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Planetside 2 Updates and Changes - Printable Version

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Re: Planetside 2 Updates and Changes - rumsfald - 02-03-2013

this seems to have fixed my FPS/lagging/rubberbanding issues with the new patch.

http://forums.station.sony.com/ps2/index.php?threads/possible-patch-fps-issues-fix.87651/

of course, right after I tweaked the INI they released a new mini-patch that at least fixed the tank guns / turret issue, so that also might have fixed me.

Now that I'm running it, it feels tighter / less laggy than pre-patch. As in, fine flying around a defense of the crown when we had lost all surrounding hexes.


Re: Planetside 2 Updates and Changes - CorpseFactor - 02-22-2013

https://www.planetside2.com/news/server-merge-faq
So this is a thing


Re: Planetside 2 Updates and Changes - FlyingMongoose - 02-22-2013

Hmmm I better join up the brb'u outfit so if this does happen they keep us together (at least they should).


Re: Planetside 2 Updates and Changes - at0m - 02-22-2013

I don't think they're going to touch the prime servers, probably just merge the secondaries.


Re: Planetside 2 Updates and Changes - CorpseFactor - 02-22-2013

(02-22-2013, 06:25 PM)at0m link Wrote: I don't think they're going to touch the prime servers, probably just merge the secondaries.
They're merging us with SolTech and keeping the name Mattherson.


Re: Planetside 2 Updates and Changes - FlyingMongoose - 02-22-2013

So... SolTech is going to Mattherson, or Mattherson is going to SolTech and SolTech is being renamed?


Re: Planetside 2 Updates and Changes - CorpseFactor - 02-22-2013

(02-22-2013, 07:21 PM)FlyingMongoose link Wrote: So... SolTech is going to Mattherson, or Mattherson is going to SolTech and SolTech is being renamed?
Soltech and Mattherson are becoming one I guess.
You may kiss the RAM drive?


Re: Planetside 2 Updates and Changes - FlyingMongoose - 02-22-2013

You know what... if SolTech has a Vanu majority, while we have a TR majority, this is a logical move... it will help balance... and take some wind out of the sails for the enclave... and TR and general...


Re: Planetside 2 Updates and Changes - Chooly - 03-04-2013

Here's a preview of some of the features which are currently scheduled to be released with GU04 next week and the patch in the following week:

Flash update:
Wraith Module (Cloaking) for infiltrators using the Flash
Rumble seat - bring a passenger with you on your flash, they are weapons free in the passenger seat!
New weapon: Renegade shotgun

Account level unlocks
Items you've purchased with StationCash will be available to all characters on your account that are eligible to use that item.
Common pool items, such as the Zephyr or NS-11 will be available to all characters on your account.
Empire specific weapons such as the GD-22 and Lasher will be available to all characters of the required faction on your account.
We are working on a solution for those of you who have purchased the same item on multiple characters.

VR Training
A safe test zone where you can try each weapon and vehicle in the game with no resource cost or cooldown timers.
Target practice areas to learn weapon strengths and weaknesses at range, practice recoil patterns.
Driving/flying area to practice with vehicles.
Areas to practice team tactics, such as towers and small outposts.
No player stats are recorded in VR, so have fun!

New respawn & map screen
We've combined the respawn and map screen into one.
The new map screen has been cleaned up better use space.
Additional top requested features, such as friendly troop locations will be coming soon, but not with GU04.

Membership enhancements
We've increased the number of passive certifications for members and scaled the increase in cert points based on length of membership. The new cert point rates are as follows:
1-mo. member - 24 passive cert points/day
2-mo. member - 28.8 passive cert points/day
3-mo. member - 33.6 passive cert points/day
4-mo. member - 38.4 passive cert points/day
5-mo. member - 43.2 passive cert points/day
6-mo. + member - 48 passive cert points/day

Empire specific Rocket Launchers
VS - Lancer: an extremely precise, super-high-velocity, anti-vehicle energy weapon with a unique charge mechanic, the longer you charge the weapon the more damage it deals.
TR - Striker: launches a series of mid-damage guided missiles at a single target, the Striker's user must maintain the lock by keeping the enemy in the crosshairs while the missiles are tracking.
NC - Phoenix: A high damage, slow firing camera guided missile which must be guided by the Phoenix's user. The Phoenix is capable of dealing high damage with very little warning since there is no lock on.
These weapons will be released in the patch the week following GU04.

Notable balance changes
Explosive radius from ALL vehicle based damage sources have been reduced, this does not affect vehicle vs vehicle direct hit damage, only splash damage vs infantry.
Prowler HEAT / HE rounds have had their damage reduced to no longer 1-shot kill infantry, killing a full health infantry will require both Prowler rounds to be fired. This does not affect vs. vehicle damage.

Edit: Movement improvements for the Magrider, bringing back some of it's glideyness, but not it's ability to climb every hill in the game.

Edit: Torque increases for all MBTs so they don't slow down as much on inclines.


Re: Planetside 2 Updates and Changes - at0m - 03-04-2013

Wraith module, Rumble Seat, passive cert increase, VR & PS1-style Empire-specific AV like the Lancer? In one patch?

Damn sonSOE, you're doing something right.


Re: Planetside 2 Updates and Changes - k0ala - 03-04-2013

(03-04-2013, 12:52 PM)WoahItsChooly link Wrote: VS - Lancer

[Image: EvhxreF.jpg]


Re: Planetside 2 Updates and Changes - StolenToast - 03-04-2013

I'm actually most excited for the training  ;D

Maybe i can learn to fly a scythe for more than 15 seconds


Re: Planetside 2 Updates and Changes - Sogo - 03-04-2013

Lancer sounds awesome, although I'm kind of jealous of the NC Pheonix. That one is perfect for sneaky shenanigans.
One person needs to spot the enemy sundy/gal/thing that needs it shit slapped, call it, and fire, then everyone else can fire and follow that first missile.


Re: Planetside 2 Updates and Changes - CaffeinePowered - 03-04-2013

(03-04-2013, 03:28 PM)Sogo Payne link Wrote: Lancer sounds awesome, although I'm kind of jealous of the NC Pheonix. That one is perfect for sneaky shenanigans.
One person needs to spot the enemy sundy/gal/thing that needs it shit slapped, call it, and fire, then everyone else can fire and follow that first missile.

Not nearly as much as you'd think, depends on how much the missile can turn, its damage, and how fast it is.

Oh and the user is 100% vulnerable while firing it


Re: Planetside 2 Updates and Changes - StolenToast - 03-04-2013

(03-04-2013, 04:02 PM)Caffeine link Wrote: [quote author=Sogo Payne link=topic=6662.msg262913#msg262913 date=1362428882]
Lancer sounds awesome, although I'm kind of jealous of the NC Pheonix. That one is perfect for sneaky shenanigans.
One person needs to spot the enemy sundy/gal/thing that needs it shit slapped, call it, and fire, then everyone else can fire and follow that first missile.

Not nearly as much as you'd think, depends on how much the missile can turn, its damage, and how fast it is.

Oh and the user is 100% vulnerable while firing it
[/quote]
That was my thought, too.  It must have some range limitations, also.  If it is guided and can turn like Annihilators USED to be able to then that's pretty cool. 


Re: Planetside 2 Updates and Changes - Didzo - 03-04-2013

(03-04-2013, 04:02 PM)Caffeine link Wrote: [quote author=Sogo Payne link=topic=6662.msg262913#msg262913 date=1362428882]
Lancer sounds awesome, although I'm kind of jealous of the NC Pheonix. That one is perfect for sneaky shenanigans.
One person needs to spot the enemy sundy/gal/thing that needs it shit slapped, call it, and fire, then everyone else can fire and follow that first missile.

Not nearly as much as you'd think, depends on how much the missile can turn, its damage, and how fast it is.

Oh and the user is 100% vulnerable while firing it
[/quote]

Yep, that one looks like the most difficult to use out of the bunch.


Re: Planetside 2 Updates and Changes - at0m - 03-04-2013

(03-04-2013, 04:49 PM)Didzo link Wrote: [quote author=Caffeine link=topic=6662.msg262915#msg262915 date=1362430961]
[quote author=Sogo Payne link=topic=6662.msg262913#msg262913 date=1362428882]
Lancer sounds awesome, although I'm kind of jealous of the NC Pheonix. That one is perfect for sneaky shenanigans.
One person needs to spot the enemy sundy/gal/thing that needs it shit slapped, call it, and fire, then everyone else can fire and follow that first missile.
Not nearly as much as you'd think, depends on how much the missile can turn, its damage, and how fast it is.

Oh and the user is 100% vulnerable while firing it
[/quote]Yep, that one looks like the most difficult to use out of the bunch.
[/quote]Probably end up being similar to PS1, hide indoors, aim out window, steer after leaving the building, profit.

The thought of people using it in the open excites me as infil though.


Re: Planetside 2 Updates and Changes - Versus - 03-05-2013

(03-04-2013, 01:55 PM)k0ala link Wrote: [quote author=WoahItsChooly link=topic=6662.msg262899#msg262899 date=1362419577]
VS - Lancer

[Image: EvhxreF.jpg]
[/quote]


Re: Planetside 2 Updates and Changes - Surf314 - 03-10-2013

Does this mean we can do Lancer shenanigans again? Hopefully it won't cost too much.


Re: Planetside 2 Updates and Changes - Cineo - 03-13-2013

All servers will come down for a Game Update on March 13th at 6:00 AM PT. Downtime is anticipated to be less than 2 hours. Players may note the following changes to gameplay:


General Updates

· Passive Certification gain has been increased for members.

We've increased the number of passive certifications for members and scaled the increase in Certification points based on length of Membership. The new cert point rates are as follows:

1-mo. member - 24 passive cert points/day
2-mo. member - 28.8 passive cert points/day
3-mo. member - 33.6 passive cert points/day
4-mo. member - 38.4 passive cert points/day
5-mo. member - 43.2 passive cert points/day
6-mo. + member - 48 passive cert points/day


Added a Virtual Reality Training Center
This area is accessible through any warp terminal
This is a safe test area where you can try every weapon, vehicle, and upgrade available to your empire!
Each empire has its own Training area.
This area has target dummies for vehicles and infantry that have the same properties as in normal combat.
An indoor shooting range with random targets at 10 meter intervals for reflex practice and target recognition is available.
An outdoor shooting range with infantry and vehicle targets to train with all manner of weaponry is also available.
There is an open area to practice driving or flying with vehicles.
A quad course is available, but jump ramps haven’t been installed yet, so be cautious and creative when navigating the course!
While in the training area players have a separate set of loadouts for vehicles and classes. Normal loadouts are used when the player returns to one of the continents.
A Redeploy hotkey has been added and can be used without having to view the map. Default binding is the Delete key. If you find yourself stranded in VR, use the hotkey to get back to the training facility. This functionality is available both in and out of VR Training.
For training purposes, reality has been altered in this area:
All weapons for infantry and vehicles available to the player’s empire can be used!
All vehicle upgrades, suit upgrades, abilities, and weapon attachments are available and at the maximum rank while in the zone, regardless of the player’s current certifications.
Vehicles and MAX suits do not cost resources.
Vehicles and MAX suits do not require or start acquisition timers.
Player stats are not recorded while in this area.
Experience and medals cannot be earned while in this area.
Players cannot hurt each other or their vehicles but can hurt themselves.
Shooting or destroying friendly target dummies does not grant grief points but will still show the grief indicator and play the grief sound.
Respawning has no time delay.
Weapon trials cannot be obtained while in this area (you already have access to every weapon!).
Note that consumables still cost resources and deplete the player’s inventory when used while in VR. This will be altered in a future update.
Rotated the Warp Gates on all three continents

New Items:

More Classic Decals have been added to the Depot.
Added a new weapon for the Flash, the S12 Renegade shotgun.

Infantry Updates

The cloak effect on low graphics settings will no longer make the infiltrator completely invisible.
Fixed issues with some AA weapons not causing proper damage to air vehicles at close range.
Fixed an issue where rocket launchers could maintain a lock through actions that should have cancelled it
Shooting through SCU shields should no longer impact projectile range
When set to semi-automatic, the crosshair for the NS-11 and NS-11 Platinum should no longer disappear
Fixed an issue where the M77-B could lose its crosshair after aiming down the sight
Changed the color of the night vision scope’s crosshair so that is easier to see against dark backgrounds.
Should now be able to unlock the Auraxium Medal for the TR’s ASP-30 Grounder
The shell casings for all pump action shotguns should now eject from the weapon at the correct time and match the texture of the shell casings being loaded
Placed C4 will now despawn when the source player dies
NS Annihilator: Range to lock-on to ground targets reduced to 400 meters (matching the range of other ground lock-on rocket launchers). Range against aircraft remains at 500 meters.
Fixed bug that was causing the hit box and the player model to not match when jumping.
Note: Other players will now jump lower to the ground (and be slightly easier to shoot). There has been no change to actual jump height.
Small increase to the angle that players can walk up
The medals for the TRS-12 Uppercut should no longer be mislabeled
The LX Mark IV and Trueshot scopes should now both apply the proper attachment to the GD-66 Claw when equipped
Addressed cosmetic issues with the T5 AMC’s reload animation
The following infantry based explosives have been modified. In general, explosions are now stronger at their center, but damage falls off faster
Frag Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points.
Sticky Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points. Sticky grenades will now bypass flak armor if stuck to a player.
TR Claymores: Reduced inner blast radius by 1.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
NC Bouncing Betties & VS Proximity Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
Tank Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 3 meters. Note: These changes only apply to infantry.
Underbarrel Grenade Launcher: Reduced inner blast radius by 0.4 meters. Increased inner damage by 25 points.
C4: Increased inner blast radius by 1 meter.

Modified the total ammunition capacity of the following weapons:

Default capacity increased from 120 to 140 on the following carbines:
NC Reaper DMR
NC AC-X11

Default capacity increased from 180 to 210 on the following assault rifles:
NC GR-22
NC Carnage BR
NC GD-7F
VS Pulsar VS1
VS H-V45
VS CME
VS Equinox VE2 Burst
VS Equinox VE2
VS Solstice
VS VX6-7
VS Solstice Burst
VS Solstice SF
VS Serpent

Default capacity increased from 60 to 70 on the following Sniper rifles:
NC Gauss SPR
NC Impetus
TR 99SV
TR KSR-35
VS VA39 Spectre
VS Phantom

Default capacity increased from 30 to 40 on the following bolt action sniper rifles:
NC NC14 Bolt Driver
NC SAS-R
NC LA80
NC Longshot
TR M77-B
TR TSAR-42
TR SR-7
TR RAMS .50M
VS XM98
VS Ghost
VS V10
VS Parallax

All 75 round LMGs are now the same and have a 300 round capacity.
NC Gauss Saw S
TR TMG-50
VS Pulsar LSW
VS SVA-88
VS Flare
VS Ursa

Pistols:

NC NC4 Mag-Shot : Default capacity increased from 60 to 75
NC Rebel : Default capacity increased from 32 to 56
TR TX1 Repeater: Default capacity increased from 84 to 105
VS Beamer VS3 : Default capacity increased from 68 to 85
VS Manticore SX40 : Default capacity increased from 60 to 75

SMGs:

NC AF-4 Cyclone : Default capacity increased to 175
TR SMG-46 Armistice : Default capacity increased to 240
TR PDW-16 Hailstorm : Lowered default capacity to 240
VS Eridani SX5 : Default capacity increased to 200

Other:

TR T32 Bull: Lowered default capacity to 240
All semi-auto shotguns : Default capacity increased to 48
NC Jackhammer : Default capacity increased to 48
VS VX29 Polaris : Fixed bug that was causing this weapon to pickup ammunition twice as fast as all other 100 round LMGS.
NC Gauss SAW S: Fixed bug that was causing this weapon to pickup ammunition too slow. It now collects a full magazine each pickup pass.
All 8 round magazine semi-auto shotguns: Fixed bug that was causing these to only pickup 6 rounds each pass. They now pickup a full 8.

Vehicle Updates

Flash Update:
Rumble Seat: You can now bring a passenger with you on your Flash that can utilize their personal weapons while moving.
New Cert Line: Wraith Module: Cloaking for infiltrators using the Flash
New Weapon: S12 Renegade Shotgun
Vehicle horns should now be able to be heard from significantly greater distances
Movement improvements have been made for the Magrider:
Stock hover length increased
Hill climbing restrictions re-adjusted. Should no longer receive excessive penalties when driving on uneven terrain.
Torque has been increased for all ground vehicles.
This should result in an increase over their current top speeds when driving up inclines.
General tuning adjustments to environmental collision damage for all vehicles
Should now be able to re-equip the default cockpit glass on aircraft after equipping decal cockpit glass
Vehicles will no longer continue to drive themselves after the pilot exits
Fixed an issue that could cause a players to be flung long distances when they collided with a vehicle

Vehicle Weapon Changes
Prowler P2-120 HEAT & HE rounds have had their blast damage reduced from 1000 to 700.
Full shields and health infantry require at least two rounds to be killed from splash damage exclusively.
This does not affect direct damage.
A direct hit will still kill a full health infantry in one round.
Most vehicles are immune to tank blast damage so this will have little effect on vehicle to vehicle combat.

Prowler P2-120 HE
Time to reload increased from 3125ms to 3500ms
Vanguard Titan 150 HE
Time to reload decreased from 5000ms to 4750ms

G30/A30 Walker
Reduced cone of fire penalty slightly
The inner/outer blast radius from the following vehicle based weapons has been reduced
MBT HEAT: (P2-120, Titan and Supernova): Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 7 to 5 meters.
MBT HE: (P2-120, Titan and Supernova): Inner radius blast reduced from 2.5 to 2 meters. Outer radius blast reduced from 11 to 8 meters.
Lightning: L100 Python HEAT: Inner radius blast reduced from 1.5 to 1 meter. Outer radius blast reduced from 7 to 5 meters.
Lightning: L100 Python HE: Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 11 to 8 meters.
Liberator: L105 Zepher: Outer radius blast reduced from 8 to 7 meters.
Liberator: C150 Dalton: Outer radius blast reduced from 10 to 9 meters.

ESF:
Rocket Pods: Outer radius blast reduced from 6 to 5 meters.
Common: M60 Bulldog: Outer radius blast reduced from 8 to 6 meters.
Common: E540 Halberd: Outer radius blast reduced from 4 to 3 meters.
Magrider: Saron HRB: Outer radius blast reduced from 4 to 3 meters.
Vanguard: Enforcer ML85: Outer radius blast reduced from 4 to 3 meters.
Prowler: P525 Marauder: Inner radius now matches M40 Fury; Increased from 1 to 2 meters.

The experience granted for killing many enemy vehicles has been increased:

Galaxy: 400 xp, increased from 300 xp
Liberator: 500 xp, increased from 150 xp
ESF: 400 xp, increased from 75 xp
MBTs: 500 xp, increased from 100 xp
Lightning: 400 xp, increased from 100 xp

UI Updates

The server select screen in the create character flow now defaults to showing recommended servers
Improved bundle preview functionality
Added item descriptions tooltips
Added strikethrough for owned items
Added “last logged in” to outfit management
Added drag and drop functionality to the Platoon Management window
The grenade counter on the HUD now displays which grenade you have equipped
Various UI optimizations
Manual minimap zoom is now supported. The default keybindings are ‘[‘ and ‘]’ for zoom out and zoom in, respectively.

Respawn & Map screen revamp
The respawn screen has been merged with the map screen capabilities
Deployment locations are now displayed on the left side of the screen when the player is dead, along with simplified class selection panel. The list functions the same way it did on the respawn screen.
You can now switch continent views by clicking directly on the continent title bar at the top of the map screen.
Statistics, Resources, and Filters panels have been consolidated into a modal toggle bar in the upper-right of the map screen. In addition to reducing screen clutter, this cleans the map up to future expansion as features such as the mission system get implemented.
Instant action has been redesigned to be a single button press, with no on-map indication of where it will send the player, but it will still hot-drop them onto a facility with heavy combat. This is to prevent people from exploiting instant action as an organizational tool, which is what people were using it for previously. If you are in a squad and not the leader, a second button for squad deploy will appear.
Fixed a bug where locked certs were showing as purchasable, even though they could not be purchased
The tooltip displaying Bronze and Gold membership bonus percentages should now show the correct bonus amounts
The information displayed in the Profile page and the Leaderboard Stats Pane should now be consistent
Fixed an issue where platoon leaders that gave up squad leadership were unable to be promoted back to squad leader
Facility defends should now be appropriately tracked in stats and leaderboards
Leaderboards should no longer display erroneous negative numerical values in the Time Played column
Can now click/sort the BR, Capture, and Defended columns in the Leaderboard
Social Menu button on the Leaderboards should now be grayed out for your own name
"Back" and "Next" buttons become grayed out and do not function once the player reaches the beginning or end of the leaderboards
The "go to top" and "find me" buttons are now disabled on the friend and outfit leaderboards
The Mini-Chaingun, Jackhammer, and Lasher are now listed in the machine gun section of the stats page
/l and /c are now shortcuts for leader/command chat.
Destroyed phalanx turrets display the “need repair” wrench icons for friendly engineers
Location of squad mates should correctly show on the map, even if the squad was created at long ranges
Will no longer receive a successful confirmation message when entering incorrect Twitch TV credentials
Vehicle acquisition timers should now display accurately while you are dead
There is now a Battle Rifle filter in the Depot
The AMR-66 should now be correctly filtered in the Depot

The following commands should now function properly:

/outfit invite
/outfit quit
/outfit leave (same functionality as /outfit quit)


Facility Updates

Can no longer capture Point A at Arroyo Torre Station through a wall
All jump pads at Nott Amp Station should now be empire-specific
Replaced a missing ammo tower from the Spec-Ops Training Camp
IFF shields at Wokuk Amp Station should now update appropriately on base capture
Fixed misplaced IFF shields at the NE teleporter room of Andvari Bio Lab
The shield generators at Zurvan Amp Station should now be connected to the appropriate shields
All banners at the following locations should now update properly with ownership:
Andvari Biolab
Terran BL-4 Crash Site
Onatha Biolab
Ymir Biolab

Added a fourth equipment terminal to the Heyoka Southeast Gate forward spawn
The ammo tower at Xelas Bio Lab’s North East forward spawn should now properly update with point ownership
Removed a non-functional SCUs from:
Copper Ravine Station
Crimson Bluff Tower
Mani Bio Lab
Addressed issues with Gravpad particle effects missing when viewed from certain angles
Fixed collision issues that could cause players to fall through the world near the Indar’s northern warpgate
Fixed patches of missing terrain at the following locations:
Zurvan Amp Station
Dahaka Amp Station
Allatum Biolab
Mao Tech Plant
Tawrich Tech Plant

Addressed some graphical issues at the spawn point for Howling Pass Checkpoint and the Dahaka Amp Station tunnels.
Forward spawn points should now display as neutral when appropriate on both the map and minimap
Addressed terrain clipping and texture seam issues at:
Zurvan Amp Station
Ikanam Bio Lab
Tawrich Tech Plant
Crimson Bluff Tower
The Stronghold
The Crown
Crossroads Watchtower
Highlands Solar Station
Indar Bay Point
J908 Impact Site
Red Ridge Communications
Sandstone Gulch Mining
Camp Connery
Scarred Mesa Skydock
Mao Tech Plant
Hvar Tech Plant
Gravel Pass
Abandoned NS Offices
Quartz Ridge Camp

Removed a non-functional capture point from the Esamir Biolabs
Fixed inconsistent experience reward for capturing Quartz Ridge Camp
Friendly terminals and phalanx turrets now give appropriate grief when damaged
Redesign of the Outpost Tower to make vehicle ordering more secure
Added a switchback from Blackshard Platinum Mine to Mesa Com. Station and connected Rust Mesa Lookout to the Old Stockpile
Adjusted ARC Bioengineering and NS Salvage Yard to be more accessible
Added a bridge from Crater Firing Range to Alkali Mining Supply
Addressed a stuck bug in some crates and containers at Northpoint Station
Anti Gravity Pad particle effects should no longer be coming through the floor anywhere at The Crown

Audio Updates
Riders on the Flash should now hear audio cues for lock-on
Exiting a Sunderer with a gate shield diffuser equipped should no longer play the diffuser activation audio.
Suppressor attachments should now change the firing audio of the Eridana SX5 and SMG-46 Armistice
GD-7F Carbine should no longer have different firing audio for single shot vs automatic fire
NS Annihilator should now have lock on sound effects