[Suggestion] The Ultimate Combined Arms Gameplay Thread

Discussion in 'PlanetSide 2 Gameplay Discussion' started by EliteEskimo, Apr 9, 2013.

  1. EliteEskimo

    1. Only low skill cap AV sources like the ESRL's and Lock-ons would have a resouce cost. Dumbfire launchers like the Decimator and Standard issue launcher would remain free. More rockets can always be gotten from Sunders too.

    2. Unlocking vehicles with certs might help, but overtime it would become pointless because by BR 30 all vehicles could be unlocked. This cert refund for stationcash nonsense and the potential for it to occur again also has me skeptical that this would work.

    3. If an engineer certed into tank mines max level, they get 3 mines, 3 mines would set the tank on fire and it would be destroyed if not immediately repaired (as in like 3 seconds seconds for you to get out and repair it).

    4. It is a problem, inner radius splash damage is to low and the overall splash radius is to small for HEAT rounds. If a high velocity HEAT round hits right at your feet and explodes you should die. No one should expect to survive that.

    5. Who wouldn't want to see the Lightnings get more cool gear and cosmetics?:cool:

    6. I think that may be an overnerf to rocketpods, we need to make the weapon useful and deadly. However this should only be the case if the right things were given up to use them and they in the right pilot's hands.

    7. Tanks are really balanced verse each other right now, and I think it would be a balance nightmare for us and for the developers to try to make perfectly asymmetrical balanced tanks with the old designs.

    8. I spend a great deal of time repairing my tank on a constant basis, I'd rather have repairing be done on a less regular and slightly longer basis if I can stay in the battle longer. Also, if 2 or 3 of the people were engineers it wouldn't be so bad. If a tank has to retreat to repair it should maintain the same way, and unless the number of people repairing the tank outnumber the people damaging the tank I doubt they could repair through it unless all sources were hitting the front armor of the tank.

    Great suggestions and good feedback, thanks!:)
  2. Lucidius134

    1. No one would like my changes if I could so I won't bother. ESF's shouldn't be able to solo everything effectively that's for sure. One thing that no one will like is reducing rocket pod damage vs. air craft. It's still a problem from when they made the projectile speeds slower WAY back in beta (late october?). Why use A2A Missles against a liberator when you can use rocket pods and be effective at AV and AA and AI? I'm a pretty **** esf pilot, and i land more rocket pod shots while dog fighting then my nosegun (probably because i've used the LPPA for AA and have won before and the LPPA does less damage and travels slower)

    2. The bullet drop was there when we started getting buffs back in octrober/november. Purely anecdotal atm but i'll check the change log later. Would have been nice if SOE didn't delete the beta forums to make the game look better then it was for launch. The no drop on dalton/zephr is a RECENT post launch buff. They might have had no drop back in beta before i joined or before i got a zephr/dalton but when we got one it had drop i'm sure.

    3. I've made suggestions for AA before back in beta and that thread was deleted and long forgotten. I proposed % based damage reductions based on how many sources of damage are coming in to remove insta-gibbing from massed anything. The other one was making Liberator/Gal/ESF Flak resistance have a much higher initial base value, the their armor reduces with the more damage they take. Basically, gives air craft much more burst resistance but less extended resistance.

    You could make that a cert or part of composite armor or whatever. That won't roll with most people though because it'de increase TTK and they want their battlefield 3 in space until BF2143 comes out. With how PS2 has been designed and how it is being designed now, I can say that % based reduction to reduce insta-gibbing has no place in their game design philosophy as of now so I won't try and ram it down any of their throats. That's partly why I never bothered re-posting it.

    4. Where are you going with this? I'de say i've flown 1v1 with some success but I quit flying lib a while ago. Tank Buster did get nerfed so that definatly helps contribute to 1v1 ineffectiveness. (It kinda needed one though but I DIGRESS)


    ON TANKS:
    ____________________________________________________________

    I'de be more interested in HE if it had its old pre-nerf AoE but reduced damage. HE shouldn't have been and shouldn't be the main infantry killer for a tank. It should however have a large enough radius to suppress infantry, and hit multiple infantry. Not even an inner radius that's small and 1hit kill. It shouldn't 1 hit kill at all in the inner radius, for extended outer radius damage. That's just what i would personally prefer.

    HEAT's too viable atm because it's too good at both roles.

    ^ OPINIONATED RESPONCE
  3. KnightCole

    The thing about team tanks in this game is that team tanking would further reduce the effectiveness of tanks. Needing a gunner and a Driver to do anything.....it would require some teamwork and communications and what not.

    Team Tanking works in a game like BF2's Mod Project Reality, where its not exactly a run and gun shoot like mad shooter game.

    In a game like PS2, which is more like BF2 itself, a solo tank just fits the gameplay better.

    For PS2 tanks to be more effective, make the Infantry FEAR the tank.

    My suggestions are:

    Increase Frontal Armor: Make it to where tanks take 10 hits in the front for Vanguards and Magriders and like 8 for the Prowler. Move the armor section into its own little tool slot and put the armor there so the tank can mount both Armor and Nano Repair. Make it so the Armor will buy you 2(12) (10) more frontal shots or 1 more side shot. I would leave side and rear armor unchanged, as Infantry should be rewarded for intelligently beating a tank, i.e: flanking it and shooting the rear. However, tanks need to be durable and deadly frontally.

    Then on the matter of Grenades and M20. vastly decrease the dmg done to tanks by NON ANTI TANK GUNS! Im about sick of seeing Sundys run by me and shooting me up wiht those M20s and M40 Furies...


    Increase the HEAT and HE blast radius back to prenerf levels: A Tank should not be needing 2 and 3 and 4 rounds to down infantry. Were firing 4.5 and 6 inch shells that stand like 2 feet tall or more, yet at this point, they have less BANG then a damn Coke Can sized grenade. Infantry should NOT want to engage tanks, they should PAY for being hit by one. If you get caught in the blast radius, BANG, your DEAD! None of this 150mm HEAT in your pocket and you living.....

    Give Tanks Coaxial Machineguns: Given the current state of the million and one ways to effectively kill tanks, I see no good reason why tanks cant get their Coax MGs. Make them moderately accurate out to short and medium range, more of a close in defense weapon, rather then an alternate to the main gun.

    For the NC give it a Dual NC6 Mount. 100/300 ammo, upgrades to 1000. RoF of like 575
    For TR, CARV minigun, 200/600, upgrades to 2000. RoF of like 750
    For VS Trio Barrel fast firing Orion 200/600, upgrades to 2000. RoF of like 650

    Add these in as a 3rd gun slot, kinda like the Libby. let it upgrade optics and everything as normal.

    Buff AA Position guns: The M20, the Kobalt...both of those are General Purpose and Anti-Infantry guns....yet they either just dont do that much dmg or they are to inaccurate.

    Buff the Kobalt so that it can actually kill infantry. Its a damn .50 Caliber Heavy machinegun, yet it takes more rounds then a T9 CARV to kill people, hell it takes more rounds then a Banshee does to kill a tank...almost but not quite.. Either way, it should kill infantry in seconds....idk what its dmg is, but it needs to be increased.

    M20: This gun just plain needs its accuracy and dmg vs infantry increase.

    If Top guns were more viable and tanks overall were more survivable against attack, more people would team up and you would see less tank spam and more double team tanks. As it stands now, I now I dont dare get in people's tanks as I for one cant trust the driver and 2, know the tank might just blow up at any given moment. Its not like the top gun is worth a **** anyway...
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

    I do agree that the resource costs should be higher on all vehicles really.

    MBTs/ESF/Libbys should be like 500

    Gals 600

    Lightnings 300

    Flashes...unchanged.
  4. Codeak

    This thread is full of TL;DR's how about we just lock it
  5. Lucidius134

    It worked for Planetside 1 well enough though.
    • Up x 1
  6. EliteEskimo

    There's a problem with this thread being full of thought out posts instead of trolling and sneer remarks? No, I think we should have more types of sophisticated threads like this instead of the typical mindless dribble.
  7. Codeak

    nah if you cant express your thoughts within one sentence then its waaay too much.
  8. EliteEskimo

    You should change your signature picture to this, it would do justice to your personality.[IMG]
  9. Codeak

    what is that
  10. EliteEskimo

    Alright addressing your concerns.

    1. You're correct that ESF's shouldn't be able to solo anything, they should have to choose what they want to attack and sacrifice some sort of utility to do so.

    2. I was almost positive they had very little gravitational on their rounds until the update that was done after the game's launch. I would love to have this clarified though.

    3. Sorry to hear about that, that would prevent Liberators from getting instagibbed and sounds like a promising idea if you could fine turn it for this game. Did you have much support for this idea on your old thread? Also so, how would your idea impact a liberator if like 5 burster maxes and a few HA's shooting rockets, were all focusing on one Liberator. How long would you expect it to survive, since this is the current situation in larger battles. If

    4. I think you were talking about how any person can pull a liberator so you wanted to implement a 2/3 requirement to use the main cannon. I said the starter main cannon on the liberator is garbage so it really isn't necessary.

    On Tanks:

    My opinion is that HE needs to do zero damage to armor, have a slower shell speed, and decimate infantry. I believe it should have a OHK if it lands within 1.5m of the infantry and have a higher damage outer radius splash.

    HEAT shells should only be OHK if it's right at the feet or right beside at the infantry, but the overall AOE needs to be increased but with a much lesser damage outer radius splash circle. I do appreciate you sharing your opinions though:)
  11. KnightCole


    If it isnt like Twitter and the like 140 characters....its to long for alot of people. About the only threads I find TLDR are hte ones that are bunched together like a book......I do try to space mine out a bit more then I used to.
  12. KnightCole


    That was a different game with a different playerbase. PS1 and older games were back before CoD and World of Tanks kids were playing games enmasse....back when you had to P2P, there were no 5 year olds trolling around. Team Tanking only works were trolls are not present. PS2 is not one of those games.
  13. EliteEskimo

    I'll get to your feedback, but I disagree with your current statement. You of all people, being on Mattherson where outfits rule, should know team tanking works great when organization and teamwork is involved. Sort of like what you would find in an outfit, which are present in all factions all over Mattherson. It wasn't until the introduction of low skill cap AV sources that team tanking, and tanking in general , didn't work.
  14. KnightCole

    But I lone wolf for the most part. Im not in an outfit. I sometimes will follow a squad of infantry around in their Gals or Sundys, but most the time, just hang around defending caps or sniping with my Vanguard.

    But overall, yes, I do like the NC on Matherson. They seem to do pretty well over all.
  15. EliteEskimo

    I really appreciate the detailed feedback KnightCole, that being said let me address your concerns

    1. By making tanks team oriented I'm not leaving them with their same health or firepower. Current MBT's are glass cannons and do not even fit the role of a proper tank on the battlefield. Making them require teamwork indeed poses a new requirement, but the rewards that come with doing it properly are very beneficial. If it means you have to use Q to spot an enemy for your gunner so be it, if it means having a gunner so you can operate the main turret so be it. Either way you're getting an actual tank to handle instead of the current explosive taxi's that PS2 likes to call a MBT.

    2. There will still be plenty of solo tank play that would occur, people are so quick to forget the Lightning even though it is powerful and stealthy in the hands of someone using minor tactics and situational awareness. My idea would actually help promote the Lightning for the solo tanker, rather than simply try to farm a few quick kills with a MBT before it inevitably explodes.

    3. Your frontal armor damage buff would not go far enough with the current amount of rocketspam in large battles, if you intended to push up with infantry you would still get destroyed quickly just with a few more seconds to spare. Not buffing rear armor just means ESF's will continue to make MBT's feel like paper by killing them in under 2 seconds.

    4. Coaxial Machine Guns would be a great addition, as I had mentioned either with the driver getting control of that and then a gunner getting the turret (the best idea), or having another gunner get that position while you keep the turret.

    5. HEAT and HE AOE increase and inner splash radius circle damage being increased would be very much appreciated and I totally agree with you. Tanks are firing huge explosive shells, they should not be weaker than grenades when they explode.

    6. Making top guns more viable is indeed a good idea, I felt like the Kobalt was already pretty good but a very slight buff in ROF could make it more viable so the driver would like it in place of the turret. I also suggested XP sharing between all 3 seats simultaneously to encourage grouping up and working in a fully crewed 3/3 tank.:cool:

    7. If Galaxies got a significant buff I could see their resource cost raising slightly, Lightnings could use a small health buff with a small increase in resource cost. However they can't be too strong since they are solo vehicles which can pretty much be spawned most places on any map. Flashes need more stability, as they explode much to easily right now in my opinion.

    Thanks again for your ideas!
  16. KnightCole

    Well, on the matter of ESF, I would lower thier mag count and reduce the number of clips to like 1 loaded, 1 on back up....maybe with a 500cert upgrade, you get 2 on back up...
  17. Lucidius134

    3. It had as much support as most any of my posts. not enough for a dev to notice :p I don't have any ideas on numbers but this was proposed back with dual bursters and skyguards melted esf's in 1 second and libs in 3. Everyone screamed nerf the damage but I proposed that instead of touching the damage values. You can already guess where i'm going with that idea. "AA Should be a detterent." With % resistance per damage source or buffing armor and having the protection reduce with damage should mean that if you died it's because you didn't go away not "we had 20 maxes"

    4. I never said anything about implementing 2/3 to use the lib cannon, must have been some one else or a misunderstanding.

    2. So the Planetside 2 wikia has all of the patch notes from beta hidden or something, i can't find them.


    (3:10) Taken in September a week or so before I joined.
  18. Aesir

    An alternative would be time based defenses with high resistance to FLAK damage that degrade over extended exposure to FLAK.

    You get a lot of protection for a short duration and you need to resupply it at ammo pads. So you can stay for a set amount of time within a hot airspace and actually can make a gunrun.

    Let's say those FLAK armor panels give you 80% reduction to FLAK damage but after you have been shot for 10-15 seconds they fall off and you lose your resistance. This would mean you can operate in an area with heavy AA longer than now, but in an area with less concentration of AA you still get driven off if you stay to long.

    The important point is that it degrades over time and not over damage!

    Just an idea.
    • Up x 2
  19. EliteEskimo

    It would encourage more aiming, but then Pilots would likely want the damage to be buffed which would mean good ESF's pilots would solo anything. Then they'd just solo and then have to go back and reload before doing it again heh
  20. EliteEskimo

    1. If a group was organized enough to field 20 maxes in one air they probably still deserve to Instagib you, because that's 20 people completely vulnerable to most infantry and av threats just to engage in air. A C4 LA could fly in and kill them all while hey are looking up in the air.

    2. Sorry, it must've been someone else :confused:

    3. According to your video, that's how the Dalton and Zepher were before the gravitational pull patch? It seems about right. The whole reason they implemented the patch is so liberators didn't high altitiude bomb as little tiny specs in the sky that no one could hit. It got so bad at one point that tanks everywhere were dying to non rendered explosions, it merely consisted of little thunk sounds and your tank quickly died. What a nightmare that used to be.