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Planetside 2 |OT| Closed Beta

Cindres

Vied for a tag related to cocks, so here it is.
YES, HOME BROADBAND AGAIN.

Oh man I can finally play on my new PC. So excite.
 

Cindres

Vied for a tag related to cocks, so here it is.
Got a good hour and a half in just now. Oh man, everything I wanted it to be, looks awesome, plays awesome.
 

Acheteedo

Member
How do you deploy a turret as an engineer? Pressing the ability button doesn't do anything :S

EDIT - Never mind, figured it out, need to press 5 then deploy it!
 

Jhriad

Member
How do I get that resource I need to unlock?

You need Auraxium to unlock them. You gain Auraxium over time by your empire holding the main bases (Bio Labs, Tech Plants, Amp Stations). You also get Auraxium when you gain experience in Auraxium territories including the 500xp bonus from securing/resecuring a base.
 

MrBig

Member
New capture and facility mechanics

Facilities will go from 300 seconds to secure at 100% influence, 600 at 50%, 900 at 33%, and 2700 at 0% influence.
Small outposts go from 60 seconds to secure at 100% influence, 120 at 50%, 180 at 33%, and 540 at 0% influence.

some of these numbers may seem a bit long, but we're considering the influence average for engaging in a base capture to be somewhere between 33-50% to be a 'fair fight', that means that a facility will be 10-15 minutes to secure and a outpost will be 2-3

We're moving over to an interact method to set charges on generators which will have a fixed time before they detonate, we're going to start with around 45 seconds for shield gens and 90 seconds for spawn generators, but this of course is open to adjustment. This will force the attackers to actively defend the sub-objectives once they place the charges, and allow defenders to have a more choices in how they defend bases, rather than just stacking up on the capture consoles.

Currently primary facilities provide fantastic defensive positions, spawn points for vehicles and infantry, exert a lot of influence due to their large region size, and of course give you that delicious, delicious Auraxium. However, they don't add a lot of strategic depth to the fight for the continent. To address this we're planning on adding specific facility benefits to base types, similarly to benefits that facilities granted in PlanetSide.

The current design would mean that facilities that are linked via territory control would apply benefits such as :

Tech Facility - ability to spawn heavy offensive vehicles (MBT, Liberator) at connected facilities, towers.
Biolab - slightly reduced respawn time at connected outposts, facilities, towers
Amp station - reduced vehicle spawn times, enhanced turrets



Most of the certs are going to be available soon, with balanced prices
 

mr_nothin

Banned
Fuuuck yes!!! Been waiting for longer capture times and base benefits. I swear every patch is like christmas. I love how this game is turning out :)
 

Jhriad

Member
Tech Facility - ability to spawn heavy offensive vehicles (MBT, Liberator) at connected facilities, towers.

No thanks. This stuff worked in PS1 because the server population was spread among several continents, not every empire had a guaranteed Sanctuary link on every continent, and if you didn't get one tech plant you could try to swing around and take another. There were more Tech Plants on the avg continent than there are on PS2 Indar. Now when one empire is taking it from both sides and gets pushed back toward their warpgate they not only lose the ability to pump out all vehicles because of resource shortages but now they can't even roll a concentrated armor column to push the front back? Yeah, that's going to work out great.
 

MrBig

Member
No thanks. This stuff worked in PS1 because the server population was spread among several continents and if you didn't get one tech plant you could try to swing around and take another. There were more Tech Plants on the avg continent than there are on the current continental setup. Now when one empire is taking it from both sides and gets pushed back toward their warpgate they not only lose the ability to pump out all vehicles because of resource shortages but now they can't even roll a concentrated armor column to push the front back? Yeah, that's going to work out great.

That isn't part of the next patch. It probably won't be implemented until at least Esamir is pushed to Beta for the exact reasons you mention. They're mentioning it now to keep us informed and to get feedback/suggestions.
 

Jhriad

Member
That isn't part of the next patch. It probably won't be implemented until at least Esamir is pushed to Beta for the exact reasons you mention.

Those reasons I mentioned won't change with the addition of Esamir. You'd need to rework Indar (Mao honestly needs to be moved further south anyways), and given how late this stuff is being thought about, probably part of Esamir as well. Even still I don't think a penalty as stiff as the old Tech Plant would work within the current resource intensive framework. PS1 you could hold one base with enough dedicated infantrymen. In Planetside 2 if your empire gets shoved into a corner you might as well wait for whoever pushed you there to get distracted because you probably aren't moving with how quickly our resource pools deplete without healthy incoming resource ticks. Restricting MBTs like that would make it even less likely that a down empire would be able to recover.
 

MrBig

Member
Those reasons I mentioned won't change with the addition of Esamir. You'd need to rework Indar (Mao honestly needs to be moved further south anyways), and given how late this stuff is being thought about, probably part of Esamir as well. Even still I don't think a penalty as stiff as the old Tech Plant would work within the current resource intensive framework. PS1 you could hold one base with enough dedicated infantrymen. In Planetside 2 if your empire gets shoved into a corner you might as well wait for whoever pushed you there to get distracted because you probably aren't moving with how quickly our resource pools deplete without healthy incoming resource ticks. Restricting MBTs like that would make it even less likely that a down empire would be able to recover.

What would have them do then? It seems like you're assuming that people wouldn't have the sense to back off of a continent and regroup somewhere else where the faction does hold territory and push there instead of fighting a losing battle.

PS2 is going to be a lot more punishing for defeat than PS1 and I like that. You can't just retreat to the sanc and rebuild a massive army of vehicles, you actually have to hold territory somewhere at all times.

Last night for example AT/VS cut the NC off from all the facilities on Indar and most of their resource income. At that point the NC was able to just keep throwing tanks and air back at the line AT created instead of being forced into a situation where they would have to leave the continent. Currently if an outfit wanted to they can stagger their troops spawning of vehicles so that each position in one just keep spawning one class of vehicle for another driver and then spawning their own so that you could practically not run out of resources while being cut off from them for a long time.
 

Jhriad

Member
What would have them do then?

Make the Tech Plant bonus like the other two bases. Helpful, even decisive in specific cases, but not a make or break it situation. Seems pretty obvious. Losing the Planetside 1 tech plant bonus along side the loss of a lot of resources in a losing situation would make it impossible to do much of anything until the other empires refocused on each other.

It seems like you're assuming that people wouldn't have the sense to back off of a continent and regroup somewhere else where the faction does hold territory and push there instead of fighting a losing battle.

Seems like you're assuming most servers won't have the 2 (or maybe 3) launch continents at or almost pop locked for each empire. Except Vanu. They'll probably have open slots. Besides did you ever actually PLAY Planetside 1 in the days when it had actual population? There were tons of examples where empires would get pushed back to one base and hundreds of people would stick around, for better or worse, to hold that one base. Even if there are open slots elsewhere, which I doubt, a lot of people will try to gut it out.

PS2 is a lot more punishing for defeat than PS1 and I like that. You can't just retreat to the sanc and rebuild a massive army of vehicles, you actually have to hold territory somewhere at all times.

Yeah... Good luck holding all these Planetside 2 structures that are wide open to tank assaults or even Liberator runs without the ability to pull MBT and Libs of your own. Need to recap the point? Repair a gen/SCU? Oh, I'm sorry, there are several tanks lobbing shells constantly into the doorways and windows. Defense is a lot more vehicle dependent in Planetside 2 because of how open the new base designs are.
 

MrBig

Member
Yeah I didn't play PS1 in its prime so I can't really say anything for sure. Perhaps doubling the spawn timer or resource cost would be effective in restricting the heavy vehicles, but still allowing a push to be successful if organized.

e: Higby saying that you'd still be able to spawn all vehicles at the warpgate if they went down that route



Here's my Ultra config for useroptions.ini for anyone that has a good rig

Code:
[Rendering]
GraphicsQuality=4
TextureQuality=0
ShadowQuality=3
RenderDistance=-1.000000
Gamma=0.000000
MaximumFPS=59
VSync=0
OverallQuality=-1
LightingQuality=5
FogShadowsEnable=1
EffectsQuality=5
TerrainQuality=5
FloraQuality=5
ModelQuality=5
ParticleLOD=3
MotionBlur=1
AO=0
VerticalFOV=59
GpuPhysics=1

Anywhere from 30-59 fps. 3570k @4.4ghz, GTX 670 @1280mhz, 2560x1440.

Of course if you want to kill performance via downsampling you can adjust "RenderQuality=1.000000" to a value above 1 and put shadows up to 5.
 

mr_nothin

Banned
The devs have been involved on the forums ALOT over the past week+
They even addressed Jihad's concern directly. Higby didnt go into full details but he acknowledged the problem and stated the devs are having the same debates internally so they at least they arent totally blind to all the negative possibilities.

Does anybody else look around the forums and on the dev twitter accounts religiously? I cant get this game out of my head. I'm always searching for dev commentary so I can get insight as to where the game will be heading.

And there's always a complaint/concern/suggestion that I have but it always has been covered or it's always covered right as I'm about to post about it on the forums. For example, with the latest patch....I was wondering they dont tell us what vehicle spawns are available at each spawn point. I look on Higby's twitter and he already replied to someone else wondering the same exact thing:

https://twitter.com/_elsrickle/status/247064755532091392
 
I have two n00b questions:

1. If I lock a Galaxy can people still spawn on it?
2. Am I the only one who can drive/pilot vehicles that I spawn?
3. Do getting certs to upgrade weapons take forever? I feel like I am doing something wrong...
 
Yeah I didn't play PS1 in its prime so I can't really say anything for sure. Perhaps doubling the spawn timer or resource cost would be effective in restricting the heavy vehicles, but still allowing a push to be successful if organized.

e: Higby saying that you'd still be able to spawn all vehicles at the warpgate if they went down that route



Here's my Ultra config for useroptions.ini for anyone that has a good rig

Code:
[Rendering]
GraphicsQuality=4
TextureQuality=0
ShadowQuality=3
RenderDistance=-1.000000
Gamma=0.000000
MaximumFPS=59
VSync=0
OverallQuality=-1
LightingQuality=5
FogShadowsEnable=1
EffectsQuality=5
TerrainQuality=5
FloraQuality=5
ModelQuality=5
ParticleLOD=3
MotionBlur=1
AO=0
VerticalFOV=59
GpuPhysics=1

Anywhere from 30-59 fps. 3570k @4.4ghz, GTX 670 @1280mhz, 2560x1440.

Of course if you want to kill performance via downsampling you can adjust "RenderQuality=1.000000" to a value above 1 and put shadows up to 5.
Where is the settings.ini located? Also is there a setup for someone with a dual core who just wants to run the game without fancy looking crap?
 

cametall

Member
Changing the rocket launcher's reticle to iron sights is a terribad idea. I can't aim for shit now unless I'm in point blank range.
 

Jhriad

Member
I have two n00b questions:

1. If I lock a Galaxy can people still spawn on it?

No idea. Might be worth testing though.

2. Am I the only one who can drive/pilot vehicles that I spawn?
If you go into the vehicle management screen, currently keybound to page down I think, you can set your vehicle to squad/platoon. Last I tested if you do this your squadmates can drive/pilot the vehicle as well.

3. Do getting certs to upgrade weapons take forever? I feel like I am doing something wrong...

Yes and no. You'll get more cert points wherever you can get the largest chunks of xp so if you're doing something that isn't generating a lot of experience you're not getting cert points as quickly as you otherwise could in a high xp situation. Make sure to stick around for base/outpost secure points as those are almost always worth a cert point. Some of the certs do take a while (I'm saving for the 500 point CR3 certification) but the weapon certs should be relatively quick to get. It feels like cert acquisition could be a tad faster but since they've got to make money somehow I understand the current rate of acquisition.
 

Herla

Member
Soo...is there a way to use mouse look while flying?
I don't care about barrel rolls, I just want to fly properly :(
 

Animator

Member
Can someone please send me a friend/outfit invite please. Playing west 1 TR right now as: robocop3

I am tired of playing this game alone :(
 

cametall

Member
Soo...is there a way to use mouse look while flying?
I don't care about barrel rolls, I just want to fly properly :(

I would love for there to be a "look around" feature in aircraft (ala DayZ's hold alt to pan around). It's soooo easy to lose enemy aircraft, and they're actually right next to you!

Bitchy NC question here, do we have the shittiest assault rifle in the game (heavy assault class)? Is this a "balance" thing for having the super nice bolt action sniper rifle?

Maybe it's because I'm on the receiving end, but TR assault rifles appear as if they shoot perfectly straight and do a lot of damage.

Maybe NC's assault rifle does more damage, but it feels like even in burst fire the thing has 0 accuracy unless I'm practically grinding on the enemy.... /rant
 

Moaradin

Member
There is a feature to look around when you are in an aircraft. You just hold down Alt or Ctrl (I forgot the specific keybind, but it's there).
 
Anyone else unlock the M60 mortar for the Liberator? That thing is poooop-tastic. It has a reticle that doesn't have any indication on where the mortar will impact. It's range is that of the mortarman actually throwing the round out of the back of the aircraft and nothing like it launching away. I can't even get a gauge on how destructive it is because of these difficulties; I haven't hit a single enemy. The mortar has been fixed at least once before - a few patches ago it suffered the same problem as the grenade launchers - upside down. So how could it be fixed? Establishing a dedicated role is a first step.

The idea of using mortars on aerial platform is not old-fashioned or unusual, but it has recently been done using a clever stabilizing system and GPS guidance. That allows existing dumb-mortars to be given new life on the wings of UAV's and other alternative attack packages. This allows allows them to dropped from on high, like way the fuck up there. But the mortars we have for the attack platform(Liberator) in PS2 is just the plain ol' dumb variety and it doesn't work. They seem to function as a lower powered, harder to use version of the bomb. If you want to fly low and slow enough to use the M60, you are vulnerable to both ground and air attack. The M60 replaces the tail gunners MG. The only defense from air and ground targets is to hope your bomber and mortarman can take out the baddies before you get dropped, then get the hell out of there. Some coordination with squadmates can net you an escort, of course, but that isn't a specific solution to the M60 - it's a solution to everything.

The M60 needs a reliable targeting solution, a faster firing rate, a slighter larger splash radius, and reduced damage to light armor to be the effective anti-infantry role.
 

mr_nothin

Banned
Anyone else unlock the M60 mortar for the Liberator? That thing is poooop-tastic. It has a reticle that doesn't have any indication on where the mortar will impact. It's range is that of the mortarman actually throwing the round out of the back of the aircraft and nothing like it launching away. I can't even get a gauge on how destructive it is because of these difficulties; I haven't hit a single enemy. The mortar has been fixed at least once before - a few patches ago it suffered the same problem as the grenade launchers - upside down. So how could it be fixed? Establishing a dedicated role is a first step.

The idea of using mortars on aerial platform is not old-fashioned or unusual, but it has recently been done using a clever stabilizing system and GPS guidance. That allows existing dumb-mortars to be given new life on the wings of UAV's and other alternative attack packages. This allows allows them to dropped from on high, like way the fuck up there. But the mortars we have for the attack platform(Liberator) in PS2 is just the plain ol' dumb variety and it doesn't work. They seem to function as a lower powered, harder to use version of the bomb. If you want to fly low and slow enough to use the M60, you are vulnerable to both ground and air attack. The M60 replaces the tail gunners MG. The only defense from air and ground targets is to hope your bomber and mortarman can take out the baddies before you get dropped, then get the hell out of there. Some coordination with squadmates can net you an escort, of course, but that isn't a specific solution to the M60 - it's a solution to everything.

The M60 needs a reliable targeting solution, a faster firing rate, a slighter larger splash radius, and reduced damage to light armor to be the effective anti-infantry role.

So more like this?
No thanks...
 

Liberty4all

Banned
Got alpha squad pack and bought 60 bucks worth of station cash. Theyhave a promo this weekend that pre paid cards from gamestop are worth double so my 60 dollars became 120. Plus the 40 dollars worth with the alpha pack gives me 16000 in station cash.

Think I'm ready for launch now :)
 

mr_nothin

Banned
Got alpha squad pack and bought 60 bucks worth of station cash. Theyhave a promo this weekend that pre paid cards from gamestop are worth double so my 60 dollars became 120. Plus the 40 dollars worth with the alpha pack gives me 12000 in station cash.

Think I'm ready for launch now :)

I'll still kill you. All your money cant buy skill!
 

Liberty4all

Banned
I'll still kill you. All your money cant buy skill!

Edited my above post. It's actually 16000 in station cash :p


Honestly my playtime nowadays is limited however I played ps1 for 3 years so I expect to get good mileage on this ... I wanted to support the development team too.

What exactly will station cash be able to buy in game anyways at launch? Implants I'm sure and xp boosts. Weapon, certs and vehicle unlocks?
 

mr_nothin

Banned
Edited my above post. It's actually 16000 in station cash :p


Honestly my playtime nowadays is limited however I played ps1 for 3 years so I expect to get good mileage on this ... I wanted to support the development team too.

What exactly will station cash be able to buy in game anyways at launch? Implants I'm sure and xp boosts. Weapon, certs and vehicle unlocks?

You wont be able to directly buy anything that affects gameplay...besides XP boosts. You cant buy weapons, certs, or vehicle unlocks. Only things you can buy are implants, XP boosts, and cosmetic things.
 

MrBig

Member
Edited my above post. It's actually 16000 in station cash :p


Honestly my playtime nowadays is limited however I played ps1 for 3 years so I expect to get good mileage on this ... I wanted to support the development team too.

What exactly will station cash be able to buy in game anyways at launch? Implants I'm sure and xp boosts. Weapon, certs and vehicle unlocks?

Yeah I don't even care about anything in the Alpha Squad but I bought it just to give SOE my money
 
So more like this?

No thanks...

Hah, no. No, thanks, not at all. I didn't say anything that would imply that, but the video was funny for all the carnage that was going on. To begin with, my post was about the airborne mortar and not ground-based . If you would look up a bit, you'll see that I suggested the damage to light armor be reduced. I also would like minimal damage to MBTs, as well, or no damage. I would think that which does little damage to light armor would be assumed to do little or no damage to heavy armor, but I see that isn't a shared thought. So, little or no damage to heavy armor. The firing rate in that video was crazy sauce, and so was the reload speed. None of that, please.

You wont be able to directly buy anything that affects gameplay...besides XP boosts. You cant buy weapons, certs, or vehicle unlocks. Only things you can buy are implants, XP boosts, and cosmetic things.

The Alpha Squad unlocks 12 weapons (each class and Empire).
 

mr_nothin

Banned
Yeah I don't even care about anything in the Alpha Squad but I bought it just to give SOE my money

I will buy it eventually also because I want to throw money at SOE to support them. I'll only buy cosmetic things and wont even use the XP boost.

Hah, no. No, thanks, not at all. I didn't say anything that would imply that, but the video was funny for all the carnage that was going on. To begin with, my post was about the airborne mortar and not ground-based . If you would look up a bit, you'll see that I suggested the damage to light armor be reduced. I also would like minimal damage to MBTs, as well, or no damage. I would think that which does little damage to light armor would be assumed to do little or no damage to heavy armor, but I see that isn't a shared thought. So, little or no damage to heavy armor. The firing rate in that video was crazy sauce, and so was the reload speed. None of that, please.

I was just joking ;)
I saw "m60 pooptastic" and thought of that video lol
 
I will buy it eventually also because I want to throw money at SOE to support them. I'll only buy cosmetic things and wont even use the XP boost.



I was just joking ;)
I saw "m60 pooptastic" and thought of that video lol



Ahh, gotcha. Sorry if I came off angry, I apologize for the tone. I just unlocked the Walker turret for the back of the bomber and I'm excited to use it. I hope it tears shit apart.
 

Liberty4all

Banned
You wont be able to directly buy anything that affects gameplay...besides XP boosts. You cant buy weapons, certs, or vehicle unlocks. Only things you can buy are implants, XP boosts, and cosmetic things.

I haven't played around with implants at all. What do they do exactly? When I looked at the menu it seemed like they gave time limited boosts although I can't remember to what.

I'll most likely use the station cash to grab xp boosts and cosmetic toys.
 

mr_nothin

Banned
I haven't played around with implants at all. What do they do exactly? When I looked at the menu it seemed like they gave time limited boosts although I can't remember to what.

I'll most likely use the station cash to grab xp boosts and cosmetic toys.

Implants just decrease the amount of time it takes to get things. Reduces spawn timer for vehicles and boost's XP gained by a certain percentage...that kind of thing.
 

mr_nothin

Banned
HOLY TANK TRAFFIC JAM!
This is going on right now on the West 01 server
iibDhHqLCBdty.png

iOzeRA2MOIQRG.png
It's all co-ordinated and everybody's paying attention and following directions.
 
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