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Planetside 2 Updates and Changes
Didzo
Uninstalling


Posts: 5,206
Joined: Dec 2009
06-20-2013, 02:06 PM

(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.


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rumbot
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06-20-2013, 05:07 PM

Drastic changes like this require a mechanism to re-cert. I've got INRV on so much shit.
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Kor
Crits = Skill
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Posts: 1,654
Joined: Mar 2008
06-20-2013, 09:38 PM

(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. 


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KorJax
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Posts: 1,376
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06-21-2013, 12:02 PM

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.


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FlyingMongoose
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07-03-2013, 01:23 PM

https://forums.station.sony.com/ps2/inde...13.138714/

'MURICA!


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Didzo
Uninstalling


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07-03-2013, 03:03 PM

(07-03-2013, 01:23 PM)FlyingMongoose link Wrote: https://forums.station.sony.com/ps2/inde...13.138714/

'MURICA!

The flare guns are fucking obnoxious.


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StolenToast
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Posts: 1,136
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07-03-2013, 03:25 PM

(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/inde...13.138714/

'MURICA!

The flare guns are fucking obnoxious.
[/quote]*ftfy

I'll still buy one, though...


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Chooly
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07-10-2013, 12:41 PM

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
We’ve 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 – 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 “safe” 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, ESF’s 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 member’s 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


[table][tr][td][Image: style5,The-spc-Pwnrgization.png] [/td][td]Chooly: /nevergonnagiveyouup
Eschatos: /nevergonnaletyoudown
[TC] Versus: /nevergonnarunaround
[TC] Versus: /anddesertyou
ToiletDuck: /closeapplication[/td][/tr][/table]
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KorJax
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07-10-2013, 01:41 PM

Because the formatting in the above post is abysmal: https://forums.station.sony.com/ps2/inde...st-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


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at0m
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07-10-2013, 01:46 PM

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



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Didzo
Uninstalling


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07-10-2013, 01:50 PM

RIP fury. I will never forget.


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FlyingMongoose
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07-10-2013, 02:22 PM

(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.


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Goffin
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Posts: 571
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07-10-2013, 06:34 PM

hmmmmmm crap, crap and crap.

Lets review.


"Bug Fixes"  pfffft fuck off
 
"More Load outs"  did anybody not laugh at this?

"Feedback"    How so?  buzz back again? 

"Gold trim" - insert a witty Busta rhymes pic for this one. 

"Sunderer No deploy zones" so you'll need to walk an addition 50 feet to camp spawns effectively. 

"Direct hit damage decreased from 750 to 300"  unacceptable.  Just another proven concept that they don't have a fucking clue.   

"Bumpers for Flash Equippable in the new Trim Slot"  -  Been waiting for this one awhile.

"Extended Interactive Tutorial"  - you clearly missed the mark on this one. 

"Non-members will no longer see an incorrect discount on the member’s 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."  yes.....Yes......YES!!!!

"Recommended Server Changes"  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. 

"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 . 

"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!


Ball punching for Teh Win!                        
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Incoming!!!
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StolenToast
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Posts: 1,136
Joined: Jan 2012
07-10-2013, 07:28 PM

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.


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[fr31ns]Karrde
The Handy Murse


Posts: 2,655
Joined: May 2008
07-11-2013, 07:52 PM

Time to buy Saron HRB-H </SOE_Business_Model>


<+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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CaffeinePowered
Mad Hatter
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Posts: 12,998
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07-24-2013, 06:11 AM

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, we’ve 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 – favoring the server with the lowest percentage average population for the empire selected in the last 24 hours
        Server Population – 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. it’s 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
        “Nearest” is determined by lattice link distance from the player’s current region.
    The player’s 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 player’s 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 pistol‘s 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 Capacitor’s 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: “Hold Sprint key to steady aim” 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


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CaffeinePowered
Mad Hatter
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Posts: 12,998
Joined: Mar 2008
07-24-2013, 06:11 AM

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:

    “The 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.”
    “The 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.”
    “The 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.”

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:

    “The 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.”
    “The 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.”
    “The 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.”

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 ‘Time Until Dry’ 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 – 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 “Hostiles near the vehicle are revealed on the minimap for all vehicle occupants.”

New Description “Detects the movement of hostile soldiers near the vehicle and reveals them the mini-map for all vehicle occupants.”

    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 “Enemies near the vehicle will appear on the map of nearby allies for up to 25 meters.”

New Description: “Detects 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.”

    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 “Lock-on” as their fire mode.


UI Updates
Added Chatbox to the Fullscreen UI
We’ve 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 you’ve 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, they’re now treated like other allies
        Squad mates still show as before with no range limit
    Medics will now see the “needs heal” 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: “personal waypoint”, “squad waypoint”, 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 Jaeger’s Crossing
    Removed terrain clipping through the forward spawn room at Mani Bio Lab
    Fixed a collision issue at Esamir’s 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


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FlyingMongoose
Uninstalling


Posts: 2,633
Joined: Apr 2008
07-24-2013, 10:18 AM

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.


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StolenToast
BRB, Posting


Posts: 1,136
Joined: Jan 2012
07-24-2013, 10:49 AM

Way too many changes to really form an opinion.  I just hope the Scythe gets an overall performance improvement.


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StolenToast
BRB, Posting


Posts: 1,136
Joined: Jan 2012
08-07-2013, 12:47 AM

New ESF weapons are on test.

http://youtu.be/50jDG3VG8uo


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