Planetside 2 - Thread generale

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Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato lunedì 1 aprile 2013, 10:58

C'è qualcono che sta organizzando un torneo o roba simile su Miller, non sono molto fiducioso a riguardo. Li linko il tutto.

http://forums.station.sony.com/ps2/inde ... up.110232/
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Re: Planetside 2 - Thread generale

Messaggiodi Gorenor inviato lunedì 1 aprile 2013, 21:58

stasera nuova patch per chissa cosa!!!!!
kikkio ha scritto:conan ti conosco da poco e lui per niente ma non ho mai sentito parlare nessuno più di te

Elpube ha scritto:[...] gente che commenta a sproposito e puntualmente si lamenta de "eh gli sparo un caricatore e lui non muore si gira e mi ammazza, perchè ?" PERCHE SEI COSI' PIPPA CHE MANCO TE NE RENDI CONTO ZIO CAN ! :lol: [...]

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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato lunedì 1 aprile 2013, 22:40

Gorenor ha scritto:stasera nuova patch per chissa cosa!!!!!

Leverà il x2 :asd:
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato martedì 2 aprile 2013, 17:04

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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato mercoledì 3 aprile 2013, 11:04

Sti cazzi già lo mettono:
All servers will come down for Game Update 06 beginning at 6:00 AM. Downtime is anticipated to be less than 2.5 hours. Players may note the following changes:

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 it’s 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 sight’s 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 Assault’s 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 Flash’s 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 “exit vehicle” 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 “Set Primary Defense” 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 Heyoka’s 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 Flash’s turbo utility
You should once again be able to hear your own footsteps after exiting a vehicle
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Re: Planetside 2 - Thread generale

Messaggiodi ziogianus inviato mercoledì 3 aprile 2013, 12:09

hanno stralciato il 70% di quello che dovevano fare tra marzo - aprile e una parte di maggio !!!! tolto un continente , tolto il lock continente , tolto il revamp di 2 classi tra cui l'ing (e io sto aspettando lo scudo) ... per mettere le "daily quest" e se guardi bene il 90% delle cose fatte sono modifiche alle armi/cose già esistenti oppure fix a cose vecchie !!!!!

-di nuovo cosa c'è i ribbon e i slot personaggi in più :S ! "alerts" :muro: !!! e udite udite "Members now have access to an additional daily sale" .... vorrei dire "sticazzi" ma non vorrei essere moderato -.-' !

PS: praticamente più che l'arrosto ... ci vendono fumo in sacchetti ! a suon di SC

PS2: e il MAX revamp? e il lanciafiamme???? :nono:
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Re: Planetside 2 - Thread generale

Messaggiodi gaiasso inviato giovedì 4 aprile 2013, 16:10

ieri serata vanu su di un server americano, oggi tutto giù, però :applausosarcastico:
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By gaiasso at 2009-05-16
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Re: Planetside 2 - Thread generale

Messaggiodi ziogianus inviato giovedì 4 aprile 2013, 17:44

gaiasso ha scritto:ieri serata vanu su di un server americano, oggi tutto giù, però :applausosarcastico:


vero e facevi più kill da vanu che da TR ... io invece non riesco proprio ad abituarmi a quelle spara pwepwe :muro:
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Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato giovedì 4 aprile 2013, 17:52

Tanti bug nuovi olè! Il più bello è quello delle luci da discoteca di notte! Visto che la gente rosicava ora le mine anti-carro di prossimità non sono più di prossimità e hanno rimesso la decostruzione.
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Re: Planetside 2 - Thread generale

Messaggiodi ziogianus inviato giovedì 4 aprile 2013, 19:43

Kayato ha scritto:Tanti bug nuovi olè! Il più bello è quello delle luci da discoteca di notte! Visto che la gente rosicava ora le mine anti-carro di prossimità non sono più di prossimità e hanno rimesso la decostruzione.


si ho visto e un po invidio i VS ... cazzo la luce viola è veramente truzza ... più di quella rossa ...
il deconstruct a me non va !
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