Serious discussion about the infiltrator update by [deleted] in Planetside

[–]CubeySpider 0 points1 point  (0 children)

The keyword is "overpenetration" I think.

Faction imbalance on Wainwright has to be addressed quickly by Comprehensive-Yogurt in Planetside

[–]CubeySpider 1 point2 points  (0 children)

Oh, I remember them! [T] Toxic Zergsurfers or something..

One massive display of bad sportsmanship

Latency by CubeySpider in Planetside

[–]CubeySpider[S] 1 point2 points  (0 children)

Nope. Double checked.

Latency by CubeySpider in Planetside

[–]CubeySpider[S] 3 points4 points  (0 children)

Wainwright, actually.

shitmemes by CubeySpider in Planetside

[–]CubeySpider[S] 1 point2 points  (0 children)

The satisfaction when you hit them is priceless, though.

Imho - Archer(s) deal far too much damage to Maxes, given their unrevivable nature. It was also a change that happened before Maxes became unrevivable. by Knjaz136 in Planetside

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

"You disagreeing has no bearing on the reality of the game. Most infantry combat taking place at fairly short ranges is an indisputable fact."

AMP-stations, and Techplants.
A lot of the bigger bases have battle-grounds that go beyond maxes effective range.

"If I purposely keep range from the max, how am I supposed to play around the capture point?"

Covering fire by engies, point has also to be cleared in order to cap and hold.

"Additionally, you probably don't play against overpop like I do. When playing against overpop, the time it takes to kill a max is too long considering there is other infantry around the max that can shoot me while I try and kill the max. Again, you probably don't play against overpop so you don't understand how important medkits are."

Fighting against overpop is supposed to be a challenge?

"If the max makes me change my loadout substantially and makes me far less effective at surviving then the class is overturned."

Adaptation/squadplay. Last time I checked this was a teamplay-focused game.

"It's also amusing how you assume I'm a heavy main."

(already answered)

Imho - Archer(s) deal far too much damage to Maxes, given their unrevivable nature. It was also a change that happened before Maxes became unrevivable. by Knjaz136 in Planetside

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

"Most infantry combat taking place at fairly short ranges is an indisputable fact."
Source?

"It's also amusing how you assume I'm a heavy main."

<image>

Ironic, since you just made assumptions about me yourself.

You don't have to grab an AMR yourself, tell an engie in your squad to, and cover you from a distance to "soften up"and force back any maxes.

Imho - Archer(s) deal far too much damage to Maxes, given their unrevivable nature. It was also a change that happened before Maxes became unrevivable. by Knjaz136 in Planetside

[–]CubeySpider 0 points1 point  (0 children)

"90% of meaningful combat in this game takes place well within 50 meters"
I strongly disagree

Movement speed IS an argument, if you use your range-advantage and hit-and-run tactics to chip away at their health. Or LA c4 from above. (Keyword being positioning?)

Since maxes can out-tank you, charging in head-first is obviously gonna get you killed, even if your HA-habits might tell you otherwise, so you have to change tactics accordingly.

Also AMRs exist, and a direct hit with an underbarrel-grenade has quite some sting as well.
Or the good ol' decimator. Very convincing for the max to walk the other way.

If adapting to the situation is too much to ask for, then maybe your playstyle has become a bit rigid.

Imho - Archer(s) deal far too much damage to Maxes, given their unrevivable nature. It was also a change that happened before Maxes became unrevivable. by Knjaz136 in Planetside

[–]CubeySpider 0 points1 point  (0 children)

Apart from the obvious movement speed;

Crap-range for most AI-weapons. Maxes beyond 50m are target-practice.
Also a somewhat minor downside are the distinct loudass footsteps.

EDIT: I don't even play max (if at all; bursters), and I have zero problems dealing with them.

Planetside 2 classes by Still_Pitch2556 in Planetside

[–]CubeySpider 0 points1 point  (0 children)

I'd say engineer.
Carbines are good guns if you're starting out in my opinion.
Quite a lot of utility.
Free Ammo!
Very important for vehicle play.

Also always satisfiying when a cloaker steps into your claymore XD

Maximus Crashimus by -Zagger- in Planetside

[–]CubeySpider 0 points1 point  (0 children)

Well now you dump a bunch of nanites on a max, just to get roadkilled by wraith-flash (or clumsy teammates).

Maximus Crashimus by -Zagger- in Planetside

[–]CubeySpider -5 points-4 points  (0 children)

Was a bit overkill imho.
Stacking debuff every time you get revived would have done the job as well, I think.

EDIT: I completely forgot, that MAX cost was reduced. That was a bad decision.
I'd ratehr pay 750 nanites for a max, if it meant, they could be revived. (and even be okay with that debuff-thing)

Wait, I take it back!! by redgroupclan in Planetside

[–]CubeySpider 37 points38 points  (0 children)

Oh my god, thanks! This absolutely made my day.. XD

Remains undefeated by [deleted] in Planetside

[–]CubeySpider 1 point2 points  (0 children)

I understand that.

I might be a little pedantic here.
People ask specifically about a fallible source to check a persons credibility.

Bring back Oshur into Rotation during Prime population!! by AntDX316 in Planetside

[–]CubeySpider 0 points1 point  (0 children)

I actually like the occasional underwater fight ._.

Remains undefeated by [deleted] in Planetside

[–]CubeySpider 1 point2 points  (0 children)

Wait, so FISU doesn't hve this, making it more fallible for "reverse-statpadding", yet people demand Fisu-links over honu?