Planetside 2 Catch-All

master0 wrote:

and hacking stuff is a minor inconvenience most the time.

Indeed, I usually find turrets blown up before I can get to them. Sometimes consoles too. You can't hack blown up things! So you have to wait to capture then repair it via engie.

RolandofGilead wrote:

I think Infiltrators should be able to become fully invisible.

So that secondary VS tank weapon..is it very beam-like?

If you look into the infiltrator cert tree there are actually 3 kinds of cloak. The default cloak doesn't make you invisible, just blurred. As I pointed out it's not very useful at close range. It basically gives you first-strike opportunities in sniper duels and against people who aren't paying attention. Anyone who is alert will spot you right away.

The second one is a "nano armour cloak" which sounds like it works the same way only it protects you from damage while active and drains faster. I've never tried it.

The third one isn't implemented yet but it doesn't drain and allows you to be perfectly invisible while stationary. This is like the cloak from the original game, it also has the same restrictions in that you can only carry a pistol while using it. No snipers and no shotguns. This one sounds a lot more like the cloak and dagger invisibility we are used to from other games.

By the tank weapon do you mean the Saron? It's not like a continuous beam laser at all. It fires a single projectile with no drop and pinpoint accuracy. It packs a big punch against vehicles, comparable to a shot from the magrider cannon, and it can even one-shot infantry in a small radius. Very powerful and the bolt travels kind of slow so you need to compensate heavily while aiming. The pinpoint accuracy can also be a curse because it's a slow firing weapon and very hard to line up when the tank is moving.

There is not a logical reason to play any faction except Vanu. Their starting weapons are exceptionally good for every class except infiltrator. The Magrider is far and away the best tank. It may be the best vehicle in the game, and the Scythe is a joy to pilot compared to the Mosquito. I hauled in about 50 certs in a very short time, probably less than two hours of play. My character is on East (StartAVanuColony), and I don't know if I can go back to TR.

I just fell so repulsive playing Vanu.

I think over the long haul it won't matter as stats will be constantly buffed and nerfed. Why would you feel repulsive playing the Vanu though?

i38warhawk wrote:

There is not a logical reason to play any faction except Vanu. Their starting weapons are exceptionally good for every class except infiltrator. The Magrider is far and away the best tank. It may be the best vehicle in the game, and the Scythe is a joy to pilot compared to the Mosquito. I hauled in about 50 certs in a very short time, probably less than two hours of play. My character is on East (StartAVanuColony), and I don't know if I can go back to TR.

I just fell so repulsive playing Vanu.

Yeah I wouldn't worry about that for now. When I first started playing they felt like the worse. Now they've been beefed up to fix that, and naturally it goes too far. Few tweaks here and there and another fraction will get their day in the limelight. I'm still enjoying playing as TR, although I'm not playing much these days. Waiting for another big patch before I jump in.

I'm waiting for another patch too. The last one gave me bad game crashes. I could cope with the regular kind.

RolandofGilead wrote:

I think over the long haul it won't matter as stats will be constantly buffed and nerfed. Why would you feel repulsive playing the Vanu though?

I'm kind of kidding, but if you play TR long enough you start to hate the Vanu. It's mostly jealousy. Magriders, Dual Photon Pods, and Scythes become objects of intense hatred. Playing as one is a mix of emotions.

For me it's mostly joy as I blow away Prowlers for even thinking about looking my way. Piloting a Magrider is a pleasure compared to the other tanks. I jumped on after I got home for about an two and half hours. My session stats were pretty impressive. I had a score/hour of 9086, earned 195 certs, and maintained a 4.47 k/d ratio. Now k/d ratio doesn't really matter in PS2, but points and certs do. As a Vanu right now you can out earn TR or NC. Things will change, but I don't see them adding treads to the Magrider, reducing the damage per shot (unless they hit all tanks), or changing the firing pattern for the main gun (which is very predictable compared to the Prowler).

I will say there seems to be a lot less organization on the Vanu side. It was tough to find a squad that had good communication or cohesion. On the TR side there are several platoons organized each night that I know I can join and get a great experience.

i38warhawk wrote:
RolandofGilead wrote:

I think over the long haul it won't matter as stats will be constantly buffed and nerfed. Why would you feel repulsive playing the Vanu though?

I'm kind of kidding, but if you play TR long enough you start to hate the Vanu. It's mostly jealousy. Magriders, Dual Photon Pods, and Scythes become objects of intense hatred. Playing as one is a mix of emotions.

For me it's mostly joy as I blow away Prowlers for even thinking about looking my way. Piloting a Magrider is a pleasure compared to the other tanks. I jumped on after I got home for about an two and half hours. My session stats were pretty impressive. I had a score/hour of 9086, earned 195 certs, and maintained a 4.47 k/d ratio. Now k/d ratio doesn't really matter in PS2, but points and certs do. As a Vanu right now you can out earn TR or NC. Things will change, but I don't see them adding treads to the Magrider, reducing the damage per shot (unless they hit all tanks), or changing the firing pattern for the main gun (which is very predictable compared to the Prowler).

I will say there seems to be a lot less organization on the Vanu side. It was tough to find a squad that had good communication or cohesion. On the TR side there are several platoons organized each night that I know I can join and get a great experience.

Interesting on the organization bit. When I first played it felt like the Vanu were always more organized then the other fractions. They also tended to be the smallest as well. Of course that was also when their weapons were pretty awful as well. NC felt the most zerg like and had the best gear at the time. But yeah hover is just a good edge over the other tanks, not sure how they are going to deal with that. They are going to either have to weaken the guns or change the tank dramatically. Probable the guns.

Big patch up.

Cool bits: Engie tools overheat (called it), new continent, some new gear, respawn timer went up, and a whole bunch of small stuff. Also I just noticed that each email update has been giving me a new beta key to give away. PM me and I can send you one.

Fed up with the chilly weather on Esamir or too parched from the sandstorms on Indar? Request deployment to Amerish! This recently discovered continent is filled with lush vegetation and beautiful landscapes. It may be pretty but stop your gawking. That rolling meadow is full of Lightning tanks and these majestic mountain ranges are full of Infiltrators waiting for you to poke your pretty little head up. Check your ammo and tighten up your gear. You are going to have dig in to take this one.

If there is one thing new recruits can use, it’s more training. What better way to provide than to show you veterans in action. PlanetSide 2 has full Twitch integration which will let you quickly and easily put the next amazing battle you are in up for everyone to see.

General:

The Amerish continent is now available. Head to the Warpgate to access it.
Pain Fields are now functional in the respawn areas.
The Respawn Timer has been increased by 4 seconds.
Falling damage has been reduced slightly.

Notable Bug Fixes:

Phalanx Turret projectiles from turrets are now visible to everyone
Instant Action spawning to a Squad Leader should be functional again.
Players should be able to purchase medical kits with the resupply button again.
Gate Shields will now stop enemy projectiles
Throwing a grenade on a highly populated server will no longer cause the grenade to explode in your hands.
Health Regeneration from Restoration Kits will continue even after you swap weapons.
Players will no longer spawn under Sunderers when using quick deploy.
The Vehicle Ammo Resupply ability will now properly dispense ammunition when coupled with the AMS ability.
Revive Grenades are now functional again.
Players no longer spawn through the world at Tawrich Depot.
Players can no longer get stuck in a "floating" state.

Weapons:

Tank mines do more damage to main battle tanks.
C4 now does more damage to main battle tanks.
50 cal MG bullets now travel farther before losing some damage
30mm AA: COF increased. Projectile speed increased. Changed reticule.
Swap times are faster. Swapping to a pistol got the biggest speed increase.
MAX anti-vehicle weapons: Large increase to anti-vehicle damage. Reduced magazine sizes, faster reload speeds. These are now more similar to the main battle tank weapons in feel.
All Semi-auto Sniper Rifles: Reduced near damage (hip fire range). Overall bullets to kill is the same.
Accuracy is now lost faster when firing from the hip. Starting accuracy remains the same unless mentioned below.
All weapon attachments are now available from the start. Costs have been adjusted.

New Conglomerate:

Gauss Rifle: Small increase to recoil.
AF-14: Torrent: Reduced initial vertical recoil. Small increase to horizontal recoil, but gave a more learnable pull to the right. Decreased damage at range. Improved accuracy, especially when firing from the hip.
Reaper DMR: Increased recoil over sustained fire. Reduced initial recoil, making burst fire and single shot much more effective. Increased accuracy.
AF-19 Mercenary: Slightly increased horizontal drift during sustained firing.
GD-7F: Reduced vertical recoil. Very small increase to horizontal drift over sustained fire. Made horizontal drift favor the left.
EM9: Reduced initial vertical recoil, making follow up shots from range easier. Increased accuracy.
Gauss SAW: Recoil recovers slower. Slowed down fire rate to 500 RPM, from 550 RPM.
EM1: Reduce overall recoil. Increased reload speed. Increased accuracy when on the move.
GD-22: Reload time is now consistent across all fire modes (incorrectly was slower in single shot mode). Lowered damage. Lowered vertical recoil.
Increased projectile speed to be the fastest of the available NC LMGs.
Mag-Shot: Increased accuracy. Lowered magazine size by 2.

Terran Republic:

T1 Cycler: Increased vertical recoil. Reduced horizontal drift. Decreased starting hip fire accuracy.
RF-3: Increased accuracy. Reduced vertical recoil. Gave horizontal recoil a more predictable pull to the left. Reduced damage at long range.
SABR-13: Fixed bug causing accuracy to be worse when crouched. Increased projectile speed. Reduced vertical recoil to allow more consistent landing of follow up shots at range.
TRAC-5: Initial recoil direction is more predictable. Small increase to reload time when a bullet is in the chamber. Reloading when empty remains the same.
LC2 Lynx: Reduced vertical recoil.
T5 AMC: Very small increase to first shot recoil, but made direction more predictable. Reduced horizontal drift.
T9 CARV: Reduced horizontal recoil. Small reduction to recoil recovery rate.
T9 CARV-S: Increased rate of fire to 750 RPM, from 700. Reduced horizontal recoil. Increased projectile speed. Reduced initial recoil, making the burst fire mode more useful.
MSW-R: Overall reduction in recoil. Increased rate of fire to 800 RPM, from 750, to better match the hip fire accuracy's benefit in CQC.
Repeater: Increased accuracy. Small reduction to damage at long range.

Vanu Sovereignty

Pulsar VS1: First shot recoil is more predictable. Very small increase to horizontal drift.
XM9 Centauri: Increased first shot recoil, but removed pull to the right.
CME: Lowered first shot recoil so that it can better benefit from its faster projectile at range. Increased drift during sustained fire.
Pulsar Compact: Recoil is now more similar to Pulsar VS1, meaning less recoil during sustained fire and a slight pull to the right.
VX6-7: Reduced vertical recoil. Gave a more defined pull to the right. Increased hip fire accuracy.
XM21-4 Carbine: Reduced recoil. Increased Accuracy. Added 10 to the magazine. Slowed down reload time.
Orion: Small increase to initial recoil. Increased movement speed when in iron sights.
VX29 Polaris: Reduced initial recoil to better match the benefits of its fast projectile at range.
Pulsar LSW: Increased initial recoil, but made sustained fire more steady. Dropped fire rate to 700 RPM, from 750. Increased reload speed.
Beamer: Increased projectile speed. Increased accuracy. Increased rate of fire. Reduced damage loss over range.

World:
Numerous Capture area sizes on Indar have been increased and additional cover has been provided.
Anti-tank Phalanx turrets now do less splash damage.
Anti-Personnel Phalanx turrets are more accurate but have reduced damage.

Vehicles:

Damage done by Critical Fire damage reduced by 50%
Direct hit damage of Lightning 100mms has increased.
Many Anti-vehicle secondary weapons will now have increased projectile speed and damage.
The reload time of the Prowler 120mm gun has been reduced.
Vanguard and Lightning HE turrets have had their splash damage brought in line with the Magrider and Prowler.
Sunderers can now only be deployed 200m or more from another Sunderer.

Aircraft:

Flak damage has been reduced and direct hits with projectiles now do less damage over range.
Aircraft Rocket pod direct damage increased slightly. Rockets no longer accelerate over time and move at a flat rate.
A2A missile damage increased
Air Hammer Projectile Speed increased
Increased Light aircraft resistance to 20mm Basilisk and 30mm Shredder
composite Armor is now an available cert for Liberator and Galaxy

UI:

If you are in a squad and not the squad leader, the option to drop-pod on your leader is now available from the hotspots panel in the map screen.
Spawn beacons no longer cost resources or use up a tool slot. Squad leaders will be able to use the spawn beacon on a timer.

Classes

Small reduction to speed of changing directions while strafing.
Infiltrator recon tool sends mini-map info to all faction members and not just the squad.
Fuel based abilities now start at max when you change to the class.
Repair Tool can now overheat. You can upgrade the heat threshold and the repair rate through the related cert line.
Ammunition package equips and throws faster. Ally ammo packs will now show on the mini-map.
Reduced the effectiveness of the Resist Shield to be more in line with other Heavy Assault shield abilities. Added a movement penalty to the resist shield (slows the player down only while active)
Slight increase to the Nanite Mesh Generator shield strength. Slight increase to the movement penalty of the Nanite Mesh Generator.
Increased HP given by Nanoweave Armor.
Moved MAX ammo certs into utilities slot.
Updated MAX Kinetic Armor, now it will only resist small arms fire (infantry weapons).

No mention of game stability improvements? Wonderful.

If anyone wants a Beta Key, PM me.

Same. PM me if you'd like a key.

They didn't mention that they dropped the XP gain from someone deploying at your Sunderer from 5XP to 2XP.

Tamren wrote:

No mention of game stability improvements? Wonderful.

There’s no mention of it, but anecdotally my performance seems to have gotten a big boost. Though it had taken a huge hit the last two patchs so there may be no net gain.

Zona wrote:

There’s no mention of it, but anecdotally my performance seems to have gotten a big boost. Though it had taken a huge hit the last two patchs so there may be no net gain.

True but they dramatically increased the XP game gives but Smedley already confirmed that won't last.

I agree with Warhawk, the VS seem to be the strongest right now. There is virtually no recoil and bullet drop is non-existent. The Carv-S with attachments is also really really good. The changes they made to the NC's SAW are dramatic, and not in a good way.

Bear wrote:
Zona wrote:

There’s no mention of it, but anecdotally my performance seems to have gotten a big boost. Though it had taken a huge hit the last two patchs so there may be no net gain.

True but they dramatically increased the XP game gives but Smedley already confirmed that won't last.

I agree with Warhawk, the VS seem to be the strongest right now. There is virtually no recoil and bullet drop is non-existent. The Carv-S with attachments is also really really good. The changes they made to the NC's SAW are dramatic, and not in a good way.

Wait I haven't gotten the patch yet. Have they supped up the cert gain rate like they did before? Now that you can get weapons that makes me really wanna try some stuff.

Edit: Which means another wipe is coming. Which would also most likely be the last wipe as well! We should probable try to organize on to one server and side or something. Maybe I'll return to Vanu now that I tried everyone.

Edit plus: Oh and I've said this before but try the grenade launcher attachment. It's fantastic.

Put in a few hours this morning. Here are some things I learned:

- Overall performance seems to be better. My framerate is still terrible but every now and then when things are quiet it will rise up to 60 frames. Seems to have to do with how much the CPU is number crunching. The game played stable for several hours until everything turned invisible on me and I had to quit.

- I don't remember if the patch notes mentioned this but they seem to have fixed vehicle weapon reloads. The way it works now (properly) is that you can start the reload cycle and it will continue even after you switch to a new weapon. The weapon will show as unloaded but will instantly finish with a "kchunk" noise the moment you switch to it. For fighter craft this is a HUGE boon because you can run cannons and rockets and switch between the two and fire both without stopping to reload.

- The Vanu Scythe PPA is VERY powerful when used correctly. To describe it again it fires a string of 20 small plasma balls. These have a small splash radius but the direct hits seem to do very high damage to everything. Get up to point blank range and you can just about destroy a sunderor with two salvos. The weapon description says it does more damage up close but it's hard to tell.

The downside is the weapon is rather innacurate and the balls travel very slow compared to a laser round or bullet. Several times I found myself chasing a reaver or mossie all the way back to their warpgate before I could finally land a hit on them. That said the PPA does work pretty well against liberators and galaxies.

I looked at the cert upgrades for it and you can upgrade the weapon's magazine size to a ridiculous 70 rounds, yikes.

- Air to ground photon rockets are fantastic! You can use them on everything, even in a dogfight! Against ground targets they are especially deadly when combined with the PPA. Pepper them with the 20 plasma rounds then WHAM WHAM WHAM dump those rockets onto them at close range. If that doesn't finish them off you can just switch back to PPA and hose them down. It takes about two and a half whole salvos of direct hits, or 35 rockets give or take to down a galaxy. That number drops rapidly if you also use your cannon on them.

Rockets are pretty good in a dogfight too. If you get REALLY close to another fighter you can hit them directly and if you don't miss they will be wreckage before they knew what hit em. They also fill a nice gap in air combat when you have a target crossing your FOV from side to side. Cannons need to be held on target to do meaningful damage. But with rockets you just need to aim once to get a hit. One time I was diving out of the sky and saw a mossie flying directly below me, I fired two rockets straight down and smashed him out of the air in one hit. Very satisfying.

The patch said that they removed the acceleration ramp up for rockets. Now you fire them at full speed, you can barely notice the difference but it does seem like they fall less over distance.

- Amerish is cool! Compared to Indar and Esamir Amerish is a sort of alpine forested map. Lots of high mountains and deep valleys. This gives combat a lot of verticality and I've participated in more air combat today than I have in any other week of playing. It also has more of a "crafted" feel to it. There are a lot of uniquely shaped bases and very few cookie cutter single tower outposts. Some of them have issues though, a couple of the tech plants have no air rearming station for instance. When I logged on the TR owned 84% of Indar, probably because everyone was busy having fun on Esamir.

Because of the changes in elevation bases on Amerish are very far apart. So instead of the "zerg" being a couple sunderers rolling up to the next base (which is in shooting distance) as you would get on Indar. Players roll out in HUGE convoys of 30+ vehicles and drive across the landscape. Very cool to see.

-You may have noticed that vehicles and soldiers no longer take damage inside the warpgate. Normally when a vehicle flips and lands upside down it would be destroyed. But in the warpgate this is no longer the case. If said vehicle can fly, this causes... problems.

IMAGE(http://img849.imageshack.us/img849/3324/img20121104130119.jpg)

Bah the patch finished but I can't seem to get in. Doesn't say anything about any server down time today to.

Bear wrote:

Cert gain is up because its tied to the increased XP. no more wipes before launch afaik.

They aren't doing a character wipe before launch?

Ok I got in finally, and overall I'm loving the new area. It's a much nicer place to fight then either of the other two places. The verticality is fun and with a jet pack absolutely crazy. So far I love it. I didn't notice much of a xp boost so probable no wipe then.

I did notice a bunch of new things not mentioned in the patch. New animation for the sunderer, new music, and some other small things. Also the radar felt much improved, and my jet pack felt stronger. Good changes so far, still want to see the new capture mechanic though.

SOE needs to change resource accumulation to work such that you get all of the accumulated resources from all of the planets, instead of just the one you are currently on. Cut each regions bonus by a 1/3rd, but don't force people to play on Continents that they have almost completely in control in order to actually accumulate resources. Vanu could control 90% of Esamir, but as soon as I travel to Indar, I'm back to gaining only minuscule amounts of resources because we only have 10% of the continent. It discourages people from fighting in battles they are already losing.

They at least noticed it was an issue with auraxium, but their solution there (perhaps for the better) was to eliminate the resource altogether.

In the short term, I think having resources shared across the continents, along with making them more scarce, would help things. Even then I'm not sure it would make capturing and holding particular bases feel meaningful. You could drop all the resources and still have structures influence vehicle spawn timers and availability.

Alpha Squad Members go reserve your name now!!!
http://www.planetside2.com/reserve-name

groan wrote:

Alpha Squad Members go reserve your name now!!!
http://www.planetside2.com/reserve-name

"Under Maintenance"

The servers are shutting down in two minutes. I assume that will be up when everything else is.

Cert gain is up because its tied to the increased XP. no more wipes before launch afaik.

Tkyl wrote:
Bear wrote:

Cert gain is up because its tied to the increased XP. no more wipes before launch afaik.

They aren't doing a character wipe before launch?

Sorry, just to be clear. The characters we're currently playing won't be wiped before launch. Prior to launch (somewhere between the 16th and 20th) everything will be wiped and everyone starts new on the 20th.

Also, I've been told that the devs are currently two builds ahead of the beta testers on their internal servers. The latest build is almost entirely bug free. As least as far as can be determined by internal testing.

Bear wrote:
Tkyl wrote:
Bear wrote:

Cert gain is up because its tied to the increased XP. no more wipes before launch afaik.

They aren't doing a character wipe before launch?

Sorry, just to be clear. The characters we're currently playing won't be wiped before launch. Prior to launch (somewhere between the 16th and 20th) everything will be wiped and everyone starts new on the 20th.

Also, I've been told that the devs are currently two builds ahead of the beta testers on their internal servers. The latest build is almost entirely bug free. As least as far as can be determined by internal testing.

If I may try to re-word this for further clarity, Bear. . .

There aren't expected to be any more Beta Test wipes.

Before launch, however, everything will get wiped - and the game will start clean for everyone.

Also I think I have another working cd key, pm if you want it.

I too have yet another buddy key, for whomever is interested.