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Old 2013-07-26, 03:27 AM   [Ignore Me] #1
Mordelicius
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GU13 Feedback Thread


Post your GU13 Feedback:

Some preliminary feedback.

Major Esamir Revamp - It's a suprisingly brilliant facelift of Esamir. It can now be mentioned in a similar breath to Indar. It almost felt Esamir is a brand new continent. Kudos and thanks to the devs sprucing this up.

I've only tested surrounding and southern bases off Eisa Tech so far, but much what I saw was pretty darn good. There is even a new elevated base type that is sort of a cross between a tower and a mini tech plant.

good:
- Most vehicles are locked out, although some stray Harassers can magically appear inside sometimes
- The new layouts provide alot of good infantry covers.
- New covers on Towers.
- Good flow from base to base. Well sculpted terrain.

bad:
- highly elevated mountains next to spawnpoints invites spawn camping. There are too many bases with these features.
- Octagon vehicle console slit allow attackers to spawn camp while bobbing up and down. This is worst with a Vanu Max. They need to add two way blue shield to these slits.
- Octagon walls next to the spawn need a pain field. UBGL on top of the walls raining on the small spawn is not a good design.
- New tower has a huge gaping hole in the 2nd floor allowing tanks to spam kill defenders on the stairs to the 3rd floor. How are defenders going to block players moving up from the first floor stairs if we get shot to pieces through these holes?
- Elevated areas allowing tanks to spam every hole in a walled base. I'm trying to remember the name of that base that has a crossed corridor with the capture point in the middle of the cross.

Nerfs needed:

Harassers - Too much speed/DPS to ambush and kill then escape and survive. There are simply no dps counters to Harassers. They pick the fights where they have advantage and you can't do the same to them. Their armor needs a severe nerf.

These guys will come out of nowhere at top speed, kill you with Fury or WORSE Marauders, or just plain run players over with extreme ease. They need severe damage when they run over players.

Another broken aspect of Harassers is that it moves so fast that mines don't really damage them. They need to be more vulnerable to tank mines.
The Harasser is still a highly mobile tank with a buggy skin. It is not a buggy at all. What's exactly the weakness of Harassers?

Engineer AV turret - The range needs to be nerfed. These guys kill without even being seen ever and they have unlimited ammo. At there very least, they should be auto spotted when they fire.

ZOE Max - Vanu is the faction with no weakness. Leading the pack of developer gifts is this highly survivable killing machine max. Their 'weakness' is easily mitigated by engineers. If players think the old NC max can defend doorways, these guys can shutdown doorways from medium range.

SOE's treatment of faction balance is a farce. And MLG is still 6 months away from bursting the faction balance bubble. NC and TR have been avoiding Vanu for months. Nobody wants to fight a stupidly OP faction.

Shorter Cap Times - Cap times appear to be broken. Taking 2 out 3 capture points, we have to wait 20 minutes. Maybe this is just for Esamir. Imo, the old cap times doesn't need shortening. This bugged capped times are excessive though.

General stuff:

- Sustained Area Lag/Slideshow - introduced by GU12 is gone. I hope it is really gone for good. Because when it hits, it will be a slideshow until you manage to slink away from the affected laggy area.

- Flash Scout Radar nerf - I'm recon type of player/flash radar spammer and the nerf is not really a bad deal. A nominal XP of 2-5xp would be nice for every kills from the radar.

Half of the time you're out of the fight because you're limited to just your Flash weapon as the only way of getting xp. And the Flash kills are very few and far in between. That and the Flash being easy kill will turn players away from the Flash. Leaving us only hard core recon players as its sole users (I'm not leaving the Flash even in its current state).

- Proximity mine buff is good.
- The new Vehicle tag/icon is helpful and welcome in identifying enemies.
- Mine friendly tag won't show until you're right close to them which make them useless when in a moving vehicle.
- Undocumented. Fixed AA turret seems to cool down much faster from overheating.
- Undocumented. I have to check this again. I was fixing a tech plant generator and I was able to repair it in one go. Maybe it was partially repaired but I have check this again.

Overall, GU13 is welcome surprise. PS2 now feel like 2-continent strong instead of being just Indarside.
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Old 2013-07-26, 05:06 AM   [Ignore Me] #2
ringring
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Re: GU13 Feedback Thread


The Esamir changes are very good.

I've seen some of the areas where the parts of the surrounding territory overlooks bases but I haven't seen this have an impact on fights as yet.

There are a few links in the lattice that seem broken, but I've heard that that at least some of those are unintentional and will be fixed.

I've heard that C4 is more powerful against sundys, I have no personal evidence of this though.

My biggest gripe is the mini map when in bases. They are very poor. Can we have a mini map that works better and shows the important stuff e.g.
- auto zooms in when you're in a base showing more detail (ps1 style)?
- shows spawns and veh terms and gateways into the bases?

The amount of time I wasted running around a base trying to find each of the element above was rediculous. Make it easier please!

Some vehicle terms are built into the external wall on the inside with the veh pad itself on the outside - but there is no exit for your passengers to get out and into your vehicle. Place vehicle pads next to exits.
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Old 2013-07-26, 05:39 AM   [Ignore Me] #3
Eggy
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Re: GU13 Feedback Thread


You can press H to make the mini make use more screen space.
You can press [ and ] to zoom it in and out. Multiple levels of zoom.
At max zoom you can easly see every infantry and terminal.
Min zoom is best for vehicles and allows you to see more stuff.

The Harasser is still a highly mobile tank with a buggy skin. It is not a buggy at all. What's exactly the weakness of Harassers?
It takes damage from small arms fire. Sustained fire from 3-4 people will force it to run or just blow it up.
Its set on fire from 1 tank mine, regardless of any armour upgrades it has. When on fire the handling and speed are reduced alot.
An exposed passenger slot.
They are affected by splash damage. Shoot the guy in the rumble with a heat round, he takes damage and so does the harraser.
It cannot fit the 120mm or 150mm cannons.
2 poeple needed to fire 1 gun when compared with 2 guns for 1 person (MBT).
At the moment (no idea if its a bug). But any ESF can kill any harrser with less than 1 clip of the nose guns.


The changes to esamir are great if you love infantry V infanrtry or infantry V vehicles, they are crap if you loved vehicle V vehicle combat. Alot of the vehicle V vehicle areas have been removed. Some of the altered areas would have been great, except they have no lattice links in or around them so theres zero reason for them to see action.
Haven -> Aurora -> Apex was a great example of this.
The bases are too close together / frequent for vehicles to be anything other than a taxi 99% of the time.
Pulling a vehicle at the base your at in order to defend it again, also pointless. Most of the bays are on the outside, generaly camped, giving you zero chance to pick up your gunner.

Since the game is supposed to be combined arms. Im faced with 3 choices at a base.
Dump my tank and go fight inside as infantry. Giving someone free certs when they find the tank.
Sit in my tank basiacly useless for the entire base cap, becuase noone will ever respawn 1 base over and attempt to flank with bases this defendable from inside.
Or advance with no infantry to the next base, again pretty pointless.

As soon as the fight is over , for either side. A combination of respawns, squad deploy, redploy and galaxys from WG. Means the entire infantry forces can reloacte forwards or backwards to the next base. No need for ground transports, no need for cover for those transports and so less AV combat.

I love the changes we got to the bases and the terrain changes. I just think they could have reduced the bases in number and also kept some without the over the top defences.

If I can spawn at a base, it has massive high walls and thin gates. I cant get a vehicle inside the base grounds.
I can spawn a vehcile and it apears outside the base.
I can see the walls of the next base from my walls.
Whats the point of even having a veh term here?
If I complain about harrasers enough they will get nerfed into uselessness and I will be able to run from base to base with ease.

Also lots of the lattice links make no sense from a tactical point of view. They are litterly just long and complex windy routes forcing you to take A->B->C->D, when infact hex A borders hex D and has a direct road link.

Last edited by Eggy; 2013-07-26 at 06:17 AM.
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Old 2013-07-26, 05:44 AM   [Ignore Me] #4
Valkar
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Re: GU13 Feedback Thread


Originally Posted by Mordelicius View Post
Post your GU13 Feedback:

Some preliminary feedback.

Major Esamir Revamp - It's a suprisingly brilliant facelift of Esamir. It can now be mentioned in a similar breath to Indar. It almost felt Esamir is a brand new continent. Kudos and thanks to the devs sprucing this up.

I've only tested surrounding and southern bases off Eisa Tech so far, but much what I saw was pretty darn good. There is even a new elevated base type that is sort of a cross between a tower and a mini tech plant.

good:
- Most vehicles are locked out, although some stray Harassers can magically appear inside sometimes
- The new layouts provide alot of good infantry covers.
- New covers on Towers.
- Good flow from base to base. Well sculpted terrain.

bad:
- highly elevated mountains next to spawnpoints invites spawn camping. There are too many bases with these features.
- Octagon vehicle console slit allow attackers to spawn camp while bobbing up and down. This is worst with a Vanu Max. They need to add two way blue shield to these slits.
- Octagon walls next to the spawn need a pain field. UBGL on top of the walls raining on the small spawn is not a good design.
- New tower has a huge gaping hole in the 2nd floor allowing tanks to spam kill defenders on the stairs to the 3rd floor. How are defenders going to block players moving up from the first floor stairs if we get shot to pieces through these holes?
- Elevated areas allowing tanks to spam every hole in a walled base. I'm trying to remember the name of that base that has a crossed corridor with the capture point in the middle of the cross.

Nerfs needed:

Harassers - Too much speed/DPS to ambush and kill then escape and survive. There are simply no dps counters to Harassers. They pick the fights where they have advantage and you can't do the same to them. Their armor needs a severe nerf.

These guys will come out of nowhere at top speed, kill you with Fury or WORSE Marauders, or just plain run players over with extreme ease. They need severe damage when they run over players.

Another broken aspect of Harassers is that it moves so fast that mines don't really damage them. They need to be more vulnerable to tank mines.
The Harasser is still a highly mobile tank with a buggy skin. It is not a buggy at all. What's exactly the weakness of Harassers?

Engineer AV turret - The range needs to be nerfed. These guys kill without even being seen ever and they have unlimited ammo. At there very least, they should be auto spotted when they fire.

ZOE Max - Vanu is the faction with no weakness. Leading the pack of developer gifts is this highly survivable killing machine max. Their 'weakness' is easily mitigated by engineers. If players think the old NC max can defend doorways, these guys can shutdown doorways from medium range.

SOE's treatment of faction balance is a farce. And MLG is still 6 months away from bursting the faction balance bubble. NC and TR have been avoiding Vanu for months. Nobody wants to fight a stupidly OP faction.

Shorter Cap Times - Cap times appear to be broken. Taking 2 out 3 capture points, we have to wait 20 minutes. Maybe this is just for Esamir. Imo, the old cap times doesn't need shortening. This bugged capped times are excessive though.

General stuff:

- Sustained Area Lag/Slideshow - introduced by GU12 is gone. I hope it is really gone for good. Because when it hits, it will be a slideshow until you manage to slink away from the affected laggy area.

- Flash Scout Radar nerf - I'm recon type of player/flash radar spammer and the nerf is not really a bad deal. A nominal XP of 2-5xp would be nice for every kills from the radar.

Half of the time you're out of the fight because you're limited to just your Flash weapon as the only way of getting xp. And the Flash kills are very few and far in between. That and the Flash being easy kill will turn players away from the Flash. Leaving us only hard core recon players as its sole users (I'm not leaving the Flash even in its current state).

- Proximity mine buff is good.
- The new Vehicle tag/icon is helpful and welcome in identifying enemies.
- Mine friendly tag won't show until you're right close to them which make them useless when in a moving vehicle.
- Undocumented. Fixed AA turret seems to cool down much faster from overheating.
- Undocumented. I have to check this again. I was fixing a tech plant generator and I was able to repair it in one go. Maybe it was partially repaired but I have check this again.

Overall, GU13 is welcome surprise. PS2 now feel like 2-continent strong instead of being just Indarside.
Seriously I was agreeing with you until you said the VS are the faction with no weakness, you could not be more wrong in every single way!!!

The VS faction - lets sum it up. Okay infantry wise we have some great and a lot of good/average guns. Our ESP AV is just not as good as the TR or NC. Our ESF HA is by far the worst in most situations unless you get 10+ more VS to spam it with you. At this point it negates it since any weapon in the game 10+ is going to be good.

But lets move on to the REAL stuff okay?

The MBT. Magrider, hands down the worst AI gun and worst AV gun. Its default gun no so bad. The tank itself is a complete joke and shadow of its former self.

The Harrasser - lets be honest the TR have the most OP version of this with the Vulcan, the NC in the middle VS rock bottom.

The Scythe - By far the worst fighter with the Reaver being the undisputed king and the mossie a pretty well balanced aircraft. Why? The Scythe is slow to accelerate, huge hit box when you catch it turning or from above or below. Its main gun still is the worst of the three and its no where near as manoeuvrable as either of the other two thanks to the lack of interia.

The MAX - ZOE was nerfed so hard most don't use it, even when its used its easily countered by one guy with a deci or AV turret. Imagine how the NC or TR would whine if their max could be 1 hit killed. The NC max still kills faster than a ZOE with a shield.

So sorry but please don't sit here trying to label the VS as a no weakness faction. The truth is the VS is theo nly faction that religiously has its racial attribute removed and nerfed because the TR and NC whine.

Scythes that could out turn out fly other fighters (even though their armour and gun was weaker) nerfed. Mags that could climb onto hills where no other tanks could do, despite having the worst guns and armour, again nerfed. ZOE that could strafe side to side fast (even though it could be 1 hit killed bya deci and AV turret on release) nerfed again.

So you see the VS are a non race in this game now. A race with no faction trait advantage in any situation. Can you say the same for the TR and NC?
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Old 2013-07-26, 06:48 AM   [Ignore Me] #5
Shamrock
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Re: GU13 Feedback Thread


Originally Posted by Mordelicius View Post
Vanu is the faction with no weakness.
My feedback is you need to stop making blanket statements like this if you want to retain any credibility.
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Old 2013-07-26, 07:05 AM   [Ignore Me] #6
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Re: GU13 Feedback Thread


The Bio Lab capture timers are stupid.

There has just been an event on Miller, capture 3 Bio's on Esamir.

We all started equal with one each but TR won within an hour after capturing all three.

Timers are retarded.
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Old 2013-07-26, 08:17 AM   [Ignore Me] #7
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Re: GU13 Feedback Thread


Really like; the new Esamir layout its really good

Really dislike; the new changes to esf weapons
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Old 2013-07-26, 08:25 AM   [Ignore Me] #8
Kerrec
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Re: GU13 Feedback Thread


Originally Posted by Valkar View Post
Seriously I was agreeing with you until you said the VS are the faction with no weakness, you could not be more wrong in every single way!!!

The VS faction - lets sum it up. Okay infantry wise we have some great and a lot of good/average guns. Our ESP AV is just not as good as the TR or NC. Our ESF HA is by far the worst in most situations unless you get 10+ more VS to spam it with you. At this point it negates it since any weapon in the game 10+ is going to be good.

But lets move on to the REAL stuff okay?

The MBT. Magrider, hands down the worst AI gun and worst AV gun. Its default gun no so bad. The tank itself is a complete joke and shadow of its former self.

The Harrasser - lets be honest the TR have the most OP version of this with the Vulcan, the NC in the middle VS rock bottom.

-snip-

The MAX - ZOE was nerfed so hard most don't use it, even when its used its easily countered by one guy with a deci or AV turret. Imagine how the NC or TR would whine if their max could be 1 hit killed. The NC max still kills faster than a ZOE with a shield.
I'm not here to defend the claim that the VS have no weakness. That is a bit dramatic, and as someone has already said, quite the blanket statement.

However, the Magrider is not a complete joke. It can STILL get to places that the other MBT's can't (Hint: Strafe to climb). A [2/2] Magrider is quite capable and often found in rediculous places, like on top of buildings, on top of ridgelines, etc... The VS on Waterson pull them regularly and use them to great effect. I don't know if Miller VS are inept with their tanks, but from my experience as a TR and as a VS (usually the gunner in a Magrider), they are far from a joke.

The Lancer is not garbage. The internet warriors have painted it as a useless weapon, but even solo it is amazing. Maybe not if kills is what you want, but it has range that is comparable or BETTER to the Striker, has no warning and no counter. When I use it alone, it acts as a deterrant. Tanks will always run for cover when you start hitting them. Not to mention Liberators and Galaxies. ESF's are harder to hit, but still doable if they are nearby. My Lancer accuracy is 60%+ and I shoot at ESF's alot.

The Lancer, used in a squad with up to 2-3 of them (if not more) is a terror. Want to take a base and don't want to bother getting an infiltrator to the turrets? Just snipe them (especially useful on Tech Plants). Defending a base and the enemy has hacked the vehicle terminal? Circle around, get some distance and line of sight, and snipe it. Is your advance stalled and enemy maxes are standing on ridges raining down Fractures and Ravens? Just snipe them with a couple Lancers. A base defense against an armor push? A JOKE when you have 2-3 Lancers working together. One kill per volley, no warning, no counter. The same instagib that has so many people pissed off at C4 and the way AV mines used to work.

I play TR as my main character, and I don't play Heavy because I don't like their weapons. When I feel like playing Heavy, I play my VS... Orion, Decimator for close range, Lancer for long range. I always told myself I'd get the A2G Lock-on when facing heavy enemy air (NC or TR), but I never felt the need to buy it.

TL;DR: The quote was pretty extravagant and in the realm of ignorance. But your reply was too.
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Old 2013-07-26, 08:31 AM   [Ignore Me] #9
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Re: GU13 Feedback Thread


I like Esa very much so far. I'm still bothered by the lack of Spec Ops options.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-07-26, 09:07 AM   [Ignore Me] #10
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Re: GU13 Feedback Thread


Originally Posted by ringring View Post
My biggest gripe is the mini map when in bases. They are very poor. Can we have a mini map that works better and shows the important stuff e.g.
- auto zooms in when you're in a base showing more detail (ps1 style)?
- shows spawns and veh terms and gateways into the bases?

The amount of time I wasted running around a base trying to find each of the element above was rediculous. Make it easier please!
Add jumpads and teleports to that list as well. Very frustrating to go looking for them in altered bases...
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Old 2013-07-26, 09:55 AM   [Ignore Me] #11
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Re: GU13 Feedback Thread


I like the new Esamir a lot \o/.

Don't like the massive lag i am experiencing since GU 12 (Mattherson,Woodmann,Miller)! As soon as there is more then a squad on squad fight i get massive server desyncs. Does anybody in here experience the same?


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Old 2013-07-26, 10:16 AM   [Ignore Me] #12
Bocheezu
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Re: GU13 Feedback Thread


I defended the Bulwark for about 30 mins yesterday. This base was transformed from a speedbump to an impenetrable fortress. The distance between the spawn and the cap point is about the same as the spawn-SCU distance in a tech plant, so defenders have to run for about 10m before they're in the cap point building. There's a wall surrounding the entire spawn/cap point building so tanks cannot camp the spawn at all. The cap point building is the same as the shield gen room in a biolab, but there's only one side for non-LA attackers to come in (the equivalent of the catwalks in a biolab).

It's a total meatgrinder, with attackers shooting rockets/throwing grenades and getting 4-5 kills a shot, and dead bodies just everywhere. I went medic and just couldn't rez fast enough to keep up. I left after about 30 mins because I don't have flak armor on my medic and the amount of splash damage was similar to GrenadeSide from last December, when the tech plant shield gen was in the back and the defenders got a teleporter to the middle of the superstructure. Hiding around the corner by the stairs was not enough to avoid getting killed by grenades.

Last edited by Bocheezu; 2013-07-26 at 10:19 AM.
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Old 2013-07-26, 11:18 AM   [Ignore Me] #13
ringring
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Re: GU13 Feedback Thread


There is much I like. I like trees but the landscape changes are detrimental to tanks. Was this necessary or intended. No to the first question and I hope not to the second.

Secondly the distance between bases is too short, probably there are too many of them.

Driving is now a bit of a PITA. This is a big shame, Amerish was supposed to be the infantry friendly cont and Esamir the tank friendly one and although we've been saying tanks are too powerful against bases no one thought that the between bases fight should be changed that much.
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Old 2013-07-26, 12:01 PM   [Ignore Me] #14
Dragonskin
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Re: GU13 Feedback Thread


Been playing TR more recently and I don't agree with the VS being OP comment. TR have some really great toys... just like VS and NC. A lot of the winning/losing seems to boil down to population at the time and active outfits influencing battles. The side with the best of both tends to win the most.

Maybe one of these days I might make a comparison post on my thoughts about the factions, but there is no clear OP winner. Each has their own situations that they are very strong.
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Old 2013-07-26, 12:03 PM   [Ignore Me] #15
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Re: GU13 Feedback Thread


Esamir has become the harrasser friendly cont which i like, discovered halberds rape vulcans 1 on 1 had alot of fun the other day
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