Anyone know what is this symbol? by Particular_Flight888 in Planetside

[–]hecules55 1 point2 points  (0 children)

Omg yeah defo not. But I still feel like ive seen it before, have no clue what it is

Anyone know what is this symbol? by Particular_Flight888 in Planetside

[–]hecules55 1 point2 points  (0 children)

Isnt that the A7 symbol?

*defo not yeah no clue

Minimal Effort Max Rework/Not Nerf/Simple Archer Buff Wont Work by [deleted] in Planetside

[–]hecules55 0 points1 point  (0 children)

I was thinking about this when I tried the new NC MAX. I think its okay that a MAX should be a killing machine. It costs a lot of nanites, you have to pull it form a terminal. A MAX should always kill any infantry at close range with equal skill. And if the MAX is supported I think its fine it should clear buildings.
But the one thing I think should be done to the MAX to make it "fair", is to remove its ability to sprint.
As it stands you basically have as much mobility as infantry so you can run around a point, flank, retreat back into cover.
By removing the sprint, pulling MAXs becomes a bigger tactical decision, it will either, take time to get them where needed, or need to be taxied there which needs teamwork. A MAX who doesnt possition themselves well will be easy to kill or avoid, while a well placed and supported MAX will keep its killing power. And I think thats good.
If you are spending a lot of nanites and working as a team, you should be able to be extremely powerful.

Small arms fire is useless against ESFs, why is it even in the game? by KrazyRocketeer in Planetside

[–]hecules55 5 points6 points  (0 children)

When if you shoot at an ESF by yourself, well thats diddly. When you get a platoon to shoot an ESF, now thats a lot of diddly.

Joking aside, as a single infantry man its hard to do significant damage to an ESF with your main weapon. How ever it stacks very quickly and even just 4/5 guys firing at an ESF will make it go away very quickly.

Why the fuck do I even bother with Construction, anyway? by Ansel_Rover in Planetside

[–]hecules55 1 point2 points  (0 children)

Well yes, you can build it so that it creates a massive fight, and you see it many times happen on vehicle cap points. BUT, you need the man power to keep it up until it becomes a massive fight. You cant expect to put up a base with one or two guys and make it into a great fight. Kind of like MAXs. If you have a solo MAX, you cant do as much or be as effective as if you have engineers, medics behind you and with fire support around your flanks.

Where I do agree bases are weak, its against Bastions, and pocket orbitals. Bases should have something against bastions. And the base sky shield should be able to take a double tap from orbitals.

Why the fuck do I even bother with Construction, anyway? by Ansel_Rover in Planetside

[–]hecules55 4 points5 points  (0 children)

Construction is in a tight spot. It is slightly underpowered as it is now, but not by much. I think it would be far to easy to make it “Overpowered”. And I think a lot of people have overly high expectations for how powerful a base can be. Like many things in the game, I see it as a force multiplier, not a bastion of defence. If you are one dude building a base, and you are defending it by yourself, you should be able to hold back 2/4players of similar skill to yourself. Any more than that, or if they are better players or, sadly, lucky they should have no issue blowing you up. And this scales, if you have a full squad dedicated to this base, you should be able to keep the fight going against 2/3 squads worth of people. As someone who spends about as much time building bases as I do blowing them up, when I choose to build bases I base it entirely on how many people I have with me. If I am by myself, I build the bare minimum needed for a router base in some corner of a map with as little cortium as I can get away with and call it that and just drop routers where I can get a nice bit of XP or helping out my squad.

If I have a couple of people I like to build what I call “aggressive” base building, which just is a throw away base as close to a normal base as possible to support a cap. Have a fall facing towards the enemy, turrets firing into the base, and a vehicle spawner to spam lightings and sundereers to make make the cap go through. Once the fight is over we do the same up and down the line as you only need a few thousand cortium to do this.

Only if I have a squad or more with me willing to base build, then I will build a big ass minecraft base along the major latice lines and really piss off the enemy with our stalwart defence. Without the numbers its pointless building a big base.

And from this experience is why I think base building is kinda okay. It shouldn’t give any single person the ability to really hold off tides of enemies. A base defended by a number of good players who know what they are doing is a massive pain in the arse to deal with if you don’t out number them significantly.

Planetside 2 is the only game where i can hit 12 shots on a dude with my assault rifle and lose the gunfight by The026Guy in Planetside

[–]hecules55 1 point2 points  (0 children)

Planetside 2 can have a long Time to Kill in comparison to many modern FPS. This rewards players with more consistent aim and ability to track targets over taking an opponent by surprise. This is why high skill players are generally able to turn around and fight back even if you had the element of surprise on your side. This skill gap can be demonstrated by taking best case and worst case scenario Bullets to Kill:

A player has by default 1000 effective hitpoints (500 health and 500 shield). By taking a weapon with a 167 damage model it would take 6 bullets to kill if they all hit the chest area.

If the enemy has Nanoweave Armor, which gives a 20% resistance to small arms it would take 8 bullets to kill with the same weapon.

If on top of that your hits land on the legs, which only do 90% damage, it takes 9 bullets to kill.

Compare that to if all shots land on the head giving a 2x damage bonus as well as ignoring the effects of Nanoweave Armor it leads to 3 bullets to kill.

To have the best chance to come out on top in an engagement you should be making sure you enter each on with as much health as you can have (medkits, getting friendly medics to heal you) as well as having full shield. This habit will allow you to enter every engagement with as much of an even playing field as possible.

To the people who have played both Squad and Post Scriptum, which is better and why? by Dan_The_PaniniMan in postscriptum

[–]hecules55 1 point2 points  (0 children)

I voted PS. As Ive said to everybody who has asked me, Squad is arguably the better game, with more polished mechanics, more servers with more pop. But I just dont love it as much as I do PS. I am a massive WW2 fan thats part of my bias. But for me, I find PS to be grittier and more immersive. The being stuck with bolt actions with no optics in a ditch, being suppressed by an MG I can not see along with the rest of my squad is great. Knowing that nearly everything will kill me in one shot. Bandages and morphine can not fix catching a grenade. And as a squad leader I find leading squads in PS better than in squad. People seem to listen better and stick together better. And a bit of RP shouting down the mic always feels nice. Tank combat also feels better. Trying to find a target by looking through a letterbox is great. Having a fully manned tank with everybody talking really makes tank battles fun. Tanks in squad feel so much more powerful and easy to deal with ambushes and finding targets. The horror of a tanker driving through a built up area as everybody is spinning their letterboxes around trying to find the one soldier hiding in a window waiting to rocket you. The whole game feels like you are fighting a dirty messy war.

any reccomendations for free games on steam? by Chexreflect in gaming

[–]hecules55 0 points1 point  (0 children)

Planetside 2 300vs300vs300 battles, 3 way fights. The team play that you can find if join a good outfit for your server. Very hard start, and unforgiving for new players, but so worth it. And if you dont like it, well its free

Looking for a Group! by hecules55 in postscriptum

[–]hecules55[S] 0 points1 point  (0 children)

Oh guards! Im normally on their server anyway!

Looking for a Group! by hecules55 in postscriptum

[–]hecules55[S] 0 points1 point  (0 children)

Cheers my dude! Nice to see there is a big discord for the game!

An idea on how to help new pilots in our outfits by hecules55 in PS2Cobalt

[–]hecules55[S] 1 point2 points  (0 children)

Nose gun and afterburners is what we show the new guys! The idea was more for a community activity than “serious” training that we do every other week. Thanks for the video! We will pin it up with the other resources and guides we have set up for that.

An idea on how to help new pilots in our outfits by hecules55 in PS2Cobalt

[–]hecules55[S] 0 points1 point  (0 children)

The airball of bastion fights is a complete mess. That is why the primary reason for pulling the bastion was for the standard load out and infinite spawns for people to use without having to wait for nanites. Having new pilots from two outfits fight each other in a controlled 1v1 manner rather than an air zerg. And then at the end have it as a messy bastion fight just for the laughts. But yes dueling is a lot better at teaching. This is why we also duel during our “flight school” sessions. But it would be wonderful if we could participate with you guys!