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PSU: Where good relationships go to die.
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[Ignore Me] #77 | |||||
First Sergeant
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As for things being better than standard through certs....I heard that the Heavy Assault weapons in Planetside 1 were better than the Suppressor you spawned with after you died. You had to cert into them to use them though, and if you didn't...Other people could have a better gun than you. They should have made it so everyone spawns with the heavy assault weapons! Right? That's your argument after all...
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![]() ~Xen of Onslaught Member Since: September 2003 ~XoO Planetside 2 Air Division Commander ~Recruiting Now! Check our our PSU Recruitment Thread Here Last edited by PhoenixDog; 2012-09-07 at 02:01 PM. |
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[Ignore Me] #78 | |||
Colonel
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That might be the case if you had the basic versions of the weapons available at start, but in comparison to the basilisk or even empty slot (if talking about fighters), everything on the marketplace is a huge upgrade. That said, it's not a problem as long as you can get it without paying for it like you can with Auraxium. Sunrocks problem is that he considers that to be pay2win as well, cos theres gonna be that day or two before the free players are able to grind enough auraxium to get said weapons, in comparison to paying players getting them on launch day.
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[Ignore Me] #79 | ||
Contributor Major
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I am talking bout the actual lock on rocket launcher in Planetside 2, from hundreds of hours of actual PS2 game play experience. In my experience it is light years better than the default weapon, simply because the rockets are so slow that even at very close range, a tank can move 1 foot after you pulled the trigger and you can miss. With the lock on, you can't miss at close range.
So many times I have missed with the dumb-fire from less than 10 feet, simply because the guy in the tank wanted to start driving, not because he knew I was there. Again, with the lock on, that miss becomes impossible. Add to this the clear advantage the lock on has at long range, in that tanks can't simply move 1 foot away and avoid the hit, you can't call it anything but an upgrade. You know, I don't really care much about all of this, but I would like people to be honest about what is happening. It's just not right to say one thing and do another - say it and do it and be proud of it. |
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[Ignore Me] #80 | |||
Staff Sergeant
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The concern is that there are things that are intrinsically more valuable so long as you don't have the choice to use them. Air to Air missiles are a good example of this. They are a stark advantage over any pilot that does not have them. Now, just being advantageous does not necessarily make them intrinsically better. For example, if every pilot had access to an AtA missile and an AtG missile, and they had to choose which one they wanted, then we're talking about a play-style choice. The AtA missiles are still a significant advantage in the air, but the player decided to give that up for something else. But unfortunately that is not the choice in front of the player right now. The player's choice is instead wait to earn the AtA missile, and be at a significant disadvantage in the air, or pay to gain that advantage immediately, and that's where it becomes Pay 2 Win instead of a mere play-style choice. |
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[Ignore Me] #81 | ||
First Sergeant
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I agree with both of you in what you're saying. Some of the default things are pretty crap compared to the upgraded materials (ie. ESF's). However, hopefully we see things get balanced somewhat. I'd love to see ESF's get by default the machine gun it has now as well as a basic rocket system. The the upgrades are full hellfire rockets, or A2A, or whatever. Perhaps when talking about the Rockets for HA, the lock on upgrade will have a drop off in damage where as the dumbfire does much more? Balance changes are still to come. Some are not guaranteed...But hopefully there is a happy medium between both the defaults and the upgrades. The upgrades should be better in a way...But better in terms of making life easier..Not necessarily doing everything better.
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![]() ~Xen of Onslaught Member Since: September 2003 ~XoO Planetside 2 Air Division Commander ~Recruiting Now! Check our our PSU Recruitment Thread Here |
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[Ignore Me] #82 | |||
Contributor PlanetSide 2
Creative Director |
No, players won't have access to everything by default. Yes, if you have an empty slot on a vehicle or infantry loadout you will be less effective until you fill that slot. Once you have all your slots loaded out though, our goal is to make it a matter of side-grades with real trade offs rather than net power gain. Exceptions are things like grenades, med kits, things that give straight up power advantages and are only available via resources. Vehicles as well are paid for with resources, that's part of their balancing - they're not free to mobilize. |
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[Ignore Me] #83 | |||
Contributor Major
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[Ignore Me] #85 | ||
Sergeant
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In case it hasn't been mentioned yet,
Smed just Tweeted this: "Why do we have a December 31st 2012 date up there? Is that the launch date? - No. It's not. It's launching when beta is over. We don't know when that will be. But we have to put a date up there for the lawyers to be happy. We've always said we were launching this year. If we make the game we're proud to release and beta is great then yes? When will that be exactly? When the game kicks ass." |
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[Ignore Me] #87 | |||
Now, that is not to say there will not be a collector's edition when release hits that gives its own special bonuses separate from alpha squad. |
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[Ignore Me] #88 | ||
Corporal
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I really hope that this Alpha Squad offer stays open for a few weeks yet, I so want this, but I can't really justify paying for it yet
![]() It's two weeks since payday, and two weeks to next payday, so now's a bad time. I've just bought a new Motherboard and RAM and am about to splash out on an i5 2500K CPU just so that I can play Planetside 2 with better framerates and (hopefully) a lot less CTD's with more RAM and a 64bit O.S. If I dip into our savings I'll be having tongue pie for dinner for the next month ![]() I hope it's still available in 2 weeks time or I will ![]() |
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[Ignore Me] #89 | |||
Lieutenant General
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Assault Rifle - Fast rate or fire allows it to output a large of amount of damage in a short period of time, making it very effective at short to medium ranges. NCGR-22 TRCycler TRV VSH-V45 Carbine - Balanced weight and controllable recoil allows the operator to maintain accuracy over automatic fire. NCAC-X11 TRT5 VSPulsar C LMG - Features three fire modes, allowing it to easily adapt to most situations on the battlefield. NCEM6 LMG TRTMG-50 B VSSVA-88 Sniper - Highly accurate and damaging at long range. NCLA80 TRSR-7 VSV10 You don't get an RPG... |
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