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Posted: Fri Dec 21, 2012 10:06 am
by Talock
Last post needed moderation because on an embedded link I assume. Attempt 2, I managed to find this:

"www.toshop.co.za/home/product/4908#ad-image-2"

Posted: Fri Dec 21, 2012 12:25 pm
by SlipperyDuck
ah - need to move you to the other group - doing now. . .

Oh and stats:

Image

Posted: Sat Dec 22, 2012 2:05 pm
by flycatchr
Talock wrote:Last post needed moderation because on an embedded link I assume. Attempt 2, I managed to find this:

"www.toshop.co.za/home/product/4908#ad-image-2"

i might even just get that for my travelling :)

Posted: Tue Dec 25, 2012 7:32 pm
by Hubris
Just an important issue update on the recent ~3gb patch. Certs are now earned at 500xp per cert, facility captures have been adjusted accordingly so you still get 1 per outpost etc. Cap ranges have been increased on control points.

Perhaps most important of the lot, good defensive bonuses now apply to xp earning so there is a greater incentive to defend busy bases - but there is no lump sum xp/cert collection, incentivising actually doing something whilst defending.

You also get xp earning bonuses depending on the population of your faction on a given continent. Obviously the less guys you have relative to others you will receive greater bonuses - they're slight so don't get too worked up about them.

You now earn around 5 certs per day, whether online or offline - not been confirmed. I really hope you guys asked Santa to take advantage of the triple station cash and double xp periods! Apparently the battle rifles are an excellent purchase.

Posted: Fri Dec 28, 2012 9:13 am
by pmurgs
I've just installed the latest BETA ati drivers, definite fps improvement. The patch notes say the ps2 fixes are for crossfire users like me, so if you are a crossfire ati user, I suggest you try the beta drivers.

Posted: Sat Dec 29, 2012 12:31 pm
by Griderz
Thanks Murgs, will try them today, need them extra FPS :)

Posted: Sat Dec 29, 2012 4:04 pm
by Hubris
So another wall of text, blah blah...

I wanted to raise the issue of effectiveness in Planetside2. The world is big, there are tons of players and one is often frustratingly ineffective; but a few can make a difference but only if they play to be effective. That means smart decision making and time efficiency. Zerg armies will steamroll everything in their path, eventually, until they run out of steam; but they're not that much fun, tend to achieve very little sustainably and you don't get as much xp as getting commando.

Generally, aircraft are ineffective at changing map conditions. Even if you rinse everything you see (which is unlikely), you can't cap a flag and the enemy can just respawn if they are determined. The only time aircraft are actually somewhat effective is when they a) drop commandos off, b) trap a spawn room or c) clear turrets and d) provide security. Pretty limited and nothing good ground forces can't do themselves with time. If you are flying, you are just farming xp and should think accordingly.

A gazillion mozzies in one place can do significant damage; but that's rare and your one liberator is never going to turn bases no matter how good you are.

Deploying as infantry, you need to consider squad layout and vehicle. Firstly, you need MAXs if you plan to fight anything over 10 people, so preferably one or two Anti Infantry and one or two Anti Air. Then, you need a good bunch of Heavy Assaults (3 at least), a handful Engineers and a Medic or two. As long as everyone achieves their class roles and is willing to swop class, you will find yourself being very effective indeed. Infantry can achieve anything, provided they work together.

Picking a vehicle is easy. You either take a sunderer (or two which is really effective) or you take a galaxy (or two, which would also be effective). Any supporting vehicles are just that, supporting and in most cases cannot be relied upon to serve the infantry's cause. So use discretion in bringing along only vehicles you absolutely need for the situation at hand. Anything more and you are seriously crippling your ability to be an effective infantry unit.

When attacking outposts, your first priority is to secure spawn points (sunderer/beacon), then to clear the approach to the flag(s) and cap it (them, one after the other - don't wait around on a flag in a hotspot). Once the flag(s) has (have) turned, you can camp the spawn to your heart's content. If there are enough enemies to keep you off the flags, getting to the spawn room is either impossible or a very dumb idea. So if you do any outpost capture in any other order you are wasting your time.

When attacking facilities, your first priority is again spawn points, but this time outer bases give you vehicle spawns too. Whoever controls the outer bases controls the facility, no matter how many guys spawn in to defend the core enough spawned armour will stop any traffic in or out of that base. Armour/air spawns allow you or the enemy to get the upper hand, so secure them early then worry about the generators and finally with the flags.

Air well, flies around and helps when it suits them. Infantry on the other hand (Darren) is by far the most effective, fun and profitable style.

It's a pretty simple formula to apply. If you are fighting superior numbers, don't worry. You are actually in the ideal position to farm xp and achieve everything you want in terms of certs and gameplay. Be smart, establish a good spawn position. Dig in and give them hell until you either rinse or get rinsed. Play tactically and manage your threats, all you need to do is stay alive and you have an army to shoot at and kill upon your choosing. Combat, after all, is way better than base hopping or air/repair farming.

Being effective as infantry in combat means moving a) with your toughest up front and b) from cover to cover and c) together. That simple. As long as you keep the MAX's and Heavies up front working cover, the Engineers and Medics can sit in defilade, watch your backs/flanks and be called upon when needed. There is no point rambo-ing an Engineer or a Medic, its a waste of resources allocated and a cert oppertunity. Xp rewards effective combat, so play with the system in your class's favour (farm it)!

Again it comes down to teamwork. Either you play as individuals or pairs, to farm xp in the most ineffective way possible; or you play ALL together and actually get what you want out of the game. I understand when working as a squad its easy to get fragmented, but going on a liberator run while your mates are dying on the ground is probably not going to turn the battle. Be smart, pick infantry and be a team player by being patient, recruiting players, redeploying or spawning armour and transports.

The best way to judge your gameplay is by K/D. Play infantry for xp, but watch your K/D. It's a trade-off between what's acceptable and what's profitable to you.

This of course is all premised on the idea of being together as infantry. The moment you get fragmented, attacking one by one in seperate locations you become ineffective. You might rinse 2, 5 or even 20 guys alone but they will get you eventually and without support you will lose whatever ground you were fighting for and ultimately be, yes, ineffective. Deploy together, communicate, move out together, protect and help each other.

The spawn system is simple. You can spawn on facilities, outposts and control points (hard spawns). You can also spawn on beacons, sunderers and hopefully galaxies soon too (soft spawns). Generally, you can only spawn in a restricted zone around where you are and have been. You can't just spawn across the map unless you use a spawn beacon, instant action or a map deploy which all have significant timers. Spawn beacons are essential, take advantage of them by redeploying if you get left behind.

Be sure to keep an eye on the map though, in amongst all that chaos you might get cut-off and then you have no choice but to leave and try reconnect tiles; hoping that the turned flags will turn the base or at least soften it for your return upon connecting it again. Don't sit around forever waiting for the cap and eventually getting wiped. Generally speaking you want to go to the nearest connecting flag, but in tough situations you should plan one or even all the way back for regrouping.

If everyone applied that mindset to our play, I think we'd all get a lot more fun and a lot less frustration from the game and have happier farming.

Posted: Wed Jan 02, 2013 12:51 pm
by voiDude
Awesome Hubris :)

If I might be so bold as to express my opinions? That hit the nail on the head, if we've got a decent amount of guys all on mumble and expert leadership etc - why bother rolling with the massive tank\libby zerg that forms on the server at peak times. We make the least impact there. When we've got the communication and resources to branch of and get other objectives\caps we really should.

Posted: Wed Jan 02, 2013 8:16 pm
by Hubris
Pfff express your opinion? Never, but now that you did at least you're right ;)

Posted: Wed Jan 02, 2013 10:00 pm
by SlipperyDuck
Image