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Old 2013-06-20, 01:17 AM   [Ignore Me] #16
Falcon_br
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Re: 6/20 GU11 Preview via Higby


My suggestion to the drifter remains the same, give you a very low vertical trust, now you lose height while using it, so it is impossible to jump from a tower to another, if we can do this with the drifter, the tactical useful of it will be increased a lot!
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Old 2013-06-20, 01:32 AM   [Ignore Me] #17
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Re: 6/20 GU11 Preview via Higby


Originally Posted by Falcon_br View Post
My suggestion to the drifter remains the same, give you a very low vertical trust, now you lose height while using it, so it is impossible to jump from a tower to another, if we can do this with the drifter, the tactical useful of it will be increased a lot!
Really? I can't seem to find the usefulness of that. Yes, I know there are sum towers equal in elevation, but rarely far enough away to justify this.

I think they're really trying to allow a new playstyle with this update to the drifters: a playstyle I've been hoping for for a very long time now. It allows for more aggressive frontline ground-play instead of sneaky play. I love it personally, just allows people to play the class how they want it to be played.
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Old 2013-06-20, 01:46 AM   [Ignore Me] #18
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Re: 6/20 GU11 Preview via Higby


What's the best so far, barring the full patch notes/unannounced nerf/buff :

- ADAD nerf - And I thought they couldn't top the IRNV nerf. I hope they really fixed the hit registration, especially on LA strafe spamming.
- IRNV nerf - abused and exploited scope. Adios. I'm hoping the sway is big enough.
- Increased Vehicle cost - Leads to less spawn camping, more resource management and more infantry fights. I still say capturing a base should reward resources not certificates. This will also force players to move together, i.e. healers ressing Max and engineers repairing.

the bad:
- No Deploy Zone - Anything over 6 feet no deployment radius is nonsense and unnecessary gameplay interferance. I understand if they don't want a Sunderer parked right beside control point but parking anywhere else shouldn't be inhibited at all. Imagine a big fight and you can't park/hide your Sundy because a glaring no-deploy zone.
- 5% extra damage on ZOE Max - Why even bother calling this a nerf? Hits hard and moves so fast for a measly armor debuff. Now I'm just wondering how the ADAD nerf will affect the ZOE speed and hit registration. It's spammable and it kills really fast.
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Old 2013-06-20, 02:16 AM   [Ignore Me] #19
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Re: 6/20 GU11 Preview via Higby


Originally Posted by Mordelicius View Post
What's the best so far, barring the full patch notes/unannounced nerf/buff :

- ADAD nerf - And I thought they couldn't top the IRNV nerf. I hope they really fixed the hit registration, especially on LA strafe spamming.
- IRNV nerf - abused and exploited scope. Adios. I'm hoping the sway is big enough.
- Increased Vehicle cost - Leads to less spawn camping, more resource management and more infantry fights. I still say capturing a base should reward resources not certificates. This will also force players to move together, i.e. healers ressing Max and engineers repairing.

the bad:
- No Deploy Zone - Anything over 6 feet no deployment radius is nonsense and unnecessary gameplay interferance. I understand if they don't want a Sunderer parked right beside control point but parking anywhere else shouldn't be inhibited at all. Imagine a big fight and you can't park/hide your Sundy because a glaring no-deploy zone.
- 5% extra damage on ZOE Max - Why even bother calling this a nerf? Hits hard and moves so fast for a measly armor debuff. Now I'm just wondering how the ADAD nerf will affect the ZOE speed and hit registration. It's spammable and it kills really fast.
The extra 5% = one Decimators shot to kill him even with kinect armor.


Originally Posted by Palerion View Post
Really? I can't seem to find the usefulness of that. Yes, I know there are sum towers equal in elevation, but rarely far enough away to justify this.

I think they're really trying to allow a new playstyle with this update to the drifters: a playstyle I've been hoping for for a very long time now. It allows for more aggressive frontline ground-play instead of sneaky play. I love it personally, just allows people to play the class how they want it to be played.
The new model looks like tribes for me, someone drifting close to the ground to get more speed it is tribes! They will be hard to catch and fast to reposition.

My idea is because most of the times I tried to use the drifter were on those situations, I am on place a, there is a killing ground on the lower passage, I need to get on place b, if I can do that in the air, it would be awesome, too bad I can't because I lose elevation while drifting. Most people abuses the elevators to get height and do what I want, flying from tower to tower, but it is like climbing towers on other classes, like a max, it can be done, but I tis not something we are supposed to do.
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Old 2013-06-20, 02:46 AM   [Ignore Me] #20
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Re: 6/20 GU11 Preview via Higby


The downside to ZOE should have been COF. I find it odd as hell that someone moving faster and firing stronger rounds can keep the same accuracy as just being normal.

If someone gets something that makes them harder to hit, make the user have a harder time hitting. The drifters jets will make LAs glide all over the place. That's should be fun as hell, but they will have the worst COF while using the jets. Balance.
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Old 2013-06-20, 02:47 AM   [Ignore Me] #21
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Re: 6/20 GU11 Preview via Higby


Originally Posted by Snipefrag View Post
some nice stuff, nothing ground breaking... looking forward to seeing how the motion smoothing works.
Originally Posted by Ghoest9 View Post
Im curious how the new smoothing code works - if its good it could potentially be one of the biggest changes ever.
Originally Posted by Ellipson View Post
Really interested to see how the movement interp stuff plays out on live. Could potentially be a huge positive change.

Some insight here: http://www.reddit.com/r/Planetside/c..._higby/camgenl
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Old 2013-06-20, 03:57 AM   [Ignore Me] #22
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Re: 6/20 GU11 Preview via Higby


GU11 today eh?

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Old 2013-06-20, 06:13 AM   [Ignore Me] #23
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Re: 6/20 GU11 Preview via Higby


The patch notes are out... They are on two consecutive forum posts. This update is full of stuff o.o

https://forums.station.sony.com/ps2/...m-cest.135376/

Update scheduled for 6AM PT (15:00 PST). Those more qualified than me can do the official post
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Old 2013-06-20, 06:30 AM   [Ignore Me] #24
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Re: 6/20 GU11 Preview via Higby


Moar cosmetics, sweet!

Tank/Fighter superiority bonus is nice. PS2 is steadily increasing the base rates for XP gains (which is always good) and its a good way to encourage the use of specific methods to counter enemy activity.

Glad to see some AA tuning with regards to the Burster/Skyguard comparison.

Interesting stuff for the Drifter jets. Might tempt me to try out LA, a class I never ever play (except when in my Reaver for ejection purposes ).

Could they stack with the sprint bonus? Or is jumping still seperate from sprinting, even if you are still on the ground?

Last edited by Dodgy Commando; 2013-06-20 at 06:34 AM.
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Old 2013-06-20, 06:32 AM   [Ignore Me] #25
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Re: 6/20 GU11 Preview via Higby


Originally Posted by Mordelicius View Post
What's the best so far, barring the full patch notes/unannounced nerf/buff :

- ADAD nerf - And I thought they couldn't top the IRNV nerf. I hope they really fixed the hit registration, especially on LA strafe spamming.
- IRNV nerf - abused and exploited scope. Adios. I'm hoping the sway is big enough.
I wonder what all the bads are going to cry about now when they die.
"He pushed the forward button and I missed! "
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Old 2013-06-20, 06:33 AM   [Ignore Me] #26
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Re: 6/20 GU11 Preview via Higby


Originally Posted by Kiten View Post
The patch notes are out... They are on two consecutive forum posts. This update is full of stuff o.o

https://forums.station.sony.com/ps2/...m-cest.135376/

Update scheduled for 6AM PT (15:00 PST). Those more qualified than me can do the official post
Dont need to be qualified, just need to be bothered.

And the 7am maintenance last just one night.
Patch is out 11pm ish AEDT.
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Old 2013-06-20, 06:42 AM   [Ignore Me] #27
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Re: 6/20 GU11 Preview via Higby


Originally Posted by JohnnyRicardo View Post
Holy moses. It's time to actually use the chaingun.
Me too.
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Old 2013-06-20, 08:05 AM   [Ignore Me] #28
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Re: 6/20 GU11 Preview via Higby


Vehicle Night Vision Optics no longer highlights enemies
Thermal Optics still highlight enemies
To compensate, Night Vision has a longer range than Thermal Optics
About time. Finally Thermal is worth the certs. Love this change.


Why is there nothing about auto resupply in this patch Higby!?
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Old 2013-06-20, 08:07 AM   [Ignore Me] #29
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Re: 6/20 GU11 Preview via Higby


Originally Posted by Nur View Post
Me too.
See ya on the battlefield bro!
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