I always thought about it like this: Headshot damage should only deal double damage against HEALTH and not SHIELDS. Not only does that make sense, but it would somewhat even out the playing field by providing new players at least a little bit of time to react, while still rewarding skilled players who aim for the head.
@@53Memati53 as a dev you have to consider a lot of factors when making big changes to the game, such as "how will this effect gameplay", "how will this effect the meta", "how will the players react", and "how will this effect balance". The biggest factor you need to consider is "does this need to be changed?" It's especially difficult in planetside 2 because the game is basically funded by salty vets who already have an established way they play the game. Say they changed headshots to not deal double damage to shields. What if this pisses off the vets so bad that they quit their memberships and stop buying stuff in game, like xp boosts and new guns to aurax?
3 years later, headshots are still 2.5x damage and they've added implants that increase your life expectancy for headshots, making players that are already that much better than a noob all the more untouchable. even after all this time, there are certain groups that if I see them in a base and am running a mentor squad I will straight nope out of that base, because these tryhard dickweeds will ruin the game for these new players just to pad their K/D.
@@tyonamin reading comprehension isn't your strong point is it? where did I say to play like shit for new players? I merely pointed out that gameplay mechanics coupled with tryhard dickweeds who intentionally set up in bases only to pad k/d ruin the game for new players and that I do what I can when running mentor squads to get new players out of those situations. I would even argue that leading the new players away from the tryhard dickweeds, or just showing them how to pop stomp them is, in fact, the opposite of purposefully playing like shit.
Yeah, if you can be killed like 3 seconds back in time with all the latency, you shouldn't be able to drop someone in less time than many humans can react. I wouldn't be opposed to slightly buffing chest shots and nerfing headshots, so average TTKs stay around the same, but the best possible TTK is raised.
Ok in my experience the word “headshot” is frickin alien to me I figured I could never get any kills because the only time I did get kills was when people ran in circles not knowing what hit them and I could never control my gun’s recoil enough to land shots on people’s bodies, let alone heads. Then I learned that the game is so much fun if only you do not look at your abysmal killcount or KD. Just don’t look at those and focus on being immersed into a battle. I wound up getting like 16 kills total in about 3-4 hours like that and I didn’t even know I was getting kills. I literally ran around not knowing jack shit about FPS games in general (planetside 2 was the first FPS game I ever played), but I kinda just let myself fall into the battles. I actually had a great time and stuck with the game and its learning curve. Then I realized that if the enemy is farming you, get a medic and start reviving people because that’s a whole lot easier than killing and gets you quite a bit of XP. So I played as a medic in those cases and a heavy assault in others. Then I realized that by spending 20-ish minutes each play session warming up in VR training meant I could land more shots and test out new weapons, a lot of which I didn’t like so much, some of which I set my sights on for the future Then I realized that I would much rather put certs into my medical applicator and abilities rather than weapons after watching some videos on how weapons didn’t make good players superior to you, and a level 3 or 4 heal tool is so much better than a level 1. Then I realized that you didn’t have to just gun people down with infantry. You could do crazy shit with engineer anti tank mines which is a lot of fun. You could also play with c4, use tanks, and attempt (unsuccessfully) to fly and be the ace of the skies. It’s been a long ride. Lol.
I think I've ended up in this category as well. I find I spend the most time as engineer and I think the only weapon I would ever Auraxium is the tank mine. :p Still, I do have fun when it's not ruined by being surrounded by snipers. I think I get most kills protecting my Sunderer rather than milling around inside bases.
Yea, Ik the feeling I suck at the game and I die way more then kills but that just make does kills even more exciting and my fav part of the game is the coop. And all the crap you can do.
People play 1-10 hours and stop because they don't like the feeling of not being good enough and being farmed. I stayed and still play the game because i don't want to feel that feeling of being not good enough. I was new to the game so i expected to be farmed and suck at it. I grinded and it paid off. I'm no expert by any chance but now i can compete with br 100s. There was this player who was very good and got 30+ kills on me. I always remember his name since we always encounter on 1v1 but then after weeks more of grinding i killed him. But what surprises me was when i checked my profile, it wasn't the first time i killed him. I got 20+ kills on him over his 30+ on me. I grinded and i got better. Learning is the key to this game. I have watched videos and some over and over just to get ideas and playstyle. When to engage and when to run. Yes run. There are more than just the enemy in front of you to consider. You have to be aware of you surroundings for snipers, esf, vehicles, mines etc. Plus the most frustrating of all, team kills. Consider all those factors and compare it with OW for example, being the most popular fps game today.
@@bighouse581 It really seems like that until you sneak up on an enemy player, land a few shots, and they whip around and drill a hole in your head. Legs and ears save you in other FPS's more than Planetside. Positioning, surprise, and first hit are routinely defeated by great aim.
This all sounds great. None of this helps keeping the inferior skilled players in the game. We can each ride around on our high horse all we want in the long run we Need more players. More players will keep the devs motivated, the content will keep rolling but more importantly the lights will stay on and the company sees the game as a success. Imo they should have never added headshots into the game at all but it's far too late now. The high horse is crowded and many would fall off if they removed it now.
Not everyone is willing to grind through hundreds of hours of gameplay to get to a fun experience. There's absolutely no need to compound skill. The entry level for ESF is a brick wall for many to the point that the only people who play it are veterans who all skilled up together on equal footing and now all these scrubs have to learn to fly against experts; and you can't just whip out a replacement ESF every time you die, they're expensive and lock you out of ALL force multipliers. If you want better player retention you need either a better skill curve or a better entry level kit to widen options/playstyles.
This is absolutely why I stopped playing PlanetSide 2. This video is as relevant now as it was in 2017. They released a new expansion and the population jumped up and it's already dropping off a cliff again, and I assure you some % of that drop is because of the points you make in this video, because it's definitely why I left, and I doubt I'm that unique.
Headshots aside, this is something I've always thought about this game. The individuals player power is extremely relevant to a game of scale, if its too high then you'll see individuals destroying everything. Whether its a gun, a tool, a vehicle, if a single player in that gun seat or with that rifle can slaughter by the dozens - they will - if its in the game they will abuse it. The question is should they reduce the skill ceiling by reducing player power? Headshots are one reason player power is strong, which is why high-skill infantry outfits exist. Its something I've definitely noticed over the years is the "MLG Heavy" trope of a HA with medkits aiming for the head supported by a good squad. I was late to the infantry game and while not amazing I'm above average. If as a long-term player I get dunked instantaneously by vet players, its way more brutal on the new guys. Nanoweave exists, its used, its a staple loadout. I don't really think they can add a "counter" other than headshots or it kind of invalidates the armor if bodyshots + some sort of armor piercing round could be used. Maybe an ammo type called "armor piercing" that does less damage, but bypasses nanoweave. So no good player in their right mind would use it, but maybe a newer player would?
experienced players have incredible advantages. indepth map knowledge, wide array of different tools, expert aim, superior positioning, often working in units, fully upgraded vehicles, perfected settings for performance. as a new players just now starting PS2 I find it very difficult to even find and shoot at targets and remain aware of flanking routes. Headshots also promote CQC meta, and disincentives the more long range engagements.
Heqdshots are ridiculously overpowered in this game. If you shoot someone in the body you can spend whole mag and they don't die which is stupid in my opinion and that's one of the reasons this game fails to keep new players interested
This is what puts me off of the game. I'm not horrible aim, I play a ton of Overwatch for example, and Battlefield and games like that, so I'm no noob to FPS games, but I'm no pro either. Yet it seems every single engagement I get into is up against those players who have thousands of hours in this game. Every single time I get in a Mosquito, I use the arrow keys to maneuver, because it's MUCH faster than using the mouse right? And switching up arrow keys, flipping backwards, forward, left, right, can be very unpredictable right? Yet 9/10 times an enemy comes after me, they are such a good player that they can perfectly track me no matter how fast or hard I turn, and I'm dead in seconds. 9/10 times I go into an engagement with another player on foot, I unload an entire clip into them, they jump, turn around mid air, and start shooting, and I'm dead in what feels to me like about 2-3 hits. And sorry, but that's not fun. I started playing in the last few days, and every time I die it's to someone whose rank or whatever it's called is literally in the thousands. What rank am I? 154.
Some combos in this game just are even worse. When a heavy in a room does guard duty and mows down several enemies, you charge in thinking of him being hurt, right? Nope, he refilled his overshield and regular shield by each kill, due to adrenal shield and assimilate. Every single item that impact health, resistance and damage in games like these has the potential to create such big gaps between players, which kill the fun in the game. I prefer games like the good old Star Wars Battlefront 2, no equipment options, just action. Disparity came with kill streak bonus buffs, but those got removed after each death. Planetside 2 still has that incredible scale, but also the potential to ruin each fun fight within a single minute.
@@juliomontega2868 actually, I don't know about multiplayer, but I somewhat distinctly remember that after you got a certain bonus a lot of times (I mean in your whole career, not a single battle), you would eventually be able to get it at the start of each spawn; that was true with bonuses that gave you an improved version of your weapon at least (I remember that you would start with your regular weapon but the first time you swapped out and back to it it would substitute the standard with better one, but again, only after having got that bonus a lot on your profile). Don't know if it was a bug, don't think so, but if it wasn't for that I would fully agree with your example, and your point in general still stands for whoever wants to make/play a game where cosmetics at best are purchasable
Ok let me tell you I am an VS infiltrator the class that is known for the least health. I can 1v1 heavies with a Ve-Canis and I have only recently started the game. But I have only started the game and as Cyrious said headshots matter. if I aimed for a body shot I would be dead before the heavy but no I drop the heavy with the light assault right behind him
tbh i fell like youre almost playing the game for the wrong reasons. almost. in a game this big, with battles this populated, everybody is dying. im pretty new to the game but my mindset is that dying and respawning is just part of it. it feels great to dome 6 ppl in a row with a bolt but this isnt overwatch, nobody is staying alive for 30 minutes or capping a base with only 6 deaths and 45 kills. it does suck getting destroyed in half a second by an fps god, by this game isnt a deathmatch, and for every time youve gotten destroyed you probably destroyed someone else thinking the same thing. i dont think its fair to judge an fps for having a headshot multiplier as if every single other fps doesnt also have a headshot multiplier too. idk, maybe im just used to the dynamic from all my time playing the older cod games where every lobby was just as unevenly matched as a regular ps2 battle, but i find the fun of this game from participating in massive scale assaults, not trying to go on massive killstreaks. just my 2 cents.
the thing that mostly was a disappointment for me was the fact everything was basically a TDM everywhere. There is no real strategy to the game.. Like bases are just cap here and destroy this thing.. In the old way of planetside capturing a base was much harder and more satisfying to either defend or attack you had stages you had to blow through before a capture point was able to be accessed which made fighting for a base take much longer and all the more worth while if you keep it. IN this game its just who ever has the most guns pointing in one direction you will at some point hit something.
There's still strategy to it. TDM's eventually work if you have the numbers and spawnpoints, but bringing in flanking armor, taking down the generators to get them inside a base, getting anti-air to get rid of defending esfs, etc. There's still a lot of strategy to it and some outfits do it really well. Hell, much like "Guild wars" this game could be called "Outfit wars", because playing this solo is a bad idea. You don't win a war on your own.
I'm late to the party but I'd rather decrease the amount of bodyshots needed than increase the amount of headshots. This would emphasize positioning and situational awareness more and not solely the aim.
I never thought about it like this. I always knew that rewarding headshots was great, but at the same time I thought it proved that some weapons (and therefor some factions) would get an innately easier time in scoring skillful shots. If you reward headshots so blatantly, then you're not rewarding skilled players, you're just rewarding the most veteran of cheesers. With things like bad latancy and quantity over quality matchmaking, you really do end up with cracks in the system that punish more than truly reward.
The worst part is that i no longer can play this game with satisfaction because of latency since i moved from US to Europe and there is no way of moving your character because some shitty excuses that they gave on their site. An no, i am not sacrificing all of my certs and satisfying medals on my weapons just to play with normal latency. Now i die in less than half a second. Sometimes i ambush someone from the back i start shooting and they staying in place can turn and kill me and they still have like 80% of their total health. Its really really demoralizing
I always feel bad when I fight a player, popping a few rounds on the head and he is dead in the blink of an eye and then it says it was a low rank player 😅 they don't rly know whats going on for example in a 96+ fight and they are getting farmed. I feel guilty then 😂😅
I agree so much with what you said. English is not my native language so I apologize if it may cause eyes bleeding to certain induviduals. Few days ago I've left PS2 with exactly same opinion and impression and I'm familiar with the game from the beta so I do have an idea whats going on and I have the experience in PS2. I've left and returned,left and returned over course of PS2 life span but always had pleasure playing it. Now though I cant stand the system where headshot or die. Hitting headshots its just matter of practice but the real issue is why? Why would someone implant "skill reward" system into combined arms mmofps? what happened to positioning maneuvers picking your fights,its still there but with much lower impact as it did before.The game is not suppose to be about K/D or someone goes into killing streak, its about players work together to achieve bigger goals and often through leadership who guides them. If I'd like to play micro/reflex skill fps i'd go CS or OW. The way I see now is that Battlefield and ARMA franchise are the only games which offers the balance that I have mentioned . In Battlefield(I'm talking about BF3) there is Hardcore mode where you shoot to kill. Shooting body mass is lethal and headshots are just a bonus. And yet you still fighting over objectives around the map with combined arms. I really like PS2 and I hope they realize how much non devoted PS2 players feel playing it.
As a player with 250hrs and a .3 k/d, I stayed around for the group play. When I lost the group, I lost interest. I agree with your videos though, Pandora's box was opened and the tiny cadre of players left will evaporate if they changed this. People just have to get good. Started to play again and I just expect to have less than 5 kills in an hour of play. It's about the mindset and sadly my tolerant mindset doesn't attract new players
Yo, Patty. Lohnas again. I'm conflicted on this point. I think your previous videos on the new player experience highlighted what I think the bigger weakness is: there's very little by way of training, tutoring, mentoring. There's no doubt that this game is discouraging for new players, especially casual players. I'm not sure that changing the mechanics of the game to cater to new players will be healthy for it either. As you mentioned, most vets will get salty, and many will still find a way to exploit those changes in the meta. I shared my PS2 story with you in a post in one of those videos. For me, there were two main things that kept me around. 1) I hated sucking so bad so I felt driven to learn and improve, and 2) I got into outfit play, where I found some stability and tutelage. And now, I'm a committed player, with three years under my belt. I'm still only BR 86 with a KD hovering around 1, but I love the game and I feel like I can hold my own in most engagements and make meaningful contributions in outfit play. Regardless of changes in mechanics over the years, my enjoyment and desire to improve have remained. I teach at a middle school, and one of my fellow teachers runs an after school Smash Bros. club. But his goal is to train the n00bs up to the point where they are decent competition for the vets or naturally talented gamers. It's actually really cool, because he trains the vets to train their peers. They talk strategy, they analyze gameplay. I've watched the kids improve, and it's super cool. What if we could do something like that with Koltyr? I had already been playing for a while when Koltyr was added, but I don't recall there being any kind of meaningful training mentioned. It seemed like a small sandbox with other "new" players until you hit BR 15 (was it 15?). What if there could be veterans coaching new players in that controlled setting? Maybe even have squad/platoon leads who can spectate and give real-time advice based on their observations? I don't know how feasible that is, or how many vets would be willing to do it, but I think training and guidance is what would make a bigger difference. It did for me.
What if there could be veterans coaching new players in that controlled setting? Maybe even have squad/platoon leads who can spectate and give real-time advice based on their observations? This is a really terrific idea, and its been kicked around in a few forms. But some sort of a feature where a leader could designate their squad a "training squad" and the game would naturally put low BRs into that squad when they joined up, would be a great way to give them a soft landing as they enter the brutal planes of Auraxis.
Cyrious Gaming if I may, I play on PS4 and my outfit has been thinking about doing what you are talking about. Our main problem is that we don't have the publicity to get the word out. I personally believe that if we can get at least the top 3 outfits, and I mean the ones that actually play, to work together and teach other players how to play the game. This would result in a better starting experience for new players, which would help retain them. I guess what I'm trying to say is, would you be able to/like to help us out?
There are training bootcamps set up for the European players. I first found out after joining [FU] on Miller, we signed up, got a jaeger account, got a lot of tips on everything from system settings to weapon loadouts to aiming and avoiding fire. After that we had a fight with other players, great fun and learned a lot
10:58 The bane of a jaded veteran. Now that I'm back due to that hearted comment notification, I realize I forgot to mention that I actually apologize to people sometimes if I get stupidly lucky or just have a spark of intense focus that results in a Korean-level move.
Well... an easy way to 'balance' headshots would be to decrease headshot damage overall but leave it unchanged for long range weapons (Hello again) I get the drop on one guy and empty a full mag into him (half are headshots half are bodyshots) and I die instantly despite all the bouncing around I'm doing (headshots do more damage, duh) I want to get into this game (been having more fun as a medic due to the endurance and utility they have for infantry than as an Engie) I want there to be a high skill ceiling but also a low skill floor, this is hard to do I know. Maybe reward lower skilled players for killing higher skill players so they can catch up faster? (not a buff, but more like increased XP/cert gain)
@@milsimprodigy NAh, only thing that matters on foot in this game is head shots and broken implants. Though of course your the dude who im guessing DIDNT? watch the vid. Clearly showing where someone did exactly what you said to someone who didnt even have over shields and STILL died. Im sorry but this game would be better if the meta wasn't Headshot whoring and implants that just make it even stronger, plenty of games before and after planetside that dont whore headshots and play just fine.
I kind of wish headshots were more of a risky and calculated ordeal. Such as ending up taking 1 less bullet to kill the opponent rather than halving the TTK of most weapons. If you knew 1 missed shot on the head would lose the engagement against someone making body shots, it'd make you a little more likely to only attempt such a thing in specific circumstances.
Aiming for a smaller target in pvp where latency is anywhere between 100 -300 Ms needs to be more risky and not worth it? Nah. It's fine where it is, most people that complain about headshots just don't bother aiming for the head.
@@AimlessSavant I mean it seems the Pro here gave this man an up vote for this well written comment, id say your retort is probably not the more true statement. But who cares about that. What Tombs has mentioned is actually what most other FPS shooters will in fact DO because...its INTELLIGENT and how it SHOULD be. and doesn't create the problem of gee...idk KILLING the population of your game and keeps the FUN factor and not to mention more realistic, unless you thick the human body can take 5 rounds or more and be A-ok!(lets not even talk about why an over-shield isuddenly is weak at the head) Lastly, if the game didnt have all the micro transactions that it did im confident it would of went under years ago sadly, ps2 would be one of my top fav games if it wasn't being so poorly done fire fight wise.
@@EnvyTheBunny oh worry not, I feel body shot TTK is god aweful with how implants, and cert upgrades can pad out body shots to 9 hits before killing. The fact non MAX units can soak so much damage is outrageous. It is why headshots are so rewarding. If anything, body shots shouldn't be nearly as pathetic as they are.
@@AimlessSavant Yeah, agreed and MAX units are a whole nother topic entirely, i haven't put as much thought into them as they haven't frustrated me nearly as much. i suppose a lesser of two evils for me personally.
@@EnvyTheBunny MAX units make any class except Light Assault and Heavy Assault redundant. Especially when you get "MAX crashed". Anymore than one MAX unit you fight in close proximity and you're steamrolled unless you have your own. It is stupid simple getting a MAX paired with a cuckle if engineers repairing it. You start to reenact the "Meet the Medic" video from TF2...
That is the Recursion stat tracker, its a 3rd party program you can install. You can google it for more information. I will release a video on how to install it in the future.
If there's one thing wrong about Planetside 2, it's the veteran players' mentality ; you'd think they'd want to constantly improve and compete with each other, but most don't. Why stick to a ~1 K/D ratio in skirmishes with another "elite" outfit when you can just go farm some noobs in 1/12 battles ? Some even go as far as to taunt other players because "lol 60% pop and you can't defend". It's even worse when you try to be decent at every aspect of the game, be it vehicle combat, support, or basic infantry engagement, and you're put up against people who have thousands of hours just tryharding infantry battles. There's no such thing as "playing against people better than you helps you improve" ; if the difference in skills is so high that you don't even have time to understand what mistake you made, you won't be learning anything. That said, I'm hoping Escalation will fix some of these problems with the new competitive continent. At least it'll reward players who actually go against top players rather than farming people who can't aim, such as myself, and these players will stay out of open continents while they're on the new one.
What is there to say other than "get better at aiming or accept you can't fight one on one in an FPS. Support, and armored classes/vehicles exist to keep planetside from becoming a formulaic boots only shooter. The most common reasons people die is that they are away from a squad, or run into a firing line.
@@GeonXP89 seal clubbing implies from the video that new players don't aim for headshots. Really most of the skill involved with PS2 relates to controlling the recoil, centering on the head/target consistently, and improving your battlefield awareness. Like literally any other shooter aiming for the head is the fastest kill method. It rewards a player who has skill, gives new players a reason to get better, and think more critically about the game than "planetman runs to cap, and sit"
I know, and I agree with you on this one, but you should leave a comment under the video rather than answering to me then, I'm not the one you should be telling that :P
If the bonus was but down to 50 percent, with body and leg resistances changed to effectively give everyone nanoweave, there would be enough of a bonus for headshots while mitigating some of the disparity and latency shenanigans.
I agree with most of what you said, with one exception, this games TTK is to high to begin with. PS2 is a game that at one point attracted not just hard and fast FPS types but, the tactical types too. The rules of the PS2 universe (even if unrealistic) made sense, expectations where managed well. There are plenty of players that are not every going to be great at FPS, but there spatial, tactical, and situational awareness are amazing. This game now punishes good tactics and cooperative team play. An example of this, is a player gets the jump on either a veteran or new player, they begin firing, the player being attacked has time to turn around and shoot and in some cases even kill the one who was doing the ambushing to begin with. That under any circumstance is unacceptable. The healthy combination of tactical (real tactical, not COD Hollywood tactical) and FPS game play with real time strategy worked in, all in one game, is was made this game great. Not all the core tenants of the game have been lost. But the game does seem have lost respect for its players, by over simplifying the game (ie the new critical mass alert system), and treating what was suppose to be a community of critical thinkers and great gamers, like idiots incapable of understanding a real time FPS war simulator. There are a lot of specifics I glazed over or didn't cover, but you get the point. I love this game, and it sucks to see even vets turning on it.
Yeah, not knocking anyone who can do it, and i am certainly not advocating a nerf, Im simply saying that if you choose to take a body shot, simply because its tactically sound for the situation, then you shouldn't be punished for it, nor rewarded, just given the tactical advantage you worked for.
Three years have passed, and this video isn't any less relevant. This game is straight-up not fun anymore because of this mechanic. Yes, headshots should do more damage, but not to the point that body shots are useless. And I don't want to hear a word about this game being 'hardcore', either. I'm an ARMA/Squad player, okay? Those games are hardcore. In those games, if you get shot in the torso, you are almost as dead as if you'd been shot in the head. PS2, on the other hand, essentially makes body shots a waste of time, which is immersion-breaking as hell considering what this game is supposed to be. PS2 touts itself as this combined arms pseudo-simulator, but it just ends up being another CoD-style twitch shooter in the infantry department even as its most rabid veteran players decry such games. The fact that the devs introduced a kill-cam feature a year ago just makes it even more like that, giving players a free wallhack when they die which hurts any sort of stealth or flanking gameplay. I played a lot back near release, but buffing headshots while leaving bodyshots in the dust just killed it for me. Once or twice a year I'll reinstall and roll up new characters to see if the gameplay has improved at all, and I'm disappointed every time. By BR 15-20 I just get so annoyed with this mechanic that I drop PS2 in favor of things I still actually enjoy. It's just sad to watch Wrel and the rest of the devs flush every ounce of potential this game had down the toilet listening to the vocal ex-minority that have become the majority as the population has continued to die because of mechanics like this.
The bane of my existance... as soon as I meet real targets, i can't set myself to aim for the head at all. I just go center of mass every time, even if I KNOW I should go for heads :/
Definitely would feel more fair if the full auto weapons only had 1.5x headshot multipliers. As a player who has used the semi-auto battle rifles and scout rifles a lot it feels like you have to be perfect to compete with the above average heavymains, even at mediumish ranges. Serpentining is also super effective against them, and you also have to practice constant trigger discipline to avoid "oversampling" and reducing your overall RoF, which is not even a thought for autos. On top of that they have high down-time (rarely engage more than 1-2 targets before reloading) and terrible hipfire effectiveness. It'd be nice if the semi-autos had a better headshot multiplier to somewhat compensate for these disadvantages.
*preach!* When I started playing years ago and still today I get killed by some BR5 light assault spraying and praying when I am at long range with a battle rifle or semi auto.
@@thel8815 Its not an excuse, its taking notice of a glaring balance issue. If you don't have anything actually informative to say then don't. That type of attitude leads to stagnation and support of a flawed system that clearly could be modified to work better then before. People don't want to play a broken game, its not just about you. Just because YOU cant understand a simplistic balancing issue.
@@EnvyTheBunny Spray and pray at range and hitting all headshots in a burst is not happening. Why is it always shit players coming with "solutions" that aren't gonna solve anything. The netcode, base design, maxes, literally everything else is a problem, the hs multiplier isn't.
@@thel8815 Yeah because the game is in sucha fun state as it is, the problem is the "Solutions" dont get implemented, and they probably wont because these "pros" dont want to acully try, they just want easy head shot garbage that does almost three times normal damage YEAH SO HARD AND SKILLED when the alternative is a shit ton of shots body that will mor ethen likely loose out 9/10 (do i even have to bring up the implants that make it even more fucking BROKE) and lets not even try to factor in these FUTURE shields that cant suddenly stop head shot damage, but anywhere else SUUURE, plus everyone knows the human body can take 5 or more shots from a "future rifle" and shrug it off.yeah? Even Halo had better FPS play (my opinion of course)
Lowering headshot multiplier for automatic weapons would certainly make sense for the health of the game, even the one tap shotguns could use a small Nerf, so that at least some of the bullets landed on the head for a 1shot. Veterans have tons TONS of advantages over newer players. Even if the new player is a skilled fps player, they don't know the layout, weapons, behavior, patterns, don't have the certed options... No doubt it would be a good thing. This game is already very complex in many ways. No buffing nanoweave though, that would only make it more meta!
Everything you discussed in this video is why it has been SO hard to get my friends to pick this game up. The BIGGEST constant I get is the "I pumped an entire mag into that guy and he didn't die yet I die in two hits? BULLSHIT, UNINSTALLED, NEGATIVE STEAM REVIEW!" Seriously, if they want to close the gap they should make dumping a mag into someone feel as realistic as getting shot in the head, because that's how it works in real life, which, again, according to how their headshot mechanics work is what they were trying to go for anyway. Heavies and MAX suits get a pass maybe because they're supposed to be frontline soakers, but for real now.
I kind of just accepted that I suck, and try to find other ways to be useful. Even with body shots though, I find I get at least a 1 KD. Do you think making the hitbox for headshots bigger would make a difference? Maybe if they were easier to hit for the lower tiers of skill there wouldn't be such a gap.
It took me about 6 months to get my first bounty in the game, which I finally got today. Granted, I was playing the game on and off, but I still feel like I'm so far behind a lot of people because I can't aim as well as they can.
First, I think the Dalton should stay OHK on non-composite armor ESFs. But the skilled player argument is dumb. What is more skilled than hitting an ESF with a Dalton round? Hitting it with 2 Dalton rounds... Hitting an ESF once could just be dumb luck. Hitting it twice is skill. So the CAI certainly requires more skill. But, I think players should get rewarded for lucky shots. So I do agree the dalton should keep its OHK potential on non-composite armor ESFs.
Really enjoying your content, Cyrious. You make insightful and cogent points, presented in a clear manner. Your in-game footage is great fun to watch too!
such good points - countless games operate a handicap system as opposed to the best getting even better and just stomping everyone - and when I get good at something, I often make it more difficult for myself for training purposes - seems the attitude of the player will make a difference to what system works well?
it's good when there are spheres for different types of activity - e.g. in Counter Strike we have casual vs competitive modes (although it gets messy when people play competitive mode in a casual way and visa versa in tennis for example, a pro player will/might/should be content to have an enjoyable, even rally or game against a noob because they have a pro tournament nearby, a sphere in which they can stretch themselves instead of catering to improving players
except this hypothetical tennis pro would stomp new players if they basically had an attitude problem - I used to be that guy in Counter Strike, taking casual play very seriously and avoiding competitive play for fear of failure - it's complex shit, this . encouragement of the individual is key, even the good players who might look like they don't need encouraging - a giant fish in a small pond is as in need of support for their game and their development as is a tiny fish in a big pond (which I didn't realise necessarily before writing all this to get my thoughts out)
@@CMDRCyrious Indeed. Alienating a chunk of your precious little community they have left would be disastrous. On the other hand there isn't much besides maybe an implant or armor that increases head protection. Tough spot really. Keep it as is and it's a horrid new player experience hastening the decline a small amount due to lack of new blood, change it and old folk raise a riot. I just think that with the new revival of the game they could shake things up a little.
I gotta say this is great, thanks for the video; I've always wondered why I seem to do better at PS2 than other FPS games, when I'd say I'm average (maybe above average) overall when it comes to FPS skill sets. But headshots, I've always, always, ALWAYS, aimed for the head, and you explaining how large of a difference this makes in game, really does put my expectations more in line with reality.
A super reasonable point, (just not noticing this is out of date but, it got recommended to me so yay interaction) But for me I'm a really big fan of the headshot damage difference. It's one of the few games where I really feel like headshots matter. I'm not all that good at them, but when I get them it's really cool. I get that I'm a unique case when it comes to enjoying getting shot a lot for a few specks of glory. But I really hope it never dies out, because there are very few replacements that have any worth. I'm glad they're doing everything they can to retain new players, with all of the other interesting and helpful stuff. Without removing the core part of the game that makes me play it
It's mid September 2018 and this video is still relevant to me (a very new player, to both FPSs and PS2). The closest experience I've had was with MechWarrior online, a game where actually "head shotting" someone is neigh impossible barring very rare circumstances. I'll admit I've never been good at FPSs, but knowing that part of why I'm so bad is at least reassuring. Given I'm very much a "numbers guy" it was helpful to see just how different the damage scales were/are. All told I know I'm never going to be among the top players, I don't have the time or money to sink, and that's ok. That said I feel that I'm struggling to find good ways to contribute to a combat in a way that isn't "target saturation." I know being a "med tool primary" medic is bad and on the whole only marginally helpful, likewise an engineer that latches onto a MAX to keep it healthy is only so useful as the other person. For now it seems the most effective thing I've been able to do is get c-4 on my LA and go sunderer hunting or trying to take out AI and AV turrets and terminals. tl;dr thanks for the video and expressing the possible frustrations and the history behind the situation. It's made dredging up the will to give it another go much easier.
Hey man, thanks for responding. I know a lot of people struggle with I fired 40 bullets at the guy and he didn't die, but I died in three hits. Glad this could clear it up a bit.
Old video; but, tbh, I see this going on... Like the other day I was having a very low pop battle over a base. There was around 4 players total across 2 fractions. I sat in a corner, crouched, defending the point. The guy comes in I have like 2 seconds of free time to shoot him. I in hit clean for like 1 second, then he get surprised some erratic movement and my aim starts to fail me. One of my not so good aiming moments tbh, My cross is jumping from his right armor to his left arm. In theory half of my bullets should be hitting body shots. He turns around and kills me. I was an heavy assault with my shield active. I had the surprise advantage. While my aim was particularly bad at that point, I still got 1 second of hitting him + ~1.5 seconds of half of my shots hitting body shots. Even if I stayed crouching (which immediately after the fight I recognized that I should have stopped to allow me to strafe more), like... It was kinda stupid. I had such as a massive advantage and it's not like I missed 90% of my shots. I missed what... In theory around 25% of my shots? There's also the pistol wielders. There's one moment fresh in my mind. Literally point blank 1v1. I have the heavy assault lmg for vanu. Shield up. Pistol shield, 2-taps me in 1sec or less. I am pretty sure I can't kill someone in that time with my lmg, 100% headshot accuracy. What? I barely any had any time to shoot... As for the default weapons... I mean I can see them being strong; but, in all honesty as a new player, I do not see it being strong in an HEADSHOT battle. In longer ranges, default vanu doesn't seem that great when going for headshot. In shorter range, you get into the territory of ADS vs hipfire. In hipfire, the crosshair often expands to be 3x the side of the enemy's head. You can still hit a lot of headshots; but, the hits being missed can very punishing. My experiences with default weapons so far... "It's so inaccurate. I can hardly hit things, especially at longer ranges. I need an more accurate weapon." I go ahead an get a polaris. It's better; but, I feel so week at shorter ranges. I go get an MKV Suppressed. It's better at shorter ranges and decent at longer ranges. This feels quite good; but, there are still bad matchups (shotguns and exceptionally longer range weapons) and occasionally I run into players who have LMGs and stuff and they feel so much stronger than me. I start trying to get into the headshot crowd. I see all this talk about how the default weapons are actually quite good. Despite my past experiences, I go back to the default LMG. After a little bit of time, it starts to feel better. I can do stuff and the ability to kill more than 1 person per magazine was good compared to MKV Suppressed.... And then I start seeing people who can 2-tap me in less a second with an pistol. Also really starting to see how headshots really suck at anything but closer ranges; because, the weapon has a bit of spread even when ADS; though, it can manageable. I also see the massive spread when hipfiring. There's a lot downsides where I still look at the default weapon and I think "okay, it can be pretty good; but, I just can't see it being particularly good compared some other weapons." So I want an more accurate weapon again. This time I get an different SMG after playing around in training. Hipfire feels a lot better, range feels a lot better, bigger magazine. I am still trying to join the headshot crowd; because, I believe that's the biggest remaining factor in my ability to kill other people now that I have really good confidence in my weapon. With that said, even if I had a shotgun, I still don't feel like I would be on even playing ground to those pistols who can somehow kill me in what felt like 2 shots in less than a second. There's also quick 2-tapping with sniper rifles, I kinda get the same feeling at close range. On that topic, why does it seem like certain pistols and some sniper rifles are much stronger than LMGs, SMGs, and Shotguns at close-point blank range? In addition, maybe this point is latency; but, I am also seeing cases where I feel 100%, I shot this guy enough for him to die. He doesn't die, bad stuff happens to me. In all honesty, I like the style of the gunplay; however, the kill potential is kinda annoying. Compared to TF2 so far, kill potential is more enjoyable in TF2 than what I'm seeing in Planetside 2. TF2 gunplay isn't bad; but, planetside 2 gunplay is also not bad. They are both quite good; but, kill potential is actually starting to frustrate me a bit in Planetside 2. Still going to keep on playing planetside 2 for now; but, yea... That's what I'm looking at. *On another note. I actually tried planetside 2 a couple of years ago. The massive battles was quite overwhelming and I didn't really have any clue of what I was doing. So I stopped; then, I came back and after a while playing, I'm now battle rank 38. Here is what I'm seeing as a newer player. Still think this game isn't doing a good job at teaching new players how to get started; but, I'm here.
What about giving new players access to an implant that reduces headshot multipliers to 1.3 (tweakable) for small arms other than sniper rifles, give it an undesirable side affect (like you can't use it with a second implant) and give it a particularly high ISO recycle value to encourage them to move away from it and upgrade better mods once they can? That would level the playing field while new players are learning, but provide a strong incentive to move away from it once they don't need it anymore
Yes great idea. My thoughts where it reduces incoming headshot damage to 1.25 times, but it also reduces their outgoing headshot damage to 1.25. So as they learned their aim, they received less damage, but also did less damage. Would be OP if they could mitigate headshot damage, but still get the bonus. I was thinking the implant would just break at level 30, but you are right having a high recycle value would be a cool way to do it too.
When i pla planetside 2 i feel like im a storm trooper from starwars, just there to eat bullets. I cant play often enough to get as goo as many people that kill me.
The 'git gud' mentality is a gamer disease that I wish there were vaccines for. A game is either fun or it's not - skill is not what factors into it. If a game is fun from the moment you pick it up to the moment you put it down, it sells itself. People tunnel vision on skill somehow making a game fun, no, it's the gameplay that determines this. I'm sure the rest of the discussion has already been hashed out below, but think about that the next time you decide to give the ever-famous two word pep-talk.
I disagree. Now, don't get me wrong, I think the troll-ish "git guid" mentality has a LOT of issues, but that's the thing, some games are designed to be heavily focused on player skill and not on outright levels of fun. This has problems, obviously, with keeping the player-base up, and making it artificially hard (Such as an RPG where all difficulty is is massively scaling up enemy health/damage) is no fun for anyone, but increasing the difficulty by raising the skill floor is not inherently bad. There are consequences for sure, but they're both positive and negative. PS2 does go overboard though for sure.
I agree for the most part. There are lots of things that make a game fun and aren't related to skill. But there are also actual correlations between fun and skill. One psychologist analised the phenomemnon and called it flow. en.wikipedia.org/wiki/Flow_(psychology)
Lauscus it is a disease, but if you are good at a game of course you will enjoy it more, i don't see anything wrong with having a learning curve in a game, for example, i likes cod mw3 at it's time, playing like once a week, but it was so easy to pick up that i just made a loadout and just used that, there was no reason to improve or experience new things in the game. If you want to play something with nothing to bring you back do it, i prefer the satisfaction of learning new thing and becoming better at the game and learning it's mechanics
I agree with your analysis at the end. Headshot modifier should be like 1.33x for non-battle/sniper, and only cancel armor/overshield from rifles. More implants/abilities that trigger off of headshots. Good video
There is a link to the useroptions.ini file I use, also known as the settings file, in the description of this video:ua-cam.com/video/N6r-ePNyOcY/v-deo.html
From about 8:46 to 9:17 I noticed something odd. I play planetside a lot, and I'm no god player. and I don't know every base, nook, and cranny, but that doesn't look like the TI Alloys I know.
I've actually noticed while playing as a sniper that the head hitbox is smaller than the playermodel. It was enough to make me stop playing for about a year because sniping is one of the few things I enjoy in games. Now, I came back to Planetside 2 and started sniping again. Armed with the knowledge that I need to hit dead center of the head to kill, my kill ratio was... Meh. Sniping in this game isn't as fun as other FPS's to me because the furthest shots you can take are around 300m mostly. I want to be a more realistic sniper that can take on people from a far greater distance, but the game does not allow such playstyles. Render distance is the main limiting factor. Then you have bullet travel time. 800m/s with the Railjack is considered to be the high-end of bullet velocities from the sniper rifles. We are firing handgun rounds at people as snipers. I expect my round to take some time before it hits the target but it takes so long and it is kind of why countersniping is nothing but shoot and strafe antics that I personally hate. This game caters to the up close and personal fighting which is completely fine. Seeing people get mad about it is weird to me. I always thought nanoweave was the big decider for new players. If you ain't got nanoweave, you are twice as squishy. To people who headshot a ton, you are so much more squishy. You, the new player, are just squishy. Your bullets to the enemy's stomach meant nothing when you saw his health in the killcam. You almost took out his shields! And that's why new players are so turned off in this game. As a sniper I was hoping three bullets to the stomach from a Bolt Driver would be enough to drop somebody but nanoweave says no to that. I'm just not skilled enough to go for headshots I guess.
In all honesty I found myself in the same boat when I first started as a TR but I switched over to infiltrator and would sit as far back as I could from any fight observering how these fights actually go down and who does what and how while picking people of with a suppressed sniper yes I know suppressed snipers = bullet drop which I now love as a mechanic but it was that class that I found to be the best for a brand new player the ability to go invisible if used right and get away from any opponent even Vets was amazing taught me how to disengage and re-engage fights the ability to learn how fights go down from any distance on the map and the skills to aim for those head shots which is why I use suppressors on every single weapon I own cause I know if I can nail a head shot on any suppressed weapon I can nail them without even better they should really have a system that says above the class options which one is hard to start out with and which one is easy and for what reasons are they hard vs easy
Well, that explains a heck of a lot. In vehicles I'm a beast but I get ruined in the gun game. I never really aimed for the head. I didn't realize headshots made that much difference
So I'm gonna buy some certs because honestly I don't have enough free time to grind them. Between TR and the Vanu what setup would you recommend? Implants and all. Keep in mind I'm a noob at PC gaming in general but my aim isn't terrible. I just want the best possible setup for when I do eventually get a good feel for the game. Thanks for any help you can provide.
If you are looking for pure IVI combat, I would recommend going heavy assault, with a T9 CARV, a 1x Reflex sight, forward grip, and flash suppressor. In your shield slot use the adrenaline shield, in your armor slot use nanoweave, in your grenade slot use frag grenade, and in your utility slot get 4 medkits. In your Rocket Launcher slot I would recommend either sticking with the ML-7 the one you start with, or get a Striker. The striker is hard to use but a powerful anti air launcher. Moving on to your implants. You need to get the Battle Hardened and Assimilate implants, and rank them up to max level. If you get all of those things, you would have the perfect, maxed out Infantry VS infantry loadout for your TR heavy assault. If you want to go VS, its basically the same thing, just use the Orion, and stick with the starting launcher.
Also wanted to note, the only time you can ever directly BUY certs is in your first 72 hours, purchasing the new recruit pack. Otherwise you have to buy membership and boosts, which really give you a massive cert gain.
Im just as happy if the new guy doesn't shoot at all, coming from a lifelong NC on emerald, there's something about getting clipped in the back by a nc6 gauss saw that just makes you tell every new player to main medic instead of heavy.
I don't think we need to nerf skill that would definitely kill the game. However given that there is a problem with new players leaving so fast. We definitely need to do something. I would say first off restore koltyr to new characters only. And maybe volunteer veteran squad leaders to teach them while on koltyr. Second as much as I hate to say it maybe another small map with significantly less sp gain but make it PVE so they can learn what playstyle they love and how to do things like land headshots. Or even as a way to test builds and do team training.
The fix isnt to hard, dont make head shots the Dominant strategy, then give broken implants to facilitates this even more... just make the head shots do less damage,, other shooters make going for head shots risky but still rewarding "skill" as missing some shots on said headshot can get u killed instead of the kill if you went center mass, but what planet side 2 doesn't seem to realize there is an over-shield, they act like the over-shield doesn't exist and there is only normal health pool so doing head shots doesn't matter if u miss one or two your shield will eat up so many bullets since they are not going for your head that ull come out on top if you do,because thats 2.5 times more damage. As long as you close the gap on this multiplier it fixes the issue while still rewarding "skill" but i guess the "skilled" players dont want to acully have to start REALLY having to try.
Well, I'm not sure why I didn't actually occur to me earlier (I have played a total of 200+ hours) but I tend to shoot at the chest area in most engagements. I never really thought about the whole headshot thing honestly I know it's pretty obvious but yeah... Guess I'll try aiming for the head more.
Yeah, a lot of people don't realize just how powerful head shots are. There are tradeoffs, you will land less shots, but do a lot more damage when you land them. I switch between headshots and body shots depending on each engagement.
I agree that you shouldn't be so drastically rewarded for using a bullet hose to kill people. In CSGO you are rewarded for killing people in the head because of how hard it is to do so with the recoil mechanics and the fast movement. It is not difficult to hit someone in the head with a gun with little recoil that is easy to compensate for the pattern and the players move very slow. In CSGO the easy to use weapons either have a higher shots to kill to the head and body than a higher skilled weapon, cost more, or has a lower head shot kill range. Why not keep this mechanic, but instead of having it at the range where it is easy to pull off have it matter for distant fights where recoil is more prevalent and bullet travel time is important?
headshots allow you to be able to take on multiple players, which in my opinion is great, if everyone was a bullet sponge then population meta would grow even stronger because you won't be able to drop multiple players is quick succession. basically itd make infantry play feel pointless
I've played for some time now, (about 400 hours worth). I am by no means a "skilled" player. like 60% headshot maybe, but if I find I get 4 shot more than 10 times.... I log off and try again later. The hackers or super skilled players seem to come on around the same time, so that's the time I avoid and just log on some other time. I still enjoy the game, just not when all the competitive people or hackers are on
Not sure what's wrong with Planetside performance, but whenever the ingame FPS counter says I have 40-50FPS the actual input feels like im at 15FPS (Im playing on a 5,5 years old gaming laptop). This makes tracking heads in combat simply impossible. I compare this to the competitive players' youtube videos and they get solid 60+ FPS on intense indoor combats... Lesson I learned from this? Your skill doesnt even matter here - you need a beast of a PC to actually even start working on your skill... So far I just temporarily retired my favourite light assault till I can get a better computer. In the meantime I play infiltrator and focus on strategic sunderer placement.
Make sure you are not playing in any form of windowed mode. And make sure V-Sync is not on in any form. Your frames may not be great, but if they feel lower that is something with your hardware, not the game.
A "Face Shield" implant might be a good idea to implement into the game. This would be an implant that increases the armour count for the head. A veteran player would probably not find a need for this since there'd be better implants available to the player's play style, but this would give new players a bit more even ground. This would not eliminate the headshot bonus in the game. Instead this would make new players or players with less skill less easy pickings.
Tattorack We already wear helmets, which is literally t opposite of a head shot modifier that says we don't have skulls, but jello encasing our cortical array. 😧🍷🍷🍷
the latency in the 1v1 situation pisses me off from time to time myself, i stopped playing infantry for a long time because of it. Pop, and i'm dead, with a full adrenoweave build on, 100 mb/down and up, but I only got to see a single Pop before i died, and it's always a LMG doing it. I used to call bullshit, but i realized a while back that people just have shit net and they aren't booted off the server even when 800+ ping.
I say lower the headshot multiplier. It makes using weapons like the T9A-Butcher a complete waste of time. Especially with Hardened implants and less flinching.
somebody explain to me how the same gun in the hand of an inexperienced shooter by default does half the damage in the hands of an experienced shooter when hitting the same body part...? pretty sure that doesn't happen in real life.
Sorry if my wording is confusing. It is not if they are hitting the same body part. Veteran players usually shoot for, and hit the head. While inexperience players usually shoot for the legs and body. So the inexperienced player does half the damage of the veteran player because they shoot for a different part of the character model. New players don't magically do less damage. They could shoot the head and do just as much damage as experienced players. They just usually don't.
I know this is 3 years old and have no idea how relevant the video is but I'll still throw my 2 cent's in. I think another good way to go would be increased rewards for the non-combat areas of the game. Personally I can't shoot for shit, if I get the drop on someone I normally win but in a fair fight I got maybe a 40% chance. That being said I love this game because there are so many support options. I can be medic and keep other better shooters in the fight, I can be engineer to keep our tanks up, I can provide air support on a galaxy or play AA/AV. Now I understand most players do not want to be support they want to be the one gunning people down but I believe finding ways to make playing support more rewarding would be a big help.
oh...nanowave huh... that explained why i can't kill some guys with 1 headshot it really confused when i hit them in the head but they still able to running around
yeah~ back then i play with RAMS .50M at first i guess maybe i just miss but after i did it several time i find out all of that was a direct hit but i still can't kill them so i thought it was a bug or some thing like that it was a bolt action rifle so if you can't do a one hit kill that mean you not gonna be able to send second shot on the same target anymore it really disappointing me for the guns that cost that much to perform like a joke
Yep, there are all sorts of ways the could tune the weapons. Some with lower headshot multipliers but lower recoil. Some with more recoil, but higher headshot multipliers.
The game currently has a lot of problems but the most pressing for me is how drastically my skill level seems to change from play secession to play secession. On one hand I can be having a great game and be landing "most" of my shots and be rewarded for playing skillfully, but at another time my skill will seemingly tank and suddenly I'm getting consistently killed in large streaks by BR 15-20s and receiving damage in one large lump, as if I had been hit by a rocket and not 10 body shots from an assault rifle. On top of that, when I get the jump on someone and unload my entire clip into them at point blank range while aiming at the head, I expect to win that engagement and not end up with a death screen showing that they have full shields and health... Lately I'll have maybe 1/10 "good" secessions (which usually means 1 day out of 10 played) where the game actually counts "most" of my hits which has lead to me doubting my skill progression and increased my frustration with Planetside 2 to the point I won't even touch it unless I am extremely bored. Last night I played on Emerald for 2 hours and it was the absolute worst I have ever seen it with 0 hits detected at any range while my opponents easily killed me with impunity for 90% of the entire gameplay. I had to review my video footage later to just stare in awe at how terrible it has gotten and this might be the last straw for me with the game.
A lot of low rank BRs are alternate accounts, so it's often not an indication of skill. Assuming skill is not your issue, large fights can be an issue so try redeploying and see if that helps. Another issue is if you're playing with poor latency - you'll have to rely more on positional play and developing awareness as you can't rely as much on your own shooting skill if someone gets the jump on you.
I have had zero hit detection problems for the last year. Feel free to link some footage if you want some 3rd party analysis. Unfortunately, aiming skills in Planetside 2 do fade pretty fast if you aren't consistently playing.
You're vids are awesome bro and very helpful , you have one sub from me !! And I have a question:how can I activate those windows when you kill someone , like headshot or killing spree ? Thanks in advance and keep up the good work !
My problem is the heavy. I played this on PC and now I'm on ps4 but its been the same issue with me and a good example is 11:00. I'm the guy who shot first and leaned all my shots (to the body) yet they can do this to me. I play engi and light mostly and haven't played heavy but I don't want to just so I can end up being the one thing I hate about this game. Wish I could get headshots.
I was horrible at this game for 6th months and got rekt by vets everyday. Now" 1.5 years later I am working towards being average. If there was something to blame it would probably be that I almost exclusively run squads when I hop on. Is it safe to assume that being ranked 3425 globally is pretty bad?
I got straight-up anal gaped for the first 2 years I played this game. Then I ran around with some of the best players in the game (WarOtter actually being one of them) who taught me everything they knew. Now I'm one of the best pilots on my server and well above average at everything else. It's all about getting in with the right group and forcing yourself to learn new things (positioning, headshots, situational awareness, etc).
Exactly my thoughts, if you put in the time you get better. Also the main cause of those beyond human reactions head shots is almost invariably bad situational or positional awareness. I hear the claim that it's unfair for someone to kill you before you react. I think it's unfair to have a player that you got the drop on still be able to turn on you and kill you because time to kill has been pushed to high. The element of surprise should allow killing with impunity if used correctly. That's just as true in planetside as in real life. You usually don't see the guy who just blasted you from a position you had no awareness of. The lower level players were given a continent to themselves to learn some of the tricks of the trade as it is. Some people just aren't willing to improve things like spatial awareness and skilled movement. While I love to see new players looking to join my favorite game, I don't think they should expect to be on perfectly equal terms with a hardened veteran. I wouldn't hop onto CS:GO expecting to be a top player so why should I feel that way here.
I don't think that decreasing headshot damage will do anything except for frustrate people, and justifiably so, this game already has a problem with shooting marshmallows. Damage to the torso should be increased, same with recoil, but only a bit.
I enjoy this game in small scale battles where my fps will stay around 60ish fps, as soon as there are a lot of ppl I'm in the 20s and can't hit shit anymore or die before I even see the enemy.
I know I have the potential for skillful play, but it's not an on off switch for me. Some days I have a positive KDR. Others, like yesterday, I had a 0.8 or lower since I stopped checking, cause the headshots were feeling like aimbot levels of accuracy. Oh and don't ever say that in chat, you will be chewed out.
I also find the Headshots too drastic. Often I die from 3+ Headshots in a row and as a TR I usually feel the Recoil is too much to pull something like that. But a few days ago I watched a few Montages and they are usually not TR and so I tried and had instead of my 1.2 - 1.3 KD a KD of 1.7-1.8 and that with the out of the Box NC Heavy MG. But that's not really the Point and maybe I get shot like that by Horrible Cheaters :) Overall I agree and think it should take more Headshots to kill. There is just no Reaction-Time when a Barage of those Bullets come for you.
I've played for like 2 weeks now on PS4, and the only reason I even downloaded the game was because I was searching through the psn store and I found it, and I remembered that some people had been mentioning it on the Dust forums back when Dust 514 still existed, so I decided to give it a try. So far, i can qualify it as an entertaining and certainly fun game, but at this point I feel like it's really not worth it to keep playing it, at least for new players like me, when I enter the game and see all this experienced players do amazing stuff and have weird guns and implants and seem to be organized and I just die time and time again( the only thing I can seem to do decent at is sniping, i get like 5 kills before dying, in comparison to other classes where I get like 1 and die lol) and there are many things that put me at a disadvantage. I would probably have a better experience if I had played this game since like 3 years ago. This is probably how noobs in Dust felt when they played against me, I guess karma hits back slowly but surely XD Dust was even more unbalanced towards new players though, especially if they ran solo. Nevertheless I'll keep playing , since it gives me dust nostalgia and brings back good memories.
O thanks for telling this I have been playing this game for years now The reason why play in this game is because of the freedom I get when flying. My favorite faction is venu because I love alien technology. Every time when I have played I consider stopping this game reason. When it comes to an honest Mechanic, venu is really a pick of the 3 parties And if that's not enough, I'll come across a conflict with cheaters.. Reason why I say this because when I shoot someone in the back, he turns around and shoots me again and again with a few bullets. I have more than 35 years of experience with shooting and flying games... 1. The Battlefield series 11 games and 12 expansion packs released since its inception in 2002. 2. Halo series / 3. Star Wars: Battlefront series 4.Gears of War. 5. Call of Duty: series ...............Modern Warfare Go on and on and I have come to the conclusion.. okey Let me try the other factions on their mobility. The equipment of the cars and planes and characters are much stronger and better not just a little bit but 50 percent stronger and as a novice you make a kill faster and better, also flying is better with these factions .... flying in an aircraft is more stable than fck... I have tested this many times and compared it to the different factions This is frustrating and especially if your favorite faction is venu. Every time while shooting some one if you are venu you have to empty whole bullet magazine before Before making the kill. Yes you guessed it right the person turn around and shoot you and your death.. Most of the weapons from venu having a large spread so not stable at all 🤬🤬🤬🤬🤬 One of the cheats I have encountered is the one that you grab your ammo box out of nowhere while having a conflict face to face with the enemy The other one is where you in the Air flying the other aircraft is turning flipping around in one min strait back to you . If that is not enough, they also use auto iambot on the cannon at the bottom.☠☠☠☠☠ In short, vanu is only there to walk fashion and to pose for the kill....🤬🤬🤬🤬🤬🤬🤬🤬 I swear to God if ever a game comes out with freedom from planetside 2 but then the looks and mechanics from Star Wars battlefrond well balanced battlefield as far as shooting is concerned I will stop with planetside 2 and delite my account and they will figure it out.....😡😡😡😡😡
Starting to land headshots is the *click* that turns average players into good ones. Its all about headshots. And although i agree the game is brutal for new players, i dont realy have a solution. The issue is, planet side will always be brutal to new players, its a giant batlefield always going on. There is no ratings separating good from bad. You either get better or accept that you arent the best. And i dont see the issue. You cant come to a game, knowing nothing, and expect to be on par whith everyone else. New players also complain a lot about weapons because they think that weapon is OP, when in fact, its just the skill and headshots coming in. I feel headshots should be toned down a bit, nanowave should protect the head, and sniper rifles just need a better headshot multyplier to make sure they always kill everything in one headshot. (except maxes and heavies running shield). But this wont fix the issue. The game is always tough, and what makes it fun kinda prevents from making this a easy game for beginers, they will always be against much better players untill they become those better players. The real reason planet side 2 was dying is lack of a general goal besides killing and capturing stuff. We should focus on keeping the veterans, and not necesseraly worry to much about beginers, cause those that truly enjoy the game will stay and join the comunity, those who dont like it will leave anyway.
Not really. For a few reasons. Now that is aside from headshot, but new players are the lifeline of any game. 1. They spend money, In some cases way more than veterans, casuals have less time to play, so they I'll buy more. More money=more frequent updates=more fun for everyone 2. You need bad ppl to look good. There ain't no good with no bad 3. It's not like everybody would go away anyway, from 10million to 4k is a huuuuuge drop, a lot of those player would ve stayed for sure given them a more friendly environment. Said that I'm not advocating for a headshot nerf, but for the game 3(because fro the 2 is kinda "late", you can't really change stuff without making the vets, the loyal ones, feel betrayed) they have to keep in mind the many, many many errors they made, regarding new player experience that is.
what bout the hability of the HA? i always always , since beta, thought that it was an error to give such hability to a class, that encourages the lonewolfing, some time after they added the implats, with the self healing implant and the recovering shield,HA became almost autonomous class, no need of medics or anything. Just playing aarund some time is easy to see how a large number of player are HA, i have played and maxed the LA ,and one of the most unfair stuff ingame is try to kill a heavy armor. the guy has to be literally a newbye to die easily. I alwasy thought that heavies should have a more cooperative hability, like the shields that the engis drop now, and not a thing that makes them killing machines no matter the map they are, maybe a static shield or frontal shielding only, idk something that encourages people, to play as a team and switch to other class too.
200% This. Shame the DEVS dont listen to their player base more often. Take head SHOT out of the game. The TOP 10 % will bitch a lot everyone else will love the game more. You will keep a larger player base The ones that are PISSED go play CS I just want to see the game grow. I like the really big chaotic fights
There should be a mechanic like if you are a low br and have a for example 10 deathstreak 25 % are from headshots you spawn with a damage multiplier 0.25 when you are headshoted and back to normal after you achieve 3 kills
While I understand you're reasoning, I would like to look at this from the other end. I'm playing infiltrator and sniping guys that are rushing a base from their sunderer. I kill them before they get to the base a few times. Now say that their previous deaths were head shots too. With you're system I'm at a disadvantage because my one hit sniper now does less damage than it should. Is it fair that I the infiltrator shouldn't be able to perform my class role of sniping because he's been head shot one too many times. We're all for balancing in favor of the poor noob dying but since most vets aim for head shots, in a fight where my faction has higher population I now have to fight an army of bullet sponges just to make it fair. I worked hard to get better at landing head shots. What have these new players done to deserve to be immune to all my hard work?
I always thought about it like this: Headshot damage should only deal double damage against HEALTH and not SHIELDS. Not only does that make sense, but it would somewhat even out the playing field by providing new players at least a little bit of time to react, while still rewarding skilled players who aim for the head.
If some random guy on youtube can think of a solution like this why cant the devs as well?
I dont get it...
@@53Memati53 as a dev you have to consider a lot of factors when making big changes to the game, such as "how will this effect gameplay", "how will this effect the meta", "how will the players react", and "how will this effect balance". The biggest factor you need to consider is "does this need to be changed?"
It's especially difficult in planetside 2 because the game is basically funded by salty vets who already have an established way they play the game. Say they changed headshots to not deal double damage to shields. What if this pisses off the vets so bad that they quit their memberships and stop buying stuff in game, like xp boosts and new guns to aurax?
Would be weird with Bionics Engi's, especially if they had Jockey. No headshots, but paper to EMP's.
Sadly Bionics would become game breaking.
RIP for the millions of planetmen who fell in battle yet couldn't bring themselves to respawn. That's actually incredibly brutal and sad.
D:
3 years later, headshots are still 2.5x damage and they've added implants that increase your life expectancy for headshots, making players that are already that much better than a noob all the more untouchable. even after all this time, there are certain groups that if I see them in a base and am running a mentor squad I will straight nope out of that base, because these tryhard dickweeds will ruin the game for these new players just to pad their K/D.
"Please purposefully play like shit for new players."
Cyrious' comment section never disappoints.
@@tyonamin reading comprehension isn't your strong point is it? where did I say to play like shit for new players? I merely pointed out that gameplay mechanics coupled with tryhard dickweeds who intentionally set up in bases only to pad k/d ruin the game for new players and that I do what I can when running mentor squads to get new players out of those situations.
I would even argue that leading the new players away from the tryhard dickweeds, or just showing them how to pop stomp them is, in fact, the opposite of purposefully playing like shit.
Yeah, if you can be killed like 3 seconds back in time with all the latency, you shouldn't be able to drop someone in less time than many humans can react. I wouldn't be opposed to slightly buffing chest shots and nerfing headshots, so average TTKs stay around the same, but the best possible TTK is raised.
Ok in my experience the word “headshot” is frickin alien to me I figured I could never get any kills because the only time I did get kills was when people ran in circles not knowing what hit them and I could never control my gun’s recoil enough to land shots on people’s bodies, let alone heads.
Then I learned that the game is so much fun if only you do not look at your abysmal killcount or KD. Just don’t look at those and focus on being immersed into a battle. I wound up getting like 16 kills total in about 3-4 hours like that and I didn’t even know I was getting kills. I literally ran around not knowing jack shit about FPS games in general (planetside 2 was the first FPS game I ever played), but I kinda just let myself fall into the battles. I actually had a great time and stuck with the game and its learning curve.
Then I realized that if the enemy is farming you, get a medic and start reviving people because that’s a whole lot easier than killing and gets you quite a bit of XP. So I played as a medic in those cases and a heavy assault in others.
Then I realized that by spending 20-ish minutes each play session warming up in VR training meant I could land more shots and test out new weapons, a lot of which I didn’t like so much, some of which I set my sights on for the future
Then I realized that I would much rather put certs into my medical applicator and abilities rather than weapons after watching some videos on how weapons didn’t make good players superior to you, and a level 3 or 4 heal tool is so much better than a level 1.
Then I realized that you didn’t have to just gun people down with infantry. You could do crazy shit with engineer anti tank mines which is a lot of fun. You could also play with c4, use tanks, and attempt (unsuccessfully) to fly and be the ace of the skies.
It’s been a long ride. Lol.
I think I've ended up in this category as well. I find I spend the most time as engineer and I think the only weapon I would ever Auraxium is the tank mine. :p Still, I do have fun when it's not ruined by being surrounded by snipers. I think I get most kills protecting my Sunderer rather than milling around inside bases.
Yea, Ik the feeling I suck at the game and I die way more then kills but that just make does kills even more exciting and my fav part of the game is the coop. And all the crap you can do.
People play 1-10 hours and stop because they don't like the feeling of not being good enough and being farmed. I stayed and still play the game because i don't want to feel that feeling of being not good enough. I was new to the game so i expected to be farmed and suck at it. I grinded and it paid off. I'm no expert by any chance but now i can compete with br 100s. There was this player who was very good and got 30+ kills on me. I always remember his name since we always encounter on 1v1 but then after weeks more of grinding i killed him. But what surprises me was when i checked my profile, it wasn't the first time i killed him. I got 20+ kills on him over his 30+ on me. I grinded and i got better. Learning is the key to this game. I have watched videos and some over and over just to get ideas and playstyle. When to engage and when to run. Yes run. There are more than just the enemy in front of you to consider. You have to be aware of you surroundings for snipers, esf, vehicles, mines etc. Plus the most frustrating of all, team kills. Consider all those factors and compare it with OW for example, being the most popular fps game today.
Thats one fact that separates really good fps players from bad. Your legs and ears are going to save you a lot more than your gun and eyes will
@@bighouse581 It really seems like that until you sneak up on an enemy player, land a few shots, and they whip around and drill a hole in your head. Legs and ears save you in other FPS's more than Planetside. Positioning, surprise, and first hit are routinely defeated by great aim.
This all sounds great. None of this helps keeping the inferior skilled players in the game. We can each ride around on our high horse all we want in the long run we Need more players.
More players will keep the devs motivated, the content will keep rolling but more importantly the lights will stay on and the company sees the game as a success. Imo they should have never added headshots into the game at all but it's far too late now. The high horse is crowded and many would fall off if they removed it now.
@@andrewmandrona7891 Absolutely true because it takes so much longer to kill someone in planetside compared to battlefield or Call of Duty.
Not everyone is willing to grind through hundreds of hours of gameplay to get to a fun experience. There's absolutely no need to compound skill. The entry level for ESF is a brick wall for many to the point that the only people who play it are veterans who all skilled up together on equal footing and now all these scrubs have to learn to fly against experts; and you can't just whip out a replacement ESF every time you die, they're expensive and lock you out of ALL force multipliers.
If you want better player retention you need either a better skill curve or a better entry level kit to widen options/playstyles.
This is absolutely why I stopped playing PlanetSide 2. This video is as relevant now as it was in 2017. They released a new expansion and the population jumped up and it's already dropping off a cliff again, and I assure you some % of that drop is because of the points you make in this video, because it's definitely why I left, and I doubt I'm that unique.
I forgot this was about headshots
Headshots aside, this is something I've always thought about this game. The individuals player power is extremely relevant to a game of scale, if its too high then you'll see individuals destroying everything. Whether its a gun, a tool, a vehicle, if a single player in that gun seat or with that rifle can slaughter by the dozens - they will - if its in the game they will abuse it.
The question is should they reduce the skill ceiling by reducing player power? Headshots are one reason player power is strong, which is why high-skill infantry outfits exist.
Its something I've definitely noticed over the years is the "MLG Heavy" trope of a HA with medkits aiming for the head supported by a good squad. I was late to the infantry game and while not amazing I'm above average. If as a long-term player I get dunked instantaneously by vet players, its way more brutal on the new guys.
Nanoweave exists, its used, its a staple loadout. I don't really think they can add a "counter" other than headshots or it kind of invalidates the armor if bodyshots + some sort of armor piercing round could be used. Maybe an ammo type called "armor piercing" that does less damage, but bypasses nanoweave. So no good player in their right mind would use it, but maybe a newer player would?
Yeah, maybe they will come out with some implants that help new players ease into the headshot meta or something.
aimbot implant that breaks within BR30 x-D
experienced players have incredible advantages. indepth map knowledge, wide array of different tools, expert aim, superior positioning, often working in units, fully upgraded vehicles, perfected settings for performance.
as a new players just now starting PS2 I find it very difficult to even find and shoot at targets and remain aware of flanking routes. Headshots also promote CQC meta, and disincentives the more long range engagements.
Heqdshots are ridiculously overpowered in this game. If you shoot someone in the body you can spend whole mag and they don't die which is stupid in my opinion and that's one of the reasons this game fails to keep new players interested
This is what puts me off of the game. I'm not horrible aim, I play a ton of Overwatch for example, and Battlefield and games like that, so I'm no noob to FPS games, but I'm no pro either. Yet it seems every single engagement I get into is up against those players who have thousands of hours in this game. Every single time I get in a Mosquito, I use the arrow keys to maneuver, because it's MUCH faster than using the mouse right? And switching up arrow keys, flipping backwards, forward, left, right, can be very unpredictable right?
Yet 9/10 times an enemy comes after me, they are such a good player that they can perfectly track me no matter how fast or hard I turn, and I'm dead in seconds.
9/10 times I go into an engagement with another player on foot, I unload an entire clip into them, they jump, turn around mid air, and start shooting, and I'm dead in what feels to me like about 2-3 hits.
And sorry, but that's not fun. I started playing in the last few days, and every time I die it's to someone whose rank or whatever it's called is literally in the thousands. What rank am I? 154.
Some combos in this game just are even worse. When a heavy in a room does guard duty and mows down several enemies, you charge in thinking of him being hurt, right?
Nope, he refilled his overshield and regular shield by each kill, due to adrenal shield and assimilate. Every single item that impact health, resistance and damage in games like these has the potential to create such big gaps between players, which kill the fun in the game.
I prefer games like the good old Star Wars Battlefront 2, no equipment options, just action. Disparity came with kill streak bonus buffs, but those got removed after each death.
Planetside 2 still has that incredible scale, but also the potential to ruin each fun fight within a single minute.
@@juliomontega2868 actually, I don't know about multiplayer, but I somewhat distinctly remember that after you got a certain bonus a lot of times (I mean in your whole career, not a single battle), you would eventually be able to get it at the start of each spawn; that was true with bonuses that gave you an improved version of your weapon at least (I remember that you would start with your regular weapon but the first time you swapped out and back to it it would substitute the standard with better one, but again, only after having got that bonus a lot on your profile). Don't know if it was a bug, don't think so, but if it wasn't for that I would fully agree with your example, and your point in general still stands for whoever wants to make/play a game where cosmetics at best are purchasable
Ok let me tell you I am an VS infiltrator the class that is known for the least health. I can 1v1 heavies with a Ve-Canis and I have only recently started the game. But I have only started the game and as Cyrious said headshots matter. if I aimed for a body shot I would be dead before the heavy but no I drop the heavy with the light assault right behind him
tbh i fell like youre almost playing the game for the wrong reasons. almost. in a game this big, with battles this populated, everybody is dying. im pretty new to the game but my mindset is that dying and respawning is just part of it. it feels great to dome 6 ppl in a row with a bolt but this isnt overwatch, nobody is staying alive for 30 minutes or capping a base with only 6 deaths and 45 kills. it does suck getting destroyed in half a second by an fps god, by this game isnt a deathmatch, and for every time youve gotten destroyed you probably destroyed someone else thinking the same thing. i dont think its fair to judge an fps for having a headshot multiplier as if every single other fps doesnt also have a headshot multiplier too. idk, maybe im just used to the dynamic from all my time playing the older cod games where every lobby was just as unevenly matched as a regular ps2 battle, but i find the fun of this game from participating in massive scale assaults, not trying to go on massive killstreaks. just my 2 cents.
rizZzo88 same
the thing that mostly was a disappointment for me was the fact everything was basically a TDM everywhere. There is no real strategy to the game.. Like bases are just cap here and destroy this thing.. In the old way of planetside capturing a base was much harder and more satisfying to either defend or attack you had stages you had to blow through before a capture point was able to be accessed which made fighting for a base take much longer and all the more worth while if you keep it. IN this game its just who ever has the most guns pointing in one direction you will at some point hit something.
There's still strategy to it. TDM's eventually work if you have the numbers and spawnpoints, but bringing in flanking armor, taking down the generators to get them inside a base, getting anti-air to get rid of defending esfs, etc. There's still a lot of strategy to it and some outfits do it really well. Hell, much like "Guild wars" this game could be called "Outfit wars", because playing this solo is a bad idea. You don't win a war on your own.
I'm late to the party but I'd rather decrease the amount of bodyshots needed than increase the amount of headshots. This would emphasize positioning and situational awareness more and not solely the aim.
I never thought about it like this. I always knew that rewarding headshots was great, but at the same time I thought it proved that some weapons (and therefor some factions) would get an innately easier time in scoring skillful shots. If you reward headshots so blatantly, then you're not rewarding skilled players, you're just rewarding the most veteran of cheesers.
With things like bad latancy and quantity over quality matchmaking, you really do end up with cracks in the system that punish more than truly reward.
The worst part is that i no longer can play this game with satisfaction because of latency since i moved from US to Europe and there is no way of moving your character because some shitty excuses that they gave on their site. An no, i am not sacrificing all of my certs and satisfying medals on my weapons just to play with normal latency. Now i die in less than half a second. Sometimes i ambush someone from the back i start shooting and they staying in place can turn and kill me and they still have like 80% of their total health. Its really really demoralizing
I always feel bad when I fight a player, popping a few rounds on the head and he is dead in the blink of an eye and then it says it was a low rank player 😅 they don't rly know whats going on for example in a 96+ fight and they are getting farmed. I feel guilty then 😂😅
Thanks for raising this question. It's still worth talking about, years later.
I agree so much with what you said.
English is not my native language so I apologize if it may cause eyes bleeding to certain induviduals.
Few days ago I've left PS2 with exactly same opinion and impression and I'm familiar with the game from the beta so I do have an idea whats going on and I have the experience in PS2. I've left and returned,left and returned over course of PS2 life span but always had pleasure playing it. Now though I cant stand the system where headshot or die. Hitting headshots its just matter of practice but the real issue is why? Why would someone implant "skill reward" system into combined arms mmofps? what happened to positioning maneuvers picking your fights,its still there but with much lower impact as it did before.The game is not suppose to be about K/D or someone goes into killing streak, its about players work together to achieve bigger goals and often through leadership who guides them. If I'd like to play micro/reflex skill fps i'd go CS or OW.
The way I see now is that Battlefield and ARMA franchise are the only games which offers the balance that I have mentioned . In Battlefield(I'm talking about BF3) there is Hardcore mode where you shoot to kill. Shooting body mass is lethal and headshots are just a bonus. And yet you still fighting over objectives around the map with combined arms.
I really like PS2 and I hope they realize how much non devoted PS2 players feel playing it.
Your English is great, and all great points! Thanks for watching.
as long as your writing is readable and understandable, your English is great.
The thing about headshots is they're a way for a player to handle more than 1 or 2 opponents, which is pretty much necessary if they're outnumbered.
8:37 i gotta say, u not hitting that TR guy was truley impresive
haha thanks man
As a player with 250hrs and a .3 k/d, I stayed around for the group play. When I lost the group, I lost interest. I agree with your videos though, Pandora's box was opened and the tiny cadre of players left will evaporate if they changed this. People just have to get good. Started to play again and I just expect to have less than 5 kills in an hour of play. It's about the mindset and sadly my tolerant mindset doesn't attract new players
Yo, Patty. Lohnas again. I'm conflicted on this point. I think your previous videos on the new player experience highlighted what I think the bigger weakness is: there's very little by way of training, tutoring, mentoring.
There's no doubt that this game is discouraging for new players, especially casual players. I'm not sure that changing the mechanics of the game to cater to new players will be healthy for it either. As you mentioned, most vets will get salty, and many will still find a way to exploit those changes in the meta.
I shared my PS2 story with you in a post in one of those videos. For me, there were two main things that kept me around. 1) I hated sucking so bad so I felt driven to learn and improve, and 2) I got into outfit play, where I found some stability and tutelage. And now, I'm a committed player, with three years under my belt. I'm still only BR 86 with a KD hovering around 1, but I love the game and I feel like I can hold my own in most engagements and make meaningful contributions in outfit play. Regardless of changes in mechanics over the years, my enjoyment and desire to improve have remained.
I teach at a middle school, and one of my fellow teachers runs an after school Smash Bros. club. But his goal is to train the n00bs up to the point where they are decent competition for the vets or naturally talented gamers. It's actually really cool, because he trains the vets to train their peers. They talk strategy, they analyze gameplay. I've watched the kids improve, and it's super cool.
What if we could do something like that with Koltyr? I had already been playing for a while when Koltyr was added, but I don't recall there being any kind of meaningful training mentioned. It seemed like a small sandbox with other "new" players until you hit BR 15 (was it 15?). What if there could be veterans coaching new players in that controlled setting? Maybe even have squad/platoon leads who can spectate and give real-time advice based on their observations? I don't know how feasible that is, or how many vets would be willing to do it, but I think training and guidance is what would make a bigger difference. It did for me.
What if there could be veterans coaching new players in that controlled setting? Maybe even have squad/platoon leads who can spectate and give real-time advice based on their observations?
This is a really terrific idea, and its been kicked around in a few forms. But some sort of a feature where a leader could designate their squad a "training squad" and the game would naturally put low BRs into that squad when they joined up, would be a great way to give them a soft landing as they enter the brutal planes of Auraxis.
Cyrious Gaming
Agreed
Cyrious Gaming if I may, I play on PS4 and my outfit has been thinking about doing what you are talking about. Our main problem is that we don't have the publicity to get the word out. I personally believe that if we can get at least the top 3 outfits, and I mean the ones that actually play, to work together and teach other players how to play the game. This would result in a better starting experience for new players, which would help retain them. I guess what I'm trying to say is, would you be able to/like to help us out?
There are training bootcamps set up for the European players. I first found out after joining [FU] on Miller, we signed up, got a jaeger account, got a lot of tips on everything from system settings to weapon loadouts to aiming and avoiding fire. After that we had a fight with other players, great fun and learned a lot
@@CMDRCyrious how do you think about the mentor squads that we have now?
10:58
The bane of a jaded veteran.
Now that I'm back due to that hearted comment notification, I realize I forgot to mention that I actually apologize to people sometimes if I get stupidly lucky or just have a spark of intense focus that results in a Korean-level move.
Well... an easy way to 'balance' headshots would be to decrease headshot damage overall but leave it unchanged for long range weapons
(Hello again)
I get the drop on one guy and empty a full mag into him (half are headshots half are bodyshots) and I die instantly despite all the bouncing around I'm doing (headshots do more damage, duh) I want to get into this game (been having more fun as a medic due to the endurance and utility they have for infantry than as an Engie) I want there to be a high skill ceiling but also a low skill floor, this is hard to do I know. Maybe reward lower skilled players for killing higher skill players so they can catch up faster? (not a buff, but more like increased XP/cert gain)
@@milsimprodigy NAh, only thing that matters on foot in this game is head shots and broken implants. Though of course your the dude who im guessing DIDNT? watch the vid. Clearly showing where someone did exactly what you said to someone who didnt even have over shields and STILL died. Im sorry but this game would be better if the meta wasn't Headshot whoring and implants that just make it even stronger, plenty of games before and after planetside that dont whore headshots and play just fine.
I kind of wish headshots were more of a risky and calculated ordeal. Such as ending up taking 1 less bullet to kill the opponent rather than halving the TTK of most weapons. If you knew 1 missed shot on the head would lose the engagement against someone making body shots, it'd make you a little more likely to only attempt such a thing in specific circumstances.
Aiming for a smaller target in pvp where latency is anywhere between 100 -300 Ms needs to be more risky and not worth it? Nah. It's fine where it is, most people that complain about headshots just don't bother aiming for the head.
@@AimlessSavant I mean it seems the Pro here gave this man an up vote for this well written comment, id say your retort is probably not the more true statement. But who cares about that. What Tombs has mentioned is actually what most other FPS shooters will in fact DO because...its INTELLIGENT and how it SHOULD be. and doesn't create the problem of gee...idk KILLING the population of your game and keeps the FUN factor and not to mention more realistic, unless you thick the human body can take 5 rounds or more and be A-ok!(lets not even talk about why an over-shield isuddenly is weak at the head) Lastly, if the game didnt have all the micro transactions that it did im confident it would of went under years ago sadly, ps2 would be one of my top fav games if it wasn't being so poorly done fire fight wise.
@@EnvyTheBunny oh worry not, I feel body shot TTK is god aweful with how implants, and cert upgrades can pad out body shots to 9 hits before killing. The fact non MAX units can soak so much damage is outrageous. It is why headshots are so rewarding. If anything, body shots shouldn't be nearly as pathetic as they are.
@@AimlessSavant Yeah, agreed and MAX units are a whole nother topic entirely, i haven't put as much thought into them as they haven't frustrated me nearly as much. i suppose a lesser of two evils for me personally.
@@EnvyTheBunny MAX units make any class except Light Assault and Heavy Assault redundant. Especially when you get "MAX crashed". Anymore than one MAX unit you fight in close proximity and you're steamrolled unless you have your own. It is stupid simple getting a MAX paired with a cuckle if engineers repairing it. You start to reenact the "Meet the Medic" video from TF2...
I'm coming in late to this but why dont they make a new perk, nanoweave helmets, reducing incoming headshot damage.
Here's a Planetside 2 newbie with a probably silly question...
How do you enable those pop-ups which say: Kill Streak, Headshot!, Double Kill!, etc...
That is the Recursion stat tracker, its a 3rd party program you can install. You can google it for more information. I will release a video on how to install it in the future.
If there's one thing wrong about Planetside 2, it's the veteran players' mentality ; you'd think they'd want to constantly improve and compete with each other, but most don't. Why stick to a ~1 K/D ratio in skirmishes with another "elite" outfit when you can just go farm some noobs in 1/12 battles ? Some even go as far as to taunt other players because "lol 60% pop and you can't defend".
It's even worse when you try to be decent at every aspect of the game, be it vehicle combat, support, or basic infantry engagement, and you're put up against people who have thousands of hours just tryharding infantry battles. There's no such thing as "playing against people better than you helps you improve" ; if the difference in skills is so high that you don't even have time to understand what mistake you made, you won't be learning anything.
That said, I'm hoping Escalation will fix some of these problems with the new competitive continent. At least it'll reward players who actually go against top players rather than farming people who can't aim, such as myself, and these players will stay out of open continents while they're on the new one.
There are many things I'd remove from Planetside 2, and a skill based headshot damage bonus is not one of em.
What is there to say other than "get better at aiming or accept you can't fight one on one in an FPS. Support, and armored classes/vehicles exist to keep planetside from becoming a formulaic boots only shooter. The most common reasons people die is that they are away from a squad, or run into a firing line.
Dunno why you had to reply to my comment even though I didn't mention headshots, but sure
@@GeonXP89 seal clubbing implies from the video that new players don't aim for headshots. Really most of the skill involved with PS2 relates to controlling the recoil, centering on the head/target consistently, and improving your battlefield awareness. Like literally any other shooter aiming for the head is the fastest kill method. It rewards a player who has skill, gives new players a reason to get better, and think more critically about the game than "planetman runs to cap, and sit"
I know, and I agree with you on this one, but you should leave a comment under the video rather than answering to me then, I'm not the one you should be telling that :P
If the bonus was but down to 50 percent, with body and leg resistances changed to effectively give everyone nanoweave, there would be enough of a bonus for headshots while mitigating some of the disparity and latency shenanigans.
I agree with most of what you said, with one exception, this games TTK is to high to begin with. PS2 is a game that at one point attracted not just hard and fast FPS types but, the tactical types too. The rules of the PS2 universe (even if unrealistic) made sense, expectations where managed well. There are plenty of players that are not every going to be great at FPS, but there spatial, tactical, and situational awareness are amazing. This game now punishes good tactics and cooperative team play. An example of this, is a player gets the jump on either a veteran or new player, they begin firing, the player being attacked has time to turn around and shoot and in some cases even kill the one who was doing the ambushing to begin with. That under any circumstance is unacceptable. The healthy combination of tactical (real tactical, not COD Hollywood tactical) and FPS game play with real time strategy worked in, all in one game, is was made this game great. Not all the core tenants of the game have been lost. But the game does seem have lost respect for its players, by over simplifying the game (ie the new critical mass alert system), and treating what was suppose to be a community of critical thinkers and great gamers, like idiots incapable of understanding a real time FPS war simulator. There are a lot of specifics I glazed over or didn't cover, but you get the point. I love this game, and it sucks to see even vets turning on it.
Lot of great points man.
Ok so its not just me that thinks ttk with body shots is too long. Makes headshots mandatory.
Yeah, not knocking anyone who can do it, and i am certainly not advocating a nerf, Im simply saying that if you choose to take a body shot, simply because its tactically sound for the situation, then you shouldn't be punished for it, nor rewarded, just given the tactical advantage you worked for.
Three years have passed, and this video isn't any less relevant. This game is straight-up not fun anymore because of this mechanic. Yes, headshots should do more damage, but not to the point that body shots are useless. And I don't want to hear a word about this game being 'hardcore', either. I'm an ARMA/Squad player, okay? Those games are hardcore. In those games, if you get shot in the torso, you are almost as dead as if you'd been shot in the head. PS2, on the other hand, essentially makes body shots a waste of time, which is immersion-breaking as hell considering what this game is supposed to be.
PS2 touts itself as this combined arms pseudo-simulator, but it just ends up being another CoD-style twitch shooter in the infantry department even as its most rabid veteran players decry such games. The fact that the devs introduced a kill-cam feature a year ago just makes it even more like that, giving players a free wallhack when they die which hurts any sort of stealth or flanking gameplay.
I played a lot back near release, but buffing headshots while leaving bodyshots in the dust just killed it for me. Once or twice a year I'll reinstall and roll up new characters to see if the gameplay has improved at all, and I'm disappointed every time. By BR 15-20 I just get so annoyed with this mechanic that I drop PS2 in favor of things I still actually enjoy. It's just sad to watch Wrel and the rest of the devs flush every ounce of potential this game had down the toilet listening to the vocal ex-minority that have become the majority as the population has continued to die because of mechanics like this.
The bane of my existance... as soon as I meet real targets, i can't set myself to aim for the head at all. I just go center of mass every time, even if I KNOW I should go for heads :/
Definitely would feel more fair if the full auto weapons only had 1.5x headshot multipliers. As a player who has used the semi-auto battle rifles and scout rifles a lot it feels like you have to be perfect to compete with the above average heavymains, even at mediumish ranges. Serpentining is also super effective against them, and you also have to practice constant trigger discipline to avoid "oversampling" and reducing your overall RoF, which is not even a thought for autos. On top of that they have high down-time (rarely engage more than 1-2 targets before reloading) and terrible hipfire effectiveness. It'd be nice if the semi-autos had a better headshot multiplier to somewhat compensate for these disadvantages.
*preach!*
When I started playing years ago and still today I get killed by some BR5 light assault spraying and praying when I am at long range with a battle rifle or semi auto.
@@ChaosBW then start hitting your shots and stop making exuses...
@@thel8815 Its not an excuse, its taking notice of a glaring balance issue. If you don't have anything actually informative to say then don't. That type of attitude leads to stagnation and support of a flawed system that clearly could be modified to work better then before. People don't want to play a broken game, its not just about you. Just because YOU cant understand a simplistic balancing issue.
@@EnvyTheBunny Spray and pray at range and hitting all headshots in a burst is not happening. Why is it always shit players coming with "solutions" that aren't gonna solve anything. The netcode, base design, maxes, literally everything else is a problem, the hs multiplier isn't.
@@thel8815 Yeah because the game is in sucha fun state as it is, the problem is the "Solutions" dont get implemented, and they probably wont because these "pros" dont want to acully try, they just want easy head shot garbage that does almost three times normal damage YEAH SO HARD AND SKILLED when the alternative is a shit ton of shots body that will mor ethen likely loose out 9/10 (do i even have to bring up the implants that make it even more fucking BROKE) and lets not even try to factor in these FUTURE shields that cant suddenly stop head shot damage, but anywhere else SUUURE, plus everyone knows the human body can take 5 or more shots from a "future rifle" and shrug it off.yeah? Even Halo had better FPS play (my opinion of course)
Lowering headshot multiplier for automatic weapons would certainly make sense for the health of the game, even the one tap shotguns could use a small Nerf, so that at least some of the bullets landed on the head for a 1shot.
Veterans have tons TONS of advantages over newer players. Even if the new player is a skilled fps player, they don't know the layout, weapons, behavior, patterns, don't have the certed options...
No doubt it would be a good thing. This game is already very complex in many ways.
No buffing nanoweave though, that would only make it more meta!
Everything you discussed in this video is why it has been SO hard to get my friends to pick this game up.
The BIGGEST constant I get is the "I pumped an entire mag into that guy and he didn't die yet I die in two hits? BULLSHIT, UNINSTALLED, NEGATIVE STEAM REVIEW!"
Seriously, if they want to close the gap they should make dumping a mag into someone feel as realistic as getting shot in the head, because that's how it works in real life, which, again, according to how their headshot mechanics work is what they were trying to go for anyway.
Heavies and MAX suits get a pass maybe because they're supposed to be frontline soakers, but for real now.
Yeah the aim required makes it tough in this game for sure.
I kind of just accepted that I suck, and try to find other ways to be useful. Even with body shots though, I find I get at least a 1 KD. Do you think making the hitbox for headshots bigger would make a difference? Maybe if they were easier to hit for the lower tiers of skill there wouldn't be such a gap.
So many ways to contribute!
As I have just returned to the game, does the HA nantie shield now increase in capacity with its upgrades or does it just recharge quicker instead?
Just recharges quicker. Same capacity.
What was that website you saw your accuracy on
Stats.dasansfall.com I think, ps2.fisu is a good one as well.
I remember those times. Damn it was annoying. One of the reasons I bought one of the big ol' snipers back then.
It took me about 6 months to get my first bounty in the game, which I finally got today. Granted, I was playing the game on and off, but I still feel like I'm so far behind a lot of people because I can't aim as well as they can.
what are your thoughts on the dalton 1hk on esfs as a skilled player reward? good or bad?
First, I think the Dalton should stay OHK on non-composite armor ESFs. But the skilled player argument is dumb. What is more skilled than hitting an ESF with a Dalton round? Hitting it with 2 Dalton rounds... Hitting an ESF once could just be dumb luck. Hitting it twice is skill. So the CAI certainly requires more skill. But, I think players should get rewarded for lucky shots. So I do agree the dalton should keep its OHK potential on non-composite armor ESFs.
Really enjoying your content, Cyrious. You make insightful and cogent points, presented in a clear manner. Your in-game footage is great fun to watch too!
Hey thanks man! Thanks for watching and supporting.
such good points - countless games operate a handicap system as opposed to the best getting even better and just stomping everyone - and when I get good at something, I often make it more difficult for myself for training purposes - seems the attitude of the player will make a difference to what system works well?
it's good when there are spheres for different types of activity - e.g. in Counter Strike we have casual vs competitive modes (although it gets messy when people play competitive mode in a casual way and visa versa
in tennis for example, a pro player will/might/should be content to have an enjoyable, even rally or game against a noob because they have a pro tournament nearby, a sphere in which they can stretch themselves instead of catering to improving players
except this hypothetical tennis pro would stomp new players if they basically had an attitude problem - I used to be that guy in Counter Strike, taking casual play very seriously and avoiding competitive play for fear of failure - it's complex shit, this . encouragement of the individual is key, even the good players who might look like they don't need encouraging - a giant fish in a small pond is as in need of support for their game and their development as is a tiny fish in a big pond (which I didn't realise necessarily before writing all this to get my thoughts out)
Good thoughts man
2 years later it still feels the same. Hopefully the new studio finds it in their heart to drop the full auto headshot modifier by just a little bit.
It's tough because doing that would cause a revolt in the extremely veteran playerbase, so that can't solve it by nerfing headshots.
@@CMDRCyrious Indeed. Alienating a chunk of your precious little community they have left would be disastrous. On the other hand there isn't much besides maybe an implant or armor that increases head protection. Tough spot really. Keep it as is and it's a horrid new player experience hastening the decline a small amount due to lack of new blood, change it and old folk raise a riot. I just think that with the new revival of the game they could shake things up a little.
I gotta say this is great, thanks for the video; I've always wondered why I seem to do better at PS2 than other FPS games, when I'd say I'm average (maybe above average) overall when it comes to FPS skill sets. But headshots, I've always, always, ALWAYS, aimed for the head, and you explaining how large of a difference this makes in game, really does put my expectations more in line with reality.
Glad it helps!
so that is why everyone wanted me at LAN parties. I suck at FPS but love playing.
sucks i fried my cpu. so no Planetside 2 till new one. so few months or more.
Bummer man! I know that sucks. Hopefully you can get something new and cool soon!
A super reasonable point, (just not noticing this is out of date but, it got recommended to me so yay interaction)
But for me I'm a really big fan of the headshot damage difference. It's one of the few games where I really feel like headshots matter.
I'm not all that good at them, but when I get them it's really cool. I get that I'm a unique case when it comes to enjoying getting shot a lot for a few specks of glory. But I really hope it never dies out, because there are very few replacements that have any worth.
I'm glad they're doing everything they can to retain new players, with all of the other interesting and helpful stuff. Without removing the core part of the game that makes me play it
Anyone an idea if this has been fixed?
Because it sure as hell didnt feel like it xD
It's mid September 2018 and this video is still relevant to me (a very new player, to both FPSs and PS2). The closest experience I've had was with MechWarrior online, a game where actually "head shotting" someone is neigh impossible barring very rare circumstances. I'll admit I've never been good at FPSs, but knowing that part of why I'm so bad is at least reassuring. Given I'm very much a "numbers guy" it was helpful to see just how different the damage scales were/are. All told I know I'm never going to be among the top players, I don't have the time or money to sink, and that's ok. That said I feel that I'm struggling to find good ways to contribute to a combat in a way that isn't "target saturation." I know being a "med tool primary" medic is bad and on the whole only marginally helpful, likewise an engineer that latches onto a MAX to keep it healthy is only so useful as the other person. For now it seems the most effective thing I've been able to do is get c-4 on my LA and go sunderer hunting or trying to take out AI and AV turrets and terminals.
tl;dr thanks for the video and expressing the possible frustrations and the history behind the situation. It's made dredging up the will to give it another go much easier.
Hey man, thanks for responding. I know a lot of people struggle with I fired 40 bullets at the guy and he didn't die, but I died in three hits. Glad this could clear it up a bit.
Old video; but, tbh, I see this going on... Like the other day I was having a very low pop battle over a base. There was around 4 players total across 2 fractions. I sat in a corner, crouched, defending the point. The guy comes in I have like 2 seconds of free time to shoot him. I in hit clean for like 1 second, then he get surprised some erratic movement and my aim starts to fail me. One of my not so good aiming moments tbh, My cross is jumping from his right armor to his left arm. In theory half of my bullets should be hitting body shots. He turns around and kills me.
I was an heavy assault with my shield active. I had the surprise advantage.
While my aim was particularly bad at that point, I still got 1 second of hitting him + ~1.5 seconds of half of my shots hitting body shots.
Even if I stayed crouching (which immediately after the fight I recognized that I should have stopped to allow me to strafe more), like... It was kinda stupid. I had such as a massive advantage and it's not like I missed 90% of my shots. I missed what... In theory around 25% of my shots?
There's also the pistol wielders. There's one moment fresh in my mind. Literally point blank 1v1. I have the heavy assault lmg for vanu. Shield up. Pistol shield, 2-taps me in 1sec or less.
I am pretty sure I can't kill someone in that time with my lmg, 100% headshot accuracy.
What? I barely any had any time to shoot...
As for the default weapons... I mean I can see them being strong; but, in all honesty as a new player, I do not see it being strong in an HEADSHOT battle. In longer ranges, default vanu doesn't seem that great when going for headshot. In shorter range, you get into the territory of ADS vs hipfire. In hipfire, the crosshair often expands to be 3x the side of the enemy's head. You can still hit a lot of headshots; but, the hits being missed can very punishing.
My experiences with default weapons so far...
"It's so inaccurate. I can hardly hit things, especially at longer ranges. I need an more accurate weapon."
I go ahead an get a polaris. It's better; but, I feel so week at shorter ranges.
I go get an MKV Suppressed. It's better at shorter ranges and decent at longer ranges. This feels quite good; but, there are still bad matchups (shotguns and exceptionally longer range weapons) and occasionally I run into players who have LMGs and stuff and they feel so much stronger than me.
I start trying to get into the headshot crowd. I see all this talk about how the default weapons are actually quite good. Despite my past experiences, I go back to the default LMG.
After a little bit of time, it starts to feel better. I can do stuff and the ability to kill more than 1 person per magazine was good compared to MKV Suppressed....
And then I start seeing people who can 2-tap me in less a second with an pistol. Also really starting to see how headshots really suck at anything but closer ranges; because, the weapon has a bit of spread even when ADS; though, it can manageable. I also see the massive spread when hipfiring. There's a lot downsides where I still look at the default weapon and I think "okay, it can be pretty good; but, I just can't see it being particularly good compared some other weapons."
So I want an more accurate weapon again. This time I get an different SMG after playing around in training. Hipfire feels a lot better, range feels a lot better, bigger magazine.
I am still trying to join the headshot crowd; because, I believe that's the biggest remaining factor in my ability to kill other people now that I have really good confidence in my weapon. With that said, even if I had a shotgun, I still don't feel like I would be on even playing ground to those pistols who can somehow kill me in what felt like 2 shots in less than a second.
There's also quick 2-tapping with sniper rifles, I kinda get the same feeling at close range.
On that topic, why does it seem like certain pistols and some sniper rifles are much stronger than LMGs, SMGs, and Shotguns at close-point blank range?
In addition, maybe this point is latency; but, I am also seeing cases where I feel 100%, I shot this guy enough for him to die. He doesn't die, bad stuff happens to me.
In all honesty, I like the style of the gunplay; however, the kill potential is kinda annoying. Compared to TF2 so far, kill potential is more enjoyable in TF2 than what I'm seeing in Planetside 2.
TF2 gunplay isn't bad; but, planetside 2 gunplay is also not bad. They are both quite good; but, kill potential is actually starting to frustrate me a bit in Planetside 2.
Still going to keep on playing planetside 2 for now; but, yea... That's what I'm looking at.
*On another note. I actually tried planetside 2 a couple of years ago. The massive battles was quite overwhelming and I didn't really have any clue of what I was doing. So I stopped; then, I came back and after a while playing, I'm now battle rank 38. Here is what I'm seeing as a newer player. Still think this game isn't doing a good job at teaching new players how to get started; but, I'm here.
What about giving new players access to an implant that reduces headshot multipliers to 1.3 (tweakable) for small arms other than sniper rifles, give it an undesirable side affect (like you can't use it with a second implant) and give it a particularly high ISO recycle value to encourage them to move away from it and upgrade better mods once they can?
That would level the playing field while new players are learning, but provide a strong incentive to move away from it once they don't need it anymore
Yes great idea. My thoughts where it reduces incoming headshot damage to 1.25 times, but it also reduces their outgoing headshot damage to 1.25. So as they learned their aim, they received less damage, but also did less damage. Would be OP if they could mitigate headshot damage, but still get the bonus. I was thinking the implant would just break at level 30, but you are right having a high recycle value would be a cool way to do it too.
What was the overlay at the top of the screen and that robot voice that you were using?
That is the Recursion stat tracker. And I use the portal voicepack. My newer videos have some information on it in the description.
XD Thank you.
When i pla planetside 2 i feel like im a storm trooper from starwars, just there to eat bullets. I cant play often enough to get as goo as many people that kill me.
for me, as a new player, what work best is to aim for the neck and control the recoil as it slowly flies up
The 'git gud' mentality is a gamer disease that I wish there were vaccines for.
A game is either fun or it's not - skill is not what factors into it. If a game is fun from the moment you pick it up to the moment you put it down, it sells itself.
People tunnel vision on skill somehow making a game fun, no, it's the gameplay that determines this.
I'm sure the rest of the discussion has already been hashed out below, but think about that the next time you decide to give the ever-famous two word pep-talk.
I disagree. Now, don't get me wrong, I think the troll-ish "git guid" mentality has a LOT of issues, but that's the thing, some games are designed to be heavily focused on player skill and not on outright levels of fun. This has problems, obviously, with keeping the player-base up, and making it artificially hard (Such as an RPG where all difficulty is is massively scaling up enemy health/damage) is no fun for anyone, but increasing the difficulty by raising the skill floor is not inherently bad. There are consequences for sure, but they're both positive and negative.
PS2 does go overboard though for sure.
I agree for the most part. There are lots of things that make a game fun and aren't related to skill. But there are also actual correlations between fun and skill. One psychologist analised the phenomemnon and called it flow. en.wikipedia.org/wiki/Flow_(psychology)
If there is no way I can improve my gameplay there is no point in playing. Specially for fps. Otherwise its just who shot first gets the kill. Boring.
Lauscus it is a disease, but if you are good at a game of course you will enjoy it more, i don't see anything wrong with having a learning curve in a game, for example, i likes cod mw3 at it's time, playing like once a week, but it was so easy to pick up that i just made a loadout and just used that, there was no reason to improve or experience new things in the game. If you want to play something with nothing to bring you back do it, i prefer the satisfaction of learning new thing and becoming better at the game and learning it's mechanics
Booker T i bet you are feeling really stupid right about now.
I agree with your analysis at the end. Headshot modifier should be like 1.33x for non-battle/sniper, and only cancel armor/overshield from rifles. More implants/abilities that trigger off of headshots. Good video
Hey, what was that stat viewer you showed in the beginning? Id like to see my own stats :)
stats.dasanfall.com/
@@CMDRCyrious Thx!
Hi can i ask you a qwestion
Whats you planet side graphict
Ty
There is a link to the useroptions.ini file I use, also known as the settings file, in the description of this video:ua-cam.com/video/N6r-ePNyOcY/v-deo.html
From about 8:46 to 9:17 I noticed something odd. I play planetside a lot, and I'm no god player. and I don't know every base, nook, and cranny, but that doesn't look like the TI Alloys I know.
That is the original TI Alloys. The version in the game now was an overhaul Wrel did on TI alloys.
@@CMDRCyrious I wanna play that one. It piqued my interest.
I've actually noticed while playing as a sniper that the head hitbox is smaller than the playermodel. It was enough to make me stop playing for about a year because sniping is one of the few things I enjoy in games. Now, I came back to Planetside 2 and started sniping again. Armed with the knowledge that I need to hit dead center of the head to kill, my kill ratio was... Meh. Sniping in this game isn't as fun as other FPS's to me because the furthest shots you can take are around 300m mostly. I want to be a more realistic sniper that can take on people from a far greater distance, but the game does not allow such playstyles. Render distance is the main limiting factor. Then you have bullet travel time. 800m/s with the Railjack is considered to be the high-end of bullet velocities from the sniper rifles. We are firing handgun rounds at people as snipers. I expect my round to take some time before it hits the target but it takes so long and it is kind of why countersniping is nothing but shoot and strafe antics that I personally hate.
This game caters to the up close and personal fighting which is completely fine. Seeing people get mad about it is weird to me. I always thought nanoweave was the big decider for new players. If you ain't got nanoweave, you are twice as squishy. To people who headshot a ton, you are so much more squishy. You, the new player, are just squishy. Your bullets to the enemy's stomach meant nothing when you saw his health in the killcam. You almost took out his shields! And that's why new players are so turned off in this game. As a sniper I was hoping three bullets to the stomach from a Bolt Driver would be enough to drop somebody but nanoweave says no to that. I'm just not skilled enough to go for headshots I guess.
Cyrious, Thanks for helping me decide to go back to Planetside 2
Hey, you are welcome. I will see you... Planetside!
In all honesty I found myself in the same boat when I first started as a TR but I switched over to infiltrator and would sit as far back as I could from any fight observering how these fights actually go down and who does what and how while picking people of with a suppressed sniper yes I know suppressed snipers = bullet drop which I now love as a mechanic but it was that class that I found to be the best for a brand new player the ability to go invisible if used right and get away from any opponent even Vets was amazing taught me how to disengage and re-engage fights the ability to learn how fights go down from any distance on the map and the skills to aim for those head shots which is why I use suppressors on every single weapon I own cause I know if I can nail a head shot on any suppressed weapon I can nail them without even better they should really have a system that says above the class options which one is hard to start out with and which one is easy and for what reasons are they hard vs easy
Well, that explains a heck of a lot.
In vehicles I'm a beast but I get ruined in the gun game. I never really aimed for the head. I didn't realize headshots made that much difference
So I'm gonna buy some certs because honestly I don't have enough free time to grind them. Between TR and the Vanu what setup would you recommend? Implants and all. Keep in mind I'm a noob at PC gaming in general but my aim isn't terrible. I just want the best possible setup for when I do eventually get a good feel for the game. Thanks for any help you can provide.
If you are looking for pure IVI combat, I would recommend going heavy assault, with a T9 CARV, a 1x Reflex sight, forward grip, and flash suppressor. In your shield slot use the adrenaline shield, in your armor slot use nanoweave, in your grenade slot use frag grenade, and in your utility slot get 4 medkits. In your Rocket Launcher slot I would recommend either sticking with the ML-7 the one you start with, or get a Striker. The striker is hard to use but a powerful anti air launcher.
Moving on to your implants. You need to get the Battle Hardened and Assimilate implants, and rank them up to max level.
If you get all of those things, you would have the perfect, maxed out Infantry VS infantry loadout for your TR heavy assault.
If you want to go VS, its basically the same thing, just use the Orion, and stick with the starting launcher.
Also wanted to note, the only time you can ever directly BUY certs is in your first 72 hours, purchasing the new recruit pack. Otherwise you have to buy membership and boosts, which really give you a massive cert gain.
Im just as happy if the new guy doesn't shoot at all, coming from a lifelong NC on emerald, there's something about getting clipped in the back by a nc6 gauss saw that just makes you tell every new player to main medic instead of heavy.
I don't think we need to nerf skill that would definitely kill the game. However given that there is a problem with new players leaving so fast. We definitely need to do something. I would say first off restore koltyr to new characters only. And maybe volunteer veteran squad leaders to teach them while on koltyr. Second as much as I hate to say it maybe another small map with significantly less sp gain but make it PVE so they can learn what playstyle they love and how to do things like land headshots. Or even as a way to test builds and do team training.
The fix isnt to hard, dont make head shots the Dominant strategy, then give broken implants to facilitates this even more... just make the head shots do less damage,, other shooters make going for head shots risky but still rewarding "skill" as missing some shots on said headshot can get u killed instead of the kill if you went center mass, but what planet side 2 doesn't seem to realize there is an over-shield, they act like the over-shield doesn't exist and there is only normal health pool so doing head shots doesn't matter if u miss one or two your shield will eat up so many bullets since they are not going for your head that ull come out on top if you do,because thats 2.5 times more damage. As long as you close the gap on this multiplier it fixes the issue while still rewarding "skill" but i guess the "skilled" players dont want to acully have to start REALLY having to try.
Well, I'm not sure why I didn't actually occur to me earlier (I have played a total of 200+ hours) but I tend to shoot at the chest area in most engagements. I never really thought about the whole headshot thing honestly I know it's pretty obvious but yeah... Guess I'll try aiming for the head more.
Yeah, a lot of people don't realize just how powerful head shots are. There are tradeoffs, you will land less shots, but do a lot more damage when you land them. I switch between headshots and body shots depending on each engagement.
I agree that you shouldn't be so drastically rewarded for using a bullet hose to kill people. In CSGO you are rewarded for killing people in the head because of how hard it is to do so with the recoil mechanics and the fast movement. It is not difficult to hit someone in the head with a gun with little recoil that is easy to compensate for the pattern and the players move very slow.
In CSGO the easy to use weapons either have a higher shots to kill to the head and body than a higher skilled weapon, cost more, or has a lower head shot kill range.
Why not keep this mechanic, but instead of having it at the range where it is easy to pull off have it matter for distant fights where recoil is more prevalent and bullet travel time is important?
Lot of good ideas man.
headshots allow you to be able to take on multiple players, which in my opinion is great, if everyone was a bullet sponge then population meta would grow even stronger because you won't be able to drop multiple players is quick succession. basically itd make infantry play feel pointless
I've played for some time now, (about 400 hours worth). I am by no means a "skilled" player. like 60% headshot maybe, but if I find I get 4 shot more than 10 times.... I log off and try again later. The hackers or super skilled players seem to come on around the same time, so that's the time I avoid and just log on some other time. I still enjoy the game, just not when all the competitive people or hackers are on
Not sure what's wrong with Planetside performance, but whenever the ingame FPS counter says I have 40-50FPS the actual input feels like im at 15FPS (Im playing on a 5,5 years old gaming laptop). This makes tracking heads in combat simply impossible. I compare this to the competitive players' youtube videos and they get solid 60+ FPS on intense indoor combats...
Lesson I learned from this? Your skill doesnt even matter here - you need a beast of a PC to actually even start working on your skill... So far I just temporarily retired my favourite light assault till I can get a better computer. In the meantime I play infiltrator and focus on strategic sunderer placement.
Make sure you are not playing in any form of windowed mode. And make sure V-Sync is not on in any form. Your frames may not be great, but if they feel lower that is something with your hardware, not the game.
A "Face Shield" implant might be a good idea to implement into the game. This would be an implant that increases the armour count for the head.
A veteran player would probably not find a need for this since there'd be better implants available to the player's play style, but this would give new players a bit more even ground.
This would not eliminate the headshot bonus in the game. Instead this would make new players or players with less skill less easy pickings.
Tattorack
We already wear helmets, which is literally t opposite of a head shot modifier that says we don't have skulls, but jello encasing our cortical array.
😧🍷🍷🍷
the latency in the 1v1 situation pisses me off from time to time myself, i stopped playing infantry for a long time because of it. Pop, and i'm dead, with a full adrenoweave build on, 100 mb/down and up, but I only got to see a single Pop before i died, and it's always a LMG doing it.
I used to call bullshit, but i realized a while back that people just have shit net and they aren't booted off the server even when 800+ ping.
It's not about the lmg, it's about clientside hit detection...
I say lower the headshot multiplier. It makes using weapons like the T9A-Butcher a complete waste of time. Especially with Hardened implants and less flinching.
somebody explain to me how the same gun in the hand of an inexperienced shooter by default does half the damage in the hands of an experienced shooter when hitting the same body part...? pretty sure that doesn't happen in real life.
Sorry if my wording is confusing. It is not if they are hitting the same body part. Veteran players usually shoot for, and hit the head. While inexperience players usually shoot for the legs and body. So the inexperienced player does half the damage of the veteran player because they shoot for a different part of the character model.
New players don't magically do less damage. They could shoot the head and do just as much damage as experienced players. They just usually don't.
I know this is 3 years old and have no idea how relevant the video is but I'll still throw my 2 cent's in.
I think another good way to go would be increased rewards for the non-combat areas of the game. Personally I can't shoot for shit, if I get the drop on someone I normally win but in a fair fight I got maybe a 40% chance.
That being said I love this game because there are so many support options. I can be medic and keep other better shooters in the fight, I can be engineer to keep our tanks up, I can provide air support on a galaxy or play AA/AV. Now I understand most players do not want to be support they want to be the one gunning people down but I believe finding ways to make playing support more rewarding would be a big help.
I cry when I go and get the butcher only to find out that they didn't buff it along with the t9 carv.
This video made me hit all the headshots i need to hit in a 1v1 gunfights
oh...nanowave huh... that explained why i can't kill some guys with 1 headshot
it really confused when i hit them in the head but they still able to running around
Yeah, back in the day yes. No longer, now nano weave does not protect against head shots.
yeah~ back then i play with RAMS .50M
at first i guess maybe i just miss but after i did it several time i find out all of that was a direct hit but i still can't kill them
so i thought it was a bug or some thing like that
it was a bolt action rifle so if you can't do a one hit kill that mean you not gonna be able to send second shot on the same target anymore
it really disappointing me for the guns that cost that much to perform like a joke
Praise Malohn you say? :p
LoL I do:) Speak of the devil.
Hmm perhaps they could make higher recoil for the weapons? :D
Yep, there are all sorts of ways the could tune the weapons. Some with lower headshot multipliers but lower recoil. Some with more recoil, but higher headshot multipliers.
The game currently has a lot of problems but the most pressing for me is how drastically my skill level seems to change from play secession to play secession.
On one hand I can be having a great game and be landing "most" of my shots and be rewarded for playing skillfully, but at another time my skill will seemingly tank and suddenly I'm getting consistently killed in large streaks by BR 15-20s and receiving damage in one large lump, as if I had been hit by a rocket and not 10 body shots from an assault rifle. On top of that, when I get the jump on someone and unload my entire clip into them at point blank range while aiming at the head, I expect to win that engagement and not end up with a death screen showing that they have full shields and health...
Lately I'll have maybe 1/10 "good" secessions (which usually means 1 day out of 10 played) where the game actually counts "most" of my hits which has lead to me doubting my skill progression and increased my frustration with Planetside 2 to the point I won't even touch it unless I am extremely bored.
Last night I played on Emerald for 2 hours and it was the absolute worst I have ever seen it with 0 hits detected at any range while my opponents easily killed me with impunity for 90% of the entire gameplay. I had to review my video footage later to just stare in awe at how terrible it has gotten and this might be the last straw for me with the game.
A lot of low rank BRs are alternate accounts, so it's often not an indication of skill.
Assuming skill is not your issue, large fights can be an issue so try redeploying and see if that helps. Another issue is if you're playing with poor latency - you'll have to rely more on positional play and developing awareness as you can't rely as much on your own shooting skill if someone gets the jump on you.
I have had zero hit detection problems for the last year. Feel free to link some footage if you want some 3rd party analysis. Unfortunately, aiming skills in Planetside 2 do fade pretty fast if you aren't consistently playing.
You're vids are awesome bro and very helpful , you have one sub from me !!
And I have a question:how can I activate those windows when you kill someone , like headshot or killing spree ?
Thanks in advance and keep up the good work !
Thanks man! That is the recursion stat tracker. Its an allowed third party program you can install. The link is in most of my videos.
How do you get that shit on screen that says double/triple kill etc?
Search Cyrious Recursion Tutorial
My problem is the heavy. I played this on PC and now I'm on ps4 but its been the same issue with me and a good example is 11:00. I'm the guy who shot first and leaned all my shots (to the body) yet they can do this to me. I play engi and light mostly and haven't played heavy but I don't want to just so I can end up being the one thing I hate about this game. Wish I could get headshots.
I was horrible at this game for 6th months and got rekt by vets everyday. Now" 1.5 years later I am working towards being average. If there was something to blame it would probably be that I almost exclusively run squads when I hop on. Is it safe to assume that being ranked 3425 globally is pretty bad?
I don't think thats bad. Hey there are over 10,000,000 characters out there. That puts you in the top .035% of all characters. Not to bad huh!
I got straight-up anal gaped for the first 2 years I played this game. Then I ran around with some of the best players in the game (WarOtter actually being one of them) who taught me everything they knew. Now I'm one of the best pilots on my server and well above average at everything else. It's all about getting in with the right group and forcing yourself to learn new things (positioning, headshots, situational awareness, etc).
Exactly my thoughts, if you put in the time you get better. Also the main cause of those beyond human reactions head shots is almost invariably bad situational or positional awareness. I hear the claim that it's unfair for someone to kill you before you react. I think it's unfair to have a player that you got the drop on still be able to turn on you and kill you because time to kill has been pushed to high. The element of surprise should allow killing with impunity if used correctly. That's just as true in planetside as in real life. You usually don't see the guy who just blasted you from a position you had no awareness of. The lower level players were given a continent to themselves to learn some of the tricks of the trade as it is. Some people just aren't willing to improve things like spatial awareness and skilled movement. While I love to see new players looking to join my favorite game, I don't think they should expect to be on perfectly equal terms with a hardened veteran. I wouldn't hop onto CS:GO expecting to be a top player so why should I feel that way here.
I don't think that decreasing headshot damage will do anything except for frustrate people, and justifiably so, this game already has a problem with shooting marshmallows. Damage to the torso should be increased, same with recoil, but only a bit.
but i am not alowd to play until i am 13 wich is in 3 - 5 months
I enjoy this game in small scale battles where my fps will stay around 60ish fps, as soon as there are a lot of ppl I'm in the 20s and can't hit shit anymore or die before I even see the enemy.
I know I have the potential for skillful play, but it's not an on off switch for me. Some days I have a positive KDR. Others, like yesterday, I had a 0.8 or lower since I stopped checking, cause the headshots were feeling like aimbot levels of accuracy. Oh and don't ever say that in chat, you will be chewed out.
I don't know why I always get the headshot in my last hit
I also find the Headshots too drastic. Often I die from 3+ Headshots in a row and as a TR I usually feel the Recoil is too much to pull something like that. But a few days ago I watched a few Montages and they are usually not TR and so I tried and had instead of my 1.2 - 1.3 KD a KD of 1.7-1.8 and that with the out of the Box NC Heavy MG.
But that's not really the Point and maybe I get shot like that by Horrible Cheaters :)
Overall I agree and think it should take more Headshots to kill. There is just no Reaction-Time when a Barage of those Bullets come for you.
I've played for like 2 weeks now on PS4, and the only reason I even downloaded the game was because I was searching through the psn store and I found it, and I remembered that some people had been mentioning it on the Dust forums back when Dust 514 still existed, so I decided to give it a try. So far, i can qualify it as an entertaining and certainly fun game, but at this point I feel like it's really not worth it to keep playing it, at least for new players like me, when I enter the game and see all this experienced players do amazing stuff and have weird guns and implants and seem to be organized and I just die time and time again( the only thing I can seem to do decent at is sniping, i get like 5 kills before dying, in comparison to other classes where I get like 1 and die lol) and there are many things that put me at a disadvantage. I would probably have a better experience if I had played this game since like 3 years ago. This is probably how noobs in Dust felt when they played against me, I guess karma hits back slowly but surely XD Dust was even more unbalanced towards new players though, especially if they ran solo. Nevertheless I'll keep playing , since it gives me dust nostalgia and brings back good memories.
Yeah, it is so rough on new players for sure. But you do get the hang of it, and you can run with the big dogs after a few weeks of figuring it out.
Install recursion and you see the amount of rage quit logouts it’s crazy unfair for new players
So true
O thanks for telling this I have been playing this game for years now
The reason why play in this game is because of the freedom I get when flying.
My favorite faction is venu because I love alien technology.
Every time when I have played I consider stopping this game reason.
When it comes to an honest Mechanic, venu is really a pick of the 3 parties
And if that's not enough, I'll come across a conflict with cheaters..
Reason why I say this because when I shoot someone in the back, he turns around and shoots me again and again with a few bullets.
I have more than 35 years of experience with shooting and flying games...
1. The Battlefield series 11 games and 12 expansion packs released since its inception in 2002.
2. Halo series /
3. Star Wars: Battlefront series
4.Gears of War.
5. Call of Duty: series ...............Modern Warfare
Go on and on and I have come to the conclusion.. okey Let me try the other factions on their mobility.
The equipment of the cars and planes and characters are much stronger and better not just a little bit but 50 percent stronger
and as a novice you make a kill faster and better,
also flying is better with these factions .... flying in an aircraft is more stable than fck...
I have tested this many times and compared it to the different factions
This is frustrating and especially if your favorite faction is venu.
Every time while shooting some one if you are venu you have to empty whole bullet magazine before Before making the kill.
Yes you guessed it right the person turn around and shoot you and your death..
Most of the weapons from venu having a large spread so not stable at all 🤬🤬🤬🤬🤬
One of the cheats I have encountered is the one that you grab your ammo box out of nowhere while having a conflict face to face with the enemy
The other one is where you in the Air flying the other aircraft is turning flipping around in one min strait back to you .
If that is not enough, they also use auto iambot on the cannon at the bottom.☠☠☠☠☠
In short, vanu is only there to walk fashion and to pose for the kill....🤬🤬🤬🤬🤬🤬🤬🤬
I swear to God if ever a game comes out with freedom
from planetside 2 but then the looks and mechanics from Star Wars battlefrond well balanced battlefield as far as shooting is concerned I will stop with planetside 2 and delite my account and they will figure it out.....😡😡😡😡😡
Starting to land headshots is the *click* that turns average players into good ones. Its all about headshots. And although i agree the game is brutal for new players, i dont realy have a solution. The issue is, planet side will always be brutal to new players, its a giant batlefield always going on. There is no ratings separating good from bad. You either get better or accept that you arent the best. And i dont see the issue. You cant come to a game, knowing nothing, and expect to be on par whith everyone else. New players also complain a lot about weapons because they think that weapon is OP, when in fact, its just the skill and headshots coming in. I feel headshots should be toned down a bit, nanowave should protect the head, and sniper rifles just need a better headshot multyplier to make sure they always kill everything in one headshot. (except maxes and heavies running shield). But this wont fix the issue. The game is always tough, and what makes it fun kinda prevents from making this a easy game for beginers, they will always be against much better players untill they become those better players. The real reason planet side 2 was dying is lack of a general goal besides killing and capturing stuff. We should focus on keeping the veterans, and not necesseraly worry to much about beginers, cause those that truly enjoy the game will stay and join the comunity, those who dont like it will leave anyway.
Not really. For a few reasons.
Now that is aside from headshot, but new players are the lifeline of any game.
1. They spend money, In some cases way more than veterans, casuals have less time to play, so they I'll buy more. More money=more frequent updates=more fun for everyone
2. You need bad ppl to look good.
There ain't no good with no bad
3. It's not like everybody would go away anyway, from 10million to 4k is a huuuuuge drop, a lot of those player would ve stayed for sure given them a more friendly environment.
Said that I'm not advocating for a headshot nerf, but for the game 3(because fro the 2 is kinda "late", you can't really change stuff without making the vets, the loyal ones, feel betrayed) they have to keep in mind the many, many many errors they made, regarding new player experience that is.
I’m sorry, I have a really hard time sympathizing with snipers.
what bout the hability of the HA?
i always always , since beta, thought that it was an error to give such hability to a class, that encourages the lonewolfing, some time after they added the implats, with the self healing implant and the recovering shield,HA became almost autonomous class, no need of medics or anything.
Just playing aarund some time is easy to see how a large number of player are HA, i have played and maxed the LA ,and one of the most unfair stuff ingame is try to kill a heavy armor. the guy has to be literally a newbye to die easily.
I alwasy thought that heavies should have a more cooperative hability, like the shields that the engis drop now, and not a thing that makes them killing machines no matter the map they are, maybe a static shield or frontal shielding only, idk something
that encourages people, to play as a team and switch to other class too.
Yeah its tough to balance the HA ability. A more team based ability would be great.
200% This.
Shame the DEVS dont listen to their player base more often.
Take head SHOT out of the game.
The TOP 10 % will bitch a lot everyone else will love the game more.
You will keep a larger player base
The ones that are PISSED go play CS
I just want to see the game grow. I like the really big chaotic fights
There should be a mechanic like if you are a low br and have a for example 10 deathstreak 25 % are from headshots you spawn with a damage multiplier 0.25 when you are headshoted and back to normal after you achieve 3 kills
That's a pretty interesting/cool idea.
While I understand you're reasoning, I would like to look at this from the other end. I'm playing infiltrator and sniping guys that are rushing a base from their sunderer. I kill them before they get to the base a few times. Now say that their previous deaths were head shots too. With you're system I'm at a disadvantage because my one hit sniper now does less damage than it should. Is it fair that I the infiltrator shouldn't be able to perform my class role of sniping because he's been head shot one too many times. We're all for balancing in favor of the poor noob dying but since most vets aim for head shots, in a fight where my faction has higher population I now have to fight an army of bullet sponges just to make it fair. I worked hard to get better at landing head shots. What have these new players done to deserve to be immune to all my hard work?
Also my response to any noob who claims pay to win is this, there is no pay to win in planeteside 2 only play to win.