@@CAMIKAZE78 Speaking of NC, Doom721 just posted a short with him using the Bishop with an NC MAX as cover, and using the penetrating rounds to kill by shooting through the MAX.
this is honestly what I want to see from planetside. Started playing during the beta and been off and on but the fact that the stagnation of balance/gameplay being shaken up by these kinds of updates really makes me want to get back into the game. Also the game needs more changes like the faction specific basilisk alternatives
This is exactly me. It wasn't until NSO came out and got their own guns that I finally started to get back into it. I felt like I had an avenue not too explored that left me room to explore on my own.
Variety is the spice of life, and this update has certainly injected some more variety back into the game. Some of it great, some of it not so much, but its been interesting working it out for sure. Cheers mate!
I am very confused...I just discovered this game now...yeah very very late....I'm trying to understand how th is game is in beta where it is 10 years old now? I just downloaded it on PS4, I am in Europe and I couldn't choose any European server only a single US server? Has the playerbase gone down to nothing almost? There's almost no one playing and it's the weekend!
To be honest ,im quite a fan of turning a weapons into another with the attachments.And i like the idea of giving something like a mini scout rifle on the light assault. But currently it is too easy to score an incredible amount of damage at short AND long range.(especially with the viscount with grip and X2 scope,slug + battle hardened 5 + ammo belt ) . So here are the changes i would make to the slug shotguns : (baron and viscount in mind,but could apply to the others) - reduce the base damage of the slug -Up the headshot multiplier (to reward the players who take the time to aim for the head) -reduce the size of the projectile (seems to be too wide currently) -reduce even more the damage at close range with the slug (if you want a scout rifle accept you can't have a great shotgun) -and maybe a little firerate nerf (not sure for this one, but it would force players to aim for the head and not spam the torso)
Archer buffs are very, very welcome. The weapon actually feels like a weapon and not some crappy tool or secondary slot item crammed into the primary. Previously the thing was basically unusable without ASP because you were stuck with a primary that wasn't even that great vs the thing it's supposed to counter (MAXes) and is basically worthless vs infantry. Now with the headshot ratio increase, it's effective enough to be actually useful vs infantry so you have something to do when there's not MAXes around, and when there is a MAX you now can seriously threaten it with headshots.
Also. It's not op to infantry since you must headshot to be effective with it since otherwise it would take you 4 shots which would take 4 and a half seconds
The headshots on infantry are gonna get nerfed, I can just feel it. Beyond that, it’s nice to have a tool that can deal with ranged AV maxes, but basefights no real changes imo. Could always two shot a max at relatively safe distances.
I basically spent the weekend getting 2-3 certs per tick hauling cortium. The service ribbons were giving me like 6 certs each. Was boring but insane for certs.
@@Sercer25 Pull an ANT, find some Cortuim to mine, go mine it, find a non-full silo to offload. If you're playing PS2 on Playstation, construction isn't implemented yet, so budget for a cheap gaming PC. DBG isn't going to bring the Playstation's version up to current anytime soon.
I was on. I wasn't a fan of the "alliances" that were being born out of it, just killing fights where fights didn't needed to be murdered. But in saying that, it was fun watching the bots pull off some amazing point holds.
I think Pariah need a slight buff and Aphelion needs bigger one. Currently basilisk and aphelion have the same dps against mbts and sunderers. And basilisks are more accurate and don't have spool up
@@pinorska6316 it doesn't 'spool up it has the same rate of fire before and after the charge up. They audio cue that your probably thinking is 'spooling up' is the cue that the charge shot is ready. Using the charge shot IS the best dps for the weapon. Without it you will need a magazine and a half to kill a sundi, even with expanded mags. The charge shot reduces that to just 1 magazine
i dont remember what exactly changed in the shotguns, but the blackjack feels really bad now. maybe its just lag, but playing ambusher with the blackjack used to feel great, and now it feels really bad.
10:06 I love my new deliverer defense mod but it's missing a infantry terminal just replace the ammo packs on the right side of the ant and throw another deployable terminal there thus making the ant one of the only asymmetrical vehicles in the game.
It's also not working as intented correctly. Since the game still counts it as an ANT most bases have a massive no de-ploy zone for it still. Makes it being able to deploy nearly useless most of the time.
@@coryv5679 Hmm I'm fine with that I just use it as a bus for my construction bases. Which is nice as people really don't like spawning on a tube/pad for some reason though it does have a shorter respawn timer then the tube/pad.
As much as I want to use ANTs as a way to do portable spawn points... They have a deployment blocker as usual which prevents you from doing so anyways close to a capture point. The deploy module is basically a sunderer function, when you set it up and spawn, it uses a sunderer icon on the map. So the only thing holding back ANTs as a useful spawn point is basically that deployment red circle... To be fair though there is a big advantage to the ANT and Galaxy deploy function... You can deploy as many near each other so long as it's not the same vehicles I think. There is no red circle popping up if someone's sunderer is deployed, you can deploy a ANT next to it if it is not blocked by the base. Now you have ANTs, Galaxy, and Sunderer as well as Colossus as potential remote spawning points, but players don't directly choose it...
On areas where you can use a Medium ANVIL, you can spawn ANTs instead of Sunderers to make spawnpoints, cheapers yes but more vulnerable unless the smaller size can be handy. Or stack them, a ANT + Sunderer inside a zone where players can spawn endlessly?
I just hope they will change the Slugs to make at least a 3 shot body kill at the moment they are way to strong. Some fights are just horrible with normal guns because every one is using that Slug shotguns
Overall I like the update. Consistency being the keyword here. Anything that was inconsistent was not meta, anything that was simply was meta. Cutting out swathes of the game that made it feel like an RNGfest (shotgun spread, who did and who didn’t have nanoweave, recoil jank, range maybes) was a great change for the game in my opinion. Shotguns not being a hassle now that nanoweave is gone and pellets will not veer off into the sunset nailing the neighbors dog and forcing me to use slugs for auraxes? Great change. Giving attachment options on weapons that would actually use them and not make my eyes bleed from how far the recoil would deviate? Great change. Removing the single best suit slot in the game because it reduced how much damage you took from the primary threats of the game aka bullets? Great change. But most importantly; it tapers back into how planetside is to be played: like an FPS but also an RTS. If your squad got a few unlucky spreads because RNGesus decided to fuck them and put down the whole attack it would feel like garbage. If you had nothing but pubbies who wanted to try to win the alert but were constantly spanked by a heavy that simply meatballed through because adrinoweave was the meta build for chucking newbies into the uninstall bin, that felt bad to me as a squad leader. I even had friends who didn’t want to commit the time to play the game because it was too much of a hassle focusing on the recoil patterns of every single weapon they got or how to properly engage anyone who knew what they were doing or even when the damage models straight up felt like that’s not what happened. It’s now less about who got the best infantry and more about what you do with them. Still, majority of the game revolves around the beat infantry, completely and solely on how game mechanics work, but this is a closing of the skillgap and makes it far more approachable because of it. 100% pat wrel on back.
There is also a new personel weapon, A7 stomper, thumper but anti armor..lackluster sadly. Also Emerald has been stable past 7 hours... soo 12:00-7:00 pm Central time.
See, I've barely seen any more shotgun use than normal. Everyone is complaining about the Baron, but I've been killed more by the Phobos than it since the Arsenal update dropped.
The faster firing tighter pellet spread pump shotguns are amazing with flechette ammo and smart choke. I find it superior at range than the higher damage shotgun due them both loosing enough pellets to drop it to 1000 damage total
Like the "uppercut" on TR side? Yep, that one has pellet spread of 3° and is usable, comparing it to the blackjack shows both have the same pellet count with flechette as the uppercut loses 2 pellets and the blackjack 3, but the blackjack fires slower and has more spread. Shame the blackjack is not usable with flechettes consistantly, so it just went into the garbage bin.
@@CAMIKAZE78 SEE WHAT YOU DID CAMI XD "Balance Adjustments Semi-auto shotguns now use the same Slug Ammunition as automatic shotguns, changing their damage from 600-400 to 475-300."
Some attachment combinations I'm kinda sad you didn't point out.... Heavy Barrel + Angled Foregrip = no "first shot multiplier" and extremely accurate for weapons that have manageable vertical recoil and lowish horizontal recoil. Short Barrel + 'regular' Foregrip = any weapon with bad horizontal recoil gets hilariously reduced to feeling like nothing with this combination. I think it has to do with the fact that because the vertical recoil is increased, the horizontal is 'less of a percentage' of the recoil....and then stack the foregrip on top, and it becomes a nightmare. Previously "hipfire only" weapons become juggernauts at ranges far beyond their previous scope. HV45's 800 firerate but with the recoil of a 698.
I can’t believe how full it was today (on Friday). I went on and 3 planets were full, I had to go on the forth planet. People were everywhere, the fights were massive. I thought the game would never see 96v96+ fights again. I haven’t played in a while. I wonder if they could do server meshing or something so we can have more people on one continent/server.
I'm so glad the Aurax weapons finally got some rework. I do hope VS get some adjustments (special Skorpios), and that SAW S with 200 dmg is just chef kiss. And The Executive is now Rebel 2: Electric Boogaloo
I keep getting a white/grey flash on my whole screen randomly (about 2 whole seconds, quite a lot when your mid 1v1ing somone) , literally every 3 mins or so
TBH, the short barrel is in a weird place at the moment. Since its downside is increasing recoil by a percentage, it has virtually no cost when equipped on low recoil long range guns. I have been working on my Corvus auraxium, and using Short Barrel, Laser Sight, High Velocity Ammo. The build has no weaknesses.
If you're liking the impulse grenades, you gotta try them with Icarus jets. They give you more speed and control than any other jump jets. Watching you go around with skirmishers just looks painfully slow despite your very high FOV
I noticed you didn't mention anything about the VS. Now I'm hoping you make some empire specific videos to update your opinions from the last time you mentioned them.
Hey guys! I used to play PS 2 back in 2016, I've wanted to comeback to it for quite some time now, but I hate to play alone and none of my friends want to play PS 2. Are there any guilds/platoons that recruit players? I am just looking for fun/wholesome team based gameplay with voice chat. I used to play on Cobalt (I am also Russian but I hope that this won't be an issue)
I gotta say, this update (bar the connection issues of course) have been quite enjoyable, even now as a mainly NSO player. My favorite scout rifle especially, the BAR-200, gets grenade launchers and HVA, but if I have any gripe/nitpick towards the new additions to the arsenal, I gotta say, the NSO angled grip just doesn't look well with the NSO only weapons, they look great on the NS common pool guns, but I don't think they just fit with the... fish(?) look of the NSO guns but that's just me
Little worried slug shotties will become not really useable now with the damage nerf. They were at an insane level before but I also feel like putting every semi slug gun into the auto shotgun tier of damage might be a nerf it till it’s dead and players don’t use it kind of solution.
So me being a NC light assault fanatic tried something I actually wanted to do for a while. So I got my favorite AC-X11, AKA the most NC carbine in the game, thanks to its 200 damage profile. Slapped on a angled forward grip, a compensator and a 6X scope. The results did not disappoint, from a close range and rooftop junkie I now transformed in to a sniper with a jetpack and latterly 3 tapping other snipers from a tree or other places you cant reach without a jetpack, I never believed you can be a sniping light assault without a friking slug shotgun but now you can! You do need to learn good trigger discipline as this gun is literally a mini gauss saw, aka 200 damage rounds with no semi auto mode. I would love to see this gun in time to gear up
Not gonna lie the NSO uprising on Connery was the most fun I had on Planetside since release. It was so random and stupid and I loved it. I like how they're going to nerf the shotgun slug today but don't nerf anything else. >.> Good times.
You mentioned the slugs, but Baron + Flechettes + Smart Choke = a 45m max damage range with incredibly tight spread. It's practically doubling as light AA against ESFs and Valks, and dusting a drifter out of the sky or a sniper off a mountainside/tower has become much easier.
"but Baron + Flechettes + Smart Choke = a 45m max damage range with incredibly tight spread." Yeah, but good luck getting consistent kills with that. Oh, you'll definitely hit them. You might even hurt them bad. But 9 times out of 10 they will just out-DPS you and kill you or take cover and jam a medstick. "It's practically doubling as light AA against ESFs and Valks" ...Let's not get carried away, now. Again: yes, you'll hit them. Will you do significant damage to ESFs or Valks? No. Not unless the pilot left their brain back down on the vehicle spawn pad.
@@matchesburn Yep that is exactly how it'll play out and you won't have a close range 1HK HS unless RNG giveth all pellets to the head, and then only if it is'nt a heavy with overshield. And let us be honest here, it'll always be a heavy with overshield.
Impulse grenades ehh? Started playing ev.io a couple months ago and the impulse grenades and short range teleportation are cool features- interesting to see it make its way into planetside
Engies with Archer + Smart choke/slug shotguns is the new meta. Can snipe with archer and delete enemies at mid/close range with shotguns. Its silly how shotguns outperform most scout rifles and carabines now.
I always liked to use shotguns. There’s sth with getting in to spitting range unnoticed ore just do a run for it in order to secure a kill (bodyshot onehit). So I m glad that I don’t have to glue myself to my target anymore
Slugs on shotguns are a bad concept in general for planetside, they need to go, it's not fair for the other weapon types as it takes over their niches. Automatics specifically become useless if they stay. But shotguns NEED to keep flechette and smart choke as they are. (Other than baron which is conceptually flawed as a "long range shotgun" and needs to be removed or reworked) Shotguns NEED to beat automatics under 20m, otherwise they will have no niche and will be completely pointless. (Rooms in planetside are often between 30-60m in length, meaning a shotgunner often has to run through enemy LoS for at least 10m to be within effective range even in the smaller bases) I'm a casual player and the only reason I play AND ENJOY infantry now is the Pandora with smart choke and flechette. I can finally drop those BR105 sweatlords if they get within 15-20m of me and I'm also prefiring. Having shotguns outcompete any weapon even with headshots at less than ~15-20m makes positioning more important and forces the sweatlords to consider their approach. No more relying purely on their aimbot mouse skillz to win any situation no matter how retarded their approach. They get close, they get deleted. They want to farm the shotgunners, they have to find angles that keep them at least 25m from the doorway. I've never had this much fun in planetside infantry. Now that I'm not locked to being a literal doorstop with 5m effective range. I probably represent the opinion of the silent part of the community, the casuals. Me and my friends were nothing but farm fodder for years. I'm the only one from my group even playing anymore and that's because of construction alone. After this patch dropped, I managed to get 5 mates together and had a BLAST. We could finally kill people in indoor combat with shotguns of all kinds and it was amazing. But I can understand the problem the more skilled players have with slugs. And I say SLUGS, and not BARON because I think all slugs are the issue here. They need to go if we want weapon types to have proper niches. But please leave the other attachments and shotguns as they are, they are finally working in a fun way even for us casuals. Shredding anyone below 15-20m, being completely useless everywhere else. Heck they can't even be abused by the pros because they have a hard limit to their accuracy if slugs are removed.
Im still having trouble understanding the changes to the Nano-weave armor, does it not have a simple blanket of reduction taken by weapons, or the ttk of lmgs smgs assaults and carbines no longer reduced when having Nano-weave armor?
This will be a bit of an essay, but all you really need is the first two sentences: Its resistance was changed from small arms (basically all infantry weapons) to just sniper rifles. What this means in practice is that while yes, it does still reduce damage against Kobalts, Basilisks, and other direct damage from vehicles, the slot became functionally useless* and no one runs it anymore. While I make it sound like that is a bad thing, it isn't in the grand scheme of things. What that translates to is that the infantry game became a lot more consistent damage wise, *which is a good thing.* However, this also buffed MAXs and Shotguns considerably, as you dont need to aim for the head to be effective with them** and so people generally didn't. As a result, the Anti Infantry MAX weapons and shotties are now insanely consistent, and certain shotties and MAX weapons coudl reliably punch through NWA to begin with. This has lead to non-explosive infantry vs infantry cheese absolutely ballooning in kill counts since pellet spread and range were the only things keeping shotguns in check, and both have been effectively removed***. * You might think that 20% reduction to sniper rifle body shots is worth something, but it isnt. For bolt actions (the most commonly used snipers), this does not reduce body shot count for non-heavy classes, and semi-autos are generally not competitive with out headshots to begin with. And bodyshots with snipers are looked down on in general. This means everyone using a sniper is actively aiming for your head, and that is why sniper resistance on the body is functionally useless. ** Anti-Infantry MAX weapons are deceptively accurate while bursting, you can dome people even with TR max chaingun-esque weapons at considerable distances. Experienced/decent players were already using this trait to not only double the MAXs damage output but also circumvent old NWA. This made certain AI weapons utterly disgusting since they generally didnt even notice NWA on the field during sub-optimal use, such as Blueshits, Mercies, and Scattercannons. ***** The baron was always known for its abnormal effectiveness at range, with slugs it was effectively a terrible, terrible scout rifle at range, but a scout rifle non-the-less. With the changes to shotguns, the baron is the natural go-to for many to test out just how the new attachements and slugs actually affect ranged play with shotties. The result is the current state of Live. My testing and experience being utterly gunned down has shown that ES semi-autos with slugs are actually better than Baron given the faster reloads and fire rates, but since the Baron is common pool and already has a reputation for being reaching outside a shotguns normal range, it will have higher kill counts than any ES semi could hope to reach.
@@Silvainius001 kool then that will make my playstyle way more fun and deadly now that I dont have to wear it all the time, I was wondering why the ttk felt so much faster with every gun hitting for so much and so accurately
@@Silvainius001 To add on that, even with nerfing slugs now to have the auto-shotty damage model slugs still are usable. They aren't just that great oneshot kill solo jolo charge gun anymore. The Baron and Viscount will stay relevant due to the range dmg drop offs and the low pellet spread using flechette and that is fine!
Shotguns: Good the slugs on semi-auto shotties got nerfed, it was a bit too wild and the slug choice still is a viable option. Keep the pump actions as is, they already lose pellets per shot for using flechettes and the slugs on them cannot 1 shot kill to my testing. If nanoweave would get 20% resistance to shotties there'd be no reason anymore to run pump-actions due to low refire rate and too high TTK. Can you explain to me what the reasoning is behind having the MPL for pump-action shotguns? They don't have the ROF to make that module work anyway XD
not going to lie, slugs on the viscount with a LA up in trees is the most fun i have in this game in... Ages. I was losing my spark. But that meme ghetto sniper is the most fun I have had. I was getting killed thanks to me laughing so hard and just not reacting to being shot at. Every moment I had free over the weekend, and server willing, was spent flying up in to trees, towers or other such things and taking pot shots with my meme sniper rifle. Maybe it needs to be changed, maybe. I am so in love I fear losing my new baby. But for the time that it is like this, I’m going to enjoy every last moment of it.
Love your stuff Kk....I wanted to get your opinion on someone...I'm old school PS1 vet.... i knew the faster ttk on PS2 when i saw the first gameplay was gonna change it I was wondering in PS1 a skilled and experienced player had a lot of elite value but the core of the game and slower TTK made teamwork more rewarding and ideal.....you say the TTK's seem faster still.....Do you think is somewhat taking away from the rewarding squad/teamplay in hope to lure more standard fps crowd over? What are your thought's?
Been playing the game on and off since beta and the update's probably the most fun I've had in the game. A large contributor is the fact that I don't feel like I need to dump a 40 round magazine into someone to down them. I'm not fond of very quick TTK and is the reason I don't play most modern shooters, but PS2s was pretty ridiculous for anybody who's not full-auto headshotting without fail. It might be bias from an unskilled peasant but I feel as though this is how it should've always been.
Everything I predicted about it came true. You know what, I'm actually pretty happy with that too. Thought I'd be really upset with done changes, but it spices up the game and that makes me feel good. Only upset that my bestest baby the Arbalist didn't really get any love Also, Pariah sucks. That needs serious help.
i cant wait for this update to come to console since i allmost only use Directive reward weapons and well scorpios without supressor is weird plus my eclipse never had the underbarrel shotgun and it was the first one that i ever unlocked so being able to finnaly put something on it will make me very happy ^^
wait, they actualy gave unstable ammo for gun which is meant to aim on head? 😀 I love unstable ammo, using Maw with laser sight and unstable for few months and after update it feels even much more better.
We always talk about how everything in the game has a little give and take but we never discuss how TR has 10 extra rounds with no downside vs the NC and VS counterparts. A give with no take if you will
As a mostly infantry player, I'm not thrilled with the Nanoweave nerf. Sure ttk is more consistent, but it's getting on the verge of too fast while lowering the skill gap. And of course this is always compounded by a netcode that will just never be good. It's getting more COD feeling insta-gib deaths. Movement is now harder. And it looks like some of the weapons will be even more deadly as they can be kitted out to be lasers. This game's skill gap has been consistently lowering over the years, and I haven't been a fan of that all the while. I know many others agree, but maybe the majority of the playerbase generally thinks otherwise, I don't know.
Baron is fine in my opinion, what I dont like is MAXs falling so easily now with the archer. I love the archer dmg vs infantry but for maxes its a little too much.
Baron is being nerfed mate, so... yeah sorry to say that's on the way out. MAXes should have a counter like the Archer if they have the capacity to be repaired and revived like they can be now - the Archer was always designed to be the MAX killer.
I like the Oshur Flotilla turrets randomly getting angy at friendly vehicles.
So far I know they target friendly NSO vehicles.
We are all a little "NC" at heart I think.
@@CAMIKAZE78 Speaking of NC, Doom721 just posted a short with him using the Bishop with an NC MAX as cover, and using the penetrating rounds to kill by shooting through the MAX.
Those were spies from tf2, that's why turrets were angry
@@CAMIKAZE78 Freedom.and friendly fire!
this is honestly what I want to see from planetside. Started playing during the beta and been off and on but the fact that the stagnation of balance/gameplay being shaken up by these kinds of updates really makes me want to get back into the game.
Also the game needs more changes like the faction specific basilisk alternatives
This is exactly me. It wasn't until NSO came out and got their own guns that I finally started to get back into it. I felt like I had an avenue not too explored that left me room to explore on my own.
Variety is the spice of life, and this update has certainly injected some more variety back into the game. Some of it great, some of it not so much, but its been interesting working it out for sure. Cheers mate!
I am very confused...I just discovered this game now...yeah very very late....I'm trying to understand how th is game is in beta where it is 10 years old now? I just downloaded it on PS4, I am in Europe and I couldn't choose any European server only a single US server? Has the playerbase gone down to nothing almost? There's almost no one playing and it's the weekend!
Slug Shotguns: Look at me! I am the Scout Rifle now!
The power of Scout rifles and shotguns on one weapon. We can all see a nerf coming to the smart choke and some damage falloff to slug ammo.
sais the Yumi with 3.4x
To be honest ,im quite a fan of turning a weapons into another with the attachments.And i like the idea of giving something like a mini scout rifle on the light assault.
But currently it is too easy to score an incredible amount of damage at short AND long range.(especially with the viscount with grip and X2 scope,slug + battle hardened 5 + ammo belt ) .
So here are the changes i would make to the slug shotguns : (baron and viscount in mind,but could apply to the others)
- reduce the base damage of the slug
-Up the headshot multiplier (to reward the players who take the time to aim for the head)
-reduce the size of the projectile (seems to be too wide currently)
-reduce even more the damage at close range with the slug (if you want a scout rifle accept you can't have a great shotgun)
-and maybe a little firerate nerf (not sure for this one, but it would force players to aim for the head and not spam the torso)
Annnnd they have already been nerfed. Good riddance tbh XD
Archer buffs are very, very welcome. The weapon actually feels like a weapon and not some crappy tool or secondary slot item crammed into the primary. Previously the thing was basically unusable without ASP because you were stuck with a primary that wasn't even that great vs the thing it's supposed to counter (MAXes) and is basically worthless vs infantry. Now with the headshot ratio increase, it's effective enough to be actually useful vs infantry so you have something to do when there's not MAXes around, and when there is a MAX you now can seriously threaten it with headshots.
Also. It's not op to infantry since you must headshot to be effective with it since otherwise it would take you 4 shots which would take 4 and a half seconds
Never feel like it was bad you just need a team using it when there 4-5 of you it’s a pain for the enemy I run it all the time
The headshots on infantry are gonna get nerfed, I can just feel it.
Beyond that, it’s nice to have a tool that can deal with ranged AV maxes, but basefights no real changes imo. Could always two shot a max at relatively safe distances.
Couldn't agree more my friend, an excellent change.
@@ravinnight3073 If you need a team to run it, then it's pretty bad. That manpower could be used somewhere else.
I basically spent the weekend getting 2-3 certs per tick hauling cortium. The service ribbons were giving me like 6 certs each. Was boring but insane for certs.
How do you do this? Didn't even know thats a thing in this game.
@@Sercer25 Pull an ANT, find some Cortuim to mine, go mine it, find a non-full silo to offload. If you're playing PS2 on Playstation, construction isn't implemented yet, so budget for a cheap gaming PC. DBG isn't going to bring the Playstation's version up to current anytime soon.
did you get to experience the "robot rebellion" on connery last week? was such a fun time for the 12+ hours it was going on.
If you watch the video you can see he was on during the uprising.
I was on. I wasn't a fan of the "alliances" that were being born out of it, just killing fights where fights didn't needed to be murdered. But in saying that, it was fun watching the bots pull off some amazing point holds.
Huh? What happened?
Arsenal Update : NS Baron with slugs go brr
I think Pariah need a slight buff and Aphelion needs bigger one. Currently basilisk and aphelion have the same dps against mbts and sunderers. And basilisks are more accurate and don't have spool up
You do know for the aphelion you’re supposed to let go of the trigger every 6 shots to release a powerful charged shot, right?
@@soldierhobbes1182 Yes but it kills your dps and only does 800 damage. So 200 to mbts and sunderers
@@pinorska6316 it does not kill your DPS, use the charge shot
@@tprtiger How it doesn't? You need to spool it up again. Far better to just keep shooting at close range
@@pinorska6316 it doesn't 'spool up it has the same rate of fire before and after the charge up.
They audio cue that your probably thinking is 'spooling up' is the cue that the charge shot is ready.
Using the charge shot IS the best dps for the weapon.
Without it you will need a magazine and a half to kill a sundi, even with expanded mags. The charge shot reduces that to just 1 magazine
i dont remember what exactly changed in the shotguns, but the blackjack feels really bad now. maybe its just lag, but playing ambusher with the blackjack used to feel great, and now it feels really bad.
Thank you Cami I think your laydown and thoughts on this new patch is shared by many in the community. also gz on 33k!
Appreciate it mate, very kind :)
Bummed you didn't cover the robot uprising haha! Great video as always.
Sadly the video was getting long as it was, but it was funny to watch for sure.
The Baron has a 2 bodyshot kill at 25 metres. No need to hit the head.
Raw insanity, thankfully those slugs are being tuned back down.
10:06 I love my new deliverer defense mod but it's missing a infantry terminal just replace the ammo packs on the right side of the ant and throw another deployable terminal there thus making the ant one of the only asymmetrical vehicles in the game.
It's also not working as intented correctly. Since the game still counts it as an ANT most bases have a massive no de-ploy zone for it still. Makes it being able to deploy nearly useless most of the time.
@@coryv5679 Hmm I'm fine with that I just use it as a bus for my construction bases. Which is nice as people really don't like spawning on a tube/pad for some reason though it does have a shorter respawn timer then the tube/pad.
As much as I want to use ANTs as a way to do portable spawn points... They have a deployment blocker as usual which prevents you from doing so anyways close to a capture point.
The deploy module is basically a sunderer function, when you set it up and spawn, it uses a sunderer icon on the map.
So the only thing holding back ANTs as a useful spawn point is basically that deployment red circle... To be fair though there is a big advantage to the ANT and Galaxy deploy function... You can deploy as many near each other so long as it's not the same vehicles I think. There is no red circle popping up if someone's sunderer is deployed, you can deploy a ANT next to it if it is not blocked by the base.
Now you have ANTs, Galaxy, and Sunderer as well as Colossus as potential remote spawning points, but players don't directly choose it...
Great! Now we just gotta wait a few months before this update finally arrives on playstation and we're all set.
cant be that long, id say 1 month tops!
@@JACKAL98 hopefully
On areas where you can use a Medium ANVIL, you can spawn ANTs instead of Sunderers to make spawnpoints, cheapers yes but more vulnerable unless the smaller size can be handy.
Or stack them, a ANT + Sunderer inside a zone where players can spawn endlessly?
I just hope they will change the Slugs to make at least a 3 shot body kill at the moment they are way to strong. Some fights are just horrible with normal guns because every one is using that Slug shotguns
8:00 its about 65m to 1 tap regular infantry and about 95m for infiltrators
Overall I like the update.
Consistency being the keyword here. Anything that was inconsistent was not meta, anything that was simply was meta. Cutting out swathes of the game that made it feel like an RNGfest (shotgun spread, who did and who didn’t have nanoweave, recoil jank, range maybes) was a great change for the game in my opinion.
Shotguns not being a hassle now that nanoweave is gone and pellets will not veer off into the sunset nailing the neighbors dog and forcing me to use slugs for auraxes? Great change.
Giving attachment options on weapons that would actually use them and not make my eyes bleed from how far the recoil would deviate? Great change.
Removing the single best suit slot in the game because it reduced how much damage you took from the primary threats of the game aka bullets? Great change.
But most importantly; it tapers back into how planetside is to be played: like an FPS but also an RTS. If your squad got a few unlucky spreads because RNGesus decided to fuck them and put down the whole attack it would feel like garbage. If you had nothing but pubbies who wanted to try to win the alert but were constantly spanked by a heavy that simply meatballed through because adrinoweave was the meta build for chucking newbies into the uninstall bin, that felt bad to me as a squad leader. I even had friends who didn’t want to commit the time to play the game because it was too much of a hassle focusing on the recoil patterns of every single weapon they got or how to properly engage anyone who knew what they were doing or even when the damage models straight up felt like that’s not what happened. It’s now less about who got the best infantry and more about what you do with them.
Still, majority of the game revolves around the beat infantry, completely and solely on how game mechanics work, but this is a closing of the skillgap and makes it far more approachable because of it. 100% pat wrel on back.
There is also a new personel weapon, A7 stomper, thumper but anti armor..lackluster sadly. Also Emerald has been stable past 7 hours... soo 12:00-7:00 pm Central time.
Have the changes to Nanoweave changed the preferred HA Shield to push it away from Andrenaline?
So the TR battle bus is good
shotgun use when from semi uncommon to every other person in my experience on sunday
See, I've barely seen any more shotgun use than normal. Everyone is complaining about the Baron, but I've been killed more by the Phobos than it since the Arsenal update dropped.
5:37 What's causing you to be able to see heat signatures like that?
Im a huge fan of the new flechette ammo, makes shotguns way more versatile
Shotguns actually feel like shotguns now. Lol.
I havnt played in about a year but it's looking like I need to come see what all has been going on.
Miller here. While it's noticeable that the performance was impacted (fps dips under 80 in big fights) it's by no mean unplayable at the weekend.
The faster firing tighter pellet spread pump shotguns are amazing with flechette ammo and smart choke. I find it superior at range than the higher damage shotgun due them both loosing enough pellets to drop it to 1000 damage total
Like the "uppercut" on TR side? Yep, that one has pellet spread of 3° and is usable, comparing it to the blackjack shows both have the same pellet count with flechette as the uppercut loses 2 pellets and the blackjack 3, but the blackjack fires slower and has more spread. Shame the blackjack is not usable with flechettes consistantly, so it just went into the garbage bin.
So wait they reverted the nerf (somewhat) they gave to the archer years ago?
Jackhammer is ridiculous right now, the baron is on my to buy list because of this past weekend. The thing is a beast after this patch.
Couldn't agree more, it feels a little insane to be honest.
@@CAMIKAZE78 SEE WHAT YOU DID CAMI XD
"Balance Adjustments
Semi-auto shotguns now use the same Slug Ammunition as automatic shotguns, changing their damage from 600-400 to 475-300."
Dang, all this time I thought the latency issues were on my end. I'd love to be able to try these weapons properly after servers are fixed.
You and me both my friend.
Iam just wondering wich purpose "t cycler S" and the other faction conterparts have now after few AR got Granate launchers too.
Miller was kinda playable. It had hickups and characters didn't hold thier guns properly.
Some attachment combinations I'm kinda sad you didn't point out....
Heavy Barrel + Angled Foregrip = no "first shot multiplier" and extremely accurate for weapons that have manageable vertical recoil and lowish horizontal recoil.
Short Barrel + 'regular' Foregrip = any weapon with bad horizontal recoil gets hilariously reduced to feeling like nothing with this combination. I think it has to do with the fact that because the vertical recoil is increased, the horizontal is 'less of a percentage' of the recoil....and then stack the foregrip on top, and it becomes a nightmare. Previously "hipfire only" weapons become juggernauts at ranges far beyond their previous scope. HV45's 800 firerate but with the recoil of a 698.
Recent nerfs have happened to the baron but use a smart choke and flechette ammo on a semi auto shotgun is crazy
I can’t believe how full it was today (on Friday). I went on and 3 planets were full, I had to go on the forth planet. People were everywhere, the fights were massive. I thought the game would never see 96v96+ fights again. I haven’t played in a while. I wonder if they could do server meshing or something so we can have more people on one continent/server.
I'm so glad the Aurax weapons finally got some rework. I do hope VS get some adjustments (special Skorpios), and that SAW S with 200 dmg is just chef kiss. And The Executive is now Rebel 2: Electric Boogaloo
Solid video Cami. Keep em coming
Thanks mate!
I keep getting a white/grey flash on my whole screen randomly (about 2 whole seconds, quite a lot when your mid 1v1ing somone) , literally every 3 mins or so
Barons giving me some brecci BO3 flashbacks
Also, all Vanu directive reward weapons now have heat based mechanics.
TBH, the short barrel is in a weird place at the moment. Since its downside is increasing recoil by a percentage, it has virtually no cost when equipped on low recoil long range guns. I have been working on my Corvus auraxium, and using Short Barrel, Laser Sight, High Velocity Ammo. The build has no weaknesses.
If you're liking the impulse grenades, you gotta try them with Icarus jets. They give you more speed and control than any other jump jets. Watching you go around with skirmishers just looks painfully slow despite your very high FOV
Definitely on my to-do list my friend, cheers for the tips!
Archer buff? A "Ghost" that kills Maxes... Finally I can play my two favourite classes at the same time.
One time I played the servers broke down but no one was kicked
All that happened was ppl couldn't take damage, and so there was finally peace
that's crazy that you can see where the enemies are behind cover with that much of FOV.
I get when people get motion sick from a narrow FOV and this increase it but god damn man that is wide
I'd love to see an AA Spitfire varient.
Does the new TR sunder weapon rotate yet when fired?
I swear it looks like it should
Well, bases can make Auto AA turrets
@@Boyscout533 true but that's PC only
The M18 Palisade does indeed rotate when fired, at least in first person.
It does, I checked :d
The Archer buff was well needed, but my new favourite is the Tanto with foregrip and heavy barrel.... That thing is a beast now and I love it! :3
I'll have to try that setup for sure mate! Cheers!
@@CAMIKAZE78 Of course mate, try it out, if you have that weapon in control it's a damn laserbeam. XD
I noticed you didn't mention anything about the VS. Now I'm hoping you make some empire specific videos to update your opinions from the last time you mentioned them.
Hey guys! I used to play PS 2 back in 2016, I've wanted to comeback to it for quite some time now, but I hate to play alone and none of my friends want to play PS 2. Are there any guilds/platoons that recruit players? I am just looking for fun/wholesome team based gameplay with voice chat. I used to play on Cobalt (I am also Russian but I hope that this won't be an issue)
The NC "Piston" automatic shotgun with the new ammunition mod that triples range is sooo overpowered :D
Just 7 new atachments. Finaly i understand why i couldnt find any one of the new "800 new" ones anywhere.
So is playing with a non standard FOV a TH-cam thing or is it the gameplay meta?
Archer/Shotgun is the new Engie META
I gotta say, this update (bar the connection issues of course) have been quite enjoyable, even now as a mainly NSO player. My favorite scout rifle especially, the BAR-200, gets grenade launchers and HVA, but if I have any gripe/nitpick towards the new additions to the arsenal, I gotta say, the NSO angled grip just doesn't look well with the NSO only weapons, they look great on the NS common pool guns, but I don't think they just fit with the... fish(?) look of the NSO guns but that's just me
So, i assume we’re gonna be getting a ton of certs back for re-speccing right?
Little worried slug shotties will become not really useable now with the damage nerf. They were at an insane level before but I also feel like putting every semi slug gun into the auto shotgun tier of damage might be a nerf it till it’s dead and players don’t use it kind of solution.
So me being a NC light assault fanatic tried something I actually wanted to do for a while.
So I got my favorite AC-X11, AKA the most NC carbine in the game, thanks to its 200 damage profile.
Slapped on a angled forward grip, a compensator and a 6X scope.
The results did not disappoint, from a close range and rooftop junkie I now transformed in to a sniper with a jetpack and latterly 3 tapping other snipers from a tree or other places you cant reach without a jetpack, I never believed you can be a sniping light assault without a friking slug shotgun but now you can!
You do need to learn good trigger discipline as this gun is literally a mini gauss saw, aka 200 damage rounds with no semi auto mode.
I would love to see this gun in time to gear up
Jam it in a loadout suggestion when we run the next episode, which will hopefully be pretty soon!
3:22 that FoV is so ratty its unreal
Not gonna lie the NSO uprising on Connery was the most fun I had on Planetside since release. It was so random and stupid and I loved it.
I like how they're going to nerf the shotgun slug today but don't nerf anything else. >.> Good times.
You mentioned the slugs, but Baron + Flechettes + Smart Choke = a 45m max damage range with incredibly tight spread. It's practically doubling as light AA against ESFs and Valks, and dusting a drifter out of the sky or a sniper off a mountainside/tower has become much easier.
"but Baron + Flechettes + Smart Choke = a 45m max damage range with incredibly tight spread."
Yeah, but good luck getting consistent kills with that. Oh, you'll definitely hit them. You might even hurt them bad. But 9 times out of 10 they will just out-DPS you and kill you or take cover and jam a medstick.
"It's practically doubling as light AA against ESFs and Valks"
...Let's not get carried away, now. Again: yes, you'll hit them. Will you do significant damage to ESFs or Valks? No. Not unless the pilot left their brain back down on the vehicle spawn pad.
@@matchesburn Yep that is exactly how it'll play out and you won't have a close range 1HK HS unless RNG giveth all pellets to the head, and then only if it is'nt a heavy with overshield. And let us be honest here, it'll always be a heavy with overshield.
Impulse grenades ehh? Started playing ev.io a couple months ago and the impulse grenades and short range teleportation are cool features- interesting to see it make its way into planetside
small note, but it feels like C4 is throwing at a further distance now
Wait, the archer one taps now?Wrel deserves a raise.
Engies with Archer + Smart choke/slug shotguns is the new meta. Can snipe with archer and delete enemies at mid/close range with shotguns.
Its silly how shotguns outperform most scout rifles and carabines now.
I always liked to use shotguns. There’s sth with getting in to spitting range unnoticed ore just do a run for it in order to secure a kill (bodyshot onehit). So I m glad that I don’t have to glue myself to my target anymore
Is MPL better on the Jackhammer than the Laser Sight?
Infl needs shotguns or a passive smgs don't have negative when using suppressor
Slugs on shotguns are a bad concept in general for planetside, they need to go, it's not fair for the other weapon types as it takes over their niches. Automatics specifically become useless if they stay.
But shotguns NEED to keep flechette and smart choke as they are. (Other than baron which is conceptually flawed as a "long range shotgun" and needs to be removed or reworked)
Shotguns NEED to beat automatics under 20m, otherwise they will have no niche and will be completely pointless.
(Rooms in planetside are often between 30-60m in length, meaning a shotgunner often has to run through enemy LoS for at least 10m to be within effective range even in the smaller bases)
I'm a casual player and the only reason I play AND ENJOY infantry now is the Pandora with smart choke and flechette.
I can finally drop those BR105 sweatlords if they get within 15-20m of me and I'm also prefiring.
Having shotguns outcompete any weapon even with headshots at less than ~15-20m makes positioning more important and forces the sweatlords to consider their approach. No more relying purely on their aimbot mouse skillz to win any situation no matter how retarded their approach. They get close, they get deleted. They want to farm the shotgunners, they have to find angles that keep them at least 25m from the doorway.
I've never had this much fun in planetside infantry. Now that I'm not locked to being a literal doorstop with 5m effective range.
I probably represent the opinion of the silent part of the community, the casuals.
Me and my friends were nothing but farm fodder for years. I'm the only one from my group even playing anymore and that's because of construction alone.
After this patch dropped, I managed to get 5 mates together and had a BLAST. We could finally kill people in indoor combat with shotguns of all kinds and it was amazing.
But I can understand the problem the more skilled players have with slugs. And I say SLUGS, and not BARON because I think all slugs are the issue here. They need to go if we want weapon types to have proper niches.
But please leave the other attachments and shotguns as they are, they are finally working in a fun way even for us casuals. Shredding anyone below 15-20m, being completely useless everywhere else. Heck they can't even be abused by the pros because they have a hard limit to their accuracy if slugs are removed.
Wait until good players get fed up and use shotguns too. You’ll go back to struggling for kills
planetside 2 is still alive. tempted to return
Thanks for the shout-out! o7
Im still having trouble understanding the changes to the Nano-weave armor, does it not have a simple blanket of reduction taken by weapons, or the ttk of lmgs smgs assaults and carbines no longer reduced when having Nano-weave armor?
This will be a bit of an essay, but all you really need is the first two sentences:
Its resistance was changed from small arms (basically all infantry weapons) to just sniper rifles. What this means in practice is that while yes, it does still reduce damage against Kobalts, Basilisks, and other direct damage from vehicles, the slot became functionally useless* and no one runs it anymore. While I make it sound like that is a bad thing, it isn't in the grand scheme of things.
What that translates to is that the infantry game became a lot more consistent damage wise, *which is a good thing.* However, this also buffed MAXs and Shotguns considerably, as you dont need to aim for the head to be effective with them** and so people generally didn't. As a result, the Anti Infantry MAX weapons and shotties are now insanely consistent, and certain shotties and MAX weapons coudl reliably punch through NWA to begin with. This has lead to non-explosive infantry vs infantry cheese absolutely ballooning in kill counts since pellet spread and range were the only things keeping shotguns in check, and both have been effectively removed***.
* You might think that 20% reduction to sniper rifle body shots is worth something, but it isnt. For bolt actions (the most commonly used snipers), this does not reduce body shot count for non-heavy classes, and semi-autos are generally not competitive with out headshots to begin with. And bodyshots with snipers are looked down on in general. This means everyone using a sniper is actively aiming for your head, and that is why sniper resistance on the body is functionally useless.
** Anti-Infantry MAX weapons are deceptively accurate while bursting, you can dome people even with TR max chaingun-esque weapons at considerable distances. Experienced/decent players were already using this trait to not only double the MAXs damage output but also circumvent old NWA. This made certain AI weapons utterly disgusting since they generally didnt even notice NWA on the field during sub-optimal use, such as Blueshits, Mercies, and Scattercannons.
***** The baron was always known for its abnormal effectiveness at range, with slugs it was effectively a terrible, terrible scout rifle at range, but a scout rifle non-the-less. With the changes to shotguns, the baron is the natural go-to for many to test out just how the new attachements and slugs actually affect ranged play with shotties. The result is the current state of Live. My testing and experience being utterly gunned down has shown that ES semi-autos with slugs are actually better than Baron given the faster reloads and fire rates, but since the Baron is common pool and already has a reputation for being reaching outside a shotguns normal range, it will have higher kill counts than any ES semi could hope to reach.
@@Silvainius001 kool then that will make my playstyle way more fun and deadly now that I dont have to wear it all the time, I was wondering why the ttk felt so much faster with every gun hitting for so much and so accurately
@@Silvainius001 To add on that, even with nerfing slugs now to have the auto-shotty damage model slugs still are usable. They aren't just that great oneshot kill solo jolo charge gun anymore. The Baron and Viscount will stay relevant due to the range dmg drop offs and the low pellet spread using flechette and that is fine!
Shotguns:
Good the slugs on semi-auto shotties got nerfed, it was a bit too wild and the slug choice still is a viable option.
Keep the pump actions as is, they already lose pellets per shot for using flechettes and the slugs on them cannot 1 shot kill to my testing.
If nanoweave would get 20% resistance to shotties there'd be no reason anymore to run pump-actions due to low refire rate and too high TTK.
Can you explain to me what the reasoning is behind having the MPL for pump-action shotguns? They don't have the ROF to make that module work anyway XD
not going to lie, slugs on the viscount with a LA up in trees is the most fun i have in this game in... Ages. I was losing my spark. But that meme ghetto sniper is the most fun I have had. I was getting killed thanks to me laughing so hard and just not reacting to being shot at. Every moment I had free over the weekend, and server willing, was spent flying up in to trees, towers or other such things and taking pot shots with my meme sniper rifle. Maybe it needs to be changed, maybe. I am so in love I fear losing my new baby. But for the time that it is like this, I’m going to enjoy every last moment of it.
I gotta jump back on this after 5 years
Loving it so far!
Love your stuff Kk....I wanted to get your opinion on someone...I'm old school PS1 vet.... i knew the faster ttk on PS2 when i saw the first gameplay was gonna change it
I was wondering in PS1 a skilled and experienced player had a lot of elite value but the core of the game and slower TTK made teamwork more rewarding and ideal.....you say the TTK's seem faster still.....Do you think is somewhat taking away from the rewarding squad/teamplay in hope to lure more standard fps crowd over? What are your thought's?
The ttk is relatively too short in comparison to what it was previously. Unless it's changed, I've got a lot of bad habits to break.
Is Cam slowly falling for the Dakka lure of the TR?
Let's hope so!
I didn't have server issues on my server.
How curious that many others did
Butcher isn't nearly as broken at people were thinking, fairly well balanced IMHO. The mini chain gun differences are far more noticeable
Brrrrr
new MCG head shot multiplier is awesome
Been playing the game on and off since beta and the update's probably the most fun I've had in the game. A large contributor is the fact that I don't feel like I need to dump a 40 round magazine into someone to down them. I'm not fond of very quick TTK and is the reason I don't play most modern shooters, but PS2s was pretty ridiculous for anybody who's not full-auto headshotting without fail. It might be bias from an unskilled peasant but I feel as though this is how it should've always been.
Everything I predicted about it came true. You know what, I'm actually pretty happy with that too. Thought I'd be really upset with done changes, but it spices up the game and that makes me feel good. Only upset that my bestest baby the Arbalist didn't really get any love
Also, Pariah sucks. That needs serious help.
i cant wait for this update to come to console since i allmost only use Directive reward weapons and well scorpios without supressor is weird plus my eclipse never had the underbarrel shotgun and it was the first one that i ever unlocked so being able to finnaly put something on it will make me very happy ^^
Gotta say, Obelisk with unstable ammo is something... interesting.
wait, they actualy gave unstable ammo for gun which is meant to aim on head? 😀 I love unstable ammo, using Maw with laser sight and unstable for few months and after update it feels even much more better.
the arsenal update is live and my pc is no longer good enough to play :(
(The real winner was not me and the new ANT module is trash.)
We always talk about how everything in the game has a little give and take but we never discuss how TR has 10 extra rounds with no downside vs the NC and VS counterparts. A give with no take if you will
Anyone know if the Seeker HLX had any changes?
As a mostly infantry player, I'm not thrilled with the Nanoweave nerf. Sure ttk is more consistent, but it's getting on the verge of too fast while lowering the skill gap. And of course this is always compounded by a netcode that will just never be good. It's getting more COD feeling insta-gib deaths. Movement is now harder. And it looks like some of the weapons will be even more deadly as they can be kitted out to be lasers.
This game's skill gap has been consistently lowering over the years, and I haven't been a fan of that all the while. I know many others agree, but maybe the majority of the playerbase generally thinks otherwise, I don't know.
when the servers worked, I did have a lot of fun
Didn't see a laser on the tanto
abosulety nice video 🤣 see you guys planetside
The only thing i gotta say is that KCap ammunition is a bad joke that makes me question faction bias. other than that i enjoy this update
RIP the Robo Revolution. NSO went on strike for 2 days then they fixed it.
i still have my tr victim syndrome but man the t9 butcher with 300 ammo is spicy
Oh yeah slug Baron shotgun is the new sheriff in town. Our way to beat them is with enough zerg till they start reloading 😂
i have gotten 1 G15 so far.
You got them discord pings in the recording 🥶🥶🥶🥶
Where is the European server? I am in Hungary, just downloaded the game and I can only join the US server?
Look at that handsome fellow in the thumbnail! ;)
One handsome boi ;)
Baron is fine in my opinion, what I dont like is MAXs falling so easily now with the archer. I love the archer dmg vs infantry but for maxes its a little too much.
Baron is being nerfed mate, so... yeah sorry to say that's on the way out. MAXes should have a counter like the Archer if they have the capacity to be repaired and revived like they can be now - the Archer was always designed to be the MAX killer.