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Old 2012-12-12, 12:26 PM   [Ignore Me] #46
Simokon
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Re: PlanetSide 2 GU1 Notes


I am enjoying the tech plant changes there is actually a battle going on around the whole damn thing now :o
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Old 2012-12-12, 12:44 PM   [Ignore Me] #47
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Re: PlanetSide 2 GU1 Notes


I don't really like being able to have multiple characters on a server, I don't want them to make winner joining any easier. Also with the upcoming account wide unlocks, except for faction specific equipment, it might end up making people care far less about their main toon and the faction it's a part of.
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Last edited by ChipMHazard; 2012-12-12 at 12:48 PM.
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Old 2012-12-12, 12:47 PM   [Ignore Me] #48
Bocheezu
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Re: PlanetSide 2 GU1 Notes


Some stealth changes in there. I've already noticed that if you drop an ammo pack and someone walks where you set it (thus preventing the ammo drop), it won't initiate the cooldown to set it again. Grenade launcher has a different sound. Haven't had it fail to resupply yet, but I've only been playing for about 10 minutes.

EDIT: I also haven't one-shot a single person with grenade launcher yet. So the flak armor buff seems to have significantly nerfed the grenade launcher.

Last edited by Bocheezu; 2012-12-12 at 01:07 PM.
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Old 2012-12-12, 12:48 PM   [Ignore Me] #49
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Re: PlanetSide 2 GU1 Notes


Originally Posted by Hamma View Post


The Tech Plant needed some form of change. I witnessed like a 12 hour farm of a tech plant this past weekend because nobody could get in. It now requires organized defense.. course nobody is willing to do that because of incentives but that's another issue.
Well, now an unorganised zerg will get the plant no matter of defences. Even the most defensible base has now become a game of numbers, like the rest of PS2.
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Old 2012-12-12, 12:58 PM   [Ignore Me] #50
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Re: PlanetSide 2 GU1 Notes


Tech planet change seems like two steps forward, three steps back...but I guess I'll have to see how it plays.
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Old 2012-12-12, 01:04 PM   [Ignore Me] #51
Srixun
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Re: PlanetSide 2 GU1 Notes


Bear smells bad.
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Old 2012-12-12, 01:18 PM   [Ignore Me] #52
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Re: PlanetSide 2 GU1 Notes


Originally Posted by Crator View Post
Someone just posted a good explanation of the issue multiple toons on different empires on same server without restrictions causes:

Multiple characters of different factions on the same server just destroyed the game
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Old 2012-12-12, 01:28 PM   [Ignore Me] #53
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Re: PlanetSide 2 GU1 Notes


Originally Posted by Crator View Post
Someone just posted a good explanation of the issue multiple toons on different empires on same server without restrictions causes:

Multiple characters of different factions on the same server just destroyed the game
It's a free to play game.. people were already making alt accounts for free to spy on enemies and get this... it would have been worse because those alt accounts are not tied to the same account.. they would have to look at IPs to figure if someone was greifing on an alt character. Now they can look at 1 account to see if that is happening. The spying thing... it's a free game.. free. Nothing was stopping people from spying before the change. Nothing really changed.. Stop over reacting.
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Old 2012-12-12, 01:53 PM   [Ignore Me] #54
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Re: PlanetSide 2 GU1 Notes


Originally Posted by Dragonskin View Post
It's a free to play game.. people were already making alt accounts for free to spy on enemies and get this... it would have been worse because those alt accounts are not tied to the same account.. they would have to look at IPs to figure if someone was greifing on an alt character. Now they can look at 1 account to see if that is happening. The spying thing... it's a free game.. free. Nothing was stopping people from spying before the change. Nothing really changed.. Stop over reacting.
Agreed, and I do believe I already addressed this statement earlier. SOE plans on making unlocks account wide. The issue will be more dire when that happens imo.

Adding a timer for hoping empires isn't to stop griefers so much but rather to stop empire hoping which create imbalances in population. I suppose if you think about it down the road those folks who want to empire hop can effectively do this eventually if they rank/cert up characters on two different accounts. But even then I still think adding a timer to empire hop would still prevent a lot of it.
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Old 2012-12-12, 01:59 PM   [Ignore Me] #55
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Re: PlanetSide 2 GU1 Notes


Originally Posted by Crator View Post
Isn't a real issue yet. Up until they allow you to use weapons account wide.

Hamma, I think you quoted the wrong post or somethin.
naw my response to yours was just ""
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Old 2012-12-12, 02:05 PM   [Ignore Me] #56
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Re: PlanetSide 2 GU1 Notes


Originally Posted by Hamma View Post
naw my response to yours was just ""
Oh. Meaning you not happy about it, right?
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Old 2012-12-12, 02:39 PM   [Ignore Me] #57
Dkamanus
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Re: PlanetSide 2 GU1 Notes


The thing is, tech plant IS the strcture needed to pull MBTs out for. Once you have it under your control, a Mix of Infantry and Mechanized must be put in place in order to secure it. It wasn't a good defense, it was a very XP worthy one. I netted quite a few XP this double XP weekend, simply because people weren't with enough XP to justifiy getting the GSD.

I understand that there are 5 different ways to get into the tech plant before, but it wasn't good defense, just a huge funnel. Now a REAL defense must be made in order to help out the capture and defense of generators outside the base + the lack of a tube directly inside the base means, from my pov, that the devs want people to use more those buildings around the base to reach the main building.

The tech plant is a TOTALLY different form of defense compared to AMP Stations (with walls and generators around the base that allow only infantry combat until the shield generators are down) and Biolabs where MOST of the time is center almost entirely in infantry. Tech plants are a hard mix of infantry and Mechanized units in order to defend now. Before it was ALSO Mostly infantry oriented.

It was a grindfest and it needed to end. Battles are now more mixed, with more people actually proactively defending the base, instead of reactively with the old tech plant. I for one think it was a good change, specially with outfits even going far to "not destroy the sunderer so they could farm more".
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Old 2012-12-12, 03:03 PM   [Ignore Me] #58
Bags
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Re: PlanetSide 2 GU1 Notes


good now I can farm the infantry NOOBS in my skillrider at tech plants

rofl @ SOE

the game wasnt vehicle focused enough before...
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Old 2012-12-12, 03:35 PM   [Ignore Me] #59
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Re: PlanetSide 2 GU1 Notes


Originally Posted by Crator View Post
Someone just posted a good explanation of the issue multiple toons on different empires on same server without restrictions causes:

Multiple characters of different factions on the same server just destroyed the game
I'm uninstalling. I cannot freaking *believe* this.

Goodbye, guys. I'll be back early next year and take another look... see if ghost-zerging is still with us, see if base defense outside the Crown is worth a damn, see if the Fourth Empire has really pushed this game's sh*t in. But for the time being I can't even stand to look at it. I can't stand to read these forums. I can't stand to read the patch release notes.

Oh, and they're going to make unlocks account-wide now, are they? Yes! Let's make the 4th Empire even MOAR powerful! That's awesome! Way to pander to the whiney high-schooler crowd! Way to destroy any lingering sense of faction loyalty! You go, Smed... you dumb grinning bastard!

/pumps fist in air

And I can't stand logging in, as I did on Connery last night and the night before, and look for a big fight in vain... hot spots that tell you NO ACTIVITY when you mouse them over... going to the one base on the one cont that says ENEMY PLATOON and discover its' about 30 guys versus The Zerg, and just follow The Zerg around for 45 minutes until I get bored and log....

Goodbye. For now. I hope this game gets it's act together game-mechanic-wise. It has such potential. But it's like watching a car wreck anymore. I'm sick at the heart, and I fain would lie doon.

/waves forlornly
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Old 2012-12-12, 03:49 PM   [Ignore Me] #60
MrBloodworth
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Re: PlanetSide 2 GU1 Notes


Lots of over reaction up in here.

Tech plants with shield gens were tested in beta. They were removed before launch as a way to give different methods of taking a base. It failed. Tech plants were not good fights, they were good FARMS.

[drama lama]
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