*** Official Planetside 2 Thread ***

I read someone on here posting that there will be a large patch that improves FPS this week.

Is that true or is it going to be released in January, as I read somewhere else?

There is a large patch this week that includes a new weapon / AA rebalancing plus other stuff. The big FPS improvement smed tweeted about is slated for a patch in January.
 
There is a large patch this week that includes a new weapon / AA rebalancing plus other stuff. The big FPS improvement smed tweeted about is slated for a patch in January.

Excellent... I'll be back mid January :D

Came back from pub... hopped onto PS2. Played as a platoon for a while, then eventually it withered down to a few guys when I got command (my first time... oh the feeling! lol). Had a good night once I got the hang of it, and had 10 guys having a laugh :-) So many Ninja cappers at this time of the morning though :-(
 
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AA rebalancing is stupid. Players don't want to spawn effective AA and moan when they get rocketed to hell whilst i had a great time in the beta as a double burster max, it was way op. The air to air game is pretty dead because of missiles so that could leave esfs with nothing much to do. Hopefully it will be somewhere between beta and now but they need to remove a2a muddles and bring back dogfighting.or make b being an aa more rewarding points wise.
 
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AA rebalancing is stupid. Players don't want to spawn effective AA and moan when they get rocketed to hell whilst i had a great time in the beta as a double burster max, it was way op. The air to air game is pretty dead because of missiles so that could leave esfs with nothing much to do. Hopefully it will be somewhere between beta and now but they need to remove a2a muddles and bring back dogfighting.or make b being an aa more rewarding points wise.

That's the main problem I think - lots of ground based AA is an effective deterrent to air units, but you don't actually get many kills doing it unless you're fighting brand new pilots and as such get very few points. Making a no-fly zone is good for your team, but annoying for the player who isn't rewarded for it.
 
Uninstalled this today as it wasn't my cup of tea and I don't have the patience with massive games like this any more. Running around for half an hour seeing no one just to get shot from behind and doing the same thing over and over again, can't be arsed with it.

You are indeed doing it wrong sir.

You can't treat it like another FPS and just rambo around, unless in a vehicle. You need to squad up and attack/defend areas as a team - MUCH more rewarding.

When there's a fleet of tanks powering towards a checkpoint, aircraft flying over and troops littering the landscape it really is incredible - particularly at dawn when the fire fight lighting effects are gorgeous.

Play the game the way it's meant to be played and it's rewarding.
 
You are indeed doing it wrong sir.

You can't treat it like another FPS and just rambo around, unless in a vehicle. You need to squad up and attack/defend areas as a team - MUCH more rewarding.

When there's a fleet of tanks powering towards a checkpoint, aircraft flying over and troops littering the landscape it really is incredible - particularly at dawn when the fire fight lighting effects are gorgeous.

Play the game the way it's meant to be played and it's rewarding.

+1

plus you cant just pick it up and start running around where you like. you need to learn how to get yourself to the action. from br 1-6 i spent most of ym time by myself not seeing much. but you learn t squad up and move to the dif positons that need attacking defending. spawning on sunderers / squad spawn beacs / deploing straight into the battlefield.

sometimes you do find yourself running from oe point to next with not much resistance and other times you have all three factions throwing everything they have at one area for some epic 3 way fights.

heres an example of some stunning scenary aswell , sometimes its just inspiring! toke this screeny other day

http://imageshack.us/a/img845/1017/2012120600003.jpg


** Please resize image to no more than 1280px wide before replacing image tags - thanks **
 
So, just started playing this last night. Not doing too bad, scraping a 2:1 k:d ratio at the moment whilst focusing on base captures etc.

However, is there anything I can read to get clued up on the game? Don't understand a whole lot about it at the moment; eg how do I destroy enemy generators?!
 
press E on a generator and it wil take a little time but will eventually overload and expload.

and just ask questions on here mate or go look up some tuts :D
 
I think it might be time to upgrade my gfx card if we play this more. I was getting such bad fps (which i blame my horrible score on :D) even with most stuff turned down low.
 
What GPU do you have?

I get 25 fps in large battles with a i7 @ 4.2ghz and a 7970 (tried CrossFire & it was worse).

There's hardly any optmization atm so it's laggy on the best of systems.
 
I decided to give this a try as it's free-to-play on Steam. Games like this (with all of the futuristic weapons, vehicles, landscapes) don't usually interest me because I can't relate to them in any way, I can with games set a few years in the future or whatever as not much would've really changed.

I'm enjoying it though, I'm not very good at it, but I don't really try to be. I go against the advice on here and just run around on my own most of the time. I spent the most part of my time on it yesterday trying to do silly stunts in the Sunderer and trying to see how close I could get to enemy warp-gates before getting attacked, I got to the checkpoint just before one of the warp-gates yesterday before I got blown up by a tank. I was playing it with one of my friends who I saw was playing it quite a bit before hand and looked into it so gave it a go. Most of the time we were on it we were in stitches even when we died because silly things kept happening.

I don't think I'll ever take the game seriously which is the sort of game I need to play for a change.
 
2.7GB download for the patch!

General:

Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
A number of changes have been made to Vehicle and Aircraft weaponry. Please see the Vehicle notes below.
Fixed a few crash bugs and provided some optimizations to improve gameplay.
Players may now make multiple characters on the same server.


Notable Bugfixes:

The NS-11 Platinum should now properly unlock medals.
The Facebook Promotional Weapons should now properly unlock medals.
Players should no longer be able to spot enemies without a line of sight.
The Gauss Compact S will now provide players the ability to aim down sights and strafe more accurately.
Destroying enemy terminals will no longer provide a Kill stat.
The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
When holding down push to talk it should no longer become "stuck" when released.
The NS-11 will now have a sound indicating it is being reloaded.
Spawning a vehicle in the warpgate will no longer cause players to fall through the world.
The TX2 Emperor should now provide the correct damage level to targets.



Vehicles:

The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.

Aircraft and Phalanx Turret resistance to the following weapons has been reduced:
M40 Fury
C75 Viper
L105 Zephyr
G30 Vulcan
M60 Bulldog
Personal Defense Weapons (on light aircraft only)
Sunderer resistance to heavy machine guns has been increased.
All Flak damage has been increased by 5%.
The Composite Armor tooltip has been adjusted to be more accurate.



Infantry Weaponry:

New Weapons:

The NS Decimator rocket launcher is now available to all empires.

Terran Republic:
The TAR will provide the best hip fire of this empires assault rifles.
The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.

New Conglomerate:
The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
The Anchor light machine gunprovided good mobility and a 45 round magazine.

Vanu Sovereignty:
The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.

General Weaponry:

Tank mines can now once again be deployed by throwing them reverting the change made last week.
Lock on Rocket Launchers will no longer fire without a lock on.
Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.
A small increase in movement accuracy with iron sights was made on on slower assault rifles, carbines, and light machine guns.
A small decrease in movement accuracy was made with the 40 round assault rifles and carbines.
The NC Gauss and Gauss S now have increased projectile speed.
The Cycler TRV now has reduced hip fire accuracy.
The Razor GD-23 now has reduced recoil for the first shot.
The TR CARV and CARV S now have increased equip time.
The LA80 projectile speed has been reduced to put it in line with the other empire sniper rifles.



Vehicle Weaponry:

Aircraft:

M20 Drake: Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.

M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:

Magazine size has been reduced from 10 to 6.
Magazine size certifications now 1 round per rank increase.
Projectile speed has been increased
Direct hit damage has been increased
Splash damage will no longer damage heavy armor.
The M60-A has a faster projectile than its ground based variant the M-60G.


A30 Walker: This is now the air variant of the Walker weapon system.

The reticule and first person tracer have been changed to make them easier to see.
Projectile speed is slower but drop has been reduced.
Damage has been increased overall.



Light Aircraft Rocketpods:

Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
Damage against Sunderers and Aircraft have been reduced.
Significantly reduced damage against Phalanx turrets.



Liberator AP30 Shredder:

Damage has been increased at close ranges.
Magazine size has been increased to 50.


Reaver Air Hammer:

The projectile spread has been tightened up.
Damage per projectile has been increased.
Damage fall off will occur at a further distance.



Ground Weaponry:

The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.


C75 Viper:

Direct hit damage increased
Increased maximum blast radius damage


M40 Fury:

Reduced damage against heavy armor.
Upped direct hit damage and blast damage.


Anti-Personnel Phalanx Turret:

Cone of Fire tightened up a bit
Slight adjustments to heat. Will cool off a bit faster and take a little bit longer to overheat.
Pushed out range where projectiles start to lose damage significantly.



World:

The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.
Frosbite Harbor Spawn Room now has a pain field.
The grav pads at the Dahaka Amp Station western forward spawn are now functional.
Players are no longer able to spawn at Sungrey Amp Station when the SCU has been destroyed.
Enemy projectiles will no longer go through the Biolab Gate Shields.
Players still in a vehicle once the pilot has logged off will no longer disconnect.
The Phalanx Turret has increased projectile speed and it's reticule has been adjusted to use the MAX burster reticule.


UI:

The Regen benefit of a Biolab will now display on the Tab scoreboard.
All Heavy Assault ability items are now using unique icons.
Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
SAS-R and Impetus optics will now display a description when hovering over with a mouse.
The TS4 Haymaker and FA1 Barrage now have a tooltip when mousing over the progress bar.
Moving a player to another squad will no longer boot them from a Squad/Platoon locked vehicle.
Players removed from a Squad or Platoon channel will no longer be able to use that channel.
Unoccupied Phalanx Turrets should now display “Press [E] to Enter” messaging.



Visual:

The NS-11 Platinum and Ns-11A rifles are no longer the same color.
The Sunderer Smoke Screen will no longer hide decals.
Lightning Hood Ornaments will no longer be placed on top of decals.
New Conglomerate African Forest Weapon Camo no longer displays Vanu Sovereignty coloring.
A MAX unit will no longer appear to float while descending on a Grav Pad.
Purchased Weapon Camo will no longer be cleared when a weapon trial ends.
The Engineering Repair tool is now black.
Main Battle Tank and Lightning armor should no longer cover decals.
The Lasher magazine will now reload and no longer “floats” if the player is sprinting.
The NC Gauss Compact S Underbarrel weapons will now show a reloading animation correctly.
A player will no longer siplay headless and frozen in a riding pose when killed on a Quad.
 
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What GPU do you have?

I get 25 fps in large battles with a i7 @ 4.2ghz and a 7970 (tried CrossFire & it was worse).

There's hardly any optmization atm so it's laggy on the best of systems.

4850 :D :D

e: Wow that's actually the first time i've had the minimum system requirements for a game :(

Video Card - nVidia GeForce 8600 series or higher / AMD or ATI 4850 series or higher
 
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What GPU do you have?

I get 25 fps in large battles with a i7 @ 4.2ghz and a 7970 (tried CrossFire & it was worse).

There's hardly any optmization atm so it's laggy on the best of systems.

What i7 is that?

You shouldn't be getting that low on your spec. Hit alt+f and does it say CPU in bottom left corner? If it does, then try Ultra settings, this lets the GPU do most of the work. It worked well for my system, now I don't drop below 40 on Ultra settings in big fights.

GraphicsQuality=5
TextureQuality=0
TerrainLOD=5
FloralDistanceScale=2.000000
ShadowQuality=3
RenderDistance=999999.000000
Gamma=0.000000
MaximumFPS=120
UseLod0a=0
OverallQuality=-1
LightingQuality=4
EffectsQuality=5
TerrainQuality=5
FloraQuality=5
ModelQuality=5
MotionBlurQuality=5
BlurQuality=5
AOQuality=5
AmbientOcclusionQuality=5
ParticleQuality=5
VerticalFOV=74
FloralLOD=5
EffectsLOD=5
ParticleLOD=5
ParticleDistanceScale=2.000000
EffectsDistanceScale=2.000000
FogShadowsEnable=1
MotionBlur=1
VSync=0
AO=1
GpuPhysics=0
 
No idea on FPS, but on my i5 and GTX670, I very rarely get noticeable slow down :)

I have an i5 750 with a GTX 670 and get terrible framerates sometimes (i5 is overclocked, though not a huge amount as my cooling isn't great). I get it dropping down to 30 when there's a huge number of people about, but then get 80+ at the warp gate with not much going on.

It's CPU bound, though that could still mean memory bandwidth etc... hard to pin-point the exact issue. Overclocking the cpu did improve it (this also involved overclocking the memory speed), but it still gets quite bad sometimes.
 
Just checked and i get a maximum of 24fps :D

[Rendering]
GraphicsQuality=2
TextureQuality=3
ShadowQuality=2
RenderDistance=999999.000000
Gamma=0.000000
MaximumFPS=1000
UseLod0a=1
OverallQuality=-1
LightingQuality=1
EffectsQuality=1
TerrainQuality=1
FloraQuality=1
ModelQuality=1
VerticalFOV=55
ParticleLOD=0
ParticleDistanceScale=0.650000
FogShadowsEnable=0
MotionBlur=0
VSync=0
 
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