Planetside 2 Catch-All

Itsatrap wrote:

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).

I disagree with your premise that it's not ready for primetime. They could have had this in beta forever and not identified the structural issues and balancing issues they have by having a much larger player base.

You also can't expect them to not accidently break things as they work to improve, expand and balance the game. They are making more consistent updates and fixes than almost any other game I've played (except for maybe TF2). I can guarantee that if they hadn't made any of the changes they've made in the last few months, that people would not be still playing in the numbers they are.

While I agree client stability and perf can improve, they aren't bad. I usually only crash once a session (2+ more) and it runs fine on my machine.

EDIT: From the Game Director on Twitter

We're continuing to investigate reports of performance decrease since GU02, we're definitely seeing it, but haven't found the cause yet.

As a QA guy I can understand the complexity of launching a live product. I get the impression they're moving very fast. The issuing of a patch -and- hotfix within a few hours on a Sunday is suprising, for one thing, impressive for another thing, and inevitably it has to have some problems. That was really the first patch I've seen for the game, so I dont know the history, but I did get a good impression of the speed of response and the elegance of its implementation.

What I saw was this:

Patch posted in the morning including server downtime. The downtime wasnt communicated in the launcher, which I thought was annoying.
Once in, the game played fairly well but it was clear there was one major problem to me. Many mounted guns and turrets were not actually firing projectiles. Oops.
Within no more than a few hours, a message posts in game that they're aware of the problem and are working on a fix. Good communication
Within no more than a few more hours, a message posts in game that the fix is applied. All we have to do is relog to get it. That is extremely elegant. I can either continue playing, aware of the bug and willing to deal with it, or I can relog and hop in a tank. I chose to do the latter and enjoyed blasting a few folks

Developing, testing and deploying a hotfix to a live product is a scary thing to do and I feel they did a great job doing it. Just, if I were them, I'd start launching patches at like midnight and let the crazy all-nighters find those bugs for me so we can hot fix it in the morning

Add another vote for not needing to buy anything if you play infantry. The only gun I use is the solarius for the grenade launcher for my light assault. You definitly want a zephyer an air to ground missiles though for vehicles. Ground vehicles are fine for default, and they have some good relatively low cert items.

The real thing that's tough for new players is learning the environment/maps. I know where all the good points are for a light assault to hide and cause crazy amounts of damage. Also a few of the tech plants and biodomes are very confusing in how you attack them. A player that knows the map/area can do way more damage then a newbie.

As for tips for dogfighting I can't help you there. I can't use the main gun at all. If I can I'm going to swap it out for anti air missiles. Oh and the grenade launcher on the sunderer is a beast. It has a stupid amount of ammo and can easily cause lots of damage. Not to mention it's a ton of fun to use.

master0 wrote:

As for tips for dogfighting I can't help you there. I can't use the main gun at all. If I can I'm going to swap it out for anti air missiles.

As primarily an AA Reaver pilot, I have the AA Missiles and the Rotary cannon equipped. Flares, Composite Armor and either the Dogfighting Airframe or the Highspeed Airframe are the cert's to target (with flares being the priority).

The AA missiles are quite powerful so usually you can get a kill if you get 2 missiles and some rotary fire. I always lead with the AA missiles as the lock-on forces them to usually run and pop flares. If they do that, you have a decision. If you are in a safe area (ie. not many other enemy fighters), then I follow as the reload time on AA missiles is WAY shorter than flares, so you can usually get a shot or two off. While the AA missiles are reloading, I'm emptying clip after clip of rotary fire into their general direction.

If they are banking, you'll need to lead them by a large amount, but you get used to that.

You'll start to pick up habits like slowing down to do sharp turns and other things like that. I try and keep my afterburners full in case I need to run.

The most important thing about being a pilot is staying alive as long as possible, so that if you do die, you have a short or no cooldown on purchasing another jet (buying the acquisition timer certs helps this alot). I usually can stay alive for the ~8min on my timer... Normally if I get about 50% health or less I run away and repair. I also have no hesitation running all the way back to the warpgate as then at least you can't die while landing (had that happen :/ )

Last night I was just flying patrols around safe areas and I picked up ~10 scythe kills without dying once. I also picked about about double the kill assists.

It's fun riding in the new tunnels. I also like how they added turrets to the spawn rooms of large facilities.

I like the idea of spawn tunnels, but I think they really failed in the execution of it. The tunnels are SLOW, it's as boring as riding in an elevator to use one. And when you get to the end you are dumped in very arbitrary positions that don't really help you defend the base at all.

They should just strip them out and replace them with teleporters to the same positions

Tamren wrote:

The tunnels are SLOW, it's as boring as riding in an elevator to use one.

Don't listen to this man! Also, fast elevators are fun to ride.

Tamren wrote:

I like the idea of spawn tunnels, but I think they really failed in the execution of it. The tunnels are SLOW, it's as boring as riding in an elevator to use one. And when you get to the end you are dumped in very arbitrary positions that don't really help you defend the base at all.

They should just strip them out and replace them with teleporters to the same positions

Yeah they really do need a change. Either teleporters, or just add more spawn points on the map. Maybe if they overhaul it a lot. Or perhaps add some sort of super jump pad that launchers people out of the base. Fun for the defenders, skeet shoot for the attackers

master0 wrote:

Or perhaps add some sort of super jump pad that launchers people out of the base. Fun for the defenders, skeet shoot for the attackers :)

How about a jump-tunnel that shoots you out a random direction? Extra-fun for defenders, advanced skeet-shooting for attackers.

Coldstream wrote:
master0 wrote:

Or perhaps add some sort of super jump pad that launchers people out of the base. Fun for the defenders, skeet shoot for the attackers :)

How about a jump-tunnel that shoots you out a random direction? Extra-fun for defenders, advanced skeet-shooting for attackers. :D

Really that would be a lot of fun. I'd love if silly things like this were allowed.

The problem with jump pads is that you can still spawn-camp the landing area. Also, in case I haven't mentioned this lately, mines are fun!

Itsatrap wrote:

The problem with jump pads is that you can still spawn-camp the landing area. Also, in case I haven't mentioned this lately, mines are fun!

Some jump pads don't have landing pads
Also mines are strange in this game. They act more like c4 then anything. Though I do remember swearing when my tank blew up right after I spawned. Someone places a mine where it auto drives on too.

At least their seems to be less of the whole dropping mines on sunderers. Hated that.

Hotfix is up, fixes the stuttering issues. Yay!

Tamren wrote:

Hotfix is up, fixes the stuttering issues. Yay!

Huzzah for fast turn around!

Those tunnels are fun ... until someone parks a sunderer over the hole.

BadMojo wrote:

Those tunnels are fun ... until someone parks a sunderer over the hole.

omg I can't wait to see that.

Awesome work! Look at all DEM CERTS! :O

I only have < 250 at most times, although I spend them on my Reaver a lot.

Although I'm not sure how much I like you killing all those brave NC soldiers! FREEEEEEEDOOOOOOOOM!

1,250 certs

BNice wrote:

1,250 certs :shock:

It was 1337 when I logged off last night

I've been saving them up for weeks now. I spend most of my time flying a scythe as an engineer and both of those have been upgraded to 75-80% already. Any further upgrades are very expensive being 500 or 1000 certs each for not that big of an improvement, so I don't spend much of them these days.

Played about an hour before lunch. I was on Amerish and the NC were 80% of the population and overrunning the continent one base at a time. It was also pretty low population to begin with, I would be surprised if there were more than 10 vanu on the entire continent and I was one of em.

So I decided to get my asymmetric warfare hat out and make them suffer as much as I could. A fully certed engineer like yours truly can cause a lot of havoc. I started small by going to contested zones and defending them with my shotgun. Shotguns do 143 damage per pellet and fire 6 pellets per shot. 7 times 143 damage adds up to 1000 which is the average health for infantry. If you fire at point blank range and hit with every pellet the enemy is going to be so weak a stiff breeze could knock them over. But shotguns also have TERRIBLE range, beyond a couple meters you will lose out to anyone with any kind of gun, especially SMGs.

One great thing about shotguns is how much damage they do to MAX units. MAXs are vulnerable to shotguns because they are hard to miss even at medium range. And if you get right up to them even a scattermax will start flailing about trying to hit you. 5 shotgun shells are equal in damage to an entire magazine of assault rifle ammo, and I have 12 shots. If you don't miss you can basically take one out all by yourself.

Oh and on a side note, sticky grenades stick to people now. I discovered this when I tried to throw one out a window and it got stuck to elbow of the medic beside me, whoops!

Initially I had a couple of other vanu there to give me a hand but all I could do was delay the inevitable. So I fell back to bases that were not under attack and broke out the mines. Mines are awesome! They take a lot of effort to use properly but you can hide them around corners and people will stumble into them all the time. Antitank mines are also handy, it only takes two of them to destroy a ground vehicle unless it has a mine guard. One engineer can run up to a deployed sunderer and turn it into confetti in a snap. I spent an hour doing this until they finally started to wise up. One guy brought a sundy with a mine guard. So I came back with C4!

I eventually got pushed back to a base called Auraxis Firearms. It's on amerish and it's basically a plateau connected to the road network by a bridge. So I spawned there and put down some mines. Didn't take long for the enemy to show up. First a reaver landed and the pilot went inside to cap the point, BOOM, walked right into my proximity mine. Got a free reaver kill too! Then a sunderer showed up with 4 people in it and ran right into the mines I put on the bridge. POP, 4 high profile threats + 1 group kill bonus + sunderer + kill streak * 70%xp bonus = a lot of damn certs. They were just the advanced party however, because two sunderers and some tanks soon arrived. The drivers wised up and parked the sundies in the middle of the courtyard leaving me with no way to approach and the tank camped the spawn building. So being the tactical genius that I am. I jumped off the side of the plateau and ran off.

... and mined the other end of the bridge!

Now I'm sure you can picture my sadface when the sunderor with 8 people in it turned right instead of left...

IMAGE(http://cloud.steampowered.com/ugc/903239686044462377/63FFA3DB52168D890068B3DC4A32009FE542272C/)

Buuuut at least I got revenge on that tank driver.

IMAGE(http://cloud.steampowered.com/ugc/903239686044465913/B4912BEFB0B9B070A6D5A8796B9CBF591A91AE91/)

I'm a generalist, so I'm upgrading lots on all classes. Something I wish is if you've got a common unlock, like C4, when you unlock it on the first class you get a discount on the second class to unlock it.

Scratched wrote:

I'm a generalist, so I'm upgrading lots on all classes. Something I wish is if you've got a common unlock, like C4, when you unlock it on the first class you get a discount on the second class to unlock it.

That would be nice, but no dice. Still I'm glad at the very least the engineer shares weapons with the light assault. As I play nothing but those two it's perfect. Specializing is the way to go in my opinion, lets you cert out much faster.

This happened a couple weeks ago.

IMAGE(http://cloud-2.steampowered.com/ugc/596993735575484122/EA0DCC55FCED1097762EA3257E8E659349B23218/)

I have some strange compulsion to save certs, and in other games I've played I almost always save skill points and try to get by with bone stock loadouts. In Planetside 2 my compulsion to save is capped and I have to spend everytime I get to 10000 again or I'm just wasting certs.

Funny thing is 10000 isn't always the cap as I figured out one day. Weapon medals still add to your totals when earned. This happened after I earned an Auraxium medal for my Serpent.

IMAGE(http://cloud-2.steampowered.com/ugc/596993909063679509/9BD030DB492F2E1F5764C9EB7252D195F2F303F0/)

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

AP Erebus wrote:

You also can't expect them to not accidentally break things as they work to improve, expand and balance the game.

I'll put up with some issues given the nature of a constantly updating free-to-play game, but I'm wary of any software that crashes to the desktop. Fortunately, the hotfix seems to have fixed some of the performance problems introduced with the big update.

I managed to get by with stock weapons/equipment for a long time, although I still think that weapon optics are the single most useful upgrade you can get as a new player.

As for common unlocks, I would have preferred that stuff like C4 unlocked for all (eligible) classes simultaneously. Of course, with the current system, you're basically unlocking it incrementally at lower costs for different classes. For example, it's cheaper to unlock mines for the engineer than it is for the infiltrator.

Speaking of mines, my new favorite trick is to put AV mines a few meters in front/behind a parked Sunderer so that the mines will blow after it's loaded up and moving.

i38warhawk wrote:

This happened a couple weeks ago.

I have some strange compulsion to save certs, and in other games I've played I almost always save skill points and try to get by with bone stock loadouts. In Planetside 2 my compulsion to save is capped and I have to spend everytime I get to 10000 again or I'm just wasting certs.

Jesus f*cking Christ! I only have 4755 + 264 cert points. Although looking at your stat page, you've played twice as much as I have and your xp/min is 270 vs my 93. How you do that?

RolandofGilead wrote:
i38warhawk wrote:

This happened a couple weeks ago.

I have some strange compulsion to save certs, and in other games I've played I almost always save skill points and try to get by with bone stock loadouts. In Planetside 2 my compulsion to save is capped and I have to spend everytime I get to 10000 again or I'm just wasting certs.

Jesus f*cking Christ! I only have 4755 + 264 cert points. Although looking at your stat page, you've played twice as much as I have and your xp/min is 270 vs my 93. How you do that?

A lot of that play time is during double xp first of all. But I just try to stay in a fight all the time, leave if you're getting farmed and roll with an organized group. A hex that says Enemy Platoon Detected with draw an opposing platoon to that hex pretty quickly.

RolandofGilead wrote:
i38warhawk wrote:

This happened a couple weeks ago.

I have some strange compulsion to save certs, and in other games I've played I almost always save skill points and try to get by with bone stock loadouts. In Planetside 2 my compulsion to save is capped and I have to spend everytime I get to 10000 again or I'm just wasting certs.

Jesus f*cking Christ! I only have 4755 + 264 cert points. Although looking at your stat page, you've played twice as much as I have and your xp/min is 270 vs my 93. How you do that?

He has XP boosts due to premium status and passive cert boosts which makes a MASSIVE difference...

The Alpha Squad boost is +50%, membership is another +25-50%, you get +10% for defending a zone, fighting on a low population continent is another +1-20%. And then you could possibly have a double XP event going on. The average kill xp is 100 for a player, plus another 100xp if they were in a vehicle.

Certs are "only" 250xp each, it adds up very fast.

I still say you guys are insane. My total cert count is 2700 or so. Then again i play less regular now, and I generally solo which doesn't help.

Had a real good fight today though, I've realized it's better to fight on a contient where you are outnumber but their are lots of people then on one where you outnumber them but low population. Had a fantastic three way fight at a biodome in my magrider. Damn fools didn't have any ammo certs for the sunderers though. Still at the end of the day I was at 5 kd and at 300 certs.