*** Official Planetside 2 Thread ***

Currently learning to fly with kb+m as the 360 controller doesn't feel right, but some of the moves some pilots pull off seem impossibe without a joystick even though they swear they're using kb+m also!

M+KB is the best way there are just a lot of little techniques you can use to do some pretty powerful moves in dogfights, it's a case of knowing how to do them - some ESFs are easier than others to do these things with but I'd say one of the best things you can learn is how to do the 180-roll that instantly flips you over - anyone who knows how to do that up against anyone who doesn't wins by default. Knowing how to move backwards is also worth getting to grips with.
 
The most important thing is to bind a key to pitch up so you can pull off tight turns without shooting your mouse off into the distance.
 

There is the video that was sampled from. A guy who leads some colossal multi-platoon zergfit having a go at people playing in squads like a toddler. Pretty cringe worthy stuff.

Glad to say I've not come across anyone that obnoxious in this game at all so far. Think he got a warning off Smedly for it though.
 
Hackers in this game are getting way out of hand. I couldn't play this morning on Esamir due to being stuck in the spawn tubes as a hacker had put anti vehicle turrets inside them preventing anyone from leaving the spwan tubes.

I hope this upcoming event on Friday is riddled with hackers and they embarrass the **** out of SOE forcing them to do something about these little *****.
 
Hackers in this game are getting way out of hand. I couldn't play this morning on Esamir due to being stuck in the spawn tubes as a hacker had put anti vehicle turrets inside them preventing anyone from leaving the spwan tubes.

I hope this upcoming event on Friday is riddled with hackers and they embarrass the **** out of SOE forcing them to do something about these little *****.

If you mean the engineers turrets, that's not a hacker - it's an exploit that you can block teleporters and grav lifts with them (and it would seem spawn tubes).

Would hope for a hotfix if it becomes more common.
 
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Yeah, that's a known 'feature'. You can put them on the landing pads of tower catapults too, people will splat into them at high speed. Bound to be fixed in the next patch or two.
 
These are two different issues.

1. Teleporting player deployable objects and crashing them into people - usually sunderers or more frequently, mana turrets (engineer turrets). Yes this is a hack and a bloomin annoying one at that. My guess is this will be squished before friday (for the empire showdown).

2. Fixed flak and cannon turrets (phalanx) appearing in the warp gate spawn rooms (and in bases) - this is a bug introduced with the last patch. They seem to fall off their structures and roll around the map. *facepalm* I'm pretty sure that an exploit is used to make this happen, but I have no idea what it is. Either way its still griefing.
 
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that there would be a shock grenade.

Nope, that there would be a noob who forgot he'd set 'aim' to toggle on off. :blush:

I get motion sickness from FPS and some 3PS games. Very few are worth spending two or three weeks of ten minutes play for hours and hours of pain, nausea and retching.

PS2 is one of those games :D

As a casual player is it best to stick to one character and specialise in just one or two roles? I was thinking Engi/Medic as a support kind of toon or HA and something else. Or can I just roll with one toon and do two or three roles? Cheers.
 
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As a casual player is it best to stick to one character and specialise in just one or two roles? I was thinking Engi/Medic as a support kind of toon or HA and something else. Or can I just roll with one toon and do two or three roles? Cheers.

Unless you have a strong desire to play more than one faction or have friends split across two servers there isn't really any reason to play more than one character imo. Its all about cert gain to improve your options in certain situations, a cert is 250xp and you'll get better at earning that xp as you improve your character etc.

I think as you try things out and experience more fights you'll find yourself choosing one or two classes more often. All classes are needed, some more situational than others (Max especially) but your Engi/Medic idea isn't bad as they're always needed but try everything to find whats right for you.

Were you to specialize in those two then I guess you should settle on a gun you like for each of them and get some sights/attachments so you're happy with those and focus on certing improvements to the healing gun/repair tool and getting anti-tank mines as an engineer/C4 as a medic. Then obviously over time you expand to other roles depending on what you like and/or what is needed by your outfit.
 
Currently learning to fly with kb+m as the 360 controller doesn't feel right, but some of the moves some pilots pull off seem impossibe without a joystick even though they swear they're using kb+m also!

Do you have two buttons (I use mouse 5 and 4) for pitch up/pitch down?

Since I set them up I have been able to do fast turns (roll left or right and press mouse 5/4), that is with dog-fighting airframe level 1.
 
Mini update happening today:

A number of Server and Client stability optimizations have been made.
The Heavy Assault Shield should no longer fail to work after respawning.
The Deployment screen now features top defensive locations on the continent as respawn points.
Instant Action will now send players to areas with more combat.
New players will now be placed at a spawn point in a battle instead of being drop podded in.

Liberators/Galaxies:

These aircraft are now easier to lock-on to with anti-air missles. By default you can lock on to them 1 second faster. This means it requires 2.5 seconds to lock on to an ESF and 1.5 seconds to lock-on to a Liberator/Galaxy.
Lock on rockets and missiles should now hit more frequently and are harder to dodge.

Lock-on weapons can only be avoided by the following:

  • Flares
  • Forcing the missile to hit something else
  • Outrunning it which requires you to be distant and burn a lot of fuel
  • A very near miss which should be very challenging
http://forums.station.sony.com/ps2/index.php?threads/server-downtime-01-22-2013.82662/#post-1072781
 
Mini update happening today:
The Deployment screen now features top defensive locations on the continent as respawn points.

Instant Action will now send players to areas with more combat.

Interesting! Increasing the focus on defence still, I like it.

Liberators/Galaxies:
These aircraft are now easier to lock-on to with anti-air missiles...

More lib nerfs! Gives me a tough choice between A2A and A2G missiles for my Scythe now...
 
The new spawn rooms look cool but I don't think they are the right thing to do still.

Needless to say, they offer postives and negatives to both the defenders and attackers but I think they favor defenders far too much.

I just hope they don't place them over looking the "cap points".

As many have said in the official forums, they are going to be forts with unkillable players just shooting from all sides with unlimited ammo with force shields that can fire 360" and above.

It be now impossible for air units to provide cover to ground forces around bases now since AA Maxes and A2A launchers can cover the skies above the base from these buildings.

They will still be camped by ground forces, anyone who dares leaves the safety of these protective buildings will be killed just as easy as the old ones but in greater numbers since there is more exits, means more people will be able to keep overwatch on these rooms for easy kills.

Personally I don't agree with the lock-on timers being reduced a lot more and making the lock-on even harder to evade.

I read that flyers are getting lock-on's none stop now.

Sure, the A2A launcher needed fixing but I felt it's range and damage should had been increased then making it almost impossible to avoid.
 
So there has been a other update, guess what? An other buff for Anti-Air.

I do agree with this update through, the A30 Walker was a joke, felt like firing water-bubbles at Aircraft.

A30 Walker:

The Walker has been adjusted in the following ways:

Projectile Speed has been increased.
Fire Rate has been increased.
General firing and accuracy has been adjusted.
Damage has been increased against aircraft.
Damage has been reduced against Infantry and Armor.
Ammo capacity has been increased 50%
Certification for Ammunition Capacity have been adjusted to only add +5 to magazine instead of +10.

Will have to try this out today and if it's any decent, will buy it for my vehicles.

There is also a new Anti-Air weapon for vehicles.

Oh that's nice, they buff the Air version of the Walker but not the ground version but instead offer you a new Anti-Air weapon for you to buy when you already have a Anti-Air weapon which they could had fixed.

Frag you SOE.
 
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