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News: Game Update 07 Released

Discussion in 'General Open/Public Discussion' started by CDLBot, 18 Apr 2013.


  1. CDLBot

    CDLBot CDLBOT V2.1

    SOE has released PlanetSide 2 Game Update 07. As with most major Game Updates this one has a vast amount of changes including the new Weapon Information Screens, NS Revolve...

    More...
     
  2. Glad to see that the pounder got a much needed magazine increase, but projectile gravity increased 500%?! It looks like we're back to the days of aiming at the moon to hit a target 50 meters away. :/

    Also, on the MAX front: I'm glad the mutilator and Onslaught were buffed, but did the mercy need nerfed? o_O
     
  3. I look forward to the MCG changes :)
     
  4. GraniteRok

    GraniteRok Executive Officer Officer

    Officer
    YAY! Vehicle camo previews!
    YAY! Grenades will now go to aim point!
    BOO! Lock ons can no longer lock on to turrets.
    YAY! MCG starts to fire as it spins up but a few little nerfs to it too.
    YAY! Vehicle rollover damage reduced! Looks like we might survive my Sundy hill descents!
    YAY! Many map changes including pop percentage replacing influence!
    YAY! Camo selector to apply to everything! Vehicles, classes, weapons!
    YAY! More weapon stat displays!
     
  5. And don't forget the obligatory Frame Decrease with new patch lol
     
  6. I really don't like the population influence change. It will make it even easier for zerg forces to capture bases.
     
  7. Hamma

    Hamma Commanding Officer Officer

    Officer
    http://www.planetside-universe.com/showthread.php?postid=913759#post913759

    The one MCG thing didn't make it in.

     
  8. Two steps forward, four steps back, though I like the map changes
     
  9. GraniteRok

    GraniteRok Executive Officer Officer

    Officer
    Max changes? Pounder is a buff and needed but I rarely used it so I wouldn't notice the difference. The Mutilator looks like a very tiny buff but everything else I see Max related, including Mercy and Onslaught (and other factions) are nerfs mostly. Will have to see how they fare. I've only ever really played the Mutilator as AI max and that would be rarely too but I don't think the changes will be that noticeable.
     
  10. SGTHACK

    SGTHACK DragonWolf

    Now, I can use my chain gun and just maybe not get plastered because of the RPM to fire delay. :)
     
  11. Here is my thought on the Max after last nights Ops and my use before hand.


    It is a huge Buff all around, it may not seem like it but it is.

    Pounders: They shoot faster, farther and they will freak tanks out when you hammer them with all 8 of them.

    Mercy: This seems like a nerf, but remember this thing is still as accurate before and it now has flat damage (meaning it has no damage degradation at range) Still my go to LR option for Max

    Oblitarator: Ohh dear lord are these awesome now, can you say dead meat in front of you and I expect with lockdown coming these will be the best choice for room lockdown

    Mutilators: a straight sidegrade for the default gun (has more ammo)
     
  12. Hamma

    Hamma Commanding Officer Officer

    Officer
    Hotfix:
     
  13. Not sure if I like having the player bonus on the cap point being removed. Again, they're taking the tactical away from the game and rewarding having large numbers as the only way to go. Even if you manage to sneak the control point away from a heavily defended base, you will have a long ways to go in order to cap the base, if you don't have a massive pop advantage. Killing the enemy doesn't help, since they'll just respawn at the nearest facility. Shoot, you could have your entire zerg parked outside of the base, not even assaulting and you'd be leveraging considerable effect on the cap mechanics of the area.

    I am not a fan of these changes. Not at all...
     
  14. GraniteRok

    GraniteRok Executive Officer Officer

    Officer
    I agree Frothy. Manning points was integral to base capture. Taking it out now means ghost hacks galore. It'll be the lone Infil ATV's from small facility to the next. Start the cap and move on. Add to this, the capture times are much too short for all of them.
     
  15. Well now that population and influence have no part in caps, there is still room for tactical game play, but it will be very hard to hold a facility against attacks for 10 mins.

    Also I would do Small at 5 min, Large 10, and Facilities at 20


    the key here is to not gets all spun up over the population thing, it is just an indicator of numbers at a base, I mean you could see that it says 70%/30% and be like F that, but it is only 10 peeps so its a 7 vs 3 fight.

    The warning of activity are very vague I mean when it says enemy platoons that could easily be 8 people all I need is 2 people for a squad and 2 more for another squad and I got myself a platoon.


    What I am trying to get it is don't worry so much. Nothing has really changed with how we do things, other then we now know exactly how long we have to hold a point to win.
     
  16. GraniteRok

    GraniteRok Executive Officer Officer

    Officer
    I'm not worried. Just don't like that particular change regarding the capture mechanics and cap times. Whack-a-mole ghost hacks now. It's pain. This is why they put in adjacency. I'm looking forward to the "lattice". The population percentages is a different thing altogether. Frothy is correct, now it'll be, a guy comes in, does basic math to determine his opposition and then calls in that he needs X amount to come and resecure. This is just one more "covert" aspect of the game removed. In my opinion, these changes are lessening the infantry fight to becoming more and more vehicle fights.
     
  17. So talking to them on twitter. One doesn't to have to be even in the hex for the timer to progress and to stop a cap you have to recapture the point. So its going to boil down to a blockade around the base. But a thought if enemies are not very vigilant, infil and LAs will be great and forcing them to sit on the point anyways.


    Also it could be a useful tool for diversions. Say SOAR squad is tasked to go ghost cap every small facility they can while the main forces hit larger bases. The enemy is going have to either respond in kind or get cut off very quickly.
     
    Last edited: 19 Apr 2013
  18. GraniteRok

    GraniteRok Executive Officer Officer

    Officer
    Yup... ghost hacks... Read the twitter convo... Waste of peoples time IMO. Remember the pain in the ass it was when there wasn't the adjacency? Here we go again, almost. Can't wait for the lattice as that will reduce ghost hacks.
     

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