View Full Version : News: PlanetSide 2 Game Update 3/27
Hamma
2013-03-27, 01:29 PM
http://www.planetside-universe.com/news-planetside-2-game-update-2995.htm
http://wiki.planetside-universe.com/ps/Game_Update_(2013/03/27)
The deconstruct button has been removed from the vehicle info panel on the HUD
Vehicle kill assist XP values adjusted to appropriately scale with the recent XP bump for destroying a vehicle
The NS-11C has been added to the Depot for all Empires
Adjustments have been made to the Lancer VS22:
Damage falloff now starts at 500m and ends at 700m.
Projectile speed now changes based on charge level. Level 1 = 600 m/s. Level 2 = 700 m/s. Level 3 = 800 m/s.
Fire delay removed from ALL charge levels.
Now takes 1.5 seconds to reach charge level 2 (used to be 2 seconds). Level 3 remains at 3 seconds. You can now hold the charge for 5 full seconds before it will auto-fire (up from 4).
The charge animation on the reticle is now more precise/accurate
Adjustments have been made to the NC15 Phoenix:
Should now do more damage against air targets (same damage as default launcher)
Reduced reload time by 5700 ms, down to 5200 MS.
Fixed a projectile speed irregularity, this was causing the rocket to go much further than it should have before the player gained control of it. (Related to latency)
Reduced phoenix speed by 10 kph (~2.7 m/sec)
Adjusted the camera to be more in line with the collision model of the rocket
Air to Air lock on tones should now be working correctly for all empires
Server performance improvements
EVILPIG
2013-03-27, 01:34 PM
When you post these news items, why is it always a link to the other page. Can't you just paste the info into the thread as well?
bpostal
2013-03-27, 01:37 PM
All servers will come offline on March 27th at 6:00 AM PT (2:00 PM CET) for a brief update to address a few outstanding issues. Downtime is anticipated to be less than 90 minutes. Players may note the following changes:
The deconstruct button has been removed from the vehicle info panel on the HUD
Vehicle kill assist XP values adjusted to appropriately scale with the recent XP bump for destroying a vehicle
The NS-11C has been added to the Depot for all Empires
Adjustments have been made to the Lancer VS22:
Damage falloff now starts at 500m and ends at 700m.
Projectile speed now changes based on charge level. Level 1 = 600 m/s. Level 2 = 700 m/s. Level 3 = 800 m/s.
Fire delay removed from ALL charge levels.
Now takes 1.5 seconds to reach charge level 2 (used to be 2 seconds). Level 3 remains at 3 seconds. You can now hold the charge for 5 full seconds before it will auto-fire (up from 4).
The charge animation on the reticle is now more precise/accurate
Adjustments have been made to the NC15 Phoenix:
Should now do more damage against air targets (same damage as default launcher)
Reduced reload time by 5700 ms, down to 5200 MS.
Fixed a projectile speed irregularity, this was causing the rocket to go much further than it should have before the player gained control of it. (Related to latency)
Reduced phoenix speed by 10 kph (~2.7 m/sec)
Adjusted the camera to be more in line with the collision model of the rocket
Air to Air lock on tones should now be working correctly for all empires
Server performance improvements
I got your back, you damn dirty Smurf! Small 'buffs' to the phoenix more or less?
And what exactly is an NS-11C? The same thing as the NS-11 but usable on LA and Engineers?
Hamma
2013-03-27, 01:42 PM
When you post these news items, why is it always a link to the other page. Can't you just paste the info into the thread as well?
This requires reformatting the text all over again. Short answer: no. It's a manual process.
It's on our list of things to do.
EVILPIG
2013-03-27, 01:58 PM
This requires reformatting the text all over again. Short answer: no. It's a manual process.
It's on our list of things to do.
Wow, thanks Hamma. I thought you'd get mad. lol The main annoyance, is that it can't be quoted.
Rbstr
2013-03-27, 02:30 PM
Will the Lancer ADS issue be solved?
What is the "fire delay"? This means the shot will now go the instant you lift your finger, including the first one?
I don't see these things being much help over all. Unless damage drop off started instantly before and just destroyed damage by they time it hit 10m, we're still left with a gun that just tickles things at low charges and takes forever to kill anything with full charges, since that time hasn't changed.
And changing the projectile speed with charge level simply makes it harder to use.
All the range in the world doesn't matter if it can just be shrugged off. The only things reliably viewable at these ranges, given the plethora of cover in this game are aircraft and the Lancer only does what, 30% the damage to them?
It's like you only test these things against unpiloted vehicles and only take into account TTK-on-paper and range as a balancing condition.
Gimpylung
2013-03-27, 02:34 PM
Is this real news Hamma, I've heard nothing of this patch elsewhere. What's your source ;p
Soothsayer
2013-03-27, 02:38 PM
He just got this over the red phone that's on his desk, the one that sits next to the launch codes.
ChipMHazard
2013-03-27, 02:40 PM
Is this real news Hamma, I've heard nothing of this patch elsewhere. What's your source ;p
http://forums.station.sony.com/ps2/index.php?threads/server-maintenance-03-27-2013.109342/
:p
Hamma
2013-03-27, 03:15 PM
Is this real news Hamma, I've heard nothing of this patch elsewhere. What's your source ;p
ban :lol:
This requires reformatting the text all over again. Short answer: no. It's a manual process.
It's on our list of things to do.
lol why would I get mad :P
If the contents of the news isn't to complex I will repost it in the thread - it just doesn't happen instantly. News requires one type of formatting, wiki another then forums. :lol:
Assist
2013-03-27, 04:42 PM
Just checked Higby's twitter, seems people still don't like the changes to the Lancer. Going to have to play some HA today and test it out.
So the Phoenix is still a sniper rifle? Awesome!
Hamma
2013-03-27, 05:05 PM
:lol:
I've yet to be killed with one as infantry. Guess I'm just lucky.
Ghryphen
2013-03-27, 05:25 PM
When you post these news items, why is it always a link to the other page. Can't you just paste the info into the thread as well?
Just FYI, the thread is automatic. When news is posted, the thread is auto created with a link to the news post, Hamma isn't the one creating the thread. Content isn't automatically included in the thread since news uses html and threads use bbcode. Definitely room for improvement, just not a priority :)
Might happen sooner than later if Hamma stops using html in the news posts, since the news does support bbcode :)
:lol:
I've yet to be killed with one as infantry. Guess I'm just lucky.
Avoid platforms at all costs!
camycamera
2013-03-27, 07:32 PM
hopefully the server performance they say they have added actually does increase server performance
Hamma
2013-03-27, 11:24 PM
Seemed to run pretty smoothly tonight.
Falcon_br
2013-03-28, 12:29 AM
Played on Indar without lag today, I don't remember the last time I defended the crown like I did today! Without lag!
OCNSethy
2013-03-28, 02:20 AM
:lol:
I've yet to be killed with one as infantry. Guess I'm just lucky.
I have. Behind a rock too... None to pleased about it either :)
Koadster
2013-03-28, 03:11 AM
NS 11 C ! If its a carbine they better give it to me for free! I suggested that weapon! Even similar wording of the name. A lmg version will be coming soon.
http://www.planetside-universe.com/showthread.php?t=53289
Posted last month.
Koadster
2013-03-30, 08:22 PM
Big News:
They ninja nerfed some gun damage values aswell without reason.
GD-7F Minimum damage 112 @ 65m → 100 @ 65m.
GR-22 Minimum damage 125 @ 65m → 112 @ 65m.
VX6-7 Minimum damage 100 @ 115m → 91 @ 115m.
Serpent Minimum damage 100 @ 115m → 91 @ 115m.
H-V45 Minimum damage 112 @ 115m → 100 @ 115m.
LC2 Lynx Minimum damage 112 @ 65m → 100 @ 65m.
Cycler TRV Minimum damage 125 @ 65m → 112 @ 65m.
TAR Minimum damage 125 @ 65m → 112 @ 65m.
Emperor Newt
2013-03-30, 09:07 PM
NS 11 C ! If its a carbine they better give it to me for free! I suggested that weapon! Even similar wording of the name. A lmg version will be coming soon.
http://www.planetside-universe.com/showthread.php?t=53289
Posted last month.
Hopefully. Although I would also love to see more Empire specific stuff (really Empire specific like the rocket launchers, not shotgun equivalents) I would love to see more NS stuff too.
Falcon_br
2013-03-30, 11:17 PM
Big News:
They ninja nerfed some gun damage values aswell without reason.
GD-7F Minimum damage 112 @ 65m → 100 @ 65m.
GR-22 Minimum damage 125 @ 65m → 112 @ 65m.
VX6-7 Minimum damage 100 @ 115m → 91 @ 115m.
Serpent Minimum damage 100 @ 115m → 91 @ 115m.
H-V45 Minimum damage 112 @ 115m → 100 @ 115m.
LC2 Lynx Minimum damage 112 @ 65m → 100 @ 65m.
Cycler TRV Minimum damage 125 @ 65m → 112 @ 65m.
TAR Minimum damage 125 @ 65m → 112 @ 65m.
This explains why I can´t snipe anymore with the lynx!
But the jaguar keeped the same old damage? If it ok, I am going to get mad!
Assist
2013-03-30, 11:27 PM
This explains why I can´t snipe anymore with the lynx!
But the jaguar keeped the same old damage? If it ok, I am going to get mad!
Question is, why was it not nerfed as well? It seems to fit the mold of the rest of the guns..
whatever, just more reason not to play VS or use VS Carbines. Solstice is the only one worth a shit now.
edit
Did they also change the proximity mines in this last patch? They seem to be completely worthless now. I watched an enemy engineer walk directly over my proximity mine and it didn't kill him. What I really don't get is when I do my suicide proximity mine charges, I only manage to kill myself and never any enemies. They're so bad now, not sure what the damage values are supposed to be but they're no where near what they used to be. I only need another 100 kills with them for the auraxium medal and I don't even want to bother..
Timealude
2013-03-31, 03:45 AM
Question is, why was it not nerfed as well? It seems to fit the mold of the rest of the guns..
whatever, just more reason not to play VS or use VS Carbines. Solstice is the only one worth a shit now.
edit
Did they also change the proximity mines in this last patch? They seem to be completely worthless now. I watched an enemy engineer walk directly over my proximity mine and it didn't kill him. What I really don't get is when I do my suicide proximity mine charges, I only manage to kill myself and never any enemies. They're so bad now, not sure what the damage values are supposed to be but they're no where near what they used to be. I only need another 100 kills with them for the auraxium medal and I don't even want to bother..
Theres a bug currently with prox mines, they wont do any damage except for the bouncing betty and they have to be ran over at a 90 degree angle to kill a person.
KaskaMatej
2013-03-31, 04:28 AM
Big News:
They ninja nerfed some gun damage values aswell without reason.
GD-7F Minimum damage 112 @ 65m → 100 @ 65m.
GR-22 Minimum damage 125 @ 65m → 112 @ 65m.
VX6-7 Minimum damage 100 @ 115m → 91 @ 115m.
Serpent Minimum damage 100 @ 115m → 91 @ 115m.
H-V45 Minimum damage 112 @ 115m → 100 @ 115m.
LC2 Lynx Minimum damage 112 @ 65m → 100 @ 65m.
Cycler TRV Minimum damage 125 @ 65m → 112 @ 65m.
TAR Minimum damage 125 @ 65m → 112 @ 65m.
The 800+ RPM rifles have done less damage at range since pre-launch. Nothing has changed.
http://forums.station.sony.com/ps2/index.php?threads/800-rof-carbines-and-assault-rifles-got-hit-with-a-stealth-nerf.110623/page-2#post-1490978
Assist
2013-04-01, 11:08 AM
Theres a bug currently with prox mines, they wont do any damage except for the bouncing betty and they have to be ran over at a 90 degree angle to kill a person.
ok, good.
It was really bothering me how I could drop a proximity mine in the middle of 4 enemies, it explode near instantly when one of them was on top of it, yet I was the only one who died from it -_-
I hope it's a bug, i almost uninstalled after a few hours of drinking and realizing that my last 6 proximity mine charges resulted only in my deaths!
Dragonskin
2013-04-01, 11:12 AM
ok, good.
It was really bothering me how I could drop a proximity mine in the middle of 4 enemies, it explode near instantly when one of them was on top of it, yet I was the only one who died from it -_-
I hope it's a bug, i almost uninstalled after a few hours of drinking and realizing that my last 6 proximity mine charges resulted only in my deaths!
I are sure it's a bug though? You can live through mines with flak armor. As a engineer I run nothing, but flak armor.
Assist
2013-04-01, 11:20 AM
I are sure it's a bug though? You can live through mines with flak armor. As a engineer I run nothing, but flak armor.
Nah, twice I dropped one on about 6-7 people in the gen room of a bio lab. No way all of them were running flak
Whiteagle
2013-04-01, 01:45 PM
Did they also change the proximity mines in this last patch? They seem to be completely worthless now. I watched an enemy engineer walk directly over my proximity mine and it didn't kill him. What I really don't get is when I do my suicide proximity mine charges, I only manage to kill myself and never any enemies. They're so bad now, not sure what the damage values are supposed to be but they're no where near what they used to be. I only need another 100 kills with them for the auraxium medal and I don't even want to bother..
Welcome to Planetside 2, the TR Version...
martingee
2013-04-01, 03:19 PM
I haven't played much this week but managed to get a few hours in today and was wondering if claymores had been tweaked?
I had an NC guy (not sure on class) walk through 2 of my claymores, survive, and when i closed for the coup de grace he promptly turned and blew me away despite putting half a pisol mag in him.
On the death screen he had 3 bars of health left.
I've also survived a couple of proximity mines (not in quick succession) and wondered if they'd had there damage reduced. Claymores have pretty much been a straight out kill for me.
I had some synching issues during my play time so i'm wondering if he triggered one of the claymores but the damage hadn't registered.
bpostal
2013-04-01, 04:56 PM
I haven't played much this week but managed to get a few hours in today and was wondering if claymores had been tweaked?
I had an NC guy (not sure on class) walk through 2 of my claymores, survive, and when i closed for the coup de grace he promptly turned and blew me away despite putting half a pisol mag in him.
On the death screen he had 3 bars of health left.
I've also survived a couple of proximity mines (not in quick succession) and wondered if they'd had there damage reduced. Claymores have pretty much been a straight out kill for me.
I had some synching issues during my play time so i'm wondering if he triggered one of the claymores but the damage hadn't registered.
I don't recall reading anything about that, but I know that if you don't put the claymores down in just the right spot, at just the right angle, people can trigger them and take little to no damage due to their directional blast.
Plus all the joy that Flak armor bring to the table.
martingee
2013-04-03, 04:13 AM
Sorry for bumping the thread but looking on the offical forums alot of people have complained about Proximity Mines not working properly aswell as Claymores.
http://forums.station.sony.com/ps2/index.php?threads/proximity-mines-doing-0-damage.110021/
Should be fixed in GU06 which i think hits today? At least i wasn't going mad :P
Hamma
2013-04-03, 10:16 AM
Yep! Now fixed in GU06:
http://www.planetside-universe.com/showthread.php?t=54168
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