I loved the grind for a point. The hours it would take to try and wrestle a point away from the enemy and the amount of effort and strategy it took to overcome it. Then the feeling of overrunning the point and killing the stragglers then marching on to the next point. I loved that so much.
@AOD_AnkGrooger3 ай бұрын
Miss old 2014 planetside 2. I was only 10 but it was great
@houstoner3 ай бұрын
I arrived on Auraxis the Summer of 2014. Those were some of the greatest days indeed!
@alexanderfrank98803 ай бұрын
Killzone69 was my gamertag, Got him to 105. My dad played before me as OmegaDOOM, but Max suiten in Domes was the most fun I've ever had in a game
@jeepsblackpowderandlights43053 ай бұрын
not me i didnt play it for long before it was laggy as hell, fps was terrible.. computers couldnt really handle it very well back then
@SangheliosGaming3 ай бұрын
Aw man
@ghostbravo7127Ай бұрын
I remember flying air Canada with HMRD, jumping in from the skies like drunk Commando Troopers, out manned 2 to 1, pulling off impossible fights. Or leading a full armor column half way across the map with an escort from some of our favorite ace pilots. Good times. Planetside 2 is easily the most underrated FPS/Shooter in the last 20 years, and one of the most unique as well, nobody has even gotten close to as successful with such a concept.
@younglingslayer65173 ай бұрын
We all have fond memories of open-field fights but they were a product of their time. Today, open-field infantry fights would be dominated by infiltrator spam as we have seen with Excavion fights where infil usage rises to 32%
@degenatron16043 ай бұрын
Game Flow: 1. Neutral Zone System - Capping a base makes all adjacent enemy bases become neutral. No active hard spawn at neutral bases means everyone brings their mobiles spawn options to the fight. Attacking the control point AND defending your spawn is the core loop. 2. Population Based Nanite Economy - Throttle Nanites based on over/under pop at both the Continent level and the Territory level. Chronic overpopping leads to starving your empire of force multipliers. (undo the nanite cost for construction spawns + free base model ANTs at the warpgate) 3. Territory Based Nanite Throttling - the farther an empire gets from their warpgate, the less nanites per tick are given in that territory. Extend resources range by building a nanite hive in each territory linking them in a chain. These three core changes address the primary pain-points of Planetside: Spawn camping, Overpopping, redeployside, empire double-teaming. And it also makes construction a key component of the game.
@MachinedFace88ttv3 ай бұрын
i feel like 2 can be abused unless you take care of the ability to teleport anywhere in 15 secs. Everyone is talking "capping points" like its call of duty. If we want to fix this game we NEED to make it about more than just A B C and sometimes D .
@degenatron16043 ай бұрын
@@MachinedFace88ttv I guess that begs the question: What do you have in mind besides capping points? Because at the end of the day, territory control comes down to controlling capture points. Even overloading generators is a form of point capture. Destroying AMSs is the only real alternative to capturing points - a viable form of defense that doesn't rely on putting players in an area and denying it from the other team. Instead of denying an area, you deny the ability to spawn. ***** As for "Population Based Nanite Economy" (#2) - the goal is not to stop overpopping with a "no you can't!" type of rule, but rather "Do it, but know you're going to suffer a penalty for doing it." So if you command your platoon to bounce around the map, constantly overpopping the enemy forces wherever you go, eventually your platoon members are going to run out of medkits, grenades, maxes, and armor. They won't be getting nanite ticks when they're in constant overpop, or the ticks they get will be greatly reduced. Nothing STOPS you from overpopping, but you'll be forced to rely on team tactics and no force multipliers. Meanwhile, those that you are overpopping get force multiplers dumped on them to help fight your overpop.
@Octolith3 ай бұрын
I sadly dropped planetside 2 late 2022. The total chaos was gone and all that was left was the rare spurts of excitement before those became less and less common. Pains me to hear the player cap has dropped down to 900. I agree with your statement on refreshing the combat flow. The game, this amazing game, needs to stop taking that revive and try again a different way.
@woo_killedna3 ай бұрын
My 4th day in planetside 2, got my coffee ready to lockin for the weekend and a hacker totally ruined my weekend, and the awesome veterans i could feel the sadness in their voices,
@dtploeg10003 ай бұрын
17:34 Esamir shattered warpgate fights in the forests. those fights were honestly the best fights i ever had. probably because the entire continent was fighting there cuz of the campaign. Sad to see Planetside 2 go but all good things must come to an end
@mikebond32103 ай бұрын
That forest is beautiful
@travis10663 ай бұрын
I miss old construction, miss feeling like I had a presence on the field. Now just a bunch of buildings ready to be pushed over
@jeepsblackpowderandlights43053 ай бұрын
ya bases are crap now with no automated turrets, its one reason i quit
@kkct69163 ай бұрын
Some of my favorite moments in planetside involved being part of a group of players (not in an outfit, just literal randoms), trapped in a building or a small section of a base as it was overrun, point taken and the whole faction moving backwards, and just trying to hold out and survive for as long as possible against (usually) horribly uncoordinated but massive onslaughts, sometimes by players spawning in and moving through, not even knowing we were still there. I feel like the best part of the game was the possibility for emergent gameplay, whether from massive battles spontaneously forming or very small squad-level actions that 99.99% of players would have never known even happened.
@bolieve6033 ай бұрын
I loved leading squads of pubbies into open field fights on Connery. I reminded everyone repeatedly that winning alerts is not as fun as a good fight
@M1kst3r13 ай бұрын
Construction could have been the evergreen of unique fights, but since construction is not directly tied to capture points or hexes it just feels like an afterthought. I enjoy challenging situations and that is exactly what construction could provide.
@Lucidius1343 ай бұрын
I've literally been complaining about this since the squad beacon changes and squad beacon shuffling since late beta or early launch. I used to fly Public galaxies from the warpgate and then that stopped being a thing too. Open field fights were so fucking good. Still are when they happen even if it's a sunderer ball. Absolutely agreed at c9nstruction changes
@UltraFlea3 ай бұрын
I remember the old flow of battle across the map in PS1...fighting literally acrosss the continents scavenging ammo and supplies from dead inventories. Also ever base had watchtowers just 200yarda from the bases...1 or 2 hard spawn points for attacking forces to use...and for defending forces to capture. Because of the 15min capture time the towers were always the first thing to go for as main or last backup spawn point.
@redjacc75813 ай бұрын
In the original Planetside the sunderer was just a large transport with some weaponry. The mobile spawn was a vehicle called an AMS with a cloaking shield that activated one the vehicle was stationary and then activated. It had no weapons of its own so in order to maintain an attack you either had people protecting and or had multiple AMS's. Engineering was more extensive as well. You could use way more expendables than in PS2. You had to carry something called an ace and this device could be set to either be a spitefire turret, a mine or a sensor. You could lay about 20 mines and then 10 other deployables or either turrets or sensors but you would need to carry that many ace's. So you could have massive mine fields :P if you were in group :P
@Reddwar853 ай бұрын
I quit planetside for foxhole a couple of years ago because planetside stopped feeling like a war and started feeling like an arena shooter with no matchmaking. Any attempts to improve battle flow have to kill the reployside aspect of the game. Let people spawn at their warpgate and their current hex, and maybe adjacent uncontested hexes. If you want to get anywhere else get in a vehicle and move across the map. There's more that needs to be done tbh but fixing the spawn system has to be the first step.
@lordwhippleton97343 ай бұрын
this
@rdowg3 ай бұрын
Was there something seriously wrong with PS1's system? I know the maps werent made for the cap system that's in the game, but dont supply lines and base resource limits sound like they'd fix TONS of problems with PS2?
@lordwhippleton97343 ай бұрын
@@rdowg it feels like it could be too little too late at this point
@VladMatejka3 ай бұрын
TL;DR if the roots aren't good, then the tree dies. Such a good point about meta...players will do what players do. Gotta work with that, but also anticipate that as designers. PS2 devs did great work on some things, but needed help in others. And that's fine, but sad for what that meant for the game. Emerald still has some good fights, but wooooo things feel a bit scary. The game needs a talented small team with good funding or just a good a big studio. Not sure in this economic climate if the industry can pull off the things it used to.
@VladMatejka3 ай бұрын
This all being said what I really like is battles that allow for most player types to flourish. I like seeing all the infantry out, all the vehicles, usually the air lol. Fields of battle where all can find something to do and not feel useless. I love the sandbox nature of the game, but you are right in that it needs a bit of control. It can't be pure sandbox
@totallyheroiconion35883 ай бұрын
Another big issue is the open fights aren't as enjoyable as before. It's not fun to push when you're going to be mowed down by infils and vehicles, that don't really have any effective counters apart from pulling the same loadouts yourself. The nanoweave nerfs, infil buffs and CAI really helped killing the incentive to push. If it was more fun to have open fights while pushing, people would do that instead of redeployside. But there's a reason most people preferred hardspawn biolabs.
@theDemolisher133 ай бұрын
9:50 Yup you're correct the construction system of old needed a complete overhaul to be more user friendly to encourage more players to engage with it and spring up bases. What we got was new build rules that were more restrictive then before new assets that were less effective somehow lost of utilities and a general promotion of stagnation due to lose of passive cortium drain. Honestly I would've loved to see 2 to 5 different overhaul ideas pitched in the PTS to really flesh out ideas before implementing them. Also you're correct Busses before their overhaul update were fine yes they were pray but that's what they were meant to be if you wanted a harder spawn that's where construction was suppose to come in but that overhaul update to it did more to nerf it then improve it making construction weaker then the buses somehow.
@lancezealot3 ай бұрын
I definitely agree on your point about those unforgettable open field fights. It was moments like those in my early days that drove me to keep playing the game, despite the challenges faced as a new player.
@Laach8263 ай бұрын
If camping a Sunderer garage is the only issue with it, what if we improved the garages to make them less camp-able? It feels like that would be a simple fix since they seem to make new buildings all the time anyway so updating the garage design seems like a feasible change.
@illegalalienfromsalviaspac4493 ай бұрын
10:00 yea I strongly agree construction doesn't have a presence in the "main" battleflow. The devs have failed in this IMO. Construction was and still is used mainly for cheap A2G. OS and routers. Those are the only items that effect the main battles. I wish every base would get a better NBZ radius, one that follows the West pass watch tower's No build zone. On that base it's possible to construct elysium spawn tube buildings withing 20m of Sundy spots. It's NBZ radius at C ends close to the sunderer no deploy zone. I have a video I made recently about me building in that spot as a example.
@theDemolisher133 ай бұрын
18:00 I'll be honest Cyrious I for the last few years disagreed with many of your statements but with that said you nailed the problem right on the bloody head so for that I will give you a light and share you video. Honestly I don't even know where to begin with trying to fix it but you are right mightest well go big or go home at this point. What I look for is I like prolong fights that are spread out over a large field with many objectives being fought over that all play a different role. Not all focused onto a single point or 3 for a base. I like random events to happen that cause panic. I like to play defense most of the time so running a construction base and providing a utility to those around me to help them power forward is very rewarding for me as well as meeting new folk along the way. I also wish we could've seen more community content options to allow the community to pay it's tributes back to itself. This would server to prolong the life of the game vastly and the community it fosters.
@theDemolisher133 ай бұрын
6:55 Construction player here. Yes we . . hmm we live for those open field fights it's the only place we can even play thanks to no deploy zones. But redeploy side threw a monkey wrench into everything. I myself came up with an idea like many others. We all seem to agree redeploy side is not what PS2 is about.
@Lucidius1343 ай бұрын
Oshur feels like planetside 1 when you get an open fight it's amazing but I hate playing it when there's no open fights near the middle
@Infernus253 ай бұрын
Great video as usual man, you made me remember how good the early game used to flow, not all this constant redeploy side but often just running between bases or all hopping in to a sundi
@Sindroms232353 ай бұрын
I enjoy the idea of these videos where you can link them to our new devs and basically get them up to speed to what is happening/was happening. Still, this is kinda depressing. This will be the second game I will witness dying, the community of which I was a part of for years. Not the last one I am sure. It is simply a shame that one of the big planetmens youtubers has turned to this ''vibe'' of content when it comes to this game. Feels bad, man.
@kcirreda3 ай бұрын
~October 2013, OMFG patch was peak.
@theDemolisher133 ай бұрын
12:50 funnily Koltyr was actually really fun despite being the newbie continent it's small size really helped push fights on the low pop hours also it had some varied terrain you don't see anywhere else in the game. Desolation just looks like a empty map devoid of any actual effort if you ask me build for a construction system that couldn't handle the spotlight Nexus Never got to play on this map honestly if you're gonna do something like outfit wars or any map creation you need to keep those maps in rotation just so players feel like they're on familiar ground and to not waste dev time for content that doesn't even see literally any interaction with the wider community.
@ZealousVidya3 ай бұрын
100% agree. I would have personally done it with a flag that you have to take from one base to another, to initiate the timer. Flag can't go in aircraft.
@CMDRCyrious3 ай бұрын
That would be a cool way to do, and probably MUCH more technically feasible. Really like that idea. With hexes or control points I worry there would be all these performance knock on effects to creating that many control points on the map. Flag system being in place, it already shows up on the map, that could direct the battle lines.
@The_Tree_Rat3 ай бұрын
It feels like now you just log and it's dead. So many times I have logged on during "prime time" and I see nothing big going on. Oh it doesn't help that the last 3 times I have logged on its been super bogged down by insane lag ( delay lag ) or a random hacker killing you through shield's in bases when trying to deploy to help the fight. The Vehicles TTK as an infantry feels like it takes 30 rockets just to even see their HP move ( I know that's exaggerated.) Also another issue I have recently ran into was the cloaking just not working. I get killed by a player while I was crouched + cloaked and I ask them how they seen me and their response was "oh your cloak was flickering sometimes that happens." Battles don't feel like they did, it feels way worse, the lag is worse, vehicles feel like unstoppable now (mainly sunderer's), and construction is just crap now. I know this post seems like I am just complaining but, I love PS2 and want to see it come back, they have so much potential and I feel like we were put on the top shelf and left to collect dust.
@TECHN012003 ай бұрын
This is where my idea for a sundee tweak would have actually helped: Tradeoff between durability and weaponry. Incredibly difficult to destroy when deployed at the expense of being able to fire back at all from the sunderer itself or have it be the piece of paper it is now and able to shoot back.
@hybridgaming83413 ай бұрын
The sunderer will never be able to be balanced as long as it has the spawn, transport, repair, and resupply roles. I would love to see the Sunderer and ANT completely reworked so that the Sunderer is only for transport and spawning, and the ANT is for construction and battlefield armor support. Also, remove the boring-ass "proximity repair" and allow players to repair vehicles using the ANT's mandibles, with an overheat mechanic. basically a vehicle-mounted version of the engineer repair tool.
@TECHN012003 ай бұрын
@@hybridgaming8341 the idea is tradeoffs. With the sunderer now, you don't really have tradeoffs. This is something planetside seems to have failed to do well in a lot of respects in making meaningful decisions. It is how you get obvious METAs.
@rdowg3 ай бұрын
The other thing that seems to get overshadowed by the map and spawn mechanics are the loadouts. Some of your clips here have you going from dropping a turret, a shield, stimming and repairing........then immediately switching to an invis class with a knife and c5. It's what keeps me from playing ps2 and even battlefield 2042, there's no such thing as balancing super powered infantry in large-scale games, everything becomes a clusterfuck.
@PAL3Tigerrr3 ай бұрын
Was on last night very sad not many on
@illegalalienfromsalviaspac4493 ай бұрын
17:40 I think something needs to be done to nerf the metafit tactics and improve solo players experience. I think most people that start first start playing as solo for a bit. However, with all the buffs outfits/squad play received it over the year it makes it really difficult to play well in the core just being a good player when faced agianst them. I remember in 2014-15 taking out a beacon meant more of hassle for a squad. Now the beacons effectively have instant cool down and outfits also have to ability to call in a Sundy wherever they want like you mentioned. It makes solo logistics seem underpowered compared to the valkry beacon meta. I wish instant logistics took more effort.
@andrewhiebert64993 ай бұрын
I think what was really enchanting for me was how the sandbox allowed things to be unfair. Like a sabaton song come to life. You can win against impossible odds or die valiantly.
@FEDEXLuchs3 ай бұрын
Squad also probably took a lot of PS2 players
@norman45883 ай бұрын
It's unfortunate that the game will never regain its previous level of popularity due to the numerous hackers that force new players to quit and change game mechanics such as Sunderer, which actually have no issues at all.
@woo_killedna3 ай бұрын
New player, and my first weekend was ruined by the hacker!! We had to basically stay in armor to avoid them but I could feel the veteran players were more sad than mad, I am going to try Monday afternoon to give the game one more shot, because the republic leaders are such good people, Butternut deserves a medal for trying to keep the game going and avoiding the hacker.
@norman45883 ай бұрын
@@woo_killedna Regretfully, being inside an armored vehicles won't protect you from hackers. A certain kind of hacker can launch your armored vehicle into the air, and when it lands, it kills you. Numerous seasoned player demonstrate on their KZbin channel that hackers from the past and present are still active. The glory days when game moderators were active and hackers were quickly banned, is long gone. Don't expect the developers to fix the hacker issue. Nothing changes about Planetside 2's long-standing issue.
@BicBoi19843 ай бұрын
It was good while it lasted folks
@anubisTC3 ай бұрын
Member Reactor? What If they were able to give some advantage to the owner on nearby facilities? Then it would be more that a place for cheap Vehicle Spawning, which is already cool IMO.
@siggevibes11 күн бұрын
I remember playing in an outfit called "Battle Marines of Chaos" and it was really fun
@hungryhedgehog4201Ай бұрын
I remember those pushes across open terrain where you would walk behind advancing tanks and take out fortified positions on hills, it really brought that combined arms feel to life. Now it just feels like any other fps honestly but just really old
@Otazihs3 ай бұрын
Foxhole is a great game to jump to if you like the persistent world and massive battles. Only problem is that Foxhole is much more slower paced. Things take time, specially if you are interested in vehicles. You have to build the tank, supply the tank, bring the tank to the front lines (which typically involves quite a trek and a queue), then and only then do you get to maybe shoot a things. And at the end of the day, you gotta bring the tank back unless you want to just donate it. Unless you are playing strictly infantry can you just log in and go to a front line, grab a rifle and start shooting. Also, many people don't like the top view/asymmetrical camera style of gameplay. I thoroughly enjoyed it, just got burned out of maintaining facilities and the daily chores just for the occasional tank battle.
@planetoflies28683 ай бұрын
I always loved the 24-48 man base fights and the huge open field fights, too bad the only stable fights were the ones with 96+ on bases that could not support them. I really hated being in a good balanced fight and getting instantly crushed by 2-1 overpop with better organisation
@Slimjim21473 ай бұрын
Wake up! It's 2012, you just got your PS2 Beta invite key. And your life is changed forever.
@aelix563 ай бұрын
Battle flow is what I call my ass after tacobell.
@sirnigelcogs3 ай бұрын
No cloaking infiltrators and absolutely no cloaking flashes.
@tobysstandpoint3 ай бұрын
While I 100% agree cloaked flashes are only cancerous as well as the stalker cloak. The ability of the hunter cloak is actually relatively balanced, and quite frankly necessary to keep the flow of battles moving rather than stalemating, as annoying as it is. That being said I wouldn't complain if it was nerfed drastically, especially with its visibility in closer quarters so that it becomes harder for infills? Another KZbinr mentioned they could also be nerfed by no longer allowing them to ADS while cloaked which could also help deter the cqc bolting a bit more.
@sirnigelcogs3 ай бұрын
@@tobysstandpoint I think about other modern FPS games like Battlefield 2042, and how in those games not only are snipers not cloaked, but you can see the reflection of their scope so you know they're around. That doesn't stop people from playing snipers and from being effective, but it certainly is a lot more balanced.
@MachinedFace88ttv3 ай бұрын
speaking of battleflow, i need MORE to say. it's just "redeploy , drop , stack up and push door 1 2 or 3 .. go for A B C" after 11 years , Feels like i'm playing in a placeholder concept for a better game. The fights in between fields are lazily designed, the BASES are literal placeholders. The construction sites on Hossin is another example. Those were supposed to be redone, but instead are time sinks. Feels like an unfinished game in concept and maps. The arsenal and class system is so fleshed out, kinda sad we don't get to properly play with our toys were just smashing them into each others hands , breaking them in the process. the bases just fucking suck besides a select few. Everything needs to GO together. and tell a story. The north west amerish is a beautiful zone that gets missed a lot, But bio lab fights are never amiss.
@bolieve6033 ай бұрын
Here's an idea, after a cap a lattice has "momentum" in a certain direction, but the next base doesn't open. For two minutes, the base that was just captured cannot be recaptured, and there's a shorter period of time before the next base opens. People may just switch lattices in response to this, that would be the main problem, but maybe not.
@magorostravsky57323 ай бұрын
I guess I'm weird. I liked Hossin from a moment of it was released, was disappointed by Oshur (concept looked much better than finished product) and I prefered previous version of constructions than that monstrosity we have now. I played from December 2013 and that time it was much harder by grinding certs and better by amount of people.
@darkmountaingames90143 ай бұрын
Always gonna remember staying in the crown for 3 days as NC, because is the only territory we have at that time. Good old days
@ThousandTimesNo3 ай бұрын
I miss those Indar desert gigantic battles (preferably at night)... THAT was my Planetside. Now it's CS with complications. What made me dislike PS2? Well ok, i know this subject was brought more times than US elections but. Cloakers, especially bolters, and before you eat me alive let me tell you why. When we had 1,5k ppl on the continent in constant huge battles, snipers were not only useful but relevant. Now when fights shrinked to like 20vs20, bolt snipers are weapon of ultimate destruction. Doesn't matter if you have overshield, doesn't matter if you run around like maniac - you will get oneshotted and it will come quickly. In the afterthought all boils down to the fact there are not enough people online to make PS2 work as it should be. In old PS2 i could (yeah crazy) be pacifist and still have fun from the game! I remember i made long time ago character that only earned certs by healing/reviving and supporting as engineer... That was cool experiment and it was working really nice. Today there's only one goal in this game - click heads. No matter what class you play, no matter your build, no matter the outfit, the base - click heads... And people are surprised this game dies?
@Sukunasbathwater3 ай бұрын
This game will never reach its prime again
@daanstrik42933 ай бұрын
I’m afraid you’re right. I’m convinced it *can* reach that peak, mayby even surpass it. But the game has to many problems at its fundamentals. I doubt any publisher will take it up compared to lesser risk projects. I hope i’m wrong, but I doubt it
@revan12023 ай бұрын
You know how my comments go but it's time for some here to do the impossible and just make your own FPSMMO learn from this and create something new. There is no way these companies that have planetside right now see a game they see a product that isn't making them loads of money they have no ambition or love for games only products. The community needs too band together and just try.
@jordandelvo25673 ай бұрын
I don’t know what would have fixed the game flow but when they had the old alerts that were across all the continents, those were the most fun in my opinion. Really gave you a sense of fighting for something and faction pride when you won. Wish they could have kept those and the continent pop at 2k.
@fedrick1connery6073 ай бұрын
Was ambivalent about this video at first, thinking why are we even still discussing this. But I jumped in anyway and found it thought provoking. Planetside is just such an interesting piece of gaming history
@carlodagunz3 ай бұрын
You cannot have territory control if there is nothing to deter the opposing force from attempting to move through it anyway. Automated defensive structures that can be fought over, sabotaged, and captured through a variety of ways in order to present a big threat to armor columns and galaxy wings in controlled or contested territory is the best way to achieve this.
@TurakGames3 ай бұрын
Ive played PS2 since the first open beta at 2011. Saw the many changes the game had, but I like it more with escalation patch and all the feelling that the game was getting some more attention with cool features. After bastions, we had "quests", Esamir reworked, new weapons, NS faction etc. 2020+ was a good era for the game imo.
@Arthezius3 ай бұрын
I heard Eve music right off the bat. Eve music fits so well with Planetside 2. I miss the game from 2014-2016. I'm playing now and love it, but man, the old days were pretty amazing.
@SomethingWiley3 ай бұрын
Good work
@fr0zen1isshadowbanned993 ай бұрын
I like the Openness of the Game. There is no Lobby every X Minutes that tells me to GO AFK RIGHT NOW or your Team will lose the Round because you had to go AFK and now misses half their EXP and/or Loot... When I want a break in PS2, I take it. When I want a Zergy fight, I can find it and be there in Seconds. Sometimes you just sit on the Map and ponder... waiting for the right moment to pull a sneaky Sundy, and then there are times when you CLASH DOWN WITH A ROARING CHAINGUN every 15sec for 30min xD
@Frosthies3 ай бұрын
I disagree on your point about "never go too sandbox". In my opinion, the lattice system is what actually killed the battle flow and started the game down the line of redeploy side. The reward structure of the game was and always is one of the main issue in coordinating player actions. For example, we got huge grind fests in biolabs, or things like the Crown, because kills is what rewards players the most, both certs wise and personal pleasure wise. Had kills not provide much, if any, XP and holding on to territory over time would provide XP, then the optimal choice for individuals and leaders is to focus on maintaining a frontline. This would have had a snowball effect, made backcapping countering a lot more rewarding, or even make backcapping impossible because the population would be more evenly spread out It would have also made the game experience less performance intensive with less player concentration, battles lasting longer alongside a multiple of lines, and more open field battles in between. Essentially, my take is that the game ran at its best with the hex system before people discovered the optimal ways of playing, when we still thought that territory mattered. But it doesn't, and we ended up with a need of redeploys to keep people engaged in fights, but causing in the end, a lower quality of fights.
@connorblair64383 ай бұрын
I love that my platoon can choose from various tactics to shake up the gameplay how we feel. You can hot drop on a base and play point defense like at nasons or start a large armor column to siege indar excavation. Maybe your platoon wants to construct a defend a playermade base for the duration of the alert, or pull a bastion on fridays. Yeah a skillfit might come by and wipe you but that makes the triumph all the more sweet when your non meta play has an impact because the majority of players enjoy it for what its worth. My platoon specificaly has a lot of focus on socialising while we play. I think no matter what changes planet side makes, as long as it forces the meta to evolve, the game will have a slight layer of freshness to keep its aging population entertained for just a bit longer.
@cosmokramer91393 ай бұрын
08:30 What if they made it to where players had more of an incentive to fight around a sunderer, for instance: Jumping out of a sunderer or being within a range of a sunderer gives a timed bonus to the players depending on which class is in the driver's seat, (medic seat has passive healing/shield repair, engineer gives a reload bonus, passive cloak from infiltrator, overshield from heavy, increased jump height from a light assault) Maybe the drivers of sunderers could change their class while sitting in the driver's seat to modify their immediate area on the fly and make it less boring for the driver, as well as giving the driver an xp bonus for people who get kills around their sunderer, as well as a spawn bonus so they don't lose xp. Or they could do something simple like engineer repairs can stack on sunderers, and maybe a second engineer tool that gives vehicles resistance to damage. These would be at least viable attempts. On the Quick Response issue: They could also add something like a respawn resources in vehicles, so in order for your team to consistently spawn, you'd have to take the galaxy to a vehicle pad or something and reload your respawn tanks, it would at least make it to where in order for a rapid group, they'd have to either pull a new gal, or get picked up by the old one, which would keep people in more action and less time looking at interfaces for efficiency. I also think valkyries shouldn't have a safe fall function, and should be able to cloak, but meh, the valk bomber is insanely effective, but it's not as exciting.
@cosmokramer91393 ай бұрын
When it came to the maps, I was always hoping for meta breaking game changing additions, like when Hossin was released I thought there would be way more reeds and hard to see terrain areas, when Esamir was getting changed, I thought they were going to keep something like deadzone spots where the map radar couldn't detect people, and I never thought they were going to lazily put massive walls around every base so vehicle combat would get heavily nerfed, when Oshur came I thought the underwater aspect was going to be way bigger, like underwater bases with air pockets similar to the campaign missions, and a way for players to make air pockets in any given area so they could do anything they could while dry even if it was for a limited time. I also thought there was going to be actual naval combat given how much water they added to the map, and incentives to use naval combat like MBT boats or a bastion conversion while on Oshur like a massive boat. I was always looking forward to Searhaus becoming a map too, with some kind of lava spitting areas and heat resistance additions, I heard that was where dark cave battles were fought as well.
@MistyAndBonnie3 ай бұрын
As a squad/platoon leader with access to steel rain, i loved being able to monitor the map and capture or save bases that otherwise wouldnt have been. But at the same time, maybe its more of a problem on soltech where vanu is underpopped. I hated waiting 3 mins at a base with no one there, only to have them outpop in the last 1 min and steal the base. Or just ghost capping in general. Alot of the gameplay loop that i dont like is your either trying fight to win the map and waiting around like previously mentioned. Or you are just having fun farming at a base that doesnt make sense like nasons.
@norman45883 ай бұрын
You can blame the hacker for many new players quitting the game. Although I play NSO occasionally to make up for Vanu's low population, my primary faction is NC.
@pordilos3 ай бұрын
I feel lucky to have witnessed bridge fights lasting for an hour or ti rock bridge.A good battle flow example is scarred mesa skydock bridge. You either fly over or you cross the bridge. Even a few years ago I would still rarely see long fights with construction. Nowadays the pop is too low to keep it as it was.
@josephburchanowski46363 ай бұрын
I feel like a big issue with redeployside is that there is a lack of information about what is happening. You get no warning that a squad or two are about to instantly drop on point, no warning that a large amount of population is about spawn. Only someone constantly looking at territory population will even notice the big shift, and usually too late. But what if you did get a warning? What if you would hear an overseer/commander voiceline "Warning Enemy Troops surging their spawners." "Warning enemy QRF entered territory." If it is a really large population trying to spawn all at once; there could be a delay that is set for them to all spawn at once with a countdown warning "Surge of enemy forces in 20 seconds". I feel like more commander/overseer voice lines providing information's about the battle flow situation; enemy and friendly movements; and concentrations of vehicles; could improve the immersion and feel. Could even have a setting option that will tell you if any of these voice line triggers are occurring on the continent map and where; allowing a platoon leader to better react to the actions of enemy platoons.
@alexandersharp3528 күн бұрын
I've been playing since 2012 and ideally I'd like to see the planetside 1 system of base resources return. Create a need for supply chains from the warp gate for defenders as well as spawn logistics for attackers. Simultaneously nerf redeployside, unlock deep back caps and apply meaningful bonuses to major bases. From an attackers point of view, vehicles are now useful to siege the base and expend its spawn resources, as well as cut off incoming supply. From the defenders point of view, combined arms convoys are needed to protect incoming supplies to keep the base alive. Complex movements with limited resources could be used by advanced platoons to cut off supplies or to attempt difficult strikes behind enemy lines and shut down a tech plant or Biolab, with some sort of continent wide consequence if successful. I think galaxy and Valk spawns should maybe be rolled back and redeploy timers should be increased to distant locations. Another issue is overall base and map design. But I'm not smart enough to know how to fix that.
@AL00ZER3 ай бұрын
I much prefer the tactics of using galaxies/valkyries to QRF. Being air-to-air had its importance then. What I REALLY DESPISE is the current QRF tactic where everyone can spawn at any base, and that anyone can put a squad beacon. (I miss only squad leaders placing beacons or ideally having a squad-wide beacon cooldown) Having to somewhat travel somewhere via vehicles makes the maps seem bigger and vehicles had more objectives overall. Yes, I know this slows down the gameplay because you have to use a vehicle to travel sometimes. People don't want to vehicle travel because they want their insta-beacon-insta-spawn mechanics. Overall, different people want different things from this game. Some want nearly instant infantry spawns for infantry fights, some want to play the alert map, and some just want "harasser go vroom vroom!" :)
@Imsosappy3 ай бұрын
Anyone remember ULTRA, "United League of Terran Republic Alliances"? Didn't last super long in Planetside 2. That was somthin. I think it was on the Mattherson server.
@kcirreda3 ай бұрын
Looking back I think ULTRA was just PS1's TR command chat when we weren't being shits and trolling each other.
@Imsosappy3 ай бұрын
@@kcirreda I believe it. I mostly just remember being sent over to the ULTRA ventrilo to help relay info and the BuzzCutPsycho dude from the Enclave screaming lol. Some of the other outfit reps were cool, like the guys from BWC and 1TR. XD
@techterror12823 ай бұрын
Add territory control mechanics, little hexes in between bases. force the field fight and nerf tank damage to extend it. this could extend into small deployables for temp defensive positions.
@alpha-do7xf3 ай бұрын
I assume there is a solution to return the open area fights and fix some issues (including combined arms). Turn those open areas into a part of a lattice system. let them serve as hexes with only way to capture them being driving enemy forces out of there (think of the king of the hill type mechanics). Winning conditions (main ones) would be reducing enemy population to x amount (if population on both sides high enough) or to get a significant overpop in that area (80% for example) if population is low or any other variation of those. Block mechanic (along side with others) might be added to prevent instant recap by infils while population is low (5 minutes for example). It seems to me that this change will make player bases serve an actual purpose of accumulating player forces to prevent capture. Vehicles (and their ability to farm infantry) will be used to bruteforce those defenses and deny the recap and accumulation of troops after enemy forces are pushed out of the area (at least till point is captured). Also players in general would get a reason to participate in this tug of war instead of directly dropping onto the next base. And so on and so forth... Most importantly this system can be easily implemented if not for all lattice links then for most of them. Testing wont be too difficult as well. Main issue is - i have no idea if this change will do any good with our current amount of players since numbers aint great
@MachinedFace88ttv3 ай бұрын
Redeployside strikes again. They need to have a PAYLOAD type thing that controls spawns. like a train that has spawn logistics and Zergs can "push " this train back which kills spawn options. Or push the train up the map to get more spawn options but QRF is needed to respond to logistics attacks on the ttrain. once this "train object" reaches the enemy warpgate a massive battle ensues and the warpgate is TAKEN. OH and the train is pushed by nanite fuel and can only pass through conquered territories, you have to refeul it more the closer it gets the WG.
@MountainEagle772 ай бұрын
The devs destroying one of the best games in History
@hybridgaming83413 ай бұрын
I think it boils down to two main problems. 1) only one side in a fight (attackers) ever has to participate in "logistics," meaning setting up and protecting spawns. Defenders always have an impenetrable spawn room ready to go, and even at bases with SCUs they still get a few minutes warning before that goes away. 2) it's way too easy to move large masses of players around the map quickly. the pace of the game at a macro level is too fast for its own good.
@SeF0013 ай бұрын
Last few years it fells like planetside is losing players faster then star citizen is losing bugs. To dead to be much fun by now.
@grenadeshard3 ай бұрын
Hey Cyrious, been a while. Ever since console support got the plug pulled on it I haven't been playing much but was hoping with that they could focus more on PC. If PC Planetside took off again maybe they'd come back for us someday. That was the thought anyway but hearing the IP being bought, the Sundy update and long-standing issues laying unresolved tells me it's days are counting down. Would be nice to be proven wrong, good to see another video from you and hope life's treating you well. O7
@RfLARedBeard3 ай бұрын
maybe every month they should switch how alerts or lattice system works. emphasis on indoor/outdoor, long enough for a new player to get into if they like that style, and stick around for the others. sub-objectives tied into playstyles might give people a new sense of purpose than relying on the rng of population
@Highlyskeptical3 ай бұрын
Add AI defenders like Dark Age of Camelot. And AI AV turrets like PS1.
@Kenionatus3 ай бұрын
I wonder what requiring logistics would do to PS2. I heard 1 had it, but I never played PS1.
@daanstrik42933 ай бұрын
So, mr Cyrious. Whats your plan on the youtube front when PS2 finally dies? I kinda expected battlebit to be your replacement. But I haven’t seen much of it as of late.
@Remixthisgaming3 ай бұрын
To be fair, back around the same time that QRF started becoming more popular, which is when I was at the height of my gaming career in PlanetSide. We had QRF versus QRF a lot of times, so it'd be TWC2 Echo Squad versus FIFA or MERC or 00 or whoever. I'm sure the same is true for all of the other outfits. However, the player base has substantially dwindled, and so the flow of battle is going to change based off of that player count. Unfortunately, the player count is so low. I'm not entirely sure what we can look at for the flow of Unless someone were to inject a bunch of cash into PlanetSide 2 or do PlanetSide And that cash would have to fix a lot of problems that the current game has, which is the reason the game never got to higher than 21,000.
@alexburke17203 ай бұрын
Ideal ps2… personally I hate being in meat grinder fights. Call me ublalanced but we could make it so multiple sunders can deploy together making a sort of seige position. Without this it’s just a game of find the Sunday position everyone drops their vehicle to fight and the Sunday is destroyed alone. It won’t effect small fights because people don’t work together in those cases. I would want to be able to spawn in vehicles. Make it a toggle option, because vehicles are a force multiplier but it’s hard to get bodies. Trolls will troll you can kick ‘‘em or designate. On Oshur if change the map so there is more cover for the lower se section. As it is it just holds the central fight in one part of the island. Like funnel the basses into the central part instead. Cover the left side and let the bridge be the vehicle beachhead between se and ne. Do we bring back max rushing? I just keep thinking about these grenade farms and tunnels. What if you could flip a tank under the right situation. That empowering. Likely not if we get platoon gadgets. Ultimately on a personal note I have trouble with orders and being held still longer than… a vehicle joy ride. So I find the platoon play tiring. It should be rewarding rather than a grind. Idk more gadgets for platoon play. If they are on the field you would notice and act accordingly even join yours type stuff. Maybe decoy dummies=something to escalate scale or play around with while waiting on a ez cap, deployable cover, wide range heal stations?, exo suits latch to a wall or vehicles, zip lines?, Rc suicide drones?. Yeah I’m reaching at straws here. base building should have helped but it’s just extra work.
@Drake-ef1mg3 ай бұрын
I am from the future, load up your fishing rod people of auraxis!
@gweny24943 ай бұрын
I still maintain that the lattice system was one of the biggest mistakes they ever made
@Notmethoughmaybe3 ай бұрын
planet side need a planet side 3 , or some insane leaps and risks. like bring in the skrall from infantry or something
@kinnusai44322 ай бұрын
Somehow managed to miss this video when it came out. Just watched it now after reading the news that Cobalt and Miller are merging tomorrow. No more Cobalt. Feels weird. Guess I'm Miller NC now. I'm a simple dude. I don't have big thoughts about battleflow and stuff like that. I just like big fights with lots of mans to shoot at. So hopefully the merge tomorrow goes well and there are more fights like that. But it seems like a temporary fix, if it's even a fix. More like bailing water than a fix. I haven't played in a few months but I'll check it out after the patch. It's sad that the player count has got so low that we're at the point of server merges. I know Connery have been asking for this for a whlie now and I think it's probably the right thing to do at this stage. If we get some more epic battles out of it, so much the better. I've just taken screenshots of every damn thing in the game though. After that sunderer patch, I don't trust Toadman to manage to not screw this up and lose all my loadouts and shit, even if they do manage to keep our game progress.
@Raggy-jf2hh3 ай бұрын
place a timer on the redeploy button could be a thing
@mrdoomman973 ай бұрын
how man new lex content soon
@kingnight48233 ай бұрын
I got curious to see how planetside 2 was going. Don't plan on ever returned but 5 days after post im one of the first thing i hear is one of the biggest reasons i quit [that and i sucked and got angry to easily] Combined arms is dead. I am a tanker and how it felt when i played was: A: Drive to base kill sundies drive off cause not defended / no other armor to fight B: Drive to base and get murdered by Air Cause no others to counter the air. C: Sit on hill and shell base cause nothing else to shoot. D: Complete A and instead of C drive HALF WAY ACROSS THE CONTENT HOPING B DOES NOT HAPPEN ONLY TO REPEAT A OR C UNLESS I GET LUCKY AND THERE IS ARMOR. E: Armor fight yay.... F: OMG ITS AN OPEN FIELD PUSH WITH INFINITRY SUPPORT AND AIR ITS SO FUN!.... This only happens maybe 5% of the time? Ill be honest typing this at 4:46am with a normal sleep time of 5 or 6 am so a bit derped but to try to make this short. I was a tanker, who sometimes will play infinity but Tanking felt like it had ZERO POINT either ditch vehicle cause cant help at base, shoot into base and get claimed to be farming, or Drive someplace else if there is someplace else to drive.
@cameronsmalley59943 ай бұрын
i think planetside 2 is one of the only games that doesnt have a 1.00 collective kd ratio across all players
@boboHoden3 ай бұрын
orbitals killed the "open fight", beacons and Valks are the sme problem
@tahj4203 ай бұрын
They need to Find a cheap product to sell or even attempt to sell actual merchandise and start giving new players more value. Most F2P games have some kind of cosmetic fashion endgame, they could give away and sell incredible cheap armor and outfit modules. Most FPS games have dozens of tactical kit mods and the like. Actual story content is another route they could take. Of course none of it matters if no one ends liking the gameplay enough to stick around, but they may at the very least give it a shot.
@JasonSpielberg3 ай бұрын
Put bots in the game to make up for the lack of players. They'll just do simple tasks like "sit behind this crate and defend the garage" or something. At least that way there will be something to fight.
@lionelchang43123 ай бұрын
I have no idea why I got recommended this, but I thought I would give my insights on Planetside 2 as an outsider. I put 40 hours into the game before quitting and my experience was mixed to say the least. It was like playing Battlefront II but I was stuck playing as a clone trooper while everyone else got to be jedi. After the initial interest died, I completely lost interest as no matter where I went, I was being farmed, I felt like I had a 0.1 k/d. To put this in perspective I am generally average in most shooters (around 1 kd in gold rank for Apex as a comparison.) The only remotely interesting place were the big base fight because I could at least get some kills with nades and when I died, I didn't need to walk for 5 minutes just to get killed again. Maybe this is what the core audience of Planetside 2 wants the game to be but as a newbie it was just boring.
@aussie8703 ай бұрын
This is one of those long term problems that is exacerbated by every other aspect of the game having issues and culminating in reduced player interest, so most of the players left are the ultimate sweat lord types. It also doesn't help that a great deal of the remaining sweat lords are also incredibly toxic. I've dumped like 4k hours into PlanetSide over the course of 12 years so I can safely say that it was definitely worth the time in it's heyday, but even then that was because I found a solid group of mates to enjoy it with.
@DemonKnight943 ай бұрын
A big issue is that player don't play the game the way it's designed to be played. Everyone wants to be the Main Character and get kills, but the game requires you to have responsibilities/battlefield awareness and teamwork to work properly. The Spawnpoint issue was only an issue because people didn't want to pull enough sundies and then actually defend them. Getting farmed by vehicles? that's because not enough players engaged in anti vehicle roles like AV guns and their own vehicles. The game doesn't work if everyone is trying to play Call of Duty when the game is actually alot more like a more unrealistic Arcady Milsim (i'm NOT saying it's a "milsim", because the game is very unrealistic) But you need alot more Macro awareness and co operation then other shooters, which is only what milsim games uses. So paradoxically Planetside 2 is a unrealistic arcady milsim.
@soulshinobi3 ай бұрын
12:30 Fact: you cannot play too much of The Ascent.
@Kenionatus3 ай бұрын
The think I enjoyed the most about PS2 when I still played it was big outfit operations - being part of a big machine. Quick redeploys aren't necessarily a dealbreaker for that, but it is, as you said, _very_ difficult to do that with a lot of players if not everyone is sweaty. The sheer frequency that modern PS2 meta demands redeploys at is very exhausting and probably contributed to me getting tired of the game. Then again, PS2 has rather repetitive gameplay, so I might have gotten bored of it at the same rate either way.
@rougenarwhal83783 ай бұрын
you might know about battle flow, but do you know about the flow battle? pick up a microphone and we'll find out
@mylesouellette86182 ай бұрын
I actually have a good fix for sunder buff all vehicles the way sunder was and the ln buff infantry anti vehicle that way sunder always has time to run but can’t 1v1 tank and infantry can take them out if friendly infantry does not protect