I’m really looking forward to getting combat chassis for all my vehicles, but I’m going for a second c4 pack first. The tanks do work pretty great already though. Last night I spent about 15 minutes shooting at a dozen guys up on a ridge, most of whom were attacking me with rifles. I don’t know what their deal was, but they shot my tank with rifles while I shot them with HE rounds, and then they respawned and shot at me with rifles some more. It didn’t go super well for them.

I don’t generally use tanks, partly because as Vanu you already get yelled at constantly for magrider spam, and partly and more importantly because every damn battle seems to be 80% vehicle jockeys and 20% poor bloody infantry, who actually have to do the work (and the dying).

Welcome to war!

Didn’t see this posted:

http://forums.station.sony.com/ps2/index.php?threads/happy-new-year-update-02-info.77203/

Looks like some decent changes.

General performance increases, particularly for lower end GPUs
Experience (XP) system enhancements:
Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
Partial damage XP for dealing damage to vehicles that you don’t end up killing
Population XP / Resource bonus moved over to continent population instead of global
Better display of XP sources for things like defensive bonuses & population bonuses
Rebalancing of XP rewards to help support tasks
Server transfer token available in Depot
UI changes to emphasize score per minute as a primary metric of player comparison
Sortable columns on outfit management & addition of “last online” column
New weapon type for all empires: SMG
Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
New Hot Spot system that displays where active fights are occurring on the map
New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
Making MAXes render more reliably at long distances for players in vehicles
AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
Fixes to missiles so that they more reliably detonate and actually blow stuff up
Air vehicle weapon tweaks
Increases to reload speed for certain HE ground vehicle weapons
And of course… lots of bug fixes

I especially like the look of those XP changes.

Max nerf :/

I wonder if the invulnerability will be lost on going through spawn room shields…

I’ll take it considering we get damage XP. Two Maxes that render at a greater distance are better than one Max that doesn’t. I like everything in that patch, I think.

Yes, I think with damage XP you’ll see a lot more people playing AA, especially if the buff to the Skyguard is any good in terms of usability (I know I’ll be driving mine a lot if that’s the case).

I like everything with the update except the rez immunity timer. You shouldn’t rez people in the line of fire, if you do they should be very vulnerable. I realize he doesn’t mention how long the immunity is and that it ends on taking an action, but an action is long enough to throw a grenade or shoot a rocket. I don’t like it, and I think it’ll lead to some obnoxious behavior from people exploiting it. The immunity on spawning I’m a little more okay with, although I have the same worry there to a lesser degree.

Yeah, that one gave me pause because I see it so much during a fight. An easy fix would be to have the resurrectee sit up for two seconds but be unable to move, and if he takes X damage in that time the rez fails. Otherwise he gets a 2 second immunity on rising. That would allow strategic players to prevent the rez while denying the farmers the XP of waiting for the rez and then killing him.

What night are people playing this on? I’m not seeing much more than one or two people on in the outfit.

Also is [AT] on Matheson just running a huge bot outfit? Every time I see them around, its anywhere from 20 to 60 players, all moving in a swarm, summoning sunderers, jumping, etc. To me, it’s clear they’re not players, but still…

The Qt3 outfit is pretty quiescent at the moment. I know my playing time has nosedived as my work schedule has shifted. And yeah, AT is annoying, like TE, only we can’t kill them. Well, we can, but it’s not very profitable.

Oh – I didn’t realize damage XP was going in. That’s a very nice change, and a worthwhile trade-off to appearing on radar. Frankly I like it when an ESF decides to go toe-to-toe. A dual burster with decent aim and some flak armor tends to set them up for a big surprise.

Even if i get exp for it, not killing people and being more vulnerable isn’t going to get me to play AA any more than before.

I am more interested in SMGS and invulnerability after respawning. respawn invulnerability is very prone to exploit in other games but we will see.

Will be interesting to see if the turrets are worth using now.

The most interesting thing is new weapon class though. i think i will go check on this now. Will be interesting to see if SMG replaces my VX6-7 (or whatever it is called, i forget and am too lazy to look up) for engineer which is my current go to weapon for close quarters combat.

It’s not in the game yet, or wasn’t last night.

So whats the best thing to start putting certs in when starting out? I’m still trying to decide on which class to focus on but will most likely be engineer or medic. The armor/shield upgrades seem pretty cheap and more survivability is good I suppose.

I’m playing Vanu on Soltech at the moment. So if anyone has any advice on which weapons are worth going for (or need to be avoided) or a link to a good resource, I’d appreciate it.

I think the weapons are pretty much a matter of taste. Hell, the starting weapons, with a few exceptions (the Vanu starting sniper rifle, for instance) are pretty good in themselves. Use the Preview feature to try out new guns every once in a while; there’s a timer on it but usually once a day or so, maybe? Generally, the guns seem to differ in feel and subjective quality more than stats, as the stats the game gives you are pretty worthless.

For Engineer or Medic, I’d think you’d want to decide how you want to play, focusing on support or combat. There’s a lot of overlap between Engineer and Light Assault, too, so if you go down that route you can cross-pollinate your weapon/cert buys.

I usually spend my certs first on the low-hanging fruit of armor/shield stuff and the basic class abilities (repair gun, medic gun, jump jets, etc.). After that, you NEED a good scope/sight for your primary weapon; for Vanu I like the 3.4x one with the chevron marker, but YMMV. Sadly, you can’t try before you buy, but they’re only 30 certs and they’re all useful I think.

Beyond that, it’s really a matter of what roles you want to play. If you want close-range ability, stuff like laser pointer sights are cool. Extended magazines are always useful (less so for Engies I guess), and there are usually options if you want to try medium-range accuracy enhancements.

As to weapons, I like to have a close-range option, a long-range option, and a general purpose option–which can be the same weapon with different attachments, or different weapons entirely. My Light Assault uses a Pulsar C, a Solstice SF, a Nova shottie, or a Pandora shottie, depending on what I want to do, but really, I could get buy with just the Nova and the Pulsar C probably.

I didn’t know there was a preview option for the weapons! And its good to know that certain certs carry over between classes. Thanks for the info.

Flare is a great LMG for Heavy. For Engineer/Medic/Light Assault, I switched over to the Nova shotgun, which doesn’t really shine until you get the mag extension up to 12 rounds, but is very effective if you can train yourself to click like a madman.

Best updates to start would be all the 1 cert upgrades for every class and weapon and vehicle, then armor/regen for your primary class and a better sight for your weapon. Start improving your class’s special function (medgun, jetpack, etc.) and think about how you are playing. You generally will be getting a fight, winning (weapon and armor) and running away while your shield/health/reload regen. (regen speed, health packs, mag size) Pay attention to what is killing you and cert against it.

Also, buy another burster for Max. :-)

Edit: Also, if you’re going to do any sniping at all, a new rifle is required. The Vanu default is an embarrassment. I’m starting to look at the scout rifles, since they actually are functional in close combat as well.