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(10-20-2012, 01:17 PM)K2 link Wrote: [ -> ]I don't understand most of these words, but I'm always up for playing videogames when it doesn't crash every 30 minutes.
(10-20-2012, 01:17 PM)K2 link Wrote: [ -> ][quote author=[fr31ns]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.
[/quote]

TL;DR whore tactics that are broken when you have ppl who work together.
karrde wants to fuck buildings and then run before they realize they've been fucked
I'm patching up so I can play later, hopefully you're on when I get done running errands today.
(10-20-2012, 03:36 PM)at0m link Wrote: [ -> ]I'm patching up so I can play later, hopefully you're on when I get done running errands today.
as of now it's just karrde and i on and i think he's afk, and i don't even know what faction or server we're on
(10-20-2012, 01:19 AM)Didzo link Wrote: [ -> ][quote author=Mission Difficult link=topic=5227.msg255539#msg255539 date=1350713714]
[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.


[/quote]

What didzo said.
That was pretty damn cool.

ah last night was good. We got global attention for our stupidly overpowered tactics. As well as good times had by all
http://www.planetside-universe.com/showt...hp?t=49250

I am going to murder them if they do this...better be the devs just having a laugh.

*edit*

yeah it's gotta be an easter egg.  The room is a PS1 VBay XD

*edit*

I just went and saw it.  Go to defunct solar plant or w/e it's called.  Best would be TR or NC LA depending on who owns it.  Fly up to the front balcony level and try to run through the wall.  Once you find the right spot you fall through the geometry and can visit the museum of fail Tongue
Quote:Karrde link=topic=5227.msg255583#msg255583 date=1350842095]
http://www.planetside-universe.com/showt...hp?t=49250

I am going to murder them if they do this...better be the devs just having a laugh.

*edit*

yeah it's gotta be an easter egg.  The room is a PS1 VBay XD

*edit*

I just went and saw it.  Go to defunct solar plant or w/e it's called.  Best would be TR or NC LA depending on who owns it.  Fly up to the front balcony level and try to run through the wall.  Once you find the right spot you fall through the geometry and can visit the museum of fail Tongue

oh god if it was actually in ps2... "KILL IT KILL IT WITH HELLFIRE!!!" dead.
PS had some balance issues.  The BFRs were some of the worst of it imho (VS BFR was a joke).  Thankfully we were quite skilled at frying them.  Phantasm drops, jam it, Lancer it to death.
VS got a damage buff at distance and faster reload times.

No burster nerf to speak of.

8)
http://forums.station.sony.com/ps2/index...ost-476500

Update Notes 10.25.2012

Notable Changes:
Players are now mostly invulnerable to damage at Warpgates with the exception of vehicle collision damage against structures. An outstanding issue is while accessing a terminal players are vulnerable.
Sunderers are now available at every vehicle terminal that offers the Flash.
Squad members can deploy on their squad leaders from the Warpgate via the Instant Action menu.
Grief accumulation has been reduced for accidental team damage.
Grief points are no longer accumulated for damaging a fellow member or their vehicle. An outstanding issue is killing that player will result in grief points.

Performance:
Client crash fixes and client performance optimizations

Top Bugs Fixed:
Logging out or zoning while in a MAX should no longer change your class.
Forward spawn point terminals should now display appropriate faction on the minimap
Vehicle kills will give notifications again.
Turrets should no longer stop animating.
Dead characters will no longer be collidable.
Vehicles will no longer randomly invert controls.
Shields will now block tossed projectiles such as grenades and C4.
Fixed an instance where AFK players would be unable to be damaged.
Fixed a case where dying in the UI could leave a character in a bad state.

Weapons:
Reduced bullet drop on all weapons.
Buffed VS weapons to be much stronger at greater range. Projectile speed and Damage were increased on all weapons except sniper rifles.
Projectile speed was increased.
Damage at range was increased.
Reload times on most VS weapons are now faster.
Grenade trajectory is now more predictable.

Vehicles:
Speed required to damage infantry in a vehicle collision increased.
Projectile speed of Halberd increased
Reduced lock-on range of Heavy Assault anti-ground vehicle launchers (500 meters was overkill)
Scythe Default and Rotary nose cannon projectile speed increased
A pass was done on Sunderer and Tank Secondary weapon elevation ranges.
Elevation ranges should be the same between all the MBTs. Previously there were some discrepancies
50cal MG elevation range increased by 15 degrees
Performance seems more consistent.
LOL  i'm glad the conga-line is back in PS2. 
Surf314 add me (and teach me how to play plz  :'()
CONGA LINE FTW!  I still remember one we started that was running through the better part of an interlink.
is it too early in the game to convince you guys to roll NC at launch ?  ;D



Smurfs!  Smurfs!  Smurfs!
(11-02-2012, 01:39 PM)Goffin link Wrote: [ -> ]is it too early in the game to convince you guys to roll NC at launch ?  ;D



Smurfs!  Smurfs!   Smurfs!

We went through this eariler: Shooting at the shoeboxes you call armour is easier and more satisfying. That and always having a challenge rather than a steamroll due to pops. And lazors. And mags.