- Sep 15, 2018 - Vehicle mounted charge up plasma weapons for destroying tanks. A sniper rifle that can switch between 1-hit headshot kill slow firing mode and semi-auto 2-hit kill mode. A full auto machinegun that fires slow moving explosive energy that deals AoE damage. A handgun that can damage tanks.
- Jun 15, 2013 Nanite vs. Armor — A Comparison Posted on June 15, 2013 by Leonard McCoy Always a popular topic up for hot debate among pilots, the defense slot for ESFs offers the choice between three certifications each coming with their own merits and shortcomings.
- The GODSAW is not bad, but it reloads far too slow for only 65 bullets, has no option to change attachments, and the AV mode is beyond useless - to the point of being a detriment, since it makes you incredibly vulnerable to enemy infantry by cutting your AI damage in half. There's a reason I have over 10x as many kills with my SAW as with my GODSAW.
- Planetside 2 Godsaw Vehicle Dmg Free
- Planetside 2 Godsaw Vehicle Dmg Download
- Planetside 2 Godsaw Vehicle Dmg List
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/PlanetSide
Planetside 2 Godsaw Vehicle Dmg Free
Planetside 2 Godsaw Vehicle Dmg Download
All Items - vehicles - type. This page lists the compendium of all armaments in PlanetSide 2. Following the links by clicking the item's name will take you to a detailed information page for that item.
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Planetside 2 Godsaw Vehicle Dmg List
- Abridged Arena Array: The Crown in PS2 is this. A small tower with repair facilities, vehicle pads and aircraft pads, located on the top of a mountain and burgeoning with defenses. There is always a fight going on to try and take over the Crown, which are always close-ranged brutal slaughterfests. The Terran Republic loves the Crown, and will almost always attack it at the first opportunity. The Crown is said to be cursed - because as soon as an empire takes it, virtually everyone on said empire flocks to the Crown to farm kills, while the rest of their territory and facilities is left abandoned (and quickly capped) - it's not unusually for the empire that controls the Crown to hold only one or two other facilities. The Crown was eventually nerfed into one of the easiest bases to capture, as two of the three capture points (2/3 points is slow, but will eventually take over the facility) aren't even inside the facility, and are instead on the roads to the facility proper. Although this in turn effectively turns the Crown into a constantly shifting objective that changes empire hands over and over until someone manages to push past it long enough to start attacking adjacent territories.
- In some cases, the Crown can become The Load for the faction that holds it, as the huge battles that rage around it constantly sap large amounts of players from that continent's population. It can get bad enough that more than half of a faction's population can be uselessly fighting for the Crown while the rest of their territory is getting overrun by the other two factions. Unless their population is also basically stuck in the Crown as well.
- Awesome Music: Terran Republic Combat Theme #4
- Not to mention the main faction select theme for the New Conglomerate. Especially at 1:20, where a trainload of freedom brutally assaults your eardrums.
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- Broken Base: certain weapons and tactics viciously divide the player base on whether they're simply good options for a smart player or cheap tricks that ruin the fun of the game. The NS-AM7 Archer is a primary example. Prior to its introduction, MAX units were difficult for infantry to bring down unless they were Heavy Assaults using their rocket launchers. The Archer, an Engineer-specific rifle, is able to do what no other small arm can: drop a MAX in only a few shots, at long range. Naturally, the base swiftly shattered, with one side arguing that the Archer is a much-needed balance adjustment that greatly improves the game by giving a counter to MAX crashes, and players who thought it utterly ruined an already-good balance by making MAXes less effective. Unsurprisingly, the base seems to be precisely split between players who don't primarily play Max, and those who do.
- Complacent Gaming Syndrome: Anti Tank Mines and their usage. There is exactly one spot most players place them, that being right in front of the other team's vehicle spawners. Seeing as vehicles have to drive straight off the spawners, this effectively causes anyone who does try to do so to promptly lose their ride, and their life just as they get in. Given that it costs Nanites to even deploy mines, and how unpredictable players tend to be with driving around, it's the only way to really make things work.
- Creator Worship: Players in each faction in 2 worship a particular developer.
- The TR worship Malorn ('PRAISE MALORN, BUFF THE CARV'), level designer and former member of the infamousEnclave.
- The NC worship Matthew Higby, creative director and NC fanboy.
- The VS worship Tramell Ray Isaac (T-Ray), art director, though to a lesser extent compared to the other factions.
- Even Better Sequel: How at least some critics see Planetside 2. Shooting mechanics were vastly improved (being similar to Battlefield 3), vehicles have more realistic physics, there's more customization, much better graphics, and the netcode is far, far better than the joke of a netcode in PS1.
- Game-Breaker:
- The Vanu Sovereignty MAX ability in PS2, Zealot Overdrive Engine (ZOE), greatly boosts their movement speed (roughly equal to infantry), increases their damage by 20%, though it increases their damage taken by the same percentage. In practice, this turns VS MAX units into infantry blenders that run around at Mach 10 and 'ADADADAD' strafing, breaking the netcode and therefor negating their increased vulnerability. It was nerfed slightly (strafing no longer breaks the netcode, and flak weapons receive less of a damage buff), but one can still expect VS MAXes to clear entire rooms of infantry on their own, and then escape due to their ZOE walking speed being the same as infantry sprinting speed. Got nerfed into the dirt after breaking infantry combat for over 6 months.
- The VS anti-armor Magrider/Harasser coaxial gun, the Saron. It's a nearly hitscan rapid-fire railgun with nearly perfect accuracy on the first shot, one-hit-kills infantry, and is more dangerous than the tank's primary cannon. The Saron and ZOE actually sparked Matt Higby to complain on Twitter that 'VS players only use a weapon if it's clearly overpowered' (paraphrasing), in response to entire battalions of Magriders annihilating anything in sight, with the VS often having more than 40% of the server population on the US East Coast servers. The Saron was eventually nerfed to deal less damage against infantry and fire slower.
- The Terran Prowler tank was for quite a long time after release, a mobile infantry blender, especially when loaded with high-explosive cannons and the Lockdown ability. Twin-shot cannons which could one-hit-kill infantry with splash damage alone, which would fire even faster when locked down. Combined with a M40 Fury or the TR Marauder grenade launcher, and basically any infantry in sight would be turned into a fine red mist. The HE cannons were later nerfed to require two shots to kill, making it less ridiculous to fight against.
- The New Conglomerate's coaxial Vanguard / Harasser gun, the Enforcer. It's a rapid-fire launch-assisted rocket, which hurls heavily damaging high-explosive rockets at extreme speed and with extreme accuracy. It is also fed by a ten-shot magazine. One magazine is enough to kill or critically damage any vehicle (aside from Galaxies) from effectively any range. The Enforcer is much more dangerous to any target than the 150mm main cannon on the Vanguard.
- The New Conglomerate Vanguard's Shield ability, especially in a 1 versus 1 Main Battle Tank scenario. The shield allows it to be completely invincible to any and all incoming fire for 5-8 seconds depending on rank. While the shield can be broken early, the enemy tank would need to spam both guns with perfect accuracy to even have a chance of doing so; and it typically isn't enough! Worse, the loss of time due to reloading just gives the Vanguard about 2 more volleys. It's pretty much a Xanatos Gambit button for any competent Vanguard crew.
- The NC Phoenix is a terrifying murder machine in the hands of a skilled player, and even moreso in the hands of a skilled tank-hunting team packing several of them. The rockets are camera-guided, so the Heavies carrying them can shoot from behind cover and maneuver the missiles around cover to hit infantry or tanks and guide them in to hit aircraft. Sure, the infantry and tanks can take cover, but their cover needs to be such that they basically have to completely disengage from any line of sight on the area the missiles are being fired from. A good team of Phoenix-toting Heavies can thus negate an entire armored push simply by forcing them to hide from Heavies they can't shoot back at and whose missiles they cannot evade... and thus letting friendly tanks or other anti-tank infantry flank and take them out.
- Not long after the release of Amerish in Planetside 2, the Liberator gunship received a sweeping set of buffs that made the already strong (but difficult to use) aircraft absolutely game-breaking, particularly in small fights. The Composite Armor upgrade was buffed to the point where a Liberator could tank the damage from two or more dedicated Anti-Air tanks and win, laugh off any ground-based weapon bar an anchored Prowler AP cannon, and it was still fast enough to flee anything slower than a fighter and repair with impunity. This effectively killed open field engagements because a single Liberator could wipe out an entire armor column. The Dalton belly cannon didn't even need to hit tanks to damage them, had enough splash to be useful against infantry, and could One-Hit Kill fighters with careful aim. Most of these changes were reverted a few months later and in some cases nerfed to be less effective than they originally were.
- The Vanu Phaseshift sniper rifle used to be a joke of a weapon, its sole redeeming factor being its use of Overheating instead of requiring ammunition. Its charge-up feature was effectively useless, requiring the Infiltrator using it to stay out of cloak (and thus an inviting target for enemy countersnipers), and uncharged shots were woefully underpowered. After the January 12, 2017 hotfix, however, the weapon was changed to have a low-power, low-heat semi-automatic fire mode and a high-power, high-heat bolt-action one - which, like all bolt-action sniper rifles, was a One-Hit Kill on headshotting any non-MAX infantry. This on a weapon with no bullet drop (unlike other snipers) that will never run out of ammo. Can be taken Up to Eleven by installing a suppressor, which does shorten the rifle's maximum kill range to a still-respectable 240m. The only drawback the weapon has in this configuration is its Painfully Slow Projectile, with a travel time to maximum kill range of about 0.7 seconds - still enough to pick off careless hostiles and especially turretted Engineers.
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- Goddamned Bats:
- The Mosquito aircraft is very common (cheap, fast and easy to use) and sturdy enough to harass players who didn't bring anti-air weapons with them.
- Infiltrators are designed to be this way in a strategic sense. A good, skilled Infiltrator's entire job is to harass, irritate, and frustrate the other side by hacking their turrets and terminals, planting mines deep in their base, sniping players who hold still for a few moments, light up enemy players for their team, flip objective points that aren't being guarded, and generally be a colossal pain in the ass for the other team.
- Light Assault Troopers are this for many vehicles, especially Sunderers. Miss one jetpacking over to you and their C4 will be your end.
- Good Bad Bugs:
- Planetside 2 has a bug where if the the treads on the Prowler or Vanguard get hung up in the air, they have no RPM limit, causing them to spin at the speed of sound and produce an ungodly loud noise. If the tank is then rammed and has one of the treads (spinning at several times the speed of sound) touches the ground, the tank goes flying into the sky.
- PS2 has an animation glitch which occasionally causes corpses to twitch violently up and down with their animation stuck in the 'falling down' movement. When these players are revived, they will sometimes continue to twitch up and down and slide around on the ground, without any animations.
- The 'crazy legs' that accompanied the December 12th patch became an instant fan favorite. Then it got patched, to the disappointment of pretty much everyone. However, it still occasionally occurs on Light Assault troopers who are spamming their jetpack.
- Equally amusing, and still around on occasion, is when a MAX gets revived but doesn't stand up on your screen, so there's a floating, dead MAX skating around on your screen, shooting things.
- Memetic Mutation: 'What side?' 'PLANETSIDE!' ...and countless others.
- Vanu Jesus died for your tech.
- 'Do you have any batteries?'
- The VS on Mattherson (particularly the GOKU outfit) have a tendency to spew 'GINYU FORCE RULES!' when they capture a base or win an alert. Of course, the TR and NC mock them by spamming the same thing when a VS offense falls flat on its face.
- 'Bonus checks!' Generally shouted by NC players in victory, as the default thank-you voices mention 'The suits should cut you a bonus check.'
- The New Conglomerate's penchant for teamkills - due to more newbie players and their weapons requiring less hits to kill - has caused them to become memetic teamkillers. A Reddit proposal for concept art of a Vanguard railgun would give the ability to two-hit kill any tank, but each shot would sacrifice a nearby NC. Other people then asked how the second part was different from the NC tanks in the first place. Another common joke is that the Vanu and TR don't actually fight the NC, but rather they just stand around while the NC kill each other.
- Terran Republic players' penchant for complaining about their arsenal has lead to the 'TR Victim Complex', where every change to the TR arsenal is a conspiracy to nerf the TR.
- Most Wonderful Sound: Converting an Amp Station to your side rewards you with a ten second long powering-up noise.
- Paranoia Fuel: Infiltrators in general bring this about. Come to a stop for a moment to do something? You'll probably be sweating for the seconds it takes you to as you wonder if an Infiltrator is about to put a bullet through your head. Gets even worse with the Stalker Cloak option for Infiltrators, who can now go invisible and stay that way as long as they hold still. There could be an enemy Infiltrator right next to you, and you'll never know it unless you're packing a darklight flashlight attachment... or the Infiltrator grabs the Idiot Ball and starts marking targets, which announces their presence to anyone listening.
- Scrappy Mechanic: Planetside 2 basically copies the vehicle handling from Battlefield 3. In short, vehicle wheels are basically welded onto the body, creating a bone-shattering ride which constantly shakes the screen in first person mode (which is the only way to get a crosshair or lock-on warnings) when moving faster than 15kph. The Flash and Prowler suffer particularly bad from this - the Flash has the driver totally exposed, and the gun can only be fired forwards, forcing the driver to come to a stop to reliably hit players. With the Prowler, its shape (very wide, but very short) causes it to smash into every bump on the road, without the mass or length of the Vanguard to cushion some of the impact; when combined with its speed and light armor, it is very hard to use on the move, especially on continents like Indar. The only vehicle which has a proper suspension setup is the Sunderer, instead has the suspension of a 1950s Cadillac land yacht - the body swings alarmingly from side-to-side from any kind of bump, and it's not uncommon to see Sunderers propped up against walls sideways because the suspension is so hilariously bouncy and squishy.
- Thankfully, stabilized turrets were later added to vehicles. It's now possible for tanks to fire semi-accurately while on the move.
- The flinch mechanic; unlike othe games when you have at least a window of opportunity to escape or counterattack when you're under suppresion fire, this game doesn't give you any: If you're being shot at, not only your movements became extremely slow, you rate of fire also is reduced and killing anything in that condition, let alone escape, is almost impossible. The only way to escape from such condition is either dying, waiting for another player to kill the culprit, so he could receive a 'savior' bonus for helping you to escape from flinching or using a MAX unit, and even those units aren't completely inmune from flinching either.
- Button delay: The game adds a half-second delay between when the eject button is pressed and the execution of the action. When this may not seem like too much but, due to the above mentioned flinching mechanic, this time increases exponentially to one second, and sometimes, when receiving a lot of enemy fire, it can increase to one and a half seconds, depending on many factors, which can cause many players to end up being killed before they can get out of their vehicles, even if they press the eject button in time.
- Scrappy Weapon:
- The Vanu Sovereignty's Beamer pistol in PS1, which was hilariously underpowered, slow to fire, not particularly accurate, and had an incredibly obvious tracer. It had an armor-piercing mode which (as described by FPSGeneral) made it highly effective at being purple;and that's it.Being killed by this thing is tantamount to the worst form of humiliation ever.
- The Terran Cycler rifle in PS1 was a nearly useless rifle. A saying goes that 'NC cert Medium Assault to get the Gauss Rifle. VS cert MA to get the Pulsar. TR cert MA to get it out of the way for Heavy Assault'. It was woefully underpowered, suffered from a huge cone-of-fire bloom upon taking any damage, and it lacked any real sense of 'oomph'. Terran players were better off taking the Suppressor sub-machine gun for longer-range engagements - it was more accurate, did basically the same damage at most ranges, and had more powerful anti-armor ammo.
- Terran MAXes in both games get the Anchor/Lockdown ability, which greatly increases their rate of fire at the expense of not being able to move. In the first game, Terran MAX suits were built entirely around the lockdown ability—a Terran MAX would always lose a fight against a NC or VS MAX if they weren't locked down. This made them terrible for offensive attacks, but good at defending (like most Terran weapons). It was commonly said that the Terran MAX ability was to become a bigger target. Mostly averted in PS2, where the TR MAX is just as good as the NC and VS MAX when not locked down, though the ability is (generally) less useful than the ridiculous VS ZOE ability or the practical NC Shield ability. This has led to it being referred to in both games as 'Sitting Duck Mode.'
- The TR Vulcan coaxial gun for the Prowler and Harasser. It seems awesome (Gatling gun!), but in every respect it is inferior to the VS and NC anti-vehicle weapons. The Vulcan is wildly inaccurate, being incapable of hitting infantry more than a couple meters away (and vehicles more than ~50 meters away), the magazine is tiny even when fully upgraded, the projectiles are slow, and it needs to be spun up before firing. It was eventually buffed to be more accurate and do more damage, though it's still nowhere near as broken as its VS and NC equivalents. And then it was nerfed back to being worse than the default gun - again - with the worst damage dropoff in the game - beginning at 10 meters (about 5 of which is used to reach the edge of the Prowler) along with a nerf to its damage and cone of fire.
- The TR T2 Striker MLRS. Unfortunately overpowered when introduced, it is a 5 shot lock on only rocket launcher. It was the best anti vehicle weapon in the game: fire and forget lock on against both air and ground and 500m lock on range. After the nerf: you have to maintain the lock on, the lock on range is ridiculously low and the missile velocity has been decreased so a quick burst of afterburner gets the fighters out of range easily, leaving it as a mediocre choice against tanks. It was reworked and generally agreed to be another nerf. It has become a fully-automatic 6 shot dumbfired rocket launcher, whose missiles will automatically lock onto aircraft that get within 10 meters. While it seriously hurts fighters (two mags kills, almost no warning of incoming missiles), it has atrocious missile velocity, the longest exposure time to empty its magazine at an enemy, negligible splash damage, and has no guidance against tanks or MAX units.
- The NC6 GODSAW, not to be confused with the NC6 Gauss SAW, has recoil so bad it is nearly impossible to hit anything, and cannot equip any recoil dampening attachments, due to its status as a directive weapon.
- The GODSAW has since been buffed to have recoil akin to that of a Gauss SAW outfitted with all its' recoil reducing attachments. The GODSAW also has higher bullet velocity, better moving accuracy, and have been given the ability to deal a little damage to heavy vehicles at the cost of some ammo capacity. This has moved it into Difficult, but Awesome territory, which is more appropriate for a directive weapon.
- That One Level: The cavern areas introduced in PS1's Core Combat, though some players have warmed up to them since their introduction. Like 'em or not, they do have some tactical importance, so a certain amount of spelunking is inevitable. PS2s more heavily contested territories also get this from some players, as they tend to be meatgrinders which put Operation Metro to shame:
- Bio Labs, as they don't permit any vehicle or aircraft use in actually capturing the points. Even Sunderers are practically useless... unless they are parked at one of the surrounding bases next to the teleporter. Clever platoons and outfits actually use bio-labs as 'pop traps' to draw in disproportionately large chunks of a continent's player population to fight over the lab, while other squads and platoons push other, more valuable bases while the the zerg is distracted fighting over the shiny labs.
- Auraxis Firearms Corporation on Amerish, at least for the attackers. The only real route to access it, aside from a few narrow and exposed trails, is over a very long and easily-defended bridge. This turns most attempts to take it into brutally-long slugfests in which the defenders sit back on the base side of the bridge and mow down the attackers. The only thing that makes it less problematic is that the base sits fairly deep in the southern third of the map, so the only time it would come into play is if one of the other factions has pushed very deep into the defenders' territory. On the other hand, if the base is taken by an invader, the southern faction will have a bitch of a time retaking it and pushing north...
- Abandoned NS Offices on Indar before it was removed. As the name indicates, its basically a few offices sitting out in the desert, between two large, well-armed and fortified bases. It also sits underneath hills that surround it to the west and south and open ground the the north and east. And it has no walls. What this amounts to is the base effectively becoming a no-man's land between the other two fortresses where the base is constantly being hammered by tanks on all sides and any attempt to reinforce or mass manpower on the offices to take them gets pounded by heavy weapons from the fortresses. If one faction manages to take the offices, they'll get pushed out or locked down by massed tank and heavy weapons fire almost immediately, turning any attempt to take the base into a lengthy, brutal slog. It has since been replaced by the much easier to assault Sunken Relay Station.
- A double example for any attacker is the Quartz Ridge Camp and the Indar Excavation Site. The former is an multi level fortress with its back towards a mountain, the other an equally fortified tower in the middle of the desert, and between them there is nothing but a few empty buildings and a few large boulders. It's not uncommon to see neither being taken during an entire match because booth faction will just keep pushing back and forth.
- Related to the above is the nearby Indar Comm. Array, which as per its name, is basically just an large radio mast situated on top of a mountain that can only realistically bee assaulted through a winding road on its south slope. Faction will many times just skip assaulting it outright in favor of going around it.
- The entire continent of Hossin. As a swampy, jungle-like environment, vehicles become much more difficult to use. The ground, constantly broken up by trees and roots, is nearly impossible for inexperienced players to drive over to reach a good position in any reasonable amount of time, and the tree canopy blocks sight for any pilots hoping to strafe the ground forces. It's not a great time for the defenders, either, who have to protect installations by firing blindly into the treeline hoping they hit any besiegers. The attackers regularly use the massive foliage to surround bases in difficult to find Sunderers.
- Subterranean Nanite Analysis was once this for Amerish. A multi-level subterranean laboratory, entry into the underground area could only be made through a pair of small hatches with gravity lifts (with the capture point one level lower and similarly chokepointed), leaving attackers no choice but to literally fall into the firing lanes of entrenched defenders, causing stalemates that stretched for hours without overwhelming attacker numbers of highly-coordinated MAX crashes. SNA became such a notorious meatgrinder that the developers eventually removed it completely.
- Unwinnable by Insanity: On 5/23/2013, the Enclave (one of the largest Terran outfits) became greatly annoyed at the lag on the Indar continent, and went back to their warpgate to pull some Galaxies - close to two hundred of them, and Galaxies are by no means small vehicles. The Indar server promptly began to crap itself and implode; any players attempting to spawn at or near the warpgate suffered crippling lag and frame rates that went down into frames per minute until the game ran out of memory and crashed. The server had to be restarted by the GMs.