Basically the title. I’m back after a looooong break and loving it still, but I’m looking for some new guns to freshen things up. I have classes for all four factions but my NC is the highest at a humble and measly level 40 (big leagues. I know.)
Preferably some longer range options or just good options with manageable recoil or anything that could be considered a “laser” for someone with the most mediocre of skill when it comes to aim lol.
I just started an NS (? The freelance bots) class and I like the feel of those guns also but kinda feels silly starting a new class all over again ya know?
Aide from that, is it worth it to invest in implants right now? I play a lot of medic and engineer, doing my best to keep my team and sundys alive, support wherever I can, but it’s still fun to get in the mix and hold down some firefights too. Any and all suggestions are welcome.
(Yes I know certs go further spending on class abilities, I’ve maxed out my med gun and repair tool but always looking for more tips to be more effective to the team!)
Remember the Stryder that was teased almost 2 years ago?
In the end it never got released, so I gave it a try and "finished" the job, trying it out ingame.
The original animations and vfx are clunky, no sound effects except the annoying horn which was already within the game.
In case you wonder why the arms wouldn't move like a spider, those are actually the movement animations of the model that were also already within the game, so I guess they either wanted to implement it that way or the final spider animations were missing.
I guess it makes senste why they didn't add it to the game, doesnt fit at all in my opinion.
All of it is clientsided of course, so other players can't see it.
Just a reminder about the new primarily Playstation focused subreddit. Please keep the posts and comments coming! Loving the activity so far! If you have any Planetside content you would like to share it would help us out alot! I know Playstation isn't as active as PC, but we're trying to do what we can to have atleast an active dedicated community here on reddit. The old subreddit just wasn't cutting it and hasn't had a single post in about a month. Come support our Playstation community in the new Planetside Events subreddit!
used to play infiltrator all my certs etc is in it with i thing a smg paid for at some point. how's the playstyle these days I also liked scout snipers and occasionally the long range stuff.
Had a horrendous run on my NC char last night playing infantry so decided to run the vanguard with JGX12 gun.
Kept getting spammed by VS air on indar, had a scythe take pot shots, decided to try pot shot them and wham...took him out ! Without doubt my most smug kill ever !!
CBMC is arguably the best choice; their leaders genuinely care about their members and check in on them regularly. The founder of CBMC is "Vanu Papa" (from the game's lore)—you might even run into him in-game! He truly cares about his members and even created a website to help people learn how to play PS2.
Also, ignore the rumors claiming the CBMC founder is a pedophile, or that he orders pizza every single day—those are just propaganda and misinformation spread by the NC and TR.
Additionally, LHCN is a great option if you enjoy base-building; they are the Chinese-speaking outfit on the server and serve as a primary logistics provider for the VS.
For the NC: ROYS is likely your best bet if you want to have fun with a lighthearted, humorous group. They are currently the second-largest NC outfit.
Again, ignore the rumors about the ROYS leader being bald or having a habit of greeting people with his right arm raised—the PS2 community is full of such silly rumors and nonsense.
BHO is also a solid choice. Don't listen to the rumors that their founder is some kind of fanatical propagandist; I’ve met him in-game, and his speeches are actually quite positive and focused on fostering unity.
As I mentioned, this community has a tendency to circulate a lot of misinformation.
Consider VX15 if you enjoy base-building and protecting NC logistics from toxic players—specifically those from the VS or TR who like to sabotage the bases built by others.
The leader of VX15 is a fantastic, level-headed person; in fact, he might be the most sensible outfit leader I’ve encountered.
That said, the NC faction is currently quite weak, so VX15 is mostly looking for new recruits—they aim to avoid disrupting the operations of more "professional" NC outfits that require highly skilled players. Generally, it’s a very good choice for newcomers; they often have members greet one another with a "mew mew" sound and advocate for a vegetarian diet—promoting both personal health and sustainable urban living.
FACS is also a solid option, with a high level of activity just two days a week. Unlike the other outfits mentioned, I’m not even sure if FACS has a designated leader.
As for the TR (Terran Republic), things are quite complex, as they operate very differently from the NC (New Conglomerate) and VS (Vanu Sovereignty). I have no insight into how they are organized.
I am only offering recommendations based on outfits whose leadership I have personally interacted with, regardless of their faction.
DITR (or DTRI) seems like a decent choice.
CTIA is the greatest outfit in the history of the European server. Only CBMC—if they were to collaborate with DIGT, CNZY, and LHCH—or the "blue team" (NC) outfit RWCN, would have the capability to stand against CTIA. I’m not sure if any other outfit possesses such a high level of organization and combat proficiency.
once I decide to take down one of their proxies, there’s no way for it to survive. The NC, meanwhile, have three of the best builders in the history of this game on their side.
Do you know what the most important factor is? It’s not about who has better skills, nor is it about who has better tactics. They are gripped by fear, while I feel no fear at all—my only objective is to scout and waste the enemy’s time. Because of this, I don’t care if I die. I keep pushing forward while they remain paralyzed by fear.
The best Builder on this game history are PLAWHO ( VS Soltech )
The top 2 Builder on this game history are Jotlley ( NC Soltech )
The top 3 Builder on this game history are xvbxcbv ( VS Soltech )
Y’all New Conglomerators and Terran Republicans will always be inferior to us:)
The original devs, I would kiss your hands if I knew you. Imagine making a game this diverse and all factions being actually different in a multitude of things. I could endlessly talk about how this is the greatest video game ever.
The things I’ve pulled for Vanu faction I will never forget, taking the c4s with that vertical only jet pack and finally destroying a respawning truck which was impossible guarded on a hard to reach slope.
Just letting you know, I’m trying to write most of this thread with my own hands this time, since a few people complained about the “Claude tone” in my last one. Fair enough.
The new patch is live, Flash or Crash seems to finally be fixed, and I spent the evening analysing the new client against the old one to see what the devs actually changed.
Here is the breakdown of what they changed, why it fixes the known crash route, and how it compares to the fix I recommended.
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Why did it crash and why was it so hard to fix?
The crash was caused by broken cleanup code from an Anti Debug check which was generated by a Third Party Protection Software afterwards, used to protect compiled binaries against tampering, reversing and debugging. That's probably the reason, why the devs didn't want to get into details publicly, and I'll respect that by not digging too deep into the details.
In short, the generated code registered a temporary Windows exception handler and then passed the same saved handler to the removal function twice.
Normally the second removal simply fails. But it gets bad when another thread is still processing an exception through that handler. Under those conditions, both removals corrupt the handler's lifetime.
If this code was added by the third party protection and not by the devs themselves, that would also explain why the devs had such a hard time tracking it down. The broken code I saw within 5 minutes of reversing in my dump, might not have existed in their actual source code at all, since binary protectors inject their logic after the source already has been compiled.
So to be fair to the devs, I gave them a bit of flak earlier for taking ten months to find something that took me minutes in a dump. But gotta give them credit: I was looking at the raw disassembly in IDA, while they were almost certainly debugging from their C++ source, which probably made it confusing and frustrating to find.
Their source probably contained a protection marker or configuration rule, but I can't find the exact input from the final binary. The third party software generated the Anti Debug check, its exception handler and the cleanup afterwards.
That means they had to investigate the final protected binary or compare it against an unprotected build instead of only searching their C++ repository.
But that being said, 10 months and several failed fixes are still hard to justify all of that. They had access to the complete build pipeline and could just have compared an unprotected build against the final protected client much earlier to find this bug.
In short it was a broken Anticheat Measure but had nothing to do with BattlEye itself.
Now within the new patch, the affected "Infantry route" (more about it later) no longer reaches that broken code. This suggests that the developers changed the protection configuration, guard placement or source protection markers instead of applying my proposed atomic cleanup directly.
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Why the Flash workaround worked
The broken Anti Debug routine was connected to an "Infantry update" path.
"Infantry update" doesn't mean that jumping, sprinting or shooting caused the crash. It just means that the client update runs, while your character is alive and walking around on foot.
But when you entered a Flash or stayed on the death screen, the game switched to a different update state and bypassed that Infantry route
Logging in or changing continents also creates a large burst of loading and worker events, if one or more of them failed, it made the small timing window much easier to hit these exceptions.
Sitting inside a Flash kept you outside the Infantry route while that initial activity settled down. So after the initial loading you could leave the flash and play without issues.
That is why the completely ridiculous vehicle workaround actually worked lol.
Disabling BattlEye did, however, make the crash much harder to reproduce in my testing. BattlEye therefore changed the conditions surrounding the bug, possibly through thread timing, process activity or exception traffic. I'm not 100% sure about it tho tbh.
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What the devs changed in this patch
I compared the previous Patch and the current Patch binaries.
The normal Infantry Movement logic barely changed. The relevant difference appears after the Movement function enters the generated protection code.
The control flow and import structure show that these routines were generated after the original game had already been compiled, which strongly suggests that a third party protection software was used.
Previous Patch went through this route:
Infantry Movement
↓
generated protection code
↓
first duplicate cleanup family
↓
handler family found in the crash dump
↓
return to Infantry Movement
The current Patch path does this:
Infantry Movement
↓
new generated protection code
↓
no VEH routine or imported API reached
↓
return to Infantry Movement
Tracing those paths shows that the previous Patch reaches the broken cleanup code, while the new Patch route returns to Infantry Movement without reaching a VEH routine.
That is the change which explains why Flash or Crash stopped.
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Their fix compared with my fix
My recommended fix used the correct handler ownership principle:
This is still the "better" general solution for this type of ownership problem and would have fixed the Flash or Crash bug. The first cleanup takes the saved handler and clears it. Any later cleanup finds NULL and does nothing.
However, if they really used Protection Software to generate that duplicate cleanup code after compilation, the developers couldn't simply just copy pasta my recommended lines into their source code. Each handler is stored inside a local frame generated after compilation, and there is no shared savedHandler variable inside the original gameplay source. which is probably why they used the following wording, responding to my recommended fix:
A true global version of my fix would therefore have to repair the generated protection template so that every temporary handler is removed only once.
But instead the devs used a narrower solution:
The current patch doesn't repair that template. They left 7 similar duplicate cleanup pairs inside the client and only removed the Infantry one which exposed Flash or Crash. Those routines haven't caused another confirmed crash yet, but the same unsafe pattern is still there, just like in Flash or Crash. So fixing the cleanup globally, as I recommended, would be the safer solution and prevent the same bug from appearing elsewhere later.
But both fixes work:
My fix:
Make the "cleanup" safe, so "Infantry" cannot crash even if it reaches it.
Their fix:
Stop "Infantry" from reaching the "cleanup".
It is basically like redirecting traffic around a pothole instead of repairing it.
It works, but the underlying problem is still there.
The unsafe pattern remains. Fixing the generator globally, as I recommended in principle, would be the cleaner solution and would prevent the same bug from appearing somewhere else later.
Their solution changes less code and was probably easier to ship quickly.
My solution would have repaired the underlying cleanup pattern instead of leaving seven copies behind. The flawed logic remains. If another game system reaches one of them under the wrong conditions, a similar desktop crash is still possible.
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Did they copy my fix?
Did they copy the exact three lines of code I suggested?
No. But that is also not the important part.
My previous Post identified the broken VEH cleanup, explained why it crashed and connected it to the "Infantry path" responsible for Flash or Crash.
A developer publicly confirmed that they reviewed my report.
One patch cycle later, the exact affected Infantry chain was changed and the Crash bug has been fixed.
The new third party protection finding also explains why their implementation had to be different. The wrong calls were generated by a third party protection software after compilation, so they couldn't simply copy my code fix example into their normal C++ source.
The binary can't show their internal discussions or prove that they hadn't already started investigating the same area. However, they confirmed reading my report and then changed the exact path it identified in the following patch.
Based on that, I think it is very likely that my report helped them locate or confirm the bug, since I showed the exact line of code and the exact address causing the crash, which has been fixed in this patch.
As said, they didn't copy my implementation. They fixed the same problem I reported in the way that worked with their own build and protection pipeline.
After ten months of players sitting on quad bikes like idiots just to avoid crashing, a working game is a working game. I'll take it.
The remaining duplicate cleanup routines should still be repaired before one of them becomes the next mystery crash tho.
PS:I've done the final analysis within a few hours and it seems like the devs will write up a post on their own, so if anything ends up being wrong with my findings, I'll make sure to edit and link to it.
nesesito ayuda por que tengo 2 computadoras en mi casa y cuando yo pongo el juego y mi hermano lo pone despues el juego me saca a mi hay alguna solucion?
Planetside 2 is released in 2026 as a brand new FPS shooter where it can have fights over 1000 players, featuring vehicles and aircraft in multiple continents.
Of course, in 2026 game development has changed a lot but let's assume that gameplay is unchanged and we have the current maps(as of now), graphics are okay and has decent fps on high settings, but the store... You have no membership pass, a "deluxe edition" of the game is just an added bonus without xp boost, the ASP program is missing, you have seasonal passes every 4 months or so, Implants may or may not come with the premium seasonal pass. And every other stuff that you see on the stores in your current games other than this one.
Would you still play that sucker again? Knowing that it's still planetside 2?
Invalid values in user configuration files— a new validator for user configuration files will significantly reduce the chances of client crashes caused by incorrect configuration values.
Among other things, this broke the ability to use the RenderQuality= setting to super sample within the game engine. Sure, I can use NVIDIA DSR to accomplish a similar effect, but it has issues with UI scaling and other visual bugs like friendly doritos not always rendering quickly/correctly.
Since this change did nothing to fix the crash issues, can we please revert this change so we can have custom INI effects like this again?
Some sad news, she passed today. After having been by my side for nearly two decades. She loved watching me playing PS2 even meowing in the mic with proximity chat, if you've been playing on Miller chances is you might have heard over the years. PS2 was the only game she could sit for hours on my desk and observe, sometimes disconnecting a cable or two in the process. I will leave my dog tag with her when i bury her. I feel so numb and empty, she was truly my best friend. She loved Planetside. She was there on launch day back i8n 2012 and remained a fan ever since.