Kane
I have many names
IT IS IMPOSSIBLE TO FORM A CODEX BROTEAM IN PLANETSIDE 2
And TR eat shit. Vanu 4 life bitches.They also suck cocks.Vanu are all about technological advancement, they are the PC master race. And they are most
You like it gently. You're passive after all.so fuck off gently.
The free-to-play model in this game is utter shit, even Reddit is complaining about it.
Someone give me a ring when it's not three times as expensive as Tribes: Ascend in terms of time/resources/$ to purchase upgrades that count for one class in one faction and on one server only.
Most weapons are not upgrades, they are just balanced better than the default weapons for specific situations. For instance, I have the Pandora shotgun IIRC. The Pandora is one of 3 Vanu shotguns. It's a lower refire, higher recoil, tighter spread than the other two. Where one is a faster refire, much lower recoil, but much higher spread(The Thanatos). The other one, is a middle ground between the two. Even then for all of these, at mid ranges they are completely worse than default gun, and won't do half as much damage. The shotguns are near 1hk's up close, but any further than about a metre and they are ruined in all terms of usefulness. This is the reason they were removed from Infils, because Infils had a very easy way to get up close without anyone noticing them. There were other ways of balancing this, but ultimately replacing them with scout rifles was the quickest and easiest solutions. Also the shotties unlock for all classes than can use them, Light+Heavy Assault and Engies, at least on Vanu.I generally don't play shooters with upgrades (as opposed to sidegrades) at all. I believe in skill-to-win, not upgrade-to-win—if having more/better upgrades can result in a decisive victory for one player in a theoretical fight against another player of equal skill using the same class and such, then I'm probably not going to play.
The trouble is, I can't figure out if Planetside 2 is upgrade-to-win because every time I ask, the game's fans get mad and start rageposting, trolling or spamming downvotes... which leads me to believe that in fact the game is upgrade-to-win. That said, the premise of a big-ass continent and massive ongoing battles with vehicles is appealing to me. When complaint threads on Reddit about the game's payment model get lots of upvotes, however, it's a red flag for me. Gaming subreddits are usually filled with worshipful fanboys, and /r/planetside is no different, yet even they are complaining.
So I can perhaps get past the game's upgrade-to-win (any counter-arguments?) nature, but if it's also an especially obnoxious upgrade-to-win system in terms of $/time/certs/whatever required to obtain said upgrades, that's a bit too fucking much to take.
vehicles are still kind of pay to whatever, though, I think it's fair to say it usually takes over a thousand certs(maybe two?) to have all upgrades, prices are also really retarded sometimes, why does a ejection system cost 500 certs, I seriously hope that price is at least not corresponding in station cashMost weapons are not upgrades, they are just balanced better than the default weapons for specific situations. For instance, I have the Pandora shotgun IIRC. The Pandora is one of 3 Vanu shotguns. It's a lower refire, higher recoil, tighter spread than the other two. Where one is a faster refire, much lower recoil, but much higher spread(The Thanatos). The other one, is a middle ground between the two. Even then for all of these, at mid ranges they are completely worse than default gun, and won't do half as much damage. The shotguns are near 1hk's up close, but any further than about a metre and they are ruined in all terms of usefulness. This is the reason they were removed from Infils, because Infils had a very easy way to get up close without anyone noticing them. There were other ways of balancing this, but ultimately replacing them with scout rifles was the quickest and easiest solutions. Also the shotties unlock for all classes than can use them, Light+Heavy Assault and Engies, at least on Vanu.
I personally think you should start with the middle ground version of every weapon for your faction.
The cert point system is fairly easy if you are any good at FPS, you'll be earning around 50 certs an hour, or half a low priced sidegrade gun. I got my Shotty in about 10 hours of play.
Also vehicles especially aircraft are extremely hard to pilot. The controls are either blunted or oversensitive. Also the view seems off.
Maybe I'm just mad I lost a new gunship by clipping a large rock while flying low.
Sincerely,
The Vault Dweller
Hahah, no.Also vehicles especially aircraft are extremely hard to pilot. The controls are either blunted or oversensitive. Also the view seems off.
The cert point system is fairly easy if you are any good at FPS, you'll be earning around 50 certs an hour, or half a low priced sidegrade gun. I got my Shotty in about 10 hours of play.
All servers will come down at 6 AM PT for Game Update 1. Downtime is anticipated to be less than two hours. Players may notice the following changes.
General:
Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
A number of changes have been made to Vehicle and Aircraft weaponry. Please see the Vehicle notes below.
Fixed a few crash bugs and provided some optimizations to improve gameplay.
Players may now make multiple characters on the same server.
Notable Bugfixes:
The NS-11 Platinum should now properly unlock medals.
The Facebook Promotional Weapons should now properly unlock medals.
Players should no longer be able to spot enemies without a line of sight.
The Gauss Compact S will now provide players the ability to aim down sights and strafe more accurately.
Destroying enemy terminals will no longer provide a Kill stat.
The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
When holding down push to talk it should no longer become "stuck" when released.
The NS-11 will now have a sound indicating it is being reloaded.
Spawning a vehicle in the warpgate will no longer cause players to fall through the world.
The TX2 Emperor should now provide the correct damage level to targets.
Vehicles:
The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.
Aircraft and Phalanx Turret resistance to the following weapons has been reduced:
M40 Fury
C75 Viper
L105 Zephyr
G30 Vulcan
M60 Bulldog
Personal Defense Weapons (on light aircraft only)
Sunderer resistance to heavy machine guns has been increased.
All Flak damage has been increased by 5%.
The Composite Armor tooltip has been adjusted to be more accurate.
Infantry Weaponry:
New Weapons:
The NS Decimator rocket launcher is now available to all empires.
Terran Republic:
The TAR will provide the best hip fire of this empires assault rifles.
The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.
New Conglomerate:
The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
The Anchor light machine gunprovided good mobility and a 45 round magazine.
Vanu Sovereignty:
The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.
General Weaponry:
Tank mines can now once again be deployed by throwing them reverting the change made last week.
Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.
A small increase in movement accuracy with iron sights was made on on slower assault rifles, carbines, and light machine guns.
A small decrease in movement accuracy was made with the 40 round assault rifles and carbines.
The NC Gauss and Gauss S now have increased projectile speed.
The Cycler TRV now has reduced hip fire accuracy.
The Razor GD-23 now has reduced recoil for the first shot.
The T9 CARV and CARV S now have increased equip time.
The LA80 projectile speed has been reduced to put it in line with the other empire sniper rifles.
Vehicle Weaponry:
Aircraft:
M20 Drake: Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.
M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:
Magazine size has been reduced from 10 to 6.
Magazine size certifications now 1 round per rank increase.
Projectile speed has been increased
Direct hit damage has been increased
Splash damage will no longer damage heavy armor.
The M60-A has a faster projectile than its ground based variant the M-60G.
A30 Walker: This is now the air variant of the Walker weapon system.
The reticule and first person tracer have been changed to make them easier to see.
Projectile speed is slower but drop has been reduced.
Damage has been increased overall.
Light Aircraft Rocketpods:
Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
Damage against Sunderers and Aircraft have been reduced.
Significantly reduced damage against Phalanx turrets.
Liberator AP30 Shredder:
Damage has been increased at close ranges.
Magazine size has been increased to 50.
Reaver Air Hammer:
The projectile spread has been tightened up.
Damage per projectile has been increased.
Damage fall off will occur at a further distance.
Ground Weaponry:
The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.
C75 Viper:
Direct hit damage increased
Increased maximum blast radius damage
M40 Fury:
Reduced damage against heavy armor.
Upped direct hit damage and blast damage.
Anti-Personnel Phalanx Turret:
Cone of Fire tightened up a bit
Slight adjustments to heat. Will cool off a bit faster and take a little bit longer to overheat.
Pushed out range where projectiles start to lose damage significantly.
World:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.
Frostbite Harbor Spawn Room now has a pain field.
The grav pads at the Dahaka Amp Station western forward spawn are now functional.
Players are no longer able to spawn at Sungrey Amp Station when the SCU has been destroyed.
Enemy projectiles will no longer go through the Biolab Gate Shields.
Players still in a vehicle once the pilot has logged off will no longer disconnect.
The Phalanx Turret has increased projectile speed and it's reticule has been adjusted to use the MAX burster reticule.
UI:
The Regen benefit of a Biolab will now display on the Tab scoreboard.
All Heavy Assault ability items are now using unique icons.
Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
SAS-R and Impetus optics will now display a description when hovering over with a mouse.
The TS4 Haymaker and FA1 Barrage now have a tooltip when mousing over the progress bar.
Moving a player to another squad will no longer boot them from a Squad/Platoon locked vehicle.
Players removed from a Squad or Platoon channel will no longer be able to use that channel.
Unoccupied Phalanx Turrets should now display “Press [E] to Enter” messaging.
Visual:
The NS-11 Platinum and Ns-11A rifles are no longer the same color.
The Sunderer Smoke Screen will no longer hide decals.
Lightning Hood Ornaments will no longer be placed on top of decals.
New Conglomerate African Forest Weapon Camo no longer displays Vanu Sovereignty coloring.
A MAX unit will no longer appear to float while descending on a Grav Pad.
Purchased Weapon Camo will no longer be cleared when a weapon trial ends.
The Engineering Repair tool is now black.
Main Battle Tank and Lightning armor should no longer cover decals.
The Lasher magazine will now reload and no longer “floats” if the player is sprinting.
The NC Gauss Compact S Underbarrel weapons will now show a reloading animation correctly.
A player will no longer siplay headless and frozen in a riding pose when killed on a Quad.