Results 3,541 to 3,560 of 7925
20-01-2014, 01:32 PM #3541
I think I might give engagement radar a whirl for a pure AA loadout. I love my scout radar (especially with the extra assist xp now!) but I hate getting one clipp'd by a Vortek Reaver that spots me before I spot it.
I bought the coyotes yesterday and have also experienced the difficulty of getting hits. I think the thing is that at anything other than very short range you still need to lead a bit which is slightly hard to judge. However, if you zoom past an enemy ESF in a hover dogfight then just fire the coyotes as you pass, they'll do a sharp 90 degree turn and you'll score the hits. They are REALLY short range missiles it seems. Also, there's no lock on range/time upgrade. The equivalent slot only has reload speed but having dropped a few levels into that they now reload really quickly. I think that with a bit of practice this could be quite a good loadout for dog fighting. It will be especially good if the asymmetry of the loadouts mean that all those career pilots with their rotaries have to adjust their playstyle to combat it. Time will tell.WallyTrooper = TrooperWally
Wally is now on Steam!
20-01-2014, 02:10 PM #3542
- Join Date
- Jan 2013
20-01-2014, 03:55 PM #3543
20-01-2014, 04:36 PM #3544
yes, looking at your killboard you've been having ALOT of fun with them
20-01-2014, 05:52 PM #3545
- Join Date
- Feb 2013
Well, you can still do the reverse flying or so, I've seen the enemy do it multiple times. How do you actually execute it?
20-01-2014, 06:38 PM #3546
20-01-2014, 06:39 PM #3547
Last edited by MrEclectic; 20-01-2014 at 06:52 PM.
20-01-2014, 06:58 PM #3548
God I just love that post. Dear SOE, your air/ground interaction is broken by design. Putting additional weapons in will not fix it.Planetside 2: bobby is going home
20-01-2014, 07:31 PM #3549
Oh wow, I didn't know the fighters had a NV/Infrared-type thing available. I always wondered how they could see me so easily when hiding in a building, I figured from that distance I should be harder to distinguish.
20-01-2014, 07:35 PM #3550
Interesting video about ZOE, but i think he forgot something. If ZOE should be used reactively to run away (the use he recommends), well, that's basically what Charge is for, and it's much better at it than ZOE. And actually that's what I've been thinking about ZOE for a long time (never certed it, while I'm at Charge 3 or 4 now)
Last edited by Ksempac; 20-01-2014 at 07:41 PM.
20-01-2014, 08:46 PM #3551
- Join Date
- Feb 2013
Thanks Lakroy, seems I can only go sideways nowadays. That might have been what I observed.
Now that NV optics came up, I certed a lot of guns with them whilst they were usefull, but I simply cannot find a usecase for them anywhere now, have any of you used NV for anything since they changed those shaders?
20-01-2014, 09:43 PM #3552
20-01-2014, 10:45 PM #3553
- Join Date
- Jun 2011
Sooo, just been cruising around the new Amerish, because Dominicus told me to DL the test server or he'd hurt me.
Thoughts so far:
The big spaces are largley unchanged. most of what you know about the techs and amps stays the same. Some sattelites are a bit different in contruction, but they hold to the same place largley. The exceptions being one new for a couple of amp stations.
For some mysterious reason, they've decided Amerish needs to be more like Indar, with bases EVERYWHERE. So there are lots more bases than there used to be, mostly along the western and eastern edges. The bases in dumb places have been replaced largley though.
Cap points and spawns are mostly in infantry only areas. (There are exceptions - the remoddled Crux mining for example). The main point of vehicles will seemingly be to help/prevent sunderers getting to the next base.
The mountain in the middle is now like one vast mega-base, with big cavern systems, and foritifucations and walkways everywhere. The Ascent is obviously at the core of this, but so is Raven landing and the new Lithcorp central (LC acts a bit like a "gateway" sattelite to The Ascent).
Underground is a big theme. There are at least 3 bases that are principally underground, Subterannean Nanite ridiculously so (5 square levels. Spawn at the bottom, sundie spots at the top). They seem to be trying to pitch Amerish as a resource-rich, mining heavy place.
The big take away from my tour, is that new Amerish appears to have done away with the indentikit base feeling. It's rare that you'll ever have any doubt as to where you fought, almost every base is different and unique (although made largley of familiar assets). Towers are now pretty rare. Lots of places will need unique tactics too. I worry that some of these will be unassaultable when prepped. (I saw cap point rooms with two entrances already deep within a building, and some places that getting sundies near looks unmanageable).
A couple of the rubbish bases have oddly been left untouched (Granite Valley, Cryobank, West Pass). And while Rockslide might make progress from "worst base in the game", I'm not sure that it's even up to average standards yet.
Highlights to check out if you get on there:
Highroads - new location, new base.
Ascent (and surroundings)
Heyoka Chemicals - Holy filters batman
21-01-2014, 12:08 AM #3554
Clegg's level-design part of the FNO stream was generally interesting.
http://www.twitch.tv/planetside2/c/3...popout?t=3359s"KING GEORGE IS A FROG
le BANG~__-MICHEAL FUCK OFF~~__-INTERPOL KNOW YOU WELLBIENG~—
NOT RUSHMORE MOUNTAIN
KILL WESTON KILL MUST KILLTHEWESTERNINMYHEADDOESN’TEXSIST
TEXASISDEADINPARISHEWASAMAN..BINGBING.TETTOHEAD.SP ACEOK,TIMEDEADANDSTOPPED1920HOKKAIDO.UNDERSTOODAT1 ONE.
21-01-2014, 09:42 AM #3555
ESF deaths of the last 2-3 days:
~35% suicide (terrain) and ~10% vehicle collision. So only about 50% of ESFs actually get shot down. Maybe it's just me, but these numbers look incredibly wrong from a game design perspective.Planetside 2: bobby is going home
21-01-2014, 09:50 AM #3556
21-01-2014, 09:52 AM #3557
21-01-2014, 10:36 AM #3558
21-01-2014, 11:07 AM #3559
21-01-2014, 11:44 AM #3560