Planetside 2 Catch-All

Tamren wrote:
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.
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.
Which server? I haven't had any problems on Waterson. I've had network issues before but that was just my ISP AFAIK.

I play Vanu on Waterson. It's been fairly stable as of late, but the server merge brought a huge increase in population. Now we have multiple platoons fighting over at least two continents at all hours. It's fun but it also chugs unbelievably sometimes when you get into the big battles.

Being able to attack bases on foot with hundreds of other people is really cool though.

It's weird, but I don't seem to have any of the lag issues you're describing.

It's been running fine for me recently.

Played some more today. The lag was much better but still "hitchy" where it would sometimes freeze, which is a horrible thing to happen when trying to throw C4 on a MAX, oh well.

Had a really intense moment. Went something like this:

- Running along AMP station walls. Sunderer with 3 people rolls up and starts attacking a phalanx turret
- I throw a C4 onto his roof, he starts to drive away
- Jump down, he stops and reverses trying to run me over, BAD MOVE. I stick him with another C4 as he goes by, BOOM
- Sunderer is on fire now, Engineer hops out, I gun him down
- MAX hops out, ocrap! Empty my shotgun into his face, he goes down too!
- Heavy assault jumps out, I'm reloading! He shoots at me, suddenly the Sunderer flames out and explodes, huge cloud of smoke and debris
- I finish reloading, bring up my shotguns IR sight. Heavy is standing right there, he can't see me through the smoke!
- Gun him down too.

Got away with 2 bars of health on that one, heart racing. Had a funny moment too about 10 minutes later:

NC was overunning our amp station, spawn gen destroyed etc. Whelp. Running around as an engineer, 4 AT mines on my belt. Lets do this! I ran to the north gate and plopped down two mines in the middle of the road. Got onto the walls, planned to run around to the other gate and mine it too. Oh wait whats this? A sunderer chillin in the rear of the base. I ran up to sunderer, about to throw mines onto it. See two engineers repairing a lightning, backs turned to me. Walk up behind them and toss mines onto the lightning. The first engineer was oblivious, The second engineer stopped repairing and looked at the mines. I could just see the gears clicking in his head, "oh no, OH NO". He turns to run, too late! KABOOOM! Double kill!

5 minutes later another lightning drives over the mines I left at the north gate. I love being an engineer.

Giving this a shot. I'm Rantin in Vanu Waterson.

@Tamren, lol, good run. Now with C4 and tank mines it's so funny. In a tank and see a Heavy? No worries, blast him! See a single, solitary soldier running up to you? Run away run away run away!

As part of the March update you get to have a passenger on your Flash who can use anything that isn't a deployable, like grenades and rocket launchers.
Flash bombing is about to become even more fun.

Here is the video:

Big ass patch today
VR TRAINING HAS ARRIVED!

I'm Glad :
they're reducing Prowler HE effectiveness,
giving me more bullets in my sniper rifle,
giving greater torque so vehicles don't slow down so much going uphill,
really glad for the xp increases for killing vehicles,
they finally make it so the grenade type shows up in the hud, cause sometimes I carry AV grenade as heavy,
I certed into getting the command channel so I hope I can actually use it now,

I'm Pissed :
Underbarrel Grenade Launcher got nerfed again, seems like it takes a direct shot to be useful now.
C4 Despawns when you die, don't know yet if gets consumed

RolandofGilead wrote:
Big ass patch today
VR TRAINING HAS ARRIVED!

I'm Glad :
they're reducing Prowler HE effectiveness,
giving me more bullets in my sniper rifle,
giving greater torque so vehicles don't slow down so much going uphill,
really glad for the xp increases for killing vehicles,
they finally make it so the grenade type shows up in the hud, cause sometimes I carry AV grenade as heavy,
I certed into getting the command channel so I hope I can actually use it now,

I'm Pissed :
Underbarrel Grenade Launcher got nerfed again, seems like it takes a direct shot to be useful now.
C4 Despawns when you die, don't know yet if gets consumed


Wait, C4 persisted after you died?

Woo:
- ESF destroy XP bumped from 75 to 400! As primarily an AA Reaver pilot, this is awesome. It also means that the cowards who jump out of their ESF's when they are going to die are not denying me much XP proportionally.
- Vehicles will no longer continue to drive themselves after the pilot exits. See above.
- Frag Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points. This is great cause Frags are annoyingly OP atm...

Boo:
- WarpGate rotation!

I've got mixed feelings about this patch. Lots of nice improvements to the game. But they went ahead and sh*t all over vehicle drivers AGAIN by nerfing their weapons against infantry and sticking a big fat XP bounty on their heads. This comes just before they add NEW ROCKET LAUNCHERS which will no doubt be horribly overpowered. The phoenix alone can hit vehicles from behind cover and can't be countered! Releasing broken weapons for purchase and nerfing them later is part of the reason I stopped playing Tribes.

Here is the cliff notes version with the minor stuff cut out.

Rotated the Warp Gates on all three continents
Added a Virtual Reality Training Center
Fixed an issue where rocket launchers could maintain a lock through actions that should have cancelled it

Changed the color of the night vision scope’s crosshair so that is easier to see against dark backgrounds.
YESSSS! They should have done this a long time ago.

Placed C4 will now despawn when the source player dies
This was needed because a tank with c4 stuck to it was basically dead, the next explosive to come along would set off the c4 and destroy the tank. I killed a vanguard with a sticky grenade this way once.

NS Annihilator: Range to lock-on to ground targets reduced to 400 meters (matching the range of other ground lock-on rocket launchers). Range against aircraft remains at 500 meters.
It had a LONGER range than the default launcher? Good grief.

Fixed bug that was causing the hit box and the player model to not match when jumping.
Bunny hopping has been a real problem.

Small increase to the angle that players can walk up

The following infantry based explosives have been modified.
TLDR they nerfed the blast radius of all infantry explosives. Damage generally unchanged. This includes underbarrel grenades, and makes them totally useless. They should have gone in the other direction and increased the blast radius and nerfed the damage. Because this just encourages boring direct hit kills.

Sticky grenades will now bypass flak armor if stuck to a player.
AHAHAHA YES

Modified the total ammunition capacity of the following weapons:

+1 spare ma to NC and VS Carbines and Assault rifles (TR unchanged)
+1 spare mag to all semi-auto snipers
+2 spare mags to all bolt action snipers
All 75 round LMGs standardized to have 300 total rounds
+1 spare mag to pistols
+1 mag to VS and TR SMGs except for the TR hailstorm which was nerfed.

All semi-auto shotguns : Default capacity increased to 48
NC Jackhammer : Default capacity increased to 48
All 8 round magazine semi-auto shotguns: Fixed bug that was causing these to only pickup 6 rounds each pass. They now pickup a full 8.

Vehicle Updates

Flash Update:
Rumble Seat: You can now bring a passenger with you on your Flash that can utilize their personal weapons while moving.
New Cert Line: Wraith Module: Cloaking for infiltrators using the Flash
New Weapon: S12 Renegade Shotgun
Vehicle horns should now be able to be heard from significantly greater distances
Movement improvements have been made for the Magrider:
Stock hover length increased
Hill climbing restrictions re-adjusted. Should no longer receive excessive penalties when driving on uneven terrain.

Torque has been increased for all ground vehicles.
This should result in an increase over their current top speeds when driving up inclines.
General tuning adjustments to environmental collision damage for all vehicles
Should now be able to re-equip the default cockpit glass on aircraft after equipping decal cockpit glass
Vehicles will no longer continue to drive themselves after the pilot exits
Fixed an issue that could cause a players to be flung long distances when they collided with a vehicle

Vehicle Weapon Changes

Prowler P2-120 HEAT & HE rounds have had their blast damage reduced from 1000 to 700.
EVERY AIR AND GROUND VEHICLE WEAPON NERFED WITH SMALLER BLAST RADIUS

The experience granted for killing many enemy vehicles has been increased:

Galaxy: 400 xp, increased from 300 xp
Liberator: 500 xp, increased from 150 xp
ESF: 400 xp, increased from 75 xp
MBTs: 500 xp, increased from 100 xp
Lightning: 400 xp, increased from 100 xp

UI Updates

The respawn screen has been merged with the map screen capabilities
Deployment locations are now displayed on the left side of the screen when the player is dead, along with simplified class selection panel. The list functions the same way it did on the respawn screen.
You can now switch continent views by clicking directly on the continent title bar at the top of the map screen.

Instant action has been redesigned to be a single button press, with no on-map indication of where it will send the player, but it will still hot-drop them onto a facility with heavy combat. This is to prevent people from exploiting instant action as an organizational tool, which is what people were using it for previously. If you are in a squad and not the leader, a second button for squad deploy will appear.

Destroyed phalanx turrets display the “need repair” wrench icons for friendly engineers
Vehicle acquisition timers should now display accurately while you are dead
There is now a Battle Rifle filter in the Depot

AP Erebus wrote:

Boo:
- WarpGate rotation!

Why don't people like warpgate rotation? As a Vanu on a server with a low VS population, there are some parts of Indar I never really get to see. It'll be nice to be attacking and defending in different places.

I really like the XP increase for taking out vehicles (especially since I just unlocked my 2nd C-4 slot for light assault). It can be challenging to sneak up on a tank to lay down C-4, I deserve a more XP than I would get for just killing someone.

I don't like the change in how instant action is handled. I like to know where I am going when I deploy. But I do understand where they are coming from, and how it can be gamed by organized groups.

I am also not a huge fan of the new map UI. I prefer being able to see my resources, population, and filters all at the same time without having to click around. Merging the deployment screen with the map was a good move though.

Warpgate rotation really is a must so long as they're going to have non-symmetrical (or whatever the word is for 3 same parts) maps.

When is the patch that makes me not suck?

FeralMonkey wrote:
When is the patch that makes me not suck? :|

The guy working on that patch went insane. Sorry.

EriktheRed wrote:
AP Erebus wrote:

Boo:
- WarpGate rotation!

Why don't people like warpgate rotation? As a Vanu on a server with a low VS population, there are some parts of Indar I never really get to see. It'll be nice to be attacking and defending in different places.

I really like the XP increase for taking out vehicles (especially since I just unlocked my 2nd C-4 slot for light assault). It can be challenging to sneak up on a tank to lay down C-4, I deserve a more XP than I would get for just killing someone.

I don't like the change in how instant action is handled. I like to know where I am going when I deploy. But I do understand where they are coming from, and how it can be gamed by organized groups.

I am also not a huge fan of the new map UI. I prefer being able to see my resources, population, and filters all at the same time without having to click around. Merging the deployment screen with the map was a good move though.


Boo because I was enjoying the current NC position on Indar That's the only reason.

FeralMonkey wrote:
When is the patch that makes me not suck? :|
Check out the VR training, think about combat roles, buy some apples weapons! Also die with aplomb! Take a flash or lightning and drive into the enemy and just take down as many as you can before you die, getting in the middle of a group of enemy causes great havoc and tons of friendly fire kills. Also, maybe fly a liberator and let other people get xp for you! Hop into any empty gunner seat on a tank. I go alone because I have no choice, but it's a scientific fact that you will live one minute longer in a tank with a gunner. Also the increase in damage output means the tank is economically worth it. Seriously, just like 1 vs 2 is doomed in infantry, so it is with tanks. A tank with a gunner will kill the opposing tank and have a little health remaining and might give time to repair and take on a second tank and get more than one shot in against the second one.
WHY DO YOU LIKE GETTING STEAMROLLED, GET IN THE GODDAMN GUNNER SEATS IN THE f*ckING TANKS YOU ASSf*ckS!

I now have my eye on the Phobos shotgun and Serpent {insert gun type here}, for extremely close and near range combat. One-hit-kill with Phobos if you're right next to them and you don't have to Aim Down Sight.
They've also got these tanks hiding near a bunch of cliffs and trees to practice hovering behind them and firing air to ground rockets into their backsides (two infantry rockets to the back of a tank can kill it). I've died several times trying to blow them up in my scythe.
I really like that Eidolon Battle Rifle, just wish it wasn't semi-automatic, but two head shots gets a kill.

Double XP this weekend.

My gun attachments! Where'd they go!?

gewy wrote:
My gun attachments! Where'd they go!?
Did you foolishly change one of your loadouts from gun A to gun B and then think that once you went back to gun A it would remember what you had set up? If it's not that, write to support, actually write to support anyway, that is stupid and I want it to remember my sh*t damn it.
Scratched wrote:
Double XP this weekend.
Of course, it had to be a weekend where I can't play most of the time.

So I enabled the GPU Physics, and while it looks pretty, it absolutely murders my framerate. I'm running a GTX 570 and I normally sit around 45+ fps... enabling GPU physics tanked that to frequently < 20, mostly in any kinda of battle.

This is what the pretties looks like:
IMAGE(http://cloud-2.steampowered.com/ugc/866088786522477458/8F247027C5AB991B858531DE4AF54D0D16471622/)

Steam says this a double Station Cash weekend.
Let's see, I have the Flare and Serpent on my wishlist with Phobos being a maybe and Eidolon being a stronger maybe.

Now that you can try before you buy in the VR sim with no restrictions making purchases is a lot easier. I play Vanu but I have an NC and TR character that basically sit in the training simulator and let me test out weapons. Know your foe and all that.

They patched the game so that stuff you buy with SC carries over between all characters of your account. This does have some restrictions:

What transfers between ALL characters:
- All NS infantry weapons, rifle, carbine, MANA turret, rocket launchers, etc.
- All common-pool vehicle weapons, sunderer, lightning etc.
- Non specific vehicle and infantry decals/camo

What transfers between characters of the SAME empire:
- Pretty much everything else.
- All empire specific vehicle weapons, infantry weapons etc.

If there is any doubt, every single item in the store now has a little blurb at the bottom that specifies "VS only" or "All factions can use this"

From what I can tell today anyway, my NS-11A Platinum that came with prepaid card from Gamestop did not transfer, which really sucks.
But hey, I'll probably buy another one of those cards someday, hopefully the promotion will still be available.

Ohmigawd, this Lancer is awesome!

See this equal sign? -> = this is how big a prowler tank looks like at 700m. I can hit it! The Lancer has such a long range and the projectile moves so fast that you can snipe moving ESFs out of the sky. It's a ton of fun to use. Well worth that 1000 certs. They totally revamped vehicle XP numbers. Now all of them (except the flash) are worth 400xp or more. They also scaled the kill assist bonuses so that you still earn 200-300xp even if you miss the killing blow. With my lancer I can tag every enemy vehicle I see just once and watch the assist xp pile up.

This thing is terrifying for MAXes. If you thought camera guided missiles were bad, the Lancer can hit them almost instantly from a huge distance and it's a 2-hit kill with no reload required! At first I didn't understand why they gave the lancer this huge glowing tracer effect that points back towards the shooter. But after using it for a while I understand it now. Lancers can attack from SO FAR away that the shooter is basically 2 pixels tall, you would have no idea what is hitting you without it.

New patch out today. Here is the trimmed version without most of the minor bugfixes. Full notes here.

I say "patch" but what I really meant was "one update forward, two steps back". Every update they release adds new content but breaks the games in dozens of new ways we couldn't even imagine. And my game performance goes back into the dumps again. Some of the stuff I have run into:

- Zone capture times are horrendously slow, especially for the main facilities. I'm told the speed is worse than it was during the early betas.
- You know that big glowing ball/beam of light particle effect that shines out the top of amp stations? This effect appears around zones as they are captured. This also plays the "SHOOOOOOM" sound you normally hear when capping a main base. What's the problem? Well they don't go away! And the sound plays multiple times overlapping on itself! It's horrible. Giant blindingly bright hadoukens hanging in the air all over the place turning night back into daytime.
- Deployed sunderers slowly jerk backwards across the ground like an inchworm.
- The patch wiped all of our vehicle and infantry loadouts. (only partially in my case but still...)

Service Ribbons

Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them.
Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates.
Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day
Weapon Ribbons = 10 kills
Revive Ribbon = 15 revives
Healing Ribbon = Heal 10,000 points
Repairing Ribbon = Repair 15,000 points
Piloting Ribbon = 20 driver assists
Rewards for each are 250xp
An additional 500xp if it’s receiving the daily bonus

More XP is always welcome. To get a weapon ribbon you must get all 10 kills with the same gun, not entirely sure if this includes vehicles. The daily bonus is +500xp applied up to 5 times per 24h.

Alerts

This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen.
The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
While participating in the event areas players will receive a percent increase to their experience rewards.
We will be adding more alert types in future updates.

This new system sounds great on paper, in practice it's a bit of a mess. I fought in one event earlier today and I'm almost certain the NC and TR outfits were cheating by avoiding each other and fighting only in VS territory. The participation reward is a 20% xp boost while the alert is on. The end reward was 10000xp (40 certs), but split among the factions based on the % of territory they own when the event ends. At the very least its a good way of filling one continent to capacity which keeps the action moving.

New Membership Benefits

Members now have access to an additional daily sale
Members now have access to an additional three character slots as part of their membership

Client stability improvements

New in the Depot

Extra character slots can now be purchased from the Depot
The new common pool NS-15M LMG has been added to the Depot
New Mercenary Helmets for Combat Medic and Engineer

Infantry Updates

Tank Mines Will no longer arm if thrown on top of a vehicle.

All Shotguns

*SNIP*, TLDR ALL shotguns except for the Jackhammer received a blanket nerf, usually in terms of rate of fire. All of the NC MAX scattercannon variants also had their stats changed dramatically. Check the Goggle spreadsheet for the new stats.

Fix for the Phoenix dumb-firing if fired quickly after entering iron sights
The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)

MAX weapons no longer have incorrect access to rail attachments in the VR zone.
Rez icons should now properly display for combat medics over downed ally MAX units
Sprinting while reloading a pump action shotgun should no longer cause animation issues
Fixed animation issues with using under-barrel attachments
MAXes should have proper access to the Ammo Storage Container Suit in VR training
The GD-66 Claw reflex sight’s zoom functionality should now be working properly
Scope overlays should no longer be removed when hit with an EMP grenade
Claymores and Proximity Mines should be causing appropriate damage again
Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush
Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attached

Vehicle Updates

Magrider survivability in large falls should be more in line with other vehicles
Sunderers should no longer slide after stopping on slopes
Reaver composite armor should no longer cover decals
When landed and idle, Galaxies should no longer slowly roll backwards
The Flash’s Wraith Cloak will now deactivate when the driver changes seats
Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed
Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank
We no longer have Safe Ejection utilities that fail to eject you safely
Vehicles should no longer start rocking after firing a few times
You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” key

All Phalanx Turrets

Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.

Spear Phalanx Turret (Anti-Vehicle)

Min damage upped from 1000 to 1250
Projectile flight characteristics now match Vanguard 150mm HEAT
Speed increased from 200 to 250
Gravity multiplier decreased from 5 to 4

Xiphos Phalanx Turret (Anti-Personnel)

Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets.
Adjusted damage and fall off
Max/Min damage adjusted from 218/150 to 200/167
Max/Min range adjusted from 100/75 to 85/10

This is a really cool change, now we actually see these things used! Before they were generally considered useless because they could be easily avoided by infantry and tended to get destroyed long before infantry came into range.

Aspis Phalanx Turret (Anti-Aircraft)

Can now pitch 10 additional degrees downward.

Tamren wrote:
New patch out today. Here is the trimmed version without most of the minor bugfixes. Full notes here.

I say "patch" but what I really meant was "one update forward, two steps back". Every update they release adds new content but breaks the games in dozens of new ways we couldn't even imagine. And my game performance goes back into the dumps again. Some of the stuff I have run into:

- Zone capture times are horrendously slow, especially for the main facilities. I'm told the speed is worse than it was during the early betas.
- You know that big glowing ball/beam of light particle effect that shines out the top of amp stations? This effect appears around zones as they are captured. This also plays the "SHOOOOOOM" sound you normally hear when capping a main base. What's the problem? Well they don't go away! And the sound plays multiple times overlapping on itself! It's horrible. Giant blindingly bright hadoukens hanging in the air all over the place turning night back into daytime.
- Deployed sunderers slowly jerk backwards across the ground like an inchworm.
- The patch wiped all of our vehicle and infantry loadouts. (only partially in my case but still...)

While this is not ideal (all the new bugs), at least new features are going in regularly. They are pretty good about fixing them quickly.

Hopefully the upcoming public test server will iron out these issues.

Bought the Eidolon Battle Rifle, I no longer fear snipers on an open field. They will taste my wrath. Have you tried VR yet? Do it at least when you get a new weapon. I tested my BR a lot (and had trialed it previously), but in VR I noticed that two headshots and a normal shot when up close will finish off anybody, and it shoots nearly as fast as you can click, so when I snuck up on a sniper yesterday, I was able to take him out very quickly, no wondering about what would happen.

Unlocked a Suppressor for my sniper rifle, the bullet drop-off compared to before is substantial.

Tested the Ursa vs the Flare with the following set up, 6x scope, Compensator, Forward Grip, High Velocity ammo. Ursa wins by a mile. Flare's 3-round burst was useless because the third, and often the second round would not hit the target due to recoil.

NS-15M is nice, recoil slightly better than Flare listed above, reloads quick, apparently one can move faster when ADS, I dunno.

Tamren wrote:
New patch out today.
..
Aspis Phalanx Turret (Anti-Aircraft)

Can now pitch 10 additional degrees downward.


f*ckmyscythe going low was about the only tactic I had left to avoid those things.

RolandofGilead wrote:
Bought the Eidolon Battle Rifle, I no longer fear snipers on an open field. They will taste my wrath. Have you tried VR yet? Do it at least when you get a new weapon. I tested my BR a lot (and had trialed it previously), but in VR I noticed that two headshots and a normal shot when up close will finish off anybody, and it shoots nearly as fast as you can click, so when I snuck up on a sniper yesterday, I was able to take him out very quickly, no wondering about what would happen.

Unlocked a Suppressor for my sniper rifle, the bullet drop-off compared to before is substantial.

Tested the Ursa vs the Flare with the following set up, 6x scope, Compensator, Forward Grip, High Velocity ammo. Ursa wins by a mile. Flare's 3-round burst was useless because the third, and often the second round would not hit the target due to recoil.

NS-15M is nice, recoil slightly better than Flare listed above, reloads quick, apparently one can move faster when ADS, I dunno.

Tamren wrote:
New patch out today.
..
Aspis Phalanx Turret (Anti-Aircraft)

Can now pitch 10 additional degrees downward.


f*ckmyscythe going low was about the only tactic I had left to avoid those things.

Go lower!

RolandofGilead wrote:
f*ckmyscythe going low was about the only tactic I had left to avoid those things.

I use the nanite autorepair on my scythe and it's very useful because it patches up all of the small dings and damage without me having to land and get out. It also means you can pilot as something other than an engineer. If I run into a stubborn turret I can't sneak up on I just land very very far away, get out and gun down the turret with my lancer :D.

AP Erebus wrote:
Tested the Ursa vs the Flare with the following set up, 6x scope, Compensator, Forward Grip, High Velocity ammo. Ursa wins by a mile. Flare's 3-round burst was useless because the third, and often the second round would not hit the target due to recoil.

Ursa definitely wins at 6x ranges. I certed the Flare instead because it was cheaper but I want to get the Ursa too at some point. The Flare is still pretty good at 3.4x ranges. Since the Lancer doesn't have high powered optics on it I've taken to using the flare with a 6x to spot for targets.