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[Official] Planetside 2 Thread - Page 240

post #2391 of 3016
Quote:
Originally Posted by TheByt3 View Post

It's not anymore (even though I always loved it), after 2 patches it's perfect.

Yeah, I've personally noticed. Took a full charge hit to my Sunderer last night.
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post #2392 of 3016
In open large fields, armor just doesn't have a chance, we were camping the TR warpgate the other day and not a single tank got more than 100 meters no matter how much they tried to do it all together.
post #2393 of 3016
Quote:
Originally Posted by willis888 View Post

-Phoenix damage increased v. vehicles, decreased v. infantry, and rocket effects show at longer range

I am fine with the Phoenix damage being nerfed vs infantry since Maxs don't count as infantry. I just wish they would un-nerf the rocket speed so I have a shot at hitting Air in our short little range. So many times I was so close to hitting an ESF or a Lib in the rear only to see them hit afterburner and outrun my rocket. Also, a slight increase to splash size since it isn't a OHK would be nice.

Thanks to double exp, I was able to learn just how much fun a SMG on the infiltrator can be!
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post #2394 of 3016
Double XP was still going on this morning around 7 am. Snuck in a few kills with my Razor smile.gif Great Carbine by the way. I do just about all my fighting at medium range, where this carbine excels at.

Also invested into my Flash a little, bought the grenade launcher for it. Surprisingly very effective at assaulting bases as you can 1 shot infantry with it biggrin.gif
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post #2395 of 3016
Quote:
Originally Posted by Myrtl View Post

Thanks to double exp, I was able to learn just how much fun a SMG on the infiltrator can be!

The high ammo capacity SMG is definitely a step up from the automatic DMR (which has too much recoil and/or not enough bullets/damage) .
With a lvl 2 laser dot, you don't even need optics - hipfire is just as accurate as a 1x Reflex. That means you can put a 4x on it for the rare occasion when its helpful.
You're not likely to get many kills at medium to long range anyway, so there's no reason not to add a suppressor.

I may buy one next time I've got some SC, but for now I'm using the Artemis DMR with a 2x Reflex. It has about +20 yards effective range advantage compared to the SMG, but can only reliably down one target per magazine, compared to the SMG's 2+ targets before reloading.
Edited by willis888 - 4/1/13 at 8:06am
post #2396 of 3016
Anyone check out the new NS weapons? I saw the NS Carbine and fiddled with it in VR room. Not sure what I thought about it. Massive recoil and bloom when bursting though. Almost dead accurate single fire though through the whole magazine.
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post #2397 of 3016
Quote:
Originally Posted by willis888 View Post

The high ammo capacity SMG is definitely a step up from the automatic DMR (which has too much recoil and/or not enough bullets/damage) .
With a lvl 2 laser dot, you don't even need optics - hipfire is just as accurate as a 1x Reflex. That means you can put a 4x on it for the rare occasion when its helpful.
You're not likely to get many kills at medium to long range anyway, so there's no reason not to add a suppressor.

Oh yeah, you bet I got the Blitz fully certed out. I waited until I had enough certs to get soft point, lvl 2 laser, 2x reflex (I prefer this for those rare short-medium times) and the most important Silencer! I wouldn't be able to kill 3 or 4 guys behind a tree without that silencer. It also makes it a lot easier to hack a occupied turret, kill the ejected user and then turn the turret on them.

I guess it’s too much to ask for C-4 as an infiltrator... After killing several drivers repairing their tanks, I was left looking at a helpless pile of certs waiting for someone to cash in.
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post #2398 of 3016
Driving tanks is pretty rough right now. My outfit pulled a whole platoon of Prowlers, left a tech base, and we were all killed within 2 minutes by a squad of NC Phoenix sitting over a ridge. It's like the OP anti-air days all over again, but against tanks now.
post #2399 of 3016
Quote:
Originally Posted by mott555 View Post

Driving tanks is pretty rough right now. My outfit pulled a whole platoon of Prowlers, left a tech base, and we were all killed within 2 minutes by a squad of NC Phoenix sitting over a ridge. It's like the OP anti-air days all over again, but against tanks now.

Yeah, I agree. I think all armor is getting obliterated right now. I haven't seen a NC tank column last very long once they run into resistance by VS or TR. Also, I know I have seen VS and TR tank columns get wiped out pretty fast too. Then it turns into an infantry slug fest from tree/rock to tree/rock.
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post #2400 of 3016





Greetings Auraxians!



GU06 is right around the corner and has some pretty cool new additions to the game that I wanted to give you guys a sneak peek at. So, here are some highlights:



New Membership benefits:


  • Members will have access to an additional 3 character slots

  • Members will now have a new, exclusive Daily Sale in the Depot

Alerts System:

The new Alerts system is a dynamic server controlled system that initiates server-wide game events. When an Alert triggers, players will have a set amount of time to achieve the Alert goals. Players on the victorious Empire, regardless of where in the world they are, will receive a large bonus when the Alert is completed, and all players fighting within an Alert area will receive bonus XP. The first Alerts that we've implemented are continental conquests, but in the future we plan on adding more, such as: controlling the most of a certain facility type, or controlling the most of a certain type of resource.

There are two ways to win the Alert; a "Dominating Victory", in which the empire controls 100% of the goals, and a "Normal Victory", where they control a larger percentage to the other empires when the timer expires. In a Dominating Victory the Alert ends immediately and the entire Alert reward goes to players in that empire, in a Normal victory the reward is split based on the % of objectives controlled. Here's a preview of the UI displaying the current Alerts status. There is also a small notification in the main HUD letting you know the time remaining for the current Alert.



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In the above example the reward is 3000xp, if the TR were able to rally and capture 100% of Indar before the time the Alert ends (good luck, guys!) each TR player on the server would receive 3000xp. However, if the territory control stays where it's at, VS players would get the victory and 1260xp, NC and TR players would get a consolation reward of 1050xp and 630xp respectively. Additionally, all players fighting on Indar during the course of the event will be getting a 20% xp bonus.





Alerts are designed primarily to fulfill two main goals for the game:


  • Give players incentives and direction to participate in combat in other areas of the game than they normally might.

  • Encourage competitive, exciting fights during offpeak hours.

As such, these events will primarily be activated when the servers are lower on population, during the offpeak hours, so more players online can participate. During the more crowded hours players have plenty of options and plenty of incentives to fight anywhere they want, so it's less likely this will activate past a certain server population threshold.





Service Ribbons:

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We're also launching a new Service Ribbon system with GU06. The Service Ribbons system is primarily intended to give small, incremental goals to fulfill during normal moment-to-moment gameplay. Each Ribbon should take between 5-10 minutes to achieve depending on how you play and which Ribbon you're gunning for, but a lot of it is very situational. Ribbons can be earned for kills earned with Infantry weapons, vehicle kills with AV weapons, and support tasks (repair, heal, revive). Vehicle Ribbons are still being worked on and will be released with a future update. Each Service Ribbon you earn will give you 250xp, and the first 5 each day will give an additional 500xp bonus.

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You can check out the progress of your Service Ribbons on the profile stats page:

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In addition to Service Ribbons and the Alerts system, we've got a slew of balance, tuning and bug fixes coming along with this update. Full patch notes will be available as we get closer to releasing the update.

We hope you're excited for GU06 and as always, if you have any questions, comments, concerns let us know!

-

Matthew Higby - @mhigby

Creative Director, @Planetside2
Edited by TheByt3 - 4/1/13 at 4:15pm
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