GU12 Patch notes

Discussion in 'PS2 Main' started by Ajax, Jul 10, 2013.

GU12 Patch notes

Discussion in 'PS2 Main' started by Ajax, Jul 10, 2013.

  1. Jaamaw

    Jaamaw .

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    Baby we should buy a test if youre over a month late... haha

    Air will be back soon... I hope.
     
  2. ILoveBuzzCut

    ILoveBuzzCut .

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    Fury nerfs are justified, the splash damage isn't changing at all, and that's what you kill people with.

    I notice absolutely no changes to Harassers which means put a fury on it, and it will STILL be BEYOND effective. The problem with the Fury isn't that it kills to quickly, it's that the primary method of delivery, Harassers, are entirely too difficult to kill.

    AA has NEVER kept Air 100% out of the sky. It's always been relatively easy to fly liberators at 600-700 meters and rain death on unsuspecting infantry. Not to mention dive bombing in ESFs. The only people who see no effectiveness out of their ESFs or Libs are the ones who hover over top of dense infantry clumps. No shit you'll get shot down if you're 100 meters away from infantry BLISTERING WITH FLAK.

    Need I remind you that if this were a REAL war, you'd have flak with literally ranges of MILES and jets that fly over head dropping massive payloads of high-explosive bombs that kill hundreds of people at a time? Let's keep in mind that relatively speaking, flying is still an enjoyable and profitable experience.

    I'm glad to see bug fixes, they needed to happen. I'm similarly glad to see the changes to Sundy deploy zones, as defending a base is exceptionally difficult when you get huge zergs who plop 6 sundies around the amp station. Hopefully they fix it to where defenders can deploy inside, though.

    I still see no change to Esamir SCUs not disabling shields, will that be coming into the game or not?

    For the people who are calling the game pay-to-win, I'd like to point out that just about every default gun (That isn't a vehicle one) is an EXCEPTIONAL tool. The Orion is probably our best LMG period, to boot. MBT Default Cannons are decent, and the default noseguns on ESFs still wreck everything, just not quite as fast. Not to mention, that you can get everything in the game that isn't cosmetic, with certs. I average about 1000 certs per 8 hours of gameplay. 1000 certs will buy you literally anything in the store, AND you can even demo what you want for a half an hour, in real time gameplay, on real targets, as well as the VR testing area (Which is one of the most useful additions to the game). Unfortunately for people who want to literally play for free, SOE is in the end, a company, and needs to make money. There are people who do not have the means to give them money, and there are people who do. I would have easily dropped $60 on this game to purchase it, but I get to play for free. It makes perfect sense to me that people who DO drop money (Whether that's $10 or $100) should get at least SOMETHING for it.

    TL;DR GU12 best GU since GU02, PS2 is NOT pay-to-win in the least (If anything, pay-to-not-grind), and everyone should just shut up and enjoy the game (:
     
  3. Jaamaw

    Jaamaw .

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    Constructive comments or options which are related to GU12 or the content in some ones post relating to the topic go in the post box. Not personal attacks.
     
  4. Selentic

    Selentic .

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    Just stop, you obviously have no idea what you're talking about.

    Air can not "rain death" on infantry from 700m, because infantry do not render beyond 300m, and are thus invulnerable beyond 300m in this game.

    Realism =/= game balance, but since you're arguing it, I'd like to remind you that air superiority has been a deciding factor in basically every war in the last century, meanwhile in Planetside 2, no outfit has needed an air wing for ops since December, because you can just pull a burster max, skyguard, or heavy g2a lock on, and you're literally set.
     
  5. Kowlefe

    Kowlefe .

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    Lets not start taking shots at each other and throwing names
     
  6. Jaamaw

    Jaamaw .

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    This is the situation, and being that MOST if not ALL lockons start at 500m... that's 200m you have to close before you can even SEE what is hitting you.
     
  7. Selentic

    Selentic .

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    Not to mention that in virtually every major battle the render distance is going to be scaled down so it's even shorter, and there's a very good chance that even if you're 100m away most of the infantry won't render for you anyway.
     
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  8. ILoveBuzzCut

    ILoveBuzzCut .

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    I'd love to see a battle where there is no air presence on either side at all. The point of that argument wasn't the range, but the fact that AA has never kept air out of the sky, no matter how powerful. It's made an impact in HOW MUCH air is there, and for how long, but look at our dedicated air squads (Many of those guys have even played on NC because the VS are so cold to them). The simple fact is that air is existing in these harsh conditions, despite AA power.
     
  9. Jaamaw

    Jaamaw .

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    Just stay inside a Bio lab :ROFL: . Do you feel the same way about all vehicles or just aircraft? Just curious.


    It does keep air out of the sky, the second you start to hit some one with flak they run. You are able to hit them from the next hex over with your burster/skyguard, and that's where the saying "wait until you can see the name" came from. If you fired from too far away the dmg was still great enough so that it deterred people form even going NEAR that flak and airspace. It DOES keep air out of the sky. We once had a Ace Aerial subdivision for a while but we phased it out because we could NEVER get our air guys to the same fight that the rest of the platoon was at. There was always A SINGLE SKYGUARD OR BUSTER THAT WOULD FUCK EVERYONE OVER. Both these have been nerfed and fixed to be some what better. The annihilator and striker were introduced and now it is the lockons that are the problem. That is what is breaking the G2A game. 2 HA with strikers WILL kill an esf in one clip from each, mind you they can be fired EVEN WHEN THE INFANTRY ARE NOT RENDERING TO THE AIRCRAFT because the aircraft is rendering to the infantry. Simply adding the flares ability doesnt do the trick, even when the flares are activated it gives you enough time to MAYBE run away (and then sit and wait for your CD).

    Our what? NNG sure doesn't have a dedicated air squad, perhaps some pilots who band together now and then but because of the changes, that has become a rarity and our most dedicated pilots are fed up and switching to ground pounding.
    If you're referring to the VS as a whole, go ahead and take a look at our factions "dedicated air outfits" and see what they think about the air situation, TVAF and TGWW are the VS "dedicated air outfits".
    The dedicated air outfits on the NC (AACE, QRY) and TR (N) know to do NOTHING except hit other aircraft, they know the A2G game is fucked and A2A is the ONLY way to get score/kills which compares to ground units.


    Existing, barely. The flashlight attachment exists too, and its obviously it's super useful :rolleyes:. Just because you see it on the field doesn't mean its doing anything productive and/or helping.
     
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  10. ILoveBuzzCut

    ILoveBuzzCut .

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    Tanks and Lightnings are significantly harder to kill (Especially an NC Vanguard) than an ESF and can't really be compared. The two do stuff that's totally different.

    Tanks in PS2, however, appear to be used mostly as artillery.

    KDR pilots start to run. There are two kinds of pilots in Planetside: Bad ones, and KDR Ones. The Bad Pilots are the guys who run up to an infantry column and hover over it putting rockets into it. The KDR ones bug out as soon as any sign of flak is present.

    Ironically, one skyguard or burster max can be dealt with by 2 ESFs pretty quickly. Strikers are definitely a problem, though, despite flares. I'm personally of the opinion that A2G SHOULD be something that's only done by a liberator from high altitude, but as was pointed out earlier, that's not possible because SOE can't code for shit. A Liberator can still fly around at that insane altitude, but at that point, I suppose it becomes more Anti-Vehicle than Anti-Infantry.

    Admittedly, I log in way later than you do normally, but when I DO log in, I almost always see at least 2 guys in the Air Ops channel. And I know a few others who have been flying Air Squads lately (I've participated in them, even).


    To be fair, the flashlight attachment doesn't provide any kind of tactical advantage, Air provides the tactical advantage of watching half a platoon of XP-Hungry Kids pull Anti-Air to deal with 3 ESFs dogfighting.