Update: It sucks

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Demigan, Aug 28, 2019.

  1. Demigan

    Sorry to disappoint you but they probably didn't brainstorm for it...
    I've been proposing the change of 1000 Vanguard health to shield for months if not years, and voila they did it! Naturally they didn't actually offer anything good...

    And it's a bit of a nasty below-the-water stab at TR to give them a mediocre ability in the Anchor shield ability that was basically an upgraded NumbNutz reactor that was only active when deployed and actually added total healthpool instead of removing it. And then at the last moment switch it out for something that easily triples their hitbox and is designed to "support infantry" while the deploy mechanic is used specifically for long-range fights where infantry aren't effective.
    Did I say "below the water stab"? I meant a baseball bat to the face. TR got shafted harder on this one than the NC did.
  2. Demigan

    Campagne already calculated that on a per-player basis the VS pull just as many Magriders as the TR and NC do. Their population has just been chronically lower...
    • Up x 1
  3. JibbaJabba

    What happens if you have engies repping behind the rampart. Does the thing just basically become an invincible tank?
  4. Demigan

    The pre-CAI Vanguard did not become a basically invincible tank. The current Vanguard with it's shield on isn't even an invincible tank. So I think it'll be OK. Also with the much much larger hitbox it means that your opponents are less punished for bad aim and firing on the move while you are a stationary target that still requires the same aim as without Rampart when in Anchor mode.
  5. AllRoundGoodGuy

    Wasn't there a time, several years ago, that it literally gave the vanny invulnerablilty? We're talking back in the Higby days.
  6. Demigan

    Yes during launch days I believe it gave literal invulnerability. Still, having to go up against Anchored Prowlers that in some positions could and did destroy entire vehicle columns (including Vanguards with Invulnerable shield!) and the Magrider's top-guns that were horrendously OP, such as the Saron that was used as an anti-tank sniper that could also double as accurate burst battle-rifle against infantry or the PPA that at the time could annihilate entire platoons while the Vanguard had... Big alpha damage and invulnerability for 6 seconds?
  7. LodeTria

    It used to be 4000hp, which was basically impossible to bust within 6 seconds without overwhellming numbers.
    It was then nerfed to 3000hp and was still the same result.
    It then got changed to what it is now.
  8. Towie

    Agreed and possibly the biggest 'issue' with the Magrider - hell in the early days, the Saron was way more effective than the main gun. AND indeed the PPA was an absolute AI monster. BUT that was like - how many years ago ???
  9. pnkdth


    Yeah, and it is the responsible for why many TR/VS are wary of the Vanny shield and which may have caused the devs to be overly careful with these changes. Much like how Demigan remarked about the VS top guns being powerful the VS MBT primary guns at the time was (by design) the weakest as well, resulting in a MBT which was uniquely suited to be crewed as 2/2. As seen by data (uniques) this habit has kept on going despite the CAI-patch and subsequent balance passes.

    Personally I would have liked to see more of this design throughout the game since it would reward the factions who make full use of their vehicles.

    This is forumside, in this place we don't forgive or forget. This is why pre-nerf ZOE is routinely brought up over and over and why everything must be exaggerated and the word "literally" is mostly used in a manner which, at best, means figuratively or at worst just a made up story based on faulty memory and/or biases.
  10. Peebuddy

    I can't believe they thought it was a good idea to turn the prowler into Rudolf the red nose reindeer, letting everyone within a 5 mile radius know where a giant glowing stationary target is and in case that wasn't enough we've increased its hit box X3 for you.

    It's actually hilarious how bad this is, they might as well place a glowing waypoint over each prowler it's so blatantly obvious. We're already free kills to tank buster liberators now with the huge bubble it'll be impossible to miss even from high altitude. For what exactly, to protect engineers who're repairing? Yea I'm sure they'll out repair enemy fire that quite literally can't miss.

    This update is just one big yikes
    • Up x 1
  11. Scatterblak


    Dude, you're out of your mind. The mag got screwed more than either the prowler or the vanny. In order to use any of that new stuff, we have to unequip magburn. Yes yes yes, it has magburn 1 automatically - basically useless. Yes, now there's a magburner lvl 5 -- but it's the same boost as lvl 4. So, the effect of this patch on pilots who primarily drive mags (and expect to survive at least some of the time against prowlers and vannys) is, there's nothing new we can use, and we have to pay 1,000 certs to re-up magburn to where it was before.

    This is the worst freakin' update since the lattice. Awful stuff.
  12. LordKrelas

    NC getting a pretty much useless thing, that they have to pay for, and choose over shields; No logical reason to use it.
    TR getting an ability they have to equip & pay for, that enlarges their hitbox by 3x-5x: Impractical as hell.
    VS getting an ability they can pay for & use, that disrupts lock-ons & recharges their built-in boost.

    Magrider; Getting the Magburn trick always, and have the option to boost it, or equip new tricks instead without losing the basic usage of Magburn.
    Options that can work, The greatest nerf in the world.


    Yeah, the Mag is suffering hard, It has to choose between upgrading an ability or tools that improve that ability in other forms.
    I can't wait till the weapons drop, then the VS can suffer by having the best gun out of it.
    • Up x 2
  13. Demigan

    Ok let's look at what the patch notes have to say:

    So you get Magburner by default, the price goes up for the ranks after it but in a way that the total cost is the exact same as before and the recharge is faster across each level except for the max rank which is again identical to the old Magburner. In other words you are wrong. You've lost nothing on the Magburner front. All you've gotten is a Magburner that is better at every level of it's ranks and it doesn't need a slot anymore.
    As for "nothing new we can use", you can now use Fire Suppression (15% more health per use), you can also use Regeneration to instantly recharge your afterburner which can be used for two afterburns in quick succession which isn't going to be a weak ability and you could replace the defensive slot for faster recharge, more maneuverability during afterburning and blocking lock-ons. That ability would be very well suited for frontline duty where stealth isn't as useful since you'll be popping up right in front of your opponent anyway.
    It's like the Starfall all over again. You get what is essentially a Prowler Primary on your Flash that obviously outperforms any other Flash weapon when looking at the statistics and yet you complain that it is somehow an inferior gun.
    • Up x 3
  14. Liewec123

    Welcome to Wrelside 2!
    Grab your spandex and laserpen!
  15. Senpai


    but thats the point. The most mobile tank got a streight up buff to its mobility. The vanguard got a 1k shield wich also cuts 1k of your hp so the max effective hp did NOT got buffed. If the shield would just give us 1k hp it would be fair but like this VS is the only faction that got a buff.
    And that you are happy about it is obvious. I'd also like if they made NC or TR op sice I play them.
  16. Trillsiker

    In case you didn't read the entire message before quoting ^_^
  17. Dethonlegs

    As far as new toys go, yes this patch is one part shuffling deck chairs and the other reducing cooldown on an existing ability. Would have been nice to replace magburn with something that made it more 'tanky', but it is what it is. At the very least it gives the standard pre-patch loadout of magburn + stealth free fire suppression. Being able to double down on magburn by trading stealth is absolutely a thing too, especially when running stealth didn't really matter. Reserving judgement on my preferred loadout until i've had more time with each.

    True, and I think it's a bit rude for those that had it maxed.

    Hardly. Worst patch was removal of thermals for ground vehicles, closely followed by introduction of rocklets.
  18. Johannes Kaiser

    Last time they made NC OP was...never. :rolleyes:
    This shield might be slightly performing over the NAR on low levels if you only ever lose less than those 1000 HP in an engagement, which is to say NEVER. Or almost never, which is just as well. You don't buy something that will help you out in 1% of cases and be a downgrade in 99% of cases.
  19. JibbaJabba



    Saw this last night during an infantry battle... series of ramparts up a hill that allowed infantry to move uphill without casualties. engies repping the tanks full time.

    It seems quite effective.

    Between this and Anchor, it's kinda seeming like the other factions need some love too.
  20. pnkdth


    This kinda fills me with hope. With some more tweaks we'll have one faction who's unique advantage is artillery-like combat, one with shields and toughness, and the third with mobility and floaty-ness. I mean, MBT combat with actual distinct and unique traits. My mind is also straying to what possibilities there are for ESFs.

    -

    So to NC / VS / TR players; How would you like this to go forward? Not asking for specifics, just suggestions on how to improve and build on this going forward. Because if there's anything I've hoped for is ES vehicles having a more unique touch and the ability to specialise in their respective traits.

    For NC in particular, I think if equipping the new shield they could have some kind of overcharge ability tied to their main cannon as well. This would use their added HP + hit harder to actually be the vanguard (both in name and definition).