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The game currently requires a fairly monster CPU - not just an i5 / i7, but a fairly higher end one for a consistently smooth experience. Performance has steadily and dramatically improved in recent patches, but it still requires a quad core i7 system for smooth gameplay (even with a high end card like a GTX 680). On i5 and older Quad Core (e.g. Core 2 Quad) systems FPS (…continues)
Figured I'd use this nifty site. As many can testify, crewed tanks provide a new level of teamwork and cooperation. A good combination of driver and gunner can allow for tank play you just can't get in PS2 at the moment. A lot of players really enjoy this style of tanking but as it is, we can't do that. There are two tanks in the game, and with the custom load out system (…continues)
When the top of a vehicle touches a static object it is destroyed. This causes issues with the player being punished by for things outside of their control, such as being stuck in geometry and being forced into geometry by other players. Collisions should be fully handled by the physics and collision damage system without the game artificially destroying a vehicle/forcing (…continues)
Joystick support is broken. In addition to not being able to break out arbitrary axes to inputs (such as swapping roll and yaw for the mouse if desired, see http://planetside-tracker.com/suggestions/16/air-vehicle-yawroll-swapping/), actual stick input is not being properly handled. Stick input will lock to the opposite of the last input received and stay there until a (…continues)
Harraser, Enforcer, Marauder, Thresher. I think everyone agree that we really need this class of vehicles (2-3 man light assault buggies)
I would be nice that if you deconstruct a vehicle that you would get credit on the spawn timer since it was not "lost" but instead returned to the spawn pool. A credit on the resources would be nice as well. In an effort to prevent people from abusing this when their tank is almost destroyed make it so the option is only available if the health is at 90% or greater.
Currently the capture mechanics discourage defenders from properly defending a base because they are not rewarded with a defense by resetting the point captures and putting up a timer until the base can be attacked again. Attackers can just keep swarming in after a successful defense because they are not locked out. The same goes for a successful capture of a base. There (…continues)
When using the Galaxy guns there is clipping in to the model when facing full left or full right. Moving the camera out slightly, or code to hide the model would resolve this issue.
Right now, I spend what seems like almost all of my time in game near and around The Crown (or just to the north, east or west of it). This gets repetitive fairly quickly, which is a shame when there is a *huge* and interesting map I think we could be making much better use of. There are some really interesting and unique terrain on the map (especially the edges) that we (…continues)
When you're aiming long range with a turret, you tend to figure out how many ticks down from the cross hair your projectile will land. It would be nice if we had a little indicator (like a little red dash we could move up and down) so we can keep track of what tick we're aiming at when firing long range.
The main battle tanks in particular, have camera positions that are not very useful (very low). Additionally the external cameras clip through the surface of the map. [<- Now fixed]
I don't know about anyone else, but I learned to fly on games that didn't bother to replicate a proper joystick on the mouse - meaning that while I can swap my x axis between mouse / AD on battlefield and still be a mean chopper pilot, once I spawn a Scythe I'm like a fish out of water, flying around in spirals and into a cliff face.... before hitting actual combat. Any (…continues)
In the escape menu under stats: - Today's stats are the same as all-time. - Sorting by Kill-Death-Ratio sorts by some other field instead. - Vehicle weapons are not included, only infantry weapons or vehicles.
we have all lost con .. crashed ... accidentally logged out *facepalm*... while in vehicle , last man holding , any sort of thing where your team needs ya .... now ya log back in ...... standing in the sanc .. veh gone . max gone.. anything else you where doing gone.... most games (any mmo style or even sporting pvp .. world of tanks) when you log back in you go back to (…continues)
It takes 3 Tomcat missiles to take down 1 light enemy aircraft. You don't get many missiles, so if you're lucky enough to get three locks you're going to be out of ammo soon. Maybe increasing the damage to 70% of the light aircraft health would be better. So it's still not a one shot, but at least it's a two shot, or one shot and some bullets or assists. Because it (…continues)
Am I the only one who thinks buildings/objects are not unique enough ? They all look similar throughout the continent. I get the feeling of a hand-crafted world when I look at the outdoor environments, but I do not get that feeling when I'm inside building : for example, apart from the exterior environments, bases all look similar, wherever they are. I'd like it if each (…continues)
I just think that this will allow you to see what's behind you, rather than slowly spinning... Especially for the worse pilots (like myself) It'd just make life easier.
The armor repairing of the Sunderer could also repair MAX suits within vicinity. This would allow Sunderer to slowly move-in with unloaded MAXs! MAXs surround friendly Sunderer and move forward at MAXs pace. This very Squad-based tactic could be extremely effective in barging-in and cleansing areas, and when 7+ MAXs enter a facility's courtyard it'd spell doom for the (…continues)
PlanetSide 2's economy. There isn't really one because there's an all-out war and a world isolated yet there is still value on things in-game. So I propose a future of Squads and Outfits. A future of taxation to contribute to bigger things! In the future we may expect extraordinary things in Planetside 2 like this: (…continues)
You used to be able to type "/o hello everyone" or "/outfit hello everyone" and your chat would appear in outfit chat. Now it does not work. You must type normally (no preceding slashes) in the outfit tab.
During peak hours on a populated server defended towers are almost impossible to capture no matter how big of a zerg you can mass. Bringing back SCU to facilities to anything with more than a flash spawner would make these facilities easier to attack as well as more challenging to defend. Before SCU were scrapped these facilities were easy to defend with a 12 man squad, (…continues)
Presented in the public domain, all rights explicitly vacated. What if, instead of repairing them, replacement spawn control units and shield gens had to be flown in via Galaxy and deposited on one of the nano pads? They then deconstruct and reconstruct in their appropriate home. Yeah, nothing's balanced for that, but it certainly could be. Add a building to the warp (…continues)
I don't know if it is feasible but think it would be a very nice addition, especially when you kill infantry with a tank. I don't think it's necessary, but it would be fun.
The Magrider rivals the TR and NC for the number of VS it kills. Vanu women and children flee indoors when they hear it humming around when outside. The very sound strikes fear into the hearts of men. Last week I heard a milk float coming up behind me and I jumped into a bush to avoid certain death at its approach. Speaking as both a grunt and tank driver, if the Magrider (…continues)
I think they need to add a dedicated driver/pilot class into the game. In PS1 this was implemented for balancing and vehicle spam reasons which is exactly what we are currently dealing with in PS2. In PS1 you could not drive or pilot a vehicle unless it was certed, and other then a troop transport not wear any armor other then "agile" or weaker which also had a smaller (…continues)