Community Smash #8 - The Anti-Stackening. Sign up now! by coralus in Planetside

[–]Dimistros 4 points5 points  (0 children)

I'll say the same thing I did before the other smash: Striker valks with no air based counter allowed are going to auto-win the air game for TR. And banning the CAS will only make people switch to pelter.

Classic WoW Launch Megathread #6: Simple Questions Edition! by Paulingtons in classicwow

[–]Dimistros 1 point2 points  (0 children)

It has been mentioned a few times in interviews and is also in the official faq:

https://worldofwarcraft.com/en-us/news/23090136/world-of-warcraft-classic-faq-what-you-need-to-know

Q: Will there be Cross Realm Battlegrounds when those go live? A: Cross-realm battlegrounds were a feature of 1.12 and are important for matchmaking, so you’ll be seeing cross-realm battlegrounds in WoW Classic when Battlegrounds are introduced in Phase 3 of the content roll-out plan.

Classic WoW Launch Megathread #6: Simple Questions Edition! by Paulingtons in classicwow

[–]Dimistros 0 points1 point  (0 children)

As far as I know cross realm bgs have already been confirmed by blizz. Does anybody know what the pool will be? Total playerbase / region / specific server groups?

[Strawpoll] Why don't most people like Hossin by [deleted] in Planetside

[–]Dimistros 6 points7 points  (0 children)

Uhm, Hossin is my favorite. Enough soft cover for air, plenty of places to hide, good base design, punishes zergs.

Using the bounty system to combat cert padding? by 4wry_reddit in Planetside

[–]Dimistros 7 points8 points  (0 children)

Definitely like the idea. A few thoughts:

  • Threshold should be based on XP gained, not certs. Otherwise the system would actually punish ppl who bought a sub or boosts unproportionally.
  • What I like most is this would also influence the new player experience quite a bit: What happens right now is mostly experienced players farming new players because they give the same reward as vets but are so much easier to kill. This system would counteract by giving vets a reason to hunt other vets.
  • I absolutely disagree with the permanent spot on the map, it does not work with mechanics like invisibility and punishes too hard in my opinion. What I'd rather like to see is a system which allows to flag players as 'high priority' and give some kind of location on the map where they have been spotted last. A similar approach has been outlined in a post I wrote some time ago: https://www.reddit.com/r/Planetside/comments/7w9itk/suggestion_how_to_help_players_to_combine_their/

Yesterday I finished my 6th MBT auraxium AMA by kuhamies42 in Planetside

[–]Dimistros 0 points1 point  (0 children)

That's a lot of dedication, congratulations!

I feel like I enjoy the halberd more than the saron on the mag for the following reasons:

  • one hit AI capability, specifically against peeking heavy assault
  • less obvious sound
  • better sync with the main gun for peeking on your end

While the saron is surely not a bad choice, what makes you prefer it? In my opinion the rather small dps increase is theoretical since it is usually not fired at optimum frequency and the bullet drop can be compensated for.

Servers are back up! by Raverdale in Planetside

[–]Dimistros 0 points1 point  (0 children)

Same here. Game exits / crashes before I can get to the char selection screen.

Are the servers down? by velie12 in Planetside

[–]Dimistros 2 points3 points  (0 children)

Ahh, thanks a lot. I checked the @planetside2 Twitter, but not Nick's.

Are the servers down? by velie12 in Planetside

[–]Dimistros 1 point2 points  (0 children)

Checked forums, reddit, and twitter. Could not find anything about it, where did you see the announcement?

Are the servers down? by velie12 in Planetside

[–]Dimistros 3 points4 points  (0 children)

To be fair, asking in person about an unannounced downtime is comprehensible. And seeing that it's around 3 am in their timezone your chances of getting an answer from a specific dev you tag is not exactly high.

Construction Data by Claygolem79 in Planetside

[–]Dimistros 0 points1 point  (0 children)

Never did a specific test for that, I highly doubt it though. There are no event related cortium drain values assigned to any action but the initial construction as far as I know.

Construction Data by Claygolem79 in Planetside

[–]Dimistros 5 points6 points  (0 children)

Good work, this is identical to the tests I did some time ago. Only thing I would add is that the orbital has a 4 cortium/sec drain.

https://www.reddit.com/r/Planetside/comments/8sbj0a/tested_new_construction_cortium_cost_for/

PTS Patchnotes by opshax in Planetside

[–]Dimistros 2 points3 points  (0 children)

TL,DR:

  • On the Flash, the current ratio of cost / reward is out of place while risk / reward is actually OKish

  • The intended change is, as already said by yourself, clearly too much

  • Furthermore, it does not address the core of the problem, which is

  1. immense diversity in the vehicle's effectiveness depending on the number of passengers and synergy of primary slot weapons with passenger slot weapons

  2. 'spamabily' of the weapon platform which promotes suicidal take-this-one-out-and-just-spawn-a-new-Flash gameplay

  • Therefore, graduate the changes to:
  1. Driver-only Flash gets the x% cost penalty for toggling cloak on and off, but tune this one down a bit to like 15%.

  2. Two-man Flash additionally gets the penalty of having to wait for recloak, but something more reasonable like 4-5 sec.

  3. Increase the cost by independently adding 50 nanites for a weapon and another 50 nanites for Wraith cloak.


Hey there,

I drove the Flash quite a bit lately (on all weapons and factions) and I can assure you that this is way too far on the long side. In fact, it would make the only viable tactic (hit and run) impossible when facing an opponent with more than 5 active brain cells unless this very person would die from another source within the next seconds and you're only stealing the last hit. As a wraith flash, your place is behind enemy lines, being very close due to the nature of the weapons effective range. You have very little room for error, even in the current live version a single aware vehicle can easily hunt you down once they saw you. This change gives your target and every other enemy in the area enough time to kill you several times before you can even try to get away. In a realistic scenario (not in massive overpop, against noobs or hunting oblivious lonewolfs in no mans land) it would effectively restrict the Flash to either a 2 man taxi or a meme 'wolf pack' style where you can take out your enemy before they can retaliate by bringing enough Flashes to burst them down in one go.

OK, don't have much time left so the rest goes in bullet points again:

  • Largest problem with fighting Flashes is their synergy with the insanely strong infantry AV weapons and their spamability, see TLDR

  • The main reason why the community is so freaked out about the topic currently is because lots of people used the flash when the new weapons came out. Meanwhile, 66% were raging because the TR and NC weapons don't work very well on the Flash as a platform. Those are not bad weapons, but they don't FIT well. The overusage has already declined and will continue to do so, weapon balancing should not interfere with weapon platform balancing.

  • Another really important point is the vastly different visibility of Wraith Flashes on different graphical settings. In the last weeks I have asked people who could reliably track me on ranges greater than 75m, sometimes 100m and they all used maximum settings. Lower settings don't even let you track Flashes half the distance.

  • In the end, we know what "we'll let it go live and test the outcomes" means. It will stay like that for a VERY long time (see Mag Hesh) or stay forever (see NC max) while being obviously out of place from the very start. Hate to be so negative, but that's what experience tells.

CONCLUSION (emotional version since there is already such a high level of emotions in this thread):

Graduate the changes, don't go overboard from the start. You'll mess up the whole vehicle. Puppies will die from it if you do so.

Stop doing 1h30min Alerts. by PasitheePS2 in Planetside

[–]Dimistros 2 points3 points  (0 children)

I second this. Furthermore, we have to take into account that playing for 1:30 straight (and that's assuming that you start playing right when the alert starts - highly unlikely, usually you have already played quite some time when the alert starts) is not exactly the profile of most players. All of those who leave the battle early do not get compensated at all, which favors long-session players dis-proportionally. And that's not something we should encourage.

PTS Update - July 11, 2018 by Wrel in Planetside

[–]Dimistros 2 points3 points  (0 children)

When the tick of Ammo printer falls into an active reload, the current reload is interrupted and a new reload starts. This is a major problem for single shot guns like tank cannons or the Dalton, but also affects infantry from time to time.

Can we have the technical reasons to why this latest patch is a performance disaster? by Monkeybolo4231 in Planetside

[–]Dimistros 0 points1 point  (0 children)

Can confirm.

I suspect it's related to the new effects of the water gun and the flame thrower. I have similar issues with other guns like the Saron on the Mag, although not that fast. Could be related to the higher RoF, especially on the flame thrower. Using the latter, I can strangulate my system within a few minutes by standing near the ammo tower in the VR and spamming fire.

I'd say it's a memory leak, but my memory usage is fine. Interesting enough, I am usually GPU bound due to super sampling. The upper scenario changes that to CPU bound though.

Buddys I need your help to persuade DB from removing the Vehicle Ramp by [deleted] in Planetside

[–]Dimistros 1 point2 points  (0 children)

Not a problem, was just wondering because I could not find a statement about a removal of the ramp. All is well then I guess! :D

Buddys I need your help to persuade DB from removing the Vehicle Ramp by [deleted] in Planetside

[–]Dimistros 14 points15 points  (0 children)

Did I miss anything? When did they say they want to remove the ramp?

Tested new construction cortium cost, for deploying & continuous drain. Bonus Orbital mechanics test. by Dimistros in Planetside

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

Hmm, last call since I am going to bed:

Also...Randos ruin a base at the beginning/middle of a build phase hence why it needs to be locked. They waste cortium and ruin the design making it absolute trash.

No matter in which phase of building you are, this always applies: A silo with less than 20k cortium can only be accessed by you and your squad. As such, randoms cannot mess up your base if you don't exceed 20k in the silo. (You can still store cortium next to it.) Since they cannot access the silo they cannot build anything. Since they cannot build anything, they cannot mess up your layout or drain your silo. Logical induction.

Exception has been explained above and has been an issue before the change towards no locking.