GU011: Weapon and Vehicle Changes

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

  1. RedCabbage

    oh wow. well done SOE on a patch that almost the entire community HATES. i just hope this doesn't make it to live, or that this is just SOE trolling us.
    • Up x 4
  2. TheRadish

    I find that vehicular combat is one of the only enjoyable aspect of the game, I think 5 minutes of vehicle play followed by 55 minutes of standing in the warpgate waiting for resources is going to kill this game dead for me.
    • Up x 1
  3. Lucidius134

    Thanks. Thanks....

    This looks to be a very good update balance wise. Another one of these please!

    Flash resources are concerning though.

    Gonna go play and i'll leave some feedback.
  4. PapaNito

    I bought the Piston (auto-shotty for NC) when it went on SC sale a couple weeks ago and I have to say it's too ******* good. I always overlooked it before but now I gotta say there is nothing to complain about. It's not going to become useless, you're just **** if you think a slight damage nerf is going to render the thing useless.
  5. DropingBongos

    these changes look ok...only time will tell but the thing I don't get is that Higbi went on about how GU11 was going to be the great quality of life update in his recent video interview. He was so excited about all the things they have been wanting to do but did not have the time and that was going to be GU11. I was expecting a massive list of bug fixes, optimization and general UI stuff etc.

    Again these changes look like a lot of tweeking and trying things which is always good but not what I expect from his GU11 is a big quality of life update.
  6. Neckaru

    Wait, Harassers are living up to their name? This is impossible! REMOVE THEM FROM THE GAME ENTIRELY!


    Man, now, this I can get behind. Hopefully we'll shoot each other in standalone when it releases?


    According to SOE, we all are. Even you. Especially you.
  7. CHDT65

    Guys who just bought guns for their Harassers must be very happy.
  8. PapaNito

    Well personally I find it no fun to simply steamroll through a small base with no opposition. But then again you're apparently with TE so that might explain it.
  9. ItZMuRdA

    I'm pretty happy with all of these changes.

    I think the resource changes might be frustrating adjusting to, but that's about it. Personally, given the wonky resource system atm, I spam my infantry resources every time I respawn or notice I'm at or near 750, so I stock up on things I don't really care about (like Sticky Grenades) just to spend them, then realize I don't have 100 to pull a MAX. I feel like this is going to be even more frustrating with it costing 350, but nonetheless I'll just have to adjust. I'm sure I'll forget plenty of times, though. :p

    The MAX "nerfs" are welcome by me -- thanks for waiting to super nerf ZOE to see how this one goes. I think the shotgun changes are fine, but I feel pumps might be a bit underwhelming now. Honestly the semi-autos were starting to be my preference anyway, so that one less shot might be a killer.

    I love the Heavy Weapons changes and hope that I'll be interested in using the Lasher more often because of it. Excited about the JH/MCG changes as well, been asking for those for awhile. I'm also happy with the IRNV change. I didn't often use the scope, but I always felt like it didn't have a real downside associated with it (ADS delay and scope sway from BF3, for instance), which is now added here. I'm sure lots of people who have begun to rely on it as a crutch at all times are upset about this, but I'm happy!

    The Underbarrel change is nice too -- I don't use it often, but I can only hope that it is a step in the right direction for better keybinding options with things like this. I was talking to Matt Higby last night about being able to bind "Utility" item to a specific key across all classes, so that I'm not hitting 3, 4, or 5 for my medkit depending on which class I'm playing. I've died countless times to that and hopefully we'll see it in the near future. :)

    Thanks Josh.
  10. Kevin12

    "right on top of the capture points" seems pretty relative.
  11. Lampenfieber


    I mean, if you want to attack some base and dont have resources, you have to go on foot. AND if you buy it... you have C4 and Tank Mines to blow your armor in seconds.

    Your armor costas 450 a tank mine/C4 100

    Lets nerf tank mine and C4 shall we?!

    GOOD IDEA DEVS... broking the economy of the game for nothing...
    • Up x 2
  12. Ranik

    Ok, my thoughts. Increased vehicle cost = good. But now you need to make vehicles more resistant to certain forms of death. IE C4/AT mines or more resistant in general.

    You just went from a cost of 250 - 450. There is no way on earth instant kill items like C4 / AT mines are balanced anymore. Hell, AV in general may make armor completely redundant after this change.

    At the moment this change looks like a nerf to dedicated users just to get rid of spam. And that's not going to turn out well.
    • Up x 1
  13. Lucidius134

    The bug fixes wouldn't be done or relevent for a GU11 patch preview.
  14. TheOnlyFrankie

    Resources cost nerf are simply jokes.
  15. Morchai

    I'm fully aware that it might be time to move on. But, I'm disappointed.

    I'm not a kid. I'm a middle aged stroke survivor who is no longer capable of the kind of twitch play that so many modern multiplayer games rely on to provide a challenge to their players. But, I love games and have been playing them since I got that Commodore 64 back in the mid eighties. The armor aspect of this game was something that I could actually do successfully in spite of slower reflexes and visual impairment, which isn't common for me in these types of games.

    I'm enjoying this game, and will try to stick with it to see how it turns out. I suspect that they will have to back off this change a bit once the changes go into effect and the forum ignoring majority actually sees the impact of these changes on game play.

    If not ... well, it was free and it was fun while it lasted.
    • Up x 1
  16. kyxash

    Oh god i laughed so hard.
  17. PS2Freak

    regarding iRNV.

    for the attention of devs - what "community" wants :

    https://forums.station.sony.com/ps2/index.php?threads/gu011-irnv-scopes-nerf.134147/

    Quality of life? You joking, right ? this update make my "life" complicated. call it better "nerf gu update" ... nothing of things you listed bettered my Quality of life. NONE of this.

    i feel me more and more betrayed.

    between what you say and what it actually mean - there is more space between then i able to tolerate.

    more loadouts ? ( and pls, make me not pay-cow)
    better perfomance?
    crash fixing (i love those crashes 2 minutes before alert ends) ?
  18. Nargot

    So airunits stay spammable and the counterparts not?

    Yeah this is going to be fun...
  19. LeBigJimbo

    No deploy zones?
    So won't that make shield breakers pointless and quick attacks/spec op groups even more useless? Well that is just ******* terrible news for many players. Such a mechanic is not needed and makes this game yet more simple and boring.
  20. Phazaar


    I'm sure the idea is to limit their presence, given how much of a force multiplier they are, and how currently a critical mass of MAXs is all you need to win any fight, and that they're more or less guaranteed to make back the cost of pulling said MAX in less than a few minutes given their average score per hour... That definitely seems working as intended... Also, what nerfs? ZOE needs to be pulled in line; the NC MAX nerf is negligible (though I agree, unnecessary) and TR remains untouched... Unless you mean Bursters for ZOE and Lockdown, which sadly was always going to happen (and necessarily too).

    Yes but the average lifespan and effect on the battlefield of said ESFs is neglible, as demonstrated by their low score/hour. Also, no, you won't be getting 100-150 resources every 5 minutes. The full continent gives what? 100-200 depending on which continent... Being an underpop faction drags you down from an average of 33% territory too, and then factor in how much lower your score/hour is (and hence your active resource/hour, compounded even further by the fact that the bases that give air resources are the bases you're least likely to fight in as a pilot), it seems pretty smart to me.

    There -should- be more air than AA. The current situation where 'Oh, killed by an ESF? Spend no resources and 0 risk and instakill with no skill requirement at all' leads to dozens of AA MAXs in every battle with more than 24 people involved needs to end. AA is no deterrent at the moment; it's area denial, and that simply makes aircraft worthless. Sometimes I use tanks now in my platoons. I -never- use air. There is -never- a time I'm not better off putting more people into MAX suits, be it AI to farm infantry, AV to take out tanks, or 3 people in AA to ensure all ESFs die instantly... And that's without lockdown/ZOE too.