Planetside 2

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Dog Pants
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Re: Planetside 2

Post by Dog Pants »

Hoi Sin. Yum. I like that there are plenty of trees to keep the flyboys at bay. Hopefully they'll end up swooping around looking for targets and getting bored on the other servers. I don't know if the limited terrain might put the Maggie at an advantage as it's less likely to get stuck on scenery. On the other hand it also rarely travels in the direction the driver is looking.
buzzmong
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Re: Planetside 2

Post by buzzmong »

It's a Jungle World. We're the Purple team.

Image
Oh yeah.
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

I finally got around to taking PS2 out for a spin again last night and it looks like they've been up to some DIY. Esamir has had something of a revamp with the lanes - huge walls around the facilities, clumps of trees, and they've wiped my favourite outpost (Northern Weighing Station) off the map. It did make for some pretty intense battles though, but that might be because I found myself among the giraffes.
Anery
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Re: Planetside 2

Post by Anery »

Dog Pants wrote:I finally got around to taking PS2 out for a spin again last night and it looks like they've been up to some DIY. Esamir has had something of a revamp with the lanes - huge walls around the facilities, clumps of trees, and they've wiped my favourite outpost (Northern Weighing Station) off the map. It did make for some pretty intense battles though, but that might be because I found myself among the giraffes.
Esamir is pretty cool now (pun totally fucking intended) all those walls make fights around the bases quite claustrophobic and interesting, it does a lot of stop vehicular warfare and promote infantry gameplay.
They introduced the lattice a while ago and implemented some new points and got rid of some old - no more ninja esamir capping for us now! However I will happily play that map now.
buzzmong
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Re: Planetside 2

Post by buzzmong »

I'm still on the fence about both the Esamir changes and the lattice.

Some of the walls are excessive in both size and placement and even though it sort of promotes infantry gameplay, it just moves most of the choke points from places where tanks could shoot at to places tanks can't shoot at. They're still choke points.

I don't think the walls have really created more flow inside the bases, plus it can be a royal P.I.T.A. in some bases to actually get out and flank the infantry because SOE has cut off some access routes.
I'm also on the fence about Esamir being more hilly, it's not as bad as Indar or Amerish, but it's lost a lot of the flat ground that lead to actual decent tank battles.

The lattice...great for directing people but I think the loss of ninja capping has just promoted the zerg even more, which isn't a good thing.
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Re: Planetside 2

Post by buzzmong »

Does anyone on here go by the name FifyNinetyNine?

If not, I've just been called vibrospaz by a non 5punker :o
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

Nobody I know of. Maybe he should be though, with a sense of humour like that.
Anery
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Re: Planetside 2

Post by Anery »

http://www.planetside2.com/roadmap

Hossin postponed whilst they work on performance issues.
Sheriff Fatman
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Re: Planetside 2

Post by Sheriff Fatman »

buzzmong wrote:Does anyone on here go by the name FifyNinetyNine?

If not, I've just been called vibrospaz by a non 5punker :o
Oh, I missed this.

That's my TR character. I didn't think you'd seen it :wave:
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

I was wrong about the sense of humour then :p

It's good that they're concentrating on performance. I've never had a problem, but the volume of comments I see on every PS2 article make me think that plenty of people do. Hopefully it's not too late to encourage those people to try again.
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Re: Planetside 2

Post by Anery »

Optimisation tranche one

https://forums.station.sony.com/ps2/ind ... 13.157453/

Now they can get back to making Hossin.
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

Electro sperm!

[media]http://www.youtube.com/watch?v=kYpzF8dsfYI[/media]
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

I found out how some of us have been falling off tall buildings with no damage recently. Apparently touching the elevator beam things gives you 6 seconds of fall damage immunity. You don't need to actually use them, and it doesn't matter whether it's up or down. I can only assume that's due to complaints of people dying from them as it hasn't always been like that.
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Re: Planetside 2

Post by Anery »

Dog Pants wrote:Electro sperm!

[media]http://www.youtube.com/watch?v=kYpzF8dsfYI[/media]
That's awesome, hella lot of firepower there. Love to see the Terrans running from superior particle effects.
Read the FriDiary, wish I'd been around. Next time a Sat?
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

I'll certainly suggest it.
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Re: Planetside 2

Post by Anery »

Well, that was a productive session.

22 for 1. I'm pretty sure that has never happened to me before.
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

Omg hax
Dog Pants
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Re: Planetside 2

Post by Dog Pants »

It's double XP at the moment until Sunday. Sounds like the perfect time to give it a few more outings.
buzzmong
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Re: Planetside 2

Post by buzzmong »

Oooh. *patches*
Anery
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Re: Planetside 2

Post by Anery »

buzzmong wrote:Oooh. *patches*
Anre more again, looks like there could have been some kind of crash exploit that was allowing people (probably NC) to load up nefarious software.
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