After a long break, i'm back and have a few things in my mind

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Xenocide, Mar 6, 2020.

  1. Xenocide

    Hi boys once again. I'm glad i'm back at the battlefield. Oh how i missed all the fun so much. Love the way that this game is the only one of its kind.

    Here are the things that kinda bothers me. I want to hear your opinion about them. There are seperate topics probably but, i'll just shoot out my things :I

    1- I really love to use ESF's. But that one thing was always annoying me, the default mouse acceleration in flight vehicles. When you move the mouse a little, the ESF barely moves. I really hoped they removed that but no. Its still there. isn't that annoy you? Why is it there? Feels very weird and making precise aiming very difficult. I always wondered is there a way to remove it and i just don't know it, or everyone uses ESF's like this and they just mastered the annoying acceleration?

    2- Automatic rifled Infiltrators. Dude. This is gamebreaking in my opinion. Guys who unlocked the ability to use auto rifles in infiltrators will probably flame me but, this is the most imbalanced thing in the game i think. What do you -the community- think about this? Cause i really wish this game will have its deserved attention, i just made 3-4 of my friends start playing this game but haven't told them about this yet cause if i tell, they will probably be like "how to unlock it?" and i'm like "you need to unlock the weapon, or purchase it" and then they be like "so its pay2win".
    Even it was free, it will be still just annoying, except for the people using it. Don't get me wrong, i'm not annoyed getting killed by snipers off-guard, ESF's killling me off-guard or anything else caught me off-guard. That's my fault. But the infiltrator with auto-rifle, that's not my fault. One simple example; yesterday, i spawned on a base thats way behind of the enemy lines. Tried to spawn an ESF there, but there was an invisible infiltrator waiting for me, as soon as i approached the platform, he immidiately un-cloaked and ratatatata. Feels bad man. Just annoying.

    3- A.S.P system. I'm not familiar with it cause i'm still not BR 100 but i made a small research on it, first of all, it requires 10K certifications after you reach BR 100. I thought "its too much. But maybe the extras are not that powerful. Just small advantages." But then i saw there are some certs which allows you to equip another auto-rifle as secondary weapon.

    So that made me think its kinda imbalanced but the main problem is, 10K certification requirement. I can understand, players reached BR 100 are loyal soldiers and hardworkers. They kinda deserve some extras. But even you reach 100, you need to collect 10K certs. And its free for members. So thats another kinda pay2win'ish element here. Yes, you can unlock it without paying but the WALL is huge.

    I reaally really love the game. As i said at the beginning, i love the way that its the only one of its kind. It needs more attention, IMO, its the most under-rated game EVER. But these pay2win'ish feels are hurting the game's future. There's an upcoming Escalation update and it will boost the game's popularity for sure. My idea is, take a second look at these paywall elements for the future of the game, don't scare out new people. Be a little bit more reasonable, and please don't get me wrong here. I'm not saying remove all the pay elements. But they need some tweaks. At least thats what i think.

    Please let me know what you think about these. I want to know how community feels about them. Thank you for reading.

    TL:DR - Infiltrator kills the guy, guy rages :p
  2. Wadelma

    I would overall tweak infiltrators a bit. Namely you shouldn't be able to contest a point when cloaked. Stalker infils can contest a point happily as with certain common graphics settings they become actually invisible, and an outright chore to hunt. If you do manage to bump into one they can and will unload a commissioner or knife to you before you register them uncloaking due to how clientside hitreg works. It's just morbidly unfun mechanic. The don't allow MAX units to cap to limit the cheese, why not here as well?

    Overall I would very slightly increase the time it takes to decloak as well, mainly because right now people can shoot well before they fully uncloak for others giving them the ability to kill without being seen which is another very unfun mechanic. Another would be to take off low magnification scopes from OHK capable rifles to give more room for battle rifles and scout rifles, CQB sniping combined with the above is yet another annoying infil cheese. I do enjoy infils as an enemy and they definitely should have stealth and whatnot, but they should not be able (IMO) use the cloak in such a combat manner, it should be more for covert movement instead of active combat ability as it is more used now. What would go with these nerfs to the cloak is naturally disabling the killcam showing where you got shot so that it would have a point as a relocation tool to reach those cheeky hard to think spots.

    Can't comment on ASP, I feel its not that bad.
  3. Xenocide

    and they shouldn't be able to reload at cloaked, or hit r then go cloak should interrupt reloading.
  4. AllRoundGoodGuy

    As far as the certwall to unlock ASP goes, I feel like it's fine. I'm like BR 83 and I have like 4k certs just sitting there. Could I unlock stuff? Yes. But I don't feel the urge to do so. I imagine by the time I hit 100 I'll have well over 10k certs and nothing to spend it on. (Except possibly implants, but again, I don't really feel the urge.)
  5. Yavimaya

    Sure, I guess if you're trying to 1v1 an infiltrator and you are literally the only two people in the region. If the infiltrator couldnt tick the objective while stealthed though it would actually be even easier for them to kill you, since you would have 0 indication they were in the room with you. I personally dont favor trading 2 seconds of tedium for higher risk, but some people might.

    If you nerfed decloak time it would ruin sniping unless you made a special exception for it. Overall I dont think its worthwhile, since at close ranges you can just shoot the ***** while he cant shoot back, you dont have to wait for him to decloak.

    There is only 1 bolt action per faction that can use low magnification scopes, and it can only use low magnification scopes. That tier also has a fire rate of like 55 rpm, 5 rounds per mag, and a 4 second reload, and the shortest bolt action range. They're trash without perfect execution. Scout rifles have their own perks, they might be used in a similar range but they're as comparable as SMGs vs shotguns. I disagree with the notion of deleting a tier of bolt actions.

    Idk what you're talking about.
    @Xenocide, infiltrators dont unlock automatic weapons as secondaries, even with ASP. All they get are some grenade options. They're basically the most shafted class in the ASP system. That guy who killed you was using an SMG, which is nearly useless past point blank range, and means he has no rifle. He might as well have knifed you, and he would have if he was more of a Weeb and instead bought the knife that shoots magic blades at you. People have been running around as inflitrators with SMGs since day one, and frankly, its not even that effective. Every other class gets an attachment for their weapons that reveals the cloak, so if he's close enough to SMG you he -will- die to someone with a vendetta and a flashlight.

    Sometimes you just die to something you can do nothing about and wasnt your fault. War is hell.

    1000 certs isnt even pay to win. Hand your noob buddies a medic gun and farm that in a day, or pay the price of a sandwich.

    Unfortunately your vision for infiltrators would simply not work. The cloak is their defining class feature, and this is a combat game. If the class cant use their cloak in combat there is no class. Infiltrators get gimped in plenty of other areas, they're not really a problem.
  6. Yavimaya


    I will be fair to you. I know plenty of people who also dread the grind in this game. I personally have only paid for cosmetics, and never thought that the unlocks were a big deal. I'm not alone, and you're not alone, different people have different tastes and tolerances.

    I will say that this game actually isnt pay to win, its just hard-ish to get started. Back before they reworked implants it really was pay2win, so the current state of things is an improvement. ASP -is- available to non-members, and its not an actual statistical advantage. You can put more things in various slots, but what you gain is flexibility, not power. The old implant system was a raw statistical advantage for members, this is better.

    Tell your buddies to be a medic or a sniper or something if they're hurting for certs and arent good enough to murder for them yet. Leeching exp from revives or recon darts is ridiculous.
  7. Wadelma

    I'm not for removing the cloaks as you seem to paint it, but pushing it slightly more toward a utility rather than something you can shoot out of, and fade back in before opponent knows anything thanks to clientside hitreg and render/latency shenanigans in the game. Sure a 0.1 sec (or even less really) increase in decloak might ruin your CQB OHK builds, but it would still enable them to function just fine as long range snipers and SMG flanker specialists as the class originally was known for. It is a combat game yes and cloak would still be incredibly useful feature even in my vision, it just hopefully discourages the stealth melee range sniping that's all. I don't feel like the impact to sniping overall would not be too catastrophic as suggested but feel free to explain further.

    As for removing a whole class of weapons, in the extreme yeah they would be reworked. Join the club of dodgy weapons looking to get some love (RIP NC max slugs). Infils still have a ton of uses outside of that style of play, enjoy playing it a lot myself. Sensor shield and a sub is still one of my faves to roam backlines with. Their whole kit indicates the infil is not meant for direct combat, but clever plays and use of the cloak to hit the enemy where they least expect... Hell, it's even in the name of the class... Abusing netcode is not part of it. Removing the killcam showing location of the killer would serve well toward my vision for the class of a covert harasser... It would be a tremendous buff in my eyes rather than a class ruiner.
  8. Xenocide


    Sorry about my lack of knowledge, i think you're right about rifles yeah. So i won't tell REMOVE SMG'S FROM INF.S, but here's the thing, in the heat of battle, and probably some server-side latencies, i get killed even before the un-cloak sound. Cause the moment they can start to fire is way too soon after they hit the uncloak button. You see, my brain can't even analyze that "there is an infiltrator in the room" before i die. It's just too quick. And yeah, i have a flashlight, but on my pistol (**After posting edit: a realization here; i just noticed i can put flashlight in my main gun, so i just did heheh**). I can't even switch to my pistol after i realize there's an infiltrator in my vicinity, because before i realize, i'm already dead. SMG's should be deadly at close range, i'm cool with that. Only thing is, i don't have enough time to analyze the situation and defend myself against it.

    The solution came to my mind is, weapon will not be firable until fully decloaked and increase decloak time slightly + maybe a little more noisy decloak sound. I really cannot hear in the heat of the battle. Maybe game just ignores that sound effect for performance, because there are lots in the vicinity.
  9. Onical

    i think your overthinking it.
    infiltrator 2 main perks is invisibility and snipers.
    cloaking comes in 2 styles secondaries only (pistol+ knife) but you can sustain invisibility permanently or temporary invisibility where you have to uncloak 40% of the time. sense he used a LMG he using the second cloack.
    the guy traded his sniper for the ability to shoot you at slightly longer then stab range (while making gun noises so people will turn around and kill him if anyone around) he as a small window to sneak in kill sneak out and find a hiding spot to recharge his invisibility. but he also has to avoid people with scopes that sees cloaked soldiers and avoid people with the flashlight.

    if you still think that unfair and want to remove his ability to ambush from invisibility from near stabbing range(or go invisi snipe go invisi) then what benifit should they get? jetpack gets high mobility + ability to ambush from unusual positions. heavy assault gets better weapons and sustainability. medic can heal engineer can repair. infiltrator stick is they can ambush snipe or ambush melee. take that away and there not infiltrators there just snipers.
  10. PlanetBound

    You can save nanites with ASP when you pull a vehicle. Other than that, not much use for it.
  11. Yavimaya

    I get your frustration buddy, but infiltrators were entirely designed around the element of surprise. If they have it they win, if they dont have it they lose. Its very binary, and probably not what I would personally design, but once that decision is made certain other decisions have to flow from it.

    With the SMG thing, once infiltrators were given the design principle of element of surprise, the next decision was whether to give them any ability to survive at close to medium range or not.

    I dont think its the best of all worlds, but its kind of awkward to "fix" at this point. With the implants rework, the devs have actually made it more possible for infiltrators to gib you at close range, which I'm not a big fan of.

    What they could do to nerf close range infiltrators is increase decloak times for every weapon but bolt-actions, which to be clear isnt actually a functionality yet in the game. I dont think the devs would actually consider that fair to infiltrators, but thats the most feasible approach I see.
  12. Blam320

    Infiltrators can only use the one or two automatic scout rifles in the game and SMGs. If they do, they trade the range and stopping power of a Sniper or Battle Rifle for something that's far better suited for close-mid range. I recently got the Auraxium medal for the Artemis (VS automatic scout rifle) and it was somewhat difficult to do; it forced me to learn how to use the Infiltrator's cloak at ranges where you're much easier to spot, and to ambush enemies from unexpected directions. I also did it without unlocking Nano-Armor cloak. I'm close to getting the Auraxium infiltrator medal and, in my experience, SMGs are much, much more forgiving to use if you choose the CQC ambusher style of play.

    As for your other points, for ESFs I feel the biggest problems are the fact that they can do a little bit of everything a little too well, plus the fact that the learning and skill curve for them - especially in air-to-air combat - is dependent on perfecting abuse of bugs and glitches, such as the reverse maneuver. For ASP, it's barely noticeable. It's meant to provide some additional specialization to your gameplay. You can get Nanite discounts on your favorite vehicles, you can unlock use of different weapons normally restricted to your class (IE ARs and LMGs for Engineers) or use of heavier weapon types in your secondary slot (IE SMG secondaries for Light Assault, Shotgun secondaries for Engineer, etc) You can't equip two of the same type of weapon, however.
  13. T.A.94

    This actually got added in one of the latest Test server builds.

    Cloaked Infiltrators can't capure a Point anymore, BUT it gives Infiltrators a few new advantages.
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