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Hamma
2012-12-06, 12:19 PM
http://www.planetside-universe.com/news-several-new-weapons-available-2918.htm

Storn
2012-12-06, 12:26 PM
Yay!!!!! Its the same weapon models we have already seen way to go SOE!

Storn
2012-12-06, 12:27 PM
Oh ya... First!

moosepoop
2012-12-06, 12:42 PM
why cant they make the guns look different? WHY?????????!!

MrBloodworth
2012-12-06, 12:57 PM
How do you guys know they don't? I see one screen shot in that.

ShadetheDruid
2012-12-06, 12:58 PM
Not so bothered about the appearance of the guns to be honest (would still be nice to make them look less alike, don't get me wrong), as long as they work nicely.

I mean, I can't be the only one who ignores the similar appearances long enough to notice that the guns are actually very different from each other, rather than freaking out over "similar appearance + small differences in stats = they're all teh samez!!11!111"

Man, I really need to stop going to the official forum. :(

o Solei o
2012-12-06, 01:04 PM
So the Decimator is still going in today, just not mentioned in the patch notes, right?

EDIT: Any new information on what the "new AA gun" might be?

Storn
2012-12-06, 01:06 PM
How do you guys know they don't? I see one screen shot in that.

Well i clicked on the weapon description and it took me to a pic. :groovy:
Now they may just be place holders so ill hold my breath until I get home to play. The look shouldn’t matter but its nice for the guy I killed to go, "man that Lynx is bad ass". Not, "man that gun killed me quick I wonder which one it was it could have been the..." :rofl:

Dragonskin
2012-12-06, 01:29 PM
Well i clicked on the weapon description and it took me to a pic. :groovy:
Now they may just be place holders so ill hold my breath until I get home to play. The look shouldn’t matter but its nice for the guy I killed to go, "man that Lynx is bad ass". Not, "man that gun killed me quick I wonder which one it was it could have been the..." :rofl:

On the death screen it tells you what gun(s) killed you. Even if the guns don't visually look different it would still list the name, but I would like people to know what I have by looking at it instead of having to read the name alone.

Juryrig
2012-12-06, 01:40 PM
Well i clicked on the weapon description and it took me to a pic. :groovy:
Now they may just be place holders so ill hold my breath until I get home to play. The look shouldn’t matter but its nice for the guy I killed to go, "man that Lynx is bad ass". Not, "man that gun killed me quick I wonder which one it was it could have been the..." :rofl:

No, they're the same models.

Just looked at the 'new' NC gun, insofar as the displayed stats are shown it is identical to the 'other' 20 round/high damage/slow rof carbine. It is allegedly more accurate at long range, although obv that's only going to be something you'd notice if you bought it. And if you're firing single rounds you can already hit people miles away with the existing carbines; presumably it also suffers less damage fall off with range?

More disappointingly for me, it also has exactly the same options in terms of attachments you can cert on as the other existing, functionally equivalent gun.

The new Vanu Carbine has an even higher ROF than the VX6....offset by longer reload time. Same attachment options, again.

I'm actually MORE relieved that they are minor variations on existing themes rather than flat out 'buy these to be better' additions, although I can see people seeing the VS option as a genuine upgrade.

I'd also like to see some different models. It's fluff, but, hey, I've considered paying real cash for decals that no-one else will ever notice, and that'll I'll only see myself on the death screen (so, all the damn time).

i LIKE fluff :D

Zaik
2012-12-06, 01:41 PM
So the Decimator is still going in today, just not mentioned in the patch notes, right?

EDIT: Any new information on what the "new AA gun" might be?

Decimator should come in next week, with changes to AV/AA launchers, flak armor, and hopefully new empire specific launchers as well.

No clue on the AA part, maybe the empire specific ones will just do AA and AV without lock ons or something. Maybe they do have something else coming for AA though, who knows.

ShadetheDruid
2012-12-06, 01:50 PM
More disappointingly for me, it also has exactly the same options in terms of attachments you can cert on as the other existing, functionally equivalent gun.

Not to derail this topic into one about attachments, but I wish they'd add more attachment options for weapons (including existing ones). All the guns I use the most (GD-22S, Warden, Mag-shot) are lacking in some way in the attachment department (especially when it comes to ammo options). Not that they aren't good regardless of that.

Or maybe i'm just weird because I want more options to pimp out my pistol. :p

Roidster
2012-12-06, 02:02 PM
im not seeing the Razor GD 23 in the store,but the new sniper rifle is there

moosepoop
2012-12-06, 02:19 PM
I'd also like to see some different models. It's fluff, but, hey, I've considered paying real cash for decals that no-one else will ever notice, and that'll I'll only see myself on the death screen (so, all the damn time).

i LIKE fluff :D

people like cool looking armor, people like cool looking guns. i dont know how SOE failed so hard on this. this makes me rage harder than rocket spam and optimization combined.

i mean srsly, do they actually expect me to grind/buy it?

MrBloodworth
2012-12-06, 02:25 PM
Well, don't forget Camos and such work on guns too.

DirtyBird
2012-12-06, 02:38 PM
imo

The new NC Razor GD-23 is exactly the same as the AC-X11, in looks and stats.

And I'd take the NC LA80 over the new Longshot as well.
Faster reload and greater accuracy vs a wee bit of damage increase which you wont notice if you snipe anyway.
(tbh nothing really wrong with the NC14 Bolt Driver)


Nice to see new stuff being added though.

Juryrig
2012-12-06, 02:45 PM
people like cool looking armor, people like cool looking guns.

Yup, and are willing to pay for them. Certainly I'd be more likely to spend a little more on SC if I was getting something that looked noticeably different. Someone should prod their art department and point out that, despite the fact that it's a future/sci fi setting and hence they have artistic free rein they've come up with less visual variety than you'd get in the window of a contemporary gun store* :p

Well, don't forget Camos and such work on guns too.

True. And, yes, I have spent money on that too :D

*disclaimer we really don't have gun stores in the UK, and those we do have don't keep their merchandise in the window. But you see the point, I'm sure.

*edit to add* always happy to see new stuff added, though especially so soon after launch. Hopefully it'll keep coming in a consistent steady trickle.

Miffy
2012-12-06, 02:47 PM
They all look the same to me.

artifice
2012-12-06, 02:59 PM
why cant they make the guns look different? WHY?????????!!

The more models there are, the more data that needs to be transferred from client to server. It's also the more models that have to be rendered by a client.

Strube
2012-12-06, 03:53 PM
Perhaps they could implement something along the lines of the Steam Workshop? It would go something like this:

- Submit weapon model.
- People vote for their favorites.
- Devs take best ones, probably modify the model a little, decide on stats.
- Put it in game.
- The player who submitted it would get a small fraction of the SC that people spend on that weapon (Say 1 SC per purchase).

This would give Devs a theoretically limitless supply of content to add and give players imput on what they want the game to look like! This program seems to work well enough for TF2, which runs on a similar business model!

More info: http://www.teamfortress.com/workshop/

SturmovikDrakon
2012-12-06, 03:58 PM
Perhaps they could implement something along the lines of the Steam Workshop? It would go something like this:

- Submit weapon model.
- People vote for their favorites.
- Devs take best ones, probably modify the model a little, decide on stats.
- Put it in game.
- The player who submitted it would get a small fraction of the SC that people spend on that weapon (Say 1 SC per purchase).

This would give Devs a theoretically limitless supply of content to add and give players imput on what they want the game to look like! This program seems to work well enough for TF2, which runs on a similar business model!

More info: http://www.teamfortress.com/workshop/

They do have something like this. It's called Player Studio and they already have it with EQ2, but it could be months(unlikely) or years until it's implemented

artifice
2012-12-06, 04:04 PM
They do have something like this. It's called Player Studio and they already have it with EQ2, but it could be months(unlikely) or years until it's implemented

It will never be implemented because the number of models and textures is a limitation that must be accepted when dealing with this many players fighting in the same area at once.

MrBloodworth
2012-12-06, 04:06 PM
The more models there are, the more data that needs to be transferred from client to server. It's also the more models that have to be rendered by a client.

Not...quite. Models and textures ( in PS2's case, heavy shader use ) are on the client.

Textures take way more memory than models do on modern hardware. Also, most objects in game are using tiny, tiny images in the shader pipeline, hence all the repetitive patterns on players and objects ( Easy to do in a sifi theme ). Even tanks are using tiny images ( like 32 x 32 ) in most cases with a normal map layer underneath. Camo is the same way, they just change the color/diffuse image and the rest, the grit, grime and normal lighting data is all still intact.

In the case of the current guns. Its all modular, the but, barrel, clips, textures are all preexist meaning that the overhead is Nill. Its already been loaded. Shaders can then provide the variance with no change to the geometry.

If you look close, the scratches and "grit" are reused across guns, vehicles and environment. They did this with Everquest 2 many years ago, this is clearly a refinement of that.

Front loading all assets was a problem in PS1, and is what lead to no room for additions. Look at the Flame thrower from PS1, its all repurposed textures...so was the Place-able shield. I believe that was part of a generator.

artifice
2012-12-06, 05:39 PM
Not...quite. Models and textures ( in PS2's case, heavy shader use ) are on the client.

Textures take way more memory than models do on modern hardware. Also, most objects in game are using tiny, tiny images in the shader pipeline, hence all the repetitive patterns on players and objects ( Easy to do in a sifi theme ). Even tanks are using tiny images ( like 32 x 32 ) in most cases with a normal map layer underneath. Camo is the same way, they just change the color/diffuse image and the rest, the grit, grime and normal lighting data is all still intact.

In the case of the current guns. Its all modular, the but, barrel, clips, textures are all preexist meaning that the overhead is Nill. Its already been loaded. Shaders can then provide the variance with no change to the geometry.

If you look close, the scratches and "grit" are reused across guns, vehicles and environment. They did this with Everquest 2 many years ago, this is clearly a refinement of that.

Front loading all assets was a problem in PS1, and is what lead to no room for additions. Look at the Flame thrower from PS1, its all repurposed textures...so was the Place-able shield. I believe that was part of a generator.

Actually, yes, quite. When a model comes into view, there is information being sent from the server to the client, and back to the server to inform the client and verify to the server that the model and texture are both being used. Textures and models are client side in every MMO, with server side checks to verify the model and texture has not been modified. This is a lot of information being handled as information needs to be sent and verified for every texture and model to every single client in view of it.

Each new model has a new texture, they are a package deal, and while a single model and texture takes up a small amount of memory, the more there are, the more it has to store. Which means the more crippling it is for weaker systems to handle.

Juryrig
2012-12-06, 06:04 PM
I'm actually MORE relieved that they are minor variations on existing themes rather than flat out 'buy these to be better' additions, although I can see people seeing the VS option as a genuine upgrade.


Having just trialled the new Vanu Carbine, the Serpent, I may have to reconsider my position on whether or not it is a genuine upgrade.

It's an absolute beast. Mad ROF, very low recoil. Longer reload time, so it's a bit all or nothing - if you haven't killed them with one clip then they're probably going to kill you. But.....well, lets just say the Solstice feels pretty lame to go back to.

AThreatToYou
2012-12-06, 06:21 PM
Actually, yes, quite. When a model comes into view, there is information being sent from the server to the client, and back to the server to inform the client and verify to the server that the model and texture are both being used. Textures and models are client side in every MMO, with server side checks to verify the model and texture has not been modified. This is a lot of information being handled as information needs to be sent and verified for every texture and model to every single client in view of it.

Each new model has a new texture, they are a package deal, and while a single model and texture takes up a small amount of memory, the more there are, the more it has to store. Which means the more crippling it is for weaker systems to handle.

I don't think you are completely understanding the process. The process you describe would be very secure, but it would be very inefficient. Too inefficient for PlanetSide 2.

The game has to check a model only once, not every time its loaded and nor does it have to check who can see who by model. Players are loaded as point-text as far as communicated between client and server; models are then attached by the client. The server needs to check them only once, no questions asked, because as long as everything is put together correctly, nothing will happen when it's not supposed to happen. I can already evidence that models and visibility are not cross-checked because I have been regularly hit in my Lightning by infantry attacks that I cannot see.

About the only issue with adding more models is the memory footprint, because the game is not 64-bit, it actually has a hard-cap.

Palerion
2012-12-06, 06:50 PM
Lol I don't think I'll be buying any guns... Still the same old models, same old bullets, same old everything except for a few stats. Nothing original really. I'd love to see SOE step up and make some weapons that actually seem unique.

artifice
2012-12-06, 07:04 PM
I don't think you are completely understanding the process. The process you describe would be very secure, but it would be very inefficient. Too inefficient for PlanetSide 2.

The game has to check a model only once, not every time its loaded and nor does it have to check who can see who by model. Players are loaded as point-text as far as communicated between client and server; models are then attached by the client. The server needs to check them only once, no questions asked, because as long as everything is put together correctly, nothing will happen when it's not supposed to happen. I can already evidence that models and visibility are not cross-checked because I have been regularly hit in my Lightning by infantry attacks that I cannot see.

About the only issue with adding more models is the memory footprint, because the game is not 64-bit, it actually has a hard-cap.

There's absolutely no way they aren't checking each individual model and texture as it comes into range. It would allow for model hacks and it needs to tell client B that client A is coming into range with model and texture A and vice-versa. Otherwise client B would never know client A was around. The only other option is to tell all clients on the server that client A is using a specific weapon at the point of loading into the map and every time a new person logged into the server, that would be beyond inefficient for the client and server.

You being hit by people you cannot see is part of the limitation. They prioritize which models and textures are loaded because there is such heavy limitations. This is a case where client A was informed about client B, but not vice-versa because client B was not notified of what models and textures client A had. The more models they add, the more limitations they will need to set on what is loaded.

MonthOLDpickle
2012-12-06, 07:37 PM
Holy that VS carbine..just tested it out.

MrBloodworth
2012-12-06, 07:45 PM
There's absolutely no way they aren't checking each individual model and texture as it comes into range. It would allow for model hacks and it needs to tell client B that client A is coming into range with model and texture A and vice-versa. Otherwise client B would never know client A was around. The only other option is to tell all clients on the server that client A is using a specific weapon at the point of loading into the map and every time a new person logged into the server, that would be beyond inefficient for the client and server.

You being hit by people you cannot see is part of the limitation. They prioritize which models and textures are loaded because there is such heavy limitations. This is a case where client A was informed about client B, but not vice-versa because client B was not notified of what models and textures client A had. The more models they add, the more limitations they will need to set on what is loaded.

No. just no.

Kail
2012-12-06, 08:29 PM
There's absolutely no way they aren't checking each individual model and texture as it comes into range. It would allow for model hacks and it needs to tell client B that client A is coming into range with model and texture A and vice-versa. Otherwise client B would never know client A was around. The only other option is to tell all clients on the server that client A is using a specific weapon at the point of loading into the map and every time a new person logged into the server, that would be beyond inefficient for the client and server.

You being hit by people you cannot see is part of the limitation. They prioritize which models and textures are loaded because there is such heavy limitations. This is a case where client A was informed about client B, but not vice-versa because client B was not notified of what models and textures client A had. The more models they add, the more limitations they will need to set on what is loaded.

I can almost guarantee that you are not sending models and textures back to the server, even as checksums, every time something pops on your screen. It's not feasible.

moosepoop
2012-12-06, 08:52 PM
even though the MCG looks retarded, i use it because its the only gun that stands out from the other tr guns, BCM11, SADFSDF222, DFJSKGF-32, whatever the hell theyre called.

Electrofreak
2012-12-06, 08:57 PM
Ladies and gentlemen, I present the NC Longshot, in empire colors. Already nerfed, of course.

http://www.hasbro.com/common/images/products/61983905da_b400.jpg

SturmovikDrakon
2012-12-06, 09:04 PM
Ladies and gentlemen, I present the NC Longshot, in empire colors. Already nerfed, of course.

http://www.hasbro.com/common/images/products/61983905da_b400.jpg

Along with other Empire variants!

http://i.imgur.com/M4sYM.jpg
http://i.imgur.com/nD9AD.jpg
http://i.imgur.com/2QTTc.jpg

I want to buy a nerf gun just to spray paint it TR now :D

Hamma
2012-12-06, 11:05 PM
Some errors in todays patch.

Double checking the data files that went live with the patch, flak damage and composite armor resistance to flak is unchanged.

However, there were some things that went up by mistake.
The tooltips for the composite armor did change. Mostly though this was to clarify how composite armor works. The new wordage more accurately describes what the composite armor does, which increases the vehicles baseline resistance to those damage types.
As for the M60 Bulldog, parts of the intended change for the next patch went live. Below is a list of all the changes to the bulldog, some went live early.
Direct damage increase
Faster fire rate
Faster projectile
Faster Reload
Reduced clip size
Once all those changes are in, it should be an overall buff to the Bulldog.
via Kevmo

Kevmo posted on our forums about this, but I wanted to post here too. The update to composite armor is a correction to it's description, thats it. The old description was wrong, the new one is correct and gives a better description of the effect of the armor, rather than the armor + natural resistance. Functionally the attachment is the same as before. Composite armor is actually getting a bit STRONGER with the next patch to keep it's overall effectiveness the same along with the buff to flak damage - it's essentially a wash when you factor in the flak change, but if you had next week's composite armor today, it would be better.

Composite Armor isn't being nerfed, and it's no more or less useless than it was before. Now the tooltip is just accurate now. Sorry for the confusion.
Via Higby

Kiwihead
2012-12-07, 03:18 AM
- The player who submitted it would get a small fraction of the SC that people spend on that weapon (Say 1 SC per purchase).
That would be an outright insult and slap in the face. 50/50 at the very least, or it wouldn't be worth even the time to make the item.

Say you make a rifle that costs 500 SC to unlock, you would get $0.01. Even if 1000 people bought the asset you would end up with only $10. Let's say you spend a day working on a rifle (8 hours), just as an example. At $40/hour (which is what my time costs for this kind of work) they'd have to sell 32,000 rifles to make up for even the time spent. I doubt an item would sell that many in the game's entire lifetime.

moosepoop
2012-12-07, 03:31 AM
That would be an outright insult and slap in the face. 50/50 at the very least, or it wouldn't be worth even the time to make the item.

Say you make a rifle that costs 500 SC to unlock, you would get $0.01. Even if 1000 people bought the asset you would end up with only $10. Let's say you spend a day working on a rifle (8 hours), just as an example. At $40/hour (which is what my time costs for this kind of work) they'd have to sell 32,000 rifles to make up for even the time spent. I doubt an item would sell that many in the game's entire lifetime.

players receive 40%.

i really hope player studios comes for planetside 2.

MrBloodworth
2012-12-07, 10:35 AM
Along with other Empire variants!

http://i.imgur.com/M4sYM.jpg
http://i.imgur.com/nD9AD.jpg
http://i.imgur.com/2QTTc.jpg

I want to buy a nerf gun just to spray paint it TR now :D

That's great stuff right there.

AnamNantom
2012-12-07, 07:16 PM
Along with other Empire variants!

http://i.imgur.com/M4sYM.jpg
http://i.imgur.com/nD9AD.jpg
http://i.imgur.com/2QTTc.jpg

I want to buy a nerf gun just to spray paint it TR now :D

Oh yes, I'll take that NS one, or do my own.. or maybe do one like Alpha Squad VS!