Planetside 2: Latest Lattice Changes

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"This new lattice has the potential to change the way we play Planetside 2."I find it highly unlikely, unless by change you mean backtracking to how PS1 plays. I personally like the current live hex system because it gives me freedom to roam on different places across the map, without forcing me to defend/attack specific hexes.In any case, no matter how this one pans out, the game needs some long term goals for empires to struggle for, with meaninful impact upon the gameplay. I already feel this is becoming PS1 v.2.
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I don't see that as necessarily a bad thing. When you try a new thing innovation isn't always all-important - good gameplay and solid mechanics are. The lattice in PS1 proved to be successful at creating intense moments and sweeping combined arms battles unlike the current system we have now.
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I've tried it and I definitely prefer the freedom of the current hexes. Though adding in a lattice that increased cap times when fighting along it would make perfect sense to me, but I like fighting and harrasing behind enemy lines and the lattice as is renders that pointless.
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The hex system is vastly superior. If people can't look at a hex and tell which hexs are attackable and where they could attack from, nothing will help them, nor should it. This move is making the game simpler for people who are complaining they don't know what to do (a good tutorial and some in game objectives would sort this out far better), whilst removing any hint of an upper-level/higher-thought/strategic/metagame for anyone looking at this game as something other than a larger Battlefield.
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I disagree. I think the lattice system (and my outfit and I can commonly predict where enemies will move in the hex system) is a cleaner, leaner version of the hex system we currently have. It allows predictability on a wider range while still allowing small outfits to coordinate and make a difference. Zergs can't be everywhere, else they wouldn't be a zerg.Lattice means you're always pushing towards the enemy warpgate which - with continent locking - will provide plenty of meta.
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"while still allowing small outfits to coordinate and make a difference.". How? Please explain. This system only shuts down was for small squads to contribute and it doesn't add any new ways to coordinate. It limits the game to zergs where only the side with more bodies. That's why nobody plays on esamir outside of the alerts. It has limited options like lattice and if you don't have the pop or can't handle the low framerate just log off.
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"Wherefore" doesn't mean where, it means why.
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I know, I should have used the complete quote and put in "wherefore art thou called Hex" to make it easier to understand. Putting "oh hex, hex, why are you a hex?" seems understandable enough.
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Career ghostcapper spotted!
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The way small groups in PS1 contributed was through another system, NTUs.Basically, bases had fuel, bases ran out of fuel over time and faster from players spawning/vehicle spawning and even faster if you took out base equipment, especially the generator (AKA, gen hold). If a base runs out of fuel it goes neutral, cutting off capture lines from warpgate. A neutral base is also easier to capture, but it requires an ANT (which can hold NTUs, transporting them from warpgate to a base fuel depot). Of course, after ravaging a base to do this, you have to fix it.Sadly SOE is being very reluctant to include PS1's superior systems in PS2, so you're gonna have to bitch at them until they implement NTUs for small group gameplay.
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All these people complaining about how the lattice is going to kill smaller battles have obviously never tried it out on the test server, or are just ghostcappers crying about how they can't totally avoid the enemy to get their base capping welfare certs any more.If anything, the lattice HELPS smaller engagements, as the reduced number of places to attack from/to means you're more likely to run into enemies instead of empty bases. It's not all zerg vs zerg either, as there's still plenty of choice along each front to pick whether to go head to head with the horde or go for a less defended point on the lattice. You can still get bases cut off from your warpgate if you overextend. The Enclave's blind all-on-one-base straight line pushes up to the VS/NC warpgates will still be as easy to avoid, outmaneuver and back-cap as ever.Also, some people just plain fail to understand the lattice doesn't change the continents away from being open worlds. You can still fly/drive/run around Indar as free as you please, it just changes what bases are cappable. I have seen at least 5 different, stupid, people complaining that they won't be able to play any more because the lattice will stop them roaming the front lines looking for enemies.

Oh Hex, Hex, wherefore art thou Hex?

On May 9, 2013, Higby teased us with this picture showing off the latest changes to the lattice system: 

For all intents and purposes it looks like Higby and crew are removing the Hex system from Planetside 2, and I have to be honest - good riddance! I'll explain what's going on in the above picture for those unfamiliar with the lattice in Planetside 1.

The blue, red, and purple banded colored lines show two connecting bases of each faction corresponding to their color: blue for NC, red for TR, and purple for Vanu. The yellow lines indicate that two connections of different factions are shown - basically, what's connected to a yellow bar you must attack, defend, or hack.

I'll illustrate some examples. In the image above, The Crown, currently owned by the NC, can be attacked from Ceres Hydroponics by the VS, and from The Palisade and Zurvan Pump Station by the TR. Gravel Pass is secure from attack via Zurvan Pump Station and Blackshard Iridium Mine, but can be attacked because it's linked to Zurvan Network Complex which is owned by the VS. It doesn't strictly mean the attack will come from the Complex, but it means it's open to attack.

One more: Tawrich Tech plant is safe from all attacks except in the direction of Broken Arch Road, which is connected to Tawrich Depot as shown by the yellow banded lattice line. Once again, the attacks don't have to arrive from Broken Arch Road; the yellow bar simply shows that the Depot is vulnerable to attack from the NC.

Reverting to the lattice line system gives much needed flexibility to the lattice system, as it will show people vulnerable bases and not necessarily which direction from which to attack. There are 11 attacking possibilites shown on the map (I counted the yellow bars). Compare this latest entry to what we currently have on the Test server:

And this is what's currently live:

It doesn't take an artist's vision to see that the latest iteration of the hex lattice/rush lanes is the clearest version of the lattice yet. The current system we're using is outdated, outmoded, and past overdue for a cleanup. If you have your reservations about how the lattice is going to change the  game, then I suggest you head on over to the Test server and check it out yourself.

The more people we get on Test, the more polished a product we'll receive on the live servers. This new lattice has the potential to change the way we play Planetside 2.

kidRiot
From the first day I played the beta for Planetside 1 I knew I was hooked and Planetside 2 has the potential to be something greater. Find me on Twitter: @kidriotgun