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Alright here are my impressions:
bottom line, i approve and welcome the lattice (lettuce) even in its bare bones, flawed state, It greatly promotes the games core feature; big, giant battles.
Some concerns , such as issue of "lack of tactics/strategy" that people bring up are subjective, and tend to extremely find ways to have different definitions and beliefs from various people. therefore what i will list will be things that the lattice offers as well as what it is lacking:
1. The lattice frowns upon ghost capping with the lanes having pre determined directions of where to go, usually 2 to 3 choices of directions, this eliminates the options of small squads or less, to jump around the map, cap territories and continue on their way without the obligation of defending said territory. now they do have a choice to hunker down and defend, but in most cases they opt to avoid the enemy as much as possible, and take land for quick xp/certs. the lattice, instead funnels people into the fight, again with predetermined directions to go, the overall battle flow is set, putting groups of soldiers in areas where they either have to defend, or advance- so bridge battles, combined arms, multiple counter attack situations are FAR more visible and FAR more frequent. This also gives commanders a chance in building front line defenses, or legitimate counter attacks to throw at the enemy, as for scouts and logistic oriented individuals, this makes their job alot more easier focusing alittle less on what direction(s) the enemy may attack from and more on what the enemy make up they may be facing. 2. The lattice punishes small squads Unfortunately, the lattice in its current state, punishes small squads. small squads/outfits as a whole still have a function, but they are in most cases tied to the hip of the zerg simply due to having no alternatives of attacking the enemy except head on. in pure speculation, if the lattice continues to be used and built upon, i do forsee the potential of bases having greater importance of funneling resources around the territory. much like generator lockdowns in the first planetside, it wouldnt be far fetched if Bases that: A. have key refinery benefits that help accumulate resources (air,infantry vehicle) faster or more in large bonuses and B. having resources be funneled via lattice including said benefits depending on which base gives them. I beleive if that option is ends up becoming possible down the road, then small squads would have a great importance of severing resource lattice's via a "resource generator". nothing worse than having your zerg lose their supply line- attrition sets in, and things fall apart. again, all speculation.
3. the lattice still gives potential backhacking much like the hex, if any left over territory is still in the hands of the enemy, then they still have the ability of regaining their lost land back without the connection of their warpgate
4. unstable netcode with GU09 and the lattice, well....big battles unfortunately bring big consequences, from several no hit bugs to people disappearing and reappearing in front of you, the server ..and the hamster, im certain has exploded into a million pieces, twice last night and the night before. imo it was to be expected, but im sure they got alot of data/notes from the insanity.
Overall, I enjoyed all the fights involving the lattice, the strong ability of logging in, getting into a fight with little down time brings alot to the game. now if only scarred mesa can get hit by a meteor also.
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even in its bare bones form it is providing big fights as promoted, and less platoons or people capping bases for easy xp. making plans to play through the lettuce some more later tonight. |
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Hey there, I want to add this to help you with your experience of playing this game:
1. Killing is not everything - ya people and outfits will clamor for grabbing the twitchiest of soldiers, but those who do support, or non killing roles have a just as strong importance. a. galaxy pilot either for transporting soldiers point A to B, or a pilot of a gunner crew, b. sunderer driver, either for transporting troops to locations, OR can be set up as a mobile ammo/repair depot for vehicles that dont want to drive all the way back to the nearest outpost to rearm/repair c. medic, even though medics are capable of killing (alot) they can also do quite abit of healing these rolls in the CURRENT state of the game offer average to pretty good experience point gain when your in a heated battle
2. Indirect Combat is a option- If aiming at your enemy is not your strong suit, you do have other options of killing your enemies using land mines or having your fellow allies kill people for you a. Tank mines - you can cause abit of havok as a Engineer laying tank mines in the battlefield, its important to predict the direction of where the enemy will attack next for it to be effective b. proximity mines - mines for soldiers, laying them in bases and moving on to other places does wonders c. C4 - remote controlled, can hide around a rock and wait for victims to get near you or have it set up with your tank mines to double the damage (this may have been taken out or soon to be changed due to it being too effective =/ ) d. spotting enemies- you can spot important targets for greenies to shoot at, no enemy wants their important assets to be visible let alone targetted, esspecially if they need it to take a base gaining experience in this route varies, and takes patience.
the more you play (and die..sorry, dying alot is mandatory no matter what K/D you have) the more you will grow and find a role or style you are most comfortable in. that also involves choice of weapons.
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the biggest beef now looks to be th cap times, where capturing a base takes way to long. to me this is normal, due that the cap times is alot more similar to when capping a base in PS1 , it took this long.
didnt take SOE long to make a hot fix the day after this patch was released, lowering the cap time. either way, my eyes are still directly set at the new lattice system, people are going to be forced to fight and get their teeth kicked in and less ghost capping bases.
and on a personal note, the crown needs to be hit by a perpetual orbital strike beam for all eternity. |
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Here it is Gu07 Lattice System and Max changes have be placed back in the shed to be worked on some more before releasing.
NC Warden, TR AMR-66, Eidolon VE33
NC AF-18 Stalker, TR SOAS-20, VS Artemis
NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
VS Comet VM2
VS Blueshift VM5
VS Nebula VM20
VS Cosmos VM3
VS Lasher X2
TR T7 Mini-Chaingun
Bug Fixes
Vehicle Updates
Facilities Updates
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Overall Im positive about it, there are some things about the alert system unfortunately brings into light of empire imbalances on some servers, it really chocks up the issue of those wanting to be on the winning side all the time. additionally since there are only 3 maps at the moment (until hossin and searhus etc. get released) the alert system is at risk of becoming stale for players that dont like following orders, or players who are forced to follow the battle, whic happens to be on a continent that they hate most (a.k.a. Indar..or CrownLand).
when more options open up in the game as well as vehicles, land, battleflow and whatever else. i think the alert system will have more leg room to walk around and do its thing |
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GU07 Video update (animation changes, camo update and the harraser)
General Discussion « PlanetSide 2 4/13/13 5:43:19 PM
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Originally posted by Gravarg cant say i agree, they did work on the render distance, and A2A adjustments for air, then added the VR training room, as well as recently put in Test Servers. every GU that they release tends to break peoples FPS' on their machines, and in a 2-3 week turn around tops, they add a mini patch to get rid of a number of bugs from the GU they release (repair bug for example). l |
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Higby: Hey all - For every SC that you spent buying an identical item, which would now be available as an account wide unlock on multiple characters, we gave 2 cert points. For example, if you have two TR characters and bought MAX composite armor's on them both, you would have spent 1000 SC on a duplicated item on your account, and we will have granted your characters 2000 certs this morning. Players who did not purchase the same item on multiple characters on the same account should not have been eligible for these cert grants, although some players are reporting that they did. We are investigating why, but right now it is our mistake and we won't be 'confiscating' or rolling back characters which received certs. We are looking into reports of players who have purchased items that should have been flagged as account wide but did not receive cert grants, these seem to be for multiple purchases of common-pool vehicle weapons which were not captured as part of the database query we ran. Additionally, if you purchased an individual item, and later a bundle that contained that individual item, we granted cert points at the same rate for the price of the items purchased from that bundle - this was an error in the logic that was used to collect the cert grants, so those of you who benefitted from this get an extra bonus. We will be reevaluating if future changes to the account-wide unlocks will include a retroactive cert grant, at this point we are uncertain if we will continue to adhere to this policy; so fair warning to those of you who might want to create 5 characters and buy a ton of repeated stuff on them - it is not certain that this type of grant will ever occur again. I hope this answers some of the questions as to what is happening with the grant today. Thanks! - mh
Now heres my 2 cents of this matter: what SOE has done, overall is a good thing for people who spent money and bought things that they later regretted, or items that bought multiple times on different characters/faction characters. regardless, this brings up debates about the reinforcement of pay2win which it really shouldnt and why they should of just reinbursed the SC and not just coverted it to Certs. and yes, the reinbursement is over the top, very over the top. even if i didnt put a whole alot in SC side, its not gonna affect me much, though, cant say the same about those who covet the leaderboards. To keep this short, many people will still hate SOE, and some of the hate is valid, but to be the most hated, they are going to have to do alot more work to beat these guys oh well...See you on the "Battlefield"! |
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Planetside 2 double XP and double station cash weeken 29th-31st
General Discussion « PlanetSide 2 3/31/13 10:51:18 PM
got my time in on the double xp, I owe it all to my lasher <3 |
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hot fix is out , test it out.
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have you tried using adrenline rush shield to go with your full nano weave armor?
alot of it is situational, and the unforgiving TTK really makes it feel that going any which way wouldnt make a whole lot of difference.
but again, if your the type of heavy that likes to push forward, adrenline shield maybe something to look into. |
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PS2 War Correspondent Video Episode 3 ..... Esamir, Ceres Server
General Discussion « PlanetSide 2 3/15/13 3:56:17 PM
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Sneak Peak of new hex system ( pseudo lattice system)
General Discussion « PlanetSide 2 3/13/13 11:24:13 PM
In a nutshell, Higby is tinkering with a different territory control system, one that is more akin to planetside 1 Lattice System.
For those who have not played planetside 1, the lattice system in the first game provided a more predictable outlook of the battlefield.
a letter from higby.
==== Greetings Auraxians - And here's a slightly more zoomed in image of a specific area:
What we're doing here, in a nutshell, is reducing the number of adjacent territories from an average of around 6 to an average of around 3. Smaller outposts will have 2-3 connections in general, larger "hub" regions will have 3-5. "But, why?" you may ask. We see several benefits to doing this which have also been brought up by many of your fellow players who are advocating for some of these changes:
Within the next week or so (fingers crossed!) we will launch our new Public Test Server. Once we have the Test Server up we will be putting this current iteration of the hex connectivity on there and asking you guys to come play it and let us know how it works. From there we will be making modifications, finalizing the plan for the Indar layout, integrating the other two continents into this flow, and iterating on the other features I mentioned above as well as tuning capture times, rewards, etc. We've been working on a plan to get a Public Test Server up and running for a while now and we'll have more details about how you can access the server as we get a bit closer. As always, we're very interested in hearing feedback on this, positive, negative or neutral. We couldn't be making this game without you, our amazing community and your ideas and feedback. Thank you, look forward to hearing the feedback on this system! ===
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Originally posted by Hrimnir And when SOE nerfed A2A missles to the ground, where was the outcry? definitely not as big when VS was destroying planets with their pre-nerf mags, and when the Mag got nerfed, there would be multi-page threads about the VS pop suffering due to the changes; of course even that is a load of crap. When A2A got reduced, there were pilots from all 3 factions that either supported the changes or were indifferent. Those that complained didnt make posts that involved pictures/graphs or multiple videos (unlike why Reaver ESF is inferior to other ESFS, the Prowler is OP threads) to plead their case as to why the A2A missles changes were a bad idea. The post-nerf A2A change complaints do not compare to the other whine threads on the offical forums. |
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sorry about the unicorn, it was killed along with a couple of hamsters during the patch, that also includes the Empire specific Rocket Launchers, those at least will be released at a later time. we can never have nice things it seems.
General Update:
Passive Certification gain has been increased for members.
Added a Virtual Reality Training Center
New Items:
Infantry Updates
Modified the total ammunition capacity of the following weapons: Default capacity increased from 120 to 140 on the following carbines:
Default capacity increased from 180 to 210 on the following assault rifles:
Default capacity increased from 60 to 70 on the following Sniper rifles:
Default capacity increased from 30 to 40 on the following bolt action sniper rifles:
All 75 round LMGs are now the same and have a 300 round capacity.
Pistols:
SMGs:
Other:
Vehicle Updates
Vehicle Weapon Changes
Prowler P2-120 HE
G30/A30 Walker
ESF:
The experience granted for killing many enemy vehicles has been increased:
UI Updates
Respawn & Map screen revamp
The following commands should now function properly:
Facility Updates
Audio Updates
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Originally posted by Shadanwolf completely understandable
the Sniper Class in this game (or Infiltrator) has a love/hate relationship, esspecially if your a hard core sniper. it is a type of role that tests someones patience, as well as having guess work of where the enemy will be coming from. with the current map system, it is up to the player to anticipate their enemies behavior; such as what direction they are heading, what they are fighting or capturing, if there are any potential flanking areas where you can capitalize. and of course the type of rifle you take with you, a bolt action type, or semi auto.. and so on.
as for the real war, that has been the common complaint. the meta game is something, unfortuantely will have to be worked on continiously.
tutorials as they are on lacking, even with the VR Training room to be placed soon it will mostly be limited to trying out different type of weapons and vehicles.
alot of it is really just preference, your not the only one that wished to have third person and not first when in infantry among other things. |
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http://www.youtube.com/watch?NR=1&v=i8614ejqYC4&feature=endscreen Episode 1 http://www.youtube.com/watch?feature=player_embedded&v=__t8RSIQehk Episode 2 ( reminds me of BBC) |
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