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Mordelicius
2013-03-14, 03:39 AM
Just thought we can can collate feedback on another exhaustive gameupdate. So, please add your feedback.

First, thx SOE for the blistering-fast, and far-reaching game update. This one is an almost 2 gb monster.

These are just the preliminary reviews of what's new.

VR - Thank you, thank you, thank you. To me, this is best feature of the GU by far. Some suggestions they could add in the future:
- Moving targets ( note, I haven't fully explored the large compound yet, so I'm not sure if there are already moving NPC there)
- Ammo Resupply without the consoles. Running back to the consoles while testing a gun on the field is tedious.

Flash - another good improvement. I haven't tried the rumble seat yet, but everytime I bring up a flash, someone will hop in like clockwork :). Another good feature is the handling. It feels more like a vehicle now with more grip on the road and practically no slipping on lower slopes (something that has plagued ground vehicles before).


New Tower Vehicle Bay - Haven't had a truly contested fight on this yet. But i've inspected the line of sight angles. So far this improves defensibility. Defenders have good view and cover from the platforms and the shielded teleporter room is a nice touch. Will add more feedback as we get proper, balanced fight in this facility type.


Random Deploy - One can no longer selectively deploy (aside from redeploying). This move seem aimed at facilitating a more fluid battle flow and solid frontlines. I admit, I already miss chosing deployment areas, but I can still use vehicles for make up for it. Suggestion: Remove the spawn cooldown of Flash and Sunderer to alleviate transportation crunch.

Laginess - This is bad. Almost everyone is complaining of lower FPS since this patch. And it's different from lag spikes/stuttering of old. This is straight up laggy when there are alot of armor/players around.

Increase Vehicle kill XP - Another welcome change. More players are going out of their way to combat the aerial menace :lol: And there's more incentive to bust long range tank spammers.

Haven't tested the bunnyhopping fix yet or the vehicle splash changes or any other changes I can think of on top of my head. Will check them out next.

Koadster
2013-03-14, 10:57 AM
Well a lot of gun attachments are broken. I'm missing a compensator on my sabr, my t1 is missing its foregrip and 2x reflex. The warden can attach a grenade launcher in the VR room. I imagine I'm missing more attachments too but haven't checked every tr gun.. wouldn't be a ps2 update without them breaking somethinglol

EvilNinjadude
2013-03-14, 11:34 AM
Did someone say broken Reflex sights on the T1 Cycler? Why yes, I own both, and at the same time I apparently DO NOT. I don't know how they managed to break this.

I love the new free flash seat, makes for a lot of Video Game Caring Potential as you will help and be helped in turn, which is really a nice touch.
And that isn't even counting the combat potential of this addition. Launching rockets from the back seat while going fast will really make a difference when taking on armor, especially since the Flash is cheap and has short cooldown.

Now, one last point. Tribes:Ascend has a similar 2-person bike. And it has something that PS2 doesn't: A fast, non-targeted "Vehicle ready" callout.
And guess what? The "I need a vehicle" callout is NOT needed when you're sitting in one.
My proposal: When sitting in the driver seat of a multi-person vehicle, change the "need vehicle" callout to "Have vehicle". Any objections?

Calisai
2013-03-14, 12:01 PM
I had two issues with the update. The lagginess (we'll see if they straighten this out in the next day or so) and a weird glitch with my Anti-Tank mines.

I was unable to use them last night. Couldn't select them via number, mouse scrollwheel or separately bound key. The number would just reset the countdown availability counter, the scrollwheel would just skip past it without allowing me to use it. However, the Anti-Personnel mines worked perfectly as intended. (even switch back and forth loadouts with each and never could get the anti-tank mines working)

The only thing I can think of was that I tried using AV mines in the VR and didn't with the AP. Maybe something in there messed them up.

Anyway, most of the changes that I saw are pretty sweet. Towers are interesting, we'll see how they play out in the next few days, Flash changes are pretty nice.... using HE/HEAT on the mag wasn't that bad of a change. Definitely harder to get a kill while still being pretty easy (If you have correct aim... which I have no issue with... reward skill, penalize spamming is okay with me.)

Mordelicius
2013-03-15, 07:17 AM
A quick addendum:

Infantry Hill Climbing - They should check the infantry's ability to traverse steep terrain. It's too much. I understand if they changed the vehicle's ability to hold on to the terrain much tightly than before

But the ability has been conferred to infantry as well. Now infantry can literally run through steep slopes like a breeze. It's not only unrealistic, it also removes strategic flanking or thinking through a natural barrier. For infantry fights, those are essential.

As an example, the south path on the Crown spawn room(with the big boulder) can be traverse quite easily. I literally managed to catch up to a Light assault coming from the farther side as he headed to B capture point by going through the steep crags next to the boulder with no effort whatsoever. As a heavy assault, that should not have happened mitigating a LA's advantage.

Mordelicius
2013-03-22, 09:17 PM
New Deployment Effects: The new deployment they devised is good if limited paths from the "Rush Lane" is already implented. IMO, they should have waited, because according to Higby, there's still a long ways from Rush Lanes, Continent locking and even the 4th continent.

Right now I see two awful effects from it:

Less mass fighting - It definitely reduced the zerg, that could explode all over the map. Basically the map is turning into musical chairs where the capping goes merry go round with no cohesive movement whatsover. Planetside 2 is about massive warfare, there's less and less of this happening.

Tacit farming - And if mass fights do happen, most of the time is it for tacit farming. Basically two or three faction making an unwritten nod to simply fight each other with really no regard for capturing a location. The attackers are usually too scared and cautious to push too deep and get wiped with their sunderer.

An example is the Crossroads at Mattherson. Basically Vanu coming from the Crown, camping at the so-called "Magrider Hill". While the TR surround the Crossroads from everywhere else. NC then would hold and basically have a long meatgrinder stalemate.

Another example just now is in Waterson. TR is deeply embedded at the Vanu Archives while the half the NC forces shoot at range from those large rocks, while the other half go try to capture C. meanwhile, half the TR would shoot back from the cliff/buildings, while Light Assaults with shotguns, just spam drop into C from the cliff as the node changes hands back and forth. Vanu meanwhile would poke in once in a while in Liberators/ESF and even some troops.

It's quite tedious that factions don't even want to capture territories anymore. Before the nerf, there is actual fluid motion of going around and zergs meeting up and having a huge, savage, and contested fight. Nowadays since the change, the fights are a bit canned.

There are some exceptions. Biolabs can still be an intense and serious match. Yesterday NC had a couple of good fight fending off the Vanu then the TR in consecutive occasions.

In conclusion, there ought to be some stopgap solution to this. It's a long ways to the new hex system and continent locking. Mass fights are now severely fractured. The fluid motions of troops have been severed. If there are mass fights, it's a long range shootout with really no thrust of pushing inwards toward the objection. And that's for all factions.

Shotgun Spamming: This is getting way out of hand. The saturation of shotguns is getting crazy. Most often LAs with shotguns. They use their jetpacking to throw off targetting (an equivalent of bunnyhopping on steroids), then just blast shotgun. It's already bad that infiltrators are going around in highly accurate SMGs. Now all these shotgun spamming is even worse because they simply hit too hard and too fast.

It's a bad combination to have low TTK + High Burst + High Rate of fire. This needs attention from the weapons people from SOE. At this rate, very few are going to bother with other weapons. :doh: