Planetside 2 Updates and Changes - Printable Version +- Be Right Back, Uninstalling (https://www.brbuninstalling.com) +-- Forum: Games (https://www.brbuninstalling.com/forumdisplay.php?fid=50) +--- Forum: Planetside (https://www.brbuninstalling.com/forumdisplay.php?fid=65) +--- Thread: Planetside 2 Updates and Changes (/showthread.php?tid=13534) |
Re: Planetside 2 Updates and Changes - Cineo - 06-05-2013 GU10 Patch Notes Alert Updates General
New Alert Types There are 11 new alerts that focus on taking specific installations across Auraxis or on specific continents:
New in the Depot Added Harasser Windshield Guards and Sunderer Tire Spikes Infantry Updates Weapon Art The following weapons have had their cosmetic look updated:
Toggle Zoom Toggle zoom is now canceled when any of these actions are taken:
Bug Fixes
Vehicle Updates Vehicle Projectiles Now Originate from the Camera This should makes shots more reliably line up with the crosshair and reduce issues when the muzzle of the weapon is offset from the camera by a large amount. AMS Sunderer Deployment Area Change The anti deploy radius for AMS Sunderers has been reduced to 130 meters, so Sunderers are able to deploy more closely to each other than before. Flash and Harasser Airborne Control Steer left and steer right will now cause the Flash and Harasser to roll slightly when airborne. Bug Fixes
UI Updates Customizable Squad Colors for Platoons Players can now customize their squad colors with a dropdown color picker on each squad name in the platoon management screen
Find Facilities Feature on Map We have added a search field to the map to locate facility by name. Streamlined Kill Notifications The text for these notifications was made smaller and will no longer display outfit tags or titles to help mitigate issues with name text being cut off. Connected Facility Indicators We added HUD indicators to show connected facilities:
Enemy Health Bar Change Enemies farther than ten meters away will no longer display health bars when spotted; this applies to both infantry and vehicles. Misc. UI Changes
Bug Fixes
Facility Updates Warpgate Roation Faction warpgates have been rotated counter-clockwise New Ammo Towers Added on Indar Ammo Towers were added to the former facility satellites and to the Seabed Listening Post. SCU Shields
Bug Fixes
Re: Planetside 2 Updates and Changes - StolenToast - 06-05-2013 Quote:New Alert TypesWait, so what's the change? Re: Planetside 2 Updates and Changes - FlyingMongoose - 06-05-2013 When are they adding in "own scarred mesa: indar" Re: Planetside 2 Updates and Changes - [fr31ns]Karrde - 06-05-2013 Indar is irrelevant now anyway: we have the SE gate. Re: Planetside 2 Updates and Changes - Didzo - 06-05-2013 Quote:Karrde link=topic=6662.msg267848#msg267848 date=1370471994] Yep. In other news, the minimap zoom is now smooth scrolling and seems to be able to zoom in further than before, which is nice. Re: Planetside 2 Updates and Changes - StolenToast - 06-19-2013 https://forums.station.sony.com/ps2/index.php?threads/gu011-weapon-and-vehicle-changes.134128/ I feel like I have to now jump on everything new and spend tons of money immediately before the game becomes a perfectly bland melange of weapons which are no more effective than any other weapon at doing anything and vehicles are too expensive to practice. They really should introduce a resource cost system that is equipment-dependant. I can accept that a fully tricked out wraith-fury-scrapper Flash could cost 150, since it is a viable attack vehicle, but then the whole point of the flash is defeated. I no longer have a super-cheap means of getting from A to B. So I should be able to pull a bare-bones loadout for 50. Maybe adding full Racer bumps it up to 75. I realize resources honestly aren't that prohibitive right now. Or really at all. The only time you hit a resource wall is when you try to pull many of the same type sequentially. Or try to use C4 effectively. ----- As far as Sundy no-deploy zones go, they seem to be universally well-accepted by Planetside players, so I will assume it is a change for the good. But at the same time, if you could somehow squeeze a sundy up to the second story of a tech plant and park it next to the point, then god-dammit you deserved that spawn point. And Sundies are fragile anyway. Re: Planetside 2 Updates and Changes - FlyingMongoose - 06-19-2013 I both do an don't like the sunderer no deploy zones. Mainly because I was one of the many who would put the sunderer on top of the point, but ultimately this can create a larger standstill and longer fights at smaller bases... so... I guess it makes it more interesting. Maybe if they FIXED THE SPAWN POINT BEACON ISSUE it wouldn't be as big a deal. Basically if they can drop pod on top of the point (near unhindered) I should be able to spawn there. Re: Planetside 2 Updates and Changes - Didzo - 06-19-2013 My main source of certs has been destroying vehicles. Less sundies and other vehicles around... How sad. :'( Re: Planetside 2 Updates and Changes - CaffeinePowered - 06-19-2013 (06-19-2013, 01:38 PM)Didzo link Wrote: My main source of certs has been destroying vehicles. Less sundies and other vehicles around... How sad. :'( Im torn, but if they do this they will have to buff vehicles PS1 had less vehicles due to the way certs worked, when everyone and their mother can spam tanks/aircraft/sunderers in this game it doesn't work quite as well. On the other hand, I dont think the cost of a vehicle should be tied to the certs you put into it, also being warpgated will suck a lot more Re: Planetside 2 Updates and Changes - StolenToast - 06-19-2013 (06-19-2013, 01:41 PM)Caffeine link Wrote: also being warpgated will suck a lot moreI wonder if they considered that. This really boosts the advantage that continent-dominant factions get over their soon-to-be-warpgated foes. Re: Planetside 2 Updates and Changes - rumbot - 06-19-2013 Sundy no-deploy zones around cap points should be defeatable by advanced hacking and/or blowing gens, not arbitrary changes. I'm fine with all vehicles becoming more costly / scarce, so long as all vehicles get a boost to suitability. It's way too easy now to lost your ESF/tank/sundy/lib/and especially galaxy as compared to the first. There's still too many suicide runs in the game, making vehicles cost more but more durable would slow the pace and provide for more interesting hit and run gameplay. The lattice still needs to allow a back-cap mechanism. Re: Planetside 2 Updates and Changes - StolenToast - 06-20-2013 Small update today, unless it was the real thing. Anyway, laser sights can no longer be turned off. This affects me greatly, and I don't like it > Re: Planetside 2 Updates and Changes - at0m - 06-20-2013 (06-20-2013, 10:48 AM)StolenToast link Wrote: Small update today, unless it was the real thing. Anyway, laser sights can no longer be turned off. This affects me greatly, and I don't like it >They never could, really. Whether you had it turned on or off on your client, they're always drawn for other people. No sneaky sneak. Re: Planetside 2 Updates and Changes - [fr31ns]Karrde - 06-20-2013 Well shit, they bitch slapped IRNV on vehicles. Looks like it no longer highlights players, only thermal does. BRB buying thermal on everything. Re: Planetside 2 Updates and Changes - Kor - 06-20-2013 IRNV got thumped period. All new scopes required on everything. It's my opinion that adding sway to the IRNV gun scopes was overkill; They could have made it light sensitive and not gutted its usefulness in any situation. Re: Planetside 2 Updates and Changes - KorJax - 06-20-2013 (06-20-2013, 10:48 AM)StolenToast link Wrote: Small update today, unless it was the real thing. Anyway, laser sights can no longer be turned off. This affects me greatly, and I don't like it > They can, they just rebound the key to X for some reason Re: Planetside 2 Updates and Changes - KorJax - 06-20-2013 (06-20-2013, 12:57 PM)Kor link Wrote: IRNV got thumped period. All new scopes required on everything. It's my opinion that adding sway to the IRNV gun scopes was overkill; They could have made it light sensitive and not gutted its usefulness in any situation. TBH I always thought how it was stupid that NV just completely highlighted everything for you What's the point of thermal then? At least the IRNV still has people glow but now its not a silly "this is the only option" as before Also I love the changes to player movement and the new drifter functionality Re: Planetside 2 Updates and Changes - [fr31ns]Karrde - 06-20-2013 Honestly I'm not gonna feel the scope issue much since I play so much shotgun LA and the SG nerfs shouldn't affect me much since I can actually aim. Re: Planetside 2 Updates and Changes - Didzo - 06-20-2013 IRNV on vehicles makes people black with faint glowy green outlines and makes the grass and trees and shit glow slightly brighter green. In other words, it's completely fucking pointless to use it at all for anything. Re: Planetside 2 Updates and Changes - at0m - 06-20-2013 (06-20-2013, 01:39 PM)Didzo link Wrote: IRNV on vehicles makes people black with faint glowy green outlines and makes the grass and trees and shit glow slightly brighter green.Terrain avoidance while driving a Flash, and that's about it. |