so i ve started playing NC again after few months playing TR and VS

Discussion in 'PlanetSide 2 Gameplay Discussion' started by iDante, Jan 19, 2018.

  1. iDante

    current problem is also double teaming when you have 2 easy mode factions teaming against 1 hard mode faction

    NC has 0 chance to win any alerts atm

    this issue will just continue to grow
  2. Oleker2


    NC just won an alert on emerald few minutes ago, TR started it tho.
  3. pnkdth


    In some cases it can. In the case of infantry weapons, the NC have a whole range of highly competitive weapons. The only drawback being having the SAW as default. However, after realising the SAW is quite specialised it becomes a non-issue. As far as carbines/ARs go the NC have every single weapon you could ever need and then some. NC SMGs are also bloody amazing.

    Demigan posted stats saying the Vanguard is still the best MBT vs MBT but fall behind versions harassers/sunderers? Reaver has had its ups and downs. I mean, let's be honest here, the AH and the rotary had its glory days. The NC MAX though is a bit on the weak side initially. However, slugs + aegis works very well.

    I just don't buy into NC being "hard mode" even for a single second and threads like this should be mocked. I mean, the claim appeals to my ego but, no, I'm not some spartan warrior pushing through the gauntlet just cause I chose NC. That's a bunch of tryhard nonsense.
    • Up x 3
  4. Campagne

    I think NC's infantry equipment is more or less on par. A few things like the Jackhammer, Phoenix, Gladius, and Railjack could use changes and improvements in my opinion, but for the most part infantry balance is okay. At least higher skill usually wins out. Usually.

    I think what Demigan meant is that Vanguards are the best in vacuum 1v1s. Vanguard just doesn't have much going for it, mostly just the shield. NC topguns aren't exactly hot sh-t either. Canister kinda sucks again, (thanks CAI), Enforcer is meh and Mjolnir is OKish enough I guess. Doesn't have the range or ease of use for maximum effectiveness on the high-speed harasser. I never fly if I can help it, but as far as I'm aware the Reaver has one good high-aim nosegun, a few seconds of higher speed with afterburners, and a bit better vertical thrust. I'm not the one to ask, but I don't think the Reaver is really at all on par with the Mosie and Scythe.

    MAX-wise, I think --Don't ever used MAXes either.-- the issue is the noticeable lack of sustained fire. Two shells at least per kill for a total of ~6 kills per mag before reloading isn't great. But with a much more realistic accuracy, partial hits, and nano-heavies with auxiliary shields and distance, sheer volume of fire more than makes up for the small differences in TTK.

    I don't really think the NC is "hard mode" per se, more like a thousand-cuts kind of situation. Either way, doesn't much surprise me that the NC don't win much and never really have.
    • Up x 2
  5. boey

    Doesn't surprise me either, if i'm looking at the typical NC-Player.
  6. pnkdth


    NC does have certain weapons which require a bit more attention in terms of recoil, on the other hand VS tend to need to make their bullets count since they often have the worst DPM of their class and (usually) average RPM, whereas TR to reach their full potential need to learn when to DAKKA and when to burst/microburst. That said, faction traits seem to be fair game and it feels the actual difference is going to come down to special ammo and other more cosmetic aspects.

    NC also have had strong showing in competitive events. The NC MAX, AH Reaver and Anchor drove the meta. The difference here is that for the MAX to be awesome, the AH (pre-changes) to be awesome they needed a lot of certs. Certs which many might not have on Live. Also, MBTs doesn't really have a place in Server Smash and haven't taken much space in Lane Smash either. On Live, however, MBTs play a more common and significant role since battles are changing position as fast.

    When it comes to infantry though, I don't really see the hard mode outside of giving a newbie an uncerted SAW. I mean, comparing HA/MEDIC/INFIL play (which are my main classes) NC just wins out on options. Note this does not mean the other factions have bad options I just like the fact I can go from 143/800 to 200/500 and have access to a Cyclone. Now it seems NC are getting the Ballast now which as far as I am concerned completes the NC AI arsenal. I believe the only weapon class they do not have is a 143/750 LMG and TRs extreme ROF variants when that gets added, right? Then I have my certed out MAX with ex mag Grinders + slugs. The thing is a beast.

    In other words, the whole "NC is hard mode / I pick NC because I love a challenge"-excuses just ring as hollow as "VS are just better at organisation across every single server." Something definitely is afoot and it would be awesome to actually see more recent data outside of the rather unreliable alert wins.
    • Up x 3
  7. jettblakk

    I almost always play TR. If I alt, it is usually VS. I played my NC alt recently for the first time in about a year. My KDR for my couple of play sessions on my NC alt was about four times my lifetime average. NC weapons are so good it feels unfair to use them. Every weapon that NC has feels like Point, Click, Kill. So much damage.
  8. raffa2

    Everyone says that NC are the "hard mode" but honestly i find now to be TR the actual hard mode in the ground game right now.

    VS MBT has a magic button that lets it fly away when in danger, while NC has a magic button that will make it win all 1v1s, or take cover before it dies.
    TR MBT has dps, but works more as a support long range artillery as dps doesn't really save you from death as a magic button does, also they are often free kills for harassers due the having to land two shots instead of a high powered one, it's easier to fight harassers with Lightnings using AP than solo Prowlers.
    This being said, vehicle plays have to take in consideration the resilience of Vanguards and the ******** of Magriders.
    Also TR has to take into consideration other ******** weapons of other empires like Phoen-"i hit you but you don't"-ix and lancer (which is still a threat even after the range nerf), while not having special trump cards to unleash when backed into a corner.

    With MAXes, i think the one with the shortest stick is the VS MAX in this case, while TR and NC maxes are quite balanced in power, contrary to NC belief of shotguns being bad. There's a reason everyone hates NC MAX, and their crash works better than any other MAX crash as they oneshot everything in their way, they are without doubt the best offensive MAX, while TR's has a better defensive role when locked (protip if you lock you will die).


    NC Infantry base weapons are exceptional except the Gauss SAW, i also suspect the mercenary is the best starting carabine, and the medic assault rifle is great, easy to control and has strong power. The Gauss SAW, on the other hand is not as easy to use, yes it is good for medium ranges, specially against TR peashooters, but loses effectiveness at closer ranges, as TR and VS weapons ROF and easy to control recoil (specially for VS) makes it very easy for them to land headshots.
    VS on the other hand has mediocre starting weapons but a godlike LMG, the Orion which is pretty much a point and click adventure where you click on heads and every shot lands killing stuff instantly.
    TR T9-Carv is absolutely mediocre at medium ranges compared to the other two, but shines at medium-close to close ranges, because at longer ranges the few NC shots that land will smash your skull open, while VS won't miss any shots even at full auto, so you're pretty much always forced to close your distance (that's why i trashed the T9-carv at lightspeed after auraxing it and started using the MSW-R).
    With sniper rifles NC has the better starter no contest, oneshot headshot.
  9. Towie

    I guess every server will be different.

    On Cobalt, i'd say the population is reasonably well balanced with good outfits too, however alerts are becoming very predictable.

    If it's prime time with even populations on an open continent (like Indar with lots of connections) - the triggering faction will be double-teamed and will lose.

    This happened last night - twice.
    NC triggered the alert with 49% control on Indar - finished with 28%.
    Immediately afterwards VS triggered the alert with 40% control - finished with 27%.

    For the triggering faction to stand a chance in these circumstances, something needs to change.
  10. LordKrelas

    NC's magic button lasts 6 seconds, is directional, and only buffs the resistances these days.
    So it's still easily killed, just face-tanking it while the shield is available is the one situation the Vanguard survives.

    Just be warned, VS's Magrider took your prowler's reload advantage granting them more DPS.
    As well, the twin shots of a prowler is more damage than the single shot of a Vanguard which has a long reload.
    So even at half the Prowler's damage (IE a miss), it is dealing more damage reliably than the Vanguard.
    If both hit, it has even dealt more damage.
    And since the rear amplifies damage, which is where the NC shield actually doesn't work at all... a Harasser has an easier time against a Vanguard, since it can circle the massive target whom is also pretty slow & predictive.

    Phoenix is a bit of a comedy.
    A Lancer landing pin-point anti-armor shots at incredible range is more dangerous than someone that takes two long-reload manually guided rockets to kill a single infantryman that isn't an infil.

    VS Max's ability was shafted -- however when it wasn't, that speed & damage was murderous according to accounts.
    Without Charge (present day), NC Maxes lack a means to enter close-range before getting hammered outside their range.
    An NC max for AI has at best 12 shots of RNG - while devastating up close with the barrel-in-face, it's also the least adaptive, & most vulnerable getting anywhere, since it can't afford to fire until it's up-close due to the also massive reloading time.
    Not to mention, unless it's all into the head, it's not a one-shot: hell, even then the max likely fired twice.
    Add in the RNG which can dictate the entire magazine to kill 1 person, the NC max is the least practical.
    • Can't fire at all at range
    • Massive reload
    • Max speed is slow as hell
    • Engagement range is within all Anti-max weapon ranges (C-4, Tank Mines, Archers)
    • Small Magazine, means no suppression fire & limited shots
    • RNG controlled entirely
    So while a TR or VS Max can't possibly solo a room rapidly, they can however cripple the enemy rapidly at a distance if need be, and can fire-onto-foes while closing the distance to reduce misses.
    Add in the magazine capacity & reload speed, they can keep enemy infantry damaged or pinned down while they close in.
    To keeping a corridor flooded with rounds, rather than have entire periods where not a single round is able to be fired.
    So they can't burst in, they however can provide support all the way to the doorway \ breach point & then breach.
    NC's can only function at the breach point, assuming the breach point is a close-quarters area - or they become ineffective after the door-frame until they close the gap again.
    IE Tactically, the NC Max is so situational, it is comedy gold.


    Each Carbine is effective enough.
    Mind you, I usually use an NS.
    NC AR's function with the damage tier of the bloody saw.
    As does the basic sidearm, which even shares the RPM...
    The Gauss Saw is a long-range LMG, given as a starter where CQC is where all objectives are... But it works as a gun yes.
    VS's starter weapons, work beautifully well - or its the Gauss Saw talking -, for landing consistent blows.

    Ironically, I find the NC's starter-weapon sub-par only since it means any new NC infil has to hit the head or body, or be useless.
    With a weapon with sway, 1 bullet in the chamber, and likely no idea on how to steady the scope, nor the severe bullet drop.
    While less effective, the Semi-Auto's at least bridge the gap between Sniper rifles & every other starter weapon, while making new Infils actually deal reliable damage by them more easily hitting the target - due to lack of extra mechanics added onto the need to head-shot with reduced ammo capacity.
    IE, rather have an blueberry who can't one-shot but hits reliably, than a blueberry who can't hit **** but could've one-shot.

    Which you see is the irony part:
    That one-shot is useless when the shooter lacks the skill to land it.
    And the single group whom is most likely to lack the skill to land it, is the very group given only the Gun that demands it.

    Same issue as the Gauss Saw, potent but only if you can land the shot.
    Which is new players.... no way in hell, I'd bet on them managing every mechanic well enough to not be a man-down in a fight.
    Since they'd be basically dealing no damage, be a sitting duck, and possibly further away than they the best range they can handle -- since the idiot wants to use the furthest range at the get-go, rather than attempt it where they managed it before the rifle.
  11. Killer Medic


    NC doesn't win on Emerald due to NC. When the large outfit leaders stop being ******* morons and tellling people to abandon key caps to fight somewhere else, then NC will win. Same **** different day to be honest.
  12. Ziggurat8

    NC weapons are very very good. I'm inclined to agree with the assertions that NC has the best weapons overall.

    However.

    The average TR and VS player (based entirely on my own observations over the years) is more team and objective oriented than the average NC player.

    Most NC players care nothing about map percentages or back caps or alert status and simply farm the nearest big battle. This is just my oppinion based on years of playing the game but it's ultimately why I have never committed to playing NC more than an hour or 2 once in a while.

    VS/TR have more players willing to step up and get **** done in the name of winning territory. I have no idea why this is.
  13. raffa2

    Phoenix is a comedy as long as you are not on the receiving end, that **** stops zergs from advancing, it's not "a comedy" when your vehicle gets focused by 2 or 3 of them shooting from behind the hill and not being able to do anything about it.

    You NC love spouting the RNG meme with your MAX, there's no RNG when approaching the weapon from the right ranges, also same applies with TR gatlings as it's a betting whether you hit or miss while attacking targets too far, as long as you don't use the mercy which thankfully mitigates that, also you keep repeating that being able to oneshot things consistently is not a big deal, and again, everyone hates NC MAX for a reason, and it's not because "they are easy to kill", that goes for VS MAX which is a free kill a lot of times.

    Any new player will find it harder to play NC, but seasoned players will work better with their arsenal, that's my opinion, hard mode to me means a consistent amount of difficulty trough the whole experience, not just an initial spike then a flat line.

    EDIT:
    I'm trying NC max right now, for those still complaining about RNG just use two mattock with extended ammo and you can fire forever alternating the two arms and hit stuff consistently and costantly when holding points.
  14. JibbaJabba

    I use extended mags and slugs on everything. The mattock adds range but is still just the skinniest kid in fat camp...it doesn't count. The alternate but continuous fire technique leaves you stuck at an ineffective range. You'll get the same DPS with dual fire, but dual fire allows you to raise shield and close distance during reload.

    There ain't no getting around it. NC maxes suck at infantry at any range beyond inside a room. It is what it is. We just gotta compensate and either use them in their effective range, or concoct some method to make things approach our range.

    It's kinda like being a vampire. If this sun is shining on you, you're going to die.
    • Up x 1
  15. Moz

    This feels relevant in this thread:

    [IMG]


    :D
    • Up x 2
  16. JibbaJabba

    But let's be honest about this...

    Mathematically some faction MUST be on the bottom. No matter how well Dev tries to balance things, perfection will not be possible. NC is that faction.

    BUT... It's not that bad. It doesn't completely wreck the game. All factions have strengths and weaknesses. NC has to compensate a bit more than others to mitigate their weaknesses, but they CAN do it.

    I play NC main these days but have high level alts on TR and VS. I'm still having fun and that's what is important.
    • Up x 3
  17. LordKrelas

    Repair Grenade.
    I've been on the receiving end, I laughed my *** off when they aren't at a spawnroom -- if in a spawn, well, damn.

    Right angle: You mean the mentioned gun-in-head range?
    TR gatling: 100+ rounds, quick reload.
    NC Shotgun: 12 rounds at best, massive reload.
    RNG with 12 shots, needing 90% of pellets, or still having 12 shots.
    Or have 100+, that can deal damage past 15 meters... which do you think is more effective in more situations?
    Some hate the NC max for the RNG splat of instant death, some hate it for having RNG decide their fate while in it.

    And guess what, you still have 12 rounds at best per arm, and just halfed your damage output.
    A TR or VS Max now has more damage, more rounds fired, and a better range: As Max weapons are split between the arms.

    Actually, if that was the case, In any game of 2 sides, one side would be unable to effectively win.
    Which isn't the case.

    Not to mention, All factions have strengths & weaknesses.
    Yet NC has to be on the bottom in nearly all aspects... Which means there isn't balance.
    Balancing two sides, and Balancing three sides does not require shafting one side into the pit.
    After all, if we use math, 50\50, and for three, 33\33\33
    Or did you seriously forget the "Balanced" population % puts it point blank?
  18. Moz

    Well said that man!

    For me this game is kinda about creating an advantage to win. Be it via numbers, force multipliers or general cheesy tactics. Then it becomes down to your enemy to out "advantage" you! :D
    • Up x 1
  19. LordKrelas

    You can't exactly create an advantage, when it already exists and is a handi-cap forced onto one-side without your interaction.
    Numbers, force-multiplier use & tactics is one thing.
    When the opponent is handicapped, it's not you creating an advantage, it's exploiting a built-in disadvantage that you need to do nothing to exploit, and your opponent can do nothing to pull themselves out of the hole.

    It's like starting a card-game with a hand of nearly Aces for two sides, and the third is deliberately handed all ones.
    You can make good of your hand, and make it even better: But they can't make theirs anything but what it is.
    That hand you have, regardless if you have a single Ace or not, can't be played worse than their hand.
    Which means it's a rigged game, and nothing you did or didn't do, would affect them losing.

    Only the other player not set-up for defeat, can you actually out-play.
    Given then it's actually from how you play, not the hand you were dealt strictly.
  20. SupaFlea

    it all depends how you play really, TR and VS are better outdoors and at medium-long range but that only matters if you play the game to rack up the kills. at cap point that are generally CQB NC is very powerful and a 1 or 2 scatmaxs can devastate a couple dozen ppl in a small area real fast. Remember now matter max or infantry most ppl only aim for the head because anything else and your done so NC having 400dmg per headshot and most other ppl having bigger COF and 286 or 324 can be a deciding factor. doesnt matter if you survive with just 10 health your still survived.

    I play as LA mostly as HA just makes your rely to much on the extra shield and i refuse to be a C4 Faerie or roof top camper. I'm either trying to improve my reaction time and aiming or I'm supporting my outfit in tactical play. I do find NC the hardest to beat toe to toe since ROF is a nice advantage when your not being hit but as soon as that first bullet hits your COF blooms then it can some times go either way, who misses more headshots loses unless your opponent is really bad. Trying to beat a HA toe to toe as LA is the fastest and best way to improve yourself but most ppl opt for easy way and take more health and more dmg per buck. There is no TR weapon that rules the field like a GodSaw but stay out of combat and go for kills TR and NC weapons will whoop you every time. Playing the game capping points and defending points which are most are between 5-50 yrds if your arnt owning as NC you have problems.