Planetside 2 Catch-All

The latest patch changed a bunch of things, including how XP is rewarded.

Experience (XP) system enhancements:
Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
Partial damage XP for dealing damage to vehicles that you don't end up killing
Population XP / Resource bonus moved over to continent population instead of global
Better display of XP sources for things like defensive bonuses & population bonuses
Rebalancing of XP rewards to help support tasks
Itsatrap wrote:

The latest patch changed a bunch of things, including how XP is rewarded.

Experience (XP) system enhancements:
Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
Partial damage XP for dealing damage to vehicles that you don't end up killing
Population XP / Resource bonus moved over to continent population instead of global
Better display of XP sources for things like defensive bonuses & population bonuses
Rebalancing of XP rewards to help support tasks

That all sounds like what people were clamoring for, right? Tonight is my gaming night, so I'm excited to see what kind of a difference this makes...

Sounds pretty awesome. Especially the bit about getting XP for damaging vehicles.

Itsatrap wrote:

The latest patch changed a bunch of things, including how XP is rewarded.

Experience (XP) system enhancements:
Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
Partial damage XP for dealing damage to vehicles that you don't end up killing
Population XP / Resource bonus moved over to continent population instead of global
Better display of XP sources for things like defensive bonuses & population bonuses
Rebalancing of XP rewards to help support tasks

I don't think so.

Game development can be messy and there is always the possibility that something from this list may slip or not pass QA, and more details will be released on the specifics of all of these items as we get closer to the patch date, but I wanted to get this info out to all of you as soon as possible, so with that in mind, here are some highlights from what the team is working on finishing up for LU02 which will be released on 1/30/13.

Got to wait a little bit longer for those changes.

The update ("LU02") won't go live until January 30th. (See the end of the third paragraph.)

Edit: You guys are fast. =) I think all of those changes are awesome -- looking forward to them.

That reads like a list of play complaints. Should be interesting to see how things shake out.

I am concerned that they are addressing complaints and not the underlying problems.

Some of the XP changes will help, I think. But making spawn areas more open seems like a red herring. Their tweaks to AA also seems misguided. I think they should just make aircraft more fragile commisurate with their capability.

BadMojo wrote:

I am concerned that they are addressing complaints and not the underlying problems.

Some of the XP changes will help, I think. But making spawn areas more open seems like a red herring. Their tweaks to AA also seems misguided. I think they should just make aircraft more fragile commisurate with their capability.

Anything else would be asking for major game changes, which seems like a pretty tall order at this point in the game's cycle. They're probably going to collect a little more data and implement more of the development plan before they start making major wholesale changes. I'm actually glad they're addressing complaints. Most MMOish games tend to have a big problem with completely disregarding user feedback in favor of grand, sweeping, and mostly useless innovations.

Progress! I'm especially happy about the view distance improvements. Right now MAXes are essentially invulnerable to ESFs because at the speed we move they don't appear until you are pretty much right on top of them. I've had to resort to zooming by at high speed to spot where they are and coming back later to run them over.

That server transfer option is going to have some interesting effects on the player population I'm sure.

Yeah I wouldn't expect any major changes until something like an expansion pack is released. They just can't do that now that it's no longer in beta. That being said those look like some real good changes, and more importantly it shows that they are listening. Good signs overall.

edit: Just read the whole thing, and if we got all of those things it'll be a hell of an update. Looking forward to actually being able to hit something with aa max or missiles. I do wonder if we will be able to tell which player has a larger bounty and such. I'd also like to know to my own bounty when I'm doing really well.

Yikes, I had forgotten how messed up Waterson was with the population imbalance. Apparently the Total Biscuit part of their promotional campaign is working; tonight the TR had 80% population on one continent, 60% population on a second, and still had enough people to make up 30% of the third continent.

Itsatrap wrote:

Yikes, I had forgotten how messed up Waterson was with the population imbalance. Apparently the Total Biscuit part of their promotional campaign is working; tonight the TR had 80% population on one continent, 60% population on a second, and still had enough people to make up 30% of the third continent.

I got to seem get blown up. Twice. So worth it.
Actually if I remember it was a goodjer who got one of the kills.

That being said I really don't like how imbalanced the server has gotten. I like fighting the NC every now and then. Except their snipers I hate those.

New patch up major stuff bolded.

General

Bonus of Composite armor for ESF reduced by 5% each rank (10/15/20/25 down from 15/20/25/30)
Base time to reload increased by approximately 25% for tank HE
Fixed an issue where lock-on rockets and missiles would sometimes not damage the target they hit
Fixed bug with Lightning 100mm AP where its outer radius was set to high
Reduced amount of decelerating that occurs after afterburning
Acceleration of Reaver afterburner increased
Addressing a server memory issue

Flak Mechanics Changes

We now remove the flak projectile when it bursts near an enemy aircraft. Previously the projectile was allowed a chance to continue and strike the aircraft directly, which would deal additional damage (burst damage + direct hit damage). We have increased burst damage to compensate for the loss of direct hit damage. This should result in an overall increase to flak damage and make it more consistent

Skyguard

Flak burst damage increased by 20%!!!!!!
Direct hit damage against infantry and other targets increased
Turret movement is now slightly smoother

Phalanx AA

Flak burst damage increased by 14%
Turret movement is now slightly smoother

MAX Burster

Flak burst damage increased by 6%
Burster projectile adjusted to more reliably hit infantry that are in close range
Direct hits with the MAX Burster can no longer damage the heavy armor of tanks, Sunderers and Phalanx Turrets

---

I'm of two minds about this patch. No more stupid lockon rockets is great. Afterburner deceleration was a little nutty, especially for scythes, you could boost up to 300 over a couple seconds but instantly snap back to your normal speed when the burners wore off. It was weird. They nerfed tank HE which was due LONG ago.

But on the other hand they BUFFED FLAK AGAIN, HOLY HELL WHAT ARE YOU DOING SOE?! Flak is already ridiculously powerful. Pre-patch two double burster maxes could kill a liberator with one reload each if they didn't miss. A single double burster max could kill an ESF with less than a full magazine! This is insanity.

Yeah the new mechanics don't change much. Flak hurts a bit more, but I died more times attempting some dumb aerial maneuvers.

My outfit was running ops last night, and I joined up with the air platoon. Eventually the mobile infantry guys took a bio lab and we didn't have much to do. So we set up a group of four libs, two skyguards, and a few ESF's. The Libs would choose a target to bomb, usually an enemy armor column near the bio lab, do a quick pass and then high tail it back to the skyguards (or buster maxes) who then tore apart any pursuing aircraft. Wait a bit, then regroup and do it all over again. Eventually whittling down the enemy air strength and making bombing runs faster. I spent most of my time in an Scythe finishing off air targets. Not great cert gain, but lots of fun.

Tamren, I really appreciate how in depth and thorough your posts are. Thanks for putting in the effort.

maverickz wrote:

Tamren, I really appreciate how in depth and thorough your posts are. Thanks for putting in the effort.

I'll chime in here. Lots of great feedback from Tamren and others here. It really helps a lot!

You know what? I take that back. Colour me surprised. I got in 2.5 hours of playtime today and it's probably the most fun I have had so far.

The flak mechanics are MUCH different now, let me explain how. Pre-patch when your aircraft would get shot at by flak and you would hear really loud *BANG CRACK THUMP WHAM* sounds. That doesn't happen anymore. Now getting hit by flak has a rhythmic *TUMP TUMP TUMP TUMP* sound to it, rather like a dull drum. The reason for this change is that they removed direct impact damage for flak. It turns out that the majority of flak damage came from that direct impact. Now when my ESF gets hit by one stray flak shell it does barely a third of what it used to. This is why they went and buffed flak damage again, it's much more "smooth" and reliable.

The result of all this was that people were no longer as hesitant to pull out the ground vehicles. I got into several amazing combined arms fights that had my pulse pounding. I did something today I don't usually do which was participate in a lot of infantry combat. I also spent some time driving my skyguard. Here are some things I noticed:

- Air defence is not a glorious job, you will get a lot (a LOT!) of assists, and very very few kills. However by doing so you perform a necessary job which is to chase all the enemy aircraft away. If you don't your friendly vehicles will quickly evapourate and your offensive will collapse. This is probably the main reason why they are scaling vehicle kill xp to damage done.
- No matter how much ground based defences you have, the best air defence is a swarm of friendly ESFs. Flak can chase away enemies, ESFs can run them down and destroy them. They will not be able to return immediately because of the vehicle spawn timers.
- Using flak is a lot harder than you might think, and ground-to-air rocket launchers actually have a slow lockon speed.
- Flak is extremely deadly on stationary targets, the difficulty of hitting a target increases exponentially with it's speed.

- Burster MAXes are actually not all that powerful. A single burster will just annoy an ESF and barely poses a threat to a galaxy or liberator. I would consider two bursters almost mandatory if you want to seriously contribute to a fight (by yourself).
- Dual bursters double your magazine and firing speed, but they ALSO double the recoil. This surprised me when I first started using them.
- Bursters are highly accurate compared to other flak and the projectile travels very fast giving them a short lead time.
- The BIGGEST weakness of bursters is that MAXes have no form of optical magnification. Most ESFs are barely more than little dots at high altitude. You CAN hit them at that distance, the flak will travel far enough. But it's no easy shot. (especially at night)

- Phalanx turrets don't have extremely high damage, but compared to the other types they have several advantages.
- While easy targets to hit Phalanx turrets have a surprising amount of armour, and unlike skyguards or MAXes they can soak up a whole salvo of ESF rockets with health to spare.
- Phalanx turrets also benefit from unlimited ammunition, no recoil and high magnification.
- Since the buff a couple patches ago, Phalanx flak is also very very fast and you barely need to lead targets at all.

- Having used the skyguard for a while I can definitely say it's not the beast most pilots make it out to be. Or rather, it isn't anymore since direct damage no longer has an effect.
- Skyguards have high mobility and a large ammo capacity, but they also have several drawbacks that aren't apparent until you drive one for a while.
- The skyguard flak cannon fires in bursts of 40, this is actually less in total than a dual burster and the damage is spread over a longer period of time
- Skyguards can use any vehicle optics, which makes hitting far away targets easier, however...
- Skyguards are surprisingly inaccurate! So much so you could almost think of it as a flak shotgun. This problem actually gets WORSE when you use higher magnification.
-Skyguard flak is rather slow. Each projectile has a noticeable lag time before hitting a target, and this forces you to lead your shots by a wide margin.

Oh and on a side note, the MAX antivehicle gun is on sale for half off today. It will be up for another 3 hours. If you plan to spend any time at all in a MAX I would suggest getting it. The Vanu version is called the Comet and it's basically half an HA rocket launcher in terms of damage. But it also reloads MUCH MUCH faster and has no projectile drop. Put two of them together and the MAX can dish out a surprising amount of damage quickly.

I just discovered something new today, I love playing as a MAX! The feeling of power is intoxicating.

I logged in today and found the Vanu defending the Crown against TR who were attacking up the valley from Zurvan and across the hills from Crossroads. I started out as a HA firing rockets at mosquitos. It's pretty fun, even if it isn't especially effective. I did get one kill, the rocket is only a deadly when you combine it with a lot of weakening flak. The range on the rocket launcher is fairly long, but still limited. The Crown is probably one of the tallest locations in the game, but even then if a liberator hovers up at the flight ceiling directly above the tower the launcher lacks the range to hit them. Best way to avoid them is to fly high or simply leave the danger zone. Worst case you take a single rocket worth of damage and that isn't enough to down an ESF.

A little while later the TR started attacking up the hill from the south with tanks and sunderers so I switched to my AV MAX and headed down the hill. The AV MAX weapon for Vanu is called the Comet and it fires plasma balls in a straight line with a very innocent sounding *plink* sound. Every player starts with one and it's quite useful. One Comet shot does around half of the damage a plain HA rocket does to vehicles. Against infantry a direct blow will flatline shields and knock off around 20% health. If you get good with it you can hit people with the Comet and immediately gun them down with the Quasar in the other hand.

Put two of them together however and you can deal TONS of damage to vehicles very quickly. Double Comets do equal damage to vehicles as a rocket, but they fire MUCH faster. Each dual comet MAX has around the firepower of 2.5-3 HAs. Since the shots fly in a straight line you don't need to account for drop, just aim at spot markers and plink away. These kill sunderers and tanks very fast and the maximum range is high. If you can see a vehicle odds are you can hit it, this includes hovering liberators.

We pushed the TR back down the hill and started backing them up to their sunderer. Turns out dual comets are pretty good against infantry too! Just aim for the hit markers and spam shots at them. Eventually one of them will take a round to the face. Quasars are no good at all when used at long range, but Comets fill the gap nicely.

Some things I learned:

- MAX nanite auto-repair is very useful. The first rank makes you regenerate .4% every second after a 15 second delay. In the absence of an engineer this helps you to top up your health.
- The other options for that slot are Flak Armour and Kinetic shielding. Shielding reduces small arm bullet damage by 1-5%, not especially useful if you ask me. At max rank that would mean soaking up 1 shot per 20. Flak armour on the other hand reduces explosive damage, this includes liberator shots, grenades, tank HE, rockets and ESF rockets. It's highly useful, arguably more useful than nanite repair when you have engineers around to help you.
- The only other slot can have MAX Charge, or extended ammo capacity. Ammo capacity just gives you extra reloads, 1 magazine per rank. Quasars and Comets have plenty of ammo, but Bursters can benefit from this perk because they burn through ammo in a snap. MAX charge makes you dash forward for a couple seconds, good for attacking and escaping. Dash recharges in 45 seconds, you can reduce this to 30 seconds with added certs.

- The biggest strength of the MAX is that you can poke your head out of cover and not have it immediately sniped off. In fact snipers do pathetic damage to MAXes. It takes 20-30 shots from a bolt action and you can almost ignore them. A MAX with an engineer repairing them can tank 10+ infantry at medium-long range.
- The burster was recently adjusted so that the shots fire straighter and more closer to the centre of the reticule. This allows you to attack infantry with them and dual bursters do decent damage.
- Comets on the other hand suffer a bit from parrallax. Comets don't shoot perfectly straight, they are spaced apart from each other and your aiming point. When firing a comet at close range you have to aim with the bottom corners of the reticule. This isn't a problem with vehicles but if you aim directly at a soldier the shots will miss to the side. If you get attacked at close range and don't have a quasar just aim at people's feet. The splash damage is considerable.
- Comets will destroy another MAX in 6 shots. This happens really fast if you have 2.

Yeah I remember when I was using maxes in the beta they were a whole lot of fun. The differance was back then they gave you both left and right guns per type. So you started with an aa and av max. Really mixing weapons is not the thing to do with maxes, it makes them way to ineffective. That's why I avoid using them til I got some matching weapons. Also it's great that I'll finally be able to hit things with the burster max.

Enemy spotting is now only shared with allies within 150 meters.
Spot duration has been lowered to 10 seconds.
At long distances you have to be closer to the center of the target to successfully spot.
Jump Jets should no longer function intermittently.
MAXes will render at a longer distance for players in aircraft.

The only other two changes are that Dalton and Zepher projectiles are now affected by gravity and they tweaked infrared/thermals for aircraft. I tried them out today and basically what they did was increase the distance at which you can see stuff, but things don't "glow" until you get much closer. Basically a nerf. It doesn't make a huge difference because you can still spot stuff and then attackit.

I finally installed the game and I'm trying it out. Total newb and completely lost, but it looks like a lot of fun.

How do I get into a GWJ outfit? I went to the Quantum Dawn website mentioned in the OP, but it looks like they're not recruiting any more members.

Propagandalf wrote:

I finally installed the game and I'm trying it out. Total newb and completely lost, but it looks like a lot of fun.

How do I get into a GWJ outfit? I went to the Quantum Dawn website mentioned in the OP, but it looks like they're not recruiting any more members.

I think QD is recruiting on an invitation basis.

Also, don't be a f*cking asshole and prevent non-griefers from getting in your Liberator or tank.
I'm thinking about making a couple of AA alts so I can hunt down the Vanu who do that.

You mean when people lock their vehicles so only squad members can get in? People do that all the time. In my experience if people need pug gunners they will ask for them.

Tamren wrote:

You mean when people lock their vehicles so only squad members can get in?

Or just fly off by themselves, yes that's right, a number of people feel a liberator is best suited for just one person or just two people. Seriously, if you want to live a decent amount of time, a tail gunner is not optional-just feel grateful that someone wants to take on the thankless, boring job of protecting you from enemy aircraft.

People do that all the time. In my experience if people need pug gunners they will ask for them.

I know they do that all the time, it's why I'm complaining and calling them assholes. Since when does anyone need an unmanned gun? I have to call out for gunners every time I spawn a lib and sometimes they just don't show up. This is both a war game and an MMO, the whole freaking point is to work together.

To be fair just about every single PUG tailgunner I have played with has jumped into the bomber's seat the instant the driver and gunner get out to repair. Prompting the pilot to kick him out. It's very irritating.

In most cases having only 2 people in a lib isn't a huge deal because the gunner can hop seats if required. Plus the tailgun is so terrible the pilot is better off attempting to ram or flipping over so the main gun can fire at them.

Tamren wrote:

To be fair just about every single PUG tailgunner I have played with has jumped into the bomber's seat the instant the driver and gunner get out to repair. Prompting the pilot to kick him out. It's very irritating.

That's why I said "non-griefers".

I liked how one pilot did it, he just had us switch seats every once in a while (like each time we had to land for repairs).

The Empire showdown event is coming up on the 25th. Only the "faction leaders" are all going to be playing on Connery so it doesn't really interest me much.

Just picked up the vehicle pack, was really glad that game back. The anti infantry lightning tank gun is quite fun. Sure it means any armor just kills me, but that happens normally in a lightning. Also have a fully decked out liberator. The very best bit was getting rockets for my scythe. I can't dog fight for beans, but those rockets make me real dangerous to anything on the ground. I'm loving them, although I still get shot out of the sky pretty fast.

With that 2000 station cash (from triple station cash day) and about 400 certs go puff into smoke.

Edit: It seems like a scythe has two states of being. Roaming the skies as an invincible terror or 30 seconds until flaming wreckage. Starting to get good with the missiles. Wishthey did more damage to armor.