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Old 2013-06-24, 09:41 AM   [Ignore Me] #1
xSimon
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Re: PlanetSide 2 Game Update 11 Patch Notes


No issues with this update for me. I've enjoyed the changes.
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Old 2013-06-24, 09:45 AM   [Ignore Me] #2
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Re: PlanetSide 2 Game Update 11 Patch Notes


Originally Posted by HiroshiChugi View Post
Did they finally improve FPS? Last game update, I got into battles with only 5 FPS instead of the usual 15 FPS. I think it's fixed now. :sarcasm:
Not everyone has seen this, so it's not something they can "fix". Performance updates go into every patch really.
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Old 2013-06-24, 09:46 AM   [Ignore Me] #3
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Re: PlanetSide 2 Game Update 11 Patch Notes


why don't they remove them green trip wires on claymores and replace them with little lights like the vanu ones. Claymores stand out to me so much they might as well play some happy hardcore over proximity chat as i get close to them.
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Old 2013-06-24, 11:42 AM   [Ignore Me] #4
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Re: PlanetSide 2 Game Update 11 Patch Notes


I would rather they keep the lights and make it fair across the board and give the TR a version of the Bouncing Betty/Proximity Mine and remove the Claymore from the game.

Whoever designed and made the final decision on the Claymore had to know that there would be backlash from the TR players claiming unfairness by giving two out of the three empires a nearly unnoticeable insta-death tool.

Give the TR their own version so they can enjoy the spoils of cheap kills and call it a day.

Adding lights to the Bouncing Betty/Proximity Mines is nowhere near as noticeable versus the neon lime green lights that shoot out of the Claymore currently. They even made it brighter after this last patch.
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Old 2013-06-25, 06:09 AM   [Ignore Me] #5
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Re: PlanetSide 2 Game Update 11 Patch Notes


the mines are big enough to be seen. they don´t need any disco effects. none of them!

the discrete blinking lights were ok, but the lasers on tr mines were always too visible.

i would vote for giving the tr a normal ai mine like the other factions have, and introduce another mine type: the half life laser mine.
everybody who played half life should know what i am talking about.

it is a tripwire mine with a laser "tripwire" that can be placed on every surface.
meaning ground, walls, ceilings or even vehicles.
the mine emitts a laser (always straight from the lense) and if the laser hits any movement, the mine goes off.
so you can put it on the side of a abondoned tank, and when the driver comes back and doesn´t notice the mine, it will blow up the second he moves the tank with the mine attatched. just like c4 but with an automated ambush trigger.

but the lasers on that mines need to be faction colored if the mines are iff. and not too visible.
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Old 2013-06-25, 07:19 AM   [Ignore Me] #6
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Re: PlanetSide 2 Game Update 11 Patch Notes


Originally Posted by Shogun View Post
the mines are big enough to be seen. they don´t need any disco effects. none of them!

the discrete blinking lights were ok, but the lasers on tr mines were always too visible.

i would vote for giving the tr a normal ai mine like the other factions have, and introduce another mine type: the half life laser mine.
everybody who played half life should know what i am talking about.

it is a tripwire mine with a laser "tripwire" that can be placed on every surface.
meaning ground, walls, ceilings or even vehicles.
the mine emitts a laser (always straight from the lense) and if the laser hits any movement, the mine goes off.
so you can put it on the side of a abondoned tank, and when the driver comes back and doesn´t notice the mine, it will blow up the second he moves the tank with the mine attatched. just like c4 but with an automated ambush trigger.

but the lasers on that mines need to be faction colored if the mines are iff. and not too visible.
I like the idea of lights on the mines, because the BB is damn hard to see without it (actually, the lights on the BB don't really seem to work most of the time, so they don't really help - but in theory it's a good idea). PS2 maps have a lot of little bumps and details, and the BB is just another faint grey blob against a grey background - generally I notice them just as I'm stepping on them

Anyway, I agree that it's odd for the TR mine to be so different to the other two - I guess they were trying for faction-specific flavour, but in practice having only one of the three mines work in a different way is a really bad idea. So I agree it'd be better to give the TR a BB-style mine, and either make the Claymore NS, or add in a new NS laser-tripped mine like you suggest. I really like the HL2 ones
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Old 2013-06-25, 12:03 PM   [Ignore Me] #7
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Re: PlanetSide 2 Game Update 11 Patch Notes


Originally Posted by Shogun View Post
the mines are big enough to be seen. they don´t need any disco effects. none of them!

the discrete blinking lights were ok, but the lasers on tr mines were always too visible.

i would vote for giving the tr a normal ai mine like the other factions have, and introduce another mine type: the half life laser mine.
everybody who played half life should know what i am talking about.

it is a tripwire mine with a laser "tripwire" that can be placed on every surface.
meaning ground, walls, ceilings or even vehicles.
the mine emitts a laser (always straight from the lense) and if the laser hits any movement, the mine goes off.
so you can put it on the side of a abondoned tank, and when the driver comes back and doesn´t notice the mine, it will blow up the second he moves the tank with the mine attatched. just like c4 but with an automated ambush trigger.

but the lasers on that mines need to be faction colored if the mines are iff. and not too visible.
Yeah, I also agree with giving the Terran Republic their own Anti-Personnel Mine and making a Tripwire-type explosive available to all Factions.

I think technically the Bouncing Betty and AP Mine have different explosive splash, but they are functionally used the same way, while the Claymore's Directional Blast is actually hindered by it's deployment method.

If the Claymore was set more like a pack of C4, where it stuck to an object and then went off if anything passed in front of the face, it would be WAY more useful but also broken as hell in compairison to the other Factions.

So yeah, give the TR an actual Land Mine, then rework the Claymore into Faction Specfic Sticky Tripwire Explosives.
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Old 2013-06-25, 12:33 PM   [Ignore Me] #8
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Re: PlanetSide 2 Game Update 11 Patch Notes


halflife type lasermines would perfectly fit into the engineers portfolio.

he could secure the entrances to generator rooms, before repairing a gen, to prevent being backstabbed by a sneaky enemy.

lasermines that stick to any surface offer so many cool tactical uses compared to simple proximity mines. so it would only be fair to make them ns and change the claymore to match the other two factions ap mines.

maybe if the ap mines need to have faction flair, make the tr a shrapnel mine that registeres as bullet damage instead of he. so nc, vs and tr have mines that are deployed the same way, but all use different damage system. and the tripwire is the same for all.
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Last edited by Shogun; 2013-06-25 at 12:34 PM.
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Old 2013-06-26, 02:00 AM   [Ignore Me] #9
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Re: PlanetSide 2 Game Update 11 Patch Notes


Originally Posted by Shogun View Post
halflife type lasermines would perfectly fit into the engineers portfolio.

he could secure the entrances to generator rooms, before repairing a gen, to prevent being backstabbed by a sneaky enemy.

lasermines that stick to any surface offer so many cool tactical uses compared to simple proximity mines. so it would only be fair to make them ns and change the claymore to match the other two factions ap mines.
Not only Engineer, but Light Assault as well!
After all, what better class to stick Explosives onto the Ceiling?

Originally Posted by Shogun View Post
maybe if the ap mines need to have faction flair, make the tr a shrapnel mine that registeres as bullet damage instead of he. so nc, vs and tr have mines that are deployed the same way, but all use different damage system. and the tripwire is the same for all.
Perhaps... You could also make the Tripwires Faction Specific as well, since that's where different shaped Explosive Splashes would be more useful.

So the NC's Tripwire Explosion is a powerful concentrated cylinder, while the TR does an extra wide cone.
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