Game Update: Planetside 2 - Max Perma-Death | Banshee and Air-Hammer Nerfed!
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- Опубліковано 16 бер 2023
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#patchnotes #Planetside2 #Cyrious - Ігри
PTS Patch Notes - Forums also explain how to download the PTS: forums.daybreakgames.com/ps2/index.php?threads/mar-16-2023-pts-update-max-a2g-and-new-abilities.260749/
I like the look of this patch for the most part. But now that MAXs are finally getting their big nerf I think it's time to do away with the pocket OS. For a long time it's been a necessary evil to counter routers or big MAX holds but now both of those are much harder to pull off. Get rid of the new anti OS suit slot and remove the pocket OS.
I think this is a fair change to the MAX unit. A lot of valid criticism towards the MAX is often mixed in alongside people seething because they're incapable of dealing with them. I think removing revives is a good compromise, since the MAX is basically a vehicle. You shouldn't be able to revive a vehicle.
Yeah sounds about right
a good max player can stay alive for a long time it wouldnt effect anything on the high end much but we would probably will see the end of max crashes and with the nerfs to the nc max at range makes them even less useful outside of base CQC but the lowering of cost would make leaving the max not as painful
And because maxes can't be revived, those choke points where a max was the first line of defense to keep hold of those points is gonna be much easier to now bust open once it's killed
Realistically I don't think the MAX changes are going to impact the problems that MAXes cause. People are going to spam them in indoor pointholds, slap on Fallout so they can't be deleted by map-clickers, and turn those fights into equally-unbreakable stalemates. If anything, they'll be _harder_ to shift, as enemy MAXes trying to breach the point will suffer the effects of the nerf far more than the stationary ones inside the point building.
Likewise, the roving, unsupported MAX main isn't going to suffer much. They already weren't getting revived, and now it's much easier to chainpull the things.
MAX crashes will also become more effective under the new setup. A MAX crash usually consists of MAXes, Engineers, and Medics. Now they don't need Medics. Which means they can bring more MAXes. Which are now cheaper to deploy, meaning that more people will have access to one at any given moment. And they won't be able to be insta-deleted by space lasers.
nope. The biggest issue with MAXes is their staying ability in a fight when backed up with both Medics and Engineers. They can be reckless and not be punished for it. I usually take out an Anti-MAX MAX when I get annoyed by MAXes. No matter how many I kill, they just get priority revived by the medics. Doesn't feel like I'm doing anything at all.
Taking Fallout hardening will prevent them from bringing ordnance or kinetic armor though, making them easier to bring down with explosives and small-arms. And if they can't be revived then they'll have to be a lot less aggressive with things like peeking doors because a well-placed C4 or AMR headshot could drop them before they have a chance to pull back.
@@yautl1 Most of the MAX stalemates in pointhold situations don't even involve peeking. They don't need to peak, they can just stand away from the doors, out of sightlines, so people trying to breach can't aim a Deci or an AMR or C4 brick at them before the MAX and all of their buddies can start shooting.
Peeker's advantage only matters when one of the parties doesn't have more health and small-arms resist without touching a button.
I mean I’m a max main I don’t see how maxes are a problem when so much can counter then half the time people just ignore me which is why we dominate the key is to target the max which nobody does even if they get revived maxes are basically your front line infiltration now they can’t review battles will be longer and besides I can’t use a max everywhere just small choke points and air combat if that maxes where a way to deal said vehículos as well now other vehicle will possible be a problem Bc why pull a max when I can pull a tank and heal or a air vehícule I’m not complaining just saying something else will be a problem
Great video! I think it's a really solid patch, I'm curious how the faction specific abilities play out. How does the TR medic ability separate itself enough from the default nano heal aura?
Also glad to see Nimitz get some love haha.
It's more of an instant heal instead of slowly regaining it if your health is below so much.
I believe the headshot shot multiplier (HSM) change is for max weapons, not weapons used against maxes.
Which means VS and TR maxes did get weapon nerfs as well in this since they used to have a 2x HSM (NC max shotguns already had a 1.5x HSM).
The game would be way more fun if only sniper rifles had any headshot damage multiplier.
@@kompatybilijny9348 I feel like that would just make everything else feel like a slog unless they reduced the time to kill for normal weapons
@@kompatybilijny9348 No, that is a terrible idea that makes infils even more op than they are rn
@@dxhunter9170 at the very least noone can feel scammed after flanking a guy, shooting half his mag into him and then getting 3 dinked because why the fuck not.
@@kompatybilijny9348 Infil main moment
You got outskilled lmao, try clicking head next time
Love this, the risk vs. reward for A2G has been simply stupid for any decent pilot.
As for maxes, nothing is worse than taking your time flanking, using all your resources and finally taking out a max, only for him to be revived seconds later. All in all I think it is justified, and the lower cost balances it out nicely(on paper)
On a separate note, I think maxes that help take a support role EX. AA or AV maxes, or the defector with shield could use lower nanite costs, but having higher offensive capabilities like a AI max that sits on point should be more expensive.
I've killed so many maxes in pitched battles where I had a clever spot and still died because they got revived immediatly after :/
If you die to Air.. Spawn anti air.. If you die to maxs.. use some of the dozen anti max tools in the game.. ITs not like you cant respawn.. These changes are absolutely garbage and I barely use any of the effected equipment. Catering to braindead Zerg play.
Ok, at least there's one step forward for the 2 steps back. Yes, uskippable tutorial is definitely to troll the hackers. Perhas the tutorial could really take it's time going into more detail?
I never even certed into the Nimitz reactor because it seemed kinda useless and that seemed to be the consensus on it as well. Interesting to see if this changes whether it's worth using now or not. Thanks for the info Cyrious, always appreciate being kept informed when life is a bit too hectic to keep myself informed! o7
What does Nimitz Reactor do?
It's really weird (and honestly disappointing) that the VS specific ability is the only non-team oriented ability being given out and seems the least cohesive and effective with the gameplay of PS2
I guess they think VS players group as infiltrators or some shit. Still doesn't make any logical sense in terms of faction balance. The speed buff and fall damage reduction doesn't make up for the reduced use time and increased recharge speed. You slap Catlike and Athlete implant on Hunter Cloaking and it's just better in every way.
@@BallBusta Or swap Athlete for Springstep with a fast reload smg build and there you go
-Without watching.. I think not being able to revive maxes is a massive mistake. People can already right click OS and those maxes will die but if the patch notes maxes are no longer insta killed then I'm fine with it-
*Update* after having watched it I still think single kill maxes are a bad step due to the multiple ways to kill them and that they should be treated like a minivehicle but we'll let this play out. The ability to counter act OS's should be built in so it doesn't become a mandatory suit slot.
I wonder if it'd be possible to destroy the MAX like a vehicle and leave a corpse with some sort of loadout. Like DVA and Samus n shit.
@@Teabahgeue that would be so cool
personally I didn't think maxes were a problem with there being a mountain of counters. (rocket launchers, c4, tanks, headshots, etc) and with there 450 nanites cost they're supposed to be sturdy killing machines
this change feels like more of a buff than a nerf to me and I don't know if thats a positive or a negative in this case
Buff to infantry nerf to max.
Honestly I mean when I played max a simple c4 would kill me
Beepy is back! ❤
Seems that the VS faction new ability is the weakest of the new ones on pts. The 25% increase doesn't seem like much when I tried it. I'd like to see a 35% increase if possible. It makes sense that Max can't be revived. Having say that,RPG has made adjustments for that.
Sounds like some great changes. And this is coming from a regular max player!
What if a medic and engineer have to combine powers to res the max
A nice little balance patch that helps to evolve the game.
similar to this, I would be down to rotate and modify game flow time to time if it meant making a better game in the process. I know some people love their meta, but I for one like to see different strategies and ideas on this supposed live service.
I can’t stand nerfs. Weapons are supposed to be powerful. Didn’t they just recently nerf the banshee?
Imo, with these Max changes,I think the class should be able to survive a C4 (or even both) brick by default, considering many classes,especially LA with rocklets.
Also. I am happy the devs are finally adding those campaign items, hopefully, more campaign items main come (**cough** vehicle hack)
Agreed
Enemy C4 make boom, friendly max and me on engineer will cry
Not a fan at all of the MAX changes. Decimator and C4 already make dealing with MAXs either very doable or a straight up joke in some cases.
3:40 you just said that hs multipler got reduced to 1.5x, well nc max had that before, so their weapons didn't get hit nearly as hard as tr and vs weapons, always aim for head, right? so they lost basically 25% of their dps.
Planetside 2 still the best game ever made
Just got back in fresh out of basic training / AIT for 12B and back to working on another video
my only thing for the max
is that i think that with theses changes
they should add a way to survive surprise c4.(like survive with 1/3 or less health if they were full)
(maybe retract the cost down to compensate)
because pulling a max only to loose it to c4, would feel as bad as dumping a mag on it for it to be revived.
especially for new players.
That's the problem, MAXes need more survivability not less, because while I'm sure they're weighing it against how much fire it takes from a standard AR to bring one down in a stand-up fight, that's often not what happens. A light assault can effortlessly dispatch a MAX in a second or two simply by flying over and tossing C4 on it, making them basically waste of nanites, especially for NC, whose close range-oriented MAXes were already limited almost entirely to tight quarters fighting, but have had their range nerfed even further with this patch as well.
it only took them years!!
Max units weren't the most balanced, but not at all why I quit playing, all of the outfit abilities were why I quit playing. They already had the advantage in numbers and co ordination, then they got nukes from space and all sorts of other shit and I just went back to battlefield xD
I wonder if the max permadeath will apply to that one resurrection implant.
Phylactery is no longer allowed for MAX suits iirc
Bananaboy is correct.
I really enjoyed playing Max with the original version of Phylactery.
Me still waiting for a slicer buff
The HS multiplier change for max weapons means that this update nerfs VS and TR maxes more than NC ones lol.
Blueshift and Mercy are gutted
MAXes can farm just fine without landing headshots. If most MAX players were good enough to rely on headshots, they wouldn't be MAX players.
@@bananaboye3759 Say that to Deadshot.
@@JohnFromAccounting I said most, not all. Also, the man has a 13% headshot ratio, so my point stands lol.
Maxes getting revived never made sense to me. They're robot suits. I think it is good for balance that they can't get revived because my playstyle as max involves a lot of flanking, and it just means I don't have to worry about an enemy max getting revived while I'm healing myself around the corner.
This is a great update. I can't comment on particulars like stat adjustments, but I think the devs are paying attention. It's no secret that some players like myself occasionally play certain factions with certain to be able to win without much effort. Some do it all the time. It can be kinda fun, but I'm a hundred and 110% behind the balance effort. Maxes need a hit and so do a2g lovers. I love PS2 for the difficult and tactical gameplay, but we can't have it if there are glaring OP player configurations.
Finally, well deserves mustang and banshee nerfs to get it on the same level as the lulpods
Why they removing damage of nc maxes once more?
Well I suppose thats one way to remove max from common play
I still think maxes could have been fixed easily from day one, WITHOUT any nerfs to the actual unit.
All they had to do was put a stock limit on how many maxes you can pull from each base (including the warpgate). Say that everytime you pull a max, it takes 3 minutes before another one is ready to pull, with maybe a maximum of 3 stocks.
That way, you could generally get your hands on a max whenever you want, but max-crashes are now impossible, because a base literally can't output too many at the time.
Let's say there is an A2G esf ground pounding your spawn, you go to pull a buster max but you can't. BR 7 Billy just pulled his uncerted MAX to go shoot at everything that moves.
Doesn't seems like an easy fix to me
Banshee has needed a nerf for years.
As a dervish pilot I rejoice.
Maybe it's just me but it seems this patch has made MAX units easier to kill.
Hhelllooo fellow auraxians
It's always fun to by a gun that nearly one hits maxes, and then maxes have the rebalance, and the gun you've bought because it was great against them, is no more as effective as it was when being bought. There's something unfair about it.
I like this update, some give, some take. I think this will be good for the overall game flow.
I playing Warzone 2 for now. Just wanted some changes after 10 years of Planetside 😅. Especially I was interested in DMZ mode. Sure it has certain pleasant things, but in overall quality Planetside 2 is on another level. Man WZ2, MW2 multiplayer and DMZ feels like shit sometimes. Never felt like this playing PS2.
why not nerf Vanu ground farm Esf? is it already bad?
its by faaaar the worse, tho it might be slightly better than the nerfed banshee and AH now. Lolpods will be the new meta
The Light PPA was nerfed to hot garbage years ago. It doesn't need a nerf.
Speaking as a vanu air to ground person, yes. Our weapons revolve around huge aoe and low ttk. The ppa needs direct hits to get a decent ttk with its slow rounds. Rocket pods are better but stil not a fast killing as the others.
I'd have better luck killing infantry with default scythe nosegun than with that stupid-ass PPA.
Not sure I agree with flat out removing max revives. Slowing revive speed or reducing the health maxes have post revive might be a better change.
I do like finally seeing A2G get nerfed and them starting to find why the servers are performing horribly. Two things that caused me to stop playing.
Nah, removing revives is good. It's not enough of a nerf, but it's a great start.
that A2G is nerfed to G! LOL!
they REALLY gotta help the MAXes out if they wanna have them impossible to revive with how easy they actually are to kill... and sicne one of their roles is to peek through door camps with a chance of not getting instagibbed. right now if they do, usually they can be revived.... but i feel that the changes wil push MAX players to either do crashes where dying doesnt matter because there is more maxes behind the one that died, or play even more cowardly than infantry when they should instead be encouraged to attempt to break stalemates. that and keep in mind that already maxes have NO counterplay whatsoever to even a single competent player with an Archers besides hiding in a corner, and that the ordnance armor is mandatory to avoid C4 oneshots. Having them be impossible to be revived will likely just paint an even bigger target on their backs and encourage suicide attacks against them... and lets not even talk of how heavily that could compromise their anti air roles if they cant be rescued between two bombing runs. (sicne a plane WILL kill a max that attempts to do anti-air duty if it wants to)
Overall, feels bad that when MAX suits finally get some attention from the devs, its to get nerfed...
this is a cyrious patch
I like these changes, but I’m not sure if the adjustments to air and AA go far enough. The primary role of fighters should be gaining/denying air superiority. A2G fighters are boring and makes everyone angry, meanwhile AA is boring and makes pilots angry. A2G fighters and G2A should be nerfed across the board so that both fighter pilots and the altitudally challenged can have the most fun.
2nd time the banshee got nerfed in recent times
it is what it is ig
Man, Air to Ground has always been the most frustrating aspect of PS2 to me. I hate air, I don't want it, I ant infantry combat. Cancer-turds being immortal in ESF's due to their broken ability to cancel lock-ons and spam-farm infantry has been so frustrating for so long. Hopefully with these nerfs, its less annoying.
MAXes are too squishy as is IMO, C4 kills them too easy
Nc max range nerf :pepewhy: 😢
Maxes can't revive while leaving them vulnerable to decimators and archers, I can't wait to not see any front line Maxes at all. 350 nanites to fight in such a volatile combat environment, yea AI maxes will be viewed as the greatest waste of resources you can possibly achieve. Players will only use their AA/AV variants.
People will cheer saying no more impenetrable hardpoints, yet Maxes were also important in breaking those hard points. Heavies will now be the new Maxes and engineer turret spam will run rampant at point locations.
350 nanites is too much for a lightning that dies to 2 headshots from the archer, 150 IMO seems more reasonable considering their vulnerablity and that they need to respawn and run back every single time they die. This coming from a guy with 1% time spent as a max, I like maxes, I like their role, but this will just destroy them in the current setting.
As expected Maxes are nerfed to the point of being useless.
If they really want to stop hacking. the easiest way is MAC locking them. which is prevents VPN skirting IP bans.
The Archer was enough counter to maxes imo
Not just the max but the whole AV/AA nest doctrine.
It wasn't considering MAXs can just go indoors
@@younglingslayer6517 NP for me when they camp doors headshots are even easier
@@SasukeyoUchiha yeah and then they delete you before you can fire the second shot to kill them
@@bananaboye3759 when you are too close maybe. but you should have the advantage peeking first and even more if you got some distance.
I like seeing some faction specific stuff coming in. Always felt like the factions should have some different gameplay instead of just a pallet change.
I'm fine with Max's not being revivable, but I'm sick of NC Max's being nerfed. We already went through like 3 rounds of NC max nerfs.
I really dislike this update.
VS ability - great lets give the most annoying class in PS2 more tools
NC ability - This is like returning nanoweave, but making it are effect and making it faction specific. This will be new broken meta
TR ability - useless
NSO ability - only one that can be interesting, before it was quite strong (maybe too much) but with max nerf (getting to it later) it might be ballanced
Nose gun nerfs - Good!
NC max nerfs - Good! NC maxes are imo the only maxes that are so broken to require adresing imo
General maxes nerf - too much, they migh as well remove them (and before people start saying I am max main, I am not, I am medic main)
Forced tutorial - Good!
I would say I am hopeful that test server will be used to iron the problem out, but from past expiriences, it looks like test servers are used more for prewiev the for testing.
Regarding lock ons...Wow, just wow. Every so often I get a glimmer of hope. Nerfing by buffing is the way to go. People didn't like air to ground? Cool, make ground to air stronger so that IF someone draws that and goes to work protecting their team it's actually effective. Wrel HAD made a good call here, and now he's undoing it. I don't believe that it was impacting air to air because the lock on range is so short. What I find more likely is that the people who were complaining before were still complaining. The thing is there are players who refuse to change their kit draw, and if anything kills them which their preferred kit doesn't deal with, they cry IMBA instead of drawing a counter.
Let me put this another way: I'm a paper main. I respect the rock mains, but I personally don't enjoy their style. However, those cheesy scissor mains have such an imbalanced crutch that they beat me every time without skill because paper has no counter to scissors. Please nerf scissors out of the game so us honourable, high skill paper mains can enjoy this game in peace.
"I don't believe that it was impacting air to air because the lock on range is so short." You don't believe, while the actual statistics gathered over a couple of months shows otherwise
You nailed it
Infantryside always wins. Once again I remeber the old meme video with Wrel killing a tank with a handgun:
ua-cam.com/video/fxFlfmZe_Ck/v-deo.html
The problem with this whole notion is the mistaken entitlement that infantry shouldn't affect the A2A game. Why? A2A noseguns are still perfectly capable of killing infantry. Enemy A2A still kills your friendly air support. Pilots are so coddled and they don't even realize it.
@@ncg8259 lemme guess, you have 10 hours in a esf
Oh look yet another pointless nerf to the Banshee after it was already nerfed once, simply for being "good" the devs can barely do an update without having to touch something of the TR and make it worse.
Yet despite the nerfs, it's still not the worst AI nose gun. Your victim complex is showing
@@abotaccount6094 Worst or not the nerf is still unnecessary and just a way of making players that keep complaining to shut up.
Simultaneously nerfing MAX's damage and survivability feels like a bad move. This is another step towards P2W. From my perspective the MAX situation was alright.
How was its survivability nerfed, and what about this is pay to win?
@@bananaboye3759 They removed the ability to revive maxes. P2W comes from member nanite boost. Although that point is moot after all since they also lowered the nanite cost.
The MAX nerf is terrible.
Reducing nanite cost is WORTHLESS. It only provides a benefit to those who have died
So now my TR MAX can't be rezzed, still dies JUST as easily to all of the counters (C4, deci, roadkill), AND dishes out less damage even when I'm aiming for heads.
It's a joke of an update. Whoever greenlit this should be ashamed of themselves.
We love planetside. We deserve to have niche playstyle without the devs acting like God and wrecking everything.
Great, I can survive the high skill move of right clicking the map, if I'm willing to be vulnerable to 1 hit death to a throwable C4. Bravo Wrel, the game is truly in good hands.
Seriously though, MAX revive has been in the game for a decade, and was never an issue. It's much slower, making the medic vulnerable, and the MAX comes up with very little health, therefore immediately needing an engi to get them back in the fight. If a player equips MAX without a plan for who's going to support them, they won't last long.
The issue is that certain players get listened to and catered to when they shouldn't. There are people who don't seem to understand that spending nanite is MEANT to buy a temporary competitive advantage. When the MBT is stronger than their infil they cry IMBA, when the aircraft is stronger than their LA they cry IMBA etc. Stop catering to these people, this isn't CoD.
MAX has always been a massive flaw within the game's core design architecture. The original devs actually did not want to add in MAXs into the game, but were pressured into it by SOE upper management. If MAXes are going to be as powerful as they are (let alone NC Maxes) then they should require a lot more maintenance than they need currently. Adding permadeath helps at least, especially since the game treats them as vehicles. Afterall, it wouldn't make sense if you could resurrect a Magrider or Prowler, let alone Sunderer.
OMG WREL IS A NONCE
if he wants to nerf a2g that badly then make all lock on launchers lock on faster the closer you are to the target
if youre a2g farming youre close enough to get a quick lock and slap but if youre dog fighting where you should be then it takes a while and youll be fine if it can even clock on at all
Rendered Maxes not worth the effort....just came back to the game and wondered why there werent any Maxes.
I was never a Max user, and never really liked it. But now i rarely see one. These nerfs have rendered it no worth it to many people.
Time for me to finally quit the game 😮
Meanwhile, the console version is left abandoned, begging for even the smallest drip of maintenance/updates.
Yup.
What happened to combined arms? I've watched the game go from that to a COD and HALO wanabe catering to the delicate playstyle of the hardcore infantry player. IRL if you get hit by a spike of steel going warp speed, YOUR DEAD. But in game, force multipliers are dialed back because that's unfair. What happened to the continental latus system? Planetside 1 survived because it had a cult following. PS2 will die because its trying to be like every other game that are simply better at infantry fights. The game became a thing because it had a vision of a better planetside 1. If you love PS2 as it is, more power to you. My heart goes out to those who bought into the hype and got played with for years.
A great patch all around. The MAX cost buff is pretty questionable, but we'll have to see how it plays out. The revive removal and NC nerfs are a great first step towards addressing the dominance of MAX units. I'm actually considering renewing my membership if the nerf hammer keeps swinging.
Nerfing is never a good thing. Eventually we will all just be using literal nerf guns. I haven’t played in months and this doesn’t make me want to come back.
hahaha cry vanoob
Aaaaaand MAX is now useless... I just dont see the point in nerfing max as it wasnt that big of a problem *cough* NC MAX. Now a LA can counter MAX, which costs 350 nanites, with 75 nanite C4 even more efficiently. (But you can use it as AA or AV.) Well 1 shot with the halberd and the main tank gun= MAX is dead. AA is a fair point since A2G is nerfed again. But I still dont get how EVERYONE should be able to do EVERYTHING ALONE. This is a combined Arms shooter. When will i alone be able to destroy the colossus.... oh wait i can. When will I be able to destroy the Bastion alone? dont have to worry about that since no outfit pulls that thing anymore. IMO this will make Heavyside 2 even worse. Now i am just waiting when Medic and Infils will be nerfed to the ground so only the tryhard heavies will reign and this game gets buried.
This is one of the worst updates the game ever had in 10 years.
No in terms to the maxes. The infantry flow definitely could have used some work and maxes were contributing to the problem.
Which part/parts aren't you liking?
It always has been.
He is probably a good ol‘ a2g farmer. I don‘t dislike this update at all. It works against the stale doorfights and crazy pointholds and make basefights more dynamic. Hopefully it doesn‘t turn them into flagraces though.
The only thing I dislike are the faction specific abilities. They should be the same on every faction imo.
I honestly quite like the update. A2G people can suck it, and the vanguard shield change is nice.
Uninteresting...
How about bewnew guns...no new skins..
How about some new classes..
New maps?