FNO Discussion Thread - Page 2 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Push to test... Release to detonate
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-01-18, 08:19 PM   [Ignore Me] #16
Lonehunter
Lieutenant General
 
Lonehunter's Avatar
 
Re: FNO Discussion Thread


I don't really see a need for SMGs, they really seem like fluff, content being added for the sake of just adding more something.

I think they'll have the biggest impact on Infiltrators, getting something full auto is always a huge perk.


The spawn layouts are a good start, and I think the tunnels will be a big part of it for bases. The roof is still pretty open, barely any cover at all up there.
__________________
Originally Posted by Higby View Post
And if you back in 2003 decided you wanted to play RTS games, between then and now you'd have dozens of RTS games you could have played. If you decided to play MMOFPS' between then and now, there were none

Last edited by Lonehunter; 2013-01-18 at 08:20 PM.
Lonehunter is offline  
Reply With Quote
Old 2013-01-18, 08:57 PM   [Ignore Me] #17
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: FNO Discussion Thread


Originally Posted by Chewy View Post
I need new pants now.
That's coming in February.

Originally Posted by bpostal View Post
I saw the 'observer mode' in FNO and it seems to be an invisible vehicle of some sort.
If it's an invisible vehicle, maybe it can carry passengers and if it is invisible and can carry passengers...is it the Phantasm?

If that's true, can I get one?
It's a vehicle with ID 1337 right now :P Watched a dev run someone over with it in beta. It's a totally invisible GM device of some sort though.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-01-18, 09:23 PM   [Ignore Me] #18
SturmovikDrakon
First Sergeant
 
SturmovikDrakon's Avatar
 
Re: FNO Discussion Thread


I also noticed that the map icon colours are now your faction colours instead of being green

Good change
SturmovikDrakon is offline  
Reply With Quote
Old 2013-01-18, 09:27 PM   [Ignore Me] #19
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: FNO Discussion Thread


Didn't even notice that, nice.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-01-18, 09:32 PM   [Ignore Me] #20
Mietz
First Sergeant
 
Re: FNO Discussion Thread


SMGs on infiltrators will be removed in the next patch.
Calling it right now.

We saw what happened with infiltrators and shotguns, high DPS close combat weapons for cloakers just don't work with this design.
Scout Rifles are bearable because they suffer a strong dmg-falloff and have lower rate of fire. Generally SRs are equivalent to a Pulsar VS1, except they have higher recoil, and lower ROF, mag and longer reload.

I don't know the stats of SMGs, but being SMGs, I expect high ROF, large COF, high recoil and less bullet damage than an AR and equivalent damage drop off (which is then compensated by ROF).
Mietz is offline  
Reply With Quote
Old 2013-01-18, 09:41 PM   [Ignore Me] #21
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: FNO Discussion Thread


Yea I don't see it sticking around either.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-01-18, 10:18 PM   [Ignore Me] #22
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: FNO Discussion Thread


Added the map stats they showed at the end of the broadcast.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-01-18, 10:24 PM   [Ignore Me] #23
Oroshi
Private
 
Re: FNO Discussion Thread


The tank kill images are the same
Oroshi is offline  
Reply With Quote
Old 2013-01-18, 11:14 PM   [Ignore Me] #24
Tatwi
Contributor
Major
 
Re: FNO Discussion Thread


Originally Posted by Hamma View Post
Added the map stats they showed at the end of the broadcast.
Stupid questions, but does "tank kills" mean, "tanks that have been destroyed" or "kills achieved by players who were in tanks at the time"?
__________________
Tatwi is offline  
Reply With Quote
Old 2013-01-18, 11:17 PM   [Ignore Me] #25
Palerion
Sergeant Major
 
Re: FNO Discussion Thread


So wait, only SMG models will be vastly different? Are the current weapon models going to be changed?

Last edited by Palerion; 2013-01-18 at 11:32 PM.
Palerion is offline  
Reply With Quote
Old 2013-01-19, 12:10 AM   [Ignore Me] #26
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: FNO Discussion Thread


Sounded like it yep.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-01-19, 12:12 AM   [Ignore Me] #27
Hamma
PSU Admin
 
Hamma's Avatar
 
Re: FNO Discussion Thread


Not sure how I ended up with dupe images. Ah well, worth a shot.
__________________

PlanetSide Universe - Administrator / Site Owner - Contact @ PSU
Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer
Hamma is offline  
Reply With Quote
Old 2013-01-19, 12:26 AM   [Ignore Me] #28
Reaver
Private
 
Re: FNO Discussion Thread


Well that image shows what everyone on Mattherson already knew, vanu love dem magriders.
Reaver is offline  
Reply With Quote
Old 2013-01-19, 02:45 AM   [Ignore Me] #29
Linksthor
Private
 
Re: FNO Discussion Thread


Did I see water in the Bio-Dome?
Linksthor is offline  
Reply With Quote
Old 2013-01-19, 03:16 AM   [Ignore Me] #30
Mordelicius
Major
 
Mordelicius's Avatar
 
Re: FNO Discussion Thread


Nice fight on Esamir and a nice FNO episode . Although I was watching capture point areas for the most part and intercepting ninjas and backhackers.

I'm glad the Devs are listening intently to the community with those design changes to the spawn room.

But just one flaw I noticed: That roof invites Light Assault spam camping at the very top. And it doesn't look accessible to the actual defenders. Perhaps they should add another accessway elevator to the very top. It will be very difficult to kill alot of LA at the very top if they simply will just shoot or C4 players coming out of the egress points or even at the 2nd floor.

The one in the Biolab looks solid and flawless though, whether you are at the defender spawn or the attacker spawn
Mordelicius is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:10 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.