*** Official Planetside 2 Thread ***

Was easier to manage on a pay to play game, less servers, no cross factioning and a more stable population.

There is a significant 4th faction on Ceres who shift between faction depending on whos winning/over poped/has the warpgate they like.

I played PS1 as VS cause there was an XP boost for playing VS casue they were under pop, once your invested you stick to it as its pay to play and you cant switch.

PS2 doesnt do that, in fact i think im the only person in my outfit who hasnt played TR or NC with an Alt and I have no wish to either.
 
Putting an 8 hour lock on faction changes would do the trick I think. I've never played anything other than NC myself, but I have it say it's getting old logging on to Woodman and seeing TR with half the pop on all three continents.

You can only do the fighting against overwhelming odds thing so often :(
 
Really? you find it fun winning most alerts unopposed and just dominating just through sheer population advantage?

Don't get me wrong TR on Miller has some very good outfits and players and we've had many good fights against them, including BMC, it isn't the long term TR players fault or anything. But you aren't dominating this server through skill IronWarrior so don't delude yourself into thinking it's all fine happiness and sunshine just because you win all the time.

http://sirisian.com/planetside2/population.php?world=10&timezone=0&allfactions=false

TR has 1000+ extra characters over VS and NC when each faction has 10,000 accounts on the Miller server.

Then there are three maps and each map can only hold 2000 players which equals to 666 players per faction.

Our population advantage is only useful to allow us to fight all on three maps, but map to map, we talking about outnumbering you by 100+ or so. Likely hood the reason you all think we are nothing but a huge zerg is because of TRAM where in seconds we can call up all our major outfits and storm a place as one fighting force, like what happened at Surv Bio Lab last night.

I don't see that as a steer population advantage, I don't deny that it doesn't help through since after all... this is a game based on numbers and not skill.
 
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I was all against putting restrictions on player accounts to disallow switching characters since that could easy be bypassed by secondly accounts, but I changed my mind now.

I really would like to see a block in place and the block should be 24 hours for each server.
 
I disagree, communications is a key skill in this game and TR seem to be doing it better than the others.

Don't disagree with that, but you don't need voice or teamspeak to win. Simple Q spotting and text chat to send a few messages between pubs in region chat works and in the end, it's down to numbers. You can be the best player in the world and still lose against some low BRs players just because you are outnumbered.

Just watch BuzzCutPyscho play... his Outfit the (TE) fields about 3-4 platoons worth of players which is about 144 players which just steamrolls everything he attacks and when he solo players he can get a lot of kills but he can't win by himself.
 
Don't disagree with that, but you don't need voice or teamspeak to win. Simple Q spotting and text chat to send a few messages between pubs in region chat works and in the end, it's down to numbers. You can be the best player in the world and still lose against some low BRs players just because you are outnumbered.

Just watch BuzzCutPyscho play... his Outfit the (TE) fields about 3-4 platoons worth of players which is about 144 players which just steamrolls everything he attacks and when he solo players he can get a lot of kills but he can't win by himself.

This is what really turned me off the game, its a pure numbers exercise. Being in the big battles was a lot of fun of course, but the game seems designed to make sure that anything is capturable anytime. Take Biodomes. The two doors are fierce chokepoints and take a lot of coordination to force, but then you go throwing in internal spawn transporters and it basically requires the same numbers of defenders to the same number of attackers to hold one. Everything is like that, and when its not - like the factory warp field doors, they go and change it so that the warp field is controlled from the outside! = no choke point.

Havent played for a couple of months so might have changed but it seemed obviously aimed at 24/7 battles rather than strategy.
 
This is what really turned me off the game, its a pure numbers exercise. Being in the big battles was a lot of fun of course, but the game seems designed to make sure that anything is capturable anytime. Take Biodomes. The two doors are fierce chokepoints and take a lot of coordination to force, but then you go throwing in internal spawn transporters and it basically requires the same numbers of defenders to the same number of attackers to hold one. Everything is like that, and when its not - like the factory warp field doors, they go and change it so that the warp field is controlled from the outside! = no choke point.

Havent played for a couple of months so might have changed but it seemed obviously aimed at 24/7 battles rather than strategy.

Yeah the game has been totally designed to be attackers only, none of the bases are really defendable and even with the new designs on Indar and in Esmair, it's still the same old buildings with some drums and shelfs with a dozen doors or windows that require a squad/platoon to defend and even then a Light Assault and fly through and drop two C4.

My friend got 20 kills with one C4 last night doing this, 20 kills... and he was doing this all night, I did the same but didn't get as many, a other friend made 250 certs in 48 minutes just dropping C4.

But the idea of having real defendable bases scares me since the time to kill in this game is so low, the bases in PS1 had underground tunnels, just vision what that be like in PS2...

Kinda mixed feelings about it.
 
Ah well, in the end... SOE will just merge the servers. As with all free to play games the global player base slowly drops and stabilises at some point which will force more server merges.

It's not a question if it's going to happen, but when.
 
But the idea of having real defendable bases scares me since the time to kill in this game is so low, the bases in PS1 had underground tunnels, just vision what that be like in PS2...

As far as I know they've pretty much ruled out such underground complexes in PS2 (but they did once upon a time give lattice a flat no)... what they are doing with the Esamir update for GU10 is putting shield domes on all the bases, even the outposts. As well as extensively walling off every base to, they will all become biodomes in a way with very limited vehicle intervention possible.
 
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The sheild domes scare me, it everybase turns into spawn room camp then that could kill this game for me.

To many people play to keep there K/D up anyway, there is no death on auraxis. Push the objectives camping a spawn room to get 5 kills of people stupid enough to stand in front of the door or feed XP to an engineer beheind a MAX (thanks by the way i got insane xp for that last double xp weekend)

The tank sheilds are countered by Air and Infantry but the domes could make the whole base a spawn room.

PS1 main base caps worked cause until the sheild was down most people were fighting at the satalite based not sure how this would work on PS2.

After playing PS1 for a couple of hours on my old account i miss some of the mechanics a lot but its showing its age and a lot of the systems are broken by Free to Play.
 
Awesome, what is your game name and have you found a outfit yet?

There are many good outfits I could recommend you to join from BMC (My outfit) to Goon, OCB and BRTD. There are many others but the reason I recommend these are because these four are the major outfits of TRAM who are a butch of outfits who work together.



I find it fun, there are always huge battles going on on all three maps. What problem are you having?

It's Berath (I've no imagination). Some of my clan have played with the PGC.

I'm waiting to upgrade my system fully though before I properly get to grips with it. I like my settings on high!
 
GU10 is ment to go live today, the patch notes are up on the forum apparently (i cant read em at work) but plenty of people on my outfit forum are complaining about VS max getting nerfed (without playing at yet in most cases). they have made it harder to duck in and out of doors with maxs is all i've seen.

Not sure on the new events, cap all the biolabs? thats going to be fun aint it.
 
Patch notes G10

GU10 Patch Notes
Alert Updates
General

Taking all facilities of the specified type will win the alert for your empire immediately
If time expires without an empire claiming all of the specified facility type, the reward is divided between all empires based on the percentage of the facility type owned when the alert expires.

New Alert Types
There are 11 new alerts that focus on taking specific installations across Auraxis or on specific continents:

Capture Biolabs (global)
Capture Tech Plants (global)
Capture Amp Stations (global)
Capture Biolabs: Amerish
Capture Tech Plants: Amerish
Capture Amp Stations: Amerish
Capture Biolabs: Indar
Capture Tech Plants: Indar
Capture Amp Stations: Indar
Capture Biolabs: Esamir
Capture Amp Stations: Esamir

New in the Depot
Added Harasser Windshield Guards and Sunderer Tire Spikes

Infantry Updates
Weapon Art
The following weapons have had their cosmetic look updated:

NC: Razor GD-23, Carnage BR, and LA1 Anchor
TR: T5 AMC, TAR, MSW-R, T16 Rhino, T32 Bull
VS: Ursa and Corvus VA55

Toggle Zoom
Toggle zoom is now canceled when any of these actions are taken:

Reload
Weapon swap
Sprint
Melee
Toss a grenade

Bug Fixes

Optic attachment and iron sight views have been made more consistent across all three empires.
Muzzle flashes are now visible for the full render distance of infantry.
Shotgun slug ammunition now uses a tracer that is similar to sniper rifles.
Tracers are now more visible during the daytime.
NS tracers are now white.
Reduced acceleration/deceleration speeds of MAX units with Zealot Overdrive active to minimize third person warping.
Fixed the missing audio when cocking a bolt action rifle for TR and NC.
Ammo clip for the LA1 Anchor should no longer appear to float below the weapon model
Updated the Adrenaline Shield and Medic Tool descriptions with correct values. No functionality was changed.
Added a speculative fix for an issue where players sometimes accept a revive, but stay stuck on the deploy screen until they are killed again
Walking forward and right while holding out C4 will no longer cause issues
Added 1st person audio for the TR MAX while in lockdown
Lock on rocket launchers will no longer fire “ghost” rockets if you ADS immediately after reloading
Night vision fixed for low and medium graphics settings

Vehicle Updates
Vehicle Projectiles Now Originate from the Camera
This should makes shots more reliably line up with the crosshair and reduce issues when the muzzle of the weapon is offset from the camera by a large amount.
AMS Sunderer Deployment Area Change
The anti deploy radius for AMS Sunderers has been reduced to 130 meters, so Sunderers are able to deploy more closely to each other than before.
Flash and Harasser Airborne Control
Steer left and steer right will now cause the Flash and Harasser to roll slightly when airborne.
Bug Fixes

Fixed an issue where sometimes a vehicle turret’s camera would stutter to the left/right when the vehicle was in motion.
Players in the rumble seat of the Harasser should no longer be able to hit the vehicle when firing with the exceptions of the repair tool and physics based projectiles (C-4, grenades, etc)
Players in the gunner seat of the Harasser should no longer be able to hit players in the rumble seat when firing
The Halberd maximum ammo capacity tooltip has been corrected to match the cert functionality
Harasser chassis lights should now display properly when activated
Fixed an issue that would cause significant visual issues (black dots) when being fired on by the Scythe
Fix for Magrider proximity radar not working correctly
Fix for various issues with Lumifiber effects

UI Updates
Customizable Squad Colors for Platoons
Players can now customize their squad colors with a dropdown color picker on each squad name in the platoon management screen

This is personal/client-side only – platoon leaders don’t pick everyone’s colors

Find Facilities Feature on Map
We have added a search field to the map to locate facility by name.
Streamlined Kill Notifications
The text for these notifications was made smaller and will no longer display outfit tags or titles to help mitigate issues with name text being cut off.
Connected Facility Indicators
We added HUD indicators to show connected facilities:

These share the same states as the facility indicators on the map (capture progress, cap time, ownership, etc)
These should go away once you’re within the facility area
These only show the detailed information (name, cap time, distance) when you look directly at the indicator

Enemy Health Bar Change
Enemies farther than ten meters away will no longer display health bars when spotted; this applies to both infantry and vehicles.
Misc. UI Changes

Current vehicle weapon name is now displayed above the HUD ammo counter
Vehicle weapon switch icon now briefly appears when switching weapons or when changing seats
Alert icons added to map and warpgate terminal screen for continent-specific alerts
Added a notification for when a “next alert” timer starts counting down
Added continuous zoom to the minimap
Tweaked some HUD text to be more legible during the day
A general notification and chat message is sent when a squad or platoon waypoint is added or updated.
Waypoint indicators now display region name when highlighting with reticule

Bug Fixes

Fixed issue with capture timers not displaying correctly under certain circumstances
MAX bundles will now describe which arm the weapon is for
Bundles in the bundle category should now list the contents in the detail pane
Fixed an issue where logging out and back in on the same character will leave the XP bonus displaying as 0 for a short time
Previewing an item in a bundle should now give the option to preview it on a character or vehicle
Q menu controls are no longer inverted if the mouse axis is inverted

Facility Updates
Warpgate Roation
Faction warpgates have been rotated counter-clockwise
New Ammo Towers Added on Indar
Ammo Towers were added to the former facility satellites and to the Seabed Listening Post.
SCU Shields

SCU shields on Amp Stations and Tech Plants will now disable when the capture has reached 50% instead of 75%.
Bio Lab SCU Shields are once again controlled by the generator and no longer disable based on capture percentage.

Bug Fixes

Addressed some LOD issues at low graphics settings for interior facility structures
Fixed a broken garage shield at Allatum
Addressed a terminal that was clipping into other objects at Scarred Mesa Skydock
Fixed a bug that showed the Saurva Overflow Depot redeployment location at an incorrect spot on the map
 
Higby joined BuzzCutPyscho Twitch last night, here is what he said.

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Patch notes I like or dislike.

  1. New alerts added today which is going to be awesome.
  2. Zoe Max nerf, about time.
  3. Night vision for low and medium graphic settings fixed. Good, but never had a problem with this.
  4. Vehicle projectiles now originate from the camera! This is great news since the Prowler is now fixed. I have always said the problem wasn't with the turret offset but with the camera and it's now been fixed.
  5. AMs Sunderer Deployment Area Change has been reduced to 130m. Good.
  6. Flash and Harasser Airborne Control. You can steer left or right to roll, I also heard this is meant to fix their handling too since it's been broken again.
  7. Vehicle turret stutter to the left or right has been fixed. Good, this has annoyed the hell out of me.
  8. Squad colours are in the game. Good I can now change the LJDLFGJKSD charlie squad to a other colour then what VS are...
  9. Enemy Health Bar Change. There are good and bad points about this. Don't think I will like this.
  10. Kill messages. Outfit tags won't show anymore, don't like this won't know what outfit who killed me...
  11. SCU shields are controlled by the generator again. Good
 
Also, Higby proves me right once again when he said the VS Maxs have always been OP'ed since they had the highest K/D ratio, add on the Zoe Max it goes even higher. lol

I will say it again, VS are the easy mode oped faction.
 
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