MAX Suits Are Getting Nerfed! | Planetside 2 PTS Update 16/03/2023

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CAMIKAZE78

CAMIKAZE78

Жыл бұрын

Among other things, the MAX Suit has received some pretty significant changes in the latest update to the Public Test Server. Let's discuss these updates, and what kind of impact it is going to have on the controversial unit in the game! If you enjoyed the video backhand that like button! Feedback is always appreciated.
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Пікірлер: 370
@acenith25
@acenith25 Жыл бұрын
As a NS main, I often am one shot by C4 as they get no option for protection. So with the revive being removed. I'd never play a max with such a cool down. It would not be worth the effort when I could just be one shot by some one flying around above me. Cause hitting some one above you with the printer is unlikely to work out before that c4 goes off.
@CrayvenCarnage
@CrayvenCarnage Жыл бұрын
Better to use your resources pulling a tank or just spaming nades at people. I have noticed a trend in this game that people don't like force multipliers... being force multipliers.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
The Defector in of itself plays very differently to the rest of the MAX units in my opinion, and is in this sorta special case for balance arguments. I'd be okay with the Defector getting some unique tweaks to see it become *slightly* tankier... but only slightly.
@acenith25
@acenith25 Жыл бұрын
@CAMIKAZE78 yeah as it is, I some times just don't wanna. And I have fun pushing in, using my shield to help a group push and such. Never like the self exploding, I am, highly interested to see if not self die will change my mind. But I doubt it. Personally I run with repairs as I don't trust any random to have my back lol.
@SystemBot
@SystemBot Жыл бұрын
screw making it slightly tankier, just reduce its nanite cost by 100. Defectors are basically a class not a MAX, basically heavies with thumpers. Except heavies can be revived and chug meds.
@justuspickle
@justuspickle Жыл бұрын
another comment mentioned how the HS damage nerf kinda buffs defector by proxy, so idk maybe it'll be fine. whenever i play defector i never find myself trying to face tank anyway, i find i'm way more effective with hit-and-run tactics or literally just artillery than as a wall with a gun, you don't really have enough health or sustain to wedge yourself into battle like other maxes so you're already playing more passively anyway
@WATalisman
@WATalisman Жыл бұрын
Oh, one more thing I just thought of. While you might think the HS multiplier from 2.0x to 1.5x don't really have a huge consequence, in a max duel where focusing on headshots do matter quite a bit, it's going to add more than a 1 to the original 2.5+ seconds TtK, which is a big difference. It also means defector will be more oppressive in a max duel (which previously they are already fairly strong at thanks to their weapon having an innate +25% damage on direct hit, and the explosive splash only being reduced by 50% against fellow max, vs small arm's 75% against defectors), as they wouldn't be affected in the HS multiplier nerf.
@elmarm.5224
@elmarm.5224 Жыл бұрын
It might also make Mana turrets more dangerous, as the only way to attack them from the front was by headshots in my experience so far. So it might be easier for turrets to hold chokepoints and get away before getti g headshot by a sniper
@realprotomike
@realprotomike Жыл бұрын
I like how the video creator mentions how much fun it is to use an Archer to take down a Max. I remember when Max suits didn't set off vehicle mines and the archer wasn't even in the game. Instead of just nerfing the unit, the previous devs eventually gave players more options on how to take them out. After that, players could feel excited when they engage and succeeded using those new tools and changes. I'd like to see more options given to players again instead of simple number tweaks and ability contolling. More tools and ways to defend against max crashes would be more interesting, and perhaps more rewarding for players. Just like well placed mines or good archer shots.
@VCE4
@VCE4 Жыл бұрын
I will definitely agree with you, but we must acknowledge that many people (way too many people) prefer more casual approach to things. There are ways to counters almost everything that the game and other players can throw at you. But still, year after year, players keep complaining about MAXes, ESFs, Infiltrators, etc. Counters are exist, but you need to know them first, need to invest into them, need to learn them and go out of your way to use them. Too much effort. People don't like effort. Even if in the end it can be fun.
@MrTBSC
@MrTBSC Жыл бұрын
counters are what is needed, more infantry antiarmor and antiair options ... lowhanging fruit would be to offer every class but the light assault access to AV grenades and slightly buff them, offer the medic and infil (yes) access to the rockletrifle as primary ... and immediately you got more playstyles ... but no lets instead nerf Maxxes being used less instead of addressing their strong ai capability instead of making them a squad/armorsupportplattform
@Effect_FX
@Effect_FX Жыл бұрын
​@@VCE4 Requiring too many hard counters for too many different things only creates frustrating and boring gameplay. (Nevermind that many counters against many things are borderline useless against someone competent).
@clownymcclownerton1653
@clownymcclownerton1653 Жыл бұрын
We already have a lot of tools I'd like to see new ways to use those tools. like the ability to put an amr in the engineers turret slot, smg secondaries would allow heavies to carry a punisher with the ubgl.
@anubisTC
@anubisTC Жыл бұрын
@@VCE4 An this makes me think: I should just work more, get more money to give DB and avoid those POSs to be needed. Wish that was this easy.
@NoOne-ex4bz
@NoOne-ex4bz Жыл бұрын
Biggest concern is defense from air. The AA max is the best platform to try and give ground cover when a base is being attack with air support. A sky guard has its uses in a collom but less so at a base under siege.
@VCE4
@VCE4 Жыл бұрын
Yes I think Wrel's "any feedback is appreciated" was written with such concerns in mind
@Vargrimstn
@Vargrimstn Жыл бұрын
Best air defence has always been a good A2A ESF pilot, let’s just hope that in the future developers will make Air combat more accessible and rewarding.
@cca220v
@cca220v Жыл бұрын
i think the 'no revive' should not affect anti-air max too much - because if you cant pull a tank means you are being base camped so you will have to stay close to spawn-shields --- best air defense is A2A combat
@boxinthefield
@boxinthefield Жыл бұрын
AA maxes are an annoyance but not enough to get air away from a base. Skyguards or ranger harassers tend to get rid of air more consistently.
@soldierhobbes1182
@soldierhobbes1182 Жыл бұрын
IF you're dying to air as a max, you put yourself in a horrible position. Plus they're cheaper now .
@CrayvenCarnage
@CrayvenCarnage Жыл бұрын
Throughout the years of this game I have noticed nearly all of the vehicle/MAX OP often stems from one overlooked source: the engineers repair tool.
@R1po
@R1po Жыл бұрын
MAXes will play even more passively. Offensively they are already useless most of the time, because MAX players never dare to push into a room, tank some bullets and break the defense. And in the defensive position.. well we just watched 13minutes of that. Farming. No Infantry Engi uses the Archer. But maybe they will learn to stay away from the doorways after getting C4ed a few times and not being able to get revived. Not standing in the way for the rest of us makes most of them already 100% more useful. Good thing I'm not an Infantry main. So I don't think this will affect me much.
@HAOSMIKE
@HAOSMIKE Жыл бұрын
To summerise this video and the information given: Max units will be really punishing for the lower skilled players, while the veterans and skilled players have work arounds, which will make the game for new players more frustrating........and also srew thse orbital strikes taht people pull from a outfit multiple times in a row. This is a feature i would like to see get taken out. Base uplink is fine, but not this spamable nonsense.
@MS-kp4le
@MS-kp4le Жыл бұрын
A lot of the concerns you brought up can be rolled back by returning to the original Air, Ground and Infantry nanite pools. When bases had meaning where you could run out of resources and even loose your faction's ability to pull MBTs. Would also end spamming of revive grenades, max suits, C4, etc... That forced players to learn a little bit of everything when resources were scarce.
@DT_Liox
@DT_Liox Жыл бұрын
The revive nerf is counter productive. As they were, it required team play to be successful in a max. Solo, no pocket engine or medic, and you're not gonna last long. Removing revives just removes a team focused thing in favor of the one man army type of player. - casual medic main.
@deslow7411
@deslow7411 Жыл бұрын
The best solution is when MAX dies it ejects the player from the suit. You'd have to pick which class is in the max when you spawn it.
@Its-Just-Zip
@Its-Just-Zip Жыл бұрын
I'm going to disagree with your assertion that the cost reduction is a step in the wrong direction. My issue is not with Max's in open combat my issue is when an outfit steel rains 12 of them onto a point with another squad of medics in another squad of engineers. Before this update there was no practical way to get rid of them short of an orbital strike. Now I can whittle away at them with my archer and those maxes aren't coming back. If you're just one max running around like a crown fight, I don't actually care that much if I kill you and you repull because I'll just kill you again. But I also get that I'm more of an objective focused player than most others
@dustix1087
@dustix1087 Жыл бұрын
he just doesnt like dealing with them... they need to be revivable...if you know what you are doing or have some sense of whats around you, you can kill the max again with ease. They do not come back with alot of HP
@NarZel07
@NarZel07 Жыл бұрын
See this tactic is one of the only few things nc has against SOKAARS
@jdubo1998
@jdubo1998 Жыл бұрын
​@@dustix1087 But now they don't come back at all, so even better. 👍
@surki2080
@surki2080 Жыл бұрын
This makes them avle to re pull and instantly do the same drop again, it invalidates the no revives to an extent, they should not reduce the cost
@Its-Just-Zip
@Its-Just-Zip Жыл бұрын
@@surki2080 if they're using multiple steel rains in my opinion, that's good. An outfit really can only store four of them. So if you're dropping to squads with a steel rain, they get wiped out and you have to drop them again. That's the your entire outfit armories worth of steel rain and it takes several hours to rebuild those. And if you're doing it in galaxies. They can just be shot down on route
@Jubikus
@Jubikus Жыл бұрын
Ive never been a fan of overnerfing anything so atm the current changes feel like a good start. I think something Cami might be missing is the knock on effects of the nerfs for every KD farming anti infantry max main that thees hit theres probably well over 20 people that have maxes built specifically as their AA/AV infantry option who are also getting hit by thees same changes. Im already afraid of what my options will be for AA if i my max options get too limited.
@bighouse581
@bighouse581 Жыл бұрын
Could've just saved time and said you are disappointed they weren't outright removed.
@THERATSANDTHERATS
@THERATSANDTHERATS Жыл бұрын
0:56 The pure balls on this Infiltrator, they saw a mech suit made of reverse engineered Alien tech and pulled out a KNIFE to fight it
@MonkeGaming420
@MonkeGaming420 Жыл бұрын
Most of you guys probably missed out that NC max already has 1.5x headshot damage in live server, and nc max weapon nerfs are much smaller compared to losing 2x hs multiplier with vs and tr. so nc max will still be the strongest max, in fact its gonna be even better in powerscale compared to what it was before.
@barrosamuec3883
@barrosamuec3883 Жыл бұрын
Posted from another video "I personally believe that if revives are to be traded in for something, it should be the ability to not be OHK'd by things such as C4 and roadkill damage. That would be a very fair trade. A 100 nanite reduction to spawn will make no difference for experienced users. If you have more than half of your nanites already and pull a MAX, you're already surviving long enough that your nanites will be fully replenished on the unfortunate event of your death. I play MAX regularly and am a decent player. Let me tell you all very honestly that if I come across two heavy assault players simultaneously and they're both slightly above average skill, I'll usually die to them. The sad thing about this patch is that now it becomes even harder to kill every single enemy because of the headshot damage nerf. Your skill at aiming for heads is not being rewarded as it should be, especially considering that MAXes cannot aim down sights like other classes. I really, really hope that the devs either revert the changes or else follow up with a fair buff to the MAXes resistance against counters. To finish off, here's a list of things that will regularly destroy MAXes with ease: Decimator. A single HA has a good chance of destroying you with this weapon. Two skilled heavies can essentially OHK you if they fire simultaneously C4: a single stick of C4 will kill you if you don't use ordinance armor. Many Light Assaults use it and when they fly on their jetpacks they can be extremely hard to hit even at close range. Roadkill damage: the MAX is often said to be a hybrid of infantry and vehicle, yet it gets no resistance to road kill damage. A flash can easily kill you. Harassers are even more deadly. Archer: this weapon got a buff about a year back. If can kill you in a few shots from extreme range with absolutely no way to retaliate. If you go on moderate kill streak there is a high chance one will be deployed against you. Keep in mind that because the engineer has higher movement acceleration than the MAX, he can literally run circles around you and destroy you at any range. It's even more scary than the decimator. Tank mines: if you don't have Sweeper Hud (spot placed explosives) then mines destroy you easily and are often glitched under the map meaning you cannot defend against them in any way whatsoever. Is there any other playstyle in the game that has so many counters?"
@dracolithe4450
@dracolithe4450 Жыл бұрын
"Why dont you just play max all the time?" "I prefer to play without as ordinary infintry" This is a great exmple of how you find your own fun in a sandbox game like planetside
@One_Rifle
@One_Rifle Жыл бұрын
I'm mostly indifferent to this change to MAX's since I don't use them a whole lot and don't find them overly annoying to fight, but I really hope that RPG addresses the power creep that the infiltrator class has seen over the past few years in their next balancing patch.
@JK-ub3vf
@JK-ub3vf Жыл бұрын
I'm not opposed to these changes but the problem of being able to get run over by a 50 cost invisible flash and one shot but a single c4 where ordinance armor not even reducing damage
@nitokagaminen9660
@nitokagaminen9660 Жыл бұрын
before update: oh shit max in the room, we doom after update: Wohoooo free cert
@cookieofkhaine4904
@cookieofkhaine4904 Жыл бұрын
The problem is the MAX is a multirole utility class, anti armour and AA MAX don't share the same need of balancing as the AI role. I've encountered few anti vehicle maxes that act as bulldozers like they do with infantry and against tanks or aircraft they often get killed and revived. I'm all for the proposed changes for infantry fights balance but their AV capability might need to be tuned in turn.
@MrTBSC
@MrTBSC Жыл бұрын
they require more surviveability and AV/AA capability, i would have no problem at all if then their ai capability gets nerfed in order to tank damage for infantry instead ... taking away to be able to revive them imho is unnecessary ...
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
Unfortunately, if you look at the global stats behind the use of the MAX suit, you'll see that approximately 80-90% of its use in game is dedicated to killing infantry. That's just how players use it. So it needs to be balanced around its heaviest impact on the game. I agree though, the utility of the MAX in engaging other vehicles needs to be addressed.
@flashbackfrank8781
@flashbackfrank8781 Жыл бұрын
"If it's so broken op, why don't you do it to counter the maxes?" "I'm too skilled, so I'd rather rage quit" This guy's a fucking clown.
@Static-EN-
@Static-EN- Жыл бұрын
definitely agree with 2:47, I feel so discouraged to damage and down MAX suits because there is almost always a medic nearby and if we get pushed back, they're almost guaranteed to be revived
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
A very frustrating element of the experience.
@079s.c.p8
@079s.c.p8 Жыл бұрын
I feel that my man’s. I hope this update makes your fights enjoyable!
@Kjetilstorm
@Kjetilstorm Жыл бұрын
I'll take double the certs xD
@WinchesterLock
@WinchesterLock Жыл бұрын
Unless the MAX gets a huge health boost and/or resistance change, or a significant discount on cost to pull (bring it on par with a lightning and then we can talk), there will be zero reason to pull MAX suit post-update. Most casual players I've spoken to on this didn't use them to begin with because they have been so expensive and so easy to kill. On the other hand, you thought people were salty about A2G, just wait til this update.... lol
@ajneuschwander8928
@ajneuschwander8928 Жыл бұрын
I don't think the goal should be to dissuade people from using MAX suits, but to make them easier to deal with. Whether that's with adding weaknesses or giving players more effective options to deal with them. They're still part of the game, after all
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
There are plenty of ways to deal with them now - Archers, C4, Deci's, Tank Mines - I don't necessarily think the presence of counters are the issue (especially in comparison to where we once were). It's the fact that despite countering them, it's stupidly easy to just chain pull them.
@ajneuschwander8928
@ajneuschwander8928 Жыл бұрын
​@@CAMIKAZE78 For sure; I guess I'm saying that a soft-removal (via making them so erroneous to use that it's unenjoyable) isn't maybe the best result for MAX nerfs. That feels akin to saying HESH spamming point rooms or A2G farming is a problem so let's make MBTs and ESFs a chore all together. I'm pretty optimistic about the changes currently coming for reeling in the solo MAX mains. Organized MAX play is a different story that I'm unsure on currently. Future adjustment will almost certainly be needed; however, it seems like those are going to need to be about realigning the MAX with its specific role and function within the combined arms ecosystem, if you will. I don't think anyone would say they were meant to be K/D padding machines lol. I'm no expert on this, nor am I saying it's been made exactly clear for us as players what the role is, but I do want to see what the team at RPG want the future of this unit to be
@LanzerYT
@LanzerYT Жыл бұрын
DJ Gamer's reddit math on how the effective pulls triples to 7 before 0 nanites is reached is really, really interesting on the impact of 350 nanites vs 450. It's a great breakdown.
@lemih4449
@lemih4449 Жыл бұрын
Its okay to have more maxes for a construction mains. OS was always instakill, dont think implant will change a lot. Plus it usually may be used with Berserker to tone down a bit its damagege taken debuff.
@BorkBoiE
@BorkBoiE Жыл бұрын
See the difference here is that now even with max suit spam, that suit has to come all the way back from the spawn room. I think these changes are in the right direction but we need more data/live play to see how it is and feels.
@KaiserMattTygore927
@KaiserMattTygore927 Жыл бұрын
I might have to come back to the game to see this update ;)
@SkylarktheDragon
@SkylarktheDragon Жыл бұрын
I'm a bit torn on the headshot changes with maxes. Assuming it's how much damage it deals, it'll suck for me because my max is just built to kill enemy maxes (scattercannons) and not being able to murder enemy maxes plus no revives is gonna hurt that build alot.
@Stormtalus
@Stormtalus Жыл бұрын
As a MAX enjoyer, I get the sense that if Orbital Strikes instagib maxes, AT mines and C4 near instant kill maxes, cost as much resource as a tank, can't be rezzed, have very little access to self repair without huge amounts of investment in implants, gets 2 or 3 shotted by a fairly common anti tank rifle, rockets, etc; I'm not clear as to if there's any good reason to actually pull a max. Max crashes will get crib killed by OS spam too. Not a huge fan of this change myself.
@Stormtalus
@Stormtalus Жыл бұрын
Legitimately, if the hate is so strong for MAXs in general, rather than continually nerfing maxes, it may as well be pulled from the game.
@theneef174
@theneef174 Жыл бұрын
The cost reduction isn't a problem; the problem is the defector being useless now. Both of it's custom abilities get it killed. They can only run repair.
@MechanicusRex
@MechanicusRex Жыл бұрын
Anything can and should be main able. Look at the players that never leave a tank. A max is a walking tank that brings the combine arms aspect inside.
@MrTBSC
@MrTBSC Жыл бұрын
if this goes live, combined arms will be significantly reduced .. AA infantry will be less potent, air more dominant .. Maxxes even less desirable to be used ...
@Freestylz2
@Freestylz2 Жыл бұрын
Didn´t have MAX Suits a Cooldown back in the Day? I remember that they had a 10 Minute cooldown
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
They did indeed.
@MasterX25
@MasterX25 Жыл бұрын
Haven't played PS2 in a while now. But I feel like this change is going to hurt new players the most. They're not going to have the upgrades or optimal weapons to use MAX effectively. And as usual, organized, skilled MAX players aren't going to be as effected. I foresee more C4 spamming Light Assault.
@DaxMarko
@DaxMarko Жыл бұрын
New players don't really have business to jump to MAX right away before learning ins and outs of game first. I mean, its kind of a big boy class that requires skill unique from average infantry, to use effectively. After that they'll have enough certs or at least means of farming certs fast, to begin their road towards whatever they want to specialize in the most, like being a dedicated MAX player.
@VCE4
@VCE4 Жыл бұрын
I don't think it will impact newbies that much. They are already are awful with MAXes, sometimes even skipping revives because they enabled Auto Respawn. And it's not like MAX is a good class for new players. Even Lightning tank is more forgiving to mistakes than MAX.
@nay4658
@nay4658 Жыл бұрын
​@@DaxMarko yes, beginners are to be farmed by vets. They don't get to have access to powerful tool from time to time.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
New players never could perform in a MAX well in the first place - A MAX unit that isn't adhering to simple infantry tactics like taking advantage of cover and moving aggressively while utilizing cover is an easy target. So the new player experience here isn't really affected that much - these are changes that aim to reel in the spamming from veteran players. The change in cost unfortunately steps back on that goal completely.
@odaizoh
@odaizoh Жыл бұрын
@@CAMIKAZE78 You forget, Veterans learned to use MAXes by being able to spam them. Imagine a new player, who finally after 3-6 months of playing, feels he is ready to take on the MAX challenge: He attacks and dies instantly to a tank mine. He pulls another one, he dies to 2 heavies spamming rockets. He waits to get resources back, then dies to C4 light assault. He realizes, that he is now unable to restock grenades, unable to pull a Sunderer, unable to really do anything meaningful, except go die repeatedly as infatry. He uninstalls the game. Apart from the ESF, MAX suit is the only other vehicle where you truly can feel like you just wasted all your resources and got nothing in return. Granted, it is a skill level issue, but you should not be calling for a nerf to something, just because someone experienced makes it dangerous. The only thing that annoys me in these type of games, is situations where I feel "I could do nothing to defend myself/survive". So there should be counterplay to everything. Nerfing is not the way to go. Every class apart from the Infiltrator has good counters for a MAX, and they are counter that they can equip and not really lose effectiveness in other areas. What I would suggest to balance the MAX, is to prevent it being repaired by multiple people at the same time, and slow down the repairs to something like 5hp/s. The only issue with MAX is when it is used by organized teams. A solo MAX is a threat to no-one. It can easily be overwhelmed just by small arms fire alone. You kept saying that MAX is overpowered! but then every example was: "There is a MAX crash and they get revives" or "people are tired of MAX crashes". Based on what you yourself said, the issue is not solved by nerfing the MAX (since as you said, killing a MAX can be fun), but rather making it so that you cannot have 20 MAX rushing you with 20 medics and 20 repairtools up their asses.
@skullguy1922
@skullguy1922 Жыл бұрын
so what if you just didn't generate nanites while in a MAX
@DackMan
@DackMan Жыл бұрын
Hearing about this I may re-download the game. I got so tired of MAX Crash fights and slowing those down without removing that kind of gameplay completely sounds like a good start.
@Roboboy2710
@Roboboy2710 Жыл бұрын
Nice, hopefully we'll see an Infiltrator nerf sometime soon as well!
@Aabergm
@Aabergm Жыл бұрын
I like the idea of a time delay, but not that long. I think 2 minute wait after death would be sufficient. It would prevent chain pulling but is still short enough to be fair to people who actually suck at maxes and die a lot.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
Here's the thing - we can't balance the game around people who suck with such a tool when you have players abusing it to sit in a COD killstreak 24/7. Players who suck in a MAX suit suck regardless, and while it may net them a kill or two, they aren't the players that are having negative impacts on the flow of the game. Now granted, the default MAX loadouts are pretty rough, but the same can be said for most force multiplier default loadouts, so that's an issue that stems beyond that of the MAX suit.
@iam18bitch2
@iam18bitch2 Жыл бұрын
@@CAMIKAZE78 But you have to admit, by giving them a cooldown of 15-30 minutes you may as well remove the nanite cost entierly as you will have the MAX costs made back thrice over when you actually get to respawn in it.
@Adeaddodo
@Adeaddodo Жыл бұрын
Non of these changes address the core problem of MAX suits: It's a tank class in An MMO with more or less the same DPS as all other classes. I would suggest removing the left arm weapons and replacing it with an Aegis shield equivalent for all factions. That way, skilled players can be very hard to kill whilst halving their AI potential. I'll add that AA and AV weapons should have their stats increased to make up for this.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
If it were up to me, I'd also like to see a total redesign of the MAX suit from top to bottom. But I feel like the ship has sailed on that now, and we are stuck with this DPS monster and as such, it needs to be balanced like one.
@Retsom3D
@Retsom3D Жыл бұрын
back when the game came out there actually was a timer on all vehicles as well as max suits
@archangel6481
@archangel6481 Жыл бұрын
Okay this might be a bit controversial but hear me out: I honestly NEVER had the problems the community cries about. and i have my fair share of hours in this game (around a 1000h) AND I AM NOT A MAX MAIN OK!? :D TLDR: I Think "only infantry" players arent honoring the whole of Planetside, which is a COMBINED ARMS game, and are pushing the devs to nerf something they are to stubborn to play against. All that while its way to ez to dispose of MAXes. so. When i see a Max on the field i get the same "ohh shit" moment when i see a tank. And given that a max costs the same as a tank thats fair enough id say. BUT! i still think its WAY to EASY to get rid of a "non MAX crash" amount of MAXes. Like you said already: 2 placed decis or worse, 2 Archer hs from a distance and its done. i cant kill a Tank that easy can i? Decis are ez cause the slow movementspeed of the max, and archers are easy cause of the range advantage. And we have C4 of course. ONLY 1 brick when the guy doesnt have the perk. i realy realy dont think ITS HARD WORK to kill a max. (and there is so much more, eg nearly every engi running around with a archer because they can have a secound main weapon) What i see it like is that Main Infantry players are crying about things like CAS and MAXes because they dont want to adapt their playstyle to a game that is COMBIEND ARMS. There are Force multiplyers and you are given the tools to get rid of them. HAte cas? play an aa launcher or pull an aa tank or play archer or play aa MAx etc etc. Hate Tanks? play accourdingly. This aspect is what i love about pl2. 1 Person can ruin everyones day because everyone just lets them and everybody is to stubborn to change their own strats to counter that. The main issue i have with Maxes are the Spawnroom aa maxes. THOSE are the real problem in my oppinion. their dmg is way to high for a mobily platform with an unbreakable shield. Now to cost and reward: 450 points RN for a max is more or less perfekt. THe problem is spamability. Members can way to ez "spam" maxes yes. The "1 Life Nerf" is the Wrong way in my eyes. a better Way would be a cooldown of something like 5 or more minutes AFTER DEATH. This way, pulling a max would feel more risky and staying with your team would be more important. Removing the Revive option just opens up for suicides or orbitals, which in my eyes are cheap and no fun ways to end a MAX. People forget that 1 person shouldnt BE ABLE to with against a MAX CRASH with 12 People. but now they can and will. with 2 clicks on the map. My main Problem with the Spawnroom Camper max can be fixed by just not letting them shoot out of the spawnroom and/or Nerfing their Flak Cababilities. I prophet you: With these changes Max suits will be a throw away unit, which everyone will hate even more because it will have no real place in the game other than wasting nanites. It will be spamed more, it will feel weaker than ever and all that because the infantry only players just wants to get rid of the Combined Arms aspect of the game entirely if they could. I realy think that this is the equivalent of the "bastion" problem in overwatch, where as people have a problem with something, but cant see the means to deal with it because they dont want to see it. I probably could write a whole assay over this but hey, got other stuff to do :D and If you made it this far, here is a Potato *0* and while i respect your opinion Cami, i realy think its way overblown this time and comes from a place of long lasted hatred for something that probably isnth there anymore. Even tho of course: keep it up my man.
@sleepingvalley8340
@sleepingvalley8340 Жыл бұрын
No revive is ok if they reduce the nanite cost and also make them tankier by lowering their health by 500, but giving them a large shield, so 1500 Health, 1000 Health Shield
@CG-uo6wu
@CG-uo6wu Жыл бұрын
u make good points, making them cheaper cause issues, but no revives means maxes go back to spawn at least , so at least they have to run at ya for a bit, honestly anything we get is better than nothing, i also like how u discuss the risk vs reward aspect, awesome vid :)
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
Cheers legend.
@thorveim1174
@thorveim1174 Жыл бұрын
yeah also quite often when the MAX falls, the room gets overrun. So yeah even if the max is back the team of the MAX lost terrain
@fayathon
@fayathon Жыл бұрын
Hell I hopped on the stream last night before I watched this, otherwise I wouldn't have spitballed the no-res thing, I think it's gonna be a godsend for folks. I'd also like to see a 2 minute or so after death timer that says you can't pull another max until it has expired, at minimum, subject to change when it goes live.
@PyroTech03
@PyroTech03 Жыл бұрын
Why are max suits considered a class and not a vehicle? Never understood that as a very casual player.
@ChopSueyyy
@ChopSueyyy Жыл бұрын
8:17 This is also one of the biggest issues i had with maxes in combination with the revives. It becomes especially clear in biolab fights. I love trying to flank, getting a bunch of kills, diving in and out, but this playstyle gets completely shut down as soon as there are multiple maxes on a point. If there is one, i can maybe play around that, or kill the "gatekeeper". As soon as there is a max at every door, you cant outplay anything. Its like a metal roadblock and even if you kill one, the other maxes are alerted that someone with C4 is nearby. The whole gameplay gets shifted from infantry fighting to just dealing with maxes and takes the fun/dynamic gameplay away from infantry fights. If you like playing with AMR´s, thats cool, but i dont like sitting in the back playing max police. If its an outfit doing an important basecap and is spending resources, tryharding to defend a point against the rising overpop of defenders its cool tho. Just a bit annoying if every random fight has its tipping point where suddenly 5 maxes sit in every building. Or if your local zergfit drops on your 24 man squad with almost equal amounts of max suits. But zergfits are a whole other story.
@Marsupilami81
@Marsupilami81 Жыл бұрын
I would prefer, that the no-revive part would be only working on maxes with atleast 1 AI weapon equipped. AA and AV maxes are vulnerable enough as is
@VCE4
@VCE4 Жыл бұрын
I kinda like this idea
@igorkir7485
@igorkir7485 Жыл бұрын
now we just need to get counters against infils at range so we could too run around the map without having a one sided fight against infils that cannot be tracked... makes 0 sense that in a 100 year war nobody found a way to fight back
@bruvaguren494
@bruvaguren494 Жыл бұрын
Better base designs, nuff said
@PervyAutomaton
@PervyAutomaton Жыл бұрын
I still think engineers should have some kind of tools for anti infils, like cloak disroupters or placeable dark lights.
@bruvaguren494
@bruvaguren494 Жыл бұрын
@@PervyAutomaton I like the idea of a spotlight building ability, but I think cloak shimmers are fine as it is
@sansgaster4877
@sansgaster4877 Жыл бұрын
Bro just use flashlight
@arionell
@arionell Жыл бұрын
Its called flashlight... And by range you mean LONG range then its never going to happen.
@thrillium8623
@thrillium8623 Жыл бұрын
I doubt this will change much to be honest, but nerfing medic's revive will always be a plus to me For context, 3:05, this is true with all infantry classes. Outplay an opponent, they get revived in under a second from behind cover, your skillful play is invalidated
@Neji4230
@Neji4230 Жыл бұрын
But it's less true for a max. I mean, any class die, you can kill it again with 4 bullets max (in HS). But MAXes ? Gooed luck when you're out of rockets or C4
@thecandyman1975
@thecandyman1975 Жыл бұрын
I mean.. if you are really the more skilled play then that medic is just helping your kd. With a max it doesn't matter if you are the more skilled player, they have a tank with feet. It's like using shotgun in rock paper scissors
@Shadowhawkdark
@Shadowhawkdark Жыл бұрын
Personally, I think the entire Nanites system could "go", and it would make balancing a lot easier. Heres my idea; Nanites are "gone". Infantry that use their utility items will always get a refresh after being killed. They, however, cannot refresh utility slot items or rockets from a terminal, only ammunition for their primary/secondary weapons. If they die to suicide there are a few checks that happen...if there is an enemy within a small-ish area (20-40m?) or if the player took damage within a short time period (5-20 seconds?) then a suicide counts as "in the line of fire" and therefore gives back utility slots (maybe make the check also for enemy vehicles?). These checks are to prevent players from dropping mines, suiciding, and being prepared to drop more mines--or more specifically, to stop players from throwing rez grenades from spawn then re-upping their collection for free. Maxes have a cooldown of X minutes (probably 5-10). This can be dropped by ~10% per 'bonus' they have associated with them; premium, nanite boosts, ASP. Vehicles get a similar treatment, but with different times associated with different vehicle types. The only oddball being that Flash can have 2 different timers, free/instant with no weapons, or a time similar but maybe slightly shorter than Harasser's if there are weapons/cloak. These force multiplier cooldowns begin after the thing DIES, rather than after it is pulled, allowing for shorter cooldowns, but also not allowing chain pulling. I feel like there could be more distinctions being made; like Maxes with dual Burster or Lightning with Skyguards might get slightly lower cooldowns. Nanite boosts are converted to the new system. Nanite boosts are now considered "unique", and therefore duplicates can't be placed at the same time. So, only 1 nanite boost active at once. To make up for this, if a player already has a second boost active, the boost put on the player "most recently" will be refunded, giving back the nanite boost to be used in it's original whole state again (this is so they don't have to code in boosts with odd numbered amounts of time left in them or whatever, but also would feel better for those that get their second boost ripped out of the slot).
@jeffreym64
@jeffreym64 Жыл бұрын
In my opinion, The MAX Flak armor defense slot will become the de facto for MAX. Kinetic is nice for dealing with chip damage, but with no more revives, there will be more emphasis on dealing with the alpha 'oh shit' damage of tank rounds, etc. I do believe that with these added changes, MAX flak armor needs to be given a C4 resist at a lower cert rank. Pocket orbitals are still very much a problem. If people are going to be able to take out a MAX with outfit resources like that, Id like to see them reign in the number of pocket orbitals an outfit can hold from 3 to 2 and make them take longer to craft. On the topic of outfit resources, I truly think the devs need to disable resource rewards on certain fight conditions: non-contested bases, fights under a certain population, or maybe even make a requirement for the minimum number of platoon members within a hex (i.e. the rewarded party must have a sizable presence to be able to extract the resources). Yes this would also most likely kill solo fits, that includes me. Oh well, that kind of keeps the intention of outfit resources being a team effort reward. I'd love to see a system run outfit tag that captures bases when there is no contest... [GHST]
@sherrykathman3309
@sherrykathman3309 Жыл бұрын
My idea is to first increase the the cost of pulling a MAX. Maybe make it use all your nanites from full. Then increase the time it takes for a medic with a fully upgraded revival tool to revive the Max. Maybe make it take something like 30 seconds. Maybe even a minute. If that is to long, then make it so that reviving a MAX gives a significantly increased amount of EXP the medic gets for the revival to make it a worthwhile time investment for the medic to revive a MAX. In fact, you could also make it so that the MAX will be revived with even less health so they will be relatively easy prey until they find an engineer. And the timer that counts down till you cannot be revived either pauses when being revived, or it will count down to 1 second, then freeze until either the revive is complete, or or it stops, in which case the MAX will die. And one thing that always irritates me when I actually attempt to play a MAX. I should not be able to be killed by a freaking Flash running me over. The MAX suit itself probably weighs more that a Flash so that makes no sense. And this is coming from someone who loves driving around a Wraith Flash with a Pillager cooking enemies and targeting MAX suits. Lol. Now every other vehicle should still be able to run the MAX down. Just not the Flash.
@dracolithe4450
@dracolithe4450 Жыл бұрын
Completely agree. I mostly play the graveyard shifts where 20-30 people are running around nasons. If I kill a max, it came at a cost of great risk. If it just gets revived then my ability to survive diminishes. I'm happy with this change despite chipping at a maxes health with headshots. Its a great trade
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
A step in the right direction without question mate.
@keithalabaster8386
@keithalabaster8386 Жыл бұрын
Really? Is that any different to people sitting in harasses and simply driving around trying to run you over? You try and shoot the buggers up and they (often as infiltrator) just disappear before death and grab another buggy and start allover again. Nearly all classes have something that others will find frustrating or irritating.
@arionell
@arionell Жыл бұрын
While I really like the idea of MAXes being unrevivable, I don't understand how anyone can complain about the nanite cost reduction. Also lets be honest here; It's not a big deal or something challanging to pick up the Archer and unload it onto a MAX or pull a C4 fairy...
@Boomchacle
@Boomchacle Жыл бұрын
Do maxes even take burning damage?
@80ruta89
@80ruta89 Жыл бұрын
I've been hunting maxes as light and engie for some time and I've been playing as MAX too, and tbh? they are severly underpowered for 450 nanites you get firepower of heavy assault or even slightly lower -granades -rocket launcher -any fucking mobility -being able to get into many vehicles -being able to get healed by medics -having shield and added armor does shit to balance that if one person on the others side has a single brain cell and C4/anti-material rifle + aim/rocket launcher especially one that one shots infantry and maxes are not allowed to live. Hunting them is fun, playing them? Only as long as circumstances above do not come into play and often they do. This nerf is just a nail in the coffin
@asterisk4424
@asterisk4424 Жыл бұрын
There are some issues I have. Removing revives on maxs is fine, but it invalidates certain max abilities completely. You’re either running ordinance shield or nothing. With the increased risk of death every other suit ability becomes to great a liability to pull in actual combat. Nanite auto repair isn’t worth the risk of getting boomed by c4 and other explosives in 1 shot and kinetic armor is not worth it over ordinance if you want to survive long term with a max as infantry will focus explosives on you. As for abilities, Lockdown is and has been useless on TR for ages especially with new anti material rifles being around. Zealot overdrive will now come with a greater risk of loss. That leaves emergency repair as the most viable option for TR and Vanu. NC of course gets the best end of the stick having access to aegis shield which is pretty much universally run. So now you have to completely rebalance max abilities to match the lack of revives and bring them in line with one another. Reducing the nanite cost is downright dumb. You want to prevent maxs being a strong role but then reduce the pull cost? If this is to counter the revive issue it’s a bad option because if a smart max player stays near his engineer and is in the proper position for a max fight which is cqc, that max will never die. It’s the issue we deal with to begin with. Maxs sitting in cqc positions getting repaired and almost never dying unless focused on, then getting revived to continue the stale mate. You will only make it easier for them to pull another one especially if they stay alive long enough to recover the nanites and just pull another, which you’ve now lowered the time to do so. You either keep the pull cost the same or increase it, but increasing it means you have to guarantee buffs to the ability slot for TR and Vanu so that they have something as useful as aegis shield. I don’t know how I feel about lowering the hs multiplyer. I feel like it deters from the juggernaut role that the max is meant to serve but I guess that can be tested in game to really see the effects and how it hits each faction max individually.
@shadowOrgon
@shadowOrgon Жыл бұрын
I agree that this is a good change to the MAX, and also agree there should be a timer like system for pulling them. Cause once again I agree, there should not be people that 'main MAXs', it is a situational tool. That being said, I feel like the situation to use a MAX is a bit to broad. I feel like they should almost be strictly anti-infantry. They are almost as good, if not better, at anti-armor then other anti armor vehicles. and honestly, I feel like if they upped the headshot dmg TO MAXs from non-archer weapons (since generally the head of the person in the suit is mostly exposed) and then gave all MAXs an ability/countermeasure to have the MAX lift its arms up to cover the face/head for a bit to get out of a dangerous situation (if the person can see/remember the map around them cause cant see lol) that would be a somewhat unique kind of fight. Also would give some kind of defense to the headshots from archers.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
I agree on MAX units being a situational tool as opposed to 'just another class', they should be this limited use, critical element that you pull in those high pressure moments. However, if it were up to me, I'd prefer to see them take on a more supportive role, maybe even a real double down on the anti-vehicle roles. Take them completely out of the AI game. But that ship has sailed unfortunately.
@DaxMarko
@DaxMarko Жыл бұрын
The second best change they're doing is nerfing the A2G weapons on ESFs. In my honest opinion, I'd have them removed entirely for being a "click in general area to instantly kill" while you have the maneuverability to be practically invincible to your target. Nobody that doesn't use them, likes them. They're the bottom of the barrel when comes to "cheap kill" weaponry. So seeing them being nerfed gives me major amount of hope for the future of PS2. Perhaps we're finally looking towards fun and balanced gameplay, and not a frag-farming simulator for several veteran players and zero fun for everybody else.
@Jinisinsane
@Jinisinsane Жыл бұрын
Imho make it that engineers revive maxes and increase the revive time by 30%.
@sladewilson7750
@sladewilson7750 Жыл бұрын
tbf veteran max users are not affected at all but it kinda buffed them by lowering costs. if archer and deci damage also reduces, it's a major buff to all vet maxes.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
Hence the major concerns I have with the changes. This may make the skill suits even more spammable by those who really can abuse it.
@morganfreeman1906
@morganfreeman1906 Жыл бұрын
I don't like the idea of timid/campy maxsuits so I think a good compromise would be making it take 3x longer to revive a max.. or maybe making a hard requirement that 2 medics are needed at the same time to get the extra oomph to revive them.
@adobo777
@adobo777 Жыл бұрын
As a solo and for the most part clanless infantry primary player never have a I ever thought that 'max is such a big problem in this game', Nor have I ever in my head described max suits as 'mini bosses'.. for the most part whenever I meet them and whenever I see other people meet them and have identified them as HVT they tend to delete them with heavies and/or with flying C4s. If we get anywhere near what you want as far as nerfs I don't think max units will get much play at all.
@V0.1D
@V0.1D Жыл бұрын
Absolutely. Maxes are extremely easy to kill, this will just make them a complete waste of nanites.
@079s.c.p8
@079s.c.p8 Жыл бұрын
It is a decision from looking at spread sheets on Reddit. Than anything else, I don’t care if I get killed by a max. It just puts pressure to team formation. If you fighting at a base fight at prime time, and you playing solo with out anyone around you for support. The outfits who play the game know how to kill a max and a max hold. 2 heavy rocket shots at close range. I am fine with that. Sense most people fly solo and don’t actually join outfit ops. They are good players, and everyone should just respect every play style.
@Jeff1tgdsghdehhsf
@Jeff1tgdsghdehhsf Жыл бұрын
I like it we'll be seeing a lot more maxes but they'll stay down when you put them down
@LetustheDragon
@LetustheDragon Жыл бұрын
They should bring back MAX sprint maybe. I don't know... actually, the perma death might make ZOE usable now...
@PervyAutomaton
@PervyAutomaton Жыл бұрын
I'm so looking forward to maxes not been revivable and dealing less headshot dmg, it will make max on max harder too, and max on anyone too.
@KaiserMattTygore927
@KaiserMattTygore927 Жыл бұрын
I 100% agree with your assessment about having my morale deflate whenever I kill a max in a pitched battle only for them to be revived and the stalemate breaks the other way because of that :/
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
It's rough mate.
@chettonex
@chettonex Жыл бұрын
4:17 headshot damage reduction impacts VS and NC maxes the most, and almost nothing to NS and TR variants. Take that into account.
@MonkeGaming420
@MonkeGaming420 Жыл бұрын
nc isn't getting headshot damage reduction, they already have 1.5x
@crackedbutwhole9093
@crackedbutwhole9093 Жыл бұрын
I feel like much of this update is going to miss the overall mark, but hopefully I'm wrong. MAXes are oppressive but I feel the sentiment of the devs in how this is definitely going to promote more timid and passive play from MAXes overall. Granted you still will have organized platoon ops that will take full advantage of them. One of my bigger concerns is the Fallout Armor. Unlike traditional vehicles MAXes have much less time to evade an OS and generally less options to flee from one. This upgrade to me just feels like a band-aid to a larger issue that may bleed into more pressing matters. If you're running this armor you can't use ordnance or kinetic but you can just straight up survive an OS. That to me tips the scale in terms of MAX crash countering and may make it more successful even though you can't equip insane defensives like ordnance. As someone who plays Defector every now and then I think this change will hit us noticeably harder as we are squishier then the traditional MAX at a baseline. We do have seraph shield but it has a 33 second downtime compared to the normal MAX defensives that are always active. Defectors don't have access to Ordnance or Kinetic and time bomb is....well gimmicky at best and now it'll just be a "lose 350 nanites" button. Yes I understand that being able to stack a traditional defense with seraph would be pretty strong but the devs could just make them not stack or have the higher buff supersede all others while active. I feel that trying to decouple reviving from the Defector in specific is going to make it fall into more obscurity then it's already in. It's two unique abilities want you to take damage whether you like it or not. Time bomb will most likely not be used outside of memes (granted it's practically been relegated to that position anyways) and I'm going to feel less inclined to used seraph shield because shielding my team seems useless when they can just get rezzed and I can't. It'll still be good for pushes but I feel that the mark left on the battlefield will be completely overshadowed. For me the ideal change lies somewhere in the middle. I think MAXes should still be able to get revived, but have limited revives. Not a "revolutionary" idea but something like this would also minimize griefing which I feel is something that should be talked about since MAXes wouldn't be able to get revived anymore. My ideal number of revives would be 1-2, although I too can see the issues this causes. MAX crashes would still be as oppressive as they are, and this change also does nothing to address the increase in passive play. If they bumped the nanite cost back to 450 and gave them limited revives I'd be interested to see how that change would play out. There's lots of ideas for how to curb this issue though, as a few people have stated they could add a specific utility item to engineer or medic that let's them revive a MAX at a cost to your nanites. Of course said item would need restrictions applied to it, but I feel like more creative solutions should be explored rather then relegating this issue to the confines of what already exists in-game. There's also the whole "new player experience" with MAX suits and well....don't think that's going to get addressed by the devs! Also at a baseline there should be a timer on repulling a MAX after this change to mitigate chain-pulling.
@joshuaturcotte6724
@joshuaturcotte6724 Жыл бұрын
Where I see the issue of the Max isnt the power scale, I feel a timer is needed for them, as you mentioned, revive mechanic is fine but I feel it should be a special engineer grenade only to revive a downed max with a set time before the revive kicks in. A bombardment from the sky shouldnt just automatically be the answer to everything. And this is a issue with the construction system, its easier to bombard it flat and cheese gameplay threw then it is to be fun, which leads to people not willing to fight the current system. I see this basically being a coffin for all but the hard core Max Mains. I see this from my perspective, if you have 2 or 3 well equiped players, a good C4 throw, or even a well stacked vehicle team you can easily deal with a max. Currently the issue isnt the max alone its the fact that you have classes that can punish the average players defense when you have the ability to revive with medic grenades allowing a group of maxes and heavies to basically ignore the laws of nature Right now I've been threw fights where I can drop a max player without issue, engineer, Heavy, or even a sniper at times. I main engineer as I've stated before and I feel totally robbed when dropping a max only to see a medic just pick up the whole area. Its just BS to see all your hard effort undone without risk, the medic peeking a staircase and hurling a grenade to get a max up. Max power makes sense, the current changes just emphisize pay to win features creeping in making headaches. Rn its the best F2P option there is, my bigger hate is about how many rockets it can take to delete vehicals or even fend off air attack. If you add the remove revive the only ones to get fucked is infantry play
@frostypotatos544
@frostypotatos544 7 ай бұрын
Why not just freeze nanite regen while a max?
@LeGraete
@LeGraete Жыл бұрын
I agree to your points, that those nerfs was badly needed and the no revive mechanic is important. But I totally disagree in terms of a need for cooldown or that the cost reduction is bad. I am a casual player and I would say that most ps2 players are casual players. I will never be as good as you, especially not in a max suit. I really love to play max although im making only 5 kills or so before I die, and to be able to try again is lovely if you are not that good.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
I take your point, however, if you allow a MAX unit to be pulled back to back like that - it grants the 'better' players the ability to abuse such ability without question. So yes, the proposed change that I put forward does hurt the ability of someone like yourself to play a MAX suit as often - but it does so for everyone. This is not a targeted change to new players specifically, but more is a baseline change that levels the playing field for everyone. Again, the MAX should NOT be something you should sit in all day, it should be this limited force multiplier that you make use of every once and a while.
@Moooradin
@Moooradin Жыл бұрын
While i agree with most stuff being said here, C4 fairies are enough of a reason for their to be no cooldown whatsoever.
@adtrlthegamer7449
@adtrlthegamer7449 Жыл бұрын
Aww man, then there's me who uses a MAX only to then be taken out mere seconds after using one. x_x (They already feel weak enough for me personally, so much so that I don't bother with using them.)
@superbrain3848
@superbrain3848 Жыл бұрын
if the Defector would now get also some useable AA option... the Hummingbird is a joke, the lockon range is really short, A2G Farmer tend to notice this rather fast and just snipe your out of the orbit.
@ZeFluffyKnight
@ZeFluffyKnight Жыл бұрын
Problem I have with the idea with making them unrevivable is, they aren't tanky enough to warrant that change. Sure in an uncoordinated mess of a fight they can prove difficult especially without vehicle support. However one competent Engineer or Light Assault can wipe them out. Not to mention having to hope randoms will dedicate to keeping your Max suit up is a big ask. You compare to the CoD Juggernaut however the Jug doesn't need a repair beam on him 24/7 to stay up for 2 minutes. The Jug simply mows down the enemy team twice before dying. If they want to keep the change of no revives, I think they should improvement max HP and damage resistance from ground forces. Remove the ability to be roadkilled. Make them more susceptible to vehicle weapons. Up the cost to spawn one in.
@mydrebrantley1214
@mydrebrantley1214 Жыл бұрын
I’m wondering dose anyone know when PlayStation will get an update not a good feeling to be forgotten about
@lc5957
@lc5957 Жыл бұрын
in summeryL high risk (use intervals), high reward (potenchial kills 7/or tatical advantage)? i rather invest 450 nanites into a max suit and wait for it's construction timer, kinda like warframe in that reguard
@SilhouetteLifter
@SilhouetteLifter Жыл бұрын
I feel like this might make the situation worse. Lower cost means more players can pull more MAXes more of the time. This is the same problem I have with ESFs. Those aren't revivable either, but it doesn't matter because as long as you don't die within the first 2 minutes of pulling one, you can just go get another. This will just encourage more players to MAX spam
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
Hence my primary concerns surrounding the cost reduction - I really think it's an unnecessary counterbalance.
@SilhouetteLifter
@SilhouetteLifter Жыл бұрын
@@CAMIKAZE78 agreed
@Gurmudgin
@Gurmudgin Жыл бұрын
as an engie main (I aint got no main faction. I got a repair tool and a big ol sniper) who has THE GUN for killing maxes, getting those 2 headshots and then seeing the max just.... stand up again, was extremely demoralizing. I put (for me at least) a lot of skill and focus into hitting 2 clean headshots in a chaotic battle of madness and glory, and then some healer behind a corner that I can't even get to just, clicks the max suit for a bit and it stands RIGHT BACK UP. I can handle a max being engie pocketed, that just means I gotta kill the engie first. But a whole max just getting right back up after nothing is just... it just doesn't feel right. Im extremely happy that such a change is even being proposed, and if it does go through all the way to live servers I will be one happy engie.
@Tremadog102
@Tremadog102 Жыл бұрын
Well, I barely used a MAX suit because it was so easy for the opposition to wipe them out with C4/Archers/Launchers. Even some faction's LMG's can drop them if there's a couple of them. Now it looks like I'll never bother with them. I was spending the same resources as a tank to live for a couple more seconds in base combat. Now they will be a tiny bit cheaper. I'd rather spend those nanites on a Sunderer and try to keep the fight going and keep the pressure on the opposition. As for a timer on the MAX suit... I'm glad that was left to die in Planetside 1. One random unlucky death would punish you just as hard as making a bad play and it just leads to more frustration.
@Neakob
@Neakob Жыл бұрын
It's true that Maxes should be a threat not a norm. A system exactly like the bastion would be great.
@Otazihs
@Otazihs Жыл бұрын
"Oribital strikes require more resources and time to acquire..." I think not, MAYBE if you're in a one man outfit. Big outfits practically have infinite outfit resources, hence why they get spammed so frequently. The Orbital Strike damage reduction is a good counter to this, else just get rid of MAXes altogether. When Orbital Strikes were controlled solely by construction bases you could tell what the range was and if it was active, then they have to contend with the no-deploy that prevents (for the most part) OS usage inside a base, pocket orbitals bypassed all of these restrictions. As far as the nanite cost goes, this is and never will be an issue with MAXes who are proficient at MAXes. That's just how it goes for ALL vehicles, by the time they go down they have nanites to replace.
@curtisthornsberry4236
@curtisthornsberry4236 Жыл бұрын
So long as I can get a 50kill streak with dual falcions I’m cool with it. XD A potentially interesting compromise I could see is reviving as the last infantry you spawned as. But probably wouldnt happening.
@elmarm.5224
@elmarm.5224 Жыл бұрын
The engineer squads will ensure that the Maxeswill stay alive! For the *insert Empire here*!
@strikeforce1500
@strikeforce1500 Жыл бұрын
I can see all the Max mains going to the PS4 version if these changes happen. With that said,no to defend Max mains,but if these changes go live, wouldn't Max need to be able to survive one or two C4 brick by default?, sure we criticize the class,but considering LA/HA/Medics can equip C4, I think it's fair Maxes could survive a C4 brick without the Flak armor
@barrosamuec3883
@barrosamuec3883 Жыл бұрын
I've been saying this about C4 OHKs since forever. I would take the trade for revives if base MAXes could survive a single C4 brick by default.
@CBeavr
@CBeavr Жыл бұрын
iirc the patch notes DID mention some sort of changes to anti-max measures in the future so that could happen (though imo it'd have to be quite less effective than the current flak armor that max has at countering c4, otherwise it'd just make it obsolete compared to any other defense slot choice...)
@barrosamuec3883
@barrosamuec3883 Жыл бұрын
@@CBeavr I did notice that too. Although in my opinion as a Max main, I believe that Auto Repair is the superior choice in the defensive slot People often misunderstand just how powerful this slot is. The can get back to full HP on seconds and effectively kill any enemy given enough time. Edit: exception being for holding tight areas and using ordinance armour with engi support. In any other role, auto repair with sweeper hud will keep you safe from all explosives besides C4 at close range
@CBeavr
@CBeavr Жыл бұрын
@@barrosamuec3883 those c4 fairies can really sneak up on you, so i usually run ordnance with fire suppression and that usually keeps me topped up unless i take major damage (like from a c4) and even then i can usually choose to go back to a weapon terminal and equp auto repair for a bit, only time i take auto repair is if i know that i'm gonna be REALLY far from any allies (which is rare given that a max is usually a force *multiplier* meaning it needs a force to multiply first)
@georgepal9154
@georgepal9154 Жыл бұрын
Pulling a max is not the same as reviving a max on point or behind a choke hold or max rush, Cami. Consider how much time is lost to a chain pull, a max is not a vehicle and can't drive from one base to another. They would lose anywhere from one minute to two, and that is a massive hit. A chain pull in that situation is usually desperation or a backup plan. The important thing is that the Max won't be returning to that specific fight in a hurry. That said, I'm not a max sympathizer and I get where you are coming from. But I don't think the reduced cost is as bad as you feel it is.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
I mean, most fights have their spawns pretty close to the main action. It's hardly a 1 minute traversal time to get back into the fight at most bases in this game. I'm sorry man, but I don't back that statement at all. The majority of times I have killed a notorious MAX main on my server, they have returned to the fight within a minute or two and are farming again - the chain pulling is one of significance and I think downplaying ain't accurate, imo.
@vincentproud6589
@vincentproud6589 Жыл бұрын
8:25 Gonna be honest with you, my dude, as somebody who basically never plays a MAX, this video does kinda seem like you want them to be all risk, no reward. 😅 Like, not being revivable is an absolutely massive hit to their overall power, complaining about them being a bit cheaper feels almost meanspirited.
@Diamondbackwastaken
@Diamondbackwastaken Жыл бұрын
I personally love this patch. I'm a leader in a zergfit and max spam is never fun wether you're on the receiving end or not. Camping on point with 3 maxes is just boring. So I hope this change will put more reliance on other classes to hold points.
@CAMIKAZE78
@CAMIKAZE78 Жыл бұрын
Based comment mate, thank you for sharing your perspective.
@sharingan098
@sharingan098 Жыл бұрын
As much as I want to agree with you I just can't. Maxes is heavy and slow as is and there is plenty of things that can be used and countered against them, most prominently and not limited to are C-4. I see this a lot in my however long I have played the game, there will always people carrying C-4 EVERYWHERE (except infiltrator because duh!) especially when there's jump jetters using Ambush ability fighting in tight corridors. If it's long range then there's Archer/Anti material or rocket launcher (but mostly Archer/Anti material) that can easily take Max out like hot knife cutting through butter. Then there's the more expensive one which is Orbital Strike (which you have stated in the video) that can instantly kill Max and previously stated before they are heavy and slow good luck trying to get away from that and even IF you did get away from that you still will get launched away by it and died by falling from high place. Hell I would argue that infiltrator can kill Maxes as well by kiting them and shoot with their well placed sniper shot or spam semi-auto scout/sniper. I know It's frustrating that medic can revives Maxes but like I have given points previously Maxes can be countered EASILY. If all of the above still not to your satisfactory then my suggestion is this: have a limited revives for Maxes or only revive once per Max that way you wouldn't feel the unfairness of the C-4 spammers like the Light Assault doing a goddamn acrobat ballerina above you to get an easy kill and at least get second chances to hightail out of there and the medics wouldn't be puzzled/confused as to why they can't revive Maxes after so long they played the game and then suddenly changes especially they join the game again after for so long of not playing it (for those who don't look at patches). Much love to you Cami but this is just my two cents on the matter.
@milat9287
@milat9287 Жыл бұрын
For normal max, sure. I don't see a reason you'd add a long cooldown on NSO though. I might just be bad at using it, not sure.. But it doesn't feel like its power OR health matches up to any of the other maxes whatsoever. Where I'd normally feel confident in taking on multiple enemies, I feel threatened by just 2.
@user-qc2qe9yu9r
@user-qc2qe9yu9r Жыл бұрын
they nerf nc and tr a2g as well. Probably they finally will remove beacons or made them limited. its good to see how devs do good things with balace/
@michaelcorleone2794
@michaelcorleone2794 Жыл бұрын
Waiting for a Moukaas come back for this lmao
@XenonBlu
@XenonBlu Жыл бұрын
I honestly think it's too much. Maxes are already such a small part of the game this'll just mean no one will pull them much at all anymore and instead we'll just have more spawn room warriors. Maxes are literally more than worthless now. OS spam is way too pravelent and going without ordnance armor is not an option
@gangrenegout5810
@gangrenegout5810 Жыл бұрын
No revive for MAX, good change. Lower cost, negligible to me. I would only receive a 15-30min cooldown without criticism if it also came with a massive buff to MAX survivability and offense. If it is to be the hero moment with high reward potential that gets rationed out by a 30min cooldown, then it needs to truly be a force to be reckoned with and not something that gets gibbed by two headshots or some C4.
@kemblitz6838
@kemblitz6838 Жыл бұрын
Welcome to Overlord's Daily Update on the ps4/5 scene of the game... - Population Hovers around 100 - 200 with it reaching 200 - 300 during prime time - We are still waiting on the faction exclusive archers and boats - Crash every hour (how do we put up with this i dont know) Thats it for Overlord's Daily Update on the ps4/5 scene of the game Come in next time when it wont be daily and we have the community smash event for us.
@Leogamer-9910
@Leogamer-9910 Жыл бұрын
also, we haven't enter esamir like for 2 years now because is closed :/
@pokothepocketpotato3324
@pokothepocketpotato3324 Жыл бұрын
I don't think rocketing a MAX suit and it dying counts as being high skilled gameplay, from both fight as and against MAX suits, the MAX's bite it very quickly. The no revive seems really rough.
@Alliegator93
@Alliegator93 Жыл бұрын
I think the 350 nanite cost for max suits is a fair change, as it'll remove the p2w aspect of the game (being membership allowing you to chain pull a2g/maxes/mbt's back to back with no worries), the counter balancing of removing revives is already a heafty nerf to maxes and it allows max mains to be adequately countered finally, think of it like the harasser cost increase, where they were so cheap and so spammable that you could just suicide trade with mbt's with no concern, now at 350 theyre spammable, but you still need to be moderately conservative with it.
@bonux0019
@bonux0019 Жыл бұрын
This kind of nerf is just an example on how most players end up getting mislead by the sandbox aspects of Planetside 2. This time, this “rework” is more a nerf to the Medic class utility. You will see less of them at key moments since MAXes are now more expendable and don't require their support. Also, MAXes long revives and the priority given to them slowed the process to revive everybody in clutch moments (if rez grenades were near depletion). Get ready to see more HA, ASP Engies and other DPS builds (even maybe some "Medium Assaults C4 ASP medics"). Experienced players are going to love this, especially k/d farmers. But new players will suffer from the lack of medics around them. Their chances of survival will be reduced. Constantly being sent back to spawn more often won't help increase the player base. Since you need more MAXes to attack than to defend, you won't see their numbers decrease. On prime time, you will still see 12 MAXes (or even more) drop on your head. Worst, 3 or 4 with fallout damage perk will survive the orbital in buildings, increasing their ability to patiently farm in point holds. They will be a bit more passive in the doorways which is the right way to defend a point. They will learn and get better at it. MAX crashes won't be affected much by this. We just need to tweak a bit an already way too easy tactic to implement. That tweak will create more pain inflicted on the poor souls in their way. When you can move coordinated numbers of trained gamers, the work around is easy. Solo Max play won't be different from what you showed us on this video. Just having the strong builds is enough to run around in low pop server times. You don't need Engies or medics; braincells and patience are enough. Also, there is a reason why most MAxes tend to hide in buildings: vehicles. That partly explains why most MAXes play anti infantry (more kills less danger). 10 years wait for a nerf like that, as for most nerfs in online games, fails to hit its target. It is just a pat on the head of players who would rather whine than try to learn the tactics to kill a MAX. It is not a skill a issue, it is a "put the effort to simply learn what to do". If you are a afraid, pay attention to the radar, spot them for others to be warned and try to run away (works most of the time). I like trying to kill them because it breaks momentum and confidence for the opposing faction. As an average player, I fail a lot. But I like trying again. And yes, they get revived or... just come back despite the actual cost (450 certs) five minutes later. Worst come to worst, just remember, a little bit of teamplay can destroy a MAX easily. This game is not a standard FPS game. It is a dumbed down MMORPG / MMORTS PVP game turned into and a FPS game. I get the same vibes playing this game than when I played Dark Age of Camelot (for those who remember). The skill gap here isn't just raw FPS skills like the great majority of FPS games out there. If you fail to understand that, you are just meat for trained tryhards and organised platoons. Playing solo is fun and somewhat relaxing, but just remember that this game is different. Playing casually in a game that doesn’t allow dedicated themed servers and just mixes everybody together, forces you to cope when the full extent of its sandbox aspects slaps you in the face with overwhelming power. Large numbers, generally, are the real force multiplier. Large numbers of force multipliers are the ultimate form of inflicted pain. When a platoon leader calls for a full on A2G zerg… be organised or wait that the storm passes by. MAXes are just icing on the cake of total annihilation. Hate me if you want. The “reality of the game” is that it is a scale issue and, consequently, a steep learning curve issue. Tweaking things here and there won’t change the game mechanics in great lengths, unless the core of the game is reworked so deeply as to become a Battlefield clone.
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