Planetside 2 Catch-All

If I buy Bouncing Betty for my Infiltrator, will they be available to the Engineer too?

Also, they need separate sliders (or points in the ini file, I havent looked) to define sensitivities per-vehicle if they're all going to behave so uniquely.

polypusher wrote:

If I buy Bouncing Betty for my Infiltrator, will they be available to the Engineer too?

No, separate purchases. I've got C4 on my LA but it's not available on my engineer.

Tamren wrote:
maverickz wrote:

That gun looks like it just walked off the runway in Milan.

It's like I'm wearing nothing at all!
IMAGE(http://cloud.steampowered.com/ugc/903239780153201850/95FBD95E4F2FB349FC86D1D9D901AE506897F332/)

Stupid sexy Vanu.

Had a hell of a run today. I basically stayed in a single light tank shelling ti alloys from the bridge by the crown for a damn long time. At one point my k/d ratio was 12. Got third on the score list. Even with all the damage we did we never could push them off ti alloys. Eventually a red swarm just started to besiege the crown. I was in one of the main turrets for a long time and I was able to harrass and destroy a lot of armor, but eventually the firepower would just drop the turret too fast. Then I went mech and heavy armor and I was dealing a lot of damage, but for every one shot down two took their place. Just a swarm of armor and troops. In the end the destroyed the sunderer that was on the inside and that was that.

One hell of a fight and I think I made a 100 or more certs. Also the light tank anti infantry gun is awesome in the right situation. It's got a large spread and wrecks people. I got 20-30 kills just with that. My only real complaint is that I could never figure out where someone was shooting me from. One person must have wrecked my turret 6 times and I never figured out where they were firing from. I think the tracer from turrets and missiles is just not clear enough perhaps.

Really great fun being overwhelmed by sheer numbers yet still fighting to the bitter end.

master0 wrote:

Had a hell of a run today. I basically stayed in a single light tank shelling ti alloys from the bridge by the crown for a damn long time. At one point my k/d ratio was 12. Got third on the score list. Even with all the damage we did we never could push them off ti alloys. Eventually a red swarm just started to besiege the crown. I was in one of the main turrets for a long time and I was able to harrass and destroy a lot of armor, but eventually the firepower would just drop the turret too fast. Then I went mech and heavy armor and I was dealing a lot of damage, but for every one shot down two took their place. Just a swarm of armor and troops. In the end the destroyed the sunderer that was on the inside and that was that.

One hell of a fight and I think I made a 100 or more certs. Also the light tank anti infantry gun is awesome in the right situation. It's got a large spread and wrecks people. I got 20-30 kills just with that. My only real complaint is that I could never figure out where someone was shooting me from. One person must have wrecked my turret 6 times and I never figured out where they were firing from. I think the tracer from turrets and missiles is just not clear enough perhaps.

Really great fun being overwhelmed by sheer numbers yet still fighting to the bitter end.

Awesome!

I really hate the crown, mainly how much of a focal point it is on Indar, but you do have some of the best fights there...

I wonder what Indar would be like if the crown didn't exist and the centre of the map was a giant crater. Bigger than the impact crater even. There was a map like that in PS1, Searhus I think.

PS2 is a WW2 sim. Who uses flak anymore?

I wonder if this will improve or hurt my performance. My CUDA cores are pretty underwhelmed at the moment, even with high settings. It's the CPU that's the issue.

If I remember, CUDA isn't a separate area of the GPU that's sitting unused, it's another use for the shader units so by enabling the effects you're doing a trade-off against rendering performance, which is one reason why they allow you to dedicate a card to PhysX. However, if the bottleneck is somewhere else, then I don't see why not soak up some unused capacity, you can easily disable it again if it makes it perform badly.

If the game uses Physx for some things and it's currently locked to CPU instead of GPU, then enabling it should theoretically take some load off the CPU.

I've been considering looking up the "ultra" settings for the game because turning everything up to High settings instead of Low easily doubled my performance.

From what I can tell, because the game has to run for everyone (nvidia or not) it's just the base physics in the game, the stuff that affects gameplay and has to be done will be done on CPU for everyone, and then there's the extra effects that's a graphical layer on top if you enable it.

My non-nvidia system does load up the APEX/Physx .dlls when PS2 launches, but I guess without knowing the internals of the game it's hard to tell whether it's doing more than checking the software side of the equation is in place, or using them more deeply as the general physics engine of the game. Given that it needs to go over a network I'd guess it's all local stuff.

Forgot if I posted this?

IMAGE(http://cloud.steampowered.com/ugc/540694840356805896/2DDB99E72BD7AC85345954C1996566E8F76B45F3/)

Not the worst driving I've done. Did you know if you drive a tank off a bridge it'll survive. Mostly.

The magburner was the first thing I bought for my magrider and it's gotten me stuck in some ludicrous places.

A couple major patches ago the sunderer had some MAD traction on it's rear wheels. Enough that it could easily push the front tires over obstacles and from there it was just a short hop to get over them completely. You used to see them in silly places like the upper balcony of tech plants and jammed up into the ceiling inside of amp stations.

It was really silly in retrospect but vehicles in the first Planetside took negligible falling damage and couldn't flip more than 90 degrees. I remember one time I was fighting on the icy continent, not Esamir but the other one with HUGE cliffs and HUGE bridges. I needed to get to a base which was down a sheer mountainside so I just got on my ATV and drove right off the edge. It was like driving off the bridge and into the impact crater on Indar. Landed with a crash but it didn't damage the atv much. Good times.

Man had a three way fight over TI alloys. Lasted a good three or so hours. Only flipped once when TR brought raw overwhelming numbers. Then they tried to push on the crown and failed. Followed by more fighting over TI. I'm not sure if TI got more defense able or if the fact that it was a three way bash that made it so tough. Every time one side got an edge the other two would basically double team them. So the only way to win was to overwhelm both sides at once. Also the rendering on explosions and bullets was awful. Invisible explosions and bullets everywhere.

I think I'm starting to reach my limit for the game. Unless there is some major changes or I join a crew (unlikely) I'll probable be done soon.

I was in TI last night on a different server, on the defensive side. A couple of times they managed to get guys into the objective area but were quickly pushed back. I think the short respawn timers, the single objective and the mass of interest in that sector (right next to crown) makes it a tough place to push enough soldiers out of. Even as a medic I was getting tons of kills

At another facility, I forget which one, the attacking force managed to land a Sunderer on our flight pad. It wasnt visible from the ground, so they easily spawned enough dudes to overwhelm the defenses inside the facility. There were rumors of Sunderers on top of galaxies in chat before that happened. I guess this proved it!

I was also in that 3 way TI Alloy fight and was having a ton of fun in the sky.

On another not, I dont quite get how some of you guys play alone. I understand the fear of time commitment to outfits but most really don't care how much or when you log on. QD only asks for 2 op's participation a month and that you log into the website every now and then. It's nice to load up the game and get instantly invited to a squad or platoon of people who are actually accomplishing things.

I've decided I much prefer small-squad (6-12 people) operations over either soloing or zerging. Soloing has its uses, but mostly it's infiltrating a base and scouting/softening up the defenses prior to a major assault. Even then, having 2-3 people makes you far more effective.

Large-scale operations don't always devolve into a zerg, but I find that they're usually a bit too meat-grinder-y for my tastes. At least with smaller-scale operations I can feel like I'm actively contributing.

TempestBlayze wrote:

I was also in that 3 way TI Alloy fight and was having a ton of fun in the sky.

On another not, I dont quite get how some of you guys play alone. I understand the fear of time commitment to outfits but most really don't care how much or when you log on. QD only asks for 2 op's participation a month and that you log into the website every now and then. It's nice to load up the game and get instantly invited to a squad or platoon of people who are actually accomplishing things.

I don't play on the GWJ server

But I have a few mates from high school I play with occasionally

New patch!

· Alpha Squad boosts were regranted with full six months and extra bonus to resources and experience. All Alpha Squad players must re-equip the new boost.
· Depot – New Mana Anti-Vehicle Turret available for purchase.
· Light Assault – Fixed a bug where jump jet cert progression would not properly advance
· Invulnerability for revived players has been removed
· Effect added to help indicate temporary invulnerability on respawn
· Membership status window should correctly display loyalty level
· Missiles locked on to the vehicle in flight will again provide audio/visual indicators
· Fixing descriptions of the Mosquito M14 Banshee magazine certs

Alpha Squad Boost reset! HOLY sh*t! I can see why they did this but I never would have expected them to do it. Awesome of them!

Anti-vehicle MANA turret sounds interesting, but since one direct hit from a rocket/tank shell/anything will kill the gunner... Well it doesn't seem all that useful. On the bright side I almost never use my AI turret so having some antivehicle firepower wherever I go will be cool.

I'm glad they removed spawn protection. The idea sounds good on paper but in practice it was just stupid. Either you spawn inside a building and don't need the protection. Or you spawn by a sunderer and pretty much get a free kill if anyone is trying to attack it on foot.

Oh lord I just saw a video of the new turret. Seems like it might be a wee bit overpowered. Infinite laser guided rockets do that. Crowns gonna be impossible now.

This game has been giving vehicles the shaft for a long time now. Why they decided adding a lockon rocket launcher that can target everything, shoots SUPER FAST rockets that are SUPER ACCURATE and have an EVEN LONGER(!) range than the other lockon rockets... Yeah. I don't see how they can salvage the situation unless they nerf the thing into an early grave or just remove it from the game and refund everyone.

Defending the crown these days means having firing squads of 5+ annihilators instantly killing any and all vehicles from the crown landing pads to Ceres Bio or TI alloys.

Tamren wrote:

This game has been giving vehicles the shaft for a long time now. Why they decided adding a lockon rocket launcher that can target everything, shoots SUPER FAST rockets that are SUPER ACCURATE and have an EVEN LONGER(!) range than the other lockon rockets... Yeah. I don't see how they can salvage the situation unless they nerf the thing into an early grave or just remove it from the game and refund everyone.

Wait it's got lock on for both as well?! Jesus that seems broken. I hope they are not going the tribes route on these things now. Release something horrible overpowered have people buy it when they learn it's so overpowered. Then nerf.

It shouldn't have been a rocket launcher, some sort of heavy cannon/laser would have been better.

The one that locks on to everything does less damage then the specific lock-on missiles, which do less than the default dumbfire which does less than the slow dumbfire you have to cert for or buy.

I don't play as Medic that much, but I just love love love my NS-11A Platinum. What can I get to equal this for say, LA or HA for that matter, LMG my ass?

Actually, I think vehicles are still okay on open ground. However, their effectiveness in fortified areas has been significantly reduced with the redesigned spawn rooms. I'm actually fine with this change. It just seems unbalanced because most of the heavy fighting takes place in and around fortified bases.

RolandofGilead wrote:

The one that locks on to everything does less damage then the specific lock-on missiles, which do less than the default dumbfire which does less than the slow dumbfire you have to cert for or buy.

It might do less damage in total but it doesn't matter much when you get 5 people together and they ALL have annihilators. What I find the most annoying is that the Annihilator is just FLAT OUT BETTER than the other rockets. The rocket flies so fast that it sometimes hit's my scythe before I can even pop flares. And the rocket is smart too, it heavily leads it's target on an intercept trajectory. The other rockets are kind of stupid and "chase" the target from the rear. Half the time when you fire one of the anti-ground rockets against a moving target it just nosedives into the ground right behind it.

Anyhow I did some testing on the new MANA turret.

- The turret has NO SHIELD!
- The turret overheats with each shot giving it a slow refire rate. 4 level of certs reduces this to 5.5 seconds. Regular rocket launchers have a reload time of 5 seconds by comparison.
- The missiles are laser guided so you can steer them around a bit, but not so much that you can compensate for a poorly aimed shot against a moving target.
- Damage wise the rockets will set a magrider on fire with 4 shots, and a lighting in 3 (from the front). Destroying each with one further rocket. This gives the weapon the same power as the Devastator launcher. ESFs only take half damage so I suspect that damage is reduced against all aircraft.

Tamren wrote:
RolandofGilead wrote:

The one that locks on to everything does less damage then the specific lock-on missiles, which do less than the default dumbfire which does less than the slow dumbfire you have to cert for or buy.

It might do less damage in total but it doesn't matter much when you get 5 people together and they ALL have annihilators. What I find the most annoying is that the Annihilator is just FLAT OUT BETTER than the other rockets. The rocket flies so fast that it sometimes hit's my scythe before I can even pop flares. And the rocket is smart too, it heavily leads it's target on an intercept trajectory. The other rockets are kind of stupid and "chase" the target from the rear. Half the time when you fire one of the anti-ground rockets against a moving target it just nosedives into the ground right behind it.

Anyhow I did some testing on the new MANA turret.

- The turret has NO SHIELD!
- The turret overheats with each shot giving it a slow refire rate. 4 level of certs reduces this to 5.5 seconds. Regular rocket launchers have a reload time of 5 seconds by comparison.
- The missiles are laser guided so you can steer them around a bit, but not so much that you can compensate for a poorly aimed shot against a moving target.
- Damage wise the rockets will set a magrider on fire with 4 shots, and a lighting in 3 (from the front). Destroying each with one further rocket. This gives the weapon the same power as the Devastator launcher. ESFs only take half damage so I suspect that damage is reduced against all aircraft.

Alright that doesn't seem to bad, the rate of fire seemed higher in the video and it seems to be purely ground based. Also did not know that about the annihilator, may have to pick it up. Does everyone get the new turret or is it an unlock that's expensive? My real worry is seeing 10 or of these on a hill lobbing rockets.

Man I wasn't too happy about my Alpha Squad purchase in the beginning but wow have they delivered over the past month!

Ooh a laser turret where you turn on a beam that quickly overheats, but its active as long as you hold it down, so then you wave it around to damage as much as possible, or hold on a single target (or draw on a hill). That would be worth money.

master0 wrote:

Does everyone get the new turret or is it an unlock that's expensive? My real worry is seeing 10 or of these on a hill lobbing rockets.

The new turret is an expensive unlock. It seems okay as a support option, but it's otherwise underwhelming. If you want anti-vehicle capability for your engineer, invest in anti-tank mines or C4.

When it comes to lock-on missile launchers, the drawbacks of the Annihilator are supposed to be its short effective range and lower damage. However, because of render-distance limits and high velocity of the missile, the short effective range ends up not being an issue.