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Planetside 2 Updates and Changes
[fr31ns]Karrde
The Handy Murse


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#1
12-05-2012, 10:05 PM

Figure we need a thread like this.

http://www.planetside-universe.com/news-...e-2917.htm

Good changes for the most part I think.

Also, sticky this.


<+Karrde> welp, time to learn some basic patterning skills
<@Negate> 12121212121212121212
<@Negate> there is a simple pattern
<+Karrde> I changed my mind.  Gonna cosplay as a gay demon from hell and get negate raped instead XD
<+Caffeine`work> Karrde: Gay demon? Why would you need to cosplay just go as yourself
<+FlyingMongoose> Caffeine`work: Karrde would actually have to tone it down some.
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Surf314
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#2
12-06-2012, 01:28 PM

Yea the changes seem great. It's funny how all the ESF pilots are whining about these changes all over the forums. I think our squad of burster MAXes proved that AA is too weak unless you take it to the ridiculous extremes.


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Mad Hatter
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#3
12-06-2012, 01:33 PM

(12-06-2012, 01:28 PM)Surf314 link Wrote: Yea the changes seem great. It's funny how all the ESF pilots are whining about these changes all over the forums. I think our squad of burster MAXes proved that AA is too weak unless you take it to the ridiculous extremes.

Its entertaining though with how overconfident some of the pilots are thinking they can make direct runs only to see their plane evaporate...


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k0ala
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#4
12-06-2012, 01:38 PM

That was delicious.


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Ianki
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#5
12-12-2012, 12:11 AM

First major patch lands on our steps tomorrow morning at 6AM PST, if you're the sort that likes to have that shit download before you leave for work i guess.

Promises of fixes for optimizations and server side culling issues, also anti-air buffs and other smallish balance changes.

Full notes to come tomorrow.

Here is hoping for a fourth cont or a lodestar frame for the gal.  One can pray for a miracle...
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Ianki
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#6
12-12-2012, 09:05 AM

Patch notes:

All servers will come down at 6 AM PT for Game Update 1. Downtime is anticipated to be less than two hours. Players may notice the following changes.


General:

    Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
    New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
    A number of changes have been made to Vehicle and Aircraft weaponry. Please see the Vehicle notes below.
    Fixed a few crash bugs and provided some optimizations to improve gameplay.
    Players may now make multiple characters on the same server.


Notable Bugfixes:

    The NS-11 Platinum should now properly unlock medals.
    The Facebook Promotional Weapons should now properly unlock medals.
    Players should no longer be able to spot enemies without a line of sight.
    The Gauss Compact S will now provide players the ability to aim down sights and strafe more accurately.
    Destroying enemy terminals will no longer provide a Kill stat.
    The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
    When holding down push to talk it should no longer become "stuck" when released.
    The NS-11 will now have a sound indicating it is being reloaded.
    Spawning a vehicle in the warpgate will no longer cause players to fall through the world.
    The TX2 Emperor should now provide the correct damage level to targets.



Vehicles:

    The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.

    Aircraft and Phalanx Turret resistance to the following weapons has been reduced:
        M40 Fury
        C75 Viper
        L105 Zephyr
        G30 Vulcan
        M60 Bulldog
    Personal Defense Weapons (on light aircraft only)
    Sunderer resistance to heavy machine guns has been increased.
    All Flak damage has been increased by 5%.
    The Composite Armor tooltip has been adjusted to be more accurate.



Infantry Weaponry:

New Weapons:

The NS Decimator rocket launcher is now available to all empires.

Terran Republic:
The TAR will provide the best hip fire of this empires assault rifles.
The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.

New Conglomerate:
The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
The Anchor light machine gunprovided good mobility and a 45 round magazine.

Vanu Sovereignty:
The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.

General Weaponry:

    Tank mines can now once again be deployed by throwing them reverting the change made last week.
    Lock on Rocket Launchers will no longer fire without a lock on.
    Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.
    A small increase in movement accuracy with iron sights was made on on slower assault rifles, carbines, and light machine guns.
    A small decrease in movement accuracy was made with the 40 round assault rifles and carbines.
    The NC Gauss and Gauss S now have increased projectile speed.
    The Cycler TRV now has reduced hip fire accuracy.
    The Razor GD-23 now has reduced recoil for the first shot.
    The TR CARV and CARV S now have increased equip time.
    The LA80 projectile speed has been reduced to put it in line with the other empire sniper rifles.



Vehicle Weaponry:

Aircraft:

M20 Drake: Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.

M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:

    Magazine size has been reduced from 10 to 6.
    Magazine size certifications now 1 round per rank increase.
    Projectile speed has been increased
    Direct hit damage has been increased
    Splash damage will no longer damage heavy armor.
    The M60-A has a faster projectile than its ground based variant the M-60G.


A30 Walker: This is now the air variant of the Walker weapon system.

    The reticule and first person tracer have been changed to make them easier to see.
    Projectile speed is slower but drop has been reduced.
    Damage has been increased overall.



Light Aircraft Rocketpods:

    Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
    Damage against Sunderers and Aircraft have been reduced.
    Significantly reduced damage against Phalanx turrets.



Liberator AP30 Shredder:

    Damage has been increased at close ranges.
    Magazine size has been increased to 50.


Reaver Air Hammer:

    The projectile spread has been tightened up.
    Damage per projectile has been increased.
    Damage fall off will occur at a further distance.



Ground Weaponry:

The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.


C75 Viper:

    Direct hit damage increased
    Increased maximum blast radius damage


M40 Fury:

    Reduced damage against heavy armor.
    Upped direct hit damage and blast damage.


Anti-Personnel Phalanx Turret:

    Cone of Fire tightened up a bit
    Slight adjustments to heat. Will cool off a bit faster and take a little bit longer to overheat.
    Pushed out range where projectiles start to lose damage significantly.



World:

    The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.
    Frosbite Harbor Spawn Room now has a pain field.
    The grav pads at the Dahaka Amp Station western forward spawn are now functional.
    Players are no longer able to spawn at Sungrey Amp Station when the SCU has been destroyed.
    Enemy projectiles will no longer go through the Biolab Gate Shields.
    Players still in a vehicle once the pilot has logged off will no longer disconnect.
    The Phalanx Turret has increased projectile speed and it's reticule has been adjusted to use the MAX burster reticule.


UI:

    The Regen benefit of a Biolab will now display on the Tab scoreboard.
    All Heavy Assault ability items are now using unique icons.
    Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
    SAS-R and Impetus optics will now display a description when hovering over with a mouse.
    The TS4 Haymaker and FA1 Barrage now have a tooltip when mousing over the progress bar.
    Moving a player to another squad will no longer boot them from a Squad/Platoon locked vehicle.
    Players removed from a Squad or Platoon channel will no longer be able to use that channel.
    Unoccupied Phalanx Turrets should now display “Press [E] to Enter” messaging.



Visual:

    The NS-11 Platinum and Ns-11A rifles are no longer the same color.
    The Sunderer Smoke Screen will no longer hide decals.
    Lightning Hood Ornaments will no longer be placed on top of decals.
    New Conglomerate African Forest Weapon Camo no longer displays Vanu Sovereignty coloring.
    A MAX unit will no longer appear to float while descending on a Grav Pad.
    Purchased Weapon Camo will no longer be cleared when a weapon trial ends.
    The Engineering Repair tool is now black.
    Main Battle Tank and Lightning armor should no longer cover decals.
    The Lasher magazine will now reload and no longer “floats” if the player is sprinting.
    The NC Gauss Compact S Underbarrel weapons will now show a reloading animation correctly.
    A player will no longer siplay headless and frozen in a riding pose when killed on a Quad.
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Mad Hatter
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#7
12-12-2012, 09:43 AM

Quote:The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.



NOooooooOOooOOooo

Well, we can still park sunderers upstairs....


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Ianki
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#8
12-12-2012, 10:35 AM

(12-12-2012, 09:43 AM)Caffeine link Wrote:
Quote:The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.



NOooooooOOooOOooo

Well, we can still park sunderers upstairs....

Could be worse, in a month expect this:
"TR Wapgates now contain teleporters that go directly to the crown"
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[fr31ns]Karrde
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#9
12-12-2012, 01:54 PM

I think SOE wanted to shut down the inter - er tech farm.  At least there will be a little less of Commander Dick Meatgrinder XD  Also, horns don't have a preview option...


<+Karrde> welp, time to learn some basic patterning skills
<@Negate> 12121212121212121212
<@Negate> there is a simple pattern
<+Karrde> I changed my mind.  Gonna cosplay as a gay demon from hell and get negate raped instead XD
<+Caffeine`work> Karrde: Gay demon? Why would you need to cosplay just go as yourself
<+FlyingMongoose> Caffeine`work: Karrde would actually have to tone it down some.
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at0m
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#10
12-12-2012, 04:06 PM

Quote:Lock on Rocket Launchers will no longer fire without a lock on.
DANGER HUGE NERF

Looking forward to trying out some of the new guns, especially the deci.



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Didzo
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#11
12-12-2012, 05:10 PM

(12-12-2012, 04:06 PM)at0m link Wrote:
Quote:Lock on Rocket Launchers will no longer fire without a lock on.
DANGER HUGE NERF

Looking forward to trying out some of the new guns, especially the deci.

Sad

-----------

Update: Sundies now bug out half the time. When deployed, people are sometimes unable to spawn on them. Entering your own sundies sometimes doesn't work either.


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(This post was last modified: 12-12-2012, 06:42 PM by Didzo.)
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Elder
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#12
12-13-2012, 07:02 PM

(12-12-2012, 05:10 PM)Didzo link Wrote: [quote author=at0m link=topic=6662.msg258313#msg258313 date=1355346381]
Quote:Lock on Rocket Launchers will no longer fire without a lock on.
DANGER HUGE NERF

Looking forward to trying out some of the new guns, especially the deci.

Sad

-----------

Update: Sundies now bug out half the time. When deployed, people are sometimes unable to spawn on them. Entering your own sundies sometimes doesn't work either.
[/quote]

its not just sundies, libs and im assuming other vehicles are the same, kor can confirm



(06-15-2014, 03:27 PM)negate link Wrote:Hah elder you would be ramming it into Dtrains ass.
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Cineo
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#13
12-19-2012, 09:42 AM

The servers will come down at 6:00 AM PT for a brief maintenance. Downtime is anticipated to be less than one hour. Players may notice the following changes:
  • The Annihilator Rocket Launcher is now available to all empires. This weapon has the ability to lock on to both aircraft and vehicles. It cannot fire without a lock on.
  • Reaver Decoy Flares should now correctly reflect their intended price.
  • Horns should now equip correctly (We really mean it!)
  • Decals are now available to show your allegiance in the Ultimate Empire Showdown! Don't be left out.


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at0m
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#14
01-10-2013, 11:16 AM

I've missed a few small bugfixes, but here's the patchnotes for the next big one to drop:

http://forums.station.sony.com/ps2/index...nfo.77203/
Quote:LU02 which will be released on 1/30/13.
  • General performance increases, particularly for lower end GPUs
  • Experience (XP) system enhancements:
    • Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
    • Partial damage XP for dealing damage to vehicles that you don't end up killing
    • Population XP / Resource bonus moved over to continent population instead of global
    • Better display of XP sources for things like defensive bonuses & population bonuses
    • Rebalancing of XP rewards to help support tasks
  • Server transfer token available in Depot
  • UI changes to emphasize score per minute as a primary metric of player comparison
  • Sortable columns on outfit management & addition of "last online" column
  • New weapon type for all empires: SMG
  • Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
  • Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
  • New Hot Spot system that displays where active fights are occurring on the map
  • New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
  • Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
  • Making MAXes render more reliably at long distances for players in vehicles
  • AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
  • Fixes to missiles so that they more reliably detonate and actually blow stuff up
  • Air vehicle weapon tweaks
  • Increases to reload speed for certain HE ground vehicle weapons
  • And of course... lots of bug fixes

And he added a footnote:
Quote:Edit: I wanted to add that just because you don't see things like "metagame fixes" or "render distance" on this list doesn't mean they're not high priority changes or that we're ignoring those issues - they're just larger problems and as you'd expect that means they generally take longer to solve. Just because something isn't getting addressed this update doesn't make it lesser or lower priority than the things that are addressed in the patch. When planning an update we have to balance what we need to do with what we can fit. Those type of large scale adjustments are built from a variety of changes over a long period of time, not just one bullet point in one update note. Once we have the longer term plan out there for you guys to look at you'll see how some of these more meaty changes slot into the schedule.



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(This post was last modified: 01-10-2013, 11:18 AM by at0m.)
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Didzo
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#15
01-10-2013, 02:25 PM

(01-10-2013, 11:16 AM)at0m link Wrote: And he added a footnote:
Quote:Edit: I wanted to add that just because you don't see things like "metagame fixes" or "render distance" on this list doesn't mean they're not high priority changes or that we're ignoring those issues - they're just larger problems and as you'd expect that means they generally take longer to solve. Just because something isn't getting addressed this update doesn't make it lesser or lower priority than the things that are addressed in the patch. When planning an update we have to balance what we need to do with what we can fit. Those type of large scale adjustments are built from a variety of changes over a long period of time, not just one bullet point in one update note. Once we have the longer term plan out there for you guys to look at you'll see how some of these more meaty changes slot into the schedule.

What does he think, that logical explanations will stop online gamers from bitching?

Still no notes about adding hat drops in the game. I am disappointed.


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Elder
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#16
01-10-2013, 04:34 PM

(01-10-2013, 02:25 PM)Didzo link Wrote: [quote author=at0m link=topic=6662.msg260015#msg260015 date=1357834578]
And he added a footnote:
Quote:Edit: I wanted to add that just because you don't see things like "metagame fixes" or "render distance" on this list doesn't mean they're not high priority changes or that we're ignoring those issues - they're just larger problems and as you'd expect that means they generally take longer to solve. Just because something isn't getting addressed this update doesn't make it lesser or lower priority than the things that are addressed in the patch. When planning an update we have to balance what we need to do with what we can fit. Those type of large scale adjustments are built from a variety of changes over a long period of time, not just one bullet point in one update note. Once we have the longer term plan out there for you guys to look at you'll see how some of these more meaty changes slot into the schedule.

What does he think, that logical explanations will stop online gamers from bitching?

Still no notes about adding hat drops in the game. I am disappointed.
[/quote]

nothing will stop them from bitching. EVER.

hats.. never heard of em



(06-15-2014, 03:27 PM)negate link Wrote:Hah elder you would be ramming it into Dtrains ass.
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CorpseFactor
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#17
01-10-2013, 06:41 PM

(01-10-2013, 11:16 AM)at0m link Wrote:
  • Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.

Wasn't that technically the case before the update?


(This post was last modified: 01-10-2013, 06:42 PM by CorpseFactor.)
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Mad Hatter
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#18
01-10-2013, 07:05 PM

(01-10-2013, 06:41 PM)CorpseFactor link Wrote: [quote author=at0m link=topic=6662.msg260015#msg260015 date=1357834578]
  • Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.

Wasn't that technically the case before the update?
[/quote]

You got bonus points for stopping a streak but that was it. Whether freshly spawned or alive for 30 min, you still got 100 XP

Turn the clock back to PS1, a freshly spawned player, 10 XP, a guy thats been alive a while 200-300, alive a long while 600+


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at0m
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#19
01-12-2013, 01:00 PM

Update went in today.
Quote:General
  • Bonus of Composite armor for ESF reduced by 5% each rank (10/15/20/25 down from 15/20/25/30)
  • Base time to reload increased by approximately 25% for tank HE
  • Fixed an issue where lock-on rockets and missiles would sometimes not damage the target they hit
  • Fixed bug with Lightning 100mm AP where its outer radius was set to high
  • Reduced amount of decelerating that occurs after afterburning
  • Acceleration of Reaver afterburner increased
  • Addressing a server memory issue
Flak Mechanics Changes
  • We now remove the flak projectile when it bursts near an enemy aircraft. Previously the projectile was allowed a chance to continue and strike the aircraft directly, which would deal additional damage (burst damage + direct hit damage). We have increased burst damage to compensate for the loss of direct hit damage. This should result in an overall increase to flak damage and make it more consistent
Skyguard
  • Flak burst damage increased by 20%
  • Direct hit damage against infantry and other targets increased
  • Turret movement is now slightly smoother
Phalanx AA
  • Flak burst damage increased by 14%
  • Turret movement is now slightly smoother
MAX Burster
  • Flak burst damage increased by 6%
  • Burster projectile adjusted to more reliably hit infantry that are in close range
  • Direct hits with the MAX Burster can no longer damage the heavy armor of tanks, Sunderers and Phalanx Turrets



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[fr31ns]Karrde
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#20
01-12-2013, 03:08 PM

Awwww, I loved getting kills on sundys as burster Tongue


<+Karrde> welp, time to learn some basic patterning skills
<@Negate> 12121212121212121212
<@Negate> there is a simple pattern
<+Karrde> I changed my mind.  Gonna cosplay as a gay demon from hell and get negate raped instead XD
<+Caffeine`work> Karrde: Gay demon? Why would you need to cosplay just go as yourself
<+FlyingMongoose> Caffeine`work: Karrde would actually have to tone it down some.
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