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I'm at work this weekend ;.;
I'm trying to organize a party of sorts tomorrow, so I may or may not be able to show depending on when we're doing it.
New patch just dropped:

The servers have been updated so here is a little information about changes you may notice.

Underslung Weapons Available

Need a little extra punch? Strap one of our new under slung weapons to a Carbine or grab a Shotgun when you breach your next base. Whether it's a high explosive grenade or devastating shotgun round, you'll clear a room with ease. Certify for using these weapons today

Empire Heavy Weapons

Every soldier knows a successful engagement requires significant amounts of firepower. Prove yours is bigger and show up with a Jackhammer or Lasher to turn the tide of battle. Check out the Store and earn yours today.

Notable Changes:

Certification just got easier (lower) on a number of weapon attachments.
Population bonuses now display appropriately. We just wanted to remind you how outnumbered you were.
Vehicles now pass through shields without any graphical anomalies. And by anomalies we mean randomly vaporizing personnel traveling through it. So no more hosing that smell out your Sunderer!

World:

Generator destruction effects and voice over are now available.

Weapons and Certifications:

Shotguns are now available for purchase. We'd like to remind you these are not for "hunting game' in the Warpgate.
Underslung grenade launchers and shotguns are available for compatible weaponry. The keyword here is compatible so please stop duct taping things to light machine guns.
Heavy weaponry such as the Jackhammer, Lasher, and MCG are now available. We aren't sure why you'd carry anything smaller than these but hey, we don't judge size.

Vehicles:
The Lightning, Vanguard, and Prowler now have certifications for Tank Rotation and Braking Force. However, these will not prevent you from being "that guy" in the armor convoy.
Vehicles now have a critical damage state. This means they are on fire. Beyond the fact you are basically roasting in a mobile easybake oven, it's going to affect their performance.
Good news! Fire suppression system certifications have been added to repair critically damaged vehicles. We advise not breathing in the fumes from these systems. Look we can't safety test everything.
Aircraft have had their health increased to compensate for critical damage. Stil keep in mind this just means you are roasting in a fast moving easybake oven.
Composite Armor for aircraft now also reduces Flak damage and is now 4 ranks. We still don't advise playing chicken by hovering in front of a Burster armed MAX unit.
Tanks now have access to Proximity Radar certifications. A reminder if they can see you, they can run you over. Pedistrians do not have the right of way.
The Liberator is now much more resistant to Flak and slightly more resistant to antiaircraft fire. Paint, better armor, silly putty on the wings. We've just stopped guessing how it's being improved.

The following weapons have had some tuning adjustments.

P525 Marauder
G30 Vulcan
Enforcer C85 Modified
Light Aircraft Rotary cannons
Light Aircraft special weapons

Resources:

Resources have been renamed to be more intuitive.
Auraxium is now only rewarded to active players. This means you can probably stop killing people idling in the Warpgate. Probably.

Social:

Outfit tags are now displayed on player names. You can now get out there and embarrass your Outfit at will.

Performance:

We continue to make performance optimizations to improve your gameplay experience.
Does anyone have a beta key I could use?
(10-13-2012, 12:45 PM)Gasman link Wrote: [ -> ]Does anyone have a beta key I could use?

Yep. Sent you a PM.
I have another key if someone wants in
(10-13-2012, 12:59 PM)K2 link Wrote: [ -> ][quote author=Gasman link=topic=5227.msg255245#msg255245 date=1350150358]
Does anyone have a beta key I could use?

Yep. Sent you a PM.
[/quote]

Thank you, but I just got home from shopping to find a cousin gave me a beta key as well. And I got an email saying I got into the beta. When it rains, it pours, I guess.
It seems my FPS got worse since the update...

Also, getting shop point is harder now. ):
Easy Bake Ovens.

Whoever is writing these patch notes, they deserve a raise.
More patch notes + release date announcement. Nov 20th, mark your calendars.

---
First a couple known issues we'll hotfix asap:
Weapons are not purchasable in the marketplace, but are in the Cert trees
The Dalton and Tank Buster, Liberator weapons, are not purchasable from Cert trees

Headlines:

Infantry and vehicle weapons are unlocked with cert points instead of Auraxium
Auraxium rewards were removed from the game
Cert points are earned with every 250 experience points instead of 1000 experience points
Gameplay implants were removed, will return later as a loadout slot
Weapon medals grant cert point rewards

Top Player Bugs Resolved:
Frame rate shouldn't affect fire rate
Infiltrators should not be able to fire while cloaked
Ability system improvements to help protect against abilities getting stuck on or off
Ammo boxes and mines should be more responsive
Fixed an issue where players would get into a semi-dead state
Resolved an issue where players would log in or spawn at a location in the middle of the zone
Platoons should no longer get in a broken leaderless state
Players should no longer spawn at zero health
Removed a case where players could get weapons into an unusable state
The heal and repair tools now have sticky targeting

Weapons:
All shotgun damage and range has been reduced
TR shotgun rate of fire is a little slower, but it is still the fastest shotgun
Projectile drop was slightly increased

Vehicles:
Damage of Rocket Pods, Lightning 75mm, 40mm Grenade Launchers and Liberator 105mm cannon increased against Main Battle Tanks
Flak damage reduced by ~5%
Repair tool is now 25% slower on vehicles
Liberator health increased by 10%
A tuning pass has been done on tank turret controls. They should feel more responsive.
Range of Scout Radar on Flash has been reduced
Galaxy acquire timer is now 20 minutes instead of 30

Certs:
Scout Radar certification is now 4 ranks. Maximum range reduced to 200 meters
Galaxy acquire timer certifications now capable of reducing timer to 5 minutes
Mineguard certifications are now 4 ranks

Misc:
Queues for logging in to full servers or zones (no more having to spam the play button or warp button)
Client performance optimizations
Client performance optimizations?

I sure hope so.  :-X
Played a day of double burster Max.  Result: HOLY SHIT AA STILL NEEDS THE BIGGEST NERF EVER.  I was holding down entire airforces with very little other AA in the area.    Ppl say the Air Cav are just being entitled, but I can only imagine how it's going to be once everyone certs some AA.  As it is, it's almost impossible to approach a base that has AA guns.  I was staying alive for 2 hours at a time.

*edit*

Also not that I care about KDR (I don't remember the numbers) but it was nuts.  Probably in the realm of 10:1 at least.
Do any of you friends have a beta key available? I am interested in planetsiding.
(10-19-2012, 05:28 PM)Mission Difficult link Wrote: [ -> ]Do any of you friends have a beta key available? I am interested in planetsiding.

Sure you can have mine. Pm'ed to you.
Quote:Karrde link=topic=5227.msg255509#msg255509 date=1350683622]
Played a day of double burster Max.  Result: HOLY SHIT AA STILL NEEDS THE BIGGEST NERF EVER.  I was holding down entire airforces with very little other AA in the area.    Ppl say the Air Cav are just being entitled, but I can only imagine how it's going to be once everyone certs some AA.  As it is, it's almost impossible to approach a base that has AA guns.  I was staying alive for 2 hours at a time.

*edit*

Also not that I care about KDR (I don't remember the numbers) but it was nuts.  Probably in the realm of 10:1 at least.

Beautiful. This gun pays for itself in cert points. You have all the power of an AA turret with the bonus of being a tiny, tiny target and being able to stand in unexpected positions.
(10-19-2012, 06:27 PM)Gasman link Wrote: [ -> ][quote author=Mission Difficult link=topic=5227.msg255511#msg255511 date=1350685736]
Do any of you friends have a beta key available? I am interested in planetsiding.

Sure you can have mine. Pm'ed to you.
[/quote]

Thank you!
(10-20-2012, 01:15 AM)Mission Difficult link Wrote: [ -> ][quote author=Gasman link=topic=5227.msg255519#msg255519 date=1350689258]
[quote author=Mission Difficult link=topic=5227.msg255511#msg255511 date=1350685736]
Do any of you friends have a beta key available? I am interested in planetsiding.

Sure you can have mine. Pm'ed to you.
[/quote]

Thank you!
[/quote]

Lysithea is the server and VS is the faction.

Ok, so I've been trying to find PS style broken tactics for us to use.  I haven't spent enough time inside bases or in vehicles to come up with anything there.  Here's a few things.

1. Burster Brothers: This I think will be the closest approximation of ducklings we're going to get.  I can see this being VERY broken with several players.  As Didzo points out, the double burster is deadly as hell.  As it stands, I can't ever see a point of running Air Cav in ANY area with AA weapons active since they just decimate them.  I was soloing liberators with the single burster and just shredding them with the double.  Now up the numbers.  Several people will carry the double burster loadout, a few ppl will have the mix of AI/AV with one burster.  One Engineer for reps and rearm.  We're really small targets, which makes it hard for Aircraft to get us.  Furthermore, with a few people, they're dead before they can react anyway.  If we stand on the periphery, the main zerg will take all the hits for us, and we should be able to defend ourselves against random breakthrough Light Assaults and vehicles.

2. Teamwork is overpowered: At this juncture, team work is actually overpowered.  Due to the pacing of the game atm, an organized outfit can easily steamroll because there just isn't enough time for the Zerg to react before it's capped.  In PS we had to hold the hack for 15 minutes.  Now we can just roll into an area, clean it out, cap it, and move on before they can react.  By the time they do, you're already smashing up the next base, so they're forever playing catchup.  I've been on both sides of this one.  Load up 1-2 AMS Sunderers with HA, Medics and 1 Engi.  Reload every time you cap a base.  Move as fast as possible so they don't have time to react.

I wanna see if we can get 5-6 bursters going tonight.
i love dual bursters.. and like what we did last night we were tearing apart anything in the air at the crown
Quote:Karrde link=topic=5227.msg255549#msg255549 date=1350755275]
Ok, so I've been trying to find PS style broken tactics for us to use.  I haven't spent enough time inside bases or in vehicles to come up with anything there.  Here's a few things.

1. Burster Brothers: This I think will be the closest approximation of ducklings we're going to get.  I can see this being VERY broken with several players.  As Didzo points out, the double burster is deadly as hell.  As it stands, I can't ever see a point of running Air Cav in ANY area with AA weapons active since they just decimate them.  I was soloing liberators with the single burster and just shredding them with the double.  Now up the numbers.  Several people will carry the double burster loadout, a few ppl will have the mix of AI/AV with one burster.  One Engineer for reps and rearm.  We're really small targets, which makes it hard for Aircraft to get us.  Furthermore, with a few people, they're dead before they can react anyway.  If we stand on the periphery, the main zerg will take all the hits for us, and we should be able to defend ourselves against random breakthrough Light Assaults and vehicles.

2. Teamwork is overpowered: At this juncture, team work is actually overpowered.  Due to the pacing of the game atm, an organized outfit can easily steamroll because there just isn't enough time for the Zerg to react before it's capped.  In PS we had to hold the hack for 15 minutes.  Now we can just roll into an area, clean it out, cap it, and move on before they can react.  By the time they do, you're already smashing up the next base, so they're forever playing catchup.  I've been on both sides of this one.  Load up 1-2 AMS Sunderers with HA, Medics and 1 Engi.  Reload every time you cap a base.  Move as fast as possible so they don't have time to react.

I wanna see if we can get 5-6 bursters going tonight.

I don't understand most of these words, but I'm always up for playing videogames.