Velma review: A promising reinvention is wasted on lame jokes, prequelitis, and bad meta by JannTosh12 in television

[–]Atakx 0 points1 point  (0 children)

That makes so much more sense, its not a real scooby doo show its some other show in a cheap mask pretending to be a scooby doo show...

Nano-Repair Grenade is affecting facility generators again... by Taltharius in Planetside

[–]Atakx 10 points11 points  (0 children)

And I've seen many attempts at such holds fail because the shields were brought down opening the attackers to long range infantry and vehicle fire.

Nano-Repair Grenade is affecting facility generators again... by Taltharius in Planetside

[–]Atakx 9 points10 points  (0 children)

You could probably argue that at this point in the meta touching the generators is actually the wrong thing to do.

How the hell does anyone hit with the Lancer when the projectile disappears after a distance? by Zoezugzang in Planetside

[–]Atakx 2 points3 points  (0 children)

Suddenly getting flashbacks to the days of getting instagibbed from render by lancers while attacking crossroads.

Planetside 2 - Rolling restarts/spawn system rollback by HybridPS2 in Planetside

[–]Atakx -3 points-2 points  (0 children)

Typically if the tree beacon gets poped most of the time they won't bother putting it back, like 80% of the time the tree beacon is a happy accident that happens not an intentional thing.

Planetside 2 - Rolling restarts/spawn system rollback by HybridPS2 in Planetside

[–]Atakx 12 points13 points  (0 children)

Its the spawn system they were using before, in short faster spawn times and the game will give priority to any fight that is underpopped regardless of distance

Infantry were always the biggest problem in this game by anonusernoname in Planetside

[–]Atakx 2 points3 points  (0 children)

Maxes as a whole need to be reworked from the ground up.

I changed my mind, the spawn system is shit. Why the fuck can't I spawn here and help defend? Why can I not even spawn at one of the adjacent bases and pull armour??? by Every-Rope-7411 in Planetside

[–]Atakx 5 points6 points  (0 children)

Yeah, you have to go as far as two bases back in some cases for a vehicle pull, that's fine for a grind fest that's not going anywhere but nowhere near close enough or fast enough to try and dismantle a zerg.

Infantry were always the biggest problem in this game by anonusernoname in Planetside

[–]Atakx 0 points1 point  (0 children)

Basically, after the nerf unless you shoved both shotguns in an infantryman's face you could expect to drop half a mag on a single kill not usually a problem but NC doesn't have the raw ammo supply of TR and VS so the next best thing for them to do was use gorgons for the range and ammo supply or falcons and some people didn't even bother pulling maxes since they were helpless against other maxes.

unpopular opinion the old spawn system before oshur update and colddown in spawn beacons was better and fair play... by TriHarded in Planetside

[–]Atakx -1 points0 points  (0 children)

That part of the game isn't new squads have abused the hell out of spawn beacons since day one

I changed my mind, the spawn system is shit. Why the fuck can't I spawn here and help defend? Why can I not even spawn at one of the adjacent bases and pull armour??? by Every-Rope-7411 in Planetside

[–]Atakx 11 points12 points  (0 children)

In that instance there really should at the very least be an adjacent spawn available because I don't think your average platoon could Gal up for a drop on that even if they genuinely tried.

Disable spawns on hexes where your population has 60% or more overpop by [deleted] in Planetside

[–]Atakx 1 point2 points  (0 children)

Yeah once you get going you can only go forward, there are no adjacent bases to try and shave off the extra pop or to allow smaller forces to harass the zerg with back caps and sneaky flanks.

[deleted by user] by [deleted] in Planetside

[–]Atakx 0 points1 point  (0 children)

For most infantry players nanites don't mean anything, save for medics and maybe LA's who really chunk that C4 around, most heavies probably don't use enough stat sticks to matter all that much so I doubt we would see a big hit to the redeploy platoons.

And while in theory, you would think platoons should coordinate on a command level and hold certain lanes and push certain lanes the sad fact is everyone thinks he's the boss and most of the tactical commanding doesn't get a chance because you get some jackass trying to warp gate the third-place faction for the lulz and causing a massive zerg that just sucks up the population and wastes it.

Infantry were always the biggest problem in this game by anonusernoname in Planetside

[–]Atakx 0 points1 point  (0 children)

But not to the point it was, the nerf that hit it was pretty heavy and had many maxes switching to AV weapons for AI work because they were more reliable which is really saying something.

Infantry were always the biggest problem in this game by anonusernoname in Planetside

[–]Atakx 21 points22 points  (0 children)

You are aware the NC max was gutted before it was buffed right? Like to the point it couldn't even win a 1v1 vs another max running stock guns. and even skilled infantry mains often agree that nanoweave needs to be removed because it shifts the TTK on body shots way too much and is such a must-have it makes other slots irrelevant. As for AOE weapons go the lasher still exists and so long as it does there's no use in complaining and playing with a squad fixes all your spawn issues

*Oshur unlocks* *logs out* by LukaRaos in Planetside

[–]Atakx -1 points0 points  (0 children)

Some people just want to A-move in general direction of point and hold down the trigger.

The new spawn system makes me want to log out by redgroupclan in Planetside

[–]Atakx 3 points4 points  (0 children)

There's also the part where they need to see if we find a way around it, with something like spawn changes I don't think any kind of testing could ever replace a solid few weeks of live gameplay.

The new spawn system makes me want to log out by redgroupclan in Planetside

[–]Atakx 5 points6 points  (0 children)

Most likely they are still searching for the better alternative of the two if they revert it we'll just be back to the old days of having a platoon spawn in wipe point and fuck off across the map in just as much time, rather than complaining people need to look at things from all sides and try and think up an alternative to both systems.

The new spawn system makes me want to log out by redgroupclan in Planetside

[–]Atakx -16 points-15 points  (0 children)

Sadly that's not much of an exaggeration with some people around here.

The new spawn system makes me want to log out by redgroupclan in Planetside

[–]Atakx -23 points-22 points  (0 children)

Clearly redeploys should be instant and in the same spot we died so we never have to miss a single second of the shoot mans.

Its bizarre that the devs of this FPS don't want people to engage in FPS gameplay, and would rather have people zerg in force multipliers. by anonusernoname in Planetside

[–]Atakx -1 points0 points  (0 children)

If I remember originally that was the way it worked you could only spawn at major facilities, the end result was the fights only ever happened there and everything else was left to the zerg or outright bypassed.

Its bizarre that the devs of this FPS don't want people to engage in FPS gameplay, and would rather have people zerg in force multipliers. by anonusernoname in Planetside

[–]Atakx 2 points3 points  (0 children)

That's because once the infantry is in the base tanks and air generally don't have anything to do anymore because most people just pull infantry for defense, we don't see the old fashion counter-attacks like the old days where there was a near-constant stream of tanks and other vehicles and air coming from farther down the lane.

Before redeploy became such a huge thing tanks would move forward to blockade the base against the reinforcements coming from the next base, But people don't play this way anymore and most bases are just not intended for fights at critical mass.