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Post by jaedrik on Apr 17, 2014 14:15:44 GMT -5
It's been a while.
We had an 'infiltrator' class update a teensy bit ago, it gave them a few new toys and empire specific sniper rifles, and the best semi-auto in the game which is NS.
Oh, hey, look at that, we have a 'missions' system that does. . . not much, except for helping newbies I guess?
The TR finally have a 167 dmg Carbine, and it's close to the NC's Razor.
The other two factions have .75 ads speedmult carbines now too.
We just got it last night.
Splash damage continues to be nerfed. Boring.
Vanguard shield got nerfed, finally, the tank still sucks at AI though.
Which brings me to the topic, tanks are pretty bad at killing infantry now too, and all the bases are enclosed and stuff.
Liberator is a pretty cool guy now, has a new and useless nosegun with freelook and belly gun that's supposed to emulate 'dusting' a field of infantry.
Nanite Auto Repair is still to convenient to flyboys after nerf.
Racer frame for air finally got a buff.
Harasser had turbo default/turbo buff, and a teeny bit of its resistances restored.
ESFs got Coyote missiles and Tomcats are bleck.
Oh yeah, ESFs got an update.
A large balance patch went through with various infantry weapons. I got to talk with RadarX about things.
Magburner got a buff.
The "Valkyrie" got revealed as an upcoming CAS gunship with a dedicated gunner and two rumble seats on the side. I can't wait to lock on to things from the side of this thing.
LockonSide still exists.
We have a new death screen with all these flashy stats and stuff.
We're getting a 'challenges' system soonish.
Everybody hates implants still and they keep getting pushed back and changed, and we still hate them.
CONTINENT LOCKING, HOSSIN, AND RESOURCE REVAMP IN JUNE OMG OMG OMG.
Resource Revamp phase 1 doesn't include ANTs from PS1 or power sourcing metagame :'(
We have organized fighting on dedicated servers now. Server Smash is server vs server, its parent Community Clash is outfit vs outfit with brackets and elimination and stuff.
We've got a veritable foxtroton of player studio helmets and camos and a few decals/ornaments.
Nanoweave is doo-doo now because it doesn't protect from headshots and only provides bullet resistance.
Straight Pull Bolt, finally, now I can play Infiltrator.
Out with Luperza (she moved to Everquest 2) and in with RadarX.
Massive performance boost to the vast majority of systems with Operation: Make Faster Game and the x64 bit client, the latter of which just got released yesterday.
I forget everything else. Something about MAXes and resources.
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Post by jaedrik on Apr 19, 2014 8:35:55 GMT -5
They just pushed Resource Revamp back to August. WTF WHY SOE HIGBY GET YOUR PRIORITIES STRAIGHT. One of da bess level designers we have left for H1Z1 too
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 19, 2014 13:57:20 GMT -5
Nope, gotta work on that four man flying truck that nobody will ever pick over a Galaxy or Liberator.
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Post by jaedrik on Apr 28, 2014 17:52:39 GMT -5
And Implants. ****ing Implants, that none want in their current form.
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Post by jaedrik on Jun 24, 2014 16:04:26 GMT -5
Hey, we got turret stabilization for tanks, kinda.
Mattherson formed with Waterson to form Emerald.
Continent Locking and Hossin THIS THURSDAY.
Buzz is back too:
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jun 25, 2014 4:14:11 GMT -5
They did my Ammo thing to the exact specification. Oh yeah. ...Mattherson merging with Waterson, AND Buzz is back? Oh no.
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Post by jaedrik on Aug 6, 2014 17:16:06 GMT -5
Hey!
We finally, finally, FINALLY have, like, a third of the resource revamp. And it's a really awesome change, for what it's worth. No longer is purchasing consumables complicated in the slightest, and specialization is more encouraged. Both are admirable metagame facing changes. . . HOWEVER! It is lamentable that we do not have the subsequent phases, which will actually make territory control matter to how much resource income one has, and, most unfortunately, there is no ANT mechanism whereby nanites (said resources) must be transmitted to bases to fill them for people to use, which could be strategically denied. The metagame is lacking. To that end we got a band-aid feature called 'directives', which are your standard CoD challenges like kill X guys with a certain weapon, or capture X point, which adds no real gameplay depth. After completing a certain number of kills with a number of weapons from a weapon class, one is given an 'auraxium' weapon with unique advantages and drawbacks. One wonders why "Smart Choke", for example, isn't an attachment already available for shotguns? Aside from that, a lot of the auraxium weapons are outright crap, such as the LMGs, which have the flash suppressor debuff, which increases CoF, while having exmags as a default. I hear that the carbines are okay, and on paper the auraxium SMGs look really good, but I haven't seen any impression of those yet.
With my membership, I've been piloting a near fully certed AP RACER STEALTH LIGHTNING 24/7 on my TR guy, and it's fun.
Also Buzz isn't coming back, but I found the next best thing, who unfortunately plays VS (the scum!) with a high profile outfit (Future Crew) who shares much of Buzz's opinion as an OG from the PS1 days: ScourgeOfTheServer. Playing in their squad when he went on his TR alt with Higby and a select few others was some of the most fun I've had in PlanetSide 2 ever.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Aug 6, 2014 23:26:09 GMT -5
Played around for a few hours, didn't make much use of vehicles for the duration though I did throw a lot of grenades. Whenever I glanced at my resources, I was always topped off at 750.
The skies seemed awfully crowded, way more frequent flyboys than usual. Couldn't go ten seconds outdoors without being riddled with rockets from the sky. And I took note of all the guys who got shot down - they were back in the air within the minute. Anything short of successive, reckless waste with this current system makes it seem like resources will never ever be an issue for anyone who is dedicated to even the big vehicles to the point that... why even have Nanites?
Not having a loading screen for each close range teleport/respawn is nice.
Performance seems to be better. Something about the game felt off to me (specifically mouse control and just a strange sluggishness in everything) some months ago, which is when I'd dropped PS2 for a long while. Surprise, a lot of hubbub about mouse input and it feels better now.
Oh yeah, loads a fun. I deployed at an awkward angle and got propelled over an enemy base to my death.
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Post by jaedrik on Aug 10, 2014 16:09:11 GMT -5
Oddly enough, I was having a tough time keeping my Vanguard on my NC alive long enough to pay for itself. What should I expect? I run side armor, fire suppression, racer, AP Titan, and a Kobalt (because nobody ever wants to gun for me :( It's nice for surprising LAs who think they can C4 me, though!) They're also raising the MAX cost to 450 from 350, so the cost of an MBT essentially. I was chain-pulling them on my VS, and boy was it ezmode. I'm never playing heavy again, since it seems like I usually keep the MAX alive for long enough to pay itself back anyways! But VS MAX best MAX so i mean. . . It's sad that we didn't get the 'when you pull a vehicle it lowers your maximum nanite reserves' thing. Darn it, Malorn!
Ejection seat is gone now too. I was enjoying it until likewise happened to me, getting flung into a rock and dying that is.
Edit: I forgot something super important that happened with the Resource Revamp patch. Explosives got mondo nerfed, and now they suck even more. Bulldog is trash at AI now, and so are the MBT main guns (not that they weren't trash before!)!
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Aug 10, 2014 18:30:21 GMT -5
"Lowering the lethality across the board" sounds like it could be catastrophic. I hope they increase efficiency/accuracy to offset lowering damage.
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Post by jaedrik on Aug 30, 2014 12:15:12 GMT -5
We have the Valkyrie now. And that directive challenge system. I'm not sure what else that's important.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Aug 30, 2014 13:19:31 GMT -5
Right, I've had the launcher open all morning, ready to play, but I've been playing Ace Attorney instead.
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Post by jaedrik on Oct 2, 2014 10:37:12 GMT -5
So, now all our sights draw dynamically. No more off-center red dots! Horray!
SPACE PUMPKINS
RIP non member passive certs
PRAISE MALORN HE BUFFS CARV (by 5%, horizontal recoil is now .21375 instead of .225, with Forward Grip being a 25% reduction at all times.)
Still no option to remove post-processing AA via in-game toggle. I still got that jank after-validating asset 188 manual removal .exe tho.
Just a ton of 'Quality of Life' changes. Small things. And SPACE PUMPKINS.
Edit: update on the post-processing AA stuff:
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Den
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Posts: 4,294,967,295
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Post by Den on Oct 2, 2014 19:17:55 GMT -5
Aw man, I've gotten used to the red dots and the 3.4 chevron being above the actual aimpoint. At typical ranges, I put the dot/chevron over the enemy dorito and that gets me upper body/headshots. Oh yes. These new sights are fantastic.
Trammel Issac is no longer the art director. Will TR finally get headgear other than bike helmets and hardhats... and skulls? Oh, more skulls. Thanks, space pumpkins.
Striker is now dumb-fired and the Flash rumbleseat is 360° rotation? Time for superior hit and run anti-vehicle tactics. Step aside, Harasser.
Nice that they made the Ammo Ability go back to your previous item instead of your rifle again. Oh my goodness.
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Post by jaedrik on Dec 19, 2014 23:47:14 GMT -5
Automated turrets that currently kinda suck, wieldable knifes, lots of bug fixes (still no 007 ejector seat ground vehicle fix though), more menu options (still no post processing AA toggle though), Vulcan "buff", Banshee nerf, VS camo coverage nerf. Anything I missed? There's not much to this update, methinks, but they said something about the tech debt for bug fixes and stuff.
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Den
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Posts: 4,294,967,295
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Post by Den on Dec 20, 2014 14:24:47 GMT -5
I've only dropped a couple turrets, but they are indeed weak as hell. They've yet to earn a kill themselves and they hardly help contribute to amplify my own firepower in a fight (as in I'll still get wrecked by an enemy soldier and they seem to be able to take their time and destroy the turret at their leisure). Plus their stock limit (as opposed to infinite drops of the other ACE tools) of one then you gotta run back to a weapon terminal to get another is just lame.
Not to mention they're big as hell, a huge bulbous topheavy thing. I didn't expect them to be so damn huge and was looking forward to something small like the original game's Spitfire. I think given the turret's exceptional weakness, making them smaller would be a means to give it an advantage other than boosting its power.
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Post by jaedrik on Oct 31, 2015 8:44:49 GMT -5
Again, it's been a while, but there's some e x c i t i n g stuff coming down the pipeline. Right now, LMGs got a long overdue balance adjustment, but the most exciting stuff has to do with a Victory Points system to lock contintents, based on assorted objectives like linking to the other two warpgates via territory, capturing all stations of a certain variety, most of which have gotten buffs to their effects like TRIPLE turret heat pools. Another big meta change that's coming is the ANT and resources on the map! We're gonna be able to build our own bases with this bad boy eventually probably.
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Den
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Posts: 4,294,967,295
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Post by Den on Nov 9, 2015 0:21:05 GMT -5
Indeed. The VP system really seems to have changed something, I'm suddenly seeing a lot more organization and aggressive plays to actually conquer stuff instead of just farming one territory.
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Post by jaedrik on Apr 28, 2016 11:42:07 GMT -5
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Apr 28, 2016 15:35:32 GMT -5
Inb4 some of the most ridiculous shit gets constructed at chokepoints.
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