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View Full Version : News: FULL GU04 Patch Notes 13/03/2013


Pella
2013-03-13, 07:24 AM
http://www.planetside-universe.com/news-planetside-2-game-update-04-2976.htm

http://wiki.planetside-universe.com/ps/Game_Update_4_(2013/03/13)

http://forums.station.sony.com/ps2/index.php?threads/server-downtine-03-13-2013.103289/

General Updates

Passive Certification gain has been increased for members.

We've increased the number of passive certifications for members and scaled the increase in Certification points based on length of Membership. The new cert point rates are as follows:

1-mo. member - 24 passive cert points/day
2-mo. member - 28.8 passive cert points/day
3-mo. member - 33.6 passive cert points/day
4-mo. member - 38.4 passive cert points/day
5-mo. member - 43.2 passive cert points/day
6-mo. + member - 48 passive cert points/day

Added a Virtual Reality Training Center

This area is accessible through any warp terminal
This is a safe test area where you can try every weapon, vehicle, and upgrade available to your empire!
Each empire has its own Training area.
This area has target dummies for vehicles and infantry that have the same properties as in normal combat.
An indoor shooting range with random targets at 10 meter intervals for reflex practice and target recognition is available.
An outdoor shooting range with infantry and vehicle targets to train with all manner of weaponry is also available.
There is an open area to practice driving or flying with vehicles.
A quad course is available, but jump ramps haven’t been installed yet, so be cautious and creative when navigating the course!
While in the training area players have a separate set of loadouts for vehicles and classes. Normal loadouts are used when the player returns to one of the continents.
A Redeploy hotkey has been added and can be used without having to view the map. Default binding is the Delete key. If you find yourself stranded in VR, use the hotkey to get back to the training facility. This functionality is available both in and out of VR Training.
For training purposes, reality has been altered in this area:
All weapons for infantry and vehicles available to the player’s empire can be used!
All vehicle upgrades, suit upgrades, abilities, and weapon attachments are available and at the maximum rank while in the zone, regardless of the player’s current certifications.
Vehicles and MAX suits do not cost resources.
Vehicles and MAX suits do not require or start acquisition timers.
Player stats are not recorded while in this area.
Experience and medals cannot be earned while in this area.
Players cannot hurt each other or their vehicles but can hurt themselves.
Shooting or destroying friendly target dummies does not grant grief points but will still show the grief indicator and play the grief sound.
Respawning has no time delay.
Weapon trials cannot be obtained while in this area (you already have access to every weapon!).
Note that consumables still cost resources and deplete the player’s inventory when used while in VR. This will be altered in a future update.
Rotated the Warp Gates on all three continents

New Items:

More Classic Decals have been added to the Depot.
Added a new weapon for the Flash, the S12 Renegade shotgun.

Infantry Updates

The cloak effect on low graphics settings will no longer make the infiltrator completely invisible.
Fixed issues with some AA weapons not causing proper damage to air vehicles at close range.
Fixed an issue where rocket launchers could maintain a lock through actions that should have cancelled it
Shooting through SCU shields should no longer impact projectile range
When set to semi-automatic, the crosshair for the NS-11 and NS-11 Platinum should no longer disappear
Fixed an issue where the M77-B could lose its crosshair after aiming down the sight
Changed the color of the night vision scope’s crosshair so that is easier to see against dark backgrounds.
Should now be able to unlock the Auraxium Medal for the TR’s ASP-30 Grounder
The shell casings for all pump action shotguns should now eject from the weapon at the correct time and match the texture of the shell casings being loaded
Placed C4 will now despawn when the source player dies
NS Annihilator: Range to lock-on to ground targets reduced to 400 meters (matching the range of other ground lock-on rocket launchers). Range against aircraft remains at 500 meters.
Fixed bug that was causing the hit box and the player model to not match when jumping.
Note: Other players will now jump lower to the ground (and be slightly easier to shoot). There has been no change to actual jump height.
Small increase to the angle that players can walk up
The medals for the TRS-12 Uppercut should no longer be mislabeled
The LX Mark IV and Trueshot scopes should now both apply the proper attachment to the GD-66 Claw when equipped
Addressed cosmetic issues with the T5 AMC’s reload animation
The following infantry based explosives have been modified. In general, explosions are now stronger at their center, but damage falls off faster
Frag Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points.
Sticky Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points. Sticky grenades will now bypass flak armor if stuck to a player.
TR Claymores: Reduced inner blast radius by 1.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
NC Bouncing Betties & VS Proximity Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
Tank Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 3 meters. Note: These changes only apply to infantry.
Underbarrel Grenade Launcher: Reduced inner blast radius by 0.4 meters. Increased inner damage by 25 points.
C4: Increased inner blast radius by 1 meter.

Modified the total ammunition capacity of the following weapons:

Default capacity increased from 120 to 140 on the following carbines:

NC Reaper DMR
NC AC-X11

Default capacity increased from 180 to 210 on the following assault rifles:

NC GR-22
NC Carnage BR
NC GD-7F
VS Pulsar VS1
VS H-V45
VS CME
VS Equinox VE2 Burst
VS Equinox VE2
VS Solstice
VS VX6-7
VS Solstice Burst
VS Solstice SF
VS Serpent

Default capacity increased from 60 to 70 on the following Sniper rifles:

NC Gauss SPR
NC Impetus
TR 99SV
TR KSR-35
VS VA39 Spectre
VS Phantom

Default capacity increased from 30 to 40 on the following bolt action sniper rifles:

NC NC14 Bolt Driver
NC SAS-R
NC LA80
NC Longshot
TR M77-B
TR TSAR-42
TR SR-7
TR RAMS .50M
VS XM98
VS Ghost
VS V10
VS Parallax

All 75 round LMGs are now the same and have a 300 round capacity.

NC Gauss Saw S
TR TMG-50
VS Pulsar LSW
VS SVA-88
VS Flare
VS Ursa

Pistols:

NC NC4 Mag-Shot : Default capacity increased from 60 to 75
NC Rebel : Default capacity increased from 32 to 56
TR TX1 Repeater: Default capacity increased from 84 to 105
VS Beamer VS3 : Default capacity increased from 68 to 85
VS Manticore SX40 : Default capacity increased from 60 to 75

SMGs:

NC AF-4 Cyclone : Default capacity increased to 175
TR SMG-46 Armistice : Default capacity increased to 240
TR PDW-16 Hailstorm : Lowered default capacity to 240
VS Eridani SX5 : Default capacity increased to 200


Other:

TR T32 Bull: Lowered default capacity to 240
All semi-auto shotguns : Default capacity increased to 48
NC Jackhammer : Default capacity increased to 48
VS VX29 Polaris : Fixed bug that was causing this weapon to pickup ammunition twice as fast as all other 100 round LMGS.
NC Gauss SAW S: Fixed bug that was causing this weapon to pickup ammunition too slow. It now collects a full magazine each pickup pass.
All 8 round magazine semi-auto shotguns: Fixed bug that was causing these to only pickup 6 rounds each pass. They now pickup a full 8.

Vehicle Updates

Flash Update:
Rumble Seat: You can now bring a passenger with you on your Flash that can utilize their personal weapons while moving.
New Cert Line: Wraith Module: Cloaking for infiltrators using the Flash
New Weapon: S12 Renegade Shotgun
Vehicle horns should now be able to be heard from significantly greater distances
Movement improvements have been made for the Magrider:
Stock hover length increased
Hill climbing restrictions re-adjusted. Should no longer receive excessive penalties when driving on uneven terrain.
Torque has been increased for all ground vehicles.
This should result in an increase over their current top speeds when driving up inclines.
General tuning adjustments to environmental collision damage for all vehicles
Should now be able to re-equip the default cockpit glass on aircraft after equipping decal cockpit glass
Vehicles will no longer continue to drive themselves after the pilot exits
Fixed an issue that could cause a players to be flung long distances when they collided with a vehicle

Vehicle Weapon Changes

Prowler P2-120 HEAT & HE rounds have had their blast damage reduced from 1000 to 700.
Full shields and health infantry require at least two rounds to be killed from splash damage exclusively.
This does not affect direct damage.
A direct hit will still kill a full health infantry in one round.
Most vehicles are immune to tank blast damage so this will have little effect on vehicle to vehicle combat.

Prowler P2-120 HE

Time to reload increased from 3125ms to 3500ms
Vanguard Titan 150 HE
Time to reload decreased from 5000ms to 4750ms

G30/A30 Walker

Reduced cone of fire penalty slightly
The inner/outer blast radius from the following vehicle based weapons has been reduced
MBT HEAT: (P2-120, Titan and Supernova): Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 7 to 5 meters.
MBT HE: (P2-120, Titan and Supernova): Inner radius blast reduced from 2.5 to 2 meters. Outer radius blast reduced from 11 to 8 meters.
Lightning: L100 Python HEAT: Inner radius blast reduced from 1.5 to 1 meter. Outer radius blast reduced from 7 to 5 meters.
Lightning: L100 Python HE: Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 11 to 8 meters.
Liberator: L105 Zepher: Outer radius blast reduced from 8 to 7 meters.
Liberator: C150 Dalton: Outer radius blast reduced from 10 to 9 meters.

ESF:

Rocket Pods: Outer radius blast reduced from 6 to 5 meters.
Common: M60 Bulldog: Outer radius blast reduced from 8 to 6 meters.
Common: E540 Halberd: Outer radius blast reduced from 4 to 3 meters.
Magrider: Saron HRB: Outer radius blast reduced from 4 to 3 meters.
Vanguard: Enforcer ML85: Outer radius blast reduced from 4 to 3 meters.
Prowler: P525 Marauder: Inner radius now matches M40 Fury; Increased from 1 to 2 meters.

The experience granted for killing many enemy vehicles has been increased:

Galaxy: 400 xp, increased from 300 xp
Liberator: 500 xp, increased from 150 xp
ESF: 400 xp, increased from 75 xp
MBTs: 500 xp, increased from 100 xp
Lightning: 400 xp, increased from 100 xp

UI Updates

The server select screen in the create character flow now defaults to showing recommended servers
Improved bundle preview functionality
Added item descriptions tooltips
Added strikethrough for owned items
Added “last logged in” to outfit management
Added drag and drop functionality to the Platoon Management window
The grenade counter on the HUD now displays which grenade you have equipped
Various UI optimizations
Manual minimap zoom is now supported. The default keybindings are ‘[‘ and ‘]’ for zoom out and zoom in, respectively.

Respawn & Map screen revamp

The respawn screen has been merged with the map screen capabilities
Deployment locations are now displayed on the left side of the screen when the player is dead, along with simplified class selection panel. The list functions the same way it did on the respawn screen.
You can now switch continent views by clicking directly on the continent title bar at the top of the map screen.
Statistics, Resources, and Filters panels have been consolidated into a modal toggle bar in the upper-right of the map screen. In addition to reducing screen clutter, this cleans the map up to future expansion as features such as the mission system get implemented.
Instant action has been redesigned to be a single button press, with no on-map indication of where it will send the player, but it will still hot-drop them onto a facility with heavy combat. This is to prevent people from exploiting instant action as an organizational tool, which is what people were using it for previously. If you are in a squad and not the leader, a second button for squad deploy will appear.
Fixed a bug where locked certs were showing as purchasable, even though they could not be purchased
The tooltip displaying Bronze and Gold membership bonus percentages should now show the correct bonus amounts
The information displayed in the Profile page and the Leaderboard Stats Pane should now be consistent
Fixed an issue where platoon leaders that gave up squad leadership were unable to be promoted back to squad leader
Facility defends should now be appropriately tracked in stats and leaderboards
Leaderboards should no longer display erroneous negative numerical values in the Time Played column
Can now click/sort the BR, Capture, and Defended columns in the Leaderboard
Social Menu button on the Leaderboards should now be grayed out for your own name
"Back" and "Next" buttons become grayed out and do not function once the player reaches the beginning or end of the leaderboards
The "go to top" and "find me" buttons are now disabled on the friend and outfit leaderboards
The Mini-Chaingun, Jackhammer, and Lasher are now listed in the machine gun section of the stats page
/l and /c are now shortcuts for leader/command chat.
Destroyed phalanx turrets display the “need repair” wrench icons for friendly engineers
Location of squad mates should correctly show on the map, even if the squad was created at long ranges
Will no longer receive a successful confirmation message when entering incorrect Twitch TV credentials
Vehicle acquisition timers should now display accurately while you are dead
There is now a Battle Rifle filter in the Depot
The AMR-66 should now be correctly filtered in the Depot

The following commands should now function properly:

/outfit invite
/outfit quit
/outfit leave (same functionality as /outfit quit)

Facility Updates

Can no longer capture Point A at Arroyo Torre Station through a wall
All jump pads at Nott Amp Station should now be empire-specific
Replaced a missing ammo tower from the Spec-Ops Training Camp
IFF shields at Wokuk Amp Station should now update appropriately on base capture
Fixed misplaced IFF shields at the NE teleporter room of Andvari Bio Lab
The shield generators at Zurvan Amp Station should now be connected to the appropriate shields
All banners at the following locations should now update properly with ownership:
Andvari Biolab
Terran BL-4 Crash Site
Onatha Biolab
Ymir Biolab

Added a fourth equipment terminal to the Heyoka Southeast Gate forward spawn
The ammo tower at Xelas Bio Lab’s North East forward spawn should now properly update with point ownership
Removed a non-functional SCUs from:
Copper Ravine Station
Crimson Bluff Tower
Mani Bio Lab
Addressed issues with Gravpad particle effects missing when viewed from certain angles
Fixed collision issues that could cause players to fall through the world near the Indar’s northern warpgate
Fixed patches of missing terrain at the following locations:
Zurvan Amp Station
Dahaka Amp Station
Allatum Biolab
Mao Tech Plant
Tawrich Tech Plant

Addressed some graphical issues at the spawn point for Howling Pass Checkpoint and the Dahaka Amp Station tunnels.
Forward spawn points should now display as neutral when appropriate on both the map and minimap
Addressed terrain clipping and texture seam issues at:
Zurvan Amp Station
Ikanam Bio Lab
Tawrich Tech Plant
Crimson Bluff Tower
The Stronghold
The Crown
Crossroads Watchtower
Highlands Solar Station
Indar Bay Point
J908 Impact Site
Red Ridge Communications
Sandstone Gulch Mining
Camp Connery
Scarred Mesa Skydock
Mao Tech Plant
Hvar Tech Plant
Gravel Pass
Abandoned NS Offices
Quartz Ridge Camp

Removed a non-functional capture point from the Esamir Biolabs
Fixed inconsistent experience reward for capturing Quartz Ridge Camp
Friendly terminals and phalanx turrets now give appropriate grief when damaged
Redesign of the Outpost Tower to make vehicle ordering more secure
Added a switchback from Blackshard Platinum Mine to Mesa Com. Station and connected Rust Mesa Lookout to the Old Stockpile
Adjusted ARC Bioengineering and NS Salvage Yard to be more accessible
Added a bridge from Crater Firing Range to Alkali Mining Supply
Addressed a stuck bug in some crates and containers at Northpoint Station
Anti Gravity Pad particle effects should no longer be coming through the floor anywhere at The Crown

Audio Updates

Riders on the Flash should now hear audio cues for lock-on
Exiting a Sunderer with a gate shield diffuser equipped should no longer play the diffuser activation audio.
Suppressor attachments should now change the firing audio of the Eridana SX5 and SMG-46 Armistice
GD-7F Carbine should no longer have different firing audio for single shot vs automatic fire
NS Annihilator should now have lock on sound effects

Electrofreak
2013-03-13, 07:35 AM
Looks good to me!

Now, cue the QQ... :p

HiroshiChugi
2013-03-13, 08:00 AM
Can't wait to try this out when I get home! :'D FINALLY they add they flash seats and cloaking capability. Any Idea when the swamp continent comes into the picture? 3:

MGP
2013-03-13, 08:18 AM
Good thing Claymores got nerfed. They were OP as hell.

psijaka
2013-03-13, 08:21 AM
Wow, wasn't expecting the huge XP increase for killing vehicles. Open season!

(Can't help feeling that they have overdone this a bit, but "Make hay whilst the sun shines")

Figment
2013-03-13, 08:30 AM
All in all decent changes.

Good to see improvements in outfit management and the virtual training is most welcome. Hopefully it will have moving targets (to practice leading) and you'll be able to adjust what kind of targets there'll be (different cert setups on targets, like levels in damage absorption certs on target units).

Interesting to see just how much more HE damage the Prowlers could do in comparison to the Vanguard.

Suprised yet not surprised that Rocketpods had a 6m blast radius. Doubt one meter reduction will make a big difference in practice on infantry, certainly not with a clip this big and a lot of pretty accurate direct hits. They could make these blast radii much smaller at this accuracy if they're meant to be AV (those targets are way bigger than infantry after all). Heck, I'd say 2m blast radius would still suffice to kill infantry with ease and would cause ESF to use thier nose gun as it was meant instead of using spam. Do AV rocketpods even need to be explosion based, or wouldn't they function well enough when direct hit (AP) based?

Good to see /c and /l (though I feel /l should be /local) instead of /leader. Missing most important chat function fix though: /re.

Thunderhawk
2013-03-13, 08:34 AM
Looks good to be fair, can't find anything that makes me go "What ??"

Hmr85
2013-03-13, 08:43 AM
Updates look good. To bad the Faction specific launchers did not make it in on this patch. A lot of good changes in this one. I can't wait to get home from work and try and my new flash with the rumble seat :)

Blinklys
2013-03-13, 09:08 AM
Very nice. Can't wait to try out the training area.

A bit surprised by the major XP increase for killing vehicles, espesically ESFs. This will give lots of XP even if the pilot bails.

Also good to see that c4 now despawns if the player dies.

MurderBunneh
2013-03-13, 09:14 AM
All in all a good update. But that being said I can't help but be disappointed that there is no mention of server transfers cert reset or my biggest disappointment the Battle rifle tuning that was mentioned a month ago.
The new weapons SMG and PAS do the job they are intended to do very well. The HA specials and the Battle rifles do not perform well. I feel ripped off on those purchases and will not buy anything further until they are fixed.

I will however make an exception and pay to get off my server or reset my ill spent certs.

Bocheezu
2013-03-13, 09:22 AM
RIP steel rain. You were fun, but very overpowered.

Assist
2013-03-13, 09:26 AM
One thing I don't understand is the semi-auto shotgun changes. Does anyone even use the semi-auto shotguns? I still don't see the point of them.

Two biggest changes, outside of balancing, is the C4 despawning and the XP for vehicle kills changing. I don't see anyone complaining about either change but I also find it interesting that I've never seen people complain about how they were. Good to see changes going through that are needed but the community has overlooked.

Merzun
2013-03-13, 09:28 AM
The cloak effect on low graphics settings will no longer make the infiltrator completely invisible.


So the grey shadow thingy is now a feature. Hope they toned it at least down or better make it shimmer like the higher settings.


Added strikethrough for owned items


Isn't that already in? At least in bundles they are already struck through.

Ghoest9
2013-03-13, 09:30 AM
Im going to miss choosing my target for instant action.

Figment
2013-03-13, 09:32 AM
C4 despawning kinda makes the anti-tank mine for demolitions even better. Because those stay put. Would rather the C4 could be shot off or removed and the player who'd want to make it explode would either have to use an EMP grenade or would need to reattach his triggers to the C4 manually.

CraazyCanuck
2013-03-13, 09:33 AM
Wow..excelllent changes. Max able to ride that rumble seat? :)

ThatGoatGuy
2013-03-13, 09:34 AM
It's giving me a boner already.

Sifer2
2013-03-13, 09:35 AM
lol Prowler HE rounds got double nerfed. Probably ****ing useless now. I already used HEAT most of the time anyway now I see no reason to ever use anything but HEAT.

Funny how they both nerf vehicles across the board, and up the xp bounty on them. They really hope to sell some new OP rocket launchers you can tell. :p



Edit: Oh, and those premium passive certs increases sound nice but do you still have to log in every day to claim them? If so that's still a big deterrent IMO. I think premium members should get the passive certs without needing to log in.

Dodgy Commando
2013-03-13, 09:36 AM
Bigger XP rewards for vehicle kills might encourage more infantry fighting, even if its to take on vehicles. Certainly going to mix up the veh/inf ecosystem IMO, especially if you add the explosion radii nerfs; and possibly a buddy with a rocket launcher sitting in your brand-spanking-new Flash rumble seat.

Looking forward to it all.

Glad to see VR appearing, although giving us access to everything doesn't seem to fit quite well with the business side of things to me. I'm not complaining, though! Besides, its much less cumbersome than 30 minute trials.

C4 despawning after death is nice, although I predict a few tears from the more avid users. At least it should discourage suicide runs on Sunderers for example.

-e-
@Sifer2
LOL I did not actually see that at first, but it does seem disturbingly plausible now that you mention it.

Figment
2013-03-13, 09:45 AM
lol Prowler HE rounds got double nerfed. Probably ****ing useless now. I already used HEAT most of the time anyway now I see no reason to ever use anything but HEAT.

Not really.

Prowler HE:
Fire, Fire (two potential kills (on direct hit), one likely kill) - 3.5 second reload - Fire, Fire (two potential kills, one likely kill)

That's four potential kills, probably two likely kills every 7 seconds (+ 2x fire rate of barrels, which I think is less than a second each?).

Vanguard HE:
Fire (one potential kill) - 4.75 second reload - fire (one potential kill)

That's two potential kills every 9 seconds.


In terms of potential, Prowler is clearly the better option still.

Hamma
2013-03-13, 09:45 AM
Pimpified the OP with formatting.

Pretty expansive list of changes.. going to take a while to digest them. Look good so far!

Good thing Claymores got nerfed. They were OP as hell.

If by OP you mean the most easily spotted mines in the game then I will agree.

Chris Talon
2013-03-13, 09:48 AM
All in all very nice, but no Achievements and no Battle Rifle buff :-(

Figment
2013-03-13, 09:50 AM
If by OP you mean the most easily spotted mines in the game then I will agree.

Most easily spotted due to the light beam and higher profile shape yes, but nevertheless hard to see. Like all mines, it simply merges with the clutter colours of the background. Hardly see any, even if they are friendly and have an icon above them.

Doesn't help that some seem to literally sink into the ground.

Hamma
2013-03-13, 09:53 AM
I use claymores and I would say 85% of the time someone sees it and shoots it. Whereas the other mines blend right into the ground and are the same level.

Sidenote: The patch should have been pushed 52 minutes ago and there is nothing in the launcher yet.

psijaka
2013-03-13, 09:53 AM
lol Prowler HE rounds got double nerfed. Probably ****ing useless now. I already used HEAT most of the time anyway now I see no reason to ever use anything but HEAT.

It is a double nerf but much needed; Prowler blast damage far too effective against infantry. Shocked to see how large the MBT blast radii are, even after the nerf. Edit - 8 metres even after the nerf, FFS.

Pella
2013-03-13, 10:21 AM
One thing I don't understand is the semi-auto shotgun changes. Does anyone even use the semi-auto shotguns? I still don't see the point of them.

Two biggest changes, outside of balancing, is the C4 despawning and the XP for vehicle kills changing. I don't see anyone complaining about either change but I also find it interesting that I've never seen people complain about how they were. Good to see changes going through that are needed but the community has overlooked.

I used to use the Semi auto ones. Until the Pump action came in.

Its easier to time and place shots. Especially when LA and your flying.

Shamrock
2013-03-13, 10:23 AM
This is a ton of content addition and adjustment, including the all important 'small things' removing annoying bugs and balance passes / general polishing. While we all want the big ticket items like a new continent updates like this smooth the game out and hopefully make it a more enjoyable experience which is just as important, keep up the good work guys!

Assist
2013-03-13, 10:27 AM
I used to use the Semi auto ones. Until the Pump action came in.

Its easier to time and place shots. Especially when LA and your flying.

Yeah, I agree. But I also use the pump now, what's the point of the semi-autos and why make all the adjustments which don't actually make them better.

Vehicle Weapon Changes
Prowler P2-120 HEAT & HE rounds have had their blast damage reduced from 1000 to 700.
Full shields and health infantry require at least two rounds to be killed from splash damage exclusively.
This does not affect direct damage.
A direct hit will still kill a full health infantry in one round.
Most vehicles are immune to tank blast damage so this will have little effect on vehicle to vehicle combat.

Prowler P2-120 HE
Time to reload increased from 3125ms to 3500ms
Vanguard Titan 150 HE
Time to reload decreased from 5000ms to 4750ms

G30/A30 Walker
Reduced cone of fire penalty slightly
The inner/outer blast radius from the following vehicle based weapons has been reduced
MBT HEAT: (P2-120, Titan and Supernova): Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 7 to 5 meters.
MBT HE: (P2-120, Titan and Supernova): Inner radius blast reduced from 2.5 to 2 meters. Outer radius blast reduced from 11 to 8 meters.
Lightning: L100 Python HEAT: Inner radius blast reduced from 1.5 to 1 meter. Outer radius blast reduced from 7 to 5 meters.
Lightning: L100 Python HE: Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 11 to 8 meters.
Liberator: L105 Zepher: Outer radius blast reduced from 8 to 7 meters.
Liberator: C150 Dalton: Outer radius blast reduced from 10 to 9 meters.


So reading through this confuses me. I read it as - We nerfed the Prowler HE and HEAT. We also buffed the AA guns. Oh, and we nerfed the other HE and HEAT guns, pretty much the same amount as the Prowler?

Am I reading this wrong? They nerfed all the MBT's the same amount, it looks like to me. (What is the P2-120? Isn't that the Prowler gun which they said they nerfed above? Did it get double nerfed on blast radius or did it get nerfed the same amount as the other MBT's?) If everything is nerfed the same amount, they didn't actually balance anything at all?

Phantomdestiny
2013-03-13, 10:29 AM
1:30 later still no patch ; what is going on ? and the servers aren't even down

ThatGoatGuy
2013-03-13, 10:36 AM
Something that ticks me off (Even as a TR player): The Prowler has the ability to fire two shots, with nearly the same rounds as a vanguard or mag. They should do something making it so that the vanguard or magrider reload QUICKER than the Prowler (Though it the reload may even out with the level of lockdown you have). That may balance the tank. As for the HE, it's made for the specific purpose to kill many infantry at once, or else it's better to just have HEAT, that way you are still a potential threat toward other tanks.

Overall the Prowler/HE needed a nerf, but IMO it wasn't nerfed the way it should have been.

wasdie
2013-03-13, 10:37 AM
Seems like a lot of great changes. Good bug fixes and changes to the core experience.

Sledgecrushr
2013-03-13, 10:46 AM
Really wow. Quite an expansive list of updates and additions to the game. It looks to me like the fun factor has been ratcheted up a notch with the quad changes. Cant wait to try it out.

Aaron
2013-03-13, 10:47 AM
So reading through this confuses me. I read it as - We nerfed the Prowler HE and HEAT. We also buffed the AA guns. Oh, and we nerfed the other HE and HEAT guns, pretty much the same amount as the Prowler?

Am I reading this wrong? They nerfed all the MBT's the same amount, it looks like to me. (What is the P2-120? Isn't that the Prowler gun which they said they nerfed above? Did it get double nerfed on blast radius or did it get nerfed the same amount as the other MBT's?) If everything is nerfed the same amount, they didn't actually balance anything at all?

It was a MBT versus infantry balance, I think. Not a MBT versus MBT balance.

KodanBlack
2013-03-13, 10:47 AM
Any Idea when the swamp continent comes into the picture? 3:

This needs to be said, as it happens all too often. Please everyone, read the Roadmap on the PS2 site. You won't have to ask when something is due to come out. I don't mean to be overly rude, but it is easy to have most of your GU questions answered without waiting for a reply on a forum.

SturmovikDrakon
2013-03-13, 10:52 AM
a lot of explosive spam got nerfed it seems, grenades included. good changes overall, including Instant Action

Hamma
2013-03-13, 11:00 AM
Supposedly the servers are now down, still no patch in the launcher. The API continues to report them online.

Figment
2013-03-13, 11:04 AM
Miller indeed went down 3 seconds ago.

Phantomdestiny
2013-03-13, 11:04 AM
Supposedly the servers are now down, still no patch in the launcher. The API continues to report them online.

miller was up 2 minutes ago , now down

Figment
2013-03-13, 11:05 AM
Edit - 8 metres even after the nerf, FFS.

Aiming skill. ^_^

Emperor Newt
2013-03-13, 11:09 AM
Placed C4 will now despawn when the source player dies
Thank you! Even though I play LA a lot. But this also buffs mines tremendously. Now mineguard is even more important.

The experience granted for killing many enemy vehicles has been increased:
Thank you! Being a dedicated AA/AV player finally starts to make sense.

Assist
2013-03-13, 11:09 AM
It was a MBT versus infantry balance, I think. Not a MBT versus MBT balance.

I misread it, I thought it said it changed the radius from 1000 to 700, and then changed the radius of all MBT's. Confused myself by not having enough coffee.

Aaron
2013-03-13, 11:11 AM
a lot of explosive spam got nerfed it seems, grenades included. good changes overall, including Instant Action

I'm glad they're reducing the spam. It wasn't very fun to receive.

Aaron
2013-03-13, 11:37 AM
Patch is now downloadable.

Figment
2013-03-13, 11:44 AM
I misread it, I thought it said it changed the radius from 1000 to 700

http://cdn.memegenerator.net/instances/400x/36108831.jpg

O.o'

Whiteagle
2013-03-13, 11:47 AM
Good thing Claymores got nerfed. They were OP as hell.
...They were?

If by OP you mean the most easily spotted mines in the game then I will agree.
Yeah dude, who was getting all these Claymore kills?

I think the only time my Claymore ever did damage to anything was mining a Generator and a control point in a Bio Lab...

Babyfark McGeez
2013-03-13, 11:49 AM
Warpgate rotation! Yay!

http://forums.station.sony.com/ps2/index.php?threads/warpgate-rotation-anounced-in-gu04.103416/

bjorntju1
2013-03-13, 11:53 AM
Already got the patch downloaded, but the servers are down unfortunately.

wasdie
2013-03-13, 11:58 AM
I'm hoping they sneaked in some CPU optimizations.

Sifer2
2013-03-13, 12:02 PM
...They were?


Yeah dude, who was getting all these Claymore kills?

I think the only time my Claymore ever did damage to anything was mining a Generator and a control point in a Bio Lab...


Yeah same here. The TR mines are by far the easiest to see. It's like a little sign post saying please shoot me for free xp. Compared to NC's betty which is quite literally designed to look like a part of the metal floor that every building in the game has. And the Vanu version which is so flat it often sinks into the floor being invisible entirely. But no apparently the easiest mine to see which is also the only one that isn't AOE needed the biggest nerf. :doh:

Figment
2013-03-13, 12:09 PM
Detection aside.

TR Claymores:
Reduced inner blast radius by 1.5 meters.
Reduced outer blast radius by 1 meter.
Increased inner damage by 25 points.


NC Bouncing Betties & VS Proximity Mines:
Reduced inner blast radius by 0.5 meters.
Reduced outer blast radius by 1 meter.
Increased inner damage by 25 points.

If you look at this, it seems like it got the biggest nerf. Do you know the original values? What if the TR Claymore had the biggest inner blast radius? Was the claymore directional in terms of damage and detection btw? Because that might have explained a lot: to not be placed in the middle of a floor, where NC and VS were intended to be placed there.

I dunno, never placed them before. But it stands up, so maybe it was meant to sit next to a wall? *shrug*

Mietz
2013-03-13, 12:32 PM
Detection aside.



If you look at this, it seems like it got the biggest nerf. Do you know the original values? What if the TR Claymore had the biggest inner blast radius? Was the claymore directional in terms of damage and detection btw? Because that might have explained a lot: to not be placed in the middle of a floor, where NC and VS were intended to be placed there.

I dunno, never placed them before. But it stands up, so maybe it was meant to sit next to a wall? *shrug*

TR Claymores are directional, yes.
Their arc is visible (when not bugged) when placing them afaik.

Having played all factions, TR Claymores are by far the most situational and hard to use. Half the time they don't get triggered even if they should have.

Placing them at doors is incredibly unreliable due to their directional nature.

Babyfark McGeez
2013-03-13, 12:33 PM
I place them quite frequently, and even though they do stand out i also quite frequently get kills from them (usually infront of terminals or in doorways leading to a cap point).

EDIT: They are really directional? never noticed that lol.

stargazer093
2013-03-13, 12:39 PM
huh, I thought they said the maximum downtime is 2 hours, yet 3 hours has just passed

Figment
2013-03-13, 12:42 PM
huh, I thought they said the maximum downtime is 2 hours, yet 3 hours has just passed

If they give it anymore they'll blow cap'n.

Assist
2013-03-13, 12:55 PM
Detection aside.



If you look at this, it seems like it got the biggest nerf. Do you know the original values? What if the TR Claymore had the biggest inner blast radius? Was the claymore directional in terms of damage and detection btw? Because that might have explained a lot: to not be placed in the middle of a floor, where NC and VS were intended to be placed there.

I dunno, never placed them before. But it stands up, so maybe it was meant to sit next to a wall? *shrug*

I think they said the mine changes didn't make it in, I'd assume higby meant the claymores/prox mines/etc ?

Stardouser
2013-03-13, 01:01 PM
Placed C4 should always have despawned, however, SOE still lacks much to be desired in the crispness and swiftness of the C4 deployment motion and needs to be taken to task until it is addressed. Further, it must be possible to pick C4 up, it costs too much to be throwaway especially when you consider how rough the deployment movement is.

Thunderhawk
2013-03-13, 01:08 PM
Miller indeed went down 3 seconds ago.

Noooooooooooo

I mean Yes !!!!!

LasseBlutstroem
2013-03-13, 01:31 PM
Bug: i cant equip the T1 Cycler with the MH2 (2x) scope and the handle, both i already unlocked in the Certmenu.

bpostal
2013-03-13, 02:53 PM
All in all, looks good. As always hooray for bug fixes and a bigger 'Fuck Yes' for VR!

Dragonskin
2013-03-13, 03:22 PM
TR Claymores are directional, yes.
Their arc is visible (when not bugged) when placing them afaik.

Having played all factions, TR Claymores are by far the most situational and hard to use. Half the time they don't get triggered even if they should have.

Placing them at doors is incredibly unreliable due to their directional nature.

Haven't played with proxy mines on my VS much, but I get pretty steady kills from my claymores. Looking at my TR it shows 82 of my kills are from claymores. It's all about placement. Doors, corners, stair ways, in hiding places by objectives.. those are the places enemies find my claymores. You just can't really run into a pack of people and pop one down expecting a lot of kills like you could with the VS and NC mines.

ringring
2013-03-13, 03:31 PM
I've played a little and the prowler nerf isn't as severe as I thought it might be (I can't speak for HE as I only use HEAT).

So, I'm happy enough. (although sad to be leaving the SW corner of Indar, those bases towards the East were good farm land).

It will be interesting if TI Alloys continues to be a monster farm. When TR had the north and VS the south I defended TI Alloys a few times and it never turned into the farm that it did recently and VS did not bring as many tanks as the TR did.

In the later days of TR attacking from the south it started to play out differently and the large score (for me at least) stopped happening - I think the NC lost their 'I must rush towards death again' instinct.

Will NC try to play TI Alloys like the TR? *wonders*

Ruffdog
2013-03-13, 04:34 PM
I welcome a lot of this. Passive gain is great. VR is brilliant. Rumble seats are genius. But some stuff puzzles me


Shooting through SCU shields should no longer impact projectile range

Shouldn't shields....you know....shield against projectiles altogether?


TR Claymores: Reduced inner blast radius by 1.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
NC Bouncing Betties & VS Proximity Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.


This says to me that mid-level flak or high level nanoweave will now not stop an insta death? Will probably find out. The claymore alteration seems harsh since an enemy player can be in the position relative to roughly 270 degrees of the outside of the mine and not take ANY damage, where the vanu and nc mines have zero degrees where you dont take any damage.


The prowler changes I don't really care about because I roll AP. I must be in the minority. I seem to give a big surprise to enemy armor when we meet


ESF: 400 xp, increased from 75 xp
MBTs: 500 xp, increased from 100 xp
Lightning: 400 xp, increased from 100 xp


xp party! 1000xp for alpha boost+platinum member to kill maggies and vannies!? Fuck, hurry up download :D

Biscuit
2013-03-13, 04:57 PM
xp party! 1000xp for alpha boost+platinum member to kill maggies and vannies!? Fuck, hurry up download :D

dang, can you imagine having all of that and then getting double xp weekend on top of it?

DirtyBird
2013-03-13, 05:04 PM
Why did they change the hotspot colours, Is that a colour blind thing?
Its now red or yellow.
Which one is your own factions?

I cant see the point to this change even tho I had nfi exactly how they worked previously.
At least you knew which faction was attacking, now when you share a border with both the other factions you cant tell which one is making the push.



Outfit is showing everyone online when I am the only one.


"Back" and "Next" buttons become grayed out and do not function once the player reaches the beginning or end of the leaderboards
The "go to top" and "find me" buttons are now disabled on the friend and outfit leaderboards
When you first open the Leaderboard you are already at the top so the Back and Next buttons remain disabled as soon as you open it! The Next button should not be disabled.

ringring
2013-03-13, 05:23 PM
re: claymores

I have 110 kills with 35% accuracy, which I take to mean that 35% of the claymore I lay are triggered and cause damage.

The hit count is 135, which means I cause damage to 135 people but kill 110 of them (see above) ie your chance of dying is 81%.

I don't call that particularly skillful I have to say.

Palerion
2013-03-13, 05:24 PM
I like the ammunition capacity increases. Map and deploy screen merge? Beautiful.

Emperor Newt
2013-03-13, 05:28 PM
Shouldn't shields....you know....shield against projectiles altogether?
You don't know the golden rule of PS fluff:

The answer is: nanites.

Always.

Ghodere
2013-03-13, 05:29 PM
The prowler changes I don't really care about because I roll AP. I must be in the minority. I seem to give a big surprise to enemy armor when we meet



xp party! 1000xp for alpha boost+platinum member to kill maggies and vannies!? Fuck, hurry up download :D

Consider the changes before you celebrate. Anti-Infantry armor work is more difficult and less rewarding, and all armor will now be a higher priority for enemy forces. Depending on the severity of the change of the perceived power level of vehicles, AP-equipped tanks may net less xp than they did before the patch due to vehicles both not being pulled in their former numbers and being hunted by other forces more aggressively.

Ruffdog
2013-03-13, 05:37 PM
Consider the changes before you celebrate. Anti-Infantry armor work is more difficult and less rewarding, and all armor will now be a higher priority for enemy forces. Depending on the severity of the change of the perceived power level of vehicles, AP-equipped tanks may net less xp than they did before the patch due to vehicles both not being pulled in their former numbers and being hunted by other forces more aggressively.

Hopefully you're wrong. Net XP going down would mean more than 5 times fewer tanks as a result of those things, which I doubt, fingers crossed.

Redshift
2013-03-13, 05:50 PM
I like the ammunition capacity increases. Map and deploy screen merge? Beautiful.

Really? i thought they were fucking atrocious.

There's even more drop down boxes than before, tiny little extra crap to click just to change options, sunderers now look the same as every other vehicle and get hidden in the spam, the little circle deploy things are barely visible. Even checking another cont is a pain now there's another drop down box to click first.....

DirtyBird
2013-03-13, 05:57 PM
VR bug.
Its using my actual decoy grennade stock on the infiltrator.
Whatever I use in the VR is missing from my kit when I return the to Indar.
So much for saving all those up...

Silent Thunder
2013-03-13, 06:00 PM
VR bug.
Its using my actual decoy grennade stock on the infiltrator.
Whatever I use in the VR is missing from my kit when I return the to Indar.
So much for saving all those up...

Quote straight from the patch notes:
*Note that consumables still cost resources and deplete the player’s inventory when used while in VR. This will be altered in a future update.

It helps to actually read the patch notes before using its features.

DirtyBird
2013-03-13, 06:05 PM
I'm out of interweb badges or I'd give you one.
Seems @Planetside2 didnt read them all either.

But I did find another related bug that isnt in the notes that benefits me greatly so I guess its even in the grenade stakes :D

p0intman
2013-03-13, 06:35 PM
I made an alt on matherson, and looked around the NC VR. LOL. A few things to note for the devs and other players: While you can't hurt other players, you CAN annoy the fuck out of them with smoke grenades and concussion grenades. Usage of everything is true to its word. Perhaps a bit much so. There are a few weapons and things that have no use in the VR (such as smoke and concussion grenades, flash grenades and such). Also, you can stand inside the shooting galleries in a max and grief other players who can't hit dummy NPCs because of you.

Some of that needs fixed, imho.

Assist
2013-03-13, 06:36 PM
Ugh, was just at a fight against maybe a Platoon of NC at a Biolab and I was getting 13-17 FPS :( Normally around 40. Headache from the shit fps after 30 minutes, was having a good time though.
Had some issues involving cloaking, sometimes it would activate but I wasn't cloaked.

Really wish they'd make more of an effort to improve the performance of the game. I know it's not an easy thing to do and I sure as hell have no idea how to do it. Having to stop playing because of the performance of the game is just rough.

My processor is the only thing I have that is slightly outdated - it is a i7 OC'd to 3.8. GTX 680 2gb and 12 gb of ram, rather new SSD's, etc - this should be more than enough to get solid fps in this game - instead every patch my performance takes a nose dive, this one seeming worse than the others.

ChipMHazard
2013-03-13, 07:00 PM
I took this from the symthic forum.

"Start > Computer > C: > Users > Public > Sony Online Entertainment > Installed Games > Planetside 2

Save a copy of the file called UserOptions

Edit UserOptions

Paste the following on top of the Rendering section


[Rendering]
GraphicsQuality=5
TextureQuality=0
ShadowQuality=0
RenderDistance=1250
Gamma=0.000000
MaximumFPS=1000
UseLod0a=1
OverallQuality=-1
LightingQuality=5
EffectsQuality=5
TerrainQuality=5
FloraQuality=5
ModelQuality=5
VerticalFOV=74
ParticleLOD=2
ParticleDistanceScale=0.650000
FogShadowsEnable=0
MotionBlur=0
VSync=0
AO=1
GpuPhysics=1


Also add this in the [SOUND] secion of the same file...
SampleRate=44100"

I don't know if it's actually relevant to do so anymore, but at one point it was recommended to delete the ini file whenever they released a big patch.

Silent Thunder
2013-03-13, 07:02 PM
Really think they need to have some sort of public test server to iron out the bugs before it goes live, sadly with the amount of players needed for that it probably isn't feasable. Which is a shame because I imagine part of the reason for some of these issues is that its hard to do inhouse testing for such large engagements. Dev teams with things like BF3 have it easy, 64 is the max amount of players there will ever be, and you know exactly how and what angles they can come from. Definatly don't envy the people in charge of tracking down the performance hits introduced each patch. Probably some poor intern.

Only people who I think might have it worse with performance feedback is the Arma guys. I know some people who have complained about performance after shoving 100 AI controlled infantry on the field at once to get a cool battle.

Canaris
2013-03-13, 07:10 PM
This change in the Prowler really warrants it now getting the two cannons centralised option

Ruffdog
2013-03-13, 07:34 PM
Some screenshots from tonight:


Deployment/Map Merge

http://i209.photobucket.com/albums/bb78/Rufffdog/PlanetSide22013-03-1321-53-47-16_zpsc090e261.jpg

New coloured crosshairs on x1NV scope
http://i209.photobucket.com/albums/bb78/Rufffdog/PlanetSide22013-03-1321-45-54-41_zps7410f306.jpg

Random joyride :)
http://i209.photobucket.com/albums/bb78/Rufffdog/PlanetSide22013-03-1322-38-02-10_zps417d2dff.jpg

http://i209.photobucket.com/albums/bb78/Rufffdog/PlanetSide22013-03-1322-39-07-95_zps0181ac1f.jpg

Something new bolted onto the back of my Prowler??
http://i209.photobucket.com/albums/bb78/Rufffdog/PlanetSide22013-03-1321-50-45-03_zps55f9b88d.jpg


EDIT: right click and open in new tab for bigger pics



The odd bug here and there. My forward grip and reflex sight from my cycler have gone for some reason. The Outfit list shows all members as BR1 and ALL online when they're not.
One of the multi story outposts (elevators and airpads) has had a big change on the ground floor that I'm not sure was needed.

Performance wise I've seen a big jump. I'm on 95% render as of GU04 with the same framerates as 85% render in GU03. No more triple loading screens (the odd double). Things just seem faster. The Decimator is most certainly faster. Have to re-learn that launcher all over again.

Vashyo
2013-03-13, 07:59 PM
Jackpot!

I can get 500 XP from that lone prowler Piñata I meet in woodman! And enough ammo to kill one faction completely without the need to resupply, yay. :P

camycamera
2013-03-13, 08:22 PM
how big is the patch? how many GB?

Anderz
2013-03-13, 08:58 PM
how big is the patch? how many GB?

Around 1.3 gig if I recall correctly.

Anderz
2013-03-13, 09:03 PM
Really? i thought they were fucking atrocious.

There's even more drop down boxes than before, tiny little extra crap to click just to change options, sunderers now look the same as every other vehicle and get hidden in the spam, the little circle deploy things are barely visible. Even checking another cont is a pain now there's another drop down box to click first.....

Drop down for continents was necessary given that there will be at least 2 more in the next five months.

I do agree, however, that the tabs need to be toggleable so that you can have multiple tabs open should you so please, and have it remember your layout for next time.

I'm not really seeing the issue with the circle deploy things. Maybe slightly bigger, but really, it's a negligible issue compared to the added situational awareness I get from having the entire map viewable in full screen.

Edit: Apologies for double post :S

camycamera
2013-03-13, 09:25 PM
Around 1.3 gig if I recall correctly.

k thnx

Ghoest9
2013-03-13, 10:35 PM
whoops

Ghoest9
2013-03-13, 10:35 PM
1.864 gig

Ghoest9
2013-03-13, 10:36 PM
whoops

Hamma
2013-03-13, 10:37 PM
Thanks for the screenshots!

They DEFINITELY need a test server.

DirtyBird
2013-03-13, 11:32 PM
Briggs possibly has more people in the VR than playing the actual game.

Xaephod
2013-03-14, 12:09 AM
How big do you think the hotpatch will be to fix this horrid FPS issue? Everyone lose half their FPS, makes the game almost unplayable at <30 FPS.

How soon do you think they will get that patch out?

DirtyBird
2013-03-14, 12:34 AM
Player stats are not recorded while in this area.
But your VR suicides will flood your killboard. oops:

Canaris
2013-03-14, 04:28 AM
Thanks for the screenshots!

They DEFINITELY need a test server.

indeedy, they should call the server "I think I broke it!":D