Chewy Major



Re: The Impending Magrider Nerf.

Cronoc Originally Posted by Was the Magrider considered overpowered in Planetside 1? I don't recall it from my time in PS1... and it had the same maneuverability then. Has the switch to the pilot-gunner paradigm ruined that so much, or were the other faction's tanks better in some way than in PS2?



From my understanding of PS, you couldn't get any vehicle (maybe a flash) without first putting an amount of your limited points into it. If you didn't spec into vehicles the only access you had to them was catching a ride and being a gunner. That and the forced need for a gunner (Id love to see this) alone put a hard cap on the number of tanks on the field. Each one also had to be taken care of because of them having around 3-4 times the cost of what we got now in PS2 (assuming).



There was also a lot of faction styled weapons that could be use to easily take out an oblivious tank. NC had a fly by wire rocket, VS had lasers, and "I think" TR had a swarm missile. There wasn't a way to dodge those things with hardware limits back then with the 2003 net coding. Floating or on tracks, you needed to be good to use and keep a vehicle. So what made PS1 tanks balanced isn't going to work in PS2 without a hard limit to the shear number of tanks people can got for, might as well be, free at near any base.



Plus PS had 10 years now to develop as a MMO. I was told it was FAR worse than what PS2 is when it first came out. 10 years of work really does wonders for balance.





I for one think that the power of tanks are great as is. TRs 2 shots make them a threat to anyone no matter what ammo they have. NCs can punch a boulder at cost of ammo and speed. VS never have to expose their backs and can be on the move 100% of the time. Each has its strength and play to the faction roles.



The only thing Id like to see happen is how Mags control. For a heavy tank that has zero contact with the ground and thus no traction and/or friction. How the hell can it move so well? That's the Mags real power right there. Nothing else can get to places it can and that front gun is by far a plus in a few ways. First is not having to show your back to any threat in a fight, and another is being able to move at all angles at will.



I was a magnetic nut job growing up. Must have had piles of magnets all over my room and played with them for hours. The one thing I can tell you about magnets and how their forces work is that there is NO controlling it without a special base or gluing one in place. Even then it takes some effort to get them to do what you want. I still have 2 stuck together that Im unable to split apart. -Not a vet so don't quote me to much-From my understanding of PS, you couldn't get any vehicle (maybe a flash) without first putting an amount of your limited points into it. If you didn't spec into vehicles the only access you had to them was catching a ride and being a gunner. That and the forced need for a gunner (Id love to see this) alone put a hard cap on the number of tanks on the field. Each one also had to be taken care of because of them having around 3-4 times the cost of what we got now in PS2 (assuming).There was also a lot of faction styled weapons that could be use to easily take out an oblivious tank. NC had a fly by wire rocket, VS had lasers, and "I think" TR had a swarm missile. There wasn't a way to dodge those things with hardware limits back then with the 2003 net coding. Floating or on tracks, you needed to be good to use and keep a vehicle. So what made PS1 tanks balanced isn't going to work in PS2 without a hard limit to the shear number of tanks people can got for, might as well be, free at near any base.Plus PS had 10 years now to develop as a MMO. I was told it was FAR worse than what PS2 is when it first came out. 10 years of work really does wonders for balance.I for one think that the power of tanks are great as is. TRs 2 shots make them a threat to anyone no matter what ammo they have. NCs can punch a boulder at cost of ammo and speed. VS never have to expose their backs and can be on the move 100% of the time. Each has its strength and play to the faction roles.The only thing Id like to see happen is how Mags control. For a heavy tank that has zero contact with the ground and thus no traction and/or friction. How the hell can it move so well? That's the Mags real power right there. Nothing else can get to places it can and that front gun is by far a plus in a few ways. First is not having to show your back to any threat in a fight, and another is being able to move at all angles at will.I was a magnetic nut job growing up. Must have had piles of magnets all over my room and played with them for hours. The one thing I can tell you about magnets and how their forces work is that there is NO controlling it without a special base or gluing one in place. Even then it takes some effort to get them to do what you want. I still have 2 stuck together that Im unable to split apart.

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