Planetside 2 Catch-All

Coldstream wrote:

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

Fear not you Mag spamming purple beasts!

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

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

Bear wrote:
Coldstream wrote:

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

Fear not you Mag spamming purple beasts!

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

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

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

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

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

Bear wrote:
Coldstream wrote:

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

Fear not you Mag spamming purple beasts!

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

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

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

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

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

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

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

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

Redwing wrote:

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

Mags are so OP

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

Redwing wrote:

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

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

Vehicle fix is up according to Higby.

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

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

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

Redwing wrote:

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

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

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

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

I have all three dogfighting upgrades for the Scythe. It makes a BIG difference in handling, particularly the rudder power. You may even want to stop at upgrade 2 because upgrade 3 makes the controls very twitchy. I can usually win a turning fight as long as I am not outnumbered.

I havent gotten used to rolling with the mouse, as opposed to yawing. I even plugged in a controller and tried to duplicate Saints Row controls. Couldnt find a scheme that didnt have me crashing real fast. Burned through all of my Airborne rec. real fast. Those VR missions can't get here fast enough.

I've got the hover airframe on my scythe and don't really have that much problem pitch/rolling around (yaw is slow). If anything I could use a wider FOV in aircraft to be more aware of my surroundings and collide with it less, I think most times I'm trying to be evasive after being shot at, I kill myself more than they kill me. Landing in a hurry is another one when I'm not LA.

I will most likely get some station cash to unlock some of those upgrades tonight. Probably a boost too, the speed at which I'm getting CP is really bad, even when I'm doing pretty well. I've been playing probably 8-12 hours so far and have accumulated no more than 200 total cert points.

As far as I can tell the dogfighting upgrade doesn't change the pitch speed so your effective "turn" speed is the same as other ESFs. But it increases yaw and GREATLY increases roll so going evasive makes you much harder to follow.

Still no fix for the framerate issues, but I found that it gets worse with player density. So playing on the quieter continents like Amerish makes things bearable.

I'm REALLY not a fan of the new spawn tunnels. I thought the whole idea was to make the spawn harder to camp and the base easier to defend. Well the tunnels are cool and all, and they shift you around nicely. But the exit points for the tunnels are just one-way manholes in the ground which are STUPIDLY easy to camp. Some of them can even be shot by tanks from the right angle.

The new SMG is cool. Sucks for the people who bought the automatic scout rifle because the SMG is pretty much better in every way at the distances infiltrators use them. SMGs rapidly lose power with distance though, even the sighted accuracy is not so great.

Really? That's it? Even without the new 50% alpha squad boost I could make bare minimum 1 cert per 2 minutes of play. Now that the boost is 50 instead of 10% I can make a cert a minute easily. Though to be fair I'm playing with a character that I consider fully "kitted out". I have enough different weapons that I can respond to any situation.

Boosts are really much more valuable than they used to be because they now apply to facility capture XP. One biolab is worth 6 certs on it's own, not including all of the other XP you get while capturing it.

polypusher wrote:

I will most likely get some station cash to unlock some of those upgrades tonight. Probably a boost too, the speed at which I'm getting CP is really bad, even when I'm doing pretty well. I've been playing probably 8-12 hours so far and have accumulated no more than 200 total cert points.

Shoot more dudes. Or do what I do and heal/fix things.

Also: Enjoy the game.

Don't focus on the certs or the grind. Just have a good time. The default stuff is pretty darned good. You can upgrade a whole bunch of stuff for only one cert point as detailed in the first post on this thread. That lasts for a good long while.

Edit: Tamren is ultimate beast mode; don't listen to him. =)

I only played the patch for a bit but the changes seemed nice. I let a lot of the bugs and quirks go because it's clear that Sony pushed it out too early. I will consider the game in "beta" until the end of March, when it should have been released.

Yeah the default guns are just fine. I own 4/6 of the vanu LMGs and I still use the Orion most of the time because it has the best rate of fire.

I feel too limited by knowledge of whats missing from my newbie character to completely enjoy the game as it is at the moment. I am enjoying it, but I'd like to be making faster progress because my character physically can't do the things I've seen in videos and in game, like Im playing a demo of the real game and Sony is demanding my cash. I dont mind ponying up this time. It's an enjoyable game and I'll be where I want to be after a few good sessions as I learn to play smarter and get more kills.

There is a LOT to learn in this game. Also I need to hook up with Quantum Dawn, if its still active.

BNice wrote:

I only played the patch for a bit but the changes seemed nice. I let a lot of the bugs and quirks go because it's clear that Sony pushed it out too early. I will consider the game in "beta" until the end of March, when it should have been released.

The thing is, considering what they've got planned for PS2 it's going to be 'beta' for a while yet. I know to a certain extent stability of the game is a good thing for getting quality up, but I can't help thinking for a game like this, stability is death, or at least for the early part of it's life. They need to adjust things as they go, they need to react to what players are doing and what they're asking for, and they need to add new stuff so it remains interesting, all of which are the enemies of stability. Obviously quality is something to be striving for in what gets released to the public, but I don't think there can ever be a final finished non-beta version.

That's before you get into discussions about how bad a term "beta" is nowadays. Perhaps calling it perpertual "gamma" (release candidate stage) is a better approach.

The changes are nice, but they seem to have reintroduced some major lag issues. That is, new weapons and modified base layouts aren't helpful when unable to aim or move properly.

polypusher wrote:

I feel too limited by knowledge of whats missing from my newbie character to completely enjoy the game as it is at the moment. I am enjoying it, but I'd like to be making faster progress because my character physically can't do the things I've seen in videos and in game, like Im playing a demo of the real game and Sony is demanding my cash. I dont mind ponying up this time. It's an enjoyable game and I'll be where I want to be after a few good sessions as I learn to play smarter and get more kills.

There is a LOT to learn in this game. Also I need to hook up with Quantum Dawn, if its still active.

In my opinion, you don't need to spend ANY money to be better at this game. Now that opinion is really only valid if you play infantry most of the time, if you want to use vehicles, especially the aircraft, then you'll need to buy the weapons (you can grind the certs, but it's really not worth it).

I think a large part of it is learning base layouts and when to just join large pushes and roll along, not getting many kills but healing (medic), repairing and supplying ammo (engineer) and getting facility capture points.

I spend most of my time playing solo (eg. no friends), but even then, I try and fight in groups. If I'm in my Reaver then I try and make sure I'm either fighting around a base we hold, or if we are on a push, with other Reavers.

It's just too easy to get caught by yourself and killed in this game.

On the recent patch: I think they've done a terrific job. The NC weapons have had a audio pass and they sound so much better. The base and anti-camping improvements are going to be a really help.

The only issue I have is that in my Reaver, the "Lock" beeping and visual indicator seems to disappear/glitch off once the missile is launched, which led me to think I was safe, then I'd get hit :/

Scratched wrote:
BNice wrote:

I only played the patch for a bit but the changes seemed nice. I let a lot of the bugs and quirks go because it's clear that Sony pushed it out too early. I will consider the game in "beta" until the end of March, when it should have been released.

The thing is, considering what they've got planned for PS2 it's going to be 'beta' for a while yet. I know to a certain extent stability of the game is a good thing for getting quality up, but I can't help thinking for a game like this, stability is death, or at least for the early part of it's life. They need to adjust things as they go, they need to react to what players are doing and what they're asking for, and they need to add new stuff so it remains interesting, all of which are the enemies of stability. Obviously quality is something to be striving for in what gets released to the public, but I don't think there can ever be a final finished non-beta version.

That's before you get into discussions about how bad a term "beta" is nowadays. Perhaps calling it perpertual "gamma" (release candidate stage) is a better approach.

Yeah, I know what you mean. The reason I picked March is because that is when the tutorial will be implemented. I'm sure the client optimization will be farther along by then as well. I think client stability and a tutorial are two things you want pinned down before you properly release a game and so I'll consider PS2 "released" in March.

But yeah, I expect the game to continually evolve and bring more sets of complications. Like you point out, it's good for the game. I kinda like the idea of using "gamma".

There is a lot for new players to learn, maybe even too much.

1. New players should start with the basics of movement, aim, and how the two are related.
2. After that I would introduce classes, abilities, tools, and deployables.
3. Joining a squad/platoon would be the next topic.
4. From there, move on to the minimap, strategic map, control points, and deployment locations.

So yeah, I'm not sure that PS2 is really ready for primetime. I mean, it sort of was, but in the process of fixing stuff, they broke other stuff. I appreciate that SOE is committed to supporting this and getting it into better shape, but it's also frustrating as a player when things are constantly in flux (including client stability).