Planetside 2 Catch-All

I haven't noticed any lag. I forgot to mention that the outfit is Vanu.

OG_slinger wrote:
Laarrs wrote:

That's tempting. I am looking for an outfit, as this game just isn't nearly as fun without joining one.

Agreed. Without teamwork and coordination this game vacillates between "find the fight" and "meat grinder".

I could probably enlist with Laarrs, even though he smells and he has cooties (and his cooties have Hep C).

Also tempted, would prefer a GWJ group but there just isnt enough of us really. So all of us congregating in one outfit would be cool.

I've just applied to an Outfit called No-Nonsense Gamers for the Vanu on US East (Lyisthia). They're a good group of people - and they're good at working together. It isn't uncommon that a couple hours grouped with them will see the VS snagging half the map.

There's an application process, and a one-week trial with 'em before you get in - but I can't see any reason why a goodjer would be rejected.

IMAGE(http://steamcommunity.com/sharedfiles/filedetails/?id=104788734)

groan wrote:

Isn't GWJ going to start a Outfit with Gamers with Jobs?
or
OwGooj

No matter how many GWJ people we get to play this game there will never be enough to make a useful outfit and I think it will just make it unfun for everyone.

But you can be invited to squads and platoons from other outfits anyway right?

Tamren wrote:

But you can be invited to squads and platoons from other outfits anyway right?

Sure can.

Pretty cool:

John Smedley
‏@j_smedley
We have listened to your feedback and we are implementing the ability to try weapons before you buy them - for launch
TempestBlayze wrote:

Pretty cool:

John Smedley
‏@j_smedley
We have listened to your feedback and we are implementing the ability to try weapons before you buy them - for launch

Huzzah!

It's one thing to spend certs on weapons, but if I'm going to be asked/expected/hoped to spend $$ on a weapon - to do so, then hate the weapon would really really suck.

Good for them.

I hope they bring back the shooting gallery from PS1. They could combine it with the vehicle testing grounds. All you need is three things:

- Respawning static and moving targets, infantry, MAXs, vehicles, aircraft etc
- Unlimited ammo for simplicity
- Lots of conveniently placed inventory stations and vehicle pads

There are some things in PS2 like sniping and grenade throwing that are very hard to practice because opportunities don't come up very often.

Tried the Lasher, it sucks, no range whatsoever. It's "Long" range is outclassed by the Orion's "Medium" range (these are Vanu Heavy Assault LMG's).

I found it to be useful in Bio-dome fights. It's a more situational weapon then any of the others I've tried.

That long range description is pretty false, it really is a short-med ranged weapon just like the other two heavy assault weapons.

I think I'm done with the beta. There are only a couple things left that I want to try like the Lasher but they are far too cert expensive to save up for in the time remaining. Might as well wait for the equipment trial stuff.

This guy has an annoying voice but he does have a good point. Namely the fighter craft have WILDLY different hitboxes with the Reaver clearly have a big advantage over it's counterparts.

Like I said, annoying voice. So here is the TLDR:

- Reaver weapon pods and landing gear have no hitbox. Neither does the horizontal portion of the tail. The only valid targets are the side wings, the main body and the tail spine. The hitbox fits the vehicle like spandex.

- Reavers take a very long time to slow down back to normal speed after afterburners are used. In fact if you drain the afterburners completely you still will not totally slow down before the afterburners are fully charged again. The Scyth and Mossie by comparison take mere seconds for the afterburner boost to ease off.

- Mossie's do have hitboxes for the rocket pods and landing gear. And very bulky invisible hitboxes for the fuselage, engine pods and tail which extend far beyond the limits of the vehicle's body.

- Scythe, same problem. Big invisible hitboxes sticking out every which way. Particularly on the inside of the arms and "legs".

Pretty glaring balance problem all told. And this does explain a lot about my beta experience. I have always hated fighting Reavers for reasons I couldn't explain. It's pretty obvious now that the Reavers are effectively tiny targets combined with the strongest hitpoints of the three. When I played NC I very often managed to shoot down enemy fighters with just my LMG, but after I switched to Vanu I never so much as scratched the paint of any Reaver.

This also makes it clear why I found mossies so vulnerable to photon rockets. The hit cross section is BIG, much bigger than the limits of the 3d model itself.

Game changing patch out today.

[i]Read this for a lot more info about the patch[/i]

General:

The first phase of the new player experience has been added.
Base facility ownership bonuses have been added.
Tug of War capture mechanics have replaced the ticket system.
Infantry jump height has been reduced slightly.
Shields should now regenerate in a vehicle.
Pain fields have been reimplemented at spawn points.

Notable Bug Fixes:

The southwest Heyoka Tech Plant landing pad will now resupply friendly aircraft.
Ikanam Bio Lab terminals will now spawn MBTs.
Litchcorp Secure Mine now has AV and AA Phalanx turrets as intended.
Players should now receive resources while in Phalanx turrets.
Ikanam Bio Lab Teleporters and Forward Spawns should now change empire when captured.
Known Issue:
Adjustments have been made to stats which may provide unexpected behavior. We anticipate this to be completely resolved with the next character wipe.
Music may play unexpectedly and at inopportune times during base capture.

Weapons:

New weapons are now available for certifications.
Sniper Rifles now have additional attachments.
The grenade warning indicator radius has been increased slightly.
The Strong Arm and Pitcher certifications have been removed.
Explosives and mines will now be persistent even when a class is changed.
Grenades should now explode even after death.
The MANA Turret certifications are now available. Each rank will decrease overheat time.

Classes:

Resist Shield now has a movement penalty when active.
The MAX certifications trees have been renamed. Ammo storage Canisters is now under utilities.
MAX Kinetic Armor will now only resist small arms fire.
Heavy Assault AA weapons now do less damage.

World:

A number of facilities have additional defenses such as turrets, gates, cover, and more restrictive vehicle access added to them.
Ownership of certain facilities will provide bonuses to empires on each continent:
Biolab - Ownership of a biolab will provide health regeneration.
Tech Plant - A Tech Plant is now required to spawn the Main Battle Tank (Vanguard, Prowler, Magrider).
Amp Station - An Amp station reduces the time to overheat Phalanx turrets.
Capturing all contested territories in a continent will provide a temporary bonus to the controlling empire:
Indar - Reduction of cost for items purchased with Infantry resources.
Esamir - Reduction of cost for vehicles purchased with mechanized resources.
Amerish - Reduction of cost for aircraft purchased with aerospace resources.
Capture mechanics have changed. Please see this thread for specifics on Tug of War capture.

Vehicles:
Landing should be improved for aircraft with landing gear, it should be much easier to land and take no damage.
Skyguard magazine size has been increased from 40 to 50.
The recoil on the 120mm Prowler cannons has been reduced.
Sunderer:
AMS terminals now work on the sides. Terminals have been removed from the back.
Visuals have been added for AMS and Ammo attachments.

Galaxy:

The Galaxy is now more resistant to Flak damage.

Liberator:

The resistance to most damage has been increased.
The cone of the fire on the Tank Buster Cannon has been improved.
The 105mm cannon has increased damage, projectile speed, and a lower reload time.
The projectile speed of the 150mm cannon has been increased.
The Shredder has increased damage.

Fighters:

Air to Air missiles now have increased damage and lock on range.
Rotary cannons now do less damage.
Rocket Pods now have reduced damage and increased reload speed.
Fighters are now more resistant to aircraft machines guns.

While I don't like trying to shoot jumpers, I hope less jump height doesn't impact mobility.
Had no idea you previously did not receive resources in turrets, glad that's fixed, maybe people will get in them now.
Can't wait to see what attachments are available for sniper rifles!
No Strong Arm and Pitcher certs kinda sucks.

Grenades should now explode even after death.

Bout f-ing time. Does anyone know if HA rockets still do damage if you die? I never receive a hit notification with them but I do with other weapons.

Heavy Assault AA weapons now do less damage.

You have got to be sh*tting me. It already takes at least two hits and flares f*cking regenerate.

A number of facilities have additional defenses such as turrets, gates, cover, and more restrictive vehicle access added to them.

While some bases are pretty porous, if they were fully manned and acting in a coordinated fashion, this wouldn't be necessary. They should hand out as many mics as possible.

Landing should be improved for aircraft with landing gear, it should be much easier to land and take no damage.

Bout g-damn time. I hate it when I try to land for repair and end up suiciding.

Interesting air combat balance changes. AA missiles are now much more viable compared to cannons. Not sure what they mean by rotary cannons, maybe the air combat specific cannons versus the default?

RolandofGilead wrote:

While I don't like trying to shoot jumpers, I hope less jump height doesn't impact mobility.

I've never run into bunnyhoppers (except light assaults but that doesn't count). But I have had trouble hopping over railings at times, I hope they didn't change it too much.

RolandofGilead wrote:

No Strong Arm and Pitcher certs kinda sucks.

I hope they rebalance grenades in general. Right now grenades are useless against people above and below you. Above because the throwing force is so strong and has such a slight arc that it will overshoot. And below because grenades bounce like rubber balls and tend to explode in the air.

RolandofGilead wrote:

You have got to be sh*tting me. It already takes at least two hits and flares f*cking regenerate.

Sorry for saying this but... cry more. Seriously. I don't mind this change at all. Do you do much flying? The weapon balance is HEAVILY rigged against aircraft right now. Skyguards and AA turrets rip us to shreds, as they should because they are a highly specialized. But dual Burster MAXs do as much damage or more and they can see aircraft before the aircraft see them and pop out of any convenient equipment terminal. How is that fair?

Yeah it sucks that your heavy assault can't kill fighters on his own now. But he was never supposed to! AA rockets were overpowered as sh*t pre patch! They had equal damage to AA missile pods, a shorter lockon and a higher maximum range! Infantry rockets are supposed to be a deterrent, not a counter to vehicles and aircraft. In numbers they can destroy stuff with ease, but a lone single soldier should NOT have equal firepower. Tanks and fighters should always be the best method of destroying other tanks and fighters, otherwise there would be no point in using them.

RolandofGilead wrote:

Bout g-damn time. I hate it when I try to land for repair and end up suiciding.

How much of a problem is this? As a Scythe pilot landing is rarely a problem unless I'm on fire. The vehicle naturally floats so if you hit the ground it will bounce slightly. Sometimes I'm even coming in TOO fast and I hold down ctrl to make the aircraft grind to a halt. The downside is that Scythes will drift if you land on a sloped surface the same way a magrider will if no one is inside it applying the brakes.

They should fix the Reaver landing gear. 50% of the time I see one land it always tips onto it's ass.

Tamren wrote:

Interesting air combat balance changes. AA missiles are now much more viable compared to cannons. Not sure what they mean by rotary cannons, maybe the air combat specific cannons versus the default?

RolandofGilead wrote:

No Strong Arm and Pitcher certs kinda sucks.

I hope they rebalance grenades in general. Right now grenades are useless against people above and below you. Above because the throwing force is so strong and has such a slight arc that it will overshoot. And below because grenades bounce like rubber balls and tend to explode in the air.

Yeah, those are the air combat specific ones. I'm glad AA missiles are better, they should be, though making rotary less efficient also makes me happy, it already takes me forever to shoot down a plane with my normal cannon and my TTD (time to die) isn't much greater than my infantry TTD in a fighter.
Indeed, the times I've died from a grenade bouncing back to my own feet..or face, I believe it to be webcomic worthy, if there any artists in the audience.

5 beta keys:

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GD7XHAFKGMTJPRFKDFHE

4KMT9XXXTECD3X4TGRX9

DJEPTXKKZZ69K3JJHAC7

JKAE2RKFZMKK6ENJ9RRT

I started a new thread for beta keys since some people may not look here if they are not in the game.

Almighty thoughts about the patch. Mostly seems like good stuff, but can someone explain the new capture mechanics. It doesn't seem too different which makes me sad. I had about a thousand certs lying around so I just buffed up my engi and light assault. The new meta bonus and stuff don't seem to be worth even thinking about. Although losing your heavy tank privileges would be interesting. And damn it when will equipment load outs unlock.

Really cool thing I just noticed is that the first zoom optic for all vehicles cost only 1 cert point. I now think anyone we does not have optics in all vehicles is an idiot. Also all the beta keys means the population is going to explode, should be fun.

Someone told be about this in chat but in options there is a centralized hud setting. I think this is better then the default hud.

Had a fun three way match over a bio dome while on defense. Eventually though we were completely cutoff and were just getting annihilated but both sides. Real fun though, c4 is great if you can place it just right.

Some impressions from the patch:

- The Sunderer deploy animation is pretty cool. And moving the equipment terminals to the side was a good change.
- Sunderers with vehicle ammo packs are very common now and they display a holographic sign to let vehicles know they can rearm there. Quite important since rearming stations are pretty far apart.
- New features, new bugs... I was unable to spot vehicles and the usual voice clips didn't play when I spotted infantry.
- Having three continents is a great idea, but the beta servers can't fully populate them. When I logged in each empire had claimed 75% of a continent and weren't putting up much of a fight on the other two.
- They rebalanced the heck out of the cert system. New weapons now cost about 500-700 certs and everything is a multiple of 5 instead of awkward amounts like 192. Weapon attachments are cheaper and don't need to be unlocked in order. Lots of things that were very expensive before are now cheaper like weapon sights. The infrared sight in particular is great for vehicles because you can spot infantry against ground clutter. You lose the magnification but it performs much better at night. The 2x sight for vehicles is a good middle ground, the 1.5x is a little weak, the 3x is way too strong and gives you tunnel vision.
- I noticed that the antiair weapons like burster and skyguard are now super expensive. This is good, they were FAR too cheap before.
- The newer underbarrel attachments like grenade launchers are no longer available.
- Fighter AA missiles are maybe a little too powerful now. The fighters fly like rotorless helicopters and don't have a very high top speed. So shaking someone off your tail is almost impossible. If someone locks you up it's hard to escape unless there is a lot of high terrain. Before you could just burn out of lockon range, but they made it much greater in the patch.

God, that was an excellent battle I participated in tonight. Thank you.
The highlight was when I ran around as infiltrator, hacking things. I didn't hack anything obvious except a vehicle shield barrier generator, then I wound my way to a tower, and got real nervous as an armor column started heading out of the facility. When they all passed, I snuck out, hacked the turret, and got in. Not a minute later, many of them came back across the hill, to retreat and repair. I killed three Lightnings and a Prowler. Glorious.

master0 wrote:

Almighty thoughts about the patch. Mostly seems like good stuff, but can someone explain the new capture mechanics. It doesn't seem too different which makes me sad.

The difference is a little subtle, and also a little "in your face" once you grok it.

The way it worked before is that each control point, once any one was flipped, would start a "race" to see who could fill up their faction's bar the fastest - with each control point generating "tickets" every second or so toward each empires total. Whoever could hold the most points the longest wins.

This created some issues where, defenders suddenly rallying at a base, could still lose. If the ticket system was 75% full for the invaders, and the defenders rally, taking back 2 of the three points - they're still going to lose the race.

Enter the "tug of war" system. No longer will each faction fill up their own bar, and the result be decided by who has the "right amount" of control/tickets first. Instead - only ONE faction can really have any progress at a time.

Invaders flip one of three points at a base. The defenders still have 2 of ther remaining points. The defenders will show their influence bar at 100% - and that won't change. Previously invaders would have just earned influences 2x faster than the invaders.

The invaders capture two of the three points - now the defenders will start to see their influence in the area drop, eventually going empty - and the invaders will start to fill their influence meter. If their meter gets full - they take control of the base. On the other hand, if the defenders can drive off the invaders and regain one of those two invaded points - it won't matter if the invaders were at 99% influence - the base will remain for the defenders, and the influence will start to assert itself back to the defending faction. If/when the defending faction gets back to 100% influence, the usually announcement that the base was defended will go up again.

In a nutshell, this system is intended to make capturing bases a little more of a contest. There's no guarantee that just because you're close to a win you'll get that win. There's a much smaller window of "Well, we have enough points that we're going to win no matter what. . ."

Additionally:
* Cap points are bigger now - often the size of an entire room, so one grenade isn't a near-guarantee of clearing out a cap point.
* Only 12 people per faction can influence a capture, if I understand correctly. In a single-point location, this means 12 people can stack on a point to cap it (and I think exert influence over the entire base) faster. In a three-point base, only 4 people per-point are able to cap/influence the point, so putting a whole squad in one room isn't as effective as splitting them across multiple points.

Hope that explains things a little better?

Oh and I forgot to mention I also tried out some of the shotgun upgrades. Slug ammo, extended magazine and reflex sight. I really don't like the Vanu reflex sight, it seems really awkward compared to the TR one and especially the NC one. The "dot" is really big and it has an equally thick circle around it. I don't remember it looking like this in videos and it actually feels like the sight is being shoved too close to the camera. Possibly a bug?

The extended magazine ups the round capacity to twelve. For a shotgun this is great because with only 7-8 rounds you tend to spend them all on the first guy you find and the next one immediately takes you out. Burns through ammo REALLY fast though since it only ups the capacity and not the supply.

The slug rounds operate like you would expect. Big heavy single rounds that hit hard. On a number of occasions I got crit kill assists with only a single shot against wounded enemies. It moves the effective range of the weapon from short to medium. It's just like a normal shotty at point blank. But at short range it's possible for the slugs to miss targets if you fire too fast. At medium range you can fire single shots with good accuracy.

On a side note vehicles show contrails behind them as they fly. But I have graphics on minimum and the contrails are not drawn. This makes it MUCH harder to follow people in a dogfight. Does anyone know which of the graphics settings controls this? It's obviously not texture quality or shadows. So my bet would be "effects", but I haven't had a chance to test this. This might also explain the extremely irritating "magic invisible flak explosions".

Cap points are supposed to be bigger with more cover around them but I haven't noticed many that have changed. A lot of them are still in tiny rooms.

EDIT: It seems that they push out updates beyond the major patches because I often have to redownload a lot of things like asset files. Whatever changes they did made the game unstable again as I have crashed three times today.

Decided to switch to TR and test out the Mossie weapons with my 1000 certs.

Flying the mossie definitely feels different than the Scythe but I can't describe how. The most obvious difference is the higher top speed. I find the reinforcing bars on the canopy extremely annoying and they make me miss the scythe's clear view. The Scythe does have a lot of it's peripheral vision blocked by the arms though so it's not completetly better.

Landing the mossie is a LOT harder than the Scythe. Whether or not you take damage seems to depend entirely on the landing gear. If it doesn't have time to open just before you hit the ground and absorb the shock, the mossie will skid instead of bounce and take a lot of damage. Your forward speed does seem to be a factor but not as much as the slope of the ground, I've landed cleanly at 100kph before but on flat ground. The scythe has an advantage here because it naturally floats, it's landing gear is always out and I sometimes bottom out the repulsors deliberately to grind the scythe to a halt if I'm moving too fast.

The plain gun is the needler and it's more or less identical to the other two vanilla fighter cannons. It just fires somewhat faster like all TR weapons. The vortek rotary doesn't seem any different than the vanu equivalent, save for the same increase in fire speed. I couldn't buy all of this AND afford the rocket pods, but I did get the AA missiles. The Tomcat A2A missiles have an annoying tendency to flat out miss targets that make very sharp turns. It will fly right up to them until it almost touches but then just kinda gives up at the last moment and flies off into the air in a straight line. Never noticed this happen with the photon missiles.

The Banshee cannon for the mosquito is so laughably terrible I can't figure out why anyone would use it. Now the Vanu equivalent of this weapon is the PPA which fires little plasma orbs that quote "do big damage up close" and it works pretty well as a ground strafing cannon. It can take out tanks and other vehicles no problem.

The Banshee on the other hand quote "fires smaller explosive rounds that are effective against soft targets". Does that mean infantry? In any case nothing I hit with it seems to be hurt much. It doesn't help that it only fires 25 rounds and the cone of fire is horrible. You will have trouble landing even half your shots on something as big as a tank unless you get really close in.

The PPA fills a niche but I just don't know what the Banshee is for. The NC version of this weapon is a SHOTGUN and that doesn't make much sense at all. I think they might be going for a kind of "HE gatling gun" for strafing infantry in the open. Think A10 Warthog, but its just too weak to be worth using at the moment.

The hitbox issues I mentioned earlier seem to be resolved. And I did figure out what displays aircraft contrails. It turns out it was the Particles setting instead of Effects. You need to turn Particles up to medium detail.

TempestBlayze wrote:

For those that are interested:

There are a couple of us in an outfit called Quantum Dawn. Its on the Thebe West server. Characters are getting wiped soon for the last time so don't let your certs prevent you from coming over.

Being part of an outfit really changes the game and makes it so much more fun. This is nothing like a WoW guild where time commitment is involved. They just want you to put in an app so if hen you do mention Tkyl and I.

I might do a trial with you. I've been running with a HUGE NC group and although I enjoy the outfit, the changes to the NC side have been absolutely horrific. I had absolutely no problem with them buffing the other factions but they just made the HA's main weapon, the SAW virtually useless.

I've been dabbling with the TR and VS and might just give the VS a try.

Ah okay I get the change for capping points, thought it would be a little more radical. Guess not, still not a bad change overall. Also someone said that the grenade launcher is gone? I bought it before and still have it, but I could see why they would want to limit it. Literally no other attachment is worth putting on compared to it. Fun stuff may pop in later today.

I got the upgraded magrider hover power cert for the heck of it. Magriders can already drive over lightnings without stopping. Helps a lot with traffic jams believe me. The hilarious thing though is that if you upgrade it enough you can drive up and over other magriders too!

EDIT: I also bought the Kobalt machine gun secondary turret for my magrider. The Kobalt is an anti infantry machinegun. It fires "infantry calibre" bullets and has a magazine of 100. It can't hurt anything a LMG couldn't, so it does nothing to vehicles and light damage to fighters.

It works quite well. Miles ahead of the Basilisk at any range against infantry targets. It's basically an LMG with no recoil and a fixed fire cone.

There is something wrong with this picture. Can you figure out what it is?
IMAGE(http://img838.imageshack.us/img838/5525/img20121113155001.jpg)

May I ask how you got a mag rider up there?

Short answer is I drove off a cliff. I did this by accident once before and just wanted to come back and take a picture. It's actually almost impossible to do this. Most vehicles will flip when you drive off a cliff and if they don't land correctly they just kaboom.