*** Official Planetside 2 Thread ***

It's a shame the other two planets don't really get touched by the NC and VS, TR have pushed both of us back to the warp gate on Amerish and Esamir.

Can't imagine they encountered many (if any) resistance, as the bulk of NC and VS are on Indar pushing TR back to their warp gate.

This will hopefully be changing soon. They'll be adding a fourth continent in a month or two and should be adding a continent locking system to go with it, so under that system a faction would capture Indar, forcing the other two off of it and the fight would have to move to another continent.
 
Miller really doesn't need more TR but oh well...

Anyone play in the Serversmash? I couldn't make it but gather there were lag/fps issues on the test server.
 
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Miller really doesn't need more TR but oh well...

Anyone play in the Serversmash? I couldn't make it but gather there were lag/fps issues on the test server.

Yeh I played on it just as a random, lag was quite rubbish and definitely favored the Americans. Was a strange feeling flying along side Emitzdevil, Daddy, ShintyX etc

Miller pulled far too much air and threw far too much at Eisa Tech Plant, which cost them a lot of territory.
 
Is this game purposely set-up to infuriate and extract the urine? I keep getting one-shotted by people who are ten times the battle rank I am and when I shoot back my rounds don't seem to even damage them. I've been playing now for a few days and have only managed about 10 kills to a metric ****ton of deaths.
 
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Is this game purposely set-up to infuriate and extract the urine? I keep getting one-shotted by people who are ten times the battle rank I am and when I shoot back my rounds don't seem to even damage them. I've been playing now for a few days and have only managed about 10 kills to a metric ****ton of deaths.

Pretty much, I said this before but I feel the infantry gameplay is ****e in PS2.

If only they could "transplant" BCBF2 infantry and weapons to PS2 then it be really awesome.
 
Is this game purposely set-up to infuriate and extract the urine? I keep getting one-shotted by people who are ten times the battle rank I am and when I shoot back my rounds don't seem to even damage them. I've been playing now for a few days and have only managed about 10 kills to a metric ****ton of deaths.

I've found it to be alright levelling up, and i'm rank 11 now. I'm now finding it even easier to kill people in infantry battles (apart from the MAX).

184 Kills.
124 Deaths.
1.484 KDR.

Some of those kills are obviously vehicles, but the bulk of them are infantry kills.
 
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Is this game purposely set-up to infuriate and extract the urine? I keep getting one-shotted by people who are ten times the battle rank I am and when I shoot back my rounds don't seem to even damage them. I've been playing now for a few days and have only managed about 10 kills to a metric ****ton of deaths.

Go Light Assault and use a bit of guile to flank groups of infantry. I use a 4x scope and high velocity ammo.
 
Is this game purposely set-up to infuriate and extract the urine? I keep getting one-shotted by people who are ten times the battle rank I am and when I shoot back my rounds don't seem to even damage them. I've been playing now for a few days and have only managed about 10 kills to a metric ****ton of deaths.

The 'my shots do nothing' thing, were they glowing Red/Blue/Cyan ? Heavy Assault overshield which absorbs the damage (use by pressing F on Heavy Assault). If you're just going off the death screen sometimes it will show them at full health when you did actually damage them.

Looking at your killboard you seem to have a lot of deaths to snipers and vehicles. Can only say keep moving, keep your head down for the first. For the second if the base is surrounded by tanks and you have no cover from their fire, redeploy, find another fight or move to the next base along the lattice lane and set up a defence. Other than that, play in a squad I'm sure someone on the TR must run public squads.
 
Head for VR training and take a bit of time to get used to the guns you own. The add-ons for guns can make them more effective for either close or long-range. Typically for longer ranger: compensator, high velocity ammo, forward grip.

Shorter range - laser sight, soft point ammo, and possibly a suppressor so you don't show up on the radar when you fire.
 
Patch notes for today's downtime:

The notes in italic parentheses are additional information from your Community Manager and may not be representative of the intent of it's preceding patch note.

Cert Window

Cert screen has been replaced by the Nano-Cycler (Implant) screen
Leadership certs can be found in the Social screen (This is no guarantee of improving social ability. Eating cheetos with an open mic is still frowned on)
Class certs can be found in the Classes screen (It was the next place you were going to look....)

Implants

Soldiers can now augment their battle prowess by equipping combat implants (We do realize this is controversial but "battle prowess" is not a metaphor).
Implants are slotted in custom loadouts
Implants are occasionally awarded to soldiers as they earn experience (They are awarded through the magic of nanites).
Implants can also be requisitioned with Certification Points or Station Cash via Implant Packs in the Depot
Implants are powered by the Implant Power Core, which uses energy to power their effects
When energy is completely depleted, implant effects are lost until energy is replenished
Implant energy is replenished by using Chargers
Chargers are occasionally awarded to soldiers as they earn experience
Chargers can also be requisitioned with Certification Points or Station Cash in the Depot
There are three tiers of implants - the higher the tier, the more powerful the implant! (Meaning more prowess).
Soldiers can now use the new Nano-Cycler to break down unwanted implants and create new implants
The Nano-Cycler is accessed from the main menu
Nano-Cycler instructions can be found in its help menu (In a super helpful way!)
New Weapons

New Combat Medic Assault Rifles
NC-9 A-Tross
The NC's A-Tross was created as the ultimate in heavy-hitting, long-range assault rifles. Featuring a 30-round magazine and an overclocked propulsion coil firing a high-damage projectile, the A-Tross can drop targets at even distant ranges. (Are you seriously not overclocking your propulsion coil? )
TORQ-9
The Terran Operations Rifle is a favorite amongst TR who feel at home with an all-around performer. Deadly accurate with fast reload assists for its 40 round magazine, the TORQ-9's versatility and ease of use make it a solid choice in combat.
Terminus VX-9
The Vanu's shadowy VX Labs launched the Terminus VX-9 shortly after joining the war. Engineered with advanced cooling systems that allow for its high rate of fire, the Terminus allows users to hold their ground at close-to-medium ranges. (You may also remember VX Labs as creators of stealth rations where proved unpopular with most VS troops.)
New Common Pool Shotgun

NS Baron G5
Nanite Systems' first attempts into close-range weaponry resulted in the powerful Baron G5. The tube fed Baron is able to put down targets at longer ranges than typical shotguns thanks to its narrow choke.
Medic Updates
Combat Medics can now use Battle rifles (Warden, AMR-66, and Eidolon VE33) for their primary weapon. (Leave them alone, they've been working out)
Combat Medic now has access to the Adrenaline Pump certification in their suit slot.
Triage now heals allies who are outside of the vehicle if they are within 5 meters. (Now you see the TRUE power of nanites!)
Heal Grenades
Heal rate increased from 60 hp per second to 100 hp per second
Detonate time is now faster, from 3 to 2 seconds
Increased heal range to 10 meters
Fixed last two ranks of the medic’s default heal ability regening the timer during use, causing active duration to be inconsistent. All ranks of the medic ability now match the cert upgrade descriptions. (If you didn't notice this then....carry on soldier. Nothing to see.)
The last cert rank of the medic’s default ability now adds +1 meter to the ability range.
New Cosmetic Laser Sights
New colored laser sights are now available for the NS-44 Commissioner, NS-357 Underboss, and their black and gold variants. They can be found under the Rail loadout for each weapon. (Laze your targets with flair! Combat can be both violent and fabulous!)
Howling Pass to NS Material Storage Update
The road from Howling Pass to NS Material Storage has been adjusted. The choke point along that road has been vastly shortened, large fields have been added for fierce tank battles, and secure parking spots have been added for Sunderers. All together this should make fighting along this stretch much more fun! (Warning: When leaving a secure parking spots be sure to lock your Sunderer and take all your valuables with you,)
Decoy Grenades
Decoy grenades now place false firing indicators on enemy minimaps.
Updated decoy grenade audio to match recent weapon audio changes.
Flash & Harasser Handling
With some code changes we've made over the last few updates, we’ve updated the handling on the Flash. The Flash should grip the ground a lot better and be less likely to spin out and a *little* less likely to flip. It is still possible to do both but it should be under more extreme circumstances. (Extreme stunt videos will live on YouTube forever...)
We've also enabled these changes on the Harasser, but without any tuning modifications. So the Harasser is using the new code but there shouldn't really be any noticeable difference.
Gameplay Improvements
Large outposts have Galaxy access now, if there are aircraft available.
Lightning tanks are now available at all vehicle terminals.
Reduced Sunderer deploy exclusion to 65 meters.
Spawning Harassers at The Crown is much safer now. (Spawning vehicles into tank barrage fire is still risky.)
Revised explosion audio to help with too much low frequency buildup during gameplay and allow other things to audibly cut through. Explosions now play different sounds for close (0-250 meters) and distant (beyond 250 meters).
Added an extra magazine to the VS Zenith VX-5 carbine for a total capacity of 210, which is consistent with other carbines. (Who would have thought the VS of all empires would have the least efficient carbine? Science guys!)
Misc
The ping meter on the leaderboard has been replaced with a more accurate Network Quality status.
If your Network Quality is low you will now be warned on your HUD.
Bugs Fixed
Many client crash fixes
Dual-75 Duster should no longer display magazine size certifications in the VR zone.
The NS Vandal can now be trialed.
The magazine now falls out of NS Vandal on reload. (You guys are soooo needy with your "need to proper reload your weapons".)
Polish to 3rd person reload animations for the Vandal.
Fixed a broken Reaver Tiger Fin skinning issue.
Fixed Sunderer attachments, Boar Grill, Bull Grill, Duskbuster Headlights, Fogbreach Headlights, and Retro Grill to not have camo on non-camo Sunderers.
Updated tooltip on scout radars to mention they detect player movement. They have functioned this way for quite some time. (Surprise! It's a feature!)
Your loadout should no longer be reverted to slot 1 when you log out.
Sniper scopes should no longer pop when entering and exiting ADS.
Fixed a ton of animation bugs for things like off hands clipping into weapons to reload animations not playing correctly.
Fixed a bunch of geometry bugs all over the world. There should be far less inescapable pits, floating bushes, shields sticking through walls, and busted stairs.
Deployed Sunderers can no longer be moved by other vehicles. (We are looking at you Mr. I use the Magrider as a bulldozer).
Semi-auto weapons will now show the correct rate of fire when looking at weapon stats. (Some of you don't like made up numbers for some weird reason...)
Shotguns now highlight pellet spread correctly when comparing them. The weapon with the lower spread is green and the higher spread is red.
Fixed the LC2 Lynx carbine showing the icon for the old model if it wasn’t owned.
The primary turret on the Vanguard should no longer twitch when viewing from the top gunner position.
Auraxium medals can now be earned on the Hades, Nemesis, Hawk and Crow.
Pulsar C medals and ribbons have been fixed.
Many incorrect medal names have been fixed. Sorry, you don’t really have Auraxium in Female VO Pack, and your Shredder is not a Bulldog.
The AV MANA Turret now has a ribbon.
Fixed Phantom VA23, KSR-35, and Impetus rifles jumping during the recoil animations.
Backseat passengers in the Harasser can now be seen reloading. (No more freeloading!)
Fixed pump-action shotguns sometimes not playing reload animations if empty.
 
Malevolence the reason it will be taking you longer to kill high BR's is because they'll have maxed out armours, it makes quite a difference.
 
Can't seem to purchase Station Cash to get the cosmetics, as i don't like the default look for the VS. It say's that my Credit Card is invalid and comes up with another error i can't remember, so i may just have to suck it up and use PayPal or something.
 
It's not just you I could not buy anything with station cash yesterday even though I have 28k kept getting errors and had to send a help request
 
Latest patch seems to have fixed the 'hitching' issue. So that's a good thing.

I also love the new Vanu assault rifle - the Terminus.
 
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