Planetside 2
Re: Planetside 2
Dejadlo, mientras no lo vea a pecho descubierto tomando una posición en Amerish bajo superioridad aerea enemiga es un mierdecilla. La gente habla de Montecassino, Bastongne, el cerro de la muerte, la colina de la hambuerguesa. No han estado defendiendo Soltech Charge station contra una columna blindada con apoyo de ifanteria que te triplicaba (al menos) en efectivo, en un continente que tu bando da por perdido y en el que rara vez se llega al 10% del total de tropas desplegadas.
Le estoy cogiendo cariño a Soltech Charge station, es ideal. Pequña, un cuello de botella donde las tropas blindadas no te pueden flanquear, cerca de la base principal para contraatacar en última instancia. Dos personas pudimo defenderlo conra una fuerza ligeramente superior, 3 personas metimos en problemas a una columna blindada, si fuesemos mas podríamos hacer virguerias. Lástima de lo de siempre, la superioridad aerea y la falta de efectivos, pero desde luego me lo paso mejor aquí que atacando en otros sitios con igualdad o superioridad numérica de nuestro bando.
Dicho esto, voy a decir que la defensa que hicimos dolor y yo ellos pecaron de baja estrategia. En primer lugar dejaron el sandy alejado y sin protección, supongo que pensarían que nos concentrariamos en ellos, pero en cuanto nos lo cargamos una muerte suya implicaba casi 5 minutos hasta que puediese volver a la posición donde lo mataron. Después se atrincheraron en el edificio, permitiendonos pasar cerca del punto de control e interrumpiendo la toma. Además debían confiar en que su francotirador los avisase y protegiese, pero en cuanto lo localizé no tenía posibilidades sin el sundy. Quedaban los dos encerrados en el edificio, entramos cada uno por una puerta y los masacramos sin piedad.
desde luego yo, de haber sido ellos, habría acercado el sundy hasta el muro detrás de la caseta, para tenerlo controlado, habría puesto el francotirador en las rocas contrarias a donde estaba, donde tendría mas visión de las llegadas al punto de defensa, y no me habría atrincherado los dos en el edificio, hubiese hecho que uno de ellos tomase una posición defensiva fuera para cubrirse mutuamente.
Pero les dimos bien por el culo
Le estoy cogiendo cariño a Soltech Charge station, es ideal. Pequña, un cuello de botella donde las tropas blindadas no te pueden flanquear, cerca de la base principal para contraatacar en última instancia. Dos personas pudimo defenderlo conra una fuerza ligeramente superior, 3 personas metimos en problemas a una columna blindada, si fuesemos mas podríamos hacer virguerias. Lástima de lo de siempre, la superioridad aerea y la falta de efectivos, pero desde luego me lo paso mejor aquí que atacando en otros sitios con igualdad o superioridad numérica de nuestro bando.
Dicho esto, voy a decir que la defensa que hicimos dolor y yo ellos pecaron de baja estrategia. En primer lugar dejaron el sandy alejado y sin protección, supongo que pensarían que nos concentrariamos en ellos, pero en cuanto nos lo cargamos una muerte suya implicaba casi 5 minutos hasta que puediese volver a la posición donde lo mataron. Después se atrincheraron en el edificio, permitiendonos pasar cerca del punto de control e interrumpiendo la toma. Además debían confiar en que su francotirador los avisase y protegiese, pero en cuanto lo localizé no tenía posibilidades sin el sundy. Quedaban los dos encerrados en el edificio, entramos cada uno por una puerta y los masacramos sin piedad.
desde luego yo, de haber sido ellos, habría acercado el sundy hasta el muro detrás de la caseta, para tenerlo controlado, habría puesto el francotirador en las rocas contrarias a donde estaba, donde tendría mas visión de las llegadas al punto de defensa, y no me habría atrincherado los dos en el edificio, hubiese hecho que uno de ellos tomase una posición defensiva fuera para cubrirse mutuamente.
Pero les dimos bien por el culo
Visita Pequeñas historias, no te arrepentirás, o si, o no, o que se yo.
Ultima actualización 5-8-2011
Ultima actualización 5-8-2011
- Mr. Blonde
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Re: Planetside 2
http://ps2maps.com/
Ahora mismo no tiene demasiada utilidad pero planean que se pueda ver a tiempo real el territorio que controla cada facción y tal.
Ahora mismo no tiene demasiada utilidad pero planean que se pueda ver a tiempo real el territorio que controla cada facción y tal.
| (• ◡•)| (❍ᴥ❍ʋ)
- Mr. Blonde
- Ulema
- Mensajes: 11327
- Registrado: 06 May 2005 14:24
- Ubicación: Viva el asueto!
Re: Planetside 2
Nuevo parche con un par de cambios:
All servers will come down at 6 AM PT for Game Update 1. Downtime is anticipated to be less than two hours. Players may notice the following changes.
General:
Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
A number of changes have been made to Vehicle and Aircraft weaponry. Please see the Vehicle notes below.
Fixed a few crash bugs and provided some optimizations to improve gameplay.
Players may now make multiple characters on the same server.
Notable Bugfixes:
The NS-11 Platinum should now properly unlock medals.
The Facebook Promotional Weapons should now properly unlock medals.
Players should no longer be able to spot enemies without a line of sight.
The Gauss Compact S will now provide players the ability to aim down sights and strafe more accurately.
Destroying enemy terminals will no longer provide a Kill stat.
The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
When holding down push to talk it should no longer become "stuck" when released.
The NS-11 will now have a sound indicating it is being reloaded.
Spawning a vehicle in the warpgate will no longer cause players to fall through the world.
The TX2 Emperor should now provide the correct damage level to targets.
Vehicles:
The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.
Aircraft and Phalanx Turret resistance to the following weapons has been reduced:
M40 Fury
C75 Viper
L105 Zephyr
G30 Vulcan
M60 Bulldog
Personal Defense Weapons (on light aircraft only)
Sunderer resistance to heavy machine guns has been increased.
All Flak damage has been increased by 5%.
The Composite Armor tooltip has been adjusted to be more accurate.
Infantry Weaponry:
New Weapons:
The NS Decimator rocket launcher is now available to all empires.
Terran Republic:
The TAR will provide the best hip fire of this empires assault rifles.
The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.
New Conglomerate:
The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
The Anchor light machine gunprovided good mobility and a 45 round magazine.
Vanu Sovereignty:
The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.
General Weaponry:
Tank mines can now once again be deployed by throwing them reverting the change made last week.
Lock on Rocket Launchers will no longer fire without a lock on.
Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.
A small increase in movement accuracy with iron sights was made on on slower assault rifles, carbines, and light machine guns.
A small decrease in movement accuracy was made with the 40 round assault rifles and carbines.
The NC Gauss and Gauss S now have increased projectile speed.
The Cycler TRV now has reduced hip fire accuracy.
The Razor GD-23 now has reduced recoil for the first shot.
The TR CARV and CARV S now have increased equip time.
The LA80 projectile speed has been reduced to put it in line with the other empire sniper rifles.
Vehicle Weaponry:
Aircraft:
M20 Drake: Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.
M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:
Magazine size has been reduced from 10 to 6.
Magazine size certifications now 1 round per rank increase.
Projectile speed has been increased
Direct hit damage has been increased
Splash damage will no longer damage heavy armor.
The M60-A has a faster projectile than its ground based variant the M-60G.
A30 Walker: This is now the air variant of the Walker weapon system.
The reticule and first person tracer have been changed to make them easier to see.
Projectile speed is slower but drop has been reduced.
Damage has been increased overall.
Light Aircraft Rocketpods:
Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
Damage against Sunderers and Aircraft have been reduced.
Significantly reduced damage against Phalanx turrets.
Liberator AP30 Shredder:
Damage has been increased at close ranges.
Magazine size has been increased to 50.
Reaver Air Hammer:
The projectile spread has been tightened up.
Damage per projectile has been increased.
Damage fall off will occur at a further distance.
Ground Weaponry:
The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.
C75 Viper:
Direct hit damage increased
Increased maximum blast radius damage
M40 Fury:
Reduced damage against heavy armor.
Upped direct hit damage and blast damage.
Anti-Personnel Phalanx Turret:
Cone of Fire tightened up a bit
Slight adjustments to heat. Will cool off a bit faster and take a little bit longer to overheat.
Pushed out range where projectiles start to lose damage significantly.
World:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.
Frosbite Harbor Spawn Room now has a pain field.
The grav pads at the Dahaka Amp Station western forward spawn are now functional.
Players are no longer able to spawn at Sungrey Amp Station when the SCU has been destroyed.
Enemy projectiles will no longer go through the Biolab Gate Shields.
Players still in a vehicle once the pilot has logged off will no longer disconnect.
The Phalanx Turret has increased projectile speed and it's reticule has been adjusted to use the MAX burster reticule.
UI:
The Regen benefit of a Biolab will now display on the Tab scoreboard.
All Heavy Assault ability items are now using unique icons.
Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
SAS-R and Impetus optics will now display a description when hovering over with a mouse.
The TS4 Haymaker and FA1 Barrage now have a tooltip when mousing over the progress bar.
Moving a player to another squad will no longer boot them from a Squad/Platoon locked vehicle.
Players removed from a Squad or Platoon channel will no longer be able to use that channel.
Unoccupied Phalanx Turrets should now display “Press [E] to Enter” messaging.
Visual:
The NS-11 Platinum and Ns-11A rifles are no longer the same color.
The Sunderer Smoke Screen will no longer hide decals.
Lightning Hood Ornaments will no longer be placed on top of decals.
New Conglomerate African Forest Weapon Camo no longer displays Vanu Sovereignty coloring.
A MAX unit will no longer appear to float while descending on a Grav Pad.
Purchased Weapon Camo will no longer be cleared when a weapon trial ends.
The Engineering Repair tool is now black.
Main Battle Tank and Lightning armor should no longer cover decals.
The Lasher magazine will now reload and no longer “floats” if the player is sprinting.
The NC Gauss Compact S Underbarrel weapons will now show a reloading animation correctly.
A player will no longer siplay headless and frozen in a riding pose when killed on a Quad.
PD: 2,5 Gb de parche.
All servers will come down at 6 AM PT for Game Update 1. Downtime is anticipated to be less than two hours. Players may notice the following changes.
General:
Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
A number of changes have been made to Vehicle and Aircraft weaponry. Please see the Vehicle notes below.
Fixed a few crash bugs and provided some optimizations to improve gameplay.
Players may now make multiple characters on the same server.
Notable Bugfixes:
The NS-11 Platinum should now properly unlock medals.
The Facebook Promotional Weapons should now properly unlock medals.
Players should no longer be able to spot enemies without a line of sight.
The Gauss Compact S will now provide players the ability to aim down sights and strafe more accurately.
Destroying enemy terminals will no longer provide a Kill stat.
The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
When holding down push to talk it should no longer become "stuck" when released.
The NS-11 will now have a sound indicating it is being reloaded.
Spawning a vehicle in the warpgate will no longer cause players to fall through the world.
The TX2 Emperor should now provide the correct damage level to targets.
Vehicles:
The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.
Aircraft and Phalanx Turret resistance to the following weapons has been reduced:
M40 Fury
C75 Viper
L105 Zephyr
G30 Vulcan
M60 Bulldog
Personal Defense Weapons (on light aircraft only)
Sunderer resistance to heavy machine guns has been increased.
All Flak damage has been increased by 5%.
The Composite Armor tooltip has been adjusted to be more accurate.
Infantry Weaponry:
New Weapons:
The NS Decimator rocket launcher is now available to all empires.
Terran Republic:
The TAR will provide the best hip fire of this empires assault rifles.
The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.
New Conglomerate:
The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
The Anchor light machine gunprovided good mobility and a 45 round magazine.
Vanu Sovereignty:
The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.
General Weaponry:
Tank mines can now once again be deployed by throwing them reverting the change made last week.
Lock on Rocket Launchers will no longer fire without a lock on.
Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.
A small increase in movement accuracy with iron sights was made on on slower assault rifles, carbines, and light machine guns.
A small decrease in movement accuracy was made with the 40 round assault rifles and carbines.
The NC Gauss and Gauss S now have increased projectile speed.
The Cycler TRV now has reduced hip fire accuracy.
The Razor GD-23 now has reduced recoil for the first shot.
The TR CARV and CARV S now have increased equip time.
The LA80 projectile speed has been reduced to put it in line with the other empire sniper rifles.
Vehicle Weaponry:
Aircraft:
M20 Drake: Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.
M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:
Magazine size has been reduced from 10 to 6.
Magazine size certifications now 1 round per rank increase.
Projectile speed has been increased
Direct hit damage has been increased
Splash damage will no longer damage heavy armor.
The M60-A has a faster projectile than its ground based variant the M-60G.
A30 Walker: This is now the air variant of the Walker weapon system.
The reticule and first person tracer have been changed to make them easier to see.
Projectile speed is slower but drop has been reduced.
Damage has been increased overall.
Light Aircraft Rocketpods:
Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
Damage against Sunderers and Aircraft have been reduced.
Significantly reduced damage against Phalanx turrets.
Liberator AP30 Shredder:
Damage has been increased at close ranges.
Magazine size has been increased to 50.
Reaver Air Hammer:
The projectile spread has been tightened up.
Damage per projectile has been increased.
Damage fall off will occur at a further distance.
Ground Weaponry:
The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.
C75 Viper:
Direct hit damage increased
Increased maximum blast radius damage
M40 Fury:
Reduced damage against heavy armor.
Upped direct hit damage and blast damage.
Anti-Personnel Phalanx Turret:
Cone of Fire tightened up a bit
Slight adjustments to heat. Will cool off a bit faster and take a little bit longer to overheat.
Pushed out range where projectiles start to lose damage significantly.
World:
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.
Frosbite Harbor Spawn Room now has a pain field.
The grav pads at the Dahaka Amp Station western forward spawn are now functional.
Players are no longer able to spawn at Sungrey Amp Station when the SCU has been destroyed.
Enemy projectiles will no longer go through the Biolab Gate Shields.
Players still in a vehicle once the pilot has logged off will no longer disconnect.
The Phalanx Turret has increased projectile speed and it's reticule has been adjusted to use the MAX burster reticule.
UI:
The Regen benefit of a Biolab will now display on the Tab scoreboard.
All Heavy Assault ability items are now using unique icons.
Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
SAS-R and Impetus optics will now display a description when hovering over with a mouse.
The TS4 Haymaker and FA1 Barrage now have a tooltip when mousing over the progress bar.
Moving a player to another squad will no longer boot them from a Squad/Platoon locked vehicle.
Players removed from a Squad or Platoon channel will no longer be able to use that channel.
Unoccupied Phalanx Turrets should now display “Press [E] to Enter” messaging.
Visual:
The NS-11 Platinum and Ns-11A rifles are no longer the same color.
The Sunderer Smoke Screen will no longer hide decals.
Lightning Hood Ornaments will no longer be placed on top of decals.
New Conglomerate African Forest Weapon Camo no longer displays Vanu Sovereignty coloring.
A MAX unit will no longer appear to float while descending on a Grav Pad.
Purchased Weapon Camo will no longer be cleared when a weapon trial ends.
The Engineering Repair tool is now black.
Main Battle Tank and Lightning armor should no longer cover decals.
The Lasher magazine will now reload and no longer “floats” if the player is sprinting.
The NC Gauss Compact S Underbarrel weapons will now show a reloading animation correctly.
A player will no longer siplay headless and frozen in a riding pose when killed on a Quad.
PD: 2,5 Gb de parche.
| (• ◡•)| (❍ᴥ❍ʋ)
Re: Planetside 2
Resumen del finde.....
Hemos acabado defendiendo Charge Station, otra vez solos. Voy a comprar un sofá para la sala de respawn que ya es como mi casa. Ha estado divertido, en un impulso de avance nos vimos metidos en medio de una batalla de blindados de la leche, y muy divertida, y por otra parte quedamos aislados en el centro del mapa, moviéndonos entre 3 bases y tomándolas y perdiéndolas. Estando solos lo manejamos creo que bien contra fuerzas superiores, y nuevamente entran las tácticas, sus aviones de ataque a tierra conocían los limites de las torretas antiaereas y se mantenian bajo su rango para no poder tocarlas.
Por otra parte cada vez se refuerza mas la idea de que es un juego de equipo. Cuando sales solo es muy frustrante, defendiendo una posición contra pelotones coordinados o viceversa, intentando tomar una base contra ellos, cada uno con un especialista complementándose entre ellos. siempre acabas pensando "otro mas y los flanqueamos y se cagan vivos... pero estas solo y solo puedes cazar a uno antes de que su apoyo te descubra y te ataque de costado o espalda. Muy frustrante.
Hemos acabado defendiendo Charge Station, otra vez solos. Voy a comprar un sofá para la sala de respawn que ya es como mi casa. Ha estado divertido, en un impulso de avance nos vimos metidos en medio de una batalla de blindados de la leche, y muy divertida, y por otra parte quedamos aislados en el centro del mapa, moviéndonos entre 3 bases y tomándolas y perdiéndolas. Estando solos lo manejamos creo que bien contra fuerzas superiores, y nuevamente entran las tácticas, sus aviones de ataque a tierra conocían los limites de las torretas antiaereas y se mantenian bajo su rango para no poder tocarlas.
Por otra parte cada vez se refuerza mas la idea de que es un juego de equipo. Cuando sales solo es muy frustrante, defendiendo una posición contra pelotones coordinados o viceversa, intentando tomar una base contra ellos, cada uno con un especialista complementándose entre ellos. siempre acabas pensando "otro mas y los flanqueamos y se cagan vivos... pero estas solo y solo puedes cazar a uno antes de que su apoyo te descubra y te ataque de costado o espalda. Muy frustrante.
Visita Pequeñas historias, no te arrepentirás, o si, o no, o que se yo.
Ultima actualización 5-8-2011
Ultima actualización 5-8-2011
- Dolordebarriga
- Companys con diarrea
- Mensajes: 17671
- Registrado: 06 Nov 2002 20:38
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Re: Planetside 2
Así es, algún día los mendrugos estos nos escucharán y conseguiremos juntarnos seis o siete para jugar. Sólo con media docena jugando juntos en este juego haces maravillas. Pero la verdad es que los mano a mano contigo son divertidos y los tríos junto con Blonde de puta madre. A ver si Straika, Mayhem Puahg y Bones se nos arrejuntan alguna vez.
Yo para navidad me he pedido un cañón nuevo para mi tanque tanque y para reyes un antiaéreo.
Y sí, ayer la primera sesión de juego resultó muy divertida.
Yo para navidad me he pedido un cañón nuevo para mi tanque tanque y para reyes un antiaéreo.
Y sí, ayer la primera sesión de juego resultó muy divertida.
YO ESTOY INDIGNADO
Re: Planetside 2
Ahorra un poco mas. Por 500 lerus el cañón es perforante contra armadura, pero tiene menos area de efectividad y o le aciertas de pleno al infante con el lanzamisiles o ya puedes ir corriendo. Por 750 lerus parece que te arreglan el defecto. Aunque casi mejor que mires tu mejor las caracteristicas
http://planetside.wikia.com/wiki/Magrider
http://planetside.wikia.com/wiki/Magrider
Visita Pequeñas historias, no te arrepentirás, o si, o no, o que se yo.
Ultima actualización 5-8-2011
Ultima actualización 5-8-2011
- Dolordebarriga
- Companys con diarrea
- Mensajes: 17671
- Registrado: 06 Nov 2002 20:38
- Ubicación: Ambigua
Re: Planetside 2
La de 750 pichulines no es demasiado buena contra blindados, yo, el cañón frontal lo quiero para los blindados, a la infantería que se le dé desde la torreta,
YO ESTOY INDIGNADO
Re: Planetside 2
DAME UNA ENE, DAME UNA O, DAME OTRA O, DAME UNA BE Y DAME UNA ESE
NOOBS!!!
NOOBS!!!
Si à cinquante ans, on n'a pas une Rolex, on a quand même raté sa vie!
- Dolordebarriga
- Companys con diarrea
- Mensajes: 17671
- Registrado: 06 Nov 2002 20:38
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Re: Planetside 2
Que no venga, que nos humilla a todos. Se hace Terran y el solo bate a las otras dos facciones.
Visita Pequeñas historias, no te arrepentirás, o si, o no, o que se yo.
Ultima actualización 5-8-2011
Ultima actualización 5-8-2011