View Full Version : News: Update Notes 06/26 Continent Locking and Hossin
Ruffdog
2014-06-26, 06:18 AM
https://forums.station.sony.com/ps2/index.php?threads/update-notes-06-26.191225/
The notes in italic parentheses are additional information from your Community Manager and may not be representative of the intent of its preceding patch note.
New Continent! Hossin:
“------//// Deputy Director’s Journal, June 26th, 2859 ////--------
With some unfortunate losses, our mission to Hossin was a success. As expected, the swamp was totally devoid of any humans; NC or otherwise. We experienced some unforeseen setbacks after helplessly watching our pilot transferred into a Galaxy that spawned- and instantly exploded- into the unkempt overgrowth of the swamp. Without the resources to recalibrate the spawn matrix for the terminals, I made the decision to proceed to our given location on foot. Unfortunately, the Vanu apparently left their entire stock of proximity mines at every chokepoint leading up to the manual override for the Rebirth network. With two of us down from stomping on proxy mines, EOD Hud was mandatory in loadouts until we got out of the place.
Resetting the system was surprisingly uneventful finish. No big generator spooling up, massive explosions or anything of note. The Board contacted us moments afterwards confirming that Hossin’s Rebirth indicator was back online; mission successful. Just a quick redeploy after confirmation and Sigma Squad managed to finish our only a few hours into overtime.
The day was wrapped up with a pat on the back (verbal, of course) from my bosses and the beginning of a new chapter in Auraxis’ history. Witnessing the first actual deaths on Auraxis in nearly a decade was rough, but hopefully the loss of their lives was not in vain. When The Board activates the warpgates tomorrow morning, the NC can begin taking back what was once our home.
Alyss Rodriguez, Deputy Director, New Conglomerate”
Explore a brand new continent with over 80 new bases in a brand new biome.
This is an Early Expedition. Read about what that means in this post ('https://forums.station.sony.com/ps2/index.php?threads/next-live-update-news-and-status.190580/') from Creative Director Matt Higby:
Continent Locking:
Continents can now be locked to a conquering empire in one of two ways:
Dominate the continent by owning at least 94% of the territory
Win an alert
When a continent locks, the conquering empire automatically captures all remaining regions on the continent
All players on the locked continent will be prompted to redeploy to another continent.
A maximum of 2 continents can be locked at any one time.
Whenever a continent is locked the oldest existing locked continent will automatically unlock.
A Continent Benefit is now only active while the continent is locked.
Continent Benefits have changed:
Amerish gives -50% Infantry Purchases (up from -10% Aerospace Purchases)
Esamir gives -50% Mechanized Purchases (up from -10% Mechanized Purchases)
Indar gives -50% Aerospace Purchases (up from -10% Infantry Purchases)
Hossin gives +25% XP (new) (It's almost like we want you to play there!)
To accommodate continent locking, Global Alerts have been removed from the game, meaning every alert is now specific to a continent
When a continent is unlocked the warpgates on that continent will rotate, and territory will be reset to a default starting configuration for each warpgate. (Tired of your warpgate location? Now you can fix it)
Warpgates will no longer rotate every other week and are now exclusively rotated via continent locking.
Outfits Recruiting:
Do you run an outfit? Looking for some new blood? List your outfit in the brand new recruiting system.
Are you looking to join an outfit? Want to meet some new friends? Find an outfit to join in the brand new recruiting system.
To list your outfit go to the outfit screen and there is a Manage Recruitment button.
To view recruiting outfits, go to the outfits button on the social tab. On the main page is a button to find an outfit.
Outfit Decals:
Your outfit can now select a decal to represent yourselves.
Purchase Infantry or Vehicle Outfit decals in their Depot categories for 100 SC or 250 Certs
Equip like a normal decal. If you’re in an outfit and the outfit has a decal selected, the decal will display as the selected decal. (How many times can we say decal? You'd be surprised!)
If you’re not in an outfit, the decal will not display. (So just join and stay in an outfit already)
Outfit Base Capture:
When your outfit captures a base your outfit’s decal will be displayed on the faction banners at the base, on the scoreboard, and on the map. (We got tired of some of you "marking" the map. Infantry are provided latrines).
An outfit is recognized as being the captors by being the highest scoring outfit during the base’s capture
For now, this score is simply the cumulative score of the outfit members that participated in the base capture (i.e. the scores that are displayed on the scoreboard). (If you are bad at math, just have everyone try harder ok?)
Misc:
The descriptions on the Medical Applicator now list the hotkeys required for healing and reviving. (Some of you were just mashing 5 keys and getting lucky).
Adjusted ranges of “Enter Vehicle” and “Equipment Terminal” interactions on Sunderer.
Change reduces overlap and is intended to reduce the chances of accidentally triggering the interaction you don’t want.
When the vehicle is deployed, you will need to get closer to the terminal and closer to the vehicle.
When the vehicle is undeployed there should be no change in the enter vehicle interaction.
A lattice link has been added between TI Alloys and Ceres Hydroponics on Indar.
Bug Fixes:
Desynch fix for multiple situations. (This should improve a number of issues some of you have been reporting but poor accuracy is still in your hands)
Fixed focus issues with the chat window after hitting escape.
Fixed an issue where thermal optics for the Dual-75 Duster were not set up like other belly guns.
The TR Honeycomb camo will now scale correctly.
Updated the descriptions for Liberator belly weapons to be more accurate with recent changes.
The unpurchasable magazine size certification should no longer appear for the Hyena Missile Launcher. (In this particular case, size didn't matter)
Camo will now apply correctly to the Bruiser Plating and Scrapper Vanguard attachments.
Kills caused by explosions will no longer grant double experience. (This doesn't mean you should stop doing it because come on...it's entertaining right?)
Equipping the Ammunition Package during a weapon reload will no longer skip the reload animation.
Adjusted the Ammunition Package so that it it less likely to continuously shake when thrown on uneven terrain. (See? You thought you were just really nervous.)
Fixed an issue where tank reverse turning speed would change when toggling the ‘Invert Reverse Steering for Tanks’ option. (We really can't make this stuff up....)
Oh my nanites.
Gimpylung
2014-06-26, 07:45 AM
Please put your seat in its upright position and assume the brace position, oxygen masks will be provided, life jackets are available under your seats.
Canaris
2014-06-26, 08:33 AM
Please put your seat in its upright position and assume the brace position, oxygen masks will be provided, life jackets are available under your seats.
I checked there was only a MCG under my seat, still I suppose it's a type of life preserver... right?
Still WOOOOOO Swamp Thing cont!
https://www.youtube.com/watch?v=3H5zXh6MVvg
Edfishy
2014-06-26, 12:00 PM
Awesome update! Higby had said maybe on the outfit banners being displayed on bases this week... is this actually in? If so I have some more incentive to play!
Ruffdog
2014-06-26, 01:54 PM
The update is now available
1581 mb
Known Issues:
Outfit Recruiting and Decals: We are working on an issue where permissions for setting the recruiting up and selecting a decal can’t be set.
Outfit Base Capture: The outfit decal won’t show up on the large faction banners at some bases.
Hossin: Some objects can sink below the waterline and will not be able to be destroyed
War Barney
2014-06-26, 03:26 PM
The bases don't seem very good from what I've seen a pain to navigate and very attacker orientated from what I saw. Hopefully its just a few of them if not hossins going to be a continent designed for never defending and just constantly attacking instead
Crator
2014-06-26, 03:54 PM
The bases don't seem very good from what I've seen a pain to navigate and very attacker orientated from what I saw. Hopefully its just a few of them if not hossins going to be a continent designed for never defending and just constantly attacking instead
This was explained a couple days ago. They are calling Hossin an "Expedition" approach. What this means is that there is some copy/paste stuff to allow them to release the continent quicker. They will eventually fix all the copy/paste stuff. https://forums.station.sony.com/ps2/index.php?threads/next-live-update-news-and-status.190580/
BlaxicanX
2014-06-26, 04:44 PM
My body is ready.
Luke. You must go to the dagobah system.
Babyfark McGeez
2014-06-26, 07:51 PM
Tried it out, hossin looks really good. Gives off a very nice jungle feeling, i dig the fog and the trees. The only downer was the rather pathetic "water" (texture). Still, i definetely liked being there.
"Continent Locking" seemed very WIP, and not a bit like i read about what they were planning there, so can't say much about it. It felt unnatural and not smooth and definetely not finished. Had a huge fight on indar going on, VS hits the threshold, *poof* continent locked, suddenly everyone is gone - in the middle of a heated battle. Thresholds just suck guys. :p
Also i couldn't figure out the "unlocking" conditions (didn't really try to though), and when a continent did get unlocked it just reset to a kinda even state. So i don't think there is any kind of intercontinental connection there yet.
Looked still nice so far though, might check it out more when they worked on the cont locking / lattice part.
Baneblade
2014-06-26, 10:38 PM
My Vanguard is on ice skates now. Yeah, not playing till that shit is fixed.
Chewy
2014-06-26, 10:53 PM
One thing I do not like about Hossin, is the bloom. My god the bloom is so damn high on that map. EVERYTHING looks like it's the fucking SUN!
I keep a darklight on my CQC engie and I can't get close to walls with it or have a massive bright white burnt into my eyes. Also makes some spawn rooms hard as hell to see in with the shields, terminals, and darklights about.
Outside of that, Im finding Hossin to be very fun. Having problems with mass redeploys with a full platoon or more drop from nothing every time tonights 2 DVS squads attacked a base. But we have also been claiming just about every base we take no matter if there was a zerg or not. Out of the 7-10 bases we helped take (most had a zerg being zergy) DVS claimed all but 1-2. Having the QQ decal set for the outfit only makes it better till custom decals come and we can get the grin.
https://fbexternal-a.akamaihd.net/safe_image.php?d=AQCioPvYHUWVkdGG&w=155&h=114&url=http%3A%2F%2Fstatic-cdn.jtvnw.net%2Fjtv_user_pictures%2Fdvs_gaming-profile_image-6239bdb5171a0d19-600x600.jpeg
Dougnifico
2014-06-27, 12:38 AM
Despite any problems... BEST UPDATE YET!
BlaxicanX
2014-06-27, 01:04 AM
Every time I warp to Hossin, there's a big alert that says "THIS CONTINENT HAS BEEN CAPTURED BY THE NEW CONGLOMERATE" that sits right in the middle of my screen, and it never goes away.
I am apparently the only person in the VS who is seeing this screen.
Canaris
2014-06-27, 03:55 AM
My thoughts on Hossin so far, WIP sure but it's one heck of a fun fight. During Miller primetime there was an Indar alert which the VS & TR went off to fight, leaving only those sick of that Continent to fight on Hossin against almost the entire NC faction who stayed and they really gave us a fight, managed to hold the line though.... in places ;)
Proper jungle fighting, you never knew which direction the enemy were going to be coming from while fighting from base to base, the tree canopy limited the use of air cover which was as a ground grunt was great. (wasn't entirely useless as some claimed) I think the sky whales had the worse trouble trying to pick people up from the ground, most ended up upside down and in flames but meh it's a JUNGLE. People were utilising more ground transports, I saw loads of Harassers again.
I LOVE THE SWAMP FOG! Those luminescent red plants are great looking and scaling the big trees as a LA to get into new and vicious positions is a new fun hobby, heck I may have to even dust off my drifter jets for this place as they may actually work better *shock* *horror* *surprise*!! :D
There's some brilliant new terrain objects/props from just the hollowed out dead trees to the open sided containers in some bases, we need more of this stuff in game, makes great fighting cover.
Hossin really requires a new set of play/tactic books to adhere to from the other 3 continents which really sets it apart, don't know how others feel about it but great job dev's that's what I wanted in Hossin to feel like it was another world if you understand me, Indar, Easamir & Amerish are a little to samey in design. Can't wait to see this gem all polished up :)
my 2 cents
Mordelicius
2014-06-27, 04:21 AM
Woo, this continent is so good!
But currently, Emerald Server is a mess. TR Emerald refuse to engage the VS. They are literally scared of the VS. They don't enjoy fighting the VS; they like fighting the NC because both faction is balanced against each other.
Normally, NC is fine getting gangpiled left and right (it's actually fun). However due to the new continent locking, the VS now has a free hand to lock whichever continent they want simply because the TR will only attack NC.
As a result, even NC players log out, giving VS massive population boost. One thing the NC and TR agree is both faction is balanced.
Vanu need to be calibrated to NC and TR levels. This is not sustainable. This is just the first day. Without the locking mechanics, the NC can hold TR and VS together (as what has happened the last couple of days being almost warpgated on both sides in Indar). Does NC mind? Not at all.
With the locking mechanics, the population easily swerve toward the VS. The developers have the data. And if you even play the game you know what's up.
Just a while ago, VS was trying to cap Hossin. TR left for the Amerish alert, even if it's basically just TR and VS fighting against NC at Hossin in the first place. That gave VS a free hand to cap the continent with 50% continent advantage to 15% TR and 35% NC. The funny thing is even with this, you get mosquitoes poking on NC bases because they simply don't want to engage the VS. This Hossin cap happened right after the Esamir Lock only about an hour or so ago.
War Barney
2014-06-27, 10:40 AM
the 25% exp boost for locking hossin was a bit stupid though... lets face it every server is going to have it locked 24/7 by the zerging faction now, its already locked by the VS on woodman and I expect it to stay locked by them until the zerging outfits decide they've leveled up enough.
Crator
2014-06-27, 10:48 AM
I don't like the locking rules. Should be empire home continents with lattice connections to each continent. Like PS1.
DevilzRightHand
2014-06-27, 11:12 AM
I don't like the locking rules. Should be empire home continents with lattice connections to each continent. Like PS1.
This ^^
Higby, the new continent is awesome, and I rely do love the jungle feel over it.
The nights could be a little darker maybe and what weather effects will this map have you guys think on the forum?
Now when we have 4 continents and they have been talking about faster expedition maps coming out why not FIRST do 3 fast sanc`s? And just link them in to the game. That would make a big change and a fast one.
Couldn't be so hard could it? Just copy pase some buildings, make the vehicle TP work, And up with some spawns for air and ground and you have it because right now the locks don't work.
So in the end:
Hossin map = I love it
Ps2 need:
Sanctuary !!
NewSith
2014-06-27, 11:33 AM
I don't like the locking rules. Should be empire home continents with lattice connections to each continent. Like PS1.
They are actually somewhat reasonable. I expected locking to be much worse. But as it stands it seems likea nice locking testing feature. I'm quite sure the system will change... eventually.
Crator
2014-06-27, 11:50 AM
They are actually somewhat reasonable. I expected locking to be much worse. But as it stands it seems likea nice locking testing feature. I'm quite sure the system will change... eventually.
I think you are correct. SOE devs have talked about doing it differently in the past. I think this is just a place-holder until they are able to work out the other way. Crossing fingers that this is the case at least. From what I've read so far on the official forums not many like the existing locking rules. The problems is those that don't like the existing locking rules don't like the locking period cause they just want to play on Indar only.
I haven't visited the roadmap in a while so not sure if there is something there talking about how they want it done eventually or not.
Chewy
2014-06-27, 01:54 PM
Last night I noticed a LOT of VS mass redeploys. Even against 1-2 squads GOKU would send an entire platoon to crush anything in a bum rush and then wait for those squads to move to another base and do it again then once more. It wouldn't stop till those attacking players would stop hitting VS bases. No Gal drops, no ESF swarms, no sunderers, just a mass wave of players out of either spawn.
DVS can handle itself in a good fight but not with an out of nowhere 2-3v1 odds that just happen in under 20 seconds. You get about 2 minutes into an attack and BOOM, a solid wall of purple using everything in the book from rocket primary, MAX crash, to pure bum rushes and all at once. Not much you can do to hold that back without at least equal numbers.
Without a lot of blue support totaling at least a platoon even for what is a ghost cap at the time, VS will just go "NOPE" and bum rush you down. Didn't see that from TR last night either but I was on Hossin and the TR was rather limited in what they could do.
Waterson hasn't had to deal with mass and sudden spawn room zergs in a good long while. It is going to take a bit to relearn how to fight it again. And Mattherson VS seems to be an expert on things like that. If it was a Gal bomb or swarm of vehicles, it wouldn't be to bad and could be seen coming or stopped beforehand. But a platoon or more just spawning for no real reason isn't that easy to fight against.
War Barney
2014-06-27, 02:03 PM
How do you even fight that expect by having a platoon or 2 ghost capping bases? you could use mines but that'll stop the first wave not the billions of others, you could camp the spawn but unless you already have the numbers to win they'll just swarm over you.
The only real solution I guess would be a swarm of libs to constantly bomb the hell out of the spawn so nothing can escape and just hope they aren't smart enough to get their own aircraft in. OR of course the original one.. ghost cap with 2 platoons...
Chewy
2014-06-27, 02:18 PM
How do you even fight that expect by having a platoon or 2 ghost capping bases? you could use mines but that'll stop the first wave not the billions of others, you could camp the spawn but unless you already have the numbers to win they'll just swarm over you.
The only real solution I guess would be a swarm of libs to constantly bomb the hell out of the spawn so nothing can escape and just hope they aren't smart enough to get their own aircraft in. OR of course the original one.. ghost cap with 2 platoons...
DVS brings Gals. 1 per squad if possible that are as certed as it can be with never having less than 2 gunners. One stays on a bulldog and the other jumps around for AA, 2nd bulldog, or tailgun for peppering. A very underused vehicle and very powerful if the pilot is any good.
It is in no way an easy fight. But it can be done. Use the Gal to draw focus of the MAXes and heavies so you have mainly infantry to fight that tends to be support classes mostly. Still going to be outnumbered to all hell likely but we have a beefy air support for both damage and spawns with some damn good players that can fight outnumbered if in the right places. Still though, we have limits and 3v1 is one of them.
Can't bitch to much though. DVS has done the same and maybe would still be doing it if we still had the numbers. Dropping from 1.4k to under 400 members left us with a good core of strong players, but little real weight to shove around. We get about 2 squads for our OPs these days and that isn't enough anymore thanks to the merge. Time to recruit it seems.
Baneblade
2014-06-27, 07:24 PM
Liberator spawn suppression isn't what it used to be.
SixShooter
2014-06-28, 03:50 AM
Woo, this continent is so good!
But currently, Emerald Server is a mess. TR Emerald refuse to engage the VS. They are literally scared of the VS. They don't enjoy fighting the VS; they like fighting the NC because both faction is balanced against each other.
Having spent several hours on Hossin having some amazing battles with the VS as TR on Emerald, I totally have to disagree. I'm having a blast and cheers to to all the folks having some some with this as well!!!
Mordelicius
2014-06-28, 04:48 AM
Having spent several hours on Hossin having some amazing battles with the VS as TR on Emerald, I totally have to disagree. I'm having a blast and cheers to to all the folks having some some with this as well!!!
Nah. It's obvious TR Emerald doesn't want to fight the VS. They are traumatized lol. VS needs some quick nerfs to balance the factions.
And don't believe some momentarily stuff. VS Emerald loves manipulating the situation like switching sides and holding back. They held back considerably today. Even in their held back state they warpgated us NC at Hossin. They obviously don't want to be nerfed.
There is something fundamentally broken when a whole TR faction leaves Hossin to participate in an Amerish alert that nobody wants to participate in, at the moment when the VS was obviously attempting the first ever Hossin cap. Before Hossin was capped the first day, some were telling people not to cap it, saying don't overdo it that effect since it only to takes 1 base to make a mistake.
They capped it anyway. How can they not? They got 50% Hossin pop, Esamir Cap, 40%+ world population and TR in the Amerish alert that nobody wants to be in :lol:.
In fact, they allowed TR to cap Amerish after they capped Hossin, with 40% world pop?. That's not competition, that's manipulation. Right before they capped Hossin, they capped Esamir unopposed. Why? TR going all out on NC. NC holding back VS and TR. VS has lot of free players to cap any continent they wish.
The status quo and dynamics has changed. Capping continents now have large consequences that affect player morale and constitution in continuing. They need to balance the factions now before Emerald spiral out of control.
TR wants to fight NC because of the balanced fights. Today, even NC was avoiding the VS, getting us warpgated in the process, at Hossin. In short, TR and NC enjoy fighting each other since the factions are balanced. You should participate in an NC vs TR fight and you can see the world of difference when two factions are balanced.
The first thing SOE need to do is:
Reimagine the Lashers - This thing is abused as a suppression tool. There's no way this should continue. Continuous, large AOE, with good direct and indirect damage. In large 48+ fights, how can you compete with these? Point at the door so nobody can enter. Players enter, your HP/Shield is so low, that you are done for. Point at the spawnroom, especially in Biolabs, nobody can get out. Sure. Point in a hallway/pathway, you can even peek, much less traverse it.
Have the developers ever encountered Lashers before? If they did, they should be aware what I'm talking about.
Magriders should be stopped from climbing steep hills - and sticking and on the side of the mountain suppressing fire in infantry fights. Yesterday, there were two Magriders on a very steep, nearly 90 degree ( I believe it's one of the WG bases NW, possibly the topmost). They climb from the other side then clamber at the edge, right at the cusp and shooting downwards. This is a nearly 90 degree cliff with a slightly rounded cusp. It's one of the NW WG bases at Hossin.
How in the hell are these vehicles allowed to cling on the side of a cliff? Vanguards and Prowlers have no way of duplicating these ridiculous stuff.
Bring those two things in-line and then go from there. But these two are the most glaringly, broken stuff that's affecting so many fights especially in Hossin.
Obstruction
2014-06-28, 08:14 AM
How do you even fight that expect by having a platoon or 2 ghost capping bases? you could use mines but that'll stop the first wave not the billions of others, you could camp the spawn but unless you already have the numbers to win they'll just swarm over you.
The only real solution I guess would be a swarm of libs to constantly bomb the hell out of the spawn so nothing can escape and just hope they aren't smart enough to get their own aircraft in. OR of course the original one.. ghost cap with 2 platoons...
i'm rofl'ing at this, because the same whining attitude already got Lib suppression nerfed into oblivion. when the TB nerf goes live nothing will stop Galaxy rushes either, btw.
it's sort of like how ranchers would often aggressively exterminate coyotes because they lost one or two cattle per year; often sick ones that were taken by a pack. then after the coyotes were gone it was realized that local rabbit populations skyrocketed, as did the number of cattle lost to disease. they were better off with the coyotes, after all.
it was once that planetside 2 thought it had a terrible infantry farming problem and so the Liberator was aggressively exterminated. and now the infantry population goes unchecked and the complaint becomes that there are unstoppable infantry zergs with no natural controls in place.
well, as a full time liberator pilot (now often footzerger) let me just congratulate you all and your whining, while you reap your rewards. it will be months before there is a fix, if there ever is. if there is even population left to care about by the time a fix comes, and assuming it is a fix and not just another half-baked game mechanic that aims to treat the symptoms rather than the underlying issues of poorly thought out, untested, nostalgia-focused design decisions.
War Barney
2014-06-28, 08:58 AM
i'm rofl'ing at this, because the same whining attitude already got Lib suppression nerfed into oblivion. when the TB nerf goes live nothing will stop Galaxy rushes either, btw.
it's sort of like how ranchers would often aggressively exterminate coyotes because they lost one or two cattle per year; often sick ones that were taken by a pack. then after the coyotes were gone it was realized that local rabbit populations skyrocketed, as did the number of cattle lost to disease. they were better off with the coyotes, after all.
it was once that planetside 2 thought it had a terrible infantry farming problem and so the Liberator was aggressively exterminated. and now the infantry population goes unchecked and the complaint becomes that there are unstoppable infantry zergs with no natural controls in place.
well, as a full time liberator pilot (now often footzerger) let me just congratulate you all and your whining, while you reap your rewards. it will be months before there is a fix, if there ever is. if there is even population left to care about by the time a fix comes, and assuming it is a fix and not just another half-baked game mechanic that aims to treat the symptoms rather than the underlying issues of poorly thought out, untested, nostalgia-focused design decisions.
I'm rofling at this because its a lib pilot trying to say libs aren't powerful anymore and that they need a buff, unless this nerf happened a day or 2 ago they are still taking 2 full clips of skyguard to kill while killing the offending tank in 2-3 seconds with their shredder with the ability to bomb from orbit.
I really hope this "nerf" happened in the last couple of days, I've been getting sick and tired of these lib rookies sitting at the sky limit bombing completely out of reach of harm getting kills with no skill required.
As for Emerald TR, we have the same issue on Woodman, if the population for an alert is 50% VS the TR will attack us, if its 50% NC the TR attack us, if its 33% for everybody the TR attack us.
The most hilarious times have been when its been TR and NC fighting over a TR base, and a few VS turn up, the TR then COMPLETELY abandon the base and it ends up being the VS and NC fighting over a TR base. At this point though on woodman we're use to the TR being VS lapdogs, you'll get use to it too, just plan every battle around the TR and VS numbers being combined and that being the force you're fighting.
Obstruction
2014-06-28, 12:52 PM
I'm rofling at this because its a lib pilot trying to say libs aren't powerful anymore and that they need a buff, unless this nerf happened a day or 2 ago they are still taking 2 full clips of skyguard to kill while killing the offending tank in 2-3 seconds with their shredder with the ability to bomb from orbit.
I really hope this "nerf" happened in the last couple of days, I've been getting sick and tired of these lib rookies sitting at the sky limit bombing completely out of reach of harm getting kills with no skill required.
what? i didn't say that at all. i'm not sure if you're being serious here though, do you not play the game, but just post random things on forums that you don't even really know facts about or understand?
the comment was about "a swarm of liberators" suppressing infantry spawns, that is what you talked about in your post. now you're changing the subject to skyguard, and obvious anger directed towards libs and me personally?
that's not very constructive, or polite.
War Barney
2014-06-28, 12:58 PM
The words nerfed into oblivion would normally be taken as a complaint that its been nerfed too much. You seem to be back-tracking now and trying to paint me in a bad light because you realise you're wrong.
Thats not very constructive, or polite.
The imbalance is real but I don't think it's because of the weapons and vehicles, this time it's the population of the server Emerald. VS has many large and highly skilled outfits, the NC has a few, and the TR has...3 or 4?
With so much disorganization it's not at all fun to fight against coordinated tactics, so you can't really blame them for avoiding the better outfits. And since ones like GOKU are good at popping up all over the place, it makes them discouraged for going anywhere near VS territory.
There is no easy solution, what the TR needs is better players and leadership. That doesn't come from a patch.
Edfishy
2014-06-28, 01:15 PM
To avoid taking away the fun and distinction of the factions, I think when they do the new resource revamp they should consider having races have different resource costs associated with their weaponry. The NC should be the cheapest, TR inbetween, and Vanu get to keep what makes their faction unique but at a higher cost.
More or less the cost dynamics in Starcraft between the Zerg Terran and Protoss.
BlaxicanX
2014-06-28, 01:48 PM
Have fun justifying to the player base why NC guns are cheaper than Vanu guns or why Terran guns are more expensive, etc.
Every faction thinks their guns are the worst/require the most skill to use effectively.
Chewy
2014-06-28, 02:29 PM
Have fun justifying to the player base why NC guns are cheaper than Vanu guns or why Terran guns are more expensive, etc.
Every faction thinks their guns are the worst/require the most skill to use effectively.
If anything, NC guns would at least be tied to have a higher cost than the rest.
TR weapons are basic rifles and can be made in masses, ammo as well being only a number of calibers and being nothing but a case, powder, primer, and bullet. VS needs high tech for their weapons but thanks to a single power source (all weapons use the same battery, just not the same amount of charge used per shot) they can afford to shift a LOT of manpower into making weapons or into their tech. NC on the other hand is FILLED with vastly different weapon types and ammo types Gauss, rifle, converted mining equipment, prototype anything, and likely more with each of them needing their own R&D systems.
It takes a fuckton a work and costs to start making something, ask anyone that works in R&D. But next to nothing once mass production is set in place. And that is what would kill NC weapons if for some reason PS2 gave infantry weapons a cost.
Baneblade
2014-06-28, 02:38 PM
If resource costs were directly tied into your side's population, that might help some. Don't increase them, but have them reduced according to the ratio you are disadvantaged.
50% VS pop would mean they pay full price and the other two are likely around half price. This will allow more rapid replacement of vehicles and MAXes and such from the disadvantaged side.
War Barney
2014-06-28, 03:19 PM
If resource costs were directly tied into your side's population, that might help some. Don't increase them, but have them reduced according to the ratio you are disadvantaged.
50% VS pop would mean they pay full price and the other two are likely around half price. This will allow more rapid replacement of vehicles and MAXes and such from the disadvantaged side.
Now THAT is a good idea to help solve the zerging problem, 1 side would still have an advantage with numbers but the others could fight back with as you said mass spam of vehicles/MAXs/aircraft, though the cooldown would need to be halved as well or it would most likely not help that much.
Chewy
2014-06-28, 04:12 PM
Now THAT is a good idea to help solve the zerging problem, 1 side would still have an advantage with numbers but the others could fight back with as you said mass spam of vehicles/MAXs/aircraft, though the cooldown would need to be halved as well or it would most likely not help that much.
Also cont locking would need new perks. Getting half off is to good, far to good even as the game is now, when you can take something in off hours to use for prime time.
More or less doubling a resource is just WTF thinking.
War Barney
2014-06-28, 04:25 PM
Also cont locking would need new perks. Getting half off is to good, far to good even as the game is now, when you can take something in off hours to use for prime time.
More or less doubling a resource is just WTF thinking.
Aye it is pretty dumb.. getting MAXs for half price, half price MBT so you can spam them easily.... I know they wanted a bonus for locking a cont but the current bonus is WAY to much, its no wonder people are ghost capping them non stop.
Edfishy
2014-06-28, 04:51 PM
I think War Barney meant a resource cost reduction in realtime on the continent based on population differences, not as a benefit for locking the continents.
Obstruction
2014-06-28, 05:51 PM
The words nerfed into oblivion would normally be taken as a complaint that its been nerfed too much. You seem to be back-tracking now and trying to paint me in a bad light because you realise you're wrong.
Thats not very constructive, or polite.
so you didn't pay attention to the liberator nerf? and that the tail and nose are also getting nerfed? also all ammo capacities were reduced 70% and the armor resistances were reverted to pre-update level.
liberator got the same treatment that harasser did. it went from being over buffed to over nerfed. i'm not even sure "nerfed into oblivion" is harsh enough. new players can't even use it anymore, only the few teams that specialized in it before the changes, sinking 25,000+ certs in while it was viable have continued to use it. there are maybe 6 teams per server that still play it, anyone else in a lib is a noob that doesn't know not to try.
i never said what you claimed that i did, and i don't need you to take my words for anything except what is plainly written. that is the point of written language. i'm not backtracking in any way, i explained what i wrote again, since perhaps english is not your native language. you can make all the posts you like that copy my words and try to mock me but i will simply respond seriously and earnestly.
Baneblade
2014-06-28, 06:02 PM
Now THAT is a good idea to help solve the zerging problem, 1 side would still have an advantage with numbers but the others could fight back with as you said mass spam of vehicles/MAXs/aircraft, though the cooldown would need to be halved as well or it would most likely not help that much.
The cooldown can't be affected. Because it is a cert line and that isn't a can of worms we should open. Besides, anyone seriously going to make a dent with their vehicle spam already has a short enough cooldown on it.
Baneblade
2014-06-28, 06:04 PM
I think War Barney meant a resource cost reduction in realtime on the continent based on population differences, not as a benefit for locking the continents.
That was what I brought up, yes. But they are correct about the lock benefit as well.
libbmaster
2014-06-28, 10:57 PM
If resource costs were directly tied into your side's population, that might help some. Don't increase them, but have them reduced according to the ratio you are disadvantaged.
50% VS pop would mean they pay full price and the other two are likely around half price. This will allow more rapid replacement of vehicles and MAXes and such from the disadvantaged side.
This. I've seen it suggested before.
More demand=less supply. Over pop faction gets starved easier.
Even if it's just a bandaid till resource revamp.
War Barney
2014-06-29, 12:41 PM
If anything this current system of cont locking bonuses will make thing worse than ever, hell it could spell the end of the game. The winning faction now gets a huge strength bonus (double MAX/tanks/air), so while they were winning before they will then go to absolutely destroying with no way to stop them.
I'm forced to ask do they play test or even simply think through ANY of the ideas they push out? or do they just use huge drops in server pop to determine how dumb their ideas are?
Mordelicius
2014-06-30, 02:55 AM
The imbalance is real but I don't think it's because of the weapons and vehicles, this time it's the population of the server Emerald. VS has many large and highly skilled outfits, the NC has a few, and the TR has...3 or 4?
With so much disorganization it's not at all fun to fight against coordinated tactics, so you can't really blame them for avoiding the better outfits. And since ones like GOKU are good at popping up all over the place, it makes them discouraged for going anywhere near VS territory.
There is no easy solution, what the TR needs is better players and leadership. That doesn't come from a patch.
This is not the case at all. Skills and organization is not a problem for any Emerald faction. Did you see the Server Smash? That's standard Waterson-style alert. Organized, combined arms and lots of daring last second resecures (It's like most alert there is decided in the last 5 minutes :rofl:). The only difference is there are more players on the fight.
Anyway, Vanu trait is high accuracy and suppression fire. In other continents, this trait can be mitigated/countered with skills/organization because it is open spaced and more or less flat lands.
Hossin is a totally different animal. Some Hossin traits that heavily favor Vanu:
- Tiered elevations = increased shooting angles that favors the accurate/long ranged weapons
- Small hiding spots that favored accurate weapons and suppression fire modes.
- Multiple doorways on on large capture point rooms
- Hills, elevation accessible only to the Magrider.
- Limited road pathways and Sundy parking that favor accurate AV weapons.
- Large trees that more or less limit combined arms gameplay.
If you have 5 rocks facing each other. VS will win due to accurate weapon and their suppression fire Lashers and Maxes and pretty much every accurate guns.
I'll give you another example. Hossin capture points normally have an inner balcony. That elevation will favor suppression fire heavy and accurate weapons.
NC Maxes has to defend multiple doors that can be C4ed while VS Maxes can keep their distance. Lashers alone will seal the deal, defensively on those doorways.
Hence, I argue removing the most glaring imbalance as a baseline, focusing on removing the Lasher first and disallowing VS Magriders to climb on normally inaccessible hills. Then move on from there if other changes are necessary.
As it is, Emerald Hossin has VS running NC alt OPS to keep the Hossin equilibrium ( I find that hilarious and stupid at the same time :lol: ). Trying to manipulate the situation so problems can't be identified and solved won't solve it, obviously.
And worse, as a result, NC and TR are at each other's throat in that incredibly amazing horizontal North lane (Chac lanes :O), obliterating each other with joyous frenzy, while VS are practically begging people to fight them.
A funny thing happened yesterday which is very telling. A TR hex was cut off and NC was assailing it, resulting in fun last stand scenario for the oppressors. Vanu, nowhere connected with the Hex, came charging with Magriders :lol: The first reaction by NC/TR is 'Vanu get out of our fight'.
So, yeah if you want this to continue, ignore the symptoms. I just logged out as VS was about to cap Hossin again. We tried to defend the NC warpgate but with 42% VS Hossin population, it can't be done.
TR and NC was pissed off on the north lanes because VS is ruining their fun. it's funny VS is close to capping and there's still a big fight between the TR/NC at the north horizontal lane.
Hyncharas
2014-07-01, 06:03 PM
Hossin has been really fun the past few days. Lots of tactical options, nice bases and even nicer terrain...
As for the TR, speaking as a Dragonwolf, the fact that most run away when it gets interesting is not something new; it has always happened and aside from other, experienced outfits, the mob treat it like the "casual" faction since the first PlanetSide.
Edfishy
2014-07-01, 06:07 PM
Maybe it's just that the weapons are more to my play style, but for me NC is definitely "hard mode", TR "medium", and VS "easy".
I just feel like I'm cheating if I play VS...
NewSith
2014-07-01, 07:15 PM
Maybe it's just that the weapons are more to my play style, but for me NC is definitely "hard mode", TR "medium", and VS "easy".
I just feel like I'm cheating if I play VS...
NC weapons are EZ mode. The only way to kill somebody between close and long range is to spray and pray. That's easy from one point of view.
EDIT: It is, to make a point, - range where VS suck the most imo.
War Barney
2014-07-01, 07:46 PM
NC weapons are EZ mode. The only way to kill somebody between close and long range is to spray and pray. That's easy from one point of view.
EDIT: It's to make a point range where VS suck the most imo.
Nah NC are definitely hard mode, and its easy to see why. They made each factions guns have a trait, the NC hit hard the TR shoot fast the VS are accurate.
HOWEVER theres a major flaw here... to make it balanced they made it so all the factions guns do about the same damage (by this I mean comparing equivalent guns), as obviously it would be imbalanced as hell if a NC player who hit every shot was doing more damage than a VS player who hit every shot, there'd be no incentive to do anything but perfect your aim as the NC.
What does that do to the balance though? screws it even more! how you may ask? well I'll explain. The TR and NC guns traits are damage based, the increase the damage they deal through shooting more bullets or each bullet hitting harder, as such the TR and NC guns SHOULD be killing faster than any VS gun if every shot hits, but as I said, they don't. So what does that leave us with? a trait which is irrelevant.
What about the VS though I hear you ask, they have a trait too, accuracy, is that also irrelevant? Well no, because their trait is accuracy, and for balance the guns will kill in more or less the same time if every shot hits, of course the TR and NC guns don't hit near as much as the VS guns do as the VS guns are tailor made for hitting more often.
The result? VS guns are by far the most powerful and easy to use, if you p practice as a NC/TR you will eventually learn to compensate for the recoil and hit as much as a VS does but you need to spend much more time learning the guns to get on a level playing field.
So in conclusion, yes pro players will be killing each other in about the same time because the pro NC/TR players have finally learnt to compensate, the pro VS players however never had to learn this so they've been fighting at the effectiveness of a NC/TR pro for much longer and theres much more of them fighting at this level.
So yes the NC are hard mode, they require much more time to learn there guns, it is "harder" to reach a high level of accuracy. The VS guns having little recoil and bullet drop are "easier" to reach a high level of accuracy.
And I wont go into the scythe being thin as paper, magrider side stepping rockets while bypassing gate shields by afterburnering over cliffs and the MAX which has a similar TTK as the NC MAX at close range but has about 5x the range.
Baneblade
2014-07-01, 11:24 PM
NC weapons are EZ mode. The only way to kill somebody between close and long range is to spray and pray. That's easy from one point of view.
EDIT: It is, to make a point, - range where VS suck the most imo.
If by EZ mode you mean more likely to die than the guy you just surprised at medium range, sure.
BlaxicanX
2014-07-02, 01:10 AM
I don't really understand how one could say that they're EZ Mode while in the same breath stating that the the only way to kill someone with them is via spray-n-pray. Emphasis on the "pray" part, inconsistency in a weapon's abilities =\= EZ mode.
Edfishy
2014-07-02, 01:33 AM
Can't explain it, I just enjoy playing with VS weaponry more. Considering nearly every weapon in the game is a carbon copy of one another, that says something. I go back to NC weapons and it's like, "Oh... oh god no!". Again, could just be my way of playing is incompatible with my faction.
Personally I'd like to have more asymmetry between the faction weaponry, with VS weaponry behaving more like Halo's Covenant. NC weapons shouldn't necessarily be more damaging, but cause short-lived secondary effects like concussion, fidgeting the enemy's aimer, etc.
/rambling on something unrelated to continent locking and hossin
Figment
2014-07-02, 04:11 AM
I don't really understand how one could say that they're EZ Mode while in the same breath stating that the the only way to kill someone with them is via spray-n-pray. Emphasis on the "pray" part, inconsistency in a weapon's abilities =\= EZ mode.
It is called sarcasm: you don't really have a learning curve with spray and pray, so it's easy to learn, thus "easy"-mode.
BlaxicanX
2014-07-02, 04:43 AM
I see.
Aaron
2014-07-04, 11:07 AM
Aren't there easy-mode guns in every faction that can be modded to be even more easy mode? I thought those were available in every faction.
Anyway, I am SO glad they are finally moving on with this continent and the locking system.
Edfishy
2014-07-04, 02:43 PM
Aren't there easy-mode guns in every faction that can be modded to be even more easy mode? I thought those were available in every faction.
Anyway, I am SO glad they are finally moving on with this continent and the locking system.
And soon, Nanites!
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