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View Full Version : News: Game Update (2012/10/25)


MasterCalaelen
2012-10-25, 10:15 AM
Notable Changes:


Players are now mostly invulnerable to damage at Warpgates with the exception of vehicle collision damage against structures. An outstanding issue is while accessing a terminal players are vulnerable.
Sunderers are now available at every vehicle terminal that offers the Flash.
Squad members can deploy on their squad leaders from the Warpgate via the Instant Action menu.
Grief accumulation has been reduced for accidental team damage.
Grief points are no longer accumulated for damaging a fellow member or their vehicle. An outstanding issue is killing that player will result in grief points.

Performance:


Client crash fixes and client performance optimizations

Top Bugs Fixed:


Logging out or zoning while in a MAX should no longer change your class.
Forward spawn point terminals should now display appropriate faction on the minimap
Vehicle kills will give notifications again.
Turrets should no longer stop animating.
Dead characters will no longer be collidable.
Vehicles will no longer randomly invert controls.
Shields will now block tossed projectiles such as grenades and C4.
Fixed an instance where AFK players would be unable to be damaged.
Fixed a case where dying in the UI could leave a character in a bad state.

Weapons:


Reduced bullet drop on all weapons.
Buffed VS weapons to be much stronger at greater range. Projectile speed and Damage were increased on all weapons except sniper rifles.
Projectile speed was increased.
Damage at range was increased.
Reload times on most VS weapons are now faster.
Grenade trajectory is now more predictable.

Vehicles:


Speed required to damage infantry in a vehicle collision increased.
Projectile speed of Halberd increased
Reduced lock-on range of Heavy Assault anti-ground vehicle launchers (500 meters was overkill)
Scythe Default and Rotary nose cannon projectile speed increased
A pass was done on Sunderer and Tank Secondary weapon elevation ranges.
Elevation ranges should be the same between all the MBTs. Previously there were some discrepancies
50cal MG elevation range increased by 15 degrees


As always, the patch notes can also be found on our Wiki: Beta Update (2012/10/25) (http://wiki.planetside-universe.com/ps/Beta_Update_%282012/10/25%29)

ringring
2012-10-25, 10:24 AM
He forgot to include the capture point change ...... the most important one I'd say.

Hmr85
2012-10-25, 10:31 AM
Maybe the VS will stop complaining now about their weapons on the forums.


Buffed VS weapons to be much stronger at greater range. Projectile speed and Damage were increased on all weapons except sniper rifles.
Projectile speed was increased.
Damage at range was increased.
Reload times on most VS weapons are now faster.

SpottyGekko
2012-10-25, 12:38 PM
Hooboy, some people over on the official forums are going to have a hernia when they see the "VS weapon buffs" in the patch notes ! :D

I mean, "absolutely everyone" knows that the VS need to be NERFED, not buffed... ;)

TerminatorUK
2012-10-25, 12:43 PM
Some good changes / bug fixes here for sure.

The ability to pull Sunderers at anywhere you can pull a Flash is an excellent change.

A further improvement would be if you could pull Lightnings and MBTs at all bases connected a a Tech Plant.

Fazed
2012-10-25, 12:57 PM
This is awesome!

I always felt like the medium-long range combat with machine guns was like trying to hit someone with a paintball marker at 300 yards.

Very, very happy with how the new patch turned out :D

QuantumMechanic
2012-10-25, 01:20 PM
I was expecting the VS infantry weapon buffs. But the way these patch notes read is that ALL empires also got less bullet drop, faster projectile speed and more damage at distance.

I hope the patch notes were just written funny, because TTK is already quite fast. I don't think anybody wants to see it much faster.

Edit: ok, maybe with the exception of the guy above me and likeminded people.

maradine
2012-10-25, 02:08 PM
I'm not sold on the Sunderer change. Someone walk me through why that was a good idea. Unless I'm at the wrong fights, I was under the impression that there were too many of them, not too few.

MrBloodworth
2012-10-25, 02:09 PM
Did they fix the Mini Chain-gun? Becouse, its broken.

Crator
2012-10-25, 02:21 PM
I'm not sold on the Sunderer change. Someone walk me through why that was a good idea. Unless I'm at the wrong fights, I was under the impression that there were too many of them, not too few.

Not certain that was done to allow more Sunderers necessarily. Isn't the amount controlled by timer and resource costs?

MrBloodworth
2012-10-25, 02:24 PM
The Sunderer change was possibly one of the last best additions. The only issue now, is its a Sunderer not an AMS.

So, instead of a high availability of a weak, but tactically important equipment. We have the firepower of a tank that can bletch troops available at your nearest corner store.

maradine
2012-10-25, 02:30 PM
Not certain that was done to allow more Sunderers necessarily. Isn't the amount controlled by timer and resource costs?

Totally, there was just some additional time necessary in going back to a primary facility to pull one. I'm not against it per se, I'm just not following the logic.

ringring
2012-10-25, 02:58 PM
I'm not sold on the Sunderer change. Someone walk me through why that was a good idea. Unless I'm at the wrong fights, I was under the impression that there were too many of them, not too few.
The reason is that spec ops need to happen and they need to have a spawn point or two ......

the front line is/was ok.

But also remember the restrictions ... resource (kidding), timer and deploy restriction range.

MrBloodworth
2012-10-25, 03:10 PM
Nothing says "spec ops" like a giant buss with the fire power of a tank parking outside.

bullet
2012-10-25, 03:56 PM
I don't see it in the notes but they really need to implement the old system where you can only deploy an AMS so close to another. Right now they are just stacked on eachother and with this new change, I'm sure we'll see even more.

No Lasher fix huh? Guess we're doomed to be Ghost Busters forever.

SixShooter
2012-10-25, 04:41 PM
They forgot to include the tradeoff for the VS buff - Magriders will only be able to look in the direction that they spawn into;). I thought my mouse was fucked up the first time I pulled one today.
:cheers:

SKYeXile
2012-10-25, 05:50 PM
Nothing on adding separate air and ground vehicle controls while adding an option to rebind axis' ?


http://www.reddit.com/r/Planetside/comments/zabmz/rplanetsides_top_beta_gameplay_issues_for/
I'll ask about adding separate air/ ground vehicle keybinds. That should be pretty straight forward. I'll also put in a request to allow you to rebind the aircraft roll.
Turret tracking speed is part of their balancing, although I'm not convinced it's doing anything except being irritating.
We've got some new recoil stuff coming online in the next week or so which should allow us to do some better stuff with the weapon recoil which, in turn, should let us decrease the deviation somewhat. Those two things will be part of weapon sidegrades too, so you'll be able to find one that hopefully works best for you.
We've got a bunch of little bugs with medic and engineer heal / repair tool range that we're dealing with solving. Hopefully you should see these things get better in the next two-three weeks.

WHEN THOUGH HIGBY?!?!

bullet
2012-10-25, 11:27 PM
WHEN THOUGH HIGBY?!?!

It says 2-3 weeks in his quote. Dats when.

SKYeXile
2012-10-26, 12:01 AM
It says 2-3 weeks in his quote. Dats when.

this was posted a month ago!

Rago
2012-10-26, 01:34 AM
I dont play this til the next fixed it´s totally messed up.For the VS-