GU011: Weapon and Vehicle Changes

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

  1. kyxash

    No, please . Lightning > Harasser . The lightning should have costed 250 and the harasser should stay the same at 200.
    • Up x 1
  2. SheldorTR

    I am okay with increasing the resource costs of vehicles (except the flash). It makes killing them more permanent und reduces tank spamming.

    However they should have buffed the tanks. Right now they are just easy targets for av-lockons, av-maxes and the av-mana-turret.
    Tanks get weaker with every update and are only effective when spammed. I spend most of my prowler time repairing and hiding behind cover instead of pushing forward. Shouldnt the infantry take cover from me instead the other way round?
    Using a tank becomes less and less appealing.

    They should also give me back the 200 certs i spend in aquisition timer.

    My suggestions: Make tanks rare (=expensive), but badass

    by the way: Whats ZOE?
    • Up x 1
  3. Phazaar


    I agree that it's ******* stupid, but would like to point out that you can't have shield breaker AND an AMS, so this doesn't affect that at all...
  4. BreakingGame

    Fixed.... because announcements in diffrerent places tends to hide the motive
    • Up x 8
  5. NikkoJT

    If tanks are going to cost a lot of resources, they need to be long-lived and powerful - a significant achievement to take down. I would not mind at all if tanks functioned like the Tigers from John Ringo's Watch on the Rhine, as they would be survivable enough that you're not just wasting resources, powerful enough that the enemy fears you, but expensive enough that there won't be swarms of them. Spawn-camp spamming would be harder with fewer tanks, but pitched battles would be longer and more intense.

    Imagine it: a Vanguard force appears: ten tanks, roaring out of the hills. Hardly the zerg of today, you might think. But these are truly heavy armour, the pride of the NC. They smash through the TR picket lines, leaving infantry cowering in buildings. A Vanguard passing is cause to hunker down and pray. But hope isn't lost for the TR. A counterforce arrives, five or six tanks and a Sundy-load of infantry. The Prowlers set up in siege mode, around the next corner from the NC advance. The first volley stops the charge cold, the Vanguards scrambling backwards popping smoke and firing wildly at half-seen enemies. Meanwhile, the infantry are in position, twelve Light Assaults daring to risk the Vanguards' secondary turrets to land on top of them and plant C4. Some of them make it - half the Vanguards are destroyed. But the rest retreat into the outcountry, to meet up with their accompanying infantry and recover from the fight. The end result: the TR victorious, the NC down five tanks (a significant hit with rebalanced resources). But the rest of the NC assault force is still out there, and a tense guerilla battle ensues, pairs or solo tanks duelling through the mountains of Amerish or the hills and ridges of Esamir. In the end, both sides retreat, perhaps one or two tanks remaining on each side. The NC armour is halted, the TR defense depleted. It's now up to the infantry to make the most of the chaos caused by the tank battle.

    As an infantryman, a prolonged, hide-and-seek battle against a lone marauding tank appeals to me; as a tanker, being a lone marauding tank that won't get instagibbed five seconds after entering a battle appeals to me. I am willing to trade significant resource cost increases for this; however, as it stands the resource increases are not sufficient to severely limit tankspam, only to inconvenience people who happen to be unlucky that day (Tank In A Ditch Syndrome has yet to be fixed), and there is no accompanying survivability buff.

    IN SHORT:
    A heavily restricted-by-resources (in terms of numbers) vehicle metagame is acceptable so long as that smaller force is still a force to be reckoned with. The proposed changes only inconvenience - they will not stop the zerg, they will not reduce numbers, and tanks are still toast if not in a zerg. They change nothing except to annoy people.
    • Up x 6
  6. Phazaar


    Nah, far more Harasser spam and far easier to kill a Lightning. The Lightning is also far less versatile, and far less dangerous to its counters (infantry+air).
  7. RaTzo

    This is a good start!! It may fix things, or it may get us closer to balance and then require some tweaks.

    I'm looking forward to it!
  8. Kevin12

    ZOE is a vanu max ability that increases damage and speed, but decreases armor.
  9. kyxash

    Meh , 200 Euros spent on my favorite game , and now it's getting ruined to oblivion.
    EDIT : Also , dear SOE, i won't buy your boosters :)
    • Up x 6
  10. Raap

    You're going to have to lower the effect of resource boosters otherwise this game will turn pay to win at the arrival of GU11, non-subscribers will be limited to infantry combat when one vehicle costs over half their resource pool.

    I understand vehicle spam can be a problem but you just took the worst possible way to resolve that... But then again it doesn't surprise me with the recent series of console-proof dumbifications, just take a look at the zerg funnel system and new base layouts coming with Esamir.

    This game offered a positive outlook on updates once, now I just dread each one coming.
    • Up x 2
  11. Apis

    These are some pretty extreme changes and we're all wondering if they're for the best. SOE is best at heavy handed nerfs that eliminate entire factions effectiveness. Thanks for not disappointing. As for the resouces- everyone KNOWS that SOE decreased the rate at which you gain infantry resources right? TBH this current 350 MAX cost is insane and I think it will push people away from the game.

    Oh and thanks for coming up with the worst, most heavy handed ideas to break the ZOE. Who do you want to 4th faction to support for the next month SOE?
    • Up x 3
  12. Macchus


    To impede and exhaust (an enemy) by repeated attacks or raids. ....

    not to be a better choice for vehicle combat than any other vehicle including tanks ...

    i dont mind it harrassing , what i mind is that 1 harrasser can kill 1 MBT or lightning or name any other vehicle for lower cert cost , and probably quicker . so the fact that it is such a good choice for almost any situation makes the higher cert cost perfectly reasonable .

    but lets be honest here you dont care about discussion , your just popping out simple almost nonsensical answers in some misguided attempt to gain popularity or something ...
  13. RemusVentanus

    The *** are you smoking... You wanna turn this game into InfantrySide 2 or what? (good thing my sub is running out next week and until GU11 is out i will certainly not renew it.)

    With this high costs all of the vehicles and and the max should get their HP doubled and the splash damage reverted back to before it got nerved.

    A 450 points MBT instagibed by C4 with 2 bricks that only cost 200 resource?? a max that costs 350 points killed by a little small arms fire and 1 brick C4 for 100 resourses or even a rocket that costs nothing?? A sundy blown up by infantry up on a cliff where you cant even see them due to render range?? lock on launcher blowing your tank up while escaping behind a hill because they glitch through the terrain or simply do a 90 degree turn around it??

    You cant go into the open with a vehicle/aircraft because every ****** turret, fracture, lancer, raven, lockon launcher, etc around will be turned on you and you will be dead in the blink of an eye. Staying behind cover is just waiting for one of the many C4 berserks to blow you up... atm vehicles are more worried about infantry then about an enemy vehicles and it has become a dodge from cover to cover for them already.

    Vehicles and aircrafts are only driving/flying cert pinatas for infantry to be farmed with all the AV available to them.

    If these resource costs go live without any other changes... Welcome to InfantrySide 2! (not to mention there are better games for that)... i wonder how the active player numbers will look then...
    • Up x 7
  14. GlueHead

    Calm the f**k down, it's a game...not your life!
    But yes, 150 for a flash is much.
  15. choZeN

    /rant

    Most of my time i have played as infantry, but there are days where i just want to drive a tank with my buddy or fly an esf.
    Now you are telling me this will no longer be possible without major downtimes? You will force me to play infantry?!
    Don't get me wrong, infantry combat can and will always be fun, otherwise i wouldn't have spent most of my time playing this way.

    But i don't want to be forced to play infantry when i don't want to!

    I have a feeling that people will get frustrated very fast (especially when the get TKed) and will more likely close the game or even worse quit Planetside2 altogether!

    Also, if this goes live it will destroy the population balance, like others have pointed out already.

    In addition people who have certed into aquisition time are f***ed.

    /rant ends
    • Up x 3
  16. Evileet

    Sorry SOE, but GU11 at all is NOT good.
    Decreased Deployzones for Sunderers? Nice, now you eradicated tactic almost completely!
    What do you think will increased ressources for vehicles do? Right, nothing. People just get more pissed when they die in a vehicle now. There was NO vehicle spam in the game before.
    Do you even play the game?
    My outfit goes mad about this stupid Game Update. These changes doesn't make sense.
    • Up x 3
  17. deggy

    And dedicated tankers are gone. Unless there's something done for tanks across the board to make them FEARED, there's no reason for me to play this game anymore. When any infantryman in the game can kill a tank from outside render range, tanks should be free. An increase in the cost of a vehicle that's rapidly becoming useless will just seal its fate.

    450 resources for an MBT? Might as well just remove them from the game at this point. Oh, wait, never mind, they're worth certs when infantry blow them up. That's what they're for.

    400 for the Sunderer, the Harasser, and the Lightning? Again with the cert balloons. Vehicles are really only useful in groups. Making vehicle groups less common will make vehicles easier to kill, and BOOM, more certs for infantry players.

    The Galaxy and the Liberator having the same prices? Since when were these two vehicles in the same category of usefulness? One can drop 11 MAXes and can take a good bit of punishment, the other drops little tiny bombs and dies to two tank rounds.

    Everyone in this game knows that Sunderers are infinitely more useful to the faction than MBTs are. Balancing vehicle costs based on XP earned is a poor way to work vehicles like the Sunderer, the Galaxy, and the Flash.

    Last one... 150 resources for a FLASH? What the hell? The Flash is a rolling death trap. It is literally ONLY useful for getting from place to place quickly when you don't have much in terms of resources.

    All this will do is strengthen the winning faction further by ensuring that the losing faction can't pull tanks.

    Willing to bet that we see an XP reward increase for vehicle and MAX kills in this update, too. You should get better rewards out of killing a vehicle that costs over HALF OF THE RESOURCE BAR, right?

    I'm not normally one for all caps, but this makes me angry. I have over 5000 certs in my Magrider, and I'm tired of seeing direct and indirect nerfs to vehicle gameplay in every game update.

    InfantrySide 2.
    • Up x 11
  18. kyxash

    You can't be serious.... Oh you are stew360...
  19. kyxash

    From what i'm seeing by far they could try to make bullets cost like in APB....
  20. kyxash

    *NC Aircraft.