GU011: Weapon and Vehicle Changes

Discussion in 'PlanetSide 2 Gameplay Discussion' started by joshua, Jun 14, 2013.

  1. theholeyone

    Yeh that all sounds pretty deadly and very multipurpose. What they should do is increase the resource cost so players don't just spam them all time.

    Oh wait :eek:
  2. Morchai

    We need a resource exchange so that players can trade unused resources of one type for needed resources of another. You want a MAX? I need a tank, let's trade!
  3. lolitank

    but still like i said what if it's a bad day for me should i wait forever?
  4. Lazaruz

    Can I finally have a resource stockpile cap that levels up incrementally along with the BR system, 1250 resources instead of 750 at BR50 for example? It would give me a chance to roll 2 extra vehicles if I get gated, and add some desperately needed meat around the dried up bones that is the current Battle Rank system.

    [IMG]
    • Up x 3
  5. Endlos

    Yeah, I'm one of those people. If I can't be in a vehicle, I'm in a MAX suit. If I can be in a vehicle, I'm either solo in my lightning, gunning my buddy's Prowler (love that Vulcan) or, most recently and exceedingly most enjoyably, driving a buggy for my small crew of friends. I absolutely adore the harasser.

    Basically, every bit of enjoyment I get out of this game is going to become more frustrating with these changes.
  6. Kociboss

    I like these changes.
  7. ThundaHawkPS

    I've thought it over. Keep in mind that everything... EVERYTHING kills a Flash dead.
    150 resources is far too high for a Flash
  8. theholeyone

    Game Balance, to stop tank spam. You can't expect to just keep pulling the most powerful units in the game if you keep wrecking them through ineptitude. Makes it unfair for those who have the time/explosives/organisation/skill to kill you.
  9. LynxFury

    Mixed feelings.

    Skyguard and Buster changes will probably be good.

    Disagree with the radical cost increases. Even with armor increases driving armor was pretty treacherous and easily countered with the no-resource costing rockets and turrets. Going from 3 MBT to 1 on a set resources is a very big adjustment. This might actually increase tank spam, because rather than breaking and punching through enemy lines and having to pull another from a distant base, tank crews will hang back and depend on spamming.
  10. Phaze

    * Is the shotgun nerf a nerf to NC MAX? That would be a bad move.

    * Not sure the IRNV nerf is a great idea.

    * Not sure the vehicle resource nerf is a good idea - given the current balance of vehicles vs. HA/MAX/turret AV weapons.
    • Up x 1
  11. Krayus_Korianis

    IR/NV scope changes shouldn't be put in. Also the vehicle/MAX cost are WAY too ridiculous. These need a revert back to what they currently are.

    Looks like SOE is gonna be seeing a lot of dead servers after this hits.
  12. DjUnicorn

    Almost all good except a few things, especially the reduced Ally damage from the Lasher's AOE. This completely renders useles the purpose of friendly damage in this game, if you are to reduce in one gun you have to reduce for all of them, this is completely one sided. This falls in the same category of Proximity Mines AOE, Tank Mines AOE, Rocket Launchers AOE, Grenades AOE... Literally any type of AOE explosive damage. What makes the Lasher more deservable of this benefit than any other weapon/explosive in this game? This change will promote the weapon use with complete disregard for Ally awareness instead of the main function that is the Friendly Fire in this game: Be cautious where you shoot, don't just spam fire everywhere.

    Honestly, who the hell even comes up with such idea and decides to implement it on the game thinking "this is not dumb at all"?

    Oh wait, I know who, it's the person that reads things like these http://reddit.com/r/Planetside/comments/1eilpt/reduce_lasher_griefing_accumulation/

    Guess it's time to make the exact same QQ texts and replace "lasher" to whatever weapon you want to have ally damage reduced. Which is EVERY WEAPON IN THE GAME.

    Do you know what other weapon that is a faction trade which also causes a ton of friendly damage and subsequently weapon lock? That's right, the MCG. Difference is most of the TR already learned not to spam that terrible gun in a zone where there is lots of friendlies present but that's ok, VS only use weapons that are "easy to use" so it seems fair to give them a unique biased break.

    Seriously, you guys make some good changes and bring some new ideas but for every good one you always throw 2 borderline terrible changes that have no brains behind them.
    • Up x 1
  13. Clutchstep

    I'm glad they're taking it one nerf at a time with ZOE. I think the damage debuff and burster nerf was needed, but that 8 second timer seemed a bit much to slap on at the same time.

    I can see why Flashes are more expensive, what with Wraith modules and the new weapons, but 150 resources is a bit steep when you're looking purely for transport. Can we get motorcycles, bicycles, anything, something cheap that has no weapons but will let us get across the map quickly without costing a bunch of resources? Sometimes I pull a Flash just to drive somewhere then abandon it.
    • Up x 1
  14. CHDT65

    Do infantry guys realize that "less tanks" = "less certs" ?
    • Up x 2
  15. theholeyone

    Yeh, a guy before suggested variant specific costs for the flash, which is a good idea imo, can't see them getting a bike to work without falling over and exploding all the time.

    Yeh, at howling pass I pull one just to get to the lower level so I can jump in an MBT as gunner quicker.
  16. Oathblivion

    What if the acquisition timer cert line also gave you decreased resource costs? At max level, you can bring the cost back to where it was, or perhaps even lower. That way, dedicated drivers can pull their favorite toy, but randoms can't spawn an endless uncerted tanks zergs just for kicks.

    Then again, we're all talking like this just went live. Hopefully the devs are using this thread to gauge the community's reactions so they will plan accordingly.
    • Up x 5
  17. EnigmaEngine

    [IMG]
    • Up x 3
  18. Endlos

    I would be okay with this. Allow people that heavily invested into a playstyle maintain that playstyle unobstructed, make it more punishing for randoms to lose a tank, and at the same time make the acq timer cert line more valuable and attractive to players.
  19. Krayus_Korianis

    They'll just up the cost of certs to that line then... You know they will.
  20. Stew360

    IRNV Scopes
    • We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.
    About time ;)