Re: Planetside 2 Updates and Changes - Didzo - 06-20-2013
(06-20-2013, 01:51 PM)at0m link Wrote: [quote author=Didzo link=topic=6662.msg268449#msg268449 date=1371753547]
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. Terrain avoidance while driving a Flash, and that's about it.
[/quote]
It's also grainy and takes time to stabilize. Easier to detect hills and enemies without any scope at all.
Re: Planetside 2 Updates and Changes - rumbot - 06-20-2013
Drastic changes like this require a mechanism to re-cert. I've got INRV on so much shit.
Re: Planetside 2 Updates and Changes - Kor - 06-20-2013
(06-20-2013, 05:07 PM)rumbot link Wrote: Drastic changes like this require a mechanism to re-cert. I've got INRV on so much shit.
Likewise man, 5 infantry weapons, 6 vehicle.Â
Re: Planetside 2 Updates and Changes - KorJax - 06-21-2013
IRNV is still pretty useful to me on infantry weapons
I'd like the vehicle NV more if it wasn't just plainly obvious that all it is, is a green screen filter that doesn't even enhance night vision. Hell it works the same during the day as it does during the night, which doesn't make sense at all. True, working NV would still be pretty damn good for the vehicles.
Re: Planetside 2 Updates and Changes - FlyingMongoose - 07-03-2013
https://forums.station.sony.com/ps2/index.php?threads/client-update-07-03-2013.138714/
'MURICA!
Re: Planetside 2 Updates and Changes - Didzo - 07-03-2013
(07-03-2013, 01:23 PM)FlyingMongoose link Wrote: https://forums.station.sony.com/ps2/index.php?threads/client-update-07-03-2013.138714/
'MURICA!
The flare guns are fucking obnoxious.
Re: Planetside 2 Updates and Changes - StolenToast - 07-03-2013
(07-03-2013, 03:03 PM)Didzo link Wrote: [quote author=FlyingMongoose link=topic=6662.msg268990#msg268990 date=1372875800]
https://forums.station.sony.com/ps2/index.php?threads/client-update-07-03-2013.138714/
'MURICA!
The flare guns are fucking obnoxious.
[/quote]*ftfy
I'll still buy one, though...
Re: Planetside 2 Updates and Changes - Chooly - 07-10-2013
General Game Updates:
Extended Interactive Tutorial
Added a new outdoor area to the interactive tutorial which starts after the respawn training. This new area has the following additional training topics:
Destroying vehicles (tanks)
AV Turrets
Jump pads
Ground vehicle driving
Vehicle ammo tower
Gate shield
Generator overloading
Added an energy shield that blocks access to the teleporter until the player completes the shooting segment.
Alert Frequency Changes
Weâve increased the time between alerts across the board and made further refinements to the population requirements that govern alert launches.
Recommended Server Chanages
Recommended servers are now provided for each faction instead of having one set of suggested servers for all new players.
New in the Depot
More Loadouts
Three new loadout tabs are unlocked for each class and vehicle as part of Membership
The member custom loadouts will immediately be unlocked for any current subscribers, and will unlock right away upon membership purchase for any new subscribers
The member custom loadouts will lock again if the player loses membership â however, the loadout configurations are saved, so if the player renews membership, all previously configured loadout information should be maintained
Four additional loadout tabs can be unlocked for all classes and vehicles via purchases in the Depot under the Utilities category
Gold Trim for Main Battle Tanks
Available in the Early Access category of the Depot.
Bumpers for Flash
Equippable in the new Trim Slot
Gold versions available in the Early Access Category
Infantry Updates
Improved Damage Feedback
Improved feedback when getting hit by enemy projectiles.
Bug Fixes
Fixed an issue that caused certain corpses to not receive revive attempts
Fixed some issues with the drop pod deploy radius not always behaving as intended
Popping in and out of ADS while firing should no longer stop the player model from playing recoil animations in 3rd person
Vehicle Updates
Fury Changes
Direct hit damage decreased from 750 to 300
Resist type for the weapon has improved against vehicles, which partially mitigates this decrease in direct hit damage
Time to reload increased from 2.5 seconds to 3 seconds
Bail Out FX
When a soldier âsafeâ ejects out of a vehicle, they will now play Bail FX around them. Safe eject is any eject where they are not intended to take fall damage: Galaxies, ESFâs w/ejection seat, Liberator w/ejection seat.
Bug Fixes
Sunderer decals now can extend to the hood of the vehicle
Fixed the missing startup audio for both Vulcan variants
UI Updates
Platoon Interface Improvements
Added an icon to the platoon leader
Added ability to see detailed squad information while in a platoon by clicking the panel for each squad in the platoon management screen
Point Capture Feedback
Added a text call out when players are in range of a capture point, but are unable to capture it due to:
Not having appropriate territory adjacency/lattice connection
Use of a MAX suit
Being inside a vehicle
Improved Vehicle Damage Feedback
Updated the directional damage arcs that display when you get hit
The intensity of the arcs are dependent on the normalized damage being received
HUD Element for SCU Vulnerability
Added a new element to the facility status panel to communicate the state of the SCU.
Secure: SCU is active and the shield is active, not vulnerable
Vulnerable: SCU is active but the shield is down
Overloaded: SCU has been overloaded but has not yet detonated
Destroyed: SCU has been destroyed
Other Miscellaneous Changes
The UI now shows indicators when vehicle passengers are hitting enemies
Recon device animation has been changed to show a single pulse instead of two
If a computer has less than 4GB of memory, only low texture quality will be available in the settings
Added the ability to bring up the score screen while on the death screen
Unified the HUD and map squad and instant action deployment functionality
They now share the same timers and notifications
Now can only be canceled by pressing the hotkey or clicking the button (i.e. hitting Esc to exit out of the map will no longer cancel the countdown)
Double-clicking a loadout number from the equipment or vehicle terminal will now equip yourself or spawn the vehicle of the selected loadout, respectively
Double-clicking a deployment location from the deployment list will now deploy you. Deploy, deployment, deploy, deploy.
Bug Fixes
Zebra Vehicle Camo should now be selectable in the loadout menu after purchasing the Mega Vehicle Camo Bundle
Fixed Ally/Enemy colors not showing correctly on in-world UI icons for explosives
Added a progress indicator to the redeem a code flow
Health bars should no longer intermittently display as empty when nanoweave armor is equipped
Players should no longer receive a revive prompt if they deploy as a teammate attempts to revive them
Non-members will no longer see an incorrect discount on the memberâs sale in the Depot.
Battle Rifles, MAX AV right, MAX AI right, and MAX AA weapons are now properly tracked on the stats page
Fixed missing icons for the Walker in the Depot
Facility/ Environmental Updates
Sunderer No Deploy Zones
Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones.
These function just like the No Deploy Radius around allied deployed Sunderers
These zones prevent someone from parking a Sunderer right on top of a capture point, forcing players to fight to the capture points on foot
Warpgate Rotation
All faction warpgates have been rotated counter clockwise.
Bug Fixes
Fixed an issue preventing players from resupplying consumables while in the VR training zone
Fixed non-functional teleporters at Arroyo Torre Station
Fixed a neutral spawn room teleporter at Feldspar Canyon Base
All Gravity Pads at the Saurva Overflow Depot should function correctly again
Replaced the missing south east facing vehicle pad at the Ikanam Bio Lab
Addressed two ground vehicle terminals overlapping at Saurva South Fortress
Removed a misplaced stair object at Crux Headquarters on Amerish
Re: Planetside 2 Updates and Changes - KorJax - 07-10-2013
Because the formatting in the above post is abysmal: https://forums.station.sony.com/ps2/index.php?threads/server-downtime-for-game-update-12-july-10-2013-6am-pdt-3pm-cest.140010/#post-1953502
What a completely lackluster patch. Hardly anything of relevance was added/changed. AMS no deploy zones sound slightly interesting at least.
Also, fury's are now totally useless. I'm secretly hoping they pull a saron for next patch and instead make it work completely differently and really damn good in their new role instead of leaving it to be a complete waste of my certs and money
Re: Planetside 2 Updates and Changes - at0m - 07-10-2013
Would be kinda nice if they allowed replies to those threads, so people can click the quote button to nab the bbcode for the formatting of the original post :V
Re: Planetside 2 Updates and Changes - Didzo - 07-10-2013
RIP fury. I will never forget.
Re: Planetside 2 Updates and Changes - FlyingMongoose - 07-10-2013
(07-10-2013, 01:46 PM)at0m link Wrote: Would be kinda nice if they allowed replies to those threads, so people can click the quote button to nab the bbcode for the formatting of the original post :V
PS2 forums are XenForo
http://www.tunedchaos.com/help/bb-codes <-- enjoy.
Re: Planetside 2 Updates and Changes - Goffin - 07-10-2013
hmmmmmm crap, crap and crap.
Lets review.
"Bug Fixes"Â pfffft fuck off
Â
"More Load outs"Â did anybody not laugh at this?
"Feedback"  How so? buzz back again?Â
"Gold trim" - insert a witty Busta rhymes pic for this one.Â
"Sunderer No deploy zones" so you'll need to walk an addition 50 feet to camp spawns effectively.Â
"Direct hit damage decreased from 750 to 300" unacceptable. Just another proven concept that they don't have a fucking clue. Â
"Bumpers for Flash Equippable in the new Trim Slot"Â -Â Been waiting for this one awhile.
"Extended Interactive Tutorial"Â - you clearly missed the mark on this one.Â
"Non-members will no longer see an incorrect discount on the memberâs sale in the Depot."  Yes! since it's not a pay to play concept, this works.
"Recon device animation has been changed to show a single pulse instead of two" awesome! Still can't view through a 2x2 square windows with the 27 icons for each area but hey, Single pulse yo!
"All faction warp gates have been rotated counter clockwise."Â yes.....Yes......YES!!!!
"Recommended Server Changes"Â too late.
"Bail Out FX" hmmm let me think on this one, Do I drop 500 certs to bail or do I just get in LA (as I always ) and "eject" free of charge.Â
"Health bars should no longer intermittently display as empty when nanoweave armor is equipped"  . For the 2.2 seconds it takes to drop somebody, you sure as shit will be able to see their health progression decline .Â
"If a computer has less than 4GB of memory, only low texture quality will be available in the settings" I suggest SOE calls blizzard to get advice on how to create a game based on 3 year old hardware that's already out in the market.  I was never truly into that game as a die hard but god damn did it feel your monthly sub was being put to good every month.
"Other Miscellaneous Changes" - Like keeanu - whoa
"Facility/ Environmental Updates" - If this is the shield idea, then I'm glad kor upgraded his rig. lol <3 kor!
Re: Planetside 2 Updates and Changes - StolenToast - 07-10-2013
This update (allegedly) fixed the no-revive glitch. For me, this update is entirely worth a lot of features that do not affect me or the gameplay at all.
Re: Planetside 2 Updates and Changes - [fr31ns]Karrde - 07-11-2013
Time to buy Saron HRB-H </SOE_Business_Model>
Re: Planetside 2 Updates and Changes - CaffeinePowered - 07-24-2013
Quote:General Game Updates
Automated Server Recommendations
Recommended servers work well to funnel new players on to the servers that could use the extra population, but we need to make that process smarter and automated. We made some improvements in GU12, but there were still some more things that we thought would be useful to do. As such, weâve made the following improvements to the way this works on the backend:
  The recommended server surfaced at character select is now automatically chosen based on these criteria, in order:
    Empire Population â favoring the server with the lowest percentage average population for the empire selected in the last 24 hours
    Server Population â favoring the server with the lowest overall population for the last 24 hours per region
These changes should have no direct impact on players beyond the effects that come from providing more responsive recommendation system.
Alert Experience
Alert empire rewards are now proportional to the amount of time you participated in the alert. Only characters that participate throughout the entire duration of the alert will receive the full empire reward. This participation time is specific to individual characters (i.e. itâs not account-wide).
Improved Respawn Logic for Lattice-Enabled Continents
Updated facility respawn options to fall in line with the following:
  All friendly facilities within one lattice-link to the region the player died/redeployed, including the current region.
    If there are multiple friendly linked facilities then the player can respawn at any of them.
  Nearest Major Facility (Tech plant, Bio lab, Amp Station) by lattice-links, if not already satisfied by #1
    âNearestâ is determined by lattice link distance from the playerâs current region.
  The playerâs faction Warpgate Facility
The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available. No changes have been made to those spawn options. No changes have been made to non-Lattice enabled continents.
These changes should allow players to always fall back to any linked friendly facility. It also allows players who have multiple access points to a region to respawn at any of those access points. All players in a region can always fall back to their nearest major facility (if they have one) as a local rally point or for access to vehicles.
Interactive Tutorial Changes
The following changes have been made to the Interactive Tutorial:
A few more seconds have been added before the Tutorial starts after entering the zone. This is to allow more time for loading and avoid situations where the tutorial skips too far ahead.
The equipment terminals have been removed from the mini-spawn room at the Redeploy step. These were unnecessary and distracted new players.
The spawn door shield has been changed to hostile and now blocks progress at the Redeploy step. This shield functions like the shooting range shield and will drop automatically when players respawn.
A teleporter has been added to the beginning of the Tutorial as a shortcut to the mini-spawn room. This teleporter only appears when players reach the Redeploy step. This is to give players who accidentally spawn at the start of the tutorial a quick way back to the mini-spawn room. If this occurs the tutorial will also direct the player to that teleporter and halt further progress of the tutorial until the player returns to the mini-spawn room.
The Redeploy and Instant Action toggles can no longer be cancelled while in the Tutorial. This is to prevent accidental cancellations of instant action and redeploy if a player happens to hit it twice so they can see it is a countdown and not instantaneous.
The Generator Overload and Warpgate terminal steps now detect when a player is in a vehicle and updates the floating help to show the Exit Vehicle keybind in case the player missed how to leave the vehicle in the previous vehicle driving step.
The Warpgate Terminal floating help text has been updated to provide better instruction to the player.
The ammo depot waypoint now points to the Ammo Depot itself instead of the road in front of it.
Improved the freshness of the continent population check at the Warpgate Terminal step. This should reduce chances where players are directed to a continent with a queue. The tutorial will highlight the continent with the highest population without a queue for that playerâs faction.
XP Changes with Suicides
When an enemy soldier dies from a suicide or logs out, the last player to damage the player (within 10 seconds) will be awarded the kill. This also applies to characters inside of vehicles.
New in the Depot
New Weapons
  NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend its range even further.
  NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
  TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
  VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistolâs effectiveness at range.
New Camos
Seven new camos now available, including the Grey Scales Camo in the Early Access section.
New Bundles
Our most popular camos are now bundled together at a reduced price
Get our most popular loadouts for each vehicle and infantry class with new Pro Bundles
New Vehicle Cosmetics
  3 new Vehicle Decals
  Glow in the Dark ESF cockpit glass decals
  Hood Ornament and Decal Price Reductions
    Hood Ornaments are now 50 SC, except for the FX versions which are 100 SC
    Armor Decals are now either 100 SC or 300 SC
    Vehicle Decals are now either 300 SC or 500 SC
Infantry Updates
VS Audio Overhaul
VS Infantry Weapon fire audio was redone based on community and internal feedback. This includes audio for the Assault Rifle, Carbine, LMG, Sniper Rifle, Pistol, Rocket Launcher and Lasher, as well as suppressed variants for each weapon type.
IFF Reticule
The hip reticule will now turn red when hovered over an enemy that is within 8 meters.
The above color change will not happen on cloaked Infiltrators.
Pistol Balance Adjustments
  NS-357 Underboss
    ROF increased from 200 RPM to 220 RPM
  NC4 Mag-Shot
    Minimum damage increased from 100 at 65 meters to 112 at 60 meters
    Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
    Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
    Fixed FB variant having a slower projectile speed than the normal version
  LA8 Rebel
    Maximum damage range increased from 10 to 15 meters.
    Minimum damage increased from 125 at 65 meters to 143 at 60 meters
    Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
    Short reload time is also faster at 1.5 seconds, down from 1.7 seconds
  TX1 Repeater
    Max damage now starts scaling at 8 meters, decreased from 10 meters
    Minimum damage is now reached at 50 meters, down from 60
  TX2 Emperor
    Maximum damage range increased from 10 to 15 meters
    Minimum damage increased from 84 at 65 meters to 112 at 60 meters
    Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
    Short reload time is also faster at 1.525 seconds, down from 1.7 seconds
    Aimed accuracy loss per shot increased from 0.1 to 0.12
    Hip accuracy loss per shot increased from 0.2 to 0.24
    Fixed stand hip accuracy and crouch-moving hip accuracy being swapped
    Projectile speed increased from 375 to 390
  Beamer VS3
    Stand hip accuracy improved from 1.5 to 1.0.
    Crouch-moving hip accuracy reduced from 1.25 to 1.5.
    Minimum damage increased from 84 at 65 meters to 100 at 60 meters
  Manticore SX40
    Minimum damage increased from 100 at 65 meters to 112 at 60 meters
    Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
    Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
    Fixed stand hip accuracy and crouch-moving hip accuracy being swapped
Optics Alignment Pass
  VS Carbine scopes used to be slightly off center to the right in iron sights. They should now be dead on.
  All SMG scopes had the same issue, but to the left. Corrected these as well.
  NC Mag Shot and Rebel iron sights have also seen minor corrections.
Ammunition Cert Line Adjustments
All classes other than HA and MAX should have the following costs on the Ammunition Belt cert lines across all factions:
  Rank 1: 1 CP
  Rank 2: 10 CP
  Rank 3: 100 CP
  Rank 4: 1000 CP
Heavy Assault should have the following costs on the Ammunition Belt cert lines across all factions:
  Rank 1: 50 CP
  Rank 2: 500 CP
Cloak Shader Changes
The low graphic settings cloak is now less grey and more transparent.
Advanced Shield Capacitor Delay
Advanced Shield Capacitorâs delay reduction improved to -4.0 seconds at max rank.
  Rank 1: Recharge delay reduction increased from .5 to .8 seconds
  Rank 2: Recharge delay reduction increased from 1 to 1.6 seconds
  Rank 3: Recharge delay reduction increased from 1.5 to 2.4 seconds
  Rank 4: Recharge delay reduction increased from 2 to 3.2 seconds
  Rank 5: Recharge delay reduction increased from 2.5 to 4 seconds
Infantry Explosives
  Improved explosives so they perform better against nanoweave equipped players
  All faction Frag & Sticky Grenades
    Increased inner max damage radius from 0.5 to 1.0 meters.
  NC Bouncing Betty & VS Proximity Mine
    These now animate and play audio before detonating.
    Internal maximum damage radius increased from 0.5 to 2.0 meters.
    Minimum damage now drops to 200 at 6.5 meters, up from 10 at 6 meters.
    Activation time after being placed increased from 1.5 to 2.0 seconds.
  TR Claymore
    Added audio when claymores trigger.
    Maximum damage increased from 1275 to 1300
    Internal maximum damage radius increased from 1.5 to 3.0 meters.
    Minimum damage is now 350 at 6.5 meters, up from 10 at 6 meters.
    Activation time after being placed increased from 1.5 to 2.0 seconds.
    NC Bouncing Betty, VS Proximity Mine, TR Claymore, & all faction Tank Mines
  Throw time increased from 0.250 to 0.650 seconds.
Spotting
Enemy explosives can now be spotted.
Added new spot icons for the following:
  AV Turret (both facility and Engineer deployed)
  AI Turret (both facility and Engineer deployed)
  Facility AA Turret
  All Vehicles
  Tank Mines
Bug Fixes
  T7 Mini-Chaingun will no longer display 1st person animation issues when moving around while aiming down sights
  Fixed a bug causing 1st person firing animations to stop if the player paused firing while moving
  Fixed an exploit allowing medics to revive players that suicide for experience
  Corrected an issue preventing fire mode selections from persisting through death
  Red dot scopes will no longer reset position on the rail after resupplying
  Fixed a bug causing the first C4 explosion of a gaming session to not play any audio
  Fixed an issue causing all scopes that mention: âHold Sprint key to steady aimâ to display text errors in the tooltip
  Fixed a bug causing incorrect footstep audio to play for all surfaces
  Underbarrel grenade launcher projectiles should no longer penetrate spawn shields
Re: Planetside 2 Updates and Changes - CaffeinePowered - 07-24-2013
Quote:Empire Specific Fighter Updates
Default cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.
New Descriptions:
  âThe Saron Laser Cannon is the standard air superiority nose cannon for the VS Scythe. Its specialized rounds can be reloaded quickly and travel faster than standard rounds.â
  âThe M20 Mustang is the standard air superiority nose cannon for the NC Reaver. Its high caliber rounds allow it to do more damage up close and at range.â
  âThe M18 Needler is the standard air superiority nose cannon for the TR Mosquito. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate.â
Fire rates have been slowed. Mosquito retains the fastest fire rate.
  Saron Laser Cannon: Fire Rate reduced from 732 RPM to 706 RPM
  M20 Mustang: Fire Rate remains at 667 RPM
  M18 Needler: Fire Rate reduced from 800 RPM to 750 RPM
Magazine sizes increased. The sustained fire of these cannons should be longer than before. The Needler gains a larger clip and can sustain fire the longest.
  Saron Laser Cannon: Magazine size increased from 50 to 60
    Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
    Ammo Capacity Increased from 600 to 720
    Ammo Capacity certifications remains 60 per rank
  M20 Mustang: Magazine size increased from 50 to 55
    Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
    Ammo Capacity Increased from 600 to 660
    Ammo Capacity certifications reduced from 60 per rank to 55 per rank.
  M18 Needler: Magazine size increased from 50 to 75
    Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
    Ammo Capacity Increased from 600 to 900
    Ammo Capacity certifications increased from 60 per rank to 75 per rank.
Damage has been adjusted to offset the fire rate reduction and to make the TTKs more even. Reaver retains the highest damage but also kills slightly faster.
  Saron Laser Cannon: Max damage increased from 325 to 340
  M20 Mustang: Max damage remains at 400 (as fire rate was not changed)
  M18 Needler: Max damage increased from 300 to 315
Damage fall-off has been added. Fall off for the Reaver starts at a farther range.
  Saron Laser Cannon
    Inflicts maximum damage up to 200 meters
    Minimum damage inflicted beyond 325 meters
    Minimum damage is 255
  M20 Mustang
    Inflicts maximum damage up to 225 meters
    Minimum damage inflicted beyond 350 meters
    Minimum damage is 290
  M18 Needler
    Inflicts maximum damage up to 200 meters
    Minimum damage inflicted beyond 325 meters
    Minimum damage is 245
Cone of Fire has been normalized to 0.3 degrees:
  Saron Laser Cannon: CoF reduced from 0.4 to 0.3 degrees
  M20 Mustang: CoF remains 0.3 degrees
  M18 Needler: CoF remains 0.3 degrees
Time to reload reduced on the Scythe.
  Saron Laser Cannon: Reload speed reduced from 2.5 seconds to 2 seconds
  M20 Mustang: Reload speed remains at 2.5 seconds
  M18 Needler: Reload speed remains at 2.5 seconds
Projectile speed has increased for the Saron, but remains the same for Mustang and Needler:
  Saron Laser Cannon: Projectile speed increased from 600 mps to 800 mps
  M20 Mustang: Projectile speed remains at 750 mps
  M18 Needler: Projectile speed remains at 750 mps
Rotary cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.
New Descriptions:
  âThe Hailstorm is a high damage, close range cannon that can unload rounds quickly. Its specialized rounds can be reloaded quickly and travel faster than standard rounds. VS use only.â
  âThe Vortek Rotary is a high damage, close range cannon that can unload rounds quickly. Its high caliber rounds allow it to do more damage up close and at range. NC use only.â
  âThe M18 Rotary is a high damage, close range cannon that can unload rounds quickly. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate. TR use only.â
Fire rates have been slowed across the board. Damage increased so TTK remains near the same.
  Hailstorm Turbo Laser: Fire Rate reduced from 1200 RPM to 857 RPM
  Vortek Rotary: Fire Rate reduced from 1000 RPM to 750 RPM
  M18 Rotary: Fire Rate reduced from 1500 RPM to 1000 RPM
  Hailstorm Turbo Laser: Damage increased from 308 to 360
  Vortek Rotary: Damage increased from 388 to 500
  M18 Rotary: Damage increased from 237 to 315
Magazine sizes were adjusted to make the âTime Until Dryâ near the same duration. Mosquito retains the fastest fire rate and gains an advantage of a slightly larger magazine.
  Hailstorm Turbo Laser: Magazine size reduced from 40 to 35
    Amount per certification rank adjusted from 2/5/7/10 to 3/5/8/10
  Vortek Rotary: Magazine size reduced from 35 to 25
    Amount per certification rank adjusted from 2/5/7/10 to 2/4/6/8
  M18 Rotary: Magazine size remains at 50 rounds
    Amount per certification rank adjusted from 2/5/7/10 to 3/6/9/12
Damage fall-off has been added. Fall off for the Reaver starts at a farther range.
  Hailstorm Turbo Laser
    Inflicts maximum damage up to 125 meters
    Minimum damage inflicted beyond 250 meters
    Minimum damage is 300
  Vortek Rotary
    Inflicts maximum damage up to 150 meters
    Minimum damage inflicted beyond 275 meters
    Minimum damage is 425
  M18 Rotary
    Inflicts maximum damage up to 125 meters
    Minimum damage inflicted beyond 250 meters
    Minimum damage is 270
Reload speeds adjusted to be empire specific. The Hailstorm has the quickest reload.
  Hailstorm Turbo Laser: Time required to reload increased from 1.5 seconds to 1.75 seconds
  Vortek Rotary: Time required to reload increased from 1.5 seconds to 2 seconds
  M18 Rotary: Time required to reload increased from 1.5 seconds to 2.25 seconds
Projectile speed has been increased for the Hailstorm, to give it an empire distinction, but remains the same for Vortek and M18:
  Hailstorm Turbo Laser: Projectile speed increased from 550 mps to 700 mps
  Vortek Rotary: Projectile speed remains at 650 mps
  M18 Rotary: Projectile speed remains at 650 mps
Ammo Capacity
  Hailstorm Turbo Laser: Ammo Capacity changed from 400 to 350
    Amount granted by certifications reduced from 40 to 35 per rank
  Vortek Rotary: Ammo Capacity changed from 350 to 250
    Amount granted by certifications reduced from 35 to 25 per rank
  M18 Rotary: Ammo Capacity remains the same at 500 rounds
    Amount granted by certifications remains the same at 50 per rank
Other Vehicle Weapon Tuning
M20 Basilisk
  Damage fall off now begins at 75 meters instead of 50 meters
  Minimum damage increased from 175 to 200
  Minimum damage range increased from 100 to 200
M20 Drake
  Damage fall off now begins at 150 meters instead of 100 meters
  Minimum damage increased from 175 to 200
AP30 Shredder
  Fall-off damage starting range increased from 50 to 75.
  Fall-off minimum damage range increased from 150 meters to 175
G30 Vulcan
  Changed to Armor Piercing Bullet Resist Type
  Max Direct Damage increased from 120 to 250
  Minimum Direct Damage increased from 90 to 175
  This should make the Vulcan less powerful against Aircraft
  This should make the Vulcan more powerful against infantry
G30 Vulcan â H
  Changed to Armor Piercing Bullet Resist Type
  Max Direct Damage increased from 110 to 220
  Minimum Direct Damage increased from 85 to 165
  This should make the Vulcan less powerful against Aircraft
  This should make the Vulcan more powerful against infantry
Sunderer Changes
Sunderer resistance to armor piercing bullets increased from 70% to 75%
Harasser Tuning
  Stock resistance to small arms fire reduced from 85% to 80%
  Composite Armor bonus reduced from 6/12/18/24 % to 5/10/15/20%
  Adjusted the pitch angle on several of the Harasser weapons so that the player could aim lower to the ground
Proximity and Scout Radar Changes
Proximity Radar
Old Description âHostiles near the vehicle are revealed on the minimap for all vehicle occupants.â
New Description âDetects the movement of hostile soldiers near the vehicle and reveals them the mini-map for all vehicle occupants.â
  Proximity Radar range increased from 20/30/40/50 to 30/35/40/50
  Proximity Radar now updates every ½ second instead of 2 seconds
  Proximity Radar now detects cloaked infiltrators, like the recon tool
  Proximity Radar now only detects moving players, like the recon tool
Scout Radar
Old Description âEnemies near the vehicle will appear on the map of nearby allies for up to 25 meters.â
New Description: âDetects hostile enemies near the vehicle and reveals them on the mini-map for all nearby allies. The vehicle must be occupied for scout radar to function.â
  Scout Radar now detects cloaked infiltrators, like the recon tool
  Scout Radar now only functions if the vehicle is occupied
  For the Flash version:
    Scout Radar range increased from 25/50/75/100 to 40/60/80/100
Bug Fixes
  The Mosquito should once again have glass in place to showcase cockpit decals
  Players in the rumble seat for the Flash or Harasser will no longer appear to be playing the running animation to remote clients
  AMS Sunderers should now be able to deploy in friendly No-deploy zones
  A2A missile launchers stats now display âLock-onâ as their fire mode.
UI Updates
Added Chatbox to the Fullscreen UI
Weâve added a toggle button to the upper left corner of the fullscreen UI that will bring up a re-sizable chat window.
Additional Platoon Leader Waypoints
For every additional squad in the platoon, the platoon leader will now have access to one extra waypoint:
  Alpha Waypoint
  Bravo Waypoint
  Charlie Waypoint
  Delta Waypoint
The HUD indicators are colored to match whatever color youâve selected to represent that squad.
Improved Linking and Default Sorting in the Depot
Allows us to do cool things like:
  New items can be listed at the top of categories
  Sale items can be listed near the top of categories
  Link to specific bundles when clicking on a billboard
Spawn/Deploy UI Usability Improvements
  Added a squad spawn locations category to the deployment list
  Un-squaded players will be able to autojoin a squad directly from the new squad spawn category in the Deployment list
HUD Indicator Clean Up Pass
  Destroyed vehicles and turrets now remove their indicators
  Empty ally vehicles will now show an indicator if you target them
  Platoon members no longer show all names and extra info for up to 70 meters
    Range-wise, theyâre now treated like other allies
    Squad mates still show as before with no range limit
  Medics will now see the âneeds healâ indicator when an ally is at less than or equal to 50% HP
  Dead squad members will now show the dead icon no matter how far away they are.
  Spotting while zoomed or while in iron sights should no longer be harder to do than spotting from the hip.
  Dead squad members will now show the dead icon no matter how far away they are
  Ground vehicles will only see HUD indicators for ground vehicle depots, air vehicles will only see indicators for air vehicle depots.
Other Miscellaneous Changes
  Loadout tooltips on the vehicle and class screens now show the custom name and description
  Added tilt to the platoon screen panels to better imply the functionality of the screen
  Added waypoint type names (ex: âpersonal waypointâ, âsquad waypointâ, etc.) back to waypoints if you aim at them
  Added unique feedback messaging for when a name is taken, invalid, profane, reserved, or unavailable when creating a new character
Bug Fixes
  We think we fixed an elusive bug causing /regionsay to randomly stop working. If you still see this happening, please submit a bug report via the in game tool.
  Corrected an issue causing the squad dropdown menu for the bottom two players in a squad to be cut off
  Fixed a messaging error when non-members attempted to purchase items from the Premium Early Access category of the Depot
Faclity/Environment Updates
Facility Capture Time Tuning
  All Amp Stations and Tech Plants on Indar, Esamir, and Amerish, cap in 7 minutes instead of 10
  Biolabs on all continents will cap in 7 minutes if you own the majority of the cap points (2/3 or ¾). If you own all CPs, it will cap much faster
Esamir Lattice and Facility Enhancement
  The lattice system already in use on Indar is now active on Esamir.
  Nearly every facility and outpost was been enhanced or in some cases completely replaced to help create better gameplay flow and support the addition of the lattice connections on the continent.
  Added two new outposts, The Rink, and Rime Analytics
Esamir Deployable Turret Restrictions
At warpgates and facilities on Esamir, jump pad landing pads, tunnel exits, and vehicle pads will destroy any deployable Engineer turrets that are placed on them to help prevent griefing.
Bug Fixes
  Fixed some exploitable collision near the Stronghold on Indar
  Corrected some exploitable collision inside the Esamir Biolabs
  Fixed malfunctioning gravity pads at the following installations:
    Andvari Barracks
    Andvari Frozen Reservoir
    Eisa Mining Operation
    Elli Barracks Complex
    Freyr Geothermal Plant
    Freyr Substation
    Mani Fortress
    Apex Genetics
    Bridge-Ward
    Echo Valley Substation
    Everett Supply Co.
    Geological Survey Camp
    Grey Heron Shipping
    Haven Outpost
    The Traverse
  Fixed a texture seam on the ground near Eisa Tech Plant
  Removed clipping terrain from the spawn room stairs at Freyr Amp Station
  Removed terrain piled up in front of a ground vehicle pad at Jaegerâs Crossing
  Removed terrain clipping through the forward spawn room at Mani Bio Lab
  Fixed a collision issue at Esamirâs Northwest Warpgate allowing players to get stuck beside stairs in multiple locations
  Fixed a gab in the Biolab vehicle shields that allowed infantry to slip through
  Addressed clipping terrain in several areas around Aurora Materials Lab
  Addressed a crate clipping into the roof of the spawn room at Grey Heron Shipping
  Removed flora clipping through the floor of Mani Tower and Nott Amp Station
  Fixed the missing SCU shield at Mani Bio Lab
  Removed excess terrain from in front of both ground vehicle pads at Northpoint Station
  Removed a texture seam on the terrain near Echo Valley Substation
  Fixed an issue with the wrong audio callout playing when the SCU shields are restored
Re: Planetside 2 Updates and Changes - FlyingMongoose - 07-24-2013
I'm not quoting that whole thing, but there's a lot of good, and some things I'm slightly concerned about.
Due to the reduced Hailstorm Turbo Laser ammunition I expect much shorter dog fight combat. But the fire rate changes probably make it about the same. Also, the change to the VS Saron Laser Cannon might make it more worth it to use that instead of hailstorm... just because of distance benefits.
Quote:Biolabs on all continents will cap in 7 minutes if you own the majority of the cap points (2/3 or ¾). If you own all CPs, it will cap much faster
Wasn't StolenToast saying, last night, that he wishes there was a way for you to capture things a little faster? This is a good change IMO.
Ultimately, looks like a decent update to me, and I have little to no problems with anything in there. I hope their lattice tweaks don't suck.
Re: Planetside 2 Updates and Changes - StolenToast - 07-24-2013
Way too many changes to really form an opinion. I just hope the Scythe gets an overall performance improvement.
Re: Planetside 2 Updates and Changes - StolenToast - 08-07-2013
New ESF weapons are on test.
http://youtu.be/50jDG3VG8uo
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