Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Don't you make me pull his pin!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-06-14, 09:04 PM | [Ignore Me] #1 | |||
PSU Admin
|
Posted on OF:
https://forums.station.sony.com/ps2/...hanges.134128/
__________________
PlanetSide Universe - Administrator / Site Owner - Contact @ PSU Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer Last edited by Hamma; 2013-06-14 at 09:11 PM. |
|||
|
2013-06-14, 09:19 PM | [Ignore Me] #4 | ||
Contributor Lieutenant Colonel
|
So after actually reading it there are some changes prosposed to quell tears but there are quite a few that might create some new tears.
Costs are extreme, 150 for a flash. And those who run the lolpodder/Spam Cannon/MAX rotation might have to duke it out on foot for a while to increase the resources IF they die fast enough. But in all reality it probably wont bother them that much. They've pretty much mastered it by now and even this increase wont hindered those who rely on it. I only see it effecting those newer to the rotation. The Jackhammer could get interesting. Adios IRNV. Skyguard makes a possible come back. |
||
|
2013-06-14, 09:21 PM | [Ignore Me] #5 | ||
Major
|
Interesting changes. Will have to see how they turn out, but nice to see the heavy weapon tweaks, under-barrel change is AWESOME and.. resource changes??? I thought SOE forgot about them. Vehicles might actually stop coming once you kill a bunch of them for once.
I would have rather had the 8 second fuel charge on ZOE than take more damage while active I think. Oh well. |
||
|
2013-06-14, 09:54 PM | [Ignore Me] #6 | ||
Major
|
Finally the MCG might be pretty damn good, I mean it was allright but that bullet delay really sucks considering the fast TTK on weapons.
Glad the shotguns got a small nerf. As for vehicles being worth more resources...... On one had is good because vehicles will be more valuable.....on the other hand people with 100% Resource Boost are gonna have a bigger advantage now. Last edited by Dreamcast; 2013-06-14 at 09:56 PM. |
||
|
2013-06-14, 09:57 PM | [Ignore Me] #7 | ||
Private
|
Vehicle/MAX cost seem a bit extreme, and the sundy should not cost as much as a harasser when it is so much more useful, not to mention larger. And if they're going to increase how much they cost they could have decreased the acquisition timer to make them more resource dependent.
|
||
|
2013-06-14, 10:12 PM | [Ignore Me] #9 | ||||
Major
|
Resource cost being pushed up: Step in the right direction
|
||||
|
2013-06-14, 10:18 PM | [Ignore Me] #11 | ||
Private
|
I think they should have tried raising the resource costs in increments, instead of all at once. I think that they'll find that players react to marginal changes in economy, and even moreso for major changes.
It's very likely that the tankers will switch to air instead, where the costs are less extreme. Liberators are already flying tanks, but with less costs. I do like that the MAX's got an increase in costs. They have been extremely formidable since they were buffed, to the point where the other classes were at a major disadvantage when one entered the battle, much less four. The new cost structure will decrease their numbers somewhat. The only thing that I don't like about the no-deploy zone thing is that they can't be destroyed. Combined arms means that everyone works together. Infantry goes in and busts the generators so that vehicles can roll in. When they implement the domes, I hope they will also allow infantry to take them out, so that friendly air can support them. |
||
|
2013-06-14, 10:32 PM | [Ignore Me] #12 | ||
Sergeant Major
|
I don't see players who've spent dozens if not hundreds of hours decking out their tanks abandoning them to pilot some naked aircraft, just because of resources.
I do see them being far, far more careful with their vehicles, though. Which is a good thing. This will cut down on the vehicle spam, and MORE IMPORTANTLY, will justify toning down anti-vehicle weapons so that tanks can be durable like tanks again. |
||
|
2013-06-14, 10:51 PM | [Ignore Me] #13 | ||
Major
|
(going to be a lot of caps lock rage. I need to vent this shit)
ANOTHER SHOTGUN NERF! WHAT THE FUCK?! If this also hits the NC MAX AI weapons then they are KILLING a class. NC MAXes STILL have NO options other than shotguns. They are already to a point where only ONE weapon is able to kill another MAX before a reload, the Grinder. NO other NC MAX weapon can kill a MAX without reloading or spending AT LEAST 500 certs for extended mags. This isn't like bitching about some small ZOE nerf. That is a pure optional choice to make a player better in a certain role. ZOE is CHOICE, NC MAXes have NO CHOICE AT ALL with what they use for AI weapons. Iv done the math and tested the weapons by way of the VR room in game. Stock NC MAXes CAN NOT kill another MAX WITHOUT being UNDER 10m AND have at least 1 Grinder. The numbers just are not there for them to do the damage needed before the fucking reload is needed. ON TOP of the EXTREMELY limited range compared to TR and VS MAXes. You want to see the math? Here is as close as I can get to the true DPS numbers for a Dual Hacksaw MAX and a dual Mercy MAX at 0m, 10m, and 20m ranges. This shit was not easy to find out! Also here is the link to the PS2 forums where I detailed my math over some posts and tweaked it after either finding better ways to do it or fixing a fuckup. Starts at post 591 https://forums.station.sony.com/ps2/...103047/page-30 This is what I got so far and it is rather damning against the dual Hacksaw MAX. Mercy v MAX- 0m - 80 bullets. 80 / 14.2 = 5.63 second kill time 80 * 125 = 10,000 damage 0 misses 10,000 / 5.63 = 1776.19 DPS on target 10m - 76 bullets (random head shots with every test made the number lower. Every test had this) 76 / 14.2 = 5.35 second kill time 0 misses + random headshots, or enough headshot to more than counter misses. Don't know 10,000 / 5.35 = 1869.15 DPS on target 20m - 107 bullets 107 / 14.2 = 7.53 + 3(reload) = 10.53 second kill time 107 - 80 = 27 misses 10,000 / 10.53 = 949.66 DPS on target Hacksaw v MAX- 0m - 13 shells 13 / 6.96 = 1.86 + 4(reload) = 5.86 second kill time 0 misses 10,000 / 5.86 = 1,706.48 DPS on target 10m - 19 shells 19 / 6.96 = 2.72 + 4(reload) = 6.72 second kill time 19 * (101.7*6) = 11,593.8 damage - 10,000 = 1,593.8 missed damage 1,593.8 / 101.7 = 15.67 pellets missed / 6 = 2.61 shells missed 10,000 / 6.72 = 1,488.09 DPS on target 20m - 78 shells 78 / 6.96 = 11.2 + (4*6)(reloads) = 35.2 second kill time 78 * (50*6) = 23,400 damage - 10,000 = 13,400 missed damage 13,400 / 50 = 268 pellets missed / 6 = 44.66 shells missed 10,000 / 35.2 = 284.09 DPS on target In WHAT way is a dual Hacksaw MAX better than a dual Mercy MAX according to those numbers? If you want I can do the math for Mattocks as well as I have a video of them still. But if you want the math for any other MAX AI weapon I'll need time to make a testing video, upload it, then do all the needed math for each one. Just remember that NOTHING a NC MAX will have can kill a MAX before a reload is needed but for a WELL certed weapon (500-1,000 extra certs) or using at least 1 Grinder. Shotguns are NOT that good! Why the fuck do people think they are? They have NEVER been a problem for me because they just DON"T HAVE THE RANGE NEEDED to be a use outside of near perfect conditions. Edit- With all ground things costing a lot more res now, is C4 going to stay at 100? Its kinda cheap to have such a strong counter to so much ground vehicles and MAXes be so low on cost compared to the cost of what all it is the counter for. Last edited by Chewy; 2013-06-14 at 11:03 PM. |
||
|
2013-06-14, 11:35 PM | [Ignore Me] #14 | ||
Captain
|
So, now it is no longer viable to get a flash to go from point A to point B without walking.
Maybe, if your Flash is unarmed, you could get it for 25 points as it was before! We know that lots of people are using cloaked Flash + grenade launcher to get lots of kills all day long, I am ok in F! everyone on the server to stop that, but I think my solution is better, give an unarmed Flash, a price reduction. Maybe, in a far future, the end cost of vehicles will be calculated on the weapons on it, so people who doesn't have friends and don´t live the lighting, can get a prowler with just one weapon for a reduced price.
__________________
In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
||
|
2013-06-14, 11:36 PM | [Ignore Me] #15 | |||
Major
|
...I even would have been fine with it being tied INTO the the Dome Shields, with the explanation that it's some kind of Combination Jamming Antenna/Shield Emitter. Then again, I don't think they are doing anything about Squad Beacon interference, and those kind of break these wide open Bases anyways... Or maybe to increase their viability, MBTs are going to separate the Driver from the Main Cannon and let them actually DRIVE! |
|||
|
|
Bookmarks |
|
|