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Honestly without a doubt the biggest contributor to vanu victory is the fact they have the largest veteran Outfit in the entire game with a massive lead on numbers
Literally every word that you put in to that text wall is probably wrong, and has been proven wrong repeatedly in this thread and plenty others before it, how are you this bad?
Nice cop out, so you admit your loss. ggnore
Yeah dude, for sure
The thing people refuse to acknowledge about the lack of bullet drop on VS weapons is that they by and large have harsh and pretty sudden damage falloff at the same distances you'd see bullet drop affect accuracy, whereas a lot of weapons that have bullet drop will still have pretty high damage at those same ranges. You should be playing to your weapon's optimal damage range regardless, and that damage range is always going to be before bullet drop starts affecting accuracy to the point of needing to heavily compensate and lead targets. People also like to argue that VS weapons are much easier to use and more forgiving but this is also often false as a weapon being more precise =/= easier to use, it means your aim needs to be just as precise as the weapon. TR weapons have so many rounds in such a short amount of time that you can miss most of your shots and still get a kill as long as you're aiming sort of okay, and NC weapons hit so hard per shot that you don't need to land as many.
If you're lagging, no amount of massless munitions will help you land shots easier, so your best bet would actually be TR and going with their chainguns and other high capacity high RoF weapons since the more shots you put out the more will be recognized by the server.
NC also has plenty of guns that suffer similarly(except ending 10m further), except the lower rate of fire means 1 extra bullet to kill hurts TTK more. (yes NC has best long-range LMG, but we're comparing TR and VS here, as NC's typically higher damage per shot has its own disadvantages due to nanoweave, lower rate of fire meaning 1 extra btk hurts ttk more...etc.)
The longest-range TR LMG (TMG-50) actually suffers from two tiers of dropoff while VS at least has one Ursa that only drops 1 tier.
VS orion minimum damage: 112@65m
MSW-R: 112@65m
T-16 Rhino: 112@65m
Every. Faction. Has. Comparable. Damage. Dropoff.
TR's ROF is actually roughly the same as that of VS; VS(and NC) actually has 143 damage 845rpm carbines that TR doesn't have...(TR does have Lynx but it also blooms fast and has weaker damage profile) NC is the faction that generally spits out less, but more powerful, bullets. And even when VS has slower RPM than TR...TR isn't fast enough to let you miss a bunch of shot and still come out on top so it's moot point.
Except VS LMG often have 0.04 COF bloom per shot as opposed to TR's 0.05; so they retain accuracy for longer bursts, or simply fire more accurate bursts.
Realistically that in combination with lack of bulletdrop make for *much* more effective ranged performance. This also means TR has to cut bursts short to maintain accuracy; lowering effective DPM even if ROF/damageprofile are the same.
TR weapons have more rounds + typically more horizontal recoil/tolerance + slower reload that makes them less effective by default because you don't compensate for jittering horizontal recoil nearly as well as pulling down on mouse. So you miss more due to recoil + higher cof bloom. In reality, TR *needs* those extra rounds to achieve similar number of hits at relevant ranges, extra rounds needed == more time exposed...etc. That's bad.
The one "long range" TR LMG that isn't a copy of NC's is actually generally considered a worse NS-15M despite the latter having slightly lower RPM, go figure.
What's that? Use a battlerifle at range you say? VS has the practically best 2nd gen battlerifle(TR/NC gimmicks are either generally useless or downright detrimental - in case of fullauto, one has to spend 200 certs just to remove that "function" at cost of flash suppressor; meanwhile VS got that heat mechanic at no loss in velocity) while first gen only suffers 30m/s (less than 10%) loss in velocity for no drop, again identical damage model to TR.
VS weapons being more easy to use applies to both newbies and experienced players; unlike NC which is usually balanced in favor of more skilled/experienced players but against newbies(gauss saw is less effective in close range than other two starting LMGs; but NC guns overall have extra-competitive headshot ttks while having some of best horizontal recoil/tolerance).
That's not false; that's just a fact that people always fail to make excuse for.
Overall "muh magazine size" doesn't matter when you lose/die due to RNG. It might matter if you need those extra bullets(sometimes difference is only 5 since VS can be using NS weapons) to kill the rest of a room of enemies(because it's not realistic to kill more than 2-3 similarly "skilled" opponents if they have their MLG-loadout too); in which case one must admit TR's opponents - NC and VS, have more bad players.
You have plenty of time to reload when you're behind cover. (unless you get ♥♥♥♥♥♥ by extra long reload time of typical TR weapons)
Only...VS doesn't have to - heat mechanics, remember? It reloads itself in the time it takes for them to chug a medkit plus maybe 1-2 seconds. (Betelgeuse, for example, recovers 12 shots' worth of heat per second after 0.5s delay; it takes 0.5s to put away LMG and pull out medkit, so by the time you're done chugging medkit & pull LMG back out, you have enough rounds to kill more people)
If not firing continuously for all 50 rounds then it effectively has limitless magazine; so I heard some people recommend high capacity/high rof weapons...
People simply advocating for high capacity/high rof weapons are lying out the ass.
https://iridar-mirror.knyazev.io/index.html%3Fp=6386.html
Framerate can have a significant effect on RPM; more noticeable if weapon's default RPM is high - in effect compressing the gap in TTK between higher and lower ttk weapons. Planetside 2 doesn't perform well at times(often in situations that planetside 2 is known for - massive battles) for obvious reasons.
Lag - assuming inconsistent fps, can also affect recoil control(because you see less of where the gun is recoiling to) so even more reason to use something that has less jittering than TR-Recoil(tm).
Following such bad "advice" as "go for muh high capacity/rof" will leave you with less-accurate weapons that do not have nearly as much of a decisive(not that it ever was, even on paper) advantage in TTK as raw stats would indicate in actual gameplay.
That is a very very long text wall to rage out and completely miss the entire point that the advice given was because somebody was asking “I’m dealing with lag, what would be the best choice for me” which is always high capacity/rof guns because the more shots you put out, the more will get registered by the server, and the lower the chance a shot will just get flat out ignored by hitreg, which has been the standard advice since the game’s inception due to how weird the net code is in this game.
You really need to actually think instead of just running your mouth off trying to act like the smartest person in the room.
Pathetic.
It's a simple fact that if you miss the shots on your screen, server lag certainly isn't going to make you hit it either. Nice try dodging the fact that TR has identical damage dropoff for the most part, lol.