Planetside 2 'was' a combined arms shooter with a good infantry class system

Discussion in 'PlanetSide 2 Gameplay Discussion' started by tigerchips, Apr 1, 2023.

  1. tigerchips

    Planetside 2 'was' a combined arms shooter with a class system much like Battlefield. This made the game a success at the time. I see words like 'Player base dwindling' and 'game dying'. I prefer not to use such words and will just say that this game could have been better. Think about what this game was at the time of release, before all the implants, asp system, and walls around every base.
    Take a look at the modern BF 2042, see how the game has died because of a change of it's class system. This game could be way better by following stricter rules with classes much like that seen in older BF games.

    There are people who seem to think this game shouldn't include tanks or maxes. I tell you something that needs a change, it's not the Max, it's the Light Assault.
    You can put a sound on the C4 placement and decrease throw distance for a start. Decrease detonator time as a balance to that maybe. LA should be only one that has C4, a class should be exacly that, a class, with it's own specialities.

    I also don't like LA whizzing about all over with jetpac, i mean with speed, i don't mind the jetpac itself.
    I think it is the icarus jumpjets that allow players to move upwards and over me very quickly, my mouse then has to twist around to catch up with the enemy. Why does nobody complain about this? This could be classed as an exploit because when looking up you need to twist the mouse around. You wont do it in time because you're already dead of course.

    Why not change the sound when hitting a heavy assault with shields up? This would let players know the shots aren't working as they should.

    Infiltrators need a new cloak texture or something, something like a static particle effect that's difficult to see at medium to long range. People are using different settings to make the cloak more visible, or maybe they are using some new nvidea settings, i don't know.

    Some of the current Implants mess with this class system in a bad way. Heavy Assault cloakers? Implants that change Shield/health are also bad, i learned this from BF 2142 and how negatively it affected gameplay. Battle Hardened which should be permanent in the game for everyone. Generally flinch mechanics are not good imho, anything that causes random bullet deviation, it's not that different from the awful suppression mechanic found in BF3.

    Medkits have always been a problem, i rarely use them myself because i think it's a cheat. Maybe make it so it's only available to medic class? Let's see some conformity in the classes.

    Max got a nerf i think when they introduced new Anti-vehicle bullets, and now you nerfed it again?

    As we speak they are working on the next screw up (lol), that is, speeding up infiltators. I know this is a really bad idea and my main class is infltrator. No doubt this is to increase the value of a certian implant which is knife related. Honesly just bin the implant system already and put whatever was good back into a utility slot.

    I welcome the nerf to lock-ons, i've never been favourable to them because they are too easy. I don't fly much but i can imagine how annoying it would be to hear beep beep every few seconds just because some noob can point a missile launcher in the general direction with no skill required. Make the missiles controllable like the engineer vehicle turret, no need to have lock ons in this game.

    The ASP system messes with the class system that made this game a success.
    It also messes with the vehicle spawn system. Vehicle spawning at contruction bases is also a problem, which should be limited to how many resources you have, not cortium. There is a reason why resources exist, for balance and to prevent people spamming vehicles. Oh honestly, do i have to kill the same Scythe player for the sixth time in a row now?

    As for Sundy spawns, if you increased infantry spawn time depending on how close you are to the centre of a base, then there wouldn't be any need for Sundy deploy zones right? Watch as someone deploys a sundy in the centre of a base and then has to wait half a minute to spawn! However, place it just outside the base and it's an almost instant spawn, no timer, yipeee!

    I am fed up with the spawn system in that you can't spawn when there are too many friendlies in the hex. There is no point to this system if you can place down a beacon anyway.

    I was thinking about ways to fix redeployside. Prevent redeploy unless it's to the warpgate or larger bases like amp stations, biolabs, and containment sites. Maybe add an outfit ability, that needs resources, that allows redeployment to smaller bases therby preventing spamming of redeployment. There's probably no real fix for it and anything i suggest will probably have it's annoyances.

    I see they adjusted the squad beacon so that if it's placed next to another beacon it becomes just one beacon. Why doesn't it just prevent you from putting another one down though? I place a beacon and some noob places one in an easy to shoot spot and my beacons vanishes, what is the point of this?

    As for construction, i welcome the changes so long as it's not nerfed. I think the 'outfit' Orbital Strike needs to change to an EMP Orbital Strike though. One that just kills vehicles (Max included), electrical equipment, and infantry shields. It shouldn't affect construction unless it's to do with shields though. It would be enough to break a fight i think.

    Well those are my thoughts.
  2. Demigan

    It speaks volumes that I’m not sure this is a belated April Fools joke or not.

    - combined arms in reality gives a unit more capabilities than if the other unit wasn’t there. PS2 never had anything more than “these guys can stand next to each other”. Most of the systems are even aimed at arms segregation rather than combined arms.

    - c4 isn’t the problem, its that vehicle gameplay doesn’t teach attentiveness and security. Most infantry aren’t a threat to tanks so they are free to tunnel vision and not use simple tactics like moving every now and then, spotting approaches, placing a spitfire near the closest infantry cover so you get a warning sound if an LA approaches you etc. The biggest problem with C4 is that its powerful against everything and there are no alternatives.

    - complaining about the Icarus’s only advantage is like complaining about the Medic’s ability to AOE heal. Only the Icarus is far more niche.

    - you should already be aware that a HA has his shield up by the bright shield effect?

    - different graphical settings give advantages to seeing stealth, which is stupid and should be fixed.

    - implants aren’t much of a problem. Randomness by flinch and the like is good if you can make predictions on how it affects your accuracy and can adjust accordingly, cloaked HA’s or shotgun LA’s was one of those doom scenario’s everyone feared before the implant was released only to find out the implant is so heavily restrictive its barely useful.

    - medkits isn’t the problem, its the ADAD dance you can do to spoof the latency system and make yourself a hard target. Fix that in a similar way to how Sidewinder limits your ability to suddenly change directions and medkits stop being a problem.

    - MAX’s are a failed concept. Too high advantages balanced with too high disadvantages mean its either too OP to fight or too UP.

    - the implant system would need to be more balanced so that all implants are useful. It adds more variety to classes which is good rather than bad.

    - as much as I despise lock-ons the complaints of air players are ridiculous. Its easy to avoid and even kill the users. Nerfing them even further only serves to boost aircraft power and make them even dumber. They already fail at basic things like changing approach because they need so little skill to deal with G2A.

    - ASP messes with newby vs veteran players. It doesn’t make the class system instantly useless. In fact it shows some fun alternatives that could have been in the game. Giving one ASP to newbies and letting them change that ASP once per day would be far better.

    - replace sundy spawns inside bases with the Forwards Station. A 200 nanite utility for the Medic which lets anyone inside the base area or 300m distance spawn there. It gives access to more dymanic defense and attack, reduces spawncamping and creates secondary objectives to defend or destroy.

    - the limits to spawning are to prevent redeployside from instantly overwhelming an area. Spawn beacons last I checked had limited range where players could spawn on it. The timer then helps with limiting the use of a Spawnbeacon to overcome this limitation even further.

    - your solition to redeployside adds a specific way for the organized people to still do it while the randoms can’t? I’d just add a token system. You get 3 tokens that regenerate at 1 per 5 minutes for example. A token is used when you redeploy. A regular player will not often exceed that while a squad/platoon doing redeployside would.

    -
  3. UberNoob1337101

    Ngl, ASP primaries in secondary slots is a mistake.

    The point of choosing between primaries and fallback secondaries is so you specialize your build with strengths and weaknesses. Generalist weapons are great because they can fit a lot of roles, long range and CQC specialists completely demolish in their niche but have issues elsewhere, shotguns are an extreme example of this : do nothing past 30m but destroy everything closer than that.

    Now though, you have engineers with primary of choice + shotguns and NC heavies with LMG + Jackhammer, and to a lesser extent medics with shotgun/CQC AR + battle rifle and Light assaults with primary of choice + SMG. Not only do you have builds that can fulfill many roles at once, but you also have to balance weapons around certain classes having primaries in their pocket.


    Unrelated gripe with Heavy, but it's also probably the reason rocket launchers are lackluster as anti-tank/anti-air - it's balanced around a third of the playerbase having one in their pocket all the time.


    ASP vehicle discount + base outfit vehicle discount + construction bases that exist just to spawn vehicles has given vets the ability to chainpull vehicles like nothing, idk why this was implemented.