Tag Archive: PlanetSide

Jan 28 2011

Boardwalking: PlanetSide

I imagine that until fairly recently, the PlanetSide forums were a bit of a quiet backwater of the gaming internet, and certainly last time I looked it was mostly bickering about Heavy Assault weapon balance. Not now though!

NEW GALAXY

In which SOE supremo John Smedley’s second screenshot-drop is examined and discussed. Following on from the pic of the Vanguard 2.0, we now see the Galaxy 2.0. The Galaxy 1.0 is a very large VTOL squad transport hover-plane, carrying a pilot, three gunners, six infantry passengers, two power-armoured passengers, and a light buggy in the cargo hold (itself with a driver and gunner), making 12-15 players if fully loaded. A serious piece of kit, and there was a time when seeing even one of these on a direct flight-path over the base you were trying to hold meant you were in for a very challenging next twenty minutes as the paradrop began. Sometimes, in the good old days, threes and fours of these would come over all at once. You knew you’d already lost, but couldn’t help grin as the sky suddenly started raining enemies…

Tanks are fun, but for me, more than anything else, the Galaxy just says ‘PlanetSide’ – the single most iconic vehicle in the game, representing the bringing together of all the best bits; teamwork, variety, specialisation and spectacle. (For the antithesis of this, look up ‘Battleframe Robotics’, particularly the jump-pack single-pilot variants.) Of course the classically executed Galaxy Drop isn’t so common these days, needing a large number of troops to pull off, and as populations diminish, and battlerank caps creep upward, the lone super-soldier style of play is now more favoured.

The thread is probably the first I’ve seen these travels where everyone is on the same side, and basically, everyone loves the new Galaxy. Peace and Harmony on a board for a full-on PvP game! Irony! There’s a bit of a light-hearted spat about L33T MS Paint Skilllz farther in and a bit of rumbling about the Galaxy Gunship variant – the same kind of plane with less carry space and more gunnery – which some folks don’t like, but it seems that no-one disapproves of the new Galaxy itself. Lots of interesting ideas (and wishing) about possible functional differences in the new version of the plane; decoy flares, different carrying capacities and armaments, etc. Good natured guessing mostly, but the OP link, to PlanetSide Universe, has an intriguing quote from Smedley himself; “The Galaxy plays an even more pivotal role in the new game.” Frankly, I still can’t quite believe there is going to be a new PlanetSide game, let alone imagine what the new vehicles might be like!

(Good to see PlanetSide Universe is still keeping the faith – a most commendable and useful resource for an otherwise overlooked game!)

Another busy thread catches the eye:

How To Avoid Going 0/20 during 3 hours of Game play?

He means Kills:0, Deaths:20, which is helpfully tracked on the UI if you turn it on, and a problem I have particularly interest in, being a very rusty and not terribly fast returnee to the game myself. PlanetSide is very harsh, as MMOs go. Not only is it full-on, all-the-time-everywhere open-world territorial PvP, but it’s twitch-based too. Also, to the new or forgetful player, there is a lot of obscure depth that isn’t immediately apparent about the game. So the chap has come to the forums for advice.

Lots of short and sweet tips thrown out. MAX Units (The power-armour suits) and Tanks are suggested, which put a lot of armour between you and them, but do open up new problems; high visibility, and now all the Anti Vehicular folks are after you. I’d add to try everything a few times – lots of different weapons and vehicles in there; something is bound to click.

There are a few snarky comments directed not at the new player looking for help, but other veterans who use perceived cheap tactics, but on the whole, two strategies stand out.

First, stick with other people and let them go first. It’s meant to be a team game, and if there’s two of you and one of them, you’re in with a chance. Plus nearby friendlies can help with repairs etc.

Second tip is go support; aim for a high Assist/Deaths rather than a high K/D. Typically, support roles are a bit further back so D is usually less, and assists are good for the Empire too. No shame in successfully helping other people get kills instead of unsuccessfully solo-mavericking it up.

K/D ratio are  a bit like real world salaries; something of a guarded secret that are subject to a lot of guesswork and exaggeration. It’s rare that people just list these numbers and rarer that they list the real numbers, mening that it’s quite tricky to get a feel for what your own K/D ought to be. I should list mine more often. I vary a lot, myself, depending on what equipment I’m using, how long I am into my current PS stint and simply what kind of day I’m having. I’m usually in the 1:3 range lately though. More practice needed, but I figure as long as it’s interesting, I don’t have to necessarily be winning to enjoy it.

Permanent link to this article: http://howtomurdertime.com/blog/2011/01/28/boardwalking-planetside.html

Jul 15 2009

Concerning Seth…

19:10 Log in. ‘Empire Need’ says Vanu, so pick my VS Engineering specialist. (Eng, CE, Fortif. Eng) Only on for a bit, so pick Instant Action. Am spawned to a heavy base defence already underway at Tech Plant Seth, on Solsar.

19:12 TR have the western Air Tower and are all over the ridges W, SW and S, with snipers, strikers (tracking anti-veh rocket launcher) and those sodding great robots with tank cannons for arms. Adjoining base tower, E, is still friendly. Our courtyard is still unbreached but the wall tops are dangerous now and all the wall turrets are toast. Grab my glue gun and get up on the walls. Can upgrade the wall turrets to be quite powerful AV or AA, but have to dodge snipers while doing so.

19:14 Given up on the turrets. Am only target on the W wall, and far too many tank shells and rockets incoming to keep turrets alive. Nobody about to man them anyway. Falling back to courtyard and working on mines and spitfires (deployable mini turrets) instead.

19:16 Just helped repair one of our own giant robots, which promptly ran up the E side of S hill and surprised a TR giant robot camping up there, lobbing shells into CY. Never seen two BFR go hand to hand before – outstanding sight, silhouetted on the hilltop like something out of One Must Fall 2097. Didn’t see who won – had to take cover; last I saw, TR robot in retreat, but awful lot of TR AV on the hills around; don’t rate our robot’s chances even if he does win.

19:19 CY now dangerous too. Am stopping laying spitfires as a TR cloaker is loose in the area and hacking them to fire on friendlies – very nasty as name still shows green. Trying to lay mines before we’re driven inside. TR Prowler pushing at S gate – driven off, but bought TR foot advance time to move in.

19:24 Broadcast shouts of ‘BD!’ TR grunts and MAX pushing at back door. Am too far away and not equipped for or any good at to-to-toe stuff. Have moved up to rooftop Air Pads and am laying mines in case of paradrops.

19:27 CY AMS just got OSed (Orbital Strike); just about got clear before the blast hit, but major resupply setback for the minelaying. E tower now belongs to TR. Plinking at TR on tower roof with HSR; is suppressing them, but not landing any kills.

19:29 0/1 Killed by sniper – always annoying, since I fancy myself as one. He was using the proper Bolt Driver though, not the HSR like me – he needs two hits – I need about five. With that many enemy snipers at large possible I was hit by two different guns at once; instakill. Smart snipers work in pairs for this reason.

19:31 Respawned, but staying inside now, CY too hot and TR tanks inside the walls now. Orange Alert on map! Need to defend four ways into the base; Vech Tunnel, Back Door, Roof and Front Door Lobby. Roof is nearest the Control Console.

19:34 0/2 Killed by a whole heap of things. Was trying to lay mines on the roof walkways; TR paradroppers keep EMP blasting and clearing them all off, so need replacing. Way too many big guns on the surrounding ridges now, all focussing on the roof doorways. Silly death, but worth a go.

19:35 1/2 I’m a goddamned hero! Just got a cloaker with the sweeper; was hacking the CC. Only popped in the lil room out of force of habit and saw his laserbeam tweeting away. TR would still need to stop us rehacking it back for 15mins to win the base, but much inconvenience averted by me!

19:36 Mayhem! Entire online VS army is in this one base. Am now working the main lobby and front door. Very noisy; can’t see, but TR must have well and truly set up in the CY by now, tanks, AMS, the lot. Am using Punisher with jammer grenades, lobbing one out the door every time it opens; will shut down their implants, mini-map radar and also freeze vehicle weapons, but does no damage. Don’t trust my aim with Frag or Plasma Grenades! TR Prowler parked right outside the doors and firing 100m shells back at us when door opens. Messy, and he’s hitting his own foot troops as well as us. Caught one of them as they tried to run in with the Punisher; good all-round utility gun. 2/2 Broadcasts for help at the other entry points, but am needed where I am. Can’t be everywhere! Prowler Jammed by me and Decimatored (dumbfire bazooka thing) by the other VS in here; door camping in tanks can be risky!

19:37 3/2 Boomered a TR Machinegun goon as he Surged (Run speed buff implant) into the base. Ran past an explosive pack I’d put on the wall; bang! One hit kills, but very very slow and awkward to use well – I got lucky with the timing. Ding! Am now BR10, go me!

19:38 Stalemate in the lobby. They can’t push in, but we can’t get out. Am using the lull to assist the auto-repair machine fix a big queue of MAX units (Power armour). Machine auto repairs, but faster throughput if I help too. Got to get them back out there asap! I’m not a great shot, so try to be useful in other ways.

19:39 Spectacular pair of friendly Orbital Strikes. Didn’t see them, but big list of killspam in chat window suggests direct hit on TR CY AMS (Respawn truck), and at least one tank. Various keen VS poking heads out of doors and not having them shot off. Could be on the turn.

19:42 Pushed back outside. Seems the NC have showed up and taken the W Air Tower, behind the TR on the ridges. TR caught between two armies and in some retreat. Friendlies now out and about in CY and a Magrider (VS Tank) climbing the S hill, shooting at distant AA MAX. Seems we survived the assault!

19:48 E base Tower now in VS hands again, and W Air Tower still NC; TR driven all the way back to the next base along. NC force doesn’t seem to want to push out of the tower; can’t blame them – Jackhammer is brutal indoors. I’m repairing our turrets! Also upgrading them to AA and AV variants for extra kick.

19:52 Base now very quiet, most of the VS are attacking the W Air Tower, or pushing at the next base. Idly laying some mines, etc and finishing up repairs. Distant gunfire on SW hilltop and a half-arsed enemy Liberator run (high altitude bomber); Lib shot down by Mosquitoes (Air scout/recon) before I could finish upgrading the turret to AA flak. He didn’t hit anything at all with the bombs.

19:55 Logging off satisfied; 3 Kills, 2 Deaths and 16 Assists (via repairs). I really didn’t expect the base defence to hold. OS helped, but tenacity more so. Got other online places to be for 20:00, but the war continues without me.

Permanent link to this article: http://howtomurdertime.com/blog/2009/07/15/concerning-seth.html

Jun 29 2009

Concerning Cheating…

As a rule, I don’t cheat in MMOs. This isn’t some moralistic smugness mind you and my online honesty is more a thing of fear than rectitude. I just assume that The Server Sees All and I’ll get caught and permabanned so fast my feet won’t touch the account cancellation page, and anyway, how do even go about it? Using leet hacking skillz out of War Games or Johnny Mnemonic, I’m sure. Everything I learnt about hacking, I learnt from Disney’s seminal work on the theme, Tron and I just look daft in a glowing blue cycle helmet.

I’d also just sort of assumed that because I don’t cheat, no one else did. You’d hear about these faceless ‘hackers’ of course, and the measures that MMO companies proudly (or sometimes apologetically) talk about to combat them, but I’d never had any hacking affect my own gaming on a personal level. Or so I thought…

So there I am, in PlanetSide, trying a bit of cloaking for a change on a freshly rolled alt. The cloaker uses an Infiltration Suit to hide in plain sight. When switched on, this suit makes the player invisible. Somewhat powerful, it is balanced by having the cloaker ‘ghost’ when they move, showing a faint outline which becomes more pronounced the faster they move. Its a bit like being a Predator, only with less gleeful howling. The cloaker also can’t carry rifles and has no actual armour points with the suit, making them one-hit fodder by all and sundry if they are seen.

In addition to the cloakers own impatience, there are other ways they can be detected; sensor equipment, audio amp implants, and the ‘darklight’ implant, which lets troops see invisible things, but only at a distance of 30m or so, and adds a load of fog while active, making it quite hard to see anything else. An engaging kind of gameplay and on the whole, reasonably balanced, I always thought; the power of being an almost invisible ninja assassin regulated by the extreme consequences if you are spotted.

The base assault was in full swing, with us defending. I’ve taken it on myself to creep about the surrounding hills, primarily looking for the similarly cloaked spawn trucks which are supplying the assault. These are key objectives, and if I can find them, I can try to steal them with my (ironically enough) hacking skill, which will flip them to our team’s spawn points. Aware of my visibility issues, I’m taking great pains to crouch-walk for extreme slowness, which should make me barely perceptible at all, certainly by casual glances, when suddenly, PAF! Instantly murderized by a chap with a sniper rifle.

Having been a sniper myself, I appreciate the almost supernatural skill that making a shot like that entails, but that’s usually against running cloakers or ones that are on fire at the time; you need some kind of visual giveaway. I pass it off as bad luck…maybe he was aiming through me at something else – it does happen now and then. I head out again, different route, same speed and POW! Dead! A few of these and I work out where its coming from, a ridgeline around 350m away and all I can make out by squinting are five pixels of the top of his helmet. And then PAF! Dead, and this time, I was stationary; i.e. totally invisible, theoretically.

Clearly something amiss there! Either this chap has REALLY good eyes or for him, the invisible things aren’t invisible at all. I logged in a huff and then spent a bit of time surfing around the subject of PlanetSide and Cheating, which was all a bit of an eye opener. Turns out, the Cloaking Cheat is one of the easier ones to perpetrate; since the cloaked person is still actually there, and needs to become slightly visible if they move, etc, they are still rendered, only with 100% Alpha texturing. So all the unscrupulous technical type has to do, is intercept those textures at the Direct X and/or Graphics Card level and replace them with, say, glowing fuchsia ones instead, and all supposedly invisible things light up like Xmas trees, and are probably very easy to snipe from 300m away on the first and only shot. (Apparently, massively adjusting your Gamma settings can also ruin cloaking somewhat)

All of that happens on the client PC; the server doesn’t get involved at all, making it more or less undetectable. I have no idea how you’d do it, but I expect enough people do. The client-side nature of PlanetSide does allow a lot of this kind of thing, and my explorations uncovered ‘trainers’ which purport to offer all sorts of jiggery-pokery, including teleporting about the map, running through walls, infinite afterburner on the aircraft, speed-hacks, lots of messing about with the cone of fire, a necessary balancing feature which makes powerful guns artificially inaccurate, and reloading times too, making the big sniper rifle fire with perfect accuracy at machine-gun speeds. I’m sure some of that is just lies intended to get the greedy to download viruses, but a lot of it squares with things I’ve seen in game.

Seems not much can be done at the server end for such things, as the client-side hit-detection method means that the server generally just accepts what it has been told by the individual clients. Official advice is to use the somewhat cumbersome /appeal system, (which dumps out to a web page form filling exercise, somewhat breaking game flow) and wait for human intervention at the GM level; not terribly reassuring.

I know I’m not great at FPS games, but now I doubt the game itself. Was it always that I was rubbish at PlanetSide specifically, or was the playing field never as level as I naively assumed? I have no way to tell. The idiots are easy to spot and shut down; they’re the ones going berserk with flat-out impossible feats, sudden superhumanism. It’s the more cunning kind of cheating scumbag that is hard to do anything about – they’re clever enough to artificially boost their prowess just beyond everyone else’s reach, to always win, but only just. Their more lowkey kind of improved prowess is eminently plausible, and might go unnoticed for years. Aw, good fight! Try again! Next time you might beat me! All this in a PvP-only game where the /appeal system must see dozens of whining and false accusations every day. Any kind of benefit of the doubt will see them just let off the hook. I wonder if Darkfall has similar problems?

And over it all, my own paranoia…perhaps I’m just imagining it all…after all, it isn’t the done thing to accuse someone of cheating! That’s weakness and poor sportsmanship!

Anyway, it hasn’t quite driven me from the game just yet, but certainly has made me give up on cloaking; what is the point of an invisibility class if they can’t reliably be invisible? As for the other kinds of cheating which can apparently be accessed by merely finding the right download, well, now I know what to be looking out for, perhaps I’ll begin to understand some of the more extreme acts of superhuman ownage I see in there, and in turn, some of the reasons PlanetSide seems to be far less popular than its premise would suggest.

Permanent link to this article: http://howtomurdertime.com/blog/2009/06/29/concerning-cheating.html

Jun 15 2009

Concerning Paintball…

After some kind of bizarre self-inflicted mental kung-fu, I seem to have accidentally tricked myself into resubbing to PlanetSide for at least one month, possibly more. I take the general point that it isn’t our fault as consumers if a product doesn’t do well – it does indeed need to be something that people actually want to play. Despite that, I quite fancied a go anyway.

Logged in to immediately receive my Four Year Veteran Merit, again proving what a loyal *chortle* customer *snicker* I have been all that time! I also logged in to find that my old Main Character, a TR Sniper/Support Monkey on Werner, made up approximately 1/6th of the entire Terran Republic which was quite a shock. This would have be midweek European Primetime (7pm UK / 8pm EU, ish) and really was an eye opener. Werner (the EU server) really does seem dead for all intents and purposes. It’s a game where there is only PvP so player density is everything and clearly at some point in the past the remainder of the dwindling population of Werner decided more or less en masse to reroll on Gemini, the sole US server.

Seems there was talk of a final server merge, removing Werner entirely, but that Dev Communication was dated March this year and doesn’t look to have been followed up on. It doesn’t seem clear if PlanetSide even has devs at this stage but to be frank, at this point they could simply switch Werner off and no-one would notice. A shame as that is where my Character With All The Certs is, so it’s back to boot camp for me! I’ve dredged up a lowbie BR7 Vanu grunt who apparently is a Veteran of Emerald, predating Gemini and also is a Four Year Veteran. The lies just keep piling up!

An enjoyable first few flings. I’d not forgotten much and still suck at aiming. I’m still in my early usual phase where I experiment with all sorts of different certifications until inevitably settling in all the Support Certs (Engineering, Combat Engineering, Fortification Engineering) and running around lots with the gluegun. Did dabble with the Lasher (VS Heavy Assault) a bit, but considering there’s a 156 page (count them!) thread on how overpowered the thing is, the fact that I was running around for a whole night with one and still coming out with negative Kills/Deaths suggests that I should probably stick to my strengths; namely setting up immense minefields and sentry turrets half an hour before the enemy even arrives, and leeching support XP off of people who can actually shoot straight, by repairing their armour lots. I’ve gone with Lightning as my ‘getting about’ choice, which is a fun, if fragile, one-man tank that can splat infantry and harry most vehicles; about as survivable as the MAX suits, but packs more of a punch.

Once on the right server, and taking care to go to the right bases, the fighting is as chaotic as ever it was and it was nice to be back even if I wasn’t helping a great deal personally. Generally, I can’t stand (and am not very good at) PvP and I couldn’t work out why PlanetSide continued to appeal so much. I think its the giant adventure playground of it all. You can play it all very seriously, getting all shoutey on Command Broadcasts when people aren’t following Sound Tactical Orders and many do, but taking a step back it does all seem to be a great big game of paintball only without any of the downsides; steamed up goggles, wet and muddy forest, sedentary lifestyle making prolonged sprinting difficult and of course, the whole physical pain thing. Also, 100 paintballs costs about the same as a whole month of PS, during which time even the most inept will likely get off 100 shots before being killed! I get annoyed when I’m killed, of course and am generally a bad loser in most PvP, but overall I find myself giggling quite a lot at the absolute anarchy of the average PS base assault, and the sheer variations of the moment to moment fighting.

Tanks circle, lobbing shells with wild abandon while buggies and quad-bikes weave recklessly around them, dodging shells and hoping not to hit mines and towering at the back, giant robot suits erratically stomp about, balanced between panic and glee. Snipers line each ridge like carnival ducks, sending streaks of orange lancing all over the shop while huddled troopers try to take or hold the walls and overhead, aircraft sweep through, taking targets of opportunity where they can before the anti-air troops pop them like balloons. Crazed AMS drivers make heroic charges through it all and into the courtyards, only to have laser bolts from outer space annihilate them like vindictive rain.

And in the middle of it all, brandishing a gluegun, giggling like a loon and spamming ‘I’m Repairing Our Turrets!’, is me, shell-shocked in several senses of the word. Think I’ll stick with it for a few months, dipping in when the mood strikes and the moment allows, and who knows, maybe even earn my way back to BR23 before the whole thing vanishes for good, as it is likely to do one month soon…

Permanent link to this article: http://howtomurdertime.com/blog/2009/06/15/concerning-paintball.html

Jun 08 2009

Concerning Guilt…

Some fascinating numbery analysis here:

Ardwulf’s Lair: Digging Into Xfire Numbers

Ardwulf is quite clear on the pinch of salt with which Xfire’s statistics are to be taken; a self-selecting and possibly unrepresentative subsample of online gamers, mostly in the FPS and RTS demographic. But for want of any better numbers, they make an interesting yard stick.

Specifically, hes out to examine the Sony Access Pass stable of titles in the light of Matrix Online’s imminent closure, possibly to determine if Vanguard is next, but the one that got me worrying was second-to-last entry, and now nearest-the-door PlanetSide, a game that regular readers will know I have an enduring fondness for. With only twice as many players (according to Xfire) as MXO, it has always looked precarious and is nowadays down to two servers from five, and only has that because one is in Europe and ping times matter to fundamental gameplay.

The beleaguered MMOFPS has never been hugely popular, trying as it did to please both MMO and FPS players and not satisfying many of either. I always liked its scope though, and despite being quite a carebear and not much into deathmatch FPS culture as a whole, loved the sheer spectacle of it all, and even in my time, achieved a fair degree of self-respect at my sniper-work and fiendish use of combat engineering.

Trouble is, I’m not currently playing it now, and haven’t done for quite some time, which I suspect is the crux of the problem and the reason it may not last the next big SOE belt-tightening exercise. I like it in principle, appreciate it exists and will absolutely be back to play it one day, but right now, I am not giving them any money, and therefore, am an active participant in its destruction, as is everyone else not playing it right now.

Is that right? We live in a predominantly capitalist world with very Darwinian economic principles. If a thing is not popular, no-one buys it. If no-one buys it, it goes bankrupt or is sold off or dismantled, and instead, variations on the things that are popular take its place. Should I feel personally guilty for not putting my money where my mouth is? Is it my fault? I only have so many recreational hours in a week and the fact that I’m choosing to spend them in other games suggests that Planetside is a failure; and that I am a massive hypocrite. I can express all sorts of good-will toward it, but does that all mean squat if I’m not plonking down $12.99/mo, or whatever?

I get cross at myself for feeling the above kind of guilt, which further compounds the ridiculousness of it all. Still, at the end of the day, a company can’t live on vague future promises of possible income, on Quantum-Dollars. Perhaps I should simply give up caring, with the rationale that if it was really any good, I’d make time for it; i.e. quit one of Guild Wars, City of Heroes or Lord of the Rings Online. Planetside was always a Sometimes Game, even in full subscription flow – its just finding a good solid block of that ‘some time’ to devote to it.

I hope I get to play again, before it becomes impossible to do so ever again.

Permanent link to this article: http://howtomurdertime.com/blog/2009/06/08/concerning-guilt.html

Jun 16 2008

The Massacre of Massively…

Several days later, the twitching has calmed down to the point where I can put, er, finger to keyboard and recount some of the horrors of war that took place on the previously mentioned Massively Planetside walking tour. As expected, it did indeed turn out to be quite a harrowing ordeal, but interesting, and quite a lot of fun too.

For some reason most likely rooted in deep-seated masochistic tendencies, a large gang of the staffers over at Massively decided not only to have a go at Planetside, but to do so in such a fashion that everyone else on the server was out to get them, in the form of a Black Ops event, which I got drafted in to help with. I can only assume that because I sometimes blog and podcast about the game, that they somehow took this to mean that I’m actually any good at the game, which doesn’t necessarily follow!

 

We all turned up as our normal-team newbies, zerged about as normal for a bit and then shortly before the off, were yoinked to an out of the way base by Joel “Raijinn” Sasaki, Community Manager for the game, who I must say, shepherded us about throughout with a unreasonable amount of patience, all things considered. With the wave of a magic Dev Wand, he turned us all green, granting us Black Ops status for the next few hours of mayhem.

 

The Black Ops team is quite interesting, and while artificially made powerful, they are by no means godlike figures. Black Ops do get some hefty buffs: 1000 base Health (Compared to the standard trooper’s 100). 500 Stamina (vs 100). All vehicle and weapon certs unlocked for free requisition of anything they want (with some exceptions).

Black Ops also get some hefty restrictions though; no access to the MAX or Infiltration Suits, leaving us with Agile and Rexo armours only. No Access to the BFR mech robot things. No implants, and they spawn in Agile, but only have a Suppressor, REK and Plasma Grenades until a terminal can be found. No Command Ranks (and associated toys) that the original character didn’t already have beforehand – in our case, CR0′s all round. Black Ops do not have a Sanctuary to recall to, and instead, Recall directly to the Dropship Deployment Map. Black Ops are restricted to one continent only – all the others are locked.

The Black Ops don’t capture bases or towers, but instead, can hack them ‘Neutral’. Once Neutral, the Black Ops can use their equipment terminals, as if they had captured them. Interestingly, there seemed to be a limit on the number of bases that the Black Ops could turn neutral at once – three I think. Black Ops are unable to communicate with non-Black Ops, even in private messages, which was probably a blessing, all things considered.

All of the above puts them firmly in Special Event territory, and clearly, the Black Ops team is unable to play the game like a normal empire, instead just being there as mobs, of a sort – there to harry all teams, mix things up and generally make a nuisance of themselves; content, rather than contenders. Quite a novel way to see a game that I thought I’d become more than familiar with.

Team Massively (including yours truly) got to work, generally kicking up a bit of a fuss on the southern end of Solsar, a TR Home Continent. Somewhat unfortunate timing actually; I’d started on NC, and a few of the others were on VS. We’d got chatting on Skype before it got underway, and it quickly transpired that we’d arrived just in time to find a quite organised and somewhat underhanded attempt to ‘Zero-Base’ the Terran Republic – effectively driving them out of play, if only temporarily.

I’ve never been a fan of this particular gameplay strategy, seeing it as a bit contrary to the point of having three teams in the first place, and usually when playing for real, will just ignore command calls to pitch in, and go attack our ‘allies’ instead. It can’t be much fun to be ganged up on like that, and I’m not sure having the Black Ops shove the boot in helped much. Black Ops adding to the fray on a rousing three-way on Searhus is probably more in the spirit of the thing, but unfortunately, the event had a set time, and we had to go where the most fighting was; the largely NC dominated planet of Solsar. I guess the only other alternative would have been Hossin, which was in pretty much the same state of domination, only by the VS instead.

 

We roamed a bit in a special green-painted Leviathan Short-Bus, and got stuck in at a few bases, and word travelled fast that Black Ops were out and about. I was quite awed by the response times to our incursions actually, typically having seen a much more sluggish zerg in my usual playing. Matters were not helped by the realisation that killing Black Ops provides not only lots of xp, but also ticks toward a special merit badge medal thing, which is probably one of the harder blanks in the medal case to fill in.

While Team Massively did have a few PS veterans on board, the large part of our eventual twenty-man mini-empire had been playing for less than a week, and HP buff or not, really were quite badly outclassed, when faced against the massed ranks of the Gemini New Conglomerate, some of whom have been honing their skills for more than five years. Listening in on the voice chat was at once painful, and yet strangely uplifting, as these mostly brand-new players learnt how essentially harsh the basic game is, and yet faced it all with a good-natured cheery resignation which I was quite envious of, at times.

 

Me? I’ve played lots, if not always that well, and kind of knew what to expect, what each gun and vehicle did and how to use it, how to avoid some of the most meticulous spawn-camping I’ve seen since launch, and where to go and when. It was still pretty harrowing though – the 1000hp would help me win one-on-ones, as you’d expect, but it would only take three or four troopers working together to make short work of me. Also, 1000hp takes a very long time to heal with the Medical Gun, which worked for us the same way it works for normal troops! We still had standard Rexo and Agile Armour and Mitigation, mind you, and once that was gone, well, 1000hp just means you have to hold the trigger down a bit longer, that’s all…

My main normal playstyle involves lots of support work and for kills, extensive use of the upgraded wall turrets, so it was a bit of a shock to find that you can’t upgrade Neutral Base turrets! I should have been rolling AMSes, rolling Armour, laying CE, all that, but must admit, fell into a somewhat frenzied pattern of basic newbie zerging, which must have appeared more comical than threatening. Still, I sort of knew I was there as a target drone, and certainly don’t begrudge any players their Black Ops Hunter Merit points. It was a bit of a shame that the NC had by this point, gotten most of Solsar in an iron grip, but I did make a point of throwing myself at the few VS and TR holdings when the opportunity arose, trying to spread the pointage about a bit.

 

Having a GM on the team helped a bit, and throughout, Joel was doing what he could to mitigate the horror somewhat; spawning vehicles for us out of thin-air, patiently explaining what guns did what, what loadouts would be useful and where, and when the massed zerg surrounding one of our many Last Stand Towers got too hectic, flinging devastating ground-shaking meteor storms about the playfield with gleeful abandon. We may not have had Orbital Strikes, but having a direct line to the man with the meteors is just as good!

I think he was even trying to help some of our newer newbies out of some of the harshest spawn camps with even more huge boosts of HP, 10k and the like, which may sound unfair, but at one point, I accidentally got dropped from Black Ops, to find myself NC again, and in an NC base. A quick trip to the spawn room showed at least forty troopers and MAXes in there, all pointing guns at the tubes, and actually team-killing anyone who looked like they were trying to put us out of our misery and destroy the tubes. Poor show!

Still, despite all that, Team Massively seemed to be enjoying themselves, and the server seemed a fairly busy place, even before we got started on our little rampage. This could just be because it was Saturday Evening, and it in part because the server, Gemini, had recently been merged from Emerald and Markov. My time as an NC before it started showed a surprising level of empire-wide organisation and individual competency, compared to my previous flings as TR Werner; merely an observation – make of it what you will.

 

We lasted about two hours before the spirits began to flag a bit – by this point it really was down to farming. Two hours is a decent length of session in that game, I find, especially with all the Heavy Assaulting we were mostly doing; much longer and the tunnel-vision and mouse-hand cramps start to set in! Here in the UK, it was getting quite late, so I made my own excuses. I have no idea what my final K/D was, as something about the Black Ops event seemed to cause a couple of unfortunate server crashes – possibly something to do with spawning to an AMS which was destroyed before the spawn completed, leaving several of us standing at the bottom of the sea on the corner of the map, or maybe a bit of over-enthusiasm with the meteors – hard to tell. I expect my total K/D was quite laughable though, but I don’t mind – it wasn’t really why we were there, I think.

 

The Black Ops events seem to have something of a mixed reception on the forums, with many seeing them as an unnecessary interference with the basic game they like, and where already expert FPS players get god-moded and go on a rather unbalanced spree. I’ve no idea how this particular one was received, but like to think the innocent ‘have a go’ incompetence of Team Massively helped dispel that a little bit at least. The usual game of Planetside goes on, as ever it does, but for two hours or so, we provided a bit of something different, a brief change of scene.

In a way, I’m glad it was as harsh as it was, and I’m not sure a player-base wide conspiracy to ‘go easy on the journalists’ would accomplish much, instead creating a false and unrepresentative impression of what Planetside is like. It is harsh, and it is brutal, and frankly, it takes a good few weeks of solid play to learn the ropes, to find your own niche and see improvement. It isn’t a game for everyone.

It might be a game for some people though, people who have never heard of it, and never tried it, and while I sometimes bang on futilely about it here, having it spotlighted by Massively can only be a good thing for a game that traditionally has had very little publicity at all, by SOE, or by outsiders.

 

Anyway, buckled hat off to the folks at Massively, and to Joel Sasaki. I certainly enjoyed it, and I hope some of the folks on Gemini did too!

Permanent link to this article: http://howtomurdertime.com/blog/2008/06/16/the-massacre-of-massively.html

Jun 11 2008

The Shooting of Faces…

Well, this one is peculiar:

Massively: Come frag Massively in Planetside!

In which the various writers and staff of the Massively online magazine thing go on a jolly company outing to Auraxis. I can only assume that this is some kind of disciplinary measure, (“Right! You’re all going into Planetside, until *someone* owns up!”), given the wide diversity and breath of games in which the Massively-ers play and write. Some of those folks have only ever played Second Life! Oh the humanity!

The event looks to be partnered with SOE in some fashion, and the hapless Pro-Bloggers look to be getting some help; they’ll be playing as the sinister ‘Black Ops’, a vaguely talked about ‘Fourth Empire’, designed in as a kind of pseudo-NPC GM-Event enemy-to-all team, quite probably deliberately over-powered compared to the normal grunts of the usual three empires, but limited in number. An excellent opportunity to shoot popular MMO journalists in the face, kinda!

 

The event takes place this Saturday (14th June), at 6pm EST (Which is 11pm in the UK), on the newly merged together Gemini US server, and the above link has details on how to take part, including how to get a free trial of Planetside for the very purpose.

Massively-Massacre aside, this may also be a last great opportunity to see what a really busy, as intended, continent lock overland battle looks like in there, what with this fortuitous combination of rare publicity, liberal free trials, and recent server merge all conspiring to bring numbers up to levels not seen since launch, if only for one night – truly Massive FPS battles.

 

As a bonus, for one night only, anyone going along will also get the opportunity to shoot Van Hemlock in the face also! As it will be an ‘off-week’ for our podcast, both myself and my Producer/Cohost will be heading in there, mostly to stalk and harass a particular Internet Celebrity, but welcome greetings, squad members, and 150mm Tank Shells IN THE FACE with equal enthusiasm!

It’ll be a brand new Station Account for me, and indeed, for most of the visitors that night, so if you are popping along for a robust game of Plasma Grenade Cricket, I’d recommend getting the download done, and a few warm up sessions before Saturday night, just to give yourself a few Certs Points to play about with, allowing access to a few different bits of equipment. I’d recommend getting to BR5 or 6 ahead of time, which can mostly be done purely on the Virtual Training Ranges, without even fighting.

More details for the very new can be found on the sidebar, in my Planetside Boot Camp category, which I’d recommend a quick skim through, unless of course you write for Massively, in which case, no peeking! No, U Can Not Haz Strategy Guidez.

 

(I’ll edit-add team and character names once we’ve got set up…watch this space. And even if you end up on the same team as us, you can still shoot us in the face anyway! It takes quite a few Team Kills before enough Special Magic Red XP is gained to make the gun stop working!)

Permanent link to this article: http://howtomurdertime.com/blog/2008/06/11/the-shooting-of-faces.html

May 08 2008

The Cone of Fire…

Going to be one of those Nifty! bits where I’m in the minority this time, I think. The Age of Conan approacheth, and all up and down the Interwebs, fierce battles are being waged as we speak, with the Fanbois and Haters out in full force, all pitching in with their “Reasons Why I Think You Should/Shouldn’t Buy Age of Conan”, come May 20th. Quite emotive stuff in many cases, and Crom would be proud of the verbal bloodshed being carried out in his name. Me? I’m more ambivalent, and anyway, as a mater of principle, never touch any MMO, no matter how good or bad, until at least four months have passed since launch-day. Listeners to the podcast will have already heard me rambling about why that is, so I’ll say no more.

But the debates and viewpoints themselves are fascinating, even if I have no first-hand experience of the matters of which they speak. One particular battleground upon which many mighty posting and commenting deeds are carried out, appears to be the matter of multiple-key combos, and their importance to the game, and the basic business of actually swinging an axe at some poor monster’s head, which sounds like its to be something a little more than merely standing next to the monster, pressing ‘A’ and watching your little Barbarian wave his arms up and down until the nemesis dies from deadly mime skills.

The matter of Player Skill looks to be being tested again with AoC’s new approach to MMO Melee; Lern2Play indeed. How much skill should be expected of us in our pastimes? How much do we want to have to put in? Questions with as many answers as there are MMO gamers, I expect. My own answer is probably something like “A different amount, and different type, in every game I play,” (only less pretentious!) After all, it would be a poor state of affairs if all the games I play asked exactly the same things from me; I’d only ever need one game! One game in particular I remember with fondness, for the sheer uniqueness of the demands it placed on me:

 

Nifty! #8; Planetside’s Cone of Fire System

 

Launching in 2003, Planetside was, and indeed still is, an odd duck. It was a brave attempt to bring the fast-paced action gameplay of the traditional single-player and LAN-Deathmatch First Person Shooter, and the large-scale community and persistence of the MMO, together in one single game. So quirky was this concept that even today, Planetside exists in its own genre, (of one); the ‘MMOFPS’. A rather experimental game, the above merging of concepts must have presented a number of technical challenges, sufficient to have put anyone else off trying a similar endeavour since, with any real enthusiasm.

It also presented us, the players, with a much more gritty, and perhaps fairer, approach to the traditional Deathmatch. I remember a brief spell of office-based LAN gaming, back in the day, and Alien Vs Predator 2 became our game of choice for a while. In that game, like many others of its type, the guns were just point and click, and I spent quite a while doing much better than I ought, by the simple expedient of using the sniper rifle as a shotgun, only with a vast range and insta-kill hits. Literally running around, firing from the hip and not even bothering with the scope, one-shoting humans, aliens and predators alike. I’m not bragging, you understand – it was cheap, easy-mode and almost entirely not how I imagine a real sniper rifle would work.

Most FPS games have a similar weapon; some kind of rifle, laser, railgun, or other high-powered, very low rate-of-fire, but very high damage-per-shot type of weapon, usually with a near-instant travel-time and flat trajectory, whose only real balancing factor is that if you miss with the first shot, you’re in trouble while it reloads. If then, you never miss, you become invincible, and to be seen at all, is to die instantly.

I’ve no problem with that as a gamestyle, of course. If that’s you, well done! But it is quite ruthlessly Darwinian, and eventually, it becomes a game only about the sniper rifle, and that was clearly not what SOE had in mind for Planetside; a large-scale combined arms war, rather than the “blink and you’ll die” four-player duelling in an abandoned warehouse somewhere, of the FPS that had gone before.

So to help inject a touch of realism to it all, and at the same time, give us MMO Munckins, who aren’t Counterstrike Grandmasters a fighting chance, they went with their Cone of Fire System.

With a gun equipped, the HUD reticule gains a crosshair. The outer marks of this move in and out in response to various conditions, actions, and equipped weapon types, and these mark out the edges of a cone. When the shot is fired, it will fly out randomly somewhere inside that cone. If part the enemy is inside that cone, (which looks like a circle to you), it might hit him. If the entire circle is filled with the enemy’s body, you will hit him for sure. Things like taking damage and being on the move made the circle larger, and things like using a rifle instead of a shotgun, standing still, or crouching, made the circle smaller, effectively simulating things like concentration, stability and helping make the weapons all quite situationally different to each other.

Planetside’s sniper rifle; the Bolt Driver, had the most floatey circle in the game, requiring you to be crouched, zoomed in, and not to move at all, to get the best accuracy. Even something like turning a few degrees left to follow a target in the scope, would cause the circle to flare up and require utter stillness for it to settle again. And even after all that, it still took two shots to kill a full health enemy outright. Instakill Distance Weapons are especially galling in PvP, I think, as they offer no positive action for the victim. In other words, you’re being punished simply for being there at all, and not provided any opportunity to exercise any kind of personal skills of your own in your own defence. With PS’s two-shot sniper rifle, you at least get the chance to leg it for cover after the first one hits, and with the floatey reticule, above, being on the run makes it very hard for the distant speck of a sniper to actually make that second shot land.

Skill still plays a significant part, of course, and the really good snipers understand their weapon enough to be able to still land that second hit on a wounded enemy going sideways at a sprint. I used to be able to do it myself, once, but it took a while to learn, and I doubt I could do it anymore. Meanwhile, I’ve often been killed by standard rifle users because of the Cone of Fire. I’d land the first hit, and then while reloading and waiting for the circle to contract a second time, their shorter range and less powerful gun has zeroed-in much faster and now they’re hitting me; not for a lot per shot, but enough to make my own accuracy fly out the window, and while my desperate shots are going all over the place, he’s steadily whittling me away and kills me.

 

I liked it, but I’m not sure a vast number of other people did, and I suspect one of the reasons for Planetside’s lack of huge success is a result of trying to please too many people. On the one hand, the traditional MMO player is just not used to dying that much, which can be dispiriting. They’re also not used to having so much dexterity based learning put in front of them, coming from a genre which is generally a lot more about Theorycraft and Timers. It can be a lot to learn, and requires a lot more practice than most MMOs to get good at, and stay good at. On the other hand, the FPS crowd must have found the Cone of Fire quite hobbling; an artificial mechanism aimed at clipping their rocket-jumping head-shotting wings somewhat. (Also, $X/month, when Counterstrike is free? WTF!?)

I was perhaps one of the few people who found it a good compromise between the genres, and a way to make various different guns useful for various different situations. Specialising in a particular weapon helped dictate where I should be in the overall engagements in progress, and helped me find a useful purpose in the average base assault or defence. Seeing a massive push on a base, with air, tanks, power armours, and scores of troopers all moving in, was a heady sight, but often a confusing one, and knowing my own gun, and how it worked differently to others, helped me find a place in it all. (Typically, hiding behind a rock on a ridge, half a mile away!)

 

Other MMOs continually flirt with the addition of twitch-based skills to the more traditional dice-rolling of our genre, and it sometimes seems that a move to something more Planetside-like is an eventual inevitability for our MMO future, and perhaps when people talk of ‘Evolution in MMOs’, it is exactly this kind of thing that they mean? If so, that does make Planetside extremely ahead of it’s time, for a 2003 game. It does seem quite a difficult thing to make stick though, to gain acceptance.

Neocron and Tabula Rasa both require some degree FPS skills to do well at, although neither is quite the roaring success of the more usual mainstays of MMO; the WoWs, the EQs, the LotRs, and there will always be popular and successful MMOs of the more recognised sort, with their stats and dicerolls and timers. A fair bit of the current AoC fuss seems to be about this very thing, but I think there is room for both types of game.

As for the Cone of Fire itself, I’ve no idea if this kind of mechanic exists in the modern day Offline/Peer-to-Peer FPS PC or Console title as well, but Tabula Rasa has a limited similar kind of thing, which is very noticeable with the Rocket Launcher in particular. Upon targeting a monster, you do need to hold your horses until the little reticule closes in fully, for best damage, while a Rifle does this much quicker, and a Shotgun doesn’t need to do it at all. The upcoming Huxley seems to be a game designed along similar lines to the mechanics of Planetside, so perhaps the Cone will live on there too. Neocron also requires a bit of patience to get the best shot, in a similar manner, and perhaps this kind of implementation is about the only way FPS can be made to work with 200+ players all going at it at once in close proximity?

So anyway, for levelling the playing-field a bit by making everyone Lern2Play again, and adding a touch of realism to our rocket launchers, Planetside’s Cone of Fire; Nifty!

 

Planetside is still going, just about, although is far from a massive success at present (see previous post). It doesn’t seem to be offering any free trials in the accepted sense just now, but apparently, if you just download the thing and install anyway, it’ll give you the option of a 14-day trial, during signup. It will want to see some Credit Card details though!

Past players can currently play for free, until May 21st – just reinstall and go, although you’re likely to already know about the Cone of Fire thing by now!

The Cone of Fire system is evident throughout the game, in almost all the weapons, although for an exaggerated look at what it does and how it works, I’d recommend certing Medium Assault, and then Sniping, and the comparing how your Empire’s MA Weapon (Cycler/Gauss/Pulsar) and the Sweeper shotgun handle in comparison to the Bolt Driver. Use the VR shooting range for this!

Permanent link to this article: http://howtomurdertime.com/blog/2008/05/08/the-cone-of-fire.html

May 06 2008

The Compression of Battlefields…

Bringing you the Planetside news that no-one else can be bothered to, I found this in my inbox just now:

    Greetings Soldiers of Auraxis!

With the goal of maintaining a high level of battle between the three Empires of PlanetSide, the two North American servers, Markov and Emerald, will be merged into one server, Gemini, on May 20, 2008.

Starting today, as a part of a select group of past PlanetSide players, you will be able to log in for free until May 21, 2008.

Preserve your Legacy! After the merge, many character names will be duplicated and priority will be given to players who have logged in most recently and to those who created their names first. (See below for name change details.)

As an added bonus, special merits will be given to native Markov and Emerald players to represent your loyalty to your past server. Characters will receive their merits upon logging into Gemini for the first time after the server merger is complete.

If you haven’t played in a while come check out what’s new in PlanetSide! Experience elevated battles and more competitive play!

[plus more about renaming specifics...]

No mention of Werner (The EU Server) up there, but that’ll be next I imagine. PlanetSide is a game where ping actually matters a damn, so forcing all the EU folks to suck up an average additional 100ms will probably kill off Werner for good. This move brings the game down to two servers, out of an original five, and given the typical duplicate name troubles this kind of thing can cause, they’re giving past players a chance to pop back in for free. Those that do so, will get first priority on keeping their name after the merge.

I’d imagine that they also hope some of us will stay and pay them some money too. I suspect I already know the answer to that, in my own case, but I’m not too proud to install up and dip in over the next fortnight, assuming the above applies to Werner also. Don’t know if it’s a blanket offer or just to me cos I’m speshal; check your own inboxes if you hope to take advantage of it all.

 

Always a distressing thing for any game, and no matter how you talk it up, a server merge is never a good sign. It can be good for the existing players of course – increased density and so on, but it still says that the game has more spare server capacity than was desired or designed. Mind you, by the time the Server Merge becomes an option, the damage is likely to have already been done, and this kind of thing is more often a kindness than a time to panic; an amputation, of sorts.

Time for (yet another) last look at a fond past stomping ground. I just hope Tabula Rasa hasn’t made me soft!

Permanent link to this article: http://howtomurdertime.com/blog/2008/05/06/the-compression-of-battlefields.html

Jan 10 2008

The Flak of Fury…

Certainly feels good to be back in the pandemonium of Planetside, and within minutes it was back to business with my long abandoned BR23 Terran Republic Sniper/Support chap. The very first thing that happened upon my arrival in a wall stairwell in the middle of Solsar, where presumably I’d last logged out in exhaustion, was the award of two medals! A nice welcome back, I was suddenly awarded the Two Year Veteran Award, and the Three Year one too, marking my loyal service for all to see on my shoulderpad.

Of course I’m a total fraud in this regard, since I spend one of those years on an entirely different and free Reserves account, and the other not playing at all. Its definitely a more palatable experience with that many Cert Points to play with though, and many of the certifications that the Reservist has to make tough choices about, I happily have as extras that I don’t even think about; Reinforced Exosuit, Medium Assault, Engineering and Medical, to name but a few.

 

Being a Veteran of such long and *ahem* dedicated standing, I seem to be allowed to play with some the new toys without having to cert points into them first, which is nice. Three new guns are on offer since I last looked in during Reserves:

Dragon: An actual flamethrower, at last. The Core Combat ‘Maelstrom’ sort of worked like one previously, projecting a lethal arc of lightning in front of the user, but most people just used it for the secondary fire lightning grenades instead. Now there’s a proper flamethrower that gouts out particle fire. Extremely short range though, putting it in the Heavy Assault territory that I never do well at. It seems to come with a requisition timer, a lot like the MAX suits, which might explain why I’ve yet to see anyone using one.

Scorpion: A rather complicated weapon presumably designed to flush out distant camping snipers. You zoom in, get a distance lock from a remote object, and then it remembers that distance. Then firing the thing shoots out a kind of cluster bomb thingey which flies out to the set distance, and the explodes, shooting a bunch of bomblets in a downward cone, like a mini Liberator Bomb. I had a fiddle with it, but it’ll probably take more than two weeks to get the hang of the thing.

Stinger/Eraser/Spear: A new 10mm pistol sized gun, which needs Medium Assault to use. Seems a decent allrounder, and quite hard hitting, if a little slow. All three empires get a different coloured version of what seems to be the same gun. A useful backup for my Bolt Driver/Striker loadout. Mostly seems to be useful for the Infiltrators though, who are only allowed to carry pistols. Certainly been assassinated by enough of them since I got back!

 

There’s also the long talked about Phantasm, which seems to be a five-man cloaking air transport, a bit like the Wraith quad-bike. Seen a few about, but like the quad bike, and the cloakers themselves, if you go above a very low speed, the ghost shows up, and I can gleefully report that it doesn’t have very much armour at all! Theres also a horrific version of the Galaxy, the Galaxy Gunship which takes, and indeed, gives, one hell of a beating.

My favourite so far has to be the Juggernaut/ Vindicator/ Leviathan, which is a pimped up version of the Sunderer heavy transport truck. The new versions have lots more guns, a very spikey cattlescraper, and can do EMP bursts for mine clearance. Almost sounds useful! The real appeal for most I think, is the airhorn it comes with. Still makes me chuckle, even when I’m on the receiving end of the cattelscraper. BLAAAAAAAARP! – squish! The driver did try and warn me, afterall!

For a dead and /or dying game, there certainly seems to be a lot of work gone into it in the last year, and I’m quite impressed. My personal favourite however is the new Upgraded Wall Turrets, which I got to play about with very briefly on the last day of the Reserves. The standard base wall turrets are pretty much coffins on a swivel axis, but with the application of new super-glue, they can be turned into Anti-Tank or Anti-Air variants, so I’ve been mostly making myself busy with that since I got back.

 

The Anti-Tank is quite potent, but then again, so are tanks. In a one on one, it could go either way, which is a great improvement on the normal turrets, and the tank can’t just park up and batter you into submission anymore – it has to stay mobile against the fast and heavy hitting turret shells. But its the Anti-Air ones I’ve fallen in love with.

 

Me, being vigilant at a supply base. That Reaver is lucky he’s friendly, as the big barrel there has a ridiculous range, and fires an infinite supply of air-burst flak rounds which absolutely murder any Mosquitos, Reavers, and Wasps that dawdle in sight of the base, and does a pretty decent number on Liberators and Galaxies too. One reasonably alert wall gunner can now turn any friendly base or tower into quite the no-fly zone. About time too. I have a strong and enduring hatred of Air Cavalry, mostly because they make it look so easy and because I’ve never got the hang of flying in PS myself. No farming at MY base anymore! Hah!

 

Mostly due to these new turrets, and my reasonable and remembered competency with the sniper rifle, my K/D hasn’t been quite as atrocious as I was expecting. I guess you do remember these useless skills, long after they are necessary, and my personal best in this recent little revisit was 18/3, after a spectacularly ill-advised air assault on a base I happened to be repairing. The NC in particular seem fond of the Agile/Jackhammer/Mosquito Rambo approach, just like in the old days. It does work, provided you can actually make it to the base intact. Once on the roof and inside, it can take dozens of us to flush one of them out. My bad sessions in there have mostly been me remembering that I Should Not Go Indoors. Someone has to, of course, but I’d rather be the chap parked outside with the AMS truck, to be honest!

 

Populations seem quite low, just as at the end of the Reserves. I doubt many people even knew their old PS accounts had been reactivated, so the people in there are most likely exactly the same people who were there when I logged out of Reserves for the last time. Maybe 70 a side at the big, and often only, fight of the night? Something like that anyway. Mind you – stay close to that fight and it still feels as crazy, hectic and panic fuelled as it ever did. I’m halfway to BR24 already, but the moment-to-moment mayhem is so distracting that you really don’t notice the XP bar. Would that all games could say as much…

 

One of the NC Towers on Hossin, that I Should Not Go Inside. Just over the far hill are about 30 VS taking potshots with fricking huge lazerbeems, obviously come to see what all the noise is, and to the right NC tanks are lobbing hefty shells at our brave TR boys as they try to push inside and capture the thing, aided by Prowler support, and the somewhat misguided and indiscriminate ‘help’ of a pair of Flail batteries a mile or two behind me – and me, hiding on the hill with a sniper rifle! Shortly after this was taken, I was machine-gunned in the back by an invisible person. Business as usual!

Permanent link to this article: http://howtomurdertime.com/blog/2008/01/10/the-flak-of-fury.html

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