Planetside 2 - Thread generale

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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato mercoledì 5 giugno 2013, 11:02

All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) for game update 10. Downtime is anticipated to be less than 2 hours. Players may note the following changes:
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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Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato mercoledì 5 giugno 2013, 11:48

Mi sembra un update un po' scarso, fa piacere vedere nuovi tipi di allert, vedremo poi come saranno in gioco. Spero in molti bug fix, soprattutto quello del revive.
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato venerdì 14 giugno 2013, 10:58

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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato sabato 15 giugno 2013, 12:13

The below are the major weapon and vehicle changes planned for GU011.

Vehicle and MAX Resource Costs

The majority of vehicles and the MAX units will be getting a resource cost increase with this update. The new values are based on data that we have collected from the Live servers, and our goal is to even out the resource costs with their related income rates.
New Costs:
Flash: 150
Sunderer: 400
Lightning: 400
Magrider: 450
Vanguard: 450
Prowler: 450
Scythe: 250
Reaver: 250
Mosquito: 250
Liberator: 350
Galaxy: 350
Harasser: 400
MAX: 350


MAX Abilities

The Burster buffs when using the VS ZOE and TR Lockdown abilities will be reduced.
The damage received when the VS ZOE ability is active will be getting increased.
Note: The timer currently on the test server for the ZOE ability is not planned to go live.


Shotguns

All shotguns will be getting a small reduction in damage per pellet. The goal with this change is to reduce slop while keeping the effective kill ranges of the shotguns the same. So glancing hits and spamming without aiming will not be as rewarding, but well-aimed shots should just be as effective as before.
The default ammo count on the pump-action shotguns will be dropping from 5 to 4 rounds. This brings their potential kills per magazine and kills over time more in line with the other weapon classes.


Faction Heavy Weapons

All faction weapons will be getting a pass to make them more effective at their various roles.
Jackhammer: The ammunition capacity of this weapon is being increased to 9 rounds. Also, the burst mode will be gaining a rate of fire increase.
MCG: The fire delay is being removed. Instead, the weapon will fire immediately and the rate of fire will ramp up over time. The hip accuracy is being adjusted to better allow sustained fire.
Lasher: This weapon will receive a rate of fire increase and a slight damage buff, which should allow it to be viable in more situations. Also, ally players will no longer take the full AOE damage.


IRNV Scopes

We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out.


Flak

Bursters will be getting an accuracy penalty when moving and COF bloom is being added over sustained fire. The goal with this change is keep them just as effective at near range while dropping their effectiveness at extreme ranges (300+ meters).
Skyguards will be getting a projectile speed increase and other stat changes to make them better at range.


Vulcan

The Vulcan has been updated to be more effective at range and now has a larger clip size.
In addition, it has been given a spin up time. The Vulcan still fires during the spin up time, but at a reduced rate.


Sunderer Deployment

Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones. These function just the like No Deploy Radius around allied deployed Sunderers. These zones prevent you from parking your Sunderer right on top of the capture points. You’ll have to fight to the capture points on foot.


Edit: Forgot one. Edit 2: Spelling
Underbarrel Attachments

These have been removed from the weapon selection list and are now mapped to the primary weapon key. Press 1 to swap between the weapon and its attachment.


Alleluja per shotgun, nuovo tasto attachement e la vulcan!
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Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato sabato 15 giugno 2013, 13:15

:muro:
Nuovo tasto per il lanciagranate.......ESISTE già il tasto che non viene utilizzato!Sento già i lamento per l'aumento dei prezzi dei veicoli.
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato giovedì 20 giugno 2013, 11:23

Hey guys -

GU11 is right around the corner and I wanted to drop in and call out some of the major features coming with the update. When we started working on this update we decided it would be a pure "Quality of Life" patch, with a minimum of additions in terms of new items or systems and a lot of refinement, tuning and enhancements to the things you've already got.

A few weeks ago we asked you guys for what you wanted to see updated and got an absolutely massive list of requests ranging from minor nitpicks all the way up to fundamental game changing suggestions, and those requests have guided how we've approached and prioritized the changes for this update. We didn't get anywhere near touching everything that was requested, but did get through a pretty decent chunk and the rest that we've either run out of time for or are larger challenges than can fit into one update we're continuing to work on and prioritize for the next several updates. Of course, whenever taking suggestions from a community as large and diverse as the Planetside 2 community it's impossible to find changes that are universally agreed on or prioritize everyone's top issues as the top development issue, but we have done our very best to make this an update that brings as many benefits to as many of you as possible.

As usual, full patch notes will be available before the update goes out, but here are a couple highlights:

Light Assault Drifter Jumpjets have been enhanced to provide a speed boosts while using them on flat ground, these should now provide a new alternative gameplay role for Light Assault.
Continent domination thresholds have been adjusted to make achieving OR breaking continent domination a viable goal during primetime. Continents will change ownership when an empire owns 75% of the territory, and their ownership will break when they're reduced to below 15%.
Resource cost for some vehicles and MAXes has been increased
We hope this change makes strategic control of resources more important for empires, and we're also looking at the results of this tuning to help us define the boundaries for the upcoming resource system revamp.
We will be monitoring resource usage and earn rates carefully in the days following the update and rebalancing as necessary if we find any significant issues with resource starvation due to this rebalancing.
Instant Action has had it's values retuned to bring players to fights that need more players from their empire.
New movement code has been introduced which will make remote player movement much smoother, reducing player warping and removing a lot of the ability to quickly change direction and glitch out the movement interpolation and avoid damage.
ZOE Module has been buffed to have less distortion particles in 1st person =)
ZOE Module has been nerfed to further reduce armor (-25% -> -30%) when the ability is active =(
Weapon tuning:
Retuned the Empire Specific Heavy weapons: Jackhammer, MCG and Lasher. These should all be significantly more competitive with other HA weapon options, while still situational.
Retuned the Empire Specific vehicle mounted AV weapons (ML85 Enforcer, G30 Vulcan & Saron HRB) to reduce infantry damage and somewhat equalize effective ranges.
MAX Burster weapons have been retuned to be less effective at extreme ranges, they maintain the same effectiveness within ~250-300m.
Skyguard turrets have been buffed to provide enhanced effectiveness at all ranges, especially beyond 300m.
These two changes should make life better for ESF pilots/Liberator crews which previously were getting picked off at extreme ranges when not actively engaging infantry while still allowing MAXes to provide cover for squads against strafing ESFs and low flying libs threatening ground troops.
Changed shotgun damage model to reward more skillful usage and bring these in line with other close range options such as SMGs and Carbines - these should remain potent in close quarters, but not be the only viable option.
Tank and Fighter Superiority bonuses have been added, these give an additional 100xp bonus to MBTs destroyed by other MBTs, or ESFs destroyed by ESFs.
Vehicle appearance slots have been increased, allowing you to equip more vehicle cosmetics simultaneously.
UI Enhancements:
Loadout screen has been updated to allow for unlocking of certifications in all slots straight from the loadout screen.
Loadout screen has been updated to allow quick switching between weapons from the landing page
Loadout screen now saves attachments per-weapon, so quick swapping between weapons maintains that weapons attachments per loadout.
Squad browser displays a lot more information about outfit, squad leader, active continent and more.
Squad manager now displays player battle ranks, locations, outfit, vehicle information and allows for dragging and dropping of players from the squad to create platoons.
The commo rose menu (hold Q on target) has been updated to respect inverted mouse and track better on fast moving targets.

This is just a few of the notable changes with the update, along with dozens of bug fixes large and small. GU11 is scheduled to go live tomorrow morning (June 20th) barring any last minute issues found.

We hope you all enjoy the update, see ya on Auraxis!
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato giovedì 20 giugno 2013, 12:39

Aragorn89 ha scritto:
Hey guys -

GU11 is right around the corner and I wanted to drop in and call out some of the major features coming with the update. When we started working on this update we decided it would be a pure "Quality of Life" patch, with a minimum of additions in terms of new items or systems and a lot of refinement, tuning and enhancements to the things you've already got.

A few weeks ago we asked you guys for what you wanted to see updated and got an absolutely massive list of requests ranging from minor nitpicks all the way up to fundamental game changing suggestions, and those requests have guided how we've approached and prioritized the changes for this update. We didn't get anywhere near touching everything that was requested, but did get through a pretty decent chunk and the rest that we've either run out of time for or are larger challenges than can fit into one update we're continuing to work on and prioritize for the next several updates. Of course, whenever taking suggestions from a community as large and diverse as the Planetside 2 community it's impossible to find changes that are universally agreed on or prioritize everyone's top issues as the top development issue, but we have done our very best to make this an update that brings as many benefits to as many of you as possible.

As usual, full patch notes will be available before the update goes out, but here are a couple highlights:

Light Assault Drifter Jumpjets have been enhanced to provide a speed boosts while using them on flat ground, these should now provide a new alternative gameplay role for Light Assault.
Continent domination thresholds have been adjusted to make achieving OR breaking continent domination a viable goal during primetime. Continents will change ownership when an empire owns 75% of the territory, and their ownership will break when they're reduced to below 15%.
Resource cost for some vehicles and MAXes has been increased
We hope this change makes strategic control of resources more important for empires, and we're also looking at the results of this tuning to help us define the boundaries for the upcoming resource system revamp.
We will be monitoring resource usage and earn rates carefully in the days following the update and rebalancing as necessary if we find any significant issues with resource starvation due to this rebalancing.
Instant Action has had it's values retuned to bring players to fights that need more players from their empire.
New movement code has been introduced which will make remote player movement much smoother, reducing player warping and removing a lot of the ability to quickly change direction and glitch out the movement interpolation and avoid damage.
ZOE Module has been buffed to have less distortion particles in 1st person =)
ZOE Module has been nerfed to further reduce armor (-25% -> -30%) when the ability is active =(
Weapon tuning:
Retuned the Empire Specific Heavy weapons: Jackhammer, MCG and Lasher. These should all be significantly more competitive with other HA weapon options, while still situational.
Retuned the Empire Specific vehicle mounted AV weapons (ML85 Enforcer, G30 Vulcan & Saron HRB) to reduce infantry damage and somewhat equalize effective ranges.
MAX Burster weapons have been retuned to be less effective at extreme ranges, they maintain the same effectiveness within ~250-300m.
Skyguard turrets have been buffed to provide enhanced effectiveness at all ranges, especially beyond 300m.
These two changes should make life better for ESF pilots/Liberator crews which previously were getting picked off at extreme ranges when not actively engaging infantry while still allowing MAXes to provide cover for squads against strafing ESFs and low flying libs threatening ground troops.
Changed shotgun damage model to reward more skillful usage and bring these in line with other close range options such as SMGs and Carbines - these should remain potent in close quarters, but not be the only viable option.
Tank and Fighter Superiority bonuses have been added, these give an additional 100xp bonus to MBTs destroyed by other MBTs, or ESFs destroyed by ESFs.
Vehicle appearance slots have been increased, allowing you to equip more vehicle cosmetics simultaneously.
UI Enhancements:
Loadout screen has been updated to allow for unlocking of certifications in all slots straight from the loadout screen.
Loadout screen has been updated to allow quick switching between weapons from the landing page
Loadout screen now saves attachments per-weapon, so quick swapping between weapons maintains that weapons attachments per loadout.
Squad browser displays a lot more information about outfit, squad leader, active continent and more.
Squad manager now displays player battle ranks, locations, outfit, vehicle information and allows for dragging and dropping of players from the squad to create platoons.
The commo rose menu (hold Q on target) has been updated to respect inverted mouse and track better on fast moving targets.

This is just a few of the notable changes with the update, along with dozens of bug fixes large and small. GU11 is scheduled to go live tomorrow morning (June 20th) barring any last minute issues found.

We hope you all enjoy the update, see ya on Auraxis!


General Game Updates

Continental Domination Thresholds

Domination requirement for securing continent benefits has been lowered from 100% to 75% of the territory on the continent.
The point where a domination benefit will be lost increased from 0% to 15% of owned territory.
These changes do not affect alerts.
The Map Statistic for Territory Control now has a visual representation of the thresholds where benefits will be gained and lost.
Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold out in a single facility.

Resource Cost Increases for Tanks and MAXes

The below are the new resource costs for each vehicle type and the MAX unit.

Flash: 100
Sunderer: 400
Lightning: 300
Magrider: 450
Vanguard: 450
Prowler: 450
Scythe: 250
Reaver: 250
Mosquito: 250
Liberator: 350
Galaxy: 350
Harasser: 300
MAX: 350

Map Tutorial

It is accessed by clicking the help button at the top of the screen
This can be accessed by anyone at any time.

Interactive Tutorial Additions

Tutorial Intro now includes a list of covered topics and an estimated time to complete
Infiltrator segment now also mentions holding breath to stabilize scope sway
Warpgate Terminal now highlights the highest non-queued continent instead of always Indar
The “Skip Tutorial” option is no longer available if the account does not have any existing characters.
Subsequent characters will have the option to skip the tutorial
Several minor tweaks and fixes to the tutorial to improve usability

Instant Action & Reinforcements Adjustments

Less emphasis on fights where your empire is dominating.
More emphasis on fights where your empire has a small disadvantage
Optimal IA fight is now a bit bigger than platoon vs platoon.
Lowered maximum population allowed for an instant action / reinforcement point to be active.
The intent of these changes is to be a better reinforcement mechanic and to help support and balance the medium-sized fights.

New in VR

Cosmetic items for infantry and vehicles should now be available in the VR training zone

New in Depot

New Helmets

The long-awaited shemaghs have arrived!

New Liberator Glass Decals

Three new and exciting colors for each empire.

Camo Bundles

Coming Soon: Keep an eye out for limited time camo bundles at a ridiculous discount.

Ground Vehicle Lumifiber Trim

Coming Soon: New Lumifiber Trim for your Sunderer, Lightning, Flash and Harasser

General Infantry Updates

Player Movement

Reduced infantry traction. Players will now decelerate before accelerating to their max speed when quickly changing directions while moving.
Reduced player warping
The above should help reduce issues with ADAD
Walking over small ledges will no longer cause iron sights and optics to play the jump animation.

Better Visibility for Friendly Explosions

HUD indicator range for friendly explosives increased from 10 meters to 30 meters.
Improved IFF for Friendly Infiltrators
Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
This change has no impact on enemy units.

All IR/NV attachments

Added scope sway
dded a short delay when transitioning into this scope

Improved IFF for Friendly Infiltrators

Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
This change has no impact on enemy units.
Improvements to Drifter Jump Jets
Light Assault Drifter Jump Jets have been enhanced to provide a speed boost while using them on flat ground
These should now provide a new alternative gameplay role for Light Assault
Underbarrel Attachments
All underbarrel attachments have been removed from the weapon selection list. They are now mapped to the primary weapon key. Press 1 (default) to toggle between the primary weapon and its attachment.

Miscellaneous Changes

The last rank of the Repair Tool now allows Engineers to deconstruct enemy tank mines. This will reward the Engineer experience.
Placed C-4 now has a visible light attached, similar to placed personal mines.
The default infantry attachment toggle key is now “X”. This will only apply to new installs. Existing clients will still have the previous default of “L”, which can be re-mapped in the settings.

Bug Fixes

Fixed personal mine particle effects not showing if you were far away when the mine was first placed.
The scope sway pattern no longer resets each time you exit the scoped view.
Distortion effect on the active Zealot Overdrive has been reduced to one quarter of its original size
Medics and Engineers should no longer lose their heal tool and repair tool/ammo pack while in the VR zone.
Fixed third person character models never aiming below “level” while firing
Fixed a problem causing the Medic triage ability to not function properly while in a Harasser
The VS Infiltrator Crested Helmet should no longer cause players heads to disappear at certain distances
Fixed a problem preventing the Female TR Combat Medic composite helmet from displaying properly
Cloaked Infiltrators will now correctly show bullet hit impacts when they are cloaked with shields down.

MAX Ability Tuning

VS MAX: Zealot Overdrive

The amount of additional damage received while Zealot Overdrive is active has been increased from 25% to 30%.
Reduced the indirect damage buff for Bursters when using Zealot Overdrive
Rank 1: Indirect damage increase reduced from +15% to +5%
Rank 2: Indirect damage increase reduced from +18% to +7%
Rank 3: Indirect damage increase reduced from +22% to +9%
Rank 4: Indirect damage increase reduced from +26% to +12%
Rank 5: Indirect damage increase reduced from +30% to +15%

TR MAX: Lockdown

Reduced the rate of fire for MAX Burster when using Lockdown.
Rank 1: Fire rate increase reduced from +13% to +5%
Rank 2: Fire rate increase reduced from +16% to +9%
Rank 3: Fire rate increase reduced from +20% to +13%
Rank 4: Fire rate increase reduced from +23% to +16.5%
Rank 5: Fire rate increase reduced from +26% to +20%
Adjusted reload time increase for MAX Bursters while using Lockdown.
Rank 1: Reload speed changed from +15% to +10%
Rank 2: Reload speed remains at +20%
Rank 3: Reload speed increased from +25% to +30%
Rank 4: Reload speed increased from +30% to +40%
Rank 5: Reload speed increased from +35% to +50%

Weapon Updates

NS-10 Burster

The effectiveness of MAX Bursters at extreme ranges has been reduced by the introduction of movement penalties and accuracy loss over sustained fire. Details below.
Detonation range of flak reduced from 5 meters to 4 meters
Added blooming to the CoF of 0.2 degrees per shot
CoF can now bloom from a minimum of 1.25 degrees to a maximum of 3 degrees
Minimum CoF is at 1.25 when stationary
Minimum CoF is at 1.75 when moving
Minimum CoF is at 2 when sprinting
Minimum CoF is at 3 when jumping
CoF recovery time for all states reduced from 20 degrees per second to 10 degrees per second

NC NC05 Jackhammer

The Jackhammer’s burst fire mode now has unique properties. It will fire at double the fire rate of the semi-auto fire mode, with the weapon needing to be chambered after each burst. In addition, the default magazine size of the weapon has been increased from 6 to 9 rounds. Details below.
Default ammunition capacity increased from 6/48 to 9/54
Extended ammunition now gives +3 to the weapon’s capacity
Semi-auto rate of fire reduced from 255 to 225 rounds per minute
Burst mode now fires at double the semi-auto rate of fire, with the weapon needing to be chambered after each burst
Minimum damage reduced from 90 to 70
Long reload time increased from 3.5 seconds to 3.6 seconds
Short reload increased from 2.0 to 2.6 second
Added default iron sights and optic attachments

TR T7 Mini-Chaingun

This weapon now fires immediately at a reduced fire rate and then ramps up over time to its listed fire rate. The spin up delay has been removed. The hip accuracy changes will result in greater accuracy over sustained fire.
Projectile speed increased from 550 m/s to 600 m/s
Aimed stand-moving accuracy improved from 0.9 to 0.45.
Aimed crouch-moving accuracy improved from 0.3375 to 0.3.
Hip accuracy decreased by 0.25 in all movement stats. Hip accuracy bloom improved from 1.0 per shot to 0.5 per shot.
Long reload time increased from 4.0 seconds to 5.39 seconds
Short reload time increased from 3.4 to 4.39 seconds
Minimum damage reduced from 125 at 65 meters to 112 at 60 meters.
Vertical recoil reduced from 0.268 to 0.2.
First shot multiplier increased from 1x to 3x.
Minimum horizontal recoil increased from 0.1 to 0.225.
Equip time increased from 0.9 seconds to 1.1 seconds.
New fire audio

VS Lasher X2

The Lasher has been given multiple small improvements that should make it competitive in more situations. In addition, ally players will now a resist a percentage of the Lasher’s area of effect damage.
Rate of fire increased from 300 rounds per minute to 333 rounds per minute.
Max damage increased from 225 to 230.
Min damage increased from 175 at 60 meters to 180 at 65 meters.
Ally players now resist the area of effect damage by 75%.
Long reload time lowered from 5.4 seconds to 5.2 seconds
Short reload time lowered from 4.374 to 4.2 seconds
Vertical recoil increased from 0.2 to 0.4.
First shot recoil reduced from 2.0 to 1.5.
Horizontal recoil increased from 0/0 minimum maximum to 0.1/0.2.
Recoil recovery rate reduced from 18 to 15. Removed the recoil recovery acceleration. The end result is a faster recoil recovery speed.
Aimed crouch/crouch-moving/stand accuracy improved from 0.4/1.2/0.5 to 0.3 in all states.
Aimed stand moving accuracy improved from 2 to 0.5.
Fixed a bug that was causing the hip accuracy to be displayed lower than its actual values.
Hip accuracy reduced from 0.24/0.75/0.24/1.5 to 1.0/1.5/1.5/2.0
Hip cone of fire per shot increased from 0.05 to 0.1
Added optic attachments.

NC Mauler S6, TR FA1 Barrage, and VS Thanatos VE70 shotguns

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Slug ammunition minimum damage reduced from 360 to 334
Long reload changed from 2.05 seconds to 2.1 seconds
Short reload changed from 3.35 seconds to 3.22 seconds

NC NC12 Sweeper, TR TS4 Haymaker, and VS Nova shotguns

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Slug ammunition minimum damage reduced from 360 to 334
Long reload changed from 2.8 seconds to 3.0 seconds
Short reload changed from 4.1 seconds to 4.0 seconds

NC AF-57 Piston, TR AS16 NightHawk, and VS Pandora VX25 shotguns

Maximum damage reduced from 134 to 125
Minimum damage reduced from 50 to 45
Slug ammunition minimum damage reduced from 360 to 334

NC GD-66 Claw, NC LA39 Bruiser, TR TRS-12 Uppercut, TAS-16 Blackjack, VS Phobos VX86, and VS Deimos VA29 shotguns

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Default ammunition capacity reduced from 5/30 to 4/28

NC MAX NCM1 Scattercannon and NC MAX AF-23 Grinder

Maximum damage reduced from 134 to 130
Minimum damage reduced from 60 to 50
Maximum damage range increased from 5 to 8 meters

NC MAX AF-34 Mattock

Minimum damage reduced from 90 to 70
Maximum damage range increased from 8 to 10 meters
Minimum damage range increased from 28 to 30 meters

NC MAX AF-41 Hacksaw

Maximum damage reduced from 134 to 125
Minimum damage reduced from 50 to 45
Maximum damage range increased from 8 to 10 meters

Bug Fixes

Adjusted Lasher geometry to help address issues with it getting in the way of the fire animation.
T-7 Mini-Chaingun can no longer bypass it’s spinup time by firing and looking down sights
Fixed an issue with the first person revolver reload animation that could occur if you used the quick knife during the reload
Fixed a bug that could cause default scopes to appear as available for all rocket launchers
Newly acquired SMGs will now display the correct number of “Kills to next medal”
Corrected an error that swapped the Vortex VM21 Left and Right weapons in the certification menu
Fixed an issue that would break animations for a player that died while charging a lancer and aiming down sights

General Vehicle Updates

Tank and Fighter Superiority XP

Added Tank Superiority Bonus: 100 xp bonus for killing an enemy tank with a tank
Added Fighter Superiority Bonus: 100 xp bonus for killing an enemy ESF with an ESF

Gunner Heading on Schematic

Added a display for gunner heading to the vehicle schematic on the HUD.

Vehicle Night Vision Optics

Vehicle Night Vision Optics no longer highlights enemies
Thermal Optics still highlight enemies
To compensate, Night Vision has a longer range than Thermal Optics

Miscellaneous Changes

Pulled the third person camera for Main Battle Tanks and Lightnings out about 1 meter
Adjusted all vehicle ammo capacity certification tooltips to display the amount added instead of displaying what the new total ‘could’ be

Bug Fixes

Fixed issue where vehicle diagram turned red before the vehicle actually caught fire.

Vehicle Weapon Updates

G30 Vulcan

G30 Vulcan has been given a one second spin up time but has also been update to be more effective at range and have a larger magazine size. The Vulcan still fires during the spin up time, but at a reduced rate.

Projectile gravity decreased from 5 to 2.5
Minimum Cone of fire decreased from 0.5 to 0.25
Cone of Fire recovery rate increased from 1 to 6.25
Clip size increased from 30 to 60
Magazine size ranks reduced from 3 per rank to 2 per rank
Maximum Ammo Capacity increased from 450 to 900
Ranks increased from 30 to 60 per rank.
Added a spin up time of 1000ms
Fire rate at spin up starts at 200ms and moves towards 75ms
Minimum damage ranged increased from 300 meters to 500 meters
Minimum damage on Harasser variant increased from 80 to 85
Minimum damage on Prowler variant decreased from 110 to 90. With changes to extend the minimum damage range, it should still do 110 damage at the old minimum damage range of 300 meters.
New fire audio.

Skyguard

Projectile Speed increased from 375 to 400
Magazine size increased from 50 to 70
Ammo Capacity Increased from 750 to 1050
Amount granted from certifications increased from 60 to 70 per rank.
Reload Speed Certification increased from -60ms per rank to -100ms per rank.

C75 Viper

Projectile gravity decreased from 10 to 4
Inner Radius Splash range reduced from 1 meter to 0.5 meters

M20 Basilisk

CoF reduced from 0.75 to 0.5
Projectile Speed increased from 500 to 600.

M20 Drake

CoF reduced from 0.66 to 0.5

ML85 Enforcer

Inner Radius Blast damage reduced from 450 to 150

Saron HRB

Inner Radius Blast damage reduce from 850 to 350
Max CoF reduced from 2 degrees to 1 degree. This should extend its effective burst fire range.

M40 Fury (Flash Version)

Ammo capacity reduced from 75 to 30.
Ammo capacity certifications reduced from 15 to 5 grenades per rank

Xiphos Anti-Personnel Phalanx Turrets

Increased maximum turn speed for quicker aiming
Should now fire empire colored tracers (instead of all of them being yellow).

Vehicle Appearance Slots

Added additional appearance slots to all vehicles, allowing you to fully customize your vehicle with multiple appearance items. Below you will find an example of the new slots available today, but keep in mind that not every vehicle will have all of the slots open to them.

Ground Vehicles

Camo (various camo patterns)
Decals (various decals)
Exterior (bumpers, fenders, grills, cosmetic armor)
Horns (vehicle specific horns)
Trim (lumifiber, future vehicle trim)
Lighting (Chassis Lights)
Tire (hubcaps, tire spikes)
Antenna (Flash Antennas)
Windshield (Harasser windshields)

Aircraft

Camo (various camo patterns)
Decals (various decals)
Cockpit (cockpit glass)
Exterior (fins)
rim (lumifiber, future vehicle trim)

UI Updates

Loadout Screen Improvements

Now displays locked, unlocked, and upgradable cert items (like scopes, abilities, suit mods, etc)
Now displays un-owned slot items
Added quick weapon switch arrows
Will display the last used loadout per class by default

Squad and Platoon Improvements

Added an icon callout for friends in the Squad and Platoon windows
Leaders names are now highlighted and have an icon callout in squad and voice chat listings
Added a drop down option for the platoon leader to set a member of their squad as the leader of that squad
Squad members in vehicles now display an icon to denote that status. This icon is color coded (green for open slots, grey for none) to show if the vehicle is full or has more room for passengers/gunners.

Squad Browser Improvements

We’ve made several additions to the squad screen, including:

Continent column and Continent filter
Outfit Tag column
Squad Leader column
Description text will now show platoon subsquad coloring and information
Page number display

Squad Manager Improvements

We’ve made several additions to the squad management screen, including:

Battle Rank column
Location column (in meters or continent name depending on if you’re on the same continent)
Outfit tag column
Vehicle icon callout if the player is in a vehicle
An area to drag and drop a member to create a platoon
Toggle to show the outfit tag of the squad leader

Quick Action Menu Polish

Increased tracking speeds for vehicles and infantry.
This should keep the menu in the center of the screen and track on the target much faster. Having the menu stay in the middle of the screen will make it much easier to select the menu option of your choice.
Control should not be inverted if mouse control is inverted

Other Miscellaneous Improvements

Experience reward text will still appear, even when an experience threshold has been hit
Revives remove the death stat received
Cached several UI menus to decrease load times
When clicking on the Squad Deploy or Instant Action button, the map will move to show you where you’ll spawn
Region Names will display when mousing over a waypoint HUD indicator
Expired Bundles in the Depot will no longer display
Made a visibility pass on NC vehicle HUDs to help them stand out better against Indar environments

Bug Fixes

Fixed common pool weapons displaying faction icons in the depot
Fixed an issue causing the fire mode on the weapon stats UI to be too small to read
Fixed incorrect text strings displaying on faction specific weapons
Fixed an exploit that allowed players to circumvent visions restrictions with aiming down sights by activating the scoreboard or not drawing the HUD
Fixed missing vehicle weapon utilities and ammo attachment certs missing from the VR zone
Turret and vehicle IFF indicators will now hide themselves when you don’t have line of sight

Facility/Environment Updates

AP Phalanx Turret Changes

Xiphos Anti-Personnel Phalax Turrets
Increased maximum turn speed for quicker aiming
Will now fire empire colored tracers (instead of always being yellow)

Bug Fixes

Fix for issues causing the environment and other assets to flicker in and out of view
Ammo towers should properly render in the VR training zone
Players should no longer be able to get inside collision at certain areas of the Tawrich Tech Plant
Jump pads as the spawn room of the Peris Amp Station should now work correctly
Fixed the missing SCU shield generator at Mani Bio Lab
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Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato mercoledì 26 giugno 2013, 14:59

Finalmente la MANA in offerta!
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Kayato
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato mercoledì 26 giugno 2013, 17:14

Hahahahaha finalmente per la tua gioa! :asd:
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Aragorn89
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Messaggi: 3517
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Gioco preferito: PR, Rome:Total War, MoW, RO2, ME 1/2
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Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato venerdì 28 giugno 2013, 10:10







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