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Planetside 2

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  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


    Ok I've done a run in my dual Burster and I'm sorry to say it's still a sad story. Had a Scythe come in slowly in a straight line to me (shooting at infantry in front of me) and I started offloading at about 100m; as he notices my fire he speeds up, zooms past me (I'm on top of a ridge so got line of sight through out it all) and on his way with about 30% health after I emptied both clips. Pre patch that would have been a very dead Scythe for playing stupidly; now any flier can hover around until they take damage and then go away with out any fear which is ridiculous. The only good thing is we have it now so something will be done about buffing AA before go live (hopefully).

    Also have to say the more I play VS the more I'm inclined to go VS over TR; the Comet beats the pounder every day of the week, the Magrider is the best tank (the mobility is silly!) and Scythes appear to be the most popular plane (which means air superiority most of the time) and with the quicker reload on weapons it suits my style more (reload often).


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


    For those that have not seen it; this is the pricing expectations for station cash (100 station cash is 1 EUR normally, half that during their regular sales).
    Infantry and vehicle weapon sidegrades will range in price from:
    48 - 720 Cert points
    250 - 700 Station Cash

    Cosmetics such as camo patterns and armor attachments (for infantry and vehicles) will range in price from:
    50-1200 Station Cash

    Consumable boosts for additional resources or XP will range in price from:
    75 - 700 Station Cash
    In essence the only things going to be worth buying are the 480/720 cert items for station cash and the rest with certs (and of course they also gone and nerfed certs as expected to 500:1 rather then 250:1).


  • Registered Users, Registered Users 2 Posts: 3,739 ✭✭✭BigEejit


    Nody wrote: »
    (and of course they also gone and nerfed certs as expected to 500:1 rather then 250:1).

    Its early, I am hung over .... what does this mean?

    /haha, just realised its nearly 1pm ...still hung over though, brain no worky


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


    Previously you needed 250 exp to get a cert point; now it's 500 exp to get a cert point but possibility to get more bonus exp when assaulting (and capturing) a base.

    Also today's patch note; TLDR version Galaxy and Libs are better, dummy rockets are worse but bring air if you ever want to kill any of their air (esp. Galaxy and Libs).
    General:

    The first phase of the new player experience has been added.
    Base facility ownership bonuses have been added.
    Tug of War capture mechanics have replaced the ticket system.
    Infantry jump height has been reduced slightly.
    Shields should now regenerate in a vehicle.
    Pain fields have been reimplemented at spawn points.

    Notable Bug Fixes:

    The southwest Heyoka Tech Plant landing pad will now resupply friendly aircraft.
    Ikanam Bio Lab terminals will now spawn MBTs.
    Litchcorp Secure Mine now has AV and AA Phalanx turrets as intended.
    Players should now receive resources while in Phalanx turrets.
    Ikanam Bio Lab Teleporters and Forward Spawns should now change empire when captured.

    Known Issue:

    Adjustments have been made to stats which may provide unexpected behavior. We anticipate this to be completely resolved with the next character wipe.
    Music may play unexpectedly and at inopportune times during base capture.


    Weapons:

    New weapons are now available for certifications.
    Sniper Rifles now have additional attachments.
    The grenade warning indicator radius has been increased slightly.
    The Strong Arm and Pitcher certifications have been removed.
    Explosives and mines will now be persistent even when a class is changed.
    Grenades should now explode even after death.
    The MANA Turret certifications are now available. Each rank will decrease overheat time.

    Classes:

    Resist Shield now has a movement penalty when active.
    The MAX certifications trees have been renamed. Ammo storage Canisters is now under utilities.
    MAX Kinetic Armor will now only resist small arms fire.
    Heavy Assault AA weapons now do less damage.

    World:

    A number of facilities have additional defenses such as turrets, gates, cover, and more restrictive vehicle access added to them.
    Ownership of certain facilities will provide bonuses to empires on each continent:
    Biolab - Ownership of a biolab will provide health regeneration.
    Tech Plant - A Tech Plant is now required to spawn the Main Battle Tank (Vanguard, Prowler, Magrider).
    Amp Station - An Amp station reduces the time to overheat Phalanx turrets.

    Capturing all contested territories in a continent will provide a temporary bonus to the controlling empire:
    Indar - Reduction of cost for items purchased with Infantry resources.
    Esamir - Reduction of cost for vehicles purchased with mechanized resources.
    Amerish - Reduction of cost for aircraft purchased with aerospace resources.
    Capture mechanics have changed. Please see this thread for specifics on Tug of War capture.

    Vehicles:

    Landing should be improved for aircraft with landing gear, it should be much easier to land and take no damage.
    Skyguard magazine size has been increased from 40 to 50.
    The recoil on the 120mm Prowler cannons has been reduced.
    Sunderer:
    AMS terminals now work on the sides. Terminals have been removed from the back.
    Visuals have been added for AMS and Ammo attachments.
    Galaxy:
    The Galaxy is now more resistant to Flak damage.
    Liberator:
    The resistance to most damage has been increased.
    The cone of the fire on the Tank Buster Cannon has been improved.
    The 105mm cannon has increased damage, projectile speed, and a lower reload time.
    The projectile speed of the 150mm cannon has been increased.
    The Shredder has increased damage.
    Fighters
    Air to Air missiles now have increased damage and lock on range.
    Rotary cannons now do less damage.
    Rocket Pods now have reduced damage and increased reload speed.
    Fighters are now more resistant to aircraft machines guns.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


    And I missed they have bumped all cert unlocks to about the double (480 > 750, 250 > 480 etc.) and bumped the AV/AA HA guns to 750 (making them even less useful as they were at best situational before and now with nerfed damage...).


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  • Registered Users, Registered Users 2 Posts: 3,815 ✭✭✭Burgo


    Nody wrote: »
    And I missed they have bumped all cert unlocks to about the double (480 > 750, 250 > 480 etc.) and bumped the AV/AA HA guns to 750 (making them even less useful as they were at best situational before and now with nerfed damage...).

    The AA Ha gun was deadly, was way better than the dumbfire default. It does the same damage (well it did) as the others to ground/Inf and has less of a drop off.

    They seem hell bent on buffing air, so much so that air cant even take down air!


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


    Burgo wrote: »
    The AA Ha gun was deadly, was way better than the dumbfire default. It does the same damage (well it did) as the others to ground/Inf and has less of a drop off.

    They seem hell bent on buffing air, so much so that air cant even take down air!
    Except for flares breaking lock, trees broke lock and any fly boy who had any skill would not allow more then 1 rocket ever hit them (shot, wait for lock, wait for missiles, flare, shot again and zoom away as it only has low lock range and you can fire out of range easily) but SoEs stated view is that air should fight all air and ground should at best tickle reavers etc. so...


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


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    4 Beta keys for someone wanting to try a last minute dash at the game (beta ends on 17th iirc).


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


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    and another 4


  • Registered Users, Registered Users 2 Posts: 6,921 ✭✭✭Wossack


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  • Registered Users, Registered Users 2 Posts: 3,815 ✭✭✭Burgo


    Nody wrote: »
    Except for flares breaking lock, trees broke lock and any fly boy who had any skill would not allow more then 1 rocket ever hit them (shot, wait for lock, wait for missiles, flare, shot again and zoom away as it only has low lock range and you can fire out of range easily) but SoEs stated view is that air should fight all air and ground should at best tickle reavers etc. so...

    In fairness they have nerfed the ESFs so that they do shag all damage to each other now, and Libs get a nice buff. Haven't tried A2A missiles yet, but the main guns are fairly useless now.

    few more keys:

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  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


    A2A missiles are getting a boost though (but Galaxies/Libs will still be a pain to kill). Anyway we'll see how it plays out once it goes live, I'll stick to what I do best which is medic/Engy supporting in the back or light assault at the front. HA is now officially a "pull when you see a tank" class as dumb fire rockets will be enough as the side grades are no longer worth it (and C4/mines will be the active chasing abilities).


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    Burgo wrote: »
    In fairness they have nerfed the ESFs so that they do shag all damage to each other now, and Libs get a nice buff. Haven't tried A2A missiles yet, but the main guns are fairly useless now.

    The A2A missiles are a waste to use on anything but a liberator or galaxy, take far too long to lock in a dog fight


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,500 CMod ✭✭✭✭Nody


    So as the beta is closing what side(s) are people planning on going and with what type of spec(s) in mind?

    Personally I'm inclined to Medic/Engy as support focusing on repair/healing. They got a decent enough gun and you can make a noticable difference going in getting people back up, repairing and giving out ammo. As an offensive guy it has to be the light assault; I simply love the jet pack and they share their guns with the Engy anyway so free weapons of a sort. I'll probably pick up a dual burster config down the line to help with AA defence but not a priority due to the nerfs at this time.

    At the moment I'm inclined to go VS simply because the mag rider is such a lovely tank but both NC and TR will most likely have alts as well depending on who I meet / clan I join will drive the final side.

    The things I'm quite certain I'm not spending certs on will be infiltrator (I hate sniping and I suck at it), Heavy (waste of space for the new rockets and for assault I'll do more good bringing ammo/healing/jump pack) and all vehicles (I don't fly and Skyguard is still not "there" for me yet). I'll look at getting a Sunderer down the line with ammo dispenser butI've seen quite a few around so we'll see how it goes once certs are not free.


  • Registered Users, Registered Users 2 Posts: 3,815 ✭✭✭Burgo


    Think I'm going to be sticking with the disco when it goes live. :pac:

    Definitely going to be playing LA just can't beat jumping over people getting easy headshots!
    ,going cert into jet pack,nanoweave and c4 to start with.

    Going to pimp out my magrider, the saron is must, as well as front armour and probably ir smoke.
    As much as I love flying around in a scythe, at the rate they are nerfing and buffing I'll probably wait until it settles down a bit before investing into it to much.

    AMS is a must for sundy, vehicle ammo is also so useful to have, running out of ammo for the mag and having to treck back to the nearest ammo tower really hampers any attack you have going.

    I heard talk that the lasher will be getting a serious improvement, will keep a close eye on that :D


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    looks like ill be going engy/medic for vs, will probably alt nc tho... in terms of vehicals looks like ill be kitting out a lib and magrider to start


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    Have discovered that the tankbuster chaingun(pilot weapon with explosive rounds) on the lib is just plain evil( no pun intended ) went 25 : 1 against tr and nc fighters( taking on 2-3 at a time ) last night in a solo lib...:cool:


  • Registered Users, Registered Users 2 Posts: 4,406 ✭✭✭PirateShampoo


    Im usually good at fps, but i cant seem to get into this game at all, it just seems to be a spam fest, oh and where the hell to i find the controlls menu?


  • Registered Users, Registered Users 2 Posts: 896 ✭✭✭IrishGrimReaper


    Have to say the light assault kit it the bomb, that jet pack is just crazy good. I like this game a lot, but I hope they reduce the cert requirements for a lot of stuff, the likes of 250 for a gun seems huge.


  • Registered Users, Registered Users 2 Posts: 3,815 ✭✭✭Burgo


    Have to say the light assault kit it the bomb, that jet pack is just crazy good. I like this game a lot, but I hope they reduce the cert requirements for a lot of stuff, the likes of 250 for a gun seems huge.

    LA all the way :D

    The opposite actually, they are going up if anything.


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  • Registered Users, Registered Users 2 Posts: 3,739 ✭✭✭BigEejit


    Ah well, ye all got the email as well today I suppose......
    Planetside 2 Beta is officially over

    COME BACK ON NOVEMBER 20TH AND
    GET RIGHT BACK INTO THE ACTION.


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    indeed.... and lucky me, the 20th and 21st are schedualed to be my weekend off this week :D


  • Registered Users, Registered Users 2 Posts: 3,045 ✭✭✭KilOit


    This is too funny!



  • Closed Accounts Posts: 25,848 ✭✭✭✭Zombrex


    Game launches and everything goes down ... how typical :P


  • Moderators, Computer Games Moderators Posts: 3,096 Mod ✭✭✭✭ktulu123


    Yeah standard game launch these days. Managed to get it downloading through steam. Really looking forward to this :)


  • Registered Users, Registered Users 2 Posts: 3,815 ✭✭✭Burgo


    steam is maxing out for once!


  • Registered Users, Registered Users 2 Posts: 2,213 ✭✭✭MajesticDonkey


    Anyone know any way to download the setup files apart from through the game installer?


  • Registered Users, Registered Users 2 Posts: 4,406 ✭✭✭PirateShampoo


    A tutorial would of been nice with this game.


  • Registered Users, Registered Users 2 Posts: 2,213 ✭✭✭MajesticDonkey


    A tutorial would of been nice with this game.
    Errr...the Planetside Youtube page is just after posting about 10 video tutorials on the game. :rolleyes:

    https://www.youtube.com/user/PlanetSide2?feature=g-u-u

    More here: https://www.youtube.com/user/rivaLxfactor?feature=g-u-u


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  • Moderators, Computer Games Moderators Posts: 23,405 Mod ✭✭✭✭Kiith


    Might be a good idea to have a 'Names/Faction' thread like we normally do, to keep track of any boardsies.


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