This game looks amazing. There can literally be battles with thousands of people on one "map", including vehicles, infantry, etc, and its an FPS. You can already sign up for beta, but the beta won't be out until later this year. With something like this on the horizon, I can finally come to terms with the fact that Star Wars Battlefront 3 will probably never be released
Anyway, what do you guys think? This looks like it could be a revolutionary game and might kick off a new genre of FPS. (Yes, I know there have been MMOFPS titles in the past, but none looked this awesome)
Yeah, I get the whole 3 factions thing, but alot of these games sell on customization, and IMHO it would be cool to have big banners on our tanks, in the colors/types of our factions, but the banners could be our division or whatever you want to call it.
As long as I can sneak around and recon things to locate enemy drop ships and stuff i'll be happy
Banners on tanks would look extremely silly. Doesn't fit with the style of this game. Having marking is fair game though.
That said, you can make outfits (guilds) and even spec the entire outfit to fit specific roles. You can probably expect outfits of tankers or flyboys, things like that.
Nothing like a 50 man outfit all in kitted out gunships doing a strafing run.
yeeeah, I'm wondering if I can get enough peons to listen to me, I did lead world class 40 man raids so as long as I can organize a radio channel tree so that there is minimal cross-unit traffic I think it would be a blast.
I would love to have 100 people under some sort of general command (which I fully expect to be ignored 25% of the time, lol) while I sort of sneak around as a sniper and scout things out or sit in some mobile command unit or some nonsense.
Having 1 leader is kind of useless, get picked off and your entire strategy falls to pieces. Besides, the battles in Planetside are of a far to great scale to rely on only a few people to organize it all. In my experience it was best to have clans/guilds/outfits(whatever) devided into squads. Like, a single tank column (10ish vehicles) Full APC's as a single fire squad. Stuff like that. That way they can reliable operate on their own.
I think the servers are up but it's rather desolate. Also, keep in mind that planetside 1 netcode is horrible and theres no hitboxes. So it's not all that enjoyable anymore after getting used to technologically superior shooters.
The first one was an absolutely bloody amazing game - it was some years ago now, and as Soladrin points out this type of game doesn't age very well generally, but as far as 'team' combat goes it is second to none. Having 10 guys airdrop onto an enemy base and head for the C&C centre to capture it, and the tense wait as there were ten of you covering a door where you knew the counter attack would come, squadrons of Mosquito flyers buzzing around a big lifter craft trying to shoot it down (while guys in turrets on the craft defended it, ww2 bomber style). A 'zerg rush' of Max suits (think terminator armour) trying to jam in through the entrance of a base. There are so many great memories of this game - if they get the team work/clans nailed this time round, and keep the open world balance that they had before, again this will probably be by far the best team-based MMOFPS on the market.
My enduring memory of this game was being in a clan of 'air cavalry' - we would fly over the enemy base and drop maybe 30-40 of us on top of it. Then, the smaller gunships would provide ground support while the big transports stayed in a holding pattern miles above. I was flying once, had about a dozen or so clan members in the back of my lifter (there were about another 5-6 lifters doing the same thing). But, while trying to evade some enemy fighters I messed up and put my aircraft straight into the side of the mountain. There had been a friendly buzz of chatter on our platoon teamspeak, but as the camera panned back to show the wreckage of the aircraft it fell completely silent. There was a short pause, and then my platoon commander (a usually very affable Dutch chap) said in his Northern-European accent, "you fething idiot".
This looks great, thanks for the link. Signed up for beta and hoping for the best.
I must admit I've missed the original Planetside back then, though I've heard great things about it and seen some pics of course. Given how much I loved Battlefront I & II or the bigger combined arms engagements in BF'42 and BF2, I think this game is something for me, too.
And Terran Republic looks/sounds good. I think I might try my hand as a dropship pilot, depending on how the controls work. Just sounds like a cool job.
I just want to drive a land raider, or drop ship, or something like a maniac, or command people
I miss people yelling at me in battlefield bad company because I flew the helicopter at 200mph 10ft above the treeline playing it like a drop ship and not hovering so pussies can shoot the guns ;P
Another Flyboy eh? I was always pilot for me squads/clans. Be it dropship or Gunship.
Yes definitely! I always thought that was one of the best components of the game. It took a lot of practise to use those things right. I was in a clan that took the game far too seriously, our commander used to have us doing drills in uncontested environments - practise jumps into bases, pick ups (flying directly downwards with the Galaxy, pictured below, to minimise chance of ground fire)
Spoiler:
I really hope the new game keeps the skill specialisation that Planetside 1 had - so you could train as a pilot, sniper/scout, heavy weapons guy, medic etc.
But, at the same time I know this might not be a popular opinion, but that the BFR (big robots) get left out. The strongest element of Planetside was the ability to work as a team and support each other with multiple specialisation. Of course you could 'zerg' in planetside; just spawn into a combat zone and mindlessly run at an enemy solo, like in games like Modern Warfare, but that was never the strength of the game. The BFRs were so powerful I thought it kind of ruined the delicate balance of the game, and took some of the emphasis off team play. There would be a group of you travelling in AFVs, with gunners, drivers etc. then all of you would just be outgunned and killed by some guy running solo and spamming the base. I can understand why the add-on pack with BFR's was released, to try and pick up some game sales, but TBH it killed the game for me.
Nope, you need to unlock certificates for vehicles (some certifications covered multiple vehicles and some even overlapped so you had to carefully map out which ones to get).
After you get the cert you could just pop one up at a terminal as I recall... Correct me if I'm wrong on this though, it's been years.
Actually, I defy anyone to look at the longer video and not want to sign up to the Beta.
As the guy said towards the end of it, the first game offered something unique in the video game entertainment world, and it hasn't been replicated up until this point.
If ultra huge maps, bases, a myriad of troop/vehicle options, decent servers, ingame "freedom" to do/go where you like, ingame human command structures and varid modes of play, then Opflash did it albeit in a contemporary setting.
If truely MMOFPS then yes PS did it and did it well.
How amazing would it be if these guys made another game but with a fantasy setting but similar to how planetside works. So there could be thousands of knights and in the strongholds you could go to the armoury and customise gear and then head over to the monster pit to customise a mount, ranging from horses to big rhino things. One can dream.
Hehe didn't know you could customise a vehicle like that. Gunna put a heart love scheme on one of those ground troop transports and sing the love train song.
Night fights are going to be insane seeing the sky light up.
I think its more that the concepts which make this game so cool, namely the movement of teams rather than just individuals, are much more feasible in a sci-fi setting.
You can have a bunch of guys flying a transport aircraft, or APC for instance, together. How would you do that in fantasy, maybe ride an oliphant? Although I agree a massive battle in fantasy setting would be quite cool..
My only reservation with this game now is the ability to buy stuff with real money. I'm hoping the customisation will just be aesthetic, and won't give paying players (who presumably have already paid for the game!) a massive advantage over the ones with the basic package, a la World of Tanks.
From what they've been telling in the vids and interviews, the money shop will offer both customization as well as "sidegrades" - meaning specialized weapon variants that have some improvement compensated with some drawback. These aren't gamebreakers, but I have seen in APB how much they can tilt the scales into a specific direction simply because they give one player a greater ability to focus his gear better on his own playstyle/skills than they could otherwise.
Still, I would imagine that in an MMO with massive open battles like this it'd have a much smaller impact than in the comparatively small shoot-outs in APB, so ... meh, shouldn't be that bad. Especially given that a lack of "matchmaking" means that there'll be a huge disparity in "character efficiency" anyways, I guess?
I doubt this but a question to any planetside players, when you were in a transport vehicle, if you were sitting in the back was your view first person inside the vehicle looking at the other soldiers or was it 3rd person of the vehicle?
I hope this would happen in Planetside 2, for some reason I loved seeing my guy just sit there in the transport vehicle being taken to the battlefield, something very few games did such as Battlefront 1 and halo.
Yeah I think they said the money transactions would not bring unfair advantages to players who don't use money.
unmercifulconker wrote:Yeah I think they said the money transactions would not bring unfair advantages to players who don't use money.
Of course this is what anyone implementing such a model for their game claims. Another statement would be a PR desaster. Yet look at the ships you can buy in STO now ...
Not saying there's a reason to worry, though. Just "wait and see how it turns out".
Pacific wrote:
My only reservation with this game now is the ability to buy stuff with real money. I'm hoping the customisation will just be aesthetic, and won't give paying players (who presumably have already paid for the game!) a massive advantage over the ones with the basic package, a la World of Tanks.
from PAX iirc they are going with the tribes model, basically you unlock things, pay to unlock things, and pay for skins/visuals, but all actual guns and upgrades are available free given enough time.
Bromsy wrote:Meh, I'd much rather have fremium than monthly sub.
Matter of preferences. I guess you could say that it's a case of "once burnt, twice shy" with me, as I've seen what F2P + moneyshop did to APB and STO. The one example where it worked nicely was CO, but let's face it, the entire purpose of that game is customization.
Grundz wrote:from PAX iirc they are going with the tribes model, basically you unlock things, pay to unlock things, and pay for skins/visuals, but all actual guns and upgrades are available free given enough time.
It seems as if sidegrades can be purchased both with in-game currency as well as real money. If so, this would alleviate a lot of my concerns.
But even if not, the sheer scope of this game will - I hope - make any such minor advantages negligible.
But even if not, the sheer scope of this game will - I hope - make any such minor advantages negligible.
its a fine line between getting constantly murdered as you spawn (battlefield) and being able to wreck a hundred people yourself with enough skill (spacemarine)
but if they can pull it off I will be playing this game until it goes down for Planetside 3
But even if not, the sheer scope of this game will - I hope - make any such minor advantages negligible.
its a fine line between getting constantly murdered as you spawn (battlefield) and being able to wreck a hundred people yourself with enough skill (spacemarine)
but if they can pull it off I will be playing this game until it goes down for Planetside 3
They already pulled it off once. I don't think they would fail on an iteration. And besides, because of the scope of this game, the individuals power really doesn't make that much of a difference. Teamwork is everything in this game.
Pacific wrote:
But, at the same time I know this might not be a popular opinion, but that the BFR (big robots) get left out.
That's actually a very popular opinion. While BFRs did get brought down to sane power levels, they were grossly imbalanced when they hit the game and they killed it for many players. Unfortunately, Planetside never recovered from BFRs or the abysmal cave expansion pack.
I went back to the game a while ago - after that Sony hacking fiasco, they gave everyone who played one of their MMOs 45 free days as an apology. I loaded it up with an old buddy of mine and we had a great time getting to play the game at max settings with minimal lag. Yeah, the graphics haven't aged well at all, but it was refreshing since we had to play with minimal settings on 56k modems back in the day. We had an absolute blast playing it though. I feel like anyone new who went into the game wouldn't enjoy it though. The mechanics are all very clunky and dated, and while the game was wonderfully ambitious it was often fun in spite of itself. The teamwork, scale, and community made Planetside great, and nothing else has captured that magic since. Battlefield 3 on huge maps with 64 players comes close, but it's a whole different creature.
They already pulled it off once. I don't think they would fail on an iteration. And besides, because of the scope of this game, the individuals power really doesn't make that much of a difference. Teamwork is everything in this game.
honestly, thats not what does it, bs mechanics do it.
Example, 128 person battlefield 2142 was fantastic, as long as you didnt run into a team that just dropped ammo boxes, layed down and spammed handgrenades
Example: big day of defeat 1 was great, as long as there were no cheaters
Example: zombiemod counterstrike was fantastic, until you ran into someone with 2000 ping
Example: tribes is great, until you run up against a team with 3 or 4 inf's running jackals
I could care less if some players are dramatically more powerful than others, "good" games for me, have been run by teams that can identify and remove asshattery that players will pull.
Right.. I think you might get the occasional 'one on one' where someone who has some kind of exploit might get an advantage, or even the kind of guy you hate from the FPS who does that thing where they jump in the air, go prone in the air and then simultaneously nail you with 2 shots through the head from 300 yards away , but no matter that skill level or if some small exploit is possible, it won't save them from the Liberator bomb that falls from 1km above, or when they get run over by 5 tanks of an armoured assault.
Team work was always the most important thing in Planetside, a clan working together and organised will probably be the most important thing.
Haha that reminds me, in the first game one of my clan used to play 'Ride of the Valyrie' before we did an air-drop through the microphone on teamspeak. Also 'Long Tally Sally' sometimes
Those Max suits look great, they are somewhat less bulky than in the first game.
I wonder how the factions will balance out this time? I always liked being the slight underdog with the Terran Republic last time...
Henners91 wrote:I was too young to play Planetside 1 (not having any internet didn't help either) but I am pre-ordering this the second I am able to do so
Automatically Appended Next Post: Oh and I'd deffo be another Terran Republic guy.
What can I say, I love authoritarianism in sci-fi settings... it gets me all aroused.
Game's gonna be free to play, you don't need to preorder anything! Also, I'm very pleased with the amount of TR leaning folks over here. Glad most of you won't be at the wrong end of my gunsights in a few months
Well, I'll be spending all my initial certificate points on getting a fully kitted out liberator gunship, Spectre gunship style. Purple has been planned for tailgunner.
Henners91 wrote:I was too young to play Planetside 1 (not having any internet didn't help either) but I am pre-ordering this the second I am able to do so
Automatically Appended Next Post: Oh and I'd deffo be another Terran Republic guy.
What can I say, I love authoritarianism in sci-fi settings... it gets me all aroused.
Game's gonna be free to play, you don't need to preorder anything!
Oh? Nice... I did understand there was some shop for buying items that won't affect gameplay... but we all saw what happened when BF: Heroes tried to do that (and now you can buy guns that'll turn the tables; just more profitable )
I did rather like their old system on BF: Heroes wherein you could buy better guns (for a week) with ingame currency you earned by grinding, but could get them permanently by buying them with real money.
Brother SRM wrote:Also, I'm very pleased with the amount of TR leaning folks over here. Glad most of you won't be at the wrong end of my gunsights in a few months
It's a 40k forum, since the Imperium evidently 'does it' for many of us, I think it's likely that we'll always lean toward the authoritarian human supremacists (Dunno if the TR are supremacists... but they seem to fit that same sci-fi niche as Starship Troopers' Federation, EVE's Caldari, Firefly's Alliance, humanity in Aliens, etc.
Oh? Nice... I did understand there was some shop for buying items that won't affect gameplay... but we all saw what happened when BF: Heroes tried to do that (and now you can buy guns that'll turn the tables; just more profitable )
I did rather like their old system on BF: Heroes wherein you could buy better guns (for a week) with ingame currency you earned by grinding, but could get them permanently by buying them with real money.
That's a horrible system. Being able to buy power is bad. And nothing can be exclusive if it effects gameplay.
Originally they didn't have stuff that affected gameplay; but they just weren't making money. You made your one-time purchase and that was it.
I do like the old system though because EVERYONE could get the original guns; you just had to grind for like 5 games and then you'd get one for a week... not that hard. You paid real money for the convenience of avoiding the grind. If you played the game regularly, you would always be able to afford to renew your guns because you would (presumably) play at least five games with said guns
Unfortunately not enough people gave EA their dosh methinks.
Hence me leaning more towards a traditional subscription model when it comes to such games - I just don't believe they are profitable when they don't sell something that is in high demand by just about everyone, and the company will be interested in making as much money as possible. And decals alone ain't gonna cut it. Sidegrades ... well, we've seen what this did to APB.
But as has been said before, the scale of the game should balance this. Even if you have a player who can fight for two thanks due to his p2w guns, he's still gonna get rushed by that squad of ten.
I'm currently thinking about a mixed combat medic / dropship pilot build, by the way. Dunno if this is viable or whether I shouldn't specialize all the way, though - I assume it'd be somewhat impractical to combine both roles in one action, so that I'd still have to choose which one to commit to in each battle.
Besides, you could also have the nightmare of taht ten person squad all having paid to win, so they go around killing everyone with their uberawesome gold plated penis extension gear.
Melissia wrote:Besides, you could also have the nightmare of taht ten person squad all having paid to win, so they go around killing everyone with their uberawesome gold plated penis extension gear.
And this is essentially what is rewarded on World of Tanks (except, replace the gold plated with a steel penis). When you are sat shooting someone in the back, because you have out-manouvered them, seeing the shots bounce off only for that gun to slowly track around and kill you with one shot because they've paid real money for their ammo. It completely ruins the game IMO, and if they do anything even remotely similar in Planetside I will be very angry and stop playing!
But, perhaps the makers of this game will want to make a good game for, you know, it's own sake rather than just as a means to being able to sip champaign from the edge of their giant pure-diamond cowboy hats.
Also, good point about the fully-geared squads ... didn't consider this. I would hope that this would be the exception from the rule, but I guess that the larger clans would definitively have entire teams devoted to this. :/
If we are gonna do this, let's do it right. Is anyone else interested in doing an air superiority fighter squadron with me? I'm thinking Arkangel for the callsign. Because that sounds bad fething ass.
Or some kind of 'air cavalry' ? Anyone who wanted to be a trooper would have a role, and obviously they would need fighter support during transport, and ground support when they arrived at a base.
Did it in the first game and it was a great deal of fun!
Well as said before. I'll be bringing the big guns from sky. Librator all the way. Though after I've got that thing completed I'll be investing in getting a decked out galaxy to do drops.
If I am to use the opinions in this thread as a gague, it seems like there'll be a ton of empty dropships flying around
I always go for underdog classes/roles/factions in games. So, despite knowing nothing about Planetside, I imagine I'm going to end up being a grunt of some kind... if there are medics that might be fun.
Defending the control terminal from a squad of 5 people in my Max suit with a shotgun was a regular occurrence.
The hacked would open the door and get a shotgun blast to the face, then it was 4 on 1, and if they did not have Ap rounds, I would frag them all.
The Sniper rifles were fun as well as driving the various vehicle. the New Conglomerate tank had the biggest main gun, 150mm, and it wrecked house.
P2 looks great, and they changed the design of the liberator and Max suits.
I am totally playing P2
I am going to stick with the big guns of the New Conglomerate! Who is with me?
Henners91 wrote:If y'all've allowed your enemy to shell you out of a position, then that's a tactical failure on your part
Or it's a gameplay flaw because rarely are the counters to tanks / other vehicles anywhere near as long ranged as the tanks themselves.
Which is the advantage to being on the offensive.
That's fine if the rounds don't last too long. But if you have rounds hat last an hour or more, eventually even everything's gonna be destroyed and the map will be nothing more than a bunch of rubble.
Henners91 wrote:If y'all've allowed your enemy to shell you out of a position, then that's a tactical failure on your part
Or it's a gameplay flaw because rarely are the counters to tanks / other vehicles anywhere near as long ranged as the tanks themselves.
Which is the advantage to being on the offensive.
That's fine if the rounds don't last too long. But if you have rounds hat last an hour or more, eventually even everything's gonna be destroyed and the map will be nothing more than a bunch of rubble.
The world is persistent.
I would imagine that after you capture a base, it would go into a state of repair and rebuild itself over time - at which point it can't be captured until then.
In Planetside 1, the only parts of the buildings that were able to be destroyed were the gun turrets. and an Engineer could fix those.
Since the "Match" is never over (It is an MMORPG you are able to go to any given base and try to capture it at any given time. AKA The world is persistent.) I doubt they would make the walls vulnerable to attack. It is also a non issue really, as you can run and gun like any other FPS.
It worked well for Planetside that the walls were indestructible, I would like to see the same for Planetside 2
I heard this opinion somewhere describing different fractions in this game:
"Terrans have the most dakka
Vanu have fastar trukks and
NC has the shootiest shootas"
Well, I'm probably gonna kit the back seat out with one of those howitzers, so you should have fun with that. Or offcourse an AA gun if we expect a lot of fighters.
RaptorsTallon wrote:
And, from what I have seen, the Micro Transactions are mostly if not all cosmetic so it won't be pay to win.
They're mostly cosmetic, but you will be able to buy some experience level/booster type stuff, or rewards you'd typically have to work for. HOWEVER, gun upgrades are almost strictly "sidegrades" where you trade off different abilities to suit your playstyle. For instance, you can trade off some accuracy for a higher rate of fire, or trade off range for damage or what have you. A guy who's maxed out his character can die to a guy who just installed the game if the newbie is more skilled at the game. Also, everything you can buy can be earned just by playing as well, so there won't be folks lording over you with their special guns they paid $5 for.
Yeah, though I'd say that currently, you get to many cbills per match. (20k for a loss 70k for a win). All the prices for stuff come straight out of the rulebooks so yeah, 5 wins and you got yourself a gauss rifle.
They want to be grateful with people that supported the original Planetside. Therefore they've stated months ago they'll be sending Closed Beta invitations to all people that have a SOE active account and have played Planetside regardless if they're currently subbed or did it seven years ago. Word is anyone that played or is currently playing the orginal PS and made sure they activated their SOE account will get an invite at any given state of the closed Beta as long as they have previously signed up for Beta (very important).
On the other hand anyone that got a Beta Key from the last April's US PC Gamer is in equal terms with a PS player.
There're PS players who got the PC Gamer Key, therefore one can only speculate if that doubles their order of preference though...
After that, the rest of people who signed up for Beta.
To sum up
current and former PS players = PC Gamer Key User > anyone who signed up for Beta
PlanetSide Universe (PSU) , the biggest Planetside dedicated Community. SOE PS2 Development Team has been working/is working keeping a close eye to PSU members ideas and recomendations btw (actually many of the dev. team members drop to show there quite often).
PlanetSide 1 Players, Fan Faire 2011 attendees and PC Gamer Keys will have first access to beta once it begins.
Via Twitter
Quote:
PS1 players, Fan Faire 2011 attendees and PC Gamer keys will have first access to beta once it begins.
Via Twitter
Quote:
No restrictions there. if you are/were a PlanetSide player you get a beta invite, be sure your station acct email is accurate
Via PSU Forums
Quote:
Originally Posted by RadarX (PS2 Dev member)
I wanted to drop in and clarify Beta access for former PlanetSide 1 players. As stated players will receive priority access. This means they will receive access early in the Beta process. This does not mean every former PlanetSide 1 player will get in before anyone else. All we can do is ensure those folks will get in before most others.
i signed up for the beta and would be a returning PS player. However from all of the SOE games i have played i now have 7 different usernames tied to my email account so i have no clue which is right.
Deathklaat wrote:i signed up for the beta and would be a returning PS player. However from all of the SOE games i have played i now have 7 different usernames tied to my email account so i have no clue which is right.
when I did the same I got an email with a list of linked usernames, so no issue there I think
I watched Total Biscuit's live stream yesterday, and it was awesome. There were about 130 people fighting over a base, which is the small area that's been cordoned off for E3's battlefield. He's doing live streams the next few days, which you can check out here: http://www.twitch.tv/totalbiscuit The next stream is at 3PM PDT I think, which should be around 6pm on the east coast like it was yesterday.
Neat! I hope the drawn ones aren't just canned concepts but will be in the game, too (even if you'd likely have to buy them for monies) ...
Personally, I'd love to have this one, it basically screams "I'm your pilot today, sit down and strap in".
Lynata wrote:Neat! I hope the drawn ones aren't just canned concepts but will be in the game, too (even if you'd likely have to buy them for monies) ...
Personally, I'd love to have this one, it basically screams "I'm your pilot today, sit down and strap in".
Nope, they're all in there. You won't have to pay extra for a basic character model. You might have to pay more for some cosmetic armor and junk, but the basic character models are in the game.
Brother SRM wrote:Nope, they're all in there. You won't have to pay extra for a basic character model. You might have to pay more for some cosmetic armor and junk, but the basic character models are in the game.
You sure? Those were 5 concepts, and only 1 was presented as a finished model. How many armour classes are there in PlanetSide, didn't they have "only" 3?
Unless they offer limited customization of the basic model by default, which would be awesome but not something I'm assuming just yet.
Not that I'd have an issue with paying a few bucks for something like this. Game needs to be financed, after all.
Brother SRM wrote:Nope, they're all in there. You won't have to pay extra for a basic character model. You might have to pay more for some cosmetic armor and junk, but the basic character models are in the game.
You sure? Those were 5 concepts, and only 1 was presented as a finished model. How many armour classes are there in PlanetSide, didn't they have "only" 3?
Unless they offer limited customization of the basic model by default, which would be awesome but not something I'm assuming just yet.
Not that I'd have an issue with paying a few bucks for something like this. Game needs to be financed, after all.
Either way, I think they did a nice job.
There's 5 classes AFAIK...
Engie
Heavy Assault
Light Assault
Infiltrator
Max
Ah, I was assuming classes were independent of armour (since I thought "classes" were just one's selected proficiencies, which sounded pretty freeform) - and that MAX users would simply wear one of the standard suits, like light assault.
Lynata wrote:Ah, I was assuming classes were independent of armour (since I thought "classes" were just one's selected proficiencies, which sounded pretty freeform) - and that MAX users would simply wear one of the standard suits, like light assault.
i do not recall there ever being classes in PS1, you chose your specific armor and then added weapons and gear to your "kit" based on the armor you chose and the inventory space allowed by the armor.
Lynata wrote:You sure? Those were 5 concepts, and only 1 was presented as a finished model. How many armour classes are there in PlanetSide, didn't they have "only" 3?
Planetside had 5 armor types as well: Standard, Agile, Infiltrator, Reinforced, and MAX. There's still a lot unfinished in this game; if you don't see something yet that doesn't mean it's not in!
Deathklaat wrote:i do not recall there ever being classes in PS1, you chose your specific armor and then added weapons and gear to your "kit" based on the armor you chose and the inventory space allowed by the armor.
Planetside 1 had a grid-based inventory system, you got your gear depending on what you had certed, and as a result you eventually had everyone being a one man army who could do everything, which isn't interesting. Planetside 2 has Battlefield-style classes, so you specifically tailor yourself for one role. However, the customization is very deep, so while you might be a stealth infiltrator, you could gear up to be a sniper, close support marksman, a stealth assassin with just a handgun and knife, or a mad bomber with C4.
Brother SRM wrote:Planetside had 5 armor types as well: Standard, Agile, Infiltrator, Reinforced, and MAX. There's still a lot unfinished in this game; if you don't see something yet that doesn't mean it's not in!
Naturally. I was referring to how PS1 worked, as I assumed that PS2 was "just" a makeover with fancy/contemporary graphics.
I wouldn't call MAX a personal armour type in the sense of what we saw in those previews, though - or did the "pilots" have a unique set of clothing under the mechanized exoskeleton? Then of course it'd add up, and it would sound as if those are indeed final designs for the various types of standard clothing.
I did forget one armour type, though, so thanks for reminding me!
Brother SRM wrote:Planetside 2 has Battlefield-style classes, so you specifically tailor yourself for one role.
Aw damn, there goes my idea of a Dropship-Pilot / Combat Medic hybrid character. Or does the customization still allow for such combinations (piloting + first aid)?
I suppose either approach has its advantages or disadvantages, though from how it sounds like I feel as if they could have simply limited the amount of certifications a character is able to hold/utilize simultaneously to facilitate specialization.
Meh, worst case I'll just make two characters, I guess.
Well, you can still drive a vehicle as any class except MAX. You can still be a dropship pilot/medic! You just can't be a medic/tankbuster/chaingunner like I was in Planetside 1. You can still potentially get every single certification, you just can't use them all at once in one loadout. For instance, I can run around as a medic, see a tank coming, and switch my loadout at a terminal to be a heavy assault with a rocket launcher. I die, then respawn and decide to do so as a MAX with tankbusting gear.
Also, MAXes are an armor type. They're not vehicles that you can get out of; they're armor with integrated weaponry you can spawn or change into. However, men and women look the same in giant bulky suits of armor.
Which is good. A lot of people don't understand how much different a man and a woman sound at times. Just the panting from running alone in most FPS games constantly reminds you that you're playing a guy, requiring that much more suspension of disbelief to keep immersion going.
Brother SRM wrote:Well, you can still drive a vehicle as any class except MAX. You can still be a dropship pilot/medic! You just can't be a medic/tankbuster/chaingunner like I was in Planetside 1.
Woohoo! Thanks for the clarification.
So basically there is a "Medic Class" (or is it standard infantry with a medpack?) but it allows me to learn piloting. I suppose armour types are linked to a class, too ... Basically, what do "we" know about the exact limitations so far? I've read some stuff and watched a bunch of cool vids, but haven't found something concerning this topic yet.
Brother SRM wrote:You can still potentially get every single certification, you just can't use them all at once in one loadout. For instance, I can run around as a medic, see a tank coming, and switch my loadout at a terminal to be a heavy assault with a rocket launcher. I die, then respawn and decide to do so as a MAX with tankbusting gear.
Sounds perfect. No need for several characters, then, just different presets - assuming you can pre-define custom loadouts.
Brother SRM wrote:Also, MAXes are an armor type. They're not vehicles that you can get out of; they're armor with integrated weaponry you can spawn or change into.
Yeah, I know - I meant what the characters wear below the chassis. Must have mixed that up with some other game; I had it in my head that you could see people's clothing below the frame (Aliens-cargolifter-style), but as it turns out they are indeed completely covered.
Of course, this now begs the question: What is the 5th armour design in the preview for?
Actually, I just checked - the images have rather informative filenames. I guess each class has its own distinctive armour(s), then:
"trstealthfem" - Terran Republic Female Stealth Suit
"trmedicfemalev2mask" - Terran Republic Female Medic, version 2, with mask
"trmedfem" - Terran Republic Female Medium Armour
"tragilefemalefrontback" - Terran Republic Female Agile Armour
"trengineerfemalefrontba" - Terran Republic Female Engineer
Now I wonder how much we are "locked" into a specific suit of armour. Stealth, Medic and Engineeer armours are obviously class-based, but they have retained Medium and Agile types as well, so maybe common infantry at least can switch suits depending on the role they want to take. Agile for snipers, Medium for shock troops, etc. I assume that Heavy and Standard will be available, too.
I may yet end up making two loadouts - Agile armour for piloting, and Medic armour when I'm going in with the grunts.
You'll be able to define custom loadouts, yes! Just like in Battlefield 3. Each class does have armor that is essentially locked in. You'll be able to customize it aesthetically, but all engineers have the same armor for game purposes.
Each class is linked to an armor type, but we don't know the exact statline breakdowns just yet. Going by visual cues, game design logic and Planetside 1:
Infiltrators have little to no armor whatsoever.
Light assault is lightly armored.
Engineers and Medics both seem to be wearing medium/agile armor.
Heavy Assault wears the heaviest non-MAX armor.
So no mixing armour between classes, gotcha - makes sense, following the philosophy you mentioned. I assume weapon classes will be similarly limited.
No big deal. Knowing that I can switch at any terminal has me completely satisfied.
How is the flight model working, by the way - to which game would you compare it best? My quality as a helo pilot can range from pretty damn good to terrible depending on how the aircraft responds. Is it more like BF3 or BF2, or even easymode SR3?
Weapon classes will be similarly limited, yes, but there are enough weapons and modifications for each class that you should be able to do just about anything that suits your playstyle.
The flight model is VTOL on everything, but it's been described as somewhere between BF3 jets and helos. Considering how many crashes I've seen (there was a drinking game during the E3 streams based on how many pilots crashed) the flight isn't going to be easymode!
Yup, if it is the same as the first one, if you have the required certification you just go to a terminal and select one from the menu, then it appears.
I believe in the other game most of the terminals were in bases, with different terminals offering different options. It made it quite useful to have the bases as a mustering point, with a clan getting all their vehicles together, then moving and attacking in a group.
I am very much of the opinion that a good trailer demonstrates only what a player can feasibly do themselves in a game.
So unless I can jump from dropship to dropship murdering the inhabitants, have a falling punching duel with an enemy and shoot pilots out of their aircraft by grappling them, I shall be unimpressed.
Melissia wrote:Wait, how did you get a download link? I've been registered for the beta for a long time and I still don't have one >.<
There's a tech test before the beta to make sure everything works properly. People sent in their system specs and SOE sent specific invites out because they want to get a wide range of machines tested at once to see what it takes to run this game, and to see if the servers can handle the stress. Some thick/uninformed/entitled players have been whining that they didn't get into the tech test even though they had been registered and all that, but it is a distinctly different release than the beta.
John Smedley said beta should drop Monday or Tuesday, and more and more waves of beta invites will be sent out afterwards. The order will be:
Current paying subscribers > Veterans > PC Gamer beta keys > People who signed up for beta
Someone whined to him and said they would have to wait a month and a half for beta invite since they aren't a veteran or subscriber, and he said they wouldn't have to wait that long.
im gonna test the game with everything set to max. hopefully they will support multi-core so my 8 core doesn't go to waste ( I am looking at you World of Tanks)
was on for a bit last night when the server wasnting booting everyone every 10-15 mins. if you played PS1 then many things will be VERY familiar to you.
Deathklaat wrote:im gonna test the game with everything set to max. hopefully they will support multi-core so my 8 core doesn't go to waste ( I am looking at you World of Tanks)
The game has settings for computers that don't even exist yet; I think there's options for 8000x8000 resolution or something crazy like that. You won't be disappointed!
Apparently at the end of the tech test last night they basically said "See you guys at beta!" which should start on Tuesday.
Deathklaat wrote:im gonna test the game with everything set to max. hopefully they will support multi-core so my 8 core doesn't go to waste ( I am looking at you World of Tanks)
The game has settings for computers that don't even exist yet; I think there's options for 8000x8000 resolution or something crazy like that. You won't be disappointed!
Apparently at the end of the tech test last night they basically said "See you guys at beta!" which should start on Tuesday.
thats for people with eyefinity setups like I have which is nice because alot of games don't support it so you end up with streched screens instead of true higher def
Serioulsy wish though there could be mods for this game. Everything is there for 40k, one faction is the imperium, light assaults could be guard, max suits terminators, galaxy gunships as valkyries.
The Eldar could easily be the VS. Wonder what the other faction could be, tau?
I don't think mods for this game could really work, since you need a LOT of people to make the game really fun. MMOs also update really, really frequently and it would be insanely hard for a mod to keep up with that unless it had a huge team of people who were working full time on it. People said the same things back in Planetside 1 as well.
As much as I love 40k, I'm happy having a good game in a different setting once in a while!
Esamir does look really good, just like everything else in this game! I'm consistently surprised by how beautiful this game is. Beta is supposed to drop today or tomorrow, so I'm guessing 11:59PM Tuesday night I doubt SOE time is any better than Valve time for being punctual.
Once beta starts, waves of invites will be sent via email if you've signed up. Full release date hasn't been announced yet, but people are expecting it to come out by late Fall if I recall correctly.
I did play PS1 years ago but since SOE got hacked my account doesn't contain a record of my having been a paying customer. I bought the PC Gamer issue with the beta key anyway but it would have been nice to get an automatic key. Hurry up 2nd round invite!
Brother SRM wrote:Also, it's been confirmed that Planetside 2 will be on Steam!
Really?! I'm surprised/elated that this is so. Elated because Steam is awesome and I can get all my friends to play if they don't have to use another gaming service. Surprised since I didn't think SOE would allow one of their games to be distributed through a online service beyond their own. It's a very smart decision.
Well it's free anyway, so it's mostly the DLC and other such purchases that they release on steam. And, well, Sony is probably smart enough to realize that Steam handles dlc better than its service ever will.
Damn, it has been a while since they opened up the the registration for beta, almost 8 months If I am correct. Really hoping for an invite as my rig was just finished last fall.
so i had some spare time this weekend and i put in a few hours of game time. They must have added a bunch more people because the gameplay was great! Assaulting a base with 30+ tanks and hordes of ground troops was sweet. The TR was a red death that moved from base to base and at one point we had 50% of the whole map.
i did some looking around at things you can do in the game and i came across customizable weapons. so far only one of the 3 slots is open to use but you can add stuff to your guns. so i played with scopes. everything from 2x zoom to 6x (or 12 if you are a sniper) laser sights, red dots, night vision. all sorts of goodies to drag and drop on your guns. pistols had different options like silencers or laser sights.
Vehicles can also be customized but none of this is available right now except for headlights which are purely cosmetic.
i did fly a bit and it is actually pretty easy its much like flying a chopper in any Battlefield game but less prone to flipping over at the slightest touch.
there are some things they do need to fix... badly.
the need to bring back vehicle locks from PS1. too often i would see someone repairing their tank to have someone else run by and take off with it.
they need to get rid of the Halo physics. I watched 2 tanks run into eachother at decent speeds and one did a backflip 30 ft in the air. i also had a tank bump into the side of my APC and i rolled over.
however the physics CAN be fun when you jump a quad-bike off the 3rd story of a base or mountain and barely take any fall damage.
Vehicle locks weren't in the tech test, but should be in beta.
Speaking of beta, I just got an email containing a download link and telling me I'm in the beta! I can't wait for the day to end so I can get home and start playing!
Brother SRM wrote:Vehicle locks weren't in the tech test, but should be in beta.
Speaking of beta, I just got an email containing a download link and telling me I'm in the beta! I can't wait for the day to end so I can get home and start playing!
I was a PS1 subscriber from 2005 til like 2008 or so, and I resubbed for a while this Summer so I got first access! I'll let you guys know how it goes when I get back home from work.
Just played for a couple hours with some buddies of mine; it's still very choppy right now, and I had to play at medium settings despite having a pretty powerful machine. There's definitely a lot of optimization to be done, but that's what beta is for I guess! The gameplay itself is very fun and the gunplay is very responsive. I'm enjoying the hell out of it.
Brother SRM wrote:Just played for a couple hours with some buddies of mine; it's still very choppy right now, and I had to play at medium settings despite having a pretty powerful machine. There's definitely a lot of optimization to be done, but that's what beta is for I guess! The gameplay itself is very fun and the gunplay is very responsive. I'm enjoying the hell out of it.
I don't know if this will help you, but this apparently improved my performance on BF3 by 40% (the program's given figure):
All I know is that I've been able to jump from Medium settings to Ultra/High on said game... so maybe this might be helpful for Planetside? Frees up a lot of your CPU and RAM.
A lot of those types of programs are no good, but I may give that a try! The system requirements for the beta are pretty high since there's tons and tons of optimization left to do. They've apparently been upgrading the optimization with a patch every day or two though; haven't gotten a chance to test it since last night was 40k night and tonight is a night out with my girlfriend. I'll check and see how it is on Saturday.
Henners91 wrote:I am very much of the opinion that a good trailer demonstrates only what a player can feasibly do themselves in a game.
So unless I can jump from dropship to dropship murdering the inhabitants, have a falling punching duel with an enemy and shoot pilots out of their aircraft by grappling them, I shall be unimpressed.
You know, it might not be so cinematic as the trailer, but I think you actually can do that. I know thta the drop-pods will actually wreck flyers they land through, and jetpacking I don't think stops you from attacking... Also, I think you're able to snipe pilots from cockpits (maybe) so yeah. You can also definitely stand on top of aircraft as well, though you may slide some.
This is the game I have been waiting for my whole life I think. My search is over. Read this http://john-smedley.livejournal.com/2412.html He discusses the game and also lists some plans for the future and I gotta say, they sound brilliant.
Water vehicles (known for a while I believe)
Player bases
Manual harvesting sounds cool, having a platoon on patrol so the miners can get to work safely.
The best imo is the prospect of an NPC army, the way he describes it sounds like a alien/tyranid type global invasion which would go after everyone. Imagine a huge war between the 3 factions in an open field and then all of a sudden foreign pods start droping in...
Edit: Oh he actually mentions they will list some future plans soon.
Henners91 wrote:I am very much of the opinion that a good trailer demonstrates only what a player can feasibly do themselves in a game.
So unless I can jump from dropship to dropship murdering the inhabitants, have a falling punching duel with an enemy and shoot pilots out of their aircraft by grappling them, I shall be unimpressed.
You know, it might not be so cinematic as the trailer, but I think you actually can do that. I know thta the drop-pods will actually wreck flyers they land through, and jetpacking I don't think stops you from attacking... Also, I think you're able to snipe pilots from cockpits (maybe) so yeah. You can also definitely stand on top of aircraft as well, though you may slide some.
Being jumping on top of drop ships is very doable if you are good
Was playing some EARLY this morning and then a couple of minutes ago. It really helps to get with a team. I really dislike the max units. They are Nice, but the way they flail around and the gun portions are just glued to the arms turns me off. I prefer the MAX units from PS1, where they were mean looking, and a bit scary to encounter.
unmercifulconker wrote:They already have I believe.
Female models that is.
Awesome. I await my beta key then, for whenever I finish fixing my computer (I am taking it to a professional today, though no clue when it'll get fixed).
unmercifulconker wrote:They already have I believe.
Female models that is.
Awesome. I await my beta key then, for whenever I finish fixing my computer (I am taking it to a professional today, though no clue when it'll get fixed).
Should well be fixed before the public/key beta starts, as long as its sent in early enough hehe.
There is one glitch with female character models though: as of last patch, if they got in MAX armor their characters became glitched and in some cases corrupted and unusable. That will hopefully be fixed by the time the game goes back up on Tuesday, as they're trying to iron out bugs and such right now.
Deathklaat wrote:i did fly a bit and it is actually pretty easy its much like flying a chopper in any Battlefield game but less prone to flipping over at the slightest touch.
You mean like flying a chopper in BF3? The flying model actually varied a lot between the various Battlefield games! If it's like BF3 I know I can handle it easily, but if it's like BF2 I'll probably crash. Do the flyiers have some sort of "auto-stabilization" going on that have them assume perfectly horizontal/vertical orientation when you don't touch anything? Would surely make landings / dropping troops a piece o' cake.
the last battlefield i played was 2142 and before that was 1942 with the Desert Combat mod.
it was pretty easy to fly compared to Desert Combat days.
my first attempt did result in a crash because i forgot how to fly and did not remember to use spacebar for lift. i did try pitching it around front and back and side to side and it was easy to hovor and regain control from any direction.
I'd say the controls are more akin to BFBC2/BF3 chopper control, though quite a bite more sensitive on default. I do not like how They have set W/S to faster/slower and then a CTRL/Space for ascend/descend. Also they stupidly have the mouse controls opposite what they should be for the flyers, and need to default them for the input to be inverted when entering a vehicle. Looking forward to tomorrow though!
Glad to hear, I shall remain unworried for the time being, then!
Spacebar for lift seems a little weird, but that's just because I am used the WASD+mouse combo. There is a button for decreasing height as well, right? Or do you have to manage it by pressing and releasing spacebar - meaning that the craft will sink when you take your hands off the keyboard?
And ugh, Desert Combat - such a fun mod, but I absolutely could not fly there at all.
[edit] nvm, question answered ... hmm, so no speed control via pitching the nose? A little too simplified, but I guess I can work with that. Probably makes sense from a tech PoV, too, considering that the aircraft in PS aren't true helos but probably closer to VTOLs.
Sensitivity and mouse control inversion (separate for vehicle / aircraft) can be configured in the options, right?
VermGho5t wrote:I'd say the controls are more akin to BFBC2/BF3 chopper control, though quite a bite more sensitive on default. I do not like how They have set W/S to faster/slower and then a CTRL/Space for ascend/descend. Also they stupidly have the mouse controls opposite what they should be for the flyers, and need to default them for the input to be inverted when entering a vehicle. Looking forward to tomorrow though!
You can invert the aircraft controls for the mouse, but unfortunately they also invert ALL aircraft viewing or gunning. In other words, your flight will be inverted (as god intended) but if you're manning a gun in a Galaxy or Liberator, it will ALSO be inverted, which is awful. It's one of those things that will hopefully be ironed out by launch, even if I'm not terribly partial to flying.
Guess I am not going to be a pilot then First Heli I took in BF3 I managed to take it straight out of bounds and also my first jet crashed before it left the ground
It's got a learning curve, but I like that! It's good not to have the air choked with easy to fly aircraft. Also, as an infantryman, I've almost never been killed by a fighter craft in Planetside 2. That makes complete sense to most of you I'm sure, but in Planetside 1 the aircraft were basically hovering turrets of death and I'd regularly get killed by Mosquitos and Reavers that were meant to be either hunting tanks or scouting. They're more for taking out other aircraft like Liberators and Galaxies, or hitting armored columns in Planetside 2. It's a welcome change!
Yeah i agree with that. I really hope they iron out the default control/view inversion in later updates. I think it is something rather intuitive that should be default to all games, but I think it is something that development generally overlooks. I am really hoping they have mouse look while piloting aircraft as well, as the fov is really limited. On another note has anyone else who has beta access and played noticed the shaking/vibrating of your gun when in iron sights? I find it really annoying.
I don't think I really agree with that. There's other, better ways to prevent the air from being "choked" with fliers than using an idiotic control scheme.
Melissia wrote:I don't think I really agree with that. There's other, better ways to prevent the air from being "choked" with fliers than using an idiotic control scheme.
It's not "idiotic" by any stretch. It just has a learning curve.
Brother SRM wrote:It's got a learning curve, but I like that! It's good not to have the air choked with easy to fly aircraft.
I was mostly disagreeing with the sentiment here:
Which is utterly nonsensical. Making a crappy game control scheme to try to make people NOT want to play fliers is stupid.
That's clearly not what they're trying to do Mel...
What they want to do is get loads of videos of people crashing planes into things because it's ing hilarious
Brother SRM wrote:It's got a learning curve, but I like that! It's good not to have the air choked with easy to fly aircraft.
I was mostly disagreeing with the sentiment here:
Which is utterly nonsensical. Making a crappy game control scheme to try to make people NOT want to play fliers is stupid.
That's clearly not what they're trying to do Mel...
What they want to do is get loads of videos of people crashing planes into things because it's ing hilarious
Its even worse if you know what you are doing, tearing around at max speed feet above the treeline and no one will spawn and your gunners will complain you aren't hovering so their girl arms cant steady the chainguns.
Just played for about an hour tonight, took part in a massive armored column with well over 30 tanks, buses, and light tanks with air support. The game was running REALLY smooth tonight; maybe not buttery smooth as I'd like it to be, but leaps and bounds better than it has before. They've done a lot with performance lately, and it shows.
Brother SRM wrote:It's got a learning curve, but I like that! It's good not to have the air choked with easy to fly aircraft.
I was mostly disagreeing with the sentiment here:
Which is utterly nonsensical. Making a crappy game control scheme to try to make people NOT want to play fliers is stupid.
The thing is Planetside is all about 'specialization' of your character.
In PS1 I was in a large 'air cavalry' clan, and was one of about 5-6 pilots in it, piloting the big galaxy transports for large troop movements. You invest your 'skill points' in character levelling (so the game actually allows you to fly the thing in the first place), but then its another matter to actually learn how to fly it. My clan boss used to have us doing practice drops and pick-ups, coming down at maximum speed and then throttling off just before you hit the ground, or a 'holding pattern' of 3-4 of us flying really high up when the rest of the clan had dropped in to take a base.
I can kind of understand where you are coming from in that the game should be as accessible as possible, but at the same time I think it was great that you could benefit as a team from specialization. And really that is what Planetside is all about - working as a team, with the different units benefiting each other, rather than lone-gun ramboes who can do everything well themselves. You can make a character a good medic, a good sniper, a good pilot, even a good grunt - but the point is that there is another depth to the process to benefit those who persist with a character class.
It's not about it being accessible. It's about not doing idiotic game design when you can have intelligent game design instead. I hate idiotic game design for its own sake. There's far better ways to prevent the "everyone has a chopper/fighter/hovercraft/whatever" problem than being a total crapwad and making them obnoxious to use.
I suppose the point I was trying to make was that it is perhaps a deliberate design decision. I'm sure they could make the vehicles very easy to pilot, so that anyone can jump in and be doing barrel rolls straight away, or as in the example I gave of coming in and landing on a dime. They must have thought that's it more fun to occasionally have someone mess up, fly into the side of a mountain.. Or, on the other hand, appreciate a great bit of piloting.
Melissia wrote: It's not about it being accessible. It's about not doing idiotic game design when you can have intelligent game design instead. I hate idiotic game design for its own sake. There's far better ways to prevent the "everyone has a chopper/fighter/hovercraft/whatever" problem than being a total crapwad and making them obnoxious to use.
How about you shut up and actually read what I am posting before you respond to it? You haven't read it yet, or you would have realized that I wasn't actually even talking about Planetside, but your statement of:
Brother SRM wrote:It's got a learning curve, but I like that! It's good not to have the air choked with easy to fly aircraft.
There's far, FAR better ways of preventing people from spamming aircraft than using a controller design made by a mental midget.
And you know what, I would play it if they'd send me a beta code, but nope, none yet.
So you're saying that they shouldn't have a learning curve as a barrier whatsoever? Planetside 1 had that, and it was miserable. Aircraft were floating turrets that were better at sniping infantry than anything else. Also "controller design made by a mental midget" is a hell of a way to reinterpret "has a learning curve" like it's a bad thing. Airplanes aren't super easy to fly, and that puts some players off them. I understand how to fly them, but I'm not terribly interested in learning the ins and outs of flying one in Planetside 2. I know I'm not skilled enough to take on a better fighter pilot because there's a learning curve; it might take a few takeoffs before you understand how to fly aircraft, but you'll get the basics down. It's hardly unintuitive or one of the more kneejerk-ready words you would use, but it's not easy to master right out of the gate.
I hardly see how something reliant on player skill and practice is a bad thing. There's already a ton of air power in the game right now anyway, and much of it is skilled pilots who've been in the flightseat since they got into the beta or tech test.
Brother SRM wrote: So you're saying that they shouldn't have a learning curve as a barrier whatsoever?
Don't be stupid. I'm saying competently designed game balance doesn't require awkward, confusing control schemes. The game needs to be enjoyable first and foremost, and having stupid and awkward controls limits enjoyability.
A lot of games have sucked ass simply because their control scheme is convoluted, making playing the game more hassle than it's worth.
Neither have you. Learning curve does not equal bad controls. It's also not a balance issue you're running off on, it's a one-off statement I said that "bad pilots means less airplanes in the air" which is a given.
Brother SRM wrote: Neither have you. Learning curve does not equal bad controls. It's also not a balance issue you're running off on, it's a one-off statement I said that "bad pilots means less airplanes in the air" which is a given.
Actually bad pilots mean more airplanes on the ground in burning piles...
Brother SRM wrote: Neither have you. Learning curve does not equal bad controls. It's also not a balance issue you're running off on, it's a one-off statement I said that "bad pilots means less airplanes in the air" which is a given.
Actually bad pilots mean more airplanes on the ground in burning piles...
Yes, I have read your posts. But you're responding to something I never said.
I am not talking about planetside 2. I was responding specifically to this:
Brother SRM wrote:It's got a learning curve, but I like that! It's good not to have the air choked with easy to fly aircraft.
I am not talking about planetside 2. I am objecting to the notion that convoluted control design should be used to make the game harder. That's artificial difficulty, and really bad game design. There are far, FAR better ways to limit the number of craft in the air. Hell, even Call of Duty's killstreak system is better, and that's a horrible system. The system used by games like Homefront and Blacklight Retribution are another example-- you EARN your vehicles, you don't just spawn camp until you get one.
You also buy your vehicles in this game. If you did some research, that info's readily available. You buy them with in-game resources which you earn for taking bases, winning fights, and just being in-game for a while. You earn your vehicles here too. The post of mine you're quoting isn't one I made about game balance, it's, well, let me quote myself here:
Brother SRM wrote: Neither have you. Learning curve does not equal bad controls. It's also not a balance issue you're running off on, it's a one-off statement I said that "bad pilots means less airplanes in the air" which is a given.
I've read everything you've posted and sincerely regretted every letter of it. I'm tired of talking in circles about a statement I don't care about, and we'll never see eye to eye on even if we say the exact same thing. Just drop it.
In things that actually matter, Planetside 1 vets who aren't currently subscribed are starting to be let in, so if you played Planetside 1 you should check your inboxes! The populations are up much higher than they were before. Unfortunately this happened just after the last patch made my performance better, so I had a brief few days where the game was running absolutely buttery smooth before the population increased drastically and brought my performance down again! It's still running pretty well most of the time though, and I had a great time last night yelling in cartoon voices over proximity chat. Scares the hell out of the NC!
Who here said that a Learning Curve equates to a Convoluted Control Scheme?
Tribes has a Learning Curve, but it doesn't have convoluted controls. It's simply that learning to maneuver and shoot accurately at high speeds takes a little time.
Similarly, SRM is saying that piloting aircraft in Planetside (and many other games, including games like Battlefield 3) is difficult to learn to do well, and has stiff penalties when you don't put the time into it- time that most people will probably prefer to put into other pursuits, like learning the best use and roles of MAX suits or Light Infantry, or just practicing their accuracy.
In other words, keeping the planes from flying themselves, and instead requiring a pilot with more than half a brain will keep the skies from being choked with idiot pilots who don't know what they're doing.
You're arguing with him because he's a 'Brother", aren't you?
And I'd appreciate it if people in general wouldn't say "Clearly didn't read my posts" so often, when most people do read the posts. "Clearly didn't understand my posts" would probably be more appropos.
On-topic, I'm most likely going to be playing when it comes out, along with a friend who's a PS1 vet, but we haven't decided on factions. Can anyone who's been playing give a quick description of the various factions' playstyles?
Are the TR still all about the Dakka? The NC about hard-hitting guns? (might have mixed those ones up)? Are the Vanu tanks better than those of the other factions?
Are the TR still all about the Dakka? The NC about hard-hitting guns? (might have mixed those ones up)? Are the Vanu tanks better than those of the other factions?
TR are still all about Dakka, NC are still all about hard-hitting and slow firing guns, and Vanu are still all about disco and having underpowered weapons.
Brother SRM wrote: TR are still all about Dakka, NC are still all about hard-hitting and slow firing guns, and Vanu are still all about disco and having underpowered weapons.
Hello TR brothers, good to see some sensible people on the forums
Well it looks like Ill have something to keep me going until preorders go up for the starter set at midnight, key holders are going to be flagged from 12pm PST onwards which is about 8pm GMT IIRC.
Ohhhh gawd dang it I cant hold my joy, an hour and a half to go before the refresh wars begin.
edit: Also think I have finally decided to be a space mar.... I mean MAX, gunna charge head first laughing like a maniac waving 2 flamethrowers everywhere. No one messes with a guy spraying fire everywhere
i wouldnt use the word charge and MAX suits in the same line, more like lumber at best. they are slow. even with their tiny burst ability that lasts 2 seconds they are still slow.
atleast they can ride in the APC and can even be a gunner for it. now if only there was a way for a galaxy to have a tow hook so you could be carried on the underbelly..
Deathklaat wrote: i wouldnt use the word charge and MAX suits in the same line, more like lumber at best. they are slow. even with their tiny burst ability that lasts 2 seconds they are still slow.
atleast they can ride in the APC and can even be a gunner for it. now if only there was a way for a galaxy to have a tow hook so you could be carried on the underbelly..
Charge, lumber, same goal right? Haha the underbelly thing reminded me of that conversion someone did by putting an angry marine atop a stormraven chained to it with 2 assault cannons. That would be me without question if this was possible in PS2.
And access for me got pushed back 2 hours :( Ohwell, should get a good hour in still.
Vehicle surfing is possible in the game, but it's very hard. MAXes are kind of in a weird place right now, and I can see them getting a cooldown timer or resource cost given how effective they are. When the game launches proper, they won't be able to capture points either, which is a good thing. The one-man killing machines shouldn't be able to take bases too!
I think it's more useful to stop a dozen or so Galaxies dropping as many MAXs (And only MAXs) as possible onto a key point...
If they could capture the point it'd be easy for them to be resupplied but since they need additional units to help them it pushes to focus to combined units rather than simply air dropping man-tanks everywhere...
Awww man, now it isnt till 5. For gods sakes Smedley, this is the third time. :(
edit: Hmmmm, well from the pattern of it, there has been a 1-3 week period between each group of invites so hopefully people who just signed up shouldnt wait too long. I am guessing 1-2 weeks, probably a week and a day. Keys for betas only usually get about a weeks early access dont they?
Just played for about an hour earlier today; it was great fun trying to hold back this endless Vanu advance on one of our TR towers. I was manning turrets, healing dudes on the ground, gunning down infantry with my rifle and trying to fix tanks only for them to explode in my face! It ran pretty well but the populations are getting very high so lag is starting to become a problem again, unfortunately. They keep buffing the server though so I hope it'll run really well come full release.
E: Also, some guy was blaring Stars and Stripes Forever over local voice chat and it was amazing.
Karon wrote: I can't really play this game right now.
Auraxium is collected very slowly, and Certs aren't unlocked yet.
I did have some fun with the 12X zoom scope on the Infiltrator, but that range really requires a bolt-action.
Auraxium is collected slowly, but the only things to buy with it right now are a few vehicle weapons and different missile launchers for heavy assault. Certs are in to a degere; you can definitely unlock plenty of attachments for your guns, some upgrades for your vehicles such as bonus zoom on weapons or decreased spawn times, C4 or landmines for your infantry classes, and a few other things. Granted like 90% of certs aren't in the game yet, but there are at least a few! They also take some time to unlock, but in an hour of playing and capping bases you can get up to a dozen or so. You also get them overnight, so if you just play or don't play for a few days you'll have a nice stock of them.
I got in a week ago, and ran into some PS1 guildies.
There's a lot of stuff locked out of use, but customisation looks good.
I've yet to work out how the various resources get used to aquire stuff, and how certification points work.
Lag is still affecting some, as are other issues, but it's getting sorted out gradually. It's still in beta, after all.
But, for us ex-Vanu players, balance is still an issue. :(
I was playing yesterday afternoon and found myself in the middle of a nightfight. The darkness in this game is actually pretty solid - it's not "true" night like in DayZ or STALKER, but it gets a lot darker than you'll usually see in a game. I was getting blindsided left and right when I realized I had plenty of certs lying around. I then bought myself the IRNV scope for my cycler and proceeded to gun down a ton of Barneys in the cover of darkness. I was really impressed that an IR scope in a game was actually useful! It would be a lot of fun to run around with a squad of folks behind enemy lines using silenced guns with IRNV scopes at night.
Just had an amazing dream about planetside, I was obviously a terran soldier and I was fighting the dreaded NC and almost hit their flying vehicle thing with a rocket launhcer, felt annoyed I slightly missed. Then all of a sudden my view changed and over the cliff was a huge tau army. They were all blue (cant remember what caste that is) and there were soldiers all standing in loose formation with the odd battlesuit here and there. Someone shouted lets go and they all charged cheering with weapons raised. So yeah, now I want a tau army
Just in case someone isn't already aware of it - the game now has the "Alpha Squad" program where you can basically preorder the game and get instand access plus some other goodies, akin to MWO's Founder program. It costs about $40, but the package also includes $40 in Station Cash so you don't really "lose" anything in case you were considering to spend some cash on PS2's itemshop anyways, like for buying additional camo sets or sidegrades.
Hmm, yeah. EU1 mayhaps? Just spent 3 hours there as Combat Medic for a TR Galaxy Drop Team (fluctuating membership, but we did manage to get the entire dropship fully seated for a time).
2 of those 3 hours were a bit boring due to lack of opposition (made more xp doing capture assist than killing enemies), but I had about 1 hour of good fights, dropping right into hot zones and stuff.
Still have to find my bearings, but this has potential.
Ordinarily I'd pay for the Alpha Squad thingymajig, but as I don't even have enough time for Guild Wars 2 atm and that set me back £35, there's just no point in wasting the money.
Started at a Bio lab and joined a team in a galaxy after we defended the lab. All the galaxies went in different directions, taking bases where ever we could find them. Couple of Galaxies were with us until we decided to go towards an outpost above a hill. All seemed fine, few NC aircraft trying to get us but the Mosquitos took care of them. As we approached the outpost however....
We started taking fire from NC tanks and aircraft, we had to bail out urgently so the Galaxy could land and deploy its shields and get repairs. We captured the outpost and hoped backup would arrive until the galaxy landed and then took a few rounds from a tank and exploded. We were on our own, the only reinforcements were those few who spawned at the outpost. A few infiltrators and the odd soldier were trying to pick us off. Nothing we couldnt handle. Everything was rather relaxed and then the really hit the fan. Tanks started rolling towards us and numerous Galaxies were descending on our position, some in front and some flew behind us. We were surrounded and thus begun an epic struggle to defend the outpost. They pushed further and further forward and I had to log off eventually so I dont know the fate of that outpost.
FOR THE REPUBLIC! I love this game, even more so if there was a warhammer mod
@Melissa: the game is still F2P - the Alpha Squad thing is basically you pre-purchasing station cash and getting some questionable bonuses along with it.
And... access to the beta. Ergo, I can't play yet unless I buy it. Still no beta invite for me, just an invitation to purchase the Alpha Squad junk for early beta access.
The only issue right now is when battles climb over 300 people, people start teleporting around and it becomes unplayable.Its only happened to me a few times and you just pack up and attack something else instead, no biggie.
some of the bases are a little too easy to defend IMHO, but finally taking one after a 2 hour fight is great.
Currently the game doesn't reward epic battles though, you gain certs much faster by just flying around and taking small undefended territories
Nice little image there. Still waiting for beta access though :/
Automatically Appended Next Post: They have sent emails asking me to pay money for beta access :/ I wouldn't even mind it, but I can't afford 40 bucks on an F2P game. Maybe if it was ten or twenty...