PS2: Game Update 09 - Maxes In My Lattice

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AUTOSHOTGUNONSALENEVERGOINSIDEAGAIN
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'SOE saw the light of day and reduced the ML85 splash damage so that it no longer one-shots infantry''Pre-GU09, the Enforcer anti-tank missile was a viable choice for running an anti-tank Vanguard setup. Now it has changed from a strict anti-armor role to an anti-everything role. The ability to one-shot infantry on direct hits, coupled with the increase in fire rate, has turned the Enforcer ML85 into a viable choice for any Vanguard setup - be it anti-armor or anti-infantry.'Uhhh... you just described the pre-patch one there. So did they nerf it against infantry or make it more viable against infantry? idgi.
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And Fracture MAXes with lockdown deny everything.
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On the MAX abilities: I've not seen much of the Lockdown yet (come to think of it, I've not seen much of any TR maxes lately for some reason) but as an NC player the ZOE is the bane of my existence. One particular thing we've been running into lately is - especially in towers - Vanu MAXes standing in or popping in and out of shielded doorways, and just pouring fire out with no real way to shoot back. For our MAXes, conversely, about the only real ability use I've seen is to form a solid wall of shield-equipped MAXes to march into a bio lab with. That usually holds up until a light assault drops C4 all over your MAX line.
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The ZOE needs to be seriously looked at. Either seriously ramp up the incoming damage penalty, or remove the speed. Right now a dead-on decimator shot will not take down a ZOE max, whether it's hit detection issues or not, I'm not sure. AT-nades are crap against them, EMP doesn't phase them, conc nades are currently the only viable tactic (which is kind of negated by their ability to run into your group of infantry faster than a normal heavy, and tossing a conc nade in a group of friendlies is generally frowned upon.) ZOE are more deadly in close combat with ANY weapon combination than even a certed out hacksaw or mattock NC max, and can only really a match against Fracture maxes. Done bitching about Max, its just frustrating for an infiltrator to fight effectively when 2/3rds of a biolab fight are functionally unstabbable maxes.The Enforcer is a great improvement, it's brilliant fun to use on top of a vanguard. But after playing around with the enforcer Modified, I've gotta say... I don't hate it. It's totally situational, but I've found it to be a great help in tower fights, where light assaults fly down from above to C4 you to death, you can swat infantry out of the sky. It does OK damage to light vehicles too, so far I've had my gunners finish off 2 lightnings, a liberator, and scores of light assaults hoping to C4 you. But leave it at home when going tank hunting, the Enforcer is a much much better gun all around and should be the one you aim to get.Other than a few issues like that, GU9 was a great improvement. The NC are back in their vanguards, VS are highly mobile infantry, and the TR are mindless heavy assault swarms.Now if only GOON and GOKU would stop being fucking babies and get along. The goonfucking on both sides is unbearable. Have fun, shoot dudes, get certs and stop being bitter.
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Let me tell you about ZOE Maxes during spawn contains.
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I've had the opposite reaction to the lattice, I fucking hate the thing. Especially when my outfit constantly has responsibility for the palisade through Briggs lab, and if East Canyon falls we have to spawn at Zurvan outliers and pull flashes to get to crimson bluff to maybe get there before the enemy does. >_< Though the worst offending change didn't even get mentioned, loss of SCU shield gens and the fact the SCU is now down only a whopping 1:30 of the total time it takes to cap.
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New updates mean nothing.Light Assaults still suicide-C4ing everything larger than a lone infiltrator, end sometimes even then.
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Ghostcapping is "skilled"?Please wait for me to finish laughing before I type a proper reply. I may be some time.
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"MAXes everywhere" and no mention of how almost impossible it is to play Air with so much high damage flak from AA Maxes and more so with their new GU9 abilities? Seems like the guy who wrote the article is mostly an infantry player.
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I don't think you understand the difference between what "Ghostcapping" and what i just described is.Ghostcapping is a term from Planetside 1 (which I guess you never played), where a Single player would go start a hack on something, and then immediately leave. Hence the term "ghost". It's empty. Like a ghost town. Get it?What I'm talking about is going in with an extremely small force, and *taking* a base (this implies staying there, and not leaving, as in not "ghostcapping". We do this to bases that are occupied (again, not ghost - see the difference yet?) with superior numbers to ours.For example, this: http://www.youtube.com/watch?v...So please explain to me, Captain ButtFaggot, what exactly is less skilled about taking land from superior numbers?
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For what it's worth, Sunderers are a lot less vulnerable when their owner looks after them. Just remember to place them away from a wall; that's just asking for an LA to get above you. Even just 5 metres makes a big difference.I've got in the habit of running mine with dual kobalts/NV and AOE repair; once you've got a good spot, drop mines on the most obvious approaches and man one of the kolbies. You won't get as much XP as running off with the horde, but as long as you're there and scanning with NV, you can gun down charging engies and heavies easily enough. LAs normally follow a predictable path once in the air, so as long as you've got space to see them you can gun them down before they set their C4 off; a nerf to C4 about 2 months ago means that they can't set it off from 'beyond the grave' anymore either.It's not perfect, you're still vulnerable to tanks and air, but that's why you pack a utility. Once the prowlers and mossies realise they can stop off for a top up or quick fix, they'll keep coming around, and that'll help to screen you against tanks and air threats organically. Helps to wear distinctive camo as well; two bases down the line they'll have figured out that that camo means 'free ammo'.
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The term Ghost Capping has been adapted in the 10 years sense PS1, dicklord. The term Ghost Capping in common usage refers too the act of breaking off a squad, or small number of people to take an undefended base. What you do is Ghost Cap. Ghost capping was ruining the game by creating an Alert meta that consisted of "get stuck in a bio lab until the last 20 minutes, then send 3 people to 20 different territories and territory grab." This is about as skilled as using a Saiga to duck hunt. Throw enough shit in different directions, some of it will stick.Lattice prevents this, but it's not perfect. There are a number of missing lanes on indar that prevent VS from attacking TR in a number of obvious areas with the current warpgate rotation. Areas like galaxy solar need to be looked at. There need to be a few avenues to flank added, but all told lattice is a good addition. SOE know's they rushed it out and are planning on running another Indar pass after Esmir goes in.
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IMO certing a sundie into AMS should come with a Cloak bubble (ala PS1), at the cost of having guns on the thing.They basically tried to squeeze the sunderer + AMS into one vehicle in this game, and the AMS sundies feel vulnerable because of it. No one wants to drive an AMS up to a point, and sit in the gunner seat and babysit it for 5 hours while you sit at a bio lab. That's stupid.PS1 AMSes were designed the way they were for a reason.

Now that I've had a few days to play with Game Update 09, I'm finally able to sit down and write this article (during Double XP no less!). In case you missed it, here are the patch notes. I'm going to dive right in, so if you're confused, refer back to the notes.

The Connectivity of Lattice

"Lattice" was a term first used in the Planetside 1 beta to describe how bases were connected. Essentially, it defines attack/defence "lanes" and points of vulnerability within outposts, towers, and bases. It was used in Planetside 1 to give battles a more concentrated flow, and has been deployed on PS2's Indar to the same purpose. A lot of thought and effort was put into the lattice we now have access to, with plenty of testing and iteration of the system on the test server before release. Vulnerabilities are marked by yellow banded bars on the map. Solid blue, purple or red colors mark resource flow - meaning that, if you're in any of those hexes, you'll gain resources from all connected bases.

There is one mechanic that is particularly important: if you're attacking a base along a yellow vulnerability bar, and the base your faction owns is hacked, you must recall and secure your base before you can go on the offensive. This ensures that bases aren't flip-flopped, and allows aggressive outfits to dictate fights on their terms. What it also does is drive the fight towards an active defense, helping to eliminate ghost capping by essentially drawing large, glowing yellow arrows to bases that needs defending.

I've heard many complaints about the lattice on Indar forcing large fights and how there will never be small fights again. I believe that's mostly because of the timing of Double XP and Memorial Day weekend, not necessarily because the lattice contains errors. It isn't a perfect system, but it does much to illuminate a consistent battle plan to the average player. There are ways to navigate around the 48+ fights by attacking undefended nodes, but the lattice is now causing fighting over parts of the map that were formerly used for transportation.

That, in itself, is a huge change in the direction of fighting on Indar; we are now fighting over turf, and not just capture points. It opens up enemy forces to valid flank tactics, divebombing with coordinated Liberator and ESF tactics, and the brute force of a MBT push. As I stated in my earlier articles, the Lattice opens up Indar in a way previously unavailable to the average player. We are now fighting for every inch, and some bases have already proven themselves as solid defensive choices.

The Lattice has also created a situation where you need around double the numbers of the defenders to successfully pull off an attack. I will only pull my teammates from a defense when my guys are outnumbered nearly 3-to-1, because anything more even than that plays in the defender's favor thanks to the quickness of respawns and the vulnerability of Sunderers. Increasing respawn timers according to recent death rate and giving the Sunderer increased defensive capabilities when deployed would do much to give battles a more tug-of-war feeling. Right now, it feels more like platoons tell their troops, "All we need is one kamikaze Light Assault to take out the Sunderer that is spawning 20+ people." Sunderers are too vulnerable when in a deployed state, and I say this from the perspective of an outfit leader that leads a relatively small (2 squads each night) group.

In every other situation where one person could make too much of an impact, there have been balance changes; see early-release Liberators, pre-nerf Hacksaw MAXes, pre-nerf pump action shotguns, and HE shells on MBTs and the lightning. The reward for good play is mastery over your enemy by a variety of methods, not one predominantly about one-man kamikaze. If anything, it should require more coordination on the part of defenders to take enemy Sunderers out of the fight, and this would promote more fights along smaller hex populations.

The lattice will take some getting used to, especially once Double XP weekend settles down. There are many methods to attack a hex, but knowing where the defenders are and how many are there does much to aid a wily commander in deciding how the invading force will go about their business. This is far better than pre-lattice, and you can see the difference during Esamir and Amerish alerts. The lattice isn't just a new toy, but a defining moment for Planetside 2 that brings those "Wow!" moments more consistently to your monitor.

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