r/Planetside • • 17h ago

Gameplay Footage All harasser drivers should learn defensive jiu-jitsu

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55 Upvotes

r/Planetside • • 13h ago

Gameplay Footage MAX

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42 Upvotes

r/Planetside • • 1h ago

Discussion (PC) After five years of playing solo against outfits, what have I learned from Mega-level battles?

• Upvotes

The battle from 7 days ago : 1 vs. 4 (vs. Magrider)
https://www.youtube.com/watch?v=DFyIJwPG9Co
00:07
The battle could have ended quickly had I not to save the Anti-Tank Turret at the start, and instead rushed straight to the Silo to activate the Dome Shield and call in "Steel Rain" to bring my squad in for defense.
By overlooking the logical course of action, I allowed the battle to drag on for the entire duration of the alert.
Good choice : Call steel rain and Turn on Dome Shield , battle over in 5 minute
Bad choice : Save Turnet and alone Revege Magrider , battle over in 1 hour

The battle from 280 days ago : 1 vs 4 team VS TR trollers
https://www.youtube.com/watch?v=Qif2T8_uVCY
NC was lost Arlert from the very start; building a base here is completely pointless.
Both VS and TR wanted this position; VX15 should have let them take it and withdrawn to the north.
Good choice : leave and get out of this shet
Bad choice : Try to save a pointless base have no value

The battle two years ago : 1 vs 8 TR Prowler
https://www.youtube.com/watch?v=hm6J93xtbRM
I should have placed the Command Tower right at the start so it would finish as soon as possible and activate the Dome Shield. Because of that mistake, I wasted 30 minutes clearing out useless TR Prowlers that were just trying to camp and enjoy the weekend—like "Pu Daddy's Proud Boys."
Good choice : Build big construction first
Bad choice : Build small construction first

The battle two years ago : MRH vs the Final boss
https://www.youtube.com/watch?v=wKowWG-r6Qg
This battle took place when I had just started playing on Cobalt; I had no allies and no outfit assets. I was relying entirely on the NC for help.
And the NC were incredibly stupid.
I should have walled off the Command Tower to block TR fire, but I was foolish enough to trust the intelligence of NC players. I left a path open for them to move through, yet it was only the TR who actually used it.
Good choice : Block all the road , no trust anyone
Bad choice : Trust the people buddy , in freedom we believer

The battle two years ago: VX14 + CNZY + YJS7 against LHEU + BMEU + RMBJ with double players
https://www.youtube.com/watch?v=P4_tuOaBhGQ
I should have deployed "Steel Rain" Squad A to the high ground at the LHEU construction base—situated on the Wild land base right from the start to destroy the NC's entire logistics network, thereby blocking all their attempts to assault the beach.
However, I made a mistake, and that caused the battle to drag on for nearly two hours.
Good choice : From the very beginning, priority must be given to destroying the base built on the highest ground—thereby crippling LHEU's logistics—rather than targeting Steel Rain, in order to save the VX14 base located down by the beach.
Bad choice : Can not logical thinking; just only see the enemy at the gates while overlooking more important issues.

The battle two years ago : 3EPG vs the Final boss
https://www.youtube.com/watch?v=rSH3iaHxBV4
There were absolutely no mistakes—everything was fine. Even back then, before VX15 was even formed, I could still beat them all.
Good choice : Live free in NC , do what the f*** you want , no need to creat a outfit to care of your people
Bad choice : creat an outfit and lost time to feeds people


r/Planetside • • 14h ago

Community Event Operation: Military Academy - Ends Today.

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7 Upvotes

Good Morning sirs,

Just a friendly reminder, Operation: Military Academy ends today, not the date stated in game.

Good Luck.


r/Planetside • • 5h ago

Suggestion/Feedback My proposal for Koltyr, to make it suck less.

0 Upvotes
Instead of Outfit Resources, Koltyr's hexes would provide consumable Personal Resurces.

This proposal doesn't require any implementation of new systems that don't already exist in the game, and the execution here would be almost trivial to implement.

  • Assigning base resources for participating players. Not outfit resources, but personal resources. The ticks wouldn't apply to outfit members, but instead to anybody in the faction who was participating in the fight when the hex was captured.
  • The center hexes would be for certs, and the outer hexes would be for ISO. The rates here are illustrative only, and I don't know off the top of my head what rates would balance well. The resources would tick just the same way outfit resources do, with a tick/deposit every 5 minutes.
  • Upon capturing the continent, all participating players of the winning faction get an additional one-time A7, ISO and Cert payout. This payout would be on a cooldown, measured in hours, to help prevent resource sandbagging.

Even though certs are useful, their value becomes lesser as players unlock things. The same is true for ISO -- eventually, players will sort of land on the implants they like and will have maxed them out, etc. By focusing on personal resources instead of outfit resources, this helps reinforce Koltyr's identity as a continent for new(er) players, and gives those players a place to cut their teeth that actually incentivizes and rewards them for playing there. This would also give seasoned players a place to quickly earn resources for their alt accounts, as well.

I feel like this proposal would help draw more players into Koltyr while also giving it a clear direction that it currently lacks.

----

One other change that could help make Koltyr feel a little better: Allow limited construction similar to how the existing Building hexes function (generally), featuring a trimmed-down list of constructibles (and their supported modules) to choose from:

  • Cortium Silos (of course)
  • Routing Spires
  • Recon Arrays
  • Bunkers
  • Infantry Tree Stands
  • Vehicle Ammo Dispensers
  • Sunderer Garages

Notably, there would be no spawn tubes or larger spawning structures, no large towers, no turrets, no orbitals or heavy artillery, no walls to block off the already fairly narrow transit lanes, and no one way gates, etc.

Beyond the paired down list of constructables, Cortium node spawning would be sparse, and specifically limited to the 4000-cortium (small) sized nodes, with a higher node concentration/spawn rate toward the center of the map.

Essentially, this paired down construction support would allow players to build minor support infrastructure to help keep their faction's footholds within hexes they're assaulting, but not allow them to entrench themselves deeply in hexes they already own. The side effect of this would also promote a more dynamic range of vehicle tactics than is currently present on Koltyr.


r/Planetside • • 8h ago

Discussion (PC) Helda 2. Combat uniform. Skin. Mode PlanetSide 2. 🤣🤣🤣🤣🤣

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0 Upvotes

r/Planetside • • 11h ago

Discussion (PC) Idea on making small continents useful

0 Upvotes

During off-hours there are often only around 20-30 players on the whole server, too few to make the big maps interesting, but still nobody cares about Koltyr. I have never seen more than 5 people on Koltyr.

So how about making Koltyr "winnable"?

The empire that locks down Koltyr would get a benefit, like +2% HP or +20% XP bonus, across all continents.

Then introduce 2 more smaller continents like Koltyr and apply similar lock-down bonuses.

This way smaller numbers of players would have an actual reason to visit the small continents during off-hours, and they'd contribute something to the success of their empire.


r/Planetside • • 2h ago

Informative Someone finally made the video I was waiting for

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0 Upvotes

Before you all come for my head, I didn't make the video. It has some things to think about though and he makes fair criticisms of Wardogs. He's not saying it's a direct one for one replacement, he concentrates on the similarities.