Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
Whose fault is it?
Smedly
Higby
Wrel
View Results
 
  • Post
  • Reply
Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



The continent of OSHUR launches today!



Welcome back to Auraxis! Yes, this is the same Planetside 2 from 2012/2013, original by Sony Online Entertainment (now Daybreak Games), currently developed by Rogue Planet Games (a subsidary of DBG). It is still very active, is again being actively developed, and there's lots of stuff coming this year. Thanks to AggressivelyStupid for parts of this OP.

Yes, your old account works, and will have all your stuff as well. Some servers have been merged, so if you were on a server that wasn't Emerald, you might be now!

Planetside 2 is on Steam. It is also on PS4/5, but there is not crossplay, and I don't think there's any goon presence there.

:siren: Most active goons are on Emerald (server) Vanu (faction) :siren:



Planetside 2 is a :siren:free to play:siren:, large, open world, three faction first-person shooter. It features territory control in a semi-persistant world, large battles featuring up to 1200 players per continent (400 per faction) on foot or in land/air vehicles. They battle to take territory on the four FIVE different continents, each with its own flavor, look, and playstyle. Every so often, an Alert will happen, triggering an hour and a half long period at the end of which the faction with the most territory will win a prize, and claim the continent! At least, until the next time the fight circles back.

The reason that this game has persisted, and even been growing again in 2020/2021, is due to the very unique nature of the game. Combat can go from small 2v2 infantry fights, and very organically become 96v96 combined arms slugs over the course of 15-20 minutes. The different natures of infantry, air, and ground vehicle combat, as well as the playstyles within them, creates an awesomely cool experience. Imagine being pushed back as you attempt to capture a building, only to see it get strafed by a friendly fighter, before an entire platoon of friendly troops drops behind the enemy out of a swarm of player-flown transports. Or being one of those saviors yourself! The fact that it's all individual players deciding where and how to attack means you get that kind of cool experience constantly. For whatever faults the game has, no other game can match those moments.

The game is NOT pay to win. Paying can get you skins or weapons. The weapons are either directly attainable via certs, or a visually different but identical statwise weapon is. Membership gives you faster queue to full continents, higher XP gain and members-only double XP weekends monthly, faster nanite regeneration (can pull vehicles more often), the ability to have your NSO mostly-permanently join a faction, and a small amount of premium currency monthly. Basically, money helps you get things faster, but not get better things.

So how does it work?

Combat takes place on the continents of Auraxis, which themselves are broken up into many territories. The number of continents available at any given time is based on the current server population, so if a continent is open, there's going to be at least some fights there. Controlling a base allows that faction's players to spawn there, as well as to spawn vehicles. Bases are connected via a "lattice," with connected bases being the front line of combat.

As a player participates in productive activities (such as kills, healing, construction, destruction, etc), they will earn experience, which will increase their character's battle rank and reward them with certification points. "Certs" are the main currency of PS2, and are used to improve class abilities, unlock completely new abilities, as well as to purchase implants, weapons, and attachments.

The current continents are:
  • Indar - An arid clusterfuck
  • Amerish - A mountainous boondoggle
  • Esamir - A snowy snafu
  • Hossin - A swampy butthole
  • Oshur - New! Who knows how it's terrible, we'll find out together!
  • Koltyr (Kind of) - A very tiny continent usually only active between 3-7AM EST. It's meant for super low playercounts. In the very near future, this will also open for alerts as a normal continent in low pop.

Latest Updates

The continent of Oshur has been added. This includes water, which you can go beneath, weapons that work in the water, and the ability for vehicles to interact with it in different ways. Routers have been nerfed, Banshees have been nerfed, and all in all it looks like it might actually be a fun patch. This is the first new continent in seven years. Also, the second campaign got changes so you can do the previous parts simultaneously. Chapter 2 is out now.

The :siren:New Player Experience Update:siren: has been released. There's a whole new tutorial, new areas in Sanctuary to help guide new players, they've redone the starting gear, and much more. This (September 2021) is probably the ideal time to join the game if you're a new player. In general, the weapons you're using are more appropriate for new players, and you won't have as many 'empty slots' on vehicles/etc. New players are now given default loadouts for vehicles, and there's more direction in what the classes do and how they work. They've also added colorblind modes, if that applies to you! Good on them, I don't see many games do that.

The NSO Overhaul is live. All players can now create NSO (robot) characters after doing a short mission, which act as mercenaries that fight for the lowest population faction. If you're a member, you can also spend some certs to set a home faction where you'll always spawn, can join an outfit, etc, though you can toggle back to mercenary mode after you do this.

Planetside 2 had ongoing campaign, which has some lore implications, but mainly has been reworking the continent of Esamir. It finished, but they've said more will come. (Campaign #2 for Oshur is out now)

https://www.youtube.com/watch?v=Y5WI03ZT5Gk

If you haven't played since 2014

There's some new stuff that exists in game now! Depending on when you stopped last, here's some major changes:
  • You can only capture bases along a lattice connection, rather than hex adjacency
  • Vehicles a less powerful than they were, and there are more AV options (CAI)
  • Three new vehicles: Harassers, Valkyries, and Javelins (see Vehicle section)
  • Implants - Each infantry loadout has 2 slots for implants, which grant various sidegrade properties. For example, reducing screen shake, or letting you rechamber a bolt action faster if you kill with a headshot.
  • Bastions, Orbital Strikes, and Colossus Tanks exist now for Outfits. They're pulled with resources outfits gain for having the highest combined score among outfits capturing a base.
  • All ESFs have been normalized, except for the A2G weapons. No, the Reaver is not faster.
  • Signifigant base and continent changes, especially Esamir.
  • A Mission system, which lets you select goals to earn rewards like certs, XP, implants, and some weapons!
  • Construction has been added. Players can use the ANT vehicle to collect Cortium from nodes in the world, then build various buildings of dubious usefulness. This includes a Routing Spire, which can let you drop a spawn point literally anywhere!
  • The NSO faction has been added for members, a mercenary group whose robot players will fight alongside the lowest population faction with unique weapons and MAXes.
  • Sanctuary, a place you can spend various currency, and will have to redeploy away from every time you log in. Looks pretty though.

Notes on the New Player Experience

Planetside 2 can be a rough game for totally new players. There's a lot of depth, breadth, and quirks to the gameplay, and it can be pretty overwhelming. I highly recommend that you find people to play with, be it goons (see the bottom of this post), other friends you have (heh), or even just a random large outfit on the server you play on. The in-game tutorials and guides are currently pretty bad newly updated and good now. This is a great time to join as a new player.

All of us on SA that play this game are very very new player friendly, and are happy to offer advice/info/coaching/tips/etc.

:siren: If nothing else, keep this in mind: Aim for the head, and if you're bored at a fight or because a fight is over, redeploy (U key default)! Don't walk between bases.

Missions

The in "Directives" menu tab (looks like a braided cord circle with a star in the middle) there is a "Missions" tab. There you can accept missions, which have various requirements, some harder, some easier. The difficulty is generally indicated by the 'rarity' of the mission. You can accept up to 5 a day (9 with membership), and as a new player they're a great source of Certs, ISO, and sometimes even weapons or implants. There's a handful of weapons available for each faction, shown here. For Vanu, the biggest highlight is probably the Ghost - our premier bolt-action rifle, and the all-faction NS Annihilator, the best dumbfire rocket launcher. The New Player Experience update removed these missions, but made it so you always get missions that reward each type of currency.



Planetside 2 has 3(ish*) factions vying for control of Auraxis. Each has their own faction traits, faction specific vehicles, and weapons. You can have characters on multiple factions on the same server.


An authoritarian government that leverages military might to maintain strict control over the colonial citizens. The Terran Republic is obsessed with the preservation of law and order through violence, and are thus seen by some to be an oppressive and dictatorial force, but many view the TR as the only hope for lasting security on Auraxis.

TR's gimmick is bullets. They have the fastest firing guns with deep magazines. Generally the lowest damage per hit, but that hardly matters when there's so much lead in the air. Shoot fast and shoot a lot with the Terran Republic. (Just don't shoot your friends)





Traitors. Rebels. Terrorists. These are words often associated with the New Conglomerate, However, to many the soldiers of the New Conglomerate are something else entirely: Heroes. Freedom Fighters. Protectors.

High damage but low RPM defines NC's faction flavor. They have some of the slowest firing, hardest hitting guns in the game. And shotguns, lots of shotguns. (Even on their tank)






A technocratic faction that believes humanity can only evolve by rediscovering and tapping the lost technology of the Vanu. The Vanu Sovereignty are a transhumanist cult of academics, intellectuals, and technology worshippers who believe that human destiny lies in the further development and exploitation of the alien technology.

VS strike a middle ground, with weapons that deal decent damage, have a decent rate of fire, but feature no bullet drop for 99% of their infantry weapons. They get a hover tank, and a hover plane. Some of their faction guns also have a unique "heat" mechanic, rather than relying on reloading. Also, spandex.





Nanite Systems Operatives, or NSO, are the "fourth faction" of Planetside 2. They have their own guns, vehicles, and look (robots), but when they actually deploy to Auraxis they are assigned to the faction with the least population on the continent. NSO weapons tend to be the middle of the pack in terms of damage per hit, range, and rate of fire, but where they excel is accuracy and consistency. They have low bloom, low recoil, and don't lose as much accuracy while moving. They now also have their own ESF - a "heavy fighter" called the Dervish, and an MBT called the Chimera that boasts a bunch of rumble seats in addition to the driver and gunner.


:siren: Don't try and lonewolf it :siren:, this is first and foremost a team game. The scale of most fights will be beyond other games and as a new player you'll end up as fodder. Join an outfit as soon as you can! The most active goon group in the game is [GOKU] on the EMERALD SERVER, VS FACTION, although many of us have been playing for years and have characters of all factions. We do large ops every Saturday night, but people play throughout the week. Don't feel like the only way to play is with us though! Emerald always has 2-3 continents active during primetime, with weekends obviously having the largest populations. Even in off-hours there's often several large fights happening.

The PGS thread with discord and mumble (lol) info is here: https://forums.somethingawful.com/showthread.php?threadid=3845393

Skyl3lazer fucked around with this message at 14:30 on Jan 26, 2022

Adbot
ADBOT LOVES YOU

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]





Planetside features 6 different infantry classes. You can switch between them any time you spawn, or at infantry terminals. MAXes work a little differently than the other 5.

All of the default guns for all of the classes for all of the factions are good. Don't spend early certs on weapons.

With the exception of certs spent on weapons, you'll get a cert refund at rank 15, so don't worry too much about where you put certs early. Just pick what seems fun, or ask!


Infiltrator is the stealthy class. They have access to snipers, obviously, but also SMGs that are devestating at close range. It isn't a lone wolf thing though! They have access to extremely powerful support capabilities with their motion trackers. Their class ability is a cloak.

    Pros
  • Cloaking
  • Capable of hacking terminals, allowing friendly forces to use them.
  • Capable of using either sensor darts or motion spotters. Darts are a ranged scanning tool that will spot enemies within it's area of effect while Motion Spotters are placed on the ground and detect enemies that get near to it.
    Cons
  • Lower base health. 100 less than any other class.
    Common things to cert
  • Nanoweave (suit slot)
  • Cloak (ability) - There's a bunch of options, but you're going to be best served IMO with the nano-armor cloak.
  • Motion Spotter or Darts - These are an easy way for infils to get certs, since you get XP for every enemy killed while spotted by your device. Which you use is a personal choice, but I prefer the spotter.


Light Assault is all about mobility. They can fly around in various ways, carry C-4, close range weapons, and a tiny anti-vehicle "Rocklet" launcher. Their class ability is the jump jets.
    Pros
  • Jetpacks! Go up and over, around, or below objects in bases with ease.
  • Access to C4 combined with the jetpacks and rocklets make them a very capable anti-vehicle class.
    Cons
  • No particular long-range ability outside of bursting with your gun and hoping it hits.
    Common things to cert
  • Nanoweave (suit slot). Noticing a pattern?
  • Jetpack of your choice. I'd stay away from Icarus, but they all have their uses.
  • C-4


Combat Medics are a midrange combat class with support abilities. Notice the word "combat" in front of the word "medic." You can turn your dumb dead friends into piles of certs with this class. They have access to a wide range of weapons, a healing/revive tool, C-4, and lots of other cool supporty tools. Many people reccomend them as a starting class because of their versatility, and for the certs you can get reviving people. The class ability is a healing field or shield battery.

    Pros
  • You can heal hurt friendlies and revive dead idiots for certs. Good deal!
  • Wide range of available weapons, from almost-snipers to C-4.
  • Very powerful class abilities. The default healing field is almost as much of a survivability boost as the Heavy Assault's shield if used correctly.
    Cons
  • Not very mobile, but also not as tanky or damage-y as the HA.
    Common things to cert
  • You guessed it, Nanoweave (suit slot).
  • Medic Tool. Higher ranks let you revive and heal faster, which is very good for certs.
  • Nano Regen Field. Again, higher ranks = more healing = more killing.


The old OP didn't have a section for HA. Wild. Anyway,

The Heavy Assault is the primary front line class. They carry LMGs and Rocket Lauchers, and their class ability is the overshield.

    Pros
  • Tankiest class by far due to overshield.
  • Very high damage potential.
  • The best AV and anti-MAX class beyond C-4 range.
    Cons
  • Very limited mobility. You walk slower with the overshield on.
  • Your normal shields also take the longest to recharge.
    Common things to cert
  • You actually start with Nanoweave maxed now I think so you dont even need to put certs in it.
  • Medkits. Higher ranks let you carry more at a time.
  • Overshield. The Adrenaline shield is considered the best at the moment.


Engineers are a device and vehicle support class. They are the only class that can repair vehicles, MAXes, and base objectives like generators. They have access to placeable turrets, ammo packs, various explosives, and a wide range of weapons (similar to the medic). They're generally not as strong in a 1v1 infantry situation, as their class ability is the only one that doesn't affect combat directly. That class ability is the ammo pack.
    Pros
  • Can repair MAX suits, broken generators, and vehicles.
  • Able to drop ammo packs to keep your friends shooting and the certs flowing.
  • Access to various explosives: Tank mines, proximity mines, C4.
  • Shields regen sooner and faster than other classes.
    Cons
  • Less good at 1v1 combat.
    Common things to cert
  • Say it with me, Nanoweave (suit slot).
  • Repair Tool. It repairs better. That's good, as it's the main reason to play engineer.
  • Ammo Pack. The max rank will let you have two packs out at once, in addition to a wider range. That's certs in the bank.


MAXes are a force multiplier combat mech. They work a bit different than the other classes. For one, you can't spawn as them, you swap to them at infantry terminals (or sunderers). They cost a fair amount of nanites to pull, which is a fancy way of saying "you can only become one of these every so often so try not to die immediately." They have two weapons, one on each arm, which can be mixed, and more often, matched.

I didn't divide this in to pros/cons, because MAXes aren't directly comparable to other classes.

    Being a MAX
  • Large pool of health.
  • High damage weapons.
  • Able to change weapons at a terminal to damage tanks, aircraft, or infantry.
  • Need an engineer to repair consistently, unless you use the worse ability.
  • Cannot be revived by revive grenades, and medics take longer to revive you.
  • Dies to orbital strikes, even indoors.
  • Has a target on its back for every single person with C-4 that sees you.
  • Not very mobile.
  • Cannot Redeploy. (Well you can, but you won't spawn in as a MAX when you respawn)
  • Cannot pilot vehicles.
    Common things to cert
  • Flak Armor. Didn't see that coming, did you?
  • Other weapons, honestly. MAX abilities are all fine, but they shine in being very powerful at whatever you need them to do. Having 2x anti-vehicle arms is a more powerful boost than 5 seconds off of emergency repair or whatever.



I'm not going to give an in-depth guide to each vehicle, but a brief overview. This OP is pretty long anyway.

Pulling vehicles costs Nanites, which cap at 750 and regenerate automatically as you play. You can regenerate them faster with Implants, or by being a subscribing member.

Tanks
  • Main Battle Tank (MBT) - Each faction has its own MBT. They are, for TR/NC/VS/NSO respectively, the Prowler, Vanguard, Magrider, and Chimera. These large two-person vehicles are expensive to pull, can take a lot of damage, and can dish it right back out. They're generally used to defend or attack Sunderers or player bases.
  • Lightning - These are faction-ambiguous light tanks. They have a single driver, deal a lot of damage, but also explode at a stiff breeze. They're used most effectively as flanking vehicles, dealing the extra bit needed to kill off other armor before it can retreat. Also very good at hunting hidden Sunderers.
  • Harasser - These are """transport""" vehicles. They can carry up to 3 people: A driver, gunner, and rumble seat passenger. Despite their classification, they're extremely dangerous combat vehicles with a good crew. They're very fast, have powerful weapons, are surprisingly tanky, and the rumble seat person (or gunner, switching seats) can shoot while on the move.
Aircraft
  • Empire Specific Fighters (ESF) - Each faction has its own ESF. They are, for TR/NC/VS/NSO respectively, the Mosquito, Reaver, Scythe, and Dervish. They are single-pilot vehicles (except for the Dervish), and feature a hybrid hover/flight model more similar to a 6DOF game like Descent than a battlefield game. They are extremely skill based and unfriendly to new players.
  • Liberator - This three-person plane is the "bomber" of Planetside 2. The pilot has a gun, the gunner has a big gun, the tail gunner has a gun. Lots of guns. Proprely flown, they're the most dangerous things in the game, and I hate them forever.
  • Valkyrie - Another """transport""" vehicle, these seat up to 6 players - a pilot, gunner, and 4 rumble seats. While oftentimes actually used in their role to transport (unlike Harassers), they boast a high manuverability, decent firepower, and 4 rumble seats. The rumble passengers can fire out of the craft, meaning things like lock-on launchers can make Valks a real threat.
Support Vehicles
  • Sunderer - The most important vehicle in the game. A Sunderer is a 12 person bus, with 2 top gunners. It's tanky as hell, not very fast, and packs a decent punch when crewed. The big point of it, however, is that it can deploy to become a mobile spawn point. This is the backbone of attacking a base: while the defenders have a spawn room, attackers must bring their own logistics. The sunderer is the most common and reliable way to put a spawn at a base.
  • Flash - These are 2-person quad bikes. Don't be entirely fooled though, they can also carry some limited yet effective firepower, and when driven by an infiltrator can even cloak (with the right equipment). An easy way to get in to a hex that you can't remotely spawn in to.
  • Javelin - An NSO-only vehicle, it's a weird rear end hover bike that I assume has a purpose. I see people fly around with them in insane ways though so that's pretty fun.
  • ANT - This is a resource harvester for player construction. Don't worry about it until you're at the point you have spare certs.

LIST OF THINGS NOT COVERED IN THE OP

I've intentionally left out some stuff from this OP, for length and because it's just so much to explain. Please, feel free to ask about this stuff in the thread or discord or in game. If someone makes a good post about them I'll link it here. This includes:

  • Implants
  • Spawn System
  • Currencies
  • How to fly/shoot/drive properly
  • Construction
  • Routers
  • How alerts work, meltdowns, etc.
  • Bastions/Colossus
  • ASP
  • Outfit Abilities (Orbital Strikes, Tactical Slot, etc)
  • Recursion
  • Graphics Settings
  • What gun is good and which 1 sux

ONE LAST TIME

:siren: Don't Play Alone!!!! :siren:

The most active goon group in the game is [GOKU] on the EMERALD SERVER, VS FACTION, although many of us have been playing for years and have characters of all factions.

The PGS thread with discord and mumble info is here: https://forums.somethingawful.com/showthread.php?threadid=3845393

Fs in the chat to crouch spam, time to get lost in the new bases!




FREE STUFF CODES: https://levvvel.com/planetside-2-codes/

Skyl3lazer fucked around with this message at 14:00 on Sep 15, 2021

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



2fat4sex posted:

I've been playing this game for nine years now, please send help

I checked my STATS and it says I first played 11/20/2012.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



itry posted:

Is the Prowler still hot garbage? It hasn't been the same since the horrible lockdown nerfs.

Edit:


Bus trains aren't a thing anymore, afaik. Not only were all the sundie weapons nerfed into the ground, the repair aura only works at 50% on other buses.

That's what I remember anyway. I haven't played in over a year.

Edit: loving hell. This game is a GaaS MMO from 2012 and I still sometimes think about playing it.

Prowler is the best MBT in the game currently. It's fast for some reason, and just has 50% more damage than every other MBT for some reason. Anchor is a passive ability of the vehicle so you always have it, and its utility slot was replaced with Barrage, giving it 30% faster reload half of the time. You can use Barrage while moving though, so you dont have to Anchor to get the reload speed buff.

Also confirming that chaining sunderers doesn't really work anymore. Big armor columns are definitely a mix of vehicles now.

Skyl3lazer fucked around with this message at 20:08 on Apr 29, 2021

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Martytoof posted:

I guess I’ll be back when they open the next continent in 2030

"Supposedly" we're getting a new cont this year, but we've seen 0 evidence of it.

Leal posted:

gently caress don't make me tempted to come back to this dumb game I already put over 2k hours in it

Do it, it's just bandwidth

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Yeah there's just so much poo poo to describe in the game that I couldn't realistically make an op to cover it all. If people want to make an effort post about one of the topics in the "not in the OP" section at the end, or on a topic that I forgot entirely, please do and I'll link to it.

The reason for the thread timing is the new esamir map and campaign, and I figured we might as well start getting people back in to it ahead of the NPE/NSO update later this year. I think it's a good time for people to get in to the game.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



nightwisher posted:

Oh nice, I haven't played this in years. Sadly, looks like the oceanic population is dead and buried and the asian servers have worse latency than america (I'm in australia). Is it worth trying to play with 200ms ping?

Arghy plays from Hawaii and seems to think it's fine.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Chillgamesh posted:

I have a friend from NZ who plays on Connery and I don't seem to recall her complaining about ping/lag when we play together but she may just be used to it.


E: I know ZOE on VS Maxes used to be the most busted poo poo of all time, but is it still worth using

Not really, except on Bursters.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Rexxed posted:

NSX weapon eval for the Yumi is miserable because it's a bad gun, but it can be equipped with a grenade launcher if you really want to do it.

Yumi is the burst AR right? That thing rules, it just takes a ton of getting used to because it's very unlike every other weapon. You have to predict where people will be, but it deletes people from the game when you get it right.

Makes a good noise too.

If Mustarde is allowed to say the Nyx is good because it's good getting headshots, then I'm allowed to say the Yumi is.

Skyl3lazer fucked around with this message at 14:25 on Apr 30, 2021

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Victory Position posted:

The Yumi is a decision-making gun in a reaction-based game, so you have to be ready to sit still for the half-second while it revs up. You have to hit the head at least twice to get the effect, otherwise you'll just burst into the overshield and nanoweave of whoever's in front of you and die.

I found it to be a miserable gun, but it does have 1000RPM while it is firing, so it's going to win a lot of one-on-one firefights if you precached your burst before you engage.

It's also incredibly funny to see people poof in to red mist as they walk in to your LOS during your spinup

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Ghislaine of YOSPOS posted:

I reinstalled the game mostly because of this thread. Eleven minute wait to deploy to either of the two continents aren't locked. Impossible to recommend this to friends

If there's actually queues on all open continents like that it means that your faction is heavily, heavily overbalanced on the server at the moment. If both were locked for max pop a third would open, which means that the lower-pop continent that was open was like 55% your faction or something like that.

For times like that I recommend having an alt on another faction if you don't have a membership. It sucks, but for what it's worth it is also what the NSO free update will solve whenever that happens.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



We will be doing our usual Saturday night ops at 9pm EST, though people will be on and playing before that. Come join us, it's free :)

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



AggressivelyStupid posted:

i demand residual certs for my op

Sure, 64 certs await you on login.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Jokerpilled Drudge posted:

playing this at 144hz is basically cheating and I love it. Couldn't figure out how to walk up walls so hopefully someone can illuminate us

Watch this entire playlist
https://www.youtube.com/watch?v=2FyeDiqB_ck&list=PL1tO48F_UTipmZww88dnwYe9e4oxvIocv

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



cmdrk posted:

didn't PSide and EQ and such get spun out of DBG to subsidiaries who actually develop them, with Daybreak only basically doing account management and counting money?

Yeah, it's developed by "Rogue Planet Games" now.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Winning an alert can give you 200 certs on its own as a non member with no boosts, and ignoring the fact that you can get an implant with merit that'll double it. That's 200 for 1:30 of play + whatever you earn during the alert, which even for medium to bad players can be another 100. 300 certs for a night isn't amazing (and like I said even without spending it can be much higher than that, closer to 700), but considering how much they've flattened the power curve of the must-haves you're going to be fully effective in a single role in a day or two, and you just starting building more versatility as you go.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



People underestimate what just having a person putting a platoon waypoint down can do to pubbies. SKL gets a lot of poo poo for being a "zergfit" or whatever but their public platoons are something I've never seen on another faction or server, and I think they have a lot to do with VS' success.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Thom12255 posted:

I saw some talk of a new continent being released this year, is that true? I played a bunch last year when Bastions came out and it was fun, might go back for a bit.

Maybe. They've claimed it's coming but haven't shown anything.

LeninVS posted:

Yeah that's where I'm at right now with my Oldman hands and eyes.
Nothing like getting outshot at 100m+ by a submachine gun when I'm using a LMG.
Feels bad.

Luckily, PS2 has one of the longest TTKs in the genre - if you play well. You can have a totally respectable KD by positioning better, even if you lose every reaction-speed-based heads up fight. If you're getting outshot at 100m, it either means you were just missing (not reflexes at all, just aiming practice), or it probably means they were set up and you ran in to the open and tried to fight back. Both can be solved without having MLG reflexes.

Despite being ASP99 (nearly the max level in the game), I hadn't really played heavy assault or used LMGs for more than ~200 kills. When I got in to it and decided to grind the Betel out (a shitload of LMG kills), I found very quickly that I had to adjust my style of play to match. I focus on either getting a good overlook/flank on people, or taking fights I know are coming so I can go in aiming at where the head will be, fully reloaded, and with overshield active. I'm used to fast-scoping weapons that I can sprint around and flick shoot, but LMGs don't lend themselves well to that playstyle. There's much more walking through doors, backing off and using medkits rather than trying to chase, etc.

There's no advice aimed specifically at you in that paragraph, just more of an example of the types of adjustments you can learn to make to improve your outcomes without improving your QUICKSCOPE360 skills.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



There's also just IR/NV scopes on a lot of guns that do the same thing as the implant.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



ISO is the endgame currency really, I wouldn't expect to upgrade implants past 3 for a long time.

Mercury_Storm posted:

Is there a reliable way to get A7? I've never seen it as a mission reward and also never seen any of those consoles that you're supposed to be able to download it from.

A7 is being deprecated, those are the only two sources.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



The main use of havocs is killing liberators with a crew

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Mercury_Storm posted:

Looks like missions give out weapons as rewards: https://planetside.fandom.com/wiki/Missions

Seems like a good idea to hold off on buying those weapons until you can get them from a mission and save thousands of cert points.

Only certain weapons, but yes. I should add missions to the OP.

Also, :siren: campaign ch3 is live today after downtime. Time to collect more spacebear asses?

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Ok here's an effort post on Currencies in Planetside 2. I've listed them in a vague order of importance

Certificates
The big thing. Certs are used for 95% of character progression, and anything you obtain with them is permanent (outside of holiday items, which you can only use during that holiday). They are earned per-character, and purchases with certs apply only to that character. You get a refund of any certs you spend on non-weapon purchases when you hit BR15. Things available with certs include weapons, attachments, improvements to your class abilities and defenses, vehicle improvements/weapons, and implant packs (in the store for some reason under Implants). It's important to note that while attachments to weapons for infantry guns are generally sidegrades, vehicle weapons have improvements that directly improve their combat ability (albeit by small amounts).

You get Certs directly as a reward from things like gaining a new battle rank (100), ribbons/medals from achievements, or from missions. You'll get a big chunk of Certs when alerts end based on how much time you played during the alert on that continent. You also get 1 cert for every 250xp you earn. As a vague reference, the base XP of a kill is 100, so with the random bonuses you'll have, that's about 2 kills per cert. You get XP for basically everything though, from kills to mining to healing to scouting. Boosts for Cert gain generally cost DBC (below), but there's a 30 minute XP booster available with Merit. It's important to note that :siren: the Nanite boosts available with Merit are bugged and will double the Cert award from alerts ending.

You generally want to spend certs with the following priority:
Class Abilities > Weapon Attachments > Vehicle Improvements > Vehicle Weapon Improvements = Infantry Weapons = Vehicle Weapons > Implant Packs

Nanites
Nanites are the in-combat resource of PS2. You'll spend this more-or-less automatically to refill grenades and utility items like medkits or C-4. Those costs range from 25-150 each. The main use, however, is pulling vehicles and MAXes, which can cost between 75 and 450 each.

There's a cap of 750 nanites, and you'll regenerate them constantly while online, at a rate of 50/min (75/min for members). Also, if you win an alert, you'll briefly gain 150/min while on the locked continent you won. There are Nanite boosters available for Merit, as well as a few DBC ones.

There's no Nanite spending priority.

ISO-4
I call ISO the "endgame" resource of Planetside. It's used to upgrade Implants, as well as craft them (don't do this). You can also use them to buy Recyclers, which are Implant packs that have a higher chance at offering rare implants. Implants cost more ISO to level per rank, with the total cost of bring a rank 1 implant to rank 5 being 3,675.

You'll gain ISO slowly. The main source is through Alerts (150 base on completion, so 300 for a win), though you'll also get some from dismantling duplicates when purchasing Implant packs or recyclers, and from missions. I'd recommend prioritizing ISO granting missions, even early on.

The Implants you choose to upgrade will depend heavily on your play style. Either wait for an implant effort post, or just ask. :siren: Crafting Implants is basically Never Worth It. :siren: You will, on average, get the implant you're looking for using far less ISO by buying Recyclers than it costs to craft them. The priority for ISO spending is like this:
Implant Upgrades (Rank 4) > Important Implant Upgrades (Rank 5) > Recyclers (If you're waiting to get a common implant from packs, feel free to save up rather than do this) >>>>>>>> Crafting Implants (no)

Merit
Merit is the Outfit currency. As you earn more Merit, you'll gain Loyalty levels with your outfit, which decays over time. Higher loyalty levels unlock more things for purchase with Merit, but I wouldn't worry too much. The important purchases only require Loyalty 6, which is fairly easy to get just playing the game for a short bit, and you don't have to maintain it afterwards. Hitting level 10 will let you purchase a unique decal though (this takes a lot of playing). You can also upgrade your Colossus tank with Merit, which is a big ol' tanker with multiple turrets and stuff that you'll probably never pull. If you happen to do so with any regularity, however, it's obviously worth spending Merit to upgrade.

You'll gain Merit whenever you are at a base when your faction captures it while in an outfit. Large base captures are worth more. Note that you don't have to capture the bases with your outfit members. You don't even have to do anything at the base, just be in range when the timer hits 0.

You spend Merit at a vendor in Sanctuary, look for the icon on the minimap. Beyond a few specific purchases which you should get 100%, there's a lot of cosmetics you can choose between. I'd recommend having some nanite boosters on you just so you dont have to leave a continent. Pop them with 25 minutes left in an alert.
Boosts as needed > Hardlight Canopy > Cortium Bomb > Ordnance Dampener > Caltrop > Flash XS-1 > (ONLY IF NECESSARY) Colossus Upgrades >Cosmetics

Daybreak Cash
DBC is the premium paid currency in PS2. It can be used to buy most things in the store. :siren: Purchases made with DBC will be available on any character with access to the thing you purchase. If you buy a VS gun, other VS characters will be able to use it. If you buy an all-faction weapon (or vehicle weapon), or a Construction item, it'll be available for all characters. If you're buying a bundle, some items from the bundles may only be available on the purchasing character - check the bundle descriptions. Generally speaking, items like long-term XP boosts are in that category.

You get DBC from buying it, through steam or their website. Members also get 500 a month.

There's not really a priority here, but several things are pretty good/useful if you want to buy them. I'd stay away from individual guns or "fully loaded" packs for weapons - it's easy enough to unlock any weapon in the game with certs.
In no particular order: Bundles with 6mo/1yr boosts, Construction Items (saves a lot of certs, and work on all your characters), the Ancient Psykinetic Blade bundle (it's a knife that can slowly damage vehicles, which are only available normally through events).

Campaign Standing
This is a new resource centered around the Esamir campaign. It's used for a few campaign-limited items that have been pretty lackluster so far, as well as some cosmetics that are cool.

You get it through completing campaign objectives, and by doing Missions unlocked from the campaign.

There's no priority really, though the cosmetics don't go away and the end of campaign like the weapons do, and I highly doubt they'll ever be available again.

A7
A7 is a deprecated resource that used to be awarded with Alerts. It's pretty hard to get now, even though there's a few weapons that are still only purchasable with it.

Currently there are 2 ways to get it: Missions that award it, and by finding little lights on computer terminals in bases. Good luck though.

You spend A7 at a Sanctuary vendor, again check the minimap there. All of the weapons/chassis available with A7 are mediocre but have unique mechanics. There's no real priority, it depends on what weapon you'd want. Read the descriptions.

Outfit Resources
These three resources, which have silly names, are used by outfits to do stuff. You'll never use them personally, but rather use them to build outfit items like Orbital Strikes, Bastion pulls, Module Installs which boost a base your faction owns, ANVILs to pull vehicles from remote locations, and Colossus pulls.

Each base has a different type and amount of these resources that they're worth. You can view these on the map, but I think they're hidden by default so you have to turn them on. Whichever outfit on the winning side collectively scores the most points when a base is captured (not defended) gains those resources every 5 minutes.

There's a lot more to be said on how to spend outfit resources, but that's beyond this post.

Skyl3lazer fucked around with this message at 18:59 on May 5, 2021

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Mercury_Storm posted:

Ever run into someone using the Sidewinder implant at level 5 who are apparently hidden from infravision? If so, does that throw you off much?

They're not invisible like infils are, they just don't get the white highlighting. They look more like background objects.

That said it's still annoying! Very rare though. I'll see someone with Sidewinder 5 maybe once a week.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



ZypherIM posted:

Another thing to note about certs: each weapon you have has a set of rewards for improving your rank with that weapon (the little bronze/copper/silver/gold/puple icon thing). It takes uh, like 1160 kills or something to get all the way to purple, but each step awards certs. Not too many for the first few, but overall it gives 232, and if you count the base xp for that many kills thats another 464 for 696. Realistically you'll get more than base xp for most of your kills (no idea on what is reasonable, but maybe another 100-ish certs?), and ribbons every.. 10 kills (I think?) is another 116. Essentially if you work a weapon up to purple you'll earn enough certs for the next one almost entirely off of that process.

I agree in general with the idea here, but I think you're underestimating cert gain because of stuff like assists, capture XP, spot XP, and alerts. I have a lot of XP boosts, maybe about +175% on an average day (not counting the 50% alert bonus everyone gets), and I think in the time it takes me to Aurax a weapon I end up with closer to 12 thousand certs, if not more. For a player without any boosts whatsoever, they're going to end up earning ~4300 certs in that same time.

Checking fisu, I started grinding the Orion on 4/27. Since then I've gotten about 500 kills with it, and 6,407 certs total (using it nearly exclusively). I'm ASP99, so there's nearly no freebie certs in there from leveling or easy directives.

Basically if you play long enough to aurax a weapon, you'll easily have enough to buy several new weapons, in addition to improving your class unlocks and vehicle stuff. How long it takes to Aurax a weapon depends on how good you are with it. I have a 0.682KPM with the Orion, so it'll take ~30 hours of gameplay.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Jokerpilled Drudge posted:

are there any recursion voice packs people recommend? Anyone else wishing there were a Baby Sinclar from The Dinosaurs voicepack?

I have a StarCraft one

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Jokerpilled Drudge posted:

theres the ghost but TBH it doesn't feel that responsive and you miss tons of shots waiting for the bullets to hit. Running one of the heat ammo semi auto's seems to be a way better move

The ghost is one of the best guns in the faction lol.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Fuckin' ace alerts tonight, 150 left on my Orion

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



well i guess i have to quit

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



https://twitter.com/planetside2/status/1392888699617103873

I guess they're doing some stuff for the 18 year anniversary of planetside?

Also: ARGHYOPS tonight

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Rexxed posted:

Yeah, player built bases with the orbital stike uplink and a turret AI module near to it can drop orbital strikes, but they're actually worse than the outfit armory ones. The main reason that they are worse is that they cannot be dropped on areas that are no-deploy zones, like most bases, or anywhere you couldn't deploy a sunderer. There's also the time it takes for them to charge up and expand their circle of potential drop areas, and that you have to get the target designator from the OS uplink, then go to within sight of where you want it, and then fire it where you want the thing to strike. The main upside is they're "free" compared to the outfit ones, not counting the time it takes to build your base and wait for the circle to expand. Not being able to strike a base means you rarely see them anymore, though.

For as janky as base building is, it seems like they really decided to make a lot of the upsides of it obsolete by new mecahnics quickly like outfit armory orbital strikes and infiltrators with cortium bombs.

Part of this is untrue now, you can absolutely drop base OS in no deploy zones, you just can't build the base in one. You also don't need an AI module near it. The other thing to note about the designator is that it isn't just LOS, you need to be within a certain range of where the dart lands for it to actually go off.

Re: Steel Rain, it takes any squad members not in vehicle and drop pods them where you place it. This importantly includes anyone in a MAX, so it's a very good way to crash a hard to reach point.


Arghy posted:

I loving love the ASP system purely because i can now always have a lasher on my HA. The containment site is actually super easy to take if you got a modicum of organization because you just need to murder ball point to point leaving some to defend. 90% of the pop at the base is wandering around until they find an enemy and once the lightening is gone the A point can be attacked from the central drop in seconds.

Can someone break down the OS and any other shenanigans that i could use while leading cause i swear. I'm gonna try to be more clear from now on when we should be redeploying because i felt i wasn't doing it loudly leading to some confusion. I also wanna get us some point hold practice so we can quickly take bases with low numbers then defend them for fights.

We probably don't have the resources to do OS stuff on more than just the weekend, we don't make blues/purples that fast. We can definitely use ANVILS though, it's fun to get sundies in weird places, or drop one after valk dropping a base.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Double XP starts tomorrow and runs through Sunday!

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Inzombiac posted:

So, are the different guns more side-grades than anything?
I "upgraded" to the Ghost sniper rifle and it doesn't seem to be a huge boost, for the certs.

Put a 3.4x on it and a straight pull, welcome to die

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Inzombiac posted:

Yeah the Stalker (?) cloak seems cool but I don't have enough certs yet to make a full kit.

If you want to be the most useful and powerful infiltrator in the game, then the Ghost is the right gun, and bolting is the light

Ghost (TSAR-42 for TR/SAS-R for NC)
-3.4x or 4x scope (personal pref, use VR to test what you like)
-Supercooled Coil (Straight Pull Bolt for other factions)

Underboss
-Darklight Flashlight
Motion Spotter
Nano-Armor Cloaking
Nanoweave Armor
EMP Grenade
Medical Kit
Whatever Knife You Think Is Cool
Assimilate + Critical Chain
Ordinance Dampener (feel free to change this but OD is going to be most useful for point holds)

Your goal is to stay in close/medium range. Always have a motion spotter down nearby, and use your minimap to help find good sight lines. You're using the Underboss because a bodyshot with the Ghost and Underboss (or quick-knife) will kill any class at point blank range except shielded heavies. A headshot with the Ghost is going to kill anything in the game except for a fully shielded heavy beyond 21 meters (pretty far), or one using a bad loadout with aux shield. Between medkits and Assimilate implant, you'll be constantly ready to fight. For actually shooting, it takes practice, but you'll find it helpful if you can be not moving in the instant you fire. At some point this pause to shoot will be *very* short, and I think can even just happen as you switch your strafe direction. This does NOT mean stand still. Critical Chain will let you take down multiple opponents incredibly easily when you get good. For your cloak, you drop it just the moment before you fire. In many cases you won't actually decloak on your target's screen until you've already shot them. Nano-Armor gives you additional base shield, which is good, and the extra 15% DR can be good while disengaging (it doesn't stack with nanoweave).

There's a good but long video guide here as well.

https://www.youtube.com/watch?v=v07M66Q1bAw

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



https://cdn.discordapp.com/attachments/360572794888781824/845771132875702322/damage.mp4

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Donnerberg posted:

What kind of damage reduction does Safe Fall 5 give against collisions? Negligible, or enough to survive a couple of hits as a MAX?

I don't mind being run over when harassers catch me unaware, but it'd be nice surviving long enough to dent them a little.

Yeah you'll survive getting hit by any vehicle, but I don't think it lets you survive a second.

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Mercury_Storm posted:

Has anyone ever gotten an exceptional implant from the packs you get with certs, or do you usually use the ISO-4 recycler one that costs actual implant materials to get them?

You can get them from either. Recyclers have 1 implant, deluxe have 9.

Chances of getting an implant from one ISO-4 Recycler:

Uncommon: ~62%
Class-specific: ~17%
Exceptional : ~11%
Rare: ~10% 


Each implant in a Deluxe Implant Pack has a chance to be:

Common: ~68.2%
Uncommon: ~26.6%
Class-specific: ~3.0%
Rare: ~1.54%
Exceptional : ~0.68% (~5.9% for a pack)

Skyl3lazer fucked around with this message at 15:18 on May 26, 2021

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Mercury_Storm posted:

Doing the math it seems like there is a less than 1% chance of getting the exceptional you actually want even out of the ISO-4 Recycler one, and whatever less than 1%/12 is for the deluxe one that takes certs, assuming that the percentage chance of getting each of the exceptionals themselves is the same.

Yep, it's a fairly low chance. With the duplicate breakdown though, you still spend less ISO on average hunting a specific exceptional via recyclers than you do crafting it (~30k average spend to get a specific exceptional)

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]



Mercury_Storm posted:

So the NC just used two back to back orbital strikes to destroy my sunderer. Do hardlight canopies or anything protect from that poo poo?

It's one of those situations that kind of sucks, but at the end of the day they used an extreme amount of resources to kill 1 sundy so it was probably well placed!

Krataar posted:

How is TR pop always the same or highest but they always lose?


tonkers

Skyl3lazer fucked around with this message at 18:46 on May 28, 2021

Adbot
ADBOT LOVES YOU

Skyl3lazer
Aug 27, 2007

[Dooting Stealthily]





just goes to show there's someone for everyone

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply