PDA

View Full Version : VS Twitter Q&A Big Takeaways


Hamma
2011-12-01, 08:39 PM
Here are a couple of big items from the Q&A.


No more Jump Jet MAX's (For any empire)
VS will have their own special grenades.
VS Snipers will have bullet drop.
There is some sort of teleportation tech.
Scythe is fastest at "Non Standard Movements" Such as strafing, ascending and descending.


Most answers are here:
http://www.planetside-universe.com/p-developer-tweet-tracker-97.htm

SKYeXile
2011-12-01, 08:45 PM
TRay talked about VS having their own grenades afew days ago. The max thing saddens me though, but probably needed for balance reasons lets just hope VS max AI weapon is based off HA not MA this time around.

edit: i did not see anything about teleporting though, you got the tweet for that one?

CutterJohn
2011-12-01, 08:48 PM
Booo! I loved the jump jets.

Though I suppose with jump troops as well, now the maxes could jump to strange positions, AND get support along with them. Could have been an OP combination I suppose.

Hamma
2011-12-01, 08:51 PM
TRay talked about VS having their own grenades afew days ago. The max thing saddens me though, but probably needed for balance reasons lets just hope VS max AI weapon is based off HA not MA this time around.

edit: i did not see anything about teleporting though, you got the tweet for that one?

http://twitter.com/#!/PS_TRay/status/142408707823775744

It's on the Q&A tracker on the bottom of this page:
http://www.planetside-universe.com/p-developer-tweet-tracker-97.htm

SKYeXile
2011-12-01, 08:54 PM
http://twitter.com/#!/PS_TRay/status/142408707823775744

It's on the Q&A tracker on the bottom of this page:
http://www.planetside-universe.com/p-developer-tweet-tracker-97.htm

Yea...leave its very open to speculation, those verticals teleporters in the caves for exmaple.

MgFalcon
2011-12-01, 08:58 PM
So the Scythe can Press R or L Twice and do a barrel roll - that's what I got from fastest at "non standard movements"

SKYeXile
2011-12-01, 08:59 PM
So the Scythe can Press R or L Twice and do a barrel roll - that's what I got from fastest at "non standard movements"

you gotta train it though.

Baron
2011-12-01, 09:00 PM
TRay talked about VS having their own grenades afew days ago. The max thing saddens me though, but probably needed for balance reasons lets just hope VS max AI weapon is based off HA not MA this time around.

edit: i did not see anything about teleporting though, you got the tweet for that one?


Q: SG_01 Sjoerd
@planetside2 Will there be any teleportation in Planetside 2, either as a VS ability or a commonpool engi device?

A: PS_TRay T Ray - posted on 12/2/2011 2:04:16 AM via TweetDeck
@SG_01 yes you can teleport

SKYeXile
2011-12-01, 09:03 PM
god dam tray not broadcasting to @planetside 2, god i hate twitter.

Death2All
2011-12-01, 09:13 PM
Hm, no jump jets on VS MAXes, that's upsetting. I wonder what ability they will give them this time.

VS have their own grenades? I'm not a nade spammer myself so I'm not overly thrilled, but I suppose a VS twist on it will be interesting.

VS Snipers have bullet drop? That seems like a great way to balance snipers, simply giving it damage degradation would sort of take all the finesse out of using a Sniper.

Teleportation tech sounds cool :)

And Scythe, sounds like the easy-mode air-whoring/strafe run vehicle at this point. Sounds good to me :D.


They also confirmed recharging ammo/ammo pools for VS weaponry, that will be interesting to see how it plays out in the game. Hopefully it doesn't translate to camping Snipers with recharging ammo who can camp in the same spot for hours.

Overall I can't say I'm very pleased about what I heard, VS being my main empire. No Jump Jets is kind of devastating to hear because that was what made VS MAXes so effective. Being able to jump jet to the top of the tower was invaluable. They take jump jets away from MAXes and give it to infantry, not sure how I feel about that. Have to wait till I actually play the game to see how it plays. Maybe they made VS MAXes ridiculously powerful so they had to take something away from them.

Lunarchild
2011-12-01, 09:15 PM
god dam tray not broadcasting to @planetside 2, god i hate twitter.

That's exactly why I made the tracker :)

Xyntech
2011-12-01, 09:24 PM
No VS MAX jump jets is probably because there will be a lot more high up areas for jump jetters to get into towers and bases, so having MAXes come crashing through them would destroy balance.

We better get some damn cool VS MAX abilities to make up for it.

I wonder if the VS Light Assault "jet packs" will be able to maneuver extra, like the Scythe can versus the other two ES fighters.

Xyntech
2011-12-01, 09:29 PM
They also confirmed recharging ammo/ammo pools for VS weaponry, that will be interesting to see how it plays out in the game. Hopefully it doesn't translate to camping Snipers with recharging ammo who can camp in the same spot for hours.

Well if VS snipers have bullet drop, maybe the VS sniper rifles are one of the few VS weapons that also require ammo.

Erendil
2011-12-01, 09:34 PM
Damnit I didn't see anyone post a time/schedule for the VS Q&A. I didn't know it was buried in the middle of the Q&A thread somewhere. I was gonna go through that thread and compile a bunch of questions tonight after work. *sigh* :cry:

Any chance I might be slip in a list posthumously? :D:D


And ouch, no MAX Jumpjets?? That's a devastating blow for the VS. I sure hope they gave us a pretty damn good special ability as a replacement. Hopefully it's still movement-realated in some fashion.

Depending on what it is (and how MAXes play out in general of course) I may not play MAXes much at all now.

Lunarchild
2011-12-01, 09:39 PM
Damnit I didn't see anyone post a time/schedule for the VS Q&A. I didn't know it was buried in the middle of the Q&A thread somewhere. I was gonna go through that thread and compile a bunch of questions tonight after work. *sigh* :cry:

Any chance I might be slip in a list posthumously? :D:D


And ouch, no MAX Jumpjets?? That's a devastating blow for the VS. I sure hope they gave us a pretty damn good special ability as a replacement. Hopefully it's still movement-realated in some fashion.

Depending on what it is (and how MAXes play out in general of course) I may not play MAXes much at all now.

Well, you can always ask them on twitter. They're pretty good at answering random questions too :)

Xyntech
2011-12-01, 09:59 PM
Depending on what it is (and how MAXes play out in general of course) I may not play MAXes much at all now.

Are you kidding me? Remember how cool that render of the VS MAX is? We're all pretty much obligated to use them, for style points alone.

Marth Koopa
2011-12-01, 09:59 PM
VS get a plasma shotgun:

https://twitter.com/#!/PS_TRay/statuses/142412868426543104

Erendil
2011-12-01, 10:20 PM
Well, you can always ask them on twitter. They're pretty good at answering random questions too :)

...which would require me actually having a Twitter account. Guess I might have to finally sign up... :cool:


But damn, no instant AP mode for VS? And engies can only use carbine varients of the Pulsar? I gotta say I'm not feeling too good about what I'm hearing....

So far for the VS we have:


A magrider with a fixed main cannon
No instant AP mode
Our vehicles are no longer the fastest moving
non-Rexo's get stuck with Pulsar carbines (although I presume the same will be true for TR & NC)
The Lasher is getting a "different mechanic" (admittedly I expected that)
No Jumpjets for our MAXes
Possible implied lack of charge-up time for the Lancer (although maybe they just didn't see that part of the question)


So almost every single piece of VS equipment is getting radically altered from PS1 above and beyond what might be expected from general game mechanics.

I'm not saying that's a bad thing per se, especially in the case of oddball weapons like the Lasher. It's just unexpected since a lot of the tactics VS are used to using will now have to be thrown out the window. And it seems like the VS are getting "re-imagined" a helluva lot more than the other empires, and overall it doesn't feel like it's in a good way.


Don't get me wrong though, I'm VERY grateful that the Devs are willing to take the time to give us the huge volume of detailed info that they've been feeding us, even while the game is still in Alpha.

So Devs, if you're reading this, THANK YOU for for keeping this community so involved and informed of what's going on during PS2's development. :D

Oryon22
2011-12-01, 10:26 PM
Was there any mention of Pulsar buttstocks?

Erendil
2011-12-01, 10:26 PM
Are you kidding me? Remember how cool that render of the VS MAX is? We're all pretty much obligated to use them, for style points alone.

Several of the reasons I gravitated towards the VS have now been scrapped: like the fastest vehicles, instant AP mode, and yes, flying MAXes because they are reminiscent of Heinlein's Mobile Infantry in Starship Troopers (from the book, not the trashy, lifeless movies).

The VS MAX concept art does look viscious. But I want my flying powered armour damnit! :mad:


Was there any mention of Pulsar buttstocks?


No, none unfortunately. That's one of the (many) questions I'd have liked to ask, too....

Oryon22
2011-12-01, 10:44 PM
Rat farts

SniperSteve
2011-12-01, 11:03 PM
Jump-jetting maxes really were over-powered for any outdoor/cavern/courtyard fight, and even some indoor fights. I am glad to see that is going, although I really enjoyed it back in the day when I played VS. With all the new elevation differences we see (no longer a flat land) and the faster TTK, I think it really would be too much of an advantage. And VS AA maxes were just super annoying and very difficult to counter with an aircraft, unlike the TR MAX. (You know it's true.)

Sad to see it go, because it was fun, but really it needed to.

Don't really have any comment on the other stuff besides that you shouldn't under-estimate the super-fast strafing speed of the VS aircraft. That will make it quite difficult to hit with Reaver-style missiles that don't auto-lock in a dogfight situation.

You guys do realize the idea is to make each empire have at least some downsides to it, right? I know that may be hard for the VS and NC to grasp, but still, that IS the idea.. :O

:P

SKYeXile
2011-12-01, 11:07 PM
yea i dont get why people are complaing about more mobilty at the loss of alittle speed, in a dogfight mobility = king.

while the reaver in PS1 might be good in a pack or 1v1. For taking on mutiple targets i would choose the more agile skeeter every time.

CutterJohn
2011-12-01, 11:16 PM
Jump-jetting maxes really were over-powered for any outdoor/cavern/courtyard fight, and even some indoor fights.

I'd say it was about the only thing that made MAXs worth pulling outside. The other empire max units were just too immobile to be of any real use. The AA MAXs were used simply because there was no other option.

And VS AA maxes were just super annoying and very difficult to counter with an aircraft, unlike the TR MAX. (You know it's true.)

Of course its true. Its also true that aircraft should not have an easy time of hunting AA.


Frankly, I was hoping all the maxes would get jj, shields, and lockdown. Just install the equipment you want, and bam. Each were useful in different situations. For ES fun the originating empire would have their special as standard equipment, and be just a tad better.

I'm very curious how they will address the general survivability, self reliance, and usefulness issues of MAX units outdoors. Too slow, to easy to kill by anything and everything, and completely lacked any sort of method of repairing themselves or getting repairs(except begging, and few took the time to bother). Only the AA was of any use, due to the extreme range they were afforded, and the fact that they were 1 of only 2 units that were effective at the role.

SKYeXile
2011-12-01, 11:23 PM
I'd say it was about the only thing that made MAXs worth pulling outside. The other empire max units were just too immobile to be of any real use. The AA MAXs were used simply because there was no other option.



Of course its true. Its also true that aircraft should not have an easy time of hunting AA.


Frankly, I was hoping all the maxes would get jj, shields, and lockdown. Just install the equipment you want, and bam. Each were useful in different situations. For ES fun the originating empire would have their special as standard equipment, and be just a tad better.

I'm very curious how they will address the general survivability, self reliance, and usefulness issues of MAX units outdoors. Too slow, to easy to kill by anything and everything, and completely lacked any sort of method of repairing themselves or getting repairs(except begging, and few took the time to bother). Only the AA was of any use, due to the extreme range they were afforded, and the fact that they were 1 of only 2 units that were effective at the role.

well that may depend on how many people can carry AV as an engineer i think its going to be locked to...which is depend on how many vehciles there are outdoors and maxes..im gonna guess we will see alot of enginners outside and maxes wont be to commen because of it. but this would depnd on the maps, how much cover there is and if there is camera guided germ weapons.

LZachariah
2011-12-01, 11:24 PM
I asked about the buttstocks for the Pulsar; there was no answer.

I agree that it sounds like the VS are getting significantly revamped (seemingly moreso than the other two factions), though I still feel a lot of loyalty and excitement about them as my favorite faction. The fact that non-Assault VS get a carbine version of the Pulsar is A-OK with me (remember, the M-4 Commando is a carbine, for example), I just want SOOOO much for it to have a BUTTSTOCK! That will be the clincher for me, as stylistic as it sounds. All in all, it was a good Q&A; the devs remain amazingly interactive with us, I've never encountered it in any other game. Period.

Amazingly cool.

~Zachariah

basti
2011-12-02, 12:37 AM
No more VS Jumping Maxes? Wat?

They better give us the ability to teleport, or even better, the ability to fire a nuke, because im mad right now! :mad: :(

ShockNC
2011-12-02, 01:19 AM
You guys do realize the idea is to make each empire have at least some downsides to it, right? I know that may be hard for the VS and NC to grasp, but still, that IS the idea.. :O

:P

The downside of the NC is their weaponry is usually geared towards close combat and that sucks if your trying to engage at range (the Gauss rifle can compensate for this but the MCG reigns supreme here until enough VS complain about the Lasher).

the up side is we get the overall best vehicles. Van, Enforcer, Thunder, Biffers, etc (and hence why we get our ***es handed to us every "free vehicle event" there is)

the VS are a mixed bag, the Mag is awesome tank at range but the thresher is meh and same with the aurora (their biffer just sucks btw).

the TR usually get the best weapons while having to deal with usually sub par vehicles.

so in effect it goes like this: NC= worst/situational weaponry, best vehicles while the TR= best weaponry, worst vehicles with the VS floating somewhere in between.

SKYeXile
2011-12-02, 01:23 AM
The downside of the NC is their weaponry is usually geared towards close combat and that sucks if your trying to engage at range (the Gauss rifle can compensate for this but the MCG reigns supreme here until enough VS complain about the Lasher).

the up side is we get the overall best vehicles. Van, Enforcer, Thunder, Biffers, etc (and hence why we get our ***es handed to us every "free vehicle event" there is)

the VS are a mixed bag, the Mag is awesome tank at range but the thresher is meh and same with the aurora (their biffer just sucks btw).

the TR usually get the best weapons while having to deal with usually sub par vehicles.

so in effect it goes like this: NC= worst/situational weaponry, best vehicles while the TR= best weaponry, worst vehicles with the VS floating somewhere in between.

I get it!

Erendil
2011-12-02, 01:36 AM
yea i dont get why people are complaing about more mobilty at the loss of alittle speed, in a dogfight mobility = king.

while the reaver in PS1 might be good in a pack or 1v1. For taking on mutiple targets i would choose the more agile skeeter every time.

That's true in the air, correct. But on the ground anyway, the faster top speed allows you to control when and where ground vehicle combat takes place, and let's you not only chase down injured opponents better, but flee if you need to as well.

It's not so big of a deal tho because the Mag will be more maneuverable than the other MBT's. It is a pretty significant change in tactics tho, now that you 'can't outrun Prowlers. Although Mag's have more armour now so maybe they won't have to... ;)


I'd say it was about the only thing that made MAXs worth pulling outside. The other empire max units were just too immobile to be of any real use. The AA MAXs were used simply because there was no other option.

Of course its true. Its also true that aircraft should not have an easy time of hunting AA.

Frankly, I was hoping all the maxes would get jj, shields, and lockdown. Just install the equipment you want, and bam. Each were useful in different situations. For ES fun the originating empire would have their special as standard equipment, and be just a tad better.

I'm very curious how they will address the general survivability, self reliance, and usefulness issues of MAX units outdoors. Too slow, to easy to kill by anything and everything, and completely lacked any sort of method of repairing themselves or getting repairs(except begging, and few took the time to bother). Only the AA was of any use, due to the extreme range they were afforded, and the fact that they were 1 of only 2 units that were effective at the role.


Exactly. I'd much prefer that they give ALL Empires' MAXess JJ ability than none. It's almost a necessity for MAXes to be able to effectively push vehicles out of the cy and to have any sort of survivability outdoors. And tbh MAXes are way to slow and clunky to be much more than a bullet sponge w/o it.

And no, Agile jump troops aren't an acceptable replacement tactically speaking. They're too squishy to go up against vehicles. :p

well that may depend on how many people can carry AV as an engineer i think its going to be locked to...which is depend on how many vehciles there are outdoors and maxes..im gonna guess we will see alot of enginners outside and maxes wont be to commen because of it. but this would depnd on the maps, how much cover there is and if there is camera guided germ weapons.


My concerns about the outdoor survivability of MAXes stems more from the hordes of solo tanks we're probably going to see than how many Engies are around. Engies go squish pretty easily, and MAXes can go AI/AV and AI/AA if they need to. But tanks don't squish so easily... :D


I asked about the buttstocks for the Pulsar; there was no answer.

I agree that it sounds like the VS are getting significantly revamped (seemingly moreso than the other two factions), though I still feel a lot of loyalty and excitement about them as my favorite faction. The fact that non-Assault VS get a carbine version of the Pulsar is A-OK with me (remember, the M-4 Commando is a carbine, for example), I just want SOOOO much for it to have a BUTTSTOCK! That will be the clincher for me, as stylistic as it sounds. All in all, it was a good Q&A; the devs remain amazingly interactive with us, I've never encountered it in any other game. Period.

Amazingly cool.

~Zachariah

The M1A1 from WWII was a carbine too, and that thing was a serious featherweight. And the M16A2 has about a 60% longer effective range than an M4A1, and probably twice that of the Commando version..

I'm more concerned though about how limiting Engies to a Carbine will affect unlocking/upgrading/using assault rifles in general along the cert trees when switching between light and heavy assault classes.

I was hoping that I'd be able to concentrate on the assault rifle so I could use it for both class types and be able to more seamlessly switch between the Engie class (for tank driving) and heavy assault (for gruntwork) without having to discard the rifle I'm carrying that I paid precious resources for. Now it sounds like my Engie may not be able to use my Heavy's decked out rifle. :huh:

And that brings up another question: Am I going to have to pay for unlocks twice along two separate cert trees to get the same functionality for one weapon that I can use with two classes? If I want a silencer for my rifle for example, do I now have to pay for a carbine silencer for my Engie, and an Assault Rifle silencer for my Heavy? If so, that is a reallyreallyREALLY stupid way of doing things.

Of course, maybe the carbine is just the Engie's base model, and I can unlock the normal AR Pulsar for my Engie down the road and then use it for both classes. :)

Baron
2011-12-02, 01:56 AM
Every MAX Jump Jet has a timer ..except the NC. Because each time the NC uses the Jump Jet ability, a piece of the max falls off :p

CutterJohn
2011-12-02, 02:08 AM
well that may depend on how many people can carry AV as an engineer i think its going to be locked to...which is depend on how many vehciles there are outdoors and maxes..im gonna guess we will see alot of enginners outside and maxes wont be to commen because of it. but this would depnd on the maps, how much cover there is and if there is camera guided germ weapons.

Pretty sure we saw a screenshot of a heavy with a rocket launcher. I imagine heavies will probably have access to the widest range of weaponry as the special feature of their class, which would be sensible imo.

Suppose its too early to really tell about max survivability though. Could be AV weapons aren't as precision guided, as we've seen with the downgrading of the phoenix to laser/wire guided instead of a remote camera view, so field survival vs the NC will no longer be measured in seconds. Some mobility and self repair upgrades would go a long way towards making them more viable outside.

It's not so big of a deal tho because the Mag will be more maneuverable than the other MBT's. It is a pretty significant change in tactics tho, now that you 'can't outrun Prowlers. Although Mag's have more armour now so maybe they won't have to...

Should be fun to see how maneuverable the mag is. If its anything like BF2142, it should be pretty damned effective. Or even better, Battlezone2(unlikely, but it would be awesome).

SKYeXile
2011-12-02, 02:28 AM
^ oh yea thats true, i forgot about the heavy pick with the rocket launcher, amkes me wonder what armour and weapons are cross...class and interchangeable to a degree, i hope theres a fair amount of customisation avalible and we're not bottle necked into a certain weapon and armour type by our class.

Redshift
2011-12-02, 02:34 AM
lets just hope VS max AI weapon is based off HA not MA this time around.


does it matter what weapon it's based off of? it's still balanced to the same damage as the others.

You guys would have gone bat shit loco if your MAX fired disco balls, no range and still the damage would have been balanced to the others

SKYeXile
2011-12-02, 03:16 AM
does it matter what weapon it's based off of? it's still balanced to the same damage as the others.

You guys would have gone bat shit loco if your MAX fired disco balls, no range and still the damage would have been balanced to the others

It matters to me.

Captain1nsaneo
2011-12-02, 03:44 AM
VS max can cloak and does aoe damage when it uncloaks.

Rivenshield
2011-12-02, 04:33 AM
/frowns

So. No more hulking armored freaks jumping up behind me and making that sizzling bacon noise when they try to kill me? As a devoted member of the TR, that offends me. It's *wrong.*

They better have some kind of high-tech gizmo to replace it. Then I can regard my overpowered enemy with the same degree of cultured contempt that I used to.

Raka Maru
2011-12-02, 04:37 AM
Was hoping to at least aim my flak guns at them this time, but oh well.

FastAndFree
2011-12-02, 05:12 AM
New VS MAX ability is Blink, when you hold down the special ability key and a direction you teleport 10 meters in that direction (including up and down)

Oh, and it works through walls :trollface:

Redshift
2011-12-02, 05:23 AM
It matters to me.

as a TR....they should let you balance the VS :P

I'm all for a flashier weaker VS

Hamma
2011-12-02, 05:57 AM
Finally have a chance to comment on this thread now.

The VS MAX change was needed, I always felt that their MAX ability was far to overpowered compared to the other two MAXs. Now that there is a class with jump jets this technology is open to all the empires thus evening the battlefield even more and keeping all MAX's which are powerful tools, firmly planted on the ground.

As for the Scythe, I am a bit worried about it's maneuverability compared to the other ES aircraft. It already seems rather powerful and worries me a bit as a casual flyer (likley of a Mosquito) but time will tell on this. The mossy has speed on it's side now so that may help to even the skies.

Hamma
2011-12-02, 06:03 AM
26000 :lol:

Graywolves
2011-12-02, 08:53 AM
I foresaw the jump jet being taken out when they were talking about light assualt and how they wouldn't give it heavy weapons due to its ability to meneuver into hilly areas, etc, that might make them too exploitable.

Imagine all the VS maxes where only light assualt could reach? It'd be like swatting mosquitoes. Even if every empire had access to them, you'd have niche fights of nothing but MAXs and Light assualt. It almost seems cool but very wierd too...and distracting from main objectives.

Miir
2011-12-02, 10:06 AM
I would have liked to see jump jets as add-on for any max. Just with a long cool down timer after each use. So when you are attacking a base you can do a one time hop over the perimeter wall. But after that you are stuck on the ground.

Hopefully these new empire specific vehicles don't create to many balancing head aches.

NewSith
2011-12-02, 10:10 AM
The VS MAX change was needed, I always felt that their MAX ability was far to overpowered compared to the other two MAXs.

Yeah but why remove the thing? Just give other ES MAXes better abilities.

Or as somebody stated here just make all abilities common with better versions of ES abilities.

Here's the deal:

VS: Jetpack, while NC/TR: Jumppack (you can only do a full energy bar shot, no trajectory move mid-air)
TR: Overload (equal(!!!) to lockdown, but the user can move), while VS/NC: Lockdown
NC: Kinetic (Negative) Shield, while TR/VS: Absorbative Shield

Hamma
2011-12-02, 10:17 AM
Well honestly I always felt the VS Jump MAX was not only unbalanced with the other MAX's but just to powerful an ability for such a unit/class.

I think the jump jetting they have added to one of the light classes will fill this gap and not have heavy MAX"s running around on top of antenna's spamming from above etc.

Don't really think there is a way to match up all ES MAX's with one that has Jump Jets.

Xyntech
2011-12-02, 11:28 AM
Giving jump jets, of any kind, to all empires MAXes would have just spread the problem.

Jumping MAXes were tolerable in PS1 because the levels weren't designed to cater to jumpjetting troops. PS2 is designed around all three sides having vertically mobile infantry, which would be devastated by having heavy fire power able to access to same areas as them.

I'm not too worried. As long as we have a MAX and MAX weaponry that is well balanced against the other two empires, it will still serve it's purpose. I'm hoping MAXes have a little more survivability than they did in PS1. Considering that AV weaponry may be more limited to mostly Heavy Assault troops, that my already be taken care of to some degree, along with the fact that HA probably won't be able to carry their heaviest AI weaponry at the same time as their best AV weaponry.

The fact that Light Assault probably won't have much in the way of good AV weapons further indicates why having jumping MAXes would be disastrous.

It's just a different dynamic, one where jumping MAXes no longer can be allowed.

I just hope they have some clever, new, still outside the box kinds of abilities for the VS MAX. We have learned what it can't do (fly), we know what all MAXes should be able to do (heavy armor and weaponry), now we just need to know what does make our MAX special.

I hope it's more than just it's weapons. With the Scythe and Magrider being so different from the other two empires aircraft and tank, it would be a shame if the VS hybrid between infantry and vehicle wasn't at least somewhat unusual.

Miir
2011-12-02, 11:54 AM
PS2 is designed around all three sides having vertically mobile infantry, which would be devastated by having heavy fire power able to access to same areas as them.


How would this be different from hot dropping Maxes to the higher levels? Which is what everyone is going to do now with no jump jets.

Unless you mean the interior spaces?

FastAndFree
2011-12-02, 11:58 AM
How would this be different from hot dropping Maxes to the higher levels? Which is what everyone is going to do now with no jump jets.

Unless you mean the interior spaces?

It is a lot less convenient requiring help from another player and easier to spot in time to attack, plus planes are vulnerable to AA as well as AV unless it's a drop from high altitude, in which case it's exposed to aircav and takes considerable more time

BlazingSun
2011-12-02, 12:00 PM
Good move on the jumpjet removal. This was the second biggest balance issue of the first game in my eyes. The biggest issue was the Magrider hovering over water and sniping - out of reach and untouchable for any AV measures.

And before anyone says anything .. yes .. don't bring back scattermaxes etc. either!

Graywolves
2011-12-02, 12:09 PM
In Planetside 2, an AI MAX with a jumppack would be too much of a hard counter to a light assualt with a jumppack.

Quovatis
2011-12-02, 12:23 PM
Jump jets were great outside and for tower/base assaults, but pretty useless indoors, where most MAX fighting takes place. I would have gladly given up jump jets for overdrive or a shield, or an AI MAX that actually kills faster than a MA weapon.

I guess the grass is always greener on the other side, but I certainly wouldn't call jump jets overpowered.

And I get my own grenades! Great news. I feel the hate tells flowing already.

yonman
2011-12-02, 03:06 PM
One of the later answers caught my eye: There will be no ammo switching. No gold and white ammo boxes apparently?

Quovatis
2011-12-02, 03:16 PM
One of the later answers caught my eye: There will be no ammo switching. No gold and white ammo boxes apparently?

Good. I never liked the idea of AP rounds. Either you have an AV weapon or you don't. It was stupid that an AP Jackhammer could kill a MAX faster than any AV weaponry. TR and NC players could make very effective anti-MAX loadouts from HA alone. The VS were required to cert AV weaponry, which still had a lower TTK on MAXes than TR/NC HA weapons with AP.

Xyntech
2011-12-02, 03:56 PM
How would this be different from hot dropping Maxes to the higher levels? Which is what everyone is going to do now with no jump jets.

Unless you mean the interior spaces?

Hot dropping out of a galaxy:
-Takes time to organize
-Every empire can do it
-Every type of infantry can do it
-Can only be used to gain vertical access once per drop

Gal dropping is much less convenient than being able to jump up on to whichever level of a tower you wanted, jump back down, jump up again, jump over the wall of a base, jump back up onto the wall, jump onto the roof of a base, etc. Fall off, on purpose or by accident? No problem, just jump back up.

PS1 VS MAXes were a lot more situationally responsive than hot dropping could ever be. Also, yes, interiors are going to be a big reason why jumping MAXes wouldn't be balanced if they have bases and towers with entry points designed for Light Assault jumpers.

Jump jets were great outside and for tower/base assaults, but pretty useless indoors, where most MAX fighting takes place. I would have gladly given up jump jets for overdrive or a shield, or an AI MAX that actually kills faster than a MA weapon.

They weren't useless indoors in PS1, but I agree that they certainly weren't the greatest thing either. That would probably be significantly different in PS2 though, with bases designed around all three empires having Light Assault having jump packs. In bases and towers like that, jumping MAXes would dominate indoors and out.

I'm sure that flying MAXes had to be taken out for balance, but hopefully we get some better AI weaponry to make up for it.

Erendil
2011-12-02, 11:37 PM
Some of you folx are making a few pretty big assumptions about MAXes here, unless you've read something that I haven't (which is admittedly quite possible).


1.) You're assuming that the lack of an instant AP mode for VS means there will be no AP ammo at all or AP capabilities for VS AI weapons. Maybe the VS have to swap out for more powerful cells to get AP. Maybe AP is built into our shots this time (like the Lasher was for the first 3 years or so). Maybe there's just an extra charge-up time to fire an AP shot.

All they said was "No alternate firing modes are in" and "This type of ammo switching won't be happening." They didn't say there were no AP rounds. In fact both responses specifically didn't mention AP itself, which leads me to believe AP is in, but just not in the form of a toggle switch for VS. And since we know there are multiple round types in PS2 I'm betting one of them is AP. It would make no logical sense to have multiple round types and not including the most basic alternative to standard ball/AI ammo, especially since not everyone will be able to run around with AV all the time like they could in PS1 (cloakers aside of course)..

2.) You're assuming that MAX armour behaves like it did in PS1 and requires AV/AP to penetrate. Since other infantry are getting an auto-recharging forcefield mechanic for their armour, it's reasonable to suspect MAXes might get this too, but just more of it. In which case, Light infantry Jump Troops might be able to still take out MAXes if they're not carrying an AV weapon.

Plus, all other units in the game have some sort of locational damage weakness, be it headshots for troops or shot to the rear for vehicles where armour is weaker. As such there's a good chance MAXes have a weak spot too where a few good precision bursts with an Light Assault weapon might take it out.

3.) You're assuming that it's difficult or impossible to get Heavy assault and/or MAX troops into position to defend those entry points designed for use by Light Assault jump troops. Those troops have got to get into the main areas of the base somehow, and unless they're just dropping in from the ceiling the defenders should be able to place Heavy/MAX troops aqt some sort of choke point to meet them.

4.) You're assuming that the outdoor vertical location designed for Light jump troops to reach can't be effectively attacked by other units on the field. But just because I may be, for example, a tank on the ground doesn't mean that I can't fire up into higher up locations. Plus air fighters and gunships will probably be able to attack most if not all of those spots. Lastly, you could always send your own Light Assault and MAX troops up to meet them. They've already said there are parts of the map that cater to mainly one type of unit: infantry, vehicles or air. Why not one for Jumpjetting MAXes too?


Look, obviously the Devs have their reasons for not keeping the VS Jumpjet ability and also for not making it available to all empires as an unlock. But based on what we know of PS2, "because it would make MAXes too powerful" IMO is not a good one if you put some thought into it.

wildcat140679
2011-12-03, 06:07 AM
@psucom @planetside2 There will be a travel time on all projectiles, nothing is instant-hit.

This and this alone made my day!

No more Instant hit shotgun pellets!

SKYeXile
2011-12-03, 06:16 AM
SOE: saying no to hit scan.

yonman
2011-12-03, 08:10 AM
1.) You're assuming that the lack of an instant AP mode for VS means there will be no AP ammo at all or AP capabilities for VS AI weapons.

I stand corrected, though I must admit I was hoping there would be just single ammo types.

BlazingSun
2011-12-03, 09:19 AM
This and this alone made my day!

No more Instant hit shotgun pellets!

At the effective range of a shotgun, shots from any gun will basically be 'instant hit'.


I hope this also means the Magrider will fire projectiles more similar to the other empire's tanks.

SniperSteve
2011-12-03, 09:57 AM
o.O Hitscan reduces overhead. I am skeptical of how projectile motion will work with the numbers of people they are expecting, but we shall see!

SKYeXile
2011-12-03, 05:17 PM
o.O Hitscan reduces overhead. I am skeptical of how projectile motion will work with the numbers of people they are expecting, but we shall see!

well that should be all still done by the client...so yea.

Traak
2011-12-04, 12:12 PM
I can't see why they would take JJ's away form VS maxes, and give them to everyone else. Isn't that like removing the JH from the NC HA and giving it to everyone else?

Maybe it will be replaced by teleporting.

I hope they don't make the VS max have the "NC and TR pilots shrieked and gibbered enough to get this massively unbalanced nerf" reload delay/retardation that someone who evidently hates VS put on the AAmax.

Redshift
2011-12-04, 01:38 PM
I can't see why they would take JJ's away form VS maxes, and give them to everyone else.

They're not.

JJ's are available to light infantry, not MAXes

Bruttal
2011-12-04, 01:47 PM
That's basically what he meant am sure

Redshift
2011-12-04, 02:53 PM
That's basically what he meant am sure

Well in that case his point is utter crap

Xyntech
2011-12-04, 02:58 PM
The thought process was probably that; with Heavy Assault being the only ones with access to some of the heaviest weaponry, Light Assault needed some additional advantages to play up it's mobility.

Adding jump packs was the solution and I don't think it's a bad one. Of course, as has been discusses, it screws up the balance of having one or all of the sides having jumping MAXes.

I'll still have fond memories of flying a MAX up onto a tower, but I think Light Assault will be more fun and balanced with the rest of the game in the long run.

I still just hope the VS get something cool and unusual for their MAXes to make up for it though.

I'm also still wondering if the VS jump pack will be different in anything other than name. Having extra maneuverability would be cool and probably wouldn't screw with balance too much.

Blackwolf
2011-12-04, 03:25 PM
So what kind of ideas can we come up with for the VS MAX suit to have to replace jump jets?

Maybe faster movement and turn radius? Rechargeable batteries/Energy generator driven weapons? Teleportation would be to big an advantage in an FPS.

basti
2011-12-04, 03:36 PM
So what kind of ideas can we come up with for the VS MAX suit to have to replace jump jets?

Maybe faster movement and turn radius? Rechargeable batteries/Energy generator driven weapons? Teleportation would be to big an advantage in an FPS.

Well yea, mobility.

Teleportation really would cause issuses. Maybe a TR like overcharge, just that it increases moving and turn speed for some time?

Blackwolf
2011-12-04, 03:54 PM
Overdrive? Not a bad idea Basti. Maybe something that boosts the speed and the damage, since energy weapons can do that. While the TR Overcharge increases fire rates.

However I think I'm more incline to make it something that doesn't require a capacitor since TR suits can still lock down. Faster walk/run/turn speeds would be good. For a capacitor, maybe a lateral boost rather then a vertical boost? Imagine a VS MAX suit jetting forward 100m then turning around to catch the bad guys from behind.

Khellendros
2011-12-04, 04:07 PM
However I think I'm more incline to make it something that doesn't require a capacitor since TR suits can still lock down. Faster walk/run/turn speeds would be good. For a capacitor, maybe a lateral boost rather then a vertical boost? Imagine a VS MAX suit jetting forward 100m then turning around to catch the bad guys from behind.

Can TR MAXes lock down? I haven't seen that mentioned anywhere, unless we assume they are carrying TR and NC MAX abilities over to PS2, which I am not really willing to assume given all the changes they are making.

Blackwolf
2011-12-04, 04:09 PM
Can TR MAXes lock down? I haven't seen that mentioned anywhere, unless we assume they are carrying TR and NC MAX abilities over to PS2, which I am not really willing to assume given all the changes they are making.

Was in a Q&A (The VS one ironically). It was also mentioned that all of the MAX suits will have a variety of special abilities. Not just the one that PS1 MAX suits had.

Xyntech
2011-12-04, 04:11 PM
I still want a Flash Step ability for the Scythe, so that I can warp behind anyone on my tail :D

Totally unbalanced, but it would be hilarious.

LZachariah
2011-12-04, 04:20 PM
An additional point about Light Assault: they will have some of the heaviest weaponry beneath Heavy Assault. From the way it sounds, Light Assault will be dealing more (firearm) damage than Medics, Engineers, and Infiltrators (with the exception of Infiltrators who are wielding sniper rifles). Now, Engineers and Infiltrators will have explosives, etc, and Medics will also be healing, so every class will be extremely valuable, but it's just important to note that not only will Light Assault be the fastest and most mobile infantry, they'll be seriously well-armed.

~Zachariah

Xyntech
2011-12-05, 01:14 AM
At the very least it seems that Light Assault will have the most powerful versions of ES rifles available to them, which I assume will be no laughing matter.

I wonder if special assault style weaponry will be more limited to the Heavy Assault class, or if Light Assault will get some of it as well.

Come on Class Week.

Or MAX week, that would be cool too.

What is next week anyways? NS Week?

Erendil
2011-12-06, 06:07 AM
Overdrive? Not a bad idea Basti. Maybe something that boosts the speed and the damage, since energy weapons can do that. While the TR Overcharge increases fire rates.

However I think I'm more incline to make it something that doesn't require a capacitor since TR suits can still lock down. Faster walk/run/turn speeds would be good. For a capacitor, maybe a lateral boost rather then a vertical boost? Imagine a VS MAX suit jetting forward 100m then turning around to catch the bad guys from behind.

I doubt we'd get any sort of jet capabilities, vertical or horizontal. It's just too close to the light jump troop's ability.

VS MAXes in PS1 already had faster turning speed and jump height in addition to the JJ so I hope that we get something similar again in PS2. The higher jumping was useful at times, but the turn rate could easily be mimicked/surpassed by other empires once the DPI-swtiching mice started showing up on the market because of how PS1 determined a player's turning rate.

TBH I'd probably be happy with faster move/turn/strafe and higher jump (say, 10-20 feet or so) than the other MAXes. But I've been racking my brain trying to come up with other possible specials the VS might get. I presume it's going to be mobility/versatility-based so here's a few possibilities:

Anti-gravity - Gravity is nullified completely so we can't JJ per se but the MAX would act like it's weightless for a short time and "float" from catwalk to catwalk, etc.

Gravity boots - Modifies gravity for the MAX so that it always pulls in the direction its feet are pointing, so you could walk up walls, on ceilings, on the underside of catwalks, maybe even attach to vehicles, etc.

Phase-shift - Let's you see and/or walk through one layer of wall for a short time. This would probably be too OP'd, tho.

Magnetic grapple - shoots a magnetic beam out that attaches to the first object in LoS and then pulls the MAX towards it. Anyone who's seen the "red laser" grapple in the Quake 2 Lithium mod knows what I'm talking about.

Blackwolf
2011-12-06, 10:19 AM
I doubt we'd get any sort of jet capabilities, vertical or horizontal. It's just too close to the light jump troop's ability.

VS MAXes in PS1 already had faster turning speed and jump height in addition to the JJ so I hope that we get something similar again in PS2. The higher jumping was useful at times, but the turn rate could easily be mimicked/surpassed by other empires once the DPI-swtiching mice started showing up on the market because of how PS1 determined a player's turning rate.

TBH I'd probably be happy with faster move/turn/strafe and higher jump (say, 10-20 feet or so) than the other MAXes. But I've been racking my brain trying to come up with other possible specials the VS might get. I presume it's going to be mobility/versatility-based so here's a few possibilities:

Anti-gravity - Gravity is nullified completely so we can't JJ per se but the MAX would act like it's weightless for a short time and "float" from catwalk to catwalk, etc.

Gravity boots - Modifies gravity for the MAX so that it always pulls in the direction its feet are pointing, so you could walk up walls, on ceilings, on the underside of catwalks, maybe even attach to vehicles, etc.

Phase-shift - Let's you see and/or walk through one layer of wall for a short time. This would probably be too OP'd, tho.

Magnetic grapple - shoots a magnetic beam out that attaches to the first object in LoS and then pulls the MAX towards it. Anyone who's seen the "red laser" grapple in the Quake 2 Lithium mod knows what I'm talking about.

Interesting ideas but I think they would all prove to be overpowered, not to mention difficult to balance or to even put into the game. I don't know though, I have no clue what forgelight is capable of.

The faster turn radius on the VS MAX suits was negligible. Barely noticed anything when I was toying around with all 3 empire MAX suits. I'd like to see something more obvious this time around, but that's me.

The vertical drive was able to clear walls and assault from directions other MAX suits couldn't get to. A horizontal drive would allow for the same dodgeing ability, and allow the MAX suit to quickly get behind a target. Without giving it the ability to ignore obstacles that are placed there specifically to stop it (walls).

Helwyr
2011-12-07, 03:29 PM
Jump Jets on MAXes in PS1 were well balanced, and a necessity in AA MAX vs Air. Something the other Empires AA MAXes could have done with as well. PS2 probably has other factors that make jumping MAX units problematic. Whatever the case I doubt I'll cert them this time round, the jump jets were also what made them fun.

I just hope the Vanu Inflitrators and Snipers are good, and the Wraith makes release, then I'll still be happy sans Starfire.

SuperMorto
2011-12-07, 03:40 PM
No more VS Jumping Maxes? Wat?

They better give us the ability to teleport, or even better, the ability to fire a nuke, because im mad right now! :mad: :(


I must admit i agree, this is one of the biggest upsets for me as ive always been VS.

I think the game balance is a big issue with these SOE crew. It seems all 3 sides will be the same with a few little differences. Not good, they need to be as different as they are the same. Just like SC2.

Not a happy chappy!

LZachariah
2011-12-07, 03:50 PM
I'm not too worried about the VS MAXes losing their jumpjets. Honestly, I found the MAX-specific abilities to be really skewed; the VS one was amazing, the Terran one was ok in certain contexts, and the NC one seemed to just suck. I think everything will be balanced and awesome this time around.

~Zachariah

SuperMorto
2011-12-07, 04:15 PM
I'm not too worried about the VS MAXes losing their jumpjets. Honestly, I found the MAX-specific abilities to be really skewed; the VS one was amazing, the Terran one was ok in certain contexts, and the NC one seemed to just suck. I think everything will be balanced and awesome this time around.

~Zachariah

Itrs not mainly about the fact its loosing that ability its more about the VS loosing uniqueness. And if the VS are loosing it you can bet all 3 sides are too. This is getting me worried.

I can see what is going to happen here.

We will all have the same shit with a different paint job. And no different colours, different models, floating tanks and "special grenades" don't cut it in my eyes. I want to see much more diversity within the 3 factions.

Also just noticed this, all VS is pointing to maneuverability, so our max will be the weakest but quickest. TR will be the fastest top end but lack maneuverability. NC will be slow sluggish but packing the biggest punch. It all sounds good, but these are small changes in game code. I want to see some big differences. Im not saying they are not there. I just haven't seen them yet.

BOOOOO!!!!!

Xyntech
2011-12-08, 12:26 AM
Our tank is as unique as ever, our aircraft can maneuver like a Flying Saucer and most of our guns have no bullet drop.

It looks to me like they are removing some of the more extreme features of the VS, but they are still retaining enough that I'm not worried. There are likely still some new tricks up their sleeves that have yet to be revealed.

Just stop obsessing so much over PS1. This is PS2, it will be a different game. I've seen more than enough to convince me that it will be similar in all the important areas.

You can make alterations to 90% of a game and still keep it's spirit intact, or you can keep 90% the same and still destroy the spirit of the original.

I see Planetsides spirit alive and well in the sequel, although that's just my opinion. The essence of what made Planetside great will be different for each person.

Similarly, I still see the spirit of all three empires alive and well. They all have changes being made, the VS are just the most oddball. Always have been. It makes sense that their tech is so outside the box, that if you start over with a new box, you're going to have to come up with new ways of thinking outside of it.