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