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Jaybonaut
2013-02-13, 04:58 PM
I just whipped this up real quick - not meant to be as complete as my 'Be Less Derp @ Planetside 2' videos:




AV MANA turret

Figment
2013-02-13, 05:01 PM
I noticed that last one was almost from the rear and the other from the side, does it matter many rounds if you hit from the rear or front?



Either way - 3 shots? O.o'

Hamma
2013-02-13, 05:02 PM
Nice! Hadn't gotten a chance to see it myself yet. Cool that you can guide it.

DirtyBird
2013-02-13, 05:06 PM
Thanks for the video.
Now if they can add the option (certs) to have a camera on the front of it as you guide it...

Jaybonaut
2013-02-13, 05:13 PM
I sure hope additional loadouts come soon. I was already at that point with the release of the SMGs...

NotTheMomma
2013-02-13, 05:15 PM
Wow. Infiltrators that hack a vehicle turret and pull a tank inside a tower base are going to have a very abbreviated joyride. :D

GLaDOS
2013-02-13, 05:17 PM
These are shots to kill from someone named Atra on the official forums, I don't see why they can't be trusted.

Shots to Kill: This was done on a VS character with everything stock (Vehicle values are for front/side/rear where they apply)

Magrider: 5/4/3
Lightning: 4/3/2
Flash: 1
Sunderer: 4
Scythe: 2
Liberator: 6

ACE turrets: 1 (if turret is being manned, it 1 shots the gunner and leaves turret at ~50%)
infantry-
direct hit: 1
close splash: 2
medium splash: 4
max: 2 (1 shot does about 75% dmg)
NMG shielded heavy: 1

Emperor Newt
2013-02-13, 05:56 PM
Either way - 3 shots? O.o'
A magrinder is also almost dead from two hits to the rear (if he is not getting repairs very fast). In most combat scenarios two hits to the rear will be enough.

Ghoest9
2013-02-13, 06:24 PM
I just saw a guy using one in game.
It looks fun and the range is pretty good it seems.

I want one now.

Bravix
2013-02-13, 06:30 PM
Should remove lock on launchers and make them guided like this >.>

Jaybonaut
2013-02-13, 06:31 PM
The range seems infinite. Koolaid hit a vehicle about 800 meters away during testing.

Synical
2013-02-13, 07:31 PM
Thanks Jaybonaut! :thumbsup:

I was ecstatic when I saw the patch notes and saw they added the AV Turret and was looking for a video of it.

I think the power of it is pretty reasonable considering how slow the re-fire time is. According to Jaynonaut's video even at maximum certification it still takes 4.5 seconds which sounds pretty good to me.

I am very glad to see it is wire guided and not lock on. It will make it a more skillful weapon to use. In order to take out a Lightning moving at top speed for example you will either have to lead it well or know how to guide the rocket properly. That goes double for aircraft (unless they are just hovering trying to farm, in which case they deserve to get taken down with ease).

Maybe now that the wire guided mechanics have been programmed into the game they will think about revamping lock-on weaponry (Annihilator for example) so they use this mechanic instead.

One thing though, I wonder if the whole "infinite range" thing Jaybonaut mentioned is "working as intended". I would personally think that it would have a maximum range because of the guidance and that it would explode once it passed that range. Either way I'm happy to see the Engineer's arsenal expand.

ShadetheDruid
2013-02-13, 07:58 PM
Hopefully you'll find an AV MANA turret-related derp to put in your next video. :D

Jaybonaut
2013-02-13, 08:08 PM
Hopefully you'll find an AV MANA turret-related derp to put in your next video. :D

Haha, maybe so. I try to put one out on Fridays but that happens to be my birthday.

Chewy
2013-02-13, 10:44 PM
The range seems infinite. Koolaid hit a vehicle about 800 meters away during testing.

It is. If you can see it the AVM (AV Mana) can hit it. I find it best to pop a shot in the air and guide it do the target. That way you don't have to look past the rockets fire and smoke. It makes long range vehicle hits MUCH better as it lets you see the target longer and it has a chance to confuse the enemy to where it came from.

If only it acted like a TOW on BF3. Where you can fire it off and it'll curve and loop back around forever (or until a max flight time). But THAT would be OP as you could fire over and behind shields.

Riekopo
2013-02-13, 11:28 PM
Does not look cool.

Sifer2
2013-02-13, 11:42 PM
It's a bulldog turret on a tripod lol.

OCNSethy
2013-02-13, 11:55 PM
Our tanker's lives just got more interesting. Lets hope our sniper buddies can help us out :)

NapalmEnima
2013-02-14, 01:28 AM
One nice thing about the lack of a shield is that you don't draw so much attention to yourself... until you fire. But deploying a new one doesn't cost anything 'cept a little time.

Stick and move.

Jaybonaut
2013-02-14, 03:50 AM
Yep agreed. I think I'll get it next week.

NEED MOAR LOADOUT SLOTS.

Carrionghoul
2013-02-14, 04:00 AM
Oh man, thanks for the quick preview. Now I know I want one!

Take my money SOE....

TAKE MY MONEY!!!!!!!!!!!

Chewy
2013-02-14, 04:04 AM
I went and made a crap compare video of the AI and AV Mana turrets. It should be up sometime tomorrow after I get around to uploading it.

NewSith
2013-02-14, 05:03 AM
Magrider: 5/4/3

*cough* it's 2 in Vanguards back, are you sure, you shot from the right angle?

ringring
2013-02-14, 05:09 AM
These are shots to kill from someone named Atra on the official forums, I don't see why they can't be trusted.

Shots to Kill: This was done on a VS character with everything stock (Vehicle values are for front/side/rear where they apply)

Magrider: 5/4/3
Lightning: 4/3/2
Flash: 1
Sunderer: 4
Scythe: 2
Liberator: 6

ACE turrets: 1 (if turret is being manned, it 1 shots the gunner and leaves turret at ~50%)
infantry-
direct hit: 1
close splash: 2
medium splash: 4
max: 2 (1 shot does about 75% dmg)
NMG shielded heavy: 1

Ooooh!

Depending on range, you're as deadly to a sniper as he is to you.
You're as deadly to an enemy AV turret as he is to you.
It is a guided AA missile, more powerful than an annihilator.
With 75% damage it will likely get a kill shot on a max much of the time

AND it is anti-tank as well. It sounds too good to be true.

VaderDSL
2013-02-14, 07:00 AM
Looks to me they're just wanting to test controllable rockets before they release the Phoenix ES rocket launcher :p

ruskyandrei
2013-02-14, 07:19 AM
Ooooh!

Depending on range, you're as deadly to a sniper as he is to you.
You're as deadly to an enemy AV turret as he is to you.
It is a guided AA missile, more powerful than an annihilator.
With 75% damage it will likely get a kill shot on a max much of the time

AND it is anti-tank as well. It sounds too good to be true.

You are only as deadly to a sniper as he is to you if he's standing in front of you up to 20m away.
You are in no way as deadly to an AV turret as it is to you since the AV turret will 1 shot you while you will not.
It is in no way more powerful than than the annihilator since it can't hit anything in the air that is not standing still.
It will only get a kill shot on a MAX in close range where the MAX can kill you long before you aim and guide your rocket to him. Not to mention other infantry.

Koadster
2013-02-14, 07:22 AM
Notice how its just the Bulldog ripped off a sundie and a tripod/AI mana controls duct taped to it lol.

Its a good new addition for Infantry AT. HUGE anti magrider boost for TR/NC.

But not worth $7. They should atleast make it 250 or 500SC.. Especially since its not even a new model just recycled parts

Mietz
2013-02-14, 07:28 AM
Because we needed tanks to go down faster and engineers to have more AV weapons.

Seriously, why not leave AV to the HA?
Why does every class need to have all this shit if I can switch to any class at any time?

Will this homogenization of classes ever stop?
What will be next? Heal gun for HA? Cloak for LA?

Can we please stop adding this completely OP shit to the game?

Sledgecrushr
2013-02-14, 07:28 AM
http://oyster.ignimgs.com/mediawiki/apis.ign.com/planetside-2/e/e9/M60.jpg

ShadetheDruid
2013-02-14, 07:34 AM
Why does every class need to have all this shit if I can switch to any class at any time?

Maybe so people have more options of what class to play in a situation rather than being forced to play HA to take on vehicles?

Besides, we knew this was coming, we saw it in beta. You're a bit late with the whining.

Emperor Newt
2013-02-14, 07:39 AM
Oh dear god! So many heads to shoot yesterday :D

Switch to infiltrator and enjoy the new turret ;)

Mietz
2013-02-14, 08:00 AM
Maybe so people have more options of what class to play in a situation rather than being forced to play HA to take on vehicles?

Besides, we knew this was coming, we saw it in beta. You're a bit late with the whining.

Implying I didn't play beta. Wrong.

I'm not late with the whining as I welcomed the decision to remove AV MANA from engineers, I just assumed it was permanent.
To see it return is like a stab at an old wound.

Why do you need "more options of what class to play" with the PS2 system? It would make perfect sense if class-switching was restricted or if you only could pick one class to play at any given time.
I already can switch to HA for my long range AV needs.

If everyone already has access to long range AV weaponry via HA, why the fuck do I need this on my engineer? I already have Mines as a different and unique AV solutions, why do i also need a guided rocket-launcher?

To quote another poster on here: Homogenization is for milk.

GrmlZ
2013-02-14, 08:15 AM
Interesting this new turret.
Going to pick it up,since the AI turret is pretty useless these days anyway.

Bunk
2013-02-14, 08:25 AM
It looks ridiculous but it's very useful to the engineer. especially if you position it well behind a tank zerg

Assist
2013-02-14, 08:51 AM
Should remove lock on launchers and make them guided like this >.>

That would be amazing.

Jaybonaut
2013-02-14, 03:02 PM
Notice how its just the Bulldog ripped off a sundie and a tripod/AI mana controls duct taped to it lol.

Its a good new addition for Infantry AT. HUGE anti magrider boost for TR/NC.

But not worth $7. They should atleast make it 250 or 500SC.. Especially since its not even a new model just recycled parts

I don't see how it is anti-specific-faction at all. The VS will get just as much out of it.

...and it can also be obtained for exactly $0 too.

MrBloodworth
2013-02-14, 04:00 PM
Welcome to the world of video games, where 90% of object models are reused.

Jaybonaut
2013-02-15, 11:53 AM
Welcome to the world of video games, where 90% of object models are reused.

Which makes sense to everyone involved, and there is less impact on performance.

Rahabib
2013-02-15, 12:45 PM
hmm... may have to grab one and try counter sniping the mags on magrider hill :)

Sifer2
2013-02-15, 03:30 PM
They really need to go back, and make a sturdier thicker looking tripod for it. It's one thing for it to be just a chopped up bulldog turret model. But it looks completely ridiculous how that big thing is sitting on a tiny little tripod. Looks like it would be crushed.

Graywolves
2013-02-15, 03:39 PM
I think it could stand to have a shorter range or be less effective against infantry.


You can take out base turrets with barely any risk and it seems to undermine the new spawn building.


It hasn't even been out that long and my observations were only 1-2 operating at a time. I'm interested in seeing how the meta around it evolves and if any balancing changes will need to be warranted.

mrmrmrj
2013-02-15, 03:47 PM
I have changed all my engineer loadouts to this from the old mana turret,

Chewy
2013-02-15, 05:39 PM
I think it could stand to have a shorter range or be less effective against infantry.


You can take out base turrets with barely any risk and it seems to undermine the new spawn building.


It hasn't even been out that long and my observations were only 1-2 operating at a time. I'm interested in seeing how the meta around it evolves and if any balancing changes will need to be warranted.

There plenty of risk in using the AVMT. I get maybe one to two shots before every sniper and vehicle starts to get sights on me. Often I don't have time to line up one shot before getting peppered and if I so much as try for a 2nd Im killed before knowing it.

Without it's range the AVMT won't be worth the cost. It takes a long time to use one. First you have to find a flat place to deploy it (no hills or good vantage points Iv found can hold the basted thing). Then you either have to fire dead on and be blinded by the smoke for a no drop RPG or fire at an angle and guide it to target. If you try to guide the rocket it lengthens the travel time quite a bit and you can't get out of the AVMT or it stops guiding. If you don't stay put and keep a bead on your target a guided rocket will most likely never hit, that means you're huge sniper bait for free kills.

The AVMT is an ambush weapon with how weak its HP is and the time/skill needed. Guided rockets are made for long range. If the rocket could loop back around then maybe I can see a range limit (or at least a max flight time), but till then we need to wait for people to get good with the AVMT before passing judgment.

Jaybonaut
2013-02-15, 08:02 PM
You can take out base turrets with barely any risk

To be fair, the range on base turrets are nearly as ridiculous.

KodanBlack
2013-02-16, 05:24 AM
Should remove lock on launchers and make them guided like this >.>

I agree. These are a lot of fun to use and with practice, the user can damn near hit things around corners. :)

Solkanarmy
2013-03-03, 05:52 AM
I bought the AV turret with certs as soon as I could possibly afford it, and it's awesome :D I use the fire into the air method to get a good trajectory... and yes, you can hit things around corners, and over walls, and around the stanchions of the spawn building rooftops, it's amazing if you get it in the right spot :D

That said, there's no shield, and I'm actually squishier in the turret than out of it due to no mobility and my flak V not being taken into consideration... also, you can't really surprise good tank drivers with it at close or even medium range, one shot is all you'll generally get before you have to reposition.

The range is amazing, if you can see it, you can shoot at it - doesn't always mean you can hit it as the turret has no zoom so the further away a target is, the more you have to account for not being able to land the rocket precisely on it, and that's where the fun part comes in, you can make them swoop along roads to zap a tank in the rear that's trying to get away, you can make them hit anywhere you like, essentially, you just need time and practice and not to get headshotted whilst guiding the rocket (although if you're on your target and get out of the turret or get killed, the rocket continues to that point so you'll get the hit/kill if the target doesn't move)

From what I've seen so far, good AV turret users will be a little like good snipers, only a lot more detectable :D