Current state of MAXes

Discussion in 'MAX' started by Fafnir, Nov 20, 2012.

  1. Braken

    Laser sights for MAX guns are gone... Now it's just extended mags for 500 certs...
  2. Sardypants

    The insult to injury is that maxes use the infantry resources, which you desperately need for grenade spam.
  3. ghnurbles

    Ah really? Okay, Quasar needs to be buffed to the accuracy it had with sights then.
  4. Sifer2

    Well from what I have seen so far the MAX is still mostly just an AA unit. However the NC ScatMAX seems like it got a stealth buff somewhere or the new arms are better cause it is back to instagibbing everything indoors from 20 feet away. Which has more synergy with the charge ability than the other Empires MAX. Either give us back the Flamethrowers so other Empires can compete, and also do MAX crashes or figure out something else like giving Lockdown ability with a ROF/Accuracy boost to Cycler MAX. But it feels like mid beta again where NC just overwhelm you with ScatMAX whenever they want to take a facility.
  5. kukuman

    maxes should be invulnerable to bullet when certed ,

    50% smallarmsfire resist with base max , 100% while certed
    or 50% smallarmsfire resist and 25% explosive when certed ...
    or 50% smallarmsfire resist and 1 sec regen 2% hp ....
    • Up x 4
  6. RobotJebus

    I think MAX is fine at least AA and AI, yet to try AV. Granted my MAX is running dual M3 mercy, but I currently have no certs other than 2min timer reduction. MAX cost a mere 100 resources and the timer seems quite low with only 2 minutes of reduction certed. Unlike a tank, I believe a MAX unit can be revived by a medic.

    The concern Higby raised about a critical mass of MAX units being unstoppable is a very valid one. I feel at most, MAX units need either a small default buff to small arms fire, or a similar amount of increase to be spread across their certs.

    This only applies to non AV MAX as I haven't played one recently.

    *edit* the idea of following the chassis system the vehicles have now is also good.
  7. Atreyu1989

    max could use an hand here and there. But I completely loved my MAX today, I just use it in in-doors fights like the biolab where I was on a 30kills(more or less) streak with it.
    You just need to spam for repairs LoL.
    If you have a pocket engineer, it's even better.
    Ofc if NO engies are around, it's a pain in the ***. But if there are no engies around that's another whole problem.
  8. Avengernaut

    I kinda think MAXs should be something you can't face-tank as an infantry soldier, especially not an NC scat MAX. In general they need to have a more frightening presence on the field, because when i see one it doesn't feel very threatening knowing its too slow and derpy and i can just hit it down with any gun. Also, the levels are too MASSIVE for MAXs to be effective as they are in my opinion.

    I personally would like to specialize in MAX like i did in PS1, but as for 'specializing' in anything in this game the devs saw to it to make that feel not-so-special by making it so everyone can unlock EVERYTHING all at the same time. Feels super silly to me.

    All-in-all, being a MAX in planetside 2 is a miserable experience being underwhelming and anti-climactic.
    • Up x 1
  9. Sifer2


    It would be too much. If you have seen a swarm of ScatMAX charge into a building an mow everyone down you will see why. 30-40% when fully certed is about as high as you could get without making them too OP when spammed in large numbers. Unless they want to reduce their overall health to balance out the higher resist to small arms.
  10. Braken

    Really, at the point, I'd accept a small decrease in health so that there is a MASSIVE increase to small-arms resistance.

    However, you do need to consider that the MAX is not free, like the other classes. It has a resource cost, AND a cooldown. It really should be ALOT better than it is at the moment.
  11. The Loverator


    I couldn't have said it in any - better - Way ...!

    - They can't throw Grenades.

    - They are easier to hit/shoot.

    - They cannot walk/run as fast and Sprint is limited to Cooldowns.

    - They CAN'T switch their Weaponry - aside from if you would use more Ressources. ( or it this changed/"fixed" by now? )


    Right now, the M.A.X. is the most unattractive Class to play. At least to me.

    I prefer to need a AA-Turret nearby who is doing small to no Damage to Enemy Light Air Vehicles, instead of
    using a crippled M.A.X. with only one Burster - and begging Enemy Infantry to slaughter me like a huge Pig. x)




    I hope so, too - 'cause now, the M.A.X. is unattractive as Sh** ... ... ... the only Reason i could think right now
    to play a M.A.X. - is, to "give" or present Enemy Players a more Badass Feeling when shooting me down, lol. xD

    Cause when you take down a M.A.X. - of Course it looks more amazing as when taking down another Class...
  12. JoCool

    After having run around with proper, accurate dual weapons, I have to say the MAX do seem fine in their default constellation. You need support (the Engineer) to stay competitive and dangerous, because the simple downtime won't help you. The need for constant repairs makes MAXes somewhat impracticable and denies the bigger mass (greenies) from all getting into MAXes and forming a critical mass. Higby knows that, you should thrust him and his team about getting the right balance in, because in most parts, they absolutely did. This is the most balanced launch I've ever witnessed.

    Now, the kinetic armor is a thing which is not, because it is not worth it. If it was 5% per level at these prices, it would be fine, totaling at 25% small arms fire reduction after real specialisation. 10% per level would be way too much.
    • Up x 1
  13. Naithe

    Well if maxes role, would not be so easily taken by Heavy assault. Maxes would properly become better on those grounds alone. (well atleast it seems heavy assault can't stand in the line of fire as a max unit anymore, which is progress).

    I do think they could use an movement speed increase, even if that goes against anything maxes ever where. They simply loose out on too much mobility, compared to how much armor they get. And a good middle way might be reducing their penalty to mobility a bit. (how much could always be discussed).
  14. TheStink

    I still enjoy the Max, I found the dual Busters still do ok, and putting dual anti troop Blues on my Vanu Max I found very handy for holding off attacks on base choke point, and attacking in to a base supported by engies. With the resource boosts from Alpha and Prem member the cost of a Max is nothing, before I've even died I've made back the amount it cost to buy the max most the time.
  15. RobotJebus

    Now after playing with dual anti vehicle guns, I'll say this really seems to be lacking for the MAX. I don't feel the shots should do as much damage as a rocket, and it's not without advantages primarily at long range where rockets are easier to see and avoid; just seems that low damage coupled with such small clip sizes make it hard to apply serious pressure to vehicle drivers. Not sure if this is balanced around a fully certed MAX or not, but even 1 or 2 more shots per clip would help with pressuring vehicles without turning you into their worst nightmare.

    Summary of my current thoughts on MAX.
    Anti air is great.
    Anti infantry damage (at least with dual mercy) is solid, could possibly use a slight increase in small arms resistance though not positive.
    AV after the projectile speed buff towards end of beta are better but could use slightly larger clip size (or a damage buff).
  16. Deschain

    Av i found was underwhelming, i put 7 rounds into a sunderer i was chasing from its deployed state otherday, only did 10% damage, each shot scored a confirmed hit. VS Max comet.
  17. kukuman

    You sir need to learn a few things :
    -planetside 1 maxes were immune to anti infantry fire, in the 2 , youll have to cert anti armor bullets.
    -you will need to switch from smallarms to a rocket launcher to two shot kill a max , let met rephrase you : "it will be too much for classes not intended to kill the max IE : people without explosives "

    maxes dies to explosives/armor piercing rounds , and will not be OP .
    What are you doing when a prowler/magrider/vanguard is coming ? you peashoot them to kill them ? no ... you push a button for AV .
    Maxes are still in alpha lookalike state : look at alpha videos , nothing changed and now they need to be buffed to a ps1 max level to fill the niche they deserve like they diserved it in ps1 (tank that makes enemies flie away indoor untill they get boomed)

    you forgot that while the people are certing for OFFENSE ( C4 ,sticky nades, underbarrel grenade launchers, heavy ***** , more ammo etc... ) maxes CANT CERT THEIR DEFENSE TO COUNTERBALANCE , otherwise , nice post
    • Up x 2
  18. Turiel =RL=

    MAXs aren't worth the money. You don't get enough value in return. That's why nobody play them.

    On the other hand, MAXs have a bright future, because they will definitely get buffs.
  19. Fafnir

    It seems like the devs stopped focusing on MAXes and put resources somewhere else instead. When you think about it, it's clear that they have less content overall than other classes. They are using only 2 inventory slots, have one special ability, 5 weapons to chose from and barely any weapon attachments.

    Give use more more weapons, more slots and more attachments to fill those slots.

    Flamethrowers, rocket launchers, lock-on weapons, shotguns for VS and TR, machineguns for NC, lockdown, overdrive, shield, jumpjets, EMP burst, better charge, smoke screen, IRNV optics, thermal optics, travel mode - this is about what they should have by now.
    • Up x 3
  20. Kail

    Two dual-AI maxes meet in a room (ie, dual AI weapons and 100% certed). Are they to be two immortals locked in combat for all eternity? MAXes need polish, for sure, but don't go off the deep end here; what you've proposed would be game breaking.

    My personal opinion?

    Defense: Make the top bar blue; give them shields + armor just like every other infantry. Keep the values the same so the only effective change is that half their "health" can regenerate being OOC for a bit. Good players can survive on their own longer, and all players feel rewarded for better play and not completely dependent on others.

    Certs: Maxes are have virtually no customization, and what they do have is super expensive. The only cert for any weapon you get costs half as much as the weapon itself.

    Offense: Again, a customization problem. The only alternative weapons are all AI, and they do not offer alternative play styles. Would love to see weapons suited for different ranges of combat (have longer-range + slower firing) and different methods of combat (single-shot + slow reload + guided AV weapons, etc).

    Timer: Drop the timer a few minutes. Fully certed into cooldown reduction, I'd like to see a minute or two at worst (iirc, you can drop it to 5 atm), much like a spawn beacon.



    TL;DR - MAX defense is very close to where it needs to be, extreme changes aren't warranted. Most of the MAXes current problems are issues with customization (weapons, certs).