Nerfside2

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Traveller, Jan 12, 2017.

  1. Traveller

    Flak Turrets.

    Nice to see DBG prioritizing nerfing these, off all things, because they were , 'influencing distant fights' I guess , or something to that effect.

    That's the fantasy DB is peddling of course. The reality is somewhat different of course.

    Case: VS and NC liberators, Ive noticed were all but immune to flak fire before this nerf. Here is how that works. VS\NC lib flies straight towards manned flak gun. I (gunner) open fire at max range, even though I know full well it wont destroy the lib, but at least I will do some damage(I hope). Liberator basically ignore flak, flies straight towards flak gun. All this time, lib takes continuous fire, and hardly a shot misses. Lib will fly up to turret like nothing happened, and tank-bursts the flak easily. If pilot happens to miss a few, the gunner will finish the turret off. VS\NC Lib afterwards, flies away like nothing happened.

    That was pre-nerf.

    NOW, with the effective range reduced even further, liberators will have even LESS to fear from flak guns and will likely either simply attack beyond their effective range with dalton's, w/e. or will do exactly as I described above and take even less damage as the engagement range is now much reduced.

    I already experienced this today with libs attacking a tower, lib took some damage, they land within clear LOS of tower, and proceed to repair in full view with no worries of any kind. Well, ok, maybe a tank could have rolled along and got them in the act, but..no.

    MAV turrets.

    Yet another nerf to the MAV. I have mixed feelings about this one, mainly because to actually use a mav turret in PS2 is pretty much certain death in almost ALL instances. I know because I kill them constantly in my tank, with ease.As soon as you open fire with one of these, your pretty much dead anyhow. If a tank doesn't(instantly) get you, a sniper, aircraft, turret will, usually before you get a second shot.

    It can be useful, but its take far too many hits to kill a craprider or an I-win Noobguard. Sure the MAV is (was) good at say, destroying un-attended sunderers, but that's about it. About the only case where MAV are somewhat effective is in larger battles where so much is going on, you(might) get ignored. Outside of a cases like that, the MAV has a terrible risk v reward profile. And that was before today.

    Like I say, mixed feelings.

    -zero magnification
    -Very twitchy to control 'missile', vs fast moving ground vehicles
    -certain death to operator in most cases(kind of important factor really)
    -Slow reload speed, even when maxed
    -Not very good damage for a turret that in theory, is designed to kill MBT, at least versus the grossly overpowered magrider and VG.
    -Slow and a PITA to deploy.

    But NOW
    - with even less effective range ( the first range neft wasn't enough the brain-trust decided).

    Glad I am no longer paying for the 'development', or devolution might be a better term, of PS2.
    • Up x 1
  2. adamts01

  3. Eagle6

    Lol I like the arma 3 comments. We just need a PlanetSide mod for arma 3 and stop dealing with all these stupid game design decisions that cater to new players who don't want to spend time getting better and the one class only people who die because they never change classes to counter these so-called "OP threats"
  4. Tankalishious

    @OP:

    A few things....
    I agree with you on base turrets and MAV-turrets comments, but please... for gods sake, stop playing the TR victim complex card....
    Libs are NS vehicles, yet you feel some need to define them as NC/VS Libs. ANY lib can do what you described.
    Magriders die just as fast as a prowler in the open if targeted by a MAV turret as they have the same armor. But prowler has a CLEAR speed advantage especially with the racer chassis (magburn is a 1 sec sneeze gofast that makes no difference in the open against MAV-turret)
    Also, it has a CLEAR gun velocity advantage and even better if you face the turret, 2nd gunner jumps out and outrepair the MAV-turret and just anchor down turning the prowler into a ranged lasershooting vulcan......
  5. Pikachu

    Nerfside2... makes me think of PU2 in december 2013. That was the great nerf. Huge balance update with almost everything nerf. I wonder what players would think of a game where only buffs where used for balance. Gatekeeper overpowered AV weapons = buff all other AV weapons.
    • Up x 1
  6. Villanuk

    The GK is now a pointless purchase, nerfed to the ground like the striker was.
  7. Diilicious


    well it was ******* rediculous before, so...
  8. Villanuk

    It was to easy to use for sure but never way op, it needed tweaking not killing off. it shows how they still **** up massively.
  9. Dragora

    The only thing I can tell you regarding the flak turrets vs Liberators and other ESFs is that the flak turrets don't cost you any nanites while the liberators and esfs cost substantial nanites. Therefore they should have an advantage on the flak turrets which would necessitate surrounding infantry helping the flak turrets dispatch their target with lockons, firearms, etc. Of course skyguard lightnings should maintain their edge.

    The engineer AV turret could be fired at tanks from outside of clipping range, and again it doesn't cost any nanites to deploy nor does it require an ammo resupply. This has always seemed extremely unbalanced to me, and those turrets do way too much damage to armor and infantry alike. Ideally what they would do is make the turrets automated, fire faster for less damage at closer vehicle targets within their visual cone, not straight up or straight down. Also give them a heavy nanite cost, a max of one deployable and limited ammunition.
  10. Pelojian

    flak turrets like all other AA rely on numbers, they are immobile and the non-contructable ones have been easy for air to kill for a long time if they approach it correctly, even if it was aimed to make A2A fights less annoying it has buffed A2G aircraft so they can sit over a turret outside it's range, like how people do with gals at flight ceiling so you can't even aim AA up at them unless you can walk or drive a fair distance away to get an angle on them (and they can just fly away and repair and come back if aa isn't heavily invested in)
    • Up x 1
  11. Armcross

    Heroes and General
  12. Gutseen


    lolwhut.
    yeah how 'bout those fastfiring tube rockets NC has, much more DMG/ more versitility.
  13. adamts01

    Meh, I like huge open worlds and combined arms. With all the different game modes and types of servers, Arma is just about perfect. Either way, there are a bunch of options better than Planetside, so Daybreak really needs to get their **** together. It offers run and gun CoD kind of gaming, WW2 dogfighting servers that are better than War Thunder, Zombies, Battle Royal, Survival, King of the hill, Simulation, submarines, ship to ship warfare..... you name it, there's a server or group that does it. I just love it.
  14. Newlife1025

    The boom box? That thing that only really has an effectiveness against vehicles and **** against everything else? You got a liberators? Won't reach because of the drop. You got infantry? Better hope those things hit or you might the c4. In all honesty, it's not that versatile. Not to its counter parts that is