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.

Lovin' That MAX

The new MAX changes can be summed up with a single word: ZOE. This stands for Zealot Overdrive Engine, which is the new MAX ability for the Vanu. Unfortunately, the Planetside 2 client struggles to keep up with the ADAD (side-to-side) strafing of the Vanu maxes, especially in large fights, and a Vanu ZOE MAX wiping out half a squad is not an uncommon scene thanks to their damage increase. The best answer to ZOE is to fire back; annihilate the newly-vulnerable MAX (ZOE increases incoming damage) with concentrated fire. How often are you in a group coordinated enough to do that, though? I'm not arguing against needing coordination to handle MAXes, but I am against one MAX having that much damage potential. There were daily posts about the strength of the Hacksaw NC MAX when it was obliterating everything in its path - ones I mostly agreed with, except for the fact that the NC lacks a ranged MAX anti-infantry weapon - and the Hacksaw was balanced afterward. It will be interesting to see how Sony responds to the strengths and flexibility the ZOE gives to the Vanu.

The other factions also received their own special MAX abilities this update. The TR got Lockdown, which allows them to deny airspace, and the NC got Aegis Shield, which mostly works as a "Please. Shoot here!" sign.

I understand the concept behind the Aegis shield - give NC MAXes the option to soak damage like the Vanguard - but in practice it doesn't work as advertised. The vulnerability to being shot in the head, as well as the massive vulnerability to your sides/back when facing more than 1 enemy, make the shield a joke. One proposal I've seen mentioned is to give NC MAXes the mobility of ZOE MAXes when they have their shield deployed. It's a solid suggestion, but untenable thanks to the wonky net code revolving around the ADAD strafe. It's something worth putting on test to check out, though. Either way, something needs to be done with the Aegis shield to bring it in line with the other faction abilities.

As for Lockdown - the TR MAX ability - it gives dual-equipped MAXes the ability to deny areas extremely effectively. Dual Burster MAXes with Lockdown are excellent at airspace denial, while dual Chaingun MAXes with Lockdown deny space to infantry. They are especially effective for fronteline pushes, as their rate of fire helps to push back enemy infantry.

The faction-specific MAX abilities have done much to further define the differences in philosophy between the factions, but some more work is needed to make these ideas practical.

Shot to the Heart

The changes to the Enforcer C85 Modified and Enforcer ML85 for the NC, and the Proton II PPA and Saron HRB for the Vanu, were initially implemented with mixed reactions. SOE saw the light of day and reduced the ML85 splash damage so that it no longer one-shots infantry, and fixed the Saron HRB into an anti-tank sniper rifle. These balance efforts came out of nowhere, as there was no glimmer of change on the test server, but it's a mighty welcome change.

I haven't had a chance to be a gunner in either of the Vanu varients, but I've heard nothing but good reviews from people who use them on a regular basis.

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.

The Enforcer C85 Modified, on the other hand, leaves a lot to be desired. I imagined an Air Hammer on top of a Vanguard or Harasser, but what we got was an ineffectual pellet gun. The short range of the C85 works against it when used on a Vanguard, thanks to the Vanguard's unique lack of mobility, and it is equally bad on a Harasser thanks to how bumpy movement is. The changes were good, just not good enough. Perhaps it is like its cousin the Gauss SAW; we just haven't found the proper role for it.

Miscellany

There were a few more changes in GU09 besides MAXes, tanks, and the Lattice. The largest is the merger of Connery and Helios, which brings more population to the ghost town of Connery. Minor changes include a new option for gun sight aiming sensitivity, better instant action mechanics, and a new interactive tutorial for brand new players.

All in all, I'd say Game Update 09 was a success. It's missing those finer touches, though. The game keeps getting better, and I look forward to June's outfit changes and ESF update.

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