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Old 2013-01-09, 06:30 AM   [Ignore Me] #61
Sledgecrushr
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Re: Higby Outlines this Months Patch


I dont like the limited invulnerability idea. I can really see that get abused by some of these more organised outfits. What your going to see are entire platoons suicide at exactly the same time, respawn at the same time and rush together as one impossible to kill target. This isnt a really good idea and I would like to see it scrapped.
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Old 2013-01-09, 06:35 AM   [Ignore Me] #62
NewSith
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Re: Higby Outlines this Months Patch


Okay, let's dissect this. I'm gonna be all Thomas on some of these, but it's not being negative, it's being cautious.

Main thing:
  • Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
I was very glad to see this, but then a thought crossed my mind - are SCUs still only reachable via "above ground" on Tech Plants? Because if this is the case, this change adds NOTHING to the defensibility.

The rest:
Originally Posted by Higby
  • General performance increases, particularly for lower end GPUs
Okay this is reallt REALLY good, since my i5 650 seems to be the "low end one". The game seems to be handling hyperthreading really badly. A perfect example is that my loss of FPS is minimal when recording with fraps, however the game itself only runs at 50FPS max with all settings set to minimal and with shadows actually turned off.

EDIT: Oh, wait... GPUs...
  • Experience (XP) system enhancements:
    • Dynamic XP system for player kills, players who have more kills are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
    • Partial damage XP for dealing damage to vehicles that you don't end up killing
    • Population XP / Resource bonus moved over to continent population instead of global
    • Better display of XP sources for things like defensive bonuses & population bonuses
    • Rebalancing of XP rewards to help support tasks
This is also good, but there's one "but". "Population XP / Resource bonus moved over to continent population instead of global" That even further removes the whole purpose of the resource system. It's a step towards stalemates from Beta, I tell you.
  • Server transfer token available in Depot
Wonderful. No more loss of everything once moving to another server.
  • UI changes to emphasize score per minute as a primary metric of player comparison
Not exactly a worthwhile change for a particular type of player folk - Liberator Pilots. Especially Shredder ones like myself. I'm already getting lots of idiots that see my stat and brand me a noob because I have ~1.0 K/D ratio, with SpM system, I'm gonna look even more newbish. Not like I care much, tbh, but sometimes it does make you feel down.
  • Sortable columns on outfit management & addition of "last online" column
Just make it so you don't have to hit "sort by last online" every time somebody goes online/offline.
  • New weapon type for all empires: SMG
There we go, SMGs. The only question I have is - if most Carbines don't have a buttstock, does it mean that SMG will look exactly like carbines?
  • Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
I always considered it to be a strange addition in many multiplayer games, honestly.
  • Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
Colorblind people will now get their love. That's good.
  • New Hot Spot system that displays where active fights are occurring on the map
Excuse me my rudeness, but since Beta I tend to look at the word combination "New Hot Spot System" with extreme caution.
  • New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
This needs just one more bit of info - does this mean "spawn buildings" as in "Base Spawn buildings" or this includes outpost boxes of death, which are definitely way more troublesome in that regard.
  • Making MAXes render more reliably at long distances for players in vehicles
*no comment* Feelings are rather mixed. There are two sides to that coin. Hint is - you cannot make only AA maxes render from longer distance. This means that all AI (and AV) MAXes are now primary subjects for liberator spam.
  • AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
Does this mean that you give them better accuracy, but reduce their damage? That's not exactly a good change in my book.
  • Fixes to missiles so that they more reliably detonate and actually blow stuff up
Never noticed this kind of stuff occuring tbh.
  • Air vehicle weapon tweaks
Just don't mess up my Shredder Lib, please.
  • Increases to reload speed for certain HE ground vehicle weapons
My best guess is that Higby meant "reload time", not reload speed. I mean what's the point of buffing HE weapons so they can basically have the same DPS output against armor as HEAT weapons?
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Originally Posted by CutterJohn View Post
Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.

Last edited by NewSith; 2013-01-09 at 06:53 AM.
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Old 2013-01-09, 06:43 AM   [Ignore Me] #63
ShadetheDruid
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Re: Higby Outlines this Months Patch


I imagine the invulnerability will just be a split second thing, to counter the moment where you count as alive in the world after reviving or spawning at a Sunderer (and thus can be instantly killed again) a second before you can do anything about it.
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Old 2013-01-09, 06:48 AM   [Ignore Me] #64
NewSith
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Re: Higby Outlines this Months Patch


Originally Posted by ShadetheDruid View Post
I imagine the invulnerability will just be a split second thing, to counter the moment where you count as alive in the world after reviving or spawning at a Sunderer (and thus can be instantly killed again) a second before you can do anything about it.
It is a BF3 borrowed thing. They have it so unless you move your mouse (was unless you move in the first version of implementation), you are invulnerable for a couple seconds.


The added the second implemention, because invulnerable people could kill others after spawning while not taking damage themselves.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-01-09, 06:54 AM   [Ignore Me] #65
Figment
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Re: Higby Outlines this Months Patch


Pretty much what NewSith said.

Presume it'll be made clear when someone is invulnerable? Due to ammo/reload considerations. I'd rather have gone with a cloak field like the AMS than complete invulnerability, though it is a fix to lag after spawning and getting a bearing on what's happening around you before dieing. Guess it depends on implementation. Wouldn't have applied it to healed troops though, if someone is revived under dangerous circumstances he just got killed in, the medic is to blame for his timing and the player in question for accepting it. Again, depends on implementation.

As for the missiles, did notice that happening (would hit something or explode in proximity, but not deal damage).

Last edited by Figment; 2013-01-09 at 06:59 AM.
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Old 2013-01-09, 06:58 AM   [Ignore Me] #66
Qwan
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Re: Higby Outlines this Months Patch


Originally Posted by MyOdessa View Post
Higby loves air power, so he does not address or care about #1 complaint on forums, i.e. OP air power, especially Liberator.

Great job on not responding to the main complaint in PS2 so far. Minor redesign of bases, but no plans on improving meta-game or defensibility of bases.

Pilots can continue to farm everything on the ground, without hard counter from the ground.

Airside 2 FTL.
I hate this Air is to powerful bull crap, and I can tell you I am not a fly boy.
Guys its the nature of the vechicle, its a Air to Ground bomber, its designed to destroy targets from the air, thats what the lib does, to say its over powered is taking away its purpose. Yes if your on the ground and a lib flies over and starts bombing you yep your gonna die. But libs are very vulnarable to other air attacks and flack. Now I will say that the sky guard and maxes need a little bit of a damage tweek, but saying the lib is overpowered is not true. I mean if they lowered the damage, then it would be useless. If it takes more then one hit from a dalton to kill a ground trooper then the lib becomes useless. I think its very balanced, yes I get hit by libs quite a bit, but most libs dont last long once they get ID'd, there usually shot down after there first volley by ground flack or faster moving air ships. So before you guys go crying about the lib and its over poweredness, think about the purpose of the vehicle, thats what its designed for, if it didnt do what it was suppose to do (kill ground troops or armor, depending on the gun) then it would be useless, I mean if a lib was shooting down other air ships, and moving just as fast as a mossie then it would be over powered. Im sorry that you kept spawning at a spawn box that was camped by a lib one night when you were playing. But here is a idea, spawn at another point, you will notice that it instantly stops the dying. Myself when I know we have lost the base and see the box is surrounded, I spawn at the closest point and I try to hit the enemy from behind while there camping that box. Try it sometimes it works.
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Old 2013-01-09, 07:00 AM   [Ignore Me] #67
Figment
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Re: Higby Outlines this Months Patch


Qwan, nobody says it should throw daisies down instead. But that doesn't mean it simply being an air vehicle it is per definition completely balanced to a tee.

Balance is balance.
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Old 2013-01-09, 07:02 AM   [Ignore Me] #68
Bobby Shaftoe
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Re: Higby Outlines this Months Patch


So... after 6 months of testing and 2 months of release, they'll have 'fixed' spawn camping by reducing the xp from it, that'll work, right? It's not like people spawn camped in PS1 when you only got 1xp per kill...

A list of non 'changes' and tweaks that'll distract the masses for another couple months whilst they try and brainstorm up their 6 month plan, which you'd have thought they'd have ready for the release of the game.
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Old 2013-01-09, 07:06 AM   [Ignore Me] #69
Frotang
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Ya this whole invulnerability on spawn/ revive thing has really got me worried. It better be like .5 seconds to 1 second maximum, I guess if they implement it correctly it'll be ok but to me it just reeks of a kiddie console type of game mechanic.

Last edited by Frotang; 2013-01-09 at 07:07 AM.
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Old 2013-01-09, 07:33 AM   [Ignore Me] #70
Seafort
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Re: Higby Outlines this Months Patch


Originally Posted by Qwan View Post
I hate this Air is to powerful bull crap, and I can tell you I am not a fly boy.
Guys its the nature of the vechicle, its a Air to Ground bomber, its designed to destroy targets from the air, thats what the lib does, to say its over powered is taking away its purpose. Yes if your on the ground and a lib flies over and starts bombing you yep your gonna die. But libs are very vulnarable to other air attacks and flack. Now I will say that the sky guard and maxes need a little bit of a damage tweek, but saying the lib is overpowered is not true. I mean if they lowered the damage, then it would be useless. If it takes more then one hit from a dalton to kill a ground trooper then the lib becomes useless. I think its very balanced, yes I get hit by libs quite a bit, but most libs dont last long once they get ID'd, there usually shot down after there first volley by ground flack or faster moving air ships. So before you guys go crying about the lib and its over poweredness, think about the purpose of the vehicle, thats what its designed for, if it didnt do what it was suppose to do (kill ground troops or armor, depending on the gun) then it would be useless, I mean if a lib was shooting down other air ships, and moving just as fast as a mossie then it would be over powered. Im sorry that you kept spawning at a spawn box that was camped by a lib one night when you were playing. But here is a idea, spawn at another point, you will notice that it instantly stops the dying. Myself when I know we have lost the base and see the box is surrounded, I spawn at the closest point and I try to hit the enemy from behind while there camping that box. Try it sometimes it works.
I don't mind 1 liberator bombing but in this game there is no limit to the amount of vehicles/aircraft you can spawn because of the poorly designed resource/acquisition system.

Therefore they won't be just 1 liberator bombing but several, nevermind the ESFs bombing ground targets too. This is why i think ESFs should have their rocket pods removed, add more and better AA missiles and machine guns and let them be the AA in the skies instead of just ground vehicles, infantry/MAX and static turrets.

There needs to be limits and specialisations in this game so we aren't all a Swiss army knife and be a jack of all trades.
This "be anything you want without any limits or training" is BS.

Last edited by Seafort; 2013-01-09 at 07:35 AM.
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Old 2013-01-09, 07:34 AM   [Ignore Me] #71
Ghoest9
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Re: Higby Outlines this Months Patch


Originally Posted by Gortha View Post
total fail:



no.
Well a 1 to 2 second period would probably be good.

A 5 second period would be bad.
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Old 2013-01-09, 07:35 AM   [Ignore Me] #72
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Re: Higby Outlines this Months Patch


Yay server transfers, base redesign, air changes, HE nerfs, performance increases, and new weapons!

Great update for the game, you can tell they actually did listen to feedback and are trying to do what they think is best (while not going overboard)

edit: After reading this thread, I've come to the conclusion that half of the posters on PSU have reading difficulties.
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Last edited by Assist; 2013-01-09 at 07:38 AM.
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Old 2013-01-09, 07:37 AM   [Ignore Me] #73
ShadetheDruid
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Re: Higby Outlines this Months Patch


Originally Posted by Frotang View Post
...kiddie console type of game mechanic.
Yes, because calling people names based on what type of thing they play on is totally mature and adult.
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Old 2013-01-09, 07:39 AM   [Ignore Me] #74
ringring
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Re: Higby Outlines this Months Patch


Originally Posted by NewSith View Post
It is a BF3 borrowed thing. They have it so unless you move your mouse (was unless you move in the first version of implementation), you are invulnerable for a couple seconds.


The added the second implemention, because invulnerable people could kill others after spawning while not taking damage themselves.
What about
- get revived
- happen to be facing the right way
- press g
- win
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Old 2013-01-09, 07:40 AM   [Ignore Me] #75
Elgareth
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Re: Higby Outlines this Months Patch


Originally Posted by Frotang View Post
Ya this whole invulnerability on spawn/ revive thing has really got me worried. It better be like .5 seconds to 1 second maximum, I guess if they implement it correctly it'll be ok but to me it just reeks of a kiddie console type of game mechanic.
I'd guess it'll be 5 Seconds max. Just enough to get out of the explosion radius of your friendly HE-Sunderer-Camping-Whatever, no enough to get to any strategically important place unharmed whatsoever. After a revive I don't expect more than 1 Second, because that could lead to rather strange parties of undying leveled Medics

Generally the changes sound great IMHO, even though they should not forget that new content is very important as well (and personally I don't care for SMGs...they'll look the same, feel the same as existing weapons, if noone told people that there are new weapons now, noone would ever notice getting shot by one I think).
Personally I'm waiting for the AV MANA Turret more than anything, then I could specialise in my Engy 100% finally... in its current state I'm still torn between Medic and Engy
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