[Suggestion] The Ultimate Thread Dedicated to Refurbishing TR as a Faction

Discussion in 'PlanetSide 2 Gameplay Discussion' started by EliteEskimo, May 3, 2013.

  1. ClumsyWizard

    Not to be the sore person, and say that most of these suggestions ARE bad, but you have to consider that this is the PlanetSide game with some narrative to it.

    The NC has stolen TR weapons (which can explain their higher rate of fire), and the VS uses Plasma Weapons (PEWPEWPEW! LAZ0RZ EVERYWHUR!). So their rate of fire makes sense, and most of the complaints for the weapons from what I understand are complaints mainly about recoil.

    No, duh. High rate of fire IS more recoil. Vertical can be controlled, and if you can train yourself well same can be said about Horizontal to an extent.

    There are some decent points on the Prowler's design, and the new 'reimagined' model for the Chaingun. Why must the chaingun be different? It's horrible as is, and stupid looking too.

    The proweler's off-set doesn't made sense either. I believe either a normalization of the cannon is needed, OR add an additional 2 barrels on the other end.

    Chaingun: Why does this model work? I think the only avantage to it is that it skips the spin up time of the barrel if you zoom in and fire at the same time.
  2. EliteEskimo

    1. The NC did not Steal TR weapons, the corporations they are fighting for bought them new ones.

    2. Horizontal recoil cannot be controlled, it makes your gun randomly move to the right or left at a rapid pace. Horizontal recoil on TR weapons makes no sense because they have picked what is conventional and reliable after hundreds of years. You would think they would pick guns that were actually accurate and didn't have horizontal recoil, or at least come with attachments that significantly lessened it. TR guns are said to be the fastest firing, but in many cases are either tied or beaten..

    3. The very fist Gatling guns had 100+ round maganizes, having only 42 after 1700 is dumb. I'm fine with the model of it. I'm no sure what you're trying to say here though.
    • Up x 2
  3. ClumsyWizard

    Chaingun. Not the gattling gun. I have no experience using the Vulcan.
  4. EliteEskimo

  5. Joseywales

    In Helios TR is doing just fine they just capped Indar last night and have the 10 percent discount on Infantry, there max anti armor weapons are the best in the game, some of the LMGS are off the hook. They seem to be holding up quite well for as this post suggests needing to be refurbished.
  6. Hemi

    This post isn't about buffs now is it. We just want what we were promised in the first place. I could give a sht about Helios TR, I want my weapons to work as intended.
    • Up x 5
  7. Wintermaulz

    This thread is not a buff request thread. This is us giving the devs some ideas on how to set us apart play style and themeatically wise from the NC and the VS, who seem to do better in what TR is supposed to be about, being more dakka.
    • Up x 3
  8. EliteEskimo

    It needs to be short, however it needs to be balanced to the point where an okay tanker can get minor use out of it, a good tanker can get decent use out of it, and the Ace Tankers can wreak havoc with it if the scenario is right. It'll be similar to how the Vanguard works, the okay tanker may only get enough out of the shield to survive and escape, the good tanker will likely use it to win some 1V1 tank battles and live longer . A great NC tanker will use a fully maxed out 8 second shield to win just about every possible 1V1 Tank battle, and if the situations are right and the Vanguard is 2/2, it could use the shield to take out 2 1/2 Prowlers by itself.

    I personally think it should start off at 4 seconds, then each upgrade would add one second making for a maximum of 8 after 1700 certs, similar to how the Vanguard shield can extend it's damage duration to a Maximum of 8 seconds. The thing you have to take into consideration is that the Prowler driver will have to be still, require good aim, and have fast recoil compensation skills during this ability for it to count the most. On the move the ground has to be 100% flat or else your shots go way off target since the Prowler has no turret stabilization. Another thing you have to consider is that this ability is a skill offensive based ability. This means the ability is only as good as the person aiming and moving with it. Also if something interrupts the driver's attacks, such as a LA's flying at him, he'll have to move to escape thus wasting the ability he activated. Thoughts?
  9. Poka

    I'd trade to TR in a heartbeat if I could keep my certs.
  10. Dingus148

    Cool! Care to lend some suggestions as to where you'd like to see your fantasy faction go?
  11. ClumsyWizard

    I originally typed something here that felt degrading, and pointed out that you didn't quite understand what I meant. After some proof-reading I felt that the original message in this spot would be the only thing read instead of the suggestion below.

    I'm talking about the T7 Mini-Chaingun (http://wiki.planetside-universe.com/ps/images/thumb/8/8a/T7minichaingun.jpg/300px-T7minichaingun.jpg). The model for it is too 'handheld' and doesn't have that real chaingun feel, but granted I don't want to feel like the Terminator when I use one. I'd at least would like to see more anti-armor to the T7 Mini-Chaingun more than anti-infantry though.

    Heck, certs into different ammo types too. Hollow points, and tracers maybe. Right now the T7 Mini-chaingun feels more of a general crowd please of 'Hey, look at this. You can have it, but you can't do anything with it except hope that you don't die when you use it since it takes too long to spin up!'. I've looked at it a bit in the VR, and I do wish that there was an ammo belt that pumped into it instead of an ammo drum.

    Instead of a primary weapon for the Heavy Assault the T7 Mini-chaingun should be an alternative to the Rocket Launchers, but at a cost. You can't carry both just one or the other. I also think it would be fair that in this new weapon assortment that most of the MAX-restricted Chainguns could also be used by the Heavy Assaults, but undertuned so the MAX variants do have more leverage than what the Heavy Assault could use.


    I'd like to add that the incoming MAX ability to anchor in should only be used when you have allies around since most of the people I have told that the anchor ability is a good idea automatically believe that they'll be solo, and unable to withstand flanks, and splash damage. At the least give two variants of the anchor ability too. One gives turn-in-place mobility at the sacrifice of defensive abilities, and one gives more defensive abilities (Another bar of health for example) at the expense of mobility.

    I could say the same about the anchor ability for the Prowler, but only if they'd add in more artillery weaponry for the Prowlers for that purpose. I can see the Prowler as a better siege tank than the Lightning as the Lightning is meant for Hit and run tactics / flanking rather than Siege.

    Edit: Siege weaponry, in my opinion at least, is mortars.
  12. Wintermaulz

    Let me start by stating what i think each empire thematically stands for.

    NC:
    • High damage
    • Low ROF
    • High Durability
    • Low speed
    • More recoil but smaller initial COF
    Overall, more defensive orientated

    TR:
    • Low damage
    • High ROF with more bullets to compensate
    • Larger Initial COF, but lower recoil
    • Faster speed
    • Slightly lower durability
    More offensive orientated

    VS:
    • Medium Damage
    • Medium ROF
    • Medium durability
    • Medium speed
    • Medium recoil and initial COF
    More flexible in their approach


    Now how does this tie into the TR prowler ability you might be asking. Well, the magrider and vanguards current ability exemplify this. NC have an 'o crap' button to push to get out of sticky situations. VS have a nitro to both get into better positioning to attack, or to get out of a hairy situation.

    This brings us to the TR. As i stated above, i think TR is more offensive orientated. The overdrive should give us a quick burst of damage to wreak havoc for all who stand against us. It would be best used for those who use are speed to get into advantageous positions to quickly destroy enemy forces.

    As i see it, this is how each tank should optimally operate:
    • Vanguard is a medium range, heavy tank meant to fight slug fests with the enemy
    • Magrider is a medium tank, excelling at long range by using its mobility to dodge shots
    • Prowler is a short range medium tank meant to close in with the enemy and destroy them from knife fight range.


    The overdrive should give us that extra bit of oomph to take out the enemy tanks after having to close range with them to make the best use of it.


    TL/DR
    i agree, but i think we have different ideas on what role the prowler should be filling.
    • Up x 3
  13. Undeadfred

    In reality this is what it is.

    NC:
    • Highest damage LMG
    • Highest damage Carbine
    • Highest damage AR
    • Highest RoF Carbine
    • ROF that spans the spectrum but more access to lower ROF
    • High Vertical Recoil
    • Low Horizontal recoil
    • Lower CoF
    • Highest bullet velocity
    Best guns in terms of handling, and Time on Target.


    TR:
    • Has more access to lower Damage weapons, and fewer 167 weapons
    • Highest RoF AR
    • Largest CoF
    • Highest Horizontal Recoil
    • 5kph Faster Tank
    • 10 extra rounds in some AR and Carbines at the expense of recoil
    • Longest reloads
    • Lowest access to single pull recoil weapons.
    Guns with the highest CoF bloom, but highest killing potential per magazine.


    VS:
    • Has widest range of types of LMG's (Type being defined by optimal range)
    • ROF similar to TR weapons, most guns have a TR mirror, with TR having 10 more rounds and more recoil.
    • No bullet drop at the (marginal) expense of bullet velocity.
    • Most maneuverable vehicles.
    • Bloom nearly identical to TR.
    • Wider access to single pull recoil patterns.
    TR and VS are nearly Identical in terms of small arms. The difference being is TR is often given 10 more rounds at the cost of horizontal recoil.
    • Up x 2
  14. EliteEskimo

    How do we have different ideas about the Prowler, the Prowler is indeed a short to medium range tank? However is meant to kill things off at short to medium range tank, not just knife fight distances. Once they made the Vulcan not a knife fight gun and boosted the projectile velocity of the HEAT and AP Shells it became a medium range tank.

    These are the 2 official Planetside 2 descriptions on the Prowler which all listed in the first two posts of my thread :)


    “The Prowler is a medium tank that is not only the fastest empire specific tank on the field but it can be armed to the teeth with extra weapon systems beyond the other empires medium tanks, making it one of the deadliest vehicles in the game.” (Weapon Systems=Offensive Ability)

    "The Prowler's top speed and maneuverability allows it to run circles around all other tanks in its class"

    We both seem to think the Autoloader/Overdirve ability would mesh well with the Prowler and give it an ability unique from other faction MBT's. So what exactly are we not seeing eye to eye on WinterMaulz? :eek:
  15. Wintermaulz

    Please keep in mind, this thread is not comparing VS/TR/NC effectiveness between classes/weapons/vehicles. I was trying to make a point about how we should have the suggested ability that was suggested in the quotes, and what my views are on it and how the prowler should operate. please lets keep this on topic on TR.
  16. Wintermaulz

    I guess my reading comprehension skills could use some improvement, as it appears we do agree on the prowler role. my bad
    • Up x 1
  17. Undeadfred

    Yes but is that effectiveness that defines the practical feel of these factions.
    We can write all the lore, and make all the claims about flavor that we want, but ultimately it is the gun play that determines how these factions actually feel.
  18. EliteEskimo

    If you don't have ideas on how to make TR feel cooler and get back to following their faction lore I suggest you find a different thread. If you feel TR are OP and need to be nerfed go make a thread about it, but do not bring irrelevent topics into this thread. Thanks
    • Up x 4
  19. Thrustin

    Definitely. I have a feeling a lot of the faction traits have gotten lost in all the rebalancing changes.
    • Up x 3
  20. Liquid23

    a lot of it is because players refuse to choose the faction which has the traits that they want or that fit their playstyle... instead they choose the faction because they like how it looks, or something other reason that has nothing to do with gameplay then whine and demand the Devs change/add the faction to fit their playstyle... it's all but killed the factional differences by this point

    note: that has been going on since beta and we lost a lot of the faction differences even before release