Are the factions balanced in Planetside 2?

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  • Опубликовано: 14 дек 2024

Комментарии • 1,1 тыс.

  • @ju5t1ce33
    @ju5t1ce33 5 лет назад +401

    "Floaty Boys." On the PS4 we just call them "C4 fairies"

    • @editdaveiswongresadday9005
      @editdaveiswongresadday9005 4 года назад +7

      hard fax ive also noticed less people using C4 on Their Floater Builds that opt for the shield capasiter paired with survivalist and spotting radar

    • @dustinkrejci6142
      @dustinkrejci6142 4 года назад +2

      Haha 😆

    • @WonderfulWino
      @WonderfulWino 4 года назад

      Once I figured out c4 fairying i loce ps2

    • @lorenzoreyes3568
      @lorenzoreyes3568 4 года назад +1

      This is partially why I eventually left

    • @dustinkrejci6142
      @dustinkrejci6142 4 года назад

      WonderfulWino google jeep stuff.... :)

  • @xicronin38
    @xicronin38 5 лет назад +897

    When you ask if the empires are balanced then you remember NC kill more of themselves than tr and vs

    • @charimuvilla8693
      @charimuvilla8693 5 лет назад +101

      I only play NC and it's not that bad I rarely get teamkilled. It is possible that we are less skilled players though

    • @prich0382
      @prich0382 5 лет назад +26

      @@charimuvilla8693 TR is least skilled and they are usually picked on by the other factions

    • @andrewabrams1535
      @andrewabrams1535 5 лет назад +6

      @@charimuvilla8693 your the lucky one

    • @Leivve
      @Leivve 5 лет назад +32

      @@charimuvilla8693 My TR main has 400 out of 10k deaths as friendly. NC secondary has 600 out of 6k are "friendly."

    • @SoulKiller7Eternal
      @SoulKiller7Eternal 5 лет назад +89

      @@charimuvilla8693 I deliberately killed an ally yesterday. I have a bad tendency to...'handle the problem' when an ally damages my Vanguard. I pulled out of the warp gate, headed to the front line on Esamir, and all of a sudden 5 shots into the back of my Vanguard from a friendly Reaver, no apologies or anything, he tried to fly away and I calmly, pulled to an elevation and gave him an AP goodbye and deleted his aircraft for his troubles.
      Didn't see him again after that.

  • @dylanstahl879
    @dylanstahl879 5 лет назад +296

    24:59 This is absolutely disgusting. What an awful weapon.
    Where can I get one

    • @18IMAMGODINA
      @18IMAMGODINA 5 лет назад +23

      The. Game has rounds mixed up .
      HESH in real life is an anti tank chemical projectile that works by having a plastic explosive on the tip of the round, when it hits a tank it squashes and explodes and breaking the high carbon or such steel on the other side of the tank and makes shrapnel from the tank material itself, hence the name hesh (high explosive shrapnel) It would be practically useless against live force , also heat round is weird in the game , heat rounds(high explosive anti tank) has a cumulative discharge thanks to the copper cones on the end , it sends a stream of molten metal and generally does little damage unless you hit ammo or some major part of the tank, the projectile doesent care about range meaning that it had same penetration value what ever the speed unless it is lower then the speed of the fuse charge in which case it is to slow to even harm a human

    • @santiagotorrezsegarra7790
      @santiagotorrezsegarra7790 4 года назад +7

      @@18IMAMGODINA its High Explosive Squash Head, not HE shrapnel.

    • @18IMAMGODINA
      @18IMAMGODINA 4 года назад +3

      @@santiagotorrezsegarra7790 My bad , i just had that on my mind while writting it probably , happens to everyone lol

    • @santiagotorrezsegarra7790
      @santiagotorrezsegarra7790 4 года назад +1

      @@18IMAMGODINA no problem dude, happens to the best of us

    • @misterdinner3648
      @misterdinner3648 4 года назад +3

      Ive never ever been able to get to a position like that before, and ive been playing for 6 years, I always get killed before I get there, or after a minute or so.

  • @lemonbot4906
    @lemonbot4906 5 лет назад +455

    Who will win?
    A army of tank
    Vs
    One floatie boy

    • @g.wizsensei760
      @g.wizsensei760 5 лет назад +17

      if army of tank gunners have brain floatie boy doomed

    • @The_Swindler
      @The_Swindler 5 лет назад +6

      Two of any tank will kill any Magrider

    • @nico101gaming
      @nico101gaming 5 лет назад +12

      Depends if they get out of the tank to shoot the floatie boi 👌🏻

    • @nico101gaming
      @nico101gaming 5 лет назад

      Sgtqman19 a 2 man magrider will kill a lighting before he kills the magrider everytime. That’s a given

    • @Odjur
      @Odjur 5 лет назад +6

      Vs

  • @Jeremyzth
    @Jeremyzth 5 лет назад +202

    the biggest balance problem i can think of is the health and shield regen after kill implents...it creates a huge gap between a vet and new player game experience

    • @honorguard7616
      @honorguard7616 5 лет назад +2

      In a upfront fight,no ,in groups i got to argee to a degree

    • @Jeremyzth
      @Jeremyzth 5 лет назад +15

      @@honorguard7616 yeah but i play a flanking role most of the time and it definately is a big boost in survivalbility

    • @honorguard7616
      @honorguard7616 5 лет назад

      Gotta argee in that area

    • @roofie1695
      @roofie1695 5 лет назад +1

      *A S S I M I L A T E*

    • @thel8815
      @thel8815 4 года назад

      @@Jeremyzth so what? One non retarded player can kill you as easily as any other player without those implants...

  • @Qaztar44
    @Qaztar44 5 лет назад +448

    I think that aesthetics wise, opening all of the MBT's to all factions is a bad move. Each tank is very clearly specified to fit their faction in terms of the way they look. When I visualize an armor column moving across the battlefield, I love the idea of having multiple different combinations of MBT's on each side to have that intricate level of balance, but I don't like the idea of TR pulling Magriders and making their armor column look like a circus. If this was to happen, it would need some serious visual changes.

    • @CMDRCyrious
      @CMDRCyrious  5 лет назад +74

      Agreed. The aesthetics are tailored for each faction, it would be ideal to re do some models to help maintain aesthetics.
      But remember people can look like robots now, so everything is starting to meld a little bit.

    • @Maximoose875
      @Maximoose875 5 лет назад +22

      exactly, a TR magrider should have its own distincrt style and look different to that of a Vanu magrider. Same with prowlers and vanguard. Like that it could possibly work

    • @zap2960
      @zap2960 5 лет назад +18

      You just know that if TR could pull magriders there will be no other vechiles on the battlefield

    • @TheBlueGeebee
      @TheBlueGeebee 5 лет назад +11

      Current Precedent - NS bots, not only do they lack faction resemblance their classes don't stand out at all. Red and Blue base paint magriders and done. it's like that with lightnings and liberators galaxies and ants, you Q spot them and have to use some judgement before you unload on them.
      I don't think DBG would be opposed to the removal of faction specific vehicles as it would potentially be a money grab for more shit for people to get, NS assets like the Kobalt/Halberd/Walker/Ranger should unlock on all MBT platforms
      I think the funniest part would be certain vehicles showing overuse in the statistics if its opened up and the validation from everyone complaining that it hasn't been balanced, but that will probably be a self fulfilling prophecy as people will play what they didn't have.

    • @avaliantsoul5408
      @avaliantsoul5408 5 лет назад +2

      @@zap2960 I dunno, Prowlers are pretty damn good.

  • @malohn2068
    @malohn2068 4 года назад +115

    Or, how bout they give sunderers C4 weakspots. It has to be planeted on the back or front. That way they cant just drop it down ontop of it.

    • @tomdrv9901
      @tomdrv9901 4 года назад +7

      Yeah I mean C4 isn't a shaped charge anyway, It can't penetrate tank armor. Should be only on the back/underside to do damage and in those cases only does the damage level it does now. Not useful to place it on roof/front/sides.

  • @diggles27
    @diggles27 5 лет назад +233

    Give all tanks coaxial machine guns attached to their main turret to deal with infantry. Never water down the Empire specific vehicles

    • @gtifighter
      @gtifighter 5 лет назад +23

      what to do with the magrider then? it doesnt have a turret!

    • @LCInfantry
      @LCInfantry 5 лет назад +33

      Gtifighter
      The tank is the turret.... errr....the turret is the tank

    • @achtung_panzer6905
      @achtung_panzer6905 4 года назад +19

      @@gtifighter Have you ever looked at tank design? Case mate tank destroyers had coaxial MG's mounted as ball turrets in the front.

    • @gtifighter
      @gtifighter 4 года назад +4

      @@achtung_panzer6905 yeah i mean why not, i just think it would look pretty awkward on my beautiful maggy

    • @witold1995
      @witold1995 4 года назад +5

      While Coaxial gun sounds fun, I think people forget that MBT is operated by 2 people. Gunner's weapon should compliment driver's, not amplify it. Still, most people go with halberd to boost the anti-tank damage, when they could mount anti-infantry weapon and look for floaters

  • @tehfink
    @tehfink 4 года назад +55

    I honestly just wanna see what they had in PS1, let infiltrators hack vehicles again. Don't give everyone each other's vehicles, just make it so we can hack that tank that we killed their engineer as they tried to repair.

    • @doctordrabs
      @doctordrabs 4 года назад +2

      The prowler used to have 2 gunners and a driver.

  • @DhiscoStu
    @DhiscoStu 5 лет назад +247

    You lost me at "give everyone magriders".

    • @Ton-uy1xd
      @Ton-uy1xd 5 лет назад +18

      I just started playing again after over a year and a half and I can't believe how badly they nerfed the prowler. It not sucks at every range.

    • @wetblanket3714
      @wetblanket3714 5 лет назад +5

      @@Ton-uy1xd I also have found the prowler useless too and how they changed the facture gun

    • @ChaosBW
      @ChaosBW 4 года назад +6

      They are actually bringing in the ability to spawn a vehicle from anywhere
      Meaning you could spawn a prowler tank on the top of a tech plant or biolab
      The prowler will finally be recognized as the most overpowered tank, which it always has been

    • @grant8620
      @grant8620 4 года назад

      "his opinion differs from mine therefore I should discount it"

    • @sneakyguy4444
      @sneakyguy4444 4 года назад +3

      Your using the prowler wrong then. It's DPS ability buff is incredible.

  • @YoSomePerson
    @YoSomePerson 5 лет назад +81

    As a long time tanker I can say leave HE weapons. They are in the same position like the max. Nerfed to the ground to the point noone uses them anymore. Unless you have that VERY rare situation where there is an infantery fight you can actualy participate as a tanker in, you are better off sticking to AP because you have a severe disadvantage against other armor.
    HE weapons once had a 3m explosive range. THAT was a fucking farm when bases weren't even that closed off. Today they are tame compared to that.

    • @ДмЮнит
      @ДмЮнит 5 лет назад +2

      I use AP on prowler - 1 shot to the body - kill (if there are no flack armor). Also 1 hit for ESF

    • @Viper13dragon
      @Viper13dragon 5 лет назад +3

      and considering that alot of bases now have extra walls/barriers to stop tanks spam, yeah it's not that big of a problem

    • @BgT1990
      @BgT1990 5 лет назад

      I remember auraxing my maggie's HE cannon real fast back when Hossin was introduced, was far too easy to just multikill on a base fight :o

    • @Steve-mx9rr
      @Steve-mx9rr 5 лет назад +1

      i hate it.. u cant one shot infantry with the heat... It´s a fcking Tank cannon^^.. With a targeted shot, the normal infantry should die.

    • @boerny6757
      @boerny6757 5 лет назад +1

      Way more I portent is that they onehit everything in 1m range. Now only direct hits kill

  • @bryanthomas1382
    @bryanthomas1382 5 лет назад +82

    If they gave every faction access to every MBT I would just stop playing the game. Faction loyalty is, IMO, one of the reasons this game isn't dead yet.

    • @prud5930
      @prud5930 4 года назад +3

      can probably agree. Main reason why I'm still playing now is because I wanna see my squad TR rise up from the dead again. Even NC's destroying us from time to time

    • @brokenthunder4163
      @brokenthunder4163 4 года назад +2

      I wish there was new default skins for all the NS vehicles to make them look faction specific but play functionally the same

    • @quanyuan6760
      @quanyuan6760 4 года назад +1

      Every one will choose vanguard then, and Magrider will be abandoned.

  • @LetustheDragon
    @LetustheDragon 5 лет назад +85

    On your argument of tanks:
    Back in World War 2, the Zero-Fighter was giving the US some problems. It wasn't until after one crashed mostly intact until the country was able to see how it worked. The process is called "reverse engineering."
    So in a sense, having utilities that make the MBTs be able to do something the other tanks can do would make sense, and to keep the whole Faction Identity, the other two parts: hill climbing, shield, artillery, could be not as strong as the original faction?
    I do wish HESH did have your drop idea. Coming from Guns of Icarus, my favourite weapons were the high-skilled ones. The ones you had to calculate arc and arming time with. I enjoy getting kills against Infantry with a direct AP hit more than HESH spamming a door.

    • @Ghostx357
      @Ghostx357 5 лет назад +1

      same, out sniping an sniper with a ap shell is really satisfying

    • @admiralobvious
      @admiralobvious 5 лет назад +3

      So... you're the guy with the Incindeary Lumberjack then...

    • @catnium
      @catnium 5 лет назад

      no one gives 2 shits about fun when you have playstyles to onlock and10's of thousands of certs to be invested and when 1 weapon rakes in 500 certs in 15 minutes and the other one 3 certs in 15 minutes the choise is obvious
      you think ppl farm for fun ?
      no in ps2 we farm so we can have fun later when we are using the stuf we farmed for ...
      thing is
      later never comes
      because there is always something to farm for
      moral of the story is: redeploy side is a farming simulator
      and the fun never comes for new players because when I farmed with the ez mode 10m radius insta kill anti infantry main tank weapons and got my br 100 and all shit unlocked , i also whined and got it all nefed
      so now you new players .. get to farm EVEN longer ..because old skools got everything nerved and by doing so also slowly sucked the fun of progression out of the game
      NICE huh!
      fun is dead
      long live fun

    • @wetblanket3714
      @wetblanket3714 5 лет назад

      Hill climbing and artillery seem to much similar, why not Hill climbing/artillery vs. firepower?

    • @wetblanket3714
      @wetblanket3714 5 лет назад

      Magriders are a better form of artillery against prowlers, because of their access of hard-to-reach places and cannons

  • @Taronas
    @Taronas 5 лет назад +62

    Make rocklet rifle and C4 share a slot and give lights some other support item... Perhaps give them a team support harness where they can carry a team member at the cost of half again the jetpack fuel.

    • @JACKAL98
      @JACKAL98 4 года назад +6

      That's actually genius. C4 and rocket should not both be available to LA. I agree 100% they should have a choice to choose

    • @adamofblastworks1517
      @adamofblastworks1517 3 года назад +1

      Ehhh. I think attaching one player to another would be a nightmare to code.
      And then you'd have flying heavies, etc.

  • @Leivve
    @Leivve 5 лет назад +33

    As a LA main, I agree. Though me and Iridar would often had debates about if the LA needed a tool slot or not, I did agree with him that it should have been a utility tool that exploited the LA's mobility. Not a rocklet rifle to enhance their anti armor even more. I've always called for them to have a camera that highlights enemies it can see, even through walls.
    One point though. Tanks should feel useless in a forest or rough terrain, as they are in real life. What happened in the clip you showed is exactly what would have happened to Hitler's blitzkrieg had the French realized he was dumb enough to actually attempt the attack.

    • @starstray4326
      @starstray4326 4 года назад +2

      Tanks aren’t useless in forests lol but I see your point

    • @deathdealer312
      @deathdealer312 3 года назад

      So no tanks on Hossin?

  • @alyero6341
    @alyero6341 4 года назад +27

    This video took almost half an hour and most of the time was spent talking about points that have nothing to do with the different factions but whatever general thing you dont like?
    You should really rename this video

  • @TheAfricanRedHead
    @TheAfricanRedHead 5 лет назад +115

    I'll save you 28 minutes
    NO

    • @TheAfricanRedHead
      @TheAfricanRedHead 5 лет назад +3

      Heck it got a heart

    • @deffington6627
      @deffington6627 5 лет назад +11

      But they are! Whichever faction I play, they are always getting kicked :D

  • @matchesburn
    @matchesburn 5 лет назад +56

    Sorry, but I do disagree on the idea of making all the MBTs common pool vehicles. And, instead, I offer a counter suggestion: make one new MBT that is common pool/Nanite Systems based... and perhaps make that not require a Tech Plant to spawn. I would suggest making it like an upscaled Lightning and having a second turret it on like the faction specific tanks, but no special abilities anything of the like and perhaps lower the Nanite cost by 50 or 100 depending on how effective it is. Just something that is a baseline that can help perhaps make the fights in armor slightly less uneven.

    • @roofie1695
      @roofie1695 5 лет назад +1

      which is probaly not going to happen, given the small developer Budget. I personally think it is a great idea to make them common pool, which I guess requires less effort.

    • @matchesburn
      @matchesburn 5 лет назад +1

      @Roofie
      But making the other vehicles common pool still requires a lot of work. They have to make sure faction specific camo fits and works on them. Plus, the weapons need to be changed. Each faction has faction specific vehicle weapons that need to be integrated as turrets. As well as the vehicle weapons themselves, since it doesn't make any sense for TR and NC to be using plasma/energy weapons like on the Magrider. Some of this stuff can be more easily adapted, but it's still work that has to be done. Meanwhile, if you took a Lightning and scaled it up and used assets from the other MBTs for it, it'd still be around the same amount of work, slightly more, but you'd have a new vehicle to showcase for it.
      I don't know how Planetside 2 is programmed and how art assets are worked, but if you took the base of a Vanguard and slightly modified the hitboxes and just made a Lightning model larger with a 2nd turret you could cut down on a lot of the work. (I suggested the Vanguard because it's appearance is the closet to the Lightning of the faction specific MBTs) From there you could make it as detailed as you want and add on as time goes by. And you can simply things (and balance) by not having faction specific turret weaponry on it (like with, say, the Harasser or MBTs). Everything would be the same across the board, except camo. Which, if you use a scaled up Lightning as reference, could potentially be easier to texture than a brand new vehicle which has never had that specific camo before.

    • @roofie1695
      @roofie1695 5 лет назад +1

      Im no programmer so I cant tell what would take more time. It seems to me that just giving everyone all mbt´s is the best decision balance wise @@matchesburn

  • @matchesburn
    @matchesburn 5 лет назад +8

    20:41 - As far faction-specific alternatives for long range lasers, you can easily work with this. Gauss/coilgun/railgun weaponry is the pinnacle of "long range" and "fast projectile." Hey, that fits NC's lore perfectly as well. TR is... a little more difficult, but given their contemporary nature you also have more options. You could have a MRLS rocket launch system. Or something like the real world MGM-52 Lance which was a rocket artillery system with a freakin' huge rocket with a huge payload. Or, more boringly, just a huge howitzer, and maybe make it a revolver cannon like system that fires really fast.

  • @mossystonebrick8840
    @mossystonebrick8840 4 года назад +10

    When PS2 was in development, the devs intended for all vehicles in the game to be faction specific, but then they ran into budget restraints and they only had the NC vehicles finished so they just used them for the non faction specific vehicles, hence why they all have that boxy NC look. prehaps asymetrical balence could have been accheived if the dev team had the proper funding to make all the vehicles faction specific each being similar in their own respect but with a few minor quirks to make each one better given certain circumstances.

  • @TheRogueWolf
    @TheRogueWolf 5 лет назад +10

    Asymmetrical balance can't work in this game because of the playerbase. Everyone wants to be strong everywhere; everyone wants to have the advantage in every situation. "It's not fair that I couldn't kill that LA easily because I kitted my tank for AV play; they just shouldn't be allowed to hurt me!" "It's not fair that this powerful, difficult-to-use bellygun can kill my ESF in one shot; I should always have a chance to run away!"

  • @SoulKiller7Eternal
    @SoulKiller7Eternal 5 лет назад +42

    As a Vanguard Main, along with AP Lightning...I find HESH & HE rounds completely pointless.
    I also find 'floaty bois' or C4 Fairies weak. Now, maybe that as because as a veteran armor player, I'm fully aware to keep my eyes pealed, I can easily spot them, pull back, give them a AP shell for their troubles and get a free kill. Now, not all armor players know that a single AP shell, provided you land a direct hit deletes infantry.
    I've even been chasing Harasser's, land a long range hit, and delete the person in the back, healing it.
    Good times.
    Now, the only time HESH has beaten me is when there are three or more tanks running it because in a 1 v 1...no tank can best an AP Vanguard, with max shield & Enforcer. No Maggie or Prowler can match it, even with their respective AT guns. Vanguard holds the crown and respectively should.
    I hate the idea of each faction pulling all MBT's...but I see where you are coming from, with the issue, however each faction has a specific and very define way their MBT's fight.
    Vanguard can push forward and face fuck any other tank in the game in a 1v1. It easily over-matches any other tank in the game with AP Turret & Enforcer. I've had numerous prowler's & maggies try to 1v1 me and end up scrapped at the treads of my Vanguard, and I keep pushing forward with minor damage and pushing our NC line forward.
    The Prowler is more long range combat, and the typical 'throw enough shit at the wall, some of it will stick' style of play the TR use, but in close combat, it counts for nothing against a Vanguard. The maggie flanks, and has better mobility to a degree, but the fact it has no turret means it is easily killable even with an AP Lightning I've taken maggies on in 1v1 and slagged them.
    They really need a gunner to protect them in those instances, otherwise any skilled tanker, with AP on their lightning becomes a maggie's worst nightmare, even worse then the C4 Fairies, because we are faster...and can keep up and normal guns don't hurt us as they would a C4 Fairy.
    All in all, its the player's fault in this instance...the MBT's are balanced, but they have a set way they excel and if you try to push into another MBT's field of excellence, prepared to be taken to school. Prowler's and maggies can't run a front line like the Vanguard can, Prowler's & Vanguards cannot flank like the maggie can, but also the Vanguard & Maggie cannot keep up a steady stream of fire like the Prowler can.
    Each tank is specific in how they work and true to the identify of their faction and thats where the beauty of the game comes from...because any newb can pull a lightning, throw a turret of any kind on it...and do the same thing, just easier to kill, and always pull-able.
    Fix the Lightning turrets overall, and work a little on the HESH, but leave the MBT's alone.

    • @Marxman-bi5yu
      @Marxman-bi5yu 5 лет назад +3

      I can attest to this as a LA Ambusher main that almost always carries C4 to hunt sundies and armor, can't tell you how many times I've died trying to C4 a tank compared to the amount of times I've actually done it, and heck some of the times the C4 just flat falls right off when they move, there are ways to counter an LA, especially if you know what your doing, and there are ways to hunt an MBT if your good, lucky and the situation is just right, and I have heard similar things from various other experienced tankers to what your saying on every level, if anything needs balancing it's probably the lighting, leave the MBTs and LAs alone unless your going to buff or revert nerfs to keep them competitive in their respective roles.

    • @SoulKiller7Eternal
      @SoulKiller7Eternal 5 лет назад

      @@Marxman-bi5yu Yep. Usually LAs get derped right in the face with my cannon, now C4ing a lightning is easy atleast for me it has been.
      Of course I tend to go for sundies then I do lightnings with C4...I usually face off with lightnings in my own or my Vanguard.
      Ambusher Jet's right over enemy lines, drop a C4 and drop them, with the LA Bruiser to finish the job. XD

    • @Marxman-bi5yu
      @Marxman-bi5yu 5 лет назад

      @@SoulKiller7Eternal That'll do it, and yeah Lightings are a little bit easier, especially when they're using the Viper, but even a sky guard can kill ya pretty quick, overall attacking armor as an infantry unit is risky business that really just requires as much luck to the lack of awareness of the tank driver and the environment they're in as it does the skill to pull it off, especially as an LA as unlike other classes that can take cover after each shot you really do have to get in close to do damage, it's a balance of risk vs reward and LA is at it's core high risk high reward.
      Honestly the video kinda does a bad representation of showing that, Hossin is notorious as being bad for vehicles in general, the terrain is crap and most suitable for light assaults, infiltrators and anyone else looking to be sneaky or use height if they can get to it, and I've heard more then a few cases of pilots) saying or otherwise the situation implying that Hossin is what separates decent pilots from good pilots, or just pilots that can fly well due to all the trees and terrain.

    • @StrixyN
      @StrixyN 5 лет назад +1

      As a LA main I concur. The only time I'll even go after a tank is if it's near cover. Even then I need to land both bricks to take out a MBT which is freaking hard (but fun). I'm always impressed when I do get hit by an AP tank. That's not easy either (but it's fun). That feels balanced to me.

    • @SoulKiller7Eternal
      @SoulKiller7Eternal 5 лет назад

      @@StrixyN Yep.
      When you find a tanker who isn't exactly aware of the battle around them, and maybe doesn't have a gunner to cover them.
      When I'm engaging mainly armor, I'll run Enforcer or if both Halberd.
      Mainly infantry?
      Canister or Kobalt...because infantry just love dying en mass to a MBT. XD

  • @SkarmoryThePG
    @SkarmoryThePG 5 лет назад +12

    Wouldn't it be simpler to make HESH projectiles have bigger hitboxes so they splash against the outside of windows? Also, strongly oppose gutting faction identity.

  • @AzureRoxe
    @AzureRoxe 5 лет назад +15

    Put an auto-turret by default on Sundies.
    Fixed. Now dear old floty bois have to actually think and plan their bombing runs rather than happily fly in there and blowing up one of the most important vehicles [or SHOULD be one of them] by just going lolololololo with C4 and rocklets.

  • @ToaArcan
    @ToaArcan 5 лет назад +9

    The LA vs. Sunderer thing is a bit of a complex issue.
    One LA isn't going to take down a properly-certed AMS, if that AMS is in frequent use and the Sunderer's driver has taken the necessary steps to safeguard it. One Kobalt and a few certs on Deploy Shield dramatically change the dynamic. It takes two bricks and five mag dumps on the Rocklet Rifle to destroy a Deploy Shield AMS, and the Kobalt shreds infantry in seconds. If a properly-certed AMS dies, then honestly the LA deserves the kill.
    On the other hand, however, there are plenty of people that roll their ammo Sunderers and Battle Buses up to a base and try to be the primary spawn, and then die. And if such a Sunderer gets wiped out quickly... Well, it's the driver's fault for choosing the wrong tool for the job, much like how you probably shouldn't go into an infantry fight with an Archer as your primary.
    Of course, that all mainly applies to the state of play in a vacuum, in-game there are factors like what the Sunderer driver has been able to afford, and whether the LA is working in a group because teamwork is OP.

    • @ToaArcan
      @ToaArcan 5 лет назад

      @Dave Dave If the LA has managed to find it, they deserve a shot at killing it.

    • @ToaArcan
      @ToaArcan 5 лет назад +1

      @Dave Dave Heavies are meant to be front-line fighters, and they're already versatile enough. Light Assaults make sense as dedicated armour-hunters.

    • @ToaArcan
      @ToaArcan 5 лет назад +1

      @Dave Dave Heavies have ended up as infantry blenders with the launcher being nicely suited to handling MAXes, while the LA's features make it well-suited to hunting vehicles. Sure, it's not what the devs originally intended for each class, but that's emergent gameplay for you.
      If Heavies are the best class for fighting infantry, for scaring off ESFs, for blasting lighter vehicles, and for fighting MAXes head-on, making them the go-to for tanks and buses too is a bit too much. The Heavy is powerful enough, it doesn't need more.

    • @ToaArcan
      @ToaArcan 5 лет назад

      @Dave Dave LAs are better if you know the MAX is there and can plan accordingly. If you're stuck in close-quarters or intel's bad or there's little room to fly (Like under Nason's, for example), I'd much rather have a Deci and a panic shield to hand.
      I will agree that Ambusher + Shotgun is OP at the moment. I don't use Ambushers myself, so I can't comment on it from a user perspective, but to me it seems that, like Stalker cloaking, it should come with certain restrictions about what weapons can be equipped.

    • @ToaArcan
      @ToaArcan 5 лет назад

      @Dave Dave I can't really comment there, since I'm not an Ambusher main and I don't run Aerial Combatant outside of the Shitters' Conquest knife fights. (I run Catlike/Nightmare or Catlike/Regen depending on loadout).

  • @GeekyGizmo007
    @GeekyGizmo007 4 года назад +7

    26:00 Just like you say, Vehicles are ridiculously powerful in pretty much all instances against infantry, which is why light assaults are highly necessary because vehicles have a *too* easy time taking out infantry especially when they can shoot from ridiculous distances in relative safety into bases and other places they shouldn't be able to reach. Without light assaults being able to sneak up behind vehicles, vehicles would be even more ridiculous than they already are.

    • @Samuel-jn2oc
      @Samuel-jn2oc 2 года назад +1

      Extacly,the only anti tank option remaining would be heavy assault,they can hir from afar with rocket launchers but they need time to destroy a tank,while light assault destroy a tank in less time at the cost of being more vulnerable

  • @physetermacrocephalus2209
    @physetermacrocephalus2209 5 лет назад +5

    "Im sorry I did not get to you soon enough to save your tank"
    Things that make men cry for 1000 alex.

  • @FamiAoi
    @FamiAoi 5 лет назад +6

    HE and HESH were my fastest auraxium anythings. I kept thinking, "How is something this OP against infantry trapped in a room a logical thing?" I thought, and this is YEARS ago, that an arc to the shell would save the experience for those I'm killing, but even moreso than that,
    1. narrow windows will not and should not allow a tank shell inside PERIOD.

  • @Marinealver
    @Marinealver 5 лет назад +10

    I am one that perfees asymmetrical balance than perfect balance. That means every faction has a give or take. Some faction might have a slightly better rifle but another faction has a more mobile ATV. I also want character in balance, this is the rapid fire faction, this is the faction that relies on precision and longer range, this is the sniper & shotgun faction.
    Also Planetside has the advantage that you can't design for 1v1 fights because 1v1 is not likely a factor. However squad vs squad is a factor which might be more dificult. Not to mention that the sides will never be perfectly even but I think Planetside could have predicted and compensated for a side being too large in pop. Again a missed opportunity was not putting in a tax system I. The resources where if one side holds a clear majority (>50%) they are "taxed" half their resources and if one side barely has a presence (

    • @lolo63311
      @lolo63311 2 года назад

      actualy its more likely to be a 1vsXXX most of the time

  • @The_Swindler
    @The_Swindler 5 лет назад +44

    Love you cyrious but this video is just not good information. Besides some points of HE rounds and LA balance. Factions are made to be different and that should be the main point of balance

    • @HotaruZoku
      @HotaruZoku 5 лет назад

      Preach

    • @CathayanMagus
      @CathayanMagus 5 лет назад +2

      I like asymmetric balance, just not when weapons of one faction, in particular, Vanu Sovereignty, seem to not have enough punch as opposed to playing any other faction doing the same thing with the same class with the same player skill. I feel that the VS is the most unscientific faction, even though they are the literal scientists as their weapons are light and energy-based... which for some reason travel slower than bullets fired from a normal pistol. It feels like I need to hit them more while the rounds take longer to get to the target at the same time as it's slower and weaker just for the sake of no bullet drop.
      (Like no shit, I have seen actual powerful lasers start burning through metal plates in labs instantaneously the moment it is turned on. You don't see it float across the room to hit the target, you turn it on, you instantly see the steel plate spark, glow red, and then melt and or sublimate. PERIOD. Plasma looks like it's going slow through space because there is no sense of scale to viewers as they see a small stream coming off a star, but in fact, that star is humungous and that tiny stream of solar wind ranges from around 800 kilometers per second, to as slow as 300 kilometers per second. Normal bullet velocities are measured by thousands of feet per second as a comparison.)
      And possibly, as a result, they feel half as powerful as a weapon used by any other faction. I can hold my own playing other factions, but when I play VS, I feel that I need another squadmate with me to kill the same things even when I land my shots the same as when I play other factions... IDK, maybe I am hyper critical of the Vanu because I know how actual energy-based weapons behave that I can't stand the exact opposite bizzaro physics world in which the sci-fi Vanu weaponry performs. I feel like I would have an easier time casting magic missile to attack the darkness than using Vanu weapons a lot of the time.

    • @clone5189
      @clone5189 4 года назад

      CathayanMagus I mainly play vanu and I noticed this too. I found the best way to counter this issue was to engage the enemies at a slightly longer range using the Eidolon battle rifle with a 4x scope as a primary. This puts you at an advantage to ur opponent as long as you have decent positioning. You can also use one of the non-faction specific smgs such as the NS-7 PDW. But yeah vanu smgs suck.

  • @JG-xi4tu
    @JG-xi4tu 4 года назад +9

    I feel like your overexagerating some of the issues. For example: A good Sunderer can be used as a main combat vehicle and tanks have awesome anti-Infantry weapons, especially MBTs. Furthermore, you can just get a shield on your Sunderer.

  • @erosion01
    @erosion01 5 лет назад +7

    A replacement for HEAT could be some sort of artillery type tank top gun which can shoot high arching shots with a marker so we can at least line up longer range shots. I'm thinking Wraiths from Halo. Great against nonmoving targets, but as soon as you are up against moving targets its near impossible to hit anything. You would need support from other lightnings in order to not die or move back far enough but lose any chance of hitting tanks. Like you made a point of, with an arching projectile path infantry can avoid them completely unless they are up against the door. So this new HESH I think should have a much larger splash, very slow projectiles so you can easily avoid them, can only two shot infantry (only really effective if you have 2 or 3 focus firing) and the difficulty (not impossibility) to hit something too close to it.

    • @erosion01
      @erosion01 5 лет назад

      And yes I am sort of reiterating much of what you already said.

    • @K1NDR3D
      @K1NDR3D 5 лет назад

      You're everywhere

  • @chcantrell2573
    @chcantrell2573 3 года назад +5

    I like the factions having different vehicles. Gives them different playstyles.

  • @triqxster
    @triqxster 5 лет назад +2

    "Not today BitLoader. I've got a cloak too" 😂
    Nice one! 👏

  • @flashtirade
    @flashtirade 5 лет назад +4

    Honestly I didn't notice how bad Sunderers were as spawn points until recently where I ran with a platoon that brought at least 3 sunderers and two full squads everywhere just to start a fight at an empty base.

  • @nihaxwehraweeb5550
    @nihaxwehraweeb5550 5 лет назад +3

    To solve the hesh problem maybe allow engineers to patch up the small holes in the windows or even put barriers on the bigger windows. Basically make them highly resistant to damage from the outside but if the other faction manages to destroy it from the inside by pushing into the point the tanks can start shooting into the point again.

  • @CoolBreezeRus
    @CoolBreezeRus 5 лет назад +34

    HESH rounds and prowler shots should not one shot ESF's with full HP while Dalton should. Also base turrets should be buffed against infantry. They are quite shite atm (even the dual minigun one which is suppose to be effective against infantry).

    • @Ghostx357
      @Ghostx357 5 лет назад +11

      i disagree, givien the difficulty of the shot to an efs, and the fact that efs can get out of the field of view of the tank just by going up enough. i say that the oneshot is a great reward for the tanker and make the efs pilot to think about how to approach a tank.

    • @gtifighter
      @gtifighter 5 лет назад +5

      @@Ghostx357 "given the difficulty" he was talking about the prowler and the HESH rounds. the one is a dedicated anti infantry weapon which should only be effective as such, and the other one is a tank with double barrels compared to the 2 other MBT's, which has a reload of 2,45s with barrage and a muzzle velocity of 375m/s (thats 100m/s faster than Vanguard AP and 125m/s faster than Vanu FPC) during anchor mode. sorry but I have to agree with Cool Breeze, not only has the Prowler the "smaller caliber gun(s)", it also has over twice the firerate and an extremely fast muzzle velocity. Its already too easy for prowlers to farm aircraft compared to both other MBT's so yes, they should require 2 hits to take down ESF's while FPC and Titan AP should remain at 1 hit to kill.

    • @SoulKiller7Eternal
      @SoulKiller7Eternal 5 лет назад +1

      I agree, only AP round's should still one shot an ESF.
      Only time I ever knew a HESH could one shot an ESF was when I fired, and I guess the pilot decided "hey wait, let me catch that!" and turned right into it...and I wasn't even concerned with that little bloodsucker. (TR ESF), and I deleted him in one shot and was like wait...I can still one shot ESFs!?
      Tested it and thats just broken for something that isn't AP to delete an ESF in one-shot.

    • @Ghostx357
      @Ghostx357 5 лет назад +2

      @@SoulKiller7Eternal keep in mind for the immersion, and efs isnt a tank, its a helicopter/fighter. and having a hesh round sudently score a direct hit, should bring it down. thats why i disagree, especially since aiming the hesh its harder than the ap, due to their different velocity.

    • @SoulKiller7Eternal
      @SoulKiller7Eternal 5 лет назад

      @@Ghostx357 thats a great point! I keep forgetting HESH is slower and has a much greater drop then AP.
      One of the reasons I don't use it because I cant count how many times Ive missed because I am so used to AP.

  • @CubzGaming
    @CubzGaming 5 лет назад +2

    If you have situational awareness light assaults aren't an issue. Also be an engineer with spitfire. Set up location, and put one down. Especially since they are unlimited now. Acts as a radar for light assaults on top of just paying attention.

  • @blakethornton98
    @blakethornton98 4 года назад +14

    Opening dialogue is too “consume product, don’t criticize”. Honestly not worth the time to listen to an opinion that deep in the devs ass

  • @Caboose44567
    @Caboose44567 5 лет назад +2

    I think one way that may help balance out c4 a bit would be needing to arm it for half a second before you place it, while it makes a loud audible *beep* for those near to hear, giving a tank a chance to get out of the way or friendlies near the sunderer hear the guy and take him out.

  • @gozo1985
    @gozo1985 5 лет назад +8

    LA can only carry 1 brick of C4, Rocklet Rifle have more drop. Could be a good start balancing LA against vehicles and against infantry clusters aswell.

  • @John_Conner222
    @John_Conner222 4 года назад +1

    These are some very good points. I quit a few years back just because their code was wonky and I was tired of getting 1fp even with everything turned down. New stuff comes out and I now have fiber so I thought I would try it and was fully expecting to load the game, play for a few seconds, get 10fps then quit and uninstall. Nope now im back up to 60fps. Don't know what they did but i'm glad its done. As for the tanks situation I think it creates a sense of pride and a unique challenge to overcome. I don't think everyone should get the others faction tanks but if you want to go that route I think modifying your vehicle could work. For instance the vanguard could modify its shield generator to perform a mag lift on a timer, or that same generator could overclock the autoloader and fire the gun faster but might cause some minor damage. Basically you could spend certs on making modifications to use tech from other factions but still keep your primary look and function. You might be able to mod your vehicle but the mod will not be as good as the primary factions equipment. As far as the light assault troopers go this is new to me and I believe this is very very very bad. Floaty Boys? C4 Fairies (I did lol at the names)? This is game breaking. Those are "JUUMMPPP" packs. You are not f'ing Iron man. Flying around and dropping C4 like bombs makes you a microscopic liberator. That is completely imbalanced and needs to be changed immediately. You sacrifice firepower and armor for mobility to jump to other places that other infantry cannot reach to assault a base or position. Being able to fly around like a quad rotor drone and drop bombs should not be happening. If anything if you pick this loadout then any AA should one shot you and be able to lock onto you.
    As for my thoughts on what is balanced or imbalanced i'm very surprised that no one is talking about the VS being natural born aimbotters. Two entire NC platoons were fighting 4-5 VS late last night and we were getting wiped everytime. VS had 1 heavy, 1 medic, and either 1 infi and 1 light assault or 2 infis and 1 light assault, couldn't tell which. These mofos ALL had the implant that gives you 200 shields with headshot. I got behind one guy, literally 10 feet from me chasing him and I laid into back. I shot him with 10 rounds with my best LMG on my heavy. 10 rounds ALL under 10 feet and they all hit, no misses. He realized he was getting shot and spun around and 1 shot me in the head and killed me and the two other guys behind me, refilling his shields in the process. However their guns are so accurate that's all they were doing was headshots. It was so bad I thought they were cheating. So I recorded their names and was getting ready to file my report (it was late and I know how dangerous it can be to play online games with Russian or Chinese players) when I thought to at least check the VS equipment first. So I hopped on my VS character who is only like BR 3 or 4 and went to VR training. Sure enough I was doing the same thing they were doing. There is no recoil whatsoever. Its fun fighting TR and hilarious when they roll you in a zerg. Those fights feel balanced and each side has their own little quirks but when fighting VS you basically just have to spam nades, c4, rockets, and shotguns. It's not fun whatsoever.

  • @greatmalus826
    @greatmalus826 5 лет назад +3

    I cant wait to see part 2 (Im more of an infantry planetman myself), but I have to agree with most of the things you've said in this video.
    Hesh has to be removed or changed drastically, a tank being able to sit in a mountain and shoot through a window should not happen at all. You had a very nice way of solving this problem, but at this point having any type of drastic change to the game will reseult in both people liking the idea and people absolutelly hating it.

  • @mandu9520
    @mandu9520 5 лет назад +1

    The problem with sunderers and fights ending prematurely is because there are no defensible sundy spots. Just as it easy for a light assault to relentlessly attack the sundy (and there are a lot of them who love doing this), it's just as easy for him to spawn whatever kind of vehicle and be attacking the spawn with it in a minute or two. So while light assaults are their own problem, I don't think it would solve the problem of sundies going down too quickly. My sunderer will rarely go down to a light assault, because I defend it with a kobalt and it is fully upgraded, so it's actually quite difficult for a light assault to kill. A liberator, on the other hand, can take out a sunderer faster than any light assault could hope, and there isn't really anything anyone can do about it either, unless you've got a whole squad with anti-air just sitting around for the whole battle waiting for one to show up. It's just way too easy to sit on a hill a million miles away, or at the flight ceiling, and kill the attacker spawns.
    I think your bit about hesh rounds is pretty good though, although for anti-inf I find AP to be the best, the velocity just makes it way easier to hit things.
    I also agree that conc/emp nade spam is getting out of hand. Can't walk into a point room without being hit by like 10 nades at once any more. I also really hate how this ducking shit seems to be becoming the meta. It's just going to lead to a game where everyone is running around ducking randomly like jackasses and I wish daybreak would do something to nip it in the bud.

  • @RolandTechnicalDesigner
    @RolandTechnicalDesigner 5 лет назад +3

    I agree with the video fully, though I want to note that tank missiles should always (except for the 6 missile fast shooting gun for lightning) 1 hit kill with body hits and indirect hits should also probably do more damage or have bigger blast area. Vehicles should be more powerful than infantry, I have said this for ages but usually get down voted to hell because most players probably just play infantry. Also Lightning vs Harasser imo is messed up, harassers should louse most of the times vs a Lightning, a Lightning is a god damn tank with a huge gun while the harasser is a tiny fast moving small gun vehicle, sure it has 2 players but still.
    Edit: nearer the end you mentioned that tanks camping infantry bases is real bad, and I agree so maybe they could decrease the damage over range? If they had the budget the best way to fix would be to fix the base designs in Esamir because that is basically the only base where that happens. Although your idea with the shields sounds really good too.

    • @SoulKiller7Eternal
      @SoulKiller7Eternal 5 лет назад

      Well there is the problem...Harasser's do exactly what their name is...Harass. They are made to Hit n Run, not stand and fight, if you peel off to chase them and not handle the fight correctly on YOUR terms (forcing them to come for you, by being on better ground) your defeat is your own doing.
      Numerous Harasser drivers turn tail and run at my AP Lightning because I can easily bring them down because I can force them to fight on ground of my choice rather then their's.

    • @RolandTechnicalDesigner
      @RolandTechnicalDesigner 5 лет назад

      @@SoulKiller7Eternal sure if you have some good placement and shit harasser then you can win but just look at the damages of harasser weapons especialy tr, can kill a lightning in around a second

  • @kurtfredette6705
    @kurtfredette6705 5 лет назад +1

    OMG I love your point at 16:00! That would be awesome!! I love you so much! Really awesome channel!

  • @gleena5540
    @gleena5540 5 лет назад +5

    PlanetSide have 1 key factor per faction: "cult of personalities"

  • @frvits
    @frvits 5 лет назад +1

    For each time I'm upset that a Mag crawled up to my sniper hidey hole, I'm thankful that I didn't get run over by crouching under it.

  • @thatstuffv2687
    @thatstuffv2687 5 лет назад +21

    Why not just add a slow firing auto turret on the tanks that target floaty bois only on air?

    • @bota2233
      @bota2233 5 лет назад +1

      You mean sort of a spitfire turret, but then on your tank?

    • @thatstuffv2687
      @thatstuffv2687 5 лет назад +3

      Bo ta Precisely however it should have a drawback such as not having a very fast firing rate in other to avoid spam when the tanks are mounted in groups.

    • @ltmuffler3482
      @ltmuffler3482 5 лет назад +4

      @@thatstuffv2687 I mean, I would probably make it require a slot. At that point, the drawback would be losing your mine armor or auto-repair or something. Nothing would be worse than having a totally useless mounted spitfire with too low a fire rate or some other drawback which would likely make it incapable of doing its job correctly. That said, I DO like the idea of a defensive or utility slot choice that allows for an automated anti-infantry turret on a lightning. It would give lightnings a unique role in armor columns too; being the localized anti-infantry for countering C4 fairies for the whole column. As it stands, there's a huge issue with it being absurdly easy to walk (or fly) up on just about every vehicle in the game. MBT? It's main role is armor duty, and sacrificing the top gun for an anti-infantry weapon significantly penalizes the tank crew for trying to cover their bases. Sundies as well; their anti-infantry options got nerfed into irrelevance, and since HA rockets do shit for damage and the Skyguard and max weapons fires as accurately as a Stormtrooper, their dual top mounted guns make sundies by far the best anti-air option (just don't use their flak guns), given their uselessness as anti-infantry or anti-armor vehicles (except as a sundy ball). Ants make a decent anti-infantry vehicle with the right gun, especially given their prevalence as a radar platform, but you rarely see them at all... (honestly, this is the only argument against Lightning auto-turrets, since Ants are actually amazing for anti-infantry work and people just don't know it...). Lightnings are in a weird place where they aren't tough enough to front line like an MBT, but aren't as effective as cavalry like Harassers are. Their one saving grace is being a 1 man vehicle, and this is an arguably satisfactory advantage for its disadvantages. With all that said... auto-turret would be cool.

    • @sebapiraka6660
      @sebapiraka6660 5 лет назад +5

      this is a good idea actually, instead of a gunner you carry a spitfire, it Will shoot nearby infantry and focus on the nearest LA (lets say, 30m target distance) it should give you a warning (like lock ons) "LA incoming" and that spitifire beep that gets annoyingly stronger as the guy approaches. This way you dont loose any utility or defensive slots (I can assure you a skilled 1/2 MBT still does a lot of damage) since many people like tanking but dont have gunners, you give them a chance to stand against LA's

    • @iller3
      @iller3 5 лет назад

      I'd prefer it if Scout and Sniper rifles were just Buffed against JumpJetters. They SHOULD be connecting anyway b/c those guys don't really move that fast to begin with unless they're going Ambusher. But the problem is that the game's own Interpolation latency Compensation handles floating infantry a lot differently than it handles grounded players moving in a straight line. ....so yeah, they'll NEVER fix their own Shitty code, but they could DEFINITELY expand the simulated Bullet-SPEED and hit detection cone of long range Bolt actions against LA's to adjust for the cruddy Phsyics/Networking

  • @KN11F3D
    @KN11F3D 5 лет назад +3

    As well as the NSO Main Battle Tank, I'd quite like to see an APC type vehicle, that is specifically designed for anti-infantry. Meanwhile the Lightning would be used for anti-vehicle (ground and air). This would have two weapons on disposal, but only one seat, with a similar cost to the Lightning. There would also be empire specific weapons equipped to these.

    • @ltmuffler3482
      @ltmuffler3482 5 лет назад +1

      Well here's how it currently stands:
      First of all, the Lightning is in the weirdest place since it's technically able to fill any role, but does so in a sub-par way. It can AA, but the Skyguard is like throwing peas at even ESFs. It can do AI, but it's a slow firing shell that makes the vehicle utterly useless against anything else (and not any better against enemies close, because of the cannon turn speed). Finally, it can do AV work, which I would say it's best at, but it's not for dueling and doesn't do flanking as well as the Harasser does. It's one saving grace is that it's the only ground based vehicle that can do its job with a 1 man crew. It also can't transport anyone... I've always longed for rumble seats on a Lightning :)
      Harasser is straight forward; it does great flanking work against vehicles and as an anti-infantry platform. It's pretty easy to shoot up, though, for both of its targets, so it's a high risk high reward vehicle that requires good teamwork from its crew. It's mediocre for anti-air, since air can smoke it long before it actually kills even an ESF, and useless for duels vs other vehicles.
      MBT is the premier dueling vehicle and shines as an AV platform, where it should always be used. Going AI is pointless since you'd only want to pull an expensive MBT for field fights against other armor, and bringing AI weaponry to what will inevitably be a tank fight is asking to get smoked. That isn't to say you can't get points as an AI MBT, but the kit provided favors AV work.
      Now, the Sundy is an oddball, cause most people assume its combat ability is useless and just use it to spawn or get from point A to B. However, because of how ineffective most other AA options in the game are right now (Lightnings/Maxes are as accurate as a stormtrooper or a dip-spitter with a face mask on, good luck hitting air with rocklets, and HA rockets do piss poor damage), the fact that you can put 2 (non-flak, don't make that mistake) AA guns on a sundy makes it THE best AA vehicle out there. Great health means it doesn't get immediately smoked by ESFs when it goes to town on them, and you have several defensive options to make it tougher. It also makes a serviceable AV vehicle in a sundy ball of at least 3 fully manned sundies. EDIT: And yes, you can spawn 9 other people as burster maxes to really make it clear who's air the enemy is flying in! I'm telling you, best AA chassis.
      The least used vehicle in combat is the ANT, which is a shame because it's actually great for combat at filling a role sorely lacking; AI. It's impervious to small arms fire, only takes 2 crew, can mount an AI weapon similar in power to a lightning or MBT top gun, and is regularly used for radar purposes, making spotting infantry easy in it. It's a great AI platform if utilized correctly. Honestly, I said a long time ago that I think it would be cool if it had utility slot options specifically tailored to supporting infantry forces with AoE buffs or some such similar to how Sundies and the skywhales support vehicles and aircraft respectively. This would give it a very unique role and would act as a kind of direct fire IFV in line with what (I think) you had in mind for "an APC type vehicle, that is specifically designed for anti-infantry."
      There's not really any need to introduce new vehicles. What exists already is entirely capable of fulfilling all the necessary roles for vehicles - AI, AA, AV, Infantry support, armor support, air support, ground transport, air transport, and spawning. And where something might be lacking, there is already a chassis that is capable of covering the issue with a new slot upgrade.
      I do want an NSO MBT and ESF though :)
      EDIT: And as someone above said, I think a spitfire style automated defense turret on a lightning would be a cool defensive or utility slot option to help deal with the prevalence of C4/rocklet fairies, to give it more specific counter play within an armor column. Would that be balanced? No clue... I just hate LAs and DBG's inexplicable hard-on for them.

    • @KN11F3D
      @KN11F3D 5 лет назад +1

      Lt Muffler I was aware that the ANT did have all of those capabilities to be effective against infantry and possibly light armour. To be honest, it would definitely suit the ANT in supporting offensively in a massive fight next to an armour column for instance, as you could not only support infantry/vehicles surrounding you, but also build up structures from spare cortium you brought up before joining the line, which could be a big asset. The only thing then, is adding new weapons that are suitable enough for each faction, without making the Harasser obsolete.
      As for the Spitfire Turret idea on the Lightning, I would say it is relatively balanced if you have to replace the armour slot and have it as an alternative to C4 damage reduction options. It would be effective against Engineers and Light Assaults especially, but Infiltrators can still plant safely when cloaked. My only concern is when you use it offensively; not against tanks, but against masses of infantry. You can just sit there and let it do work if you wanted to lol

  • @urded1145
    @urded1145 5 лет назад +5

    Hesh lightnings T.I alloy or north indar. I'm glad some LA take care of them. However I do agree having to babysit sunderers so your squad can have fun is really painful.

  • @TheKeranor
    @TheKeranor 5 лет назад +1

    About the light assault thing - make lightnings have a second spot and let it have something like a small mg to make them able to fight infantry that comes close. Something like the kobalt or maybe a basilisk style weapon that only does damage to infantry. It only makes sense now and would turn lightnings into a threat and not a joke or "aww you couldn't afford your mbt?" thing, especially for newer players.

  • @VSLeader1
    @VSLeader1 4 года назад +3

    IT'S ME SIEGE MINION! That's pretty funny, this is the first time I've checked out your channel and I heard myself in it while alt tabbed and had to roll it back to see if I heard that right lul. That was me trying to get the wife into the game way back when (she still plays every now and then with me, likely missed your message in the chaos talking about the tank death haha). We were having a rough time over there, wanted to get into the tank fight but that Valkyrie kept dropping c4 dudes with those jets to bomb us :'( Thanks for the revive mate! :D

    • @CMDRCyrious
      @CMDRCyrious  4 года назад +1

      HOLY CRAP. WE FINALLY FOUND EACH OTHER! haha I know man its impossible to combat those flight ceiling drifting down light assaults. That is so fun we finally connected! I figured it was exactly something like that, you look decked out, she looked pretty green. Anyways, hopefully I will see both of you Planetside.

  • @Vevvev8
    @Vevvev8 5 лет назад +4

    Planetside 1 had vehicle hacking though. Also if I remember correctly you could pull other faction MBT if you took one (or both) of their home continents.

    • @mindurownbusiness463
      @mindurownbusiness463 5 лет назад +2

      Both the continents would you also get their heavy weapon and AV launchers

    • @Vevvev8
      @Vevvev8 5 лет назад +3

      Now I did not know that. I only played PS1 after it went free to play so my knowledge of it isn't perfect. It was rather fun though and it had DOORS! I wish PS2 had doors....

    • @mindurownbusiness463
      @mindurownbusiness463 5 лет назад +4

      @@Vevvev8 "Doors" the bane of max crashes. I remember during one siege in Cyssor. We did a 30+ max crash into a base by running under the sea on auto run from a base on the other side avoiding the bridge where the field fight was talking place. Just as we got to the base door our cloaker to the door a.k.a "Door key" got killed. Imaging 30+ max sitting there with out pants down getting farmed by anything and everything cause we lost our "key".

  • @budjy1
    @budjy1 4 года назад +45

    How ironic, a TR player talking about balance saying "Who cares?"

    • @Tomb-G19
      @Tomb-G19 4 года назад +4

      Watch the whole thing

  • @fishy_fish1355
    @fishy_fish1355 5 лет назад +2

    On the topic of MBTs my outfit members have said time and again that the prowler’s ability to lockdown and use barrage at the same time on the same load out where the vanguard only has shield and Magrider only has the boost, it does seem to weigh a bit into the TR’s favor

  • @disday5527
    @disday5527 4 года назад +3

    I think the Vanu answered your question:
    YES

  • @Arashmickey
    @Arashmickey 5 лет назад +2

    Hossin + LA is hell for vehicles, but it might help if all factions could get tanks on top of those mountains. Also adds variety to vehicle pushes down canyons, though the high ground probably shouldn't circumvent the canyon entirely, just provide temporary positioning advantage.

  • @evrypixelcounts
    @evrypixelcounts 5 лет назад +3

    The only way I could see factions gaining access to all the tanks is if they modified the appearance ever so slightly, for example: a VS prowler might have wires sticking out and glowing bits, whereas a NC prowler would look more heavily armored. Just a thought....

  • @Mody1
    @Mody1 5 лет назад +2

    You had me at the Air to Air dalton part.
    From a former dedicated Lib pilot and gunner, I cry everytiem CAI is mentioned

    • @roofie1695
      @roofie1695 5 лет назад

      but it was such a shitty mechanic. It wasnt that hard to pull it off and an instkill is never really fun.

    • @Mody1
      @Mody1 5 лет назад +1

      It was hard against good pilots mate, you had to have a bit of luck as well so it was fun for the gunner, intense as fuck for the esf pilot which made it also fun for him/her. And don't forget the looong range luckshots ..good luck doing that now lol
      would you rather ,as a decent pilot, fight against a dalton or a fucking hyena like it is nowadays? It's sooo boring to fight libs now.
      If you're talking about bad pilots who get farmed by it? well, bad pilots will be farmed by another ESF anyway or any other more skilled player. So, no. It wasn't shitty and it wasn't "EASY" to do but it made libbing more fun. I lost interest in playing the game competitively after CAI cuz I honestly played it so much JUST for AA dalton.
      But what can you do when devs are terrible pilots and get farmed by good pilots so they get triggered and nerf air gameplay.

  • @HunD34TH
    @HunD34TH 5 лет назад +5

    What i really want to see is "The repair nerf" where repair is disabled for a really short amount of time, after taking hit ( maybe maximum of 1 seconds, with a main battle tank main turret armor piercing hit, and 0.1 seconds with a basilisk [ or even smaller amount of time ], and for maxes too: 1 seconds with an archer head hit or launcher direct hit, and almost no time with small arms ), except the fire supression, but with this change, we can eliminate that "fun killing unkillable", "he took 100 hits and still full health", "not moving battles", "just standing on that one point and farming" or when an esf just trying to get a lib alone, and they just land - exit - repairs, and do not care about any taken hits, with that change, you first need to kill the enemy...

    • @CMDRCyrious
      @CMDRCyrious  5 лет назад +1

      Yeah that out repair meta is annoying.

  • @SHINYREDBULLETS
    @SHINYREDBULLETS 5 лет назад +1

    Absolutely agree with you. With the artillery-based fire adjustment of tanks, sooo much would be smoothed over immediately! Having access to all tanks is an interesting idea too - slotting them into fast/short/med/long range allows squads/platoons the option to choose the right tool for the job and would breathe fresh life in to older characters, especially both the veteran players who've found the game becoming stale, AND new players who get on the battlefield and think, "that other faction's gear is clearly superior"! :)

  • @GeekyGizmo007
    @GeekyGizmo007 4 года назад +3

    07:00 I disagree about sunderers vs light assault. Sunderers can build themselves to make it harder to be taken out by a light assault with 2 C4+ 1 rocklet salvo. I say 1 salvo because that's how much I can get off before the one person defending a sunderer takes me out. That's the key, IF YOU DO NOT DEFEND THE SUNDERER by sacrificing 1 infantry to sit in it, you should lose it.
    There's also a setup that protects the Sunderers...I think it's some kind of shield or armor? With this It's almost impossible for me to take out a a sundy on my own, ESPECIALLY if there's an engineer repairing it.
    Vehicles are ridiculously strong and *need* something that is able to disable them with a high -risk approach. You can thank the developers dumbing down of infiltrators from PS1 to the brainbead infils of PS2... PS1 infiltrators used to be the ones to disrupt vehicles without having to blow them up...but no longer...
    There are TONS of counters to light assaults vs vehicles.

  • @kyledebeer4509
    @kyledebeer4509 5 лет назад +1

    Insightful information once again :D. You are the only reason why i still play planetside 2.

  • @Pink-Kiwi
    @Pink-Kiwi 5 лет назад +5

    A lot of people hate on me for using proxy radar on my magrider, but they don't realize the effectiveness of countering C4 fairies with proxy radar.

    • @TheBreezy703
      @TheBreezy703 5 лет назад +1

      People dont realize alot of things in this game unlimited ways to go about stuff jus5 got to THINKKK and use logic with what tue game gives you

  • @CassandraFortuna
    @CassandraFortuna 2 года назад

    Honestly, the biggest thing I want to see for tanks (beyond all the stuff you listed here, of course) isn't even a boost to muzzle velocity -- I gripe about that, but you have a valid point about the space compression of the continents -- but a visual gauge on the HUD of a tank to range targets with.
    Give each tank HUD a set of three mils (one for each of the cannons) off to the side of the crosshair and a basic rangefinder, so you can more quickly pick up on the necessary range of a weapon and learn the drop on the fly. It doesn't have to be super precise, but it should at least have the most common engagement ranges for field battles.
    Do the same thing for gunner weapons, give the HUDs something remotely useful other than a crosshair bloom that doesn't really line up with how the bloom works over extreme distances.
    It at least allows someone new to the weapon (like most pubs jumping into a harasser or a sundy) or fighting in unfamiliar or awkward terrain (i.e. Amerish or Hossin) to be competent with the gun in its intended role, without giving them too much to avoid having to learn how the weapon handles on the fly for trick shots, really bad inclines, or interim/extreme far or close ranges.
    If this already exists as a developer-approved mod, someone please do let me know.
    (EDIT: Yes, I know the tank HUDs have mils on them, but as far as I can tell they're functionally useless and are just there because real tank sights have 'em without there being an understanding of their purpose. I certainly haven't been able to reliably gauge shell drop with them.)
    (EDIT 2: I also agree with diggles27's suggestion of giving tanks coaxial guns. MBTs and Lightnings are just too underpowered to infantry as it is, and I feel that having to swap between weapons with a short delay would be more than enough of a limit to have a Kobalt to discourage a curious LA or force a HA to stay in cover while you bug out of an ambush.)

  • @paul4712
    @paul4712 5 лет назад +3

    Agree on most of the suggestion and ideas
    The only thing I see as a problem is the idea of a Magrider in either TR or NC faction, they just don't belong there hahaha
    Increase Roles with Weapon design for Lighting and MBT allow more customization on the Weapon System(Turrets), Performance, Armor gives mole roles to the Vehicle Category.
    Also the Radar System should be more useful for detecting Cloaked and have active counter intelligence measures like ability to mask presence and or create decoy.
    You got me excited all over ~~

  • @sammacintyre1351
    @sammacintyre1351 5 лет назад +2

    When it comes to the MBTS, the only one I have an issue with is the Magrider, and that's because it's mobility specifically enables it to interact with base fights in a way the other tanks can't. It's incredibly unfun having a tank shell you during an infantry fight that the tank has on business being in from a position that renders the tank untouchable by infantry. I know that in those situations they're often vulnerable to aircraft, but feeling like a fight is a write off because you look up and see a Magrider hovering on top of a sheer-sided clifftop and bypassing all of the cover isn't great for convincing people to play.

  • @Qaztar44
    @Qaztar44 5 лет назад +4

    Too early for the HD! Can't stop to wait, gotta watch, I've been on a Cyrious binge all morning!

    • @CMDRCyrious
      @CMDRCyrious  5 лет назад +1

      WOOT WOOT, yeah sorry pushed this one live right after upload. Will probably have to wait a bit to get the 1080p guys!

  • @Decimation1030
    @Decimation1030 5 лет назад +2

    3:45 In my opinion Flashes should not be able to cloak at all unless paired with an infiltrator. The flash was suppose to be for rapid deployment, not infantry farming. Making it to where i can't be killed by a single rocket just adds insult to injury.
    12:12 Not a fan of the light assault class. I don't think they should be in the game either. I'm not a "tanker" so I don't know the level of difficulty they bring to those that live in their tanks. I do however use the sundy and I have no issues with them despite all their anti vehicle options.
    12:46 Yes, Vanu's tank is extremely frustrating. NC's shield tank is for the most part balanced because of it's inability to out maneuver. As for the prowlers "massive output potential" that is debatable because of the lower damage, lower splash, high reload time, and massive bullet drop the prowler provides. Compare the three tanks, and the prowler fails in just about all scenarios. The only time the prowler would be even remotely useful is if it is anchored, which is almost completely worthless. In straight up fights, the NC and VS can fight toe to toe. TR cannot do this against either faction, especially when you compare the damage, reload, and splash numbers. TR's prowler needs to be tuned up to match enemy faction tanks.
    19:11 I won't blame this on vehicles as opposed to terrible base design. Planetside 2 doesn't have bases, it has outposts. If they kept the base designs from the original game this would not be a problem. It shouldn't be surprising that Planetside 1 didn't have this issue.

  • @GeekyGizmo007
    @GeekyGizmo007 4 года назад +3

    16:10 "I would like to see all factions have access to all MBTs"
    I *COMPLETELY* agree...and this was the case in planetside 1... In fact, all factions could have access to every factions WEAPONS... but you had to loot it from dead enemies and then you had lockers(with limited space) at most bases that you were able to store and access these weapons from. This was with Planetside 1's inventory system.
    For vehicles, you needed an infiltrator to HACK the vehicles to your side, then run off with it. But it was possible.
    Planetside 1 was a MUCH more intelligently/brilliantly designed game than the arcade that is Planetside 2. I really wish they would have taken the level design, tech upgrade, and graphics of planetside 2 and put it over the planetside 1 game design because planetside 1 was a better, more interesting designed game.
    Planetside 2 is filled with so much design decisions that just make me miss the brilliance that was Planetside 1... for example... ammoless/infinite healing/repairing/REVIVES... dumbest design decision ever.

    • @snipegrzywa
      @snipegrzywa 4 года назад +1

      It was the studios decision to try and bring all those BF and COD players over. The stripped down to much of PS1 that it still hurts my soul to today.
      And to build off the stealing vehicles and weapons, you also had to steal the AMMO, if it wasn't a common ammo type. One of my top 5 moments from PS1 is when we hacked a vanguard, and we legit did black market deals, trading magriders and ammo for more vanguard ammo. And did shifts to keep someone in game 24/7. Lasted like 3 1/2 days. Such a great mechanic that built an experience you won't see anywhere else.

  • @paolocadlum9403
    @paolocadlum9403 5 лет назад +4

    I've heard that there used to be more asymmetry for each faction before they patched the game. Yeah my opinion i think its better to have that asymmetry so factions are more unique not just appearance but also gameplay. Great vid as usual =)

  • @_JG__
    @_JG__ 5 лет назад +3

    I love the idea of everyone have all the MBTs! It would be really nice if they re-skinned them to look faction specific

  • @lindsywhiting3936
    @lindsywhiting3936 4 года назад +2

    I never knew about Tanaras, thanks for the history lesson where Planetside's tank names came from!

  • @yerfleflerdle4309
    @yerfleflerdle4309 5 лет назад +13

    I think there are some issues with the NC numbers but I won't ever leave tr

    • @Mody1
      @Mody1 5 лет назад +5

      Can I talk to you about our lord and savior, Papa vanu?

    • @zap2960
      @zap2960 5 лет назад +1

      @@Mody1 no

    • @Mody1
      @Mody1 5 лет назад +1

      @@zap2960

    • @yerfleflerdle4309
      @yerfleflerdle4309 5 лет назад +1

      yes

  • @housebandthexenos2569
    @housebandthexenos2569 2 года назад

    I do enjoy ambush jetting at vehicles with c4. It's a hoot, and I don't know if anything's changed but in 2022 it's usually a very risky affair. It gets my adrenaline pumping because vehicles are not usually alone! Getting not dead, killing/avoiding defenders, living long enough to complete the job especially with a sunderer deployment shield is NOT easy.
    I have a solution though if this is really a problem and it's a funny but probably practical one. In the ability slot for all vehicles could be a sort of "bug zapper" Passive for deployed sundys and active with a cool down for tanks. All jetpacks within a certain distance are short-circuited and the light assaults drop straight down like a rock. All forward momentum in the air is stopped. In a deployed sundy's case jumpjets can't be used at all within that certain distance. In the active version, tanks and the like can have the effects last a only a short time to get out of danger/ disrupt an area but then have to wait to use it again.
    Light assaults will not only think twice but probably run in fear. Maybe it makes a distinctive electricity bolt snap sound. Maybe you could even see it flash real bright. Friendlies in the immediate area would all be alerted and enemies get a warning what the vehicle's packing. It's balanced because the vehicles would have to trade another ability in their defense/ability slot and are more vulnerable in other ways. You could make the effect distance be higher above the deployed sunderer version than it is wide to protect against drifters. Say 40 meters high above but only 25 around. Also since all forward momentum is stopped and ambushers/skirmishers in motion fall straight down like hitting an invisible wall. Drifters stop and fall before they are directly overhead at the 25 meter mark. Anyone not using safe fall is injured/killed from the fall. Honestly a jump jetter's worst nightmare. Tanks would only have 25 or so height effect and since they can only activate the effect periodically they can't just roll into an area and all nearby light assaults in the air are instakilled, just maybe a little hurt and scrambiling into a defensive position. Maybe 30 meters wide is better. Also the top tier upgrade effect uncloaks infiltrators.
    What do you think?

  • @2Potates
    @2Potates 5 лет назад +17

    It's true tough, this game IS extremely grindy, it takes forever to get certs in any significant ammount.

    • @alreadyblack3341
      @alreadyblack3341 4 года назад +1

      Medic with revive grenades.

    • @JACKAL98
      @JACKAL98 4 года назад +2

      Took me 8 hours to farm 600 certs.

    • @knavenformed9436
      @knavenformed9436 4 года назад +2

      @@JACKAL98
      Good for you, but when you consider most players do 1-2h sessions and don't have time to improve as fast they won't be getting that 600 certs nearly as fast while having the fun of rewarding gameplay.

    • @JACKAL98
      @JACKAL98 4 года назад

      @@knavenformed9436 true but if you want to become good at this game be rewarded you have to play often

    • @knavenformed9436
      @knavenformed9436 4 года назад +4

      @@JACKAL98
      But that is an extremely unrealistic standard to ask from the majority of new players

  • @battousaicrescent
    @battousaicrescent 4 года назад +3

    tank ram damage when to shit for some reason, whatever happened to that? Like I can't ram a harrasser and it cause damage, I hit a sunderer headon and it blew me up.

  • @Thaif010
    @Thaif010 5 лет назад +5

    Light Assault lacks teamwork tools and instead has two crazy strong AV options. It's better than a Heavy Assault for AV(with a few exceptions). For Rocklet Rifle I'd remove the full-burst alt. fire as a start, and if that would not help then lower the magazine to 5 or 4 shots.
    Locklets should have about a 2 second lock-on with this change. Typhoons would stay as is, or get a slight damage nerf of 10-15%.
    C4 is fracking gone from LA and replaced by deployable vertical jump-pads, that fling allies about 8-10 meters up. It's like a futuristic ladder or a zip-line. XP should be granted if an ally gets kills shortly after using it, similar to how Hardlight Barriers grant XP. This would open up new ways to use the terrain, and LAs can now benefit the team with a class specific utility tool.
    Since Spitfires can also be hacked, Infiltrators should be able to hack the jump-pads just for the hell of it.
    I also support the "Bulldog-ification"(after the M60-G Bulldog grenade launcher Top Gun) of HESH cannons. It would be closer to actual artillery, offer something different and slightly more fair.

  • @WarChaserz
    @WarChaserz 4 года назад +1

    Also the sunderers have their own perks not just for spawning people in
    works great when you have a coordinated team where each sunderer can cover each other during a heavy firefight be it air raids or armor columns to infantry zerging
    and im not talking about the proximity repair just the shield sundy and health can hold down the fort for a long time

  • @personaslates
    @personaslates 5 лет назад +3

    Great vid! Always entertaining and informative. Keep up the good work my fellow TR solider.

  • @krono-xyz
    @krono-xyz 4 года назад +1

    What faction are you in in the video because the jet thing looks really fun btw I'm new

    • @CMDRCyrious
      @CMDRCyrious  4 года назад

      Probably a lot of TR in the video, but all the factions have similar stuff. Welcome to Planetside!

  • @Harmsxway
    @Harmsxway 5 лет назад +5

    nothing wrong with hesh spamming. if your faction establishes armor dominance then its a tactical move to use them to influence the base fight in anyway they can. the same goes for air to ground farming infantry. if you have aerial dominance in the region then you should pick of infantry where you can. are the people in vehicles suppose to abandon them for every base fight so a solo harasser can go around and farm them? thats exactly the reason why your sunderers get picked off by a single light assault.

  • @jonyblizz
    @jonyblizz 4 года назад +1

    The counter to the light assault it's the rotary gun anti-aircraft and the radar, you can start pointing at them with that before they even are prepared, and also they never run they fly directly to your rotary gun.

  • @Murt-Lino
    @Murt-Lino 5 лет назад +3

    As a Prowler main, I think the tanks are fine. It's about knowing how to position your tank, over anything else. LA is the only problem that I actually see.

    • @gtifighter
      @gtifighter 5 лет назад +3

      Of course you think its fine, your time to kill is something between 3.5s (2 salvos at 4 shots) and 7s (3 salvos at 6 shots), with barrage of course 2.45 and 5 seconds. do you know how long it takes a magrider to kill a prowler? 5 shots to the front and sides, 4 to the rear. that adds up to approx. 9.75-13s. an increase in required time to kill of 278% and 185% respectively 398% and 260% with barrage. you know sure you can hide and dodge and position all you want in a magrider (you can do this too in any other tank and at this point this argument is just pure ignorance), but when it comes to a 1v1 encounter and both are facing each other, the magrider is dead before he can give off his 3rd shot. Oh hey very balanced.

    • @Murt-Lino
      @Murt-Lino 5 лет назад

      @@gtifighter Yes, I actually do know the TTKs for all the tanks running ap vs. All other tanks, I have done a lot of research on it since o am currently working on a basic guide for prowler play. From my experience, (very much from the eyes of TR) the prowler to me seems like the worse 1v1 tank. requiring 2 hits on the move for max dps is not always easy in frantic tankcqc. I feel as though the tanks rolls for NC and TR are a bit more straight forward, NC us brute force and TR use range. The VS tank seems a bit weird, it's not great for either, but what it does is hit and runs and ambushes. (Also complete speculation, I feel like the VS faction turrets are really good) in a straight column vs. column MBT battle, vs have it the worst., but using your mobility and overall much quieter engines, getting behind and jumping other MBT's is very effective. Again, I am aware that what I am saying comes from a place of somewhat ignorance, but some of the most difficult opponents in MBT's have come from Magriders.

    • @gtifighter
      @gtifighter 5 лет назад +1

      @@Murt-Lino it is true the best or hardest to kill tankers are magrider mains. The reason if simple from our perspective:
      Vanu (on miller) is basically underpopulated towards NC and TR across the board. Because of our tank having zero defensive and only slight evasive abilities, we are forced to use certain tactics to prevent us from a) getting spotted, b) getting shot at, c) getting cornered/flanked by enemy MBT's. Magrider loses a close range 1v1 encounter against both Vanguard and Prowler by far damage whise. It is just not competetive against them generally speaking which pushes a far stronger burden on the player. While Vanguard drivers can rely on their 66% temporary front armor and Prowlers on their temporary damage output of "you are dead within 3 seconds", magrider players are forced to play less offensively. most magrider players are equipped with stealth, magburner and combat chassis. Get into flanking position, eliminate one target and reposition. As an experienced Vanguard/Prowler main however you usually already know their spots and tactics, they know how and when they shoot and when they back off and if they use this for their advantage, there is practically nothing magriders can do, outgunned and outprotected. Magrider drivers are, because of the fact that it is inferior in most of the situations purely stat whise, far more reliant on good experienced gunners and from what I experience when driving in armor columns is that most of them either use halberd, walker or the Saron. the first two of those are available for everyone and as for the saron, it is a decent accurate long range slow firing additional 125 damage per shot with a 6 shot magazine, but both mjolnir/Enforcer and Gatekeeper/ Vulcan are just as viable against armor, if not exceedingly better DPS whise. So yeah if you encounter a Magrider main (which we dont have much of on miller), he is most of the time a more skilled player with a good second gunner to rely on and a better trigger dicipline meaning he does not engage when the enemy force is overwhelming. Which is fine. the better player should always have that little edge, that tiny advantage against casual tank drivers that dont know what they are doing besides pointing their guns and deleting everything like in a prowler.

  • @justachicken6863
    @justachicken6863 4 года назад +3

    Well hesh round means high explosive squash head and it was meant to stick to a tank, detonate a charge, then blow shrapnel into the crew killing most if not all in a cone after imapct and would most definitely kill all forms of infantry on contact

  • @ezequielreis7950
    @ezequielreis7950 5 лет назад +3

    I totally agree with you, LA with c4 and rocket rifle are OP

  • @2kt2000
    @2kt2000 5 лет назад +1

    Ads? Nice! You deserve compensation for your time & work. You've taken up the mantle as the go to guy for all things Planet side for some time now.I'll watch the ads soldier! (All the way through) 😎

  • @Cytronik
    @Cytronik 4 года назад +6

    I really thought the first two minutes are pure ironie...

  • @HabarudoD
    @HabarudoD 4 года назад

    17:27
    how do you feel about this now? I'm not sure, but it seems to me that of the date I make this post (11 November 2020, after the Unstable Warpgate update) it seems like the player base has been increasing for a while, and with Planetside BR being shut down, and you know can find derelict vehicles, you can not only use all three MBTs, but it seems like adding new vehicles (if only the star-wars racer thing from the BR game) wouldn't be too far of a stretch?

  • @KIPERFuN
    @KIPERFuN 5 лет назад +12

    If they made tanks and other vehicles rip Infantry easier, I wouldn't care about light assaults doing so much damage. .
    Much like the flash issue, I feel they are too small and squishy to not get insta gibbed by anyone who notices in a vehicle.

    • @withlo1
      @withlo1 5 лет назад +1

      If you get close enough to a light assualt to hit you with a rocklet rifle its your own fualt you died risk/reward

  • @shawnlucas3330
    @shawnlucas3330 5 лет назад +1

    I totally agree regarding the Dalton. I got nailed by one today and I just used my fire suppression and eventually took them out but I felt like they should have one the engagement. I was sad that they nerfed the flash cloak and would have preferred they didn’t add starfall in the first place. The fury flash was one of my favorite play styles when I ran low on nanites.

  • @bluenightfury4365
    @bluenightfury4365 5 лет назад +3

    I just would love to see more unique faction specific tanks, not more NS tanks or even other faction tanks in my faction say TR. But unique tanks like you say to build a armor column that isnt just a Prowler or a Magrider etc.

  • @brokenthunder4163
    @brokenthunder4163 4 года назад +1

    just remember this one thing. NC has the best MBT.
    1k more hp than the other two
    A resist shield that reduces the damage it takes
    A Shield that replaces 1k hp with 1k shields avoids chip damage and means if you can hide for the recharge time you'll have 1k hp faster without having to leave the tank to repair
    what does the prowler get?
    Lockdown the ability to not move to increase its muzzle velocity which is already the lowest of the MBT's
    a hardlight shield that activates only in lockdown that basically just makes the tank easier to damage
    2 shots that do less damage(it may say do more damage per reload but while your firing off the second shot the enemy is reloading)
    and it gets a thing that increases reload speed by 15% (aka its useless and you'll still lose 1 v 1 with a vanguard who turns on his 'i win' shield.
    the Magrider get?
    it hovers so it can strafe side to side to avoid shots. it can also go anywhere because it hovers
    it has a booster that lets it go forward fast as a passive
    it gets a boost addon that lets u move diagonally forwards
    also has another addon that lets it instantly recharge booster and break lock-ons
    however, it has no turret and it is effectively the weakest of the 3 in a straight-up fight

    • @chettonex
      @chettonex 4 года назад

      Magriders IMO have more effective health than all MBT. Being small shaped and hover, that makes them A LOT hardert to hit. If maggies are 15% smaller, they are 15% harder to hit, hence 15% more durable than other MBT. As a TR I do consider Vanguards the best of all, but in terms of piloting, the Magrider is far superior and one skilled player can win most 1v1s it encounters.

  • @Ghostx357
    @Ghostx357 5 лет назад +3

    why not give a low damage machinegun to all tank turrets as a secondary weapon. that can supress infantry but takes some time to kill, giving the infantry the chance to seek cover, but they will die if they stay in the open for too long. and giving it the same field of view of the cannon

    • @zap2960
      @zap2960 5 лет назад +3

      OMG I've been saving this for years!
      C4 flying, Rocket rifle shoting light assault "good"
      Tank driver having a weak machinegun to kill people that straight up walk into the face of a tank and throwing C4 on them "Bad"
      Logic= bad
      Hotel= Trivago

    • @Ghostx357
      @Ghostx357 5 лет назад +1

      @@zap2960 yeah, thats one of the main reasons i keep a kobalt on my vanguard and give support to other tanks for their fairy problems

  • @mandulis3410
    @mandulis3410 5 лет назад +1

    I have a few ideas for implemanting the faction specific tanks for all factions without destroying the faction flavour:
    1. call them captured (captured Magrider Prowler or Vanguard)
    2. make the "other factions" tanks a little bit more expensive (e.g.500 instead of 450)
    3. let them only use their home factions and global second guns, maybe even give them other looking main guns with the same stats (you can explain this by saing something on the line of: "we don't have a stable ammunition supply, thus we're changing the weapons" in the flavor text of the vehicle)

  • @TheDanc1nghawk
    @TheDanc1nghawk 5 лет назад +3

    I want to take my TR outfit-mates on magrider cliff jumping excursions.

  • @dd11111
    @dd11111 5 лет назад +1

    Can anybody tell me what the under armour of a mag rider is (and the front for comparison) because I have raged multiple times about sticking C4 under a maggie and seeing it just float away like I didn't just detonate plastic explosive on its engines.
    But seriosly I think it could be a good way of balancing the mag rider, Yes mines would be a major threat but only to those who don't use the added agility, and it would leave them slightly more exposed when scaling buildings. Not to mention making ramming/roadkilling a serios risk.
    P.S: why did light assults need/get a rocket launcher? And or why was C4 not removed when they did?
    Thanks.

  • @critical_crunch
    @critical_crunch 4 года назад +3

    I don’t like how low the damage of rocket launchers are. At least make them one shot infantry with a direct hit.

  • @mattlevins6754
    @mattlevins6754 5 лет назад +1

    As a mostly tank main, that sends the rest of his time Ambusher LA-ing sundys down, I think I agree with almost everything you said in this video. My only concern is the non-linear trajectory. With out that tank will truly not stand a chance against air.
    In fact I'm shocked you didn't talk about the complete imbalance between A2G farm-tards and vehicles? Even with skyguard, that should be the epitome shredding air targets, the best you can hope for is push targets away for a while until they sneak up on you from behind and murder you. With any other tank all the air has to do is stay high and central over you and you are defenseless. Even with a walker or Ranger as a top gun, which makes you dead against any fully manned AV tank, you are back to pushing them off till they gang up or get you from behind. I guess there is always jumping out and trying to small arms them until the they tear you apart with pretty much any weapon, because yeah know planes can hover and fly backwards 'n shit. I think ESF's should have their VTOL capabilities removed above say 30m, or something like that. It is the only way I can see to have them still be effective against vehicles, (strafing runs) without being OP, whilst also removing them as hovering lol-pod pieces of shit, that ruin base and open fields fights alike. Of course once you factor in the exceptional level of whining from the air players that'll never happen...

    • @CMDRCyrious
      @CMDRCyrious  5 лет назад

      I have done a video in the past on how I recommend balancing ESFs.