Planetside 2 - Thread generale

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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato martedì 16 luglio 2013, 22:38

Hey all -

Game Update 13 is right around the corner and it brings some pretty exciting change to Auraxis. Here are some highlights of the major changes and additions you can expect to see with the update. As always, last minute issues can pop up and delay some of these, but this is what we're looking at right now.

Esamir Lattice and Facility Refresh
The icy expanse known as Esamir has had a major facelift with virtually every facility and outpost modified and enhanced, with some being completely replaced. The goal with these changes is to enhance gameplay flow and help support the addition of the lattice connections on the continent. There are a lot of threads with screenshots floating around on the forums to check out, but I'd highly recommend (and humbly request) that if you can you spend some time on Public Test (Click for more info) Checking out the changes for yourself and providing some feedback. We could use all the help we can get finding bugs and areas in need of polish, so if you do hop on to Public Test please do make use of the report a bug feature - it really does help us out tremendously to have extra eyes on this kind of change.

Implants!
Implants are a consumable item that can be used to enhance your soldier with gameplay perks for a limited period of time. Each implant is equipped per-loadout and has a limited duration which is consumed only while that loadout is active. The implants are designed to give unique benefits that allow players to further refine their role & personal play-style without imparting an over-the-top player-power benefit.

Here are the currently planned implants we're launching with GU13:

Awareness: auto-spots enemies who damage you or that you damage
Battle Hardened: reduces camera shake from explosions and flinch
Clear Vision: Protects against concussion and flash grenade
EMP Shielding: Protects against EMP Grenade effects
Enhanced Targeting: increases the range that you can see enemy health bars and names
EOD HUD: Allows you to detect enemy explosives in a short radius around you
Regeneration: Slowly regenerates health over time when not in combat
Safe Landing: Reduces fall damage
Sensor Shield: Makes you undetected on enemy radar/motion sensors
Thermal Reduction: Prevents the wearer from being highlighted by thermal vision

We will be starting with these implant types available with more being added over time.

In addition to the implants we're putting in some feedback about implant resistance, so when you, as an EMP grenade user hit someone using an EMP Shielding Implant you'll receive some feedback to let you know it wasn't effective.


Implants will have relatively short durations (Measured in hours, not days) and low costs. Like weapons, they'll be available to purchase for both Certification Points and Station Cash. We're still finalizing the durations and costs for these items, but we'd love to hear feedback on the system.

Platoon Enhancements:
We're continuing to implement suggestions from players for platoon and squad management, with GU13 we've got two big player requests coming in:

Platoon voice channel management, ability for platoon leaders to set platoon VOIP channel to only be used by squad leaders
Platoon leader waypoints per squad, ability for platoon leaders to set individual squad waypoints for Alpha, Bravo, Charlie and Delta squads.

Spawn Changes:
Several enhancements to the respawn window:

There is now a category for Squad spawn points, if you're not in a squad this will allow you to auto-join a squad.
We've added some more respawn options, these should allow you to respawn at more locations near where you died, previously by default you were able to spawn at the nearest outpost, large outpost and facility (in addition to local spawn points, squad spawn points and reinforcement requests), now you'll be able to spawn at the nearest linked base (or adjacent base on non-lattice continents) in addition to the above, this should create some more consistently available fallback / reinforce positions.
Chat window added to the respawn screen

ESF Updates:
We are working on some extensive ESF changes that Kevmo has outlined (here). These changes are going to be coming over the next 2-3 game updates, starting with GU13. With GU13 you can expect:

Retuning of the default and rotary nose guns
When an enemy vehicle is destroyed via crashing, suicide or the player logging out the last player to damage the vehicle (within 10 seconds) will be awarded a kill credit.

New Weapons:
There are 4 new weapons coming with GU13:

NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend it's range even further.
NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.

Suit Slot tuning:

The cert costs for the Ammo Belt cert line have been retuned.
Advanced Shield Capacitor has been tuned to make shields recharge significantly faster.

Vanu weapon audio update:
Most VS infantry weapons have had their audio significantly updated to be more impactful and satisfying.

And of course we have a pile of bug fixes and other misc. polish, performance fixes and tuning coming with the update too numerous to list, and full patch notes will be available as we get closer to releasing the update.

Our current plans are to release GU13 next Wednesday, 7/24.

As always, we're excited to hear your thoughts and feedback on the update and these upcoming features, and once again encourage you to check out the changes on Public Test before they go live next week!
See you on Auraxis!
-
Matthew Higby - @mhigby
Creative Director @planetside2
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato mercoledì 17 luglio 2013, 15:44


Prossimamente su Auraxis, l'accoppiamento tra gli ESF e i Galaxy, solo su National geographic.
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Re: Planetside 2 - Thread generale

Messaggiodi Kayato inviato venerdì 19 luglio 2013, 11:12

Si gratta il fondo....

https://recruit.soe.com/?theme=soe

Soprattutto se non si da un bonus a quelli che entrano in questo modo non ha senso!
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato sabato 20 luglio 2013, 11:11

NE parlavo ieri con Ame:
Our primary goal for re-addressing the resource system is to make sure it does a better job making resources drive the combat taking place, make sure they have real strategic value, and generally have more meaning than they have currently.

This is a relatively complicated system - you know, a lotta ins, lotta outs, lotta what-have-you's. I've done my best to try and distill the essence of a 25 page design document down into something more easily digestible, so these are just the broad strokes of the plan we're currently mulling over.

Resources are reduced to a single currency and acquisition timers are removed. Inventory for infantry items is removed - changed to pay on use Individual Bases/Facilities supply Resources for local players Bases/Facilities have a power level that is drained by providing resources to local players There is a passive power regen to offset the cost of small skirmishes and to restore full power when no combat is taking place. Full powered bases provide more resources than low powered ones The more players being given resources, the faster the power drain Addition of Auraxium Crystals/Mines as a power source These are resource nodes added in between facilities Vehicles fitted with appropriate equipment can load up auraxium at these nodes This auraxium can be transported to a base to manually refill it’s power reserves When a base is totally out of power, no resources are provided to the friendly troops in the area. This allows the attacker cut off entrenched defenders from using resources if they can keep supply vehicles from breaking their blockade

There's still a lot of other little nuances and details but I think that gives a decent overall picture. It's a pretty significant departure from the current system - do you think this plan would make resources a more interesting component of the game?

https://forums.station.sony.com/ps2/index.php?threads/september-resource-revamp.83018/
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Re: Planetside 2 - Thread generale

Messaggiodi ziogianus inviato sabato 20 luglio 2013, 11:43

si come in ps1 anche qua metteranno un veicolo di trasporto naniti e se finisce non puoi piu prendere tutte quelle cose che vengono "comprate" consumando materiali ... e si potrà riempire attraverso dei trasporti mirati confido faranno una cosa al sunderer per fare questo senza mettere un veicolo nuovo che sarebbe uno spreco.
Come nella beta sarà Auraxium da estrarre almeno credo di aver capito quello.
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Re: Planetside 2 - Thread generale

Messaggiodi Aragorn89 inviato sabato 20 luglio 2013, 12:11

Oh poi si pigliano gli harraser e si fa scorta/assalti alla diligenza. :asd:
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Re: Planetside 2 - Thread generale

Messaggiodi Gorenor inviato sabato 20 luglio 2013, 15:55

Aragorn89 ha scritto:Oh poi si pigliano gli harraser e si fa scorta/assalti alla diligenza. :asd:

stiamo diventando harraser dipendenti
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 mercoledì 24 luglio 2013, 10:25


All servers will come down for maintenance at 6:00 AM PDT (3:00 PM CEST) for game update 13. Downtime is anticipated to be less than 2 hours. Players may note the following changes:
GU13 Patch Notes

General Game Updates
Automated Server Recommendations
Recommended servers work well to funnel new players on to the servers that could use the extra population, but we need to make that process smarter and automated. We made some improvements in GU12, but there were still some more things that we thought would be useful to do. As such, we’ve made the following improvements to the way this works on the backend:

The recommended server surfaced at character select is now automatically chosen based on these criteria, in order:
Empire Population – favoring the server with the lowest percentage average population for the empire selected in the last 24 hours
Server Population – favoring the server with the lowest overall population for the last 24 hours per region

These changes should have no direct impact on players beyond the effects that come from providing more responsive recommendation system.

Alert Experience
Alert empire rewards are now proportional to the amount of time you participated in the alert. Only characters that participate throughout the entire duration of the alert will receive the full empire reward. This participation time is specific to individual characters (i.e. it’s not account-wide).

Improved Respawn Logic for Lattice-Enabled Continents
Updated facility respawn options to fall in line with the following:

All friendly facilities within one lattice-link to the region the player died/redeployed, including the current region.
If there are multiple friendly linked facilities then the player can respawn at any of them.
Nearest Major Facility (Tech plant, Bio lab, Amp Station) by lattice-links, if not already satisfied by #1
“Nearest” is determined by lattice link distance from the player’s current region.
The player’s faction Warpgate Facility

The above is in addition to any reinforcements needed, Sunderers, and squad spawn options that may be available. No changes have been made to those spawn options. No changes have been made to non-Lattice enabled continents.

These changes should allow players to always fall back to any linked friendly facility. It also allows players who have multiple access points to a region to respawn at any of those access points. All players in a region can always fall back to their nearest major facility (if they have one) as a local rally point or for access to vehicles.

Interactive Tutorial Changes
The following changes have been made to the Interactive Tutorial:

A few more seconds have been added before the Tutorial starts after entering the zone. This is to allow more time for loading and avoid situations where the tutorial skips too far ahead.

The equipment terminals have been removed from the mini-spawn room at the Redeploy step. These were unnecessary and distracted new players.

The spawn door shield has been changed to hostile and now blocks progress at the Redeploy step. This shield functions like the shooting range shield and will drop automatically when players respawn.

A teleporter has been added to the beginning of the Tutorial as a shortcut to the mini-spawn room. This teleporter only appears when players reach the Redeploy step. This is to give players who accidentally spawn at the start of the tutorial a quick way back to the mini-spawn room. If this occurs the tutorial will also direct the player to that teleporter and halt further progress of the tutorial until the player returns to the mini-spawn room.

The Redeploy and Instant Action toggles can no longer be cancelled while in the Tutorial. This is to prevent accidental cancellations of instant action and redeploy if a player happens to hit it twice so they can see it is a countdown and not instantaneous.

The Generator Overload and Warpgate terminal steps now detect when a player is in a vehicle and updates the floating help to show the Exit Vehicle keybind in case the player missed how to leave the vehicle in the previous vehicle driving step.

The Warpgate Terminal floating help text has been updated to provide better instruction to the player.

The ammo depot waypoint now points to the Ammo Depot itself instead of the road in front of it.

Improved the freshness of the continent population check at the Warpgate Terminal step. This should reduce chances where players are directed to a continent with a queue. The tutorial will highlight the continent with the highest population without a queue for that player’s faction.

XP Changes with Suicides
When an enemy soldier dies from a suicide or logs out, the last player to damage the player (within 10 seconds) will be awarded the kill. This also applies to characters inside of vehicles.

New in the Depot
New Weapons

NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend its range even further.
NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.

New Camos
Seven new camos now available, including the Grey Scales Camo in the Early Access section.

New Bundles
Our most popular camos are now bundled together at a reduced price

Get our most popular loadouts for each vehicle and infantry class with new Pro Bundles

New Vehicle Cosmetics

3 new Vehicle Decals
Glow in the Dark ESF cockpit glass decals
Hood Ornament and Decal Price Reductions
Hood Ornaments are now 50 SC, except for the FX versions which are 100 SC
Armor Decals are now either 100 SC or 300 SC
Vehicle Decals are now either 300 SC or 500 SC

Infantry Updates
VS Audio Overhaul
VS Infantry Weapon fire audio was redone based on community and internal feedback. This includes audio for the Assault Rifle, Carbine, LMG, Sniper Rifle, Pistol, Rocket Launcher and Lasher, as well as suppressed variants for each weapon type.

IFF Reticule
The hip reticule will now turn red when hovered over an enemy that is within 8 meters.

The above color change will not happen on cloaked Infiltrators.

Pistol Balance Adjustments

NS-357 Underboss
ROF increased from 200 RPM to 220 RPM
NC4 Mag-Shot
Minimum damage increased from 100 at 65 meters to 112 at 60 meters
Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
Fixed FB variant having a slower projectile speed than the normal version
LA8 Rebel
Maximum damage range increased from 10 to 15 meters.
Minimum damage increased from 125 at 65 meters to 143 at 60 meters
Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
Short reload time is also faster at 1.5 seconds, down from 1.7 seconds
TX1 Repeater
Max damage now starts scaling at 8 meters, decreased from 10 meters
Minimum damage is now reached at 50 meters, down from 60
TX2 Emperor
Maximum damage range increased from 10 to 15 meters
Minimum damage increased from 84 at 65 meters to 112 at 60 meters
Long reload time is now faster at 1.8 seconds, down from 2.0 seconds
Short reload time is also faster at 1.525 seconds, down from 1.7 seconds
Aimed accuracy loss per shot increased from 0.1 to 0.12
Hip accuracy loss per shot increased from 0.2 to 0.24
Fixed stand hip accuracy and crouch-moving hip accuracy being swapped
Projectile speed increased from 375 to 390
Beamer VS3
Stand hip accuracy improved from 1.5 to 1.0.
Crouch-moving hip accuracy reduced from 1.25 to 1.5.
Minimum damage increased from 84 at 65 meters to 100 at 60 meters
Manticore SX40
Minimum damage increased from 100 at 65 meters to 112 at 60 meters
Long reload time is now faster at 1.9 seconds, down from 2.0 seconds
Short reload time is also faster at 1.6 seconds, down from 1.7 seconds
Fixed stand hip accuracy and crouch-moving hip accuracy being swapped

Optics Alignment Pass

VS Carbine scopes used to be slightly off center to the right in iron sights. They should now be dead on.
All SMG scopes had the same issue, but to the left. Corrected these as well.
NC Mag Shot and Rebel iron sights have also seen minor corrections.

Ammunition Cert Line Adjustments
All classes other than HA and MAX should have the following costs on the Ammunition Belt cert lines across all factions:

Rank 1: 1 CP
Rank 2: 10 CP
Rank 3: 100 CP
Rank 4: 1000 CP

Heavy Assault should have the following costs on the Ammunition Belt cert lines across all factions:

Rank 1: 50 CP
Rank 2: 500 CP

Cloak Shader Changes
The low graphic settings cloak is now less grey and more transparent.

Advanced Shield Capacitor Delay
Advanced Shield Capacitor’s delay reduction improved to -4.0 seconds at max rank.

Rank 1: Recharge delay reduction increased from .5 to .8 seconds
Rank 2: Recharge delay reduction increased from 1 to 1.6 seconds
Rank 3: Recharge delay reduction increased from 1.5 to 2.4 seconds
Rank 4: Recharge delay reduction increased from 2 to 3.2 seconds
Rank 5: Recharge delay reduction increased from 2.5 to 4 seconds

Infantry Explosives

Improved explosives so they perform better against nanoweave equipped players
All faction Frag & Sticky Grenades
Increased inner max damage radius from 0.5 to 1.0 meters.
NC Bouncing Betty & VS Proximity Mine
These now animate and play audio before detonating.
Internal maximum damage radius increased from 0.5 to 2.0 meters.
Minimum damage now drops to 200 at 6.5 meters, up from 10 at 6 meters.
Activation time after being placed increased from 1.5 to 2.0 seconds.
TR Claymore
Added audio when claymores trigger.
Maximum damage increased from 1275 to 1300
Internal maximum damage radius increased from 1.5 to 3.0 meters.
Minimum damage is now 350 at 6.5 meters, up from 10 at 6 meters.
Activation time after being placed increased from 1.5 to 2.0 seconds.
NC Bouncing Betty, VS Proximity Mine, TR Claymore, & all faction Tank Mines
Throw time increased from 0.250 to 0.650 seconds.

Spotting
Enemy explosives can now be spotted.

Added new spot icons for the following:

AV Turret (both facility and Engineer deployed)
AI Turret (both facility and Engineer deployed)
Facility AA Turret
All Vehicles
Tank Mines

Bug Fixes

T7 Mini-Chaingun will no longer display 1st person animation issues when moving around while aiming down sights
Fixed a bug causing 1st person firing animations to stop if the player paused firing while moving
Fixed an exploit allowing medics to revive players that suicide for experience
Corrected an issue preventing fire mode selections from persisting through death
Red dot scopes will no longer reset position on the rail after resupplying
Fixed a bug causing the first C4 explosion of a gaming session to not play any audio
Fixed an issue causing all scopes that mention: “Hold Sprint key to steady aim” to display text errors in the tooltip
Fixed a bug causing incorrect footstep audio to play for all surfaces
Underbarrel grenade launcher projectiles should no longer penetrate spawn shields

Up x 2

Luperza, 50 minutes ago
#1 Last edited by Luperza, 22 minutes ago
Luperza Community Relations

Vehicle Updates
Empire Specific Fighter Updates
Default cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.

New Descriptions:

“The Saron Laser Cannon is the standard air superiority nose cannon for the VS Scythe. Its specialized rounds can be reloaded quickly and travel faster than standard rounds.”
“The M20 Mustang is the standard air superiority nose cannon for the NC Reaver. Its high caliber rounds allow it to do more damage up close and at range.”
“The M18 Needler is the standard air superiority nose cannon for the TR Mosquito. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate.”

Fire rates have been slowed. Mosquito retains the fastest fire rate.

Saron Laser Cannon: Fire Rate reduced from 732 RPM to 706 RPM
M20 Mustang: Fire Rate remains at 667 RPM
M18 Needler: Fire Rate reduced from 800 RPM to 750 RPM

Magazine sizes increased. The sustained fire of these cannons should be longer than before. The Needler gains a larger clip and can sustain fire the longest.

Saron Laser Cannon: Magazine size increased from 50 to 60
Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
Ammo Capacity Increased from 600 to 720
Ammo Capacity certifications remains 60 per rank
M20 Mustang: Magazine size increased from 50 to 55
Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
Ammo Capacity Increased from 600 to 660
Ammo Capacity certifications reduced from 60 per rank to 55 per rank.
M18 Needler: Magazine size increased from 50 to 75
Magazine Size certifications reduced from 6/9/12/15 to 2/5/7/10
Ammo Capacity Increased from 600 to 900
Ammo Capacity certifications increased from 60 per rank to 75 per rank.

Damage has been adjusted to offset the fire rate reduction and to make the TTKs more even. Reaver retains the highest damage but also kills slightly faster.

Saron Laser Cannon: Max damage increased from 325 to 340
M20 Mustang: Max damage remains at 400 (as fire rate was not changed)
M18 Needler: Max damage increased from 300 to 315

Damage fall-off has been added. Fall off for the Reaver starts at a farther range.

Saron Laser Cannon
Inflicts maximum damage up to 200 meters
Minimum damage inflicted beyond 325 meters
Minimum damage is 255
M20 Mustang
Inflicts maximum damage up to 225 meters
Minimum damage inflicted beyond 350 meters
Minimum damage is 290
M18 Needler
Inflicts maximum damage up to 200 meters
Minimum damage inflicted beyond 325 meters
Minimum damage is 245

Cone of Fire has been normalized to 0.3 degrees:

Saron Laser Cannon: CoF reduced from 0.4 to 0.3 degrees
M20 Mustang: CoF remains 0.3 degrees
M18 Needler: CoF remains 0.3 degrees

Time to reload reduced on the Scythe.

Saron Laser Cannon: Reload speed reduced from 2.5 seconds to 2 seconds
M20 Mustang: Reload speed remains at 2.5 seconds
M18 Needler: Reload speed remains at 2.5 seconds

Projectile speed has increased for the Saron, but remains the same for Mustang and Needler:

Saron Laser Cannon: Projectile speed increased from 600 mps to 800 mps
M20 Mustang: Projectile speed remains at 750 mps
M18 Needler: Projectile speed remains at 750 mps

Rotary cannons have been re-tuned. Some adjustments have been done to the empire specific characteristics and some are across the board.

New Descriptions:

“The Hailstorm is a high damage, close range cannon that can unload rounds quickly. Its specialized rounds can be reloaded quickly and travel faster than standard rounds. VS use only.”
“The Vortek Rotary is a high damage, close range cannon that can unload rounds quickly. Its high caliber rounds allow it to do more damage up close and at range. NC use only.”
“The M18 Rotary is a high damage, close range cannon that can unload rounds quickly. Its small caliber rounds allow it to sustain fire for longer and at a higher fire rate. TR use only.”

Fire rates have been slowed across the board. Damage increased so TTK remains near the same.

Hailstorm Turbo Laser: Fire Rate reduced from 1200 RPM to 857 RPM
Vortek Rotary: Fire Rate reduced from 1000 RPM to 750 RPM
M18 Rotary: Fire Rate reduced from 1500 RPM to 1000 RPM
Hailstorm Turbo Laser: Damage increased from 308 to 360
Vortek Rotary: Damage increased from 388 to 500
M18 Rotary: Damage increased from 237 to 315

Magazine sizes were adjusted to make the ‘Time Until Dry’ near the same duration. Mosquito retains the fastest fire rate and gains an advantage of a slightly larger magazine.

Hailstorm Turbo Laser: Magazine size reduced from 40 to 35
Amount per certification rank adjusted from 2/5/7/10 to 3/5/8/10
Vortek Rotary: Magazine size reduced from 35 to 25
Amount per certification rank adjusted from 2/5/7/10 to 2/4/6/8
M18 Rotary: Magazine size remains at 50 rounds
Amount per certification rank adjusted from 2/5/7/10 to 3/6/9/12

Damage fall-off has been added. Fall off for the Reaver starts at a farther range.

Hailstorm Turbo Laser
Inflicts maximum damage up to 125 meters
Minimum damage inflicted beyond 250 meters
Minimum damage is 300
Vortek Rotary
Inflicts maximum damage up to 150 meters
Minimum damage inflicted beyond 275 meters
Minimum damage is 425
M18 Rotary
Inflicts maximum damage up to 125 meters
Minimum damage inflicted beyond 250 meters
Minimum damage is 270

Reload speeds adjusted to be empire specific. The Hailstorm has the quickest reload.

Hailstorm Turbo Laser: Time required to reload increased from 1.5 seconds to 1.75 seconds
Vortek Rotary: Time required to reload increased from 1.5 seconds to 2 seconds
M18 Rotary: Time required to reload increased from 1.5 seconds to 2.25 seconds

Projectile speed has been increased for the Hailstorm, to give it an empire distinction, but remains the same for Vortek and M18:

Hailstorm Turbo Laser: Projectile speed increased from 550 mps to 700 mps
Vortek Rotary: Projectile speed remains at 650 mps
M18 Rotary: Projectile speed remains at 650 mps

Ammo Capacity

Hailstorm Turbo Laser: Ammo Capacity changed from 400 to 350
Amount granted by certifications reduced from 40 to 35 per rank
Vortek Rotary: Ammo Capacity changed from 350 to 250
Amount granted by certifications reduced from 35 to 25 per rank
M18 Rotary: Ammo Capacity remains the same at 500 rounds
Amount granted by certifications remains the same at 50 per rank

Other Vehicle Weapon Tuning
M20 Basilisk

Damage fall off now begins at 75 meters instead of 50 meters
Minimum damage increased from 175 to 200
Minimum damage range increased from 100 to 200

M20 Drake

Damage fall off now begins at 150 meters instead of 100 meters
Minimum damage increased from 175 to 200

AP30 Shredder

Fall-off damage starting range increased from 50 to 75.
Fall-off minimum damage range increased from 150 meters to 175

G30 Vulcan

Changed to Armor Piercing Bullet Resist Type
Max Direct Damage increased from 120 to 250
Minimum Direct Damage increased from 90 to 175
This should make the Vulcan less powerful against Aircraft
This should make the Vulcan more powerful against infantry

G30 Vulcan – H

Changed to Armor Piercing Bullet Resist Type
Max Direct Damage increased from 110 to 220
Minimum Direct Damage increased from 85 to 165
This should make the Vulcan less powerful against Aircraft
This should make the Vulcan more powerful against infantry

Sunderer Changes
Sunderer resistance to armor piercing bullets increased from 70% to 75%

Harasser Tuning

Stock resistance to small arms fire reduced from 85% to 80%
Composite Armor bonus reduced from 6/12/18/24 % to 5/10/15/20%
Adjusted the pitch angle on several of the Harasser weapons so that the player could aim lower to the ground


Proximity and Scout Radar Changes

Proximity Radar
Old Description “Hostiles near the vehicle are revealed on the minimap for all vehicle occupants.”

New Description “Detects the movement of hostile soldiers near the vehicle and reveals them the mini-map for all vehicle occupants.”

Proximity Radar range increased from 20/30/40/50 to 30/35/40/50
Proximity Radar now updates every ½ second instead of 2 seconds
Proximity Radar now detects cloaked infiltrators, like the recon tool
Proximity Radar now only detects moving players, like the recon tool


Scout Radar
Old Description “Enemies near the vehicle will appear on the map of nearby allies for up to 25 meters.”

New Description: “Detects hostile enemies near the vehicle and reveals them on the mini-map for all nearby allies. The vehicle must be occupied for scout radar to function.”

Scout Radar now detects cloaked infiltrators, like the recon tool
Scout Radar now only functions if the vehicle is occupied
For the Flash version:
Scout Radar range increased from 25/50/75/100 to 40/60/80/100

Bug Fixes

The Mosquito should once again have glass in place to showcase cockpit decals
Players in the rumble seat for the Flash or Harasser will no longer appear to be playing the running animation to remote clients
AMS Sunderers should now be able to deploy in friendly No-deploy zones
A2A missile launchers stats now display “Lock-on” as their fire mode.


UI Updates
Added Chatbox to the Fullscreen UI
We’ve added a toggle button to the upper left corner of the fullscreen UI that will bring up a re-sizable chat window.

Additional Platoon Leader Waypoints
For every additional squad in the platoon, the platoon leader will now have access to one extra waypoint:

Alpha Waypoint
Bravo Waypoint
Charlie Waypoint
Delta Waypoint

The HUD indicators are colored to match whatever color you’ve selected to represent that squad.

Improved Linking and Default Sorting in the Depot
Allows us to do cool things like:

New items can be listed at the top of categories
Sale items can be listed near the top of categories
Link to specific bundles when clicking on a billboard

Spawn/Deploy UI Usability Improvements

Added a squad spawn locations category to the deployment list
Un-squaded players will be able to autojoin a squad directly from the new squad spawn category in the Deployment list

HUD Indicator Clean Up Pass

Destroyed vehicles and turrets now remove their indicators
Empty ally vehicles will now show an indicator if you target them
Platoon members no longer show all names and extra info for up to 70 meters
Range-wise, they’re now treated like other allies
Squad mates still show as before with no range limit
Medics will now see the “needs heal” indicator when an ally is at less than or equal to 50% HP
Dead squad members will now show the dead icon no matter how far away they are.
Spotting while zoomed or while in iron sights should no longer be harder to do than spotting from the hip.
Dead squad members will now show the dead icon no matter how far away they are
Ground vehicles will only see HUD indicators for ground vehicle depots, air vehicles will only see indicators for air vehicle depots.

Other Miscellaneous Changes

Loadout tooltips on the vehicle and class screens now show the custom name and description
Added tilt to the platoon screen panels to better imply the functionality of the screen
Added waypoint type names (ex: “personal waypoint”, “squad waypoint”, etc.) back to waypoints if you aim at them
Added unique feedback messaging for when a name is taken, invalid, profane, reserved, or unavailable when creating a new character

Bug Fixes

We think we fixed an elusive bug causing /regionsay to randomly stop working. If you still see this happening, please submit a bug report via the in game tool.
Corrected an issue causing the squad dropdown menu for the bottom two players in a squad to be cut off
Fixed a messaging error when non-members attempted to purchase items from the Premium Early Access category of the Depot


Faclity/Environment Updates
Facility Capture Time Tuning

All Amp Stations and Tech Plants on Indar, Esamir, and Amerish, cap in 7 minutes instead of 10
Biolabs on all continents will cap in 7 minutes if you own the majority of the cap points (2/3 or ¾). If you own all CPs, it will cap much faster

Esamir Lattice and Facility Enhancement

The lattice system already in use on Indar is now active on Esamir.
Nearly every facility and outpost was been enhanced or in some cases completely replaced to help create better gameplay flow and support the addition of the lattice connections on the continent.
Added two new outposts, The Rink, and Rime Analytics

Esamir Deployable Turret Restrictions
At warpgates and facilities on Esamir, jump pad landing pads, tunnel exits, and vehicle pads will destroy any deployable Engineer turrets that are placed on them to help prevent griefing.

Bug Fixes

Fixed some exploitable collision near the Stronghold on Indar
Corrected some exploitable collision inside the Esamir Biolabs
Fixed malfunctioning gravity pads at the following installations:
Andvari Barracks
Andvari Frozen Reservoir
Eisa Mining Operation
Elli Barracks Complex
Freyr Geothermal Plant
Freyr Substation
Mani Fortress
Apex Genetics
Bridge-Ward
Echo Valley Substation
Everett Supply Co.
Geological Survey Camp
Grey Heron Shipping
Haven Outpost
The Traverse
Fixed a texture seam on the ground near Eisa Tech Plant
Removed clipping terrain from the spawn room stairs at Freyr Amp Station
Removed terrain piled up in front of a ground vehicle pad at Jaeger’s Crossing
Removed terrain clipping through the forward spawn room at Mani Bio Lab
Fixed a collision issue at Esamir’s Northwest Warpgate allowing players to get stuck beside stairs in multiple locations
Fixed a gab in the Biolab vehicle shields that allowed infantry to slip through
Addressed clipping terrain in several areas around Aurora Materials Lab
Addressed a crate clipping into the roof of the spawn room at Grey Heron Shipping
Removed flora clipping through the floor of Mani Tower and Nott Amp Station
Fixed the missing SCU shield at Mani Bio Lab
Removed excess terrain from in front of both ground vehicle pads at Northpoint Station
Removed a texture seam on the terrain near Echo Valley Substation
Fixed an issue with the wrong audio callout playing when the SCU shields are restored



Pompata la vulcan, meno danno agli aerei e piu contro i fanti...gneheheheheheh!
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Aragorn89
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Re: Planetside 2 - Thread generale

Messaggiodi Gorenor inviato mercoledì 24 luglio 2013, 14:27

sarebbe carino sapere quanti tipi di danni esistono e come si comportano; peccato la perdita di resistenza degli harasser con la composita. Interessanti i cambiamenti alle armi degli aerei da verificare. Peccato il rateo di fuoco della rotary ora crollato.
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 Kayato inviato mercoledì 24 luglio 2013, 15:52

Non capisco il nerf dei radar, ma a quanto pare è molto apprezzato su MMORPG Italia visto che era considerato "stra-abusato" e rovinava totalmente il gioco!
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Kayato
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