I really like Oshur. Fighting on it feels like the old fights at the crown, but instead of rushing the same hill over and over again, the frontline actually changes. It's just perfect for me.
It's weird that the map itself is set up for construction, but they literally did the bare minimum in trying to improve the actual Construction system. It's still very clunky and janky to interact with, not to mention incredibly cert-heavy for a new player to invest into. It still needs work.
Couldn't agree more on that front mate, I was really expecting to see more in the way of construction system overhauls to make things smoother, but I guess that is yet to arrive (or what we have is what we were planned to get all along). I guess we'll just have to wait and see.
This comment right here folks. They made a construction focused continent and teased a construction overhaul. What did we get? The silo console got a phone update, ie they scrambled the UI without adding function.
Appreciate the mention of new spawn system. Completely agree. It feels even worse off of Osher. Played an alert on Indar under the new spawn system, and due to pop I could only spawn on about 4 hexes. 4!!! And not a single one on border hexes. With even territory control! It was horrible to get around the continent, and zergs was the only way I saw movement. As a lone wolf main I felt completely left out of any fight (and I know that's not how the game is meant to work optimally, but it hurts to have the strategy work well enough for 1000 hours of play then get nuked overnight)
Same, I used to be semiactive with PHX when it was around and shortly before they went kaput I left them. Haven't run in a squad/platoon/outfit since then for a hell of a long time. Now it feels like a struggle to get where an extra body is needed in a timely manner, even pulling vehicles.
Yeah i had a similar experience, If i respawn on one hex i could only spawn maximum 3 hexes away, it took multiple Spawn>Redeploy cycles to switch from the NC fight to the TR one even going through the flotilla because of how oshur's lattice lines are arranged. I don't know what triggers this maximum respawn distance mechanic but it seems to cause more problems than it might solve
there are these things that are called ejection seat esfs,valks,flashes or harassers,if you cant spawn anywhere and you are to lazy to spawnjump,then they might come in handy and they freshen up your 1000 hours of gameplay
I think you've hit the nail on the head Cami, it's quite a taxing map to lead on especially. Platoon leaders need to organize logistics for nearly every fight, I fear this could burn the little leaders the game has.
Ive been enjoying the continent. Ive never seen actual combined arms gameplay (newer player) yet so it was fun to see infantry supported armor pushes with liberators raining hellfire and flails with artillery support. Its been really cool
To be honest, this. In a big way, condensing the lines of engagement means more cohesion and makes it feel less like im trying to juggle being medic, engi, and antiarmor all at once.
My impressions of Oshur. The Good 1) Oh my god the armor/foot zergs are amazing. Having two massive armor groups clashing is what brought me to PS2 all those years ago. Took my VS 48-man platoon running between points with Lasher's in hand never letting go of the trigger. We were completely decimated once they saw us, but comms was nothing but laughter when a 12-man squad was melted by 48 lashers. 2) The lack of redeploy side. Instead of redeploying, spawning and rushing to point. Organizing Galaxy's/Sunders to head to the next point adds another level to the game that I've missed for years. 3) Builders' paradise. I've been a fan of construction since day one and for my efforts to build to have a more meaningful impact (outside of routers) is incredibly gratifying. A large force was heading towards a point (somewhere on the SW side of Oshur. No idea the name) I set up a quick base to head them off on a bridge and to give friendlies a foothold. The base stood for over an hour before we finally broke their lines and pushed them back. 4) Unique bases. I'm glad they are deviating away from the cookie cutter bases (Tech plants, Amp stations, etc). Now each fight has different angles and lanes to worry about instead of the same point room layout in the same triple stack building. The Bad 1) The spawn system as you said. Very sluggish at the best of times. Needs tweaks to reduce delay in and near by hexes. Perhaps revert to the previous system until a new one is fleshed out. 2) Interlinks. Also, a topic you covered. 3) Spawn room placement. You nailed it. The Meh 1) Flails. As a user of Flails, I'm loving them but have never had an issue as the receiver. I can see where a problem lies that I got 57 kills in only a couple minutes. But at the same time Flail bases take time, effort and risk to make work and my streak was stopped once one lone Vanguard started taking the base down. Of all my hours playing I've only had a handful of flail setups yield such results. I've seen many players love them as is and others not so much. BUT I do have issue with flails able to target spawn rooms. As a user I don't target them because nothing about spawn camping that hard is gratifying. 2) Water. I love they are trying and opening new doors by making water non-lethal. But its slow and I have yet to have a fight underwater. Only tanks retreating under it to avoid incoming fire. Also, I understand certain weapons can't fire under water. But utilities such as repair tool, healing gun, some deployable should work. 3) Tridents. Honestly my only gripe about the is their inability to handle large populations. At high pop defenders are at a disadvantage because of the spawn room layout. Adding a way for them to access the roof in that center ring up top would be good. Make it another area to fight in like an observation deck rather than a place to deploy a Anviled Sunderer. My point, give them other routes to take. Containment sites are perfect examples of this.
Honestly I never felt so frustrated playing PlanetSide 2. There is constant flail spam, you can't exactly avoid it because of how narrow the islands are, its extremely difficult to flank because of water and fights feel very drawn out. I can't wait until Oshur dies down, and other maps are populated again so I can play on them instead.
The Flail spam has been insane, I gotta admit. Once it finds its way back into the regular rotation I'm hoping it becomes something you can enjoy as a change of pace for a while, before going back to our original 4 continents and their experiences.
Let me make a statement about Oshur. As you said it feels nice and refreshing playing on something new and a battlefield we haven't had all over again for years now. This starts at the overall continent and how its built, with rocks and trees on cliffs that go down to the ocean to create amazing combined arms fights and go to facilities where we have the same buildings like on the other continents but with nice little additions to it. There we have powerhouses with extra walls in it or watchtowers with no teleporter and a capture point where the vehicle terminals used to be. But on the other side it feels awful to play in many scenarios as an infantry main. For example, the Tridents: In my experience they are only capturable if you overpop, zerg in and spawnlock the defenders no matter if there are some or not. Interlink facilities are exactly the same. If you don't have am armour column supporting the infantry outside and defending the Sunderers and a spawn lock at the start of the cap, you cant get these bases with equal population. Otherwise the defenders will push out the attackers from inside, or by clearing the spawn options (Lodestars, Sunderers etc.) The whole continent (exactly as you said and how i feel) is designed for zerging down an entire lane with infantry popdumping and vehicles everywhere. It feels like the devs "wanted" to remove the small-squad-point-holding from the Oshur. In my Outfit we often do pointholding with a small squad and hold our building against an enemy overpop. But with the Expedition: Oshur Update this is nearly impossible, at least on Oshur. First: It feels like on Oshur, vehicles are more important for winning alerts than infantry. And as infantry main, this is kinda... mehh Second: Routers were essential for pointholding against overpop. Now we cant build a routerbase at the warpgate and after one cap, we get a new one and fly to the next base. To get a cap with a router you have to build a new router base for each new capture-base. This all sounded kinda negative but overall I really enjoy playing on Oshur, armour and Infantry feels good to play, especially at those 24 vs 24 combined arms fights at a non-hard spawn "vehicle" base or attacking a huge play-base at an important lattice.
All fair observations mate, as an infantry main myself the map definitely "comes" to you less than the others do. It's harder work to enjoy as an infantry player.
Thanks for the content buddy. As a builder main who flexes to tanker and open platoon lead, I will say that I like what I think they are trying to do with Oshur more than I like the actual results. I feel like 3 blank bases in a row on the southern lane was a mistake. The giant battles which can happen there are awesome, but all too often it devolves into uncountered zergs sloshing back and forth, and if anyone did build there then their PMB gets steam rolled. I would much prefer an alternating mix of developer made bases and construction sites. This way the construction site would allow for an advancing ground fight to take something which prevents it from being back capped. Even if they never build on it, simply holding the intermediate ground between the bases would save having to halt an advance to address some beacon-siders. On the flip side, doing it this way would mean that we'd never be too far away from infantry playgrounds.
As a pilot, anything that means we get less Esamir makes me happy. Water mechanics have been super fun to play around with too, and I can't wait to see what vehicles they will add next. Maybe a sub??
Right? I am no where near a Skyknight level of skill for air, but it's made me pull air more often to enjoy, being able to dive like that adds another layer of strategy. Plus I get to do dolphin jumps, so that's fun
@@AimlessSavant The game doesn't allow you to switch directional movement with the mouse for keybinds. Normally, you'd change it by having the game prompt for a new input and move your mouse. Planetside 2 just doesn't allow it. You have to yaw with keyboard and have left/right mouse control be rolling. And I don't know about you, but when attacking something on the ground, I need precise control over two things: pitch (up and down) and yaw (left and right). Rolling? Not so much. And keyboards don't offer that control. Now, I *_guess_* I could use some program that converts mouse movement into keyboard movement... Buuuuut using such a program is almost certainly against the game's ToS and could get you banned if discovered. Not gonna take that risk.
A problem I noticed was severe Flail spam. I have never seen so many flail shots in my life. Couple all the insta-flail builds with a few OS hits, and zones are just an AE farm. Multiple flails are able to be built in range of bases to begin non-stop shelling. I believe this is due to design issues and the new ANT farm rate.
Maybe its more because this continent was built with construction in mind, and now that there are more cortium nodes and more people building bases that the flail is more common. The only real change that needs to happen is small no flail zones around spawns and objective points. Other than that, flails are relatively fine as disabling one is extremely easy with the killcam and new squad beacon changes.
@@window9213 only problem i have with flails(as a user experience who blew up the security base on the southwest of oshur) is sometimes the green flare gets masked when shooting at walls(or trees, for all i care) im fine with it being able to be shot at under something to blow up something over it, its a mechanic and im fine. what im not fine is in certain situations even though flare should be showing sometimes it doesnt. aside from that im fine as is, after getting killed like 5 times you know theres a bright ass green flare before anything blows up. and tbh anything other than flails will kill you faster like that hardboiled heavy over there
The flail bases are setup very quickly so taking them out can be easy since max range is 500m and the base consists of flail, silo, and ai module And ai module can be taken out with small arms
Flails are good tool to break stalemate on bridges, when nobody could push through bridge. Once one side is crippled enough, other side can move forward and gain ground on island
On other continents i can pull something and go at some rando base and start a fight, or i can join the endless meatgrinder in the center of the map, but on oshur there is no real big continuous fight where i feel like i can participate as infantry (outside of maining infil). Its either pushing alone against 96+, or camping spawn with 96+ because zergs completely avoid each other. Although the base fights are feeling better than on other continents/really awesome they rarely happen in a way where both partys dont just outzerg each other because more than often you kinda need a zerg in the first place to even get to the point/set up there.
About the respawn timers: I wonder if it wouldnt be a better idea to go into the opposite direction. Beacons now have like 0 cooldown and its insanely fun, because deaths dont mean that i have to wait to get back in the action. I die and i dont care about my death because im immediately back in the fight. So how about putting spawn timers to 5 seconds instead of 15? Medics are still important because i would have to walk back to the point if i dont take the rezz and if there arent any medics around i dont have to wait to be able to fight again. Also defending sundys or attacking bases would be easier/encouraged due to low spawn timers
I don't like Oshur's "indoor" fights. Practically all of the bases are one big circle where enemy fire can come from virtually any direction. There's no "ok, this room seems safe, let's take a peek behind the next door". And yet, depsite that, shutting down the defending spawnrooms seems somewhat easier (excluding the bases without alternative spawn room and just spamming HESH at the primary spawn room), but that might be because all of the fights are something like 70:30 pop distribution or even worse. About your idea for the respawn timer - completely agree. The game needs more action, not more waiting. Also i agree with the medics - good luck if anyone thinks he can win a fight without medics even in the respawn timer is like 2-3 sec if you have to walk like 200m to the fight or go through the enemy sieging the building you want to get in.
My biggest criticism of the continent is that its supposed to be designed with construction in mind, but then precisely as you describe it caters to huge armor zergs. Ever since repair module invincibility was removed, armor zergs can steamroll over construction bases. The effort required to set up a FOB for spawn logistics or artillery or router support (which has to be IMO way too close now) is disproportionate to how easily it will fall when just a few of the enemies break their tunnel vision and get a look at the bigger map.
I've actually been thinking about the new respawn timers as a sort of double edged sword. You mentioned "Combat Medics are more meaningful", but that's not really the case, they are exactly as meaningful as they were previously. The real point to be made is that the respawn timer that existed before was horribly timed out, so that if you were to hit "auto respawn" it would half the time mix 'just' right, so that if someone notices your body and starts reviving you, the indicator might pop up just as the game respawns you (and it's not like the game does any good work with telling you how close or far a medic is from you-those icons get covered by your death icon or if theres a giant fight, or or or). The new, longer respawn means that if a medic is going to revive you, they definitely have enough time to get to you and start reviving with enough time for you to notice and cancel the auto-respawn, or to possibly revive before the auto-respawn goes through. It can also mean that if you don't get revived in that period of time, its totally possible for there to be noone around to revive you and therefore be safe in respawning without any real consequence. Obviously, the problem with the system is that if you AREN'T getting revived, then the game feels far worse-and there are definitely some points in time where you don't want to be revived, as you need to get re-supplied, like with grenades or c-4 or medkits, that basically punishes you for getting restocked. I think the maps would benefit from having more available weapon terminals to restock from (maybe even a new neutral one, so that infiltrators don't become a 'requirement' at every base?) but that might be weird in it's own right.
I absolutely agree about the spawn timer changes, long respawn timers are something that shouldn't be a thing. Overall rest of the deployment overhaul is tough to me to judge just because I don't have enough experience with it.
I'm just waiting to have an actual reason to go underwater. Until then, me and my friend are just capturing bases and farming resources on other continents. For me, Zerging was a problem even on old continents. Now that it's the only playstile available on Oshur, i find the whole continent just a big, unenjoiable mess
For aircraft going underwater will protect you from everything except missiles. You can survive until your auto-repair kicks in and escape. A Lodestar galaxy underwater is also a great spawn point even though they are further if you need another flank
@@arkthefennecfox2366 That might be fun to try but only at peak hours, when I last played there weren't enough people on to justify it (I think I was on a Chimera Tank's rumble seat) and we went over the water, so we'd be a prime target.
I spend around 90 to 95% of my time as infantry lately, and as an infantry main I really enjoyed Oshur in general and especially the open field fights, if they occur in places with enough rocky formations to take cover behind, which is more than 50% of such fights. Tridents - I think they are waaaaaaay to symmetrical, spawns for the defenders and the attackers are too close to eachother (there is like only a single wall between the defenders spawn and the landing pads??) and they devolve into doorway/chokepoint grind really fast. Imo they should be adjusted to have multiple layers and to have more depth to their combat flow. That said - tridents aren't the only chokpoint bases - the abazing mining base sees most of the play at..... well, at the doors, ffs, of which there are 3 + the landing pad, but that one is BEHIND the spawn room. I saw something like 150/150 fight on the mining base the other day on Miller and it was around 1-2 hours of the two zergs staring at the doors with people constantly dying while trying to get in/out, but the fight ultimately staying at the same door spots. And this leads to the main issue of Oshur - the redeploy changes and the other points mentioned in the video by Cami make people gather in zergs, leaving the rest of the map without any good fights to jump into for the sane people who don't go into the door grinders and other fights like that. Some other things I hope to see is at least a couple of flooded/(partially)submerged areas for fights and some changes to construction system that would allow for building bases that are more complex than the current average in shorter time than it takes for the current ones to be built. Tldr - Oshur is amazing when and where it works, and the places where it doesn't (of which there aren't many) and the reasons behind zerging need to be fixed.
Thing that annoyed me the most was players not seing the Flail notification via green smoke and minimap symbol. I kept telling the to avoid the smoke because its a Flail bombing but they don't have eyes or brains aparantly. Also they kept converging into giant overpoping Zergs while getting ghost capped by another faction, We did the same capturing base after base with basically no resistance. Besides that i like Oshur but reguarding the Armor battles i have had such battles on Indar and Esamir aswell.
Also, I don't think Oshur is made for large scale fights at all. Any hex with more than 48 people fighting on it grinds to a complete standstill. Doesn't matter if it's a bridge filled with tanks, or an """infantry""" base, it does not work if there's too many people because the bizarre lack of cover turns every fight into a big meat grinder stalemate. Flail being completely unchecked simply because of the map and base layout is just the cherry on top. Sadly, the 3-lane map can't be fixed with some cover added to bases, so it'll always be zergs zergs zergs. Ohsur will be dead once everyone gets their green camo.
9:07 As a builder I have to say Hossin has been my and my outfit's bread and budder for a long time now. We have been trying to push onto Oshur and we've had some difficulties. One of the biggest issues is when the continent fills with silos cortium just stops spawning due to cotium not being able to spawn within 100ms of a silo. So you end up having 5 to 10 ants all competing for the same 2 to 3 cortium nodes that magically spawn. This in turn starves bases dry. Next As you mention we got huge armor zergs rolling through the fields and well it takes a build team with about 150 to 300 hours of experience about 4 to 5 minutes to build + another 10 to 20 minutes to find a spot to build. Meanwhile average builders take 10 to 30 minutes to build and 5 to 30 minutes to find a space to build due to them being less picky about spots and then struggling with factors they didn't know they had to deal with. Oh and because there's a lack of cortium add another 5 to 60 minutes to get a load or two of the stuff. This means Oshur isn't really builder friendly either. Not because the map isn't giving them a chance to but because of other underline mechanics inside construction itself doesn't condone working well when there are lots of builders on any map.
Just to add in this videos, the flail needs some *adjustments* that it should had when it was introduced into the game. i racked up 200 kills with 0 deaths in that matter and that kind of made me feel guilty. . >the flail user should be shown in death cam as for like orbital. >the flail flare color should be changed to red. >also, when you die, there should be a tip that red smoke is flail area, for new players to understand that how they died. >flail gun should have an ammo limit like orbital, like around 10 shots per gun. >also , the screen should distort right 2s before flail drops, to take cover or something. . these are my suggestions, i know many people would agree with me.coz flail is totally ruining new player exp. these are not *Nerfs* but adjustments that it needs.
1. eh its fine, because it shows where the base is and you could go to said base to destroy the AI module and make it useless. 2. yes, currently it can be masked by squad flare markings of green. i know that red is sign of TR but it really needs more flashy color than green rn. 3.just yes. even with the updates the tips are lacking, bastion maulers, construction anything, certing, everything. its just the game's problem and it needs to be fixed 4.i mean yeah, its a minor inconv and your 100 killstreak is earned in the first 5 shots most of the time when the critical mass zerg just hits right. should make some restock time and therefore slightly more downtime but i digress. 5.doesnt really make sense other than aftereffects like bastion's mauler cannons to show you that those rounds are fucking lethal as hell should do fine, probably. i'd consider the flail flare to be more consistent and longer appearing(relates to 2) but that's all i would consider.
Pretty sure spawns are bugged. Spawn beacons have 0s respawn timer, and there are some other weird things happening. They were supposed to adjust redeployside, not touch respawning at bases you are already at, so I think there will be "fixes" soon to address that.
I'd like to see a few areas where underwater combat is required or emphasized. Perhaps a base where the combat areas are underwater. As it is, taking advantage of underwater weapons is rare and (usually!) a sign you are fighting wrong. I've only seen four common instances of the water playing a part. The first is aircraft using it to briefly escape combat or to "sneak" between areas. The second is amphibious travel between combat zones where you are vulnerable. The third is deploying a Lodestar in the shallows where your vision is usually obscured and you get cut down by anyone who notices it. The fourth is the campaign mission where you briefly go through a underwater tunnel. The point being that underwater combat is almost always small skirmishes between a few enemies and not the large scale combat where Planetside 2 shines.
I think the thing that has really grinded my gears almost as much as respawn timers is what was done to Routers. I should preface this by saying I'm not usually the biggest fan of routers pre-patch. they always seemed to do less for me and mine then squad beacons placed in tower, however what was done with them in my opinion was too much imo. Like I'm cool with nerfing routers but changes to them in this patch seems like they wanted to remove them, but wrel couldn't find a way to theory craft them out of the game, so he thought, "Yeah I'll just make them completely useless" and thats kinda where they sit now. They can reach between 1 - 2 hexes at most, and because they are so front - line that means that a significant base is needed to defend them. So new players looking into construction cannot touch them and players that have all construction will struggle to find a situation where they are useful... it just seems lazy to me. If you are going to nerf something into the ground because it messes with battle-flow or is unfair like that either make it a little more useful (like reaching 3-4 hexes from placement) or just remove it from the game. just my thoughts. Post update I have seen 0 routers used besides as a 2nd spawn for one base in 20 hours on oshur. I dont think that will change.
Routers have been changed to a defensive alternative or risk-based proxy aggression as opposed to "Have 4 in every platoon and clowncar the point(s)" They were functionally removed from all abuse cases, and good riddance.
The last 3/3 sessions I didnt had fun and was quite angry about oshur. Your footage has awaken the part of me that wants to try oshur again. Its hard to find the right fights without getting 96+ pop against you. But never give up the hope i guess..
My guess regarding the spawn changes is it was meant to counter "Redeployside" and push platoons to using logistics vehicles more. You can see this in that while spawn rooms are restricted a certain distance from where you are it's still possible to spawn in a deployed Sundy from across the map. The major nerf to routers (which I'm surprised you didn't mention) seems to follow this logic of pushing for greater use of vehicles and almost requiring platoons to maintain some sort of mechanized element to help sustain fights.
I've seen people openly express their "grievances" (lol) in yell chat when it comes to the construction aspect of the continent. Most notably the Flails. But I've still enjoyed the new space and if anything I really, really, really hope we can possibly convince the devs to keep some of the new gear items in the game post campaign. I freaking ADORE the Hermes Cloaking on the infiltrator. I normally don't do CQC infil unless I'm doing cheeky point blank headshots on unsuspecting victims but with the sprint speed boost coupled with the built in pseudo Safe Fall + Assimilate + Catlike 5 (jumps for days baby) + cqc like even the new underwater guns = fun times where I can say I do pretty well on sessions.
I think having the continent be open all weekend was the right call. Everyone played it enough (In my outfit, anyhow.) to be sick of it, but not unwilling to play on it. It's a fun map. If they had just added it to the rotation, it would have been nonstop "BUT NEW CONTINENT WREL!" so, having it go on just long enough to stop going "oooh shiny new continent" was a good call.
Your point about the Trident is accurate. They feel like they were designed to be small-scale arenas with lower player count, like they belong in another game and the devs didn't consider that in Planetside 2, you might have 200 players stuck in that facility designed to accommodate 24
If they want to make medics more meaningful I think they could give you points to capturing and defending bases on the leaderboard. Something like 5 points per revive grenade and 10 points for a med tool revive. For example, you can have several medics working overtime in a platoon to ensure the capture makes it through. This can happen in area's leading to the point capture so they get no recognition on the leaderboard but the medics have been a massive factor in pushing the platoon onto the capture point.
What if we made an infantry based continent. It could be a satellite that is slightly smaller than a continent with artificial land masses. Lava, deserts, tundras, jungles, swamps. Everything. Could be an old Vanu satellite. There would be no OS strikes. There could be some spaces for vehicles but there would be a limit on the number of vehicles, air, and Maxs that could be pulled due to resources being lower. A limit on world nanites.
This is just making me think that there should’ve been a massive focus on new continents, with them rotating in and out depending on population. Then they could be designed as low-pop well balanced vs. high-pop with plenty of space to work with. The restricted lattice system in off-hours is a half arsed version of this
Honestly, I feel like the playerbase moving away from MLG 420 KPM infantry farming and towards organized platoon-based objective play is a move in the right direction. There's going to be a lot of farmers that really hate that about Oshur, but I think it's healthier for the game overall.
Honestly I love the continent and I’m an infantry player. A lot of it comes down to be less aggressive as a player, and keeping battle lines in mind. The spawn problems can be fixed with a spawn room teleporter. The Zerg rushing down the lattice can be fixed by introducing objective alerts that prioritized different areas of the map, perhaps something centred around construction like they first had when construction came out. But I agree there are problems, but I’ve been having fun. And the water has contributed a lot as viable cover for air and it’s been fun to see the different ways players have began to use it.
So just sit there and take potshots while doing nothing and achieving nothing? If you tell me to correctly play the continent I have ot play like a BR50 noob with 100 hours in game I'd rather log off.
A few things I like the idea of the continents being more one is combine arms and another more infantry focused I think that is the best of both worlds. Someone had the idea of CP that would activate based on the pop currently at said base so some would be offline because for example only two squads were there, then one or more would activate when it became a 95+ which would make bases more adaptable. The last issue which I harp on is SCU gens need to be at every base that is always an important objective and rather helpful considering how the devs are very against a resource battery system for bases.
This map includes a lot of the things that you said would be nice. Vehicle caps and more open field armor battles. it's giving people who've put certs into construction to be more relevant. I think it is good.
I simply feel I can't go to infantry fights and find an enjoyable experience throughout a play session. There's many times on oshur where the only productive thing to do is grab a vehicle and push a lane because there are no active infantry fights on the map. (AND that it can be incredibly difficult to setup a sunderer solo and start up an infantry fight) Also 96+ players being unable to cross rivers to beach-heads against 36-48 players semi-organized groups (Vehicle lock-on weapons and the phoenix can just shut down entire vehicle columns) I have switched back to old continents unless my outfit is doing ops that night, otherwise oshur is a pretty big miss for me.
Some major issues I had with the continent: 1. Not being able to pull MBTs and Libs from the Flotilla sounds like the dumbest decisions Wrel has made. At one point while I was playing NC, both NC and Vanu had kicked TR completely off the continent so they ended up with just the flotilla. Keep in mind that in order to land on the beaches next to the flotilla, you'll have to fight against enemies in elevated positions surrounding the beachheads without the help of heavy armor and air support. It also didn't help that we built bases on the warpgate territories that held up the TR for a good 30 minutes before they could break out. 2. Water combat sucks... a lot. You move like a potato rolling uphill in molasses as infantry, you're a big, slow floating target on a flat plane and in some cases can't fire back, such as in tanks. The underwater weapons are subpar at best, such as the Frogman being a worse NS-11C and you're forced to carry it on the off chance you'll have to fight other slow moving infantry underwater. They could at least add jetskis or gunboats to the game that allow beach bombardments. 3. The map is chokepoint central. Some of the bases can sometimes essentially funnel nearly all of its infantry into 4-shoulderlength hallways or have only one indoor egress such as in the interlink bases. You have to chose to force yourself into a chokepoint to go indoors or walk out into an uncovered exterior pathway. The most egregious territories are the bridges because they funnel all of the armor through them. Someone suggested to me to just "go around on the water, bro" and the issues I had with water combat spring up as well. You're in a big, slow moving target moving across an open, flat, exposed plain against an elevated enemy in a fortified position, think about that for a second.
One thing you didn't touch on was how this continent highlighted how much improvement construction needs. It's still a frustrating experience to spend 30 minutes setting up a base only to have it steamrolled in the next five minutes.
I HATE the slower spawns. But, I think Oshur has potential. I honestly would like to see base spawn tubes have a 10 sec timer. Hoping future updates will weed out some of the current problems, and I'm excited to see how Oshur plays in the future.
They seriously need to address the artillery spam on Oshur, it's my one major gripe with the continent. Because it's tied to the no-construction zone and Oshur has very few of them, players are able to spam them at every chokepoint at a base and any stationary vehicle (like a sunderer) seemingly 24/7. On Connery at least it's like the number one cause of sunderer sniping, it's just way to easy, they need a cooldown on what is essentially a mini orbital or the very least a limited number of uses before you need another targeting gun.
but anyways I feel like a good portion of people have forgotten this is a combined arms game and Oshur is clearly made to reflect that, I've enjoyed armor gameplay so much more on Oshur
For that problem where no one wants to deal with a zerg. We have this problem on Emerald, Warpigs, often only attack VS with a huge zerg to the point of warpgating. When VS finally kills the zerg, TR no longer have any cohesion and they pretty lose the alert all the time, because of an outfit in their rank. It is a problem as much for VS, as much for TR, even NC to one degree. Although TR isn't only at fault, every faction have an outfit that pushes one faction far too much, which often create an imbalance, which kills the game slowly.
I go back and forth on Oshur so far but more fun for me then not so far. It's really more on what my Bluebies are doing, If no one is building and just staying at pop-sync infantry fights it's really boring with no where to spawn. The massed armor columns vs Entrenched positions have been a ton of fun but again that's reliant on what everyone else is doing. I've been unlocking more builder bits since it came out, but My solo bases tend to just not cut it yet. Some of the Premade bases are just garbage, like the ones you mentioned where it's a hallway your stuck in from spawn, or the one that thinks its still an enemy base after you capture it. The Trident bases are eeeeehhhhh mixed boat. I hate that you have to have a flyer or an Outfit deployed sundi on the roof ect. While it makes it a lot harder for ghost caps turning into full faction redeploys, coaxing randoms to come to the towers with me at times is a nightmare, and they basically halt cross map travel. I may not like Bio-Lab fights but at least I can drive past the tower without 15 flyers nuking me from orbit. Oh and people complaining about spawn timers needs to stop, the issue is your team, not the extra 2 seconds or whatever it is, get your medics to do their damn jobs. I rarely spawn the second it's available as I'm normally double checking force deployments, how many Sundies are up at large fights around the map or adjusting my loadout. If your just spamming that respawn button well you deserve the wait time honestly. I almost never spawn at a contested base, rather I spawn a base or 2 back and pull some form of support to bring to the fight, Repair sundie if we have a bunch of friendly armor their already, stealth or shielded if we don't, or Armor to clear their spawns ect. Spawning directly at an already contested fight means your going to be spawn camped in this game 9 times out of 10. Play smarter, it's really just as simple as that. Oh and sidenote: "Combined Arms" doesn't just mean all 4 squads in a platoon all go to the Platoon Waypoint, it means Air, Armor and Infantry all working in tandem. Mostly irrelevant here I just heard you use the phrase and it triggered me >XD. I'm so tired of trying to find an actual Outfit that really does Combined Arms. PL calls for an armor Colum I pull a Valk or a Lib for some air support and no one in the platoon wants to jump in all because some mostly random guy said "Pull Armor" so everyone gets their own lightning, forgetting that those things are damn near useless in a stand up fight. I've tried starting my own Outfit again but getting anyone to join a new outfit is like pulling teeth and solo squads are no longer displayed on the squad finder so even recruiting if that was something I actually wanted to do is near impossible without jumping into someone else's squad and basically poaching players.
I have only played Oshur for a little bit but my biggest issue I found is the water is just miserable. You move so slowly in water if you wanna get anywhere through it you gotta hit auto run and go eat a sandwich or something, come back and have only moved 100m. I love the idea of Oshur but fuck me falling off one of those bridges leads to a miserably slow walk or a redeploy because they designed the majority of the map to contain tall islands. which sorta defeats the purpose of the water since there isn't really any Beachheads to assault. I would love Oshur if they sped up water movement for everything so It didn't feel like you just hopped into a vat of molassis, also give reasons to fight in the water. Right now there is absolutely no reason to go into the water because theres no insentive. Put some cool underwater bases which have been flodded out, make vehicle fights underwater a viable and fun thing (Rip mag riders) but right now it just becomes "Get across that narrow bridge or walk ten minutes around the entirety of the island.
I've never seen a single video that explains my thoughts on a topic so precisely. The tridents can indeed be good fights if everything goes well, and the giant armour fights are just a fascinating sight.
I agree the vehicle gameplay has been great but 99% of infantry fights have either been being farmed by tanks and snipers cause its a sundy in the middle of a field behind a small rock or just a spawn camp with nothing to do
I'm _slightly_ negative on Oshur. It feels workable, it just lacks the polish of the other maps. * GOOD: the new spawn system where "instant" spawns are rarer. * BAD: forward spawns can be deployed in some pretty dumb locations. These _should_ get fixed over time, but in the meantime this problem is _very significantly reduced_ by the above point where spawns are no longer as fast as they used to be. * BAD: implementing Galaxy AMS again _without_ designing the continent to better support them. (Sundy garages mostly protect against air, but are often vulnerable to tanks. Well Galaxy "hangars" should exist which mostly protect against ground, but are vulnerable to air. Also Galaxy AMS should just be noticeably lower HP than standard Galaxies.) * GOOD: water is a dynamic way of escaping as an aircraft that's present almost all over the continent. * BAD: there aren't good solutions for killing air (especially heavier air) that escapes there. If your group could plan on forcing down that galaxy only for your _Attack Submarine_ to finish it off easily underwater, that would be much more satisfying, but obviously that requires either new vehicles or alternate weapons for existing ones (given ESFs already _feel_ like subs underwater, it's pretty reasonable to just give them a torpedo secondary!). * YOUR GOVERNMENT LIED TO YOU: this continent is Cyssor, not Oshur. (Seriously, go back and look at the maps for Planetside 1, the lizardmen forgot to scrub the internet clean: you'll see Oshur is a one big Indar-colored desert island, while Cyssor has multiple islands with bridges.) * GOOD: lots of opportunities for player-made bases * BAD: player made bases aren't particularly satisfying to destroy and these things are _everywhere_ on Oshur. * BAD: the focus on player-made bases is part of why you get the "critical mass zerg builup along a lattice line", since switching lattice paths isn't as easy (on a normal continent there's always a vehicle terminal on that other lattice line that you can use to immediately jump to the frontline; on Oshur you might have to drive through like 4 full bases from a rear vehicle spawn just to get to the front!) The mix of good/bad here makes me seem more negative than I actually am. I like it. It's okay. But I currently prefer to fight on the other continents as long as there's a full continent available.
For me, Oshur is summarized as : Continent/lanes designed to force large fights . . . bases (most bases, and specially the trident/interlinks which make up over 1/2 of the actual bases on the continent) are designed for 24 v 24. They contradict, which causes few fights to be entertaining.
In the original planetside 1 Oshur limited the weapons and vehicle types that were available for use .. Made for amazing game play.. Large groups of infantry pushing each other
As a infiltrator main ( yes i know dont hate me), the frequency of open field fights make me have a blast even though i never touch vehicles, but unless you enjoy playing light assault or infiltrator, infantry can realy be limited to what they can do here. The problem is there are bases for infantry fights to develop, but they are much rarer, and some bases that do exist like trident and SPECIALY interlinks, which are common fight spots, have major design flaws which limit the enjoyment of everyone envolved. Fix interlinks untill the end of the week, or people will rightfully avoid defending those bases at all. Some people a HA main logs in oshur and there might literealy be not a single fight that caters to infantry going on, specialy if you count out interlinks, as you should in their current state. Bugs. There are a lot of bugs. Some are major and gamebreaking, spawn beacons havent been working for me for days, visual glitches, sound glitches, the list goes on. Perfomance, for a map filled whith water and not that many assets, could be a lot better. The spawning system mostly changed for the worse, and the construction system is cool but way too underdeveloped and not ready to be used at a massive scale like it is being used in oshur. Needs a lot more defensive buffs, interceptors to block constant nuke and flail use, and overall HP buff.
Absolutely love oshur, the vehicular combat is great although I feel it's quite easy to force defenders into the spawn areas quickly compared to the other conts.
I only had about 2-4 hours with it, it was fun... but mostly when I was in a Lightning, I had my problems with it as any kind of infantry, I died TWICE from cheesy Orbitals WHILE DROPPING IN TO AREA WITH THE DROP PODS. TWICE! I will fully admit I wasn't at my best at all during those matches, but it felt even worse when i'm on a new continent getting memed on and having to wait a long time to get back into the action.
The main problems for me with Oshur is that you can't spawn mobile armour at the flotilla (warp gate) which means if you get "warp gated" you can only fight back with ants/sunderers/flashes or air; that latter of which gets locked down by flak because there's no shield over the flotilla. Some people will make a player base at the beach head, but that only adds lightnings to your force multipliers; and if you have an entire faction spawning in at that base and pulling lightnings, it's gonna run out of cortium in minutes. The lack of spawn options when there are no player bases is also an issue; when you lose a permanent base, often you will be pushed back 3-4 hexes to be able to spawn in and/or access vehicles without dipping into outfit resources; and with sunderers coming under heavy anvil's you start burning through that blue resource extremely quickly just trying to keep the infantry combat alive, let alone bringing up heavy armour to the fight. If you're a smaller outfit Oshur is expensive to play on because you'll want to deploy more resources to stay relevant in a fight, but struggle to get any resources coming in. The only real option is to make a base and sit on it; which has limited entertainment value and is for all intents and purposes "end game" content. My experience of base building is that your team zergs down a lane and your base becomes irrelevant as it drifts further and further behind the front line or it gets zerged in turn before you can even get it fully operational. Both of which are low reward scenarios for your effort. The complete lack of spawn options is an issue when there's an over reliance on player investment into creating these spawn options which are super easy to remove. It seems to me that Oshur is nice for the people who don't really play the game to contribute to the game's intended fights. That is to say people who will just run around making a fuss and farming players without contributing anything meaningful to a fight or hex capture. The lowest denominator of PS2 gameplay.
Feels like that scenario ("warpgated") doesn't happen all that often. I could see the need for an air shield removed by improving the way PPCs work (the guns on the flotilla) and removing vehicle cover on the flotilla side. Basically PPCs should be really accurate and fire at _every_ enemy vehicle within range and so those vehicles have basically a time limit to leave or be destroyed rather quickly. Totally agree on spawn options. Especially in a smaller outfit (or in my case no outfit). Trident bases in particular definitely need work in terms of how attacker spawns fit. Basically the defender spawn is _amazing_ since you can "octopus" out in any direction basically and that gives you a _ton_ of flank paths (which are only fully camped by the zergiest of zergs). By contrast, attackers are funneled into those airpad bridges and given the difficulty of setting up (and keeping) spawns on all 3 pads, it feels unfair to the attackers. For base building I think the right flow is you just start building a base as your vehicle zerg dominates a lane. That way when your empire's push fizzles 2-3 bases later, you have a full base and _hopefully_ everyone building bases along that lane slow things down by enough so that some of the bases get used defensively (which is where they shine; in fact they shine so much that they're really just obnoxious; if you get a base on your side of a bridge where enemy vehicles are forced to choke point (and therefore can't burn down your buildings as fast) then a very small force can hold off a much larger one.) _The single biggest improvement would be to better embrace player bases._ * Currently I assume player bases are crap: that I'll spawn there and they'll be useless to me because I can't spawn a ground or air vehicle there. * But what if player base spawns showed icons of whether vehicles were available there? Suddenly I'd spawn there way more often to pick up a lightning or whatever. * Also holy crap the game needs more equipment terminal options at player bases. The bunker is super clunky and the only place an eterm is available, and that's just not good enough.
@@Axehilt Maybe it's a server culture thing, but I see warpgating happen all the time on Oshur and it's the same problem that existed on Esamir when they made it so that only the faction holding the central tech plant had access to MBT's. Faction's will snowball because of the force multiplier advantage. But at least on Esamir you could pull MBT's from the warp gate. Mostly it happens to the bottom right flotilla, but i've seen it happen to each flotilla location. Just one zerg reaching initial dev bases outside said flotilla can stall even the most coordinated faction for a good 45 minutes. Also, base builders intentionally avoid constructing player terminals in their bases because one infil could chain pull cortium bombs from it and destroy the whole place in mere moments. Even vehicle terminals are problematic because an infil will ESF drop the vehicle pad, hack it and then pull a cloak sunderer to spawn from and do the same. If you don't see a vehicle pad, chances are, that's intentional. Because it's more dangerous to have one than it is to not have it. Even if the devs introduce more terminals the base builders will intentionally avoid placing them.
Recently came back to the game after a few years off, always mostly a solo player. The very first time I tried Oshur, I realized that it was my new least favorite continent. I like base fighting as infantry, and this shit, it was just endless open-air vehicle-fests with no cover, no safe areas. The exception was the biolab-style grindfest at the interconnecting bases that I had one of. Coincidentally, I avoid bio-labs like the plague on other continents, so... the only thing available that wasn't just open-air getting bent over by tanks and planes in chokepoint lanes for ages was a biolab-like experience. Absolutely loathed Oshur and logged out after genuinely trying to get into it for over an hour. I just log out and do something else when it comes up now. Also kind of amusing that you gush about the vehicle vs. vehicle gameplay while just farming infantry in a tank. Kind of proves the problem with this terrible continent.
Oshur was destroyed in Planetside 1 and the battle islands were created. This aspect may be of note. No heavy vehicles could enter the battle Islands. No MBT/Reaver. Perhaps if the go back to this. No MBT no ESF it seems like it could be fun. Oshur was destroyed but to keep the no MBT/ESF mechanic I think would work. Wrel is great at infantry fight flow. Needs some work on the vehicle side. Great job though.
hey mate, do you play from Australia? I used to play on briggs and i'd like to get back into it, but I don't know what the lag is like. Any server recommendations?
PS2 needs more diversity. That alone makes this continent soooooo great. It's unique from all other continents and the fights surrounding built bases are insanely fun. Even when the base was camped right outside our spawn, it was surprisingly fun
The more I play hossin the more I love it yea some of the larger fights can getting 3rd partied constantly and that there’s no vehicle play but when those fights do start they’re beautiful oshur to me definitely looks like a mainly vehicle based map like indar sometimes but jt might end up being a good thing
My few cents (some of those were mentioned in the video): - It's too prone to double-teaming due to the limit of lanes. Had TR and VS duke it out in front of the NC fleet, rest of the continent saw no fights beyond the maybe 10 people total who didn't get the memo. - Zergs usually tend to avoid each other, so every base it crushed by 80% overpop more often than not. - Flails from all directions. Those things seriously need to be limited, like 1 km distance between Flails belonging to the same faction. - Interlink spawns. 100% agreed on the problems. For me personally the result is I rarely play, because 99% of the fights are no fun. It isn't cool to totally overpop, neither is being overpopped. And the few fights with even forces end in flail-spams. I think the continent has the potential to be pretty neat, but the way players behave brings out the absolute worst in it.
and 1km is very stupid for a "gun" that you can only use yourself and your teammates. or with most forward flail quick build bases do, just blow up the AI module. or just blow up the flail yourself. there are many ways to do this with flying or other stuff, and due to the range of 200~600mm it tends to be not in the thick of the battle making it easier to get to one. in the case of it being protected by skyshields and all other sorts of gizmos, you're more likely facing a fully prepared base *with* a flail and some guy using that flail to gain some advantage than a quick setup flail base to bomb shit for 10 minuites.
another tidbit on the flailing vehicles idea, i think thats more how there isnt much ways of breaking the lane apart, especially on bridge fights. a line quickly forms around these chokes and quickly stagnates cause of the design themselves. flails are used here for: A. break the sturdy enemy lines of tank defences, which i see as a viable usecase of the flail, as it was first made as an anti-construction. those that sit in the same place forever until its broken. or B. try to stop advancing enemy forces by firing on chokes. which is pretty hard to do especially if enemy is aware of the situation and will evade the place when there is a incoming round. flail isnt like an OS where vehicle aroudn like 50m all go whoosh, tis dffective range is about 5. nailing where and when the enemy comes is important and the user needs to guess how is going to happen. and this is where i find some design problems. Bridges. one lane. narrow. predictable. again i cant really blame this to the flail, even ascent had this problem and i didnt felt mad about it, i was more of a "jesus how he does it" because what do you know, armor collums tend to be sluggish or not moving at all. problem is with more cortium, buffed cortium rates, 1, straight lane with basically no way of goign around(water exists, yeah. have you used it?) is the problem that makes flail seen in these fights the best. thats how i feel about this issue, not problem of the weapon itself.
The point of the 1 km distance is to enforce this between flail buildings. Nothing else. The idea is that it no longer happens that three or four of the bloody things shoot into the same fight.
I don't see why they didn't just drop the spawn beacon respawn time to match sundies. Makes a lot of sense to me, what with dumb squaddies choosing to spawn at a sundy and run 20 seconds rather than wait 5 and drop to the objective in 5-10 seconds
yeah i squad lead 8 random players, who actually followed the lead, we were doing a 30 vs 100 fight and we were losing really hard, however it took them 90 minutes to take 2 bases, our 30 man force had smaler groups of tank and sundys supporting construction cut offs who where building every inch of the ground we gained, i saw walls after walls after walls in an endles line of defencive structure, every time the enemy managed to go threw a whole bunch of this walls, there was smaler tank group around the corner completly annhiliating the enemy convoy first row of enemys. My squad were mostly infeltrators, some were tank drives, but for the most we had cloakers everywhere, either near the enemy as stalkers, or as me futher away with auto-snipers. We had position above a hill with a smal stone wall protecting the second level of the hill. We planted 6 bombs around the corner, they came up with 2 vanguards on that edge and blow them selfs up wich gave our tanks free view over there sundys who had no proper defence. It was an insane battle that reminded me of how well a good cordinated platoon can do aginst a larger force.
I absolutely LOVED Oshur. The game has always given us massive battles, but these *feel* massive more often. Also, if your platoon is getting spawn camped, why not redeploy to another base and bring in an armor column or air platoon to wreck their armor, spawns, and day?
I predict that the spawn system change will encourage more vehicle combat and galaxy drops. Being optimistic here but maybe it will also encourage FOB style construction bases. To be fair I love my armor in planetside 2 and I play infantry well, but the QRF style infantry play can get old. Infantry platoons more often can gauge success or failure off of base captures. Armor and air it’s more complicated than that. If the job is wiping enemy spawns and you do that then that goal was a success and people will see it that way if you make it clear.
I've yet to see a big floating carrier or a huge multi turret tank, I guess the only time I will is when a big outfit farm's it up, but I wonder if It's physically possible to solo the build...
Bastion carrier and Collosus tank cannot be spawned on Oshur as of now, because devs removed their spawners before second playtest. I do not know why Collosus is unavailable, but devs said they are yet to set Bastion's height levels. I guess, she shouldn't be too low to not ram into Spires nor too high to make some space between her and ceiling level.
Infantry can headglitch IN/OUT of water close to shore, Vehicles, Planes can too. You can fly fullspeed UNDERWATER & shoot enemy planes..... There is like one very special choke-point (campign relaated) where you can farm helpless enemies until you fall to sleep. because they have to walk up a slope for 40m UNDERWATER, and you got Turrets & lmg & Swordsfish set up ontop that slope..... Waterphysix are bugged all over the other Continents. Moss Rigde Ravine f.e.: there is a River in this station. 50m around the river, NOT IN ACTUAL WATER you still got water physix. means, that Sunderers gettin to close to a River, will start floating IN THE AIR but in the end, ofcourse, the 1.000.000.000 ways to headglitch OUT OF THE WATER or INTO the water is the biggest issue id say. Headglitches related with water-surface, usually are gamebreaking. WORST (in my opinion), is the fact the Developers havent been able to predict this. Like a minute after i saw the Trailer for Oshur, this stuff came to my mind....
Usually i roam around the conga lines on other continents trying to find infantry fight with 48-96 pop or lower. Never really enjoyed vehicules battles so yea i have been sniping / cqc bolting most of the time on oshur ... Main problem so far even if you reach the point in the fights where it becomes infantry based, its literally a spawn room stalemates and boring. It reminds me of old HE spam spawn rooms. Also the spawning spam of outfits with HA / infil on roofs while we enjoy a longer spawn timer and have to move in an open field to reach the buildings where the cap points is .... yea good job guys. Last thing, flail hello ?
Oshur is a mixed bag for me. Sometimes its awesome. Sometimes it sucks. BUT the player made bases and the foot zergs are awesome. I have never seen such a thing on any other game. HOWEVER, that feels a lot like WWI, on the infantry side. Just wave after wave of your soldiers charging forth to take positions and sometimes, on the defense it makes it awesome.
As a mostly solo player that mostly plays infantry, oshur is pretty meh. You either find yourself locked down in a spawn room unable to move outside or sitting outside a spawn room getting no cake because there are way too many zergmates. The few times i have had balanced fight in the empty areas it was actually great, i especially had a lot of fun around the big bridges. But that just happens so much less than zerg spawn camps. I also think that the underwater mechanic was a bit wasted on not having cap points underwater anywhere. This would really give you a reason to think outside the box, use the new weapons and have interesting fights!
this is why PS1 was a better game from a tactical standpoint. Spawns were not campable by vehicles. If you wanted to get at the spawn, you either had to fight your way down there, or blow the gens. Outside was outside, inside was inside. It isn't any more complicated than that.
I was on a fight over the middle-southern bridge once. And it gave me such half life 2 felling, you have no idea. The top of the bridge was dominated by a base on one side, so much that I couldn't do anything meaningful or even survive in magrider for more than 10 seconds. So I went under. And the bridge has irregular underwalks, and it's pretty high up with big cliffs on both sides. With my help, distracting automatic turret, after I ran the whole length of the bridge, killing a few infiltrators on the way - allies stormed on sunderers and tanks and took the base over. Or countless hectic Trident fights! So, Oshur generates stories even more. That's one thing I value about planetside 2 the most.
My only complaint is that it feels like it optimal in every single fight to pull vehicles. This leads to 30 plus vehicles in every single fight. And when you just want to play infantry it's really....really... annoying.
"I know players who now view bastions as pains in the asses nowadays" Well yeah... they're mobile fight destroyers. You find a good fight, the bastion shows up and kills it, you find a new fight, and the bastion shows up a minute later. Repeat for an hour or until they decide to farm a different front
I really like Oshur. Fighting on it feels like the old fights at the crown, but instead of rushing the same hill over and over again, the frontline actually changes. It's just perfect for me.
SO TRUE
I was so sick of 3 hours straight "the crown" every time indar came - because literally everything else was void of life x_x
Same here! Feels so good like the good old days!
Glad you were able to enjoy it mate!
It's weird that the map itself is set up for construction, but they literally did the bare minimum in trying to improve the actual Construction system. It's still very clunky and janky to interact with, not to mention incredibly cert-heavy for a new player to invest into. It still needs work.
and huge oversight with no cortium spawning near warpgate like other continents. Silos everywhere made them actually hard to find.
Yeah I was expecting some construction improvements, especially when you have a massive amount of armor bombarding it.
Couldn't agree more on that front mate, I was really expecting to see more in the way of construction system overhauls to make things smoother, but I guess that is yet to arrive (or what we have is what we were planned to get all along). I guess we'll just have to wait and see.
@@CAMIKAZE78 literally just let my walls snap into place and you will hear nothing but praise from me XD
This comment right here folks. They made a construction focused continent and teased a construction overhaul. What did we get? The silo console got a phone update, ie they scrambled the UI without adding function.
Appreciate the mention of new spawn system. Completely agree. It feels even worse off of Osher. Played an alert on Indar under the new spawn system, and due to pop I could only spawn on about 4 hexes. 4!!! And not a single one on border hexes. With even territory control! It was horrible to get around the continent, and zergs was the only way I saw movement. As a lone wolf main I felt completely left out of any fight (and I know that's not how the game is meant to work optimally, but it hurts to have the strategy work well enough for 1000 hours of play then get nuked overnight)
Same, I used to be semiactive with PHX when it was around and shortly before they went kaput I left them. Haven't run in a squad/platoon/outfit since then for a hell of a long time. Now it feels like a struggle to get where an extra body is needed in a timely manner, even pulling vehicles.
Wrel: "something something logistics"
It's almost as if thats why the spawn system became what it was and why it was changed in 2018!!
Yeah i had a similar experience, If i respawn on one hex i could only spawn maximum 3 hexes away, it took multiple Spawn>Redeploy cycles to switch from the NC fight to the TR one even going through the flotilla because of how oshur's lattice lines are arranged.
I don't know what triggers this maximum respawn distance mechanic but it seems to cause more problems than it might solve
there are these things that are called ejection seat esfs,valks,flashes or harassers,if you cant spawn anywhere and you are to lazy to spawnjump,then they might come in handy and they freshen up your 1000 hours of gameplay
I think you've hit the nail on the head Cami, it's quite a taxing map to lead on especially. Platoon leaders need to organize logistics for nearly every fight, I fear this could burn the little leaders the game has.
Ive been enjoying the continent. Ive never seen actual combined arms gameplay (newer player) yet so it was fun to see infantry supported armor pushes with liberators raining hellfire and flails with artillery support. Its been really cool
Glad you've been able to enjoy the experience mate, cheers!
To be honest, this. In a big way, condensing the lines of engagement means more cohesion and makes it feel less like im trying to juggle being medic, engi, and antiarmor all at once.
My impressions of Oshur.
The Good
1) Oh my god the armor/foot zergs are amazing. Having two massive armor groups clashing is what brought me to PS2 all those years ago. Took my VS 48-man platoon running between points with Lasher's in hand never letting go of the trigger. We were completely decimated once they saw us, but comms was nothing but laughter when a 12-man squad was melted by 48 lashers.
2) The lack of redeploy side. Instead of redeploying, spawning and rushing to point. Organizing Galaxy's/Sunders to head to the next point adds another level to the game that I've missed for years.
3) Builders' paradise. I've been a fan of construction since day one and for my efforts to build to have a more meaningful impact (outside of routers) is incredibly gratifying. A large force was heading towards a point (somewhere on the SW side of Oshur. No idea the name) I set up a quick base to head them off on a bridge and to give friendlies a foothold. The base stood for over an hour before we finally broke their lines and pushed them back.
4) Unique bases. I'm glad they are deviating away from the cookie cutter bases (Tech plants, Amp stations, etc). Now each fight has different angles and lanes to worry about instead of the same point room layout in the same triple stack building.
The Bad
1) The spawn system as you said. Very sluggish at the best of times. Needs tweaks to reduce delay in and near by hexes. Perhaps revert to the previous system until a new one is fleshed out.
2) Interlinks. Also, a topic you covered.
3) Spawn room placement. You nailed it.
The Meh
1) Flails. As a user of Flails, I'm loving them but have never had an issue as the receiver. I can see where a problem lies that I got 57 kills in only a couple minutes. But at the same time Flail bases take time, effort and risk to make work and my streak was stopped once one lone Vanguard started taking the base down. Of all my hours playing I've only had a handful of flail setups yield such results. I've seen many players love them as is and others not so much.
BUT I do have issue with flails able to target spawn rooms. As a user I don't target them because nothing about spawn camping that hard is gratifying.
2) Water. I love they are trying and opening new doors by making water non-lethal. But its slow and I have yet to have a fight underwater. Only tanks retreating under it to avoid incoming fire. Also, I understand certain weapons can't fire under water. But utilities such as repair tool, healing gun, some deployable should work.
3) Tridents. Honestly my only gripe about the is their inability to handle large populations. At high pop defenders are at a disadvantage because of the spawn room layout. Adding a way for them to access the roof in that center ring up top would be good. Make it another area to fight in like an observation deck rather than a place to deploy a Anviled Sunderer. My point, give them other routes to take. Containment sites are perfect examples of this.
Very solid analysis mate, cheers for sharing.
Honestly I never felt so frustrated playing PlanetSide 2. There is constant flail spam, you can't exactly avoid it because of how narrow the islands are, its extremely difficult to flank because of water and fights feel very drawn out. I can't wait until Oshur dies down, and other maps are populated again so I can play on them instead.
coughDoom721cough
Don't worry, there's always orbital strikes to ensure you never get out of the spawn. At least there's not as much A2G :\
@@gr3yh4wk1 who will waste orbitals on flails? you can imediately run next for relatively small cost
The Flail spam has been insane, I gotta admit. Once it finds its way back into the regular rotation I'm hoping it becomes something you can enjoy as a change of pace for a while, before going back to our original 4 continents and their experiences.
I feel like the OS spam was worse, I literally got memed twice in a drop pod from that BS.
Let me make a statement about Oshur.
As you said it feels nice and refreshing playing on something new and a battlefield we haven't had all over again for years now. This starts at the overall continent and how its built, with rocks and trees on cliffs that go down to the ocean to create amazing combined arms fights and go to facilities where we have the same buildings like on the other continents but with nice little additions to it. There we have powerhouses with extra walls in it or watchtowers with no teleporter and a capture point where the vehicle terminals used to be.
But on the other side it feels awful to play in many scenarios as an infantry main.
For example, the Tridents: In my experience they are only capturable if you overpop, zerg in and spawnlock the defenders no matter if there are some or not.
Interlink facilities are exactly the same. If you don't have am armour column supporting the infantry outside and defending the Sunderers and a spawn lock at the start of the cap, you cant get these bases with equal population. Otherwise the defenders will push out the attackers from inside, or by clearing the spawn options (Lodestars, Sunderers etc.)
The whole continent (exactly as you said and how i feel) is designed for zerging down an entire lane with infantry popdumping and vehicles everywhere.
It feels like the devs "wanted" to remove the small-squad-point-holding from the Oshur.
In my Outfit we often do pointholding with a small squad and hold our building against an enemy overpop. But with the Expedition: Oshur Update this is nearly impossible, at least on Oshur.
First: It feels like on Oshur, vehicles are more important for winning alerts than infantry. And as infantry main, this is kinda... mehh
Second: Routers were essential for pointholding against overpop. Now we cant build a routerbase at the warpgate and after one cap, we get a new one and fly to the next base.
To get a cap with a router you have to build a new router base for each new capture-base.
This all sounded kinda negative but overall I really enjoy playing on Oshur, armour and Infantry feels good to play, especially at those 24 vs 24 combined arms fights at a non-hard spawn "vehicle" base or attacking a huge play-base at an important lattice.
All fair observations mate, as an infantry main myself the map definitely "comes" to you less than the others do. It's harder work to enjoy as an infantry player.
@@CAMIKAZE78 at least now it is fun to make some dirty things during the big hassle on invisible bike with a flamethrower mounted
Thanks for the content buddy. As a builder main who flexes to tanker and open platoon lead, I will say that I like what I think they are trying to do with Oshur more than I like the actual results. I feel like 3 blank bases in a row on the southern lane was a mistake. The giant battles which can happen there are awesome, but all too often it devolves into uncountered zergs sloshing back and forth, and if anyone did build there then their PMB gets steam rolled.
I would much prefer an alternating mix of developer made bases and construction sites. This way the construction site would allow for an advancing ground fight to take something which prevents it from being back capped. Even if they never build on it, simply holding the intermediate ground between the bases would save having to halt an advance to address some beacon-siders. On the flip side, doing it this way would mean that we'd never be too far away from infantry playgrounds.
As a pilot, anything that means we get less Esamir makes me happy. Water mechanics have been super fun to play around with too, and I can't wait to see what vehicles they will add next. Maybe a sub??
Right? I am no where near a Skyknight level of skill for air, but it's made me pull air more often to enjoy, being able to dive like that adds another layer of strategy. Plus I get to do dolphin jumps, so that's fun
Oshur has finally forced me to learn how to fly properly
I gave up on piloting years ago since mouse-aim controls like in War Thunder aren't possible.
@@matchesburn try switching the Keybinds.
@@AimlessSavant
The game doesn't allow you to switch directional movement with the mouse for keybinds. Normally, you'd change it by having the game prompt for a new input and move your mouse. Planetside 2 just doesn't allow it. You have to yaw with keyboard and have left/right mouse control be rolling. And I don't know about you, but when attacking something on the ground, I need precise control over two things: pitch (up and down) and yaw (left and right). Rolling? Not so much. And keyboards don't offer that control.
Now, I *_guess_* I could use some program that converts mouse movement into keyboard movement... Buuuuut using such a program is almost certainly against the game's ToS and could get you banned if discovered. Not gonna take that risk.
A problem I noticed was severe Flail spam. I have never seen so many flail shots in my life. Couple all the insta-flail builds with a few OS hits, and zones are just an AE farm. Multiple flails are able to be built in range of bases to begin non-stop shelling. I believe this is due to design issues and the new ANT farm rate.
The Flail spam is the worst when it comes to trying to cross those huge bridges
Maybe its more because this continent was built with construction in mind, and now that there are more cortium nodes and more people building bases that the flail is more common. The only real change that needs to happen is small no flail zones around spawns and objective points. Other than that, flails are relatively fine as disabling one is extremely easy with the killcam and new squad beacon changes.
@@window9213 only problem i have with flails(as a user experience who blew up the security base on the southwest of oshur) is sometimes the green flare gets masked when shooting at walls(or trees, for all i care) im fine with it being able to be shot at under something to blow up something over it, its a mechanic and im fine. what im not fine is in certain situations even though flare should be showing sometimes it doesnt. aside from that im fine as is, after getting killed like 5 times you know theres a bright ass green flare before anything blows up. and tbh anything other than flails will kill you faster like that hardboiled heavy over there
The flail bases are setup very quickly so taking them out can be easy since max range is 500m and the base consists of flail, silo, and ai module
And ai module can be taken out with small arms
Flails are good tool to break stalemate on bridges, when nobody could push through bridge. Once one side is crippled enough, other side can move forward and gain ground on island
On other continents i can pull something and go at some rando base and start a fight, or i can join the endless meatgrinder in the center of the map, but on oshur there is no real big continuous fight where i feel like i can participate as infantry (outside of maining infil). Its either pushing alone against 96+, or camping spawn with 96+ because zergs completely avoid each other. Although the base fights are feeling better than on other continents/really awesome they rarely happen in a way where both partys dont just outzerg each other because more than often you kinda need a zerg in the first place to even get to the point/set up there.
About the respawn timers: I wonder if it wouldnt be a better idea to go into the opposite direction. Beacons now have like 0 cooldown and its insanely fun, because deaths dont mean that i have to wait to get back in the action. I die and i dont care about my death because im immediately back in the fight. So how about putting spawn timers to 5 seconds instead of 15? Medics are still important because i would have to walk back to the point if i dont take the rezz and if there arent any medics around i dont have to wait to be able to fight again. Also defending sundys or attacking bases would be easier/encouraged due to low spawn timers
I don't like Oshur's "indoor" fights. Practically all of the bases are one big circle where enemy fire can come from virtually any direction. There's no "ok, this room seems safe, let's take a peek behind the next door". And yet, depsite that, shutting down the defending spawnrooms seems somewhat easier (excluding the bases without alternative spawn room and just spamming HESH at the primary spawn room), but that might be because all of the fights are something like 70:30 pop distribution or even worse.
About your idea for the respawn timer - completely agree. The game needs more action, not more waiting. Also i agree with the medics - good luck if anyone thinks he can win a fight without medics even in the respawn timer is like 2-3 sec if you have to walk like 200m to the fight or go through the enemy sieging the building you want to get in.
My biggest criticism of the continent is that its supposed to be designed with construction in mind, but then precisely as you describe it caters to huge armor zergs. Ever since repair module invincibility was removed, armor zergs can steamroll over construction bases. The effort required to set up a FOB for spawn logistics or artillery or router support (which has to be IMO way too close now) is disproportionate to how easily it will fall when just a few of the enemies break their tunnel vision and get a look at the bigger map.
I've actually been thinking about the new respawn timers as a sort of double edged sword. You mentioned "Combat Medics are more meaningful", but that's not really the case, they are exactly as meaningful as they were previously. The real point to be made is that the respawn timer that existed before was horribly timed out, so that if you were to hit "auto respawn" it would half the time mix 'just' right, so that if someone notices your body and starts reviving you, the indicator might pop up just as the game respawns you (and it's not like the game does any good work with telling you how close or far a medic is from you-those icons get covered by your death icon or if theres a giant fight, or or or). The new, longer respawn means that if a medic is going to revive you, they definitely have enough time to get to you and start reviving with enough time for you to notice and cancel the auto-respawn, or to possibly revive before the auto-respawn goes through. It can also mean that if you don't get revived in that period of time, its totally possible for there to be noone around to revive you and therefore be safe in respawning without any real consequence. Obviously, the problem with the system is that if you AREN'T getting revived, then the game feels far worse-and there are definitely some points in time where you don't want to be revived, as you need to get re-supplied, like with grenades or c-4 or medkits, that basically punishes you for getting restocked. I think the maps would benefit from having more available weapon terminals to restock from (maybe even a new neutral one, so that infiltrators don't become a 'requirement' at every base?) but that might be weird in it's own right.
I absolutely agree about the spawn timer changes, long respawn timers are something that shouldn't be a thing. Overall rest of the deployment overhaul is tough to me to judge just because I don't have enough experience with it.
Definitely been getting a bit more experience with it as of late and yeah... it ain't pretty. Will be sharing more as I know over time.
I'm just waiting to have an actual reason to go underwater. Until then, me and my friend are just capturing bases and farming resources on other continents. For me, Zerging was a problem even on old continents. Now that it's the only playstile available on Oshur, i find the whole continent just a big, unenjoiable mess
For aircraft going underwater will protect you from everything except missiles. You can survive until your auto-repair kicks in and escape. A Lodestar galaxy underwater is also a great spawn point even though they are further if you need another flank
Sounds like some of those bridges need to go lol
I agree. I can't believe they didn't add a few underwater capture points, water guns are pointless at the moment.
i've tried using the water to my advantage in tanks to ambush vehicles that ride along the surface of the water
@@arkthefennecfox2366 That might be fun to try but only at peak hours, when I last played there weren't enough people on to justify it (I think I was on a Chimera Tank's rumble seat) and we went over the water, so we'd be a prime target.
I spend around 90 to 95% of my time as infantry lately, and as an infantry main I really enjoyed Oshur in general and especially the open field fights, if they occur in places with enough rocky formations to take cover behind, which is more than 50% of such fights.
Tridents - I think they are waaaaaaay to symmetrical, spawns for the defenders and the attackers are too close to eachother (there is like only a single wall between the defenders spawn and the landing pads??) and they devolve into doorway/chokepoint grind really fast. Imo they should be adjusted to have multiple layers and to have more depth to their combat flow.
That said - tridents aren't the only chokpoint bases - the abazing mining base sees most of the play at..... well, at the doors, ffs, of which there are 3 + the landing pad, but that one is BEHIND the spawn room. I saw something like 150/150 fight on the mining base the other day on Miller and it was around 1-2 hours of the two zergs staring at the doors with people constantly dying while trying to get in/out, but the fight ultimately staying at the same door spots.
And this leads to the main issue of Oshur - the redeploy changes and the other points mentioned in the video by Cami make people gather in zergs, leaving the rest of the map without any good fights to jump into for the sane people who don't go into the door grinders and other fights like that.
Some other things I hope to see is at least a couple of flooded/(partially)submerged areas for fights and some changes to construction system that would allow for building bases that are more complex than the current average in shorter time than it takes for the current ones to be built.
Tldr - Oshur is amazing when and where it works, and the places where it doesn't (of which there aren't many) and the reasons behind zerging need to be fixed.
Thing that annoyed me the most was players not seing the Flail notification via green smoke and minimap symbol. I kept telling the to avoid the smoke because its a Flail bombing but they don't have eyes or brains aparantly. Also they kept converging into giant overpoping Zergs while getting ghost capped by another faction, We did the same capturing base after base with basically no resistance. Besides that i like Oshur but reguarding the Armor battles i have had such battles on Indar and Esamir aswell.
Right? The only times they have ever gottwn me is when I wasn't paying attention.
Also, I don't think Oshur is made for large scale fights at all. Any hex with more than 48 people fighting on it grinds to a complete standstill. Doesn't matter if it's a bridge filled with tanks, or an """infantry""" base, it does not work if there's too many people because the bizarre lack of cover turns every fight into a big meat grinder stalemate.
Flail being completely unchecked simply because of the map and base layout is just the cherry on top. Sadly, the 3-lane map can't be fixed with some cover added to bases, so it'll always be zergs zergs zergs. Ohsur will be dead once everyone gets their green camo.
PUT THE POINTS AND BASES UNDERGROUND. Let infantry battle out of sight of vehicles in the bases.
9:07 As a builder I have to say Hossin has been my and my outfit's bread and budder for a long time now. We have been trying to push onto Oshur and we've had some difficulties. One of the biggest issues is when the continent fills with silos cortium just stops spawning due to cotium not being able to spawn within 100ms of a silo. So you end up having 5 to 10 ants all competing for the same 2 to 3 cortium nodes that magically spawn. This in turn starves bases dry. Next As you mention we got huge armor zergs rolling through the fields and well it takes a build team with about 150 to 300 hours of experience about 4 to 5 minutes to build + another 10 to 20 minutes to find a spot to build. Meanwhile average builders take 10 to 30 minutes to build and 5 to 30 minutes to find a space to build due to them being less picky about spots and then struggling with factors they didn't know they had to deal with. Oh and because there's a lack of cortium add another 5 to 60 minutes to get a load or two of the stuff. This means Oshur isn't really builder friendly either. Not because the map isn't giving them a chance to but because of other underline mechanics inside construction itself doesn't condone working well when there are lots of builders on any map.
LOL! @ "budder."
Just to add in this videos, the flail needs some *adjustments* that it should had when it was introduced into the game.
i racked up 200 kills with 0 deaths in that matter and that kind of made me feel guilty.
.
>the flail user should be shown in death cam as for like orbital.
>the flail flare color should be changed to red.
>also, when you die, there should be a tip that red smoke is flail area, for new players to understand that how they died.
>flail gun should have an ammo limit like orbital, like around 10 shots per gun.
>also , the screen should distort right 2s before flail drops, to take cover or something.
.
these are my suggestions, i know many people would agree with me.coz flail is totally ruining new player exp.
these are not *Nerfs* but adjustments that it needs.
1. eh its fine, because it shows where the base is and you could go to said base to destroy the AI module and make it useless.
2. yes, currently it can be masked by squad flare markings of green. i know that red is sign of TR but it really needs more flashy color than green rn.
3.just yes. even with the updates the tips are lacking, bastion maulers, construction anything, certing, everything. its just the game's problem and it needs to be fixed
4.i mean yeah, its a minor inconv and your 100 killstreak is earned in the first 5 shots most of the time when the critical mass zerg just hits right. should make some restock time and therefore slightly more downtime but i digress.
5.doesnt really make sense other than aftereffects like bastion's mauler cannons to show you that those rounds are fucking lethal as hell should do fine, probably. i'd consider the flail flare to be more consistent and longer appearing(relates to 2) but that's all i would consider.
Pretty sure spawns are bugged. Spawn beacons have 0s respawn timer, and there are some other weird things happening. They were supposed to adjust redeployside, not touch respawning at bases you are already at, so I think there will be "fixes" soon to address that.
"the armor vs armor combat is really good", he says while farming infantry in a vanguard..
I'd like to see a few areas where underwater combat is required or emphasized. Perhaps a base where the combat areas are underwater. As it is, taking advantage of underwater weapons is rare and (usually!) a sign you are fighting wrong. I've only seen four common instances of the water playing a part. The first is aircraft using it to briefly escape combat or to "sneak" between areas. The second is amphibious travel between combat zones where you are vulnerable. The third is deploying a Lodestar in the shallows where your vision is usually obscured and you get cut down by anyone who notices it. The fourth is the campaign mission where you briefly go through a underwater tunnel. The point being that underwater combat is almost always small skirmishes between a few enemies and not the large scale combat where Planetside 2 shines.
I think the thing that has really grinded my gears almost as much as respawn timers is what was done to Routers. I should preface this by saying I'm not usually the biggest fan of routers pre-patch. they always seemed to do less for me and mine then squad beacons placed in tower, however what was done with them in my opinion was too much imo. Like I'm cool with nerfing routers but changes to them in this patch seems like they wanted to remove them, but wrel couldn't find a way to theory craft them out of the game, so he thought, "Yeah I'll just make them completely useless" and thats kinda where they sit now. They can reach between 1 - 2 hexes at most, and because they are so front - line that means that a significant base is needed to defend them. So new players looking into construction cannot touch them and players that have all construction will struggle to find a situation where they are useful... it just seems lazy to me. If you are going to nerf something into the ground because it messes with battle-flow or is unfair like that either make it a little more useful (like reaching 3-4 hexes from placement) or just remove it from the game.
just my thoughts. Post update I have seen 0 routers used besides as a 2nd spawn for one base in 20 hours on oshur. I dont think that will change.
Routers have been changed to a defensive alternative or risk-based proxy aggression as opposed to "Have 4 in every platoon and clowncar the point(s)"
They were functionally removed from all abuse cases, and good riddance.
The last 3/3 sessions I didnt had fun and was quite angry about oshur. Your footage has awaken the part of me that wants to try oshur again. Its hard to find the right fights without getting 96+ pop against you. But never give up the hope i guess..
Hope you are able to find some fights to enjoy on the continent at some point mate, cheers!
My guess regarding the spawn changes is it was meant to counter "Redeployside" and push platoons to using logistics vehicles more. You can see this in that while spawn rooms are restricted a certain distance from where you are it's still possible to spawn in a deployed Sundy from across the map. The major nerf to routers (which I'm surprised you didn't mention) seems to follow this logic of pushing for greater use of vehicles and almost requiring platoons to maintain some sort of mechanized element to help sustain fights.
I've seen people openly express their "grievances" (lol) in yell chat when it comes to the construction aspect of the continent. Most notably the Flails.
But I've still enjoyed the new space and if anything I really, really, really hope we can possibly convince the devs to keep some of the new gear items in the game post campaign. I freaking ADORE the Hermes Cloaking on the infiltrator. I normally don't do CQC infil unless I'm doing cheeky point blank headshots on unsuspecting victims but with the sprint speed boost coupled with the built in pseudo Safe Fall + Assimilate + Catlike 5 (jumps for days baby) + cqc like even the new underwater guns = fun times where I can say I do pretty well on sessions.
I think having the continent be open all weekend was the right call. Everyone played it enough (In my outfit, anyhow.) to be sick of it, but not unwilling to play on it. It's a fun map. If they had just added it to the rotation, it would have been nonstop "BUT NEW CONTINENT WREL!" so, having it go on just long enough to stop going "oooh shiny new continent" was a good call.
Ghost capping zergs are a problem on every continent though. Not just Oshur
Yws but oshur is literally 3 lanes ro zerg down for each faction
The change to the spawn system has led to zergs snowballing on all continents.
spawn system just promotes zerging
Half the bases are free caps with no fights because no hard spawn.
The airborne sundie kill in the intro was pretty epic ngl.
Your point about the Trident is accurate. They feel like they were designed to be small-scale arenas with lower player count, like they belong in another game and the devs didn't consider that in Planetside 2, you might have 200 players stuck in that facility designed to accommodate 24
If they want to make medics more meaningful I think they could give you points to capturing and defending bases on the leaderboard. Something like 5 points per revive grenade and 10 points for a med tool revive.
For example, you can have several medics working overtime in a platoon to ensure the capture makes it through. This can happen in area's leading to the point capture so they get no recognition on the leaderboard but the medics have been a massive factor in pushing the platoon onto the capture point.
I was behind you when I saw you make that airshot XD 0:40
What if we made an infantry based continent. It could be a satellite that is slightly smaller than a continent with artificial land masses. Lava, deserts, tundras, jungles, swamps. Everything. Could be an old Vanu satellite. There would be no OS strikes. There could be some spaces for vehicles but there would be a limit on the number of vehicles, air, and Maxs that could be pulled due to resources being lower. A limit on world nanites.
This is just making me think that there should’ve been a massive focus on new continents, with them rotating in and out depending on population. Then they could be designed as low-pop well balanced vs. high-pop with plenty of space to work with. The restricted lattice system in off-hours is a half arsed version of this
Honestly, I feel like the playerbase moving away from MLG 420 KPM infantry farming and towards organized platoon-based objective play is a move in the right direction. There's going to be a lot of farmers that really hate that about Oshur, but I think it's healthier for the game overall.
Honestly I love the continent and I’m an infantry player. A lot of it comes down to be less aggressive as a player, and keeping battle lines in mind. The spawn problems can be fixed with a spawn room teleporter. The Zerg rushing down the lattice can be fixed by introducing objective alerts that prioritized different areas of the map, perhaps something centred around construction like they first had when construction came out.
But I agree there are problems, but I’ve been having fun. And the water has contributed a lot as viable cover for air and it’s been fun to see the different ways players have began to use it.
So just sit there and take potshots while doing nothing and achieving nothing? If you tell me to correctly play the continent I have ot play like a BR50 noob with 100 hours in game I'd rather log off.
@@hurrdurr3615 No one said that, but with metas you adapt or die. I remember when implants were banned from scrims, now look at the game.
A few things I like the idea of the continents being more one is combine arms and another more infantry focused I think that is the best of both worlds. Someone had the idea of CP that would activate based on the pop currently at said base so some would be offline because for example only two squads were there, then one or more would activate when it became a 95+ which would make bases more adaptable. The last issue which I harp on is SCU gens need to be at every base that is always an important objective and rather helpful considering how the devs are very against a resource battery system for bases.
How to play Oshur as a part of a halfway decently-sized force
1. pull ammo/repair sunderers as an engineer
2. repeat step one
VCO the redeploy force of the NC usually ran armor on Thursdays... No longer depending on the situation we were forced to run armor or gal balls
Talking about loving the vehicle on vehicle combat while infantry farming with a Vanguard is top kek.
This map includes a lot of the things that you said would be nice. Vehicle caps and more open field armor battles. it's giving people who've put certs into construction to be more relevant. I think it is good.
I simply feel I can't go to infantry fights and find an enjoyable experience throughout a play session. There's many times on oshur where the only productive thing to do is grab a vehicle and push a lane because there are no active infantry fights on the map. (AND that it can be incredibly difficult to setup a sunderer solo and start up an infantry fight)
Also 96+ players being unable to cross rivers to beach-heads against 36-48 players semi-organized groups (Vehicle lock-on weapons and the phoenix can just shut down entire vehicle columns)
I have switched back to old continents unless my outfit is doing ops that night, otherwise oshur is a pretty big miss for me.
or 2 pocket OS being used to kill 1 sundy in garages.
Some major issues I had with the continent:
1. Not being able to pull MBTs and Libs from the Flotilla sounds like the dumbest decisions Wrel has made. At one point while I was playing NC, both NC and Vanu had kicked TR completely off the continent so they ended up with just the flotilla. Keep in mind that in order to land on the beaches next to the flotilla, you'll have to fight against enemies in elevated positions surrounding the beachheads without the help of heavy armor and air support. It also didn't help that we built bases on the warpgate territories that held up the TR for a good 30 minutes before they could break out.
2. Water combat sucks... a lot. You move like a potato rolling uphill in molasses as infantry, you're a big, slow floating target on a flat plane and in some cases can't fire back, such as in tanks. The underwater weapons are subpar at best, such as the Frogman being a worse NS-11C and you're forced to carry it on the off chance you'll have to fight other slow moving infantry underwater. They could at least add jetskis or gunboats to the game that allow beach bombardments.
3. The map is chokepoint central. Some of the bases can sometimes essentially funnel nearly all of its infantry into 4-shoulderlength hallways or have only one indoor egress such as in the interlink bases. You have to chose to force yourself into a chokepoint to go indoors or walk out into an uncovered exterior pathway. The most egregious territories are the bridges because they funnel all of the armor through them. Someone suggested to me to just "go around on the water, bro" and the issues I had with water combat spring up as well. You're in a big, slow moving target moving across an open, flat, exposed plain against an elevated enemy in a fortified position, think about that for a second.
One thing you didn't touch on was how this continent highlighted how much improvement construction needs. It's still a frustrating experience to spend 30 minutes setting up a base only to have it steamrolled in the next five minutes.
I HATE the slower spawns. But, I think Oshur has potential. I honestly would like to see base spawn tubes have a 10 sec timer. Hoping future updates will weed out some of the current problems, and I'm excited to see how Oshur plays in the future.
0:45 what a shot!
They seriously need to address the artillery spam on Oshur, it's my one major gripe with the continent. Because it's tied to the no-construction zone and Oshur has very few of them, players are able to spam them at every chokepoint at a base and any stationary vehicle (like a sunderer) seemingly 24/7. On Connery at least it's like the number one cause of sunderer sniping, it's just way to easy, they need a cooldown on what is essentially a mini orbital or the very least a limited number of uses before you need another targeting gun.
but anyways I feel like a good portion of people have forgotten this is a combined arms game and Oshur is clearly made to reflect that, I've enjoyed armor gameplay so much more on Oshur
For that problem where no one wants to deal with a zerg. We have this problem on Emerald, Warpigs, often only attack VS with a huge zerg to the point of warpgating. When VS finally kills the zerg, TR no longer have any cohesion and they pretty lose the alert all the time, because of an outfit in their rank. It is a problem as much for VS, as much for TR, even NC to one degree. Although TR isn't only at fault, every faction have an outfit that pushes one faction far too much, which often create an imbalance, which kills the game slowly.
I go back and forth on Oshur so far but more fun for me then not so far. It's really more on what my Bluebies are doing, If no one is building and just staying at pop-sync infantry fights it's really boring with no where to spawn. The massed armor columns vs Entrenched positions have been a ton of fun but again that's reliant on what everyone else is doing. I've been unlocking more builder bits since it came out, but My solo bases tend to just not cut it yet. Some of the Premade bases are just garbage, like the ones you mentioned where it's a hallway your stuck in from spawn, or the one that thinks its still an enemy base after you capture it.
The Trident bases are eeeeehhhhh mixed boat. I hate that you have to have a flyer or an Outfit deployed sundi on the roof ect. While it makes it a lot harder for ghost caps turning into full faction redeploys, coaxing randoms to come to the towers with me at times is a nightmare, and they basically halt cross map travel. I may not like Bio-Lab fights but at least I can drive past the tower without 15 flyers nuking me from orbit.
Oh and people complaining about spawn timers needs to stop, the issue is your team, not the extra 2 seconds or whatever it is, get your medics to do their damn jobs. I rarely spawn the second it's available as I'm normally double checking force deployments, how many Sundies are up at large fights around the map or adjusting my loadout. If your just spamming that respawn button well you deserve the wait time honestly. I almost never spawn at a contested base, rather I spawn a base or 2 back and pull some form of support to bring to the fight, Repair sundie if we have a bunch of friendly armor their already, stealth or shielded if we don't, or Armor to clear their spawns ect. Spawning directly at an already contested fight means your going to be spawn camped in this game 9 times out of 10. Play smarter, it's really just as simple as that.
Oh and sidenote: "Combined Arms" doesn't just mean all 4 squads in a platoon all go to the Platoon Waypoint, it means Air, Armor and Infantry all working in tandem. Mostly irrelevant here I just heard you use the phrase and it triggered me >XD. I'm so tired of trying to find an actual Outfit that really does Combined Arms. PL calls for an armor Colum I pull a Valk or a Lib for some air support and no one in the platoon wants to jump in all because some mostly random guy said "Pull Armor" so everyone gets their own lightning, forgetting that those things are damn near useless in a stand up fight. I've tried starting my own Outfit again but getting anyone to join a new outfit is like pulling teeth and solo squads are no longer displayed on the squad finder so even recruiting if that was something I actually wanted to do is near impossible without jumping into someone else's squad and basically poaching players.
I have only played Oshur for a little bit but my biggest issue I found is the water is just miserable. You move so slowly in water if you wanna get anywhere through it you gotta hit auto run and go eat a sandwich or something, come back and have only moved 100m. I love the idea of Oshur but fuck me falling off one of those bridges leads to a miserably slow walk or a redeploy because they designed the majority of the map to contain tall islands. which sorta defeats the purpose of the water since there isn't really any Beachheads to assault. I would love Oshur if they sped up water movement for everything so It didn't feel like you just hopped into a vat of molassis, also give reasons to fight in the water. Right now there is absolutely no reason to go into the water because theres no insentive. Put some cool underwater bases which have been flodded out, make vehicle fights underwater a viable and fun thing (Rip mag riders) but right now it just becomes "Get across that narrow bridge or walk ten minutes around the entirety of the island.
I've never seen a single video that explains my thoughts on a topic so precisely. The tridents can indeed be good fights if everything goes well, and the giant armour fights are just a fascinating sight.
Glad we are on the same wave-length my friend. Cheers
I agree the vehicle gameplay has been great but 99% of infantry fights have either been being farmed by tanks and snipers cause its a sundy in the middle of a field behind a small rock or just a spawn camp with nothing to do
Oshur plays the way the original launch trailer looked.
I'm _slightly_ negative on Oshur. It feels workable, it just lacks the polish of the other maps.
* GOOD: the new spawn system where "instant" spawns are rarer.
* BAD: forward spawns can be deployed in some pretty dumb locations. These _should_ get fixed over time, but in the meantime this problem is _very significantly reduced_ by the above point where spawns are no longer as fast as they used to be.
* BAD: implementing Galaxy AMS again _without_ designing the continent to better support them. (Sundy garages mostly protect against air, but are often vulnerable to tanks. Well Galaxy "hangars" should exist which mostly protect against ground, but are vulnerable to air. Also Galaxy AMS should just be noticeably lower HP than standard Galaxies.)
* GOOD: water is a dynamic way of escaping as an aircraft that's present almost all over the continent.
* BAD: there aren't good solutions for killing air (especially heavier air) that escapes there. If your group could plan on forcing down that galaxy only for your _Attack Submarine_ to finish it off easily underwater, that would be much more satisfying, but obviously that requires either new vehicles or alternate weapons for existing ones (given ESFs already _feel_ like subs underwater, it's pretty reasonable to just give them a torpedo secondary!).
* YOUR GOVERNMENT LIED TO YOU: this continent is Cyssor, not Oshur. (Seriously, go back and look at the maps for Planetside 1, the lizardmen forgot to scrub the internet clean: you'll see Oshur is a one big Indar-colored desert island, while Cyssor has multiple islands with bridges.)
* GOOD: lots of opportunities for player-made bases
* BAD: player made bases aren't particularly satisfying to destroy and these things are _everywhere_ on Oshur.
* BAD: the focus on player-made bases is part of why you get the "critical mass zerg builup along a lattice line", since switching lattice paths isn't as easy (on a normal continent there's always a vehicle terminal on that other lattice line that you can use to immediately jump to the frontline; on Oshur you might have to drive through like 4 full bases from a rear vehicle spawn just to get to the front!)
The mix of good/bad here makes me seem more negative than I actually am. I like it. It's okay. But I currently prefer to fight on the other continents as long as there's a full continent available.
Medics should get a new rev gun, it splits the rev beam into 2 or 3, BUT... takes a tad bit longer to revive or doesn't rev with full health.
For me, Oshur is summarized as :
Continent/lanes designed to force large fights . . . bases (most bases, and specially the trident/interlinks which make up over 1/2 of the actual bases on the continent) are designed for 24 v 24. They contradict, which causes few fights to be entertaining.
In the original planetside 1 Oshur limited the weapons and vehicle types that were available for use ..
Made for amazing game play..
Large groups of infantry pushing each other
Hopefully they will add some underwater capture points, medics will be "more useful" then...
As a infiltrator main ( yes i know dont hate me), the frequency of open field fights make me have a blast even though i never touch vehicles, but unless you enjoy playing light assault or infiltrator, infantry can realy be limited to what they can do here. The problem is there are bases for infantry fights to develop, but they are much rarer, and some bases that do exist like trident and SPECIALY interlinks, which are common fight spots, have major design flaws which limit the enjoyment of everyone envolved. Fix interlinks untill the end of the week, or people will rightfully avoid defending those bases at all. Some people a HA main logs in oshur and there might literealy be not a single fight that caters to infantry going on, specialy if you count out interlinks, as you should in their current state.
Bugs. There are a lot of bugs. Some are major and gamebreaking, spawn beacons havent been working for me for days, visual glitches, sound glitches, the list goes on. Perfomance, for a map filled whith water and not that many assets, could be a lot better.
The spawning system mostly changed for the worse, and the construction system is cool but way too underdeveloped and not ready to be used at a massive scale like it is being used in oshur. Needs a lot more defensive buffs, interceptors to block constant nuke and flail use, and overall HP buff.
Absolutely love oshur, the vehicular combat is great although I feel it's quite easy to force defenders into the spawn areas quickly compared to the other conts.
I'm with you mate, can have great moments of vehicular combat, but yeah the spawn rooms are far too easily hit. Appreciate the thoughts my friend.
I only had about 2-4 hours with it, it was fun... but mostly when I was in a Lightning, I had my problems with it as any kind of infantry, I died TWICE from cheesy Orbitals WHILE DROPPING IN TO AREA WITH THE DROP PODS.
TWICE! I will fully admit I wasn't at my best at all during those matches, but it felt even worse when i'm on a new continent getting memed on and having to wait a long time to get back into the action.
Punishing ghost zergs with a flail feels so good.
The main problems for me with Oshur is that you can't spawn mobile armour at the flotilla (warp gate) which means if you get "warp gated" you can only fight back with ants/sunderers/flashes or air; that latter of which gets locked down by flak because there's no shield over the flotilla. Some people will make a player base at the beach head, but that only adds lightnings to your force multipliers; and if you have an entire faction spawning in at that base and pulling lightnings, it's gonna run out of cortium in minutes.
The lack of spawn options when there are no player bases is also an issue; when you lose a permanent base, often you will be pushed back 3-4 hexes to be able to spawn in and/or access vehicles without dipping into outfit resources; and with sunderers coming under heavy anvil's you start burning through that blue resource extremely quickly just trying to keep the infantry combat alive, let alone bringing up heavy armour to the fight.
If you're a smaller outfit Oshur is expensive to play on because you'll want to deploy more resources to stay relevant in a fight, but struggle to get any resources coming in. The only real option is to make a base and sit on it; which has limited entertainment value and is for all intents and purposes "end game" content. My experience of base building is that your team zergs down a lane and your base becomes irrelevant as it drifts further and further behind the front line or it gets zerged in turn before you can even get it fully operational. Both of which are low reward scenarios for your effort.
The complete lack of spawn options is an issue when there's an over reliance on player investment into creating these spawn options which are super easy to remove. It seems to me that Oshur is nice for the people who don't really play the game to contribute to the game's intended fights. That is to say people who will just run around making a fuss and farming players without contributing anything meaningful to a fight or hex capture. The lowest denominator of PS2 gameplay.
Feels like that scenario ("warpgated") doesn't happen all that often. I could see the need for an air shield removed by improving the way PPCs work (the guns on the flotilla) and removing vehicle cover on the flotilla side. Basically PPCs should be really accurate and fire at _every_ enemy vehicle within range and so those vehicles have basically a time limit to leave or be destroyed rather quickly.
Totally agree on spawn options. Especially in a smaller outfit (or in my case no outfit). Trident bases in particular definitely need work in terms of how attacker spawns fit. Basically the defender spawn is _amazing_ since you can "octopus" out in any direction basically and that gives you a _ton_ of flank paths (which are only fully camped by the zergiest of zergs). By contrast, attackers are funneled into those airpad bridges and given the difficulty of setting up (and keeping) spawns on all 3 pads, it feels unfair to the attackers.
For base building I think the right flow is you just start building a base as your vehicle zerg dominates a lane. That way when your empire's push fizzles 2-3 bases later, you have a full base and _hopefully_ everyone building bases along that lane slow things down by enough so that some of the bases get used defensively (which is where they shine; in fact they shine so much that they're really just obnoxious; if you get a base on your side of a bridge where enemy vehicles are forced to choke point (and therefore can't burn down your buildings as fast) then a very small force can hold off a much larger one.)
_The single biggest improvement would be to better embrace player bases._
* Currently I assume player bases are crap: that I'll spawn there and they'll be useless to me because I can't spawn a ground or air vehicle there.
* But what if player base spawns showed icons of whether vehicles were available there? Suddenly I'd spawn there way more often to pick up a lightning or whatever.
* Also holy crap the game needs more equipment terminal options at player bases. The bunker is super clunky and the only place an eterm is available, and that's just not good enough.
@@Axehilt Maybe it's a server culture thing, but I see warpgating happen all the time on Oshur and it's the same problem that existed on Esamir when they made it so that only the faction holding the central tech plant had access to MBT's. Faction's will snowball because of the force multiplier advantage. But at least on Esamir you could pull MBT's from the warp gate. Mostly it happens to the bottom right flotilla, but i've seen it happen to each flotilla location. Just one zerg reaching initial dev bases outside said flotilla can stall even the most coordinated faction for a good 45 minutes.
Also, base builders intentionally avoid constructing player terminals in their bases because one infil could chain pull cortium bombs from it and destroy the whole place in mere moments. Even vehicle terminals are problematic because an infil will ESF drop the vehicle pad, hack it and then pull a cloak sunderer to spawn from and do the same. If you don't see a vehicle pad, chances are, that's intentional. Because it's more dangerous to have one than it is to not have it. Even if the devs introduce more terminals the base builders will intentionally avoid placing them.
@@grazzer88 Well you're also assuming that infils should be allowed to hack those terms still, which definitely should change
That dude that got merced by driving in front of your shot XDD
Recently came back to the game after a few years off, always mostly a solo player. The very first time I tried Oshur, I realized that it was my new least favorite continent. I like base fighting as infantry, and this shit, it was just endless open-air vehicle-fests with no cover, no safe areas. The exception was the biolab-style grindfest at the interconnecting bases that I had one of. Coincidentally, I avoid bio-labs like the plague on other continents, so... the only thing available that wasn't just open-air getting bent over by tanks and planes in chokepoint lanes for ages was a biolab-like experience. Absolutely loathed Oshur and logged out after genuinely trying to get into it for over an hour. I just log out and do something else when it comes up now.
Also kind of amusing that you gush about the vehicle vs. vehicle gameplay while just farming infantry in a tank. Kind of proves the problem with this terrible continent.
Oshur was destroyed in Planetside 1 and the battle islands were created. This aspect may be of note. No heavy vehicles could enter the battle Islands. No MBT/Reaver. Perhaps if the go back to this. No MBT no ESF it seems like it could be fun. Oshur was destroyed but to keep the no MBT/ESF mechanic I think would work. Wrel is great at infantry fight flow. Needs some work on the vehicle side. Great job though.
hey mate, do you play from Australia? I used to play on briggs and i'd like to get back into it, but I don't know what the lag is like. Any server recommendations?
Can't wait for a full on under water battle!!
How do you get such good performances with that graphics level ? Have you shared your settings somewhere ?
PS2 needs more diversity. That alone makes this continent soooooo great. It's unique from all other continents and the fights surrounding built bases are insanely fun. Even when the base was camped right outside our spawn, it was surprisingly fun
It's just very vehicle centric, which is fun as hell
The more I play hossin the more I love it yea some of the larger fights can getting 3rd partied constantly and that there’s no vehicle play but when those fights do start they’re beautiful oshur to me definitely looks like a mainly vehicle based map like indar sometimes but jt might end up being a good thing
I thought I was the only one that never hated Hossin
Yeah idk what happened to the interlinks but they made it to where I cant place a mana turret in the hallway (my only solution to a spawn lock)
I absolutly agree on the spawn timer situation. How the continet works? Time will tell
My few cents (some of those were mentioned in the video):
- It's too prone to double-teaming due to the limit of lanes. Had TR and VS duke it out in front of the NC fleet, rest of the continent saw no fights beyond the maybe 10 people total who didn't get the memo.
- Zergs usually tend to avoid each other, so every base it crushed by 80% overpop more often than not.
- Flails from all directions. Those things seriously need to be limited, like 1 km distance between Flails belonging to the same faction.
- Interlink spawns. 100% agreed on the problems.
For me personally the result is I rarely play, because 99% of the fights are no fun. It isn't cool to totally overpop, neither is being overpopped. And the few fights with even forces end in flail-spams. I think the continent has the potential to be pretty neat, but the way players behave brings out the absolute worst in it.
The Flail has a max distance of 600m, if I'm not mistaken.
yep and they also have their own limit range, even though its pretty short than 1km.
and 1km is very stupid for a "gun" that you can only use yourself and your teammates. or with most forward flail quick build bases do, just blow up the AI module. or just blow up the flail yourself. there are many ways to do this with flying or other stuff, and due to the range of 200~600mm it tends to be not in the thick of the battle making it easier to get to one. in the case of it being protected by skyshields and all other sorts of gizmos, you're more likely facing a fully prepared base *with* a flail and some guy using that flail to gain some advantage than a quick setup flail base to bomb shit for 10 minuites.
another tidbit on the flailing vehicles idea, i think thats more how there isnt much ways of breaking the lane apart, especially on bridge fights. a line quickly forms around these chokes and quickly stagnates cause of the design themselves. flails are used here for: A. break the sturdy enemy lines of tank defences, which i see as a viable usecase of the flail, as it was first made as an anti-construction. those that sit in the same place forever until its broken. or B. try to stop advancing enemy forces by firing on chokes. which is pretty hard to do especially if enemy is aware of the situation and will evade the place when there is a incoming round. flail isnt like an OS where vehicle aroudn like 50m all go whoosh, tis dffective range is about 5. nailing where and when the enemy comes is important and the user needs to guess how is going to happen. and this is where i find some design problems. Bridges. one lane. narrow. predictable. again i cant really blame this to the flail, even ascent had this problem and i didnt felt mad about it, i was more of a "jesus how he does it" because what do you know, armor collums tend to be sluggish or not moving at all. problem is with more cortium, buffed cortium rates, 1, straight lane with basically no way of goign around(water exists, yeah. have you used it?) is the problem that makes flail seen in these fights the best. thats how i feel about this issue, not problem of the weapon itself.
The point of the 1 km distance is to enforce this between flail buildings. Nothing else. The idea is that it no longer happens that three or four of the bloody things shoot into the same fight.
I don't see why they didn't just drop the spawn beacon respawn time to match sundies. Makes a lot of sense to me, what with dumb squaddies choosing to spawn at a sundy and run 20 seconds rather than wait 5 and drop to the objective in 5-10 seconds
yeah i squad lead 8 random players, who actually followed the lead, we were doing a 30 vs 100 fight and we were losing really hard, however it took them 90 minutes to take 2 bases, our 30 man force had smaler groups of tank and sundys supporting construction cut offs who where building every inch of the ground we gained, i saw walls after walls after walls in an endles line of defencive structure, every time the enemy managed to go threw a whole bunch of this walls, there was smaler tank group around the corner completly annhiliating the enemy convoy first row of enemys. My squad were mostly infeltrators, some were tank drives, but for the most we had cloakers everywhere, either near the enemy as stalkers, or as me futher away with auto-snipers. We had position above a hill with a smal stone wall protecting the second level of the hill. We planted 6 bombs around the corner, they came up with 2 vanguards on that edge and blow them selfs up wich gave our tanks free view over there sundys who had no proper defence. It was an insane battle that reminded me of how well a good cordinated platoon can do aginst a larger force.
too bad usually answer is still zerging and/or pocket OSes from salty outfit users.
I absolutely LOVED Oshur.
The game has always given us massive battles, but these *feel* massive more often.
Also, if your platoon is getting spawn camped, why not redeploy to another base and bring in an armor column or air platoon to wreck their armor, spawns, and day?
I'm thinking of getting back into the game. Are skyguards useful again?
We need an urban map that's maybe a third of the size but with mutli level buildings and multiple streets and alleys and tunnels and bridges
I predict that the spawn system change will encourage more vehicle combat and galaxy drops. Being optimistic here but maybe it will also encourage FOB style construction bases. To be fair I love my armor in planetside 2 and I play infantry well, but the QRF style infantry play can get old. Infantry platoons more often can gauge success or failure off of base captures. Armor and air it’s more complicated than that. If the job is wiping enemy spawns and you do that then that goal was a success and people will see it that way if you make it clear.
I've yet to see a big floating carrier or a huge multi turret tank, I guess the only time I will is when a big outfit farm's it up, but I wonder if It's physically possible to solo the build...
Bastion carrier and Collosus tank cannot be spawned on Oshur as of now, because devs removed their spawners before second playtest. I do not know why Collosus is unavailable, but devs said they are yet to set Bastion's height levels. I guess, she shouldn't be too low to not ram into Spires nor too high to make some space between her and ceiling level.
Infantry can headglitch IN/OUT of water close to shore, Vehicles, Planes can too. You can fly fullspeed UNDERWATER & shoot enemy planes.....
There is like one very special choke-point (campign relaated) where you can farm helpless enemies until you fall to sleep. because they have to walk up a slope for 40m UNDERWATER, and you got Turrets & lmg & Swordsfish set up ontop that slope.....
Waterphysix are bugged all over the other Continents. Moss Rigde Ravine f.e.: there is a River in this station. 50m around the river, NOT IN ACTUAL WATER you still got water physix. means, that Sunderers gettin to close to a River, will start floating IN THE AIR
but in the end, ofcourse, the 1.000.000.000 ways to headglitch OUT OF THE WATER or INTO the water is the biggest issue id say. Headglitches related with water-surface, usually are gamebreaking.
WORST (in my opinion), is the fact the Developers havent been able to predict this. Like a minute after i saw the Trailer for Oshur, this stuff came to my mind....
Usually i roam around the conga lines on other continents trying to find infantry fight with 48-96 pop or lower. Never really enjoyed vehicules battles so yea i have been sniping / cqc bolting most of the time on oshur ... Main problem so far even if you reach the point in the fights where it becomes infantry based, its literally a spawn room stalemates and boring. It reminds me of old HE spam spawn rooms. Also the spawning spam of outfits with HA / infil on roofs while we enjoy a longer spawn timer and have to move in an open field to reach the buildings where the cap points is .... yea good job guys. Last thing, flail hello ?
Oshur is a mixed bag for me. Sometimes its awesome. Sometimes it sucks. BUT the player made bases and the foot zergs are awesome. I have never seen such a thing on any other game. HOWEVER, that feels a lot like WWI, on the infantry side. Just wave after wave of your soldiers charging forth to take positions and sometimes, on the defense it makes it awesome.
nothing is more satisfying that slapping an esf out of yhe sky with my prowler on oshur
i hate them to no end for a2g spam
I only got a few hours in and I like playing infield and AA especially AA max
As a mostly solo player that mostly plays infantry, oshur is pretty meh. You either find yourself locked down in a spawn room unable to move outside or sitting outside a spawn room getting no cake because there are way too many zergmates. The few times i have had balanced fight in the empty areas it was actually great, i especially had a lot of fun around the big bridges. But that just happens so much less than zerg spawn camps.
I also think that the underwater mechanic was a bit wasted on not having cap points underwater anywhere. This would really give you a reason to think outside the box, use the new weapons and have interesting fights!
I absolutely love it. Honestly I don't see much to complain about.
completely off topic but why dont the nso characters also recieve a 10% movement speed penalty from nanoweave armor?
this is why PS1 was a better game from a tactical standpoint. Spawns were not campable by vehicles. If you wanted to get at the spawn, you either had to fight your way down there, or blow the gens.
Outside was outside, inside was inside. It isn't any more complicated than that.
Loved the amount of friendly fire in this, they can't nerf us!! Great stuff cami
Gotta stay true to my word.
I was on a fight over the middle-southern bridge once. And it gave me such half life 2 felling, you have no idea.
The top of the bridge was dominated by a base on one side, so much that I couldn't do anything meaningful or even survive in magrider for more than 10 seconds. So I went under. And the bridge has irregular underwalks, and it's pretty high up with big cliffs on both sides.
With my help, distracting automatic turret, after I ran the whole length of the bridge, killing a few infiltrators on the way - allies stormed on sunderers and tanks and took the base over.
Or countless hectic Trident fights!
So, Oshur generates stories even more. That's one thing I value about planetside 2 the most.
My only complaint is that it feels like it optimal in every single fight to pull vehicles. This leads to 30 plus vehicles in every single fight. And when you just want to play infantry it's really....really... annoying.
That's ok. Infantry players still have Hosin.
Vechicle players finally have something as well.
"I know players who now view bastions as pains in the asses nowadays"
Well yeah... they're mobile fight destroyers. You find a good fight, the bastion shows up and kills it, you find a new fight, and the bastion shows up a minute later. Repeat for an hour or until they decide to farm a different front
Spawns are now based on social media engagement - the more social media shitposting the less favorable spawns you get.