Planetside 2 Catch-All

polypusher wrote:

I'm not sure I've seen a defense succeed in PS2.

I've definitely seen a defense suceed. Usually only happens at the major points such as The Crown or any of the Amp/Tech/Bio labs...

One of the best defenses I've been a part of was at the Crossroads Watchtower, went on for ~1hr and we eventually held off a VS push.

AP Erebus wrote:
polypusher wrote:

I'm not sure I've seen a defense succeed in PS2.

I've definitely seen a defense suceed. Usually only happens at the major points such as The Crown or any of the Amp/Tech/Bio labs...

One of the best defenses I've been a part of was at the Crossroads Watchtower, went on for ~1hr and we eventually held off a VS push.

Yeah one of my best moments was kicking out a determined attacker from a biodome. Much friendly smack talked about who's house this was.

Spoiler:

Our house, you stinking TR. Also really you clicked this. Your strange.

Perhaps a constant trickle of XP to anyone stationed in an owned territory adjacent to an enemy territory would help to incentivise defending? You could also increase the amount if there are enemies present to make it a significant source of XP against attacking platoons.

I imagine that'd promote idling though. Blargh.

Redwing wrote:

Perhaps a constant trickle of XP to anyone stationed in an owned territory adjacent to an enemy territory would help to incentivise defending? You could also increase the amount if there are enemies present to make it a significant source of XP against attacking platoons.

I imagine that'd promote idling though. Blargh.

Yeah people would idle like crazy for that. Really I can only think of two good systems. AI defense or a really good mission generator. So everyone who is wandering around for a fight could be given a message to go defend somewhere and take a sunderer/point/etc. Still I suppose this drives home the real problem. Real war with is not fun. Pseudo war is where it's at.

AP Erebus wrote:
polypusher wrote:

I'm not sure I've seen a defense succeed in PS2.

I've definitely seen a defense suceed. Usually only happens at the major points such as The Crown or any of the Amp/Tech/Bio labs...

One of the best defenses I've been a part of was at the Crossroads Watchtower, went on for ~1hr and we eventually held off a VS push.

I've seen many defenses succeed. But, I won't lie, the result is a good offense. You don't defend, then sit there (or leave). You defend and turn it into a push. Otherwise, you just delayed the inevitable.

Ive heard conflicting reports. Are there currently any sniper rifles with IR/Night Vision/High Contrast? (Im playing NC)

Also, thats a good point about offensive-defense. I have seen it work in small scale defenses. One or two Sunderer kills just fixes everything.

Server mergers incoming, and then server transfers: https://twitter.com/j_smedley/status...

Scratched wrote:

Server mergers incoming, and then server transfers: https://twitter.com/j_smedley/status...

seems reasonable. Probably some issues with massively unbalanced servers.

I don't see this as admission if a lack of popularity or concern.

It's natural for a game really, it's how you handle it which makes or breaks the game.

From the creative director on the official forums:
http://forums.station.sony.com/ps2/i...

Finally: Server Merges. Next week we will be doing server merges to help even populations across all game servers. Right now we have a lot of disparity between populations on our servers, some are highly populated with active fights across all continents, some are not. This is a factor of which servers were most popular at launch, and players gravitating to one or two servers per locale. Now that the crush of new players from launch and the holidays has died down, and our server populations and incoming new players have stabilized we have a good idea of where each server stands in terms of player population, empire population and we can model merges to optimize the populations.

The following servers will be getting Merged:

US West:
Genudine and Helios -> Helios

US East:
Mattherson and SolTech -> Mattherson
Waterson and Jaeger -> Waterson

EU:
Cobalt and Lithcorp -> Cobalt
Ceres and Mallory -> Ceres

Connery, Woodman, Miller and Briggs will not be part of the merges.

You won’t have to do anything to participate, the entire server population will be moving, your friends, outfits & certs will all be coming with you. Those of you on servers that are being merged will just see that your character is on a different server the next time you log in after the merger is complete. The result of these merges will be a more consistent and full server population during off-peak hours, more players to support better utilization of all of the continents in the game and, generally a lot more massive in your massively-multiplayer. Shortly after the merges are complete we plan to begin offering server transfer tokens, so if you would prefer to go to a different server at that point you could.

Glad I can see kill messages in chat again.
Interesting, now my NC alt and Vanu main are on the same server.

Awesome, hope SolTech has some late night guys, the fights on Mattherson in the wee hours of the morning are getting a bit too predictable.

AP Erebus wrote:
Scratched wrote:

Server mergers incoming, and then server transfers: https://twitter.com/j_smedley/status...

seems reasonable. Probably some issues with massively unbalanced servers.

I don't see this as admission if a lack of popularity or concern.

AFAIK there are not too few players, just too many of them joined particular servers and not enough on others.

They kind of brought this on themselves given the sheer number of servers on launch. Didn't we have like 4 aussie servers at one point? What they should have done was to start with fewer servers and open them up with free transfers if the demand was too high.

New patch out today as well. Not gonna bother posting the notes, it's almost all bugfixes. The two main changes are that they tweaked render distance (yet again) and added some new SMGs.

I havent been able to find a good source of Camo previews. Id like to know what my MAX or Reaver would look like with a fresh coat of paint before plunking the credits down.

polypusher wrote:

I havent been able to find a good source of Camo previews. Id like to know what my MAX or Reaver would look like with a fresh coat of paint before plunking the credits down.

Silly they haven't added a preview yet. Hopefully soon.

Improved camo preview is part of the roadmap for this month, so... coming soon I guess?

Had another "planetside moment" today. Most of you have probably fought over Quartz Ridge Encampment in western Indar. The base is a weird shape, it's a sorta-crater that slopes upward with a bunch of ridges dividing the bowl into channels. The capture points are all in buildings connected by bridges and side paths.

So I spawned in and saw some NC tanks rolling up the middle of the base and tried running over there. Only if you don't follow the bridges it's VERY hard to get around that base, I promptly slipped off the side of a ridge, fell onto the road and came face to face with a bunch of NC sunderers. The sunderers were quite surprised to see me and ground to a halt. We stared at each other for a second, then the lead driver switched over to his turret and started firing at me.

So I was all like COME AT ME BRO, pulled out my AT mines and charged at him.

What ensued was this reverse-running of the bulls with sunderers fleeing backwards in panic down this narrow trench, bouncing off each other, glancing off the walls and flipping over. I really wish I could have recorded it.

Oh, wow.

This is exactly what I was looking for. They beat SOE to it, they win. http://www.heavysden.com/ps2/ps2_pre...

Last night we were taking Allatum with light resistance and had the base capped to about 75%. The the siren call came across the comms that there were at least 20 gals heading for the base. I rushed the pad to meet our defenders only to see them empty. The gals were leaving. I ran back in to the base to continue our attack. Several seconds later at least 100 soldier burst out of the teleporter from the bottom of the biolab. I threw my two grenades, and got a handful of kills, but our small platoon couldn't stop the torrent of men pouring into the base. We were hopelessly outnumbered, but it was an awesome sight.

So I just installed this last night and created a Vanu character, and I am feeling really overwhelmed. Do you all play together or do you just tend to group up with nearby people when you play? Do most of you purchase spacebucks or do you earn all your unlocks the hard way? Also, do you all have any tips for n00bs?

A good starting point is youtube searches of Planetside 2. There are instructional videos for every class, vehicle and weapon.
Hop around to different classes a bit, but try to rotate through them slowly enough to get a decent taste for each.
Sit back and watch battles a little bit
Follow crowds
Grab a Tank!
If you're in a Tank, be an Engineer
See if you can get a gunner seat in a Liberator
Try out the MAX
Turn on auto-resupply for grenades
If you buy something with certs, be sure to equip it!

I mostly join random squads when I log in. Havent been able to get in my friend's outfit still. I also have bought about $40 worth of spacebucks so far. 1000 certs is WAY too much to spend on a new weapon that, odds are, is very similar to other available weapons and Im not that patient. Once you get into a groove of getting a few kills per session and especially if you find yourself rolling with a large platoon, grab yourself an XP boost and a medkit. Rake in those Certs!

There's a lot of general certs that you can unlock for 1 point, I'd use them as a kind of checklist while you try out everything. You get a basic competence in almost everything straight from the start, and generally certs will be used for enhancing what you've got (class abilities, per-weapon attachments), and smedbucks used for unlocking weapons and cosmetics. Within a class weapons are generally either variants (shoots slower, more damage per bullet, etc) or a few different ones (SMG, shotgun).

EriktheRed wrote:

So I just installed this last night and created a Vanu character, and I am feeling really overwhelmed. Do you all play together or do you just tend to group up with nearby people when you play? Do most of you purchase spacebucks or do you earn all your unlocks the hard way? Also, do you all have any tips for n00bs?

I switch back and forth between joining a squad, joining a zerg, and soloing-except my version of soloing is to try to find a zerg. If you want squad play, join an outfit, that way there should be a usable platoon most of the time (sometimes just hitting insert to auto join isn't great cause sometimes people join squads but don't bother to link up and play together).

Spacebucks: I got the alpha squad thing so I was pretty set, but given the prices and I have most of everything I need already, I just wait until the smedbucks go on sale. I only spend money on my main, but apparently the alpha squad boost can be applied to all characters, but I don't know about other boosts.

#1 Tip: Sound is more important in this game than any other I have ever played.

#2 Tip, Look at your mini-map, (especially when I fly by with a 200 meter scout radar).

#3 Tip, Camo works, nobody will be invisible, but due to the similarity in colors and whatnot (especially Vanu vs NC), it sometimes makes me hesitate for a tenth of a second or so and guess what? You and your opponent probably have the same time-to-kill (TTK).

EriktheRed wrote:

So I just installed this last night and created a Vanu character, and I am feeling really overwhelmed. Do you all play together or do you just tend to group up with nearby people when you play? Do most of you purchase spacebucks or do you earn all your unlocks the hard way? Also, do you all have any tips for n00bs?

My main character isn't on the server with the GWJ folks, but I do have one there. However, it's a lower-level character without the fun toys. If you're patient, the most cost-effective way to play is to buy a smedbucks gift card and redeem it when Sony does a 2x-3x promotion, and then buy individual weapons when they are part of a daily deal.

It's completely possible to play without purchasing smedbucks. There are lots of things in the 30-50 cert range that will make you far more effective for your preferred class. My recommendation for your first few certs:

- 1 cert for a level 1 suit upgrade (nanoweave is popular, as is flak armor)
- 10 certs for a level 2 ability upgrade (e.g. medic tool, engineer tool, jet pack, etc.)
- 30 certs for weapon optics (I like the 2x reflex scope)

There are a ton of 1-cert upgrades that are generally useful, but it's better to save up a bit and specialize in one class before you diversify too much. Oh, and don't forget that you have to equip the things that you've purchased by assigning them to slots.

As a special mention, it's worthwhile saving 50 certs to get the Sunderer AMS upgrade. Why you don't get this by default it sort of puzzling, but it really changes the game when you're able to deploy mobile spawn points.

Tips for new players:
- People have a harder time hitting moving targets, especially ones that zig-zag around.
- You're more accurate when aiming down sights (ADS) with the right mouse button, but you move more slowly.
- Don't forget to "spot" enemies by tapping the 'Q' key when an enemy is near your crosshairs.
- When you see the bright red grenade warning, run away from it!
- Glance at your minimap when you hear gunfire.
- Learn to identify the different sounds in the game. (This takes some practice.)
- Those glowing columns of light are spawn beacons. They're color-coded by faction. They can be destroyed if shot.
- You can aim drop-pods as you're falling.
- Different types of shields block different types of things. You'll learn about this through experience.
- Mixed-type MAX suits are far less effective than specialized MAX suits, but they're still pretty decent.
- The game is really about controlling spawn locations; AMS Sunderers can make or break an offensive.

Class-specific tips:
- Engineers can hit 'B' to convert the turret into an ammo pack.
- Light assault jumpjets are automatically activated when you hold the spacebar (jump).
- The medic's top priority is to stay alive; clear the area before healing or reviving teammates.
- Medics may find it useful to activate their area-heal ability ('F') when engaging enemies.
- Heavy assault should make a habit of activating their overshield ('F') when engaging enemies.
- Infiltrators can hack enemy terminals and turrets.
- If you're trying to remain undetected, do NOT use the 'Q' key to spot targets; enemies can hear you yell.

Oh, right, two more things:
1. The 'B' key changes your rate of fire. For most weapons, this will switch between fully-automatic and semi-automatic. If holding down the trigger only fires one shot, then you may have hit 'B' by accident.
2. The 'H' key give you a slightly expanded minimap, but it covers up the compass and the control-point indicators. Hitting 'H' again will restore it back to its regular size.

Happy Merger Day! The Soltech guys really blustered our numbers on Mattherson and we had great fight going even in the wee hours of the morning. Hopefully the number stay up as the Vanu usually get pushed around the map that time of day.

The server merges came with a new patch.

New pump action shotguns are available in the depot. These boast increased stopping power in exchange for a reduced rate of fire.
New Conglomerate: GD-66 Claw
Vanu Sovereignty: Phobos VX86
Terran Republic: TRS-12 Uppercut
Reduced impact flinch and evened out flinch amount based on damage
Reduced screen shake from explosions
Client stability improvements
Server optimizations
Fixed an issue causing NC shotgun slug ammo to do too much damage at range. Should now be in line with the other empires.
Fix for NC MAX slug ammo having a longer range than intended
Server merges

I'm a big fan of increased stability and performance. But I'm getting REALLY tired of SOE adding blatantly overpowered weapons.

Tamren wrote:

The server merges came with a new patch.

New pump action shotguns are available in the depot. These boast increased stopping power in exchange for a reduced rate of fire.
New Conglomerate: GD-66 Claw
Vanu Sovereignty: Phobos VX86
Terran Republic: TRS-12 Uppercut
Reduced impact flinch and evened out flinch amount based on damage
Reduced screen shake from explosions
Client stability improvements
Server optimizations
Fixed an issue causing NC shotgun slug ammo to do too much damage at range. Should now be in line with the other empires.
Fix for NC MAX slug ammo having a longer range than intended
Server merges

I'm a big fan of increased stability and performance. But I'm getting REALLY tired of SOE adding blatantly overpowered weapons.

They'll tweak them. They've been quite active in balancing things. I don't ever expect the new things to be balanced.

Waterson is packed to the gills with players now. The server is now on off-hours but there are battles raging all over the place with multiple platoons on all sides and all continents. Lots of fun.

Lots of bugs too. In no particular order:

- My C4 would randomly not detonate. Rather irritating...
- People would run around with weapons firing phantom full auto bullets wherever they were looking.
- If you thought the rendering issues were worse before, they have started to affect vehicles too! Half the time you see a prowler it's just the hull and no turret.
- Invisible tank shells fired by invisible vehicles who are too far away.
- The Crown turrets would constantly flip from VS to TR. The VS could still use them but if they were destroyed they couldn't be repaired until they suddenly flip back again.
- Disappearing phalanx turrets, or turrets stuck with 100% overheat that fire no projectiles when you shoot em.
- Lots of people getting run over. Yet when I drive people clip through my tank like it's a ghost.
- I rammed a mosquito out of the air and didn't take damage, that was funny

On the bright side I've never been able to play for 3 hours before crashing. But towards the end I was starting to see all sorts of random bugs, the list above is just a small sample.

They announced the changes for Game Update 04. They say they are moving towards a 2-week cycle for major updates. These are preliminary notes and not final, but I can't imagine them changing much.

Flash update:
Wraith Module (Cloaking) for infiltrators using the Flash
Rumble seat - bring a passenger with you on your flash, they are weapons free in the passenger seat!
New weapon: Renegade shotgun

Account level unlocks
Items you've purchased with StationCash will be available to all characters on your account that are eligible to use that item.[
Common pool items, such as the Zephyr or NS-11 will be available to all characters on your account.
Empire specific weapons such as the GD-22 and Lasher will be available to all characters of the required faction on your account.
We are working on a solution for those of you who have purchased the same item on multiple characters.

VR Training
A safe test zone where you can try each weapon and vehicle in the game with no resource cost or cooldown timers.
Target practice areas to learn weapon strengths and weaknesses at range, practice recoil patterns.
Driving/flying area to practice with vehicles.
Areas to practice team tactics, such as towers and small outposts.
No player stats are recorded in VR, so have fun!
New respawn & map screen
We've combined the respawn and map screen into one.
The new map screen has been cleaned up better use space.
Additional top requested features, such as friendly troop locations will be coming soon, but not with GU04.

Membership enhancements
We've increased the number of passive certifications for members and scaled the increase in cert points based on length of membership. The new cert point rates are as follows:

1-mo. member - 24 passive cert points/day
2-mo. member - 28.8 passive cert points/day
3-mo. member - 33.6 passive cert points/day
4-mo. member - 38.4 passive cert points/day
5-mo. member - 43.2 passive cert points/day
6-mo. + member - 48 passive cert points/day

Empire specific Rocket Launchers
VS - Lancer: an extremely precise, super-high-velocity, anti-vehicle energy weapon with a unique charge mechanic, the longer you charge the weapon the more damage it deals.
TR - Striker: launches a series of mid-damage guided missiles at a single target, the Striker's user must maintain the lock by keeping the enemy in the crosshairs while the missiles are tracking.
NC - Phoenix: A high damage, slow firing camera guided missile which must be guided by the Phoenix's user. The Phoenix is capable of dealing high damage with very little warning since there is no lock on.

These weapons will be released in the patch the week following GU04

Notable balance changes
Explosive radius from ALL vehicle based damage sources have been reduced, this does not affect vehicle vs vehicle direct hit damage, only splash damage vs infantry.
Prowler HEAT / HE rounds have had their damage reduced to no longer 1-shot kill infantry, killing a full health infantry will require both Prowler rounds to be fired. This does not affect vs. vehicle damage.
Edit: Movement improvements for the Magrider, bringing back some of it's glideyness, but not it's ability to climb every hill in the game.
Edit: Torque increases for all MBTs so they don't slow down as much on inclines.

On the one hand. YAY MY LANCER! On other hand, I fully expect it to get nerfed into a wet sock.

Having common-pool items be account-wide is really really cool!

I like having Waterson so full. I finally actually put on my headset and tried to play on a platoon with my outfit but it just sucked.

edit: YES I love my NS-11 Platinum! Can't wait to use it on all the characters. Wish somebody other than a freaking medic could use it though since I never play that class. Also, Lancer yay! And so glad to hear they're reducing vehicle weapon blast radius, until I start driving one.

Game has been unplayably laggy as of late. I mean full on no bullets are coming out of my gun and people are running through walls kinda lag. It's also been really really buggy.

IMAGE(http://cloud-2.steampowered.com/ugc/902116326543815288/43D12B3D274A59EAAEE83A062006FEAEDCA3A0FF/)

If you look close enough you can actually see that those are NC grenades! It's especially funny because when you run through them they jiggle around and then spring back to their original positions like some kind of bead curtain.

Out of context, that's a terrifying screenshot!