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[Official] Planetside 2 Thread - Page 237

post #2361 of 3016
Quote:
Originally Posted by mavisky View Post

Wait 200m range on the tv guided missile? Guess that will keep me from spending any money on that as the whole reason I was looking for it was to launch rockets from over one hill to another. Guess I'll try it out in VR first, but that seems like a complete joke.

So you would want a completely over powered weapon that would have zero counters? I swear some people want the moon when they already have a amazing weapon.
Quote:
Originally Posted by Myrtl View Post

After using the phoenix for a while, I have to say that I am actually happy with it. Yes I would want the range a tad longer, but I understand why it is as short as it is. The only thing I would change would be to cert a laser range finder into the scope pre launch. I have had several times were a target was 210 or 220 yards away, so the missile dies and waste a rocket.

This I could see yes, not being able to clearly tell if they are 180-210+ would suck.


I'm also rather disappointed in the VS launcher. It's pretty damn weak, and the fact that once the third level is charged it fires off makes it pointless. The fact that last night me and 2 other heavies charged up to lv3 and hit a NC tank and it rolled away was even worse. Our launcher is just weak. I'll just keep using the devastator instead.
post #2362 of 3016
Quote:
Originally Posted by Kazumi View Post

I'm also rather disappointed in the VS launcher. It's pretty damn weak, and the fact that once the third level is charged it fires off makes it pointless. The fact that last night me and 2 other heavies charged up to lv3 and hit a NC tank and it rolled away was even worse. Our launcher is just weak. I'll just keep using the devastator instead.

I don't know, I was actually pretty successful taking down tanks in Indar from a cliff where no one could hurt me. Also ESFs, Libs and Galaxies. Also I love the fact that I can control how much damage I can output, that way I have a guaranteed last hit to collect all those XP without wasting time. Only problem was ammo, but that's how it is with Rocket Launchers unfortunately.
post #2363 of 3016
Quote:
Originally Posted by TheByt3 View Post

I don't know, I was actually pretty successful taking down tanks in Indar from a cliff where no one could hurt me. Also ESFs, Libs and Galaxies. Also I love the fact that I can control how much damage I can output, that way I have a guaranteed last hit to collect all those XP without wasting time. Only problem was ammo, but that's how it is with Rocket Launchers unfortunately.

Sure, if all your doing is going for last hit kills, than it's a great weapon because of it's speed. But when it takes 7 shots to kill a unarmored ESF, 12 to take a tank out, and more for a sunderer, it just becomes unvieable. Why use something that takes 4-6 additional shots, when you can use a weapon that takes 1-2 shots to kill something? Sure, it's a "fun" weapon. But it clearly lacks damage compared to other factions.
post #2364 of 3016
Quote:
Originally Posted by Kazumi View Post

So you would want a completely over powered weapon that would have zero counters? I swear some people want the moon when they already have a amazing weapon.
This I could see yes, not being able to clearly tell if they are 180-210+ would suck.

I'm not saying I "expected that" but with a potent lock on and dumbfire rocket launcher already available to us, I don't really see the use in this weapon to be totally honest. Given it's limited range I'd rather stick with what I already have. Hell I can deter most air attacks just by simply lockign onto enemy aircraft, watching them flare, and turn and run away. I played with this thing a little in VR and I can't think of many uses for it except right at that 175-200 range where a magrider may strafe away from my "dumb" launcher, but as another guy said if he backs up to 210 then I lose tracking and I may as well have not fired at all.
post #2365 of 3016
Quote:
Originally Posted by Kazumi View Post

Sure, if all your doing is going for last hit kills, than it's a great weapon because of it's speed. But when it takes 7 shots to kill a unarmored ESF, 12 to take a tank out, and more for a sunderer, it just becomes unvieable. Why use something that takes 4-6 additional shots, when you can use a weapon that takes 1-2 shots to kill something? Sure, it's a "fun" weapon. But it clearly lacks damage compared to other factions.

Yes the damage isn't anything special but I just like the notion of the weapon.

Also I wouldn't want it to do too much damage hence being overpowered. The strengths of this weapon is being able to ultimately control the power you are giving to the shot making it really versatile according to how much damage the enemy has had, combine that with the almost instant shot and an accurate shooter and you will always get the last shot no matter what. But that's what happens with all Rocket Launchers, you go for the last shot ultimately no matter which rocket launcher you use because no one can have a Rocket Launcher that can just decimate tanks on its own.

I was in an open field in Indar 30 minutes ago and there were me and 2 other randoms with Lancers as well as some engineers, one sundy and one AA MAX and we had absolutely no armor. TR were desperately trying to come at as with lightings, prowlers, at least 3 sunderers and a couple of Libs. Let me just say to you that not even one of their armor got close to us, not even one, they just couldn't avoid the shots and they were going down like flies.

What I ultimately want to say is that no weapon can make you an one-man killing machine because that would be too OP but with cooperation (even with randoms) you can get stuff done easily.

Anyway in the end I think the Lancer deserves some damage buff but not too much because don't forget, a normal Rocket Launcher does 1700 x 5 = 8500 damage total, the Lancer does 1500 x 8 = 12000 damage total.

Also I have found this:
Quote:
Originally Posted by Lancer's Stats 
Takes 2 seconds to reach the second charge, 3 seconds to full charge, the weapon force-fires at 4s.

Deals 300 / 750 / 1500 damage. 24 shot ammo pool stock. 10 quick shots kill a lightning on the rear, or 2 full charges.

Takes roughly 4 seconds to fire 6 shots of single-charge, so ~800ms cycle of shot delay and refire delay.

Deals 50% damage to infantry, with 1.0 headshot multiplier (no extra damage), which is probably where the spreadsheet got its "150+" from.

4 second short reload, 5 second long.

Damage dropoff begins at 100 meters, and caps out somewhere between 71-74% damage at 200 meters Somewhat difficult to test precisely since it's creating damage values that aren't nice round figures. Dropoff percentage is the same for all 3 charge levels.
post #2366 of 3016
Quote:
Originally Posted by mavisky View Post

I'm not saying I "expected that" but with a potent lock on and dumbfire rocket launcher already available to us, I don't really see the use in this weapon to be totally honest. Given it's limited range I'd rather stick with what I already have. Hell I can deter most air attacks just by simply lockign onto enemy aircraft, watching them flare, and turn and run away. I played with this thing a little in VR and I can't think of many uses for it except right at that 175-200 range where a magrider may strafe away from my "dumb" launcher, but as another guy said if he backs up to 210 then I lose tracking and I may as well have not fired at all.

The advantage the Phoenix has over lock on and dumb fire rocket launchers is that you can finish off the tank that ducks behind a hill to repair and you can hit a moving vehicle with zero lock time. The moving vehicle with zero lock time depends more on terrain location interrupting your lock.

Also in the tank ducking behind a hill situation, I can choose to kill the driver repairing the tank instead of hitting the tank. Chances are the tank is at half life and I can't do enough damage to finish it off. They will repair the damage I do before I get a 2nd round to it, so I kill one of the crew members. Even if it was the top gunner that I killed, I cut that tank's damage in half a removed its ability to be repaired. This also lets me kill a sundy behind a hill or tree or the engineers healing the sundy.

It's also fun to counter snipe snipers and engineers in their portable turrets.
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post #2367 of 3016
Quote:
Originally Posted by mavisky View Post

Hmm, maybe it was even worse before hand then. I'm getting like 70% CPU usage during the large firefights and 40-60% gpu usage it seems.
Be happy. I'm lucky if I get 40% GPU usage in firefights.
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post #2368 of 3016
Been playing with the striker some more today, actually really like it.
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post #2369 of 3016
post #2370 of 3016
Stumbled into some outfit's platoon last night and they invited me into the platoon. I had quite a blast and by the end of the night they invited me to their outfit. It adds a whole new element to the game that I'd never really experienced. Having a good commander directing the four squads, some of the banter, just the way we worked together and steamrolled through Indar and later Amerish despite often being outnumbered, and actually having some goals instead of just finding a zerg and shooting anything in purple.

So, TL;DR if you're bored join a good outfit. It's almost like a new game.
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