Something I don't understand about NC MAX's

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Ned, Aug 17, 2013.

  1. maxx

    because the developers don't want to do anything of would result in a lot ******** may be bad PR. So they keep the NC bad
  2. Goretzu

    They did that with choked mode in PS1, it was well balanced.
  3. HellasVagabond

    Why not nag about the ZOE MAX which is both deadly in CQC and mid/long ranges ? That thing hits you twice and you are done. Not to mention it moves around like a devil so you can't hit it easily.

    PS : On a sidenote what the others said, we always get the short end of the stick.
    • Up x 1
  4. Goretzu

    A 0.3 second TTK difference isn't really excelling.

    0.3 seconds is within most human reaction time, nevermind including latency and most importantly clientside hit detections which means 0.3 seconds is functionally the same as 0.0 secondns.
    • Up x 4
  5. Ned


    Nope thats just whining, Im not attempting a whine, Im attempting to offer a solution
  6. HellasVagabond

    Your solution will probably be accepted by the devs as making it Mediocre in CQC, Mid and Long ranges...
  7. toxs

    NC max problems are kills per magazine. And a 9 hour reload time.
    • Up x 5
  8. Brayton

    I always pictured the Max as the heavy from TF2. Especially with the engineers pocketing them, its very relevant.

    The problem with this is that our heavies are carrying around the Brass Beast, which is great in situations, but for general use is trash.

    The TR have the standard Minigun, great for all things.

    The VS have Natasha, great for all things and is actually better(ZOE reference.)

    I hope this explains it better.
    • Up x 1
  9. NovaAustralis

    Firstly, totally agree that in PS2 all faction MAXs need a pocket Engy to be truly effective,
    just like in TF2 all Heavies needed a pocket medic to be effective.
    (The whole is greater than the sum of its parts)

    Secondly, the VS and TR MAX have all kinds of weapons that reach out effectively a long way.
    Disregarding the Bursters, because they are common,
    the TR Fractures hurt from a long way out. TR Mercies shred infantry at all ranges.
    VS have very good AI and AV weapons too that work at range. In fact the Vortex is a good sniping option!

    Thirdly, the NC MAX has only close combat options.
    The AV options are borderline effective against vehicles and not effective against infantry.
    Inside 10m the NC MAX is utterly deadly to Infantry and if it has the AV options to vehicles.
    Outside 10m the NC MAX is a big fat slow target.
    This is a very 'black and white' situation for what is now a very expensive piece of kit.

    My suggestion is to give the NC MAX an Auto-Cannon option
    that is effective against Infantry at range and reasonably effective against vehicles.
    Think of a Basilisk but a but beefier, with a slower rate of fire.
    This would fit with the faction trait and fill the gap in the engagement range of the NC MAX.
    (There goes another 2000 certs though...)
    • Up x 1
  10. Tekuila

    More so.
  11. Thagyr

    NC MAX is the hardmode MAX even with its apparently still legendary TTK. If you miss even a few shots you will be punished severely. Heck it's got to the point where even using the Aegis Shield reload has become a vulnerability. I've seen infantry run up and MELEE through the shield since they know the NC MAX is reloading and can't retaliate (also for some reason a bullet deflection energy barrier can't stop a knife/MAX punch). You don't see that with any of the other MAX units due to their magazine size and reload speed.
    • Up x 2
  12. Kyouki

    Or the NC can stop being cheap and buy the slug rounds. There is a BR100 that I see only use slug max and he just rakes in the kills.
  13. Kulantan

    Slug rounds = not able to kill enemy MAXs
    • Up x 2
  14. Lagavulin


    I prefer my max to be awesome close up, to being more in balance with other factions, but that's just a personal thing. I really would hate to swap current NC max for TR's, for instance. The ability to slaughter infantry so quickly inside 15m is not to be underestimated.

    Others hate it though judging by some of the crap on the forum, so I guess it depends on personal opinion.
    • Up x 2
  15. Lagavulin


    This is a fair point - I would like to have slightly larger mags again, and I don't think it would make them too OP.
    • Up x 1
  16. Torok


    FAIL, get them, they are pretty effective, try them on mattocks (the most accurate weapon) and remember the accuracy suffers from movement penalty, so you might wanna stand still or crouched for a moment before shooting ranged targets, you will one/two hit them so it's not big deal if you stop for a nanosecond to blow their heads up, otherwise you can try them on the Hacksaws, the only way to make that weapon viable anymore, I'm not joking ^^ try it out it's very funny and pretty effective, but it chews ammo at an insane speed.


    Grinders feels like prenerf Scattercannons, if you want a bigger magazine use them, without slugs and inside biolabs, You will never have ammo problems with them, and has half a pellet more than the standard scatter, it's damn good, oh and they are the cheaper scattercannons in our arsenal
    2x + Extended mags is 1500 Certification!

    ahh if only I didn't have such a bad upload speed I would gladly prove you how wrong you are by saying that with one video of gameplay :(
    The problem with our MAX is not that he isn't viable at range, but that 9/10 max users doesn't have Certifications nor experience to play the Mattock Slugs.
    and THAT is the Truth, because the NC Max has a faster ttk than other maxes even at 20 meters, and the slugs at that distance almost instagibs you, which is something the other Maxes can't do because you will avoid their bullets by not running straight, our Slugs are unavoidable.


    Check how few players use the Mattocks, and imagine how many of them actually use Slugs on them, this means that very Few players in this game have a loadout for the Ranged NC Max, then it's only natural that they all claim our max Bad at range and without viable options, well they are Wrong.

    Source: http://www.planetside-universe.com/showthread.php?t=56268&page=5
  17. Torok


    We Already have that, They are called Mattocks, they have smaller spread, reduced damage at close quarter and increased ranged damage, and they have the highest accuracy which combined with Slugs makes them some sort of Gauss cannons :p
    But not Many players have enough certs for new MAX weapons, most of them run with the Hacksaws bought months ago or changed to Grinders/Scattercannons which are "cheaper" to Obtain,
    1500 Certs for 2x Grinders with extended
    2000 Certs for 2x Scattercannons with extended

    Mattocks are 3300 Certs for both + Slugs + Extended
  18. Purg


    That slight edge comes with caveats and it shouldn't - otherwise there's no edge at all.

    It assumes that the NC MAX has spent certs on extended mags or running Grinders at extreme close range so no pellets miss (personally, I think Grinders blow, I use Mattocks for the extended range).

    It then assumes that the enemy MAX isn't using KA5 - perhaps even lower, haven't tested. I got snotted by a ZOE MAX at between 5-10m. He burned through my L5 shield (I was waiting for him to exhaust his ammo so I could drop the shield and snot him), I opened up on him with Dual Mattocks until I ran out - every shot hit center. He killed me with 1/3rd health left. I queried him, KA5 while ZOE was ON and I couldn't kill him with an extended magged Mattock at between 5-10m and he worked through my L5 shield then through me.

    If an NC MAX doesn't have extended mags or the enemy MAX is running high Kinetic, the edge goes to the non-NC MAX.

    So a large investment of certs needs to be spent on an NC MAX provided the enemy MAX hasn't certed KA5 for it to have an edge.. at 5m. Outside of that range, the NC MAX is breakfast.
    • Up x 1
  19. Purg


    That's what the patch notes said.. but in reality, the weapon damage at range actually decreased. There was a graph kicking around that showed the before and after probably buried somewhere in the MAX forum.
  20. Goretzu

    http://imgur.com/a/RwbM2/noscript

    Indeed basically nothing was really buffed (arguably everything was nerfed, because that tiny bit of extra damage doesn't come close to making up for what was lost) and the Mattock was just out and out nerfed. With those sort of "buffs" who needs nerfs? :mad:



    If they nerfed NC AI MAXs any more, they'll be doing less DPS at 0m than the best DPS TR/AS AI weapons and still be rubbish at range.
    But where the NC AI MAXs are really losing out are to the weapons that still have a decent 0m TTK but carry that TTK way, way out to medium range.