planetside-universe.com/c...

My son has 3 kills. the graph shows 3 kills
he has died 77 times.

His ratio is AWESOME.
he doesn't play FPSs often. he's 8.
am i a bad father?

With only 3 kills? Yes! Get that boy some more in-game time stat!

(also, thanks for the correction on the graphs)

Tamren wrote:

The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

I don't know if I like this. I have a feeling the Tech plant is going to be fairly easy to take down, now.

TheHipGamer wrote:

Whether or not it's crappy, it's also substantially the same as Windows 7 from an OS (not user-space) perspective.

Substantially the same? True enough in some ways, but it's equally true to say it's substantially different. I have 2 computers sitting at my desk. One runs Windows 7 x64 and the other one is running Windows 8 x64. The Windows 8 system is a constant headache trying to run any number of things that the Win 7 system handles just fine. There are significant differences in the underlying OS that cause many problems.

SOE has a looooong track record of releasing buggy games and PS2 is no different, but Windows 8 isn't helping matters any.

Tkyl wrote:
Tamren wrote:

The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

I don't know if I like this. I have a feeling the Tech plant is going to be fairly easy to take down, now.

I don't like this change either. It was hard enough before! The defenders had a defensive advantage but it wasn't insurmountable. This really devalues the use of gate-bypassing sunderers.

The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

I think it's a good change, too often tech plants devolved into a charliefoxtrot through the two tiny doors at the back of the complexes. At least this way the battle will be spread between the shield generators and the main building.

Last night with QD we successfully assaulted a Tech Plant. We crashed one Sunderer into main gates and destroyed their Sunderer. When they managed to get another one up, we crashed a second Sunderer into the rear gate. From there, we used the lifts to assault the shield generator. Even though we didn't take down the shields, we managed to draw enough defenders from the double entry way to allow the rest of the Vanu to successfully push in.

Yes, it is hard to take a tech plant, especially if there is no coordination and everyone just bum rushes through the 2 doors. But all it takes is a little coordinated effort from one squad to turn the tide of the battle and allow the capture.

I want my money back for my rocket launchers. I can't use them for infantry kills any more? how am i supposed to be uber?!

The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

While I do think Tech Plants need some changes I would have preferred they keep them within the building. Having the outside generators sounds just like the Amp stations. The problem is that both doors and the access from the roof are right next to each other so the defense just has to concentrate on one side of the building. The only other threats are gate bursters and light assaults going over the gates but these are really hard to pull off when there are a lot of defenders. Seems like spreading out the infantry access points would help a lot.

Renji wrote:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

While I do think Tech Plants need some changes I would have preferred they keep them within the building. Having the outside generators sounds just like the Amp stations. The problem is that both doors and the access from the roof are right next to each other so the defense just has to concentrate on one side of the building. The only other threats are gate bursters and light assaults going over the gates but these are really hard to pull off when there are a lot of defenders. Seems like spreading out the infantry access points would help a lot.

Basically they need to be tweaked but I'm not sure if this is the best method. Perhaps moving the lift away from the door might help, as it would provide another angle of attack. Or allow infiltrators to sneak in and stun generators for say a minute of shields being down.

BNice wrote:
TheHipGamer wrote:

Downloaded the game. Hit play. "Planetside2.exe has stopped working." Tried it a handful of times; I'm fully updated in terms of drivers, running Windows 8, and have found only cursory remarks in the forums about changing to a 64-bit OS (which Win8 is).

Ah, well.

I'm not sure if this bug is still in the game, but if you have a controller plugged in when you launch PS2 it crashes. So that might be it.

I plugged in my Thrustmaster stick before trying to launch it, in anticipation of using the stick for flight controls. Perhaps that was it -- will try again this evening.

Renji wrote:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

While I do think Tech Plants need some changes I would have preferred they keep them within the building. Having the outside generators sounds just like the Amp stations. The problem is that both doors and the access from the roof are right next to each other so the defense just has to concentrate on one side of the building. The only other threats are gate bursters and light assaults going over the gates but these are really hard to pull off when there are a lot of defenders. Seems like spreading out the infantry access points would help a lot.

I agree. The Amp Station has walls and vehicle shields that the enemy must overcome before they can really mass on the Shield Generators.

The Tech Plants are not designed with those external fortifications in mind.

I think the external generator should pull down the rear shield, rather than all three shields. This would allow the defenders to continue to maintain control over the center of the tech plant, but be extremely vulnerable at the ends.

Now, I think the defenders will just be straight up overwhelmed when all three shields drop.

Tamren wrote:

They released one hell of a patch today. You can find the full notes in your Ps2 launcher. here are some highlights.

It's 2,600MB! Happily had my laptop at work today, so I could fire it up and get the patch downloaded. Be forewarned if you're planning on playing tonight...

Tamren wrote:
Renji wrote:

Also I now know what you QD folk were referring to about the teamspeak tirades. Had my first encounter with the previously mentioned problem child. I stopped playing after 2 minutes of nonstop whining and complaining.

Getting to play with people without this kind of drama is the whole reason I joined GWJ in the first place.

We have more than enough GWJ people to make a platoon, why not pick a day for some casual group play? This would also be a great way to introduce new people, because the game is rather daunting even if you are familiar with this kind of game. Hell even playing the original planetside isn't of much use.

Given that I've been playing PS2 more than most GWJers, lately, I'm surprised I haven't been hearing all these tirades people are posting about. Just must be lucky to miss them... For me, my time with QD has been pretty much drama free, with one exception. Hell, I've seen far more drama in GWJer only L4D games. Don't go smearing the outfit because you have an issue with one individual. There are channels for dealing with problems like this, and if you aren't willing to deal with these problems properly, why join an outfit?

As far as making a GWJer platoon, erh, well, technically two squads of two people each can make a platoon. That 4 man 'platoon' isn't going to get far, though. While there are a lot of names on that spreadsheet, the odds of getting enough GWJers online at the same time to fill a galaxy are pretty long.

***

Some interesting changes in the patch. Slightly amused by this

RadarX wrote:

Further notes added as needed.

I like Dubstep

I like guitar riffs

I like new rock

LtWarhound wrote:

Given that I've been playing PS2 more than most GWJers, lately, I'm surprised I haven't been hearing all these tirades people are posting about. Just must be lucky to miss them... For me, my time with QD has been pretty much drama free, with one exception. Hell, I've seen far more drama in GWJer only L4D games. Don't go smearing the outfit because you have an issue with one individual. There are channels for dealing with problems like this, and if you aren't willing to deal with these problems properly, why join an outfit?

No one was smearing the outfit.

ranalin wrote:
LtWarhound wrote:

Given that I've been playing PS2 more than most GWJers, lately, I'm surprised I haven't been hearing all these tirades people are posting about. Just must be lucky to miss them... For me, my time with QD has been pretty much drama free, with one exception. Hell, I've seen far more drama in GWJer only L4D games. Don't go smearing the outfit because you have an issue with one individual. There are channels for dealing with problems like this, and if you aren't willing to deal with these problems properly, why join an outfit?

No one was smearing the outfit.

That's it! I'm LEAVING FOR A FEW MINUTES so that I don't have to be surrounded by REASONABLE PEOPLE WHO SHARE IN MY HOBBY WHILE REMAINING FUNDAMENTALLY DECENT HUMAN BEINGS!

*flounce!*

Stylez wrote:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

I think it's a good change, too often tech plants devolved into a charliefoxtrot through the two tiny doors at the back of the complexes. At least this way the battle will be spread between the shield generators and the main building.

That's only because people were idiots with no organization. There are plenty of ways to break through. Like shoving 20 MAXes through the doors at once or simply using a sunderer to get through the shield. It makes Hvar frustrating to defend because it's the only tech plant I know of without a spawn teleporter and you have to defend the shield generators on foot.

LtWarhound wrote:

the odds of getting enough GWJers online at the same time to fill a galaxy are pretty long.

We managed to get 10 people in a squad not too long ago. And that's without any of the QD people.

Is there a GWJer collective that plays this on a specific server for a specific faction? I've been putting a lot of time into Vanu on Jakarta (or was it Jacenta?) with some friends.

Edit:
Be warned, I am the filthiest of filthy skimmers.

There are several of us that play on Waterson as Vanu. We've joined the Quantum Dawn outfit.

Fun videos. My reviews:

TR: Weak sauce. Unmotivated narrator
NC: Best narrator, solid soundtrack. Overall, winner in visuals.
VS: Creepiest narrator, best music for the genre.

Coldstream wrote:

Fun videos. My reviews:

TR: Weak sauce. Unmotivated narrator
NC: Best narrator, solid soundtrack. Overall, winner in visuals.
VS: Creepiest narrator, best music for the genre.

NC narrator sounds a bit like a whiny kid but I guess they are the rebels so it makes sense.

As one guy in the beta put it: "Vanu Sovereignty, I came for the lasers, I stayed for dat ass"

I used to play NC almost exclusively in PS1, but I'm really liking the Vanu in this incarnation. I like the NC as well, if we had picked NC instead of Vanu I would have been fine it with. TR just doesn't click with me. Didn't in the first game either now that I think about it.

Tamren wrote:
Stylez wrote:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

I think it's a good change, too often tech plants devolved into a charliefoxtrot through the two tiny doors at the back of the complexes. At least this way the battle will be spread between the shield generators and the main building.

That's only because people were idiots with no organization. There are plenty of ways to break through. Like shoving 20 MAXes through the doors at once or simply using a sunderer to get through the shield. It makes Hvar frustrating to defend because it's the only tech plant I know of without a spawn teleporter and you have to defend the shield generators on foot.

LtWarhound wrote:

the odds of getting enough GWJers online at the same time to fill a galaxy are pretty long.

We managed to get 10 people in a squad not too long ago. And that's without any of the QD people.

I'm in QD and I was part of that squad.

Coordinated attacks as part of a large outfit are great, but I have a ton of fun just flying around in Liberators and picking off small bases with Goodjers.

Kommissar wrote:
Tamren wrote:
Stylez wrote:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

I think it's a good change, too often tech plants devolved into a charliefoxtrot through the two tiny doors at the back of the complexes. At least this way the battle will be spread between the shield generators and the main building.

That's only because people were idiots with no organization. There are plenty of ways to break through. Like shoving 20 MAXes through the doors at once or simply using a sunderer to get through the shield. It makes Hvar frustrating to defend because it's the only tech plant I know of without a spawn teleporter and you have to defend the shield generators on foot.

LtWarhound wrote:

the odds of getting enough GWJers online at the same time to fill a galaxy are pretty long.

We managed to get 10 people in a squad not too long ago. And that's without any of the QD people.

I'm in QD and I was part of that squad.

Coordinated attacks as part of a large outfit are great, but I have a ton of fun just flying around in Liberators and picking off small bases with Goodjers.

That's half the reason I bought the dalton cannon.

I like the faction design for the NC more than the Vanu, but Vanu is where Goodjerdom went, so that's where I go.

I move that we make Scarred Mesa on Indar the official Goodjerhold.

Coldstream wrote:

Fun videos. My reviews:

TR: Weak sauce. Unmotivated narrator
NC: Best narrator, solid soundtrack. Overall, winner in visuals.
VS: Creepiest narrator, best music for the genre.

So to Vanu enlightenment means violence and explosions. I knew I picked the right side

Xeknos wrote:

I like the faction design for the NC more than the Vanu, but Vanu is where Goodjerdom went, so that's where I go.

Yeah, that made me sad. I wanted to play with you guys.

Another thing to make us sad: Planetside is specifically designed to frustrate us. Ever wonder why those first few unlocks cost only one or ten certification points? Now you have your answer.

LOL at prices for the horn.. $6.50 is not what something that goes BEEP BEEP is worth. Who is consulting these guys on prices for these items?