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[Official] Planetside 2 Thread - Page 215

post #2141 of 3016
Quote:
Originally Posted by Aparition View Post

Have someone stick C4 to your back THEN run out into the fray. Surprisingly effective if you can get close to a group tongue.gif
Combine that with smoke grenades and suddenly MAXes run in fear!

I have C4ed my Flash, and drove it into groups before. That was extremely effective, since you can jump off while it goes a distance further.
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post #2142 of 3016
Trust me, it will be better, at least than the current hex system. Coming from PlanetSide1, I have the right to say that a similar lattice system in PS1 worked really well in directing the crowd. In PS2 currently, the battles are too diffused, and people are scattered around the adjacency of two empires (adjacent hexes, can be as many as 10), ghost hacking each other's hexes without face-to-face confrontation. Now with this hex / lattice system, there will be less empty bases to be captured, and more focused fight over some crucial territories.
post #2143 of 3016
Yeah instead of random base x off on the side of the map this system will let commanders know how the enemy is advancing. So in some cases yes, there are fewer capture locations, but less nuisance locations, and more strategic capture points.

So it will drive combat but it will also allow strategic moving through the smaller avenues, so more smaller base fighting as well as major battles over larger capture points.

I hope to see many instances of races to cut the other advance off by skirting the main combat avenue and capturing rear points. It will end up being a constant circling of capture points with heavy disputes at the crossroads.

Flanking will be an incredibly useful tool.
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post #2144 of 3016
Dev just posted over at the official PS2 forums saying that they have a fix in place for the severe performance issues brought by GU4.

EDIT: From the PS2 forums:
Quote:
A patch is imminent which should address much of what you folks are seeing. We appreciate your patience while we resolve it.

Edited by SlackerITGuy - 3/14/13 at 9:01am
post #2145 of 3016
Hilarious new Bug. Have to be a passenger for it to work though, and can't own the Liberator.
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post #2146 of 3016
Quote:
Originally Posted by Aparition View Post

Hilarious new Bug. Have to be a passenger for it to work though, and can't own the Liberator.

I'm afraid to log in now...... Thanks.......

Not liking the look of the hex adjacency map. It's taking a lot of information off of the map about what the enemy is doing, and focusing on small portions of the map instead of the entire thing. What's the intention here, to turn PS2 into a glorified corridor shooter with pseudo-borders instead of invisible walls? This may be what breaks the game for me.... SOE seems to be getting ready to go full retard with their game updates, and unlike the majority of the rest of the U.S., I can walk away and not watch a train-wreck.
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post #2147 of 3016
No the current map system just shows what capture points are required to advance. You can still attack using any and all aspects of the map. It just makes it easier to guess where the enemy will be attacking and to setup real defenses, instead of the current hop scotch randomly around the map.

You can still attack wherever you want, but to capture specific points requires previous points to be controlled. So you could organize multi-capture points by "holding" an advance point and as soon as a prior point is capped you further cut off the enemy.

Your not forced to fight in one direction.
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post #2148 of 3016
I assume you haven't play PS1 Ganf? Obviously all we can do is speculate about the true implementation of this new system, but if it turns out like Higby is saying they want it to, it's just basically going to help "focus" the fights more.

Right now, you have so many bases that you can attack, and that causes people to get very spread out. It ends up being a bunch of ghost-capping. With the new system, it would force you to attack 1 of however many bases they decide to link.

Basically I feel this will help facilitate more and larger fights without causing too many restrictions on how you want to play. Hopefully.
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post #2149 of 3016
Quote:
Originally Posted by Aparition View Post

No the current map system just shows what capture points are required to advance. You can still attack using any and all aspects of the map. It just makes it easier to guess where the enemy will be attacking and to setup real defenses, instead of the current hop scotch randomly around the map.

You can still attack wherever you want, but to capture specific points requires previous points to be controlled. So you could organize multi-capture points by "holding" an advance point and as soon as a prior point is capped you further cut off the enemy.

Your not forced to fight in one direction.

You mean it allows us to do what we already do, just on a smaller scale and in limited directions? Sounds smart.

People hop all over the map because there's no benefit to defending. You typically get less kills, you don't get any experience for holding a position, and territory influence is poorly utilized, so while you're holding one area everything around you gets capped and you're earning a lot less certs than you would be attacking somewhere else. And lets face it, the game is about earning certs. You want to play it in the manner you most enjoy, you need certs. People naturally seek them out because they want to enjoy the game as much as possible. This also won't stop people from finding areas to ghost-cap, because it takes more people to defend than it does to attack once the defenders get pushed inside the buildings. A third of the attacking force can leave and go do whatever they want once the defenders have to start turtling, and the defenders are either held in place or they can lose the territory..
Quote:
Originally Posted by Reloaded83 View Post

I assume you haven't play PS1 Ganf? Obviously all we can do is speculate about the true implementation of this new system, but if it turns out like Higby is saying they want it to, it's just basically going to help "focus" the fights more.

Right now, you have so many bases that you can attack, and that causes people to get very spread out. It ends up being a bunch of ghost-capping. With the new system, it would force you to attack 1 of however many bases they decide to link.

Basically I feel this will help facilitate more and larger fights without causing too many restrictions on how you want to play. Hopefully.

That's the problem. All of the fights are going to be focused on the roads and even tighter around the bases than they already are. No one is going to bother going elsewhere because that's where the territory to capture is. The only time people are going to be using anything other than direct paths to travel is when they're trying to get a sunderer behind a base. The new map will just end up developing a herd mentality in which everyone just marches down their assigned routes.

The problem is a population problem, not a structure problem. Make no mistake, this will in no way whatsoever function in the same matter as the traditional lattice system.



The old lattice system had nothing to do with terrain. Players were left to utilize the terrain as they saw fit. This new system is directly tied into the terrain and is going to change fights in ways that we can't even conceive, because groups of people are going to constantly find areas that they find the easiest to exploit and sit there. Just like what we're seeing with The Crown. Which, by the way, did you notice is only connected in two places? That's going to cause all kinds of problems, because despite this new system people are still going to flock to it looking for easy certs.
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post #2150 of 3016
Quote:
Originally Posted by Ganf View Post

That's the problem. All of the fights are going to be focused on the roads and even tighter around the bases than they already are. No one is going to bother going elsewhere because that's where the territory to capture is. The only time people are going to be using anything other than direct paths to travel is when they're trying to get a sunderer behind a base. The new map will just end up developing a herd mentality in which everyone just marches down their assigned routes.

The problem is a population problem, not a structure problem. Make no mistake, this will in no way whatsoever function in the same matter as the traditional lattice system.

"pic"

The old lattice system had nothing to do with terrain. Players were left to utilize the terrain as they saw fit. This new system is directly tied into the terrain and is going to change fights in ways that we can't even conceive, because groups of people are going to constantly find areas that they find the easiest to exploit and sit there. Just like what we're seeing with The Crown. Which, by the way, did you notice is only connected in two places? That's going to cause all kinds of problems, because despite this new system people are still going to flock to it looking for easy certs.

Perhaps I'm misunderstanding something here, but how is this new system going to be terrain driven? I realize that the connections in the map pic show it following the roads, but there's no reason to follow those roads specifically? It will still allow for branching out to multiple outposts from each base. I mean, it's basically the lattice system, but instead of being a direct line on a map, they have it following roads. It still would be beneficial to take a different route to whatever base you intend to cap. I don't see how this system would force you to follow that specific road, every time, to get to whatever base you plan on capturing.

IMO, the only difference this hex system will make is limiting the number of choices you have on which base to capture. And Higby has already said they don't know if it will be only 2 choices, or 5 choices. He said they intend to test this on their new "test server" they plan to open up sometime in the near future.

To me, it's difficult to speculate just what this will do, but personally I think it will have a good effect on the fighting over-all.
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