Planetside 2 - Thread generale

Tutto sull'innovativo MMOFPS.

Moderatori: Roy86ita, spad85

Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato lunedì 11 marzo 2013, 12:10

Ecco il video grezzo, quando avrò tempo vedrò di farci qualcosa.

Immagine
Immagine
Avatar utente
Kayato
Effettivo PS 2
Effettivo PS 2
 
Messaggi: 406
Iscritto il: lunedì 26 novembre 2012, 10:58
Località: Cologna Veneta (VR)
Gioco preferito: Gioco a tutto tranne ai giochi sportivi.
Steam: Kayato601

Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato lunedì 11 marzo 2013, 17:47

:rotfl:
Immagine
Avatar utente
Aragorn89
Veterano PR.IT
Veterano PR.IT
 
Messaggi: 3517
Iscritto il: martedì 7 luglio 2009, 18:26
Località: Lonate P. (VA)
Gioco preferito: PR, Rome:Total War, MoW, RO2, ME 1/2
Ruolo in-game: Nabbo

Re: Planetside 2 - Thread generale

Messaggiodi ziogianus inviato lunedì 11 marzo 2013, 18:44

che branco di idioti :rulez: .... per fortuna non c'ero sennò vi rimettevo in riga 8)
ziogianus
Effettivo PS 2
Effettivo PS 2
 
Messaggi: 97
Iscritto il: domenica 2 dicembre 2012, 20:42

Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato lunedì 11 marzo 2013, 23:54

Immagine
Avatar utente
Aragorn89
Veterano PR.IT
Veterano PR.IT
 
Messaggi: 3517
Iscritto il: martedì 7 luglio 2009, 18:26
Località: Lonate P. (VA)
Gioco preferito: PR, Rome:Total War, MoW, RO2, ME 1/2
Ruolo in-game: Nabbo

Re: Planetside 2 - Thread generale

Messaggiodi ziogianus inviato martedì 12 marzo 2013, 10:31

sapevo che lo linkavi ... il flash IMBARAZZANTE ... il wright non piacerà è troppo lamer ... e il lanciasuste lo nerferanno prima ancora che arrivi a noi TR ... e sopratutto fanno il road di marzo ... e quando mettono quello di febbraio o_O
ziogianus
Effettivo PS 2
Effettivo PS 2
 
Messaggi: 97
Iscritto il: domenica 2 dicembre 2012, 20:42

Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato mercoledì 13 marzo 2013, 14:34

All servers will come down for a Game Update on March 13th at 6:00 AM PT. Downtime is anticipated to be less than 2 hours. Players may note the following changes to gameplay:


General Updates

· Passive Certification gain has been increased for members.

We've increased the number of passive certifications for members and scaled the increase in Certification points based on length of Membership. The new cert point rates are as follows:

1-mo. member - 24 passive cert points/day
2-mo. member - 28.8 passive cert points/day
3-mo. member - 33.6 passive cert points/day
4-mo. member - 38.4 passive cert points/day
5-mo. member - 43.2 passive cert points/day
6-mo. + member - 48 passive cert points/day


Added a Virtual Reality Training Center
This area is accessible through any warp terminal
This is a safe test area where you can try every weapon, vehicle, and upgrade available to your empire!
Each empire has its own Training area.
This area has target dummies for vehicles and infantry that have the same properties as in normal combat.
An indoor shooting range with random targets at 10 meter intervals for reflex practice and target recognition is available.
An outdoor shooting range with infantry and vehicle targets to train with all manner of weaponry is also available.
There is an open area to practice driving or flying with vehicles.
A quad course is available, but jump ramps haven’t been installed yet, so be cautious and creative when navigating the course!
While in the training area players have a separate set of loadouts for vehicles and classes. Normal loadouts are used when the player returns to one of the continents.
A Redeploy hotkey has been added and can be used without having to view the map. Default binding is the Delete key. If you find yourself stranded in VR, use the hotkey to get back to the training facility. This functionality is available both in and out of VR Training.
For training purposes, reality has been altered in this area:
All weapons for infantry and vehicles available to the player’s empire can be used!
All vehicle upgrades, suit upgrades, abilities, and weapon attachments are available and at the maximum rank while in the zone, regardless of the player’s current certifications.
Vehicles and MAX suits do not cost resources.
Vehicles and MAX suits do not require or start acquisition timers.
Player stats are not recorded while in this area.
Experience and medals cannot be earned while in this area.
Players cannot hurt each other or their vehicles but can hurt themselves.
Shooting or destroying friendly target dummies does not grant grief points but will still show the grief indicator and play the grief sound.
Respawning has no time delay.
Weapon trials cannot be obtained while in this area (you already have access to every weapon!).
Note that consumables still cost resources and deplete the player’s inventory when used while in VR. This will be altered in a future update.
Rotated the Warp Gates on all three continents


New Items:

More Classic Decals have been added to the Depot.
Added a new weapon for the Flash, the S12 Renegade shotgun.


Infantry Updates

The cloak effect on low graphics settings will no longer make the infiltrator completely invisible.
Fixed issues with some AA weapons not causing proper damage to air vehicles at close range.
Fixed an issue where rocket launchers could maintain a lock through actions that should have cancelled it
Shooting through SCU shields should no longer impact projectile range
When set to semi-automatic, the crosshair for the NS-11 and NS-11 Platinum should no longer disappear
Fixed an issue where the M77-B could lose its crosshair after aiming down the sight
Changed the color of the night vision scope’s crosshair so that is easier to see against dark backgrounds.
Should now be able to unlock the Auraxium Medal for the TR’s ASP-30 Grounder
The shell casings for all pump action shotguns should now eject from the weapon at the correct time and match the texture of the shell casings being loaded
Placed C4 will now despawn when the source player dies
NS Annihilator: Range to lock-on to ground targets reduced to 400 meters (matching the range of other ground lock-on rocket launchers). Range against aircraft remains at 500 meters.
Fixed bug that was causing the hit box and the player model to not match when jumping.
Note: Other players will now jump lower to the ground (and be slightly easier to shoot). There has been no change to actual jump height.
Small increase to the angle that players can walk up
The medals for the TRS-12 Uppercut should no longer be mislabeled
The LX Mark IV and Trueshot scopes should now both apply the proper attachment to the GD-66 Claw when equipped
Addressed cosmetic issues with the T5 AMC’s reload animation
The following infantry based explosives have been modified. In general, explosions are now stronger at their center, but damage falls off faster
Frag Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points.
Sticky Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points. Sticky grenades will now bypass flak armor if stuck to a player.
TR Claymores: Reduced inner blast radius by 1.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
NC Bouncing Betties & VS Proximity Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
Tank Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 3 meters. Note: These changes only apply to infantry.
Underbarrel Grenade Launcher: Reduced inner blast radius by 0.4 meters. Increased inner damage by 25 points.
C4: Increased inner blast radius by 1 meter.


Modified the total ammunition capacity of the following weapons:

Default capacity increased from 120 to 140 on the following carbines:

NC Reaper DMR
NC AC-X11


Default capacity increased from 180 to 210 on the following assault rifles:

NC GR-22
NC Carnage BR
NC GD-7F
VS Pulsar VS1
VS H-V45
VS CME
VS Equinox VE2 Burst
VS Equinox VE2
VS Solstice
VS VX6-7
VS Solstice Burst
VS Solstice SF
VS Serpent


Default capacity increased from 60 to 70 on the following Sniper rifles:

NC Gauss SPR
NC Impetus
TR 99SV
TR KSR-35
VS VA39 Spectre
VS Phantom


Default capacity increased from 30 to 40 on the following bolt action sniper rifles:

NC NC14 Bolt Driver
NC SAS-R
NC LA80
NC Longshot
TR M77-B
TR TSAR-42
TR SR-7
TR RAMS .50M
VS XM98
VS Ghost
VS V10
VS Parallax


All 75 round LMGs are now the same and have a 300 round capacity.

NC Gauss Saw S
TR TMG-50
VS Pulsar LSW
VS SVA-88
VS Flare
VS Ursa


Pistols:

NC NC4 Mag-Shot : Default capacity increased from 60 to 75
NC Rebel : Default capacity increased from 32 to 56
TR TX1 Repeater: Default capacity increased from 84 to 105
VS Beamer VS3 : Default capacity increased from 68 to 85
VS Manticore SX40 : Default capacity increased from 60 to 75


SMGs:

NC AF-4 Cyclone : Default capacity increased to 175
TR SMG-46 Armistice : Default capacity increased to 240
TR PDW-16 Hailstorm : Lowered default capacity to 240
VS Eridani SX5 : Default capacity increased to 200


Other:

TR T32 Bull: Lowered default capacity to 240
All semi-auto shotguns : Default capacity increased to 48
NC Jackhammer : Default capacity increased to 48
VS VX29 Polaris : Fixed bug that was causing this weapon to pickup ammunition twice as fast as all other 100 round LMGS.
NC Gauss SAW S: Fixed bug that was causing this weapon to pickup ammunition too slow. It now collects a full magazine each pickup pass.
All 8 round magazine semi-auto shotguns: Fixed bug that was causing these to only pickup 6 rounds each pass. They now pickup a full 8.


Vehicle Updates

Flash Update:
Rumble Seat: You can now bring a passenger with you on your Flash that can utilize their personal weapons while moving.
New Cert Line: Wraith Module: Cloaking for infiltrators using the Flash
New Weapon: S12 Renegade Shotgun
Vehicle horns should now be able to be heard from significantly greater distances
Movement improvements have been made for the Magrider:

Stock hover length increased
Hill climbing restrictions re-adjusted. Should no longer receive excessive penalties when driving on uneven terrain.

Torque has been increased for all ground vehicles.
This should result in an increase over their current top speeds when driving up inclines.
General tuning adjustments to environmental collision damage for all vehicles
Should now be able to re-equip the default cockpit glass on aircraft after equipping decal cockpit glass
Vehicles will no longer continue to drive themselves after the pilot exits
Fixed an issue that could cause a players to be flung long distances when they collided with a vehicle


Vehicle Weapon Changes

Prowler P2-120 HEAT & HE rounds have had their blast damage reduced from 1000 to 700.
Full shields and health infantry require at least two rounds to be killed from splash damage exclusively.
This does not affect direct damage.
A direct hit will still kill a full health infantry in one round.
Most vehicles are immune to tank blast damage so this will have little effect on vehicle to vehicle combat.


Prowler P2-120 HE

Time to reload increased from 3125ms to 3500ms
Vanguard Titan 150 HE
Time to reload decreased from 5000ms to 4750ms


G30/A30 Walker

Reduced cone of fire penalty slightly
The inner/outer blast radius from the following vehicle based weapons has been reduced
MBT HEAT: (P2-120, Titan and Supernova): Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 7 to 5 meters.
MBT HE: (P2-120, Titan and Supernova): Inner radius blast reduced from 2.5 to 2 meters. Outer radius blast reduced from 11 to 8 meters.
Lightning: L100 Python HEAT: Inner radius blast reduced from 1.5 to 1 meter. Outer radius blast reduced from 7 to 5 meters.
Lightning: L100 Python HE: Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 11 to 8 meters.
Liberator: L105 Zepher: Outer radius blast reduced from 8 to 7 meters.
Liberator: C150 Dalton: Outer radius blast reduced from 10 to 9 meters.


ESF:

Rocket Pods: Outer radius blast reduced from 6 to 5 meters.
Common: M60 Bulldog: Outer radius blast reduced from 8 to 6 meters.
Common: E540 Halberd: Outer radius blast reduced from 4 to 3 meters.
Magrider: Saron HRB: Outer radius blast reduced from 4 to 3 meters.
Vanguard: Enforcer ML85: Outer radius blast reduced from 4 to 3 meters.
Prowler: P525 Marauder: Inner radius now matches M40 Fury; Increased from 1 to 2 meters.


The experience granted for killing many enemy vehicles has been increased:

Galaxy: 400 xp, increased from 300 xp
Liberator: 500 xp, increased from 150 xp
ESF: 400 xp, increased from 75 xp
MBTs: 500 xp, increased from 100 xp
Lightning: 400 xp, increased from 100 xp


UI Updates

The server select screen in the create character flow now defaults to showing recommended servers
Improved bundle preview functionality
Added item descriptions tooltips
Added strikethrough for owned items
Added “last logged in” to outfit management
Added drag and drop functionality to the Platoon Management window
The grenade counter on the HUD now displays which grenade you have equipped
Various UI optimizations
Manual minimap zoom is now supported. The default keybindings are ‘[‘ and ‘]’ for zoom out and zoom in, respectively.


Respawn & Map screen revamp

The respawn screen has been merged with the map screen capabilities
Deployment locations are now displayed on the left side of the screen when the player is dead, along with simplified class selection panel. The list functions the same way it did on the respawn screen.
You can now switch continent views by clicking directly on the continent title bar at the top of the map screen.
Statistics, Resources, and Filters panels have been consolidated into a modal toggle bar in the upper-right of the map screen. In addition to reducing screen clutter, this cleans the map up to future expansion as features such as the mission system get implemented.
Instant action has been redesigned to be a single button press, with no on-map indication of where it will send the player, but it will still hot-drop them onto a facility with heavy combat. This is to prevent people from exploiting instant action as an organizational tool, which is what people were using it for previously. If you are in a squad and not the leader, a second button for squad deploy will appear.
Fixed a bug where locked certs were showing as purchasable, even though they could not be purchased
The tooltip displaying Bronze and Gold membership bonus percentages should now show the correct bonus amounts
The information displayed in the Profile page and the Leaderboard Stats Pane should now be consistent
Fixed an issue where platoon leaders that gave up squad leadership were unable to be promoted back to squad leader
Facility defends should now be appropriately tracked in stats and leaderboards
Leaderboards should no longer display erroneous negative numerical values in the Time Played column
Can now click/sort the BR, Capture, and Defended columns in the Leaderboard
Social Menu button on the Leaderboards should now be grayed out for your own name
"Back" and "Next" buttons become grayed out and do not function once the player reaches the beginning or end of the leaderboards
The "go to top" and "find me" buttons are now disabled on the friend and outfit leaderboards
The Mini-Chaingun, Jackhammer, and Lasher are now listed in the machine gun section of the stats page
/l and /c are now shortcuts for leader/command chat.
Destroyed phalanx turrets display the “need repair” wrench icons for friendly engineers
Location of squad mates should correctly show on the map, even if the squad was created at long ranges
Will no longer receive a successful confirmation message when entering incorrect Twitch TV credentials
Vehicle acquisition timers should now display accurately while you are dead
There is now a Battle Rifle filter in the Depot
The AMR-66 should now be correctly filtered in the Depot


The following commands should now function properly:

/outfit invite
/outfit quit
/outfit leave (same functionality as /outfit quit)



Facility Updates

Can no longer capture Point A at Arroyo Torre Station through a wall
All jump pads at Nott Amp Station should now be empire-specific
Replaced a missing ammo tower from the Spec-Ops Training Camp
IFF shields at Wokuk Amp Station should now update appropriately on base capture
Fixed misplaced IFF shields at the NE teleporter room of Andvari Bio Lab
The shield generators at Zurvan Amp Station should now be connected to the appropriate shields
All banners at the following locations should now update properly with ownership:
Andvari Biolab
Terran BL-4 Crash Site
Onatha Biolab
Ymir Biolab


Added a fourth equipment terminal to the Heyoka Southeast Gate forward spawn
The ammo tower at Xelas Bio Lab’s North East forward spawn should now properly update with point ownership
Removed a non-functional SCUs from:
Copper Ravine Station
Crimson Bluff Tower
Mani Bio Lab
Addressed issues with Gravpad particle effects missing when viewed from certain angles
Fixed collision issues that could cause players to fall through the world near the Indar’s northern warpgate
Fixed patches of missing terrain at the following locations:
Zurvan Amp Station
Dahaka Amp Station
Allatum Biolab
Mao Tech Plant
Tawrich Tech Plant


Addressed some graphical issues at the spawn point for Howling Pass Checkpoint and the Dahaka Amp Station tunnels.
Forward spawn points should now display as neutral when appropriate on both the map and minimap
Addressed terrain clipping and texture seam issues at:
Zurvan Amp Station
Ikanam Bio Lab
Tawrich Tech Plant
Crimson Bluff Tower
The Stronghold
The Crown
Crossroads Watchtower
Highlands Solar Station
Indar Bay Point
J908 Impact Site
Red Ridge Communications
Sandstone Gulch Mining
Camp Connery
Scarred Mesa Skydock
Mao Tech Plant
Hvar Tech Plant
Gravel Pass
Abandoned NS Offices
Quartz Ridge Camp


Removed a non-functional capture point from the Esamir Biolabs
Fixed inconsistent experience reward for capturing Quartz Ridge Camp
Friendly terminals and phalanx turrets now give appropriate grief when damaged
Redesign of the Outpost Tower to make vehicle ordering more secure
Added a switchback from Blackshard Platinum Mine to Mesa Com. Station and connected Rust Mesa Lookout to the Old Stockpile
Adjusted ARC Bioengineering and NS Salvage Yard to be more accessible
Added a bridge from Crater Firing Range to Alkali Mining Supply
Addressed a stuck bug in some crates and containers at Northpoint Station
Anti Gravity Pad particle effects should no longer be coming through the floor anywhere at The Crown


Audio Updates

Riders on the Flash should now hear audio cues for lock-on
Exiting a Sunderer with a gate shield diffuser equipped should no longer play the diffuser activation audio.
Suppressor attachments should now change the firing audio of the Eridana SX5 and SMG-46 Armistice
GD-7F Carbine should no longer have different firing audio for single shot vs automatic fire
NS Annihilator should now have lock on sound effects


Alleluja!
Immagine
Avatar utente
Aragorn89
Veterano PR.IT
Veterano PR.IT
 
Messaggi: 3517
Iscritto il: martedì 7 luglio 2009, 18:26
Località: Lonate P. (VA)
Gioco preferito: PR, Rome:Total War, MoW, RO2, ME 1/2
Ruolo in-game: Nabbo

Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato mercoledì 13 marzo 2013, 16:06

Non è ancora iniziato il down dei server, spero che per sta sera esca.
Immagine
Immagine
Avatar utente
Kayato
Effettivo PS 2
Effettivo PS 2
 
Messaggi: 406
Iscritto il: lunedì 26 novembre 2012, 10:58
Località: Cologna Veneta (VR)
Gioco preferito: Gioco a tutto tranne ai giochi sportivi.
Steam: Kayato601

Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato giovedì 14 marzo 2013, 20:17

Provata un pò di VR con gli NC. Il reaver è da panico, agilissimo e consente di fare cose al limite del possibile. Inoltre il cannone anti-fanteria (con ik caricatore aumentanto etc.) con una sola salva abbatte un prowler al culo, il liberator lo mette in fiamme. La banshee del mosquito in 3 ce la fa, e standogli vicino.
Il lasher vanu è insano, cono piccolissimo e spara quei pallini che fanno danno ad area. La falce non è così manovrabile, ma il cannone anti-fanteria tieni 60 colpi...o 70 non ricordo, ma decisamente di più della banhee. Quindi a livello di armi anti-fanteria il mosquito suca, e anche come agilità.
Da noi ho testato il Jaguar per il geniere/leggeri; se messo il laser avanzato ha una precisione in non-ironsight eccellente. A dispetto della lynx ha un cono leggermente più piccolo. Anche il chain-gun non mi pare una schifezza, ma da usare solo nel close combat. Se poi si aumenta il carocatore si sparano anche 200 colpi, un fuoco di soppressione spaventoso. TMG-50 mi pare decisamente ottimo. L' NS-11 è decisamente buono per il medico, come anche il SABRE (quello che spara a doppietto) se ci si abitua a non spaarre a raffica.
Immagine
Avatar utente
Aragorn89
Veterano PR.IT
Veterano PR.IT
 
Messaggi: 3517
Iscritto il: martedì 7 luglio 2009, 18:26
Località: Lonate P. (VA)
Gioco preferito: PR, Rome:Total War, MoW, RO2, ME 1/2
Ruolo in-game: Nabbo

Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato giovedì 14 marzo 2013, 20:54

Oggi ho tirato giù un po' di dati da noi, tipo 10 colpi di prowler HEAT per distruggere un magrider o vanguard frontalmente, 8 con AP. Poi ho provato un po' il flash, il climbing è inutile invece sia la velocità che la manovrabilità tolgono il testa coda quando si va in retro.

Altra nota di cronaca, sono scomparsi i compensatori da alcuni fucili, anche da quelli già comprati!

Bug simpatico: se usi il cloack del flash, scendi e cambi mezzo mentre è ancora attivo.......si trasferisce il cloack al nuovo mezzo! Già visto in giro Liberator invisbili!!!
Immagine
Immagine
Avatar utente
Kayato
Effettivo PS 2
Effettivo PS 2
 
Messaggi: 406
Iscritto il: lunedì 26 novembre 2012, 10:58
Località: Cologna Veneta (VR)
Gioco preferito: Gioco a tutto tranne ai giochi sportivi.
Steam: Kayato601

Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato giovedì 14 marzo 2013, 21:27

Kayato ha scritto:Bug simpatico: se usi il cloack del flash, scendi e cambi mezzo mentre è ancora attivo.......si trasferisce il cloack al nuovo mezzo! Già visto in giro Liberator invisbili!!!


Capitato poco fa con il mosquito...mi apparivano e sparivano dal nulla. :asd:
Ah il lanciarazzi del pesante senza lock da sbloccare (non ricordo il nome) spacciato per "ha i danni più alti", provato e non noto chissà quale differenza con quello base. Al culo entrambi 2 colpi e i carri zompano, dal davanti nessun effetto miracoloso in più.
Immagine
Avatar utente
Aragorn89
Veterano PR.IT
Veterano PR.IT
 
Messaggi: 3517
Iscritto il: martedì 7 luglio 2009, 18:26
Località: Lonate P. (VA)
Gioco preferito: PR, Rome:Total War, MoW, RO2, ME 1/2
Ruolo in-game: Nabbo

PrecedenteProssimo

Torna a Planetside 2

Chi c’è in linea

Visitano il forum: Nessuno e 1 ospite

cron