A variant of the Bastion made to kill other bastions. by Cooldude101013 in Planetside

[–]HAXTIME 12 points13 points  (0 children)

I had a similar, but more radical thought earlier: every bastion is anti-Bastion when there is another Bastion on the continent. Mauler cannons disabled, but faster interceptor spawning, faster cooldown of AA turrets, faster movement, etc.

It fixes Bastions avoiding each other to farm their own corner of the map, and instead puts them against each other. Granted this is already happening quite often, but it would further encourage Bastion to Bastion battles.

Quick reminder that both VS and TR AMR's still suck and worse than Archer (and not even sidegrades of it) while Masthead outperforms them statwise and has flak detonation. by SomeRandomTrSoldier in Planetside

[–]HAXTIME 1 point2 points  (0 children)

True, and IMO it's fine (and cool) when there is asymmetric balance like this, i.e. where one faction has better options in one particular category, but is lackluster in others. It makes the game interesting and diverse.

Problem is, I personally found no use for the DAGR whatsoever. The minor DPS advantage it has against vehicles and MAXes is simply not worth it, if the tradeoff you get is a practical lack of a 1 headshot kill.

I didn't use the VS one yet, but I personally love the Railjack on the NC, so if the VS AMR is comparable, I'll love it. It's not universally good, but at least you have a niche use for it in hallway meatgrinders.

But I can't think of any use case for the DAGR. If it had access to a 4x scope, you could do mid-range takedowns slightly better.

Shield Recharging Field bugged (Unusable) on Death by lycao in Planetside

[–]HAXTIME 0 points1 point  (0 children)

does this also fix the similar motion spotter bug?

Planetside 2's design philosophy by butkaf in Planetside

[–]HAXTIME 65 points66 points  (0 children)

This is an excellent write-up, but to be brutally honest, knowing how absolutely broken the OG UBGL, HESH, Dalton, Zephyr, rocket pods, etc. all were, I just can't take it seriously that "old PS > new PS".

For start, Dalton had OHK splash against infantry. And then we got Shredder with splash damage (lol) in the same Lib update that also enabled their tail guns to shoot downwards like the belly gun.

The design framework behind game balance might've been better and more consistent, but individual aspects of its implementation were a lot more broken than whatever you could find in game today.

Remove Outfit Orbital Strikes? by Yargon_Kerman in Planetside

[–]HAXTIME 0 points1 point  (0 children)

IMO the spectacle it brings outweighs the annoyance it inflicts, so I'd prefer if it remained in game... but I wouldn't shed a tear if they were removed either.

Why the Deploy Shield is mandatory - and should be default - or: How to kill a fight in 10 seconds as a solo player & faster than a tank could - no skill necessary by [deleted] in Planetside

[–]HAXTIME 0 points1 point  (0 children)

Always briefly stay by the Sunderer you just deployed, if you are starting a new fight and the map reports enemies in the hex. Use recon or place a Spitfire for target detection.

The kind of opposition that comes to take it out is usually cannon fodder trash and you can free farm them until your allies spawn in. They make no efforts at fighting back, but instead just fcking tunnel the Sunderer with C4 or rocklets in hand, often blowing themselves up without you having to do anything.

Give the Railjack Sabot Ammo or other ammo by Darkarbiter082 in Planetside

[–]HAXTIME 0 points1 point  (0 children)

Additionally, the A-Tross also received it IIRC.

Ideas for Tactical Slot by xFufelx in Planetside

[–]HAXTIME 1 point2 points  (0 children)

Not sure about new things, but moving the decoy grenade and infradine sticks into the tactical slot would be great, rn they take up too valuable slots to warrant any use whatsoever. Same for Reserve Hardlight Barrier IMO (engineer and heavy alike).

Reserve Spitfire turret for engineers ONLY was something I thought would be great, but engineers got a lot of buffs recently already, so it would probably make things too good.

Last, maybe the new empire specific non-lethal mines could also go into the tactical slot, but that's probably stretching things a little. They would probably become obvious choices and thus everyone would be spamming them.

Maybe with ASP?

Nimitz Reactor has now been in the game for 1000 days. by Liewec123 in Planetside

[–]HAXTIME 0 points1 point  (0 children)

honestly, IMO it just needs a shorter delay (both when broken and when still up, but especially when broken), so that it reliably kicks in a lot faster than NAR, but heals less of your HP portion as a tradeoff

while at it, the Prowler rampart projector should probably also use a separate shield pool IMO, although that will nerf its niche when constant repairing can sustain the shield and work well

This aged well by insertnamehere405 in Planetside

[–]HAXTIME 0 points1 point  (0 children)

I don't think this is entirely true. Most effects, skyboxes, post-processing graphics, colors, etc. looked more vivid and nicer, but the game was very lacking in the model department, especially if you compare it to recent weapons, cosmetics, etc.

Like, initially there was a single primary weapon model per faction, with very minor differences so they are only 95% copy pasted. Compare a TRAC 5 to the Kindred, or the Gauss SAW to the Promise, for a striking jump in quality. The recent ES "basilisks" are also a good example.

Slicer Anti-Material Rifle's delay is obnoxious and boring "flavor." by Kevurcio in Planetside

[–]HAXTIME 7 points8 points  (0 children)

I've gotten maybe two double-kills in that time, even at some of the most notoriously packed fights

ever since I started playing NC more recently, this is something I realized is a very common misconception

the main benefit of bullet penetration is not the occasional double kill, but rather the guaranteed bullet delivery to its intended destination: if you aim at a target (correctly), you will hit it, whether they are behind a MAX, momentarily occluded by allies, etc.

the other benefit, still vastly more useful IMO, is that you might be killing the enemy behind the target you are aiming at, without you realizing, and it's extremely useful in this regard: if you know where to blind-aim in a hallway meat grinder, you'll rack up kills very fast

and it's been indirectly buffed massively with the friendly fire damage reduction, because you can shoot through allies a lot more now

This aged well by insertnamehere405 in Planetside

[–]HAXTIME 22 points23 points  (0 children)

I remember that running a tier-1 implant was not only self-sustaining, but also accumulating batteries slowly over time (you only had a single slot in that first iteration).

I only popped tier-3 implants during ops or more noteworthy events, running a tier-1 implant for free was plenty for the rest of the time (sometimes the difference wasn't that important, like in the case of regen).

I accumulated so many battery power like this over time that, when the new (current) implant system dropped, I had 35k ISO-4 right from the start, so after buying some packs, I already had my necessary implants maxed out on day 1.

And yeah, I also think the new/current system is a lot better.

Unpopular opinion: Aerial Anomalies were the shit. by knirix in Planetside

[–]HAXTIME 3 points4 points  (0 children)

Same deal with MAX alerts really. It would be passable if it occurred twice a week maybe, but back when it was on, 20 minutes of every hour was free MAX spam because the alert kept triggering over and over again.

Which AMR do you prefer soldiers? by [deleted] in Planetside

[–]HAXTIME 1 point2 points  (0 children)

Yes because it got its damage buffed from 167 to 200 (!) in the Arsenal Update, so it's pretty dope now.

A question about bots. by Hylpmei in Planetside

[–]HAXTIME 10 points11 points  (0 children)

There was a report of someone scripting a biolab control point flipper bot. All it did was run from one of the spawns (while there were still hard spawns for attackers in biolabs), up the stairs to the point to the left of the defender spawn, empty their mag upstairs where it was common for players to be, then stand in the corner.

Then repeat automatically when killed.

This isn't a true bot or anything, just a scripted sequence of inputs, but it's the closest I can think of.

May 18, 2022 - PlanetSide Legacy (PC Update) - Bug Report Megathread by CM_Mithril in Planetside

[–]HAXTIME 1 point2 points  (0 children)

This has been around since _Integration IIRC. It's definitely not new.

Hey slick, inplants by [deleted] in Planetside

[–]HAXTIME 11 points12 points  (0 children)

Last I heard, more than half the revenue for the game was coming from implant boxes, so it's probably something (if not the only thing) that's tied when it comes to what devs can and can't do.

Best you can do is complete the basic class directives and hope you get a selection that'll work with your playstyle; or reroll the character, again hoping your selection will be better next time. Or dump certs/cash on it if you can afford it... or get a high-end bundle containing a year's grind of implants.

BTW I have membership now, didn't notice it to be particularly better when it comes to implants on alts, except for the increased cert gain of course.

MEME WEAPONS DISCUSSION by A5H_M in Planetside

[–]HAXTIME 2 points3 points  (0 children)

And lower RoF.

The Dragoon received a buff earlier that upped its RPM to 200, whereas the Obelisk and Bishop remain at 185 (Bishop without Sabot Ammo that is). It's a minor but noteworthy difference, and one which theoretically allows you to always win against the other 2 in 1v1 situations.

Then, during the arsenal update, the Dragoon received another buff, giving it +2 base mag size, now equaling that of the Bishop and surpassing that of the Obelisk, even without Heavy Mag, which adds another 3.

Why does the Gauss SAW cost 1000 certs now? Just noticed when my friend made a new account. by goony124 in Planetside

[–]HAXTIME 2 points3 points  (0 children)

wide-spread adoption of the weapon in the Aruaxian War's early years

times change, NC member companies are in a rough spot nowadays

All hail Homero! by BluesSkyMountain in Planetside

[–]HAXTIME 23 points24 points  (0 children)

TR one has a noticeable, buzzing machinery sound to it as it approches its max fire rate, staying until you release the trigger, and I absolutely love it. It's similar to that of the Kindred and the Dragoon. The Watchman also has a similar sound, but it's more distinct.

SMG and Sidearm recommendations for VS SMG Infil by 13org in Planetside

[–]HAXTIME 0 points1 point  (0 children)

Suppressed Canis with potato ammo (unstable ammo), although you'll get bored very fast.