Planetside 2 Catch-All

Yeah the one thing I learned while flying. The higher you are the better, period.

Another trick I learned is that if you approach a target at a very slow speed, you can linger longer than you can if you just try to stop and hover. With a Scythe I seem to be able to eke down to 50kph without stalling. It makes escaping easier too because you don't have to accelerate as much.

A few PS funnies for you:

VS Booty is OP (original thread)

The Breakfast of Champions! (More faction cereal and other art here.)

IMAGE(http://th04.deviantart.net/fs71/PRE/i/2012/185/8/c/terran_republic_brand_fascist_flakes_cereal_by_elprotection-d55x2cc.jpg)

Any opinions on that 4 weapon bundle being sold this week? Sorry no link.

Scratched wrote:

Patch notes: http://forums.station.sony.com/ps2/i...

TL;DR version: "Hey, we made TR even more powerful. Oh, and we hope you didn't buy any hover bonuses for your Magrider!"

Grrrr.

Almost 4.5GB. Well, they are redoing a lot of map areas.

I'm glad to have underbarrel grenade bug fixes, not happy about the loss of explosion radius, even before this it seemed to take a direct hit to get a kill,
but I am incredibly happy to know exactly how far away I need to be for the damn things to arm (10m).
Not happy about the Saron changes (both to the fighter rotary cannon and the magrider secondary).
Hurray for auto-run! (=) I thought it was odd that it was available for vehicles but not people.
I'm glad people in vehicles can't cap, that always seemed unfair/unbalanced.
Also, holy crap Vanguards can survive another shot! WTF?
Also, damn that G30, I think it's meant to be Anti Infantry but it does wonders against ESFs trying to rocket pod the tanks.

Patch downloaded, forums and servers seem to be down though.

http://webcache.googleusercontent.com/search?q=cache:nEQMJSL4RWMJ:forums.station.sony.com/ps2/index.php%3Fthreads/game-update-2-02-02-2013.87343/+&cd=1&hl=en&ct=clnk&gl=us&client=firefox-beta
Here's the patch note again but from google cache as the site is down. It seems to be the big patch discussed before. Limited invincibility on spawn, new pro defender map designs, finally fixing the jump jet glitch, basically all the stuff they talked about before. Downloading the patch now, will be on vent later then.

https://twitter.com/mhigby/status/29...
Incredibly good news for Alpha Squad people like me.

RolandofGilead wrote:

https://twitter.com/mhigby/status/29...
Incredibly good news for Alpha Squad people like me.

That's annoying. I'll be putting in a support ticket to get mine back tonight.

Okay just played for a good long while, and the changes overall seem good. One really small but really useful change is to the map. You can now see points that people are fighting at enemy or friendly. They show up as a bunch of blips on the map. Now it's super easy to know where the fighting is. The new base layouts seem interesting and definitely favor the defender. Not sure how much better they are, but offense is definitely tougher. Also the magrider's turning and strafing speed was nerfed. That made me real sad and I got to look if some the certs can fix that.

Overall lots of fun, easier and clearer to play. Still not a big a change as I like, as there is still no meta game to speak of. Also a few bugs that I've known since beta are still around. Fixed the jetpack and grenade launcher ones though.

i38warhawk wrote:
RolandofGilead wrote:

https://twitter.com/mhigby/status/29...
Incredibly good news for Alpha Squad people like me.

That's annoying. I'll be putting in a support ticket to get mine back tonight.

Everyone that over rode theirs gets a replacement, yay!

After several hours of play, I agree that it's generally a lot of very positive changes. The stand-out inevitable bad change is what they did to the Magriders; in an attempt to nerf what they perceived to be an exploit, they undermined the fundamental reason that the tank was a viable choice in a field of otherwise significantly superior heavy armour. Put another way: "Female Doggo, I needs to be dodging, or I gets my sh*t blown up." I'm hoping that they're keeping an eye on what I anticipate to be a significant reduction in Magrider utility.

Coldstream wrote:

After several hours of play, I agree that it's generally a lot of very positive changes. The stand-out inevitable bad change is what they did to the Magriders; in an attempt to nerf what they perceived to be an exploit, they undermined the fundamental reason that the tank was a viable choice in a field of otherwise significantly superior heavy armour. Put another way: "Female Doggo, I needs to be dodging, or I gets my sh*t blown up." I'm hoping that they're keeping an eye on what I anticipate to be a significant reduction in Magrider utility.

Fear not you Mag spamming purple beasts!

Matthew Higby ‏@mhigby
Magrider strafing seems bugged, not intentional to go that slow while strafing. We will look at it.

I'm not sure about the rest of you but this patch introduced some major performance issues for me. I wasn't having any issues prior to the patch and was averaging around 45 fps with most of the stuff set on high. Now I'm getting these HUGE swings with my fps going between 40 and 10 for no apparent reason.

Bear wrote:
Coldstream wrote:

After several hours of play, I agree that it's generally a lot of very positive changes. The stand-out inevitable bad change is what they did to the Magriders; in an attempt to nerf what they perceived to be an exploit, they undermined the fundamental reason that the tank was a viable choice in a field of otherwise significantly superior heavy armour. Put another way: "Female Doggo, I needs to be dodging, or I gets my sh*t blown up." I'm hoping that they're keeping an eye on what I anticipate to be a significant reduction in Magrider utility.

Fear not you Mag spamming purple beasts!

Matthew Higby ‏@mhigby
Magrider strafing seems bugged, not intentional to go that slow while strafing. We will look at it.

I'm not sure about the rest of you but this patch introduced some major performance issues for me. I wasn't having any issues prior to the patch and was averaging around 45 fps with most of the stuff set on high. Now I'm getting these HUGE swings with my fps going between 40 and 10 for no apparent reason.

That's wonderful news right there. And yeah this is the first time I've ever gotten lag. Fighting near the crown is impossible. Still most the other changes seem real good. The tunnels are fun although I will miss using the warp pad on offense now that they are defender specific. Definitely needs a hotfix though.

New patch is super buggy as expected. A lot of the things are the wrong colour, my minimap was just greyed out and I disconnected after 5 minutes.

EDIT: and the second time I logged in it took twice as long and put me in the game with a UI and a black screen frozen. I guess we should let the update bake a little longer.

Bear wrote:
Coldstream wrote:

After several hours of play, I agree that it's generally a lot of very positive changes. The stand-out inevitable bad change is what they did to the Magriders; in an attempt to nerf what they perceived to be an exploit, they undermined the fundamental reason that the tank was a viable choice in a field of otherwise significantly superior heavy armour. Put another way: "Female Doggo, I needs to be dodging, or I gets my sh*t blown up." I'm hoping that they're keeping an eye on what I anticipate to be a significant reduction in Magrider utility.

Fear not you Mag spamming purple beasts!

Matthew Higby ‏@mhigby
Magrider strafing seems bugged, not intentional to go that slow while strafing. We will look at it.

I'm not sure about the rest of you but this patch introduced some major performance issues for me. I wasn't having any issues prior to the patch and was averaging around 45 fps with most of the stuff set on high. Now I'm getting these HUGE swings with my fps going between 40 and 10 for no apparent reason.

Same here. Also game status updates are slow to reach me. Several times I had LOCK appear, then go away, then I got hit. Also, you know how sometimes you walk forward and people pop up? It's even worse when you're in a fighter and everyone on the ground is shooting at you. Also had a few ghost people, they would appear less than a second and just go poof. mhigby tweeted that some people deleted their UserOptions.ini file to improve performance, I did that and it did not work. It reset my invert flying controls for starters which cost me a scythe, but oh my goodness is the game pretty on the graphics settings it gave me. Also weird is that it says render distance is default 4000, but it seems defaulted to 6000. Since mine was set to 6000 both before and after I deleted the .ini. I can finally see the underbarrel grenade path now; I guess that's due to graphics settings, holy crap is that a poor, poor arc. It arms at 10m but good luck shooting it past 30m.

What's a good gun besides the Solstice SF for my engie and LA?
Also looking for a battle rifle for my Infiltrator, though the fact that I have 100 less shield really puts a damper on the idea of taking her into battle.

That hotfix sure changed things. All ground vehicles and turrets are now completely broken. You can shoot but nothing comes out, or only half the time in some cases. The game is also more hitchy-freezy than it used to be. My framerate is fine but the action is super choppy, rather like beta.

They did something WEIRD to vehicle controls. All turrets now track really smoothly, but they also seem to have jacked up the default mouse sensitivity to the point where you can whirl in a complete circle in only one or two seconds. They also made it much easier to roll while in a scythe which makes it hard to control. You can fly through the bottom of a tower and do a barrel roll before you go out the other side, that's how fast it is now.

The new towers are certainly interesting. But I'm really not a fan of how they just slapped giant barriers everywhere. It feels extremely tacked on and doesn't actually protect the people much because they can't see anything! The new spawn structures in smaller bases are nice though.

Apparently Vanu tank projectiles still work, but TR and NC tanks don't. It's making things a little one sided at the moment.

Redwing wrote:

Apparently Vanu tank projectiles still work, but TR and NC tanks don't. It's making things a little one sided at the moment. :lol:

Mags are so OP

Ow lord hahah this is just funny. Guess I won't be playing for a while.

Redwing wrote:

Apparently Vanu tank projectiles still work, but TR and NC tanks don't. It's making things a little one sided at the moment. :lol:

Working as intended. It's possibly a mild bug that can be addressed at some point next year when the big stuff has been figured out.

Vehicle fix is up according to Higby.

What a great update. Good on SOE for pushing this one out. I am glad they moved the Alpha Squad bonus from 10% - 50% xp and resources. That's awesome!

Other than the vehicle hiccup, it seems to be a great update, I like the redesigned bases, which look a lot more defensible now, and I really liked that they cycled the starting warp-gates. Such a simple little change but it completely changed the zones I'm mostly fighting in.

I wish the SMG was a little cheaper though, I want that thing on my Infiltrator! I was spoiled by the triple space-bucks promo and I'm wary of buying any until there's another.

Redwing wrote:

I was spoiled by the triple space-bucks promo and I'm wary of buying any until there's another.

Yeah, I'm thinking of making myself a PS2 wishlist of things I'd want to buy with smedbucks, and as I play the list gets longer. The curse of being a generalist.

I just ordered a replacement joystick for one lost a few years ago in a move. The decision was mostly motivated by the terrible handling of the air vehicles, but I'm realizing now that I have no certs in any of them and they're probably designed to feel terrible at first. Do cert upgrades significantly enhance the handling on the Scythe and the, uh, generic helicoptery thing, such that I might end up preferring the mouse anyway after a few certs?

I'm not a proficient scythe pilot by any means, and I never even attempt air-to-air besides on static liberators or galaxies or ESFs flying in a straight line, but I'm doing okay with mouse/keys. One thing I think I'd like is to have two throttles, one for hover and another for forward/backward thrust, or a button to switch modes.