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Planetside 2 Updates and Changes
Cineo
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06-05-2013, 08:38 AM

GU10 Patch Notes

Alert Updates

General
  • Taking all facilities of the specified type will win the alert for your empire immediately
  • If time expires without an empire claiming all of the specified facility type, the reward is divided between all empires based on the percentage of the facility type owned when the alert expires.

New Alert Types

There are 11 new alerts that focus on taking specific installations across Auraxis or on specific continents:
  • Capture Biolabs (global)
  • Capture Tech Plants (global)
  • Capture Amp Stations (global)
  • Capture Biolabs: Amerish
  • Capture Tech Plants: Amerish
  • Capture Amp Stations: Amerish
  • Capture Biolabs: Indar
  • Capture Tech Plants: Indar
  • Capture Amp Stations: Indar
  • Capture Biolabs: Esamir
  • Capture Amp Stations: Esamir

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:
  • NC: Razor GD-23, Carnage BR, and LA1 Anchor
  • TR: T5 AMC, TAR, MSW-R, T16 Rhino, T32 Bull
  • VS: Ursa and Corvus VA55

Toggle Zoom

Toggle zoom is now canceled when any of these actions are taken:
  • Reload
  • Weapon swap
  • Sprint
  • Melee
  • Toss a grenade

Bug Fixes
  • Optic attachment and iron sight views have been made more consistent across all three empires.
  • Muzzle flashes are now visible for the full render distance of infantry.
  • Shotgun slug ammunition now uses a tracer that is similar to sniper rifles.
  • Tracers are now more visible during the daytime.
  • NS tracers are now white.
  • Reduced acceleration/deceleration speeds of MAX units with Zealot Overdrive active to minimize third person warping.
  • Fixed the missing audio when cocking a bolt action rifle for TR and NC.
  • Ammo clip for the LA1 Anchor should no longer appear to float below the weapon model
  • Updated the Adrenaline Shield and Medic Tool descriptions with correct values. No functionality was changed.
  • Added a speculative fix for an issue where players sometimes accept a revive, but stay stuck on the deploy screen until they are killed again
  • Walking forward and right while holding out C4 will no longer cause issues
  • Added 1st person audio for the TR MAX while in lockdown
  • Lock on rocket launchers will no longer fire “ghost” rockets if you ADS immediately after reloading
  • Night vision fixed for low and medium graphics settings

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
  • Fixed an issue where sometimes a vehicle turret’s camera would stutter to the left/right when the vehicle was in motion.
  • Players in the rumble seat of the Harasser should no longer be able to hit the vehicle when firing with the exceptions of the repair tool and physics based projectiles (C-4, grenades, etc)
  • Players in the gunner seat of the Harasser should no longer be able to hit players in the rumble seat when firing
  • The Halberd maximum ammo capacity tooltip has been corrected to match the cert functionality
  • Harasser chassis lights should now display properly when activated
  • Fixed an issue that would cause significant visual issues (black dots) when being fired on by the Scythe
  • Fix for Magrider proximity radar not working correctly
  • Fix for various issues with Lumifiber effects

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
  • This is personal/client-side only – platoon leaders don’t pick everyone’s colors

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:
  • These share the same states as the facility indicators on the map (capture progress, cap time, ownership, etc)
  • These should go away once you’re within the facility area
  • These only show the detailed information (name, cap time, distance) when you look directly at the indicator

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
  • Current vehicle weapon name is now displayed above the HUD ammo counter
  • Vehicle weapon switch icon now briefly appears when switching weapons or when changing seats
  • Alert icons added to map and warpgate terminal screen for continent-specific alerts
  • Added a notification for when a “next alert” timer starts counting down
  • Added continuous zoom to the minimap
  • Tweaked some HUD text to be more legible during the day
  • A general notification and chat message is sent when a squad or platoon waypoint is added or updated.
  • Waypoint indicators now display region name when highlighting with reticule

Bug Fixes
  • Fixed issue with capture timers not displaying correctly under certain circumstances
  • MAX bundles will now describe which arm the weapon is for
  • Bundles in the bundle category should now list the contents in the detail pane
  • Fixed an issue where logging out and back in on the same character will leave the XP bonus displaying as 0 for a short time
  • Previewing an item in a bundle should now give the option to preview it on a character or vehicle
  • Q menu controls are no longer inverted if the mouse axis is inverted

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
  • SCU shields on Amp Stations and Tech Plants will now disable when the capture has reached 50% instead of 75%.
  • Bio Lab SCU Shields are once again controlled by the generator and no longer disable based on capture percentage.

Bug Fixes
  • Addressed some LOD issues at low graphics settings for interior facility structures
  • Fixed a broken garage shield at Allatum
  • Addressed a terminal that was clipping into other objects at Scarred Mesa Skydock
  • Fixed a bug that showed the Saurva Overflow Depot redeployment location at an incorrect spot on the map


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StolenToast
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06-05-2013, 01:07 PM

Quote:New Alert Types

There are 11 new alerts that focus on taking specific installations across Auraxis or on specific continents:

    Capture Biolabs: Indar
Wait, so what's the change?


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FlyingMongoose
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06-05-2013, 04:39 PM

When are they adding in "own scarred mesa: indar"


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[fr31ns]Karrde
The Handy Murse


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06-05-2013, 05:39 PM

Indar is irrelevant now anyway: we have the SE gate.


<+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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Didzo
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06-05-2013, 05:53 PM

Quote:Karrde link=topic=6662.msg267848#msg267848 date=1370471994]
Indar is irrelevant now anyway: we have the SE gate.

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.


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StolenToast
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06-19-2013, 12:02 AM

https://forums.station.sony.com/ps2/inde...es.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.


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FlyingMongoose
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06-19-2013, 09:38 AM

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.


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Didzo
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06-19-2013, 01:38 PM

My main source of certs has been destroying vehicles. Less sundies and other vehicles around... How sad.  :'(


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CaffeinePowered
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06-19-2013, 01:41 PM

(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


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StolenToast
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06-19-2013, 02:32 PM

(06-19-2013, 01:41 PM)Caffeine link Wrote: also being warpgated will suck a lot more
I wonder if they considered that.  This really boosts the advantage that continent-dominant factions get over their soon-to-be-warpgated foes.


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rumbot
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06-19-2013, 06:11 PM

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. 
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StolenToast
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06-20-2013, 10:48 AM

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  >Sad


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at0m
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06-20-2013, 11:01 AM

(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  >Sad
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.



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[fr31ns]Karrde
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06-20-2013, 12:23 PM

Well shit, they bitch slapped IRNV on vehicles.  Looks like it no longer highlights players, only thermal does.  BRB buying thermal on everything.


<+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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Kor
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06-20-2013, 12:57 PM

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.


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KorJax
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06-20-2013, 01:11 PM

(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  >Sad

They can, they just rebound the key to X for some reason


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KorJax
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06-20-2013, 01:13 PM

(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


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[fr31ns]Karrde
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06-20-2013, 01:21 PM

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.


<+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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Didzo
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06-20-2013, 01:39 PM

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.


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at0m
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06-20-2013, 01:51 PM

(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.

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.



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