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[SOE] Planetside 2 January Patch Info (Updated 26/01/2013) - Page 2

post #11 of 42
Quote:
Originally Posted by Kaldari View Post

hallelujah
umm.. that could use a little elaboration.

Just means that you won't be able to rofl stomp/ cert farm anymore.....and your KD will drop from 50:1 to 45:1....lol...pilots and gunners, the funniest bunch of the lot..
post #12 of 42
Quote:
Originally Posted by smash_mouth01 View Post

Just means that you won't be able to rofl stomp/ cert farm anymore.....and your KD will drop from 50:1 to 45:1....lol...pilots and gunners, the funniest bunch of the lot..

Mossies are a real pain, but I play as Vanu, and I realize how much of a pain the Magrider is, so I try not to complain a lot (like a NC player), and I don't use the Magrider all the time, I actually die pretty fast with it because I rather die attacking than "aaaaaaaaa ddddddd *fire ssssssss repair, repeat".

I have just started playing as NC and I honestly think they should buff NC Machinery. Vanu has the Magrider, TR has the Mosquito, and NC has... The best theme song and power of will, because you really need it when everything about your faction sucks (but the players, of course).
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post #13 of 42
Quote:
Originally Posted by smash_mouth01 View Post

Just means that you won't be able to rofl stomp/ cert farm anymore.....and your KD will drop from 50:1 to 45:1....lol...pilots and gunners, the funniest bunch of the lot..

That anecdote looks well-informed. Please tell me more.
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post #14 of 42
Quote:
Originally Posted by Kaldari View Post

That anecdote looks well-informed. Please tell me more.
z

That is just the general consensus I get from the change, also I notice that's how a lot of fliers carry on about it... It's more a joke than anything else.

Quote:
Originally Posted by bigaluksys View Post

Mossies are a real pain, but I play as Vanu, and I realize how much of a pain the Magrider is, so I try not to complain a lot (like a NC player), and I don't use the Magrider all the time, I actually die pretty fast with it because I rather die attacking than "aaaaaaaaa ddddddd *fire ssssssss repair, repeat".

I have just started playing as NC and I honestly think they should buff NC Machinery. Vanu has the Magrider, TR has the Mosquito, and NC has... The best theme song and power of will, because you really need it when everything about your faction sucks (but the players, of course).

I think that the vanu mags are a little OP, but not in their main gun, I think that a hit from anything bigger than a LMG aka a rocket should throw their aim off more than it does. and also I think they should be a little slower when strafing. Other than that no an issue with the vanu..I have a bigger beef with the TR and their staple guns..

I don't complain much if at all as an NC player, but I do think they need to have the vert travel and recoil reduced a little, I have gone a compensator and the advanced foregrip and it jumps about like an long tailed ADHD cat in a room full of rocking chairs. I burst fire but still kicks a bit... But that is to be expected considering we as NC have some of the hardest hitting LMG's in the game.

Another little thing that peeves me is that it "seems" that when our weapons hit other factions shake it off easier, but I don't know if that is actually the case.

The other thing I would love to see is the ability to sell back some weapons for a reduced cert price....like eg (I paid 700 SC or 1000 certs for this gun, I dont see the need to have it.....sell it back get 350 SC or 500 certs...)

Another thing,and this is for all factions. A vehicle and air cap, to stop so much air farming....but as I said all factions are guilty of this..also I would love a Char skin painter....(but that is very unrealistic)

The only other gripe is the optimization (or lack of), yes I know it's a big game but I have noticed my FPS dropping with the patches they have released...and when I get the same FPS basically for low,med, high and better FPS on ultra. that is lack of optimization..

But I am looking forward to the ability to change servers.....that will be nice.....But other than that I love the game.....It's hard, it tests you, as soon as you have a good moment there will be bad ones......it's one of the fairest games that I have seen for a while...
post #15 of 42
Quote:
Originally Posted by Sisaroth View Post

Looks good. I'm a little worried though because it says GPU performance increases instead of CPU.
As someone who plays on a Llano CPU (integrated 6550D GPU), I must say that for low-end machines, GPU is a major bottleneck.

Most of the game play changes sound like good ideas too. Really excited for this patch.
 
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post #16 of 42
Like most of the changes. They need to get a grip on some of the cheaters/hackers though. Had a Reaver come park in the air next to about 8 Burster Maxes, myself included, when we had the enemy pushed back to warpgate. We were mainly aiming at a Galaxy when the bugger just dropped down from above. It was funny at first, cause the second after I spotted him, most of us just unleashed into him at pretty close range. He lit up into a fireball of explosions but I noticed my hit marker wasn't indicating anything... and then I was like, shouldn't he have blown up? He then unleashes a barrage into us, taking a bunch out and flys off. This and invincible Lightnings seem to be the most common thing I've come across.

Thought the cheat/hacking had subsided a bit as of late. I hadn't seen that much. But my first couple nights playing after Xmas I started seeing a few more. A few nights ago I came across at least 3 people everyone was on mics saying "take videos and screens of this, we gotta report this stuff". And exceptional number of sightings, maybe thats why I'm so frustrated about it... Then again, I was on for more than a couple of hours... bound to see more if you play more I guess...

Oh well, still a great game with minor issues. Hoping for some expansion in the future into weapons and possibly different bases or something interesting to make holding a base worth the effort...
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post #17 of 42
I really enjoy playing Planetside 2. It has been more than annoying to see players driving sunderers with infinite health...rolleyes.gif
post #18 of 42
Quote:
Originally Posted by Fuell View Post

Hoping for some expansion in the future into weapons and possibly different bases or something interesting to make holding a base worth the effort...

SMG's are coming in the next patch (on Friday 25'th I believe), and we can probably expect a steady trickle of new weapons for sale to keep up revenue.

Dropship Center bases are in the works - if they are like PS1 Dropship Center's, they'll be the only place (other than WG) you can pull a Galaxy, and give friendly vehicle reloading towers on that continent the ability to repair nearby vehicles.

A 6 month plan is supposed to be released with the January patch, so we'll probably hear more about meta-game changes then. I'm also hoping for systems to encourage and enable a broader variety of strategic options, including base defense among others. As a tactical FPS, it's already pretty good, but from the RTS-like point of view of a commander of multiple platoons, your options are currently limited to picking a continent and direction.
post #19 of 42
Thread Starter 
Btw the showed already implemented stuff (in a test server I believe) of the new patch in the Friday Night Ops
post #20 of 42
Thread Starter 
Quote:
So, specific feedback on what we were shown in last night's Friday Night Ops video:

1) The spawn house in NW Indar looks like a fish-bowl. It definitely solves the problem of not being able to see what is going on outside, but as mentioned in the video, it's also extremely powerful as a building design because you can see and shoot almost everything. The design shown in the bio-lab is a far better one because while you can see out, you still need to step out one of the force fields in order to hold a commanding position on the attackers.

- Fish-bowl design is probably OP when combined with the ability to shoot out.
- Either obscure the sight lines from within the shielded area, or turn some of the shielded windows into "view" only.

2) The bio-lab spawn design is *very* good. Protected balconies, multiple exit points, a new wide back door with a nice corridor, plus a bit of overhead cover. There's not much I dislike about this design as a standalone element and I think it's better then the one shown in Indar. This design (with a bit more cover over the roof area) would be ideal for major facilities like Tech Plants and Amp Stations. Especially when coupled with the upcoming tunnels.

- The main tweak here is that there should be more 2nd and 3rd floor bridges connecting the spawn house balconies to the surrounding buildings or walls.

3) The new "ramps" on the bio-lab landing pads are nice (they are the same as those already in-game out at Rashnu Bio Lab on Indar. However, they need to move them in about 1m so that you can more easily walk around the outer edges and not be funneled up the middle. The changes to "cover" on the bio-lab landing pads is also nice. It provides a place for defenders to push out while not being total exposed and for attackers to push in without being total exposed.

- The entrance area over the bio-labs probably needs a portico added to make it harder to bomb the interior from the air?

4) Windows on the bio-lab teleporter rooms are good. This may make it easier to work your way in from the teleporter room when attacking a bio-lab.

- Force fields on bio-lab teleporter rooms need to be doubled up. There should be both an inner one and an outer one in the openings, with a separation of about 0.25m. This would match the thickness of the walls and make it harder to stick grenades or C4 to the shields in a way that harms those inside.

5) The new vehicle pads being raised off the floor is a nice touch, but a bit "proud" (raised up too much). The extraneous "Jersey" barriers that bi-sec the Amp Station vehicle bay are overkill and make it too cluttered.

- Note that some Amp stations already had those 2m tall posts which blocked the ability of large vehicles to get under the stairs or up on top of the stairs. I know at least one of the Amp stations on Amerish has those posts in-game already.

- The problem with the posts is that defenders need a place to park secondary sunderers while not blocking the vehicle bay. Under the stairs was a very good location and should have been supported by the design changes. Blocking us from getting vehicles up the stairs was a reasonable step because of various problems with vehicle physics up there.

6) The problem with #2, the new bio-lab spawn house, is that it may make it easier for entrenched forces to defend a bio-lab for hours and hours. The PS2 developers need to come up with some way for siege & starve tactics to work. Basically, if hostiles have taken 100% of the surrounding hexes, it should be impossible for a facility to hold out for more then one hour unless defenders take steps to either (a) re-supply (ANT runs?) or (b) re-connect the territory to their warp-gate or maybe just take a neighboring hex.

Personally I think they should (re)introduce the concept of nanites as being a resource that is finite and which feeds things like spawn tubes, MAX spawns, sunderer spawns, vehicle spawning, etc. The key concepts are that:

- An item fed by nanites should have a base regen rate that is very low.
- Facilities that are warp-gated should have an even lower base regen rate.
- There should be buffer storage which allows for surges in demand to be handled quickly.
- Collector devices should be placed which speed up the regen rate
- Players should be able to bring in supplemental nanites in order to refill buffer storage to handle larger demand surges

For instance, a single vehicle pad at a major facility would have a large storage unit nearby (under a balcony or inside a nearby building) which allows you to pull up to 20 MBTs in 60 seconds before it runs dry. Once it runs dry, the buffer tank refills at a rate that only allows MBTs to be pulled every 60 seconds. Then, have collectors on the roof of the building, up to four of them, each is capable of supplying enough nanites to pull a MBT every 60 seconds. If all four collectors are running, then the vehicle pad can spawn an MBT every 15 seconds forever. Or if MBTs are being pulled at a slower rate, it can result in the buffer unit being filled back up so that you can pull 20 MBTs in 60 seconds before it goes back to 15 seconds/MBT. Or you bring in a supply sundy to top off the storage buffer at that vehicle pad in order to pull even more armor in a short period of time.

From the game play perspective:
- More things to be guarded, repaired or blown up (nanite collectors should be somewhat fragile, buffer storage much harder).
- Attackers can weaken the ability of defenders by attacking collectors and buffer tanks.
- Defenders are given time to react by the buffer storage as collectors are destroyed without it being an all-or-nothing binary affair like SCUs or shield generators
- It adds a layer of logistics to large force movements, small facilities can no longer spawn 100 MBTs in 2 minutes from a single vehicle pad. Large forces would need to reform at facilities with multiple vehicle pads.
- Applying this to spawn tubes gives attackers another way to starve out defenders other then through sheer attrition / frustration of spawn camping.
- Nanite hauling remains optional, but rewards forces who bring nanite supply sundies along. It lets them pull vehicles faster or keep up a fast respawn rate. Teams with organized logistics should be able to hold out for longer or attack faster.

http://forums.station.sony.com/ps2/index.php?threads/happy-new-year-update-02-info.77203/page-51#post-1052821
Edited by TheByt3 - 1/21/13 at 11:50pm
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