Do we know the pros/cons/specialties of the three sides yet? - Page 3 - PlanetSide Universe
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Old 2003-03-01, 04:47 PM   [Ignore Me] #31
Vicentegrad
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VS MAX will spank the NC MAX

while the NC is engaging his shield and experiencing a mobility penalty, the VS will run/hop/temporarily fly circles around the NC

the TR MAX (aslong as it was anti-air or anti-infantry) would have an equal chance against either MAX

thus, TR 0wnxx0rs j00

*cough* I apologize for that, I really do
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Old 2003-03-01, 04:57 PM   [Ignore Me] #32
Nightmare
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Here's how I see it. While the TR MAX is anchored, a NC MAX comes up from behind and obliterates the TR MAX. Then NC MAX keeps trying to hit the VS MAX, but it shoots too slow and te VS MAX is too fast, and it is constantly shooting while jumping around. The VS MAX ends up winning.
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Old 2003-03-01, 05:06 PM   [Ignore Me] #33
Cygnus
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You should understand that a VS Max doesn't want to get anywhere NEAR an NC MAX with a shotgun. Those jumpjets turn the whole thing into a turkey shoot. "PULL - BANG BANG BANG"

No more VS MAX.

The VS MAX is going to want to utilize cover at range against the shotgun MAX, and is unlikely to use the jumpjets excessively in combat because they're unable to change their aspect while in the air...a MAJOR disadvantage for a lightly armored, maneuverable mech.
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Old 2003-03-01, 05:19 PM   [Ignore Me] #34
Fire_Monkey
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Just a note cygnus, MAXes have their own specialized weapons, thus a MAX cannot use a shotgun. Also I believe that the Vanu MAX will have a long recharge time on those jump jets, they dont want all VS MAXes to bunny hop
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Old 2003-03-01, 05:36 PM   [Ignore Me] #35
Jaged
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The NC AI MAX wep is a shotgun.
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Old 2003-03-01, 05:42 PM   [Ignore Me] #36
Fire_Monkey
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damn, I was wrong
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Old 2003-03-01, 07:23 PM   [Ignore Me] #37
Frozen-Monkey
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yes, just cheack in the main site under weapons, vehicals, and....................other stuff
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Old 2003-03-01, 09:23 PM   [Ignore Me] #38
Sando138
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differences between sides:


Tactics
TR Main Combat Tactic:
TR commanders and weapon designers express the desire to fill as much volume of air and the enemy as possible with flying lead. their gatling guns, max ability, and double-barrelled tank all establish this point fairly well.

NC Main Combat Tactic:
My fellow NC focus mainly on firepower (emphasis on the power) that is useful both up close, medium range, and long range. hence, mag-scatter, Jackhammer, Gauss, and the Anti-infantry tri-barrel multi range shotgun on their MAX units.

VS Main Combat Tactic:
Now, we reach the Vanu soverignty. these guys use beam weapons that concentrate energy into devastating blasts. they put a lot of emphasis on mobility and accuracy. their MAX has jumpjets to fly over walls, short stretches of water, gaps, etc. their exclusive vehicles all hover, and thus can strafe left and right, as no other tank can, and can cross short expanses of water like a hovercraft. their weapons have minimal recoil effect owing to the nature of it's blasts. the only limit to their weapons is probably either ammo consumtion or power.
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Old 2003-03-01, 09:34 PM   [Ignore Me] #39
Flameseeker
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Originally posted by Vicentegrad
VS MAX will spank the NC MAX

while the NC is engaging his shield and experiencing a mobility penalty, the VS will run/hop/temporarily fly circles around the NC

the TR MAX (aslong as it was anti-air or anti-infantry) would have an equal chance against either MAX

thus, TR 0wnxx0rs j00

*cough* I apologize for that, I really do
Ok, let's talk in hypothetical terms. Say that a VS AI MAX can fire for 7 damage per second. An NC AI MAX can fire for 14 damage every two seconds. VS activates JJs, now how in the heck are you gonna fire underneath and behind you? The NC activates shield, it now does 14 damage ever 4 seconds. So VS is dealing out twice as much damage right now, but it can't even see the MAX. The NC is dealing a steady 14 damage. The Vanu takes time to turn around and start shooting. By now, it's lost a considerable chunk of HP, and the NC's shield is a bit dinged up. Doesn't take a rocket scientist to predict the outcome of that fight. JJs will probably help for:
A) Avoiding Bottlenecks
B) Avoiding Grenade/Rocket
C) Jumping onto a Vehicle/Wall
It won't save your hide in combat, because I doubt you can look straight down and then shoot through your legs.
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Old 2003-03-01, 09:48 PM   [Ignore Me] #40
Nightmare
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I'm pretty sure it's easy to look down and shoot...
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Old 2003-03-01, 10:08 PM   [Ignore Me] #41
Vicentegrad
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no one says you're leaping over the NC. It'd be just as effective to jump straight up or left (relative to the NC MAX) and turn your MAX to face the enemy and atleast get off a round or two (yes I know you can't change direction mid-jump, I mean to face the enemy by turning my body, not direction)
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Old 2003-03-01, 10:13 PM   [Ignore Me] #42
Nightmare
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Ohhh, so that's what he meant. Heh, why on Auraxis would you jump OVER the MAX? I would jump backwards or sideways, or maybe just straight up avoid a few shots.
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Old 2003-03-02, 04:46 AM   [Ignore Me] #43
Streamline
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Rough MAX breakdown


http://www.planetside-universe.com/c...?p=sdArmorInfo

I went straight down the list of MAXen discriptions and broke it down into simple terms. Some other variables are not accounted for due to lack of actual physics familiarity.

NC MAX = shield whores
moto = "rip 'em open before the shield gives out."
target = easy to hit/slow to kill
--------------------------
Sparrow(AA) = lock once, fire many
skills required = none
risk to team8s = none
risk to enemy infantry = none
Flavor = vanilla
--------------------------
Falcon(AV) = acquire tone...reaquire tone...acquire tone...reaquire tone...
Skills required = "who cares... whats your attention span like?"
risk to team8s = none
risk to enemy infantry = none
Flavor = vanilla
--------------------------
Scattercannon(AI) = full featured shotgun with variable spread.
skills required = hitting targets using tightest spread posible at all times
risk to team8s = high
risk to enemy infantry = high
Favorite haunts = Inside - home or away
Flavor = vanilla with magic shell
--------------------------
TR MAX = spray and pray ground pounding human turrets
moto = If all else fails... hold the trigger down.
target = easy to hit/hard to kill
--------------------------
Burster(AA) = acquire tone...reaquire tone...acquire tone...reaquire tone...
skills required = not moving
risk to team8s = moderate
risk to enemy infantry = none
Flavor = vanilla
--------------------------
Pounder(AV) = "On contact or two second delay?"
skills required = not moving
risk to team8s = high
risk to enemy infantry = high
Flavor = vanilla chocolate chip
--------------------------
Dual-Cycler(AI) = chain whores
skills required = not moving
risk to team8s = low
risk to enemy infantry = high
Favorite haunts = "Anywhere but here, i been in the same place for days..."
Flavor = vanilla with chocolate sprinkles
--------------------------
VS MAX = Jumpjets
moto = "Float like a butterfly, sting like a bee."
target = hard to hit/easy to kill
--------------------------
Starfire(AA) = "deadhead" (without lock), but will do much less damage in that fashion!?! .....Rocket Jump!!!
skills required = timing
risk to team8s = low
risk to enemy infantry = moderate - high
Flavor = super fudge chunk
--------------------------
Comet(AV) = "Fire in the hole!"
skills required = herding and ground pounding
risk to team8s = high
risk to enemy infantry = moderate - high
Flavor = chocolate caramel swirl
--------------------------
Quasar(AI) = Stick and move! stick and move!
skills required = mad skills yo!
risk to team8s = low
risk to enemy infantry = high
Favorite haunts = No time for that now!
Flavor = Jenifer Lopez
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Old 2003-03-02, 07:30 AM   [Ignore Me] #44
Zatrais
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Lets see here

VS: Best mobility and speed of the 3, worst armor. Weapons have a low to zero recoil making them nice for sustained fire annywhere. They don't have the fastest firering weapons or the heaviest hitters but the accuracy and low recoild makes up for it.

NC: All about the front damage, heavy hits are the bread&butter of the NC weapons. They have the worst ROF but the best payload of the weapons. Recoil isn't that big a deal due to the rof (not sure wheter or not this applies 100% to the gauss). Have the biggest gun in the game on their tank.

TR: The side whit the most amounts of ammo heading your way in the shortest amount of time, or the ROF kings. Shots won't do so much damage individually but the sheer volume of fire makes up for it. Basicly, they spit out alott of rounds before the COF gets too big and innacurate. I for one won't spray and pray whit them, i will burst fire. Best armor, best rate of fire, worst speed and well worst accuracy if you run around firering nonstop.....


Now as for ammo, i remember reading that the only way to get ammo for you stolen weapon is to steal the ammo, that leads me to think that the different ammoboxes will have different amounts in them.. More in the TR, less in the NC but balanced so they can sustain the same amount of firering time.

If you want a good idea of what each empire is, look at the MAX's... they're the pinacle of the empires... (i would say tanks too but we don't know enough on them =/)
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Old 2003-03-02, 09:07 AM   [Ignore Me] #45
DarkDragon00
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Terran Elite Airborne Regiment

I really dont plan on being a MAX on my main account, maybe on one of my extra 3, i really do think at most i'll use 2 of my characters, the other 2 i can allow my friends to F'up!

-Dark- CO [TEAR]
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