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2013-06-14, 10:39 PM | [Ignore Me] #16 | ||
Major
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so, do allied sudies still have a no deployed radius?
good update, however, one thing puzzles me: why the hell does a sunderer cost the same amount as a lightning?! a sunderer should cost more, if not be 500 resources. but good max change, THANK YOU. |
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2013-06-14, 11:30 PM | [Ignore Me] #17 | ||
Private
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I'm a little confused how a Harasser costs only 50 less than an MBT and is 50 more than a Galaxy. Think about it.
I'm generally okay with the shotgun buff, even if that does mean the NC weapons might take a small hit. LAs with pump actions are the bane of my existence. Making it not as stupidly easy to one shot people is fine by me. |
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2013-06-15, 12:57 AM | [Ignore Me] #18 | |||
Corporal
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About the resource changes, i foresee the same problem which already exist getting worse, being: low pop = low control = low resources Giving the ones with the biggest pop an even greater advantage than is currently. Although i agree with the idea of doing it, but this will be an unwanted side effect due to resources being based on territory.
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2013-06-15, 12:59 AM | [Ignore Me] #19 | ||
Corporal
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I believe they alluded to the costs being generated according to how much experience the vehicles give their owners on average.
In other words the average lifespan of a harasser earns a very similar amount of experience as during the average lifespan of a sunderer. So if your cheap transport vehicle costs too much now, you only have to blame the elite-skilled players that use the same vehicle to pwn the enemy without mercy. |
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2013-06-15, 02:26 AM | [Ignore Me] #20 | |||||
Its use already penalises you against infils - you can't see shimmer effect in the slightest.
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Last edited by Ruffdog; 2013-06-15 at 02:29 AM. |
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2013-06-15, 02:47 AM | [Ignore Me] #21 | ||
Major
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Awesome:
Vehicle cost increase - Excellent. Ever since the buff to tank survivability, Planetside 2 has generated to park-a-Prowler-on-a faraway-hill-and-spam-HE. It takes forever to hurt that thing long range and still outdps the counters. When in trouble, they simple back up. I'm also glad the Harassers are more expensive now. And as Flash fan, I don't mind the extra cost. IRNV Scopes nerf - Pleased as an ironsight fan. About time the scopes start to get balanced. Shotgun nerf - Very good. Shotguns are far too useful with every little downside. It's murder when a LA uses it too. ZOE nerf - I much prefer they get nerfed with usage limits. It is far too spammable. Both the NC & TR maxes are highly situational. I've seen too many Zoe dashing, killing then running away, only to come back and do it again. Underbarrel nerf - Never used underbarrel but if it is what I think it is: make it not spammable then good. Awful: No Sundy Deploy zone - Senselessly arbitrary. Cannot be countered. Here's a much better alternative: Give a Sunderer a sidegrade spawn/deploy AOE jamming ability. When a jamming Sunderer deploys, (AMS/Ammo tree sidegrade) enemies within the AOE can still deploy a sunderer BUT they can't spawn players from it. The onus then shifts to the attacker to kill the jamming sunderer. This way, it's dynamic with plenty of tactics that can be used. Isn't this what PS2 has been searching for (Gameplay meta)? The attackers have to be mindful where to drop that spawn Sundy while the defenders will have to find a jamming Sundy placement counter. Just make the jamming sundy smaller in AOE radius compared to the spawn Sundy area of deploy zone. The spawn Sundy has to be inside this area for it to be effectively 'jammed' from spawning players. If players want to deny an area to be spawnpoints, it's up to them to deploy the jamming sundy. The back and forth fight with this mechanic will give PS2 combat extra tactical depth. |
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2013-06-15, 03:52 AM | [Ignore Me] #22 | ||
mightly interesting, looking forward to seeing it in action
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2013-06-15, 04:42 AM | [Ignore Me] #23 | |||
Contributor General
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What it will make me do is: a) Resource farm in warpgates b) be more likely to continue with membership It won't make me more likely to play infantry, especially coupled with the nerf to IRNV because I used to have a lot of difficulty seeing folks at all without it. |
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2013-06-15, 04:58 AM | [Ignore Me] #24 | ||
Major
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NV scope nerf sucks, downsides are surely the inability to see infils no periferal vision and the inability to shot at anything standing infront of a white thing. I only used them to cut out all the annoying flashing on the screen while in ADS, seems like i'm going to have to buy new scopes for everything and drop my graphics detail :/
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2013-06-15, 05:00 AM | [Ignore Me] #25 | ||
Sergeant Major
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Resource changes seem a bit extreme, especially for the Harasser and Flash. Personally I'd rather they nerfed some of their more OTT combat loadouts and made the base vehicles cheaper as a result, rather than forcing everyone to pay the price for a few high-earning players.
Not keen on the changes to NV scopes either - losing your peripheral vision, not being able to see anything at range, and being completely blind to cloaked infiltrators are already pretty big downsides. Not to mention that half the bloody map glows bright white for no obvious reason (especially on Esamir, bloody glowing snow), making you completely blind to enemies against those backdrops. Rather than nerfing the only semi-decent way for infantry to see at night, please just add some viable alternatives - and maybe buff the flashlight while you're at it! |
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2013-06-15, 06:45 AM | [Ignore Me] #26 | |||
Personally I would rather have seen that they've added in the duration than the increase in damage taken, since it's the added mobility that's the strongest bonus from the ZOE. IRNV ScopesCalled it, Murda! I knew they were going to nerf it at some point, same thing happened in BF3 when everyone used the INRV. Good thing I started using reflex sights again. Chewy: Shotguns have been a problem, and still are to a lesser extent, because of the level design in many cases favoring close quarters. This is also why I'm against the NC being so shotgun focused, it will lead to balancing issues when they either become too effective or not near effective enough.
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2013-06-15, 10:01 AM | [Ignore Me] #27 | ||||
Private
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Moved idea to resource specific chat: http://www.planetside-universe.com/s...90&postcount=8 Also, do want @ no deploy zone. Makes medics far more valuable because you can't put a spawn on top of an objective and get a better spawn point on the offensive than the defenders. Spawn further back or wait for a medic? Last edited by Lucidius; 2013-06-15 at 11:39 AM. |
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2013-06-15, 12:18 PM | [Ignore Me] #28 | ||
Contributor General
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And of course, it becomes a bit harder for new players.
Who are the pople most likely to lose their vehicles or maxes quickly? The new people, those struggling with the controls and what to do who also haven't levelled up their maxes and tanks as much as the next person. It becomes harder. |
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2013-06-15, 01:48 PM | [Ignore Me] #29 | |||
Major
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For me shotguns have never been a problem. They are shotguns and SHOULD be better in CQC over rifles but be kinda equal to SMGs. That's all SGs have. Iv fought off countless shotgun users within their AOE and walked away. If a shotgun user fails to do a good alpha strike and get the quick kill then they are piss easy to defend against. That is the point of a shotgun, to be a shock weapon that does its job best only in a certain area and is crap in all else. I am still pissed that NC MAXes are getting another nerf thanks to another shotgun "balance". NC MAXes are getting balanced around fully certed weapons, not stock like all the rest. How the hell is it right that ONLY NC MAXes be balanced around spending 1,000+ certs (2 extended mags + the 2nd arm) while all other MAX AI weapons can kill both infantry and MAXes without any needed upgrades at ranges well beyond that of a shotgun? |
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2013-06-15, 03:07 PM | [Ignore Me] #30 | ||||
Private
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They did it again. Instead of a proper solution to bursters like a harsh damage fall-off at say 300m or whatever they make the damn thing more random.
Fuck COF randomness. Skyguard buff is good, but the stats were never the problem. It's the sluggishness of the tank turret. Ridiculous negative acceleration and lag.
For the love of god, reduce damage of weapons significantly, but remove COF. MCG change is good.
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