Planetside 2

Hekotat

FoH nuclear response team
12,068
11,563
I wasn't a big HA player until I realized how OP conc grenades + grenade bandolier are. You can easily clear out a room by yourself if you're patient, it's now my favorite setup aside from Infiltrator with the Artemis during open field battles.




The only thing I do different than his loadout is use the Polaris since it has a larger magazine and it's easier to control for me. I'll sometimes use the NS-15m if I need more range.
 

Hekotat

FoH nuclear response team
12,068
11,563
Looks like you're a better gunner than me, lol.

Did you use the in-game recording?
 

RobXIII

Urinal Cake Consumption King
<Gold Donor>
3,694
1,844
I stopped playing a few months back, did they seriously make the Lib more tanky? A good crew could be seriously frustrating to fight against, the lib can move surprisingly fast for how big and tanky it is.
 

InterSlayer_sl

shitlord
441
0
Looks like you're a better gunner than me, lol.

Did you use the in-game recording?
That was me piloting, someone else in outfit gunning. I don't know what they used to record.

I stopped playing a few months back, did they seriously make the Lib more tanky? A good crew could be seriously frustrating to fight against, the lib can move surprisingly fast for how big and tanky it is.
They did some buffs to the liberator. The belly gun had a slight angle improvement, tailgun had a huge angle improvement, also added hyena missiles which are like coyotes where you can chain dumbfire and if they are near an air target they auto lock-on. The tailgun can also pretty much fire in front of the lib as well with the new angles.

They added liberator resist against AP shells so you can't get 1shot out of the sky by tanks, also boosted composite armor vs flak.

Slight nerfs to the dalton so they can't 2 shot other libs, slight nerf to the center AOE splash so you have to be on the ball with aim vs infantry.

That was a shredder/bulldog loadout which murders aircraft and infantry in close range.
 

Lleauaric

Sparkletot Monger
4,058
1,823
New Vehicle this summer


Seems like its going to be a chopper type vehicle with excellent hover ability. Hopefully they add side pontoon guns, ala a Huey.
 

Hinadurus_sl

shitlord
131
0
Too bad I'd be the dude nearly losing his lunch haha. I've been offline a few days, got sick and it's kicking my ass. Right at the start of my 2 week vacation too. I'll be on starting tomorrow though. Considering subbing as well, dunno for sure yet. Also, finally got a 360 controller so I just started Dark Souls. Beat Demon's Souls last year and was hoping to finish Dark before DS2 is released on pc. So my time will be split between ps2 and ds1/2.

Anyway, hope to see you soon, blow some shit up together.
 

Hekotat

FoH nuclear response team
12,068
11,563
Anyone looking to spend some station cash they have some insane deals going on right now. I'm talking 4,000 SC off the NS bundle that get's you all NS weapons and the crowbow and a shit ton of vehicle weapons in the other for just as much off. Also, If you're a member they have hornet missles for 1 SC as well (Today only).


EDIT: actually looks like all bundles are 50% off or greater for 3 days.
 

RobXIII

Urinal Cake Consumption King
<Gold Donor>
3,694
1,844
I know most of us are busy poopsocking it up in ESO (self included!) but I just wanted to throw out that today's member sale is the Underboss pistol, which is a rare straight upgrade :p

/not a shill I promise
//back to ESO I go, almost 9!
 

Hekotat

FoH nuclear response team
12,068
11,563
I hate to say it but I think this game is already dying, no matter what server I'm on the population is so imbalanced it's unplayable. I hope they figure out something to get people logging in again because I absolutely love this game.
 

InterSlayer_sl

shitlord
441
0
I hate to say it but I think this game is already dying, no matter what server I'm on the population is so imbalanced it's unplayable. I hope they figure out something to get people logging in again because I absolutely love this game.
I play on Mattherson VS and TR. It's always great here during NA prime time.
 

mkopec

<Gold Donor>
25,424
37,545
I recently started playing this as well, VS and NC on Mattherson. Its not bad on the weekdays, but its not good either. It definitely is better on the weekends. Usually only one map will have the big battles. The rest is the 12-24 peeps per side little skirmishes, which is not bad, but its not the Planetside experience either.
 

Urlithani

Vyemm Raider
1,971
3,141
Server Smash - Connery vs. Cobalt. 240 vs 240. A 90 minute match broken down into a 30 minute commentary.


Cobalt ran with 3-4 individual air squads of 12 to maintain air superiority. Connery put an entire platoon of 48 as a giant ball of flying death, and Cobalt was unable to coordinate their air squads to unify and counter with appropriate numbers.
 

mkopec

<Gold Donor>
25,424
37,545
This game is great for what it is. I mean massive battles that are just awe inspiring. Just last night we had a huge push as VS for one of the NS bases a few times. There most of been at least 60-80 people per side. Shit ran smooth too. Air, tanks, missiles flying, people all over the fucking place, maxes... It truly is awe inspiring.

BUT, the game still lacks any sort of meta game. It just feels like playing a bunch of battlefield matches inside of a huge world. those bases we worked so hard for, with so many people over a few hours, can be just ghost capped a few hours later with 1-3 people. There just does not seem like there is any point to any of it. Take a base, lose a base, take a base, lose a base...etc... I never seem to run short on resources, so its not for resource gain.

Still its fun as hell wen you're fighting and pushing or defending. No other game captures that hectic feeling of true out right war. One thing that I like that they added is the alerts. They usually happen during prime time, and its an all out race to see who can take an entire continent for mad exp. This seems to bring the majority of the population to that map for some brutal fights over territory.

As always its fun to run with a platoon. I have been running with one that just opens up their squads for pugs like me. I get in and run with them, I have been doing so for the past week or so. I just follow the orders for the most part and shit just ends up working out.
 

OneofOne

Silver Baronet of the Realm
6,680
8,269
Wow I really like it. Is there an ETA on release? I'll def come back to check that out and play on Endor.
 

mkopec

<Gold Donor>
25,424
37,545
Known Issues

*The loading screen will stay up longer than usual. This is to address issues with the loading screen coming down too early and certain elements not being loaded.

Major Issue Status -403 Forbidden

64-bit Client

*64 bit client is back! This should be a significant reduction in client crashes, but we still have more to fix.

Server Crashes

*All known server crashes fixed.

New Carbines

The following Carbines have been added to fill existing holes in itemization.

*NCAF-4A Bandit

Designed with mobility in mind, the lightweight alloys that make up Auraxis Firearm's AF-A4 Bandit allows for faster movement while aiming without compromising on stopping power in close to medium ranges. (What are the alloys? Nanites. Stop asking questions and get back to shooting.)

*TR HC1 Cougar

The Terran Republic's Heavy Carbine project resulted in the HC1 Cougar. Utilizing a higher caliber cartridge than its LC cousins, the Cougar possesses unparalleled stopping power amongst other Terran carbines up to medium range. (If you are curious how far medium range is, it's like not really far away but close enough to render. If you are loyal TR you are going to use it regardless).

*VS Zenith VX-5

Vanu Labs' close-to-midrange Zenith VX-5 uses advanced crystalline structures to significantly reduce weight without compromising on strength. It features both precision hipfire and increased movement speed while aiming. (To that guy who actually attached the gun to his hip and shot at people, this is not what was meant).

Straight Pull Bolt Attachments

*New attachment have been added to bolt action sniper rifles that allow you to stay scoped while bolting the rifle. (Apparently a few of you wanted this released...)

Quality of Life and Balance

*The TR LC2 Lynx carbine has been completely revamped

*Very few weapons are able to touch the Lynx's incredible rate of fire. Featuring a cyclic rate of 910 RPM, the LC2 Lynx tears through infantry at close to medium ranges.

*Unintentionally falling short distances will no longer apply jump penalties or force a weapon out of iron sights. (You've been told repeatedly to stop standing on the edges of stuff. If this change doesn't work you are all being issued bubblewrap armor).

*Lifespan of AV MANA turret projectile has been reduced from 10 seconds to 4.75 seconds. This makes the maximum range of the MANA turret around 450 meters.

*Both Engineer turret models have been slightly adjusted to have tighter collision.

*The amount of the player's head exposed on NC and VS anti-infantry Engineer turrets now matches the TR. (We've actually genetically shrunk TR soldiers heads but this sounds better.)

*All ranks of TR MAX Lockdown now deploy and undeploy faster (Again, Nanites. Stop questioning why.)

*Deploy times reduced from 2.5 to 2.0 seconds

Zealot Overdrive Engine

*ZOE max rank now lowers the MAXs resistance to small arms fire by 5% instead of 10%. All ranks: 9/8/7/6/5% reduction.

*Comet direct damage while under the effects of ZOE increased from 347 and 375. Max damage range increased from 10 to 15 meters. Min damage range increased from 50 to 85 meters.

*Knife damage has been reduced from 625 to 500. The previous damage value was compensating for the old Nanoweave functionality where players could have up to 1250 health and is too high now that players cap out at 1000 health (not counting abilities).

Vehicle Changes

*All Vehicles Nanite Auto Repair

*Additional ranks no longer reduce the delay

*The delay is 12 seconds across all ranks (That is still going to feel like 10 minutes when you are under fire).

*All Vehicles Night Vision Optics

*Night vision adjusted to have a longer range and a slightly brighter green.

Flash Stealth Certification

*Reduced to 4 ranks like other vehicles.

*The certification line has been reset and previously spent points have been refunded.

*The benefit at max rank for the new line remains the same as the previous max rank.

Magrider Magburner

*Increased regeneration rate of lower ranks.

*Seconds required to fully regenerate from 60/48/34/20 going down to 35/30/25/20.

Vanguard Shield

*Amount blocked by shield reduced from 3000 to 2000.

*Duration of shield has been normalized across all ranks to be 6 seconds (when it is not destroyed via damage)

Prowler Anchored Mode

*Projectile speed is now normalized at +30% across all ranks.

Harasser

*Stock armor damage reduction increased from 37% to 39% (You probably wouldn't have noticed but once again NANITES!)

*This mostly makes some sources of damage less spikey. (Note: both spikey and blunty damage will blow up your vehicle).

*Most big hitting weapons still destroy in the same amount of hits

*Stock resistance to infantry small arms increased from 80% to 82%

*With the stock armor changes this places the resistance to this type 50% of the way back towards the pre-PU02 values

*Harasser turbo now consumes 50% less fuel while active, allowing for a longer boost

*This is the pre-pu02 value

*Turbo is now standard on all Harassers. (Now everyone can feel the need for speed!)

*This frees up the utility slot for other options. (No you still cannot add hydraulics.)

*The certification line still exists, but as a passive bonus

Vehicle Weapon Tuning

M20 Basilisk

*Basilisk is performing too well at long ranges.

*Reduced minimum damage range from 130 to 100 meters (Sunderer and tank version only)

*Projectile speed reduced from 600 meters per second to 550 (all versions)

M12 Kobalt

*Needs improvements to be a more competitive load out option. While certainly effective as a long range anti personnel weapon, it gives up a lot to do so. The changes below should improve that role and make it more effective against light armor.

*Minimum damage increased from 143 to 154

*Minimum damage range decreased from 130 to 110 (Tank and Sunderer versions only)

*Projectile speed increased from 600 meters per second to 650

*Pitch up limit increased from 65 degrees to 80 (same as walker and ranger)

C85 Canister

*Still could use improvements in the anti-personnel and anti-light armor rolls.

*Removed CoF penalty (pellet spread remains) (Yup we track pellet spread)

*Downward elevation range increased from 17 degrees to 35, (25 to 35 degrees on Harassers) allowing the close range weapon to hit stuff at close range

*Stock magazine size increased from 8 to 10

* The following changes are intended to extend the range of 2 shot kills by a few meters

*Headshot multiplier increased from 1.5 to 2

*Legshot multiplier decreased from 0.9 to 0.95 (No seriously there is a legshot multiplier...).

*Minimum damage range increased from 40 meters to 42 (30 to 31 on Harasser variant)

*ESF resistance to the C85 canister lowered from 80% to 75%

*Harasser resistance to the C85 canister lowered from 72% to 69%

Saron HRB

*It is too effective as an anti-infantry weapon.

*Blast damage reduced from 367 damage to 200 damage (334 to 200 for Harasser version)

*This makes it require 3 direct hits to drop non infiltrators instead of 2. (Sorry Infiltrators. Maybe if you'd stop wrapping yourself in those weird flashy nanocloaks you'd live longer).

*Inner blast damage radius increased from 0.5 meters to 1 meter

Enforcer ML85

*It is too strong in the anti-tank category. The below changes should bring it closer in line with other weapons like the Halberd.

*Magazine size reduced from 10 to 8

*Reload speed increased from 3 seconds to 3.25 seconds

*Ammo capacity decreased from 100 to 80

*Ammo capacity per rank decreased from 10 to 8

G30 Vulcan

*The Vulcan is missing too many shots at 100 meters. (See? You aren't that horrendous of a shot!)

*Increasing COF sight range from 75 meters to 100 meters

G40-F Ranger

*Needs to perform a little bit better

*Camera and muzzle flash has been adjusted to block less of the reticule

*Flak damage increased from 45 to 50

*Ammo capacity being increased from 490 rounds to 800

*Ammo capacity per rank increased from 16 to 70

Lightning C75 Viper

*The weapon is too effective in both anti-tank and anti-personnel. Both aspects are being toned down

*Direct hit reduced from 400 to 345 damage

*This makes it so all HEAT cannons kill faster than the C75 viper.

*Blast damage reduced from 600 to 500 damage

*This reduces the radius for two hit kills by 0.5 meters

*Can no longer one hit kill infantry on a direct hit

Prowler P2-120 HEAT

*The double barrel is too effective against personnel; the following changes are intended to bring it more in line.

*Blast damage reduced from 700 damage to 650 damage

*Inner blast damage radius reduced from 1.5 meters to 1 meter

*The above two changes reduce the effective two hit kill radius by 0.5 meters

Prowler P2-120 HE

*Similar to the HEAT version, the damage is a bit too high, for the HE we are just adjusting the damage.

*Blast damage reduced from 700 damage to 650 damage

Liberator L-24R Spur

*CoF reduced from 0.75 degrees to 0.3 degrees.

Liberator Dual-75 Duster

*Reduced maximum CoF from 8 degrees to 6 degrees.

Air Hammer, M14 Banshee, AP30 Shredder

*Bullet impact FX has been updated to have a small explosion, to better represent that these fire explosive rounds.

M18 Needler:

*Increased magazine size

*Magazine size increased from 70 to 75

*Ammo resupply rate increased from 140 to 150 per tick

*Ammo capacity increased from 840 to 900

*Ammo per rank increased from 70 to 75

M40 Fury:

*Increased ammo resupply rate

*Flash variant increased from 8 to 16

*Harasser variant increased from 8 to 24

*Sunderer variant increased from 8 to 32

Infantry Weapon Tuning

NC

Carnage AR

*Lowering the muzzle velocity to match this weapon's short-to-medium range role.

*Muzzle velocity lowered from 600 to 580

GD-7F

*This weapon had a lower total recoil magnitude than weapons with a slower rate of fire. The below recoil increase corrects this.

*Vertical recoil increased from 0.3 to 0.31

GD-22s

*Projectile velocity increased from 580 to 620 to match this weapon's longer range role.

Gauss SAW S

*Faster equip rate, both base and when a forward grip is attached.

EM6

*Recoil recovery is being slowed down to match the general pattern of high-capacity, high-RPM (per damage class) LMGs having the lowest in class recoil recovery. This change makes the weapon more consistent with other LMGs.

*Recoil recovery slowed down from 13 to 12

EM1

*The opposite of the above. Recoil recovery is being improved to match this weapon's lower rate of fire and longer range role.

*Recoil recovery is faster, from 12 to 13

AF-4 Cyclone

*Small short reload adjustment to get this weapon's damage over time output more aligned with the SMG standard. Increasing recoil because this weapon is performing too well at range.

*Short reload increased from 1.75 to 1.855

*Vertical recoil increased from 0.22 to 0.24

*Min horizontal recoil increased from 0.2 to 0.212

*Max horizontal recoil increased from 0.3 to 0.304

LA8 Rebel

*Improving reload speeds to correct this weapon taking too large of a damage over time penalty.

*Short reload is faster, from 1.8 to 1.7 seconds

*Long reload is faster, from 1.5 to 1.4 seconds

NC05 Jackhammer

*This weapon is outputting too much damage over time when using the faster firing single-shot mode. The below reload adjustments correct this.

*Short reload increased from 2.6 to 2.7 seconds

*Long reload increased from 3.65 to 3.7 seconds

TR

Cycler TRV

*The below recoil adjustments are a small increase to overall accuracy.

*Min horizontal recoil reduced from 0.275 to 0.272

*max horizontal recoil reduced from 0.3 to 0.295

SABR-13

*Projectile speed increased from 600 to 620 to match this weapon's longer range role.

T1B Cycler

*Increasing ammo to 42 so that the burst count matches up.

T1S Cycler

*Short reload increased from 2.7 to 2.52 seconds to better align the damage over time output with the S-class weapon standard.

TAR

*Very small recoil adjustment and damage over time increase when using the short reload.

*Max horizontal recoil reduced from 0.3 to 0.297

*Short reload is faster, from 3.0 to 2.97 seconds

*Fixed the weapon being held in a slightly different position in the single-shot hip-fire fire mode. Small adjustment to overall hip-fire held position so the weapon transitions to aimed mode smoother.

TRAC-5 Burst

*Increasing ammo to 42 so that the burst count matches up.

TRAC-5 S

*Short reload is faster, from 2.7 to 2.595 seconds to better align the damage over time output with the S-class weapon standard.

LC3 Jaguar

*The below recoil adjustments are a small increase to overall accuracy

*Min horizontal recoil reduced from 0.245 to 0.243

*Max horizontal recoil reduced from 0.275 to 0.273

T9 CARV-S

*Reducing max horizontal recoil to better match the ROF tradeoff when compared to the base CARV.

*Max horizontal recoil reduced from 0.225 to 0.2119

*Fixed the muzzle flash being different in burst and single-shot fire modes

T32 Bull

*Short reload faster, from 3.195 seconds to 2.890 seconds

*Muzzle velocity increased from 600 to 670

SMG-46 Armistice

*The below recoil adjustments are a small increase to overall accuracy

*Min horizontal recoil dropped from 0.35 to 0.347

*Max horizontal recoil dropped from 0.4 to 0.376

*Bullet speed increased from 360 to 370

PDW-16 Hailstorm

*Max horizontal recoil dropped from 0.35 to 0.331

*Recoil recovery increased from 18 to 20. Now tied with the NS-7 PDW for best in class.

*Bullet speed increased from 335 to 360

T7 Mini-Chaingun

*Small increase to starting (pre-spool) refire rate. The fully spooled up fire rate remains the same.

*This weapon now has a fixed cone of fire when using the aimed fire mode.

*The hip cone of fire is now capped at 3 (standard is 7).

*Added a Ballistic Rapid Refire Toggle attachment (Yes we know what you guys wanted...sorry!)

*The Ballistic Rapid Refire Toggle overclocks the Mini-Chaingun's motor drive, allowing it to both spin up faster and increasing its rate of fire.

T2 Striker

*Max projectile speed increased from 100 meters per second to 125

VS

H-V45

*Lowering the muzzle velocity to match this weapon's short-to-medium range role.

*Bullet velocity reduced from 590 to 570

CME

*Increasing overall accuracy

*Bullet velocity increased from 630 to 670

*First shot recoil reduced from 2.5 to 2.0

*Max horizontal recoil reduced from 0.225 to 0.22

Corvus VA55

*Improving accuracy of the initial burst.

*First shot recoil reduced from 1.85 to 1.75

Serpent VE92

*Like the NC's GD-7F, this weapon had a lower total recoil magnitude than weapons with a slower rate of fire. The below recoil increase corrects this.

*Vertical recoil increased from 0.245 to 0.255

*First shot recoil increased from 2.75 to 3.0

Orion


*Lowering the muzzle velocity to match this weapon's short-to-medium range role.

*Projectile velocity reduced from 615 to 570

SVA-88


*Lowering the recoil recovery to match this weapon being a more closer range LMG (0.75x move speed + better than average hipfire).

*Recoil recovery reduced from 13 to 12

Ursa

*The below recoil adjustment improves accuracy.

*Max horizontal recoil reduced from 0.1875 to 0.182

Eridani SX5

*The below recoil adjustment improves accuracy.

*Max horizontal recoil reduced from 0.4 to 0.392

Cerberus

*Improving reload speeds to correct this weapon taking too large of a damage over time penalty.

*Short reload is faster, from 2.1 to 2.0 seconds

*Long reload is faster, from 1.75 to 1.65 seconds

*Reduced suppressor muzzle velocity penalty to match this weapon having a lower than average base velocity

Coramed Labs Updated


*Revamped Coramed Labs and surrounding area on Indar. Combat between Dahaka and Indar Excavation is much more enjoyable.

Misc

*Update to Reaver texture, empire colors, and camo patterns.

*Fixed Reaver viper fin skinning bug.

*Defend Missions will once again be created if enemy population is significant in a vulnerable facility. Defend missions once again require the enemy presence to be significantly reduced before the mission will end. (No more just making faces at each other through a spawn room shield).

*Capture status for the current facility will now always show when a player is in the facility area regardless of whether that facility is the player's current mission.

Bugs Fixed

*Fixed various client and zone crashes

*You will no longer play the death animation in the spawn tube after respawning.

*Fixed various art and terrain issues on Indar, Amerish, and Esamir. Includes fixes to missing textures, gaps in terrain, missing or floating turrets on bases, holes you can get stuck in, rocks inside buildings, and even the replacement of entirely missing buildings.

*Fixed missiles fired from the AV Mana turret not being visible to other players. (No more free stealth tech).

*Decals will once again display correctly on the Harasser.

*Dalton and Zephyr now have different sound effects.

*Updated the Harasser turbo tooltip to be more accurate.

*Hornet missiles should no longer appear to come from the cockpit of the plane when fired in first person.

*Flashlights will no longer force players to hold the gun in the ready to fire position while sprinting.

*Infantry should no longer be able to move vehicles by jumping from underneath them. (You weren't really that strong.)

*Magazine now falls out of NS semi auto sniper on reload.

*Fixed various animation issues.
 

Regime

LOADING, PLEASE WAIT...
<Aristocrat╭ರ_•́>
16,441
37,864
Wow I really like it. Is there an ETA on release? I'll def come back to check that out and play on Endor.
It's been around since August on Test. Opening day was the PS2 event at SOE live.

It's pretty cool but surprised it took this long to release.