PlanetSide 2 Beta Experience

I will say this about Planetside 2 (PS2). It is fun.

Overview & Positives

It possesses an unparalleled sense of scale in an modern action shooter. Being able to move from one end of a the continent traveling over 10km to the other end, flying over geodesic dome labs, gigantic star forts, space warp gates  mountains, canyons, rolling planes, and watching epic battles unfold beneath is at its best in PlanetSide 2. Battlefield 3 eat your heart out with your 64 player cap and limited vehicle spawns. PlanetSide 2 boasts 2000 possible concurrent players per server. I have yet to see so many, but I have hopped into a full Galaxy dropship which carries 20% of a BF3 server in one  load.

Fuck me does PS2 look good and sound great. When cranked up to High settings this game impresses with it fidelity and sheer volume of effects.

Watching 3-4 Galaxies (each filled with 12 troops) escorted by 4-5 gunships moving towards an enemy fortress is wicked cool. Watching that formation start to take Anti-Aircraft fire from below and strafing runs from enemy aircraft is spectacular. Watching that happen during the night to see the tracers tear through the starry night and rip apart the Galaxies as they begin to burn and spin out of control dropping their payload of anxious fighters, that is truly surreal.

This game will eye fuck you with visual showcases of legitimate gameplay that most engines would weep at the thought of pre-rendering. Well done SOE.

Vehicles are another great part of PS2. They are versatile and effective. Both ground and air vehicles have ‘roles’ and a vehicle that fits that role. The generalized roles are: Transport (Galaxies & Sunderers), Fire Mission (Main Battle Tank & Liberators), Fire Support/Recon (Lightnings &  Mosquitoes). These have different costs based on your faction resources and personal progress. Generally speaking, if you play you will be able to afford vehicles if you want them.

Base Layouts are pretty awesome. They have about 6-7 ‘types’ of bases throughout the continent. These range from small outposts with a handful of buildings to military compounds and industrial complexes. The different bases allow for some different tactics when approaching them, however battle ultimate boils down to corridor fights inside the base buildings. Each base has a capture procedure; some bases are a single capture point that needs to be taken, some have multiple points. The massive forts have 5 capture points spread out across the compound, these points are sometimes a 1000m from the farthest other point. Larger compounds also have defenses, namely forcefield barriers. These barriers protect the interior player and vehicle spawns, as well as the final capture point. The only way to circumvent these barriers is through either some tricky jetpack work as the Light Assault class, or destroying the shield generators which will drop the barriers granting the attackers access to the main structure of the fortress. A single fortress can be vied for by hundreds of fighters and battles over control can last for hours.

Character classes are a thing. There are 6 basic classes: Light Assault (Jet Pack!), Heavy Assault (Machine gun & Rocket Launcher), Medic (Heal & Revive), Engineer (Repair & Mines), Infiltrator (Sniper & Cloak), MAX (Mech Suit w/ Chain Guns). The classes variation is nice, each class ability is balanced and effective for that player role. The weapons are fairly ubiquitous so support classes are totally underpowered with pea-shooters.

Flaws

  • Shooting – I am sorry, thus far shooting fails to impress. For a game whose main mechanic is shooting, this is not really acceptable. Controls are a bit splashy, getting the sensitivity right for accurate shooting is tough. Default aiming is too slow. Most guns kick too much to keep steady with no solid means for compensation. Reacquiring targets is difficult because the gun model takes up nearly the entire screen when aiming down sights and recoil ensures that your target is totally concealed by muzzle flare and the weapon itself after the second round out of the barrel. Opponents take a bit of damage, so lighter caliber weapons (Carbines) need to land multiple shots at center mass to take foes down. Doing so is too difficult at this time. Serious adjustment needed.
  • Concurrency – This is not a flaw, so much as a limitation of the beta set up. This game is built around large scale combat, unfortunately there are not enough players in game at any one point to get frequent epicness. At peak hours in your server (around 7pm for my server US West 01) you can get some pretty kick ass battles. Outside that, its tough to even fill a galaxy or 2. Obviously when the game releases this will be less of an issue, but SOE will really need to push the game to as many players as possible and keep them invested for longevity.
  • Lack of Player Control – Right now all servers are run through SOE, which is good and necessary. I mean dedicated servers supporting 2000 players may not even be possible. However, players can’t control the settings they play on: Friendly Fire, Team Settings, Comm Settings, and the like. Currently players can’t remove other players either, and there is rampant team killing right now. I recently saw a player in a Sunderer (basically a semi truck with guns) in front of my factions Warpgate (the un-capturable faction spawn) driving back and forth running over every teammate who exited the spawn point. Players could do nothing to stop him but eventually kill him. There needs to be some recourse there.
  • Aerial shooting / bombarding – Not sure if this is poor controls or something SOE is striving for, but right now firing from the aerial platform is pretty tough. Specifically bombarding from high altitudes. My initial understanding is that they want to make accurate bombardment a difficult skill to master, especially at high altitudes. Unfortunately airships move fast, and the projectiles move slow. After an hour or two of dedicated gunning in the Liberator gunship, I still can barely hit shit. Maybe something to consider tweaking.

Bugs

  • Geometry hitches – I cannot list the number of times I got stuck on a boulder, a crevice, even building geometry. I have stood on roofs and walked towards sloped portions of the roof that a normal person could step over with a 1-2inch adjustment in their stride; my conditioned super soldier however had some difficulty with it. Obviously this is expected at beta, but not to the extent I saw.
  • Entering Vehicles – This pissed me off to no fucking end. Some vehicles I could simply not enter. Running along side them and hitting ‘E’ furiously on every side was futile. I also spotted a ‘feature’ in the PS2 engine. It seems that when a pilot leaves a vehicle, the pilot seat is reserved for him so no one can grab it and drive off. I am not sure how long or in what manner that seat is reserved. I recognize this is to prevent BF3 style team hijacks and I am appreciative. Though right now, some guy will role a Sunderer or a tank up to a base, hop out, run off leaving the vehicle, and we as teammates can only sit in the gun ports and hope for salvation. That needs some readjustment.

All that being said I am on US West 01 Beta server going by Zappor (Account is CaptKerberos)

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