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Planetside 2 Updates and Changes - Printable Version

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+--- Thread: Planetside 2 Updates and Changes (/showthread.php?tid=13534)

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Re: Planetside 2 Updates and Changes - Surf314 - 03-27-2013

Slight buffs to the lancer?


Re: Planetside 2 Updates and Changes - Versus - 03-29-2013

i had a dream last night about using the lancer irl

(it was the ps1 lancer)


Re: Planetside 2 Updates and Changes - k0ala - 03-29-2013

Not only is it a Double Station Cash weekend, it's a Double Experience Points weekend.

See you on the only continent there is.


Re: Planetside 2 Updates and Changes - Eightball - 03-29-2013

I'll be on tonight, can finally redeem this damn card I've been holding onto


Re: Planetside 2 Updates and Changes - KorJax - 03-29-2013

(03-29-2013, 01:18 PM)Eightball link Wrote: I'll be on tonight, can finally redeem this damn card I've been holding onto

Might be better to wait for a triple SC day but tbh the next one might not be till next fall/december again


Re: Planetside 2 Updates and Changes - CaffeinePowered - 03-30-2013

(03-29-2013, 09:07 PM)KorJax link Wrote: [quote author=Eightball link=topic=6662.msg264138#msg264138 date=1364581099]
I'll be on tonight, can finally redeem this damn card I've been holding onto

Might be better to wait for a triple SC day but tbh the next one might not be till next fall/december again
[/quote]

It wont...stop waiting Tongue



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

Quote:General Updates

Service Ribbons

    Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them.
    Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates.
    Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day
    Weapon Ribbons = 10 kills
    Revive Ribbon = 15 revives
    Healing Ribbon = Heal 10,000 points
    Repairing Ribbon = Repair 15,000 points
    Piloting Ribbon = 20 driver assists
    Rewards for each are 250xp
    An additional 500xp if it’s receiving the daily bonus

Alerts

    This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen.
    The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
    While participating in the event areas players will receive a percent increase to their experience rewards.
    We will be adding more alert types in future updates.

New Membership Benefits

    Members now have access to an additional daily sale
    Members now have access to an additional three character slots as part of their membership

Client stability improvements

New in the Depot

    Extra character slots can now be purchased from the Depot
    The new common pool NS-15M LMG has been added to the Depot
    New Mercenary Helmets for Combat Medic and Engineer

Infantry Updates

Tank Mines Will no longer arm if thrown on top of a vehicle.

All Shotguns

    Maximum damage per pellet reduced to 134 damage on all shotguns that previously did 143 damage.
    Slowed down to 700 MS, from 575 MS (now matches assault rifle equip times and not carbines).

Slug Ammunition

    Slug animation no longer lowers rate of fire when equipped.
    Now reaches minimum damage at 40 meters, reduced from 65 meters.
    Minimum and maximum damage are unchanged on semi-auto and auto shotguns. Pump-action slug ammunition had its minimum damage raised to 400 from 360.
    Iron sights and optics have been realigned to give a better sight picture.

NC Mauler S6, TR FA1 Barrage, and VS Pandora

    Rate of fire slowed down to 225 RPM.
    Short reload time slowed down to 2050 MS.
    Long reload time is faster at 3350 MS.
    Lowered vertical recoil to 1.3, from 1.5.

NC Sweeper, TR TS4 Haymaker, and VS Nova

    Rate of fire slowed down to 225 RPM.
    Short reload time slowed down to 2900 MS.
    Long reload time slowed down to 4100 MS.
    Lowered vertical recoil to 1.3, from 1.5.

NC Piston, TR AS16 NightHawk, and VS Thanatos

    Rate of fire slowed down to 260 RPM.
    Short reload time slowed down to 2600 MS (long reload unchanged).
    Recoil recovery rate slowed down to 12 degrees per second, from 15.

Minimum damage lowered to 50 per pellet.

NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86

    Chamber time slowed down to 600 MS.
    Recoil recovery rate slowed down to 12 degrees per second, from 15.

All NC MAX shotguns

Extended ammunition lowered from +5 ammunition to +4.

NC Scattercannon

    Rate of fire slowed down to 180 RPM.
    Projectile speed slowed down to 300 m/s.
    Magazine capacity lowered to 6.
    Short reload time slowed down to 3800 MS.
    Long reload time slowed down to 3000 MS.

NC Mattock

    Rate of fire slowed down to 180 RPM.
    Projectile speed slowed down to 400 m/s.
    Magazine capacity lowered to 6.
    Short reload time slowed down to 3800 MS.
    Long reload time slowed down to 3000 MS.
    Spread accuracy improved and is now at 2.5 degrees.

NC Hacksaw

    Rate of fire slowed down to 209 RPM.
    Projectile speed slowed down to 300 m/s.
    Magazine capacity lowered to 6.
    Minimum damage lowered to 50 per pellet.

NC Grinder

    Rate of fire slowed down to 180 RPM.
    Projectile speed slowed down to 275 m/s.
    Magazine capacity lowered to 8.
    Short reload time slowed down to 4300 MS.
    Long reload time slowed down to 3400 MS.

Fix for the Phoenix dumb-firing if fired quickly after entering iron sights
The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)

    NS-11c

    Fixed weapon not working with the ammunition belt.
    Fixed reload speed being 2 seconds for both the short and long reloads. New reload times are:
            Short: 1.85 seconds
            Long: 2.35 seconds
    Fixed forward grip not being aligned with the rail.


    MAX weapons no longer have incorrect access to rail attachments in the VR zone.
    Rez icons should now properly display for combat medics over downed ally MAX units
    Sprinting while reloading a pump action shotgun should no longer cause animation issues
    Fixed animation issues with using under-barrel attachments
    MAXes should have proper access to the Ammo Storage Container Suit in VR training
    The GD-66 Claw reflex sight’s zoom functionality should now be working properly
    Scope overlays should no longer be removed when hit with an EMP grenade
    Claymores and Proximity Mines should be causing appropriate damage again
    Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush
    Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attached



Vehicle Updates

    Magrider survivability in large falls should be more in line with other vehicles
    Sunderers should no longer slide after stopping on slopes
    Reaver composite armor should no longer cover decals
    When landed and idle, Galaxies should no longer slowly roll backwards
    The Flash’s Wraith Cloak will now deactivate when the driver changes seats
    Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed
    Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank
    We no longer have Safe Ejection utilities that fail to eject you safely
    Vehicles should no longer start rocking after firing a few times
    You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” key

UI Updates


    /l is now a valid shortcut for leader chat
    The death cam should no longer cancel an active revive prompt
    Squad Leaders should no longer see “Set Primary Defense” as an option in the Quick Action Menu when targeting allied soldiers
    Waypoints now properly display on the minimap
    Updated spawn indicator art on the respawn screen to be more visible
    Vehicle acquisition timer UI should now be updating properly after spawning a vehicle
    The AMR-66 should now be filtered properly in the Depot
    NS weapons should no longer be lacking the preview button in the depot
    Fix for non-selected characters being deleted in error during character deletion process
    Enabling Auto join on Log in will properly persist when you navigate away from the UI page

Facility Updates

All Phalanx Turrets

Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.

Spear Phalanx Turret (Anti-Vehicle)

    Min damage upped from 1000 to 1250
    Projectile flight characteristics now match Vanguard 150mm HEAT
    Speed increased from 200 to 250
    Gravity multiplier decreased from 5 to 4

Xiphos Phalanx Turret (Anti-Personnel)

    Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets.
    Adjusted damage and fall off
    Max/Min damage adjusted from 218/150 to 200/167
    Max/Min range adjusted from 100/75 to 85/10

Aspis Phalanx Turret (Anti-Aircraft)

    Can now pitch 10 additional degrees downward.
    Jump pads at The Traverse should now properly acknowledge base ownership
    NPCs should now spawn more reliably in the VR Training Zone
    The Peris Amp Station Barracks, Tower, and Eastern Grove forward spawns have proper capture points again
    Addressed occlusion issues near Zurvan Storage Yard
    Addressed cosmetic geometry issues at Rashnu Bio Lab
    Addressed an issue with players getting stuck in geometry near the SE pass of the Crown
    All banners at Mao Tech Plant should accurately reflect base ownership
    Addressed an issue with prop objects stacked on a capture point at Mani Biolab
    Fixed an exploit that allowed players to pull a free MAX from the VR zone and take it to other continents
    Tower teleporters in VR now work properly.
    Floating objects in the VR tower have been nailed down.
    Fixed the floating AV turret at Heyoka’s western forward spawn
    Fix for SCU shields not properly stopping projectiles and deployables
    Leaving the VR zone with a tool equipped will no longer break your loadout until you resupply


Audio Updates

    There should now be appropriate audio when using the Flash’s turbo utility
    You should once again be able to hear your own footsteps after exiting a vehicle


RIP Shotguns and Tankmines


Re: Planetside 2 Updates and Changes - Dtrain323i - 04-03-2013

(04-03-2013, 06:00 AM)Caffeine link Wrote: RIP Shotguns and Tankmines





[Image: GrumpyCatGOOD..jpg]




















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

I'm with Dtrain on this one.

Your shotty run vid you posted was irrefutable evidence that needed to be tuned.


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

(04-03-2013, 10:00 AM)Kor link Wrote: I'm with Dtrain on this one.

Your shotty run vid you posted was irrefutable evidence that needed to be tuned.

But it was so much fun :/


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

(04-03-2013, 10:00 AM)Kor link Wrote: I'm with Dtrain on this one.

Your shotty run vid you posted was irrefutable evidence that needed to be tuned.

yeah,  for the shots that registered  lol.    There goes your 7 bucks or 1000 cert grind.


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

(04-03-2013, 10:12 AM)Caffeine link Wrote: [quote author=Kor link=topic=6662.msg264371#msg264371 date=1365001215]
I'm with Dtrain on this one.

Your shotty run vid you posted was irrefutable evidence that needed to be tuned.
But it was so much fun :/
[Image: wYNhmJm.jpg]
[/quote]


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

(04-03-2013, 10:28 AM)Goffin link Wrote: [quote author=Kor link=topic=6662.msg264371#msg264371 date=1365001215]
I'm with Dtrain on this one.

Your shotty run vid you posted was irrefutable evidence that needed to be tuned.

yeah,  for the shots that registered  lol.     There goes your 7 bucks or 1000 cert grind.
[/quote]

Dammit, the Nova was the only tricked out weapon I owned...


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

nerf the one cool thing about ps2


Re: Planetside 2 Updates and Changes - [fr31ns]Karrde - 04-03-2013

Wait, they nerf batted the Standard shotguns but basically left the range and OHK capacity of the pumps intact?  On the plus side, the way I use the Nova, this will be less damaging to me since I basicalyl cram it up peoples' asses.


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

Quote:Karrde link=topic=6662.msg264380#msg264380 date=1365009374]
Wait, they nerf batted the Standard shotguns but basically left the range and OHK capacity of the pumps intact?  On the plus side, the way I use the Nova, this will be less damaging to me since I basicalyl cram it up peoples' asses.
All of the shotguns got a ~6% damage-per-pellet reduction, adjustments to their damage ranges when using slugs, slower ROF, and most of them got reload speed increases in addition to a weapon-switch time increase. I'm not sure what the per-shell refire time was on the pumps before, though, because it's not in the spreadsheet. But it's probably not faster than the semi-auto like it was before.


Re: Planetside 2 Updates and Changes - [fr31ns]Karrde - 04-03-2013

Checked some of the numbers.  Still doesn't look like I'll adjust my Nova play.  Pumps are still capable of OHK anything other than HA (looks like even a perfect meatshot will take down any non-HA even with full nanoweave).  However it now basically has to be a perfect shot.  Previously they could miss a few pellets and still get the OHK.  So unless they get a full pellet shot on me, they're likely going down first.  Also Nova should still be better at dealing with more than 1 player at a time.


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

What to take away is BUY THE GUNS they're supah powerful and stuff

Sent from my Telegraph using Morse code


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

Still Working as Intended

http://www.twitch.tv/caffeinepowered/c/2110231


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

WTB hitreg