My Top 10 Underpowered Weapons | Planetside 2 Gameplay

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Planetside 2's 2022 Roadmap speaks of future updates to the Infantry Weapon Arsenal, with weapons of lacking capability getting buffs to bring them more opportunity to perform. But which weapons need attention? Let's have a look at the arsenal, and talk about it! If you enjoyed the video backhand that like button! Feedback is always appreciated.

CHAPTERS
• INTRO ►► 00:00
• T16 RHINO & T32 BULL ►► 01:46
• EM1►► 02:39
• MGR-C1 CHARGER ►► 03:27
• TRAP-M1 ►► 04:16
• MKV SUPPRESSED ►► 05:02
• CORVUS VA55 ►► 06:10
• FACTION SPECIFIC PISTOLS ►► 06:50
• PDW-16 HAILSTORM ►► 07:51
• NSX YUMI ►► 08:39
• XMG-155 ►► 09:43
• NS-AM7 ARCHER ►► 10:45

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USED MUSIC

• Start a Fire - PremiumBeat
• Planetside 2 OST - Rogue Planet Games

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PREVIOUS CONTENT

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#planetside2 #underpowered #weapons
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Planetside 2's 2022 Roadmap speaks of future updates to the Infantry Weapon Arsenal, with weapons of lacking capability getting buffs to bring them more opportunity to perform. But which weapons need attention? Let's have a look at the arsenal, and talk about it! If you enjoyed the video backhand that like button! Feedback is always appreciated!

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CAMIKAZE
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Not to sure about having the archer an ability weapon, though I'd love to see it as an A.S.P secondary option akin heavy guns as a secondary for the heavy assault.

pkids
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The TRAP-M1 is unironically a solid weapon. It's less comparable to something like the SABR and more to the NC's Vanquisher, because although its weird unique damage model has lower peak damage at close range, it shares the 200 damage model's ability to kill in 3 shots to the head at any range. Compared to other guns capable of pulling off the same 3-headshot kill outside of ~15m or so, the TRAP-M1 has easier recoil and lower bloom. The main fault of the TRAP is that it's allegedly a "sniper rifle" that's sharing an equip slot with overpowered guns like the CQC bolts when it's functionally the best of the scout rifles, a whole class of guns that are generally underpowered. It's been left behind as the rest of the scout rifles were merged with battle rifles and released to other classes. Reclassifying it as a scout rifle would be *very* exciting (and maybe OP), and while it would leave TR technically without an empire specific sniper, frankly, TR never had an empire specific sniper in the first place because the TRAP-M1 has never really been a sniper rifle.

grantmonsma
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The Hailstorm seems to be a good choice for people that cant aim well, that need way more ammo to get a kill. Apart from that any player would be better of by just equipping the armistice + extended mags, which kinda leads to the Hailstorm actually being a nooby trap because it suggests that you can miss more and still be ok, which actually isnt the case due to the low damage model.

Also something for the Archer: I´d absolutely love to have this on my HA (maybe launcher slot) to get the max kills for the aurax armor. But i can also see that being a bit too much stuff the HA would be able to do then.

ChopSueyyy
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10:46 I remember when I unlocked the shortbow as an alert reward, years ago. Never used it

hobog
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Giving the Archer tool slot a little more thought... You could have an LMG with a shotgun secondary, with an Archer ability slot, and C4 in your Utility slot. Talk about jack of all trades. That would be an insane class.

Isyth
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Those super rare times I get downed by a TR Trap, I just shake my head in shame and come back twice as strong eager for redemption.

silverthorngoodtree
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I love the Bull, but it's just because of its audio, and I tend to perform better on guns for which I like the sounds lol

emericcoude
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I 100% agree with the ES pistols, the only one I can sort of think makes some competition to revolvers is the Rebel pistol, only because it's basically a pocket Gauss Saw.

The Hailstorm, maybe buff it's speed a bit while keeping the damage, while nerfing the reload speed, but, idk.

The Yumi and Arbalest, I legit dunni

strikeforce
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The TRAP-M1 should instead be a 2-shot bolt-action. Like, you can fire 2 shots rapidly, but have to go through a slower bolt cycle anim because it's chambering 2 rounds into two barrels from one magazine. Would feel like a mighty double barrel with slugs, maybe.

hoodenmcburg
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MKV suppressed has the highest suppressed bulllet velocity for its category by quite a margin.
Think outside the metaslavery. Not everyone lands 100% of their burst as headshots. MKV suppressed keeps some hipfire control, ok damage per mag, controllable recoil and (for being suppressed) high bullet velocity. No, the TTK is not as high as other SMG's. If it were, the MKV would be overpowered. The less competent the player becomes, the higher valute control and velocity become imo. That the weapon is specialized for being suppressed only and always is fine, integrated suppressor being superior makes sense to me.
If you want to have a sneaky suppressed automatic weapon that can reach out a bit as infil or engi the MKV suppressed is in my opinion the best choice. If a player cannot see the value of that then it's probably because it does not fit their playstyle, but if that is what you want then the MKV suppressed is good. If you want a close-range hipfire beast then it's a useless choice.
Strategy should be: pick a weapon -> play to its strengths.

I agree the Yumi is the weakest AR, but due to it being extremely niche.
As a defensive weapon, the Yumi is strong at long midrange. Strafing corners with prefire is beastly with it. Also just plinking at range its easy to land the entire burst. "Well its rate of fire is slow, X weapon has higher ROF". Yes, true that. Do you lay into the enemy full auto at range with those low TTK ARs? No generally you burst or tapfire. What is your theoretical TTK if you account for that? Lower, yes? xD
I dont care about theoretical sheet TTK, I care about what TTK I can reasonably project at the range I intend to be fighting. Pump shotguns have amazing TTK, yet you dont see everyone running around with them. But by the metaslave TTK is all that matters; pump shotguns oughta be the best weapon in the game. Obviously they are not though because they cannot project that damage past extremely close range. The Yumi is superior at longrange to most all ARs at longrange imo. And I compare it to the Reaper DMR, A-tross and GR-22 since I play NC.
Yes most AR fights take place at much closer range. Yes bolt actions can be superior at long-range. But that option is not available. Yumi sits comfortably as the best long-range AR. Make it strong close as well and it would be overpowered.

The Yumi is incredibly niche and weak in most situations. It is in my experience strong in its very limited niche, though. Im fine with that. IF you get the drop on someone at mid-longrange with the Yumi they are smoked. If you get the drop on someone in general you should win, but the Yumi kinda cements that win or becomes "win more". IE it excels in that area.

Asymmetrical balance is fun. I wouldn't play this game at all if every gun in every meaningful way a sidegrade to another gun. I can't help but think if you had it your way the game would be very straightforward, I think the strength of this sandbox game is that it is NOT straightforward. There are plenty of dumbed down games out there, don't try to ruin the good ones left that are not.
I like your videos but your views on balance in general are very self-centered. You play mainly close range infantry, therefore you think vehicle anti-infantry and long-range infantry are imbalanced. Well, anti-infantry vehicles probably think AV tanks are imbalanced, and long-range infantry probably dont like smg infils or ambusher LAs.

BelowAverage
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think the TRAP is misclassed...it's kinda between a scout rifle and a cqc sniper. The 3-round burst can instant down someone, but you kinda gotta get close to use that. the 2x is...just don't.

Archer, I rather use Shortbow. Though Archer has a faster RoF with straight pull. The reason I'd rather Shortbow: 1.) The Archer's explosive damage only activates after 30m, making it do the same damage as a shortbow will if you're planning on countering maxes in close quarters. 2.) Comfort Grip and Secondary Shotgun the Viscount--which also has a comfort grip.

Feel like the Charger was more meant for Engineers...and face it, you don't see Engineer Montages much. Same deal with the Arbalest...which...again, Engineer Montages on top of actually wanting to ASP into Engineer me. (as for the Yumi, the answer to your question is "yes.")

LetustheDragon
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While talking about the Hailstorm you mention the Sirius SX12. The Sirius was my first ever Aurax and I remember having so much fun with that one. The fire rate, the gun model itself with the "pistons" and the way it sounded, it all just felt so great when I used it and I loved it. Man that was a long time ago...
Nowadays I only play NSO, leaving the spandex on the shelf and trying my best at getting my hands on the CB-ARX Newton.

WpA
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I gotta say, I actually really enjoy the MKV.
It's just a better supressed PDW, sure, but the kinds of sneaky backline shenanigans you can do with it are hilarious.

then again, it was my first aurax lmao, so maybe the reason I like it just comes down to some form of nostalgia lmao
But it is a bit underpowered (and so is the PDW imo), that much is true.

flexx.
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Now, here's a gun I think is... well, more overshadowed than underpowered: The HC-1 Cougar. Granted, 577 RPM with 167 damage and a 35 round magazine is not bad at all, the Kindred does put the Cougar to shame with its 698 RPM for the first 7 shots of a burst, which is pretty much unheard of for something that kills in only 6 shots in this game. Of course, the Kindred does drop to 550 RPM after the first 7 shots, but burst firing is sorta a thing that people do in... about every first person shooter ever made. So all it really does is encourage you to play the way you should more than punish you for making the mistake of holding down the trigger and rewards you for it. Now, I'm not saying that the Kindred needs a nerf, but since the Cougar costs just as many certs as the Kindred, I do think the Cougar needs something extra other than a few more shots in the magazine and a slightly higher muzzle velocity to make it a reasonable purchase, as much as I love the gun.

mrowoofers
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I think beyond balance issues, I'd like to see a visual pass be made for some of the older weapons.

KRSorba
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Oh no !
The Yumi is insane, I use it at mid/long range and it shreds !!!!

critche
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You're on the battlefield and see someone with the Yumi: So... You're a masochist?

jimatulkerriganus
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genuinely the TRAP was one of my first auraxiumed weapons & still a favourite for me

Morikali
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Loadout idea:

Ever wondered what the best air to ground cheese in the game is? That's right, its a solo liberator with the spur nosegun.
This is a weirdly effective way to shred infantry, trading the libs long vertical range for a long horizontal range. Hug the ground, hide behind buildings and cover and pop up, lazer infantry group from a long distance and dip back down like a mole. The spur annihilates MAXs as well. Just run full armor and fire suppression and use the hyena for occasional chasing ESFs. The nose gun can also melt esfs if they get in close.

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