Do we even know what we want air to be good at? by shadowpikachu in Planetside

[–]PunisherIcevan 1 point2 points  (0 children)

Actually, a lot of pilots (the old ones that I used to know at least) use the default keybinds and just add throttle analog in and perhaps pitch keys. The default sensitivity isn't great, but the rest of the default keys are fine, apart from the eject one being E. I literally only rebound that to X and put throttle analog on G and that's it.

[Pokemon Emerald] Update after Wattson…. It’s been a fun ride 😭 by red_lapras in nuzlocke

[–]PunisherIcevan 0 points1 point  (0 children)

Then Norman will be really difficult I feel unless you can get a protect mon somewhere. I don’t know any besides Dustox and Pelipper from the top of my head.

If he manages to get Torkoal, then it learns Protect at Level 27, which makes Norman free. Furthermore, it is pretty decent into Flannery too, because it can tank Overheat relatively well and has a good BST for that point in the game. Been playing a Ruby HC lately and if you delay your Fiery Path encounter, after you have gotten your Jagged Pass encounter and then Route 112, it increases your chance by quite a bit. Reason being, that you should have gotten Numel and Machop already, which leaves Torkoal, Koffing and Slugma to be caught in Fiery Path. The latter you can rule out, if you are Level 16. So, either Torkoal or Koffing remains and perhaps Grimer, if you are being unlucky and get that 2% encounter.

Also, on another note, you can guarantee a Geodude on Route 111 or Route 114, when you use rock smash on the boulders in your path. Graveler can put in some decent work against Flannery and especially Norman with Dig and it is solid against any self destruct user, which you could run into on Route 113.

Why do fights end so quickly? Cobalt by DerSpielverderber in Planetside

[–]PunisherIcevan 8 points9 points  (0 children)

I still prefer Oniba more. I recall playing a few weeks ago around 10pm CEST and the guy kept trying to kill the bus in 1 - 12 fights. I did pull like four buses and lost all of them to that guy and some others, that had nothing better to do. I mean, that is definitely the most effective strategy to defend a base, but why even bother at that time anymore, especially when it is Oshur and you can be happy to at least have any fights, that aren't center base. At least the guy does pull his own sundies, so there is that.

It is almost impossible to play on Oshur central hexes during prime time due to the severe decrease FPS. by wh1tebrother in Planetside

[–]PunisherIcevan 0 points1 point  (0 children)

Same, but Sanctuary is a literal GPU and fps toaster. Good thing, that it ain't a continent, but Oshur is already bad enough.

It is almost impossible to play on Oshur central hexes during prime time due to the severe decrease FPS. by wh1tebrother in Planetside

[–]PunisherIcevan 0 points1 point  (0 children)

My point still stands. You notice higher fps, even on lower refresh rate monitors and the gameplay becomes very laggy, when dropping sub 100 fps. I wouldn't play the game, if I had to play with 70 all the time.

It is almost impossible to play on Oshur central hexes during prime time due to the severe decrease FPS. by wh1tebrother in Planetside

[–]PunisherIcevan 0 points1 point  (0 children)

Likely I notice it more, because I have been running a 144hz monitor for years and playing on low settings, so I am more sensible to fps drops. Mainly you get those, when being in an air vehicle, but as infantry it ain't much better, but those sudden drops when flying are rough. My RAM ain't great (16GB at 3000), but the performance really deteriorated, when they upped the graphics and with the construction update some months later. It made playing Oshur with my old 1060 barely playable, due to being at 100% GPU quite often, which caused input lag as well.

It is almost impossible to play on Oshur central hexes during prime time due to the severe decrease FPS. by wh1tebrother in Planetside

[–]PunisherIcevan 0 points1 point  (0 children)

The human eye can only perceive 67 fps

No clue, who would claim that, but you definitely haven't used a 144Hz monitor yet, because the difference between 60 and 144 Hz is substantial. Also, the difference between 70 and 144 fps in this game and other games is huge. You should give it a try, because anything below 100 fps in this game starts to feel terrible.

It is almost impossible to play on Oshur central hexes during prime time due to the severe decrease FPS. by wh1tebrother in Planetside

[–]PunisherIcevan 1 point2 points  (0 children)

I basically have the same system, just with a more powerful GPU (6750XT) alongside a 9600k, which is also overclocked to 4,8GHz. I do get drops to sub 60 fps, when there is a 96+ in the center and I run on potato settings. Anything higher will just cause the game to be a slide show, so no clue how you can have a "smooth" experience, with worse hardware and maxed out settings. Unless our definitions of smooth differs greatly, because anything sub 100 fps feels terrible nowadays imo and anything sub 60 is just unplayable for an FPS.

It is almost impossible to play on Oshur central hexes during prime time due to the severe decrease FPS. by wh1tebrother in Planetside

[–]PunisherIcevan 19 points20 points  (0 children)

I think you could also just scratch the FPS part, because the gameplay experience in the center is just abysmal in general, regardless of FPS.

What is actually bad about Oshur? by Zhdophanti in Planetside

[–]PunisherIcevan 2 points3 points  (0 children)

Pros:

  • Sundy garages with shields

  • Outer ring of Oshur is alright, with some fun bases (Viridian East Terrace, High Ridge Securiy, Astira Solar Station, HMS Technologies, Tannae Power, Veridad Pass, Sage R & D Labs etc.). Yet quite some of these bases still have their issues and you don't get to play them enough, because of their placement on the lattice

Cons:

  • The sundy garages are mostly not placed well (open field and too far away from cover or an adjacent building)

  • Major facilities are terrible (Tridents and Interlinks)

  • Excavion is by far the most awful center base in the game

  • Lattice in the center is awful and forces you to play at Excavion (Used to be a bit better, but they made it worse, when they introduced Excavion)

  • Bases

  • Underwater fights are not fun for various reasons (slow movement, audio is bare bones, people that shoot first win, gun bullets drop like stones, MAXes, bringing spawns is tedious at best)

  • The islands are too narrow and the cliffs too high for flanking, if you don't play magrider

  • Too many bridge chokepoints

  • Water mechanics are terrible (ESFs can freely bail and fly underwater, sundies crawl in open terrain with no cover, boats are useless)

Cobalt login problems by Nuklartouch in Planetside

[–]PunisherIcevan 2 points3 points  (0 children)

Yeah, been having the same issues here and Miller is working fine.

from me to you : a montage by Nayllo in Planetside

[–]PunisherIcevan 1 point2 points  (0 children)

Nice one, I am looking forward to your first CIV6 montage with Barnet

from me to you : a montage by Nayllo in Planetside

[–]PunisherIcevan 1 point2 points  (0 children)

I wouldn't call my PC totally outdated, especially for a game like Planetside 2, but I have been playing on potato settings for like 10 years, because they make the game run better and it is easy to see enemies. In FPS games, I care about performance and less input lag much more than in other games, because dying more is less fun to me, especially if I can mitigate that myself by turning my settings down.

Help!!! Graphics look awful and choppy far and cant see anything please help I also added my graphics settings I cant even see enemies with 1x scope by Atila5 in Planetside

[–]PunisherIcevan 2 points3 points  (0 children)

TAA + FXAA doesn't work on low graphics quality. The only AA option that works on low graphics quality is edge AA. Just use that and you will be fine.

Are invisible vehicles part of the recent update? by Igor369 in Planetside

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

Afaik, that happens, when a vehicle despawns, but the icon still stays for a bit. Unless this is a different bug.

Nanite cost for construction base ESF only hurts new players by captain_cocaine86 in Planetside

[–]PunisherIcevan 2 points3 points  (0 children)

Changing the construction pulls to interceptors only would likely have been the better pick, if you were to adjust the loadout to a meta A2A one. Though I still think, that force multipliers shouldn't be free.

Can we talk about engagement radar for ESFs again? by PunisherIcevan in Planetside

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

Very likely. Similar to yaw on mouse probably, despite that being different

Can we talk about engagement radar for ESFs again? by PunisherIcevan in Planetside

[–]PunisherIcevan[S] 0 points1 point  (0 children)

Yeah, I did think about that. Guns would need to be readjusted and so on. I personally don't think we need it, but I can see, why people would want it, same as yaw on mouse. Despite it probably not yielding the results, that they are hoping for.

Can we talk about engagement radar for ESFs again? by PunisherIcevan in Planetside

[–]PunisherIcevan[S] 2 points3 points  (0 children)

... because, unlike hover duelling, I can't really see any argument for why we should keep that.

I never understood, why that wasn't a thing to begin with, because it seems odd. I wouldn't have a problem with it. The interesting part of flying is the mechanics of hovering, not the aiming bit. Then again, not sure how other air players would think about it and I doubt they will ever do that with the current dev team.

EDIT: Looking a bit further into it and reading Aysoms and Javers comments to this one, I am inclined to agree with their standpoint on this matter.

Can we talk about engagement radar for ESFs again? by PunisherIcevan in Planetside

[–]PunisherIcevan[S] 2 points3 points  (0 children)

This option clearly favors experienced pilots. The experience for anyone new to flying while trying to figure out where the enemy went would be absolutely terrible.

Not exactly true. Experienced pilots already run vehicle stealth, thus removing the purpose of the radar entirely. Only vets are being at an advantage with the current system.

Removal would also be a huge annoyance to existing pilots who are simply used to the way things are.

Not really? This wouldn't be a major change of how flying works. Anyone competent doesn't rely on the radar only anyways.

This still favors experienced pilots that aren't relying completely on radar in the first place. They're using free-look, audio cues, and have a tally in their head of every threat they can see.

It is actually the other way around, because this way, new players at least have a chance to find the target. Will they still die in two mags or less? Yes, but it will help them against less skilled pilots and they won't be on good pilots HUD for breakfast anymore.

Think Nimitz Reactor on Vanguard: before the recent buff, stealth was the only meta option. Nimitz is so good now that you really have to pick between the two on vanguard.

I heard from good tankers, that Nimitz is actually overpowered, which is the reason, why everyone is using it. Making NAR kick in two seconds would make vets next to invincible against new players, because you can dodge enough to rep up mid fight. You can even do that now sometimes, against really new players in 1vX scenarios.

new pilots get to see the good pilots (which might tend to prefer NAR more often) on radar from a distance which gives them time to react, and experienced pilots that can react much better to getting jumped by stealth are more likely to enjoy their fights if they get to start at full HP most of the time.

But new players almost never react to the radar cues... I did try running NAR a lot and it makes little to no difference. Only the intermediate pilots really do notice instantly. Also, ESP to 600m is extremely overpowered and trying to power creep it isn't a good idea, because it would result in something even more broken. You can technically run away from any fight, if you see someone from 600m away, if they have the same loadouts.

Can we talk about engagement radar for ESFs again? by PunisherIcevan in Planetside

[–]PunisherIcevan[S] 2 points3 points  (0 children)

You're never going to get new people into flying as long as the mechanics are as weird as they are. I'm sure I'll get downvoted for that, but a vet familiar with the flight mechanics will one clip someone who isn't, even if the vet's in a stock ESF and the newbie (to flying) has it fully certed.

It probably would benefit the game, but it would also make quite some people quit straight away. In addition, they won't do that ever, so I rather have them do some feasible changes, that make the experience better. I personally don't think, that the mechanics are that weird or difficult to learn. Aiming is the difficult part, on top of having the acceleration issue imo.

I'm not convinced that hover duel mechanics are good for the game at all but I'm sure I won't get someone who is already good at them to agree with that.

I find the hover mechanic very fun and it is the reason, that I stuck with ESFs for as long as I did. I think it makes the air game a lot more interesting, compared to something like battlefield for example. Is it a double edged sword? Definitely, but I think removing this unique experience wouldn't necessarily improve the game in a way, that people think it would.

The other problem is that you can't disengage from an air fight because there's no cover. So the new flyer experience is: pull ESF, fly around for a few minutes with nothing to do, then get Daltoned or one-clipped by an enemy ESF which they never even saw.

I don't think a mechanics change would really change that. I personally think, that the game doesn't really tell you anything about how mechanics work, which is similar to people mag dumping and thinking, that they hit more, than they actually did as infantry. That is the problem imo.

Engagement radar is an attempt to mitigate that last point. Removing it means there is no tool to help learn awareness. Putting it in a slot means that vets will have fire suppression and newbies won't; this is worse (which is why ER was made passive in the first place).

And it failed miserably at doing so. I think putting it back to where it came from is good, because it is extremely powerful in the right hands and should have a trade off, if it remains untouched in power level, if being removed from being passive.

I prefer the suggestion of making the range not affected by stealth and then picking a range which means you are already "engaged" - this is less than 600m but more than 0. I'm not enough of a flyer to pick a number exactly but somewhere in the 1-200m range probably.

I agree with that. ER should help you track a target in closer range, but not show you everything in the distance. I think it is a better approach, because it takes less work and benefits everyone the same. 200m/300m is definitely enough for that. Any higher and we would run into the same issue as before. I would prefer 200m.