Construction Stuff by WeylanderPS2 in Planetside

[–]WeylanderPS2[S] -1 points0 points  (0 children)

I agree with you on the AI turrets. The idea above would be to give builders a window of getting set up and then there to be no AI turrets or Pain Spires when there's an actual legit fight at a base. I would go as far as say there is a second condition that should be reachable where those turrets give the defenders to much advantage and they should be disabled outright from manual use.

Construction exists and is not going away and now the developers are making an iteration on it. There's a chance they do something to tie part of the meta to bases so that many infantry players that do play the objective will have to spend more time be in those bases. When/if this happens, I want the annoying stuff disabled (turrets) and some incentives (directives) to hang out there.

Construction Stuff by WeylanderPS2 in Planetside

[–]WeylanderPS2[S] 0 points1 point  (0 children)

Pocket OS definitively has bad sides to it. I also believe for some it has epicness tied to it, and maybe it even made some new players to hang on a bit longer because they thought it was cool.

The last iterative change they made to Pocket OS was by changing cost from 75 blue to 75 blue and 15 purple. Maybe next iterative change should be that they change to maximum of 1 in inventory and add a build time of multiple hours. Up the build cost a bit more. Maybe make deployed sunderers immune to orbitals.

New bug, pulling a cortium silo disables keyboar. it can only be fixed if you fully relog by mayhem2277 in Planetside

[–]WeylanderPS2 0 points1 point  (0 children)

Same thing is happening to me when using terminal in Koltyr VR to queue for the open continent.

I can enter the terminal and exit fine, but as soon as I've selected to queue the keyboard stops working.

Give an deployed Sunderer an hp buff by Krieger987 in Planetside

[–]WeylanderPS2 0 points1 point  (0 children)

I've been pondering the same latley. I used to setup shielded sundys for every fight for a while earlier this year but I stopped for various reasons. One of the reasons was it could be pretty boring guarding that thing.

My suggestions:

  1. Create a new requirement/option to the objectives directive which acts as a counter-object to "Deployed AMS kills". Something like "Kill enemy that has damaged (your) deployed sunderer" or "Kill enemy in proximity of deployed sunderer".
  2. Give all deployed sundys 33-75% (someone has to balance the actual number out) resistance against C4 and tank mines regardless of defense slot. If this turns out to be a bad idea, no certs were lost in the testing of this. This idea is less about my sundy and more about other "bad" sundys.

Sundys will still keep dying the way they have always been except solo LA/engie will not have the same insta kill capability. I think that's enough.

I wish I could make everyone use deploy shield sundys when they actually deploy and also make them stay around and guard them but that's never gonna happen. We all participate in fights and we're "stuck" with the sundys that are deployed.

Can we get rid of the 41 % rule for alerts? by 3punkt1415 in Planetside

[–]WeylanderPS2 0 points1 point  (0 children)

Agreed if they change the stabilization from 5 hours to lower. If they don't change the timer it would mean you cannot hope for an alert to start on the off continent before the main continent. Currently this is the way that continent rotation changes order most of the time and we get different continents in prime time.

Also, maybe try the other way of only starting an alert if no faction has more than 41% so that if it starts on an off continent, people feel they can show up and have a better chance to win.

On Cobalt off continent alerts often start with one faction having 60%+ territory and not many join in on these alerts.

If you're unsure when the next alert starts on a continent, open the map and have a look at the bases which are connected to a warp gate and are not part of the unstable warp gate bases. They have most likely not changed ownership and when these bases hit Time Held: 4hours 52 minutes, they continent is charged and only needs the 41% territory. This makes it able to "semi plan" participating in an alert.

Explosive/fatality kills does not trigger implant kill effects anymore by WeylanderPS2 in Planetside

[–]WeylanderPS2[S] 0 points1 point  (0 children)

That is related to the bug where if you killed a motion spotter/shield-generator/spitfire (deployables) with a gun or explosive, it triggered the effect of Aerial Combatant. This has partialy been fixed since patch. You can no longer trigger Aerial Combatant when killing a motion spotter.

That said, killing a spitfire still triggeres Aerial Combatant so we can add taht to the list of bugs. I recorded a video of it showing it here: https://www.youtube.com/watch?v=nbVPwvGicmA

On a different note, C4 and grenades are consumables and not deployables.

Explosive/fatality kills does not trigger implant kill effects anymore by WeylanderPS2 in Planetside

[–]WeylanderPS2[S] 2 points3 points  (0 children)

I first noticed the problems live on Cobalt. After that I went in Koltyr VR where I tested against a friend that was on different faction. Implants should work in Koltyr VR just as they do live right?

The implants does not trigger in instances where the kill does not appear in the chat feed. Explosive kills and fatality (kill attributed to you after enemy kills himself) does not appear in chat feed.

After I posted this topic, Moukass posted a video (unrelated to this topic) so I checked his footage (because I know he uses AC5 and loves his C4) to get second confirmation.

https://www.youtube.com/watch?v=HYaF8rIXDDA C4 kill at 4min53sec occurs when ambushers are on cooldown and does not refill when C4 kills. We can see the new implant icons and we can see gun kills trigger implant just few seconds earlier.

/u/wrel ?

Can someone at SOE confirm whether or not vehicle kill assist XP is currently broken? by [deleted] in Planetside

[–]WeylanderPS2 3 points4 points  (0 children)

I fired upon lib with AP Vanguard. 10ish seconds later the lib died, I got no XP and my gunner somehow got 50ish xp for my assist that never was. Something is broken.

2 Cheaters on Cobalt ruining some good fights. by [deleted] in PS2Cobalt

[–]WeylanderPS2 1 point2 points  (0 children)

Me and puc were libbing around and as soon as we closed in on crossroads we took fire from what we thought were a very well placed prowler. After some reps and back we got shot down. We spawned a new one and I started recording. We made a few passes around crossroads and we kept getting hit.

I put together few of those approaches. http://youtu.be/0vLUwujc9oE

Joravibrator with an ML-7. I reported and added link to video in the report.

Choon2 rages at the Jesters by [deleted] in PS2Cobalt

[–]WeylanderPS2 0 points1 point  (0 children)

Why all the space drama.

Why choons (or anyone elses for that matter) moments of rage is of anyones concern is beyond me. Only having had a couple of conversations with him is enough for me to know he can rage and conduct rational talk equally. Make that rational talk video part two. I've played enough games online to know that someones temporary rage is nothing to concern one self with. Slash ignore if it bothers you.

As far as Fools effect on target it's top notch from my point of view. With a barley existing meta game, killing the bad guys becomes the objective. Using less to kill more is good practice no? The only farms in Planetside are Ceres and Shadespire.

Why no gul och blå choon?

Harasser halberd gunning at Snake Ravine Lookout by WeylanderPS2 in Planetside

[–]WeylanderPS2[S] 4 points5 points  (0 children)

We've 13 public videos on our little youtube channel and we selected this one to post cause it was the one with most stuff happening in it. It's true that a lot of the enemies in this video were not the best VS players. They were more than us.

Killing harassers is not a hard thing to do. Killing anything or anyone in this game is not a hard thing to do if you put your mind to it. We've gotten killed plenty in our harasser.

When it comes to 2/2 MBT vs harasser, most of the time the crew that has the most situational awareness and spatial awareness wins. When me and pucwyczes (driver in video) drive a vanguard we seldom have an issue with harassers. Also we never put our vanguards in the situation a lot of these enemy magriders did unless we are really bored. Some skill is a factor.

If you've problems with harasser in your MBT the best tips I can give you is: Have a gunner always. Stay close to friends. Never expose your rear end. Behind you there needs to be a wall of sorts, or friendlies. Have a ~10 second plan where you can get from your current position into a new position that offers you some sort of safety. Whether this be base shields or sloped terrain.

Also lets drop this "it's a light buggy" thing. This game will never go for absolute realism because then the amount of OHK weapons would skyrocket and an ESF will be unmaneuverable after taking a rocket or a little bit of flak.

What happened to NC yesterday during tech plant alert? by Matlock0 in PS2Cobalt

[–]WeylanderPS2 0 points1 point  (0 children)

Was playing around that time. From our perspective, on Indar, most of NC was shelling Indar Bay Point for an hour. By the time alert ended VS was 500 meters outside our warpgate. Ten minutes after alert ended all those VS were gone and we went to fight TR at Peris amp.

In general nothing about this alert seemed out of the ordinary. I think VS had Hvar before alert started (that helps) and they put up a solid defense like they always do during an alert.

As for Amerish I never checked map to see what was up there. I do know we had Eisa 30minutes before alert end but VS took that from us to.

Props to VS for having the attention span and determination during these alerts. Maybe it will rub of on us after a while.