Planetside 2

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Bags159

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I have played PlanetSide on and off since 2006 so to say I'm stoked is a bit of an understatement. Sad to see irony sights in the trailer. Though, there was a mention of classes in the Fan Faire and if that turns out to be like a Call of Duty class I most likely will not be playing unless everything else is the same.

Going to have to wait for a lot more information to make a decision though.
 

Euryptus

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The announcement of Planetside 2 has piqued my interest.

I have a lot of fond memories of that game - thought I admittedly quit after the Core Combat expansion nobbled it badly. As a Terran Republic player I experienced the joys of being a member of a dedicated Prowler tank crew, moonlighting as a engineer/infiltrator when solo, and eventually linking up to a 15-man squad. And yes, I was geeky enough to get involved in practise runs to capture areas as fast as possible.

Firstly the good stuff. Mass three-way battles (when the servers could handle it) led to fluid battlelines, sieges, and sometimes entrenched warfare. Towers and bases (which contained the in-game spawn points) changing hands could decisively swing a battle - whether taken by a full advancing division or a set of sneaky infiltrators. The skill system allowed you to change your character build so you could do what you wanted - a nice bit of versatility that still seems better than the standard Assault/Heavy Weapons/Medic etc. A favourite combo was the infiltrator/engineer/Mosquito pilot, sneak behind the lines, take that unguarded tower, set up turrets, then switch into a MAX (armoured) suit and defend.

Now the bad stuff. Weapon/vehicle balance was a bit off (for those who played, the term 'Magmower'sums it up), you often had to 'follow the zerg' to find the active combat, and often by the time you got there the area had been mopped up and the troops had moved on (action was fast, and the main map did not update very quickly). With the introduction of Core Combat, a chunk of the game died, in my experience. Players were distracted from the battlelines to the cave section, which if controlled gave major benefits to aboveground troops, leading to an endless skirmish in a single area. The players needed to take said caverns in order to push forward on the surface simply because the forces had been drawn into the caverns battle in the first place, leading to a loop. And a crowded laggy play area.

As for the BFRs (mechs), you'll have to ask others. I suspect the game balance was probably just battered further.

So in summary - before the new content wrecked things, Planetside was perfectly good MMOFPS. Bad development choices and poorly thought through extra content unbalanced it. It had its moments of greatness. At the very least, a suitably tarted-up version could do very well.

I hope they can get it right this time - if done correctly, I'll be re-enlisting with the TR for a second tour of duty.
 

Bags159

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FFMattCR said:
I really hope they dont change much in terms of how the game is played, although if done properly a more focused kind of class system could work rather than just buying whatever skills randomly with your skill points, but we'll see
Doing this will ensure that 80% of their current and past player base won't play.
 

Bags159

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Have some more links:

http://massively.joystiq.com/2011/07/08/soe-fan-faire-2011-planetside-panel-and-interview-with-creative/ - Q and A
http://www.planetside-universe.com/p-fan-faire-2011-qa-70.htm -- Q and A
http://www.justin.tv/gamebreakertv/b/289717498 -- Planetside talked about for 10 minutes at 1 hour 38 minutes
 

Euryptus

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Bags159 said:
FFMattCR said:
I really hope they dont change much in terms of how the game is played, although if done properly a more focused kind of class system could work rather than just buying whatever skills randomly with your skill points, but we'll see
Doing this will ensure that 80% of their current and past player base won't play.
Too true. A flexible fully-customisable approach to skills was one of the original's best features. Allow the players to build their own class combination - that way you can play in the way that best suits your personal style.
 

Bags159

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Euryptus said:
Bags159 said:
FFMattCR said:
I really hope they dont change much in terms of how the game is played, although if done properly a more focused kind of class system could work rather than just buying whatever skills randomly with your skill points, but we'll see
Doing this will ensure that 80% of their current and past player base won't play.
Too true. A flexible fully-customisable approach to skills was one of the original's best features. Allow the players to build their own class combination - that way you can play in the way that best suits your personal style.
Yup. If they do stick a pure class base system in the game, they better not butcher anything else. I really hope it's just a slightly more classist system, if anything. Such as, no Heavy Assault and Advanced Medical, but you can still have basic medical. I would be 100% fine with that.
 

Lawyer105

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Am seriously amped for this. Hope the "sooner than you think" is actually "sooner than you think" and we'll all be playing PlanetSide 2 in a couple of months!

Trailers looked awesome.

Weapons were a little too "modern day" for me (seriously... the NC assault rifle looks too similar to a stripped down SCAR (if that's the right gun), and the sights are far too "iron sighty" for me. I way prefered the wicked zoom the previous PS weapons had. You could almost imagine the helmet-linked scope kicking in as you pulled up the aiming.

I'm also hoping for more vehicles. One VS tank thingy and a fly-by don't really cut it. Trailer was a little vehicle-light to be full Planetside.

That said... it's still awesome, and I'll probably get it day-one!

Oh yeah... and please, GOD, let them fix the hit-detection!
 

Raddra

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Pr0 said:
Long as they realize that "balancing" the MCG/JackHammer/Lasher equation doesn't revolve around making them all "differently" powerful I think we'll be solid.

That was the biggest argument in the whole game and I don't think even the handful of players left have stopped arguing about it.

If they left the ground war/base war up to the Cycler/Gauss/Pulsar, and adjusted HW cert to cover AV/AA/AP, the game would be infinitely better.

HW cert was the biggest balance issue in the game, bigger than BFR's, bigger than vehicles, even the empire tank debate wasn't as hotly contested.
On this note, I hope they remove or severely tone down the bullet distance damage dropoff.

I got tired of having GUN MELEE FIGHTS.

It was absurd.
 

91stCataclysm

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Found a vid of one of the lead designers answering questions about PS: http://www.youtube.com/watch?v=uqzK9X_WAGU&feature=player_embedded

To sum it up: Classes are IN (talked about seamlessly switching between classes, so I guess it'd be more like shooter classes than RPG classes), each with their own cert tree.
On cert trees, they're going for DEPTH - meaning upgrades upon upgrades rather than a broad selection of certs available with no connection to one another like in PS1.
NEW TERRITORY CONTROL SYSTEM - apparently holding ground, not just facility, counts towards personal and empire-wide RESOURCES, so expect to see a lot more field combat rather than "drive to facility, fight over facility, drive to next facility".
RESOURCE SYSTEMS - not much was said, but it works on both a personal and an empire system and allows the pimping of vehicles and upgrading of weapons.
NEW CERT ADVANCEMENT SYSTEM - progress into the cert tree will be governed by an advancement timer that progress both online and offline and work on real time, much like EVE online's skill learning system. This means that players with less time to play won't be at a massive disadvantage. However, BATTLE RANK will still limit your advancement so you can't just create a character and then wait six months and roll out your uber-commando :p
MORE EMPIRE FLAVOR - He talked about how they wanted each Empire to not just achieve the same goal with different tools, but actually play somewhat different - TR with their human wave tactics, NC filling a more guerrilla role, etc.

Aaaand that's about it, I think. Frankly? Some things made me think oh goody, others made me think "Oh boy, I'm not sure I like what they've done to my Planetside". I guess it'll be ultimately be down to how well they implement and execute all these features.
 

Euryptus

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On the subject of graphics, I hope they don't go for too much detail - I'd be happy with CoD level graphics rather than Crysis level ones. IMHO, it's far more important that the game runs smoothly, preferably silky-smooth.

After all, everybody has already got dozens of death-by-lag stories. I don't need any more :)