Brontoforumus Archive

Please login or register.

Login with username, password and session length
Advanced search  

News:


This board has been fossilized.
You are reading an archive of Brontoforumus, a.k.a. The Worst Forums Ever, from 2008 to early 2014.  Registration and posting (for most members) has been disabled here to discourage spambots from taking over.  Old members can still log in to view boards, PMs, etc.

The new message board is at http://brontoforum.us.

Poll

Which side should we declare for, that we may drive all enemies before us?

Terran Republic (red) - Assault rifles, fast tanks, goggles
- 6 (30%)
New Conglomerate (blue) - Shotguns, boxy tanks, visors
- 4 (20%)
Vanu Sovereignty (purple) - Lasers, floating tanks, masks
- 10 (50%)

Total Members Voted: 20


Pages: [1] 2 3 4 5

Author Topic: Planetside 2: For Land, For Power, Forever  (Read 8113 times)

0 Members and 3 Guests are viewing this topic.

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Planetside 2: For Land, For Power, Forever
« on: March 23, 2012, 05:06:22 AM »



Planetside 2 is an upcoming free-to-play MMOFPS.  You will fight on many different continents and landscapes on foot, in armored vehicles, and whilst soaring through the air like a rocket bird.

The primary thing to get excited about is the customization available in the game.  You will be able to build your character to have many interesting capabilities, and you'll be able to unlock options for all of the weapons and vehicles in the game.  The designers are big on "sidegrades," that is, rather than unlocking a straight-up upgrade to your weapon, you'll be unlocking something that might tailor it to your playstyle.  For instance, you might take a hit to your gun's fire-rate in order to increase your range and damage, or you might change a tank's engine so that it accelerates quickly but is worse at climbing hills (real examples from developers).


No intro post would be complete without a list of things, so the announced classes are as follows:

Light Assault - A man with a jetpack and a dream.  This highly mobile infantry is the bread-and-butter of any decent squad.  For fans of Tribes and the part in Mario 64 where you get that wing cap, that was awesome.

Heavy Assault - A man who has traded his natural ability to fly for a larger gun and more armor.  This is likely to be the most attractive class for people who shoot others on a daily basis, such as gamers and psychopaths.

Combat Medic - This redundantly-named class (isn't everybody going to be involved in combat?) heals others, and in direct defiance of God's will, may return the dead to life.  Otherwise I believe they're going to fight somewhat like a Light Assault that can't fly.  This class is for atheists and heathens.

Engineer - This will be the most vehicle-oriented class, due to its ability to glue broken things back together.  If the old game is any indication, it will probably also deploy turrets and mines and all sorts of helpful bullshit.

MAX - A massive powered armor suit with huge weapons on it.  MAXes, like everything else, will be customizable to your preferences, but they will not be a flexible unit.  They will kill the thing they're designed to kill, and otherwise will require squad support.

Infiltrator - A spy-sniper hybrid.  Able to turn nearly or entirely invisible (depending on loadout) the Infiltrator will go around doing bad things to good people and tearing the world asunder.  They can function as part of a mixed squad or go out on their own, sowing chaos like the true bastards that they are.


There will also be many vehicles available in the game.  Tanks will be ubiquitous, but there will also be ATVs, fighters, bombers, troop transports, flying troop transports, and troop transports that fire troop transports at other troop transports.

Each continent will have three uncapturable strongholds from which the empires can launch their attacks.  The rate at which you can capture a particular territory is based on how many adjacent territories you own, but it will be possible to capture territory that is not adjacent to any of your existing territory, allowing for sneaky motherfuckers to run around being fucking sneaky.

Finally, outfits (the clans of Planetside) will be customizable as well, with logos and stuff, but also they're supposed to have outfit-only upgrades, like, so all of your outfit's tanks will have an armor buff or something, and when people see the 1st Armored "Blood Marmots" rolling in they'll be like "holy fuck, those tanks look outrageously rude" and then they are.


I was always a TR diehard, but there was a lot of talk in the channel last night about people preferring the look of the NC and the VS, so I might have to swallow my pride and fight for another faction, if we decide to put an outfit together and fight fights on the internet.
Logged

Doom

  • ~run liek a wind~
  • Tested
  • Karma: 46
  • Posts: 7430
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #1 on: March 23, 2012, 05:13:07 AM »

Lasers? AND masks?
Logged

Bal

  • Cheerful in the face of nuclear armageddon
  • Tested
  • Karma: 62
  • Posts: 3861
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #2 on: March 23, 2012, 05:51:00 AM »

I'm leaning toward the VS, because I like their vehicles (which are different between factions now) and their look is pretty baller, if somewhat purple.
Logged

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #3 on: March 23, 2012, 06:59:04 AM »

I'm leaning toward the VS, because I like their vehicles (which are different between factions now) and their look is pretty baller, if somewhat purple.

Well, each faction in PS1 had a unique tank, buggy, ground transport, and BFR.  But the rest of the vehicles were all common pool.  I have no idea how many vehicles will be common pool in the new game but I have a feeling they'll all be unique if the developers can pull it off.
Logged

Bal

  • Cheerful in the face of nuclear armageddon
  • Tested
  • Karma: 62
  • Posts: 3861
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #4 on: March 23, 2012, 07:20:13 AM »

They've said they're all unique. The main vanu thing is that they don't have normal thrust/locomotion, so they're able to have omnidirectional movement. for instance, because they're simulating flight this time, the TR and NC fighter/bombers require thrust to maneuver, whereas the Vanu version just sort of hovers and can move in any direction.
Logged

Ziiro

  • Inquiry?
  • Tested
  • Karma: -65461
  • Posts: 2270
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #5 on: March 23, 2012, 07:28:14 AM »

I played a lot of PS1 to the point of being a pretty decent heavy infantry. Vanu, though. Fuck your NC and TR.
Logged

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #6 on: March 23, 2012, 07:29:17 AM »

Here's what worries me about the Vanu.  If their vehicles are easy to maneuver, and their weapons don't have bullet-drop or anything, then they seem like a noob-friendly faction.  If they're inherently easy to play, then overall balance may come in the form of a power nerf.  I doubt they'll be worthless, but they could have sort of a handicap, where at a certain point even the most skilled player won't get anywhere sticking with Vanu.

But maybe I'm just paranoid and don't know anything and am speculating about a game that's not out yet.
Logged

Doom

  • ~run liek a wind~
  • Tested
  • Karma: 46
  • Posts: 7430
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #7 on: March 23, 2012, 07:32:36 AM »

Assuming they want to balance things properly, that situation wouldn't give you three balanced factions, it would give you "The Guys You Use When You're New" and "The Two Real Factions." So any balancing would be radically different and something we could adapt to and push against a skill ceiling towards.
Logged

Bal

  • Cheerful in the face of nuclear armageddon
  • Tested
  • Karma: 62
  • Posts: 3861
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #8 on: March 23, 2012, 07:33:21 AM »

I don't think they're going to be all lasers anymore. I'm imagining lots of plasma explosions and the like. The only problem with not sticking with a faction is that, last I heard, the progress was EVE styled, so if you've got a few months of real time invested in a character, you're probably not going to watch to switch.
Logged

Bal

  • Cheerful in the face of nuclear armageddon
  • Tested
  • Karma: 62
  • Posts: 3861
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #9 on: March 23, 2012, 07:35:41 AM »

Assuming they want to balance things properly, that situation wouldn't give you three balanced factions, it would give you "The Guys You Use When You're New" and "The Two Real Factions." So any balancing would be radically different and something we could adapt to and push against a skill ceiling towards.

They keep saying that priority number one is for all three factions to be viable basically forever. Obvious MMOs is MMOs and there will be a constantly rotating "best" faction, but I think the advancement system will prevent a faction of the month club kind of mentality.
Logged

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #10 on: March 23, 2012, 07:43:05 AM »

I don't think they're going to be all lasers anymore. I'm imagining lots of plasma explosions and the like. The only problem with not sticking with a faction is that, last I heard, the progress was EVE styled, so if you've got a few months of real time invested in a character, you're probably not going to watch to switch.

They've been pretty unclear on this point, but I believe you're going to be able to actively level-up more quickly than any passive skill-gain they put in.  Given that the certification system is based on making you more flexible rather than more powerful, it'd surprise me if active players weren't rewarded with buko XP, since you're already keeping them from grinding levels in the traditional sense.

If you don't gain XP from gameplay and you don't get more powerful from XP, I'm not sure that logging into the game is a viable strategy.
Logged

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #11 on: March 23, 2012, 07:44:21 AM »

Assuming they want to balance things properly, that situation wouldn't give you three balanced factions, it would give you "The Guys You Use When You're New" and "The Two Real Factions." So any balancing would be radically different and something we could adapt to and push against a skill ceiling towards.

You're absolutely right.

To be perfectly honest, I'm making things up to convince myself that betraying the TR is an unattractive option.

oh god why am i loyal to completely fictional nation
Logged

Ziiro

  • Inquiry?
  • Tested
  • Karma: -65461
  • Posts: 2270
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #12 on: March 23, 2012, 08:09:52 AM »

The thing about Vanu is you exchange straight up power for combat flexibility and more options in combat. A Magrider could never go toe to toe with a Vanguard - but you could drive the Magrider over water and have unique angles of attack that would keep people guessing. You couldn't drive a Vanguard through a bunch of trees because it was clunky as fuck to drive. Magrider could glide and slide between them.

Same with their weapons. The Pulsar didn't have the punch that the Guass Rifle had, but you could switch fire modes on the fly from Anti-infantry to anti-armor.

I think shoehorning VS as the "Noob faction" is going to be incorrect. If anything, it's going to be the NC with their near one-hit kill weapons they will undoubtedly have. That's the NC's shtick - powerful hits. Why work for your kills by having to connect more shots when you can just use a fucking noobhammer christ I fucking hate you you fucking smurfs jackhammer.

Even though I played VS I'd like to say I have infinite respect for people who played TR. You guys were up shit creek when it came to a lot of things. That MCG was never any good and they took away your one max worth a shit from it's intended role. (RIP POUNDMAX ANTI INFANTRY TOWER LOCKDOWNS)
Logged

Kazz

  • Projekt Direktor
  • Admin
  • Tested
  • Karma: -65475
  • Posts: 6423
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #13 on: March 23, 2012, 08:42:34 AM »

Well, it wasn't really a shoehorn.  More of a theory.

But we can't go into PS2 thinking it's going to be PS1.  All the same, if either of us is right, VS will be the most skill-dependent team out there.

And fuck noobhammers.  I still have a locker full of them from looted NC corpses.  not that i killed those guys myself...
Logged

Ziiro

  • Inquiry?
  • Tested
  • Karma: -65461
  • Posts: 2270
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #14 on: March 23, 2012, 08:46:30 AM »

My Locker is Jackhammers and Maelstroms because that gun's secondary fire was tower-clearing fun.
Logged

Misha

  • Pro-Choice
  • Tested
  • Karma: 3
  • Posts: 837
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #15 on: March 23, 2012, 09:36:18 AM »

I'm looking forward to infiltrating the shit out of everywhere again.
Logged

Smiler

  • HOM NOM NOM NOM
  • Admin
  • Tested
  • Karma: 66
  • Posts: 3334
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #16 on: March 23, 2012, 10:11:56 AM »

IS THIS OUT YET?

IS THIS OUT YET?
Logged

Beat Bandit

  • be entranced by my sexy rhythm
  • High-Bullshit
  • Tested
  • Karma: -65418
  • Posts: 4293
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #17 on: March 23, 2012, 11:07:40 AM »

Planetside 2 is an upcoming free-to-play MMOFPS.
A big part of the reaon this thread is more exciting than Lyrai's.
Logged

Bongo Bill

  • Dinosaurcerer
  • Tested
  • Karma: -65431
  • Posts: 5244
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #18 on: March 23, 2012, 12:25:52 PM »

I will play this.
Logged
...but is it art?

Bleck

  • Tailor Made Squid Unicycles
  • Tested
  • Karma: -4
  • Posts: 361
    • View Profile
Re: Planetside 2: For Land, For Power, Forever
« Reply #19 on: March 23, 2012, 12:26:21 PM »

Me too.
Logged
Pages: [1] 2 3 4 5