Versus
My fursona is a blops attack dog
Posts: 10,103
Joined: Mar 2008
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i had a dream last night about using the lancer irl
(it was the ps1 lancer)
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KorJax
BRB, Posting
Posts: 1,376
Joined: Jun 2008
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(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
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CaffeinePowered
Mad Hatter
Posts: 12,998
Joined: Mar 2008
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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 itâs 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 sightâs 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 Assaultâs 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 Flashâs 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 âexit vehicleâ 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 âSet Primary Defenseâ 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 Heyokaâs 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 Flashâs turbo utility
  You should once again be able to hear your own footsteps after exiting a vehicle
RIP Shotguns and Tankmines
Â
Sig by Joel
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Dtrain323i
Oprah Winfrey
Posts: 3,067
Joined: Nov 2009
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(04-03-2013, 06:00 AM)Caffeine link Wrote: RIP Shotguns and Tankmines
11:35 Socks Greatbacon_work: Just accept the idea of enemas.
(This post was last modified: 04-03-2013, 09:41 AM by Dtrain323i.)
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Goffin
BRB, Posting
Posts: 571
Joined: Nov 2009
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(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.
Ball punching for Teh Win!            Â
  Â
Incoming!!!
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at0m
Official Con Soccer Mom
Posts: 7,800
Joined: Jun 2008
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(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 :/
[/quote]
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StolenToast
BRB, Posting
Posts: 1,136
Joined: Jan 2012
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(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...
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Versus
My fursona is a blops attack dog
Posts: 10,103
Joined: Mar 2008
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nerf the one cool thing about ps2
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[fr31ns]Karrde
The Handy Murse
Posts: 2,655
Joined: May 2008
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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.
<+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
Official Con Soccer Mom
Posts: 7,800
Joined: Jun 2008
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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? Â 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.
(This post was last modified: 04-03-2013, 12:23 PM by at0m.)
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[fr31ns]Karrde
The Handy Murse
Posts: 2,655
Joined: May 2008
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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.
<+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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Elder
BRB, Posting
Posts: 1,447
Joined: Sep 2011
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What to take away is BUY THE GUNS they're supah powerful and stuff
Sent from my Telegraph using Morse code
(06-15-2014, 03:27 PM)negate link Wrote:Hah elder you would be ramming it into Dtrains ass.
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Didzo
Uninstalling
Posts: 5,206
Joined: Dec 2009
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WTB hitreg
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