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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
WELCOME, racers one and all, to


------ What the gently caress is this?
Death Racing is an emergent gameplay type for :soe:'s Planetside 2. It requires NO PURCHASE to play, and you don't even have to really have any experience with Planetside 2 to play it. It uses the separate TEST CLIENT and take place on the Test server.

The basic premise of DEATH RACING is not too dissimilar from the old David Carradine movie... you have a series of racers driving armed vehicles through a dangerous race course full of obstacles and lots of other things trying to kill you. Not only do you have to make it to the finish line first, actually surviving to make it across the finish line will be a task in and of itself. Much hilarity ensues.


------ Why the Test Server? I play PS2 already and don't want to have to download extra poo poo.
The Test Server has multiple benefits:

A- Free 100,000 certs with which to get guns, upgrade them, and upgrade your vehicles. (it's more than enough, trust me)
B- Free access to all of the cosmetic items, so you can go hog wild making yourself and your vehicle look ridiculous.
C- It's mostly empty pretty much all the time, so we don't have to worry about people trying to play the game properly. (those clowns)
D- It has way lower latency than almost all of the other servers excluding Jaeger.
E- We have to get permission to use Jaeger and cosmetics aren't free on there, so... :effort:

Just download the client and stop being a bitch.


------ I like Racing and I like Murder! Color me interested, how does it work?
The race is divided into 3 Teams, one for each Empire (more info below). For the most part there's no difference between the Empires other than weapon choice because we are only using vehicles that are available to all factions. Teams will be decided based on sequential coin tosses, winner gets first pick.

Each team is composed of 12 players, 6 of them are Racers, the other 6 are Support. The Racers are obviously the ones racing around the track. Support players are on foot and can travel freely around the specially demarcated Death Zone laying traps, trying to take out the other teams' Racers, or even helping out their own Racers by repairing or reloading their vehicle. A large part of the strategy of DEATH RACING revolves around using your Support wisely. There are special rules for Racers and Support, outlined below. Don't worry, there aren't too many of them, this whole race is mostly about mildly directed chaos, after all!

The course itself is relatively open and not very strict at all. There are a series of CHECKPOINTS on the map which you must cross in order to complete the race. The Checkpoints are always specific landmarks and usually pretty hard to miss. How you get between each Checkpoint is entirely up to you, as a Racer. You don't have to stick to roads, you can drive off cliffs to shorten your route, you can even take a longer route if you want to avoid the Death Zone, it really doesn't matter. The Checkpoints themselves aren't in the Death Zone, so you don't have to worry about getting destroyed while trying to cross them.

As Racers are eliminated over the course of the race, they join their Support team on foot and get to join in on trying to demolish the enemy Racers before they can finish the race, either. In this way, the race automatically gets progressively more difficult as more Racers are eliminated.

Good luck!


------ Okay, you've been talking a lot about racing... what are these vehicles we can race?
Planetside 2 has a LOT of different vehicles in it. As such, we've picked out 3 vehicles that are allowed as Race Vehicles. The game has a setup wherein every vehicle has a number of weapon hardpoints, as well as a Defense, Utility, Performance, and Horn slot (discussed below). There are also lots of weapons to slot into each of those hardpoints, and every weapon has its own attachments and scopes and such, which would take WAY too much space to discuss in detail. Follow the links for each vehicle to find out more info about specifics, if you're unfamiliar. Each vehicle also seats a variable number of Racers and most need at least a certain number to be effective. Occupants can swap seats freely (once the vehicle has been toggled to Squad/Platoon Only). Finally, Planetside 2 models directional damage on vehicles, with armor decreasing from Front to Side to Back... your butt is extremely vulnerable. This can make a HUGE impact on how much damage you take.
The main vehicles are:

- Harasser -

The Harasser is a high-speed buggy that seats 3 people - 1 Driver, 1 Gunner, and 1 guy in the backseat. The Driver and the Gunner are inside the vehicle and have obvious roles, the guy in the backseat is out in the open (and can be shot and killed) and has access to most of the infantry equipment, depending on class. The Gunner uses a top-mounted gun which is customizable for different roles, b it Anti-Vehicle or Anti-Infantry. Most of the guns have some sort of overlap.
Key notes:

Pros:
- Very Fast (has built-in Turbo)
- Maneuverable
- Can mount some pretty powerful guns
- The guy in the backseat can add firepower, drop mines out the back, or even repair damage

Cons:
- Flips over hilariously easily (fun with Physics!)
- Lightly armored and easily destroyed
- Can be damaged by small arms fire
- Needs at least 2 people to be able to drive and gun
- Third occupant can be shot and killed from the backseat

- Flash -

The Flash is an offroad ATV that seats 2 people - 1 Driver and 1 guy in the rumble seat on the back. The Driver has control of the main gun on the front, the guy in the backseat has access to most of the infantry equipment, depending on class. Both occupants are out in the open and can be shot and killed right off of the vehicle without destroying it. The front gun can be swapped out for a variety of options.
Key notes:

Pros:
- Fast
- Very Maneuverable
- Only vehicle with access to a Cloaking Device
- Has access to Turbo
- The guy in the backseat can add firepower, drop mines out the back, or take over driving if the Driver is shot and killed
- Pretty hard to flip over
- Can fit through doorways and go places that other vehicles cannot, opening up shortcut opportunities
- Only needs 1 Racer to be able to drive and also use the main gun

Cons:
- Both occupants can get shot in the face and killed right off of their vehicle
- Hilariously lightly armored and easily destroyed
- Can be damaged heavily by small arms fire
- Main gun is pretty small and won't do much damage to most other vehicles

- Sunderer -

The Sunderer is a heavily armored bus that technically can seat up to 12 people - 1 Driver, 2 Gunners, and 9 passengers. The Gunners control two top-mounted guns which can be independently swapped out for a variety of options. All occupants are safely protected inside the Sunderer's mighty shell.
Key notes:

Pros:
- Heavily armored and difficult to destroy
- Impervious to small arms fire
- Pretty hard to flip over
- Has a deceptively large amount of firepower, if outfitted correctly
- Only vehicle with access to Blockade Armor, which makes it extra hard to destroy with C4 or rear damage
- Looks awesome

Cons:
- Slowest vehicle by a large margin
- Large target
- Requires 3 people to fully operate
- Is the only vehicle without access to Turbo


------ Those are some pretty varied vehicles. What's deal with all these mods?
The game has a setup wherein other than the weapon hardpoints, every vehicle has a Defense, Utility, Performance, and Horn slot. The Horn is the most important one, obviously (never stop honking), but the other slots can also all be customized however you like with a number of different mods. A lot of the mods are only really useful if you're playing the game normally, so below we will outline the ones that are useful for DEATH RACING. All mods are described at their MAXIMUM level, because certs are no object for this and you'd be assumed to be using the max level of everything. The F, H, and S denote which vehicles get access to that mod.

Defense Slot: designed to improve your survivability:
- Nanite Auto-Repair (F,H,S): Slowly repairs you over time if you haven't taken any damage in 12 seconds.
- Composite Armor (F,H): Ups your armor so you're harder to kill.
- Blockade Armor (S): Increases your armor so you're harder to kill, and also mitigates the Rear armor damage bonus. Greatly reduces C4 damage.
- Stealth (F,H,S): Makes you invisible on Radar, even if you fire your weapons. Also makes it take longer for lock-on weapons to achieve lock.
- Mine Guard (F,H,S): Drastically reduces damage from AV mines.
- Proximity Radar (H,S): Detects moving enemy soldiers and shows them on your radar to everyone in your vehicle only.
- Nanite Proximity Repair (S): Repairs all allied vehicles within 30 meters, but does not repair your Sunderer.
- Vehicle Ammo Dispenser(S): Reloads all allied vehicle weapons within 20 meters, but does not reload your Sunderer.

Utility Slot: activated abilities which add functionality to your vehicle:
- Turbo (F): Gives you a quick boost of speed, like Nitrous. Harassers have this built-in. Due to PS2's hilarious physics, it can sometimes be used to climb hills you otherwise couldn't.
- Fire Suppression (F,H,S): Repair system that will rapidly heal about 20% of your vehicle's health over 5-6 seconds with a 45 second cooldown. If your vehicle is on fire, the fire will be put out.
- Wraith Cloaking Device (F): 20 second cloaking device that can be activated if the Driver is an Infiltrator. The Passenger does not need to also be an Infiltrator. Weapons cannot be fired while cloaked.
- Smoke Screen (F,H,S): Releases a cloud of smoke that prevents lock-ons for 6 seconds and limits visibility. Has an 8-10 second cooldown, depending on the vehicle.
- Scout Radar (F): Detects all enemy soldiers within a huge (80m) radius and shows them on your minimap to everyone on your team.

Performance Slot: the type of Chassis the vehicle uses, which determines speed, maneuverability, and fun stability:
- Racer (F,H,S): Improved acceleration and maximum speed.
- Scrapper (F,H): Improved traction, turning, braking, and reverse speed.
- Surger (F,H): Improved handling and hill climbing*.
- Rival (S): Improved traction, turning, braking, and reverse speed.

* - Surger doesn't actually improve your hill climbing compared to Racer, assuming you got a nice moving start with Racer.


------ That's a lot of options, but what's this about character classes and infantry?
Planetside 2 has a lot of character classes. For the most part, these are irrelevant for Racers, however they are super important for Support. For more info, check out The Planetside 2 Wiki. Classes worth mentioning:

Engineer:
- Has access to C4 or AV mines
- Can use Sticky Grenades which do a large amount of small arms damage
- Has a Repair gun which can repair vehicles
- Can deploy turrets which come in a variety of flavors, the important one being the AV Turret which fires TOW missiles up to 450m
- Can throw down ammo packs to resupply other infantry on the same team

Heavy Assault:
- Has access to C4
- Can use AV grenades which specifically do a lot of damage to vehicles, but are hard to use if the vehicle is moving
- Can use a variety of rocket launchers, some dumbfire and others that lock-on.

MAX:
- Can use dual AV weapons to do crazy vehicle damage

Light Assault:
- Has access to C4
- Has a jetpack which lets them get to weird places or get above vehicles very easily to use said C4. There is a specific pack called the Drifter jet which lets them fly horizontally at a respectable speed for almost 30 seconds straight, and they can maneuver well with it.

Infiltrator:
- Has the cloaking device that makes the Wraith module work on Flashes

Support can use any of these classes, but there are specific limitations on certain equipment they can use, discussed below.




------ So what are these rules you keep talking about?

RACERS:
- Racers must pass each checkpoint in sequence, the route you take is up to you.
- If your vehicle is destroyed or you exit the vehicle/are killed you are OUT OF THE RACE and must redeploy as SUPPORT.
- Any combination of vehicles and seating is allowed, as long as only 6 people are in vehicles.
- Any and all vehicle equipment is allowed.
- Camo and accessorizing is STRONGLY ENCOURAGED.
- Racers can only attack other racers with weapons in the DEATH ZONE. Racers CAN attack enemy Support in death zones, but get no points or anything for it.
- Flashes are allowed to drive through buildings, up stairs, wherever the hell they want.
- Ramming is always allowed, any time, any place.

SUPPORT:
- Support players will set up in the DEATH ZONE and lay traps for enemy racers.
- Support are NOT allowed to interfere with other Support, or their traps. This includes telling your Team where enemy traps are.
- Unlike racers, Support players can leave their vehicles and can respawn. Flashes can be pulled infinite times.
- Support CANNOT wear camo.
- Support ARE NOT allowed to communicate with their Racing Team, only each other.
- Only Flashes and Sunderers can be pulled by Support.
- Support Flashes are not allowed inside buildings, but can be used to directly attack Racers. They CANNOT have camo.
- Only THREE Sunderers can be pulled by Support, and all three must be deployed before Race Start. They cannot be moved once the race has begun. Any Sunderer loadout is acceptable.
- Support can only respawn at Sunderers or via Spawn Beacons/Squad Deploy, not at base spawns. Base ownership has no impact on the race.
- Locations of friendly Sunderers CAN be communicated to your Racing team prior to the start of the race.
- Sunderers cannot be used to block narrow paths or base gates and can only shoot while deployed.
- Empire Specific Launchers for Heavy Assaults are NOT ALLOWED.
- All other infantry equipment is freely allowed, including MAXes and autoturrets. Engineer turrets cannot be used to block narrow roadways or gates.
- AV Mines cannot be deployed INSIDE base buildings, and Support should in general stay outside of buildings when possible.
- Base Turrets cannot be used. Base generators cannot be repaired to respawn the gate shields. Base ownership has no impact on the race.
- Support CANNOT leave the Death Zone, and cannot attack vehicles outside the Death Zone.




------ So how do you decide who wins?
Whoever crosses the finish line first. If no one manages to survive to the end, then there's no winner. Or maybe everyone's the winner? Who knows!


------ Who will be judging/reffing this whole thing?
Each checkpoint will have someone hanging out at them to mark when Racer teams pass through. Otherwise we will operate on the honor system and expect everyone to play fairly and not be a dick and cheat. We will have SKY JUDGES in the air following the lead position and main packs and such, and they will hopefully also be recording video of the insanity.


------ Will the Death Zones be demarcated?
Part of the strategy is knowing the course, as a Racer, so no, there will be no demarcation. As a rule, the boundaries of the Death Zone will always be defined with bases at all points, so if you know which bases are the points and the general shape of the Zone, you can easily draw lines on the map to determine if you've crossed into one or not. This holds true for Support, as well.


------ This is all a lot (LOT) of talk, but I need some video or something.

Here, have some videos to give you an idea of the silliness, although ours will be far more violent and breakneck:
https://www.youtube.com/watch?v=ehxuQ6yImPo
https://www.youtube.com/watch?v=OvdfAoJFuzw
https://www.youtube.com/watch?v=FXuzQX8iVl0


------ I WASN'T PAYING ATTENTION! WHERE CAN I DOWNLOAD THIS poo poo?!
THE TEST CLIENT IS RIGHT HERE, rear end in a top hat.

Be sure to make an account. It is all 100% FREE.




------ So when's the next race?

WATCH THIS SPACE FOR RACE SCHEDULE.

Fuzz fucked around with this message at 06:35 on Dec 31, 2014

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Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
- THE DEATH RACE CUPS -

Death Racing is divided, much like Mario Kart and real life (what's that?) racing, into a series of Cups. The Cups increase in difficulty based on terrain, course, ease of Support's ability to destroy you, etc.

All course maps have a standardized legend:
- The Green Line:
The recommended course for the race. By recommended we mean the safest, and by safest we mean it follows an actual roadway and thus has the fewest bumps and twists and crap like that. You can completely ignore it, if you want to!

- The Yellow Blocks:
These are the checkpoints, usually some sort of landmark. They must be passed in the order they fall on the Green Line.

- The Black Striped Line:
Start/Finish Line. Everyone lines up along it.

- The Red Zone:
This is the DEATH ZONE. Anything goes in this area, other racers will try to shoot at you, Support will try to blow you up, insanity and hilarity will pursue you in equal measure. The points of the boundary are always marked by bases, the border itself is INVISIBLE ingame, which makes it all the more exciting!




- THE ESAMIR CUP -



Checkpoint 1: The Bridge from Elli Tower to Bridge ward, you must pass UNDER this bridge.
Checkpoint 2: The Bridge between Stillwater Watch and Apex Genetics, you must pass UNDER this bridge.
Checkpoint 3: The Traverse bridge, you must pass OVER this bridge.
Checkpoint 4: Jaeger's Crossing, you must pass OVER this bridge going south.




NEXT CUP: The Indar Cup

Stay Tuned!

Fuzz fucked around with this message at 06:42 on Dec 31, 2014

Cowcaster
Aug 7, 2002



b;musp cause Fuzz asked me

peep the tumblr
Jun 26, 2009
What about faction-specific harasser weapons? They seem like they often the best choice, and there's a bit of a disparity between them within the context of this race...I think. Might be wrong, though. The Enforcer always bums me out. :smith:

Revengeance
Dec 31, 2014
Bump fer ur hard work putting this together

Gaghskull
Dec 25, 2010

Bearforce1

Boys! Boys! Boys!

Fal-Cone posted:

What about faction-specific harasser weapons? They seem like they often the best choice, and there's a bit of a disparity between them within the context of this race...I think. Might be wrong, though. The Enforcer always bums me out. :smith:

We plan on making the faction specific weapons legal for the races and see how they shake out. There was a lot of wondering about the Vulcan and how quickly it will murder everything else in the race, but it's hard to tell without actually seeing it in action.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Gaghskull posted:

We plan on making the faction specific weapons legal for the races and see how they shake out. There was a lot of wondering about the Vulcan and how quickly it will murder everything else in the race, but it's hard to tell without actually seeing it in action.

Worst case scenario we just disallow them in future races. Conversely, we could just adopt a Best of 3 system where every team gets a go with each faction, and we give out points based on rankings, but that seems overly complicated and sort of waters down the whole balls-to-the-wall do-or-die vibe of the race.


:siren::siren::siren: Tentative date for the first major run of The Esamir Cup is currently slated for January 10th or 11th, probably early evening US time to allow for Eurogoons to be able to race, as well. More detailed timings will be up by next week! :siren::siren::siren:

Nookovian-Red
Sep 13, 2002
I WILL NOT CLOSE THREAD IN Serious Hardware / Software Crap
You should post this to /r/harasser and /r/planetside2 if you wanna attract the racers. I'm still on the fence about a lot of the rules. I'd like to see it distilled even further to be honest and hosted on Emerald. I propose random clueless pubbies fulfilling some sort of role instead of requiring a large turn out just to get the event going. Having a weekly event could garner a lot of attention with a platoon sized group of harassers blazing in and out of 96v96 fights. Might inspire more participation.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund

Nookovian-Red posted:

You should post this to /r/harasser and /r/planetside2 if you wanna attract the racers. I'm still on the fence about a lot of the rules. I'd like to see it distilled even further to be honest and hosted on Emerald. I propose random clueless pubbies fulfilling some sort of role instead of requiring a large turn out just to get the event going. Having a weekly event could garner a lot of attention with a platoon sized group of harassers blazing in and out of 96v96 fights. Might inspire more participation.

Eh, I think people are overestimating the chances of survival with just us, let alone a server full of pubbies all smashing in on it. If we did it on live, we'd probably have to just eliminate all the Support stuff because otherwise NO ONE would survive the entire race. Plus if you do it on live, it's 100% unapproachable to non-PS2 players because then you have to earn up the certs to cert out a proper vehicle and all that poo poo, and that's an insane amount of grinding because it would cost upwards of 10k certs to properly outfit any of the vehicles with all the trimmings.

The other issue that there are a LOT of lovely rear end in a top hat outfits on Emerald, and once it was known it's a fun thing we do to enjoy, entire outfits would start rolling up on it with liberators and just start blowing everyone up to... well, basically be goony. I mean, if GOON or GOKU found out that BWC or AOD or someone was doing a weekly/biweekly event like this, you know we'd show up to it to poo poo all over it because we're goons, so to expect any less from pubbies is foolish.

Fuzz
Jun 2, 2003

Avatar brought to you by the TG Sanity fund
Bump as a reminder that the first race is this weekend! :toot:

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No_talent
Jul 30, 2009

Well, I cant drive for poo poo. I fly even worse, but if I got nothing going on (I'm a shut in nerd, so probably) I'll play some bad support or crash an ESF trying to record it on shadowplay for you guys.

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