Planetside 2 Catch-All

My friend encountered a bug in which all of his aircraft spawned upside down. So if he pulled a lib it immediately flopped over and wedged under a tower.

And already there is a patch:

Addressed an issue causing some players to lose their progression for a short time after yesterday’s game update.
A fix for capture effects and audio playing at inappropriate times and on incorrect objects was made.
Players can now disable the Alert UI in the menu.
Certain bases which couldn't be captured or spawn points that dropped players under the world have been fixed.
Hockosi wrote:

My friend encountered a bug in which all of his aircraft spawned upside down. So if he pulled a lib it immediately flopped over and wedged under a tower.

Dev marked as "Working as designed".

A small capture from my new system build. Yummy physx.

Spent a couple hours roaming around as part of a platoon. Most of the pubby squads at or near launch were pretty useless. But all it takes to make a good one is voice chat and a platoon leader with a plan. It might be a terrible plan mind you, but just being able to rely on having 4-9 friendly players in the immediate vicinity is a great benefit. You also get considerably more xp for "support" actions that help platoon or squad members.

There were some facepalm moments. Like the time our leader called for a drop pod assault on the Crown which involved him and the other squad leaders flying over it in a galaxy and then having everyone else drop pod onto the leader's location. Well the first part worked like a charm. The second part involved the galaxy (with all the leaders in it) being pummeled to death by 36-odd drop pods raining down on top of it.

Some things I have learned:
- I tried out the Ranger anti-air flak gun for tanks and sunderers in "live combat". It's not very good. It has bad accuracy and projectile speed which makes it very hard to hit anything with it. And the damage is lackluster even with the highest capacity upgrade you can only fire enough shots to set an ESF on fire. (assuming all of them hit) But not destroy it outright unless you have two of them firing at once. It's mostly a deterrent and can't be considered actual air defense.
- If you fly way up at the 1000m flight ceiling you can actually shoot and destroy drop pods as they fall. Dunno if this does anything to the people inside though.
- Flak doesn't explode unless it gets near an aircraft. But the flak does deal splash damage that can hurt nearby infantry. If you fire flak at a drop pod it will detonate and hurt the person inside as they leave it.
- MAX melee attacks can now damage vehicles! If you are patient enough you can destroy consoles, or even Phalanx turrets.
- The progress for ribbon xp awards carries over between play sessions. For weapons you get 250xp (or 1 cert) for every 10 kills. If you log off with 7/10 it will remain 7/10 when you get back. When you factor in the free 2500xp for gaining 5 ribbons a day this adds up very fast. If you are getting 1 cert per minute of play you are doing very well and it's not hard at all to achieve this with a 50% xp boost.

I picked up some station cash recently and I've been contemplating buying a shotgun and SMG for my Vanu character. Do you all have any recommendations for which ones I should get?

SMGs I can't comment much on because I've never used one outside of the VR sim. I would suggest trying them out in practice mode to get the feel for the different attachments and which one you like better before buying.

There are 4 types of shotgun for each faction, in order of accuracy they are Semi-Auto, Pump, Extended Mag and Auto. They used to be very similar but the recent patch rebalanced them all to be more distinct. The Semi-auto has the best shot spread and reloads quicker, the extended version holds 2 more rounds per magazine and the Auto is fully automatic but has a lower overall rate of fire. The pump action must be reloaded one cartridge at a time and it holds very few rounds. But it also shoots 10 pellets instead of 6 which is enough to one shot people if most of them hit.

I own the Nova which is the extended Vanu shotgun. Personally I would take it over the semi and automatic versions. Better accuracy is nice but 15% tighter shot clusters doesn't make a huge difference. I would rather just shoot twice more. And the automatic bucks all over the place and doesn't have good control. The pump action I've only tried in the sim and for 30 minutes in a trial. It's very powerful but the long reloads leave you vulnerable. I'm planning to get it if I ever see it on sale.

Shotguns are very much a short ranged weapon. They can reach out to mid ranges but will lose to another gun every time. If you see a target beyond optimal engagement range it's okay to aim down sights and spam shots at them. But if they are already firing at you disengage and try to flank them or use your pistol instead. You will eventually gain a sense of when to fight and when to run, when to aim and when to spam hip fire.

As far as upgrades go here are some tips:
- Flashlight: Useless! Okay sure it makes it easier to see, especially colours at night which helps FOF identification. But really, it's just a big "come shoot me" sign.
- Laser: Hip fire for shotguns is already pretty tight, since they fire in clusters the accuracy only affects where the centre of the cluster is marked. So even if your shots hit all "around" a target you will still splash shots all over them. Not very useful.
- Foregrip: Foregrips cancel out some of the side-side recoil when shooting, but shotguns don't have much to begin with. Fairly useless, even with slugs.
- Extended Magazine: This is really the only underbarrel attachment I would consider using. It adds 4 shots to your magazine, more shots are always at a premium because of slow reloads. If you use the extended shotty 12 shots is enough to take down a MAX all by yourself.

Slug Ammo: Slugs dramatically change how the shotgun performs. Instead of firing 6 or 10x136 damage pellets you instead fire a single slug for 500 or 750 damage. I like them but they are very situational. At close ranges it's possible to hip fire 10 shots at a target and watch them all miss by inches. Slugs are perfectly accurate if your feather your shots and use sights, so they extend your maximum reach. But slugs also have a very low projectile speed which makes it hard to lead moving targets. The Vanu slugs are unique in that they don't drop at all, so combined with a scope you can turn the shotty into something of a DMR.

For sights there are only 3 choices I would consider:
- Reflex 1x: I really like the Vanu Reflex sight because it doesn't block your vision at all. It's a vast improvement over the default iron sights, especially if you use slug ammo.
- IR: The infrared sight is highly useful when using pellets or slugs. It's meant for night fighting but you can still use during the day since it highlights all infantry and vehicles as white. It does cut down your vision somewhat when you use it and it has a maximum range beyond which everything gets lost in fog. Also cancels out the muzzle flash.
- 3.4x Holo: The Vanu have the best 3.4x sight in my opinion because the laser "dot" is not blindingly bright like the TR and NC versions are. I use this when fighting with slugs at long range. The other 3.4x sight has a crosshair instead of a dot which you may fight more useful, but it's hard to use at night.

pfft, vanu... only good for dying.

I can't speak for the Vanu weapons (looks like Tamren has that more than covered!), but the NC pump-action shotgun is a lot of fun. It's highly situational, but if you can flank an enemy group without them realising and get in close, you can kill someone with each shot and clear out a nest of enemies in seconds.

It's great for Biodomes and facility fights where the zerg has reached a bit of a stalemate. In one fight for Tl Alloys, we were being attacked from both sides by the VC and TR, but were keeping them mostly at bay near the very edge of the building perimeter. This was perfect for a light assault with a pump action, just glide over the buildings, get behind enemy lines, take out 4 or 5 before they realise you're there, repeat.

Statistically the guns are identical, except for the Vanu shotties having no bullet drop and slightly slower projectiles. In practice though each one has it's own feel to it. I noticed that the recoil on the NC shotguns is terrible. With VS shotties your aim will jerk upwards with each shot, but the NC shotty will also shake your camera around to the point that it becomes hard to aim.

now that is some quality spam...

EriktheRed wrote:

I picked up some station cash recently and I've been contemplating buying a shotgun and SMG for my Vanu character. Do you all have any recommendations for which ones I should get?

Pick up the Sirius SMG over the Eridani as it basically comes with extended mags and you can slap an advanced laser sight on it, making it a close-mid close range death machine.

Tamren wrote:

Super helpful shotgun info

i38warhawk wrote:

Pick up the Sirius SMG over the Eridani as it basically comes with extended mags and you can slap an advanced laser sight on it, making it a close-mid close range death machine.

Thanks for the suggestions and knowledge!

BTW, it was cool to randomly run into you in-game the other day, Tamren, while we were assaulting that tower base on Indar. I play as RedErik0 on Waterson.

Yup I saw that. I don't see many goodjers on these days. Only Titanis and Erik out of my friends list.

Seems like they added new shotguns. Basically a pump, but fires two extra pellets for a total of 12 in trade for a slower rate of fire. That makes it twice as powerful per shot than the non-pump shotguns, but less than half of the rate of fire. Not sure which one I would pick

EDIT: Those shotguns are only on the test server at the moment. I expect them to be added shortly.

Also the high-capacity SMG is on sale today for half off. It's the good one in my opinion, the lower capacity version does more damage but the lack of shots and ammo really hurts when it's main purpose is to hose down people with point blank hip fire.

If you happen to be a member the "high caliber" bolt action sniper is also on sale. It shoots slower than the others but does a little extra damage and the bullet travels slightly faster resulting in less drop and lead time. If you already have a bolt action I wouldn't bother since the improvement is negligible.

I play almost daily, and the outfit I joined (NNG) is still running nightly ops on Mattherson. That said I'm taking a bit of a break. The game started to feel like a job.

New patch today. The new changes to Phalanx turrets are now live, ported over from the Test server plus a few tweaks. They also added the high-power pump action shotguns. According to the stat sheet the new shotguns fire one extra pellet and have a slightly slower refire rate as well as 15% worse shot spread. I tried them out in VR and they didn't feel very different, needs more testing.

Speaking of testing the Test server have been live for a while now. I don't think I will be checking it out though because it requires an entirely separate client and install. Too much of a pain for me. Apparantely they have some odd gear enabled like MAX Flamethrowers and Lancers modeled after the original game. I like the old Lancer a lot but I hope they don't change the current one, I just got used to it.

One last thing with this patch is that it came with a cert refund if you happened to buy duplicate items across multiple characters. I logged in and had almost 3000 certs that weren't there yesterday. I'm not entirely sure why I got them, the only item I didn't buy on my main Vanu character was some razor fins for my Reaver. I spent some of them upgrading my MAX Bursters with dual extended magazines. These things rip through stuff like you wouldn't believe! 42+42 shots is enough to bring a liberator down to half or destroy an ESF with ammo to spare. Burns through ammo very quickly though.

EDIT: Oh and something I forgot to mention, they fixed the shotgun reticules so that they now accurately reflect where your shots will land. Highly useful! Instead of crosshairs you get an expanding circle, they also added this to the minichaingun and jackhammer. These changes have improved the value of laser sights and foregrips when using slugs. (But I would still prefer extended mag)

Reddit seems to be blowing up about the cert refunds from SC bought duplicate weapons, so if you bought something for 700SC you got 1400 certs. Suddenly there's thousands or tens of thousands of certs out there for some people. I wonder why they couldn't refund them back like for like, so there would be a load of SC instead.

I received ~1000 or so, but I don't remember buying any duplicate items. Some users received upwards of 25k+ certs. There are a lot of upset people on the forums who are basically saying they made the game pay to win in a round about way. The game didn't seem more play to win tonight when I played. Skill and platoon coordination still give a larger advantage than a few thousand certs.

Mattherson has been a blast since the merge. On Monday the TR used an early morning event on Amerish to ghost cap Indar. After trying to remove the cap separately the NC/VS teamed up (an informal truce that was largely honored) and forced all the TR into Copper Ravine. As the point was about to to cap and remove the lock, the hex crashed (or someone crashed the hex). Everyone in the hex (90% of the continent) was disconnected.

By the time people could relog the TR had pushed to Scarred Mesa held the point for a long time against a combined NC and VS force. Eventually they lost the continent cap. Then the VS made a sucessful play for Indar, managing to keep both the NC and TR contained during another event on Amerish. So we'll see if the NC and TR team up tomorrow to remove our cap.

Bought the new shotgun with my refund certs. Seems as effective as the Phobos pre-nerf, which is going to make a lot of people rage. It's a max killing machine if you can get in close, since the maxes can't hit you up close.

I could see with that amount of certs you could easily afford a *lot* of weapon attachments and ability unlock/ranks. While it wouldn't make or break, I think it will give you an edge. I'm just wondering if there's some Sony rule that SC spent within a certain game has to stay within that game, if it was all converted back to SC then someone could move it elsewhere.

Boooo!

I got no free certs! (Not that I expected any).

I have to admit, I'm very surprised about the refund as certs... Seems like it's setting a bad precedent. The numbers of certs people have received seem to have broken the "cert" economy.

Like Scratched, they really need to explain why they couldn't refund as SC...

Yea so I've played casual since beta and collected 6700 certs. I spent $15-$20 on overlapping items between my vanu and NC character due to 3x and 4x sales. This resulted in me receiving 12k free certs on both characters. So I almost got double the number I've gathered playing as my time allows. I was...suprised.

The biggest issue I see is that it appears all characters on an account got this refund. I'm wondering if I had a bunch of level 1 alts created prior to this if they all would have ended up with free certs too despite not buying items with them. There's a lot of brand new characters on the leaderboard now with 5k+ certs.

Hockosi wrote:

Yea so I've played casual since beta and collected 6700 certs. I spent $15-$20 on overlapping items between my vanu and NC character due to 3x and 4x sales. This resulted in me receiving 12k free certs on both characters. So I almost got double the number I've gathered playing as my time allows. I was...suprised.

The biggest issue I see is that it appears all characters on an account got this refund. I'm wondering if I had a bunch of level 1 alts created prior to this if they all would have ended up with free certs too despite not buying items with them. There's a lot of brand new characters on the leaderboard now with 5k+ certs.

Sweet jesus...

It's hard to see how they can try to fix this without inflating the hell out of the 'cert economy' (give everyone a gift, a boost for a time, etc), and if you're going to do a rollback you need to have a better suggestion for the refunds. In the big scheme of things, chances are the amount of people affected by this gift is low as a proportion of players, so I'd have to say I think the overall best idea is to just go with it.

As a player who only ever used one character on one server, and with PS2 being the first F2P game that prised money from my wallet I'm feeling a bit miffed, but it was something the had to do something with.

I would rather have seen an accountwide SC & cert refund and reset all items to unbought. The only tricky part would be making sure that people were awarded extra SC to make up the difference for items bought during sales.

They pretty much said it's final now: http://forums.station.sony.com/ps2/i...

There weren't any mistakes made in how they did refunds (no one got more certs than they should) and it's only a really small proportion of the playerbase.

That's that I guess.

Scratched wrote:

They pretty much said it's final now: http://forums.station.sony.com/ps2/i...

There weren't any mistakes made in how they did refunds (no one got more certs than they should) and it's only a really small proportion of the playerbase.

That's that I guess.

That's fine, but why did it have to be certs? That's the overriding question in my mind...

AP Erebus wrote:

That's fine, but why did it have to be certs? That's the overriding question in my mind...

It couldn't have been anything else, from a business perspective. If there's one thing we've learned from the cable/telecom companies (spit), you never ever ever EVER refund money, ever. You always "give" a coupon/discount/incentive to buy more product. So according to The Rules, you can't refund money, that's right out; you can't give Station Cash, since that's money-equivalent. Certs are the only thing that have no direct equivalent in cold, hard, revenue stream. It's the only thing that doesn't cost them a dime, or potential-dime.

AP Erebus wrote:

That's fine, but why did it have to be certs? That's the overriding question in my mind...

Ferengi Rules of Acquisition #1: Once you have their money ... never give it back.

LtWarhound wrote:
AP Erebus wrote:

That's fine, but why did it have to be certs? That's the overriding question in my mind...

Ferengi Rules of Acquisition #1: Once you have their money ... never give it back.

But they can't cash out those SC for money... I dunno, just seems weird to me.

Not sure when it happened but the Viper (default Lightning cannon) seems to have gotten a buff at some point. It now takes out infantry in a single hit and a MAX in a couple hits, which is actually pretty good since you get 6 shots. It's like a Fury grenade launcher with more ammo and better damage against vehicles.

Tried out the new "high damage" pump action shottie in VR today and did some testing. While everything comes down to personal preference, I wouldn't recommend buying it over the existing pump for a couple reasons.

The regular pump fires 10 pellets and the new version shoots 11. The default seems to be superior in most respects with a better firing rate and shot spread. Against infantry you probably won't tell the difference, firing 11 pellets instead of 10 means you can miss the target with one extra pellet and still one-shot infantry at close range. But a better firing rate would allow you to simply shoot twice and the higher spread makes you more likely to miss in the first place. Against a MAX the default shottie will almost but not quite take them out in 7 shots, leaving them with a tiny sliver of health. The higher damage shottie will take them out in 7 shots. But both of these tests assume that ALL the pellets hit, and only in the chest. Head damage applies a 1.5x modifier to shotguns so that may make up the difference. When firing all 7 shots the lower rate of fire is pretty harsh, so again the default comes out ahead.

Also discovered something handy about lock on A2A missiles. They changed the trigger mechanics so that you can simply hold down the button and the rocket will fire the instant the lockon finishes. I used to click madly to get the shot off as quickly as possible but now you no longer need to. This also works with the Annihilator and Striker, but not with the anti-ground and anti-air lockon rocket launchers. This is because those launchers can be dumb-fired, so clicking before you have a green lock would waste the shot most of the time.

Speaking of A2A missiles, I recently unlocked them for my Scythe, and I have been pretty underwhelmed with the damage they've been doing against enemies. Even with the turbo laser A2A primary weapon, I still had trouble taking out enemies before they could get away or before they could lure me back into enemy territory. Yesterday I picked up dual photon pods and the PPA, and I was killing all sorts of sh*t with them. I only had some difficulty with mosquitos and reavers, but not much more than I was having with my A2A loadout.