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Full Version: Planetside 2 Updates and Changes
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Quote:Karrde link=topic=6662.msg260158#msg260158 date=1358021336]
Awwww, I loved getting kills on sundys as burster Tongue

you still could, tank mines or c4 + burster still counts technically
General:

Enemy spotting is now only shared with allies within 150 meters.
Spot duration has been lowered to 10 seconds.
At long distances you have to be closer to the center of the target to successfully spot.
Jump Jets should no longer function intermittently.
MAXes will render at a longer distance for players in aircraft.


Liberator:

C150 Dalton:
Firing adjustments have been made to the Dalton. This change will mainly be noticeable when attempting to fire on infantry or other small targets at a distance.
Dalton projectiles now have more gravity when fired. This makes the Dalton more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The outer damage blast radius, where minimum damage occurs, has been reduced from 12 meters to 10 meters.

L105 Zepher
Firing adjustments have been made to the Zepher. This should only be noticeable when trying to hit infantry or other very small targets at a far distance.
Zepher projectiles now have more gravity when fired. This makes the Zephyr more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The inner damage blast radius, where maximum damage occurs, has been reduced from 4 meters to 1.5

Infrared & Thermal Optics have had their effective viewing ranges tuned for the following weapons:
Scythe: All Weapons
Reaver: All Weapons
Mosquito: All Weapons
Liberator: Secondary Weapons (Shredder, Dalton, Zepher)
Game fixed forever
Looks like warp gates will be rotating again.  Only loss for us TBH is Easamir.
    Players may note the following changes:

    A number of Server and Client stability optimizations have been made.
    The Heavy Assault Shield should no longer fail to work after respawning.
    The Deployment screen now features top defensive locations on the continent as respawn points.
    Instant Action will now send players to areas with more combat.
    New players will now be placed at a spawn point in a battle instead of being drop podded in.

    Liberators/Galaxies:

    These aircraft are now easier to lock-on to with anti-air missles. By default you can lock on to them 1 second faster. This means it requires 2.5 seconds to lock on to an ESF and 1.5 seconds to lock-on to a Liberator/Galaxy.
    Lock on rockets and missiles should now hit more frequently and are harder to dodge.

    Lock-on weapons can only be avoided by the following:

        Flares
        Forcing the missile to hit something else
        Outrunning it which requires you to be distant and burn a lot of fuel
        A very near miss which should be very challenging

Cue the maniacal laughter
Quote: Outrunning it which requires you to be distant and burn a lot of fuel

Ohno not my fuel dang
BRB Poodling my mag until custom outfit logos go in.
AUTORUN IS NOW = KEY

Hover height nerf suuuuuuucks.
Saron laser projectile being even slower suuuuuucks.

Changes to the fury look interesting.

\o/ @ classic decals

\o/ \o/ @ being able to put on multiple hatscosmetic items

Also \o/ @ fixing the bug where you couldn't get back into your own tank.

Holy crap this is a lot of changes
tl;dr: You can take a MAX into a drop pod. Bugs are actually being fixed.
(02-02-2013, 09:21 AM)k0ala link Wrote: [ -> ]tl;dr: We can be molemen now
fixed
[Image: 27xoya0.jpg]
Oh oh ooooooooooooooooooooooooooooooooooooooooooooooooh
Optimization is borked in the new update.

Game stuttered and crashed in warpgate.

Edit: They may be doing a hotfix now.
If you haven't downloaded the patch yet its 4.4 gigs you should probably dl it before PS saturdays.

rumsfald

It takes a special type of talent to fuck up a game as much as this last patch. Glad to know that SOE still has it in them.

Fucking turrets don't shoot - I'm amazed.
(02-03-2013, 11:36 AM)rumsfald link Wrote: [ -> ]It takes a special type of talent to fuck up a game as much as this last patch. Glad to know that SOE still has it in them.

Fucking turrets don't shoot - I'm amazed.

- Load onto test server day prior
- Tell people to log into it

I mean jesus fuck, they did it in PS1, how hard is it?
Well to be fair they were rushing to release since they fucked up and didn't actually send the January patch out until Feb1st

Hotfix incoming for sure, but hopefully for the Feb patch update they actually release the thing in a timely manner and don't rush so they can actually test it.

On that note, love the new base changes, the HUD, etc.

Hate how the scythe's hover frame is pretty much broken now though. I.E. you now sink at a very fast rate unless you hold the hover button, where before you'd sink at a mildly slow rate, and less so (I think?) with hover frame.
http://www.planetside-universe.com/showt...hp?t=52575
[Image: tunnelexitturrets.jpg]
you don't even need to left click to camp tunnel exits all day
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