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Mordelicius
2013-06-28, 01:27 AM
Post your GU11 Feedbacks.

ADAD Fix - IMPO, the best part of GU11. It's not perfect though, since ZOE and LAs still give hit registration problems although it's not as bad as before.

IRNV Fix - Here's another great fix. It's been abused for so long. It's been explained to me along while ago that the fix is not so simple. I'm glad they found a side-fix to it.

ZOE is still OP - They have extra killing power with the maneuverability that negates the armor debuff. TR Max is easy to hit on lockdown (less survivable). NC Max can't shoot (zero dps). Either remove the speed bonus or give it the timer that was talked about.

Harassers are way OP - Somehow the Devs got suckered into changing the projected price of 400 to 300. This vehicle is not a buggy. It's a highly mobile tank with a buggy skin. Consider these insane advantages:
- Can repaired on the go.
- High DPS
- High evasion rating
- Good armor ( with mobility, it's already more survivable than a tank).
- Easily runs over players especially on Sunderer spawn clumps.
- Has limited counters. Very hard to hit with dumbfire Rockets and even AV Spear turret.
- Has 2 passengers that can dish out damage.
Some suggested fixes:
- If they can repaired on the go, the armor should be go down significantly. If not remove the passenger repair feature.
- As many has suggested before, they should take alot of damage when running over players.
- The price has to be 400 since it is already better than a tank. I've predicted before that their usage will easily eclipse the lightning once they've been certed. That's why I've been calling for price increase even before then.
- Tone down the AV and Anti-infantry Dps.

Sunderers need a buff - With the increased cost of vehicles, fewer players would spawn Sunderers because they'd rather use it on Harassers and tanks. In addition, Sunderers haven't been balanced since a host of new upgrades such as AV Engineer Turrets, ESRL, Flash Wraith, AV Spear Turret buff, Tank HP buff, AV Max buff, and finally Harassers. Sure it's been adjusted against mines and C4 but against everything else, they are an easy kill.

And with the planned asinine no deploy zones (please don't make it over 6 feet radius; gameplay limiting and interferance), say goodbye to any form of battle flow. Whack the Sunderers and it's over. Suggestions (any combinations of the following):
- Armor or HP buff.
- Allow seats 4 and/or 5 to repair from the inside
- Better AV options. Not asking for battle Sunderer just sufficient deterrant vs ground vehicles.
- Cost should be 300-350. Sunderers are an essential part of combat in that they spawn players, hence they have to be accessible and affordable.


Tank Mines Defusal - It's a pointless gesture if the don't render at all (or fast enough) when on fast moving vehicles. I'd died so many times to mines since GU11 (esp on large battles), it's ironic.They need to check tank mine rendering when on vehicles. They used to render correctly.

Mana Turret + AA turret bugs - These are bugs are still aren't fixed. The mana turret will hit its own shieds while AA turret won't hit any target at all (seems like the target reticule is moved but the graphics still show they are shooting at the right spot yet won't hit even point blank). When this happens, the turret becomes functionally useless and it won't revert until it's destroyed and repaired.

Shemagh headgears - Glad that the Devs listened to player suggestions. Such as the faction specific infantry goggles on the deleted :( Max concepts thread by Lunaleska and also this: http://www.planetside-universe.com/showthread.php?t=53280&page=2 (Luuke!) The shemagh style is a nice touch but the goggles is what gives it the cool personality. It still needs matching raggedy armor for the NC :p

Overall GU11 is probably my favorite GU with so many little nifty fixes like the faction specific Infiltrator aura color.

There's something glaringly missing though: Improved Grief reporting. For a supposedly newbie friendly update, it's missing this needed feature. Currently, griefing is out of control. It's abused constantly. The system allows players to log on to their alt char/accounts blow up vehicles (Sunderer, Flash), TK (C4, Mines, Grenades, Guns, Rocket Launchers, Tanks, even Max. Everything. Seen them ALL), sabotage and/or repair terminals (so their allies can get vehicles on a base under siege) even we already blew them up for that very purpose. They even go to turrets to shoot passing friendlies. They are basically allowed to do these. Are they even suspended much less banned for these? I doubt it very much.

Gatekeeper
2013-06-28, 03:37 AM
Generally happy with GU11, though I was hoping it would fix more of the long-running bugs and issues we highlighted in our feedback thread.

As for specifics:

IRNV: don't see why this needed an additional nerf beyond its existing low zoom, range limitations, loss of peripheral vision, blindness to cloaked infiltrators and inability to see anything against a white background and/or any objects that glow in NV (ammo towers, for example). Still, the new nerfs don't seem to do much, so I guess I don't really care.

Defusing tank mines: Not a huge deal, but it did allow me to get some mines out from under my Sundy once, so that was nice.

Harasser: agreed, this is OP and needs looking at. I like them, they're fun - but they're way too hard to counter. I don't think they need one of SOE's patented multi-nerfs, but either reducing their roadkill ability, nerfing their damage output or making them more vulnerable to AV fire would be good. Pick one SOE, and see how that goes.

Grief: also agreed. I see way more deliberate griefing in PS2 than I ever saw in PS1. The grief system is definitely too mild, although I think a big part of the problem is that grief is much harder to avoid in PS2 because it's far harder to tell friend from foe.

That's a core design flaw, and I don't really see how it can ever be fixed. They never should have allowed camo that conceals faction colours so completely, especially if all three factions are going to look similar at a glance (i.e. have similar outlines).

I also get an occasional bug where the wrong colour dorito shows over an ally or enemy when I first see them - so a friendly comes round a corner with a red arrow over his head, or vice versa. Nice bug SOE, thanks for that ;)

VaderDSL
2013-06-28, 04:30 AM
All they need to do to harrasers is give AP rounds more of an effect on them.

Canaris
2013-06-28, 04:55 AM
can't agree with you mine diffuser assessment, I know loads Sunderer drivers who are over the moon at not loosing their sundy because previously their was no way to remove the mines placed under the bus other than blowing them up.

Harasser is definitely OP, I was surprised they gave them access to so many powerful weapon systems that belong on tanks, PS1 got this right with limiting it to just having a light machine gun.

Been loving the ADAD fix.

The ZOE I'm still not sure about some days they seem OP but yesterday we were in a biolab fight and I got attacked by 3 ZOE's in my MAX suit with dual chainguns, I kept myself between them and my pocket engineer and ran them off with a beating ;)

The rescource increase, I'm liking it people are no longer just using vehicles as throw away items.

PredatorFour
2013-06-28, 08:03 AM
It's quite a decent update though im gutted they haven't done anything about the striker bug. If you fought TR day in , day out you would understand.

wasdie
2013-06-28, 10:13 AM
I enjoy a lot about GU11 but I do agree that harassers are OP and ZoE is still to strong.

Harassers are really OP and it's really hurting this game.

I really like the resource increase. Hopefully over time this teaches people to utilize their vehicles a bit more wisely.

Obstruction
2013-06-28, 03:56 PM
harasser is the only fun thing left. you guys won't be happy until the only thing you can do is spawn infantry.

besides, it does have counters. 1 is a skilled MBT crew. another is anything airborne. yet another is a team of ground based lock on or AV engie turrets. yet another is AV mines. yet another is an AV harasser. yet another is any 2 harassers. yet another is tower AV turrets. yet another is a LA catching you repairing and dropping C4. it does go on.

just because you can't kill it with 1 infantry doesn't mean it's OP. it just means it's a counter to infantry. get over it.

==

in response to OP's bit about sunderers i mostly agree. i think AMS should probably be divorced from the sunderer though. the main problem in making the sunderer cheaper is that there is so much invested in it being an APC. if you divorce the AMS and either 1. put it on it's own vehicle or 2. make it a cheap tow-and-deploy unit that any vehicle can add on for additional resource cost, then you actually open up more avenues for the sunderer itself to grow in terms of weapons and utility that would justify higher costs.

Crator
2013-06-28, 04:05 PM
^ I don't think anyone wants a Planetside that doesn't have vehicles. People just want situations that they can have pure infantry fights, that vehicles cannot interfere with. Currently, with the exception of Biolabs, vehicles can interrupt infantry fights way too much. The dome shields they plan on putting in should help a lot with this though.

Obstruction
2013-06-28, 05:51 PM
i understand that, of course.

but let's examine your statement a little further. bio lab fights are already areas where we see segregation of the server pop happening. i'm not sure that domed bases will help that situation at all.

rather than combined arms struggles where vehicles are a valid strategy to overcome infantry numbers with their infinite free respawns, you'll have a situation where there is no force multiplier and you simply have to have more infantry to win.

this will further segregate the game into areas where people can have their Call of Duty frag fest, and wide open areas with little population where vehicles will sort of play against each other when they can find a place to fight at all.

remember the lattice is coming to all continents soon, so finding a place to fight that doesn't have 48 unrendered infantry waiting to farm vehicles will be tough.

everyone talks about vehicles farming infantry but when the pop in a given area soars the tables actually turn. i'm just trying to represent the pilots and tankers who don't seem willing to stand up for our end of the debate.

--

last, i want to add that when i do argue a point here it should be considered to be in the interest of a better experience for everyone. i don't think anyone wants either infantry or tankers/pilots to have a bad time.

the game needs loss conditions in order for there to be tension. just like in a movie where there needs to be something at stake with characters you care about, or it falls flat.

so, what we really want is to reduce the situations where you feel like you didn't have a chance to try. and that goes for everyone.

MrMak
2013-06-28, 06:35 PM
The Harsser can be fun and at the same time NOT be able to take 3 Heavy Armor Piercing rounds and just drive away laughing.

Whiteagle
2013-06-28, 07:38 PM
Perhaps if the MBT firing those AP shells was Crew Operated instead of a Driver/Gunner combo, they could get another armor boost...

wasdie
2013-06-28, 09:05 PM
i understand that, of course.

but let's examine your statement a little further. bio lab fights are already areas where we see segregation of the server pop happening. i'm not sure that domed bases will help that situation at all.

rather than combined arms struggles where vehicles are a valid strategy to overcome infantry numbers with their infinite free respawns, you'll have a situation where there is no force multiplier and you simply have to have more infantry to win.

this will further segregate the game into areas where people can have their Call of Duty frag fest, and wide open areas with little population where vehicles will sort of play against each other when they can find a place to fight at all.

remember the lattice is coming to all continents soon, so finding a place to fight that doesn't have 48 unrendered vehicle-farming infantry waiting will be tough.

everyone talks about vehicles farming infantry but when the pop in a given area soars the tables actually turn. i'm just trying to represent the pilots and tankers who don't seem willing to stand up for our end of the debate.

--

last, i want to add that when i do argue a point here it should be considered to be in the interest of a better experience for everyone. i don't think anyone wants either infantry or tankers/pilots to have a bad time.

the game needs loss conditions in order for there to be tension. just like in a movie where there needs to be something at stake with characters you care about, or it falls flat.

so, what we really want is to reduce the situations where you feel like you didn't have a chance to try. and that goes for everyone.

48 unrendered vehicles eh?

I don't think anybody is going to take your opinion seriously if you're using so much hyperbole.

Obstruction
2013-06-28, 09:25 PM
48 unrendered vehicles eh?

unrendered HA and engineer AV turrets. vehicles render just fine at range in a large conflict. i changed the wording to make my message a little more clear.

===

hyperbole would be more like "a million rockets came out of nowhere."

48 might be a high estimate but when you have a very large conflict many, many infantry don't render at range.

also this is the internet so being taken seriously isn't really what i show up for. mostly i show up for the porn and the lols.

wasdie
2013-06-28, 09:58 PM
unrendered HA and engineer AV turrets. vehicles render just fine at range in a large conflict. i changed the wording to make my message a little more clear.

===

hyperbole would be more like "a million rockets came out of nowhere."

48 might be a high estimate but when you have a very large conflict many, many infantry don't render at range.

also this is the internet so being taken seriously isn't really what i show up for. mostly i show up for the porn and the lols.

If they don't render for you, odds are you're not rendering for them.

Falcon_br
2013-06-29, 12:12 AM
If they don't render for you, odds are you're not rendering for them.

Dude, are you new to planetside 2?

wasdie
2013-06-29, 01:10 AM
Dude, are you new to planetside 2?

I've only played since alpha, but yeah im brand new, I obviously don't know what I'm talking about.

Effects don't render properly all of the time, but vehicles do (especially the mana turret). You're not killed by some invisible vehicle off of the distance anymore.

AThreatToYou
2013-06-29, 03:10 AM
You are killed by some invisible infantry off in the distance as a vehicle, 'moar.
Then again, in such swarmy scenarios, I would attest to the render distance on vehicles and on infantry while in a vehicle being mostly fair.

almalino
2013-06-29, 03:29 AM
Played PS2 after 2 weeks not playing it yesterday and I must say something has changed in a very positive way.

I deployed Vanguard 2 times and both times I managed to survive for about 10-15 minutes not being exploded to pieces immediately and was able to have fun in a tank.

Also I noticed tank driving is much more smooth and predictable now. I enjoyed driving it.

Also, was Anti Tank rounds speed reduced? I feel it is very very slow now.

Mordelicius
2013-07-02, 12:51 AM
Some more:

Flash spontaneously exploding - I don't know what they did to the Flash, but it's been exploding alot for no visible reason whatsoever. It explodes when I'm riding it and there's not even a bump and it's suicide. I park it and they explode.

I know there are plenty of hackers shooting from the ground but you'd see the health of the Flash gradually fall in those instance. Here, they simply expode :doh:

One last Flash gripe. If you tip on a flash sideways, you cannot unmount (exits "blocked") and you'll die.

Continental control threshhold - Seventy five percent control is way too low and victory is fairly hollow. They ought to raise it to 85% at least.

Players rarely bother to deny enemies of getting 75% because it's very difficult when the pop is tipped one way.

Also, they should raise the continental loss threshhold to 90% as well, since most of these defense is 2 factions vs 1 anyways. It will surely make for interesting fights without allowing the defending faction to stack all their population into one territory. Fifteen percent is too difficult to reasonably maintain in 2 vs 1 scenario.