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Planetside 2

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  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Kiith wrote: »
    Are unlocks account wide? As in if i get a cert for something, will all my characters have it, across servers?
    Server and character specific.


  • Moderators, Computer Games Moderators Posts: 23,206 Mod ✭✭✭✭Kiith


    Nody wrote: »
    Server and character specific.

    Really? That seems a bit crappy. But I suppose everyone would have all their characters with all unlocks if it wasn't like that.


  • Registered Users, Registered Users 2 Posts: 10,245 ✭✭✭✭Fanny Cradock


    Spear wrote: »
    Seems to be no way to register unless I do so for the US servers. It just redirects in a loop.
    http://www.planetside2.eu/ no?


  • Registered Users, Registered Users 2 Posts: 12,551 ✭✭✭✭Varik


    Anyone on right now.


  • Registered Users, Registered Users 2 Posts: 4,406 ✭✭✭PirateShampoo


    yeah cerse server, vs


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  • Registered Users, Registered Users 2 Posts: 1,001 ✭✭✭LawlessBoy


    Playing TR on Miller.


  • Moderators, Computer Games Moderators, Technology & Internet Moderators, Help & Feedback Category Moderators Posts: 25,479 CMod ✭✭✭✭Spear



    Which redirects back to the planetside2.com with an appended query string, which in turn redirects you back to planetside2.eu. Repeat until you give up on the game.

    Even the link to the EU forums is a just an endless redirect:

    curl -I "http://planetside2.eu/forum?georeg=true&country_code="
    HTTP/1.1 301 Moved Permanently
    Server: nginx
    Date: Sun, 25 Nov 2012 18:09:23 GMT
    Connection: keep-alive
    Keep-Alive: timeout=60
    Location: http://planetside2.eu/forum/?georeg=true&country_code=


  • Registered Users Posts: 232 ✭✭lemon_remon


    Dunno if this was posted already but you can get 170 free station cash my signing into these sites with your SOE account. You don't need to download anything, you just need to log in.

    http://www.freerealms.com/

    https://www.clonewarsadventures.com/index.action


  • Closed Accounts Posts: 1,842 ✭✭✭seanbmc


    CuLT wrote: »
    Haven't played an FPS for a while (much less an MMO), first couple of hours were gruelling, there's a lot to learn. Also, Counter-Strike and TF2 have mostly made me forget TKing was a thing. That's been a painful one.

    It's addictive though and I'm really getting into it :) Playing Vanu on Woodman. The Tron-esque music in the menu was the primary driver of this decision.


    I was chatting to a guy last night and we both said the exact same thing, it was the music that made me choose them.


  • Closed Accounts Posts: 353 ✭✭RADIUS


    Lads I am trying to get started on this, Love the game but can anyone give me any tips on how to tell who the hell I am supposed to be shooting at and what the different colours on the HUD map mean?

    I have watched all the tutorial videos but didn't find anything on this. As far as I can see there is no clearly defined scheme to distinguish who the enemy is.

    Is that guy on a mountain in the distance a team mate or an enemy? How to tell beside shooting them to see if you get a warning?


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  • Registered Users, Registered Users 2 Posts: 1,257 ✭✭✭hairyheretic


    Each factions armour is a bit different. You have to learn to recognise them, which admittedly is trickier at a distance, or during the night cycle.


  • Moderators, Computer Games Moderators Posts: 14,713 Mod ✭✭✭✭Dcully


    Is that guy on a mountain in the distance a team mate or an enemy? How to tell beside shooting them to see if you get a warning?

    Spot him and see if he lights up in red if he does kill him :)


  • Registered Users, Registered Users 2 Posts: 9,893 ✭✭✭Canis Lupus


    RADIUS wrote: »
    Lads I am trying to get started on this, Love the game but can anyone give me any tips on how to tell who the hell I am supposed to be shooting at and what the different colours on the HUD map mean?

    I have watched all the tutorial videos but didn't find anything on this. As far as I can see there is no clearly defined scheme to distinguish who the enemy is.

    Is that guy on a mountain in the distance a team mate or an enemy? How to tell beside shooting them to see if you get a warning?

    You just have to learn but yeah spot him but if it's a twitch shoot then your team has a blue arrow over their heads.

    I've FINALLY started to understand what's going on in the map now.

    To take a small place run to letter with your squad, bar ticks down enemy color and yours fills up. You then cap it. HURRAY!

    If it's a big base with shields (the type that blocks tanks etc) you need to go in by foot and disable the shield generators (stand by them and press and hold e). Once the gen blows the given shield drops and you rinse and repeat. Get inside and take the letters a b c etc If they're already in your teams hands they'll be green otherwise the letter will be in the enemy color and needs to be capped. Once you get all three and hold them, on the bottom left over the minimap you'll see the enemy colour sloooowly drop and then yours grows and once complete you take the zone. Depending on whether your team owns the surrounding zones this process will be faster or slower (it's almost pointless to try capping something deep in enemy territory cos it'll take far too long to cap).

    That's the basic 'point' of the game in a nutshell. Different zones gives you more points to spend on aircraft/tank/infantry stuff. Simples..

    EDIT: Join an outfit and get on vent with them. It makes the game infinitely more playable than being on your own just wandering around.


  • Registered Users, Registered Users 2 Posts: 7,410 ✭✭✭Icyseanfitz


    so is there any boards.ie team?


  • Registered Users, Registered Users 2 Posts: 2,213 ✭✭✭MajesticDonkey


    I've FINALLY started to understand what's going on in the map now.

    To take a small place run to letter with your squad, bar ticks down enemy color and yours fills up. You then cap it. HURRAY!

    If it's a big base with shields (the type that blocks tanks etc) you need to go in by foot and disable the shield generators (stand by them and press and hold e). Once the gen blows the given shield drops and you rinse and repeat. Get inside and take the letters a b c etc If they're already in your teams hands they'll be green otherwise the letter will be in the enemy color and needs to be capped. Once you get all three and hold them, on the bottom left over the minimap you'll see the enemy colour sloooowly drop and then yours grows and once complete you take the zone. Depending on whether your team owns the surrounding zones this process will be faster or slower (it's almost pointless to try capping something deep in enemy territory cos it'll take far too long to cap).

    That's the basic 'point' of the game in a nutshell. Different zones gives you more points to spend on aircraft/tank/infantry stuff. Simples..


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Btw I foresee a problem down the line with ESFs (Empire Specific Fighters) and they will need some serious nerfing to bring them into balance. Today as a dual Burster I can kill a stupid pilot (keep on flying in straight lines please) if I don't miss more than a shot or two OR there needs to be 3+ of us opening up about the same time at close range or a semi stupid pilot (don't start to evade when shots come in / don't have some area terrain to duck behind etc.).

    Now the only upgrade we can get for MAXes for damage is double clip size (500 certs per arm, ouch...) to increase the amount of shots before reload but this don't noticeably decrease the kill time (i.e. we can get more shots in overtime but the shots don't deal more damage so the gain is the removal of potentially one reload in a salvo). However once the ESFs get their armour maxed out again they can ignore the Burster (and Lightening counterpart) even more as the kill time goes up (decreased damage from explosions) and the Burster is a sitting duck even more then now. This has led to the current situation of 20 ESFs to each Lib, and ten libs to each Galaxy simply because there is no reason to bring a Lib (two or three ESFs can get the job done easier with rockets) and Galaxies while also being mobile spawning pools are too priced targets that everyone will aim a gun at them anyway (500 exp / 150 exp for assist on a huge target when you can get a Sunderer from every spawn point out there?).

    I'd also love to see the nose gun removed from the pilot seat on a certain "bomber plane" (i.e. the lib); the number of times I see it with 1/3 vs. 2/3 or 3/3 is very telling in how people use it (and as someone on the receiving end of it a few times those bombs are damnable good but basically never used) which is just wrong. With a 10:1 ratio it’s used as a replacement ESF rather than a bomber and that’s just sad :(. I’d love to see the Lib getting some serious buffs for Air defence (most common reason it dies is ESFs hunting it down for a solo kill) and nerf to the front gun (or give it to the bomber to switch between or something to stop it being an oversized ESF), add two side guns (for the pilot in the back to switch between all three) and that’s coming as a Burster pilot who’s one of the main targets for the bomber :P.

    For the Galaxy the main problem is it’s simply worth too much to kill; as a dropping ship it has uses (I’ve seen some very impressive outfit drops on bases) but in general it’s simply not worth it. Hence I’d suggest to simply decrease the timer, resource cost and exp value of it and add a bit more AA resistance to it and call it a day. That way while it is still a huge target everyone aim for it’s not going to hurt as much once it dies.

    Anyone disagree/agree about the above?


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    I agree about the esf's, my lib( with comp armor 3) feels like soggy tissue compared to my sycthe( no comp armor) when it comes to flak


  • Registered Users, Registered Users 2 Posts: 3,815 ✭✭✭Burgo


    Nody wrote: »
    Btw I foresee a problem down the line with ESFs (Empire Specific Fighters) and they will need some serious nerfing to bring them into balance. Today as a dual Burster I can kill a stupid pilot (keep on flying in straight lines please) if I don't miss more than a shot or two OR there needs to be 3+ of us opening up about the same time at close range or a semi stupid pilot (don't start to evade when shots come in / don't have some area terrain to duck behind etc.).

    In fairness I don't think a lone burster should be able to kill an esf unless the pilot is retarded. Sure back in the beta prior to the air buff hardly anyone was flying as they were just taken to shreds in seconds, especially esfs, which were easy prey for bursters, and a skyguard could solo a lib in an equally short amount of time. That said I think they went too far the other way, and now air dominates everything. :p A balance does need to be found though, as if you buff damage to air to much no one will be back like the beta with no one flying.

    Now the only upgrade we can get for MAXes for damage is double clip size (500 certs per arm, ouch...) to increase the amount of shots before reload but this don't noticeably decrease the kill time (i.e. we can get more shots in overtime but the shots don't deal more damage so the gain is the removal of potentially one reload in a salvo). However once the ESFs get their armour maxed out again they can ignore the Burster (and Lightening counterpart) even more as the kill time goes up (decreased damage from explosions) and the Burster is a sitting duck even more then now. This has led to the current situation of 20 ESFs to each Lib, and ten libs to each Galaxy simply because there is no reason to bring a Lib (two or three ESFs can get the job done easier with rockets) and Galaxies while also being mobile spawning pools are too priced targets that everyone will aim a gun at them anyway (500 exp / 150 exp for assist on a huge target when you can get a Sunderer from every spawn point out there?).

    But more bullets without reloading = more damage on target before they have a chance to evade/ fly away. But yeah they should do something, but what though? If they make ground units like burster/ skyguard powerful again then the skies will be empty once again. if you make ground powerful enough to take out an armoured esf, what about all the noobs with no certs, wont somebody think of them? :pac:

    I'd also love to see the nose gun removed from the pilot seat on a certain "bomber plane" (i.e. the lib); the number of times I see it with 1/3 vs. 2/3 or 3/3 is very telling in how people use it (and as someone on the receiving end of it a few times those bombs are damnable good but basically never used) which is just wrong. With a 10:1 ratio it’s used as a replacement ESF rather than a bomber and that’s just sad :(. I’d love to see the Lib getting some serious buffs for Air defence (most common reason it dies is ESFs hunting it down for a solo kill) and nerf to the front gun (or give it to the bomber to switch between or something to stop it being an oversized ESF), add two side guns (for the pilot in the back to switch between all three) and that’s coming as a Burster pilot who’s one of the main targets for the bomber :P.


    I dunno, lots of guys in my outfit are kitting out libs big time, and keeping them alive for ages going on crazy bombing runs (dat daltron!) I think its a lot about the pilot and how they play, I have seen people treating it the same as a lib, trying to go in as close air support and not being fast enough to get away when all the burster maxs' and has start paying attention to it.
    For the Galaxy the main problem is it’s simply worth too much to kill; as a dropping ship it has uses (I’ve seen some very impressive outfit drops on bases) but in general it’s simply not worth it. Hence I’d suggest to simply decrease the timer, resource cost and exp value of it and add a bit more AA resistance to it and call it a day. That way while it is still a huge target everyone aim for it’s not going to hurt as much once it dies.

    Yeah I agree with you, Gals cost way to much and as soon as one appears everyone starts shooting it to bits and they do die fairly fast.

    Anyone disagree/agree about the above?[/QUOTE]

    Yes!


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Burgo wrote: »
    In fairness I don't think a lone burster should be able to kill an esf unless the pilot is retarded. Sure back in the beta prior to the air buff hardly anyone was flying as they were just taken to shreds in seconds, especially esfs, which were easy prey for bursters, and a skyguard could solo a lib in an equally short amount of time. That said I think they went too far the other way, and now air dominates everything. :p A balance does need to be found though, as if you buff damage to air to much no one will be back like the beta with no one flying.
    But once the ESF add some armor the Burster will be in trouble to kill even a stupid pilot.

    Lets take a normal stupid pilot scenario; ESF is flying in a relatively straight line towards a Burster who sits in the back to provide AA cover over the infantry in front of him and the tanks trying to push 100m out. The Burster waits to open up until it can see the health bar by which time the ESF already had a time window to offload it's first set of rockets on any target of choice at the front line and start it's escape. Burster offloads full dual mag of 28 shots in about 5s and starts to reload. The ESF is now already over the Burster flying away and still not dead and can do a second strafing run on the Sunderer or what ever and continue away while the Burster hopes to get the kill in turning around hoping that there's no HA, Sniper, Tank, other ESF etc. that will take a pot shot in it's back.

    The simple fact is ESFs are to effective vs. everything with standard loadout (rockets + minigun) yet something specialised in AA ONLY can't be allowed to kill it back? That's my main issue with ESFs honestly; if they upped the damage 2x but cut the armor to half I'd be fine with it. Make it a glass cannon and force the pilots to zip around and make engaging over heavily contested areas dangerous but profitable and have them bite at the edges like wolves hunting a flock. Make the ESFs bite something you fear but if the pilot is not careful (s)he dies a quick horrible death (may need some adjustment on timers for both MAXes and ESFs etc.) but not the current version of flying tank that can engage anything with the best movement capability in the game (fully use the sky, fastest speed, fastest turning speed etc.) and guns to take on anything. That's not balanced with how the rest of the units in this game works; everything got a hard counter that shuts it down hard 1 on 1 in standard paper/rock/scissor fashion; the ESF does not (not even another ESF).

    Oh and in PS1 Reavers (best counterpart to the ESF) were deadly but brittle; any decent AA MAX could seriously dent if not kill them yet they were VERY popular to fly because you could engage anything with them and do significant damage. I don't think the above would somehow make fly boys stop flying (only the easy exp hoarders who want free kills) because the kills are there but now it requires a bit more skill beyond hover, send of rockets, fly away and get a reload and repair job at the closest base.


  • Registered Users, Registered Users 2 Posts: 2,213 ✭✭✭MajesticDonkey


    Galaxies don't act as spawn points at the moment. They removed that feature during BETA - Sunderers are the only means of spawn points at the moment, apart from bases themselves.


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  • Registered Users, Registered Users 2 Posts: 1,001 ✭✭✭LawlessBoy


    Quick question someone might know the answer to, do cert points go up when your offline aswel?


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    yeah they do, bout 1 every 2 hours for a non subscriber


  • Registered Users, Registered Users 2 Posts: 3,739 ✭✭✭BigEejit


    Scythe 65 Killstreak Uncut

    http://www.youtube.com/watch?feature=player_detailpage&v=vTxidhiUubI

    Not OP at all, no siree bob!!


  • Registered Users, Registered Users 2 Posts: 2,213 ✭✭✭MajesticDonkey


    BigEejit wrote: »
    Scythe 65 Killstreak Uncut

    http://www.youtube.com/watch?feature=player_detailpage&v=vTxidhiUubI

    Not OP at all, no siree bob!!
    Well they're not, TBH. Look at the amount of certs you need to unlock them in the first place - 800? Also, it takes nearly 3 rounds of rockets to blow up a sundy and plenty to blow up a tank as well. The only reason it looks OP in that video is because no one could be bothered to get AA maxes or guided launchers out.


  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    guess i shouldnt mention my 27 kill streak with a single drop pod in late alpha testing... full lib - full gal and full sundy...though with the speed my cam was spinning after hitting the lib, I was feeling a bit sick when i finally made it to the ground... then promptly was burnt to a crisp by a flamer wielding max


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,329 CMod ✭✭✭✭Nody


    Well they're not, TBH. Look at the amount of certs you need to unlock them in the first place - 800? Also, it takes nearly 3 rounds of rockets to blow up a sundy and plenty to blow up a tank as well. The only reason it looks OP in that video is because no one could be bothered to get AA maxes or guided launchers out.
    Sorry but no half way competent pilot will be killed by the SAM missiles; Burster maybe if you got three or more and the pilot decided to stick around.


  • Registered Users, Registered Users 2 Posts: 9,893 ✭✭✭Canis Lupus


    Can someone give me some advice re flying? Is joystick or mouse preferable?

    I just bought (admitedly a cheapo) cyborg v1 to see if I could bring some pew pew to the skies but it's just so twitchy flying a scythe and there seems to be a lack of ingame settings to smooth it out. Am I right in seeing that the default joystick sensitivity is set at 1 and can only be increased? This seems a bit mental... I watched a video just now of a scythe pilot and he's smooth as silk so do I just need more practise or is the joystick pants and do ye have any recommendations for one?

    Finally, what should I be looking to prioritise on the scythe? speed/dogfighting/weapons?


  • Registered Users, Registered Users 2 Posts: 3,000 ✭✭✭KilOit


    BigEejit wrote: »
    Scythe 65 Killstreak Uncut

    http://www.youtube.com/watch?feature=player_detailpage&v=vTxidhiUubI

    Not OP at all, no siree bob!!

    Got over 80 kill streak with Scythe, have the infrared unlocked and just blow enemies by the dozen if you're a smart player and pick off the stragglers.

    As for scythe loadout, i bought the rocket pods and hail as primary with station cash.
    with certs i got the decoy flairs, this is a must! next composite armor then the speed boost.
    i worked on acquisition timer in the middle of the main unlocks.

    This sort of load out suits the shock and awe type play, dive in and unload and get the hell out of dodge and deploy flairs if lock on.

    I only started playing with scythe 2 days ago and was BR 20 and have now shot up to 29 in no time with an insane amount of exp.
    My scythe is a 2000 cert beast now :)

    I hope they nerf it! very unfair and ruins the fun for others.
    Today i dived into a capture point after a whole gal unloaded to stand there to get points, i killed them all in 2 passes, they didn't have time to react.
    All i ever did in ps1 was fly reaver, so will continue to do so in this one even if it's overpowered


  • Registered Users, Registered Users 2 Posts: 3,739 ✭✭✭BigEejit


    Well they're not, TBH. Look at the amount of certs you need to unlock them in the first place - 800? Also, it takes nearly 3 rounds of rockets to blow up a sundy and plenty to blow up a tank as well. The only reason it looks OP in that video is because no one could be bothered to get AA maxes or guided launchers out.
    Have to say it, this is utter bollox. They are as OP as fcuk.... If you can figure out how to fly the damn things, and stick to the periphery you can last for ages and get loads of kills.

    An AA max will not bring one down unless the pilot is an idiot (bug out as soon as start getting hit) and guided missiles? are you kidding? Their biggest enemy is other OP planes. They have ballsed up the basic rock/paper/scissors that makes this kind of game work.

    Its only a matter of time before everyone starts flying the damn things and they will have no choice but to nerf them.


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  • Registered Users, Registered Users 2 Posts: 3,274 ✭✭✭Monty - the one and only


    don't suppose you've looked at the US servers then yet, so many planes in the air, there's constant collision deaths, not many libs but plenty of esfs, though i will say, coordinated fire from the AA launcher, will clear the skies pretty quickly, racked up 30 mossie kills and a ton of assists last night with a 3 man fire team, merely starting to lock on last night was enough to send em running....


    [edit]
    I will say the only reason we got so many kills last night was just plain down to the lack of fear from lock ons, mossie would just sit there, drop flares to break the lock, and continue pelting the ground troops with rockets. We just gave them the fear back, by letting em waste flares then pelting em with rockets


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