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Planetside 2

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  • Closed Accounts Posts: 7,346 ✭✭✭Rev Hellfire


    I'm currently working this issue through with SOE support, still no joy for me.
    But I'll post up later after work the suggestions they've sent me since they might be of benefit to someone else.
    Its a shame I really like the game, but since GU11 its unplayable for me, whereas before I had no issue even in large fights.


  • Closed Accounts Posts: 7,346 ✭✭✭Rev Hellfire


    'tisk meant to post this before. Here's the feedback I got from support which in fairness was good even if they didn't resolve the issue.
    Greetings revhellfire,

    Please try following the troubleshooting in the knowledge base articles below, if that does not resolve your issue follow the set of instructions under the knowledge base article links and update this ticket with the generated text files so that support can take a better look at your connection. If you have any more questions or concerns, please let me know.

    Answer Title: [PS2] Increasing Performance with PlanetSide 2
    Answer Link: http://help.soe.com/app/answers/detail/a_id/36462

    Answer Title: [PS2] PlanetSide® 2 Ports
    Answer Link: http://help.soe.com/app/answers/detail/a_id/36804
    Let start by deleting and regenerating some key configuration files that may be corrupted or missing and can cause instability with the game:

    Run your Planetside 2 Launchpad and log in, but do not press play. Click on the Advanced Tools icon (looks like a hexagon surrounding a wrench) in the lower left and then choose the option to open game directory. In the window/folder that comes up, locate, make backups of, and delete the following files:

    PlanetSide2.exe
    UserOptions.ini
    SoundSettings.xml
    LoadingScreen.xml
    InputProfiles.xml
    vivoxoal.dll
    vivoxsdk.dll

    Once these files are deleted, close the Planetside 2 window/folder and go back to the Launchpad > Advanced Tools/Settings menu. Click on the Validate Game Assets menu option and then press the green Validate button to have the Launchpad check your game files, and download any missing or corrupt files.

    They also suggested not using a wireless connection if you are on one, I'd a wired one which didn't help. But I had played before on wireless with no faults.


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




    Had 2 goals with this vid, first was to show anti skyguard/sundy tactics from the air, and the second to get more people into the air on woodman, regardless of faction.

    That said nc really could use an organised air force on woodman.


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


    on a second note - vid footage of the overhaul to easmir's bases -



    I really like the look of some of those bases now


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    Kirby wrote:
    Hey all -

    Game Update 13 is right around the corner and it brings some pretty exciting change to Auraxis. Here are some highlights of the major changes and additions you can expect to see with the update. As always, last minute issues can pop up and delay some of these, but this is what we're looking at right now.

    Esamir Lattice and Facility Refresh
    The icy expanse known as Esamir has had a major facelift with virtually every facility and outpost modified and enhanced, with some being completely replaced. The goal with these changes is to enhance gameplay flow and help support the addition of the lattice connections on the continent. There are a lot of threads with screenshots floating around on the forums to check out, but I'd highly recommend (and humbly request) that if you can you spend some time on Public Test (Click for more info) Checking out the changes for yourself and providing some feedback. We could use all the help we can get finding bugs and areas in need of polish, so if you do hop on to Public Test please do make use of the report a bug feature - it really does help us out tremendously to have extra eyes on this kind of change.

    Implants!
    Implants are a consumable item that can be used to enhance your soldier with gameplay perks for a limited period of time. Each implant is equipped per-loadout and has a limited duration which is consumed only while that loadout is active. The implants are designed to give unique benefits that allow players to further refine their role & personal play-style without imparting an over-the-top player-power benefit.

    Here are the currently planned implants we're launching with GU13:

    Awareness: auto-spots enemies who damage you or that you damage
    Battle Hardened: reduces camera shake from explosions and flinch
    Clear Vision: Protects against concussion and flash grenade
    EMP Shielding: Protects against EMP Grenade effects
    Enhanced Targeting: increases the range that you can see enemy health bars and names
    EOD HUD: Allows you to detect enemy explosives in a short radius around you
    Regeneration: Slowly regenerates health over time when not in combat
    Safe Landing: Reduces fall damage
    Sensor Shield: Makes you undetected on enemy radar/motion sensors
    Thermal Reduction: Prevents the wearer from being highlighted by thermal vision

    We will be starting with these implant types available with more being added over time.

    In addition to the implants we're putting in some feedback about implant resistance, so when you, as an EMP grenade user hit someone using an EMP Shielding Implant you'll receive some feedback to let you know it wasn't effective.


    Implants will have relatively short durations (Measured in hours, not days) and low costs. Like weapons, they'll be available to purchase for both Certification Points and Station Cash. We're still finalizing the durations and costs for these items, but we'd love to hear feedback on the system.

    Platoon Enhancements:
    We're continuing to implement suggestions from players for platoon and squad management, with GU13 we've got two big player requests coming in:

    Platoon voice channel management, ability for platoon leaders to set platoon VOIP channel to only be used by squad leaders
    Platoon leader waypoints per squad, ability for platoon leaders to set individual squad waypoints for Alpha, Bravo, Charlie and Delta squads.

    Spawn Changes:
    Several enhancements to the respawn window:

    There is now a category for Squad spawn points, if you're not in a squad this will allow you to auto-join a squad.
    We've added some more respawn options, these should allow you to respawn at more locations near where you died, previously by default you were able to spawn at the nearest outpost, large outpost and facility (in addition to local spawn points, squad spawn points and reinforcement requests), now you'll be able to spawn at the nearest linked base (or adjacent base on non-lattice continents) in addition to the above, this should create some more consistently available fallback / reinforce positions.
    Chat window added to the respawn screen

    ESF Updates:
    We are working on some extensive ESF changes that Kevmo has outlined (here). These changes are going to be coming over the next 2-3 game updates, starting with GU13. With GU13 you can expect:

    Retuning of the default and rotary nose guns
    When an enemy vehicle is destroyed via crashing, suicide or the player logging out the last player to damage the vehicle (within 10 seconds) will be awarded a kill credit.

    New Weapons:
    There are 4 new weapons coming with GU13:

    NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend it's range even further.
    NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
    TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
    VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.

    Suit Slot tuning:

    The cert costs for the Ammo Belt cert line have been retuned.
    Advanced Shield Capacitor has been tuned to make shields recharge significantly faster.

    Vanu weapon audio update:
    Most VS infantry weapons have had their audio significantly updated to be more impactful and satisfying.

    And of course we have a pile of bug fixes and other misc. polish and tuning coming with the update too numerous to list, and full patch notes will be available as we get closer to releasing the update.

    Our current plans are to release GU13 next Wednesday, 6/24.

    As always, we're excited to hear your thoughts and feedback on the update and these upcoming features, and once again encourage you to check out the changes on Public Test before they go live next week!
    See you on Auraxis!
    Original post.

    So we're getting our first cert sink; curious how badly they will balance that one...


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


    I'm pretty sure Implants have been removed from that update.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    I'm pretty sure Implants have been removed from that update.
    They posted they were pulled and then the post stating that got removed for some reason... How ever I'd agree it is unlikely to make it (as this is the second failed attempt).


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    xevr.jpg
    Who needs a shotgun to be OP? :P


  • Registered Users Posts: 300 ✭✭Gaunty


    Fair play, i trialed that gun in a biolab fight and decided against it as it absolutely ate through ammo. Nearly need your own personal engineer with you.


  • Registered Users Posts: 300 ✭✭Gaunty


    In other news my move to DIG outfit did not last too long. It was way too casual and not many of them joined teamspeak. I decided to join DIGT, DIG's more serious outfit. Seems to be a better fit and good fun with the late night spandex squads suiting my strange playtimes perfectly. We get a few ISK members joining us for those on teamspeak usually. Khuntai is one fellas name i can think of. He's from Belfast.


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  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    Gaunty wrote: »
    Fair play, i trialed that gun in a biolab fight and decided against it as it absolutely ate through ammo. Nearly need your own personal engineer with you.
    You should get two kills per mag; with 7 mags that's 14 kills worth and you can usually find a ammo pack along the way :)

    The best part though is you can go up against heavies and win with it and you can still snipe out to 50m easily.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    Our outfit commander recorded this little AV camp at the Octagon this weekend; it repelled both TR and NC ensuring VS won Esamir and the over all alert by not allowing the armor zergs to get through.



  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    Hossin is live on the test server; suppose to be very pretty and bring back the interlink facilties as heavy infantry based fighting locations.

    Also three of the Euro servers, Cobalt V Woodman V Miller, are going to have a grand battle on the server (each server is one faction). Appearantly us Millers will have to be NC so Scat MAX with shield it is then :P


  • Closed Accounts Posts: 31,967 ✭✭✭✭Sarky


    Ooh, that's good news. I haven't really had a chance to play PS2 in over a month. Lone wolfing it doesn't have the same appeal as playing with friends, and most of those had the poor judgement to get married recently so they're busy :(


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    Sarky wrote: »
    Ooh, that's good news. I haven't really had a chance to play PS2 in over a month. Lone wolfing it doesn't have the same appeal as playing with friends, and most of those had the poor judgement to get married recently so they're busy :(
    Come join us on the right side and that'll not be a problem :P

    Anyway; the dry run is this Sunday with the "real" fight due to be done next Sunday.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    So this Sunday's test run had Miller crush the puny opponents :P

    There's even an outfit being set up for next Sunday to organize it even better.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    Times are in; as noted this Sunday on the test server:
    The event starts at 17:00 UTC
    Which is 18:00 in the UK, and 19:00 in central Europe.


  • Registered Users Posts: 7,383 ✭✭✭Dave_The_Sheep


    I thought we had massive population advantages last time out? Or was that just whining from the other servers?

    Oh, and I'm curious. We got NC last time out (normally I'm TR on Miller). How do your certs hold there - do you have to start from scratch since it's a new server?


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    I thought we had massive population advantages last time out? Or was that just whining from the other servers?
    We crushed them silly yes proving that Miller > all :D
    Oh, and I'm curious. We got NC last time out (normally I'm TR on Miller). How do your certs hold there - do you have to start from scratch since it's a new server?
    We're still going to be NC in this run but because it's the test server you get 100k certs allocated with creation of a new character so you can unlock pretty much anything you want short of camo. Due to the limited resources infantry weapons, Scat MAX (medics to revive you hopefully!) and possibly reaver rockets (if you can fly) are the best bets.


  • Registered Users Posts: 7,383 ✭✭✭Dave_The_Sheep


    That's a lot of certs. I may have to partake just to try out some of the NC weapons. At least we're not Vanu. I don't think I could stomach that.


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  • Registered Users Posts: 300 ✭✭Gaunty


    Oi, there is nothing to be ashamed of running around in spandex with a light show for a gun.



  • Registered Users Posts: 300 ✭✭Gaunty


    Oh, and also out interest. What are your ingame names lads? I'm sure they have been posted a few times over the length of this thread but i'm just curious in case i've either shot you or played alongside you. :)

    My ingame name these days is [DIGT] Gaunteh.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    NodyVS (Miller)
    NodyTR (Miller but not actively played; only passive cert gathering)
    NodyNC (Cobalt)
    Nodys (VS alt on Cobalt because they are the domninant side and I hoped to merge the certs into my main >P )
    Nody (TR Woodman; my "real" TR alt when I decide to play TR)


  • Registered Users Posts: 7,383 ✭✭✭Dave_The_Sheep


    DaveTheSheep2, TR. My main. Level 43 or so.
    DaveTheSheep, NC. Rarely played. Level 8 as a result.

    Outcasters outfit.


  • Registered Users Posts: 18,134 ✭✭✭✭VinLieger


    VinLieger NC Miller, incidentally any advice for a decent outfit? I play pretty casually and can usually find a platoon going when im on but would be handy if there was an outfit out there someone could suggest?


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


    Nody wrote: »
    So this Sunday's test run had Miller crush the puny opponents :P

    There's even an outfit being set up for next Sunday to organize it even better.

    TBH i couldnt believe how far the majority of miller ground troops on the test server, have their heads shoved so far up their own asses. Their attitude just plain sucks, and that alone has alot of the woodman players who showed up for the test considering not bothering with the full event....Apparently woodman lost to lack of skill not that we were outnumbered 3:1.

    Millers air squads however, even while they were getting completely decimated by woodman's air, kept up a good air of sportsmanship.

    The original challenge by woodman to miller was for a fun chance to team up with enemies to fight a common foe, not to prove who was best. Though that idea seems to be lost on miller...

    I will plainly say after last sunday, Im glad that i play on woodman and not miller.


  • Moderators, Category Moderators, Arts Moderators, Business & Finance Moderators, Entertainment Moderators, Society & Culture Moderators Posts: 18,317 CMod ✭✭✭✭Nody


    TBH i couldnt believe how far the majority of miller ground troops on the test server, have their heads shoved so far up their own asses. Their attitude just plain sucks, and that alone has alot of the woodman players who showed up for the test considering not bothering with the full event....Apparently woodman lost to lack of skill not that we were outnumbered 3:1.
    That's our n00b squads alright; you'll have smack talking at every major zerg party by them (usually how <insert other side's weapon is OP> or they only lost because of the enemy zerging). Ignore chat in general and put a shotgun in their face; that's what we do (bonus points if you catch one guy who's typing; the tears are lovely) :P
    Millers air squads however, even while they were getting completely decimated by woodman's air, kept up a good air of sportsmanship.
    Well clearly we did not have Daddy and some of our better air fighters there as the timing did not work for them being Russian but hopefully they'll join this Sunday (no clue if they will though).
    The original challenge by woodman to miller was for a fun chance to team up with enemies to fight a common foe, not to prove who was best. Though that idea seems to be lost on miller...
    It's competition and we're out for blood! :D


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


    Nody wrote: »
    Well clearly we did not have Daddy and some of our better air fighters there as the timing did not work for them being Russian but hopefully they'll join this Sunday (no clue if they will though).

    I hope so, we could use a good fight, we spent more time hunting sundies than fighting air... and hunting sundies on hossin in an esf... is not fun, bloody trees had more kills than all pilots combined did:eek:

    Only half my oufits air squad showed up, most not having gotten the test server downloaded, be it due to dl caps or lazyness.

    Theres a proposed gentlemans agreement among pilots not to use the new esf weapons for the event, tho given the attitude of the n00b squads, as you put it, we're some what concerned it wont be followed by everyone... but then we have ways of dealing with that...:D


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


    toons

    Revenari - tr woodman
    omaris - nc woodman
    tolari - vs woodman
    Revenis - vs matherson
    omaari - nc waterson
    tolenar - vs miller - cert grinder...


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  • Moderators, Recreation & Hobbies Moderators Posts: 10,912 Mod ✭✭✭✭Ponster


    Nody wrote: »
    The best part though is you can go up against heavies and win with it and you can still snipe out to 50m easily.

    I just picked that gun up and my k/d rate has jumped by leaps and bounds. I got a 5 kill streak after only 20 minutes of selecting it while before I would be lucky to get a streak of 1 :)


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